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003_Retro book 11/4/04 2:58 PM Page 1

games™’s Retro section has


celebrated the world of retro gaming
for two years, and takes much of its
look and feel from classic Spectrum
magazine Crash. So who better to
write the foreword for this Retro
book, a compilation of the best bits
from the first 24 issues of games™
Retro, than Roger Kean, the original
editor of Crash back in 1984?

– still
o, as I write this
Twenty years ag Shropshire, where it
sitting in Ludlo w,
was putting the pretending to be that
real
all happened – I to Crash 12, the and ‘laser’ lines
finishing touches d looking back at a on the oth er, amazement
objec ts; action
, an
Christmas issue gazines. In that time uashed so much
rth of ma programmers sq r box. If ever we
year’s wo be
wsfield, had mo
ved into the 48K rub were talking about,
our company, Ne home to a three-floor doubted what we ificent covers painted
my cra mp ed d gn
fro m
ntr e of the tow n, an Oliver Frey’s ma His ‘Star Wars trench’
building in the ce of four to twelve. the rea lity for us. ue is
ff
grown from a sta y off the infamous the June ’84 iss
wa cover artwork for one day, we knew,
We were still a pooned Sin cla ir Us er. a gre at ex am ple –
e this.
Crash 19 that lam h a lawsuit from uld really look lik
de d us wit the graphics wo degree, they do, but
That lan
(settled out of co
urt), Now, to a great ry
publisher EMAP r partisan readership sn’t changed ve
nk s to ou the gameplay ha ph ics pro vide a
but – tha of d gra
sh to the leadersh
ip much. Improve
– it rocketed Cra ‘being there’,
e sales. better sense of visual
games magazin ccess story of Crash ed rea lis m and a greater ly
heighten don’t necessari
But the real su rial team. At the enjoyme nt, bu t the y
as if
ito
belongs to the ed ch an incredibly me. It’s almost
su make a better ga of Spectrum gaming
time it seemed the tar ge t ma rke t for du rin g the de ca de
ore 64),
simple idea to let write the reviews that it, the Commod
m ga me s (and, dare I say ists had been
Spec tru er ha d t ex
no other publish n of every idea tha machines, with
it was amazing tio developed. Later and sound chips,
d to that the no
thought of it. Ad on dedicated gra ph ics
four youngsters panded memory
have
getting three or partiality and choice and massively ex experience more
each game for im had the perfect made the ga mi ng
as – at
of opinion and yo
u velopment of ide
. visceral, but de rm game – seemed to
review machine ol of games players lea st of the pla tfo
Although the po was nic.
stop at Sega’s So to imagine what
er the locale, it
came from all ov k to be in the firing It’s no t difficult or
Ludlow School’s
luc
inary ts’ Jet Set Willy
ced an extraord Software Projec c would have been
line, and it produ players… and Ultimate’s Ati c Ata
ith and
stream of talen
ted ers Matthew Sm
a wordsmith or
two. like if programm rs had enjoyed
sometimes even Pa ss ey, the Sta mp er bro the
ones Chris ment systems an
da
Among the early , Robin Candy and today ’s develop ox to play them on.
Matthew Uffindell mo rab le. Wi thi n
Pla yS tat ion 2 or Xb
mph is six quid. We we
ain me and so their triu re
Nick Roberts rem and mighty of the But they didn’t, mething incredible there was rubbis spoiled! Of course,
ye ar, the gre at , de so h too, and plenty
the ad that they ma but then, there
made the back-ro seek d, and all for un
der still is… and it co of it,
games industry to with what they ha lot, lot more. sts a
k to Shropshire
tractor-laden tre se worldly-wise So retro gaming
the counsel of thes gurus. Everyone that’s not so su
rpr
is here to stay,
and
14-year-old game nally on the telly, always has a va ising since history
lue. And whether
appeared occasio several times in retro game for old you
bin
Matthew and Ro s; it is testament to the sheer joy tho time’s sake, or for
ow se games engend
selected yoof sh icism of Lloyd or because, like
cyn Peter Pan, you ca ered,
the quiet, calm boys retained the
ir let go and grow
up with an Xbox n’t
Mangram that the of it. doesn’t matter. , it
st Th
sanity… Well, mo thought that what the computer game e point of any
It’s a sobering is to beat the ga
and just becaus me,
d the ‘target e
advertisers calle ’ (boys of 13-15 doesn’t mean tha it’s 20 years old
ph ic gro up t the ga me can’t still
demogra beat you. Or pe
bstantial pocket rha
years old with su those issues of Crash games anthropolo ps you’re just a
y) wh o rea d s of gis t, wh ich, as Lloyd
mone would say, is a ve
methings with kid ry long word.
are now thirty-so sons or daughters ■ Roger
Kean was the ori
ir
their own. Do the old Speccy games? Crash magazine an ginal editor of
think much of the ming as popular as Newsfield Publicati d one of the founders of
ga ons, which also
And why is retro to the first question published ZZap!64
,
it is? The answer unless, of course, Games Machine. Amtix, LM and The

is, probably not a ■ Cover
Lunar Jetman on artwork courtesy
seeing Dad play , they recognise the used with kind pe of Oliver Frey,
tru m em ula tor rmission.
Spec the
qualities. As to
game’s intrinsic well that’s probably
second question, – a whiff of lost
a
plain old nostalgi ce. Or, for the first
en
youth and innoc – the
ration, is it more
videogame gene first of a tribe?
pride of be ing the
that at Crash
It has to be said two
ers we all ho vered between
Tow sa
e hand there wa
extremes. On on that we were all
f
sense of disbelie bs, triangles, squares
about a set of blo
004-05_Retro book 11/10/04 11:40 AM Page 1

Contents
THIS BOOK HAS BEEN OVER 20 YEARS IN THE MAKING… 24 ISSUES OF games™ RETRO
CONDENSED INTO ONE ESSENTIAL GUIDE TO THE GREATEST GAMES AND HARDWARE EVER

t it it
-Bi 6 - B 32a-bnd d
8 1 beyo
n

8-BIT GAMING 16-BIT GAMING 32-BIT AND BEYOND


Lloyd Mangram’s Videogames Classic Machine: Super Nintendo . . . . . . . . . . . . . .Page 90 Classic Machine:
History Lookback . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 8 Rising Sun Retro: Umihara Kawase . . . . . . . . . . . . .Page 94 3DO Interactive Multiplayer . . . . . . . . . . . . . . . . . .Page 150
Classic Machine: Spectrum 48K . . . . . . . . . . . . . . . .Page 16 Great Game Bosses: Sunset Riders . . . . . . . . . . . . .Page 95 Games That Time Forgot: Magic Carpet . . . . . . . .Page 154
Developer Lookback: Jon Ritman Haven’t We Met Before?: Alundra and Classic Machine: Sega Saturn . . . . . . . . . . . . . . . .Page 156
and Bernie Drummond . . . . . . . . . . . . . . . . . . . . . .Page 20 Legend Of Zelda: A Link To The Past . . . . . . . . . . . .Page 95 A Great Gaming Moment:
Company Lookback: Greatest Retro Game Ever: Conker’s Bad Fur Day . . . . . . . . . . . . . . . . . . . . . . . .Page 162
Ultimate Play The Game . . . . . . . . . . . . . . . . . . . . . .Page 24 Super Mario World . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 96 Great Game Bosses: Game Tengoku:
Great Game Bosses: Jet Set Willy . . . . . . . . . . . . . .Page 26 Family Tree: Zelda . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 98 The Game Paradise . . . . . . . . . . . . . . . . . . . . . . . . .Page 162
Videogames Myths: Lunar Jetman . . . . . . . . . . . . .Page 26 Greatest Retro Game Ever: Rising Sun Retro: Radiant Silvergun . . . . . . . . . . .Page 163
Why Don’t They Remake: Jack The Nipper . . . . . .Page 27 Tetris Battle Gaiden . . . . . . . . . . . . . . . . . . . . . . . . .Page 100 Why Don’t They Remake: NiGHTS Into Dreams . .Page 164
Long Live Retro: Head Over Heels Great Game Bosses: Contra Spirits . . . . . . . . . . . .Page 101 Family Tree: Rhythm Action Games . . . . . . . . . . .Page 166
In Love With Retro . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 28 A Great Retro Gaming Moment: Classic Machine: Nintendo 64 . . . . . . . . . . . . . . . .Page 168
Classic Machine: Commodore 64 . . . . . . . . . . . . . .Page 32 Mickey’s Magical Quest . . . . . . . . . . . . . . . . . . . . . .Page 101 Treasure Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 172
Why Don’t They Remake: Feud . . . . . . . . . . . . . . . .Page 36 Greatest Retro Game Ever: ROM Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 174
Family Tree: One-On-One Beat-’Em-Ups . . . . . . . . .Page 38 Yoshi’s Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 102

Sega’s Saturn was


Company Lookback: System 3 . . . . . . . . . . . . . . . . .Page 40 A Great Retro Gaming Moment: actually more
Classic Machine: Amstrad CPC 464 . . . . . . . . . . . . .Page 46 Super Castlevania IV . . . . . . . . . . . . . . . . . . . . . . . .Page 104 powerful than the
PlayStation, just
Clash Of The Titans: Gryzor . . . . . . . . . . . . . . . . . . . .Page 50 Games That Never Quite Made It: Starfox 2 . . . .Page 105 not as popular.
Step By Step: Cybernoid . . . . . . . . . . . . . . . . . . . . . .Page 52 Great Game Bosses: Earthworm Jim 2 . . . . . . . . .Page 105
Company Lookback: Codemasters . . . . . . . . . . . . .Page 54 Classic Machine: Sega Mega Drive . . . . . . . . . . . .Page 106
Classic Machine: Atari 2600 . . . . . . . . . . . . . . . . . . .Page 58 Greatest Retro Game Ever: Flashback . . . . . . . . . .Page 110
Greatest Retro Game Ever: Pong . . . . . . . . . . . . . . .Page 62 A Great Retro Gaming Moment:
Classic Machine: NES . . . . . . . . . . . . . . . . . . . . . . . .Page 66 Sonic The Hedgehog 2 . . . . . . . . . . . . . . . . . . . . . .Page 114
Family Tree: Mario . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 70 Great Game Bosses: The Revenge Of Shinobi . .Page 114
Genius Lookback: The Man Behind Mario . . . . . . .Page 72 Games That Time Forgot: Kid Chameleon . . . . . .Page 115
Games That Time Forgot: Family Tree: Sonic The Hedgehog . . . . . . . . . . . . .Page 116
Princess Tomato In The Salad Kingdom . . . . . . . . .Page 74 Company Lookback: Treasure . . . . . . . . . . . . . . . .Page 118
Classic Machine: Sega Master System . . . . . . . . . .Page 76 Classic Machine: Commodore Amiga . . . . . . . . . .Page 120
Six Of The Best: Sega Master System . . . . . . . . . . .Page 80 Six Of The Best: Commodore Amiga . . . . . . . . . .Page 124
Games That Time Forgot: Greatest Retro Game Ever:
Wonderboy III: The Dragon’s Trap . . . . . . . . . . . . . .Page 81 Speedball 2: Brutal Deluxe . . . . . . . . . . . . . . . . . . .Page 125
Developer Lookback: Graftgold Games . . . . . . . . .Page 82 Family Tree: Football . . . . . . . . . . . . . . . . . . . . . . . .Page 126
Greatest Retro Game Ever:
Sam & Max Hit The Road . . . . . . . . . . . . . . . . . . . .Page 128
Why Don’t They Remake:
Sensible World Of Soccer . . . . . . . . . . . . . . . . . . . .Page 130
Classic Machine: Atari ST . . . . . . . . . . . . . . . . . . . .Page 134
Six Of The Best: Atari ST . . . . . . . . . . . . . . . . . . . . .Page 138
Greatest Retro Game Ever: The Fool’s Errand . . .Page 139
A Prince Amongst Games . . . . . . . . . . . . . . . . . . . .Page 140
Company Lookback: The Bitmap Brothers . . . . . .Page 142

For most people the Spectrum or


Commodore 64 was their introduction to
the world of gaming. Both are still fondly
remembered, and often played.

4| Retro | CONTENTS
004-05_Retro book 11/10/04 11:41 AM Page 2

Highbury Entertainment,
Paragon House,
St Peter’s Road, Bournemouth,
Dorset, BH1 2JS
Tel: +44 (0) 1202 299900
Fax: +44 (0) 1202 299955
Websites www.paragon.co.uk
www.totalgames.net
www.gamestm.co.uk

CUSTOMER SERVICES
For all queries please contact our
Customer Services Department
on 01202 200200 or email
subs@paragon.co.uk

EDITORIAL & DESIGN


Managing Editor Nick Roberts
Group Editor Simon Phillips
Editor Darran Jones

el ds d es Sub Editor Charlotte Martyn


h
Arca
Group Art Editor Paul Ridley
d Ha n d Senior Art Editor Lisa Johnson
Designers Caroline Owen,
David Jakes, Ian Holland
Photography Penrose Photography
Contributors Keith Edwards, Simon
Cann, Luke Albigés, Martin Mathers,
Ryan King, Roger Kean, Oliver Frey,
HANDHELD GAMING ARCADE GAMING Steve Takle, Liz Morris, Chandra
Classic Machine: Nintendo Game Boy . . . . . . . . . . . .Page 182 Classic Machine: Neo-Geo Arcade Nair, Gary Adams, Damien Butt,
Six Of The Best: Nintendo Game Boy . . . . . . . . . . . . .Page 186 Entertainment System . . . . . . . . . . . . . . . . . . . . . . . . . .Page 216 Lloyd Mangram
ROM Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 187 Greatest Retro Game Ever: OutRun . . . . . . . . . . . . . . .Page 224 PRODUCTION &
Classic Machine: Neo-Geo Pocket . . . . . . . . . . . . . . . .Page 188 Family Tree: Coin-Op Driving Games . . . . . . . . . . . . .Page 226 DISTRIBUTION
Six Of The Best: Neo-Geo Pocket . . . . . . . . . . . . . . . . .Page 192 Greatest Retro Game Ever: Smash TV . . . . . . . . . . . .Page 228 Production Manager Dave Osborne
Bureau Manager Chris Rees
Classic Machine: Sega Game Gear . . . . . . . . . . . . . . .Page 194 The Penny Drops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 230 Scanning/Prepress Wesley Neil
Six Of The Best: Sega Game Gear . . . . . . . . . . . . . . . .Page 198 A Great Retro Gaming Moment: R-Type . . . . . . . . . . .Page 236 Circulation Manager Tim Harris
Classic Machine: PC Engine GT . . . . . . . . . . . . . . . . . .Page 200 Games That Never Quite Made It: Wild Riders . . . . .Page 238 Tel: +44 (0) 1202 200218
Six Of The Best: PC Engine GT . . . . . . . . . . . . . . . . . . .Page 204 Videogames Myths: Fax: +44 (0) 1202 200217
Star Games: Enemy Of The State . . . . . . . . . . . . . . . .Page 205 Street Fighter II: The World Warrior . . . . . . . . . . . . . . .Page 240
Don’t Go Changing: Devil Crash . . . . . . . . . . . . . . . . . .Page 205 Great Game Bosses: Caveman Ninja . . . . . . . . . . . . .Page 240 INTERNATIONAL LICENSING
games™ Retro is available for
Classic Machine: Atari Lynx . . . . . . . . . . . . . . . . . . . . .Page 206 Star Games: House Of The Dead 2 . . . . . . . . . . . . . . .Page 241
licensing overseas.
Six Of The Best: Atari Lynx . . . . . . . . . . . . . . . . . . . . . .Page 210 Family Tree: Street Fighter . . . . . . . . . . . . . . . . . . . . . .Page 242 For details, please contact:
Please Release Me: Alien Vs Predator . . . . . . . . . . . . .Page 211 Greatest Retro Game Ever: I, Robot . . . . . . . . . . . . . . .Page 246 International Manager Cathy
Amuse Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 248 Blackman
▼ Everyone loves the Tel: +44 (0) 1202 200205
Look Back In Anger: Dragon’s Lair . . . . . . . . . . . . . . . .Page 252
Game Boy. It’s still Fax: + 44 (0) 1202 200217
the world’s top Don’t Go Changing: Power Stone . . . . . . . . . . . . . . . .Page 252 cathb@paragon.co.uk
handheld console. Greatest Retro Game Ever: Shinobi . . . . . . . . . . . . . . .Page 253
DIRECTORS
Why Don’t They Remake: Forgotten Worlds . . . . . . .Page 256
CEO Mark Simpson
Buyer’s Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Page 257 Managing Director Mike Frey
Production Director Jane Hawkins
Circulation Director Kevin Petley
Advertising Director Peter Cleall

PRINTED BY Southern Print,


17-21 Factory Road, Upton
Industrial Estate, Poole, BH16 5SN
DISTRIBUTED BY Seymour Ltd, 1st
Floor, 86 Newman Street, London
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All text and layout remains the
copyright of Highbury Entertainment
Ltd. games™ Retro cannot accept
responsibility for any unsolicited
material or transparencies. games™
Retro is fully independent and its
views are not those of any company
mentioned herein. All copyrights and
trademarks are recognised and all
images are used for the purpose of
criticism and review only. No part of
this book may be reproduced without
the written permission of the publisher.
©2004 Highbury Entertainment Ltd
is a wholly owned subsidiary of
Highbury House Communications
plc. Registered in England.
Registered number: 2483576.
Registered office: The Publishing
House, 1-3 Highbury Station Road,
Islington, London, N1 1SE
ISBN 1478-5889
Cover image and intro page artwork
©1984-2004 Oliver Frey
All Rights Reserved.

CONTENTS | Retro | 5
006-7_Retro book 11/4/04 10:46 AM Page 1

Retro

6| Retro | INTRODUCTION
006-7_Retro book 11/4/04 10:46 AM Page 2

INTRODUCTION | Retro | 7
015_Retro book 11/8/04 9:52 AM Page 1

IN THE
BEGIN8-N ING…
bit computers and
For many, the
t true retro
consoles represen
won’t be many
gaming and there
e of 30 who
gamers over the ag
h on an
didn’t cut their teet
Atari 2600 or ZX81
. Sure,

Bit
there are plenty of
that no longer hold
same magic for us
games
the
that they
t that’s
8-
did in our youth, bu
. For now
true of any system
ppy to simply
we’re more than ha
ming began for a
celebrate when ga
.
great many people
te book to
We’d need a separa
achine ever
cover every 8-bit m
d we’ll be
released, so instea
e more popular
concentrating on th
of you may have
systems that many
re a nipper. The
owned when you we
endo
Spectrum 48K, Nint
em and
Entertainment Syst
just a few of
Commodore 64 are
red in this
the machines cove
edibly satisfying
section and it’s incr
likes of Jet Set
to look back at the
see just how far
Willy and Dizzy and
e has come.
our beloved pastim
of the book
Compiling this part
fond memories;
brought back many
nd arguments
from those playgrou
st computer to
over who had the be
st time we
remembering the fir
. Hopefully,
played Manic Miner
llowing pages will
looking over the fo
me nostalgia.
fill you with the sa

8-BIT INTRO | Retro | 15


08-13_Retro book 11/8/04 9:39 AM Page 1

Retro

Lloyd Mangram’s
VIDEOGAMES
HISTORY
LOOKBACK
TAKE A STEP BACK IN TIME WITH ME, LLOYD MANGRAM, AS I DELVE INTO THE DEEP, DARK
BEGINNINGS OF VIDEOGAME HISTORY. I WILL SHARE WITH YOU THE HIGHS AND THE LOWS, THE
TEARS AND THE LAUGHTER, THE E.T.S AND THE VICE CITIES. OF COURSE, IT’S A STORY YOU
ALREADY KNOW SOMETHING ABOUT, BUT I BET YOU’LL FIND A FEW SURPRISES IN HERE TOO. SO
SIT BACK, RELAX AND FOLLOW THE ARROWS FOR THE DEFINITIVE HISTORY OF VIDEOGAMES

1889 A card
game
business was set up in
1971 Nolan
Bushnell
devised the first
Nakamura
Manufacturing
Company was set up
The Z80 micro-
processor was
created by Zilog. It
Japan by Fusajiro commercial arcade – the name was became standard for
Yamauchi of game, Computer eventually shortened arcade and home
Manufuku Co.  Space. It flopped.  to Namco.  computer systems.

1966 Sega
released
its first hit game in
1973 Atari
followed
up its success with
Bill Gates wrote a
BASICcompiler for the
Altair computer with
1978 Obviously
embarr-
assed by the teak-
Japan. Called Space Race where PaulAllen. They effect , Atari launched
Periscope it was a starships whizzed formed a new firm – its 400 and 800 series
submarine sim.  through asteroids.  Microsoft.  computers. 

1947 The
Tokyo
Telecommunications
Nolan tried again
with Pong, but Bally/
Midway refused to
1974 The first
game
with a steering wheel
1976 The first
game to
be created in Japan
Engineering Co. was release it. So he set was a big hit. Gran was a boxing sim,
launched. It is later up his own games Trak 10 was, yes, Heavyweight Champ,
renamed Sony.  company – Atari.  from Atari.  by Sega. 

1961 The
video-
game was born –
The first videogame
peripheral was
released – an
The first shoot-’em-up
was released by
Midway. Gun Fight
With gaming systems
breaking through into
homes, Atari got in on
Space War. It was electronic rifle for the was one of the first the act with its
the size of four filing Odyssey to play games to use a tasteful teak-effect
cabinets.  Shooting Gallery.  microprocessor.  VCS system. 

1951 The card


company
calls itself Nintendo
1972 Pong
was a
success and inspired
A major breakthrough
in gaming technology
– the invention of the
The first game to
court controversy
was Death Race by
Playing Card Co. It many to copy the ROM chip. Tank was Exidy. It involved
means ‘Leave Luck formula, including the first game to have running people over
To Heaven’.  Bally/Midway.  graphics on ROM.  with fast cars. 

1954 US war
veteran
David Rosen exported
Magnavox launched
the first home system,
The Odyssey. It plays
1975 Atari
employee
Steve Jobs designed
1977
its first home
Nintendo
launched

pinball to Japan. His Pong and Magnavox Breakout with Steve videogame system. It
company is SErvices sued Atari, claiming it Wozniak. They went played Ping-Pong and
GAmes – Sega.  invented the game. on to set up Apple.  worked in colour. 

8| Retro | VIDEOGAMES HISTORY LOOKBACK


08-13_Retro book 11/8/04 9:39 AM Page 2

The hits kept on Pac-Man was Atari paid $21m for Eventually to appear The Apple Mac
coming from Atari. released in Japan the rights to E.T. The on every console computer launched
Asteroids uses but called Puck-Man. game is so bad that Nintendo ever made, this year. The Mac
vector graphics to The name was later thousands of copies Mario Bros got its 128K was a little
create a spaceship in changed to deter were buried in a debut in the arcades. diferent to the Mac
an asteroid field.  ‘witty’ graffiti…  remote desert.  Turtle cruelty ahoy! I’m typing on now. 

Williams’s Joust was


a two-player winner.
It encouraged players
to team up on one
level then compete
on the next. 

1982 New from


Sinclair,
the ZX Spectrum
The game that broke a
thousand joysticks
when it arrived on
Many 10ps were spent
on Kung-Fu Master in
1984. The simple but
boasted eight colours, home computers – infuriating gameplay
but only allowed two Track & Field was still has people
per 8x8 square.  released in arcades. hooked today. 

A big shock for Atari The first computer


– its four best game
creators left at the
from Sinclair
Research, the ZX80,
1983 Sega’s
first home
console arrived this
Bally/Midway’s
SpyHunter was an
instant hit. Fast cars,
same time to set up was launched and year. The SG-1000 was machine guns, spiky
their own company, brought BASIC to 4-bit and came with a wheels – this game
Activision.  the masses.  small joystick.  had it all. 

Williams’s Defender A new PC computer Vector graphics A new look for Pac-
took arcade gaming was launched this games were really Man too – PacLand
to the next level with year by IBM. The taking off in the was tied in with a
side-scrolling levels keyboard and mouse arcades. The greatest cartoon series and
and a map showing set-up soon became ever has to be Star gave Pac-Man a
enemy locations.  standard.  Wars from Atari.  whole personality. 

1979 At last,
some
serious competition
1981 Home
computers
really took off this year.
In an era when
arcade games had
small sprites for
JetPac was the first
game from Ultimate
(now Rare), who
for Atari – Mattel’s The Commodore Vic 20 graphics, Dragon’s went on to create
Intellivision (‘intelli- was blessed with a Lair on laser disc some of the greatest
gent television’).  massive 3.5K RAM.  was phenomenal.  games of all time. 

1980 The first


handheld
from Nintendo and
The grandaddy of all
modern videogames
magazines launched
The Vic 20 and non-
starter Commodore 16
were soon
Cashing in on the Star
Wars hype, Return Of
The Jedi arcade was
kids went crazy for it. in November with a superseded by the a departure from the
The Game & Watch is Space Invaders cover. Commodore 64. The original’s vector
still around today.  How time flies…  8-bit race was on!  graphics look. 

Meanwhile over in Sir Clive Sinclair was The first game to use
the arcades a legend
was born. Space
quick to follow up
with the ZX81,
a trackerball control
system in the
1984 Crash
magazine
showed the world that
Invaders caused a complete with a new arcades, Marble gaming could be fun –
coin shortage in membrane keyboard Madness from Atari, no long listings here,
the States.  and better BASIC.  was a blast.  just lots of games. 

Galaxian picked up Meanwhile over at Written by Matthew


on the Space Konami they were Smith, Manic Miner
Invaders craze and creating their own was followed by Jet
became the first classics. Frogger Set Willy. Both games
colour arcade game. taught a generation to still have a strong
Revolutionary.  look both ways.  fanbase today. 

Nintendo’s legendary Nintendo’s first


developer Shigeru serious contender for
Miyamoto created the home gaming
Donkey Kong, crown, the Famicom,
starring an Italian became the NES
plumber, Mario.  outside Japan. 

VIDEOGAMES HISTORY LOOKBACK | Retro | 9


08-13_Retro book 11/8/04 9:40 AM Page 3

Retro
Lloyd Mangram’s Sega launched its Written by Jon Ritman
8-bit Master System and Bernie Drummond
VIDEOGAMES in the US. Later for Ocean, Head Over
HISTORY models came with
an Alex Kidd game
Heels allowed you to
switch between
LOOKBACK built in!  characters. 

1984 was the year Created by Alexey Arguably the most The sequel to Bubble
Commodore launched Pajitnov, Tetris went popular of all Sega Bobble, Rainbow
a new computer in the on to appear on every arcade games, OutRun Islands was an
US. The Amiga kick- format known to man. was Yu Suzuki’s enchanting game
started the 16-bit era This is Atari’s arcade follow up to Hang-On where you could
in home gaming.  version.  and Space Harrier.  climb on rainbows.

Capcom’s Ghosts ’n This year Acclaim Nintendo


Goblins starred a became Nintendo’s concentrated on the
knight who fought first US developer. handheld market. The
the undead. If he got Sadly, it announced Game Boy launched
hit, he had to fight on its bankruptcy in and went on to sell
in his underwear.  late 2004.  120 million. 

This was the year for Atari chose to return to Taito’s classic shoot-
great arcade games the vector splendour of ’em-up R-Type set the
that were converted to the Star Wars for The standard that many
home systems. Empire Strikes Back. games followed. It
Paperboy, Bombjack Strangely, it came out went on to spawn
and 1942 were great. after the Jedi game. several sequels. 

Multiformat games It wasn’t all violence This year Activision


really took off with
arcade, Spectrum and
in the arcades
though, Bubble
became the first
console developer to
1989 Sega
got a
jump on Nintendo and
Commodore 64 Bobble’s Bub and create a game for released the 16-bit
versions. Commando Bob won many two systems at the Mega Drive, known as
was a big hit.  gamers’ hearts.  same time.  Genesis in the US. 

Arguably more popular Cashing in on the Everyone’s favourite


in the home on the skateboarding craze, pill chomper went 3D
Spectrum and C64 than Atari’s 720° gave you in 1987. Pacmania
the arcade, Yie Ar a challenging had all the classic
Kung-Fu was a great skatepark to tackle gameplay elements
beat-’em-up.  at high speed.  of the original. 

After the success of Capcom couldn’t The Oliver twins’ The Bitmap Brothers’
Crash, upstart have known that its Dizzy burst onto the Speedball caused
publisher Newsfield Street Fighter game Spectrum. He had a quite a stir with its
repeated the formula would be the first of good run until ultra-violent twist
with Zzap! 64 for the almost 30 arcade Codemasters and the on the traditional
Commodore 64.  versions.  Olivers fell out.  football game. 

1985 Atari
followed
Commodore’s lead this
1986 The NES
finally
broke into the US and
Another arcade hit for
Sega – Enduro Racer
came in a sit-on
APB was one of the
first free-roaming
driving games. Its
year with the Atari ST UK this year, bringing version where you humorous police
– both systems made it the great Super Mario had to pull the bike chases made for an
to the UK in 1987.  Bros with it.  up to make jumps.  addictive game. 

Four-player gaming in Maxis released Sim There were big-name


the arcades was City on the PC. The Amiga games around
popularised by Atari’s game gave everyone in 1988. Virus, written
Gauntlet. A game of the chance to play at by David Braben,
ghosts, keys and being a town planner boasted a fascinating
running around.  – compelling stuff! 3D landscape. 

Sega rocked the


arcade world by
fitting full-motion
1987 A new
hero was
born this year – Link.
1988 A big
arcade
hit this year for Taito –
cockpits to its games. The Zelda games The New Zealand
Space Harrier was were an addictive Story gave a little
the first to benefit.  adventure maze.  kiwi the limelight.

10 | Retro | VIDEOGAMES HISTORY LOOKBACK


08-13_Retro book 11/8/04 9:40 AM Page 4

1991 Sonic
was hot
on Mario’s tail this
It may have all started
with Wolfenstein, but
Doom was the game
year in a Mega Drive that really put id and
game that left the first-person shooters
rest standing.  on the map. 

At last PCs were The first person shoot-


starting to become ’em-up was invented
serious game-playing by id Software.
kit. The advent of the Wolfenstein was a big
486 processor was a smash on Nazi-hating
turning point.  PCs everywhere. 

First released on the


386 PC, Prince of
Persia by Jordan
1992 Sega
launched
its Virtua series with
1993 The age
of the
failed console. 3DO
Electronic Arts
bought Bullfrog this
year and was well on
Mechner boasted Virtua Racing by AM2. was a powerful the way to
some of the most fluid It used polygons for machine, but it just establishing EA as a
animation yet.  the first time.  never took off.  major games force.

Activision was the Irem’s Bomberman Zelda from Nintendo Atari had lost its grip
first company to brought out a vicious got a major 16-bit on the games world.
release a game on a streak. The simple but update on the SNES. Its Jaguar was a 64-
CD-ROM. It’s Manhole addictive gameplay The Legend of Zelda: bit console, but with
for the PC. It wasn’t was soon converted A Link To The Past is lacklustre, 8-bit-
very successful.  to all consoles.  a legendary game.  quality games. 

Konami’s Parodius Sony and Nintendo The first Pentium Rare was doing
was a shoot-’em-up were in talks to processor turned up great things with the
with a bizarre twist. produce a SNES CD. the heat on PC SNES. Donkey Kong
The big bosses were When talks broke gaming. PC games Country had 3D
dancing pandas and down, Sony created finally had the speed sprites and played
leggy blondes.  the PlayStation.  to compete.  brilliantly. 

The very first WWF Nintendo tried to sue ‘Finish Him!’ and Fighting games
game was released Codemasters for its ‘Fatality’ were the moved from 2D to 3D
in the arcade. WWF Game Genie cheat phrases of the with Sega’s Virtua
Superstars by code device. It lost moment as Midway’s Fighter. Button
Technos went down the case and crafty Mortal Kombat took bashing had never
well with fans.  cheaters rejoiced.  over the arcades.  been so much fun.

Laser games were Sid Meier’s Sega launched the


still proving popular
in arcades with Mad
Civilization gave
would-be
Mega-CD and we
were promised
1994 One of
the most
popular PC games of
Dog McCree adding Napoleans the ‘interactive movies’. all time – Myst. It’s a
a nifty lightgun to chance to build their NightTrap was bit like playing a set
the package.  empires this year.  nearly banned.  of postcards. 

Peter Molyneux and DMA Design’s death- Take a popular Namco was onto a
Bullfrog created their defying Lemmings plumber and put him winner in the
first God sim. was an unexpected on a go-kart – the arcades with its
Populous on the 16- hit on computers. result? An addictive new racing game.
bit computers made Still an original mix – Super Mario Ridge Racer was
us all power-mad.  game today.  Kart on SNES.  fast and furious. 

Over in Japan, Gamers were wowed The SNES went 3D


Nintendo was by the amazing Mode with the Super-FX
launching its 16-bit 7 on their SNES that chip. Argonaut’s
Super Nintendo. It gave games a 3D Starfox was the first
took until 1991 to look. F-Zero was game to move into
launch in the UK.  fast as well…  another dimension.

1990 One of
the most
popular NES games
Super Mario World
on the SNES brought
the plumber’s
Another first from
Midway – NBA Jam
took basketball and
of all time was adventures into the added extra twists
released this year – 16-bit era. It was a and quirks to make
Super Mario Bros 3. mammoth game.  an addictive game.

VIDEOGAMES HISTORY LOOKBACK | Retro | 11


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Retro
Lloyd Mangram’s id Software did it Starfox got an N64
again with Quake on update but strangely
VIDEOGAMES the PC. The game had to be called
HISTORY was a massive hit
on the new-fangled
Lylat Wars in Europe
for legal reasons.
LOOKBACK internet.  Foxes nonplussed.

An arcade But Sony’s new Final Fantasy VII New standards


collaboration PlayStation tapped was finally released were set in racing
between Rare, into the clubbing on the PlayStation with Polyphony
Nintendo and Midway culture sweeping the and sold 2 million Digital and Sony’s
– Killer Instinct. Rare’s nation and stole first copies in three days Gran Turismo on
only arcade game.  place from Sega.  in Japan.  the PlayStation. 

There were great The House of the


rumblings in the PC Dead popularised
world. Microsoft lightgun games.
launched Windows Sega produced two
95 – DOS was dead, sequels, one
everyone rejoiced.  involved typing. 

1995 The next


wave of
console wars began
1.6 million N64s were
sold in the first three
months, most of them
1997 Japan
gave us
the Tamagotchi and
Zelda: Ocarina of
Time on N64 made
more money than
this year. Sega Saturn with a copy of Super started the Pokémon any Hollywood
was more powerful Mario 64 – Mario had craze. We’re still trying movie over the
than PlayStation.  gone 3D.  to catch ’em all…  Christmas period. 

Bub and Bob, stars of After a long run with Eidos launched Tomb Rare and Nintendo
Bubble Bobble, were Nintendo, Squaresoft Raider as a Sega scored a big hit with
back. Puzzle Bobble announced that its Saturn exclusive. GoldenEye 007 on the
was a simple bubble- next Final Fantasy Eventually it became N64. The game is
bursting game, but game would be on the game that sold seen as a multiplayer
highly addictive.  PlayStation only.  PlayStation.  masterpiece. 

The 2D beat-’em-up
was kept alive by
SNK and the King of
1996
made a good
But
Nintendo
Virtual Reality was
the buzz phrase of
the moment. Even
1998 At last,
an FPS
with a good storyline
Fighters series. It was comeback with the Pac-Man got a VR and less repetitive
a massive hit on the Nintendo 64, originally game. It didn’t action. Half-Life was a
Neo-Geo console.  named the Ultra 64. catch on.  console and PC hit.

Sensible Software Sega Rally The Saturn was


had a real hit on its Championship was a struggling to
hands with Cannon hit with arcade compete against the
Fodder on the Amiga. driving fans. The PlayStation, despite
Little graphics but big corner slides were great games like
on gameplay.  loads of fun.  Panzer Dragoon. 

Namco stole the At last, Nintendo Grand Theft Auto


fighting game crown screwed up. The caused a stir.
from Sega with Virtual Boy was a 3D Questions about its
Tekken and the two console that never violent content
have been slogging it saw the light of day were asked in
out ever since.  outside Japan.  Parliament. 

Street Fighter was Capcom invented a


going strong. The new genre – the
most popular version survival horror game.
to date is probably Resident Evil on the
the Street Fighter PlayStation scared
Alpha series.  us all witless. 

The PlayStation set Sega’s Saturn had the A lyrical dog got
new standards in first analogue joypad everyone button-
console gaming. on a console and bashing on their
WipEout from NiGHTS made great PlayStations in
Psygnosis was a use of it with flying Parappa The
speed rush.  and stunts.  Rapper. Word up. 

12 | Retro | VIDEOGAMES HISTORY LOOKBACK


08-13_Retro book 11/8/04 9:40 AM Page 6

Sega’s Ferrari F355 Another update for The Xbox Live


Challenge was an the Game Boy – system gave players
arcade machine Game Boy Advance the opportunity to
with three screens gave us PlayStation actually talk to each
and claimed to be quality games on other using a mic
very realistic.  the go.  while playing. 

2002 A new
player
entered the console
Paragon Publishing
launched games™
and created the
war – Microsoft. Xbox definitive history of
was the first console videogames from
with a hard drive.  1889 to 2002. 

Konami and Hideo The Virtua series Jet Set Radio on Bungie created the
Kojima took the moved from beat- Dreamcast was the game of the year with
Metal Gear Solid ’em-ups to sports first cel-shaded Halo on Xbox. No-one
series to new games. Virtua videogame and had ever seen
heights on the Tennis is still seen mixed it with unique graphics like these on
PlayStation.  as one of the best. gameplay.  a console before. 

Konami was trying to


get everyone dancing
in arcades with its
2001 Conker’s
Bad Fur
Day on N64 was a
Sega announced that
it was discontinuing
the Dreamcast and
Dance Dance first for Nintendo – would become a
Revolution games. a game with some software developer
Shake your thang.  bad language.  instead. 

Rare continued to
work its magic for
Nintendo. Banjo-
2000 Sony
brought
out the big guns to
PlayStation2 was
thriving on sequels
to great PSone
Kazooie on the N64 see off Sega. The games. Gran
was a lively and fun PlayStation2 set new Turismo 3 A-Spec
platform game.  sales records.  was fantastic. 

The Dreamcast had a Dreamcast made Rockstar took the One of the best PS2
unique add-on – the online console 2D PlayStation games of all time?
VMU (Visual Memory gaming a reality. Grand Theft Auto Grand Theft Auto:
Unit). It was a mini- Chu Chu Rocket! and gave it a 3D Vice City sold one
console that fitted in was given away look for the PS2 million copies in a
the joypad.  free to gamers.  with GTA III.  day in the US. 

Pokémon Red and Namco joined forces Eidos cashed in on Nintendo went for
Blue were released with Sony to release the success of miniaturisation with
for the Game Boy an update. Tekken Tomb Raider with a the GameCube – its
along with a cartoon Tag Tournament had movie starring first major console
series on Sky One. a cool bowling Angelina Jolie. It to use discs instead
It was huge.  sub-game.  wasn’t great…  of cartridges. 

1999 Sega
stole a
lead from Sony in the
Sim games moved
from the city into
the home. The Sims
Phantasy Star
Online allowed
players to talk to
Shigeru Miyamoto
did it again with
Super Mario
32-bit console race from EA let you each other in-game Sunshine on
and Dreamcast control people’s using the Dreamcast GameCube. A gaming
was launched.  everyday lives.  keyboard.  masterpiece. 

It was time for an Sega’s Shenmue on SO THERE YOU HAVE IT. LEARN
update for Dreamcast created
Nintendo’s classic a whole new genre,
ANYTHING? PROBABLY NOT, IF WE
black and white FREE (Full Reactive KNOW OUR READERS – YOU’LL NO
handheld – hello, Eyes Entertainment). DOUBT HAVE MOST OF THESE GAMES
Game Boy Color.  No, really… 
IN YOUR EXTENSIVE COLLECTIONS
(MAYBE NOT E.T., THOUGH). SO
HERE’S TO THE NEXT HUNDRED
YEARS OF GAMING JOY. I’M REALLY
LOOKING FORWARD TO PLAYING
GAMES WITH PROBES IN MY BRAIN…

VIDEOGAMES HISTORY LOOKBACK | Retro | 13


100-1_Retro book 11/9/04 12:19 PM Page 1

Retro

T•E•T•R•I•S B•A•T•T•L•E G•A•I•D•E•N

WE TAKE A LOOK AT WHAT THE FEW GAMERS


WHO HAVE PLAYED IT DESCRIBE AS “THE
BEST VERSION OF TETRIS EVER MADE”. AND
WE’RE NOT TALKING ABOUT THE GAME BOY
TITLE EITHER…
Format: Super Famicom
Release: 1993
Publisher: Bullet Proof Software
Developer: Elorg

A sk most people to name the


best version of Tetris they’ve
played and 99.9 per cent will
answer: “the Game Boy version”.
We’d concede that this is certainly
one of the best incarnations of
Alexey Pajitnov’s amazingly
addictive puzzle game, but we’d
also argue a case for the little-
known Super Famicom title, Tetris
Battle Gaiden – a game which, to
the best of our knowledge, never
made it to the UK. ninja to a bizarre shaman-type The spells in Tetris Battle Gaiden ranged from

So, what’s so special about it? fellow. Each of these characters the sublime to the ridiculous. This was one of
Well, unlike many Tetris variants possessed a unique selection of the tamer efforts and when cast it ensured that
your opponent could only see a tiny area of
that have cropped up in the past, spells, some of which were their screen via a small beam of light.
Battle Gaiden got all the ingredients defensive, some aggressive.
just right – crucially the controls However, before you could cast
(which often feel a bit stiff in some said spells (via a double tap of ‘up’ stored in addition to this), giving
versions) were spot on, making for on the D-pad) you had to keep an you a range of four different spells Tetris Battle Gaiden was. Trust us, if
a beautifully fluid gaming eye out for the small orbs that to choose from. Granted, this may you own a Super Famicom and
experience. But the game’s real appeared within certain pieces. not sound revolutionary, but ever chance upon a copy of the
stroke of genius was the inclusion When you completed a line with mastering the art of when to use game then we really do
of eight different selectable such an orb it flew into your magic your magic lent an already strategic recommend you buy it on sight, as
characters ranging from a cartoon gauge (a further three orbs could be game even more depth. it’s a prime contender for the most
Furthermore, you had to be overlooked and underrated game of
mindful of your opponent’s spells all time.
and consider how you could
counteract these with your own. For SPELLING
example, the princess could cast a IT OUT…
sneaky level two spell which What really made Tetris Battle
(temporarily) reflected back the Gaiden so great was undoubtedly
effects of the next spell cast by an the spellcasting system. While
opponent. The pumpkin-like wizard this could have taken away from
character could summon bats that the purity of classic Tetris, it
would steal the magic orbs in your instead served to enrich what was
already a deeply strategic and
foe’s possession, while other
satisfying experience. Knowing
characters were capable of
your own character’s spells was
performing strange, almost just the half of it though. To enjoy
hallucinogenic strikes that would continued victories it was also
warp and invert the screen. Of vital to understand what your
course, traditional Tetris rules still opponent had up their sleeves.
applied here and if a player’s tiles This meant learning in detail the
spilled above the top of the playing strengths and weaknesses of each
area then they lost the round. of the game’s eight cartoon
characters – know your enemy
Unless you’ve played it, it’s very
and all that jazz.
difficult to convey just how good

100 | Retro | TETRIS BATTLE GAIDEN


100-1_Retro book 11/9/04 12:19 PM Page 2

CONTRA SPIRITS
with two huge hands prising it

S
o you’ve already fought
your way past huge fire- apart. Oh yes, something bad is
spewing beasts and blown going to happen. For want of a
away more troops than were killed better term, “Daddy’s home”.
in the entirety of Rambo: First Blood When you see the huge skeletal
Part II… what else could the boss pop his head onto the screen,
celebrated Super Famicom title you know that only hard times can
Contra Spirits (or Super Probotector lie ahead. Fortunately, our two
on these shores) throw your way? heroes are quite athletic chaps and
The answer, put simply, is a whole can scale the walls to avoid this
lot more. After encountering, and behemoth’s attacks – which is just
eventually killing, the pair of skeletal as well, seeing as how he has a
mechanoids (who made the lethal repertoire of moves at his
Terminator look like Doris Day on disposal (including one particularly
Prozac) that resided at the end of nasty flame attack that follows you ▼
Good Lord, would you look at the size of that thing. It’s a good job our hero seems to be wearing metal underpants,
the third level, you’d think that the round the screen). In addition to he must be bricking it…
job had been done. Sorry sir, that dishing it out, this bony swine can
ain’t how it goes. After just a second take a bit of punishment too; in fact, extraordinary amount of ammo. the grade, we’re looking forward to
to catch your breath, the wall he only gives up the ghost after With none of the bosses in the PS2’s the upcoming Neo Contra
behind you begins to open up… you’ve blasted him with an Contra: Shattered Soldier making redressing the balance a little.

M•A•G•I•C•A•L Q•U•E•S•T
Format: Super Nintendo ▼ For a kiddy-looking game,
Walrus Pete was a
Release: 1992 surprisingly hard boss to beat.
Publisher: Capcom
Developer: In-House

I t’s not very often that a


gruelling fight with a tough
boss can make us laugh out
loud, but that’s exactly what
happens whenever we go up
against Walrus Pete.
Mickey’s Magical Quest had eventually found yourself in Walrus
already seen him fend off Mode 7 Pete’s icy domain. Using your
rotating spiders, massive multi- trusty Fireman Suit it was then a
segmented snakes and Mach 1 simple case of navigating the
flying eagles, but the best was yet straightforward level to reach
to come. After negotiating various Pete’s personal ice rink. Beating
terrains, including gloomy forests Pete himself, however, was
and hazardous mountains, you another matter entirely.
Walrus Pete quickly took to the
icy slopes and proceeded to flip
and spin around in all his Mode 7 threw them with deadly accuracy. turn him into a popsicle. His erratic
glory. He was no walkover and had Fortunately, your hose was able to movement patterns may have
many tricks up his sleeve to ensure freeze the projectiles that could meant that he was a tricky
that your courageous mouse got then be used against Pete himself. customer to defeat, but you can
no further in his quest to find After that it was simply a case be sure that you’ll have a smile
Pluto. Huge snowballs were Pete’s of staying out of the big brute’s on your face while you’re
main weapon of choice and he way until you had managed to attempting it.

CONTRA SPIRITS / MAGICAL QUEST | Retro | 101


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Retro

PRETTY
IN PINK
Like so many Japanese game
boxes, Yoshi’s Island featured the
name of the game in Japanese and
English, though it had somehow
been mistranslated to Yossy Island
.
How Nintendo made such a mista
ke
is confusing, especially seeing
as
NEVER MIND THAT PLUMBER, YOSHI NEEDS TO BE SALUTED Yoshi was already an established
AS THE HERO OF ONE OF THE GREATEST RETRO GAMES EVER character. Dodgy spelling aside, this
was one of the prettiest SNES
boxes to date, with an art style
reminiscent of the in-game graphics.

Format: SNES
Release: 1995
Publisher: Nintendo
e
Developer: In-Hous back when Mario and Luigi were
babies being delivered by the stork,
in fact. In a suitably dramatic
fashion, Mario was dropped by the
stork when its journey was
somewhat stereotypical (if there’s wasn’t until 1995 (by which time intercepted by an evil force, but his

W
hen Nintendo released
Super Mario World in such a thing as a typically cutesy the SNES hardware was starting to fall was broken by one of a group
1990, the game dinosaur), Yoshi was an instant hit. look incredibly dated) that Yoshi of Yoshis living on the once-
included a new face – a new face Over the next few years, the little finally got to star in a game that tranquil Yoshi’s Island. Luckily for
with a big smile and perhaps the green guy made appearances in rivalled Super Mario World as the Mario, the friendly Yoshis vowed to
longest tongue in the history of numerous Nintendo games, greatest platformer ever created. work together to deliver the
videogames. Of course, this was a including Yoshi’s Cookie and That game was Yoshi’s Island. helpless infant to his rightful home.
time when Nintendo still had the Yoshi’s Safari, not to mention the The title’s story was set prior to And so began an adventure that
Midas touch, and despite being SNES classic Mario Kart. But it all the other Mario games, way saw Mario and his Yoshi friends

▼ ▼
You had to make sure that Baby Mario stayed on Yoshi’s back or you’d lose a life. Very socially responsible. Some elements of the game were very similar to the Mario World titles, but there were plenty of new ideas too.

102 | Retro | YOSHI’S ISLAND


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SO MUCH FOR
THE SEQUEL
N64 owners may recall the relea
se
of Yoshi’s Story, the pseudo follow
-
up to Yoshi’s Island. Using a meth
od
of grabbing renders in sprite form
(similar to the technique used with
Donkey Kong Country on the SNES
)
the graphics were certainly very
eye-catching if a little out-of-date
.
Unfortunately, the gameplay simp
ly
didn’t live up to the quality of
its
predecessor, much to the dismay
of
the fans. It wasn’t that there was
anything particularly wrong with
it,
but the level structure wasn’t
as
sophisticated and getting to the
final boss was considerably easier.

collecting Stars). However, if you


failed to reach Mario during the
time limit he’d be whisked away
by a team of nasties and you’d
lose a life.
Unfortunately, by the time
Yoshi’s Island was released in
1995 much of the casual gaming
travelling through the most stylised by the inclusion of Argonaut’s gauging energy, Yoshi’s Island felt community had lost interest in the
scrolling platform levels ever Super FX chip. This clever little as fresh as Pong had in 1972. ageing SNES. In fact, it wasn’t
developed. piece of technology was used to Perhaps the most obvious uncommon to see the game in
Capturing the innocence of a process enough polygons to make feature came in the form of Baby bargain bins for under a tenner
child’s drawing, Yoshi’s Island Star Wing and Stunt Race FX Mario, and how his safety was just months after its UK release,
boasted vivid, colourful possible, though in this case it was directly related to Yoshi’s health – much to the horror of Nintendo’s
environments featuring flowers, mostly used to expand the get hit and the little guy would be hardcore fans. But those who did
butterflies, caves, castles and hardware’s 2D capabilities. knocked from the saddle and end pick up a copy at such a
ocean views. Nothing particularly Ordinarily, developers were up floating around helplessly in a reasonable price found
special about that, you might think. only able to apply the SNES’s bubble while a timer gradually themselves enjoying an
But although the locations certainly Mode 7 scaling techniques to a counted down to zero. If you unforgettable title that will
weren’t anything out of the single element – for example, the managed to grab him during the probably remain with them for
ordinary for a platformer, it was the machine could rotate or enlarge countdown all would return to the rest of their gaming lives.
unique styling that made Yoshi’s one character or landscape at a normal and the timer would
Island stand out from the crowd. time. But thanks to the Super FX slowly build back up to ten
Much of the scenery was chip, Yoshi’s Island featured seconds (a maximum of 30
shaded with hatched lines that numerous characters rotating on- seconds could be achieved by
looked like they’d been roughly screen at once. Furthermore,
scribbled on with a wax crayon, simple polygonal elements scaled
while other areas used blotchy in and out of the screen to add a Presentation: 96%
patterns, blended together as if layer of depth. This is Nintendo at its best
they’d been dabbed on with a With so many sumptuous
paintbrush. Then there were special effects, it was pretty much Graphics 98%
sections that were almost guaranteed that Yoshi’s Island Lush colours and a great cartoon style
indistinguishable from the Mario would capture the industry’s
World games, though most of attention, but while the focus was Sound 94%
these were enhanced by simple very much on the visuals, the Tuneful melodies and cutesy sound effects
but effective scaling techniques game included more than enough
such as 3D drawbridges that fell classic Nintendo gameplay and Gameplay 98%
towards the screen or enemies innovative ideas to keep the fans Classic platform gameplay with the odd novel twist
with smooth 360-degree happy too. At its core, the
movement that used the SNES’s structure of the game was much Lifespan 97%
sprite-rotation abilities. like Super Mario World (or any of This is huge. And it’s got plenty of secrets to find
Nintendo’s artists had clearly Nintendo’s other platformers, for
crafted a masterpiece as far as
Yoshi’s Island’s visuals went,
that matter), but with a nip and
tuck here and there, a couple of
OVERALL 97%
though their efforts had been aided extra moves and a new way of

YOSHI’S ISLAND | Retro | 103


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Retro

16-BIT
GRAPHICAL EFFECTS
The 16-bit era saw some rudimentary
3D action, mostly on the SNES thanks
to its revolutionary chipset

PARALLAX SCROLLING
Parallax scrolling involved separating
2D backgrounds into two or more
layers so the scenery could be
scrolled at different speeds to create a
greater impression of depth.

The rotating tunnel was a bit clunky, but



still awesome for its time.

SPRITE ROTATION S•U•P•E•R C•A•S•T•L•E•V•A•N•I•A IV


By using this technique, developers
could smoothly rotate characters
through 360 degrees without drawing
hen gamers received the simply amazing and was a great

W
separate frames of animation, which
saved a huge amount of memory. fourth instalment of the showpiece for the SNES.
Castlevania franchise in Even monsters received a healthy
1991, many were initially dose of Mode 7 magic, with the
disappointed. After the atmospheric Rock Golem being the most
menu screens the game itself was memorable example. The more
rather garish and sported some of Simon hit it the smaller it got – its
the worst sprite animation on the eventual demise saw the critter fill
SNES. However, this was the screen then rapidly diminish into
Castlevania and no matter how oblivion. The stand-out moment,
hilarious Simon Belmont looked as however, was your perilous journey Swashbuckling, light-fitting-leaping at its best.

SPRITE ENLARGEMENT/ he moonwalked up stairs, the game across the top of the massive
REDUCTION
demanded to be played to within chandeliers. From the second you
Sprite enlargement and reduction
an inch of its life. first set eyes on the moving lights to
saved memory space by allowing the
Spurred on by a majestic the moment you were safely back
developers to draw a single object
orchestral score, later levels saw on firm ground, the effect was
and increase or decrease its size. A
improvements to the game’s superb. Super Castlevania IV’s
gimmick that was often over-used.
visuals and some of the most reputation was intact and, along
imaginative use of Mode 7 yet seen with Symphony Of The Night, still
on the console. The magic began represents the best the series has
as Belmont entered an empty offered budding vampire hunters.
room… Finding no available exit
and wary of the spikes protruding
from the walls, it seemed inevitable
that our intrepid hero would have
to retreat. Suddenly and without
MODE 7 LANDSCAPING warning the whole room started to
Mode 7 was a method of processing rotate. Quickly ensnaring a
2D images on a 3D grid. Titles such as convenient grapple point with his
F-Zero and Super Mario Kart looked whip, Belmont swung crazily like a
great even though the vehicles were pendulum. The room eventually
merely 2D sprites. came to a halt leaving just enough
time to whip a few Medusa heads
(like you do) before rotating one
final time.
The next stage consisted of a
cylindrical tunnel that spun round
as Belmont fought through it. Okay,
so there may have been slowdown
but it didn’t matter, the effect looked

104 | Retro | SUPER CASTLEVANIA IV


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EVER
IT… GAMES THAT N
MADE
THAT NEVER QUITE
GAMES

STARFOX 2 [SNES]
MADE IT… GAMES TH
AT
QUITE
AMES THAT NEVER
G
Some games come out in Japan but never get translated to English, while others
are released in arcades, but never get converted to home consoles. And others,
like Nintendo’s Starfox 2, never even make it out of production…
SNES, which was starting to show In 1995, Starfox 2 was in the final
Format: SNES
its age. However, thanks to British stages of bug testing; promotional
Release date: 1995 (Cancelled)
Publisher: N/A company Argonaut, the system material had gone out and, aside
Developer: Nintendo had been given a boost in the form from a few glitches, the code was
of the Super FX chip. This complete. It was a shock, then, ▼
Look – it’s practically finished, so why on earth
inexpensive component could easily when the game was abruptly weren’t we allowed to get our hands on Starfox 2?

D
uring the difficult transition
from 2D to 3D during the be fitted into regular SNES cancelled, apparently due to the fact Starfox 2, for example, and rather
mid-Nineties, Nintendo cartridges and enabled developers that directors at Nintendo had than have the whole Starfox team
found itself in an awkward to manipulate simple polygonal requested that the team working on working together, you had to choose
situation. The company was having environments. Used in Starfox it began development of an N64 a single wingman from the six on
trouble finishing its N64 hardware (Starwing), Stunt Race FX and version of Starfox immediately. offer before the start of each mission.
and its competitors already had Yoshi’s Island, it was obvious just Strangely, Starfox 64 (Lylat Wars) While this doesn’t look like
powerful consoles on the market how much difference the chip could was very similar to the original game changing for the GameCube update,
that had mastered 3D visuals. With make to SNES software, and with with none of the enhancements that we’re promised co-operative play for
its new console still some way off, Starfox being so popular it wasn’t had been made to the abandoned up to four players, meaning we may
Nintendo had no choice but to surprising that Nintendo decided to SNES sequel. There were two new be able to take most of the squad out
continue supporting the 16-bit produce a sequel. characters named Miyu and Faye in at once after all.

BOB THE FISH - EARTHWORM JIM 2


hen the first game in the
W series had pitted our
invertebrate hero against such
unlikely felons as a bounty-
hunting crow, a heap of rubbish
and an evil cat named Evil, we
weren’t expecting anything
close to sanity from the sequel.
Suffice to say, Earthworm
Jim 2 exceeded all our Equipped with his trademark
expectations, confronting the Power Suit, Jim negotiates the
player with a boss battle so usual menagerie of beasties – as
absolutely farcical that no arch- well as a horde of stairlift-bound
enemy has since come close. old ladies and Bob’s many ▼
One of the tougher bosses in guardians – to reach the end of the Do worms eat fish? Hell, they do now. And they do it with such style.

the first game, Bob the Fish, opening stage only to find his chance against our annelid hero. wicked fish and swiftly
returns at the end of the first scaly foe lying in wait, literally a No fancy button combos or tricky swallows him whole.
level to continue his wave of fish out of water. Well, almost. patterns here – after the huge Simple? Yes. Anticlimactic?
finned tyranny, but this time Protected by a mere glass ‘Fight!’ prompt, Jim simply sidles Perhaps. But in terms of surreal
around let’s just say Bob isn’t sphere and several litres of water, up to the fishbowl and plunges his ingenuity, very little comes close
such a threat… the gilled villain doesn’t stand a hand into the liquid, snagging the to this mismatch of the century.

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Retro
ssic
Clachine
Ma

Japan: October 1988, ¥21,000


US: Limited Release in LA and New York, August 1989
US: General Release, September 1989, $190
UK: November 1990, £189.99

MEGA DRIVE console only sold moderately direction. As the popularity of 16-bit
[GE N
well in its native Japan, but in systems began to decline, the
the US and European erstwhile console manufacturer
markets the machine released a number of ill-judged
went down a storm; hardware add-ons for the Mega
thanks in no small part Drive, including the white elephants
to some great that were the Mega CD and the
coin-op conversions 32X. Both were expensive, lacked
and polished any decent software and ultimately
sports sims. went on to sully Sega’s reputation
It’s arguable that in the eyes of gamers.
the Mega Drive effectively Nintendo, by contrast, handled
forced Nintendo into bringing
forward its successor to the
things with much more savvy. Its
Super Famicom/SNES was also
THE JOYPAD
When the Mega Drive launched in
Famicom/NES, as without any suffering, but rather than go down Japan in 1988, the need for more
competition the house of Mario the hardware add-on road the firm than three action buttons on the face
could have sat back and let the scrapped its planned CD peripheral of a joypad wouldn’t have been a
THE BEGINNING money roll in from its still-popular (this would come back to haunt priority (remember, Street Fighter II
Up until the release of the Sega 8-bit system. If nothing else, the Nintendo, but that’s another story) didn’t arrive until 1991). To be fair,
Mega Drive (Sega Genesis in the Mega Drive showed that Nintendo and instead bolstered the quality of the Mega Drive’s controller was
US), Nintendo and its NES console was not untouchable and its release its games by incorporating internal actually quite good – the ergonomic
had a vice-like grip on the home effectively heralded the beginning chips such as the Super FX into design was significantly superior to
console and videogame market. of the console wars that are still cartridges. Sadly, Sega would never that of, say, the NES or PC Engine,
Having failed to make any major raging today. recapture the position it had held although it lacked the innovation
impact with its superior 8-bit during the Mega Drive era and, and flair that Nintendo’s effort on the
Master System, Sega decided go THE END despite being loved by the hard- Super Famicom would later display.
for the jugular by releasing a As is so often the case with firms core gaming community, both the Sadly, as the popularity of one-on-
substantially more powerful that have enjoyed rapid success in Saturn and Dreamcast were
console, the Mega Drive. The 16-bit a market, Sega began to lose its commercial failures.

106 | Retro | MEGA DRIVE


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PERIPHERALS
AND ADD-ONS
Few console manufacturers have
been able to resist releasing
extravagant and often wildly
But is it art?
KEY GAMES
misguided extra bits and pieces for
their machines. Sega was no Now before we start, let’s make it clear
exception and launched some that bad artwork for western releases
rather ill-judged peripherals for the The Mega Drive played host to a broad range of software that covered pretty was by no means a problem exclusive
Mega Drive. much all the key genres. We single out a number of the major titles that helped to the Mega Drive (just think of the
The Menacer lightgun peripheral the machine win its way into the hearts of gamers. image on the PAL version of Street
was badly designed and lacked any Fighter II for the Super Nintendo).
decent compatible software JOHN MADDEN FOOTBALL However, the dire imagery that
(although, to be fair, it was better than Our American cousins love adorned the covers of UK Mega Drive
Nintendo’s dire Super Scope). More their sport. Thus, it stands to games was especially offensive. A
serious however, was the release of reason that they also like case in point was Strider. The
the Mega CD. This ‘wonderful’ piece videogame simulations of Japanese version featured a lovely
of kit initially sold for several hundred sport. This fact was not lost stylish image, whereas its western
pounds. In real terms it offered on Sega and EA. If one counterpart centred on a guy who
players little more than grainy FMV game sold the Genesis to looked not dissimilar to William
sequences and slightly improved the all-important US Shatner. And as for that black grid
music. Few developers utilised the market then it had to be design… please.
extra graphical capabilities that the John Madden Football. EA’s game was, put simply, light-years
Mega CD afforded them (not that ahead of any similar title on a rival home system (10-Yard Fight on
they were that great anyway). Core’s the NES, anyone?).
Thunderhawk was one of the better With great visuals, a well-thought-out control interface and a huge
titles, but that’s about it. library of plays, John Madden Football went down very well in both
Adding insult to injury was the the US and Europe. It’s a testament to the original game’s quality that
32X – a badly-thought-out stopgap the series is still running today. Ironically, where EA had helped the
that improved the capabilities of the MegaDrive grow in the US, the firm had a hand in the Dreamcast’s
MegaDrive while we waited for the demise by choosing not to develop for Sega’s 128-bit machine.
Saturn. Again, software support was
thin on the ground and the only thing SONIC THE HEDGEHOG
the device did successfully was to The one thing Sega (and, by
further sully Sega’s already tainted definition, the Mega Drive)
reputation. Oh dear. lacked was a memorable
mascot to rival Nintendo’s
ubiquitous Mario – sorry, but

E NESIS] Alex Kidd just wasn’t up to


the job. Consequently, in
1991 a blue hedgehog
named Sonic blasted his way
onto our screens and became the firm’s figurehead (he probably
handled the marketing campaign for Dreamcast as well…). Look at the lovely Japanese artwork, it’s rather easy

on the eye, isn’t it?
As it happened, Sonic The Hedgehog was inferior to Nintendo’s
Super Mario World, lacking the depth of the plumber-centric
masterpiece (Sega fanboys, please don’t write in about this – it’s just
our opinion and we’re sticking by it). However, the game’s fast, flashy
visuals managed to win over a significant number of players and the
much anticipated sequel, Sonic The Hedgehog 2, went on to become
the biggest-selling Mega Drive game in the machine’s history.

GOLDEN AXE
Despite what the press said
at the time, Golden Axe on
the Mega Drive was not
“arcade perfect” by a long
chalk. Unlike the coin-op, the
corpses of defeated foes did
not petrify and stay on-
one beat-’em-ups flourished, the screen. Furthermore, the end
three-button set-up became sequence of the original
increasingly unacceptable. (where the virtual arcade
Consequently, Sega released a blew up and the characters
six-button pad (complete with a escaped) was also missing. These were just a few of the many deficits
strange “mode button”), but it in the consumer version. That said, to the untrained eye the conversion
was too late in the day and did look pretty good and MD Golden Axe was of a sufficiently high
many gamers had switched to quality to convince players that the Mega Drive was superior to the
Nintendo’s 16-bit console. NES. Decent ports of Ghouls ’N Ghosts and Strider further boosted the
machine’s status, although again, neither were perfect translations. Now examine this ‘delightful’ little image. Surely it

would look good hanging above the fireplace, non?

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Retro
MEGA DRIVE [GEN E

108 | Retro | MEGA DRIVE


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ssic
Clachine
N ESIS] Ma

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Retro
world
d art was out of this
▼ The lush backgroun o
rally) but it wa s Conrad B Hart wh
(quite lite
the sho w with his rotoscoping.
stole

F•L•A•S•H•B•A•C•K
T•H•E Q•U•E•S•T F•O•R I•D•E•N•T•I•T•Y

IT’S LIKE PRINCE


OF PERSIA, BUT
WITH ALIENS –
WHAT MORE
COULD YOU
POSSIBLY
WANT FROM A
GAME, EH?

E veryone remembers the first


time they were really blown
away by a game’s outstanding
graphics. While it might not have
been the very first time for us, one
of the instances that stands out Format(s): Amiga (first), PC,
most in our mind was when Mac, SNES, Mega Drive, 3D0,
Delphine released Flashback for the CD-i, Sega MegaCD, Jaguar
Amiga. Despite being a psuedo- Release date: 1992
sequel to Another World – a screen- Publisher: US Gold/
by-screen adventure game that set Mindscape
a new standard in rotoscoped Developer: Delphine
animation – Flashback’s style was
clearly influenced more by the Another World, it’s still a tough (but
earlier Prince Of Persia. In fact, immensely enjoyable) adventure.
replace the alien setting with a While the game was highly
Persian palace and the Morphs polished in terms of background art
(alien invaders with the ability to and presentation, these weren’t the
imitate humans) with turban- things that made a lot of people’s
wearing guards and it could have jaws hit the floor. Instead, it was the
been the same game… animation – using a system that
As was the case with some of Delphine had branded Cinematique
Delphine’s other products – Another (and had used for a handful of its
World and Cruise For A Corpse titles prior to Flashback), the star of
Remind you of anyone? Conrad’s movement was very like the Prince of Persia’s.

immediately spring to mind – the game was most certainly
Flashback had a very simple yet Conrad himself, moving in a more head-scratching puzzles (which
compelling storyline. Although lifelike way than any game often included working out how to BEFORE & AFTER
you control Conrad B Hart, you character had ever done before. take out certain enemies and move Flashback is the second game in a
don’t actually know this at the start Thanks to Conrad having the ability on without getting annihilated trilogy and the most accomplished
of the game – mainly because to do everything the Prince could do yourself) and more than a few well- of the three titles. But there’s no
having uncovered a conspiracy to and more besides – including presented, yet not too complicated, doubt that Another World (the
game that, with Prince Of Persia,
take over the Earth, you’ve had your forward rolls to pass through cut-scenes to keep the story moving
brought rotoscoping to the fore of
memory wiped and have been narrow areas and huge running along. It was proof that while games animation) was a decent
dumped in the middle of an alien jumps to access far-off ledges – presentation was important, a game experience – even if it did feature
jungle (hey, it happens to the best Flashback far surpassed Prince Of didn’t have to be bogged down with numerous Dragon’s Lair-style ‘do
of us). Persia with regard to the realism of complicated controls and overly this or die’ segments and was too
It’s here where you begin the its lead character. important plot threads to be short and stupidly hard. Sadly, the
adventure to recover your mind But Flashback didn’t just boast compelling – an art that appears to same can’t be said for the third
from the Morphs, reach the alien great visuals. Thankfully, the have been lost somewhat in the game, Fade To Black. Although the
homeworld and prevent their plans gameplay matched the standard of mire of today’s industry. move into 3D was to be expected,
it made the game less playable
from coming to fruition – and while the graphics by offering challenging If only the rumours of a Flashback
and left fans disappointed.
this is nowhere near as hard as level design, some annoyingly remake for the GBA were true.

110 | Retro | FLASHBACK


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J.R.R. TOLKIEN’S THE LORD OF THE RINGS (SNES) Interplay, 1994 – UK Advertisement

THE LORD OF THE RINGS | Retro | 111


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Burning up his fuel, up here alone Rocket Knight Adventures – Mega Drive [Konami] 1993
112.3_Retro book 11/4/04 11:02 AM Page 2
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Retro

S•O•N•I•C T•H•E H•E•D•G•E•H•O•G 2

C ompleting the frustratingly


difficult special stages in
Sonic The Hedgehog was the
another surprise in store for those
who collected all seven Emeralds…
This time, collecting 50 Rings
only way to collect all seven Chaos after obtaining all the Chaos
Emeralds and unlock the better Emeralds allowed you to turn into
ending. Great for completists and Super Sonic. Jump into the air and
arguably the only true way to finish the spiky blue hedgehog would turn
the game, yet it still seemed like into his invincible, flashing yellow
scant reward for so much work. You alter ego that could run and jump at
could almost hear the collective twice Sonic’s normal speed –
groan of gamers everywhere as although, to be precise, Super Sonic
they hit the goal icon during the didn’t run, instead preferring to glide
special stages by mistake and found along and destroy any Badniks in
themselves unceremoniously his path. Format: Mega Drive
booted back to the game proper, The number of Rings would Release Date: 1992
postponing their quest for the become a timer, counting down to Publisher: Sega
perfect ending until they found zero and returning Sonic back to his genuine reason for persevering Developer: Sega
another 50 Rings. blue, vulnerable self once they had with the special stages. Gamers
The Chaos Emeralds made a run out. But those few moments wanted to see Super Sonic for
return in the sequel but, fortunately, were enough to ensure Sonic themselves and would often return
the special stages were made easier players were checking every nook to the game once they had beaten
for Sonic’s second outing. Sonic and cranny of each level to find as it, not for the proper ending but to
and Tails would have to run along a many Rings as possible, just for experience Super Sonic first-hand.
half-pipe and collect a set number those precious extra seconds as And what euphoria once they
of Rings while avoiding bombs to Super Sonic. finally got to see the yellow
get their hands on a Chaos Emerald. As news spread of the existence hedgehog in action – yet another
Yet again, it was the only way to see of Super Sonic, Chaos Emeralds great retro gaming moment for
the proper ending but there was went from a minor bonus to a those who did.

REVENGE OF SHINOBI Format: Mega Drive


Release: 1989
Publisher: Sega
Developer: In-House
hen Sega’s Shinobi sequel If you were lucky enough to have
W appeared, defeating
superheroes was one of the last
an early copy of the game, your
next opponent would be none other
tasks that gamers expected to than the Dark Knight himself,
undertake. But once you’d made it Batman. Apart from a devastating
to the end of level six, you’d face off move that saw him rapidly fly from
against Marvel’s amazing Spider- one side of the screen to the other,
Man – boy, was he a pig to beat. Bats was pretty easy to defeat. As
Crawling around at the top of the Sega had failed to get the licensing
screen, the webbed wonder would rights for the Caped Crusader, in
fire three sticky nets towards your later games he was replaced by a
intrepid Ninja. While you were nondescript winged demon, which,
struggling to break free, Spidey while identical in moves, was a
would drop down and rob you of major letdown after Spidey’s
your much-needed energy. Hit him dramatic entrance.
enough times (or better yet, use So, how do you know if you ▼
That Web Fluid gets everywhere, so batter Spidey
some potent Ninja magic) and the have the rarer first version (and yes, with a rolled-up newspaper to prevent accidents.
wall crawler would eventually we know about Godzilla being
concede defeat and disappear – and replaced on level seven)? You’ll just

Holy licence infringement! Batman? Yes, but for


that’s where things got interesting… have to play the game and find out. a limited time only thanks to copyright laws.

114 | Retro | SONIC THE HEDGEHOG 2 / REVENGE OF SHINOBI


114-5_Retro book 11/8/04 10:02 AM Page 2

Hat Tricks
Here’s Kid
Chameleon’s
complete list

The many faces of the kid they call of hats and
Chameleon. Who are ‘they’? Dunno… headdresses
Type: Iron Knight – a flat-topped helmet
Special Power: Allows you to climb
walls
Diamond Power 1: Circle Of Doom
(requires 20 diamonds)
Diamond Power 2: Extra Hit Point
(requires 50 diamonds)

Type: Red Stealth – a samurai helmet


Special Power: Arms you with a sword
Diamond Power 1: Samurai Haze
(requires 20 diamonds)

GAMES THAT TIME FORGOT… Diamond Power 2: Death Snake


(requires 50 diamonds)

Type: Berzerker – a metal helmet with


spikes on the top
KID CHAMELEON Sonic, while later levels featured
caves, lava and a beach. On top of
Special Power: Allows you to smash
through certain walls
that it didn’t even look that special; Diamond Power 1: Invulnerability
morph him into a more effective sprites were generally rather small, (requires 20 diamonds)

L
ooking at the Mega Drive
Diamond Power 2: Wall Of Death
back catalogue, it’s easy to fighting machine, hence the name and the predictable scenery had a (requires 50 diamonds)
forget just how many great Kid Chameleon. These included an tendency to appear rough and
games there were. Aside from all iron mask for climbing walls, a grainy. Despite its shortcomings, Type: Maniaxe – a hockey mask
the Sonics, FIFAs and PGA Golfs, spiked helmet for crashing through Kid Chameleon had a strangely Special Power: Allows you to throw
the system was home to beautifully walls, and a Samurai headdress, unsettling atmosphere which made axes
Diamond Power 1: Circle Of Death
crafted adventure games like complete with sword. Diamonds the game seem quite unlike (requires 20 diamonds)
Quackshot: Starring Donald Duck, could also be collected to power anything else. It was also huge, Diamond Power 2: Extra Life
and Castle Of Illusion: Starring special moves, from invincibility spanning more than 70 levels, so (requires 50 diamonds)
Mickey Mouse. Of course, many through to more unusual ideas, there was certainly plenty to keep
people remember these titles once such as the ability to slow down all you going. Best of all, you can pick it Type: Juggernaut – a samurai helmet
with a skull mask
prompted, though few are likely to on-screen enemies. up for less than a fiver these days.
Special Power: Arms you with a tank
recall Kid Chameleon. Aside from these unique touches Which is always nice. that fires skulls
Developed by Sega, this though, much of the rest of the Diamond Power: Five-Way Shot
atmospheric platform adventure told game was a generic platform affair Presentation 75% (requires five diamonds)
the tale of a mysterious amusement that involved jumping over gaps Graphics 78% Type: Micromax – a fly mask
machine that imprisoned anyone and stomping on enemies’ heads. It Playability 85% Special Power: Lets you stick to walls
who played it. Entitled Wild Side, even included all the regular
Longevity 92% Diamond Power 1: Mini-Snake
this fantasy arcade game was said locations – the first area was (requires 20 diamonds)
to use holograms to create an reminiscent of Green Hill Zone from
OVERALL 85% Diamond Power 2: Swift Mini Snake
alternative reality, though the limited (requires 50 diamonds)
power of the Mega Drive meant that ▼ Though it looks like there’s a coal scuttle on your head, you are now blessed with special abilities.
Type: Eyeclops – a green visored
such imagery could only be helmet
represented by a simple Matrix-like Special Power: Reveals hidden blocks
grid that replaced the scenery at the Diamond Power 1: Fatal Beam
end of each level. (requires two diamonds)
Of course, every adventure game
Type: Skycutter – a skateboard helmet
needs a hero and the central Special Power: Lets you fly upside
character with the difficult task of down
destroying the big boss, known only Diamond Power 1: Invulnerability
as Heady Metal, was Kid (requires 20 diamonds)
Chameleon. Wearing blue jeans, a Diamond Power 2: Death Snake
(requires 50 diamonds)
white T-shirt and a pair of shades,
he was certainly one cool dude… Type: Cyclone – a helmet with wings
well, cool in an Eighties kind of way. Special Power: Allows you to fly
Once into the first level, however, Diamond Power 1: Slashing Rain
he didn’t look like an Eighties (requires 20 diamonds)
Diamond Power 2: Tracking Rain
throwback for all that long, as (requires 50 diamonds)
different headgear would soon

KID CHAMELEON | Retro | 115


116 |
SONIC THE HEDGEHOG
■ 1991
■ Mega Drive
SONIC THE HEDGEHOG ■ Sonic The SONIC THE HEDGEHOG
■ 1991 Hedgehog’s mixture ■ 1991
116-7_Retro book

■ Master System of speed and ■ Game Gear


■ The success of the graphical finesse ■ The battery-eating
Mega Drive version helped establish the baby brother to the
meant that a Master Mega Drive as a Mega Drive and
System game had to serious contender for Master System was
Retro
be released. Though the hearts of gamers. A winning formula had been also home to a Sonic
stripped down for the created and Sega finally had a recognisable mascot. title. Essentially, it
8-bit system, notable was exactly the
11/9/04

additions included hidden Chaos Emeralds and same as the Master System version with a few very
special stages to make this a must-have game. minor tweaks to compensate for the small screen.

SONIC THE HEDGEHOG 2 SONIC THE HEDGEHOG 2 SONIC THE HEDGEHOG 2

Retro | SONIC THE HEDGEHOG


■ 1992 ■ 1992 ■ 1992
■ Master System ■ Mega Drive ■ Game Gear
make

MASTER SYSTEM
■ The 8-bit system ■ With this sequel, ■ Once again, the
12:23 PM

was still too popular Hog-loving gamers popularity of Sonic

that will
to create
for Sega to ignore so got a game that had was employed to try

make the

have fun”
I want the
“I want to

it got its own Sonic 2. been improved in to bolster sales of the

something
interesting
Okay, so it was every way. It was flagging Game Gear.

player to be
nowhere near as also the first console Again, this version

player happy.

surprised and
technically proficient game to have a would take its cue
games. I want

OF SONIC THE HEDGEHOG


YUJI NAKA, CREATOR
as the Mega Drive game but it greatly improved upon worldwide launch when Tuesday 24 November, 1992 from the Master System but a dodgy camera angle
Page 1

the original, which was just what was needed. became known as ‘Sonic 2’s Day’. Geddit? Oh dear… ensured much frustration.

SONIC CD SONIC SPINBALL SONIC CHAOS SONIC DRIFT SONIC SPINBALL SEGASONIC
■ 1993 ■ 1993 ■ 1993 ■ 1993 ■ 1993 ■ 1993
■ Sega CD ■ Mega Drive ■ Game Gear ■ Game Gear ■ Game Gear ■ Arcade
■ New hardware ■ Sonic Pinball was ■ Handheld gamers ■ What Game Gear ■ If the Mega Drive ■ With the home
(well, an add-on) an attempt to cash in rejoiced at Sonic’s fans needed was a gamers had to suffer market stitched up,
needed Sonic to try to even more on the return to the Game Mario Kart game, or it, then the handheld Sega tried its hand in
sell it to the masses. blue speedy one. Gear. This time you so Sega decided. A gamers had to as the arcades. But
Basically, this was Once again, deviating could play through Mario Kart-style well. At no point did trackerball controls
Sonic 2 with a time from what gamers the game as Tails racer would have Sega consider the and two new
travel element (i.e. expected (pinball, (curiously, he’d been been ideal, but what fact that the udders characters failed to
different backgrounds) but it did try to make use of the anyone?) proved its undoing and the fact that this was absent from previous Game Gear outings) and this Japanese gamers got was a slow and uninspired might have well and truly dried up as this ineffectual inspire gamers. Poor distribution and the fact that the
CD-Rom with much-improved animation and sound. a deeply average game didn’t help matters. version showed what Sega’s handheld could do. racer that was never released elsewhere, thankfully. and ill-conceived game showed. gameplay wasn’t the normal ‘Sonic style’ didn’t help.

SONIC AND KNUCKLES SONIC THE HEDGEHOG 3 SONIC TRIPLE TROUBLE


■ 1994 ■ 1994 ■ 1994
■ Mega Drive ■ Mega Drive ■ Game Gear
■ Picking up where ■ A return to form for ■ After a glut of
Sonic 3 left off, this is Sonic with this very badly thought-out
essentially more of impressive outing Game Gear titles, the
the same great that not only looked ickle Sonic was back
gameplay. However, beautiful but also on form and doing
thanks to the use of added a greater what he and Tails did
Sega’s lock-on depth of gameplay. Of best – collecting
technology, further gaming bonuses could be attained special note is that this is the first Sonic game to have Rings, Emeralds and racing through bonus stages. As
by simply connecting the cart to other Sonic games. a save feature, thanks to the built-in battery. Game Gear outings go, this was mightily impressive.

SONIC LABYRINTH SONIC DRIFT 2


■ 1995 ■ 1995
ARCADE

■ Game Gear ■ Game Gear


■ This time Sega ■ Compared to the
decided that a puzzle original, Sonic Drift 2
game not dissimilar was a much more
to Marble Madness considered game.
was the order of the This time it delivered
day. However, the a better Grand Prix
time limits and puzzle mode, banked

MEGA DRIVE
elements converged to make bring down what might curves, hills and the all-important link-up mode. Not
have been a half-decent game. as classy as Mario Kart, but still a worthy attempt.

SONIC 3D BLAST SONIC 3D FLICKIES’ ISLAND SONIC THE FIGHTERS


■ 1996 ■ 1996 ■ 1996
■ Sega Saturn ■ Mega Drive ■ Arcade
■ New console, new ■ The Mega Drive ■ It had been three
Sonic game. Well, might have been years since the last
kind of… This was getting on a bit but arcade Sonic outing
pretty much the that didn’t stop Sega so it must have
same as the Mega from giving it one last seemed time to have
Drive title but with Sonic adventure. This another stab at the
added 3D tunnels. was standard Sonic coin-op fans.
However, at the time it impressed gamers and gave fare viewed from an isometric perspective and it was Unfortunately, as it was aimed at kids, it lacked depth
HANDHELD

them an indication of what the Saturn was capable of. the perfect swan song for the much-loved console. and proved to be an unrewarding experience.
SATURN
116-7_Retro book

SONIC JAM SONIC R


■ 1997 ■ 1997
■ Sega Saturn ■ Sega Saturn
■ This had nothing to ■ A cracking Saturn
do with preserves, it game that offered
was more a ploy to something different.
11/9/04

get some money from This was a 3D racer


Saturn owners who that pitted familiar
missed Sonic‘s Mega Sonic characters
Drive outings. Aside against one another.
from a few tweaks and the omission of Sonic CD, this This title wasn’t developed by Sonic Team but by
was the perfect way to enjoy classic Hog action. British developer Travellers Tales.

SONIC JAM
12:23 PM

■ 1998
■ Game.com
■ Left without a
handheld of its own,
Sega decided to port
a version of Sonic
Jam to the
Page 2

Game.com, a
laughable handheld

DREAMCAST
system. This was a truly awful game riddled with
slowdown and without the trademark colourfulness.

SONIC ADVENTURE SONIC POCKET ADVENTURE


■ 1999 ■ 1999
■ Dreamcast ■ Neo Geo
■ After the demise of Pocket Color
the Saturn, Sonic ■ ‘Anything but the
returned faster than GBC’ must have been
ever. Determined to the cry at Sega when
make the new it decided to make
console a success, another portable
Sonic Team ensured Sonic title. Taking
that Sonic Adventure was a big, rollicking adventure elements from Sonic 2 and 3, this had a link-up option
that demonstrated the DC’s technical proficiency. so you could race against your friends.

SONIC SHUFFLE
■ 2000
■ Dreamcast
■ Hot on the heels of
Sonic Adventure
came Sonic Shuffle –
a collection of puzzle
games not unlike
Mario Party (which
must have partly
inspired Sega‘s stab at the genre). It was fairly dire
but did have some lovely cel-shaded graphics.
that the blue spiky one has sped through.

SONIC ADVENTURE 2
■ 2001
■ Dreamcast
■ By now the
Dreamcast was
nearly dead, but it
didn’t stop Sonic
Mario. Three months later, Yuji Naka unveiled Sonic the

Team releasing one


last Sonic game on a
In 1990, Sega charged one of its young programmers with

Hedgehog, and in 1991 the first of many hog-based games


the task of creating a character that would rival Nintendo’s

Sega console. It was


were released. Here’s our (almost) definitive list of the titles

Sonic’s tenth anniversary – it would have seemed


rude not to. But this wasn’t the last we’d see of him…

SONIC ADVENTURE 2: BATTLE SEGA MEGA COLLECTION SONIC ADVANCE


■ 2002 ■ 2002 ■ 2002
■ GameCube ■ GameCube ■ GBA
■ After pulling out of ■ Replay those old ■ Having spurned
the hardware race, Mega Drive games Nintendo’s GBA in
Sega decided to as Sega treads the favour of less popular
bring the next Sonic familiar path of handhelds, it was

SONIC THE HEDGEHOG |


game to GameCube. collating its classic great to see the little
This was completely games for the hordes fella finally getting the
unexpected, but an of gamers clamouring small-screen
updated version of the Dreamcast game complete for the titles we played ten years ago. Once again, attention he deserved and in a new adventure which
with a two-player mode was more than welcome. Sega missed the opportunity to include Sonic CD. drew upon elements from all his previous outings.
Sonic Family Tree

GAMECUBE

Retro | 117
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Retro

Treasure Chest
Since Gunstar Heroes on the Mega Drive, Treasure has crafted some of the most sought-after
(and pricey) Japanese videogames. But is the company truly a box of delights as the name
would suggest, or does it simply play on target marketing and quirkiness to sell its niche titles?

Another Konami sprite-based games and was lost some of its most creative

S
ituated in West
Shinjuku, Tokyo, highly regarded within the people to this extraordinary
Konnection Treasure was started up industry for the quality of little company.
Treasure has recently worked with the with ¥30 million (approximately products such as Turtles In Sadly, the console generation
Tiny Toons licence on two videogames – £150,000) on 9 June, 1992. Time, Buster Busts Loose and that followed saw a few cracks
Tiny Toons: Defenders Of The Although the company has The Legend Of the Mystical appearing in some of Treasure’s
Loonyverse for PlayStation2, and Tiny never been particularly well Ninja amongst many others. game design. Many of those
Toon Adventures: Buster’s Bad Dream known among the western When Treasure released its employed at the company had
gaming masses, in hardcore first game, Gunstar Heroes, it previously worked
for Game Boy Advance. Defenders Of
circles, especially those in managed to capture all the predominantly with sprites and
The Loonyverse seems to be stuck in
Japan, it’s common knowledge values that Konami stood for, 2D scrolling backdrops, while
development, but it’s interesting that that many of the founding but at the same time felt new the new line-up of polygon-
this team of ex-Konami employees members and initial and fresh. Just as Free Radical pushing powerhouses required
should be working with a licence that programmers and designers would later capture much of the knowledge of 3D manipulation.
was once so prolific for Konami itself. that helped to set up the now spirit and British humour for Interestingly, Konami also
32-strong company were ex- which Rare was well known, struggled to come to terms with
Konami staff. It’s a similar Treasure managed to do exactly this new type of game – until
situation to when a group of the same with Konami in Japan. the questionably average NBA
Rare employees broke off to Although Treasure’s first In The Zone launched late in
form Free Radical. release came out just one year 1995, the company’s PSone
Of course, back in 1992 when before Sony launched the games consisted mostly of retro
Treasure was started up, PlayStation, the company compilation discs, such as
graphics technology and the continued to gain popularity Parodius. In fact, it wasn’t until
videogames industry in general throughout the remainder of the the release of Metal Gear Solid
wasn’t nearly as evolved as 16-bit era. Further releases such that Konami proved it could cut
when Free Radical split from as Dynamite Headdy and Alien the proverbial mustard.

Treasure is currently working with the Tiny Toons licence. Rare, though there were many Soldier cemented the Treasure For Treasure, on the other
Can it match the quality of Konami’s Tiny Toon titles? parallels between the two name as one of the premium hand, the 32/64-bit generation
new companies. At the time, Mega Drive developers and never really gave the company
Konami was still developing 2D made it clear that Konami had the opportunity to prove itself,

118 | Retro | TREASURE


118-9_Retro book 11/8/04 10:09 AM Page 2

p any
Comokback
lo
Beat It
One of the only completely 3D games that Similar in design to Panzer Dragoon, the

Treasure Treasure worked on was an arcade title called


Gun Beat. Running on Sega’s Naomi board, the
gameplay revolved around shooting enemies
while galloping along on an enormous
Softography game was shown in playable form at numerous hamster. Sadly, the project was canned, and
Gunstar Heroes shows and was expected to be translated despite rumours that it would be included
– Mega Drive/ across to the Dreamcast following its release in as an extra with Ikaruga, the code has never
Game Gear (1993, 1995) the arcade. been released.
Dynamite Headdy
– Mega Drive/
Game Gear (1994)
McDonald’s Treasure
Land Adventure
– Mega Drive (1993)
Alien Soldier
– Mega Drive (1995)
Guardian Heroes
– Saturn (1996)

t
Silhouette Mirage
– Saturn/PlayStation
(1997, 1998)
Radiant Silvergun ▼
Despite looking promising (and a little odd), Gun Beat was cancelled prior to its planned launch in 1999.
– Arcade/Saturn (1998)
Bangai-O
– N64/ Dreamcast (1999, 2000)
r Rakugaki Showtime
– PlayStation (1999)
es? Silpheed: Lost Planet
– PlayStation2 (2000)
Sin And Punishment
– Nintendo 64 (2000)
Freak Out
– PlayStation2 (2001)
Ikaruga
– Arcade/Dreamcast/GameCube
(2001, 2002, 2003)
Wario World
– GameCube (2003)
Gradius V
– PlayStation2 (2004)

Gunstar Heroes for the Mega Drive and Game Gear was perhaps the definitive side-scrolling shooter of the early Nineties.

other than to the fans who still up Radiant Silvergun received quality of releases such as Recently, however, Treasure
loved the retro-style titles it was plenty of critical acclaim from the Silpheed: The Lost Planet and Freak has returned to form and while
developing. Guardian Heroes on press. Only ever released in Japan, Out being questionable at best, if it it’s yet to have a truly massive hit,
the Saturn, for example, was a this old-school, up-screen wasn’t for a number of recent its latest titles have earned it
stunning scrolling beat-’em-up with extravaganza cleverly used the partnerships with larger plenty of recognition. While Astro
RPG elements that was massively combined power of the Saturn’s developers, we’d be worrying Boy: Omega Factor and Advance
popular with hardcore Sega fans, 2D and 3D processors to create about the company’s future. Guardian Heroes have gained
but completely ignored by virtually impressive pseudo 3D After wowing Dreamcast and Treasure plenty of fans on the
everyone else. environments and some solid GameCube owners with the GBA, it’s the collaboration with
The same can be said for the 2D gameplay. excellent Ikaruga – the spiritual Konami on Gradius V that has
N64 adventure game Mischief The current generation has successor to Radiant Silvergun – really started turning heads. It
Makers, which again only ever proved possibly the most difficult Treasure created Wario World. may feel a little ‘Treasure by
received attention from the most for Treasure. With games There’s no doubt Mario’s nemesis numbers’ but there’s no denying
hardcore players. But although development costing more than found himself in an enjoyable that Gradius V is currently the
Treasure never really achieved ever before, it’s no longer viable for platformer, but it lacked much of best horizontal scrolling shooter
market saturation with any of its the company to work exclusively the charm normally associated available. Let’s just hope it brings
titles, its arcade/Saturn shoot-’em- on niche market products. With the with Treasure titles. Treasure to a wider audience.

TREASURE | Retro | 119


120-3_Retro book 11/9/04 12:21 PM Page 1

Retro sic
s
Clachine
Ma

SPECIFICATIONS
PROCESSOR: Motorola
MC68000
SPEED: 7.16 MHz
RAM: 512 Chip RAM or
1MB Chip RAM on
motherboard
ROM: 256K or 512K on
motherboard
SOUND: Two stereo audio
output ports

Commodore

120 | Retro | AMIGA 500


120-3_Retro book 11/9/04 12:21 PM Page 2

IT MIGHT HAVE LOOKED LIKE A PROPER COMPUTER –


YOU KNOW, FOR GROWN UPS – BUT THE AMIGA 500
PROVED TO BE A TREAT FOR GAMERS EVERYWHERE
(ADULT OR OTHERWISE)
Pre-loaded with Commodore’s

W
ith the Commodore 64
such a firm favourite popular (though often bugged)
with gamers, Workbench application, the 500
expectations were high when quickly proved itself to be an
Commodore announced an extremely versatile machine that
(unofficial) follow up. Released in was just at home calculating
1987, the Amiga 500 instantly spreadsheets as it was playing the
became a classic thanks to some likes of Populous or Shadow Of
savvy marketing by Commodore The Beast. Gamers were in awe of
and it easily set itself apart from the fantastic visuals and superior
Atari’s slightly inferior ST. sound that the Amiga offered and
When the Amiga 1000 had been it was arguably a key suspect in
released in 1985 it was seen more the death of the 8-bit market.
as a business machine and its Unfortunately, Commodore’s
high price put off many potential insistence on bringing out new
buyers. Fortunately, Commodore machines at an alarming rate
released a lower spec machine at meant that the company
an affordable price and the Amiga eventually found itself in financial
500 that we all know and love difficulties. Commodore’s dream is
was delivered into the hands of now long dead but at least we still
grateful gamers. have fond memories.

You’ve got to be kidding


ANYTHING WITH ‘32’ IN ITS NAME IS GOING TO BE BAD

W e’ll admit to being among


the many suckers who were
tricked into buying Commodore’s
ill-fated CD32 that was released in
the company’s final days. Though
technically impressive, the games
“Why I love my Amiga” failed to deliver, with many titles
just straight ports of their Amiga
500 or 1200 counterparts. Sure,
I still have vivid memories of walking into my local Adam’s
World shop and using every penny of my savings to buy
my Amiga all those years ago, complete with a copy of
you may have been able to play
the likes of Worms and Pinball
Speedball 2, which the shop assistant assured me was Fantasies with a joypad, but this
brilliant. It was a real step forward from everything else at did little to stop you from feeling
the time and can still hold its own as a ‘proper’ computer as pretty ripped off at having paid
well as a games machine today. Plus it helped keep me off £329 for the privilege.
the streets for many of my adolescent years…

Martin Mathers

500 games™ 139

AMIGA 500 | Retro | 121


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Retro
ssic
Clachine
Ma

122 | Retro | AMIGA 500


120-3_Retro book 11/9/04 12:21 PM Page 4

AMIGA 500 | Retro | 123


124-5_Retro book 11/8/04 10:24 AM Page 1

Retro

S IX OF THE LEMMINGS
Developer: Psygnosis
SYNDICATE
Developer: Bullfrog

B EST
Year: 1991 Year: 1993

C ontrolling a bunch of suicidal


rodents may not sound like
fun, but it was sheer gaming
B ullfrog confirmed its
reputation for delivering
classic strategy titles with the
heaven. Extremely simple in excellent Syndicate. Set in the
execution – guide a set number of typical ‘not too distant future’, the
the little critters to an exit – the game saw you controlling a squad
fiendish levels took an age to of four androids in an attempt to
master. Lemmings was a massive wipe out opposing Syndicates.
success and quickly appeared on Once your androids were suitably
practically every home system. equipped, you could unleash them
Although there were many different on the wonderfully detailed 3D
breeds of Lemming – including isometric settings. Missions were
Climbers, Blockers and Diggers – extremely involving and would
The advanced power of the Amiga 500 meant that it nothing was more satisfying than range from kidnappings to
was home to a selection of fantastic games, many setting a hapless rodent to self- complex assassinations. Above all,
destruct and waiting to hear their though, the game was incredibly
of which have never been bettered customary cries of “Oh No”. violent and great fun.

SPEEDBALL 2: BRUTAL DELUXE


Developer: Bitmap Brothers and frenetic and doesn’t let up for a
Year: 1990 single second. Visuals are extremely

I t seems like we’re always harping


on about the Bitmap Brothers’
classic future sport, but honestly, it’s
well drawn and feature that typical
metallic sheen which quickly became
the Bitmap’s trademark, and who
really that good. Nothing can prepare could forget the wonderful shouts for
you for the sheer ferocity that a single “Ice cream, ice cream”? If ever there ▼
It looks easy now, but just you wait…

Ignore the map, this was actually great fun.
gruelling match can contain; the was an instant classic, this was it.
action throughout is incredibly fast You must play this before you die.
SENSIBLE ELITE
SOCCER Developer: Acornsoft
Developer: Sensible Software Year: 1988
Year: 1991 hile many will have fond
W memories of Elite on the
B efore Pro Evo, this was the
title that was considered king
of football. It might not look like
early 8-bit computers, the arrival
of the Amiga meant that gamers
much now, but in its day, gamers could experience the classic
couldn’t get enough of Sensible trading game in a whole new
Software’s classic interpretation of way. Ships were now easy to
identify (thanks to the power of
THE SECRET OF MONKEY ISLAND the beautiful game. Every player
16-bit graphics) and The Blue
was superbly animated and could
Developer: LucasArts storyline that was made even more
pull off all manner of shots and Danube finally sounded like it
Year: 1991 enjoyable by the fantastic sense of
passes. There were plenty of was supposed to. Of course, 16-
humour that prevailed throughout.
L ucasArts’ first foray into the
world of pirates and treachery is
one of its best-loved classics and still
Taking on the role of wannabe pirate
Guybrush Threepwood, you soon
updates to ensure that each team
was as up-to-date as possible and
bit power also meant that the
game was now finally able to tear
the gameplay throughout the away from its original 32K roots.
proves to be an enjoyable romp found yourself immersed in an
series was unrivalled. Sensible Though many preferred Elite’s
today. All of the LucasArts engaging point-and-click adventure
Soccer will always have a special sequel, Frontier, true aficionados
trademarks were in place, from the that eventually went on to spawn
place in our hearts. will always swear by the original.
mind-bending puzzles to the quirky three sequels.

124 | Retro | AMIGA 500


124-5_Retro book 11/8/04 10:24 AM Page 2

S•P•E•E•D•B•A•L•L 2: B•R•U•T•A•L D•E•L•U•X•E

predecessor so great and then remained true to that of the original and was unceremoniously removed
BACK IN 1990, chucked in a plethora of new – namely, two teams of armour-clad by two robotic stretcherbearers, all
THE CRY OF features to spice things up. The players attempting to outscore one to the immortal sound of an off-
“ICE CREAM, graphics were better (they still had
the Bitmap Brothers’s highly
another. The inclusion of two ramp-
like score multipliers was the real
screen vendor yelling “Ice cream, ice
cream”. As playable today as it was
ICE CREAM” stylised metallic look to them), the stroke of genius, however. By rolling on its release, Speedball 2: Brutal
HAD VERY playing area was bigger (the your ball up these, the value of any Deluxe is a masterclass in great
cramped arenas of the original subsequent points you scored was game design. Just don’t get us
SINISTER had come in for some criticism) increased. If a team did this twice started on the abomination that was
OVERTONES and the action itself was faster and then point values went through the Speedball 2100…
more aggressive. roof. Fortunately, the effects of this

B orrowing heavily from


Norman Jewison’s pompous
1975 flick Rollerball, the
In one-player mode it was your
task to take Brutal Deluxe (a no-
hoper team of thugs) through a
series of league, cup and knock-out
could be nullified if the opposition
rolled the ball back up the ramp.
What this led to was a series of
brutal challenges being exchanged
original Speedball from legendary
coders The Bitmap Brothers was a competitions. This was all good fun, around the multipliers, with neither
futuristic team sports game in which but the real pleasure was to be had team wanting to let the other get
kicking the hell out of your in the exceptionally addictive two- away with an advantage.
opponents was just as important (or player mode. With two equally- Furthermore, an electroball
at least as satisfying) as scoring matched players going at it, games unit allowed you to turn the ball
goals. Its mix of fast-paced play, could become impossibly into a formidable weapon for a
extreme violence and management competitive – to a point where limited time (canny players
elements deservedly made it one of blows were being landed both on linked this with the multiplier for
the most popular titles of its day. the screen and off it. added effect). Best of all, if a
However, two years down the So what made the game so particular player took too much
line the highly anticipated sequel good? Essentially the gameplay of a drubbing he keeled over
came along and completely tore up a mixture
required
ashwan
the rulebook – not that there were pions Super N
Format(s): Amiga/Atari ST (first), PC, C64, NES, Master g reigning
cham .
e violence
too many rules in the first game. System, Mega Drive, Game Boy, CD32, ▼ Defeatin nning and extrem
of skill, cu
Speedball 2: Brutal Deluxe took the Game Boy Advance
key elements that had made its Release date: 1990
Publisher: Image Works
Developer: The Bitmap Brothers

ks it was
d through the ran
▼ As you progresse squad’s ability and
r you r
possible to bolste
sfer market.
dabble in the tran

SHOOTING
STARS
Unlike the first game, points could
be amassed not only by
slamming the metallic ball into
your opponent’s goal, but also by
hitting stars located on the arena
walls. If you could illuminate a
row of these then yet more bonus
points were awarded. Sounds
easy in theory, but when
opposing players were kicking the
hell out of you, aiming accurately
became that little bit trickier.

SPEEDBALL 2 | Retro | 125


126 |
SOCCER
ver since the concept of ■ Arcade
■ 1973
126-7_Retro book

■ Taito’s Soccer was


E two sticks deflecting a one of several arcade
titles to take the
square dot around the popular Pong concept
and simply introduce
Retro
a set of goalposts at
screen so admirably either end of the
screen. There was little advance on this makeshift
paddle-based model as the decade wore on.
managed to recreate all the
11/8/04

thrills of tennis, developers


FOOTBALL

Retro | FOOTBALL GAMES


SOCCER
have seized upon the ■ Intellivision
■ 1980
challenge of recreating our ■ Finally trading
paddles for stickmen,
this was really where
10:26 AM

national sport to similar the genre began to


take shape. Of the
effect. Over the years many earliest console
football titles, Soccer
was arguably the best looking and contained several
have tried, and almost as features that made it into many later games.
FAMILY TREE
Page 1

many have failed, but a trail MANAGEMENT


of gems has been left INTERNATIONAL SOCCER FOOTBALL MANAGER
■ C64 ■ Spectrum
behind en route to ■ 1983 ■ 1982
■ International ■ It may have had
Soccer by Andrew one of the most
eventually achieving the Spencer was so good archaic interfaces
it was the football title known to modern
sublime gameplay of choice for five man (and horribly
years. It was the first crude match
game with a bouncing highlights), but Kevin
Konami’s Pro Evolution ball and had a bug that enabled you to balance the Tom’s Football Manager was a massive success and
ball on your head and walk it into the goal. set the blueprint for many future management games.
series showcases today.
PETER SHILTON’S HANDBALL MARADONA MATCH DAY FOOTBALL DIRECTOR
■ Various ■ Spectrum ■ Spectrum
■ 1986 ■ 1985 ■ 1986
■ Oh dear. Quickly ■ Jon Ritman’s ■ Focusing on
cashing in on the Match Day was a absorbing strategy
infamous Maradona MINI-GAMES massive success TOP-DOWN rather than sub-
incident, players upon its release and standard graphical
were placed in the went straight to the gimmicks might be
boots of a goalie and top of the charts, the secret of Champ
tasked with keeping where it stayed for Manager’s success,
the ball out of his net. While it was a new idea, its two months. It featured intelligent players and was the but Football Director was the first title to take this no-
lacklustre gameplay added nothing to the genre. first football game to have a power bar. frills route to gameplay excellence.

VIOLENCE LICENSED
GARY LINEKER’S SUPER SKILLS FIGHTING SOCCER MATCH DAY 2 EMLYN HUGHES’ INTERNATIONAL SOCCER MICROPROSE SOCCER TRACKSUIT MANAGER
■ Various ■ Various ■ Various ■ Commodore 64 ■ Various ■ Various
■ 1988 ■ 1989 ■ 1988 ■ 1988 ■ 1989 ■ 1988
■ No doubt released ■ Activision’s ■ Ritman returned ■ Now this was how ■ Microprose ■ With the Football
because of the conversion of SNK’s with a superb follow- to use a licence. Soccer’s top-down Manager series still
popular joystick arcade game added up to the excellent Basically an update view marked a ruling the roost,
waggling games, yet another facet to Match Day. New of Spencer’s massive change for Tracksuit Manager
Super Skills basically the genre. Rather features included the International Soccer, the genre and also gave it a very rude
consisted of you than a game based diamond deflection Emlyn Hughes added included yet another wake-up call. Using
taking part in various on passing, Fighting system, barging and sliding tackles, long new feature – the an excellent interface
training routines. Super Skills was incredibly basic Soccer’s cramped arenas and fast defenders meant the excellent Kickometer. Unfortunately, Match Day 3 and short passes and additional frames of animation outrageous banana shot. The game also featured and superb scrolling match commentary, this was
and another poor spin-off for the genre. that games erupted into fierce battles for the ball. (an arcade game for Rare) never appeared. to create a fantastic football experience. action replays, fouls and variable weather conditions. manna from football management heaven.

KICK OFF PLAYER MANAGER


■ Various ■ Various
■ 1989 ■ 1990
■ The arrival of the ■ Built on the back of
16-bit computers Kick Off 2’s immense
gave football games playability, Anco
a new lease of life. expanded the concept
Dino Dini’s Kick Off to incorporate the
featured enhanced ever-popular
visuals and silky- managerial side of
smooth scrolling. The fantastic sequel followed soon things. The hybrid title inspired many later games to
after, introducing real teams and players. fuse the genres, including the mighty SWOS.
126-7_Retro book

SOCCER PINBALL SOCCER BRAWL STRIKER FIFA INTERNATIONAL SOCCER SENSIBLE SOCCER CHAMPIONSHIP MANAGER
■ Various ■ Arcade ■ SNES ■ Mega Drive ■ Various ■ PC
■ 1992 ■ 1991 ■ 1993 ■ 1994 ■ 1992 ■ 1992
■ Not as bizarre a ■ SNK’s Soccer Brawl ■ One of the first ■ Once upon a time ■ Arguably the most ■ And lo the legend
combination as it was a massive games available for the FIFA series playable football title was born. Initially
might first sound. improvement over the SNES, Striker built actually meant of the entire decade, dismissed by many
Using a traditional Fighting Soccer and heavily on the rather something. With its Sensible Soccer used for its lack of visual
football field as the gave players a primitive Amiga isometric viewpoint, the same top-down stimulation, Champ
table’s backdrop, selection of devastating version and offered superb presentation perspective Manager endured by
11/8/04

Soccer Pinball manoeuvres to help both traditional and and passable popularised by the out-performing its
proved to be a fun and challenging pinball game. It’s a them win the ball from the opposition. Incredibly fast five-a-side matches. Eventually losing its crown to ISS, gameplay, this was one of the Mega Drive’s best Kick Off series to produce a footballing legend that peers in the areas that mattered. A true landmark
very tenuous link, though, and one for fans only. and slick to play, it’s still enjoyable today. Striker was an incredibly satisfying game. football titles. Sadly, the years have not been kind… has aged in the visual department only. whose ingenious formula has never been matched.

ARCADE
SOCCER KID VIRTUA STRIKER INTERNATIONAL SUPERSTAR SOCCER SENSIBLE WORLD OF SOCCER CHAMPIONSHIP MANAGER 2
■ Various ■ Arcade ■ SNES ■ Amiga ■ PC
10:26 AM

■ 1994 ■ 1994 ■ 1994 ■ 1993 ■ 1995


■ When an evil alien ■ While SEGA has ■ Konami’s debut ■ Taking Sensible ■ Possibly the
makes off with a created some performance might Soccer’s sublime greatest leap forward
soccer cup, only fantastic Virtua games, not quite have gameplay to new for the series, CM2
Soccer Kid is able to the Virtua Striker mirrored its world- heights, SWOS was far too complex
retrieve it. Using his series failed to live up beating form of late, introduced an to make it onto the
nifty ball skills, our to its peers. Despite but signs of great intensive managerial Amiga as its
hero must battle his releasing a total of potential were element and featured predecessor had
Page 2

way through this cheerful platform adventure. three games, none of them managed to achieve the already shining through. In Japan, Perfect 11 similarly an incredible collection of worldwide leagues. Many done. Cue the biggest reason ever for investing in a
Surprisingly, it wasn’t as bad as it sounds… gameplay quality for which Sega is renowned. laid the foundations of the Winning Eleven series. still hail SWOS as the greatest football title ever made. PC, purely to experience this game’s endless rewards.

WORLD PK SOCCER ACTUA SOCCER FIFA FOOTBALL 96 SENSIBLE SOCCER 98


■ Arcade ■ Various ■ Various ■ Various
■ 1994 ■ 1995 ■ 1995 ■ 1998
■ During the heyday ■ The introduction of ■ As the novelty of ■ Struggling to keep
of arm-wrestling a 3D perspective FIFA’s visuals wore up with the new
machines and quirky sadly put an end to off, the fickle generation of 3D
arcade peripherals, the top-down titles’ gameplay had begun titles, Sensible
Jaleco’s penalty-kick dominance of the to stick out like the overhauled its visuals
simulator slotted in early Nineties, and sore thumbs we had and introduced fully
nicely. For a small fee Gremlin’s Actua from playing too 3D replays. Retaining
you could experience the shame of missing a penalty Soccer was among the big titles to take advantage of much Sensible Soccer. However, an impressive the classic top-down viewpoint, it was superb to play
in front of your on-looking mates. the technology that was revolutionising the genre. transition to 3D gave the series a new lease of life. but many had already converted to FIFA or ISS.

ISS 64 THIS IS FOOTBALL LMA MANAGER CHAMPIONSHIP MANAGER 3


■ N64 ■ PSone ■ PSone ■ PC
■ 1997 ■ 1999 ■ 1999 ■ 1999
■ With its flurry of ■ The PSone was ■ LMA Manager ■ After a couple of
yearly incarnations, never short of sported such seasonal updates,
FIFA had started to botched attempts to appealing match Champ Manager fans
pull away from the rival FIFA, but Sony’s visuals that many were finally treated to
chasing pack as the TIF publicly promised were tempted to give another full sequel
title of choice for to bring a new level the idea of a console- that overhauled the
football fans. Yet of playability to the based management interface and
ISS 64 began to see Konami’s series emerging as a genre. Sadly, the game’s failure to deliver ensured it sim one last chance. Despite the eye candy, however, introduced more realism than ever. Another three
serious alternative to EA’s bestseller. never caused the upset many had touted. the strategic side proved to be as shallow as ever. updates followed before CM4 made its bow.

PRO EVOLUTION SOCCER DAVID BECKHAM SOCCER


■ PS2 ■ Various
■ 2001 ■ 2001
■ The series came a ■ Rage snapped up
long way during its the lucrative Beckham
days on the PSone, licence in the hope of
and Pro Evo’s debut on recreating the success
the PS2 was widely it had with Striker. First
acclaimed as the appearing on PSone
world’s premier football and GBA, then later
sim. It still lacked official licensing, but completely PS2 and Xbox, the game was promptly swatted aside
eclipsed the competition in terms of gameplay. by FIFA and Pro Evolution.

PRO EVOLUTION SOCCER 3 ISS 3 CLUB FOOTBALL FIFA FOOTBALL 2004 TOTAL CLUB MANAGER 2004 CHAMPIONSHIP MANAGER 4
■ PS2 ■ Various ■ Various ■ Various ■ Various ■ PC
■ 2003 ■ 2003 ■ 2003 ■ 2003 ■ 2003 ■ 2003
■ The series’ third ■ While the Pro ■ Last year’s main ■ Right on schedule, ■ With the FIFA ■ Pockets of hard-
instalment on the PS2 Evolution series took challenge to Konami EA’s annual upgrade engine powering its core fans were up in
enhances the precision gameplay and EA’s footballing to the FIFA series hit match visuals, EA’s arms when CM4

FOOTBALL GAMES |
unrivalled gameplay to new heights, giants came in the the shelves in time for TCM 2003 enjoyed meddled with the
even further to Konami sent the form of Codemasters’ Christmas. Despite reasonable success age-old formula and
produce the most original ISS franchise Club Football. Despite offering a plethora of on the PC. The latest introduced a 2D
realistic, fluid and on a more arcade- offering 17 club- alluring features, the version makes its match engine, yet
downright playable simulation of football ever made. style route. ISS 3 showcased slightly better visuals specific versions and great visuals, the match action all-important gameplay action once again comes a debut on PS2 and Xbox, and allows players to import most of us rejoiced to see our tactics being played out
Closest rival FIFA fell off the pace long ago. than Pro Evo, but distinctly lacked finesse on the pitch. itself was actually less fluid than FIFA. poor second best to Pro Evo. their carefully sculpted team into FIFA 2004. before our eyes without any forfeiture of realism.

Retro | 127
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Retro

FORGET PIRATES OR
EVIL TENTACLES –
LUCASARTS’ FINEST
HOUR STARRED A
WISECRACKING DOG
employees Ron Gilbert and Aric
AND A PSYCHOPATHIC
Wilmunder after Gilbert decided
RABBIT. HONESTLY…
he’d had enough of adventure
games that had user-unfriendly
Format: PC
environments and made dying
Release: 1993 repeatedly part of the process of
Publisher: LucasArts solving puzzles.
Developer: In-House SCUMM got around this by
allowing gamers to build their
own sentences using a graphical
interface, rather than having to

W
ith games like Maniac
Mansion, Zak type things and hope the game
McKraken And The understood; verbs (provided by
Alien Mindbenders and The Secret the game’s word interface) and
Of Monkey Island already proving nouns (items in the player’s ▼
Most of the characters you’ll meet are helpful in a cryptic sort of way if you ply them with enough candy.
huge successes with PC gamers in inventory or near them on screen)
the late Eighties and early could be combined to try virtually some new ideas, and for that 1987 when their first 32-page
Nineties, it was clear to LucasArts anything, without causing hair- LucasArts looked within its own comic appeared, although the man
that point-and-click adventures pulling frustration. ranks. Enter Steve Purcell – himself admits to pinching the
were a big thing. This may have While the technology was animator on a number of projects original characters from his
had something to do with the slowly improving, LucasArts for LucasArts and the man behind younger brother during childhood.
revolutionary new process (for the decided it also needed some fresh a pair of cult comic book Thanks to a combination of
time) that the company had taken blood to create characters worthy characters called Sam and Max. slapstick humour, bizarre antics
to using for its adventure games. of becoming the stars of its Purcell had masterminded the and inadvertent crime-solving,
Created to power the original adventures. Having already adventures of Sam (a smart- Sam and Max hit people’s funny
Maniac Mansion, the SCUMM produced two Monkey Island talking dog detective in a suit) and bones, but it was only through a
(Script Creation Utility for Maniac games and with Day Of The Max (his three-foot-high chance invitation to create an
Mansion) engine was initially Tentacle updating the Maniac hyperactive and slightly original comic strip for a
programmed by Lucasfilm Games’ Mansion licence, it was time for sociopathic rabbit sidekick) since LucasArts newsletter that Purcell’s

▼ ▼
Max has plenty of deep-seated psychopathic tendencies – he just loves pounding on virtually anyone. Sam’s overly cynical view of the world makes an appearance more than once during your adventure…

128 | Retro | SAM & MAX HIT THE ROAD


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MADE FOR WOT, NO


TELEVISION SEQUEL?
Sam & Max Hit The Road wasn’t With the news that LucasArts has
the only way in which the crime- canned the upcoming sequel to
fighting pair managed to make Hit The Road, it should come as
their mark outside the world of no surprise that dedicated fans are
comic books. Late in 1997, a in uproar. Petitions have sprung
Canadian animation company up all over the internet and emails
called Nelvana produced a 13- of complaint have been pouring
episode series of Sam And Max: into LucasArts’ mailbox.
Freelance Police featuring the duo’s According to the unofficial Sam
adventures. The pair visited a and Max fan website
restaurant run by aliens, misused a (www.samandmax.net), the duo’s
wristwatch capable of time travel, creator, Steve Purcell, isn’t exactly
fought an arch nemesis called happy about the decision either.
Mack Salmon – all with the help of “I’m extremely frustrated and
The Geek, a teenage genius who disappointed,” he said, “especially
lived in their basement. While the for the team who have devoted so
cartoon was both strange and much effort and creativity to Sam
hilarious, Fox cancelled it after just and Max. It’s a shame to think
one run. However, it can still be that their accomplishments, as
found on video (NTSC only, sadly), well as the goodwill that has been
and clips from the series are lurking growing in the gaming press
on the internet. toward this project, will all go to
waste due to this short-sighted
decision.” You know, we couldn’t
have put it better ourselves…

cancelled by LucasArts. “After


careful evaluation of current
marketplace realities and
underlying economic
considerations, we’ve decided
that this was not the appropriate
creations were let into the Lucas the madcap style of the comic Hit The Road much easier – time to launch a graphic
fold. Parodies of Star Wars, book while maintaining the point- something that you’d be thankful adventure on the PC,” said Mike
Indiana Jones and other classic and-click stylings of previous for if you’d ever experienced the Nelson, acting general manager
LucasArts games followed, which LucasArts adventures that made game’s incredibly twisted logic. and VP of finance and operations
no doubt helped to seal the deal Hit The Road so popular with fans Sadly, if you’ve been looking at LucasArts. Fair enough, you
when the time came for the idea of both games and comics – rarely forward to any more gaming might think, but then if the
of a game based on the has a game featured so many adventures with Sam and Max, alternative is the continued
troublesome twosome. laugh-out-loud moments without you’re going to have a long wait. milking of the Star Wars licence
And so Sam & Max Hit The becoming stale or repetitive. Despite being longed for by many until the end of time, we know
Road was born. Working closely The game also heralded an gamers, development of the which one we’d rather have. We
with the directing and producing improvement in the ageing promised sequel – Sam & Max: reckon there’s still life in the old
talents of Sean Clarke and Mike SCUMM engine. Originally using Freelance Police – has been dog (and rabbit) yet.
Stemmle, Purcell’s twisted humour simple text to show the player’s
was turned into a hugely popular verb options and inventory, the
point-and-click adventure. The engine had improved through Presentation: 95%
game saw everyone’s favourite games like Monkey Island and Day A hilarious rollercoaster ride from beginning to end
freelance police officers take on Of The Tentacle to move into
the case of Bruno the Bigfoot, who visual representations for items Graphics 92%
has gone missing from the local that the player had to hand – The crazy world of Sam and Max never looked so good
carnival and appears to have taken however, the verb menu remained
the show’s next-best freak, Trixie in text form. In Hit The Road, Sound 93%
the Giraffe-Necked Girl, with him. though, LucasArts evolved the The voice-over on the CD version makes things better
Tracking down the pair takes engine into a completely visual-
Sam and Max to plenty of strange driven form by introducing a Gameplay 91%
locations all over America cycling verb icon; actions like Use, Twisted comedy, but with twisted puzzles too – very tricky
including the World’s Largest Ball Look At, Talk To, Walk To and Pick
Of Twine, the Mystery Vortex, Up were changed into visual Lifespan 88%
Bumpusville (home of renowned representations and combined into If you can work out the brain-bending puzzles, it’s over too quickly
country and western singer a single pointer, which could be
Conrad Bumpus) and many more
besides. However, it was the way
changed simply by hitting the right
mouse button. It might have been OVERALL 94%
that the game managed to capture a minor tweak, but it made playing

SAM & MAX HIT THE ROAD | Retro | 129


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Retro

D o n ’ t T h e y
Why
Re m a k e ?
S•E•N•S•I•B•L•E W•O•R•L•D O•F S•O•C•C•E•R

could be implemented, we’d be

F
ootball games these days can short-term thrills and longevity to
be divided firmly into two die for (how many other games can looking at a winner.
categories, namely arcade and boast 20 years’ worth of Throw in some of the crowning
management. Occasionally one will management?), the simplistic front- glories of this most recent
try its hand at the other – arcade end and style hid a level of generation of consoles and the
games featuring leagues and playability that is arguably yet to be appeal grows further still – imagine
customisation options, or sim games beaten. The frequent mistake with team line-ups and values being
allowing players to take control on footie games is that simplicity is an constantly updated online. Imagine
the pitch. The problem here is that art form and while modern soccer buying, selling and trading players
the adventurous elements often feel titles strive for realism, learning to over the net. Imagine playing in
either poorly executed or play them is often much more leagues or tournaments where
insubstantial. But what if one game complicated than it needs to be. every club is controlled by another
could successfully straddle both Perhaps even better than the player somewhere else in the world.
variants, offering a highly playable game itself is the variety of ways in All very real possibilities, but will we
soccer game with as much freedom which a remake could be handled. ever see them take shape? We
and depth as any management title? At the simplest end of the spectrum, seriously hope so, although for the
Such a game does exist and it’s the Game Boy Advance lends itself sake of our social lives, we’re sort of
not something we’re looking perfectly to the game, and with hoping not…
forward to, rather something we’re updates to rosters and leagues
rediscovering. All rise for the king of could be one of the most concise
sports games, Sensible World Of footy games in years. Better still, the
Soccer. Featuring an obscene series could be moved to a new
amount of teams and players (in the home on one of the big three
Format: Amiga, PC
region of 1,500 and 30,000 consoles – retaining the same
Released: 1995
respectively), SWOS was – and, to viewpoint but with 3D characters
Publisher: Renegade Software
some, still is – the quintessential would be a distinct possibility, and
Developer: Sensible Software
sports simulation. Serving up both provided the same tight control


Sensible World Of Soccer combined the best elements of football gaming – plenty of stats, a plethora of … but there was also plenty of yer actual ball-on-pitch action. Will we ever see such a perfect combination again?

management options and complete freedom to do what you liked with your team… Well, if anyone wants to remake SWOS we’d be interested…

130 | Retro | SENSIBLE WORLD OF SOCCER


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BARBARIAN II (Various Home Systems) Palace Software, 1988 – UK Advertisement

BARBARIAN II | Retro | 131


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Now there’s something you don’t see every day Secret Of Monkey Island – Macintosh [LucasArts] 1990
132-3_Retro book 11/4/04 11:01 AM Page 2
134-7_Retro book 11/8/04 10:32 AM Page 1

Retro
assic
THE HARDWARE WARS BETWEEN 8-BIT Cl chine
OWNERS WERE INTENSE, BUT THE
ARRIVAL OF THE ATARI 520 ST MEANT
COMMODORE’S 16-BIT AMIGA HAD
Ma
A FIERCE RIVAL TO FACE

A
lthough Atari used to be synonymous with home consoles, the
games industry crash of 1983 saw a number of other companies
begin to gain prominence in a once monopolised industry.
Unperturbed by the firm’s collapse and eager to release his new computer
that was based on the Amiga chipset (something Atari had already paid huge
development fees towards), Atari’s owner, Jack Tramiel, began to rebuild his
empire. Despite buying back the remains of Atari from Warner, Tramiel was
furious to discover that Commodore had bought the Amiga. Realising that his
new rival would soon launch a superior product, Tramiel carried on the
development of a system that originally began at Commodore. Taking the key
engineer of Commodore’s project, Shiraz Shivji, with him, Tramiel set to work
on what would become the Atari 520 ST.
Considering the machine arrived in shops within a year of its conception, it
was unsurprising that the ST was unable to match the Amiga for sheer build
or technical quality. However, thanks to being significantly cheaper than its
rival – as well as coming equipped with built-in Midi ports – the ST went on
to become extremely popular (especially in Europe) and was of particular
interest to musicians who used it as a sequencer and for controlling various
instruments.Of course, gamers were also well catered for and after early
letdowns like Black Lamp, the likes of Speedball 2: Brutal Deluxe, Xenon 2 and SPECIFICATIONS
Carrier Command helped show that the ST was quite capable of playing the PROCESSOR: Motorola 68000
latest games. We’ve lost count of the hours we’ve wasted on the likes of SPEED: 8 Mhz
RAM: 512K
Dungeon Master and Rainbow Islands (much better than the Amiga port, in our
SOUND: Yamaha YM2149
opinion) not to mention browsing through the huge amount of shareware that OPERATING SYSTEM: TOS (Tramiel Operating System)
was available. It might not have had the impressive specs of its nearest rival, DRIVE: Single-sided 3 1/2” floppy disc drive
but the Atari 520 ST still deserves a place in many a gamer’s heart and is well DISPLAY MODES: 320X200 (16 colour), 640X200 (four colour), 640X400 (mono),
worth pulling out from whatever dusty corner yours is currently filling. palette of 512 colours

ATARI 520ST Turn round your ST and you’d find a baffling array
AROUND THE BACK of ports (unless you knew what you were doing)

The first three ports provided you with access to a modem, Here you’d find support for an additional floppy drive You won’t get anywhere without power, and
printer and hard disc. Hardly revolutionary by today’s standards, and connections for either a television or monitor Atari thoughtfully provided the 520 ST with a
but then, this was the early Nineties… (like the Amiga, the ST could run through either). standard power switch and a reset button.

134 | Retro | ATARI 520ST


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O
ne of the great things about
SHARE THE WEALTH the Atari ST was the massive
amount of public domain
software (shareware) that was available
for the machine. Public domain is
basically software that can be used
“WHY I LOVE
freely without the user having to worry MY ATARI ST”
about licensing or fees. The majority of Although my Amstrad CPC 464 had pride
shareware would often feature of place for many years, it was inevitable
animated cartoons or pornography, but that I would have to embrace the 16-bit
there were also a number of decent generation. With Commodore’s
little games available. Even now, a impressive Amiga being just outside my
healthy selection of public domain meagre budget, Atari’s machine made
exists for both the Atari ST and Amiga, perfect sense. So began an obsessive part
and thanks to the advent of the of my life that saw me wasting far too
internet, getting hold of it is a lot easier. much time on the likes of Speedball 2 and
the outstanding Dungeon Master (which,
incidentally, taught me how to draw
One problem with Atari games meticulously detailed maps on squared
was the amount of discs needed paper). The ST may now be gathering
to store the games. You could dust with a stack of shareware titles and
tell how complex a title was by old classics, but I’ll never forget the glory
feeling the weight of the box. years of ’93 and ’94.
Darran Jones

ATARI 520ST | Retro | 135


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Retro ssic
Clachine
Ma

136 | Retro | ATARI 520ST


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ATARI 520ST

ATARI 520ST | Retro | 137


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Retro

S IX OF THE The Atari boasted plenty


of great games, and its
Midi capabilities made

Dungeon
B EST
F-29
them sound excellent.
These are just some of
the best…

Publisher: Renegade
Year: 1990
Speedball 2

Master Retaliator ou can’t make a list of great 16-bit computer games without
Publisher: Mirrorsoft
Y including the Bitmap Brothers somewhere, so here’s the excellent
Speedball 2 yet again. Great futuristic visuals, gripping gameplay and
Year: 1987
some of the most intense action ever seen in a game all combine to
ew will be able to forget the
F revolutionary impact
Dungeon Master had when it
make an essential title.

appeared in 1987. Featuring real-


time 3D visuals and a unique
mouse system, this RPG was
like nothing else around and Publisher: Ocean
represented a huge leap forward Year: 1990
for the genre. Such was its hile flight simulators were
success it went on to spawn
four sequels.
W commonplace on the ST
and Amiga, F-29 Retaliator was
one of the better examples and is
well worth including here.
Featuring gripping gameplay,
absorbing missions and some
wonderfully smooth visuals,
Retaliator offered gamers a
breathtaking chance to play Top
Gun for a day.

Stunt Car Racer


Carrier
Turrican II Command Publisher: Microprose
Year: 1989
eoff Crammond’s name may be synonymous with PC Grand
Publisher: Rainbow Arts
Year: 1991 G Prix games now, but Stunt Car Racer is still one of his finest
hours. Featuring superb wire-frame graphics and some great physics,
superb follow-up to the
A excellent Turrican, this
sequel had it all. The great visuals,
Stunt Car Racer saw you tearing around rollercoaster-style tracks at
ridiculous speeds – fall off the track and you’d be winched back on, but
storming soundtrack and frenzied only until your car fell apart… Still as playable now as it ever was.
gameplay were in perfect synergy
with the eye-popping weaponry
and fantastic level design.
Publisher: Rainbird
Unfortunately, it now looks like
Year: 1988
the expected remake by Factor 5
arrier Command’s unique
has been cancelled for good.
C blend of strategy, action
and simulation ensured that it’s
rightly remembered as an all-
time classic. While a nasty bug
plagued early versions of the
game, the ability to pilot
various aircraft and even the
occasional amphibious craft put
Carrier Command in a league
of its own.

138 | Retro | ATARI 520ST


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T•H•E F•O•O•L•S E•R•R•A•N•D


A RIDDLE WRAPPED IN A MYSTERY INSIDE AN ENIGMA – THEY
SURE DON’T MAKE PUZZLE GAMES LIKE THEY USED TO
Format: Macintosh (first), PC,
Amiga, Atari ST
Release: 1987 (Mac), 1989 (PC),
1990 (Amiga/Atari ST)
Fools Never Learn
If you’ve never had your brain scrambled by The Fool’s Errand, then now is the
Publisher: Miles Computing perfect time to do so – mainly because the sequel (available to pre-order from
Developer: Cliff Johnson fools-errand.com) is due out in July 2005. The Fool And His Money promises
(Mac), Manley Associates even more addictive puzzle play than its predecessor, but in this graphic-hungry
(conversions) age can it really do well enough to consider itself a success? “People play my
games for my authorship and imagination,” says Johnson, “the tall tale, the
unique art direction, and enough ‘ah-ha!’ to keep ’em grinning ear-to-ear. Like
Field Of Dreams, I trust that if I build it, they will come.”

D espite puzzle games playing a


key part in the evolution of
videogames, very few of them
become revered by nearly
everyone who plays them. But if
you were to look up The Fool’s ▼
If you thought The Fool’s Errand was tricky,
Errand on any internet search
wait until your try The Fool And His Money.
engine, you’d find words like
‘classic’, ‘timeless’ and ‘enchanting’
coming up over and over, and if puzzles to get you started, the sense puzzles, it wasn’t over; you still had straightforward, no-red-herrings,
you’ve ever played the game, you’ll of security offered by the game’s to tackle the final ‘mother of all unambiguous picture-and-puzzle
agree that it’s no coincidence. opening was deceptive – the more puzzles’ consisting of 14 even adventure. It was easy to get it
Originally conceived as a puzzles you solved, the more tougher puzzles. published, but it languished on the
counterpoint to Masquerade – the complicated things became. Each To call the game obscenely shelf until MacUser magazine
1979 treasure-hunt book of puzzles puzzle was linked to a chapter of addictive would be an praised it eight months later. Then all
whose answers revealed the the story (telling of the Fool’s quest) understatement – especially since the other magazines reviewed it, the
location of a £30,000 golden hare and also to a piece of the game people often approach its creator, game was translated to MS-DOS,
buried somewhere in the UK – The map. As most of the puzzles, Cliff Johnson, to tell him how much Electronic Arts took over the
Fool’s Errand evolved from a simple chapters and map pieces were they hate him for his contribution distribution, and I could finally pay
pen-and-paper puzzle into a game missing, you had to crack the ones to failed exams, missed work and off the $50,000 in credit card debt
of mind-bending proportions. It available to reveal more. even ruined honeymoons. that I spent to create it.”
was, in fact, the first videogame This then created the problem of Nevertheless, it’s a game that Of course, the best thing about
metapuzzle: a collection of puzzles having to piece together the story deserves its place in history simply The Fool’s Errand is that it’s still
that, when solved, gave a piece of and placing the map pieces in the because it still has as much appeal available. Visit the official website
the master puzzle. But that makes it right positions on the grid; not now as it did in 1987. (www.fools-errand.com) and you
sound simpler than it really was… easy, considering there was only “Because The Fool’s Errand was a can download it free of charge. For
With only a blank grid, a handful one way to match them up. Even if puzzle for its own sake,” says the hours of fun it will provide, we’d
of map segments and a selection of you did manage to complete all 81 Johnson, “I was free to create a call that a bargain.

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14_Retro book 11/5/04 9:58 AM Page 1

Retro

SAMURAI SHODOWN (Arcade) SNK, 1993 – Original Arcade Flyer

14 | Retro | SAMURAI SHODOWN


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Retro

IT’S ONE OF THE WORLD’S MOST


POPULAR AND ENDURING
VIDEOGAMES, SO WHAT’S THE
SECRET OF THE PRINCE OF PERSIA?
Like many early games, the

B
riskly rubbing your
recently chained wrists majority of Prince Of Persia was
and ankles, you gingerly mostly down to the efforts of one
step from your mouldy cell. man, 25-year-old Jordan Mechner.
Realising that the way ahead is Sure, his father composed the
clear, you race across the cold stone original music and his brother
floor in an effort to escape was the motion-capture actor for
imprisonment and save your the Prince, but this was Mechner’s
princess from the clutches of an evil labour of love and after four
Vizier. So begins Prince Of Persia, long years Prince Of Persia was
arguably one of the greatest finally finished.
platformers of the late Eighties and After the success of Karateka,
still a classic 14 years on. Mechner headed to California to

▼ ▼
Once the Vizier set the timer going you only had As you got nearer to the Princess, the guards you
an hour to save the Princess. Against the clock! faced got harder to beat.

ven today, Prince Of Persia is an amazingly playable game – superb


E animation, fiendish puzzles and pixel-perfect jumps all combine to
create a wonderful gaming experience. Thanks to the wonders of
was the overly familiar plot that saw
lthough he had created many
A unpublished games, it wasn’t
until the release of Karateka that
you rescuing the princess Mariko from
the evil Akuma (no, not the Street
rotoscoping, the animation throughout the game was terrific – even the
Spectrum and Game Boy received great conversions.
Escaping from the Vizier’s dungeon was not an easy task and all manner
Fighter boss, but an evil spirit).
Jordan Mechner was thrust into the of nasty traps and tricks stood between you and your Princess. Collapsing
Considering it only used two
gaming limelight. floors, pressure-sensitive portcullises and treacherous spikes were just a
a buttons, Karateka’s combat system
Set in feudal Japan, Karateka was few of the many hazards you had to negotiate, and then of course there
was surprisingly complex – you were
combat/adventure game that set a were the Vizier’s guards.
able to control the height of your kicks
whole number of industry firsts or Although the combat did not share the intricacy of Karateka’s, it was still
and punches and could also dodge
including cut-scenes, large animated of a very high standard and very enjoyable – trading blows with your
charge your opponents. Indeed, the
characters, scrolling backgrounds and the opponents got quite hair-raising and created some tense moments. Being a
. It only problem you’d encounter was
wonderfully fluid, lifelike animation lt to platformer, Prince Of Persia had a fair share of precision jumping, but any
00 copie s and took the fact that you’d automatically defau
sold over 500,0 frustration was immediately dissolved when the Prince gracefully leapt
your fighting stance; approach the
games industry by storm. In fact, the over a particularly tricky section.
Princess in this mode and she’d
only mundane thing about Karateka With only an hour to complete the game (although it has been finished
instantly kill you with one hit, which
by two gamers in 17 minutes and 45 seconds), Prince Of Persia was not for
makes us wonder why we were
the faint-hearted. But those that did persevere would discover a timeless
rescuing her in the first place…
classic that still influences games to this day.

▼ ▼
The swordfights with the Vizier’s guards were some Karateka’s combat mechanics were more detailed,
of the most nerve-racking sections of the game. but the Prince’s animation was superior.

140 | Retro | PRINCE OF PERSIA


140-1_Retro book 11/9/04 12:25 PM Page 2

start work on his next title. Having Tomb Raider and other arcade
used feudal Japan for his first adventures would never have been
game’s setting he decided on created. With the massive success
something just as exotic; being a of Prince Of Persia, it was inevitable
huge fan of the Arabian Nights, that there would be a sequel. Prince
Persia became the perfect choice. Of Persia 2: The Shadow And The
When Mechner’s new game was Flame appeared in 1993 and greatly
released in 1989 it earned instant expanded upon the Prince’s initial
acclaim from critics and public alike adventure – instead of being
and received numerous awards confined to the dank dungeon of
(including the Generation 4/Canal+ the original, you were now able to
Game of the Decade award in explore ships, rooftops and all
1997). Although it first appeared on manner of far-flung locations.
the Apple II, it was eventually Although it was once again
converted to a whole slew of critically acclaimed, it never
consoles and computers including achieved the same success as the
the Amiga, Mega Drive, PC Engine, original game. However, the only
SAM Coupé and many, many more. truly dark cloud over the Prince Of
Prince Of Persia’s other claim to Persia legacy is the horrendous 3D
fame is the number of version that appeared in 1999. The
groundbreaking features it contains transition into the third dimension
that revolutionised the gaming totally destroyed the precision
scene, including the incredibly gaming that made the original such
realistic use of rotoscoping, a solid a joy to play. Fortunately, however,
story to drive the game forward and Ubisoft’s Sands Of Time and
the introduction of the all-important Warrior Within updates have
health bar. In fact, if it wasn’t for rejuvenated one of the greatest
Prince Of Persia, it’s highly likely that games of all time.

Altho
ug
many h I had pla
o y
shock ther syste ed Prince
B efore the likes of motion
rotoscoping was the bes
making computer-base
capture,
t method of
tracing every movie fram
his Apple II.
e and transferring it to versio
on th
ingly
n), it
impre
wasn
ms (in
c
Of Pe
ssive luding the ia on
Amst
rs
d (or animated) e SN ’t unt rad C
For st ES that I il playing PC 464
characters move as real After everything was stor
istically as possible. ed in the computer,
To create the amazingly Mechner began the ardu
aroun ar ters tru ly f the g
d – m , it looked ell in love ame
agile Prince, Jordan ous task of copying the
Mechner initially used a frames into the image of
video camera to film the Prince and his watch y frien like n with
e d o it.
throu ntranced s and I wo thing else
his brother running, rolli assailants. Even though
ng and performing he had not been
various leaps and slides. professionally trained as
an animator or artist, gh his as the uld o
the w entire nimb fte
le prin n
Once everything had
Mechner was able to crea h r
been filmed, it was then
a case of hand
revolutionary animation
te the most game ile gobsm epertoire ce ran
cou acked of
ever seen in a game.
Graph ld look. by ho moves, a
ics w w go ll
and f eren’t od a
ortun e v
boast ately P e rythin
ed rin g
thoug some fan ce Of Per however,
ht-pro tastic sia als
regula vokin game o
r g p
urge ly go back puzzles. E lay and
an to Prin ven t
deligh ybody els od
tful g e wit ce Of Pers ay I
ame h acc ia and I
to do es
the sa s to this

Jordan Mechner’s painstakin
me.
g methods of animation certa
Game Boy version (right) was inly paid off. The Prince’s move
a shining example of how to ments were fluid and respo
use a machine’s capabilitie nsive – even the
s to the fullest.

PRINCE OF PERSIA | Retro | 141


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Retro

GREAT SHOOTER?
I
t’s pretty rare that a developer
CHECK. BEST excels in producing products of a
FUTURISTIC SPORTS consistent quality across multiple
GAME EVER? CHECK. genres, but The Bitmap Brothers is a
HIGHLY RESPECTED name synonymous with some of
PLATFORM AND the best gaming moments of the 8-
and 16-bit era. After its formation in
ADVENTURE GAMES?
1987, the firm went on to release
DOUBLE CHECK.
two important games the year after
THE BITMAP in the form of Speedball and Xenon
BROTHERS MADE (the first Amiga game to enter the
SOME TOP QUALITY UK multiformat Top 40, fact fans).
TITLES, SO GAMES™ While these were superb, the best
GOT IN TOUCH WITH was still to come and in the two
THEM TO SEE WHERE IT years that followed the titles were
ALL WENT RIGHT… followed up with impressively
superior sequels – Speedball 2:
Brutal Deluxe and Xenon 2: known in the industry today,

By day, quiet, unassuming citizens. By night,
Megablast are widely renowned as releasing brand new titles as well as creators of some of the greatest games of the 8-
and 16-bit eras. Or something like that. These are
two of the finest games of the time bringing ports of old classics to the Bitmap Brothers (no relation).
and remain highly playable today. handhelds, pocket PCs and the like.

p any As time went by, games like


Gods, Magic Pockets and the
To learn more about the men behind
the legends, we caught up with Mike
collective, so we spent a lot of time
thinking about how we would

Comokback
triumphant Chaos Engine Montgomery, managing director of communicate this. Eventually one of
entertained many gamers across The Bitmap Brothers, to get his take us came up with the The Bitmap
practically every format available, as on classic games, ice cream vendors Brothers. At first we thought this

lo well as picking up countless awards


between them. The Bitmap Brothers
continue to make their presence
and what the future has in store…

THE BIG CHEESE


sounded a bit crap, but after some
time we decided we rather liked it.

So who is Mike Montgomery? The Q: WHAT WAS IT LIKE BEING A

AND THE WINNER IS… man who now heads up the firm
has worked on every Bitmap
DEVELOPER PIN-UP (IF YOU SEE
WHAT WE MEAN)?
Brothers title since the beginning, A: As developers we felt that
THE BITMAP BROTHERS MUST HAVE QUITE A with a history in programming publishers often took the limelight,
TROPHY CABINET before that. Starting off as a which is strange if you think about it.
It’s not just the public that went crazy for The Bitmap Brothers’ games – programming partner, today After all, you buy music albums and
here’s just a sample of the recognition their catalogue has received. Montgomery runs the company, and singles for the artist not the record
having been with The Bitmap label they’re published on. Our aim
1989 Brothers from the off, who better to was to push the developer (in this
Generation 4 D’or – Best Shoot-’Em-Up (Xenon 2) reveal the secret of its success. case us) to the forefront. I think
Golden Joystick Awards – 16-bit Game Of The Year (Speedball) we succeeded.
Golden Joystick Awards – 16-bit Programmer Of The Year Q: HOW DID YOU COME UP WITH
Indin – 16-bit Technical Achievement Sound/Music (Xenon 2) THE FIRM’S NAME?
A: Well, that was one of the hardest
1990 things. We went through a bunch of
European Computer Leisure Awards – Best Shoot-’Em-Up (Xenon 2) ideas and wanted something that
Fnac – Best Original Game (Speedball 2) would reflect what we were about.
Fnac – Adventure Game Of The Year (Cadaver) From the outset we were a
Indin – Arcade Game Of The Year (Speedball 2)

1991
Golden Joystick Awards – Best Soundtrack 16-bit (Speedball 2)
Indin – Budget Game Of The Year (Xenon 2) ▼
Not content with being a superb
1993 shooter, Xenon made a star
appearance on Get Fresh. But while
Power Play – Best Multiplayer Game (Chaos Engine) Xenon has passed in the popular
lore of retro gaming, Get Fresh is, er,
Sega Third-Party Seal Of Quality Award – Product Of The Year (Chaos Engine) well, not talked about quite so much,
put it that way.

142 | Retro | THE BITMAP BROTHERS


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Q: WHAT ARE YOUR FAVOURITE


BITMAP BROTHERS GAMES?
A: We’d love to do something like
that, but we need to find a publisher
GODS
A: In terms of development I would willing to do it [any publishers
say Cadaver was one of my reading please take note – Ed]. It’s a
favourites – I really enjoyed working very nice idea but, as I say, we’re a
on that one. In terms of playing, I’d developer and not involved in the
have to say Steel Soldiers, although publishing side of things. Still, if
I’ve got a soft spot for the original someone came along with the
Speedball and Xenon 2. In addition right offer…
to this, playing the original Xenon ▼
Beautiful to look at but tough as old boots. Was
[the game was released under the Q: DO YOU THINK THE LARGER Cadaver’s Castle Wulf a tribute to the classic
Knight Lore?
Arcadia coin-op label] in the pub PUBLISHING HOUSES ARE
also gave me a real buzz. STUNTING CREATIVITY WITHIN shame. I remember one time when
THE GAMES INDUSTRY? we were showing a publisher a
Q: WHAT WAS IT LIKE SEEING A: Naturally, I don’t want to bite the rough demo of a game that was
YOUR GAMES ON SATURDAY hand that feeds me, but to an extent founded on a really great idea. The
MORNING KIDS’ TV SHOWS? I’d agree with that argument. guy we were talking with agreed
A: To be honest, when Xenon was Indeed, it seems that there are one that it was a good idea, but said his
on Get Fresh I was there in the or two publishers who are in there boss wasn’t buying it. He then
studio as it was being filmed – all the time, taking all the money. added that if the game had been an
consequently I never actually saw With that said, licensed games have FPS the deal would have been a ‘no
the game being played on TV. improved a lot in recent years. On brainer’. I always thought Psygnosis trangely enough, the
However, being in the studio and
watching people enjoy the games
the 16-bit platforms it seemed that
publishers would acquire a licence
tried some leftfield stuff, but look
what happened there.
S Bitmaps themselves claim
that this was their finest hour,
was an incredible experience. and then push out any old rubbish. even though Speedball 2 is more
Sadly, people still went out and Q: ASIDE FROM THE TITLES revered among the fans.
Q: IS THERE ANY CHANCE OF A bought such products. YOU’VE WORKED ON, WHICH Nevertheless, Gods was a damn
BITMAP BROTHERS RETRO The industry needs something to OTHER GAMES DO YOU ADMIRE? fine game. You, as a Greek
COMPILATION APPEARING ON help smaller developers and A: My favourite game of all time is warrior, had to rid your city of
CURRENT CONSOLES? WE’D PAY publishers to be more successful. Dungeon Master – it didn’t rely on demons and prove yourself
£20 FOR A PERFECT CONVERSION We’ve got a bit more clout than terribly flashy visuals and audio immortal by solving puzzles and
OF AMIGA SPEEDBALL 2… some of the smaller developers out effects (although they did their job), enjoying all manner of platform-
there, but often we can’t get a green it got by simply on great gameplay. I style action. However, Gods
light on certain titles, which is a consider it to be one of the finest wasn’t your average platform
CADAVER game because finding all the
bonuses and getting through
strange (but interesting) change of pace from what you’d normally expect each level in one piece actually
A from the Bitmap Brothers. Rather than being a fast-paced action game,
Cadaver was an in-depth isometric adventure featuring challenging puzzles and
required a modicum of thought
rather than just aimless jumping.
labyrinthine levels. As Karadoc the Dwarf, you had to infiltrate Castle Wulf in an The biggest selling point was the
attempt to defeat the dark magic of evil wizard Dianos and his fiendish traps AI coding – the better you did in
while collecting as much gold for yourself as possible. Unsurprisingly, it was the game, the tougher the
rather difficult, and to this day we still can’t complete the damn thing. Despite enemies got. Just whyis Gods so
not being overly popular, the game was received well enough to deserve an overlooked? Criminal…
add-on disc – Cadaver: The Payoff – which offered an additional four levels to
play through… and it was even tougher than the original.


Gods was a sort of thinking man’s
platformer, with plenty of leaping and
hacking combined with some thought-
provoking puzzles and problems.

THE BITMAP BROTHERS | Retro | 143


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Retro
XENON 2: MEGABLAST


Not only did The Chaos Engine have the Bitmap’s unique style, it
also proved to be another tough challenge.

examples of videogame design I’ve Mark Coleman [Speedball] – it was


ever encountered. Thrust was also a just their style. Fortunately, it proved
clever game and then of course to be a very good one that suited
there was Oids [by the same team our games perfectly.
he Bitmap Brothers’ release of with many of the more expensive that did Dungeon Master] – that
T August ’99, was followed by
the sound of multiple jaws hitting
ones packing an awesome amount
of heat. The high-powered
was a fine title too. More recently,
I’ve been impressed by Project
Q: IN THE ORIGINAL SPEEDBALL
THE PLAYER GOING DOWN THE
the proverbial floor. Xenon 2: weaponry was a godsend, as later Eden, Ghost Recon and Giants – the PITCH ALMOST ALWAYS SEEM TO
Megablast had arrived, and in levels were heaving with all last of which I played to completion. LOSE THE BATTLE FOR THE BALL
doing so, sent many an Amiga and manner of weird and wonderful Some very weird ideas knocking WHEN IT WAS LAUNCHED – WAS
ST owner into a rabid frenzy. beasties. Add some hard as nails about there, but a good game all THIS A BUG?
Incredibly slick to look at and bosses and the end result was a the same. A: [Laughs] No comment. Okay, our
featuring Bomb The Bass’ excellent wonderfully hectic experience. random number routines weren’t
Megablast track, Xenon 2 proved While converted to many consoles, Q: WERE THE GAMES BETTER IN working as well as they might have
yet again that when it came to Megablast never received the same THE OLD DAYS. been. It wasn’t on purpose. I’ve
getting the best out of the 16-bit critical acclaim bestowed on it by A: It doesn’t really matter when a heard that comment a lot so there
computers, the Bitmaps were computer owners. title was released – a good game must be something to it. However
kings. Light years ahead of the will always be a good game. I the concept of going down-screen
original in terms of both style and played Dungeon Master last year generally puts you at a
sound, Megablast took the vertical and it still holds up against today’s disadvantage in most games of this
shooter to a whole new, software. I’ve got fond memories of type, it just doesn’t feel as natural as
gorgeously parallaxed, level. many of the old classics, but the going up the screen. This little glitch
Blasting the beautifully rendered main thing is that you enjoy what was rectified for Speedball 2: Brutal
enemies resulted in bubbles being you’re playing. Deluxe, however.
left in their wake. These needed to
be collected and yielded money Q: WHAT PROJECTS DID YOU Q: WHY DID XENON 2:
you could spend at the end of each ▼
Improving on the original in every possible WORK ON BEFORE CO-FOUNDING MEGABLAST NOT FEATURE
level’s weapon shop. way, Xenon 2: Megablast was the shooter to THE BITMAP BROTHERS? GROUND-BASED STAGES LIKE
have if you were a 16-bit computer gamer. And
As to be expected, the weapons A: I worked on Monopoly on the THOSE IN THE ORIGINAL XENON?
those of you who began with 32 or 64 bits
on offer were suitably impressive, should consider trying this anyway. It’s ace. C64 – and, come to think of it, just A: I’m not really sure why we
about every home computer changed it, it just happened.
version of Monopoly available Xenon 2 was more a spacey kind
at the time. I also coded versions of game, so I guess they just didn’t
of Scrabble and Cluedo for the suit the style.
8-bit systems. I also had a small
role in the development of the Q: WHEN YOU WERE WORKING
Spectrum and C64 versions of ON MAGIC POCKETS DID YOU GET
Dan Dare. As for the 16-bit systems, TO MEET BETTY BOO?
I worked on Amiga Karate and A: I can’t remember meeting
ST Karate for a small publisher Betty Boo, but we met the Booettes
called Triangles. [her backing group]. I can’t
remember much else about that
Q: MANY OF THE BITMAP one; I’m not going to say any more.
BROTHERS’ GAMES HAD A I’ll keep quiet.
UNIQUE METALLIC LOOK
ABOUT THEM, HOW DID THIS Q: WHO CAME UP WITH THE IDEA
COME ABOUT? FOR “ICE CREAM! ICE CREAM!” IN
A: Well, I’m not an artist myself, this SPEEDBALL 2?

Lots of weapons, masses of enemies and all to the strains of a fantastic soundtrack. look was down to colleagues such A: Richard Joseph came up with the
as Dan Malone [Speedball 2] and idea for that. He was experimenting

144 | Retro | THE BITMAP BROTHERS


142-5_Retro book 11/8/04 10:39 AM Page 4

– you see, crowd noises alone are


just boring. Anyway, he just put the
THE CHAOS ENGINE
“Ice cream!” thing in one day and
as far as the rest of us were
concerned it just worked – looking
back it was a great touch. On the
CD32 version we also added hot
dogs (“Get your hot dogs here”)
and popcorn – I can’t remember ▼
Contrary to popular belief, dinosaurs actually died
how the popcorn one went though. out some time in the mid-19th Century as a result of
industrialisation, as this picture shows (perhaps).

Q: WHAT’S HAPPENING WITH put in a hidden port of Amiga


SPEEDBALL ARENA AT THE Speedball 2. To be honest, though,
MOMENT? WILL WE SEE IT SOON? of all the Speedball games 2100 is
A: It’s kind of on the back burner my favourite. In fact I don’t enjoy 2 he Bitmap Brothers’ eighth release was their seminal shooter, The
whilst we work on our current
project, WWII Frontline Command,
that much, I think when we did it I’d
got too used to playing Speedball,
T Chaos Engine. It featured many of their trademarks – metallic, stylish
visuals, absorbing gameplay and some rocking sound – and still remains a
but we’re still tinkering away on it which is another favourite of mine – firm favourite with hard-core gamers. The basic premise saw you
and have got some nice ideas but that’s possibly because I spent controlling one of six armed-to-the-teeth mercenaries in an attempt to
kicking about. Watch this space for so much time working and playing destroy the titular Chaos Engine – a ridiculously powerful boss who
more details… on it. claimed many a gamer’s sanity.
What made the game stand out from its peers, however, was the
Q: SPEEDBALL 2100. ONE Q: ANY CHANCE OF BRINGING inclusion of your ever-present companion. Controlled by either a mate or
QUESTION: WHAT WENT WRONG? BACK THE ALIEN IN THE STORE the computer, his additional firepower was greatly appreciated (and
A: What didn’t you like about it? The FROM XENON 2? PERHAPS HE necessary, as The Chaos Engine was one tough cookie). With a superb
thing is, we weren’t trying to make COULD HAVE HIS OWN GAME? selection of weaponry, each character possessing their own unique traits
Speedball 3 and I think that’s what a DOES HE MAKE A CAMEO IN and 16 hellishly tricky levels, its success was assured. Converted to
lot of people were expecting from YOUR CURRENT TITLE – SOME numerous consoles and computers in the mid-Nineties, and later
the game. We basically wanted to KIND OF ALIEN INVASION DURING receiving a rather subdued sequel, The Chaos Engine remains one of the
just bring the whole Speedball THE WAR, PERHAPS? most impressive examples of its genre to this day.
experience to a generation of A: [Laughs] I can’t remember his
gamers who probably hadn’t name, we’re sure your readers will,
played the original games. People although I doubt he’ll be coming
were expecting Speedball 3 but we back soon. That said, you might
never meant to do it. I did a lot of well see another version of Xenon
the programming on it and the at some point. However, I have to
gameplay is the same as say that the cheeky chap will not be
Speedball 2, so I’m not sure why making an appearance in our
certain people had a problem with current title. In fact, shut up – that’s
it. Maybe it was down to the look, a stupid idea.
which I’ll grant had changed a bit. In
retrospect perhaps we should have

If you didn’t have any friends, the


AI would look after your weapon-
laden buddy.
SPEEDBALL 2:
BRUTAL DELUXE
kay, so we may have featured Speedball 2: Brutal
O Deluxe in issue two, but how could we not
include the one title that’s arguably their best game
▼ Often copied but never equalled,
Brutal Deluxe upped the ante
considerably over its
predecessor and caused many a
ever? Once again, the Bitmap Brothers had taken one falling out between friends after
of their original games and improved on it beyond all one rough tackle too many. Still,
measure. Responsible for the death of many a joystick, if you can’t take the heat…
Brutal Deluxe had it all – savagely addictive gameplay,
those familiar metallic graphics and a simply
exceptional multiplayer mode. From the flawless
points multiplier to the numerous injuries you could
inflict on your opponents, the game was in a league of
its own. Shamelessly copied over the years – Ubisoft’s
average Deathrow being the latest example – nothing
has ever managed to capture the sheer frenetic pace
found in Deluxe. Even the Bitmaps themselves failed
to capture the game’s elusive magic, when it returned
with Speedball 2100.

THE BITMAP BROTHERS | Retro | 145


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146-7_Retro book 11/4/04 10:57 AM Page 2

Who you calling a freak, bub? X-Men – Arcade [Konami] 1992


148_Retro book 11/9/04 3:44 PM Page 1

Retro

MORTAL KOMBAT (Arcade) Midway, 1992 – Original Arcade Flyer

148 | Retro | MORTAL KOMBAT


149_Retro book 11/10/04 11:04 AM Page 1

A NEW
DIMENSION
Technology shifts can
always be a
difficult period and th
e arrival of the CD-
based consoles (and
subsequently 3D
environments) proved
a lot more difficult
to market then many
imagined – unless,
of course, you happen
ed to be Sony.
The likes of the 3DO
and Philips CDi
failed to do the busin
ess,
while Sega’s disastro
us add-
ons for the Mega Drive
its Saturn an unappe
aling
made
2 -
3 nd b i t
prospect for the gene
ral a ond
public (sad really, as
were some great gam
available for it). Cost
there
es
bey
was also a
factor and with the lik
es of Sega’s new
32-bit console costin
g £400 (and that
was before you’d even
bought a game)
customers were a lot
more wary about
what they were buyin
g.
Although this was the
generation that
saw all the major play
ers embrace the
CD format, one compa
ny refused to play
ball. When Nintendo
eventually released
its N64, it stuck to th
e tried and tested
cartridge format that
had served it so
well in the past and as
a result suffered
none of the piracy pr
oblems that
plagued the PlayStat
ion and Saturn. Of
course, sticking to ca
rtridges meant
some of the games we
re hideously
expensive, but few m
achines can boast
as many instant class
ics as the N64 did.
With 2D gaming rapidl
y becoming
stamped out in favour
of 3D technology,
the face of gaming wa
s once again
beginning to change.
32-BIT AND BEYOND INTRO | Retro | 149
150-3_Retro book 11/8/04 10:48 AM Page 1

Retro ic
ss
Clachine
Ma

3DO INTERACTIVE
MULTIPLAYER DESCRIBED BY ITS CREATOR AS “MORE STIMULATING TO THE HUMAN
SPECIFICATIONS MIND THAN ANY NEW TECHNOLOGY SINCE PRINTING”, THE 3DO
CPU: ARM60 32-bit RISC CPU
LOOKED SET TO BE THE NEXT BIG THING. SO WHAT WENT WRONG?
CPU Speed: 12.5Mhz
Memory: DRAM – 2MB

L
aunched in the US in October more powerful consoles for release a
VRAM – 1MB 1993, the 3DO Interactive year later. This had a knock-on effect
Resolution: 640x480
GPU: 2 x graphics animation
Multiplayer looked set to be a with regards to third-party software “WHY I LOVE
co-processors sure-fire hit. The machine was the developers, many of whom steered MY 3DO”
collaborative work of seven clear of the 3DO in favour of the two elling my American SNES
GPU Speed: 25Mhz
GPU Capabilities: 20,000 respectable electronics companies forthcoming Japanese systems. Of S (with 40 classic games) in
order to buy an imported 3DO
polygons per second including Matsushita (aka course, you could hardly blame
Texture mapping Panasonic), and with EA founder them for being cautious – the seemed like a good idea at the
Transparency time, but we all make mistakes.
William ‘Trip’ Hawkins at the helm, machine was launched at a time
Sprite scaling effects Disappointed as I was, though,
it seemed the system couldn’t fail. when developers around the world
(enlargement, rotation etc.) spending Christmas day 1994
Sound: Custom 16-bit digital However, it soon became clear that were struggling to stay afloat. playing The Need For Speed
signal processor (25Mhz) there were several major factors Despite facing such difficulties, and Road Rash is now a
32 channels that would prevent the 3DO from the 3DO still played an important treasured memory that I’d be
44.1Khz sampling rate ever achieving the sort of success of role in gaming history. Not only did without had I not been such a
Input/Output Composite video, which it was theoretically capable. it bridge the gap between the mindless fool.
S-Video RF The $700 (£442) price tag demise of 2D and the introduction Keith Edwards
Other: Double-speed CD-Rom immediately deterred most potential of 3D, but it was also a fairly
drive
buyers, irrespective of what games accurate indication of where the
32KB battery back-up memory
for game saves were on the machine and how console industry would go in the not only compatible with games
Singular controller port many extra functions were available. future. Although it seemed but also with audio, photo and
Audio CD & CD-G compatible Two further problems came in the misguided at the time, the video CDs) is like the consoles of
Photo-CD compatible form of Sega and Sony, which were creation of a multi-function today featuring DVD movie
both in the process of developing entertainment system (that was playback and network gaming.

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S IX OF THE SUPER STREET


FIGHTER II TURBO
SAMURAI
SHODOWN

B EST
Publisher: Capcom Publisher: BMG
Year: 1994 Year: 1994

L ooking far more authentic


than the SNES incarnation of
Super Street Fighter II, 3DO SSFII
L ike Capcom’s Super Street
Fighter II Turbo, 3DO Samurai
Shodown looked closer to the
Turbo featured practically all the original arcade game than any of
animation frames from the the other console conversions.
original arcade game. It also Unfortunately, the 3DO hardware
boasted Qsound and remixed wasn’t well-suited to running
music tracks that people seemed complex 2D routines, and
to love or hate in equal numbers. because all the scaling effects had
Sadly, a lack of processor power been included along with all the
meant that many of the parallax animation the program didn’t
layers had been removed from move things as smoothly as the
The machine may not have been the the scrolling backgrounds, giving Neo Geo version. Thankfully,

greatest success in the world, but it did the game a flatter look than the
coin-op version.
these drawbacks didn’t affect the
gameplay to any great extent.
have a few good games to its name

THE NEED FOR SPEED


Publisher: Electronic Arts the game wasn’t particularly
Year: 1994 smooth or fast, but featured

A lthough additional 3D
processing power has given
racing games a boost in recent
winding country roads, an
astonishing draw distance and
some of the most impressive car ▼
Well, it’s better than the SNES conversion, but

For an apparently all-powerful machine, the
years, there are few titles that blend crashes seen in a videogame to
it is on the 3DO. Can’t have everything, eh? 3DO struggled with some visual effects.
realism and fun as well as The date. Unfortunately, none of the
Need For Speed did back in 1994. follow-ups have been anywhere
Competing against a single rival, near as impressive.
RETURN FIRE CRASH ‘N BURN
Publisher: 3DO Publisher: Crystal Dynamics
Year: 1994 Year: 1994

B ased around a simple ‘capture


the flag’ theme, Return Fire
was one of the few 3DO games
C omparable to Wipeout on the
PlayStation, Crash ‘N Burn
was a high-speed futuristic racer
that helped the format to attract for the 3DO. Developed by Crystal
a wider audience. Played from a Dynamics, the game suffered from
bird’s-eye point of view, a range short, uninspired tracks and iffy
of vehicles were on offer, controls, though the slickness of
including tanks and helicopters, the graphics engine was more than
ROAD RASH each bringing a slightly different enough to generate public interest.
Publisher: Electronic Arts incarnation featured lengthier tracks flavour to the experience. Best of For a while, Crash ‘N Burn was
Year: 1994 as well as graphics that many all, the game featured a sublime packaged with the 3DO in America

B y using a mix of sprites and


polygons, EA was able to keep
3DO Road Rash running fast and
described as ‘photorealistic’. The
game also featured licensed tracks
by Soundgarden and Swervedriver,
two-player split-screen battle
mode, which instantly gave
and the revenue generated gave
Crystal Dynamics part of the
Return Fire a longevity far beyond funding to create its Legacy Of
smoothly. Although the concept though hardware limitations meant that of most similar titles. Kain adventure series.
hadn’t changed a great deal from that the machine couldn’t play
the earlier Mega Drive games, this them during the races.


You fancy capturing some flags? You’ll be

This was a fairly impressive racer but the
wanting a play of Return Fire then. tracks were nothing special.

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READY ACCESS

3DO INTERACTIVE MULTIPLAYER

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GAMES THAT TIME FORGOT…

▼ You had to be sure to defend your property.


‘Dragon attack’ rarely fools insurance people.

cause the ground to spew forth


volcanic rocks. Every spell took
place in real-time and was a sight
to behold, but all this graphical
destruction came at a price.
Flinging around spells with gay
abandon may have spectacularly
rearranged the scenery, but it also
seriously depleted your Mana
source. Thus Magic Carpet
became a subtle balancing act
Take to the skies on a magical mystery tour where you would have to carefully
gauge how you would go about

B
ullfrog’s Magic Carpet was impressive 3D world and collecting bees would doggedly pursue you, defeating each new set of
quite unlike any other game globes of a substance called Mana while immense fire-breathing dangerous foes.
when it was released in 1995. from various sources, while dragons could send your carpet This balancing act extended to
A world away from the likes of guarding your castle and crashing into the ground. In all, your castle too, and although
Populous and Powermonger, Magic settlements. Mana could be found there were 13 foes to battle and cautious gamers would stick close
Carpet saw you taking on the role by exploring, but your best option all required plenty of bombardment to their bases and deal with
of an apprentice wizard whose task was to earn it by attacking the before succumbing to your anything that approached, it simply
was to restore balance to a monsters on each stage. persistant firepower. allowed your rival’s own fortress to
shattered world. Taking control of As to be expected of a Bullfrog As impressive as these beasts build in power. Thus you would
the titular carpet, the game title, your opponents’ AI was of were, it was the rival wizards that need to constantly defend and
involved flying around an an extremely high level. Swarms of would cause you the most trouble. attack in equal measure.
Fast, dangerous and able to learn Magic Carpet delivered stunning
from your tactics, all of your skills visuals and successfully married
were tested to their limits them with some captivating
whenever an opposing sorcerer gameplay. The end result was
challenged you. Luckily, your groundbreaking and was enough
realised 3D
▼ The beautifully standard Fireballs could be to convince Sony and Sega to
world was home to a variety
of strange creatures. boosted by over 20 different spells. port the title to the Saturn and
Some of the more impressive ones PSone. Imagine what an update
would deliver spectacular results could look like today…
that twisted and charred the
landscape beyond recognition, and
let you face your opponents on Presentation 88%
more even terms. Graphics 95%
Earthquakes would cause the
Playability 93%
ground below you to crack and
split, creating huge fissures,
Longevity 94%
while rustling up a volcano would OVERALL 93%

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CHASE HQ (Arcade) Taito, 1988 – Original Arcade Flyer

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CD-ROM TECHNOLOGY
The Saturn featured a double-speed CD drive, just

Ma
like the PSone. However, Sega’s machine was the
more versatile of the two formats, even allowing
users to play karaoke CD-Gs.

NIGHTS IN WHITE SATURN


GREAT FOR FIGHTERS Prior to the Japanese launch of the Saturn, Sega
released images of a stylish gold-coloured machine,
Although the Saturn control pad wasn’t anywhere near as neatly
though this was changed to a rather more drab
designed as Sony’s, many hardcore gamers found the six-button
grey by the time of release. In the UK this was
layout perfect for playing Capcom’s one-on-one beat-’em-ups.
replaced completely with black.
Thankfully, there were plenty of great arcade translations available.

market a year later, and upon seeing


ALTHOUGH SEGA HAS NEVER REALLY SHARED THE SAME the PlayStation’s impressive
LEVEL OF SUCCESS AS NINTENDO, ITS MEGA DRIVE DID polygon-pushing capabilities, Sega
WELL AROUND THE WORLD. WITH THE LIKES OF FIFA was forced to rethink its plans. Over
SOCCER, JOHN MADDEN FOOTBALL AND DESERT STRIKE the next year, Sega would hurriedly
add a multitude of extra chips to
IT APPEALED TO THE SLIGHTLY OLDER GAMER. EVEN THE bring the Saturn’s 3D specification
DESIGN AND COLOUR OF THE MACHINE SEEMED TO up to scratch. Well, almost.
INDICATE THAT SEGA WAS CLUED-UP AS TO WHERE THE The Saturn eventually launched in
INDUSTRY WAS HEADING. SO WHAT WENT WRONG FOR Japan on 24 November 1994 for
¥44,800 (£225), and thanks to a
THE SEGA SATURN? conversion of Sega’s popular Virtua
gamers, while Nintendo was merely Fighter arcade game the entire first

A
s the 16-bit era drew to a being more technologically
close, Sega seemed to lose advanced than the Sega Virtua treading water with the SNES. It batch of 250,000 units was sold in
sight of where the games Processor (SVP) which had been was during this time that the just two days. Of course, Saturn
industry was going and attempted used to boost the Mega Drive transition from 2D sprites to 3D Virtua Fighter was infamously awful,
to remain at the cutting edge by conversion of Virtua Racing. Plus polygons was taking place. with far fewer polygons than the
releasing numerous pieces of ill- there were hardware combinations It seems strange, then, that when original version and some of the
fated hardware. First came the such as the MultiMega, which Sega started working on the Saturn worst clipping in the history of 3D
Mega CD, which offered very little included both Mega Drive and technology (which was reportedly videogames. Even so, Japanese
over the standard Mega Drive Mega CD technology. during 1992), it was initially gamers didn’t seem to care, and for
other than improved sound quality Of course, this was a difficult designing a piece of kit capable of the first few months of its life the
and horribly pixellated full motion period for the entire games industry producing the most advanced 2D Saturn continued to outsell the
video. Next up was the 32X, which – Panasonic’s 3DO Interactive graphics ever. However, in 1993 PlayStation, which launched with
bizarrely reverted to cartridges as Multiplayer and Atari’s Jaguar Sony announced that it would be fighting game Toh Shin Den and a
a storage medium, while barely were already failing to excite entering the console hardware superb translation of Namco’s

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SPECIFICATIONS
CPU (Central Processing Unit): 2 x Hitachi SH2 32-bit RISC (Reduced
Instruction Set Computing) processors
CPU Speed: 28.6MHz
Additional CPU: Hitachi SH1 32-bit RISC processor
Additional CPU Speed: 20MHz

Memory: Main RAM (Random Access Memory): 2MB


VRAM (Video Random Access Memory): 1.54MB
Audio RAM: 540KB
IS IT A CONSOLE? A KARAOKE MACHINE? A VIDEO CD-ROM Cache: 540KB
CD PLAYER? ALL OF THE ABOVE, ACTUALLY…
Resolution: 320x224, 640x224 or 704x480
hile many great Saturn
W games are now fading into
the mists of time, the special
CD-Gs (a feature that was
undoubtedly popular in Japan), a GPU (Graphics Processing Unit): VDP1 (32-bit)
photo-CD operating system which
features the console itself had are allowed you to view digitally saved VDP1 Capabilities 500,000 Flat Shaded Polygons Per Second
200,000 Texture Mapped Polygons Per Second
all but forgotten already. As well as images and manipulate them with Texture Mapping
being compatible with Karaoke a selection of tools was also Gouraud Shading
available. On top of that, Sega Virtually Unlimited Number Of Sprites
released an official MPEG Card that Sprite Scaling Effects (Enlargement, Rotation etc.)
enabled video CD playback, though
as you’d expect it was never Additional GPU: VDP2 (32-bit)
particularly popular.
However, the most interesting VDP2 Capabilities Five Simultaneous Scrolling Backgrounds
Two Simultaneous Rotating Playfields
Saturn peripheral came in the form
of a Net Link adapter which Sound: Yamaha 24-bit Digital Signal Processor (22.6MHz)
plugged directly into the cartridge Motorola 68EC000 Sound Processor (11.3MHz)
slot and gave Japanese and
32 PCM (Pulse Code Modulation) Channels
American gamers the opportunity 8 FM (Frequency Modulation) Channels
to browse the web, send and 44.1KHz Sampling Rate
receive email and even play
certain games online. Featuring Storage: CD-ROM (2x)
Optional Video CD, Photo CD, EBook and Digital Karaoke
only a 28.8Kbps modem, the Optional 512KB Memory Cartridge For Game Saves
system was limited to say the
least, but would be the foundation Input/Output: High-speed Serial Communications Port
on which Dreamcast and its Internal 32-bit Expansion Port
Internal Multi AV Port
DreamArena online network would Composite Video/Stereo
later be built. NTSC RF
S-Video
RGB

The Photo CD system let Saturn owners tinker with


digital images on their console. Clever, that. HDTV

”WHY I LOVE THE


SEGA SATURN”
s an alternative to Sony's
A monster, the Saturn didn't
seem to offer much, but those
willing to delve a little deeper
found a huge library of overlooked
classics that appealed to those
looking for something different.
When everybody else was fighting
for a copy of Tomb Raider II,
Saturn gamers were tackling the
last boss of some frantic shooter or
plugging in a 4Mb cartridge and
playing Street Fighter Zero 2 in
near-perfect form. Although in its
twilight years the Saturn became
little more than a vehicle for hentai
Certain models The multi-out was Similar to a S-VHS Like the PSone, the games, its delicious line-up of
could have switches hardly used here in socket, the Saturn’s Saturn featured a shooters, 2D fighters, hardware
fitted, allowing them the UK. In Japan, main video output regular power input innovations and Sonic Team-
to play imported however, it was used port would wear out socket, just like a developed classics keeps it up
games at 50 or 60Hz. for link-up games. rather too quickly. radio and suchlike. there with the Super Famicom.
Gary Adams

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The Japanese Saturn was a rather drab grey, but it did have ‘futuristic’ blue buttons. In the UK, the Saturn was available in any colour as long as it was black, much like the Mega Drive.
▼ ▼

Ridge Racer just over a week after ‘Saturnday’. However, a few lucky better-looking games and lower more impressive than their
the Saturn. gamers were able to buy the price meant that PlayStation PlayStation equivalents, despite
Sadly, things didn’t go quite so machine four months early at E3, instantly started running rings using fewer polygons.
well around the rest of the world. though just three games were around the Saturn (ahem). Unfortunately for Sega, Sony
Priced at $399 (£240) – $100 more available. The problem was that Things did get better as gradually managed to build up its
than the PlayStation – the Saturn while Virtua Fighter was massive in developers learned how to harness range of quality PlayStation titles
was supposed to launch in America Japan, it wasn’t overly popular with the Saturn’s power, though. The until there was really no contest
on 2 September 1995 – a day that gamers in other territories, and a machine was notoriously difficult to between the two formats. Even so,
Sega ‘humorously’ dubbed combination of Sony’s marketing, program for, but after plenty of hard the Saturn continued to thrive in
work Sega and a few of its third- Japan until 1999, and for those
party developers found that it was gamers with consoles capable of
possible to combine 2D and 3D playing imported games, some of
visuals by using the twin processor the greatest 2D shoot-’em-ups and
hen the Saturn was first official Sega Memory Cartridge.
W unveiled, many assumed
that the cartridge slot on top of
The console did have battery
back-up for saving games, but
set-up. Using this process, games
such as Virtua Fighter 2 looked far
one-on-one beat-’em-ups ever
created were up for grabs.

the machine would allow the cartridge had room for


backwards compatibility with many more game saves.

Some Saturn titles, such as


Mega Drive games – a factor However, it would soon be Panzer Dragoon, have lived
on through the Dreamcast to
which may have been used for a different kind of
appear on today’s consoles.
significant in the battle against memory upgrade.
PlayStation if only there had While the Saturn was the
been any truth in it. undisputed king of 2D, the
In fact, this was merely an limited amount of internal
expansion port used to connect memory meant that Capcom
various upgrades, such as the and SNK were having to
remove animation frames from
the latest one-on-one beat-’em-
ups in order for them to load.
Unhappy with the issue, both
companies later developed and
released additional RAM
cartridges (first 1Mb and later
4Mb) that slotted straight into
the top of the machine,
allowing every frame to be
included and loaded in a
fraction of the time. Because of
these RAM cartridges, games
such as X-Men Vs. Street
Fighter and Vampire Savior
were possible.

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S IX OF THE NIGHTS INTO


DREAMS
PANZER
DRAGOON

B
Publisher: Sega Publisher: Sega

EST
Year: 1996 Year: 1995

S ega fans were desperate for a


new Sonic game, yet despite
being constantly assured that one
C ritics might argue that Panzer
Dragoon was merely an
update of the Sega arcade classic
was in development – a 3D Space Harrier (with prettier
platformer in the vein of Super graphics, of course). The truth of
Mario 64 – it never appeared. the matter is that they wouldn’t be
Instead Sonic Team released too far off the mark – with
NiGHTS – a unique action game gameplay consisting of very little
that revolved around collecting 20 more than moving a cursor and
Chips (blue orbs) and using them shooting, the core structure of the
to destroy the Ideya Capture game was certainly very simple.
within the time limit. Through However, through clever use of art
clever use of the Saturn’s limited and design, and with some of the
The Saturn was graced with some 3D capabilities, the developers
were able to create a bizarre and
most tuneful orchestral
compositions ever created for a
superb games – here are a choice few colourful world with an videogame, Panzer Dragoon was
atmosphere all of its own. quite unlike anything else.

SEGA RALLY
CHAMPIONSHIP Championship, which was released
Publisher: Sega in the arcades in 1995 and on the
Year: 1995 Saturn in 1996. With just four

A lthough Codemasters claims


that Colin McRae was the
first rally game, it almost certainly
tracks it wasn’t the longest game in
the world, but its unique handling
and superb graphics made this one
wouldn’t have been anywhere near of the Saturn’s highlights,
as good as it was without the especially after the disastrous
influences it took from Sega Rally home conversion of Daytona USA.
RADIANT VIRTUA FIGHTER 2
SILVERGUN Publisher: Sega
Publisher: Treasure Year: 1995
Year: 1998

W hile decent third-party


products were few and far
D espite performing well in
Japan, the Saturn conversion
of the original Virtua Fighter was a
between when it came to Europe, disaster from a technical point of
in Japan the Saturn had some of view. Even so, Sega was sure its
the greatest games around. 32-bit console was capable of far
Developed by Treasure, the quirky more and, after much research
company behind Gunstar Heroes and development, discovered that
X-MEN VS. appear on the Saturn later), the and Mischief Makers, Radiant the twin-processor architecture
STREET FIGHTER company discovered that the Silvergun was one third-party title would allow for the limited
Publisher: Capcom format was perfect for converting that really made the most of the number of polygons on offer to be
Year: 1997 its latest CPSII arcade games. Being Saturn’s twin-processor set-up. integrated with scaling 2D

A lthough Capcom once


snubbed the Saturn in favour
of the PSone, after insisting that
the first Saturn game to make use
of Capcom’s 4Mb RAM cartridge,
X-Men Vs. Street Fighter impressed
Originally released as a coin-op on
the STV arcade board, this classy
up-screen shoot-’em-up featured a
backgrounds. Using this
technique, AM2 was able to mimic
the arcade version of Virtua
Resident Evil wasn’t possible on with its huge sprites and fast-paced blend of 2D and 3D visuals that Fighter 4, while processing just a
Sega’s hardware (though RE did two-on-two beat-’em-up action. still looks great today. fraction of the polygons.

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A TRIP DOWN
MEMORY LANE WITH
THE COMPUTER
THAT STARTED IT ALL
BY POPULARISING
HOME GAMING
IT’S MADE OF RUBBER
The Spectrum’s keyboard was made out of rubber, with a
membrane underneath that struck the switches and
registered a key press. With many code listings in magazines,
and users learning how to program BASIC for the first time,
keyboards took a real bashing. If you were particularly keen
you’d have to replace the rubber membrane a few times.

L
aunched in April 1982 and coming in either a 16K or 48K
model, the 8-bit Sinclair ZX Spectrum was the first foray into
computing for many gamers. It was a friendly computer, with
spongey rubber keys, a BASIC language that wasn’t hard to learn
and, best of all, it had hundreds of great games available at pocket
money prices. This was the computer that invented the British
software industry, with a little help from the Commodore 64.
Companies like Ocean, Elite, Software Projects, Bugbyte and
Ultimate were creating the equivalent of today’s Grand Theft Auto
POKE ME, PLEASE!
and Metal Gear Solid but with prices starting at £1.99 (ranging to an Ahh, the POKE. By writing mini-programs in BASIC, typed in
extortionate £9.99 for the bigger games). Of course, piracy was also from magazines, players could give themselves infinite lives,
a problem then as it is now, with tape-to-tape recorders churning health, ammo or fix bugs in the software by POKEing areas of
out copies for friends to swap in the playground, but then this the Spectrum’s memory. This worked fine, as long as the
home-grown production line also served to give the computer the listing in the magazine was printed without mistakes.
popularity that it so richly deserved.

”WHY I LOVE MY
ZX SPECTRUM”
o me the Spectrum was more
T than just a machine for playing
games, it was a way of life. Of course, I
moved on to the Amiga and
eventually the Mac, but I never forgot
my first love.
I think that initially it was the cute
VARIATIONS factor – looks are always important
[CLOCKWISE FROM
TOP LEFT] Spectrum+ and the Spectrum was a beautiful
(the same as a 48K
Spectrum but with a machine. Then there was the world of
different case), possibilities that was open to you.
Spectrum 128K (more
RAM for bigger Programming your own games,
games), Spectrum
128K +2 (with an writing letters on thermal paper,
added tape deck), painting with a light pen and, of
Spectrum 128K +3
(the tape deck was course, playing games. Personal
replaced with a 3”
disc drive). favourites included Back 2 Skool,
Gunfright, Roller Coaster and
Cybernoid. Just think how great they’d
look on a modern plasma screen…
Nick Roberts

16 | Retro | ZX SPECTRUM
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Processor Z80A 3.5Mhz
Memory 16Kb BASIC
ROM, 48K RAM
Graphics 256x192
resolution,
8 colours
Size 232x144x33mm
Weight 552g

ALL THIS FOR ONLY £175!

SPECIFICATIONS
ir Clive Sinclair really packed the technology into the Spectrum.
S It had everything that the bulkier Commodore computers had,
but in a small, neat package. The computer was based around the
Z80 chip which meant a 256x192 pixel screen and two colours for
each 8x8 pixel square (this gave rise to colour clash). A small
memory capacity also meant the invention of the multi-load game
and the immortal phrase “Press Play On Tape”.

A simple 9VDC power The expansion slot held infinite Loading software Using the ear and mic The all-important TV
adaptor was all that was possibilities. Printers, micro drives, meant shelling out for a sockets you could socket. Many players
needed to get your light pens, 32K RAM packs… they tape recorder too – but record and play data to grew up playing games
Spectrum powered up. were all connected here. any model would do. and from your tapes. in black and white.

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SING WITH POO
C•O•N•K•E•R•S I am The Great Mighty Poo,

B•A•D F•U•R D•A•Y And I’m going to throw my XXXXX


at you,
A huge amount of XXXXX comes
from my chocolate starfish,
occasional gagging) concerning a How about some XXXXX you
Format: Nintendo 64
wide range of bodily functions and little XXXXX?
Release: 2001
messy deaths, the show struck a Do you really think you’ll survive
Publisher: THQ
chord with scatalogically minded adventure that had been re-dressed in here?
Developer: Rare
viewers everywhere. Hell, it even with mature humour and plenty of You don’t seem to know which
featured a talking poo called Mr bad language. With scenes inspired creek you’re in!

W e blame South Park. The


crudely animated and just
plain crude cartoon
Hankey. So it was perhaps
inevitable that game developers
would try to tap into the popular
by Saving Private Ryan and The
Matrix, Conker wasn’t without its
stand-out moments, though there
Sweetcorn is the only thing that
makes it through my rear,
How d’you think I keep this
introduced a whole new level of formula. In 2001, Rare did just that was one section that gamers tend to lovely grin?
potty-mouthed humour to the with the release of Conker’s Bad Fur remember above all the others – Now I’m really getting rather mad,
world. With frequent gags (and Day, a formerly cutesy platform The Great Mighty Poo. You’re like a niggly, tickly, XXXXX
Coming from the same cack- little tagnut.
encrusted school of acting as Mr When I’ve knocked you out with
all my blab,
Hankey, the Mighty Poo was a
I’m going to take your head and
living, breathing pile of poo that
ram it up my butt!
lurked in a hollowed-out mountain
of faeces. Poo had only his
indigestible sweetcorn buddies to
keep him company and, as you’d rolls into Poo’s mouth until he’s
expect, he wasn’t a happy bunny. defeated) revolved around an
Far from it, in fact: all this nasty operatic song sung by the scat-man
piece of work wanted to do was be himself. Thanks to Poo’s booming
foul (smelling and acting) to any voice and some of the most
unsuspecting squirrels that abrasive lyrics this side of Misteeq,
happened upon him. this vile character’s cameo is one
Amusingly, the entire scene great retro gaming moment that
(which involves you throwing toilet won’t be forgotten in a long time.

Format: Saturn
Release: 1997
Publisher: Jaleco
Developer: In-House

GAME TENGOKU:
THE GAME PARADISE

F ans of Parodius and Twin


Bee will find themselves
instantly at home with
you to your maker. If that wasn’t
enough, a cute fairy armed with a
giant laser beam joins him and
Game Tengoku, as it’s one of the the screen becomes a chaotic mess
cutest shooters to ever appear on a of bright colours and multiple
home console. If you don’t believe bullets. Still, they’re nothing a
us, you only need to make your seasoned shmupper can’t deal with
way to the second level, where and you’ll soon be ready for the
you’ll discover one of the cutest main showdown…
critters that ever tasted hot plasma. Making her way from beneath a
Flying into an arcade grabber mound of cuddly toys, you’re
machine, you’ll find yourself greeted by your mysterious
soaring over a landscape of stuffed opponent, who has to be one of the
toys, not to mention getting cutest characters we’ve ever seen. tiny craft. Every now and then, haired beauty eventually sinks back
buffeted by various objects thrown A bizarre cross between a girl and a she’ll pause for a few moments into the pile of toys from whence
by a mysterious assailant. Before cat, this huge boss gaily laughs at and you’ll need to shoot at the she came, but not before
long, a huge flying teddy appears you as she spins around and giant bell around her neck. After displaying a big heart to show how
on screen and attempts to send throws various items towards your some frantic blasting, the green- much she loves you. Aww…

162 | Retro | CONKER’S BAD FUR DAY / GAME TENGOKU


162-3_Retro book 11/9/04 12:26 PM Page 2

Rising Sun Retro


For many, the advent of 16-bit consoles opened up a world of import gaming. One
NO THANKS,
WE’RE WESTERN
With the advent of the third
dimension, gamers

understandable why Radiant


became
obsessed with 3D fighters and
racers so it was perhaps

Silvergun never received a western


release. Although a few shooters
incentive was the ability to get hold of games that would never appear outside did manage to reach US and UK
Japan. The fact they never arrived on UK or US shores is a tragedy as millions of shores, their impact was so small
that publishers obviously felt that
gamers missed out on titles like this – perhaps the greatest shoot-’em-up ever made there was little or no market for
them. As a result, many European
gamers missed out on some

R•A•D•I•A•N•T S•I•L•V•E•R•G•U•N absolute gems.

allowing each weapon to be


enhanced. The more points you
spat great bursts of flame, to the pair and Treasure had included gripping scored with a weapon, the higher
Format: Saturn of motherships that attacked you gameplay elements to ensure its experience would climb; get
Release: 1998 while speeding through some gamers would find plenty to return enough points and your firepower
Publisher: ESP Software fiendishly twisting tunnels, every to. Radiant Silvergun eschewed the would increase to higher levels of
Developer: Treasure encounter was superb. Add some traditional route of handing out destruction. Add to this the fact that
suitably rousing tunes and meaty power-ups and simply gave you shooting same-coloured enemies

F rom its spectacular Mega


Drive debut, Guardian
Heroes, to the extreme,
sound effects and Silvergun’s
captivating style was complete.
Of course, there was more to
seven impressive weapons
(including a fantastic Radiant
Sword) from the start. Treasure
would garner plenty of bonus
points and it was plain to see that
there was more to Silvergun than
kinetic gunplay of Alien Soldier, Silvergun than just fancy aesthetics took things even further by met the eye.
you can guarantee that a Treasure Having access to all this high-
game will be polished to perfection. powered weaponry might make
For many, though, Treasure reached the game sound easy, but that
its pinnacle with its 1989 Saturn wasn’t the case at all. Ridiculous
release Radiant Silvergun. Don’t amounts of bullets, some incredibly
believe us? Read on. tough boss patterns and some
For many hardcore gamers, the intricately designed levels meant
Saturn was a dream come true. It Silvergun was as tricky as it was
flopped in the west, but those who gorgeous. Gamers couldn’t get
were willing to import discovered a enough and a much-maligned
slew of fantastic titles, including genre (at least in the west) was
some of the best shoot-’em-ups any revived in style.
home console had ever seen. Battle
Garegga, Soukyugurentai and
Hyper Duel were just a few of the
51 shmups available, but every one
bowed before the mighty Silvergun.
No stranger to getting hardware
Great graphics, astounding

to perform above and beyond the


gameplay… Radiant Silvergun really
call of duty, Treasure took Sega’s does have it all. And then some.
machine and created one of the
most astounding-looking titles that
Saturn owners had ever seen.
Putting to rest the claims that the
Saturn couldn’t handle 3D, Radiant
Silvergun mixed gorgeous 2D
sprites with a host of nifty hardware
effects to create a truly mind-
blowing experience. Fogging,
transparency and scaling were
just a few of the tricks that made
Silvergun stand out, and such
was Treasure’s mastery of the
Saturn it ensured slowdown was
kept to a minimum.
However, the true graphical
mastery was saved for the game’s
many impressive bosses. From
huge rotating monstrosities that

RADIANT SILVERGUN | Retro | 163


164-5_Retro book 11/9/04 4:04 PM Page 1

Retro

W h y D o n ’t T h e y

Remake?
N•I•G•H•T•S I•N•T•O D•R•E•A•M•S
SNOW
Format: Saturn
Release: 1996
LAUGHING
Publisher: Sega MATTER
Developer: Sonic Team SONIC TEAM’S LIMITED
EDITION CHRISTMAS SPECIAL
Although Sega has had to tighten its

O
ne title that we’d love to see
remade is NiGHTS Into belt recently, there was a time when
Dreams, Sonic Team’s it would release all sorts of quirky
bizarre Saturn action adventure merchandise for its Japanese fans. In
game. The game takes place in the November 1996, Sonic Team launched
surreal realm of Nightopia, in which Christmas NiGHTS – a shorter,
the laws of physics don’t apply. graphically rearranged version of the
Playing as either Elliot or Claris (two main game that rewarded players
human children who possess the with bonus prizes for finishing it. As
spiritual essence of courage), your only a few discs were released,
Ideyas (coloured orbs representing Christmas NiGHTS is now quite
hope, purity, courage and so on) are game it was largely ignored by most (although NiGHTS has turned up sought-after.
taken by Nightmarians. Luckily, by of the western gaming community – as a mini-game in the Sega
entering the Ideya Palace it’s a factor that almost certainly affected SuperStars EyeToy game).With
possible to transform into Nights – Sega’s decision not to make a Sonic Team and United Game
jester-like creatures that can fly. follow-up. Why spend time and Artists now being part of the
Once in this guise, your aim is money developing a game that same development team, the
simply to collect 20 blue chips from could well be ignored twice? And possibilities it could come up with
around the level then take them to yet a NiGHTS remake has been for a new game are mouth-
the Ideya Capture to destroy it within rumoured for ages now, though watering. For the moment, though,
the time limit. Confused? Despite the Sega won’t confirm this. we’ll have to be content with
somewhat complex background Although the company has now playing the original.
story, NiGHTS is actually a lot of fun. merged with Sammy and had a

...next best thing


The problem with NiGHTS, of complete restructure there’s still
course, was that as a Sega Saturn been no news from Sega

PHANTASY STAR ONLINE: EPISODE I & II


Although it wasn’t a complete game, a closely, hinting that a handheld version
Game Boy Advance version of NiGHTS of the game may have been in the
Into Dreams was available to pipeline. Sadly, although GC Phantasy
download from the GameCube version Star Online launched in America
of Phantasy Star Online. Replacing all almost two years ago, Sega still hasn’t
the polygons with sprites and 2D side- confirmed whether a full-length
scrolling layers, GBA NiGHTS portable version of NiGHTS will ever
mimicked the Saturn game extremely be released.


Even better than the real thing? Not quite, but we’d love to see a handheld version of NiGHTS.

164 | Retro | NIGHTS INTO DREAMS


164-5_Retro book 11/9/04 4:04 PM Page 2

NiGHTS INTO DREAMS (Saturn) Sega, 1996 – US Advertisement

NIGHTS INTO DREAMS | Retro | 165


166 |
PARAPPA THE RAPPER
■ 1996 ■ PSone
166-7_Retro book

■ With its memorable


characters and
PERIPHERALS catchy tunes, this may
not have been the first
rhythm action game
(the mini-games in
Toejam & Earl II were
earlier), but it was the
11/8/04

one that sparked interest in the genre. A follow-up


came out on the PS2 in 2002, but didn’t do too well.

POP ‘N MUSIC (SERIES)


■ 1997
■ Arcade/Multi

Retro | RHYTHM ACTION GAMES


■ Featuring a control
11:31 AM

OTHER GAMES
pad with huge colour
FEET co-ordinated buttons,
this had parallels
with older arcade
machines like Mole
Patrol. Pop ‘N
Music’s simple concept has inspired a host of rhythm
action games, including Dance Dance Revolution.
Page 1

DANCE DANCE REVOLUTION (SERIES) BEATMANIA (SERIES) BUST-A-GROOVE MARIO PARTY (SERIES)
■ 1998 ■ 1998 ■ 1998 ■ 1998 ■ N64
■ Arcade/Multi ■ Arcade/Multi ■ Arcade/PSone ■ Each of the Mario
■ DDR (aka Dancing ■ Popular with DJ ■ Development of Party games has
Stage) has been a wannabes, Beatmania Bust-A-Groove was featured a selection of
runaway success all is played using a small almost certainly due mini-games, including
around the world. keyboard and a plastic to the success of some that revolve
Played by pressing turntable. Like many Parappa The Rapper around rhythm and
CREATE YOUR OWN

floor buttons with other rhythm action in 1996. With a more action. Similar titles,
your feet, Konami’s games, the series funky edge, the game such as Wario Ware,
popular series has influenced the development of features licensed music tracks, as well as some of features plenty of flares and afros, though its Inc.: Mega Microgame$, also include elements of
other similar titles, such as Jungle Book Groove Party. Konami’s own wonderful compositions. popularity has now been eclipsed by the likes of DDR. rhythm action amongst a selection of other genres.

GUITAR FREAKS (SERIES) SHENMUE VIB RIBBON UM JAMMA LAMMY


■ 1999 ■ 1999 ■ DC/Xbox ■ 1999 ■ PSone ■ 1999 ■ PSone
■ Arcade/Multi ■ Like Mario Party, ■ Compatible with ■ Developed by the
■ Continuing Konami’s the Shenmue games any music CD, Vib creators of Parappa
trend for including incorporate rhythm Ribbon converts beats The Rapper, Um
mammoth peripherals action elements and rhythms into Jamma Lammy used
with its arcade rhythm (among many others). simplistic interactive an almost identical
action games, Guitar Entitled QTEs (Quick real-time landscapes. control system and
Freaks offers would- Time Events) a A novel idea, the interface. Musically,
be rockers the chance percentage of the system works well for however, it was
to thrash some metal, even if they have no musical fights and interactive cut-scenes require timed button the most part, but has a tendency to create impossible completely different, replacing the rap and hip hop
ability at all. This game is extremely popular in Japan. presses as indicated by on-screen pointers. rhythms based upon vocal and harmony lines. with a selection of rock tracks.

SPACE CHANNEL 5
■ 1999 ■ Dreamcast
■ Following on from
where Bust-A-
Groove left off, Sega’s
Space Channel 5
takes the player on a
magical adventure
around the galaxy.
Styled with a
wonderfully garish Seventies colour palette, the game
stars a sassy central character, aptly named Ulala.
166-7_Retro book

PARA PARA PARADISE (SERIES) DRUMMANIA (SERIES) KEYBOARDMANIA (SERIES) SAMBA DE AMIGO DOG OF BAY
■ 2000 ■ Arcade/PS2 ■ 2000 ■ Arcade/PS2 ■ 2000 ■ Arcade/PS2 ■ 2000 ■ Arcade/DC ■ 2000 ■ PS2
■ Similar to Dance ■ Seeing as it’s the ■ Like Drummania, ■ The release of this ■ Not many gamers
Dance Revolution, most primitive form of Keyboardmania is novel rhythm action ever got to sample this
Para Para Paradise music, it’s surprising merely another play game saw maracas strange little game, as
requires the player to that it took four years on the Beatmania (or being used in homes it has never been
use more than just of rhythm action Bemani) theme. and arcades for the released outside
their feet. Based on games before Konami Popular in Japanese first time (for most Japan. Featuring a
11/8/04

popular Japanese released one featuring arcades, neither this gamers, anyway). gang of humanoid
dance routines, the drums. Not the most nor Drummania has Featuring upbeat dogs, the game is
game features moves for upper body and probably innovative game in the family tree, Drummania been as successful in the home due to the amount of Latin American music tracks and a frenzied monkey, heavily stylised and is also one of the first next-
influenced the development of Sony’s Eye Toy. revolves around hitting drum pads in time with music. space taken up by the huge peripherals. the game is still popular, despite costing a fortune. generation titles to use cel-shading on its characters.
11:31 AM
Page 2

LICENCES

FREQUENCY REZ GUITAROO MAN MAD MAESTRO *NSYNC GET TO THE SHOW
■ 2001 ■ PS2 ■ 2001 ■ DC/PS2 ■ 2001 ■ PS2 ■ 2001 ■ PS2 ■ 2001
■ Although, at first, ■ An unusual name ■ Taking things back ■ Like Guitaroo Man, ■ Game Boy Color
FreQuency doesn’t for an unusual game, to the simplicity of Mad Maestro utilises ■ Featuring a huge
look like anything Rez takes the themes Parappa The Rapper, the PS2’s analogue selection of, er, four
new, it doesn’t take of life and evolution Guitaroo Man control, only this time mini-games, *Nsync
long to discover that and works them into features a bunch of to control the stylings Get To The Show has
it offers hardcore a bizarre cyber world Japanese characters of an orchestra. Not very little to do with
rhythm action fans where rhythm and and a simplistic story. the most intuitive the actual group,
something decent to timing is of the Using just about every game in the world, other than the picture
get their teeth into. Breaking down licensed tracks, essence. Played in a similar way to Panzer Dragoon, button on the PS2 control pad, this mimics guitar this has still been popular enough to warrant two on the box. Though this is hardly the best use of a
the player actually has to control all the instruments. firing weapons in time with the beat scores points. effects by cleverly using analogue control. Japanese-only special editions. licence, the final mission does feature *Nsync songs.

VOICE
RHYTHM ACTION
FAMILY TREE

ONLINE
DRUM MASTER ver the past six years, the rhythm action genre has become increasingly popular, SHAKKA TO TAMBOURINE BRITNEY’S DANCE BEAT
■ 2002 ■ Arcade/PS2 with titles like Dance Dance Revolution (aka Dancing Stage) topping charts around ■ 2002 ■ 2002 ■ PS2/GBA
■ Not content to let ■ Arcade/PSone ■ What with Justin
Konami have all the
O
the world. Of course, all videogames have always required a certain amount of rhythm ■ As the follow-up to Timberlake starring in
fun, Namco’s Drum Samba De Amigo, *Nsync Get To The
Master (or Taiko no and action from the player, and there were arcade machines such as Mole Patrol that Sega’s Shakka To Show, it wasn’t really
Tatsujin as it’s called Tambourine used an surprising when a
in Japan) has been asked you to do something a little more strenuous than just press buttons. Now, of almost identical control game starring Britney
growing in popularity mechanism but Spears was released
recently. Not course, high-quality music tracks can be combined with the action, and many games replaced the maracas in 2002. Although
dissimilar to Drummania, the PS2 games are available with a tambourine. Released on PSone in 2002, the decent enough, this didn’t really offer anything
on import and are highly recommended. feature licensed tracks by well-known performers, adding to the genre’s popularity. game has never been released outside Japan. particularly new or innovative.

KARAOKE REVOLUTION AMPLITUDE POP IDOL


■ 2003 ■ PS2 ■ 2003 ■ PS2 ■ 2003 ■ PC/PS2
■ It was inevitable ■ Although this ■ Featuring a number
that someone would doesn’t look hugely of music-based mini-
make a karaoke game different from games, Pop Idol
at some point, so it FreQuency, released allows players to

RHYTHM ACTION GAMES |


was no great shock in 2001, Harmonix’s decide on the look of
when Konami and second attempt at the their character before
Harmonix revealed rhythm action game going up in front of the
Karaoke Revolution. improves on the judges. By plugging in
Using the PS2 USB headset, the game tracks vocal original in a number of ways, the most obvious being a dance mat, players are able to dance their way to the
patterns and grades the player accordingly. the inclusion of a four-player online network mode. top (or not, as the case may be).

Retro | 167
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Retro

ssic
Clachine
Ma

O
n 23 June 1996, the already clear that Sony was going
Nintendo 64 finally to be a tough rival. The problem
Better late than never… launched in Japan after
numerous delays. The system was
wasn’t just the head start that the
PlayStation had over the N64, but
The N64’s release was originally supposed to go on sale also how the two formats were

constantly delayed, in 1995, though a lack of complete


software had forced Nintendo to
being perceived by the
development community. Not only

but we didn’t mind postpone the release date on


several occasions. This was a
did Sony’s CD-based format offer
game makers more creative
waiting for a console this difficult time for the company –
Sony had launched the PlayStation
freedom, but it came at a more
affordable price. Nintendo had
good. And the games in Japan back in December ’94,
and despite Nintendo’s best efforts
always charged developers
excessive licensing fees for
weren’t bad either to keep public interest high, it was creating games on its systems, not

168 | Retro | NINTENDO 64


168-71_Retro book 11/8/04 11:39 AM Page 2

MORE IDEAS THAN THE INNOVATIONS CATALOGUE


Memory Expansion games ever used it, and those that for the N64, the company still
Although the N64 was a decent did tended to suffer from major frame- wasn’t prepared to embrace CD
enough machine, the image quality rate issues. technology. Even so, it was well
left a lot to be desired. The video aware that cartridges were becoming
output had a lot to do with this, but Red and Yellow and less feasible as a storage medium
the lack of internal memory meant Green and Blue and started experimenting with
that most games could only be As well as designing a truly innovative alternative technology for possible
displayed in low resolution. Nintendo control pad, complete with an use with the N64.
eventually got round the problem analogue control stick, Nintendo also What it developed was a piece
by introducing a memory expansion offered N64 owners a choice of four of equipment called the 64-megabyte
pak that slotted into the port on top colours. Pretty as they were, having Dynamic Drive, or 64DD for short.
of the machine. Unfortunately, few four different coloured pads also had a
practical function. Even when all the
This connected with the N64 via
the extension port underneath, and
“Why I love
wires were tangled together, it was
always clear which controller was
used writable magnetic discs that
offered developers more memory
my N64”
plugged into which port simply by to play with. Similar in style and
looking at the front of the machine. size to Zip disks, these also allowed
gamers to save data directly to the
N intendo did a lot
wrong with the N64,
but I still have a place in
64DD Silicon Implant disc itself, making the device my heart for it. Sure, it
Despite all the criticism of Nintendo’s perfectly suited to art and design was a pig to develop for,
decision to continue using cartridges software packages. but those who cracked it
struck gold. Mario,
Pilotwings, WaveRace,
Zelda, GoldenEye, F-Zero,
Rogue Squadron, Jet
Force Gemini, the pad, the
Rumble Pak… reasons
enough to own the
SPECIFICATIONS machine, and reasons
CPU: Custom 64-bit MIPS R4300i-class RISC why it'll always be one of
CPU SPEED: 93.75MHz my favourite consoles.
CO-PROCESSOR: Custom 64-bit MIPS RISC
‘Reality Immersion’ RCP Chandra
CO-PROCESSOR SPEED: 62.5MHz
REALITY IMMERSION CHIP CAPABILITIES:
Nai r
Built-in audio/video vector processor (RSP)
Built-in pixel drawing processor
Advanced texture-mapping
Tri-linear mip map interpolation
Perspective correction, anti-aliasing and blending
transparency (up to 256 levels), gouraud shading
100 PCM sound channels
MEMORY: 4MB RAM, plus Rambus DRAM
subsystem
RESOLUTION: 256x224 – 640x480
STORAGE: Cartridges: Format – 32-128 Megabits
(256 possible with 4x64 meg ROMs)
INPUT/OUTPUT: Cartridge slot, four controller
ports, extension port (located underneath),
memory expansion port (located on the top),
composite video/stereo, RF, S-Video, HDTV

to mention the high costs of between the launch day and with additional game titles, stores with very little success,
manufacturing the cartridges. Christmas ’96, hinting at a problem including Wave Race 64, Mario while titles such as FIFA 64 did
Even so, the combination of that would plague the N64. Despite Kart 64 and Star Wars: Shadows little to reassure the industry
Mario 64 and Pilotwings 64 was a lack of software, the success of Of The Empire, helping to boost that the Nintendo ‘Seal Of
more than enough to convince the Japanese launch was mirrored sales over the following months. Quality’ was working. Thankfully,
300,000 Japanese gamers that the in America that September, with Sadly, the European launch the Acclaim’s Turok Dinosaur Hunter
N64 was worth buying, and the Mario and Pilotwings proving following March didn’t go quite as helped to attract older gamers
initial shipment sold out in the first popular once again. smoothly. A lack of additional who perhaps weren’t interested
day. Unfortunately, only a handful This time a shipment of 350,000 control pads and memory cards in the cartoon colourfulness of
of decent games were released units was sold in just a few days, had gamers frantically searching in Mario 64.

NINTENDO 64 | Retro | 169


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170 | Retro | NINTENDO 64


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ssic
Clachine
Ma

NINTENDO 64 | Retro | 171


172-3_Retro book 11/9/04 10:02 AM Page 1

Retro
Treasure
Hunter
So you’re a hardcore gamer, eh?
Well, have you got any of these
pricey little titles in your
videogame collection?

emember how Biff got fairly sure that anything half decent that Silvergun on the Saturn, for example,

R hold of the sports


almanac in Back To
The Future II, then
gets released in a limited quantity will at
least hold its value. Just look at the
release of Steel Battalion on Xbox –
only ever made it out in Japan and
subsequently became highly sought
after by shoot-’em-up fans. It will be
went back in time and boxed copies were appearing at inflated interesting to see if the Dreamcast
used it to make his fortune? Well, prices on eBay from day one, especially version of Ikaruga (the follow-up to
sometimes we wish we could go back in as the product was discontinued after Radiant Silvergun) will be as popular
time and buy as many sought-after retro just one batch was manufactured. with collectors in the future.
games as possible for next to nothing. Another time when collectable titles So if you’re out and about and you
You see, while most of the games we often appear is towards the end of a spot an obscure retro game in your local
spent our hard-earned cash on are now console’s lifespan, when products are charity shop, just remember, you could
worth about 10p, a few titles have being produced in smaller numbers. be looking at a nice little earner. With a
become highly collectable and generate Take the Dreamcast, for instance – titles bit of spit and polish, an item costing
enormous amounts of interest (and such as Street Fighter 3: Third Strike, £1.50 could potentially be worth £150.
money) whenever they appear on eBay, Street Fighter Alpha 3, Shenmue 2
at car-boot sales or in second-hand and Rez were only ever released in
shops. Of course, the tricky part is limited quantities, and although none TITLE: METAL SLUG expenditures, which
spotting potentially money-generating are worth a fortune right now, the signs FORMAT: NEO GEO predictably affected
titles when they initially appear, then are certainly good for the future. DEVELOPER: SNK distribution of its
RELEASED: 1996 costly Neo-Geo AES
buying them before they vanish. And lastly, there are titles that were
VERSION: ANY home cartridges.
Although any title released is a only ever released abroad. A few great ESTIMATED Seeing as how Metal
potential money-spinner, you can be games, such as Treasure’s Radiant CURRENT VALUE: Slug was a new title and it
£1,500 wasn’t clear how well it
would perform, only a
In 1996 when Metal Slug limited number were ever
was released, SNK was still manufactured for the AES
trying to market its Neo- system before production
Geo CD machine around was halted. Of course, the
the world. Things weren’t series went on to be
going so well due to the hugely popular and now
high costs of launching the the first game is amongst
system and the company the most expensive retro
was keeping a close eye on titles out there at £1,500.

TITLE: CASTLEVANIA: Konami’s Castlevania series has been running for more than 15 years
SYMPHONY OF now, and despite almost every instalment finding a healthy audience,
THE NIGHT only Castlevania: Symphony Of The Night has achieved cult status.
FORMAT: PSONE
Released on the PSone in 1997, the game remained true to its 2D roots
DEVELOPER: KONAMI
RELEASED: 1997 and, as such, really only attracted a hardcore following.
VERSION: UK Aware that the product was never going to appeal to the mass
ESTIMATED CURRENT market, Konami released just a handful of copies, each packaged with a
VALUE: £60 miniature art book and music CD. Even so, Symphony Of The Night
didn’t sell out right away, and for a while it was retailing at just £14.99.
Now, however, you’re lucky to find it for less than £60 (if it’s complete
with art book and music CD, that is).

172 | Retro | TREASURE HUNTER


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TITLE: RADIANT SILVERGUN


FORMAT: SATURN
DEVELOPER: TREASURE
RELEASED: 1998
VERSION: JAP TITLE: CHRONO TRIGGER
ESTIMATED CURRENT VALUE: £150 FORMAT: SNES
DEVELOPER: SQUARESOFT
Treasure is one Japanese developer that RELEASED: 1995
knows how to create collectable VERSION: US
videogames. The company (which ESTIMATED CURRENT VALUE: £80
initially consisted mainly of ex-Konami Like so many of Squaresoft’s Super Nintendo
employees) first shot into the limelight in games, Chrono Trigger was released in Japan
1993 when it released the classic Mega and America but never made it to Europe, giving
Drive arcade/action game Gunstar Heroes, UK RPG fans no choice but to import it from the
before going on to develop a string of States (or from Japan if they wanted to make
cult favourites. things particularly difficult for themselves). Being
Normally aimed at hardcore gamers, such a specialist product, a limited number of
Treasure’s titles are usually created for copies were released in the US and fewer still
systems with a limited user base, and made it to these shores, resulting in the game
released in such small quantities that they maintaining a high price. These days, most
immediately become highly sought-after. copies that are still in perfect condition have
Radiant Silvergun, a great-looking 2.5D up- already been snatched up by collectors, though
screen shoot-’em-up, is possibly the best they do become available from time to time – if
example, now selling for around £150. you’re willing to pay around £80, of course.

TITLE: PANZER DRAGOON SAGA


FORMAT: SATURN
DEVELOPER: SEGA TEAM
ANDROMEDA
RELEASED: 1998
VERSION: UK
ESTIMATED CURRENT
VALUE: £110

Being one of the last Sega Saturn


games to be released in the UK, Panzer
Dragoon Saga was pretty much
ignored by all but the most ardent
Sega fans (of which there weren’t that
many at the time). Coming on four
discs, the title expanded on its
predecessors by introducing turn-
based battles, cities that could be
explored on foot, and RPG-style
level-ups, all linked together by a
complex storyline.
Because of its unique design, the
game received mostly positive reviews,
but most of the few gamers who did
get hold of it seemed underwhelmed.
Within a month of going on sale, PDS
could be bought second-hand for
around £25 from most videogame
stores; just a short while later it
disappeared completely, only to re-
emerge at almost three times its
recommended retail price.

TITLE: SAMBA DE bar with built-in infra-red


AMIGO (WITH motion sensors, the
MARACAS) technology included in the
FORMAT: DREAMCAST pack was certainly
DEVELOPER: SEGA advanced for a home
SONIC TEAM release, resulting in the
RELEASED: 2000 game going on sale at £85.
VERSION: UK Of course, it’s no big
ESTIMATED CURRENT secret that Sega was in a
VALUE: £180 financial hole at the time (as
it continues to be, despite
With rhythm/action games releasing quality titles all
becoming increasingly over the place) so it’s
popular towards the end of amazing that the project
2000, Sega jumped on the was ever given the go
bandwagon and released ahead at all. Surprisingly, it
one of the most novel to was even granted an
date – Samba De Amigo. official release in Europe,
Comprising two bright red and now sells second-hand
maracas and a plastic floor for around £180.

TREASURE HUNTER | Retro | 173


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Retro ic
ss
Claature
Fe

Emulation is an unavoidable and controversial part of gaming just as MP3s are to the
music industry. gamesTM looks into why so many people are teaching their new dogs old
tricks – and if doing so could land them a holiday at Her Majesty’s pleasure
OME ON – we’ve all internet. For the most part,

▼ MAME is among the


most popular
emulators out there, mainly
for its variety. C thought about it, even if we
haven’t actually done it.
Much like taping television
shows, copying albums and being
inebriated in a public house,
emulation can be broken down into
two main categories – nostalgia and
collection. But what many forget as
the download bar fills is that in the
eyes of the law there’s no difference
using emulators is just one of between dredging up an obscure
those ‘naughty’ things that few Japanese NES game and filling
gamers can claim to have avoided. your hard drive with PSone ISO
But the question here isn’t so images. The likelihood of
much whether is emulation legal, prosecution is as slim as with most
but if it should be – at least in other minor offences (authorities
certain circumstances. are primarily hunting those who
Unfortunately, with piracy on the profit from the resale of illegally
increase, emulation is now being downloaded software) but just
more stringently policed as new because you’ve never been caught
titles as well as retro games get doesn’t mean that you won’t be.
copied and circulated on the As new technology evolves it can
take some time for legislation to
catch up. However, in the case of
copying games (new or old) and
▼ As tempting as emulation may be, the either distributing or downloading
keyboard interface is enough to put
many gamers off, and understandably so. them, the law is clear – it’s illegal.
Under UK, US and international
law, infringing someone’s copyright
is an offence. The full details are
explained in the ‘Breaking The Law’
boxout on page 176, but, in a
nutshell, if you make or distribute
ROMs you can be heavily fined – or
worse. Last year, Sean Michael
Breen – a hacker and leader of the
Razor1911 piracy group – was jailed
by a Californian court for over four
years for copyright infringement
and mail fraud. Admittedly, Breen
had been hacking new titles and
posting them on warez sites before
their release, rather than copying
retro titles, but the age of the game
is immaterial in the eyes of the law.
Thanks to copyright legislation, it
will be at least another 60 years or

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EMULATORS: A
BEGINNER’S GUIDE
The fundamentals of the emulation scene

BIOS BLITTER
Stands for ‘Basic Input/Output A dedicated chip used in the
System’ and is a file (or set of display of sprite-based visuals
files) needed to use some in certain pieces of hardware.
emulators. Like ROM files, Some emulators allow for
owning them is often illegal various display options to
unless you own the console itself. be altered.

DUMPING EMULATOR
The process by which console A computer program written
games or chipsets are uploaded to mimic another computer or
to your PC through specialist console, copying its processor
equipment. and system operations in order
▼ No displays? Choppy frame rate? Maybe to run programs (primarily
you’re better off resurrecting your dusty games, usually old ones).
old cartridge collection after all…

FRAME SKIP PATCHING


A process found in many The act of applying a specially
emulators that removes a set created file to a ROM in order to
number of animation frames to modify it in some way,
speed the emulation up to or usually by way of a translation
beyond its proper speed at the or cheats.
expense of visual quality.

ROM TRAINER
A binary reproduction of a A small file patched onto the
videogame cartridge, disc or front end of a ROM that allows
board that can be run on a PC users to activate various cheats
using specialist programs. before starting up the game.

so before copyright lapses on even few ROMs would significantly


the earliest videogames. damage a company’s sales. Midway
recently released Midway Arcade
POCKET POWER
Consoles emulating consoles emulating consoles?
Golden Oldies Treasures for the Xbox and PS2.
Containing over 20 classic titles like Emulators are tearing through the handheld market at a rate of knots.
It seems odd that a game that may Defender and Gauntlet, it’s the sort Game Park’s GP32 is barely known for anything more than portable
be over 20 years old and no longer of title you may expect to sell badly emulation (including old DOS games) and even the Game Boy Advance
in the public eye shouldn’t be made as people can get these games for – among the most emulated hardware itself – has working 8-bit
available to retro gamers, but, free on their PC. However, that emulators. There are more adventurous programs on the way for the
Nintendo handheld, one of which is a SNES emulator as well as a few
copyright notwithstanding, there hasn’t been the case. “Arcade
more unique projects. One of these sees various true GBA ports being
are other reasons why emulation is Treasures has been very successful
developed on a purely recreational basis. More impressive still is the
frowned upon. The Entertainment and has not been greatly affected rate at which mobile gaming is evolving to encompass emulation, and
Software Association (ESA) – the by downloads,” says Mike working MAME emulators are already running with some of the more
US organisation that represents Eglington, senior product manager primitive titles. As we’re treated to more powerful handsets, the
game publishers – explains on its at Midway. “We believe this is due potential for this can only continue to grow.
website why older games can’t be to the fact that the £14.99 price has
emulated. “Copyrights and attracted a much wider audience for
trademarks of games are corporate the game, that perhaps is not into
assets that are sometimes sold using (or does not know how to
from one company to another – the use) emulation software.”
recent sale of the Atari games The technical side of emulation
library to Hasbro Interactive is an can prove tricky for gamers who
example of such a transaction,” the aren’t up to speed with a PC. Not
website says. “But if these vintage only do you have to know your
titles are available far and wide, it ROMs from your ISOs, but you
undermines the value of this need to find the right emulator to
intellectual property and adversely run the games you want. And not
affects the copyright owner.” only is it likely that the games
This certainly seems to make you’re after are illegal, the emulator
sense, although it’s unlikely that a you run them on could well be

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Retro
breaking the law too. While it’s not a owners ever do, so it is clear they
BREAKING THE LAW problem for different machines to
do the same job (which is why
know they are in the wrong.”
This method must be working, as
several firms can make PCs that are bootleg emulation sites are
MAKING SOME SENSE OF THE ostensibly identical), it’s a breach of disappearing at a rate of knots, but
COMPLEX LEGALITIES OF EMULATION copyright to use technology that’s this system can target legitimate
igital entertainment might be a rapidly evolving field, but emulation websites.
D there are some long-established laws that govern the
emulation of hardware and software. The most obvious legislation
been invented specifically for one
machine. Simon Halberstam is Steve Brown runs The TZX Vault
head of internet and e-commerce (http://tzxvault.retrogames.com), the
concerns copyright. In the US, copyright lies with the company law at Sprecher Grier Halberstam preservation website associated
that created the product for 95 years; in the UK copyright belongs
LLP and says that regulations with World of Spectrum
to the creator for the duration of their life and for 70 years
afterwards. The Berne Convention also protects the copyright of
surrounding emulators are more (www.worldofspectrum.org).
work produced in any of its 70-plus member countries – including complicated than those for the Steve’s mission is to provide an
Japan – which leaves very little software not covered. games themselves. “This is very archive of Spectrum ZX games and
Freeware is okay to use, as it is created specifically to be controversial,” he explains, “but if make them available to Speccy
circulated freely. Abandonware, however, is not. Technically, there’s they [emulators] do, without fans. Along with World Of
no such thing. Generally classed as software that’s over a few licence, borrow or incorporate Spectrum’s Martijn van der Heide,
years old that’s not being sold or actively ‘supported’, third-party technology, they will he has been contacting
abandonware titles are still covered by copyright law. If its creator usually infringe.” programmers and publishers from
has officially released it into the public domain then fine, but
So it’s illegal to make and the Spectrum era to ask for
otherwise it’s illegal. Many sites, such as Home Of The Underdogs
(www.the-underdogs.org), acknowledge this and will remove titles
distribute emulated games, and permission to distribute their games
at the owners’ request. Don’t forget that in some cases the it’s illegal to make and distribute – with mostly positive results.
emulators themselves are also illegal. If they use third-party emulators. What about using World Of Spectrum is officially
technology without permission then that’s a breach of copyright. them? Guess what – you shouldn’t supported by Amstrad, and over 98
Pretty much the only time you can copy software legitimately be doing that either. As Simon per cent of people contacted give
is to make a back-up disc for your own use, although even this is Halberstam explains, getting your “blanket approval”. “This allows
not always the case. Simon Halberstam, a lawyer specialising in hands on an emulated game is free usage of the software on
internet and e-commerce law, says it’s important to check the illegal “unless the website or other emulators with no strings
documentation that comes with any software. “The licence will
medium from which they are attached,” Brown explains.
dictate what copies can be made,” he explains. “Generally
downloaded expressly or by In other cases, the copyright
speaking the law allows back-ups.”
The punishment for emulation is usually a fine rather than a jail implication allows copies to be holder agrees that their program
sentence, but it’s probably best to play safe and not bother. made by way of download.” can only be hosted by The TZX
Vault and World Of Spectrum. The

Play Safe third instance is a little more vague,


but the games still have the
But there are ways of enjoying approval of their creators. “An
emulation that won’t see you example of this would be Zeppelin
thrown behind bars or paying a which is now known as
hefty fine. There are still a number Eutechnyx,” says Brown. “A few
of developers who ‘understand’ years ago I worked for Eutechnyx.
emulation, choosing to make ROM While I was there I negotiated the
images of their 16-bit games legally permit from Brian Jobling, the MD,
freeware. Games like Technopop’s who stated that Eutechnyx would
Mega Drive shooter Zero Tolerance not pursue any claims against
(and even its unreleased sequel) are anyone using their software.
freely available with the developer’s However, as a lot of their games
consent – if only a few more firms were re-releases, they couldn’t
would follow this lead with their guarantee that the original authors
older titles the whole issue of piracy or publishers would not.”
and emulation would be much Brown’s determination to do
easier to police. everything above board extends
At the moment, organisations beyond these sites. “When titles are
such as the Entertainment and denied distribution, World Of
Leisure Software Publishers’ Spectrum does not provide links to
Association (ELSPA) use the games or even other sites
sophisticated software to track which offer links to download the
down emulation sites. “Once an games,” he says. It also means that
illegal site is identified the ISP is both websites can keep running
notified and asked to ‘take down’ when they are visited by anti-piracy
the site,” explains ELSPA’s deputy authorities. In 1997, World Of
director general, Michael Spectrum was contacted by an
Rawlinson. “The owner of the site angry firm. “We received a ‘cease
can appeal if they believe they are and desist’ message from a
not infringing someone else’s company whose material was in
copyright work. Very few of the the archive, which of course we
hundreds of thousands of site removed right away,” explains

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SONIC ONE SONIC TWO SONIC THREE


A perfect image of the world’s favou
rite An interlacing filter will leave out
every Filtering techniques are constantly
hedgehog. Basic display settings rende
r other line of the display, making the moving forwards and there are all
the blue hero like this – pixelated, vivid
image look a little odd on its own,
but manner of effects that can smooth
.
and just as SEGA intended.
it’s closer to what your TV might
show. blocky edges at the expense of clarity

Martijn van der Heide. “This, in fact, for its first decent online fighter, there are already PSone emulators having a cartridge, disc, box or
triggered our policy to actively seek emulation makes it possible to take available for the Xbox. manual in your hand. Not only for
permission. In 2001, that same on anyone in the world at Street Among the most widespread the fact that it’s a legal requirement
company kindly granted permission Fighter II. emulators are those that allow the either – a multitude of other less
for free distribution.” Many programs also feature the use of GBA software; a worrying obvious reasons mean you need
Sadly, in today’s ‘bonus disc’ ability to save at any time and even trend given that this is closer to out- to own certain games. Fire up
society many firms are reluctant to mess around with the code itself, as and-out piracy than any other form Super Metroid or Tetris and you’ll
throw away games that could be well as actually tinkering with the of emulation and gives a false most likely see what we mean,
offered as incentives to buy new speeds at which games run. It’s not impression of what is largely a very possibly even finding yourself
games (the Zelda bonus disc is a all about content either, and as honest community. There will drawn to your nearest retro shop in
great example). So while making anyone who’s used any 32-bit always be those who would never a pixel-eyed trance.
the original NES Ninja Gaiden emulation or higher will tell you, a consider buying a game that wasn’t Ultimately, we can’t condone the
games available with the new Xbox good PC can do wonders for the current but most people we’ve use of unofficial emulators to play
title is a nice gesture, perhaps blurry textures and clarity of the encountered will genuinely fork out illegal software. But when the guy
making them freely available (even N64 and keep PSone games feeling cash for a game they can play freely next to you on the bus is playing
in time-restricted or shortened surprisingly fresh. Sprite-based if the game is good enough. And Pac-man on his phone, you know
forms) would open up the series to systems also often offer all manner most gamers will buy a proper copy something huge is going on and
a new audience – and that’s one of of blitter filters that smooth the of a title simply because there’s the only thing that could stop it
the great things about emulation. video output, making even the something to be said for actually would be something even bigger…
Games that were only ever blockiest games absolutely silky.
released in Japan, or were simply
hard to get hold of, are now
available to UK gamers. People can
Where Now?
discover classic series and then buy Over the last few years, there’s been
the full games on eBay or from a noticeable shift in the direction of
second-hand stores. Trouble is, the emulation scene. With
once you obtain one game ROM it computer emulators now running
takes a strong will not to slip onto everything from the 16-bit era and
the downward spiral, or in this case before all but perfectly (and even a
the download spiral. With small file lot of later systems), the attention of
sizes and high-speed connections, programmers is being drawn
you can easily amass a 500-game towards pastures new. The Xbox
MAME collection in under an hour. seems to be leading the march for
The benefits of emulation for consoles emulating consoles.
gamers are tremendous and Running arcade and Neo Geo titles
plentiful, often allowing features as recent as Metal Slug 5 and SNK ▼
Not every title can be successfully
and ideas that could never have Vs Capcom Chaos, emulators like emulated – complicated system
been implemented in the original Final Burn are making Microsoft’s procedures can often wreak havoc.
games and consoles. One of the machine the serial emulator’s
biggest of these makes online play console of choice, and compatibility
between emulators a possibility, with all available programs is
and while the Xbox is still waiting nothing short of remarkable. Hell,

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A little bit of colour goes a long way… Zelda: Link’s Awakening DX – Game Boy Color [Nintendo] 1998
180-1_Retro book 11/5/04 10:01 AM Page 1

Retro

FINAL FIGHT (Arcade) Capcom, 1989 – Original Arcade Flyer

180 | Retro | FINAL FIGHT


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POCKET
POWER
Handheld electron
ic games have alw
ays
rival
gamers, but the ar
been popular with
e Boy changed
of Nintendo’s Gam nsole
was a dedicated co
everything. Here a host
ely portable, had
that was complet ,
d, most importantly
of great games an
your back pocket.
could easily fit in s
in 1989 Nintendo’
Since it launched e
has dominated th
Game Boy brand signs
and this shows no
handheld market ing
gh Sony ’s forthcom
of changing (althou
y in this matter).
PSP may have a sa e
Boy’s monochrom
Despite the Game titles
e visuals, classic
display and simpl e
Mario Land and th
like Tetris, Super s
sful Pokémon serie
ridiculously succes
o beat off all
have seen Nintend
competitors. The
Atari Lynx, Sega
h e l d s
Game Gear, PC En
Geo Pocket Colour
gine GT and Neo-
were all superior
Hand
d
s of aesthetics an
machines in term
couldn’t compete
power, but simply .
in te nd o’ s al l-c on quering champion
with N t to
credibly importan
Battery life was in d
er on the move an
the handheld gam for
th e G am e Bo y would keep going
while ors
days, its competit
what seemed like urs.
ly last for a few ho
would normally on r
running these othe
Needless to say,
ne s w as n’ t ch ea p and with many of
machi e
larger than the Gam
them being much
also a problem.
Boy, portability was e,
Boy reigns suprem
Though the Game
an enough worthy
there are more th s to
following machine
games on all the so
e th em w or th a look, especially as
mak )
Engine GT excluded
many of them (PC
y now.
are so cheap to bu
HANDHELDS INTRO | Retro | 181
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ssic
Clachine
Ma Specifications
CPU: Z-80 8-bit Custom CPU
CPU SPEED: 4.19MHz
MEMORY: 64Kbit
RESOLUTION: 160x144
COLOUR PALETTE: 4
(Greyscale)
MAXIMUM NUMBER
OF SCREENS: 4
MAXIMUM NUMBER
OF SPRITES: 40
SOUND CHANNELS: 4
DIMENSIONS: 148x49x32mm
SCREEN SIZE: 2.5 inches
POWER INPUT: 6V/4 AA
Batteries

ENVIRONMENTALLY
FRIENDLY BOXES
As with NES and SNES games, Game Boy software
came packaged in cardboard boxes. Though small POCKET GAMES
enough to save a few trees, the boxes were roughly Game Boy games came on
12x12cm, making them stand out just as much as little grey cartridges that
all the other games on the shelves. were a piffling 5x5cm.

BY TODAY’S STANDARDS, THE ORIGINAL GAME BOY IS


MORE A BREEZEBLOCK THAN A PORTABLE SYSTEM.
BUT THAT DIDN’T STOP IT FROM APPEALING TO MORE
THAN 50 MILLION GAMERS AROUND THE WORLD

predicted that the company could upgrade to colour was purely down

W
ith strong NES sales
around the world, and shift a massive 25 million units to battery life; four AA batteries
the Game & Watch within three years if the marketing would give a generous eight to ten
range as popular as ever, the latter was right. hours of gameplay, compared to
part of the Eighties saw Nintendo’s Technological limitations at the around two if the machine had run
Gunpei Yokoi and his R&D team time meant that the unit’s visual in colour. Not only that, but the unit
putting together a machine that display was monochrome and only itself would have been more
would combine the best of both capable of displaying four shades of expensive too.
worlds. By 1987 a prototype of this grey, though through clever use of Less than two years after Yokoi-
revolutionary new handheld pointillism and cross-hatching it san’s prototype unit was produced,
system was up and running, much was possible for games appear far the finished product, now called
to the delight of Nintendo of Japan more detailed than they actually Game Boy, was being mass
president Hiroshi Yamauchi who were. Nintendo’s decision not to produced and many games were in

182 | Retro | GAME BOY


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TOP LOADER
Game Boy game cartridges slotted neatly
into the top of the machine. Easy, really.
LET THERE BE LIGHT
Although the levels of contrast offered by
the Game Boy’s monochrome display were
minimal, the problem was made worse by
the amount of light required for viewing.
Unless you were playing in direct sunlight
or had access to a bright artificial light,
Game Boy games could be unplayable at
times. Thankfully, Nintendo (as well as a
number of other companies) got around the
problem by releasing clip-on lights, some of
which included magnifiers to make the
screen brighter, bigger and clearer. Later,
Nintendo also introduced a backlit version A bit cumbersome, but
of the Game Boy Pocket, though it was perhaps worth it for the sake
never released outside Japan. of your eyesight.

SIZE MATTERS
Scaled down by a third, Nintendo’s
Game Boy Pocket was introduced in
1996 and offered more than ten hours’
of gaming from just two AAA
batteries. The screen, though still
monochrome and the same size as the
standard model, was improved,
offering better contrast and definition.
Tragically, Gunpei Yokoi didn’t live to
see the machine’s continued success
as he was killed in a traffic accident
shortly after the GB Pocket’s launch.

NES CONTROLS
Considering the NES was Nintendo’s home
console when the Game Boy was released, it’s
not surprising the machines have similar controls.

NINTENDO’S EYETOY
uring a particularly quiet A portable printer was also
D period for the Game Boy,
Nintendo released the quirky
available, allowing Game Boy
photographers to produce
Game Boy Camera. This innovative stickers of their (rather blurry) “WHY I LOVE MY
little device clipped into the creations. The Game Boy Camera, GAME BOY”
cartridge port and allowed gamers combined with the introduction
to take low-res photos that could
be manipulated on the
of Pokémon, helped to resurrect
public interest in the system. I n cars, on buses, in school libraries,
on family holidays… anywhere
where tedium threatened, the Game
monochrome screen. Interest which is still going…
Boy was a lifeline. It offered all the
excitement of a ‘proper’ console
development. Over the next few Thanks to the simplicity of this world- without having to hog the TV, and
years, some of Nintendo’s biggest famous game, consumers there’s still something appealing about
franchises would make their way to everywhere were attracted to the the machine’s design – reassuringly
the format, including Mario and versatile handheld. Amazingly, sales chunky yet still stylish enough to make
Zelda, but the game that made all the were even higher than Yamauchi- you want to pick one up. You can stick
difference was Tetris, a simple puzzle san’s initial predictions, with a your fancy GBA SP…
game invented by Russian massive 32 million units shifted Charlotte Martyn
mathematician Alexey Pajitnov. within the first three years.

GAME BOY | Retro | 183


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Retro

Clachine
ssic
Ma

BATTERY

184 | Retro | GAME BOY


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R T
TA
S
C T
E L
S E

GAME BOY | Retro | 185


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Retro

S IX OF THE
B EST
Just like the PSone, there were shedloads of awful games on the
Super
Mario Land
Publisher: Nintendo
Year: 1989

A s one of the first Game Boy


games released, Super
Mario Land’s visuals have dated
considerably; the sprites are
Game Boy. Then again, there were also plenty of great titles miniscule and there’s very little
detail in the backgrounds. That
said, this 15-year-old title is far

Zelda: Link’s Awakening more faithful to the Mario series


than the likes of Luigi’s Mansion
and Super Mario Sunshine,
Publisher: Nintendo Year: 1993 produced a superb version of Zelda
despite lacking the precise
s the Game Boy matured, entitled Link’s Awakening. Set on
A Nintendo developed new
development tools, making longer
Koholint Island, the game sees Link
trying to get back to Hyrule before
gameplay of many of its console
counterparts. Super Mario
Land 2: 6 Golden Coins, released
titles (such as RPGs) more feasible on being shipwrecked and caught up in
three years later, was beefed up
the hardware. In 1993, after a few the mysterious occurrences on the
considerably, and as a result was
years of research, the company island. One of the best in the series.
far more impressive visually.

Super Mario 3: Wario Land


Publisher: Nintendo Year: 1994 plumber himself, but also had a dash
aving introduced Wario as the bad that could take out enemies and smash
H guy in Mario Land 2, Nintendo
tried something new with the third
through walls. With some of the
cleverest puzzles seen in a game of this
game in the series. Rather than playing type, Wario Land has become a series
as Mario, you were Wario, who in its own right, complementing the
controlled similarly to the Italian more action-based Mario Land games.

Metroid II: Return Of Samus Pokémon


Publisher: Nintendo Year: 1992 the lack of colours meant that many
Red/Blue
eleased in 1992, this really is backgrounds were simply blacked out. Publisher: Nintendo
R starting to show its age, though at But this doesn’t affect the gameplay, Year: 1996
here’s no denying that the
the time it was rather good. As the
second instalment in the Metroid
and although newer titles – such as
Super Metroid and Metroid Fusion – T Pokémon craze has
snowballed in recent years. In
series, the game does a good job of have eclipsed Return Of Samus, it’s
mimicking the NES original, though still worth playing if you’re a fan. fact, for Nintendo it’s pretty much
single-handedly kept the
company afloat in a market
dominated by Sony. It’s not very

Donkey Kong Land hard to see why – the games are


actually very playable, not to
mention addictive. Just in case
Publisher: Nintendo Year: 1995 Super Nintendo game, Rare was able
you haven’t had the opportunity
ollowing Rare’s beautiful Donkey to mimic the original title pretty well,
F Kong Country on the SNES, the
company developed a version for the
despite only having four shades of
grey to work with. Thankfully, the
to sample them, the premise is
simply to capture a selection of
Pokémon (Pocket Monsters) from
Game Boy. Using the Advanced gameplay is decent, even by today’s
their natural habitats, train them
Computer Graphics Modelling system standards, and the game comes on a
up, and battle them against other
that had been used to create the banana-coloured cartridge.
characters or human players via
system link. The ads were true –
you have got to catch ’em all…

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FIGHT THE
POWER
Despite now having legal
grounds to close emulators, it
remains to be seen whether
Nintendo will try to shut down
existing GBA emulators, which
now number almost double
figures. A loophole within the
patent itself refers to emulators
that can tailor the way they
work depending on the ROM
image used, something that
applies more to the likes of the
THE GAME BOY HAS PROVED AN UNFORTUNATE TARGET FOR N64 emulator UltraHLE and
excludes current GBA
SOFTWARE EMULATORS TRYING TO COPY ITS GAMES, BUT emulators. But while the
NINTENDO HAS FOUND A WAY TO STRIKE BACK… wording may be slightly off, it’s
best to see this as a blanket

H
owever you look at it, warning from Nintendo.
Nintendo’s anti-piracy
▼ Nintendo’s new patent will mean the end
policy is far from discreet.
of GBA games on anything but the GBA.
The Japanese giant has already had
a huge number of websites shut
down for hosting illegal material,
and even when it comes to
borderline issues like importing, the
firm has shown that it’s not to be
trifled with.
Nintendo’s latest move to crack going to court, the might of Nintendo
down on emulation is strangely is likely to prevail. Not only will it be
ingenious – it has patented the idea able to argue copyright infringement,
of Game Boy Advance emulation. but also a patent violation for the act
This means that any future GBA of emulation.
emulators on any platform will be The patent is certainly a smart
infringing copyright and therefore move by Nintendo, but could it be
illegal. As well as being a deterrent deemed an abuse of the US Patent
to PC users and coders, it will be the fledgling Tapwave Zodiac. “Unfortunately, we have no choice system, a service put in place to
particularly useful in preventing Canadian developer Crimson Fire but to hold off on the Firestorm protect new intellectual properties
emulators appearing on mobile was sent a ‘cease and desist’ warning release until we can consult a lawyer, and promote originality? With the
phones and PDAs, and even future on the day the emulator was due to and if we choose not to go ahead patent now in force this worry is
consoles like the PSP. be shipped. Kyle Poole, head of the because of the big N, then we will of irrelevant, but it will be interesting to
project, had to spread the bad news course refund everyone’s money,” see where the patent takes the grey
THE POWER OF via the Crimson Fire forum. he wrote. If this matter does end up area of emulation.
THE PATENT ▼ The emulators created before
the patent was granted should be unaffected by it, but future emulat
ions may well land their creators in court.
The patent (number 6,672,963, fact
fans) was actually filed four years ago
by Patrick J. Link on behalf on
Nintendo, but was only granted in
January 2004. “This invention relates
to systems, methods, techniques,
data structures, and other features
for running software applications
including but not limited to
videogames on platforms different
from the ones the software is
intended or designed to run on,”
states the official US Patent Office
record of Nintendo’s ‘invention’,
seemingly opening the floodgates
for all manner of lawsuits against
any program that it believes to be
an infringement.
The first such project to be hit was
Firestorm gbaZ, a GBA emulator for

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Rsic
e tro
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ach
M
SPECIFICATIONS
CPU: Toshiba TLCS900H (16-bit)
CPU Speed: 6.144 MHz
MEMORY: ROM: 64Kb boot ROM
RAM: 128 Kbytes
RESOLUTION: 160 x 152
COLOUR PALETTE: 4,096
MAX COLOURS: 146
MAX NUMBER OF SPRITES:
64 per frame
MAX COLOURS PER SPRITE: 4
SOUND: PROCESSOR:
Z80 (3.072 MHz)
FUNCTIONS: PSG
six-tone simultaneous
stereo output
POWER SUPPLY: 2 x AA batteries
or AC adaptor
OTHER FUNCTIONS: World clock,
calendar, horoscope and alarm
(requires lithium battery)
COMMUNICATIONS: SIO 1
Channel 19200 bps, five-pin
serial port

WITH SNK’S STYLE LOOKING OUT OF DATE, THE


COMPANY SHOULD HAVE INVESTED IN STAFF
TRAINING. INSTEAD IT POURED ITS REMAINING
FUNDS INTO A HANDHELD CONSOLE TO GO HEAD- Move) were simplified but Pocket Adventure, which was
TO-HEAD WITH NINTENDO’S GAME BOY… remained in their original style. Sonic’s first 2D outing in four
There were original titles too, such years and worked well on the
its huge back catalogue, but for as SNK Vs. Capcom: Match Of The portable system. But the NGPC

S
omehow, SNK obviously
thought it had a chance SNK’s loyal fans it was a dream Millennium which featured a needed more games and, aside
against Nintendo’s Game come true. massive 26 fighters and some from a handful of Japanese card
Boy when it released the Neo-Geo The Neo-Geo Pocket Color classic gameplay. battlers, new titles just didn’t arrive
Pocket Color. The company had (NGPC) had a clear display, and its Of course, the selection of one- fast enough.
entered the handheld market a powerful graphics chips and 16-bit on-one beat-’em-ups and puzzle The situation for the handheld
few months previously with the central processor meant Neo-Geo games was never going to appeal was worse in America where the
monochrome Neo-Geo Pocket, titles could be ported across to everyone. Although SNK was software catalogue wasn’t
but Nintendo was already without losing too much desperately trying to expand by bolstered by these card battlers or
promoting its Game Boy Color. gameplay. Games such as encouraging third-party fruit-machine simulators.
Unperturbed by the competition, Samurai Spirits (Samurai developers to create games for But even in Japan it didn’t take
however, SNK went back to the Shodown) and Fatal Fury, for the system, few were interested long for the novelty to wear off.
drawing board and re-launched its example, were redrawn with due to the relatively small user After seven months on sale the
portable console with a colour super-deformed characters to base. Even so, Sega (which was NGPC’s price was cut from ¥8,000
screen on 18 March 1999. make them stand out on the small still trying to promote the (£45) to just ¥6,800 (£35). In the
It couldn’t really compete screen, while the likes of Metal Dreamcast) collaborated with SNK UK, shops were left with hundreds
effectively with the Game Boy and Slug and Puzzle Bobble (Bust-A- to produce Sonic The Hedgehog: of unsold systems (despite the low

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“WHY I LOVE
MY NEO-GEO
POCKET COLOR”
Although I’ve always loved Tetris and
Mario Land, I never really enjoyed
playing on the monochrome Game Boy;
the screen was too dull and there were
far too many awful games to wade
through. The Neo-Geo Pocket Color, on
the other hand, offered everything I was
looking for from a handheld console – a
colour screen, conversions of SNK’s
brilliant fighting games, and more than
20 hours of gameplay from just two
paltry AA batteries.
Keith Edwards

£59.99 price) and most were


returned to warehouses within
weeks of the launch.
This poor reception was bad A DREAM COME TRUE
news for the already struggling lthough they were made by different manufacturers it was
SNK, and three years after the
launch of the NGPC the company
A possible to link the Neo-Geo Pocket Color and Sega’s
Dreamcast together to unlock bonus features. With The King Of
declared itself bankrupt. Perhaps Fighters R2, for example, players could build up their character’s
because of its short-lived shelf life stats on the portable game, then upload them to the Dreamcast
the classy handheld has amassed and continue playing on The King Of Fighters ’99. Predictably,
something of a cult following, with there were only a few Japanese gamers who owned both
certain titles (most notably Faselei) systems and took advantage of the function, so neither company
becoming highly collectable. really benefited from the system.

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S IX OF THE
B EST
As SNK was struggling to stay in business, the Neo-Geo Pocket Color
Sonic
Pocket
Adventure
Publisher: SNK
Year: 1999

S onic The Hedgehog: Pocket


failed to reach its full potential. That said, though, there were more than enough Adventure arrived on SNK’s
mini machine prior to Sega
decent first-party games available to warrant a purchase officially going multiformat
thanks to a deal between the

Samurai Spirits 2 two companies. It was the first


2D Sonic game to launch since
Chaotix on the 32X four years
Publisher: SNK Year: 1999 the small screen. While the conversion previously, and while it didn’t
ike so many of SNK’s Neo-Geo didn’t include all the fighters from the offer anything new or unique, it
L Pocket games, Samurai Sprits 2
(which was merely a colour version of
Neo-Geo arcade and AES versions,
those that were in the game boasted a
was certainly a competent little
title. In terms of style, the game
the monochrome game released surprisingly large catalogue of special was more like Sonic 2 than any
earlier) featured super-deformed moves that worked well with just two of the other games in the series,
characters that were easy to see on buttons and a control stick. and still stands up well against
the GBA and N-Gage versions.

SVC: Match Of The Bust-A-


Millennium a massive line-up of 26 characters, the
Move
Publisher: SNK Year: 1999 game included almost all the favourites

A lthough Street Fighter Alpha 3 for


GBA has since upped the ante as far
complete with nearly all their moves. You
could even link it up to Capcom Vs SNK Pocket
as portable beat-’em-ups go, SNK Vs. on the Dreamcast to unlock additional Publisher: SNK
Capcom: Match Of The Millennium was at materials, though the leads to do so were Year: 1999
the top of its genre back in 1999. Featuring only available in Japan. lthough Bust-A-Move has
A appeared on just about
every format known to man, the

Metal Slug: 1st Mission Neo-Geo Pocket version arrived


before the GBA was available,
and as such was the best
Publisher: SNK Year: 1999 theme, the original arcade game portable Bust-A-Move at that
long with King Of Fighters, Samurai featured semi-cutesy characters, time. The screen was just big
A Shodown and Fatal Fury, Metal
Slug is one of SNK’s most popular
stunning animation and huge
explosions. Much of the peripheral
enough to do the game justice,
though the pastel-shaded display
series – and one that converted detail was cut out of the pocket version, meant that certain colours –
surprisingly well to the Neo-Geo Pocket though the overall look and gameplay most notably pink and orange –
Color. Despite its gory visuals and war were the same. were difficult to distinguish.
Thankfully, that wasn’t enough
to stop this fine puzzle game
from working well on the format.
Pocket Tennis Color
Publisher: SNK Year: 1999 four additional characters, each with
s simple as it looked, Pocket Tennis their own abilities. What’s more, seeing
A Color was extremely easy to pick
up and play, and it lasted for hours. Two
as the Neo-Geo Pocket Color had a
built-in clock, the game cleverly
game modes were available – awarded you with cups resembling
Exhibition and Tournamen –, with the different star signs depending on what
latter giving you the opportunity to earn time of the year you were playing.

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TOKI (Various Home Systems) Ocean, 1991 – UK Advertisement

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Sure, Sega’s Game Gear was
technically impressive, but if you
wanted to a gaming marathon
you needed to look elsewhere

SPECIFICATIONS
CPU: 8-bit Z80 processor
CPU SPEED: 3.58 MHz
MEMORY: 8K RAM, 16K
Video RAM
RESOLUTION: 160x146
MAXIMUM NUMBER
OF SPRITES: 64
COLOURS: 32 on-screen from
a palette of 4096
SOUND: 4-channel stereo
STORAGE: Cartridge
INPUT/OUTPUT: Gear-to-Gear
cable port, headphone jack

GO WHERE
YOU WANNA
Of all the handheld consoles ever
created, the Game Gear’s D-pad was
perhaps the best. As well as being
responsive and accurate, it also
featured raised plastic wedges
between the four directions, making
rolling motions more comfortable.

games, so surely a splash of colour same time. However, despite the

B
ack in 1991, with Nintendo’s portable system in the first place.
Game Boy already proving from Sega would be more than machine’s great aesthetics and Despite its shortcomings, though,
that a handheld system enough to attract a good colour screen, Sega had overlooked the Game Gear actually boasted an
with interchangeable games percentage of gamers. Initially one vitally important element – the extremely solid catalogue of games
could be highly successful, Sega going on sale in America at $159.99 battery life. – more than 240 in fact.
released its own portable console, (£95), the system quickly built up a Powered by no less than six AA Among the line-up were classics
the Game Gear. The Mega Drive healthy following. batteries, the Game Gear such as Sonic The Hedgehog and
was performing well at retail, Far more stylish than the disappointed some owners by Shinobi, as well as Game Gear
and with the company’s solid Game Boy, the system came in a offering just three hours’ worth of exclusives like Ax Battler, which
understanding of graphics sleek black finish and was quite entertainment before running out took the Golden Axe theme and
technology, Sega was fairly certain clearly designed to look cool. In of juice, making the machine turned it into an RPG.
that it could manufacture a piece fact, the ‘grown-up’ appearance of incredibly expensive to run. There was also a converter
of hardware that was more the hardware played a big part in A power supply unit was known as the Master Gear which
advanced than Nintendo’s. the marketing – Sega claimed available for a small sum, of course, enabled Game Gear owners to play
The Game Boy’s dated the Game Gear would ‘Separate but being permanently plugged Master System games on their
monochrome display severely the men from the boys’, obviously into a socket completely portable consoles. And, of course,
limited the visual quality of its having a pop at Nintendo at the undermined the point of it being a there was the TV adaptor…

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ssic
Clachine
Ma GG TV
Aside from being a (semi) portable
games console, the Game Gear
also doubled as a handheld
television, provided you were lucky
enough to own a TV Tuner. These
pricey little add-ons fitted straight
into the cartridge slot and featured
an extendable antenna and
analogue tuner capable of
receiving all terrestrial television
channels. Although slightly bulky,
the GG TV tuner is still extremely
sought-after, and regularly sells for It looks like a clock radio (without the clock)
as much as £50. but the TV Tuner is still a popular piece of kit.

TWO BUTTONS “WHY I LOVE MY


Two buttons were enough GAME GEAR”
for the many Master System side from battery life, Sega’s
games that were ported. A ‘portable’ beauty was a machine
way ahead of its time. A slew of
excellent exclusives joined forces
with the best the Master System
COLOUR SCREEN could offer to ensure that proud
The backlit colour screen Game Gear owners would have just
was attractive, but meant as much to shout about as those
that battery life was short.
carrying the green-screened enemy.
Luke Albigés

GAMING GOODNESS
Over 240 games were released
for the Game Gear, with many
more becoming available if you
bought the Master Gear
Converter. Games tended to
retail for around £30, and many
of Sega’s classic titles were
among the line-up. The
system even had its very own
Mario Kart clones in the form
of the Sonic Drift series.

AROUND THE BACK

It was lucky the Game Gear had a compatible power The game cartridges Although the sound capabilities of the machine
supply unit, as six AA batteries only lasted for a themselves were small and were limited, the output was loud and crisp.
couple of hours. Alternatively, there was also a car stylish, and came in For anyone playing in public, a headphone
adaptor that plugged into the cigarette lighter. protective plastic cases. socket was included on top of the unit.

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S IX OF THE AX BATTLER: A
LEGEND OF
GOLDEN AXE

B EST
Publisher: Sega
Year: 1991
lthough Ax Battler was based
A on the arcade game Golden
Axe, its gameplay was completely moves could be added to your
different. Rather than simply repertoire. Like Zelda II: The
walking from left to right while Adventure Of Link, Ax Battler had
hacking at enemies, this little gem elements of scrolling beat-’em-up
revolved around successfully and platform gaming, though most
reaching new towns where new people referred to it as an RPG.

COLUMNS
The Game Gear may have been a little too big Publisher: Sega
Year: 1991
for your pocket, but many gamers put up with its intendo had Tetris, so Sega
size to play some of these well-known titles… N needed a pocket puzzle game
of its own. And what better way to
show off its spangly new handheld
SONIC THE STREETS OF system than by releasing
HEDGEHOG RAGE something similar to the Nintendo certainly gave it a good run for its
game, but with a splash of colour money. Unfortunately, Sega’s
Publisher: Sega Publisher: Sega
and a little more flair. Of course, puzzle effort also featured some
Year: 1991 Year: 1992
Columns’ colour-matching highly irritating music and was, as
ased on the Mega Drive
A lthough it was perfectly
playable, Sonic The
Hedgehog for the Game Gear
B game, Streets Of Rage on the
Game Gear was something of a
gameplay would never surpass
Tetris’ sheer playability, though it
it is now, constantly in the shadow
of Nintendo’s block dropper.
lacked some of the refinement of butchered affair. Adam Hunter
its Mega Drive older brother. (the third playable character in the
Backgrounds were flatter, Sonic original version) had been THE GG SHINOBI
himself was a little less detailed, removed from the game, leaving Publisher: Sega
and everything was cut down for just Axel Stone and Blaze Fielding Year: 1991
the handheld system. Almost to take on the criminal scum that ith all those classic arcade
identical to the Master System
version, it was only when the two
patrolled the streets of Capital
City. Despite the obvious
W games ripe for translation, it
wasn’t too surprising that Shinobi
were side by side that you omissions, though, the pocket was released for the Game Gear.
discovered that all the sprites had game managed to capture the Interestingly, many gamers actually
been enlarged for the pocket spirit of the original perfectly and considered it to be one of the the gameplay a little, the five
translation to make things easier even featured Yuzo Koshiro’s better conversions; although different locations (which had
to see on the small screen. music score. visually it wasn’t a patch on the been designed specifically for
original, the gameplay translated the handheld) could be
exceptionally well to the small approached in different orders to
screen. Furthermore, to shake up gain secret power-ups.

CRYSTAL
WARRIORS
Publisher: Sega
Year: 1991
ack in 1991, handheld RPGs
B were few and far between. Due
to a lack of memory on the tiny
cartridges, and because battery
back-up was still relatively new, traditional Wind, Water, Earth and
the genre simply didn’t translate Fire elements. Similar to Final
that well to portable systems. Even Fantasy Tactics, the action was
so, Crystal Warriors was a based around a chessboard-like
surprisingly solid attempt, which grid, though here it was viewed
featured turn-based battles and from a top-down perspective.

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DONKEY KONG 3 (Arcade) Nintendo, 1983 – Original Arcade Flyer

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THEY SAY TWO HEADS ARE BETTER THAN ONE, AND WHEN JON
RITMAN AND BERNIE DRUMMOND WORKED TOGETHER ON
GAMES LIKE HEAD OVER HEELS AND MATCH DAY II, GAMERS
WERE TREATED TO SOMETHING SPECIAL. WE CAUGHT UP WITH
JON AND BERNIE TO FIND THE SECRET OF THEIR SUCCESS

The likes of Cosmic Debris (an Asteroids

I
n 1981 Jon Ritman decided to buy himself a
ZX81 and learn to program. After a week of clone) and Bear Bovver (a very well-received Ritman (top) and
Drummond (above
extremely late nights and plentiful cups of platformer) soon followed and Ritman quit the a developing dre )–
am team.
coffee, Ritman thought he was ready for a day job to program full time. Bear Bovver also
new challenge and bought himself a RAMpack marked Ritman’s departure from Artic and
and a book on machine code. Six months before long he would be competing against it Ritman and his team working on the much-
later, he completed his first game – Namtir with the release of Match Day. hyped QAD (Quintessential Art Of Destruction).
Raiders was sold in two days and published by Bat Man was Ritman’s next release and When QAD eventually appeared, it was a
Artic Computing Limited. It was a clone of found him pairing up with Bernie Drummond competent but lacklustre title that did little to
Space Invaders with the option to move your after hearing that Drummond was good at convince the industry that Cranberry Source
base up and down as well as left and right. It drawing. A partnership was quickly formed, would be a development team worth
was simple but effective. with the duo going on to make the likes of the watching. Argonaut eventually bought
“I had seen an arcade game in a pub,” superb Head Over Heels, Match Day II and the Cranberry Source’s key assets in 1998.
reveals Ritman. “I simply tried to copy the isometric adventure Monster Max for Rare. We caught up with two of the finest minds
rough memory I had of the early levels – I could Despite enjoying success in the Eighties, in 8-bit gaming to ask about Rare, designing
only do the early levels though, because I had things later took a turn for the worse. characters and to find out what happened to
never been good enough to get any further.” Cranberry Source was formed in 1995 and saw the fabled Match Day arcade machine…

MATCH DAY hen Match Day first appeared on the


W Spectrum it was heralded as the
greatest football game of its generation (it
was basically the retro equivalent of
Konami’s Pro Evolution Soccer). There was a
plethora of options that gave you the ability
to change your playing times, choose from
three skill levels and even change the game’s
borders. Match Day’s real clincher, though,
was that it was simply amazing to play;
players reacted incredibly well to each other,

Match Day’s vast (for its time) range of options gave the game
much more depth than its rivals.
the side-on view meant it was always easy to
see what was going on and corners, goal idea with Ocean’s David Ward while
kicks and centres came with three different watching a new soccer release by Artic. “I
kicking strengths. made a wild claim that my football game
Match Day initially came about thanks to would be a thousand times better than
the C64’s International Soccer (the industry Artic’s,” he recalls. “As I was in the last few
felt that the Spectrum needed a really good weeks of finishing, he [Ward] rang me and
football game of its own). Ritman started asked me If I’d ever made ‘that football
designing the characters – which were game’. I told him that it was nearly finished
basically a human variation of the Bear from and on the spot he offered me more money
Bear Bovver – and eventually discussed his than I’d ever heard of.”

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loper
Devekback BAT MAN
loo A fter being astounded by Rare’s Knight
Lore, Ritman was determined to write
his own isometric adventure – Bat Man was
the finished product and was a smash hit.
When did you first get into programming? The basic plot of Bat Man saw Robin being
Jon: 1981. I was a TV engineer and thought captured. Unfortunately, the Boy Wonder
my company (Radio Rentals) would need a had been working on the Batmobile at the
computer engineer as they were thinking of time and Batman had to track down the
renting Atari 800s. seven missing pieces of the car before he
could spring into action.
How did your partnership with each other Although his powers were initially limited,
come about? there were several devices Batman could
Jon: Bernie was a friend of a friend and I find that afforded him new powers, be it
knew he drew cartoons, so one day as I was Batboots for jumping, or the Batbag that
starting my first isometric adventure, which allowed him to pick up and put down
went on to become Bat Man, I asked him objects. Batpills also made a frequent
over to give it a try. appearance and would fall from the roof of
Bernie: I met Jon through mutual the Batcave – the pills offered you random
friends and at the time I was playing abilities ranging from super jumps to pill that would take away any current ability,
drums in a group that just happened to be invulnerability. There was also a neutralising and seeing that all the pills looked the same
friends with Jon. Because he was always up it made for some very frustrating moments.
late at night we’d constantly be going Bat Man’s visuals were very impressive
around his house at around 11.30 with a and marked Ritman’s first collaboration with
new demo tape asking “Hi, Jon, what Bernie Drummond. “He went from crazy
do you think of this?” Poor Jon had to doodler to craftsman instantly,” says Ritman
put up with a lot of shoddy practice tapes of Drummond’s first experience of creating
before we eventually got talking properly. visuals after an initially slow start. “He
sculpted a matching eye and then an entire
What was it like working with each other character – it was without doubt one of the
and do you still regularly keep in touch? best bits of game art I had ever seen.”
Jon: Bernie is the maddest, most random,
most un-technical artist you could ever
meet. He is also the most creative. Yeah, we What’s the best 3D isometric game ever Where did the idea for Head Over Heels
do try and stay in contact but see each made and why? come from?
other far too rarely. Jon: Monster Max. It would be odd if I Bernie: The symbiotic nature of the
Bernie: It was very, very easy working with didn’t think my games were the best – if characters where they used each other was
Jon, he’s got the biblical patience of Job and I’d thought I couldn’t do a better job of it entirely Jon’s idea – he had read or watched
was a very good teacher. We eventually than any others out there I simply wouldn’t something about it and the idea simply
grew apart but are now back in touch with have bothered. Max is the most recent of intrigued him.
each other. my isometric games and of course was built
on my collected knowledge of the first two And was there any truth in the rumour that
What was your ethos for creating – it had bigger and far more complex it was earmarked for the N64?
games, and was there anybody you wanted locations and over twice as many as Head Jon: None at all.
to emulate? Over Heels.
Jon: Not emulate as such but there is In its day, Match Day was deemed the god
little doubt that my biggest inspirations How did you go about designing of football games. Have you had a chance to
were the Stamper brothers [Chris, Tim and your characters? play its present day equivalent, Pro
Stephen Stamper who formed Ultimate and Bernie: They’re composites – they’re a bit Evolution Soccer?
then Rare]. of a smile from somewhere and a bit of an Jon: Not yet.
eye from somewhere else. They developed
How does it feel creating some of the most a cartoony style and if anyone was ever Were the old days of gaming better?
loved 8-bit games ever made? critical of us it was because of that. We Jon: It was much nicer to work in tiny
Jon: Damn good – it’s great that many decided to make our characters extra teams, the output per person was
years after I made my 8-bit games they chunky so that you could always see if they much higher and you could take much
still create enough interest that I still would be touching something dangerous – bigger chances.
get at least one mail a week either asking rather than make Batman realistic, we
me about them or just writing to thank based him on Felix the Cat so that his head And who were your 8- and 16-bit heroes?
me for the amount of fun they generated. was as wide as his shoulders which were Jon: The Stamper brothers were always
When you consider that we are talking as wide as his legs, so that effectively he ahead of the pack, changing the face of
about 15-odd years ago I find it just amazing took up an oblong shape and you collided the industry – I’m sure I’m not the only
that anyone even remembers what they with an object properly. Otherwise my one who can remember the first time
were playing, let alone feels strongly inspirations were Disney, Salvador Dali and they saw Knight Lore (and the way their
enough to write to me. Charlie Brown. jaw hit the floor). And to think they had

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Retro


Bear Bovver saw you helping Ted the bear collect batteries to power his car, while avoiding those pesky Bovver Bears. Addictive stuff.

finished it a year earlier and had held it Jon: The main problems at Cranberry
back in case it damaged sales of their Source were the changes in the market
2D games! and the pressure it put on the company
company.
Which of your games is your favourite?
How easy was it setting up Cranberry How did working for Rare come about? Jon: To play, Super Match Soccer – bloody
Source? Did they approach you first or did you go good soccer game that relies on the skill of
Jon: Far too easy. If it had been harder I to them? the players and not on computer aid – it
would have made a better job of it. Bernie: When Rare first advertised for makes a two-player game very
work we heard a rumour that they challenging. Otherwise, Monster Max – it
And how did you come up with the name? were Ultimate. So Jon phoned them took the isometric game one stage further.
Jon: A random comment when I said hoping that if they were Ultimate they Bernie: Head Over Heels was like making
we needed something crazy like would understand who we were. He a dress out of silk – it didn’t matter if the
Cranberry Sauce. My business partner, phoned them up and said: “I hear you’re dress was rubbish as you were using that
John Cook, thought of the re-spelling and looking for programmers.” The reply silk. We’d already had a dry run with Bat
the name stuck. was: “Ah, Jon Ritman, you’re the first Man and soon had everybody trying to
name on our list.” They encouraged reproduce it (we later learned that
What were your intentions behind us to come down and do what we liked – Ultimate was really impressed with it), so
Cranberry Source and do you think that they gave us freedom, time and plenty of Bat Man felt like luxury. The experience
QAD harmed the company’s success? space to create something. was like having already won the FA cup

HEAD OVER HEELS


riginally known as the rural-sounding imprisoned worlds. Egyptus, Book World,
O Foot And Mouth, Head Over Heels is
seen by many as Jon and Bernie’s greatest
Safari and Penitentiary were all huge locations
where the intrepid duo searched for each
achievement. “When we started on Head world’s crown. Head Over Heels’ best aspect,
Over Heels we knew we weren’t fighting for a however, was its overall surrealism; rabbits fell
new niche in the market and that we could from the sky to grant extra lives and other
simply concentrate on making it plush,” abilities, doughnuts were used as ammunition,
Bernie recalls. And very plush it was too. It and then you had the odd couple themselves…
was twice the size of Bat Man, had more
refined visuals and had the genius addition of
two characters who not only had their own
abilities (Head could fly, Heels was fast and
could jump), but could also join together to
solve puzzles. “It’s strange how the use of two
characters was hailed as a creative
masterstroke,” says Ritman. “At the time I
just thought of it as a way to give slightly
more complex puzzles.”
Starting in separate prison cells, your first
task was to join Head and Heels together. After
that it was simply a case of escaping the prison ▼
Head Over Heels was a huge success for Ritman and
of planet Blacktooth and going on to save four Drummond, and one of their best-looking titles.

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MATCH DAY II
fter the success of Match Day, it was
A inevitable that there would be a sequel
– Match Day II was the result and improved
on the original in every way. The first thing
you noticed was the game’s improved
visuals. “Bernie made a much better job of
the graphics than I had in the earlier
version,” recalls Ritman. Players were a lot
more compact and had a similar chunky
style to both Bat Man and Head Over Heels
– “but effectively they were like that
because we had watched football games
where the ball would bounce off the edge of The resized visuals allowed for even
a [sprite] box, before it got anywhere near greater realism than before and were
the actual drawing,” explains Drummond. lapped up by an adoring public. Ritman had
also gone back to the core of the game to were programmed by others who didn’t
offer even more of the football experience even talk to me about it – I thought the
that fans of the original craved. Controllable versions were dire,” laments Ritman. The
kicks, an important back-pass feature and sequel received rather better treatment. “I
the ability for two players to team up can remember spending over a day on the
against the computer ensured that Match phone with me single stepping [a
Day’s sequel was a more than worthy debugging term] through the Z80 code
follow-up to its illustrious predecessor. while the 6502 programmer did the same at
One problem with the original Match Day his end with the C64 translation,” says
was the conversions it had received – “the Ritman. As a result, even more gamers got
versions for the BBC, C64 and Amstrad CPC to experience the genius of Match Day II.

rather than struggling to do something What happened to the arcade version of version on display in an arcade in
we’d never achieved before. Match Day you had planned for Rare? America and it was up against a FIFA-like
Jon: We finished the game and put it game where you only had to knock
How do you feel about the videogames out in some test sites where, by chance, the ball into the back of the net. It wasn’t
industry today? another arcade soccer game was being as good but ended up taking more
Jon: Hamstrung by the cost of producing tested – they wiped the floor with us. On money than ours.
each game it dare not take chances and reflection I would say that I made some
has to make nearly every game great home soccer games but the reason Surely a GBA version of Head Over Heels
multiplatform, therefore working to the they worked so well was because of their would be a great idea?
lowest common denominator – look how depth and the length of the learning Jon: Head Over Heels’ copyright is held
the N64 and Cube games are much better curve – there was always another trick to by others and I don’t want to be held
due to the single platform. master. An arcade game needs to be back by them.
Bernie: It must be like getting picked easy to learn and be brilliant at on the
for your club at 17 and playing for very first play otherwise the player will not
Manchester United, whereas when me put another coin in the slot. ▼ Not only would those batteries power your car, but you could
and Jon made games it was like trying Bernie: Rare put out a half-finished drop them onto Bovver Bears and foil their furry plans.
to get into the World Cup when you
were Maori, it was that hard trying to
make a Spectrum look like an arcade
machine. If you can work for a company
now that’s got almost unlimited funds
you could pretty much do anything;
I’m sure that if Jon and myself worked
for the people who made Tomb Raider,
it would be four times as good, but
unfortunately we don’t.

What are you working on at the moment?


Jon: Doing some planning and thinking
about small platforms such as the GBA.
We were working on a cool 3D engine,
but that’s currently on hold and I’m now
looking at texture mapping and lit poly
engines. It’s still in very early stages so
there isn’t a lot more I can tell you.

RITMAN AND DRUMMOND | Retro | 23


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Retro

PC
gine Classic
E n Machine

ensured that the GT would be machine, there were a few flaws.


QUITE POSSIBLY ONE OF THE BEST compatible with practically every The biggest problem was the GT’s
HANDHELD CONSOLES EVER MADE previous (and future) PC Engine
title. Straight away, lucky GT
screen; it wasn’t able to display the
same resolution as the original PC
owners were able to sample the Engine, so text and scores could be

R
etro regulars may already the arrival of the Game Boy and
be aware of our love for Lynx in 1989, NEC was determined delights of Alien Crush, PC Kid, extremely hard to read. The Tri-
NEC’s fantastic PC Engine. not to miss out on the rapidly Son Son II, Atomic Robo Kid, format pixel layout also meant that
Released in 1987, it’s one of the expanding handheld market and Gunhed, Dragon Spirit and many scrolling titles would sometimes
most impressive consoles of its set to work on its own portable more, with the machine feature a strange shimmering
time, with many of its games still marvel – the PC Engine GT. immediately gaining a very strong effect. Still, in some ways the low
enjoyable today. It was also a When it launched in 1990, the following in Japan. resolution actually ended up
technically accomplished beast PC Engine GT had one of the most As with Atari’s Lynx and Sega’s helping certain titles, with games
that was all the more impressive impressive ranges of games for Game Gear, NEC put a full colour like After Burner and Powerdrift
because of its diminutive size. With any new machine. How? NEC had screen and backlight in its looking better than their large-
handheld to really show off its screen counterparts.
games. In fact, the design of the Whichever way you looked at
CARD SHARP GT’s impressive screen was similar it, the GT was leagues ahead of
The PC Engine GT’s to the handheld TVs of the time the competition, so it was
Hu-cards may have and it even had its own cathode unsurprising that it was eventually
been tiny, but ray tube. What really set the launched in America.
contained surprisingly
machine apart from its peers, Unfortunately for NEC, the Turbo
complex games in
though, was the clarity of its dot Express (as it was known in the
their flimsy innards.
matrix screen, and the fact that it US) found itself up against some
hardly ever suffered from the stiff competition, and it wasn’t
motion blur that plagued its rivals. helped by its $299 price tag that
Of all the early colour handhelds immediately put it out of reach of
EYE EYE (including Sega’s impressive
This is one of the Nomad), the PC Engine GT’s
best handheld visuals still stand up well today. SPECIFICATIONS
screens that we’ve Another nifty feature of the GT PROCESSOR: HuC6280
seen – the fact it’s PROCESSOR SPEED: 7.195090 MHz
was its ability to be used as a SOUND: Stereo-capable, six channels
recessed keeps it
portable television, although this RAM: 64kb
safe from knocks, DISPLAY: 2.6-inch backlit panel
but older GTs can only worked in NTSC regions. The
RESOLUTION: 256 x 256 pixels
have dead pixels. TV tuner extension made a bulky MAXIMUM SPRITES: 64
machine even bigger, but once COLOR: 256 on-screen out of 512 palette
again proved just how advanced MEDIA: HuCard – TurboChip
POWER: Six AA batteries (150 mins)
the unit was for its time and it was
SHOOT! soon copied by Sega.
One very handy Of course, the GT was far
feature of the GT from perfect and if you were
was the ability to able to overcome your initial
use auto-fire. This awe at this technically amazing
made shoot-’em-
ups much easier.

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▼ Although it boasted an impressive collection of


shoot-’em-ups, the PC Engine GT had a range
of games. Its compatibility with the PC Engine
ensured a steady stream of titles.
BUYER BEWARE
I f you fancy picking up one of these beauties, be sure to pay great
attention to the unit’s condition. Sadly, time has not been kind to NEC’s
machine and you’ll often find that screens suffer from a few dead pixels.
Fortunately, scratches are normally kept to a minimum – NEC was smart
enough to give the GT a recessed screen – but it never hurts to ask the
seller to have a really close look. Another problem with the majority of GTs
is that they often suffer from extremely quiet sound, although this is
normally fine if using headphones. It always pays to find out as much as
you can about a potential purchase, but in the case of the GT and Turbo
Express, you need to be extra careful.

all but the most hardcore


gamers. Add to this the limited
number of games that had made on eBay. Like many classic
it to the States and the Turbo machines, though, you can
Express found itself adrift. While expect to pay a reasonable
it was possible to buy converters amount for the pleasure of owning
that enabled you to play one, especially if you’re lucky “WHY I LOVE MY PC ENGINE GT”
Japanese imports, they tended to enough to find one that’s mint in Sure, it was hideously expensive, but when you got that massive hunk of plastic in
break easily and, nowadays, can be the box. It might not have been your hands it just felt so right. Even after all these years, it’s still an amazing piece of
very expensive. as flawless as people remember, kit and it’s a great pity that it never performed as well as it could have. Just imagine
what the GT could have achieved if it had the Sega or Nintendo name attached to
Despite its few niggles, both the but in our minds the PC Engine it… It may eat batteries like there’s no tomorrow (and it’s not always easy to make
PC Engine GT and (to a lesser GT still runs a very close second out text) but as far as handhelds of yesteryear are concerned, the GT is king.
extent) Turbo Express have to the Game Boy Advance in the
become highly desirable collectors’ ‘best handheld’ stakes. Not bad for Darran Jones
pieces and you’ll often find them a system that’s over 13 years old.

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PC
E ngine

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I
ssic
II Claachine
M

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Retro

S IX OF THE
B EST
ONE OF THE GREATEST BENEFITS OF THE PC ENGINE GT WAS THAT MANY
OF THE GAMES LOOKED A LOT BETTER ON ITS SMALL SCREEN THAN THEY
OutRun
Developer: NEC Avenue/Sega
Year: 1990
efore the Saturn and
DID ON A STANDARD TV. IF YOU WANT PROOF, CHECK OUT THIS LOT B Dreamcast versions arrived,
this was by far the best
conversion of OutRun. Despite
Power Drift missing a few features from its
arcade parent (namely the water
from Coconut Beach) this was a
Developer: Asmic/Sega greatest racers. The visuals are stunning racer and did the PC
Year: 1990 incredibly sharp and vibrant, and this Engine proud. Once it was shrunk
lay this on a PC Engine and it’s is a thorough conversion of Sega’s fun
P hard to see what all the fuss is
about. See it on the small screen,
(but by no means classic) racer. If
you’re looking for something a bit
down to the GT’s tiny screen, the
game looked even better. The
tiny screen often made it hard to
however, and Power Drift suddenly different, you really can’t go wrong read your score, but this was a
becomes one of the PC Engine’s with Power Drift. small price to pay for being able
to play a faithful conversion of Yu
Suzuki’s classic racer in the palm

Kyukyoku Tiger of your hand.

Developer: Taito Not only is it another superb


Year: 1989 conversion of a classic arcade game,

S hmups are ten a penny on the PC


Engine and while many gamers
it’s also one of the finest Hu-card
blasters available. Although the
R-Type 1+2
would choose Gunhed, Dragon Spirit visuals are fairly basic, the hectic Developer: Hudson Soft/Irem
and Super Star Soldier, Kyukyoku gameplay will really get your Year: 1988
-Type is also a PC Engine
Tiger is well worth tracking down. adrenaline going.
R must-have, but playing it on
the GT is an utterly enjoyable
experience. Considering the size
Devil Crash of the display, there’s no problem
dodging bullets, and the many
Developer: Naxat Soft achieve that all-important number- key elements (like the gigantic
Year: 1990 one placement. Like many fast- mothership) look better than ever.
his is also an essential title for the moving games, Devil Crash suffered Although it’s a pain that you need
T PC Engine, but Devil Crash is just
as good on the smaller GT. Visuals are
from some slight motion blur, but if
you were looking for one of the
to buy two Hu cards to get the full
R-Type experience, this really is a
incredibly crisp and you’ll soon best handheld pinball games, this class blaster. While the Game Boy
become totally absorbed as you try to was the business. had its own impressive version of
R-Type, you need to play this on a
GT for a perfect handheld replica
of the arcade experience.

Jackie Chan Action


Kung Fu fantastic as he fights through some
glorious looking levels that are
Developer: Hudson Soft packed with enemies. There’s a nice
Year: 1991 variety of platforming and fighting to
f you’re a fan of Jackie Chan, or keep fans of both genres happy and
I great platformers, you might want
to check this out. Jackie looks
the difficulty curve is fair. You’d be
lucky to find it for under £30, though.

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Despite the rather dubious plot


hook, we were more than happy to
see one of our favourite consoles get
a well-deserved airing, especially in
such good condition. The plucky
handheld even managed to
What’s a snazzy little PC Engine GT doing in Enemy upstage Sony’s PlayStation (Smith’s ▼
Kudos to Tony Scott for giving NEC’s excellent
son is playing on one when dad handheld such a major role in such an average
Of The State? Upstaging Will Smith and being arrives home from work) and film. Where were the Oscar nominations?

better than a PlayStation, that’s what dominate every scene it was in.
Sadly, after Smith retrieves the GT its excellent condition leads us to
icture the scene: your digital evidence (facing possible death); b) from his son and removes the believe that this may well have
P camcorder has just taken
pictures of the cold-blooded
sell the tape to the highest bidder;
or c) make a copy, hide the disk in
important data stored within it, the
machine doesn’t reappear.
belonged to someone on the crew.
Rumours that it was actually
murder of a congressman and a the back of a totally incompatible PC The biggest mystery, though, is Smith’s and that he was spotted
bunch of government heavies are Engine GT, drop it in one of Will where the console came from in playing King Of Casino while on the
trying to break into your home. Do Smith’s shopping bags, then get run the first place. GTs are just as rare toilet remain just that, rumours.
you a) hand over the discriminating over by a bus? That’s right, it’s ‘c’. in the US as they are over here and Shame, really.

DON’T GO CHANGING
DEVIL CRASH
Western gamers always seem to
get a bad deal, with ‘the man’
always trying to spoil Japanese
games. Like Devil Crash… ▼
Sometimes you have to be thankful for western
sensibilities. Who knows how many young souls
received was a name change and

I
t’s not just violent beat-’em-ups sequel to Naxat Soft’s Alien Crush) Satan could have claimed with this game…
that can undergo cosmetic arrived on the Mega Drive and was the removal of a few symbols. The
changes to make them more a firm favourite with Japanese and Satanic-sounding Devil Crash was
suitable for our sanitised western import gamers alike. But once this replaced by the bland Dragon’s
market – apparently pinball can be gothic-heavy pinball title was ready Fury, while the pentagrams from
problematic. After wowing gamers for its western release, worried the original were turned into
on the PC Engine, Devil Crash (the publishers demanded a few consumer-friendly stars.
changes to the game’s content, just While it’s perhaps
in case parents became outraged understandable why these changes
by the ‘shocking’ tables. were made, we still can’t
For a game that contained as understand why so much of the monks and beautiful maidens who
much of a mystical theme as this game’s original content remained transformed into hideous reptiles.
one did, you would have thought intact. Here was a game that And if the name got changed from
that it would have received a contained grinning skulls (that Devil Crash, why did the game still
complete overhaul in the visual would raucously mock you contain plenty of pictures of things
department. Funnily enough, all it whenever a ball was lost), chanting that looked like, er, devils?

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Retro

“WHY I LOVE MY
ATARI LYNX”
hile all my friends were buying
W Game Boys, I chose the lonely route
of owning a Lynx. Sure, I was mocked
when my trusty machine would run out
of power, but I didn’t care; I had Klax, Blue
Lightning, Electrocop and fantastic power
in the palm of my hand. Eventually, other
Lynx owners were found and we’d gather
like criminals to play the likes of Rampage
and Xenophobe via ComLynx. It was
painful when the software began to dry
up and the Game Boy and Game Gear
dominated the market, but my memories
are worth their weight in Lynxes.
Darran Jones

LIKE SO
MANY
HANDHELDS,
THE LYNX IS NOW
REMEMBERED AS
ANOTHER VICTIM
OF THE GAME BOY’S
SUCCESS. BUT
THERE’S MORE TO
IT THAN THAT…
between the two machines. Although Unperturbed, Atari launched its

T
he story of Atari’s Lynx began
in 1987 with a company called Atari’s machine had a large colour machine in America at the end of
Epyx. Renowned for hit games screen, a nifty backlight and some 1989. Due to limited quantities and its
like Mission Impossible and the extremely powerful hardware, the high price – at $199, it was almost
Games series, Epyx had been hard at Game Boy was a lot more portable twice the price of the Game Boy – the
work on its colour-screen Handy and had a much longer battery life. newly christened Lynx immediately
handheld but lacked the financial
backing to get the machine produced.
Nintendo was invited to buy into the
project, but declined (for reasons that
are obvious now). Atari, however, was
NOW THAT’S DIFFERENT
impressed by the Handy’s power and
saw it as a way to break back into the The Lynx had several innovative features that made it unique in the
games market. console market. It was possible to flip the machine and play it either left-
At the 1989 Summer CES, Atari’s or right-handed and you could turn it through 90 degrees in order to play
CEO showed off the machine, now vertical games. Perhaps the most impressive feature, however, was the
renamed the Portable Color ability to link up with up to seven other players via the ComLynx – but the
Entertainment System. Nintendo also chances of finding that many other Lynx owners were extremely slim. The
Lynx was also intended to be compatible with Atari’s Jaguar, much like
announced its Game Boy in 1989 and
the GBA is with the GameCube today. Sadly, as the Lynx’s fortunes
comparisons were quickly drawn waned, so did Atari’s and the feature was never implemented.

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ssic
Clachine
Ma SPECIFICATIONS
DIMENSIONS: 10.75” x 4.25” x 1.5”
(9.25” x 4.25” x 2” for the Lynx II)
SCREEN: 3.5” diagonal
PORTS: Headphones, ComLynx,
power, game-card slot, battery holder
BATTERY POWER: Six AA batteries
CUSTOM CHIP1: Mikey 16-bit custom
CMOS chip running at 16 MHz
PROCESSOR: MOS 65C02 processor
running at around 3.6 MHz
COLOUR PALETTE: 4,096 colours
(16 simultaneous colours per
scanline), 512 bytes of bootstrap and
game-card loading ROM
CUSTOM CHIP2: Suzy (16-bit custom
CMOS chip running at 16 MHz)
GRAPHICS ENGINE: Hardware
drawing support, high-speed sprite
scaling, distortion and tilting effects,
clipping and multidirectional scrolling,
variable frame rate (up to 75 fps)
STANDARD RESOLUTION:
160 x 102 ‘Triad’ resolution
DRAM: 64K
CARD STORAGE: 128k, 256k or
512k of ROM

BUTTONS
The Lynx’s unique button layout
meant the unit could be played left-
or right-handed simply by flipping
the machine over.

THE EVER-EVOLVING CARTRIDGE


If there was one thing that was a real pain with Atari to introduce the Ridge. While slightly better,
the Lynx, it was the cards on which the games it was still far from perfect and eventually Atari
suffered in the first handheld war. were stored. Initially, they were a bugger to pull developed the Curved Lip, which became the
Things picked up for Atari in 1990, loose from the machine because there wasn’t standard. Later homebrew titles used different
though, and a host of great arcade anything to hold on to. Fortunately, only the five styles again (with varying degrees of success), but
conversions soon appeared. The launch games suffered and the next step was for our money will always be on the Curved Lip.
likes of Ms Pac-Man, Klax, Paperboy
and Rampage were just a few of the
titles available and the majority of Nintendo. In 1991, however, the Then in May 1991, Sega entered the end of 1992, sales of the
the conversions were very faithful. Lynx began to hit its stride and the the market with its Game Gear and machine began to dip again. By
One of Atari’s biggest problems, great games kept coming. APB, the Lynx took another hit. Atari 1995, the Lynx was all but dead –
however, was its own name. STUN Runner, Ninja Gaiden and fought back and relaunched the even Atari had abandoned it in
Because of the videogame crash of Robotron 2084 graced the handheld Lynx (the Lynx II) in a new, sleeker favour of the Jaguar.
the early Eighties, many shops were and a massively improved form. There were now rubber grips Fortunately, the Lynx is far from
reluctant to take on an Atari marketing campaign helped drive to make the unit more comfortable defunct, as various companies
machine; the fact that there were no sales. It may have suffered an to hold, the backlight had a power- (such as Duranik and Songbird
triple-A titles for the machine also incredibly short battery life, cheap save function and the screen was Productions) still make games for
hurt its image. The continued workmanship (instead of using grey much clearer; it was a massive the machine. It might not have
success of the Game Boy, not to plastic, Atari simply painted white improvement. Sadly, Atari couldn’t been the success that Atari so
mention the Lynx’s lack of third- plastic grey) and a rather bulky size, compete with the sheer amount of desperately wanted, but the Lynx
party support, meant Atari was but the Lynx’s improved power was software that Sega and Nintendo still managed to bless us with plenty
having a tough time competing with winning it a lot of friends. had in their back catalogues and by of happy memories.

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ssic
Clachine B A

Ma POWER

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S IX OF THE
B EST
IT WAS ONE OF THE FIRST HANDHELDS TO FALL
TO THE MIGHTY GAME BOY, BUT THE
Klax
Publisher: Atari
Year: 1990
very handheld needs a good
ATARI LYNX STILL HAD SOME AMAZING GAMES
E puzzle game and the Lynx
was adequately catered for with
California Games the excellent Klax. Taking an
extremely simple concept – grab
falling coloured tiles then dump
Publisher: Atari BMX and Half-Pipe – and all were
them into groups of three or
Year: 1989 great fun. There were plenty of
more – Klax was fiendishly
here may have been a few events graphical tricks to show off the Lynx’s
T missing, but this was still a great
title and the perfect giveaway for
power and it was even possible to
link up with other players. Music was
addictive. What made it stand
out, though, were the fantastic
graphics and great stereo sound.
early Lynx adopters. You could choose generally very good and each event
Every digitised sound from the
from four events – Surfing, Footbag, played like a dream.
arcade game had been accurately
ported to the Lynx, which added
bags of atmosphere to an already

STUN Runner
Publisher: Atari conversion (considering the Lynx’s
wonderful game.

Year: 1991 limitations). Like Klax, STUN Runner

W hen Atari announced that


STUN Runner would appear on
had masses of digitised speech;
combined with the blisteringly fast
Alpine
the Lynx, cynics thought the notion
ridiculous. As it turned out, Atari had
graphics and sublime gameplay, it
made for another classy Lynx title.
Games
the last laugh and delivered a hectic Forget the hideous Atari ST port – this Publisher: Duranik
racer that was an incredibly accurate was the definitive home version. Year: 2004
f you thought STUN Runner
I and Blue Lightning showed the
Lynx off to the best of its abilities,
Blue Lightning you might want to check out
Alpine Games. With some
Publisher: Atari were available at the time. While fairly wonderfully smooth scaling and
Year: 1989 limited, the Top Gun-esque gameplay fantastic animation, this is one of
n early launch title, Blue Lightning was engrossing and there were the finest-looking Lynx titles
A really showed off the Lynx’s
sprite-scaling capabilities and was a
plenty of missions to keep you busy.
Many Lynx owners bought this
available. The gameplay is just as
good and with nine events, you’ll
superb blaster that was a world away stunning looking title when it came be hammering away at this for
from the many Game Boy titles that out, so it’s now very easy to find. some time. The ability to save
high scores without the need for
a code is also refreshing.

Robotron 2084
Publisher: Williams your fire in either direction to shoot
Year: 1991 the game’s many enemies. Granted, it
kay, so the dual joysticks of the wasn’t as slick or responsive as the
O original arcade game were a no
go, but Robotron 2084 is still an
arcade original, but you were too
busy dodging and blasting to care.
excellent title. Using the Lynx’s main Frustratingly tricky to get hold of now,
face buttons, it was possible to rotate this is still worth tracking down.

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▼ Yes, that is a Marine you’re shooting at; no, you don’t get to see Sigourney Weaver in her pants. ▼ Look – there’s nothi
ng wrong with this game (wel
l, ‘weaponary’ aside), so why
did it never get released, eh?

Digging up the titles that never made it as far as your local game store
Unfortunately, despite nearing machine and greatly diminished
Format: Lynx completion (EEPROM carts of a the atmosphere that the
Release: N/A supposedly near-finished version game’s impressive graphics ORIGIN OF
of the game were produced), engine had created.
Publisher: Atari
one of the most impressive Although a playable Alien
THE SPECIES
Developer: Rebellion
looking Lynx titles never got as wasn’t available in the preview The concept of Alien Vs
far as the high street. It looked code, players were able to gain Predator appeared in 1990
like Rebellion’s game was going access to either a Marine or a when Dark Horse’s comic-book
to remain in development hell Predator. The first few missions author Randy Stradley thought
it would be a great idea if
and become another gaming consisted of simply collecting a
Predators decided to hunt
ome things, it would ‘what if’… certain number of bombs and
Aliens. Since then, several
seem, are doomed to However, like the xenomorphic getting them to the relevant games have appeared on
failure, with a classic foes on which the game was checkpoint (although we still various formats and have
example being Atari’s based, Rebellion’s lost title wasn’t haven’t been able to get off the included such highlights as the
Lynx. It might have been prepared to leave quietly and Alien first Predator stage), but they excellent Capcom beat-’em-up,
technologically ahead of its time Vs Predator eventually appeared in soon got increasingly tougher the technically impressive (for
but a lack of third-party support, a ROM form on various websites. thanks to the mind-bending mazes its time) Jaguar version and the
hopelessly short battery life, and Although there were plenty of you had to negotiate. superb PC series (also
developed by Rebellion).
the machine’s sheer size soon saw problems with the code, it was Sure, there were a few things
There have been several low
Atari’s handheld trailing behind easy to see that Rebellion and that definitely needed changing
points for the franchise; the less
both Sega’s Game Gear and Atari would have had a hit on their (many enemies wouldn’t die said about Alien Vs Predator:
Nintendo’s perennial Game Boy. hands had the game actually seen when hit, and your foes seemed Extinction the better. In 2004 we
But Atari wasn’t willing to give the light of day. The smooth, to consist of nothing more than saw the Xenomorph and his
up the fight, so it set Rebellion to block-scrolling, bitmap-designed Marines regardless of which side invisible chum go back to their
work on a Lynx conversion of its levels were extremely convincing you were on), but even the big-screen roots in the
impressive Jaguar title Alien Vs and moved along at an impressive briefest of plays revealed just how ‘blockbuster’ Alien Vs Predator.
Predator. Thanks to the Lynx’s rate, helping to create a very ahead of its peers the Lynx was. Sadly, chucking two of cinema’s
favourite alien life-forms into a
rotation capabilities and hardware claustrophobic atmosphere. It’s a crying shame that Alien Vs
movie doesn’t make it any
scaling, Rebellion planned to Sound, on the other hand, Predator never got the
good, and the film was poorly
recreate a portable version of one while being faithful to the original commercial release it so obviously received. There’s still time for a
of the Jaguar’s biggest hits and Jaguar music, seemed rather deserved. There’s just no justice in tie-in game, mind…
quickly went to work. out of place on the handheld the world.

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Cowabunga, dude Teenage Mutant Ninja Turtles – Arcade [Konami] 1989


214_Retro book 11/5/04 10:02 AM Page 1

Retro

SPACE HARRIER (Arcade) Sega, 1985 – Original Arcade Flyer

214 | Retro | SPACE HARRIER


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CHILDHOOD
MEMORIES
For many gamers, smoky arcades
hold many of their fondest
childhood memories. From
playing Pong to blasting the
a d e s
hell out of Space Invaders,
many of the greatest games
Arc
originated from the arcade
scene. OutRun, R-Type, Pac-Man,
Bubble Bobble, Mr. Do… it’s a
seemingly endless list that makes
your head spin.
Your mum may have thought that it
was filled with unsavoury individuals
and dodgy goings-on (and some of
them were) but there’s little doubt
that the arcade was the place to be if
you had a bit of pocket money in your
back pocket and fancied playing the
latest games before they appeared
on the home machines (if at all). Of
course, the main advantage of playing
the original arcade games was that
home machines didn’t have a hope of
successfully emulating them,
especially if you were the owner of a
Spectrum or Commodore 64.
As the years progressed, though,
the arrival of the 16-bit machines
saw the home machines rapidly
catching up with their arcade peers
and by the time the Neo Geo AES
arrived arcade-perfect conversions
soon became a reality. These perfect
conversions continued with the arrival
of the Saturn, PlayStation and
Dreamcast and the arcade market
began to change – sadly, it wasn’t
for the better…
ARCADES INTRO | Retro | 215
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Retro

NEO - ARCADE
SPECIFICATIONS
CPU (Central Processing Unit): 16-bit Motorola 68000
CPU Speed: 12MHz
Microprocessor: 8-bit Zilog-80A
Microprocessor Speed: 4MHz
Memory: Main RAM (Random Access Memory): 64KB
Video RAM: 68KB
Z80 RAM: 2KB
Resolution: 320 x 224
Sprites: Maximum Number Of Sprites On-Screen: 380
Maximum Sprite Size: 16 x 512 pixels
Minimum Sprite Size: 1 x 2 pixels
Maximum Amount Of Game Planes: 3
Colour: Colours Available: 65,536
Maximum Colours Displayed At Once: 4,096
Sound: Four Frequency Modulator (FM) Synthesis Channels,
seven Digital Internal Channels, three Programmable Sound
Generator (PSG) Channels and one Noise Channel

FOR MANY GAMERS THE 16-BIT ERA OFFERED SOME OF


THE GREATEST GAMING EXPERIENCES TO DATE. FROM
SUPER MARIO KART TO STREET FIGHTER II TURBO, SONIC
THE HEDGEHOG TO FIFA 95, THE BATTLE BETWEEN
NINTENDO AND SEGA WAS AN EPIC ONE THAT
SPAWNED DOZENS OF CLASSIC TITLES. HOWEVER,
THERE WAS A THIRD CONSOLE IN THIS RACE, AND IT
WAS BY FAR THE MOST POWERFUL OF THE THREE
Fighter, but still a healthy number

D
uring the early Nineties,

Do bigger cartridges mean


while gamers argued over in those days. better games? In the case of
a blue hedgehog and an It’s also fairly likely that if you Samurai Shodown, yes.

Italian plumber, the hardest of the ever got round to playing Fatal
hardcore game fans were having Fury, it was one the conversions SNK’s Neo-Geo Arcade recommended retail price of $699
their own argument – was Terry or that appeared later – the SNES, Entertainment System (AES) was (£440) – vastly expensive, though
Andy Bogard the stronger of the Mega Drive and even the Sharp released on a rental-only basis in actually quite a bargain considering
two brothers? If you have no idea X68000 all received competent, 1990, before becoming available to that this was a cutting-edge arcade
what we’re talking about (which though severely cut-down, versions buy later that year. Based on the machine in a tidy plastic box.
is likely if you’re younger than 20 of the game. On the other hand, company’s powerful 16-bit Neo-Geo However, while the machine
or older than 30), then the you may be finding us incredibly Multi Video System (MVS) that had itself was just about affordable for
chances are you’re not familiar patronising, in which case you been released in the arcades a year avid arcade players with a
with SNK’s Fatal Fury (yep, that’s were probably one of the earlier, the console was initially disposable income, the games
SNK as in SNK Vs Capcom). aforementioned ‘hardest hardcore’ packaged with two four-button were another story. Because of the
Similar in style to Street Fighter II, gamers that didn’t really give a toss arcade joysticks and branded as enormous sprites and complex
the game was a one-on-one beat- if Mario or Sonic was the best. If Neo-Geo Gold. With a choice of level of animation the hardware
’em-up featuring a cast of just three so, you probably either owned a either NAM-1975 or Baseball Stars was capable of handling, the
selectable characters – not a lot Neo-Geo, or are at least aware of Pro included in the pack, the Neo- amount of memory required to
next to the likes of Tekken or Virtua the console’s existence. Geo Gold launched at a store such imagery on cartridge

216 | Retro | NEO-GEO AES


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O -GEO lassic
C chine
Ma
ENTERTAINMENT SYSTEM
was astronomical. Ranging from struggled to find suppliers),
46Megs up to over 700 in some of the Neo-Geo AES was
the later titles (compared to predictably downtrodden
16Megs for SNES Street Fighter II), by the SNES and
the costs involved with Mega Drive in terms
manufacturing such monstrous of sales. Even so,
carts meant that Neo-Geo games the machine has
cost upwards of $200 (£130) each. gone on to be
As you’d expect, these sorts of one of the longest
prices meant that the Neo-Geo was supported home consoles in
only ever embraced by a small (and history – even now at 14 years old,
usually very rich) sector of the new instalments of the most
games industry, even in Europe popular franchises continue to be
where the system was officially released for the virtually antique
released, though poorly distributed system. On top of that, many of the
by SNK Europe Ltd. rarer games have become highly
As few stores stocked the collectable, with some titles
machine (even specialist retailers fetching over £1,000. Start saving…

LET THERE BE LIGHT


The games that led the way
BASEBALL STARS
PROFESSIONAL
Publisher: SNK
Developer: In-House
Following on from Baseball Stars, the
SNK-developed sports title that had
been released on the NES and in the
arcades in 1989, Baseball Stars
Professional introduced a vivid cartoon-
style look to the series. This was one of ▼
Similar in style to Red Corporation’s Cabal, many
the first three titles to appear on both gamers consider NAM-1975 to be the superior title.
MAGICIAN LORD the arcade MVS and home AES Neo-
Publisher: SNK Geo platforms, and although it was NAM-1975
Developer: Alpha Denshi hardly a must-have purchase, the Publisher: SNK
visuals alone were enough to convince Developer: In-House
Although this was essentially a run-
and-jump platformer, Magician Lord people that SNK’s console was a tidy Considered to be a classic, NAM-1975
ably demonstrated the graphical piece of kit. initially disappointed some gamers
abilities of SNK’s new technology. The because of its decidedly average visuals.
game featured a wizard named Elta However, those who stuck with the game
who was faced with the tricky task of soon discovered a solid, highly playable
recovering eight books of wisdom from shoot-’em-up, featuring a terrific
the clutches of Az Atorse, the god of soundtrack and decent atmosphere. Like
destruction. Of course, being a wizard, many of SNK’s releases, NAM-1975
Elta had the ability to change form wasn’t the easiest game in the world,
(providing he collected the correct though the somewhat simplistic visuals
power-ups), but even so, the game was meant that at least most of what went on
impossibly hard. was clear and concise.

NEO-GEO AES | Retro | 217


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Retro

NEO-GEO ARCADE ENTERTAINMENT SYSTEM

THANKS FOR THE MEMORIES


SNK INTRODUCES THE MEMORY CARD, AHEAD OF SONY
ne of the many underrated memory cards were used for MVS cabinets in the arcades, much
O and often overlooked features
of the Neo-Geo is the memory card
saving gameplay data (mostly
high scores in those days)
like Sega’s Dreamcast/Naomi
Visual Memory Units (VMU),
slot on the front right-hand side of without the need for battery meaning that data could easily
the machine. backed-up cartridges. be transferred between the two
Just like with the PlayStation On top of that, the cards were different formats.
(and every other console since also compatible with Neo-Geo
Sony’s ingenious invention [sic]),

COMPACT DISC
CUT-PRICE GAMES, ADDED LOADING TIMES
n 1994, SNK managed to reduce still had one major drawback –
I the price of its Neo-Geo games
by releasing a new version of its
loading times.
This was partly to do with the
AES console that featured a single- fact that the single-speed CD-Rom
speed CD drive, rather than a drive simply wasn’t up to the job,
cartridge slot. Simply called the but also because of the memory-
Neo-Geo CD, the system launched intensive nature of the sprite-based
with a front-loading disc tray, games. In order to load the massive
though problems with reliability amounts of data required for games
and high manufacture costs forced such as Metal Slug, the system
the company to amend the included a massive 7Mb of on-
design a few months later. The board Dynamic Random Access
new look Neo-Geo CD was a Memory (DRAM) for the data to be
simple top-loader, and while this
simplified version fixed the
ADDITIONAL ▼
Only ever released in Japan, SNK’s Samurai Spirits RPG didn’t make it to the cartridge system.
problems of the original design, it
SPECIFICATIONS
loaded into (the original PlayStation financially), it would soon be
Sound Processor: Yamaha 2610
Sound Channels: 13
had just 2.5Mb, to give you some discovered that the new system was
Memory: 7MB DRAM (Dynamic idea of how much we’re talking prone to breaking down. On top of
Random Access Memory) about). Of course, reading 7Mb of that, some of the later games
information with a single-speed featured cut-down animation in
drive was a time-consuming order to fit into the hardware’s 7Mb
process, and games would regularly of DRAM, while others simply
take well over a minute to load each wouldn’t be ported in the first place.
chunk. The wait was eased a little Despite these issues, both the
with a simple animated juggling Neo-Geo CD and the Neo-Geo CDZ
monkey, but even we got sick of the did have a couple of things going in
sight of him eventually. their favour, the most obvious being
Again, SNK was forced to change the price of the games. At just $50
the design of its CD system, and this (£32) a pop, gamers wishing to play
time almost got it right with the SNK’s highly-acclaimed arcade titles
double-speed Neo-Geo CDZ. could now pick them up for roughly
Unfortunately, the machine was a quarter of the price of the
virtually overlooked next to the likes standard cartridge versions. Thanks
of the PlayStation, and only a to the CD-Rom technology, the
handful were ever sold. As a final games had improved sound quality
kick in the teeth for SNK (which was and the machine could play regular
now beginning to struggle music CDs.

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TOP NEO-GEO TITLES


THE LAST 14 YEARS HAVE SEEN MANY SUPERB GAMES COMING OUT OF THE
SNK (AND NOW PLAYMORE) OFFICES. TAKE A LOOK AT THESE BEAUTIES…

FATAL FURY SAMURAI SHODOWN


aunched in 1991 (the same year and out of the backgrounds, making
L as Street Fighter II), SNK’s Fatal
Fury was, for many, the first reason
play that little bit more strategic.
Sadly, this wasn’t overly popular
to buy a Neo-Geo console. with players and was removed from
Featuring three selectable later instalments in the series.
characters – Terry, Andy and Joe – Of course, no one could have
the game boasted a range of special predicted that 13 years later such
attacks and, though much of what abilities would be commonplace in
was on offer seemed more basic beat-’em-ups, thanks to the
than Street Fighter II, both games introduction of polygons. Funnily
found their place side by side in the enough, the feature still isn’t ▼
While many of Samurai Shodown’s characters were Japanese, western influences were also included.
arcades. One unique feature that overly popular with some gamers,
f you’re unfamiliar with Samurai diverse and vividly designed
this title had was two planes of
battle – characters could jump into
but then neither are 3D fighting
games in general.
I Shodown then the game may
well look much like any other 2D
fighters (12 selectable plus one
boss), the game managed to
beat-’em-up. However, its achieve a level of beauty and
importance in the grand scheme elegance beyond pretty much
of things is far more relevant than every other fighting game that had
you might imagine. If the game gone before it. Thanks to the
had not existed, we may never scaling abilities of the Neo-Geo
have seen the likes of Soul Blade hardware, the entire screen would
or Soul Calibur. You see, this zoom in and out depending on
weapon-based fighter was realised how far apart the fighters were,
with such aplomb that it’s gone on creating a dynamic and highly
to influence just about absorbing experience. Three

Street Fighter II may have been the prettier of the

As well as two planes to fight on, bouts also took every other similar title since its sequels and many conversions
two titles, but Fatal Fury was arguably more stylish. place at different times of the day. release in 1993. Featuring 13 have subsequently been released.

THE KING OF FIGHTERS METAL SLUG


ringing together the characters graphical abilities, giving the game
B from Fatal Fury and Art Of
Fighting, The King Of Fighters series
an unprecedented level of polish
and front-end presentation. Best of
proved that SNK was, and indeed all, each player chose not one but
still is, the, er, king of fighters. First three fighters that were used in
introduced in 1994, the games took succession (once one was knocked
the best elements from all of SNK’s out, the next would take their
other beat-’em-ups (along with a place in the following round), which
few of Capcom’s) and fused them made the game quite unlike
together in a gritty brawler with a anything else. Other titles have
slightly more realistic edge to it. borrowed this system since, of ▼
Typically difficult, Metal Slug was certainly a money-spinner for SNK, which was struggling at the time.
Each level was presented with an course, though few have done it as
ow one of the better-known game that mixed platform and
artsy cut-scene, usually utilising at
least one of the Neo-Geo’s many
stylishly as SNK did ten years ago,
and continues to do today. N Neo-Geo series, Metal Slug
has been translated to numerous
shoot-’em-up elements in a
frenzy of bullets, missiles and
consoles over the years, including flying debris.
the Saturn and PlayStation Featuring some of the most
(though the latter suffered from impressive animation ever likely
hideous loading times at various in a 2D game (the Metal Slug 3
points during the levels). cartridge weighed in at a
In fact, Metal Slug 3 is now massive 708Megs to
available on both the PlayStation2 accommodate all the frames),
and Xbox, and is well worth along with a decent two-player
checking out. In case you’re not simultaneous mode, Metal Slug is
▼ familiar with the series, Metal undoubtedly one of the finest
Taking all the best elements from SNK’s previous Although still not as well known as Chun-Li or

games, KOF was an instant hit with the fans. Guile, SNK’s characters are popular with gamers. Slug was a scrolling arcade action series to come from SNK.

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Retro
Neo-Geo

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ssic
Clachine
Ma

NEO-GEO AES | Retro | 221


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Time to put the pedal to the metal… OutRun – Arcade [Sega] 1986
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Retro

WHEN YU SUZUKI’S REVOLUTIONARY OUTRUN


APPEARED IN 1986, IT HERALDED A NEW AGE FOR ARCADE Format: Arcade
Release: 1986
RACERS. FROM THE MOMENT YOU DROPPED IN YOUR Publisher: Sega
FIRST COIN AND HEARD THE SOUND OF YOUR CREDIT Developer: In-House
BEING REGISTERED, YOU KNEW YOU WERE IN FOR
SOMETHING SPECIAL…

P
ress the start button and
▼ Yu Suzuki’s classic racer has been you’d be presented with a
enjoyed for 18 years and has had radio and a choice of three
many conversions (not all good, mind). different soundtracks to listen to
as you raced. Fantastic music filled
your ears; your gleaming Ferrari
Testarossa pulled up to the starting
line and began roaring in
anticipation, and your heart began
to pound with excitement. Before
you could even get a good look at
the cute blonde sitting next to your
driver, the countdown had finished
and you were off on the ride of
your life…
Compared to other racers of the
time, the pace of Out Run was
incredible. Helped along by Sega’s
superb sprite-scaling techniques
(which were first seen a year
earlier in Space Harrier), the sense
of speed was fantastic and at times
it often felt overwhelming. Your


Like Space Harrier before it, OutRun’s levels were sickeningly fast. A cool head was a necessity.

OutRun’s starting line, with its packed crowd and super-bright colours, is one of the most iconic in videogames.

224 | Retro | OUTRUN


224-5_Retro book 11/9/04 2:15 PM Page 2

Testarossa handled superbly and if


you were lucky enough to be
playing in the deluxe hydraulic
cabinet, you felt every sharp turn
and gut-wrenching undulation of
each stretch of road.
KEEP ON (OUT)
As great as OutRun’s driving RUNNING
experience was, though, it was just With OutRun becoming such a
as exciting to explore the game’s success, it was inevitable that Sega
many levels and simply take in the would revisit the franchise; what is
gloriously vibrant visuals. Using a surprising, however, is the amount
unique branching system, each of time it has taken Yu Suzuki to go
stretch of tarmac that you drove back to his classic game. OutRun 2
down eventually split off into two has only appeared in arcades fairly
paths. This continued for four recently , but has once again
stages until you finally arrived at captured all the magic that made
one of five different destinations, the original title so great. While it
meaning that the game contained features the same branching
an impressive total of 15 different structure as OutRun, Sega AM2 has
locations to drive through. ▼
added further features to ensure
OutRun was full of mind-twisting turns; take a corner at the wrong speed and you’d witness a spectacular crash.
Featuring exotic-sounding that today’s gamers will have
names like Lakeside, Death Valley gaudy holiday shacks. Devil’s seemed to go on for ages before plenty to keep them occupied.
and Desolation Hill, there was as Canyon featured massive granite they looped back to the beginning. The Xbox version takes things
much variety in OutRun’s locations rocks that towered on either side Unlike other titles of the time, even further by offering a range of
as there were stages. Starting off of the road, while Cloudy OutRun’s music perfectly captured challenges and online play,
in the gloriously sunny Coconut Mountain saw you tearing down a the hedonism of the Eighties and meaning you can now take your
Beach, you were soon speeding dappled road that was blanketed delivered toe-tapping beats – with Ferrari out for a spin with friends
past a sumptuous looking beach by a thick layer of cloud. Each a funky calypso background – that around the world.
(complete with a bevy of stage was fantastically detailed, endure to this day. Magical Sound
windsurfers) and hammering had a huge amount of on-screen Shower is undoubtedly the most
past road signs, palm trees and sprites, and moved quite unlike popular track on OutRun’s radio,
any other game before it. but special mention has to go to
Add in the vibrant visuals, the delightfully dreamy Last Wave

THAT’S A superb sound and scorching


gameplay and it’s incredible to
that played during the ‘Game
Over’ screen.
CONVERSION? think that OutRun was completed Perhaps the biggest testament
in just nine months. Just like to OutRun’s success, though, is
When US Gold announced that
Space Harrier before it, OutRun the amount of time it has taken Yu
OutRun would be appearing on
was able to throw a massive Suzuki to return to his classic and
home computers, the gaming world
was ecstatic. Excessively hyped and amount of sprites around on create a true sequel. proved a bitter disappointment to
rushed out for a Christmas release, screen at any one time (128 if Although numerous follow-ups most fans. While a new generation
it was perhaps unsurprising that needed) and it wasn’t unusual to appeared, including Turbo OutRun, of gamers are now able to enjoy
OutRun disappointed so many find yourself jostling three or four OutRun Europa and OutRunners, an updated realisation of
people when it eventually other cars while avoiding the none really came close to the Suzuki’s wondrous game, to us the
ns
appeared. All the 8-bit conversio many objects that littered the sides majesty of the original game and, original OutRun will always be
were incredibly poor (the C64
h) of the roads on later stages. like the many home versions, king of the road.
version was the best of the bunc
Inevitably, you would crash at
and their 16-bit cousins fared little
some point, and once the impact
better (the Amiga version even had Presentation: 91%
a bizarre bug that switched the occurred your Testarossa would go
d Gorgeous front end that fills you with excitement
driver’s position when you turne flying through the air, spilling its
corners). Most console iterations occupants like popcorn. Of course,
also suffered in the transition from a crash as dramatic as Graphics 96%
the arcade and it’s only really the PC this would cause you to lose Sickeningly fast and beautiful to boot
t
Engine, Saturn and Dreamcas precious seconds. Should you clip
re
versions that successfully captu another car, you’d find yourself Sound 97%
the spirit of the original game. Three glorious tunes that perfectly capture that summer vibe
spinning to a stop and receiving
an angry telling off (complete
with frantic finger wagging) from Gameplay 95%
your passenger. Sublime handling and plenty of innovation
For many, it is OutRun’s
superlative soundtrack that is so Longevity 90%
fondly remembered (we still hum Many routes mean it will be ages before you see every ending
it to this day). The three main
tunes – Splash Wave, Passing
Breeze and Magical Sound Shower OVERALL 96%
– were incredibly upbeat and

OUTRUN | Retro | 225


226 |
GRAN TRAK 10
226-7_Retro book

■ 1974
■ Atari
■ A simplistic affair
viewed from an
overhead
COIN-OP
Retro
perspective (like
most of the early
racing titles), your
11/9/04

objective was simply


to drive round a single-screen track accumulating
points for distance covered. Now the race was on…
DRIVING GAMES
NIGHT DRIVER
■ 1976 SPRINT 2
FAMILY TREE
3:43 PM

Retro | COIN-OP DRIVING GAMES


■ Atari SPEED FREAK ■ 1976
■ The first quasi-3D ■ 1979 ■ Kee Games
driving game was ■ Vectorbeam ■ One of many
developed by Atari. ■ This game was light Gamers’ obsessions with offered a more advanced (but clones inspired by
Using white lines to years ahead of its Gran Trak 10, Sprint 2
depict the roadside, time. The road, traffic (the ‘2’ representing
the premise that you and trackside objects
driving simulations can be still, by today’s standards, the number of
Page 1

were driving at night were displayed using players) was another


was used to disguise the lack of detail on the road. A vector graphics, giving traced back to the Forties, archaic) driving experience. By simplistic overhead
seminal title that paved the way for games like OutRun. the title a highly affair featuring multiple tracks for two players. Sprint
realistic feel. This level of realism would not be seen when mechanical games such the mid-Seventies, coin- later appeared in one-, four- and eight-player versions.
again in coin-op form until Atari’s Hard Drivin’ in 1989.
as Drive Mobile (manufactured operated games in arcades
POLE POSITION by International Mutoscope were evolving yet again and
■ 1982
SPYHUNTER TX-1 ■ Namco/Atari Company) appeared in soon the advance of videogame
■ 1983 ■ 1983 ■ Pole Position’s
■ Midway ■ Tatsumi colourful visuals and amusement halls. These technology heralded a new era
■ This game was ■ This lesser-spotted fast gameplay
one of the first to machine was like changed peoples’ machines eventually evolved of arcade driving titles. We
combine driving and Pole Position on expectations of how
shooting – all of steroids. It’s best driving games should into what became known as trace the history of this
which took place to remembered for its look and play. Time
the sounds of the enormous three- hasn’t been kind to Pole Position, but the game’s
Peter Gunn Theme. screen cabinet – the importance within the genre cannot be overstated.
electromagnetic games – these massively popular genre.
Gadgets such as oil slicks and smokescreens could be main action was displayed on the centre screen while
used and your car could even turn into a speedboat. the left and right monitors provided a panoramic view.

BUGGY BOY (SPEED BUGGY) OUTRUN WEC LE MANS 24 SUPER SPRINT


■ 1986 ■ 1986 ■ 1986 ■ 1986
■ Tatsumi ■ Sega ■ Konami ■ Atari
■ This quirky racer ■ With its astonishing ■ Konami’s game ■ This sequel to
came in standard sprite-scaling visuals, was based on the Sprint saw one to
and deluxe (three- great car handling famous race of the three players racing
screen) formats. Your and a selectable same name, boasting around a series of
task was to drive a soundtrack OutRun good graphics and increasingly
buggy around a set new standards in relatively realistic complicated tracks.
series of cartoonish the driving genre. The handling. The design The easily spun
landscapes, all filled with various obstacles. You could ability to choose your route was also novel and of the cabinet – which was shaped like a sort of jacuzzi wheels of the cabinet suited the action perfectly and
flip your vehicle about and even drive on two wheels. OutRun still looks and plays like a dream. that rotated as you drove – was a stroke of genius. collecting spanners let you improve your car’s specs.

ROAD BLASTERS FINAL LAP


■ 1987 ■ 1987
■ Atari ■ Namco
■ Road Blasters ■ Final Lap is best
allowed stressed-out remembered for
players to blow away being the first multi-
other drivers. The cabinet multiplayer
graphics were basic coin-op racing game.
and the handling was Four sets of twin
far from realistic, but cabinets could be
this was an enjoyable title. A friendly plane-type thing linked, allowing a total of eight players to indulge in
that dropped off extra weaponry spiced things up. the game’s Formula 1-based action.

CHASE H.Q. POWER DRIFT CONTINENTAL CIRCUS


■ 1988 ■ 1988 ■ 1988
■ Taito ■ Sega ■ Taito
■ With Chase H.Q, ■ It’s fair to say that ■ This was meant to
Taito refined the in terms of coin-op be called Continental
mission-based driving driving titles, Sega Circuit – clearly
game genre. An was becoming the something got lost in
assortment of ne’er- master. In this game, the translation. The
do-wells had to be standard tracks were game itself was a
apprehended before replaced with passable racer with
they crossed the border – this basically involved courses that bore more resemblance to rollercoasters nice weather effects and fairly realistic damage
ramming their vehicles with your Porsche-like car. than your typical racing environment. effects. There was a pit crew too, to fix you up.
SPECIAL CRIMINAL INVESTIGATION HARD DRIVIN’ TURBO OUTRUN WINNING RUN SUPER MONACO GP IRONMAN IVAN STEWART’S SUPER OFF ROAD
■ 1989 ■ 1989 ■ 1989 ■ 1988 ■ 1989 ■ 1989
■ Taito ■ Atari ■ Sega ■ Namco ■ Sega ■ Leland Corporation
226-7_Retro book

■ The sequel to ■ This was touted as ■ This lame OutRun ■ After the success ■ When it was ■ A polished off-road
Chase H.Q. took the the most realistic sequel had the same of Atari’s Hard Drivin’, released in 1989, this racer that saw three
gameplay of the driving simulation yet concept as the first Namco released this F1 title looked players blasting
original and added a seen in an arcade. game, although this polygon GP game. It absolutely gorgeous. around one-screen
twist – you could For its time, Hard time you had a turbo was enjoyable As the title suggests, overhead tracks in
hang out of the car Drivin’ was an option that made enough, but it failed to your task was to race 4 x 4 trucks. It was an
and shoot at the impressive title. The your car overheat if make a major impact through the unashamed Super
enemy. Visually, the game was superior to Chase H.Q. mixture of realism and the game’s memorable loop you overused it. Perhaps the game’s worst problems on the gaming scene. Also, the limited nature of beautifully detailed streets of Monaco. A cut down (in Sprint clone, but the way the trucks reacted to
11/9/04

and the shooting element needed plenty of skill. section made for a unique driving experience. were its lacklustre visuals and uninspiring gameplay. console technology meant it never made it into homes. visual terms) Mega Drive conversion followed. potholes and pools of water was most impressive.

CISCO HEAT RACE DRIVIN’ DRIVER’S EYES


■ 1990 ■ 1990 ■ 1990
■ Jaleco ■ Atari ■ Namco
3:43 PM

■ In theory this was ■ Hard Drivin’ was a RAD MOBILE ■ Strikingly similar to
an interesting release major hit for Atari, so ■ 1991 Namco’s early
which saw you it came as no ■ Sega Winning Run. Driver’s
hurtling through the surprise when the ■ Arguably one of Eyes was a polygon
streets of San firm developed a Sega’s most racer, but it benefited
Francisco. Different sequel. Race Drivin’ accomplished sprite- from a rather fancy
routes could be taken did little more than its based racers: forked three-screen cabinet.
as you competed against your rivals. Sadly, it was let predecessor other than introduce a number of new paths, police chases Of course, the cabs were expensive so only larger
Page 2

down by glitchy graphics. cars and circuits – hardly revolutionary, but good fun. and snazzy weather arcades could afford to get the machine.
effects helped bring
the action to life. This was one of Sega’s first titles to
use the System 32 board set and it looked great.

VIRTUA RACING
■ 1992
■ Sega
LUCKY & WILD RIDGE RACER OUTRUNNERS ■ Sega’s polygon
■ 1993 ■ 1993 ■ 1993 racer heralded a new
■ Namco ■ Namco ■ Sega era in terms of coin-
■ This extremely ■ When Namco’s ■ This was another op driving games,
inventive driving/ superb Ridge Racer OutRun sequel. offering the most
shooting game saw appeared, gamers Rather than use realistic racing
players controlling were blown away. polygon visuals, the experience to date.
the two eponymous Indeed, following the developers opted to One of its main innovations was the way players could
cops. The cabinet release of this highly remain with sprite- switch between different camera angles mid-game.
featured a steering playable title, sprite- based visuals which
wheel and a pair of lightguns, meaning that one of you based racers became a thing of the past. Power seemed to have a more cartoony look about them. But
could drive while the other player shot at the crooks. sliding round corners in the deluxe cabinets was a joy. with games like Ridge Racer around this didn’t do well.

CRUIS‘N USA DAYTONA USA DANNY SULLIVAN’S INDY HEAT


■ 1994 ■ 1994 ■ 1991
■ Midway ■ Sega ■ Leland Corporation
■ Developed by a ■ Stunning visuals
SEGA RALLY CHAMPIONSHIP ■ One of the last
team headed by the were backed up by ■ 1995 overhead driving
legendary Eugene impossibly addictive ■ Sega coin-ops, this is
Jarvis (creator of gameplay in Sega’s ■ Rally games really arguably one of the
Defender), much was classic. The feedback took off after this title. most polished
expected from this from the wheel meant What made this so games of its type,
game. Sadly, it failed your car handled like special was the with fantastic
to deliver the goods. Average graphics and suspect a dream but the real fun was to be had with eight vehicle handling, graphical detail and solid gameplay. The title had
vehicle handling meant this paled next to Ridge Racer. players competing against one another. which was absolutely elements from Super-Off Road and Super Sprint.
spot on. Indeed, the
satisfaction from masterfully holding a drift as you
screamed round a mountain pass was immeasurable.

DAYTONA USA 2: BATTLE ON THE EDGE SEGA RALLY 2 CHAMPIONSHIP


■ 1998 ■ 1998
■ Sega ■ Sega
■ You can’t improve FERRARI F355 CHALLENGE ■ This sequel used
on perfection but ■ 1999 Sega’s powerful
Sega had a good try ■ Sega Model3 technology. It
with this sequel to ■ With this three- looked very good –
CRAZY TAXI the stunning Daytona screen monster, little touches like
■ 1999 USA. Somehow it Sega released a glowing brake discs
■ Sega CRAZY TAXI 3: HIGH ROLLER wasn’t as addictive surprisingly realistic really made the game
■ Assuming the role ■ 2003 as the original. That said, we still pumped a fair old bit coin-op racer. Those look rather sweet – but the courses just weren’t as
of a taxi driver, your ■ Sega of cash into the beast. used to over-the-top enjoyable as those in the original.
task was to speed ■ Oh, how times power sliding must
around the streets change – the finest have got a serious wake-up call when they first
and pick up fares. If driving games used to played this one…
you made too many appear in arcades OUTRUN 2
first and on home ■ 2003
slip-ups on the way ■ Sega
to your destination the disgruntled passenger would systems later. Not
these days. But the ■ It may have taken
get out without paying. Bugger. 17 years to arrive, but
good news is that Sega delivered a version of the
Xbox’s Crazy Taxi 3: High Roller to arcades last year. Sega’s official follow-

COIN-OP DRIVING GAMES |


up to the excellent
Outrun was
everything we hoped
for. Stunning visuals,
fantastic remixed tunes and a terrific Xbox conversion
(with Live play) had us crying with joy. Almost.

Retro | 227
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Retro

S•M•A•S•H T•V

WHAT BETTER THAN A GAME


SHOW WHERE YOU CAN
SLAUGHTER THUGS AND WIN
A TOASTER AT THE SAME
TIME? THAT’S EXACTLY WHAT If it was big money
and prizes you we
re after,
bonus rooms

WE THOUGHT n seeking out the cash-packed
the else.
nt than anything
was more importa

B ig money, big prizes and we


loved it – Smash TV, that is.
Sure, everyone loves a good
gameshow but watching people
win virtual money and prizes isn’t
exactly the most riveting concept
on the planet. Of course, if you
took those expensive four-slice
toasters, luxury holidays and brand
new cars and tossed them into a
high-tech arena, then threw in a
hefty dose of cyborg slaughter and
explosive weaponry… well, you’d
have the best darn gameshow on
earth. And that’s before you even
think about asking Bob Monkhouse
to present it.
Having obviously overdosed on
late-night screenings of Arnold
Schwarzenegger’s The Running Format(s): Arcade (first), NES, Master System, SNES,
Man, the bright sparks in the arcade Mega Drive, Amiga, Atari ST
division of Midway – or Bally Release: 1990 (arcade), 1991 (home formats)
Midway, as it was known back then Publisher: Williams (Arcade), Acclaim (Console),
– came up with Smash TV. Basically Ocean (Computer)
a tongue-in-cheek affair that Developer: Midway
encapsulated everything Arnie’s
movie had (over-the-top violence in Of course, this was just a meant having to plough through a
a game-show environment) and precursor to the action and even horde of enemies and so running
everything it didn’t (pointless prizes once you were knee-deep in the the risk of death. Still, that was
and far too much firepower for its remains of Mr Shrapnel, you had to nothing compared to fighting your
own good), the game managed to keep your eyes open for those keys way through every room, defeating
provide simple yet effective that would grant you access to the all three end-of-show bosses and
controls, highly addictive ‘just one Pleasure Dome near the end of the reaching the chamber outside the
more go’ gameplay, and possibly game. Ah, yes, the Pleasure Dome. Pleasure Dome (pumping countless
the most memorable and annoying Despite being a tad disappointing credits into the machine in the
soundbites on the planet. once you actually got inside (it was process), only to discover you’ve
You see, being an arcade game just another small room, albeit one collected just nine keys.

meant that Smash TV had to have packed with loads of prizes and Could this be one of the most Ah, the Mutoid Man – at the time, one of the
more memorable boss characters around.
enough presence to capture the ‘beautiful’ women), the ‘getting frustrating moments in gaming But he wasn’t a patch on the very last enemy of
imagination of anyone walking by. inside’ bit wasn’t easy and history? It certainly comes close… the game.
And what do all the best game ultimately became the aim of any
shows have that stand out above all hardened Smash TV player.
other TV programmes? Why, Collecting only ten keys across
SEQUEL-TASTIC
Surprisingly, Smash TV not only had a sequel but has also inspired
obnoxious hosts, of course. It what amounts to over 40 screens another recent Midway game. The official sequel was Total Carnage –
wasn’t easy to ignore the wild-eyed doesn’t sound that difficult but named after the phrase from the first game, released in arcades in 1992
man in the shiny red jacket shouting depending on how the machine you and then on home systems in 1993 – which removed all the game show
slogans that wouldn’t seem out of were playing was set up, it could elements and instead placed you on the front line of an assault against
place in Robocop (“I’d buy that for a range from being incredibly simple evil dictator General Ahkboob. In 2001, though, Midway released The
dollar!”) at the top of his voice – to damn near impossible. Grabbing Grid, a multiplayer gameshow-based shoot-’em-up that, thanks to the
phrases like “Total carnage – I love keys when they appeared was one 3D aspect, combined elements from Quake III Arena and Smash TV.
it!” and “Good luck – you’ll need of the most frantic tasks of the Now if only it came out for the home machines… Online play, anyone?
it!” still ring in our ears today. game, since reaching them usually

228 | Retro | SMASH TV


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DAYTONA USA (Model 2 arcade board) Sega, 1994 – Original Arcade Flyer

DAYTONA USA | Retro | 229


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Retro

THE P E
D In
In the
the Eighties,

home
Eighties, if
cutting-edge

home consoles
real
if you

consoles but
real thing
thing there
there was
you wanted
cutting-edge videogames
to
to the
the local
wanted to
videogames you
local arcade.
arcade. Sure,
Sure, there
but if
if you
was only
to play
you headed
there were
you craved
only one
play
headed
were
craved the
one place
the
place to
to
go. Sadly, by the Nineties the coin-op
go. Sadly, by the Nineties the coin-op
industry
industry was
was aa shadow
shadow of of its
its former
former
self.
self. Let
Let us
us take
take you
you back
back to
to the
the glory
glory
days when the arcade was
days when the arcade was king. king…
rom the late Seventies to both in terms of atmosphere and

F the early Nineties, the


coin-op videogame
industry was a hotbed of
creative game design and
innovation. Classics such as Pac-
the standard of games contained
within them. Coin-operated
videogames now lag behind their
console counterparts in terms of
quality, while profits within the
Man, Ghosts ’N Goblins and trade have taken a big knock.
Street Fighter II all made their So what were the driving factors
first appearances in coin-op form. behind the fall of a once great
Yet today, arcades seem to have and proud industry?
lost that special something that
made them so exciting. HALCYON DAYS
Gone are the rows of JAMMA- Most gamers over the age of 25
compatible cabinets that used to will probably remember the old
line the walls of dark, smoke- days of the coin-op industry – a
filled dens of iniquity. In their period when you could walk into
place we have cash-hungry, an arcade and see row upon row
hydraulic monstrosities that offer of quality videogames on display.
little in terms of real gameplay or The sight of titles like
value for money. Worse still, Commando, Bubble Bobble and
most arcades have been 1942 all lined up proudly next to
transformed from shady no-go one another was enough to
areas into sanitised family- send a shiver down your spine.
friendly environments. There was something truly
The arcades of today are a pale exhilarating about entering an
imitation of those of yesteryear, arcade in those days.

230 | Retro | THE PENNY DROPS


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P ENNY
D ROPS Keith Ainsworth, former
editor of old-school gaming
fanzine, Retrogamer
(retrogamer.merseyworld.com),
defines what it was that made
arcades so great: “Low ambient
coin-op suppliers Arcade
Warehouse remembers how this
wasn’t always successful. “Trying
to impress the girls with your
skills on the machines never
worked,” he says. “There was
sell themselves, they got by on
quality alone. This was
particularly true for earlier
releases such as Defender,
Asteroids and Space Invaders.
Indeed, Caladine and Ainsworth
It’s all very different now
though. Granted, many of the
larger seaside arcades are still
open, but most are now packed
with unimaginative racing titles
and novelty releases such as
lighting so you could see the always someone cooler who both cite Space Invaders as snowboarding (Alpine Surfer)
screen well, the sound turned would get the pretty ones. Us the game that got them hooked and horse racing (Final Furlong)
way up, and enough people to spotty types kept together.” with its colourful cabinets and games. Worse still, when you do
give some atmosphere but not While many friendships were “instant drama”. stumble upon an old favourite
too many to hog the machines.” forged around a Defender like Flying Shark or Bionic
Eighties arcades were typically cabinet, competition for the much COAST TO COAST Commando you can bet that
rather insalubrious places, filled sought-after top score on the If you lived near the coast then the cabinet’s joystick will be
with the sort of kids your parents latest games led to intense you were lucky, as places like as broken or one of its buttons
had warned you about. But, says rivalries between players – Blackpool, Weston-super-Mare jammed. As for city centre
Ainsworth, “an arcade isn’t the something, according to Keith and Brighton were packed full of establishments these have all but
same without a floor that’s sticky Ainsworth, that’s missing from arcades. But even if you weren’t disappeared and those that
and some kid offering to get you today’s arcades. “One thing I near the sea you could usually remain generally contain nothing
through the next level.” miss about old coin-ops is trying find a decent enough place in more than fruit machines.
Yes indeed, if you skived off to beat my high scores,” he your town centre, as Ainsworth Tragically, most modern
double geography on Wednesday says. “This is part of my love explains: “In the early Eighties, arcades can now been found in
afternoons then the only place to for old games, when a high coin-ops seemed ubiquitous. multiplexes where they’re usually
be seen was in the darkest corner score meant something – no Every chip shop, sweet shop, tacked on to burger bar
of your local arcade – it was continues, no more playing just youth club, café and bowling alley franchises and cinemas. More
almost like being a member of a because you can put some extra would have a Scramble machine often than not they’re brightly lit,
badly run youth club where you cash in. These days it seems you tucked away somewhere.” clean and enforce a strict no-
could meet up with fellow ne’er- can get a million points for
do-wells and discuss the events something minor, rendering it
of the day. Furthermore, if you all meaningless.”
could complete Shinobi with just The thrill of a new machine
one credit or clock Kung-Fu arriving was also something to
Master without losing a life then be cherished. In those days, coin-
the respect and admiration of op coverage in magazines was
your peers was assured (well, restricted to a few short pages (if
sometimes, at least). you were lucky). Consequently,
Best of all, coin-ops gave the games would turn up in your
kids who never got picked for the local arcade almost completely
football team a chance to wow unannounced and they didn’t
the girls. John Caladine of retro need months of intensive hype to

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Retro
THE PENNY
DROPS
games, maze games, cute games,
space games…”
Coin-op manufacturers’
smoking policy. Put simply: the obsession with exploiting new
amusement arcades of today cabinet technology resulted in
have lost all their soul, a point the growth of novelty games that
reinforced by John Caladine. relied on extravagant hydraulic
“The magic has gone,” he says. cabinets rather than solid
“The cabinets are bland, the gameplay to hook players. These
gameplay is poor and doesn’t titles had more in common with
‘hold’ you like the older games.” the mechanical rides for kids that
Indeed, a recent trip down to one you see outside supermarkets
of our local amusement halls than they did with the great coin-
revealed hordes of screaming six- ops of yesteryear. As such, the
year-olds begging their stressed- demographic they attracted
out parents for money (probably shifted from teenage males to
to chuck into one of those silly younger children, families and
photo machines that makes your courting couples. Naturally, the
face look funny). In our books this last three groups were unlikely to
just isn’t cricket. want to spend time in shady,
smoke-filled dives so many
STYLE OVER arcades began to clean up their
SUBSTANCE act. Things would never be the
There are various reasons for the same. The question is what was
decline in popularity and general it that drove the coin-op
transformation of the arcade manufacturers into focusing less
sector. The aforementioned lack on gameplay and more on the
of atmosphere is one and the cabinets the games came in?
industry’s preoccupation with
expensive cabinet technology is AHEAD OF the spirit of arcade hits. Indeed, home systems and arcade
another. Keith Ainsworth also THE GAME the relatively limited technology ensured it was the
blames the decline of the arcades The most obvious culprit for the architecture of a 48k Spectrum latter that always played host to
on an increasing lack of diversity. death of the coin-op is the home could never really have been the best games.
“By the early Nineties, it mostly console. In the early days of the expected to accurately emulate However, in October 1987 NEC
came down to beat-’em-ups and 8-bit era, home systems simply the advanced visuals and audio launched a new console in Japan
driving games,” he says. “A mid- couldn’t compete with the far of a machine such as that was capable of delivering far
Eighties arcade had such choice – more advanced coin-op Paperboy. That said, a number superior visuals and audio than
platformers, shoot-’em-ups, technology – home conversions of decent conversions – such the NES and Master System. The
puzzle games, gun games, sports could only hope to try to capture as Elite’s Spectrum conversion machine was, of course, the PC
of Capcom’s Commando – had Engine and with the release of
a good try, but if you wanted conversions of games like R-Type,
DEDICATION, DEDICATION… to play the real thing you the often-used (but rarely
THAT’S WHAT YOU DON’T NEED simply had to take a few quid accurate) term ‘arcade perfect’
So what exactly does the term ‘dedicated cabinet’ down to your local arcade. stopped sounding so hollow. The
mean? Well, the answer is simple. A Even the arrival of more reality was that these
dedicated cabinet is a machine that can powerful home systems such conversions weren’t perfect, but
run only one or, at best, a handful of as the NES didn’t herald much to the untrained eye there was
games. Naturally, the more extravagant of a change. For example, little difference between these
the machine is the more it costs. By anyone who ever played the home versions and the coin-op
turns, this means the price per credit is NES conversion of Irem’s originals. The console enjoyed a
usually bumped up to recoup outlay. Kung-Fu Master (Kung-Fu) will good degree of success in its
With the rise in popularity of home testify to the fact wthat the native Japan and did moderately
gaming, which led to the effective game was a pale imitation of well in the US, where it was
demise of the trusty and cheap JAMMA its coin-op parent. Likewise, renamed the Turbografx-16. The
cabinets, arcades began to rely more and Sega’s own conversions of system never made it to the UK,
more on these overblown beasts. This, titles such as OutRun for the though some gamers picked one
along with tax changes that affected the Master System couldn’t hope up on import. The important
coin-op industry, resulted in the end of to do full justice to the thing was that the divide
the old 20p-per-play heyday of the originals – largely due to the between home machines and
coin-op videogame. radically more powerful coin-ops had finally been bridged.
architecture of the coin-ops. In some ways this could be seen
Indeed the gap between as the beginning of the end for

232 | Retro | THE PENNY DROPS


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THE USUAL SUSPECTS


THE FIVE GOLDEN N ow don’t get us wrong, we’re These were the titles you just now we really miss them. To

RULES OF THE not saying these are the best


coin-ops of all time, but for some
couldn’t get away from and even
years after their release you could
paraphrase Joni Mitchell: You don’t
know what you’ve got ’til it’s gone,
OLD ARCADES s reason they seemed to appear in still find them lurking about. Of they paved paradise and put up a
By law, every British arcade in the Eightie
massive almost every arcade you walked course, in this new millennium bloody great horse riding game.
had to abide by these rules or face
fines (probably). into during the Eighties. they’ve all but disappeared and Tsk, honestly…
ed
1: Arcades had to contain a foul patternother
carpet preferably soaked in vomit and
unidentifiable substances.

2: Every machine in the arcade had to have


r
at least three cigarette burns or a simila
d on
amount of chewing gum pieces locate
the cabinet.

3: Every arcade had to have a disgruntled


who
teenager called Crow, Spatch or Fisher
would visit all day, every day and
communicate only through grunts.

4: Any under 16-year-olds wishing to


legally enter an arcade could only be
le of
permitted entrance if they were capab
tar
producing a half-full packet of high
cider.
cigarettes and a can of Woodpecker
XEVIOUS KUNG-FU MASTER DOUBLE DRAGON
5: The only machines allowed to benefit (NAMCO 1982) (IREM 1984) (TAITO 1987)
from a fully working joystick and button
In its day, this vertical-scrolling If an arcade didn’t have a Kung-Fu This Taito beat-’em-up was one of
set-up were the ones that nobody ever
e?
played (fully working Knuckle Joe, anyon shoot-’em-up was a real favourite, Master cabinet tucked away in it the biggest coin-op hits of 1987.
We didn’t think so….). but by the mid-Eighties it was then it probably wasn’t worth Such was its popularity you often
looking somewhat dated. However, visiting. You would almost have had to ‘put your money down’ for a
for some unknown reason it believed it was the law for go. Much like Shinobi, it was
the coin-op as it was. Other retained its place in the dark corners amusement arcades to have at least possible to complete the game with
consoles such as the Mega Drive of many arcades throughout the one version of this scrolling beat- just one credit. However, whereas
and Super Famicom followed and land. You never saw anyone playing ’em-up on site. Fortunately, it was Sega’s masterpiece required quick
again offered a selection of near- it, yet somehow it always felt extremely good fun to play, reflexes and skill, Double Dragon
perfect conversions. Capcom’s reassuring to know that it was there although often you’d find that the could be completed easily with the
port of Street Fighter II may have if you felt the need to have a quick game had been stuffed into an old just the one move – the notorious
lacked a few frames of animation blast. When it was finally taken cabinet with a dodgy old four-way elbow attack. If you only had 20p
compared to the arcade game, away you couldn’t help but feel that joystick, thus making certain stages and wanted to kill some time then
but for most people it was pretty you were losing an old friend. almost unplayable. this was a Godsend.
much spot on (although we don’t
mean the dire PAL translation of
the title).

CABINET
RESHUFFLE
Naturally, certain games
remained technically too complex
to make it in one piece to home
systems such as the Super
Famicom, but with the advent
of 32-bit consoles like the
PlayStation and Saturn, the gap
between arcade titles and home
conversions more or less BUBBLE BOBBLE SHINOBI HORSE RACING
disappeared. The fact that many (TAITO 1986) (SEGA 1987) (VARIOUS)
coin-ops began to use variants Another one that always showed up One of the finest coin-ops ever This one came in several varieties
of home console technology in the arcades, in our opinions this released and infinitely superior to and was usually located in the
kept manufacturing and was arguably one of the greatest every conversion that followed. centre of the arcade. The premise
development costs down, but it platform/action games of all time. Again, this was another machine was simple – eight mechanically
also meant that home Trying to learn everything about the that felt like part of the furniture in controlled horses raced up a small
conversions began to better their game was damn near impossible your local arcade. Shinobi was a real piece of track, each offered different
coin-op originals – just look at and even now the game contains favourite among cash-strapped odds and, as you might expect, the
Tekken Tag Tournament. subtle little secrets which remain a players, as once you’d mastered it it was the horses with the lowest
Similarly, Namco’s conversion mystery. The enduring popularity of you could get through the game on odds that always seemed to come
of Ridge Racer for the PSone was the game has ensured that it’s now just one credit. Of course, defeating in first. The cry of, “Place your bets
an almost flawless translation of available for the GBA, so a whole The Masked Ninja at the end of the now, please” which emanated
a coin-op that was only about six new generation can experience the fifth stage was something that from the machine still brings a tear
months old. The only major joy of bubbling. demanded true skill from players. to our eyes.
difference in playing Ridge Racer

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Retro
THE PENNY
DROPS
on the PlayStation was that it could often complete it with one
lacked the steering wheel and credit, allowing them to stay on
fancy cabinet of the deluxe the game for a considerable
arcade model. Suffice to say, amount of time without any
major manufacturers such as major financial outlay. With the
Sega and Namco saw this as the gradual disappearance of the
way forward for arcade games, relatively cheap JAMMA-
the thinking being that flashy compatible titles (see ‘Bread And
cabinets could provide JAMMA’ boxout), this sort of
something that gamers couldn’t value for money came to an
experience with a home console. abrupt end.
Admittedly, novelty coin-op Of course, with the old
cabinets were nothing new, but cabinets, the low price didn’t stop
whereas in the past they had people trying to cut corners, and
been the exception they suddenly Ainsworth recalls an
became the norm. As a result of unscrupulous practice involving
this several things happened. the ‘clickers’ that produce sparks
Crucially, the rising costs for lighting gas fires. “In the
involved in manufacturing these arcade you could put them
increasingly bizarre cabinets against the metal of the coin
(think of Hang Pilot from Konami) mechanism,” he explains. “The
A few seaside resorts still have arcades that look like the ones we remember so fondly from the Eighties. A

forced the typical price of a credit spark would bridge the contact
few fruit machines, a pool table and rows of game cabinets. Not sure about the Noddy car, though…
up to one pound. After all, arcade and register a credit. The Kong
operators – who had splashed machine would register a credit
out tens of thousands on these with a loud ‘ding’ sound, so a
machines – had to get their couple of kids shielded the
money back somehow. Gone machine while they tried the
were the days when you’d pay clicker. The machine went ‘d-d-d-
just 20 pence per play – Keith d-d-d-d-d-d-ding’, registering ten
Ainsworth remembers playing credits with abnormal speed.
Crazy Kong (a pirate version of Now you know why modern coin
Donkey Kong) for 40 minutes on mechs are made of plastic.”
just ten pence. What’s more, the Naturally, we don’t endorse
games themselves became far this kind of behaviour and can’t
more superficial and gimmicky. be held responsible if you fancy a
Again this was nothing new, but free game of Asteroids. But this
suddenly the concept was taken small-time cost-cutting was all
to its illogical conclusion. In the part of the atmosphere of the
past, skilled players who had Eighties arcades, rather than the
invested time on a machine reason for current pound-per-play

BREAD AND JAMMA


So what’s all this talk about replaced with a completely new arcade owner simply had to remove
JAMMA? Well, in the early days cabinet. As you might expect, this the circuit board and replace it
of the coin-op industry most proved to be an expensive nuisance with another one. It’s not much
new games came in their own for manufacturers and arcade trickier than swapping a cartridge
specific cabinet, which operators. However, in the early to in a console.
couldn’t easily be altered to run mid-Eighties the Japanese This proved to be a much
another game. This meant when Amusement Machinery cheaper alternative to lugging the
a title began to decline in Manufacturers Association (JAMMA whole caboodle away, and from the
popularity the whole machine to its friends) came up with a great mid-Eighties through to the early
often had to be removed and money-saving solution. Nineties, JAMMA-compatible
Members of the association – boards became (more or less) the
including a healthy number of industry standard. The system is
western firms like Midway and Atari still used even today. Of course, if
– decided on a standard connection you’re thinking of buying your own
that would allow any JAMMA- machine then a JAMMA-compatible
compatible printed circuit board cabinet is probably your best bet.
(PCB) to be plugged into any (well, It’s reasonably easy to get an arcade
just about any) JAMMA-compatible experience in your own front room –
cabinet. This meant that when a for more advice, check out our ▼
This insignificant-looking circuit board Game not doing well? Take out the board, drop

actually contains a heap of gaming joy. game stopped earning money the feature on page 248. in a new one, lick of paint – presto! New game.

234 | Retro | THE PENNY DROPS


230-5_Retro book 11/8/04 12:34 PM Page 6

games and the industry’s


financial woes.
However, emulators are a great
way of preserving the classics
Ten Reasons Why Eighties
ARCADE
IMPERFECT
and a way of playing them for
those of us without a grand to
spend on each one.”
Arcades Were Great
So with the golden days of the Unfortunately, attempts to 1: The games were all relatively cheap and there
choose from. Most of them were rathe were tons of them to
arcade going a bit rusty, what open retro arcades as viable r good as well, which you can’t say
about many modern coin-ops.
hope is there for coin-op fans? businesses have, for the most
With profits continuing to part, fallen flat. John Caladine
2: The almost suffocating haze of smoke which
dwindle and home consoles tried such a venture four years engulfed you when you
walked in added an air of mystery to
growing ever more powerful, ago, but was forced to close the the whole experience. John Carpenter
The Fog had nothing on these place ’s
many major firms have left the Arcade Warehouse retro arcade s.
coin-op market altogether and after just two weeks. “Someone 3: The sight of the disinterested teenage girl behin
those that remain are having to smashed a machine, a boy fell off counter, who’d usually be talking to d the coin-dispenser
her boyfriend, chewing gum or filing
work in conjunction with each the roof, the police came round nails (often referred to by patrons as her
the Mona Lisa).
other to keep development and twice, super glue was used on
manufacturing costs at a the roller shutters, the manager 4: Finding yourself surrounded by a group of awes
made your through the notoriously truck admirers as you
reasonable level. It would seem stole the float money and that tricky final stage of Super Comman
Invaders Part II. do
that the days when arcades was all in one week,” Caladine
played host to the best games explains. “We wanted to do a
are all but over. retro arcade and failed. We might
5: Being able to skive off whole afternoons of scho
low price of £1.50. Now that’s what ol for the exceptionally
As for the youngsters of today, try again when we feel brave.” we call value for money.
most would rather spend their And so, for the time being at
6: Getting a free credit by informing the staff: “Tha
spare money on mobile phones least, it seems unlikely that the swallowed my money”. This was to t machine over there just
and other such new-fangled arcade sector will ever see a be used only in times of true hardship.
nonsense. Still, the existence of major resurgence in popularity. 7: Thinking up new and extremely inventive ways
emulators such as MAME means Yes, it’s still ticking over – the hi-score tables. Just for the recor to get swear words on
d we don’t recognise ‘NOB’ as a
that many old classics, which dancing games retain that ‘show legitimate profanity.
would otherwise have been lost off’ factor that made the old
forever, can still be enjoyed on a classics popular – but walking 8: The feeling that you were Han Solo in the Star
reality you were a spotty-faced, scho Wars Cantina, when in
home computer. Caladine and into an arcade today just ol-shirking NOB.
Ainsworth agree that it’s a case doesn’t hit the spot. However,
of ‘the original and best’ but those who were there at the 9: The thrill of a new machine appearing in your
forget the first time they clapped eyes local arcade. Who could
concede that emulators can be a time can take pleasure in on the deluxe version of Space Harri
er?
boon. “The actual machine is the knowing that they witnessed
ultimate way to play,” says one of the most important
10: The retina-burning sensation of sunlight hittin
outside after spending hours in near g your eyes as you walked
Ainsworth, “with a joystick and and exciting eras in darkness really made you feel alive
.
those cool arcade buttons. videogaming history.

SOME OF THE GREATS


rying to pick out the greatest hypnotically addictive and 26 years Indeed, racing games that had gone if an arcade didn’t sport a Gauntlet
T arcade games of all time is nigh-
on impossible; there are just too
down the line it remains strangely
satisfying and addictive.
before looked archaic by comparison.
Had Namco not developed this when
cab then you gave it a wide berth. It
was also instrumental in introducing
many classics to choose from. it did, then the driving game genre the ‘pay as you go’ style of play,
Anyway, we’ve picked out some of PAC-MAN may have hurtled down a very which would later be taken to
the most influential and memorable (NAMCO, 1980) different road (sorry). extremes by games like Final Fight.
coin-ops of all time. Yes, you may not With this unique maze game Namco
agree with the selection, but with so introduced players to videogaming’s GAUNTLET OUTRUN
many games to choose from, it was first true icon. The simplistic control (ATARI, 1985) (SEGA, 1986)
always going to be controversial… interface (a solitary four-way joystick) Four-player games were nothing new A candidate for the best driving game
ensured that anyone could pick (just look at Quadrapong, for of all time (if not the best game of all
SPACE INVADERS this up and get to grips with it from example), but the co-operative time). Admittedly we bang on about
(TAITO, 1978) the off. A clutch of sequels followed, gameplay of Gauntlet led in many this one quite a lot, but there’s no
This was the one that propelled coin- but the original is arguably the cases to lifelong friendships (and getting away from the fact that Yu
operated videogames onto the world definitive version. probably a few marriages) being Suzuki’s stunning racing title is a
stage. Indeed, mention the term forged. On the flipside, the game was masterclass in great game design.
videogame to anyone over 50 and POLE POSITION also responsible for many arguments. The deluxe cabinet was a beauty, the
most likely they will reply, “You mean (NAMCO, 1982) Remember when one of you got split game’s visuals had that gorgeous
Space Invaders?” The game’s Regular readers may be aware that from the group and stuck in the colourful Sega look about them and
massive popularity even caused a we’re not massive fans of this widely corner of the screen? No-one was then of course there was that
temporary coin shortage in its native regarded racing game, but only a fool willing to move and eventually all soundtrack – forget about so-called
Japan. Taking on wave after wave of could deny the impact Namco’s racer your life points ticked away (maybe ‘epi’c’ orchestral scores, this is
the encroaching invaders was had on the videogame market. that was just us). Regardless, in 1985 the business.

THE PENNY DROPS | Retro | 235


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Retro

R-TYPE
ASK ANY OLD-SCHOOL SHOOT-’EM-UP FAN TO
NAME THEIR FAVOURITE GAME AND THEY’LL
INVARIABLY PICK R-TYPE. IREM’S MASTERPIECE
BURST INTO ARCADES IN 1987, BUT AN
UNFEASIBLY HIGH DIFFICULTY LEVEL ENSURED
THAT ONLY THE GREATEST (OR RICHEST) PLAYERS
WOULD EVER REACH SOME OF THE FRANCHISE’S
BEST MOMENTS. JOIN US AS WE JUMP INTO OUR
R-9 TO STOP THE BYDO EMPIRE YET AGAIN

R–TYPE (ARCADE, 1987) ▼


R-Type – the original and best? Quite possibly. This is the game that spawned a thousand shoot-’em-ups.

wasn’t enough. You had to boss to contend with. While R-


his is where it all began; from suitably different from other memorise and find a safe route Type’s first boss was ridiculously

T the moment your ship first


blasted across the screen,
you could feel that Irem’s R-Type
shooters as well. Instead of just
simply hammering the fire button
for all you were worth, you were
through each of the game’s eight
levels (few gamers could simply
throw a handful of coins into the
easy to beat (simply fire your Force
Orb into its stomach and relax), the
later bosses were a different matter
was something special. After able to charge up your Beam by machine and see the end titles in – all were wonderfully designed and
shooting down the first waves of simply holding down the fire less than an hour). took huge amounts of Plasma
Bydo scum, R-Type played its button – once fully charged, a Taking a tip from Gradius’ book, before they eventually succumbed.
finest card – the Force Orb (see ‘Use Plasma Beam would be unleashed, R-Type was the kind of shooter that Like the level design, each boss
the Force’). causing massive damage to required you to make your way needed to be closely studied before
It wasn’t just the Force Orb that anything in its path. through the game with as much its weakness could be exploited.
was unique; your firepower was Getting used to the Force Orb firepower as possible – get shot It cannot be underestimated just
and controlling your weapons were and you’d be facing a ridiculously how good this game was – and

USE THE FORCE just a small part of the game’s


learning curve. R-Type, perhaps
tough challenge that wasn’t for the
faint hearted.
still is. It received numerous ports
to many systems (stand-outs being
R-Type’s Force Orb was one of the more than any other shooter at the Finally, just when you thought the PC Engine and Spectrum
most versatile and innovative time, was structured in such a way you’d mastered getting through a versions) and still inspires shooters
power-ups ever designed for a that to be a good player simply level without dying, you’d have a to this day.
shoot-’em-up and is still cloned to

R–TYPE II (ARCADE, 1989)


this day. Attaching itself to the front
or back of your ship, the Force (as it
was more commonly known) was
able to absorb most bullets and
enemies and made for some very t couldn’t have been easy to
strategic gameplay. A quick stab of
the second fire button would enable
I follow up such a technically
impressive and innovative
and unmercifully. Despite this,
though, you never felt that the
game was ever unfair and often
you to launch it forwards or shooter, but Irem’s sequel ended up blaming your frequent
backwards from its current position, was nearly as accomplished as deaths on poor reflexes.
where it would then plough the original. Many of the original weapons
through anything that got in its R-Type II trod a very similar returned for the sequel along with
way. A second press would then path to its predecessor – the bio- a few additions. Unfortunately, ▼
bring the Orb back towards you mechanical aliens were back, the so-called Improved Beam was You were armed with an Improved Beam but it
so that the whole procedure could wasn’t much use in this fearsomely hard game.
many of the bosses reappeared anything but, and although it
be repeated. (albeit in slightly different guises) would unleash a devastating disappoint, as many of the new
and the distinctive pastel shades attack when fully charged, it took bosses were superb (see ‘You’re
of the original were used again so long to do so that a quick going down’).
to create an immediately death was inevitable. R-Type II was more a remake
familiar feel. Most of R-Type’s stand-out than a direct sequel and a few
There was one big difference, moments were the impressive gamers were disappointed with
though – somebody must have bosses and those in the sequel its many similarities to the original
fallen asleep at the difficulty were no exception. Huge, devious game. Although ported to the
controls because R-Type II was and able to withstand a lot of 16-bit computers the only console
bloody hard. The level structure firepower, the majority were very version to appear over here was
was even more rigid than the similar to those in R-Type. Even a the disappointing Super R-Type
original and punished you swiftly small amount of déjà vu couldn’t on the SNES.

236 | Retro | R-TYPE


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R–TYPE LEO (ARCADE, 1992) YOU’RE GOING DOWN


The battles against some of the
rem’s third stab at the franchise a home console), the most Bydo bosses in R-Type II were
I was a brave move that alienated noticeable difference in R-Type Leo particularly tricky, with one of
the most exciting encounters
many gamers when it was released, was the absence of the Force. Once
being found on level four. Not
though in hindsight it was probably you got over this shock, you soon
content with forcing you
as good as the original. realised that its replacement was a through a rapidly changing
This time you had to destroy the Paradise Project.

Sadly never getting a release more than suitable substitute. maze, the boss was an absolute
outside Japan (or getting ported to The two small orbs (known as some meticulously designed nightmare. As it sped away from
Bits) that originally floated above opponents and fantastically detailed your R-9 Fighter, your only
and below your ship in the original backgrounds. The addition of a option was to follow it and send
games could now be used as an second player also helped distance it back to whatever Bydo hell it
offensive weapon. They could still R-Type Leo from the original games. had sprung from. However, the
final battle was the most
be used for protection, but were However, while having a comrade
memorable. Deep inside the
definitely geared towards attacking – to help obliterate the Paradise
Bydo core was a group of
especially on some of the later Project (the Bydos must have been imprisoned R-9 Fighters – in the
levels, where aggressive use of your busy) was very handy, it detracted process of freeing your friends
Bits was crucial. Visually the game from the ‘me versus them’ appeal you had to contend with the

Your Bits were now an effective weapon. was superb with vibrant colours, of the series. boss using them against you in
one of the toughest battles of
the series. Fortunately, upon

R–TYPE III: THE THIRD LIGHTNING (SNES, 1994)


being freed the R-9 would
change sides and help you free
your other comrades. A great
ot doubt stung by Leo’s poor battle, made all the more
N reception, Irem and Jaleco’s
R-Type III was a return to form. The
outing was no exception. Practically
every Mode 7 and transparency trick
available was used to great effect –
New weapons made an
appearance and you started each
game with a choice of three
poignant by the fact that the
fighters later lost their lives so
Force Orb returned, the second rotating levels, wonderfully different Force types: the original, that you could escape.
player was nowhere to be seen and constructed bosses and some great Shadow and Cyclone. Each came
the Bydo Empire struck back. sprite scaling all resulted in one of with its own array of weapons CHOICES, CHOICES
The R-Type franchise has always the most technically impressive and took some time to fully master.
been technically polished and this shoot-’em-ups on the SNES. Difficulty was also something R-Type Delta saw the arrival of
that had been adjusted thanks to three new ships to replace the
checkpoints scattered throughout much put-upon R-9. For the
each of the six levels. In fact, after purists out there your best bet
the incredibly tough Super R-Type was the R-9a Delta. Basically an
it was a pleasant surprise to updated version of the original
actually make decent headway into fighter, the Delta featured a
the game. standard Force unit and a new
R-Type III: The Third Lightning is Shockwave Cannon. If you
a solid addition to the R-Type canon wanted a slightly more powerful
and is well worth picking up – beast, it was worth considering
copies go for a very reasonable the R13 Cerebus; this stocky

R-Type III wasn’t an arcade port, which meant Irem and Jaleco could tailor the game to the SNES. price on eBay. fighter was heavily armed and
featured a weapon called the
Hysteric Dawn that tore a hole in
space that sucked your enemies
into another dimension.

R–TYPE DELTA (PLAYSTATION, 1999) Bringing up the rear was the


slick RX Albatross. This was the
most popular ship of the three
n 1999, Irem decided that the many were upset that other ships of the screen, the mechanical simply because its built-in
I R-Type series needed another dared encroach on the R-9’s territory
(see ‘Choices, choices’). The new
behemoths looked spectacular and
provided many of the game’s most
homing device was perfect for
lazy pilots.
makeover. R-Type Delta was the
result and saw Irem ditching its graphics were also unpopular with breathtaking moments. R-Type
sprite-based roots for a more gamers, with many feeling that Irem Delta is still a classic blaster and a
consumer-friendly polygon style. had not achieved the same bio- perfect evolution of Irem’s franchise.
Initially ignored by gamers mechanical feel of the originals,
because of its similarity to Square’s even though the new look gave the
Einhander, R-Type Delta is arguably game a wonderful sense of depth.
one of the best shooters on the Yet despite these so-called flaws
PSone. First impressions last, and there was still more than enough of
unfortunately Delta’s weren’t that the original R-Type gameplay to
favourable. For starters, you had convince initially sceptical fans.
three fighters to choose from. With the implementation of 3D,
Although they were a logical R-Type Delta’s bosses were a sight ▼
R-Type Delta ditched the sprites in favour of
progression from R-Type III’s forces, to behold; often many times the size polygons but wasn’t a hit with fans straight away.

R-TYPE | Retro | 237


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Retro

VER QUITE MADE IT…


AT NE
GAMES TH

D RIDERS
WIL AT NEVER QUITE MAD
E IT…
GAMES TH
Some games get cancelled before they make it onto the shelves. Others get
released in Japan, but never get converted to English. And a few – like Sega’s Wild
Riders – get released in the arcade, but never make it as far as our homes…

company’s unmatched ability to bikers – Trish Moon and Keith Raven


Format: Naomi 2
Release: 2001 create thrilling, though often short- – was portrayed through a selection
Publisher: Sega lived, gaming experiences. of comic book-esque drawings
Developer: Wow Entertainment Towards the end, however, the which then came to life in full 3D.
rate at which Sega translated its Wild Riders is still one of the best
arcade games slowed down, simply examples of cel-shading (or ‘manga

A
lthough the Dreamcast
wasn’t the success that because the games weren’t selling. edge’ as it’s sometimes known) to
Sega was hoping for, This situation meant that a small date, despite the newer, more ▼
Screw the roadblock – use the handlebars on the
there’s no doubt that it did boast a selection of decent arcade games, powerful technology now on offer.
cabinet to slide under the barrier.
catalogue of superb games. With mostly ones with limited longevity, Aside from the vivid visuals, the
classics like Shenmue, Rez, Sonic were never released in the home at game was also a blast to play to slide under police roadblocks or
Adventure and Jet Set Radio, you all – titles such as Wild Riders, despite being extremely simplistic. carry out death-defying leaps over
could argue that the machine which, due to being developed on The main premise was simply to get buildings, often finding short cuts in
introduced some of the most the newer Naomi 2 chipset, would to the next checkpoint along an A-to- the process.
groundbreaking titles that the have had to have been cut down to B route while avoiding the police – Nowadays, the only way to play
industry had seen in quite a few run on the Dreamcast anyway. nothing particularly innovative there, Wild Riders is to find one of the few
years. The Dreamcast also received Featuring the sort of cel-shaded then. However, by pushing or arcades that still has the machine – a
a range of Sega arcade translations loveliness that had given Jet Set pulling the handlebars that were difficult task considering that hardly
including The House Of The Dead 2, Radio its striking visuals a year mounted on the arcade cabinet you any stocked it in the first place. With
Crazy Taxi and Ferrari F355 earlier, Wild Riders (with the added could slide the bike or perform Sega still struggling, the chances of
Challenge – all of which proved the power of Naomi 2) certainly offered wheelies to get added reach when a console translation are extremely
plenty to look at. Styled to look just launching off ramps and edges. After slim. Oh well, looks like just another
like a comic book, the story of two a couple of attempts, it was possible game that never quite made it…
CEL–BY DATE
Although cel-shading is still a fairly new graphical widely seen as being the title that perfected the graphics demo by Melbourne House. The most
effect, it was actually introduced during the late technique, though the team responsible for it later hotly debated cel-shaded title has to be Zelda: The
Nineties. Sega’s Jet Set Radio on Dreamcast is revealed that inspiration had come from a Wind Waker, which still has fans divided.

2000 2000 2000 2001 2001

Jet Set Radio (DC) Looney Tunes Space Race (DC) Wacky Races (DC) Fur Fighters: Viggo’s Revenge (PS2) Wild Riders (Arcade)
Sega Melbourne House Infogrames Bizarre Creations Sega

2002 2002 2002 2002 2003

Auto Modellista (PS2) Cel Damage (GC, PS2, Xbox) GioGio’s Bizarre Adventure (PS2) Jet Set Radio Future (Xbox) Zelda: The Wind Waker (Cube)
Capcom Pseudo Interactive Capcom Sega Smilebit Nintendo

238 | Retro | WILD RIDERS


238-9_Retro book 11/9/04 3:59 PM Page 2

MATCH DAY (Spectrum 48k, BBC Micro) Ocean, 1984 – UK Advertisement

MATCH DAY | Retro | 239


24-5_Retro book 11/4/04 12:04 PM Page 1

Retro
pany
o m
C okback
lo
ULTIMATE
PLAY THE GAME
(1983-1987) FROM 1983 TO 1986 (YES, WE Atac. Each was met with great

B
ack in the summer of 1983,
KNOW IT CONTINUED INTO a fledgling British software praise and helped establish the firm
1987, BUT BY THEN IT JUST house known as Ultimate as a major player in the UK
WASN’T THE SAME), ONE Play The Game (a trademark of videogame scene. Indeed, few other
COMPANY DOMINATED THE Ashby Computers and Graphics publishers and developers could
8-BIT GAMES SCENE, Ltd) released two triple-A games compete with the high standards in
RELEASING A STRING OF HIT for the Spectrum. The first, Jetpac, visuals and gameplay that Ultimate
TITLES WHICH WERE was an entertaining, single-screen, were setting.
APPLAUDED BY THE PRESS platform shoot-’em-up, which In 1984 the company raised the
AND GAMERS ALIKE. THE borrowed ideas from classics like stakes even higher by releasing
FIRM WAS, OF COURSE, Defender. The other title was Pssst, Sabre Wulf for the Spectrum at the
ULTIMATE PLAY THE GAME. an arcade-style product that unprecedented price of £9.99 (before
WE TAKE A LOOK AT THE involved protecting a blossoming this, most titles came in at about
TITLES THAT EARNED Thyrgodian Megga Chrisanthodil £5.95). Fortunately, the game’s
THE RECLUSIVE SOFTCO from pesky alien bugs (more fun distinctive packaging and artwork
(BEFORE IT BECAME than it sounds). Four further (this would become an Ultimate
RARE) ITS NEAR releases followed – Tranz Am, trademark) and fantastic gameplay
LEGENDARY STATUS… Cookie, Lunar Jetman and Atic ensured it went on to become one

1983 1983 1984 1985

JETPAC C, Vic 20 COOKIE SABRE WstraUL F ALIEN 8 strad, BBC, MSX


d, BBC,
Spectrum, BB Spectrum Spectrum, Am Spectrum, Am
e blaster that lier Pssst, but this Knight Lore
A fiendishly addictiv as it was Similar to the ear Commodore 64 The first of many
today a luckless £9.99, but the uably tightened
remains as fresh time you controlled r-bomb It cost a whopping clones. Alien 8 arg
ase. Assemble flou reMan’s first ay elements, but
on its original rele chef as he tried to sheer quality of Sab massive hit. up certain gamepl
of your rocket mixing bowl. this a the charm and,
the three pieces ingredients into his were not adventure made for many it lacked
ore making bolts an amulet to , the wow factor
and then fuel it bef Rogue items like Find the pieces of more importantly
escape. it in. dense jungle. iration.
your (temporary) supposed to make escape the game’s of its obvious insp

1983 1984 1984 1985

PSSST LUNAR JE TMAN URLDE


UNDERWmo NIGHTSHA DE
C dore 64 modore 64,
Spectrum Spectrum, BB Spectrum, Com Spectrum, Com
n flower doesn’t pac allowed for SabreMan X
Nurturing an alie This sequel to Jet This second outing Amstrad, BBC, MS
ject matter for a whole planet. against the Devil s an isometric
sound like ideal sub players to explore saw him battling Once again this wa also
working out remembered for the Underwurlde h it
a videogame, but It is perhaps best himself. Exploring advent ure, althoug
d wh ich insect rumour that trating leaps of ere nt weapons
which spray kille the infamous trailer involved some frus borrowed ‘the diff
sive gaming. some magazines e didn’t sell as s’ concept that
made for compul was circulated by faith and the gam for different enemie
se leaves… re about this). essor. eared in Pssst.
Keep an eye on tho (see page 26 for mo well as its predec had previously app

1983 1984 1984 1985

TRANZ AM ATIC ATAC KNIGHT LO RE GUNFRIGH T


Spectrum C
Spectrum, BB strad, BBC, MSX
Spectrum, Am strad, MSX
Spectrum, Am
wn Red Racer racter classes of a doubt this r isometric title,
Control a Super Blo Pick from three cha and then Without a shadow This was anothe
ic world as you ard) te’s finest hour. tracking down
in a post-apocalypt coveted (knight, serf or wiz stands as Ultima but the premise of
the und a ghoul- phics looked d gunslingers
search for fuel and make your way aro The isometric gra a series of wante
s of Ultimate”. depleting- time and ll. The showdown
“Eight Great Cup infested castle. The was far astonishing for the worked quite we
mo re simplistic lay of his ped spice
One of the firm ’s chicken health disp curing SabreMan sub-game also hel
ly engaging. n an energy bar. no small task.
efforts, but still fair more original tha lycanthropy was things up a bit.

24 | Retro | ULTIMATE PLAY THE GAME


24-5_Retro book 11/4/04 12:04 PM Page 2

THE
of the most successful releases of its were cautious about investing COMMODORE
day. What was to come next, heavily in further development of
though, would make the industry sit 8-bit computer games, especially
CONNECTION
Firebird was responsible for a number of Commodore 64
up and take notice of the small with the arrival of 16-bit machines ports of popular Ultimate games including Sabre Wulf and
Ashby de la Zouch-based firm. looming. Before long the firm had Underwurlde although Ultimate itself developed a number
of Commodore 64-specific titles. However, these never
The seminal Knight Lore arrived set up a subsidiary company achieved the commercial or critical success that the firm’s
towards the end of 1984 and, thanks known as Rare which focused on other games had enjoyed.
to a technique known as filmation, the up-and-coming NES – an 8-bit 1984
provided gamers with an interactive console system. Shortly THE STAFF OF KARNATH
isometric world to explore. Nothing afterwards, the name Ultimate The first appearance of Sir Arthur Pendragon
was a slightly crude affair, with blocky (albeit
like Knight Lore had been seen was sold to US Gold, who colourful) graphics and some fairly illogical
before on a home machine and it subsequently released a number puzzles. Undetered, however, Ultimate would
use Sir Arthur again (see below…several times).
was hailed as revolutionary – the of mediocre titles (including
1985
fact it was running on a humble Martianoids and Bubbler) under
Spectrum 48K was even more the label. The game was up and it
ENTOMBED
Ultimate’s second stab at Commodore 64
impressive. Unsurprisingly, a slew of wasn’t long before the name gaming was an improvement. Sir Arthur had to
pass through a number of puzzle-filled rooms.
clones (including various efforts Ultimate was finally consigned to Sadly, the corridor sections linking these
from Ultimate) followed. the pages of history. chambers proved frustrating to wade through.

Of course, the Stampers’ 1985


END OF AN ERA? decision to switch to developing IMHOTEP
This uninspired title provided evidence (not that
However, the company’s star games for the console market it was really needed) that Ultimate was not as
eventually began to fade. It had proved to be as visionary as comfortable on the Commodore 64 as it was
with the Spectrum and other systems. But it
never really got to grips with the Ultimate’s early games and Rare kept trying…
other main machine of the day, went on to become one of the 1985
the Commodore 64, and its most successful developers in the BLACKWYCHE
Spectrum output slowly began to world. Regardless of the firm’s The third in the Sir Arthur Pendragon series was
set on a large pirate galleon, whose sailors had
decline in quality. success as Rare, the name been searching for the Crystal Skull of Souls. It
Murmurings from the Ultimate Ultimate will always conjure up sounded sinister but unfortunately wasn’t as
good as Entombed.
camp suggested that its founders, fond memories among gamers of
1986
the enigmatic Stamper brothers, a certain age.
OUTLAWS
The cleverly-named Lone Rider arrived to
avenge, er, those who needed avenging. Sadly,
1986 1987 this was a massively disappointing Wild West
CYBERUN BUBBLERstrad, MSX action/adventure and one which most Ultimate
fans would rather forget.
Spectrum Spectrum, Am
press were effort which, if
By now, even the Another US Gold 1986
stion Ultimate’s horrible
beginning to que you’ll excuse the
quality control me
asures. This
expression, proved
that the DRAGONSKULLE
ce shooter did truly burst. Sir Arthur Pengragon, having successfully
underwhelming spa that all Ultimate bubble had lasted,
critics d wh ile it tracked down the Skull of Souls in Blackwyche,
little to reassure But it was goo
firm. carried on adventuring. Thankfully, this would be
was well within the eh? Happy days.
his final outing. Unlike SabreMan, he wouldn’t
be missed.

ED
NOT RELEAS
1986

PENTAGRA M MIREMAR E COMPILATIONS


strad, BBC
Spectrum, Am ed about MireMare
The much talk
Two dedicated Ultimate compilations also made it out, although no
etric adventure. be the final comprehensive collection has ever been released.
Yet another isom was supposed to
SabreMan and reMan series
This one featured chapter of the Sab ULTIMATE PLAY THE GAME:
emblance to ntioned in the
bore a startling res and was even me
Knight Lore. Playab
le enough, but
end sequences of
Pentagram and THE COLLECTED WORKS.
ulaic. Ultimate’s pite the Released in association with Crash
depressingly form Underwurlde. Des
the US Gold era. cover image,
last game before appearance of this magazine, this Spectrum compilation was not
itself is never
though, the game a complete collection of Ultimate games but
e got any further
supposed to hav you did get 11 quality titles.
board. Perhaps
than the drawing
te can throw
1983 someone at Ultima
OIDS more light on the
matter? Watch COSMIC BATTLEZONES
MARTIAN
strad, MSX this space… A tragically named BBC-only compilation
Spectrum, Am
at the helm and featuring Jetpac, Lunar Jetman and
US Gold was now
from the Ultimate Alien 8. The cover art offended
it showed. Aside
kaging, this turgid many Ultimate purists.
name on the pac
g to do with the
release had nothin A bit rubbish, really.
lf. The bottom
great company itse
e was near.
of the slippery slop

ULTIMATE PLAY THE GAME | Retro | 25


240-1_Retro book 11/9/04 12:50 PM Page 1

Retro

T-REX IN JOE & MAC CAVEMAN NINJA


Although dinosaurs and cavemen never coexisted
in real life, in videogames they’ve met many times
through the years. Here’s one of the most
memorable man-and-beast encounters
hen the SNES first went on point out that this console
W sale there were many
games that impressed; F-Zero with
conversion featured numerous
omissions – though that was hardly
its futuristic Mode 7 landscapes, Data East’s fault.
Super Soccer with its pseudo 3D Even with these cutbacks,
pitch, and, of course, Super Mario though, the terrifying roar of a T-
World with its clean, contemporary Rex, followed by the earthquake-
visuals and abundant use of sprite like tremors caused by its footsteps,
scaling. But there was another was enough to strike fear into the
game that stood out for its blended heart of the hardest gamers. bringing down a creature of such cavemen leaping (somewhat
pastel colour palette and huge Having casually traipsed past the magnitude would they? On the implausibly) out of T-Rex’s mouth
dinosaur bosses. That game was sleeping beast just seconds earlier, contrary, it was easy to crush the towards you.
Joe & Mac Caveman Ninja. it was obvious that an attack was angry dinosaur simply by clubbing So what was it that motivated
Based on the coin-op of the imminent, though the tense music it in the face. And if you’d managed Joe & Mac to go out dinosaur
same name, Joe & Mac certainly and rumbling snarls still managed to collect a weapon upgrade on hunting in the first place? Why, it
looked impressive, though fans of to shock. But surely two little your way through the level it was was to save the gorgeous cave
the arcade game were keen to cavemen wouldn’t be capable of even easier – even with enemy babes, of course…

Videogame myths have been knocking around


STREET FIGHTER II: since the days of Pong. However, when
An intriguing batch of
combat game cobblers
THE WORLD WARRIOR Capcom released Street Fighter II in 1991 a
whole flood of facts and fancies started flowing.

doing the rounds – most of which reality it was simply a graphical

I
t’s fair to say that Street EGM. As an April Fool’s joke, the
Fighter II: The World Warrior proved to be a pack of ill-conceived glitch (as confirmed by the magazine ran an article (complete with
was a phenomenon. Not since (and daft) lies. developers). Case closed. a dodgy doctored image) which
the golden age of coin-ops To list them all you’d need pages, Then you had the classic ‘if you appeared to show a hidden character in
when Pac-Man and suchlike but some of the more popular ones complete the game without losing action. The fighter in question was
were doing the rounds had an included the so-called Super Fireball. any energy you can select the four Sheng Long, the supposed mentor of
arcade machine been so Those of you who played the game bosses as playable characters’. After Ryu and Ken (the name Sheng Long
popular. As players became enough may have noticed that from much time and money had been was incidentally included in Ryu’s
more and more skilled at the time to time Ryu and Ken’s Hadoken spent it emerged that this was a big victory speech). EGM explained that in
game they began to demand attack would appear in an orangey fat dirty lie. order to unlock this character you had
more, and before long a red form. It was suggested that this Best of all though was the story to reach M. Bison without getting hit
number of rumours started was a more powerful strike, but in circulated by American magazine and then go nine (count ’em) rounds
without either you or Bison hitting each
another. Of course this was utter guff,
but that didn’t stop people trying, and
one or two rival publications were left
with egg on their faces (or should that
be covers?) after plagiarising the story.
The hoax was later revived by EGM
when it claimed that Sheng Long was
included in Street Fighter III: The New
Generation (again this turned out to be
untrue). The one that really bakes our
noodle is whether Capcom
intentionally included combos in Street
Later versions of the game let you play as characters such as Look! It’s Sheng Long in Street Fighter III (if Fighter II. We suspect not, but hey,
Sagat, but there was still no truth in the rumour that completing you fall for this then let us know – we’ve got
the game without losing any energy let you ‘be’ all four bosses. some ‘magic beans’ we’d like to sell you). who are we to judge?

240 | Retro | STREET FIGHTER II


240-1_Retro book 11/9/04 12:50 PM Page 2

st slot on Radio

“I’m 47, my girlfriend’s 33, she’s 14 years younger

After bouncing back with the third be with Dancing


than me. Back of the net!”

Norwich, Alan Partridge lets off steam 2. Cashback undead-blasting antics: one shows

Stage Euromix and House Of The Dead


Alan paired with a young boy, the
two players sporting equally
colourful replica pistols; while the
slow-moving arrows and simple other portrays a solo experience,

W
e’re no strangers to the Partridge goes to drown his sorrows
world of arcades and in some digital entertainment. pattern on the screen blow that spiced up with frustrated
we’ve seen some The first shot we see is a close- theory out of the water and present exclamations (“shitty zombies!”)
strange things in our time, but the up of Alan’s face bathed in a warm, a new one – Partridge has all the and the kind of flailing often seen in
last thing you’d expect to find as friendly glow, and as the camera quick-stepping ability of a rhino. over-excited children.
you stroll through the noisy neon pans out it becomes apparent that The strained stomping continues Later in the episode, Alan
ballroom is a washed-up celebrity he’s bitten off more than he can for a while before the scene cuts to proceeds to recount his gaming
hogging all the good games. After chew with a particularly tricky the celebrity’s second game of achievements for his new Lexus-
being turned away from ‘friends’, song on Dancing Stage Euromix. choice, House Of The Dead 2. There driving friend’s wife in his
clubs and parties alike, Alan On closer inspection, however, the are two different shots of his inimitable manner. “Tried to
outdance a computer – impossible
– then fought some zombies with a
boy in care,” he explains, adding
with his trademark zing: “Wiped
the floor with him.”
As is almost always the way,
though, a gaming faux pas
manages to slip through the net.
While Alan is abusing HOTD2’s
zombies, the replica gun he’s
flinging around is nothing to do
with Sega, belonging, in fact, to
Namco’s Crisis Zone. We’re not
sure what’s worse – the fact that
this error made it onto national
television or the fact that we
recognised that blue plastic SMG
within seconds…
Sadly, for the rest of Alan’s
television and radio career we’re
never given another insight into
his gaming habits. Shame, really –
we’d love to see him try to get
to grips with an EyeToy or, better
still, Super Monkey Ball. Anyone
for Monkey Tennis?

HOUSE OF THE DEAD 2 | Retro | 241


242 |
242-3_Retro book

STREET FIGHTER STREET FIGHTER II


■ Arcade/Multi ■ Game Boy
■ 1987 ■ 1995
■ Not a particularly ■ Despite its
huge hit, Street monochrome display,
Retro
Fighter had just two POCKET Nintendo’s chunky
playable characters. little handheld
But it did boast actually did quite a
11/9/04

pressure-sensitive good job of


pads that governed recreating the arcade
the strength of your punches and kicks depending on original. Sadly, a lack of animation made the action

Retro | STREET FIGHTER


how hard you hit them. Sadly, they were easily broken. look somewhat jerky and fragmented.

STREET FIGHTER 2010 SNK VS. CAPCOM: MATCH OF THE MILLENNIUM


11:01 AM

■ NES ■ Neo-Geo
■ 1990 Pocket Color
■ One of the most ■ 1999
abstract instalments ■ Thanks to the
in the Street Fighter power of SNK’s
series, this starred handheld, this
Ken as a scientist in mimicked SNK and

MANGA
CUTESY
Page 1

the year 2010. The Capcom’s game


game was very extremely well.
playable, with side-scrolling levels and intricate Everything was cut down slightly, and the characters
combat that allowed interaction with the scenery. were super-deformed to make them easier to see.

STREET FIGHTER II: THE WORLD WARRIOR SUPER STREET FIGHTER II: TURBO REVIVAL SNK VS. CAPCOM CARD FIGHTERS CLASH STREET FIGHTER ALPHA POCKET FIGHTER
■ Arcade/Multi ■ GBA ■ Neo-Geo ■ GBC ■ Wonderswan
■ 1991 ■ 2001 Pocket Color ■ 2000 ■ 2000
■ This was the title ■ With ropey ■ 1999 ■ Despite being a ■ Although Bandai’s
that propelled the controls and awful ■ SNK capitalised on competent machine, Wonderswan was
Street Fighter series music, this was a real the Pokémon- the Game Boy Color never available in the
into the limelight. low point for the induced trading-card couldn’t do justice to UK, it built up quite a
With eight playable series, especially as craze with release of a game that was following in Japan.
characters, plenty of the SNES and Mega the SNK Vs. Capcom famous for its manga- Capcom’s cutesy
balanced moves, Drive conversions Card Fighter’s Clash style characters. beat-’em-up, Pocket
locations all around the world, and a decent home were so much better. This also featured an series. Three variations were available and the action British developer Crawfish had used all the power Fighter, translated well to the machine, though it was
conversion on the SNES, this was a classic. uncomfortable mix of Super and Alpha art styles. was strictly turn-based card battling. available, however, and this was still very playable. only available in monochrome.

STREET FIGHTER II: CHAMPION EDITION STREET FIGHTER II TURBO: HYPER FIGHTING STREET FIGHTER ALPHA 3
■ Arcade/Multi ■ Arcade/Multi ■ GBA
■ 1992 ■ 1992 ■ 2002
■ This was almost ■ Many fans ■ The GBA
the same as Street consider this the best conversion of Street
Fighter II: The World in the series thanks to Fighter Alpha 3 was
Warrior, though there its speed and stunning. With 38
were slight tweaks combos. Nintendo playable fighters,
and players were signed the game as a sublime animation
now allowed to use SNES exclusive, but and flawless control,
the four boss characters. Each of the backgrounds Capcom got around the deal by simply renaming it it was a real shame to see Crawfish go bankrupt after
had also been updated with new colours. Special Champion Edition for the Mega Drive. such a great translation.

SUPER STREET FIGHTER II: THE TOURNAMENT BATTLE SUPER STREET FIGHTER II: THE NEW CHALLENGERS SUPER STREET FIGHTER II TURBO DARKSTALKERS SUPER PUZZLE FIGHTER II TURBO
■ Arcade ■ Arcade/Multi ■ Arcade/Multi ■ Arcade/Multi ■ GBA
■ 1993 ■ 1993 ■ 1994 ■ 1994 ■ 2003
■ With four arcade ■ Featuring four new ■ After so many ■ Showcasing ■ Based on the cult
cabinets linked fighters – Cammy, complaints about the Capcom’s new arcade hit, this
together, The T. Hawk, Fei Long speed of Super manga art style, Tetris-like puzzle
Tournament Battle and Dee Jay – Super Street Fighter, Darkstalkers was a game converted
allowed eight players Street Fighter was Capcom hurriedly test game for Street well to the Game
to test their skills. supposed to be the addressed the Fighter Alpha. Boy Advance; quite
Unfortunately, players next evolution in the problem as well as Featuring air blocking an impressive feat
had to move between machines between fights series. However, the speed had been reduced introducing super moves just like those in and super moves, this played a lot like Street Fighter considering that the original game was running on
meaning that any credits in the machine were lost. dramatically and fans weren’t impressed. Darkstalkers (which was also released in 1994). (apart from its numerous enhancements, obviously). Capcom’s powerful CPSII arcade board.

STREET FIGHTER THE MOVIE NIGHT WARRIORS: DARKSTALKERS’ REVENGE STREET FIGHTER ALPHA: WARRIORS’ DREAMS
■ Arcade/Multi ■ Arcade/Multi ■ Arcade/Multi
■ 1995 ■ 1995 ■ 1995
■ Based on the film ■ Like SFII: Champion ■ Taking the series
of the same name, Edition, this was back to basics, Street
this was possibly the merely an upgrade of Fighter Alpha’s story
worst game of the Darkstalkers with was set before the
entire Street Fighter remixed colours and original Street Fighter
series. With digitised playable boss game. This title

3D
fighters like those characters. By now, sported a new manga
from Mortal Kombat, even the classic gameplay popular fighters like Demitri and Morrigan were look and a handful of characters from older Capcom

CUTESY
VERSUS

couldn’t save this awful game. becoming an established part of the series. games, including Guy from Final Fight.
242-3_Retro book

SUPER PUZZLE FIGHTER STREET FIGHTER EX X-MEN VS. STREET FIGHTER STREET FIGHTER ALPHA 2
■ Arcade ■ Arcade/PSone ■ Arcade/Multi ■ Arcade/Multi
■ 1996 ■ 1996 ■ 1996 ■ 1996
■ Cashing in on the ■ This was Capcom’s ■ After successfully ■ Despite its
Street Fighter attempt to take Street bringing the X-Men to revamped look, the
phenomenon, Puzzle Fighter into three life in Children Of The original Alpha game
Fighter was a simple dimensions, and Atom, Capcom only featured a
puzzle game in which despite a lot of spiced things up with handful of characters
11/9/04

the aim was to link attention EX lacked the introduction of and backgrounds.
coloured jewels the precision or X-Men Vs. Street Alpha 2 rectified this
together. Super-deformed characters threw kicks and responsiveness of its predecessors. Worse still, a lack Fighter. The game allowed you to choose two fighters somewhat and looked even more beautiful thanks to
punches each time you were successful. of polygons meant the fighters looked blocky. and switch between them mid-match. additional detail and animation.

POCKET FIGHTER MARVEL SUPER HEROES VS. STREET FIGHTER VAMPIRE SAVIOR STREET FIGHTER III: NEW GENERATION
11:01 AM

■ Arcade/Multi ■ Arcade/Multi ■ Arcade/Multi ■ Arcade/Dreamcast


■ 1997 ■ 1997 ■ 1997 ■ 1997
■ Taking the super- ■ Following on from ■ The third and final ■ Despite its
deformed characters X-Men Vs. Street instalment in the stunning animation
from Super Puzzle Fighter, this offered Darkstalkers series, and clever parrying
Fighter and blending the same two-on-two this featured some system, Street
them with the gameplay with a new characters and Fighter III wasn’t
Page 2

traditional Street selection of new moves. Several particularly well


Fighter gameplay, characters. However, Japanese arcades received due to its
this cutesy one-on-one beat-’em-up was a nice while the gameplay was just as good the featured an updated version (Vampire Savior 2), while lacklustre line-up of characters and the removal of
variation on the standard game. backgrounds weren’t as creative or polished. the Sega Saturn received a superb conversion. certain special moves.

STREET FIGHTER EX 2 MARVEL VS. CAPCOM MARVEL VS. CAPCOM 2 STREET FIGHTER ALPHA 3 STREET FIGHTER III: 2ND IMPACT
■ Arcade/PSone ■ Arcade/Multi ■ Arcade/Multi ■ Arcade/Multi ■ Arcade/Dreamcast
■ 1998 ■ 1998 ■ 1999 ■ 1998 ■ 1998
■ After the ■ Continuing the now ■ More of the same, ■ With just about ■ Rectifying many of
disappointingly popular two-on-two Marvel Vs. Capcom 2 every Street Fighter the gripes that fans
geometric Street gameplay of the Vs. arrived in the arcade character included, had with Street
Fighter EX, the sequel series, Marvel Vs. just one year after its this was the definitive Fighter III: New
to Capcom’s 3D beat- Capcom expanded predecessor and was game in the Alpha Generation, it was
’em-up was certainly the formula by converted to the series. Unfortunately, unfortunate that 2nd
far prettier, boasting offering a wider Dreamcast. More while it played well Impact arrived so
many additional polygons. Unfortunately, the range of characters, including an enormous selection recently, the game appeared on the Xbox though and looked fantastic, the musical compositions were close to Alpha 3. This and its predecessor were
gameplay was just as spongy and unresponsive. from Capcom’s impressive history. some gamers claimed it lacked the arcade charm. mostly bland and uninspired. available in a Dreamcast double pack.

ANNIVERSARY
STREET FIGHTER EX 3 CAPCOM VS. SNK STREET FIGHTER III: 3RD STRIKE
■ PS2 ■ Arcade/Multi ■ Arcade/Dreamcast
■ 2000 ■ 2000 ■ 1999
■ Like many PS2 ■ Teaming up with
Seventeen years old and still ■ With a far healthier
launch titles, this long-term rival SNK, range of characters,
really didn’t show off this Capcom offering improved
what Sony’s new allowed players to backgrounds and
machine was match up fighters
going strong – the Street tighter gameplay,
capable of. With from their favourite Capcom finally got it
garish graphics, SNK and Capcom right with Street
slowdown aplenty and questionable dynamics, this series. This really kept 2D fighting games alive in a Fighter III: 3rd Strike. Sadly, it arrived so late in the
really wasn’t any better than its predecessors. 3D-dominated market.
Fighter series has a long and series that gamers had moved on to titles like Tekken.

distinguished history
CAPCOM VS. SNK 2
■ Arcade/Multi
■ 2001
■ Although this didn’t
really offer anything
new, the fact that it’s
been translated to so
many formats has
helped to keep
Capcom’s 2D games
in the limelight. Sadly, the standard controls have
been simplified, though they can be adjusted.

HYPER STREET FIGHTER II: THE ANNIVERSARY EDITION SNK VS. CAPCOM CHAOS
■ PS2/Arcade ■ Arcade/Multi
■ 2003 ■ 2003
■ Featuring all the ■ Developed by SNK,
moves and this only featured
characters from SFII: one-on-one matches
The World Warrior, and had a grungier

STREET FIGHTER |
Champion Edition, look than Capcom’s
Turbo: Hyper Fighting, clean, manga style
Super SFII and Super art of late. Although
SFII Turbo, this should be the definitive pack for all appreciated by SNK fans, the company has produced
Street Fighter fans. You win! better-quality games in the past.

Retro | 243
244-5_Retro book 11/5/04 5:24 PM Page 1
244-5_Retro book 11/5/04 5:24 PM Page 2

A long time ago in a galaxy far, far away… Star Wars – Arcade [Atari] 1983
246-7_Retro book 11/9/04 10:59 AM Page 1

Retro

A GAME THAT WAS SO AHEAD OF ITS TIME, THE PUBLIC JUST COULDN’T KEEP UP

direction and I, Robot became a protected by a shield that could polygon graphics complete with
Format: Arcade reality (incidentally, it took until the only be penetrated by turning all no hidden surfaces. Indeed, when
Release: 1983 1989 release of Hard Drivin’ for Atari the red spaces on the playing field you consider that popular games
Publisher: Atari to get its polygonal racer). blue. On top of this, players had to of the time were Mr Do’s Castle,
Developer: In-House Created by Dave Theurer – the avoid the game’s many enemies, SpyHunter and Bank Panic, you
brain behind Tempest – I, Robot and the huge Evil Eyes would realise just how ambitious I, Robot
was initially called Ice Castles, destroy you if you jumped really was. But although Atari may
though this was later changed whenever they turned red. have created a historically

I
n the early Eighties, Atari had a
vision. Eager to push the when Theurer added an Orwell- Once the shield was deactivated, important piece of work, the
gaming boundaries further than esque storyline. Players were cast it was a simple task to hop over to public weren’t ready for I, Robot’s
ever before, it was the company’s in the role of Unhappy Interface the pyramid and prepare for the unique look or its demanding
dream to create a polygonal driving Robot #1984 who was rising up next stage. A smaller sub-level that gameplay and the game was a
game. When it became obvious that against Big Brother and his many would see your Unhappy Interface commercial disaster.
current hardware wasn’t up to the Evil Eyes. Each Evil Eye guarded Robot flying into space separated Still, for the hardcore gamers that
task though, Atari took a change of the entrance to a pyramid and was each level of the game and had you did understand it, I, Robot proved to
destroying as many objects as you be an immensely satisfying title that
could before returning to Earth. held an astounding amount of
While the game sounded simple depth. Although the very early
on paper, witnessing it in action stages were rather easy to
was another matter entirely, and negotiate, your Unhappy Interface
even now I, Robot is still a striking Robot soon found itself dealing with
(albeit simple looking) title. While all sorts of bizarre hazards, including
polygons had already featured in birds, flying saucers and even huge
earlier games, I, Robot was the first beach balls.
title to ever feature flat-shaded, There were also the ever-present
Evil Eyes to consider and should
you time a jump incorrectly, a laser
would quickly teach you the error
of your ways by obliterating your
poor robot. At the end of every
third level, you would finally gain
access to the Evil Eye’s pyramid.
Once inside, you’d need to collect
all the available jewels and defeat
the Evil Eye, whilst avoiding the
inner pyramid’s deadly guardians.

OH, THE JOY


As well as being the first game to
use filled polygons, I, Robot was
also the first machine to use
Atari’s Hall Effect joystick. Initially
conceived as a more reliable
replacement for the standard
analogue stick of many Atari
titles, it actually proved to be the
exact opposite and added further
to I, Robot’s problems. Needless
to say, Atari updated the stick and
later games that used it tended to
be a lot more reliable.

246 | Retro | I, ROBOT


246-7_Retro book 11/9/04 10:59 AM Page 2

WELCOME
TO DOODLE
CITY
Doodle City was an interesting
extra that was essentially a
paint program that enabled you
to play about with all the game’s
polygons. This ‘ungame’ let you
spin objects on three different
axes, select six orbit patterns
for your chosen shapes to
Working out the best way comparisons between I, Robot and For all its innovative visuals and follow and even record what
you had created. It was also
around I, Robot’s levels was vital if Star Wing seem too many to be ideas, I, Robot proved to be too
possible to use whatever time
you wanted to succeed, and as you simply down to coincidence. much for the average gamer and it
you had left to return to the
got deeper into the game the I, Robot’s final trick – and one never achieved the success it main game. Unsurprisingly,
stages became more complex and that proved just how ahead of its deserved. Even if it had become a Doodle City was a bit of a non-
even included moving platforms. rivals Atari really was – was the hit, Atari’s reliance on the 6116 starter with gamers and
The flying sub-stages did little to way that the playing view could RAM chip that was placed in every many felt annoyed that they had
detract from the game’s toughness, be manipulated in order to I, Robot board proved to be spent a whole credit on what
and rather than being simple increase your score multiplier. By another contributing factor in the was little more than a time-
padding they became just as using two buttons, players were game’s downfall, due to many wasting diversion.
important (if not more so, for some able to cycle through 12 different boards continually breaking down
players) as the main game. viewpoints – the lower the (though to be fair, the RAM was
Indeed, when you watch your viewpoint, the higher the score just one of many hardware
Robot fly through his polygon multiplier. The game was always problems I, Robot suffered).
surroundings and face off against a viewed from directly behind your It may have been shunned on
huge flying head, you can’t help protagonist and only the most its release, but I, Robot is quite
but think that Shigeru Miyamoto battle-hardened and skilled I, Robot simply a stunning technical and
might have once played Atari’s players could make any sort of gaming achievement, and fully
game and stored a few ideas away progress when the game was set deserves to be regarded as one of
in the back of his mind. The on its highest multiplier. the greatest retro games ever.

Presentation: 85%
Sparse but slick, with the option of two game modes

Graphics 97%
Outstanding visuals that still hold up today

Sound 78%
Very basic, yet still atmospheric

Gameplay 95%
Extremely well put-together with plenty to learn

Lifespan 96%
There’s a massive amount of levels to negotiate

OVERALL 93%
I, ROBOT | Retro | 247
248-51_Retro book 11/9/04 10:55 AM Page 1

Retro

CALL US
NOSTALGIC or many gamers there was something magical
FOOLS, BUT F about standing in a smoke-filled arcade,
watching the local hard man chain-smoke his way
ARCADES through 20 Marlboros while clocking up an insanely
AREN’T high score on Defender.
But with arcades now much more family-oriented
WHAT THEY and old-school gamers now having a bit of

USED disposable income it’s little wonder that many 20-


and 30-somethings are buying the very machines
TO BE. SO and games that ate all their ten-pence pieces. Of
course, there’s a lot more to arcade collecting than
HERE’S OUR simply going into your local specialist store and
GUIDE TO asking for a mint-condition Space Invaders cabinet.
Fortunately, we’re here to walk you through all the
THE WAYS ins and outs of this rapidly expanding hobby.

YOU CAN
RELIVE
There are two ways of bringing the magic of the
THOSE arcades back into your home. One route is to
CHERISHED simply plump for an actual arcade cabinet, the
other is to pick up a console known as a Supergun
MEMORIES that’s designed to play arcade boards. And as

OF YOUTH you’d expect, both ways have their own strengths


and weaknesses.
IN THE The greatest advantage of a Supergun is its size
and handy ability to be used on a standard TV (as
PRIVACY long as your TV is NTSC compatible). Often
OF YOUR
OWN HOME

248 | Retro | AMUSE YOURSELF


248-51_Retro book 11/9/04 10:55 AM Page 2

ades
ArcHome
At

How long have you been making


Superguns and what are their
benefits over arcade machines?
We have been making the Supergun for
around 13 years. After seeing how poor the
original Hong Kong machines were, we
decided to make our own. The Supergun’s
biggest benefit is its size – it’s roughly the
size of a PlayStation and you simply plug
the PCBs into it. Cabinets are great if you
have the room but it’s hard to find new
ones nowadays.

What’s the demand like for Superguns


and PCB boards in general?
For us, it’s our best-selling machine, with
the Atari Jaguar second. Customers don’t
come to us for PlayStation2s or Xboxes as
they can be bought from the high street.

What do you feel about the easy


access to emulations like MAME on
the PC and Xbox? Are gamers
One of the most common cabinets available is the favouring it over proper collecting?
standard three-button JAMMA cab. They’re No, not at all. MAME is a great way to see a
relatively easy to get hold of and can be bought load of old games you might never have
reasonably cheaply, providing that you go for a had the chance to play before, but it can
generic, mass-produced model. Cabinets, however, sometimes suffer from various problems
like poor sound. You tend to find that the

This Supergun might not look like much, but it’s the path to arcade joy. do have many more disadvantages when compared
extremely compact, a Supergun can be easily stored to Superguns. They’re incredibly heavy, can take up true collectors prefer the original PCBs.
and taken out whenever it’s needed, unlike a full-size a huge amount of floorspace and, if you’re after a Playing on a PC is also nothing like playing
arcade cabinet. It’s also possible to wire all manner specific machine, can work out to be horrifically the same game with an arcade joystick.
of different joysticks up to a Supergun, so if you’re expensive. If you do have a millionaire’s mansion,
not happy with the ones supplied you can always though, it’s definitely the machine of choice, as not What are the most requested PCB
boards and how often do they appear?
use a PSone or SNES pad, or even a Dreamcast even a Supergun can recreate the tactile joy of
Top sellers tend to be Teenage Mutant Ninja
arcade stick. While it would be possible to use pads standing up in front of your very own machine.
Turtles, The Simpsons, Splatter House,
from current consoles, their reliance on rumble Once you’ve chosen your machine, the next task
Golden Axe, Aliens and R-Type. Games like
features and analogue buttons would mean that is to get some games for it. JAMMA is by far the
Ghouls ‘N Ghosts and Strider are now very
they’d require plenty of extra circuitry to get working most common type of board. The name stands for
rare, due to the fact that when Street
and, as a result, are best left to the experts. Japanese Amusement Machine Manufacturers’
Fighter II became so popular many of the
While Superguns are generally considered a Association, and any JAMMA board can be used in
CPS boards were destroyed to make copy
good place to start, they’re also used by experts as a JAMMA-compatible cabinet. JAMMA itself didn’t
clone boards.
test rigs due to the fact that they allow much easier come into production until 1986 when it was created
access to a PCB board than a standard cabinet. A in an attempt to bring some standardisation to the
real connoisseur will often skip the Supergun and arcade scene, so early titles like Space Invaders and
go straight to the cabinets they remember using in Pac-Man are not initially compatible. Fortunately,
their youth. But a whole host of pitfalls are waiting these games and many others can be converted to
to catch out the unwary or over-eager buyer, so a JAMMA using a loom, which is a collection of wires
cautious approach needs to be taken. used to connect PCB boards to JAMMA cabinets.

AMUSE YOURSELF | Retro | 249


248-51_Retro book 11/9/04 10:56 AM Page 3

Retro

While it’s possible to pick up


certain games relatively
cheaply, others will cost you
the proverbial arm and a leg.
These are a few of the
choicest titles.

SPACE
INVADERS

That up there on the left is a loom, which you’ll need if you want to play certain games. Or you could buy some full-size cabinets. Hey, it’s your money. COCKTAIL
CABINET
DEVELOPER: Taito
With later games requiring more than three It’s unsurprising to learn that the likes of Space
PRICE: £1,050
buttons it’s necessary to buy a harness in order to Invaders, Defender and Galaxian, along with other For many this is still the daddy
wire up the additional buttons. Looms or classics from the mid-Seventies to early Eighties, of all shooters, but if you want
harnesses are also needed if you wish to use later can end up costing the unwary buyer huge to recreate the joy of blowing
board designs such as the Neo-Geo MVS or amounts of cash. Indeed, a mint Defender cabinet up your own bases and hitting
Sega’s 32-bit ST-V hardware (basically a Saturn- (very hard to find in a decent condition because so that elusive UFO you’re going
to need over £1,000.
based PCB). Arcade collectors also face other many show up with cigarette burns on them) can
problems like the dreaded ‘suicide battery’, a set you back as much as £2,000. Providing you
GALAXIAN
limited-life battery found on many CPSII boards look in the right places, however, it’s sometimes DEVELOPER: Midway
and on Sega PCBs like Golden Axe and Shinobi. possible to pick up some good bargains. PRICE: £995
Fortunately, this and many other problems can One of your first choices is eBay, and though Galaxian was the first colour
now be easily fixed, providing that you know prices can vary according to demand, you’re often arcade game and yet another
where to go. able to pick up a few choice boards for less than extremely popular shoot-’em-
up. Frantic gameplay, devilishly
Thanks to the wonder of the internet, solutions £50. There are also plenty of websites dedicated to
tricky attack waves and a
for fixing and buying games and machines are selling cabinets, Superguns and games, often at snazzy looking cabinet mean
now only a few clicks away. There are many very reasonable prices. The likes of this is well worth the £1,000
dedicated sites around, but few contain the sheer www.ravengames.co.uk, www.andys-arcade.net asking price.
wealth of knowledge of UK-VAC, the United and www.arcadewarehouse.com are all good
Kingdom’s Video Arcade Collector’s mailing list. places to start looking. Be warned, however, as DEFENDER
DEVELOPER: Williams
Log onto http://groups.yahoo.com/group/ukvac/ these guys know their stuff and it’s unlikely you’ll
PRICE: £1,495
and you’ll find an incredibly passionate group of pick up a mint-condition Space Invaders for Only the most hardcore gamers
gamers and collectors who can’t wait to share their anything less than its actual asking price. would tackle Defender when
collective knowledge with you. You’ll often find Your last option is to trawl round the many it was first released in 1980.
items for sale (and plenty of ‘wanted’ boards and amusement arcades across the country. Although A multitude of different
accessories), as well as UK-based advice. Such is the more popular areas have long been cleaned buttons, incredibly fast
their passion and devotion to their hobby they out by other collectors, it’s still possible to come gameplay and some frenetic
blasting made sure that
even went so far as to lend many of the exhibits across the odd shop which is more than willing
Defender definitely sorted out
that appeared at recent ‘Game On’ exhibitions. to sell cabinets or boards for a decent price and the men from the boys.
clear some much-needed (and valuable) space at
the same time. DONKEY KONG
DEVELOPER: Nintendo
PRICE: £400
Miyamoto’s original classic
costs mere peanuts when
Now you’ve made a few decisions, it’s simply a After you’ve saved then spent your hard-earned compared to the likes of
case of spending your hard-earned cash. A decent cash you’re ready to revisit one of the most Defender and Pac-Man. Mario’s
Supergun will cost you around £150 and will satisfying and enjoyable eras in gaming. But if you first ever adventure is still as
normally come supplied with at least one joystick. find that this golden age of arcade history isn’t playable as it ever was and is a
Cabinets, on the other hand, can cost anything quite what you were expecting and decide to sell must-have for platform fans.
from £100 to a couple of grand, normally due to your recently purchased Pac-Man machine or that
the fact that the machines are so much older and fancy Space Invaders cocktail cabinet, you’ll find PAC-MAN
DEVELOPER: Midway
harder to come by. our offices very accommodating… PRICE: £1,600
The original videogame hero is
getting extremely hard to pin
down nowadays, so it’s hardly
surprising to learn that Pac-Man
is one of the most expensive
machines you can buy.

250 | Retro | AMUSE YOURSELF


248-51_Retro book 11/9/04 10:56 AM Page 4

Arcade collector and fine art lecturer


What made you want to start
collecting arcade machines and how
long have you been collecting?
I’m a bit of a collector of ‘stuff’ at the best of
times, and I started out collecting game PCBs
and machines that I remembered from my
formative years, like Defender, Galaxian,
Space Invaders, Asteroids, Phoenix and the
like. But as time has passed, I’ve actually got
into earlier game technology – early to mid-
Seventies black and white stuff, like Atari’s ▼
Not as glamorous as a cabinet, but it gets the job done.
Starship-1, Midway’s Sea Wolf, Tank and so
on. Like many people, I started out with a much better informed and stuff has been

Alan Tyler in pensive mood. Thinking about games single JAMMA cab, although I soon realised (or is being) saved. There are also a lot of
or some sort of soldering device we reckon.
that I wanted more, and it’s amazing what’s people around now who repair arcade
out there once you start to look. I’ve found machines and PCBs.
stuff in people’s garden sheds, in barns and
stables – all over the place! What do you think of the arcades of
▼ Why have dull necessities like a fridge or, say, a today, and why do you think they
dialysis machine, when you could have one of
How much of a difference has the have changed so much?
these beauties in your house.
Internet made to collecting? I have no great interest in contemporary
There’s an amazing knowledge base out there arcades. I still occasionally visit arcades, but
and people are always willing to share what they do very little for me. Current machines
they know in order to keep these machines often offer something more physically
going. The web has made such a difference to experiential or simulation-oriented rather than
this hobby. Ten years ago it was like some just good solid gameplay and it pretty much
kind of lost art – no one knew anything about leaves me cold. I wonder if the resurgence of
these machines or where to get spares. interest in retro gaming hasn’t been some
Machines would be trashed purely because kind of reaction to this. Are people sick of
they had little or no residual value once they effects-laden novelty and now want to return
stopped working. Nowadays people are so to a purer form of gameplay?

Arcade collector and web designer


What made you want to start
collecting arcade machines and how
long have you been collecting?
Ever since I first played Galaxian in 1980 I
knew that I would want to start collecting
cabinets for myself. I started with a Supergun
and a few PCB boards, but over the last few
years have now collected many cabinets,
much to the chagrin of my wife.

What are the pros and cons of



cabinets compared to Superguns? Malcolm with the love of his life (sorry, Mrs Laurie…).
Superguns are relatively inexpensive and it’s also the first full-size dedicated arcade
small, but aren’t quite as good as the real cabinet that I acquired. Absolutely timeless
thing. For a long time, though, it was all I and still fantastically compulsive, Galaxian
could afford and all I had space for. To me, sparked a lifelong love of shoot-’em-ups.
standing up playing a beautifully designed
cabinet, wrenching the joysticks in a sweaty, How do you feel about the fact
psychotic manner simply can’t be beaten. The that so many arcade games are
main downside to cabinets is the sheer size now emulated?
and weight of them, especially if you start Personally, I think it’s great. It lets people play
collecting in earnest. many games that simply aren’t available to
play anywhere else and would otherwise have
What’s your favourite machine? disappeared forever. For me, it allows me to
Galaxian! The first arcade game I played and discover games I’d never heard of before.

AMUSE YOURSELF | Retro | 251


252-3_Retro book 11/9/04 12:52 PM Page 1

Retro

It might have looked lovely but Dragon’s


Lair was a nightmare to play. And that really
isn’t the best way to make a classic game…
Disney animator Don Bluth) came

H
ad you been loitering
around arcades back in with a very high price – gameplay.
1983, you’d have seen an Due to the game using a laser ▼
Great graphics, blahblah, new technology,
astonishing looking game called disc instead of the more traditional yaddayadda… who cares? This was terrible.
Dragon’s Lair. Grabbing some PCB board, the actual gameplay
change from the kiosk, you’d was incredibly restrictive. Dragon’s
immediately rush over to the Lair consisted of a series of
machine, shovel in all your cash and episodes, each of which involved
quickly realise why no one else was you making a quick decision by of bones for what seemed like the
playing it… Dragon’s Lair’s incredibly pressing the joystick in one of four hundredth time, you soon realised
cartoon-like visuals (created by ex- directions. Make the right choice that Dragon’s Lair was fool’s gold.
and you’d watch hero Dirk Still, there were plenty of
successfully negotiate his way masochists out there who did enjoy
through a short cartoon; fail and it and, as a result, Dragon’s Lair II:
you’d be privy to one of his many Time Warp was released in 1991. Dragon’s Lair: Escape From Singe’s
different animated death scenes. Gameplay (if you could really call it Castle, did little to hide the sheer
Sure, you may have been given a that) had made no progress hollowness you felt when playing
fair few lives with which to test out whatsoever and even a new version this appalling (though undeniably
the trial and error gameplay, but of the original game – that included technically important) piece of
after seeing Dirk crumble into a pile several missing screens – entitled gaming history.

DON’T GO CHANGING
It may have been funny in Meet The Parents, but it was no laughing matter when Fokker
was removed from the western release of Power Stone

POWER STONE
beat-’em-up, Power Stone. But

B
orn in Indonesia in 1890,
Anton Fokker was famous when the game was translated into
for building the Spin III, as English, the character was
well as other aircraft used by the mysteriously renamed Falcon.
Germans in the First World War. It Why on earth…?
perhaps wasn’t that surprising, then, Our initial thoughts were that
that Capcom should choose to use Capcom simply wanted to avoid
the name Fokker for one of the using that name in Europe
characters, a pilot, in its Dreamcast because of its history, despite the


Ever concerned for our moral wellbeing, Capcom kindly decided to remove the name Fokker in case any
unsuspecting gamer mistook it for a rude word.

fact that few gamers would know, (like western gamers are immature,
or even care, that Anton Fokker or something).
ever existed. Strange really when you
More likely is that the company’s consider that fights in Tekken could
American division thought the feature Wan Vs King, while Peach
name was far too close to Fox Mario was an interesting team
something rather rude, and in Super Smash Brothers Melee.
removed it to be on the safe side See, we’re not immature, are we?

252 | Retro | DRAGON’S LAIR / POWER STONE


252-3_Retro book 11/9/04 12:52 PM Page 2

stage appeared
mission a bonus
▼ In between each rs at onc oming ninjas.
hur l sta
where you had to ed a bonus life.
you rec eiv
Hit them all and

S•H•I•N•O•B•I ▼
Here we can see two of Joe’s
attacks in action. If you made
without using them a bonus
different magic
it through the stage
was awarded.

COUNTLESS territory in 1987 with Shinobi – an


improved variant of Namco’s
SEQUELS HAVE excellent Rolling Thunder. Whereas
FOLLOWED, BUT in the Namco title you controlled
a Special Agent, in Shinobi you cabinets. It was therefore surprising the most determined of players
THE ORIGINAL took charge of Joe Musashi – a to see the firm release one of the ever negotiated their way through
COIN-OP shuriken-throwing ninja. Your task greatest examples of a side- the torturous fifth mission and
defeated the Masked Ninja.
VERSION OF was to rescue the kidnapped
children of your clan, who’d been
scrolling action game from
seemingly nowhere. This was a game that got
SHINOBI IS whisked away by the mysterious Each stage tested both your everything right: stylised graphics
STILL THE BEST Zeed Corporation. memory and your reactions, with and audio, a perfect learning curve,
This involved making your way the varied enemies you well balanced gameplay… it was all
through five heavily guarded – and, encountered challenging your skills here. Sadly, the title never got a
we might add, beautifully designed in different ways. Scimitar-throwing perfect home conversion –
Format: Arcade – stages (or missions, to be precise), musclemen, somersaulting ninjas the PC Engine version was decent
Release: 1987 each of which was split into a and Spider-Man wannabes were but still sorely lacking. Luckily,
Publisher: Sega number of sub-levels, the last of just a sample of the foes you Shinobi arcade boards are quite
Developer: In-House which contained a boss character. encountered on your way. easy to come by if you fancy trying
Your primary weapon was your Dual-layer locations also added the real deal.

M ention Shinobi to the


majority of gamers and
they’ll probably start ranting
on about The Revenge of Shinobi
unlimited stock of throwing stars,
but at points you could collect a
powerful gun and, should the
situation necessitate it, it was
to the challenge, with both Joe and
certain enemies being able to leap
between the foreground and
background. Perhaps Shinobi’s
MAGIC
MOMENTS
(Super Shinobi in Japan). Now, possible to mix it up with close- greatest strength was that while it During each level Joe could use
his special ninja magic to get
we’ll admit that this Mega Drive quarter attacks. Furthermore, ninja was tough, it was never unfair. To
him out of a tricky situation
title wasn’t a bad game, but that magic (which acted like a smart repeat the videogame journalism
(but only once, mind). These
doesn’t change the fact that the bomb and came in three different cliché: “If you died, you knew it was took three different forms,
original 1987 Shinobi coin-op will flavours) could be used once on your own fault”. including an electricity burst, a
forever remain the defining each level. Indeed, while expert players hurricane-style strike and, best
moment of the series’ history. At the time of the game’s release, could clear the game with one of all, a strange spell where lots
Sega had already cut its teeth in Sega was most famous for pseudo- credit, Shinobi was no pushover of clones sped around the
the scrolling-fighter/action genre in 3D extravaganzas such as Space and compared to, say, Double screen taking out any foes in
the form of the 1985 title My Hero. Harrier and OutRun which exploited Dragon (where the notorious elbow the vicinity.
The firm would revisit such high-end technology and hydraulic move made things a doddle), only

SHINOBI | Retro | 253


254-5_Retro book 11/4/04 10:54 AM Page 1
254-5_Retro book 11/4/04 10:54 AM Page 2

Bad boys, bad boys, watcha gonna do? Chase HQ – Arcade [Taito] 1988
256_Retro book 11/9/04 10:47 AM Page 1

Retro

BIG MEN WITH BIG GUNS – YOU CAN TELL


THIS WAS MADE IN THE EIGHTIES

FORGOTTEN
WORLDS
detailed shooting, it proved to be
Format: Arcade
rather confusing for less hardened
Release: 1988
gamers. Add to this the fact that
Publisher: Capcom
huge numbers of enemies (and ▼
Once you’d got the hang of the dial-controlled weaponry a whole world of blasting action was yours to enjoy.
Developer: In-House
their bullets) quickly overran you
and it was easy to see why weapons and equipment from each After battling your way through
Forgotten Worlds normally level’s shop. some extremely tough opponents,
appealed to only the most hardcore To many, though, Forgotten you’d eventually come across a
lthough it doesn’t always arcade players. Worlds was all about the bosses. priest involved in summoning the

A come up with the goods


nowadays, Capcom was
synonymous with excellent arcade
This was a real shame, because
there was plenty about this game
to enjoy. Though the many enemies
Indeed, they provided some of the
game’s highlights – they were all
extremely tough to beat and
aforementioned god. As the screen
started to scroll upwards, you were
immediately overcome by the sheer
games in the late Eighties and early were rather small, they were all bloody huge to boot. Many of them size of the creature.
Nineties. While certain titles (Street extremely detailed and displayed comfortably filled the entire screen Deftly dodging the lasers that
Fighter II and Final Fight, for plenty of imagination and variety and would take endless volleys shot from his eyes, you were soon
example) fared better than others (this was especially apparent before they’d finally succumb to filling his face with as much plasma
and quickly rose to dominance in when you met the impressive your firepower. Special mention, as you could muster. Just when
arcades, other games gained more bosses). Destroyed enemies would however, has to go to the giant you thought you’d got the upper
of a cult following despite being leave behind blue coins (called blue god on Level 3. hand, however, the god’s huge fists
just as good as Capcom’s higher- Zenney) that could be used to buy pummelled you from either side of
profile games. the screen. Top stuff.
For many potential punters, Forgotten Worlds had everything
Forgotten Worlds’ awkward you’d expect from a quality shoot-
looking control system was more ’em-up; the levels were varied,
than enough to make them take there were some suitably meaty
their credits elsewhere in search of weapons to buy and the bosses
a quick blast. Although your were hard as nails. A quality
character was moved through the shooter and no mistake.
scrolling levels via a joystick, his
gun was controlled by a dial; while
this made for some extremely MEGA DRIVE
MAGIC
Despite the tricky control set-up,
Forgotten Worlds worked extremely
well on the Mega Drive and was a

It wasn’t just bullets you had to avoid, as these very faithful conversion. Because the
ancient Egyptian archers tried to fill you with Mega Drive pad lacked a dial, your
arrows. Luckily, being from the future and gun was controlled by holding down
everything, you had a gun. So you win. the B button and using A and C to
rotate your weapon left or right.
Graphics were of a very high
standard and even the bosses were
extremely well realised. Despite
being in competition with plenty of

Enemies came from all directions, demanding other shooters on Sega’s machine,
some quick reactions and trigger-finger work. Forgotten Worlds capably held
This was definitely a title for the more hardcore its own.
arcade gamers.

256 | Retro | FORGOTTEN WORLDS


257_Retro book 11/9/04 3:37 PM Page 1

C•L•A•S•S•I•C C•O•N•S•O•L•E
BUYERS GUIDE QUICK REFERENCE

BUYERS GUIDE
I t might be easy to play retro games through
emulation, but there’s nothing quite like owning the
original system – that musty smell of ancient
NINTENDO
Game & Watch £15-50 (depending on title)
Nintendo Entertainment System
Game Boy/Game Boy Pocket
£15-20
£10
electronics can never really be replicated with a PC. Of Game Boy Color £15
Super Nintendo £20-25
course, there’s always a price to pay and unscrupulous Virtual Boy £75-100
dealers are out to make a quick buck, but you really Nintendo 64 £20-25

don’t have to pay through the nose if you look in the SEGA
right places. Charity shops, car boot sales and eBay are Master System £20
all good places to start, but before you do, use our Mega Drive
Game Gear
£20-25
£10-25
guide to see how much you should be paying… Mega CD £40-60
Sega 32X £30
Nomad £75-150
3DO ATARI Saturn £20-35
Panasonic 3DO £60 Atari VCS 2600 £30 (wooden models tend to cost more) Dreamcast £20-40
Goldstar 3DO £50-60 Atari ST £40 (with software)
Atari Lynx £15 SINCLAIR
ACORN COMPUTERS Atari Jaguar £20-30
Sinclair ZX-81 £40
BBC Micro £50 ZX Spectrum 48K £40-50
Acorn Electron £40 ZX Spectrum + £30
COMMODORE ZX Spectrum 128K £40
Commodore Vic 20 £15-20 ZX Spectrum +2 £35
AMSTRAD
Commodore 64 £25-35 (varies according to model) ZX Spectrum +3 £40
Amstrad CPC 464 £20 Commodore Amiga £35-40 (varies according to model)
Amstrad CPC 664 £20-25 Commodore CDTV £50-60 SNK
Amstrad CPC 6128 £25 C64GS £50 (becoming more sought-after)
Amstrad GX4000 £50 Commodore CD32 £35 Neo-Geo MVS Single Slot (Arcade system) £70
(prices for multi-slots are higher)
Neo-Geo AES (home system) £175-225
MISC Neo-Geo CD £125-175
GCE Vectrex (General Consumer Electronics) £20-250 Neo-Geo CDZ £150-175
MB Vectrex (Milton Bradley) £175-200 Neo-Geo Pocket Color £30-50
JAMMA compatible cabinets £100-350
(depending on model)
Supergun £150-200 (varies according to model)

NEC
PC Engine £70-80
Turbo Grafx-16 £50-60
Turbo Duo £115-220
PC Engine GT £100-200
Super Grafx £200-300

BUYERS GUIDE | Retro | 257


gamesTM25 [Single230x297] 11/10/04 9:29 AM Page 1

• 180 pages of
essential
gaming
• Written by
gamers for
gamers
• 32 pages
Issue 26, dedicated to
retro games

on sale 2 Dec every month


The award-winning multiformat magazine – available from all good newsagents or call for a copy direct on 01202 200200.
26-7_Retro book 11/5/04 5:23 PM Page 1

Retro

While most bosses give up the avoiding its bizarre denizens. Only

MARIA: JET SET WILLY ghost after taking a few laser blasts
to the head or suchlike, Maria was
when every last bit of trash had
been collected could Willy retire to
made of tougher stuff. Before she the comfort of his bed (not that it
Format: Spectrum, C64, toughest bosses in the history of would make herself scarce, poor turned out that way in the end).
various 8-bit formats videogaming. And we mean tough. Willy (who was suffering from a No doubt about it, Maria was an
Publisher: Software The title she appeared in was, of demon of a hangover) had to collect intimidating guardian. But the
Projects course, Jet Set Willy, where she every piece of rubbish left over from question that always got us was
blocked the entrance to our hero’s the previous night’s raucous party. why didn’t Willy save himself all the
Developer: Matthew
bedroom. To paraphrase Kyle Reese This meant exploring every last inch hassle and just fire her? Answers on
Smith in The Terminator: “Maria was out of his strange mansion while a postcard please…
Year: 1984 there! She couldn’t be bargained
with. She couldn’t be reasoned with.
She didn’t feel pity, or remorse, or
fear. And she absolutely would not

T
he videogame universe is
populated by some of the stop, ever (well maybe after the
most menacing bosses you game’s time limit has expired), until
could imagine. Whether it be huge, you’d cleaned your newly acquired
chainsaw-wielding zombies, fire- fancy mansion.”
spitting dragons or massive attack
ships (probably on fire off the
shoulder of Orion), most games
chuck some kind of super-tough
character in your direction.
However, the memory of all
these bosses will be lost in time, like
tears in rain, when compared to the
sheer terror generated by a rather
butch housekeeper known as Maria.
Oh yes, as videogame bosses go,
If the game’s clock reached midnight the timer

Miner Willy’s disgruntled reset itself, allowing you to carry on with the task at

As you entered the Master Bedroom, Maria stood on guard. If you tried to barge past her Willy lost a
housemaid must rank as one of the hand. Handy for slow finishers. precious life. Someone should drop a house on that woman.

Some began life in the playground, others were started by magazines.


JETPAC Regardless of their source, though, several famous videogaming myths
How one little trailer caused have cropped up over the years. One of the earliest cruel pranks on gamers was the
a whole lot of fuss infamous Lunar Jetman trailer hoax. We reveal the truth…

Unlike its predecessor, which was loading screen showed the Rover searching for this mythical

T
he sequel to Ultimate
Play The Game’s a single-screen affair, Lunar Jetman towing a trailer behind it, and before vehicle and a cheeky reader even
excellent Jetpac arrived allowed players to explore a vast long, rumours started flying around sent an image of it, shown
in 1984, and was met with high alien environment in Jetman’s that this trailer was located below, to the hallowed Crash
praise from the gaming Hyperglide Moon Rover. somewhere within the game. Hours, magazine, who printed it.
magazines of the day. Tantalisingly, the game’s cover and days and months were spent Suffice to say, this added fuel
to a fire that was already burning
rather well. But the truth was it
didn’t exist and the image was
doctored. The Stamper brothers
denied the existence of the trailer
and when enthusiasts checked
through the game code it was
proved once and for all that it
wasn’t there. Still, for die-hard
gamers who were around in the
day, the mere sight of the
infamous mock-up will rekindle
▼ ▼ bittersweet memories of all that
Exhibit A: The game’s loading screen showing the rover with the Exhibit B: The fake picture published in Crash. To be fair, this wasn’t a bad effort
trailer in tow. Looks pretty realistic, you might think. for a hoax. We’re not sure about the wheels on the trailer, though. fruitless searching.

26 | Retro | JET SET WILLY / JETPAC


26-7_Retro book 11/5/04 5:23 PM Page 2

WE RECKON JUVENILE DELINQUENCY


NEVER GOES OUT OF FASHION

JACK THE
NIPPER Release: 1986
Format: Various Home Systems
Publisher: Gremlin Graphics
Developer: In-House

O
ne of the greatest things
we enjoy about playing
games is that they allow
you to do what you could never
normally attempt in real life. Take
Jack The Nipper, for example. Back
in 1986 Gremlin Graphics gave you
the chance to be bad – very, very
bad indeed. The twist, however,
was that rather than being in ▼
The pesky little shi… er, spirited young man was
charge of a musclebound soldier free to roam the streets and terrorise local
complete with a devastating arsenal residents. National service, that’s what he needs.

of weaponry, you were instead The potential for an updated


placed in the cute romper suit of the Jack The Nipper is endless and
eponymous Jack the Nipper. this is just the sort of game we’d
He might have looked like butter love to see in three dimensions.
wouldn’t have melted in his mouth, Imagine how much trouble we
but Gremlin Graphics’ Jack was one could cause if Jack was let loose
of gaming’s most devious creations in fully destructible environments
and proved to be a right handful. one of your two pockets; then it creative use boosted your that were just begging to be taken
Set in a town that looked like it had was time to cause some good old- Naughtyometer no end. Make your to pieces. A first-person view
jumped straight from the pages of fashioned mischief. way over to Gummo’s Chomping would also allow the precocious
the Beano, the aim of the game was China plates, credit cards, weed Molars with the glue and you’d find youngster to fire his Pea-shooter
simple – be as naughty as possible. killer and glue were just a selection an assembly line of teeth just with even greater accuracy than
Starting off in the little tyke’s room, of items that could be picked up, waiting to be glued shut. If that before. And why stop there? He
your first task was to collect your and while they could simply be wasn’t enough, you could frighten could use a catapult, throw stink
trusty Pea-shooter and assign it to destroyed by dropping them, cats with horns, cause washing bombs… the potential is endless. If
machines to overflow, or even it never happens, though, we’re
allow prisoners to escape with a more than happy to carry on
well-placed bomb. The pursuit to fill playing the original.
your Naughtyometer was never-
ending and the structure of Jack
The Nipper made it a joy to play.
Of course, all this naughtiness Coconut
didn’t go unpunished and there
were plenty of angry shopkeepers,
Capers
parents and general members of After his shenanigans in the first
the public around to make sure that game, Jack found himself deported to
Australia. Not at all keen on this new
your nefarious deeds did not go
life, Jack bailed out en route (using his
unpunished. Should you get caught nappy as a parachute) and landed in a
by an angry grown-up (or even a jungle, closely followed by his spank-
dog or ghost for that matter) Jack’s happy dad. Featuring great cartoon
nappy rash would rapidly increase. visuals and slightly less confusing
Once a sound thrashing had been puzzles, Jack The Nipper II: Coconut
Capers was a worthy follow-up, if less
administered five times, it was
famous than the original.

001Bizarrely,
GAMESthere were
TM ghosts out to get Jack, although a dose of Ritalin would probably do for him too.
RETRO
game over for the little sod.

JACK THE NIPPER | Retro | 27


28-31_Retro book 11/5/04 4:22 PM Page 1

Retro
Retruore
Feat
Head over heels
in love with RETRO
WE MEET THE RETRO SPECIALISTS BRINGING UPDATED CLASSICS TO THE MASSES

are not only using the same library of over 20 games (including up, and my webspace started filling

T
he term ‘bedroom coder’
has been around since techniques as gaming legends Chuckie Egg, Pssst, Manic Miner up as people released more games.
the arrival of home before them, but are actually and Head Over Heels), Retrospec By mid 1999 there were at least ten
computers and was typically remaking their heroes’ classic titles continues to go from strength to of us, including a werewolf that
applied to trailblazers like for a new generation to enjoy. strength; a fact not lost on co- coded in Pascal.”
Matthew Smith and Jordan Of course, there are plenty of founder Jeff Braine, who Retrospec’s reputation for
Mechner who created gaming similar groups on the internet, but remembers the group’s early days. delivering superb remakes spread,
masterpieces before hitting the a host of fantastic conversions and “When we first started out, there and as more high-profile games got
big time. These days, of course, a lively website has ensured that were only six of us,” he recalls. remade, Retrospec’s star kept
commercial games have large Retrospec is the name that “John Dow, Rich Jordan, Graham rising. “When Rich Jordan’s Klass
development teams, huge pools of everyone remembers. And even Goring, Andy Noble, a guy called Of ’99 [a remake of Skool Daze]
resources and (usually) lots of cash though membership is only open Chris who had a website on game arrived, we ended up being linked
with which to make the next big to those who can prove themselves disassemblies and myself. At first, to by a number of higher-profile
hit. Spare a thought, then, for the worthy of programming classic things were fairly slow and I hosted websites, listed in magazines and
talented individuals of Retrospec – updates, the games have found the website on my free 10Mb even getting interviewed,” Braine
a group of enthusiastic coders, thousands of fans. Now five years webspace. As more people joined says. “This also brought in
graphic artists and musicians who old and featuring an impressive and left it got harder for me to keep applications for membership in
droves. We suddenly became a
‘virtual label’ – I saw sites
comparing other remakes to ours,
▼ Head Over Heels – a sterling and phrases like ‘as we’ve come to
remake of a classic game. expect from Retrospec’ began to
appear in various reviews.”
If there was anyone out there
who still doubted Retrospec’s

28 | Retro | RETROSPEC
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o
re talent, they will have been won

The Likely Lads


over by last year’s remake of Head
Over Heels. Coded by Tomaz Kac,
with graphics by Graham Goring,
Head Over Heels has found a legion
of ecstatic fans, including its We tracked down Graham Goring and
original creator, Jon Ritman. “It’s a Tomaz Kac to talk about working under
well-crafted remake and I’m pressure, development times and ‘bloody
extremely flattered that after all this
pigging Ghostbusters’
time, people are willing to devote
so much of their free time to one of
my games,” says Ritman. Indeed, GTM: When did you join Retrospec?
his only concern was a slight GG: Ooh, right at the start back in 1998 or 1999 when we
change to some of the original formed from a discussion in the Usenet newsgroup
room designs. “The programmer comp.sys.Sinclair – which is basically a load of Speccy
took an easy route for dealing with fans grumbling about how games used to be better, how
the walls and doors and, Top Deck is the best shandy and how it used to be all
unfortunately, this has had a large fields around here.
effect in some rooms where the
room design relied on the correct GTM: What do you do at Retrospec?
placing of the walls,” Ritman says. GG: I have a highly specialised role whereby I promise to GTM: How long does it usually take
Nevertheless, he’s still pleased with do graphics for everyone, then spend the rest of my time to finish a game?
the final result and is more than regretting opening my big fat yap and then gradually GG: It depends if you’re going to expand upon the
happy to see more of his titles drawing stuff. amount of graphics in the original game or just redo
remade – “especially if they’re what’s there, as coming up with original graphics
released commercially,” he laughs. GTM: What’s your day job then? takes me a long time as I have no visual imagination
“Gimme those royalties.” GG: I’m a game designer at Warthog, and before that and have to rely on reference.
Zed Two. TK: It depends on the complexity of the original
TK: I code ‘serious’ programs for a local firm, game and on the detail you want to put into the
That’s Teamwork anything from low-level drivers to management and remake. Some remakes can be done in a matter of
security software. weeks if the coding is not too complex and the
Of course, when you’re remaking game is not graphically intensive. Head Over Heels
retro classics, one of the first things GTM: What’s been your favourite took a long time because we wanted it to be as
you have to do is get permission to Retrospec game? perfect as possible.
release them. While Braine admits GG: Well, Head Over Heels, really. I learned a heck of a lot
that a few copyright holders have while doing the graphics for that (which can be seen in GTM: What’s been the most
refused to deal with them, there how the graphics vary in quality depending on which requested title?
aren’t any problems with most planet you’re on), so I have very fond memories of it. GG: Bloody pigging Ghostbusters. We make it quite clear
titles. “I think most copyright that we don’t do anything licensed and yet for some
holders are either flattered or mildly GTM: Was there any pressure reason, fans of this game keep requesting it.
amused at our many remakes,” recreating Head Over Heels, one of TK: I would say most people want remakes of Ultimate
says Braine. “We make no money the greatest games ever? Play The Game games. We are doing some at the
from what we do – you’ll notice TK: Because everyone has these really fond memories moment and more will probably follow.
there aren’t even any adverts or of Head Over Heels in the past, I really didn’t want to
pop-ups on our website. We’re not let people down. That’s why we took extra time to GTM: What are you working on at
in this for the money, we don’t ask make it as close to the original as possible with added the moment?
for donations and we’re not on the playability and graphics. Hopefully we succeeded. GG: Well, I’m currently working on a remake of
take in any way, so we don’t really GG: Oddly, no – because Tomaz kept pretty tight- Ranarama which I’ll be coding and co-operating on
tend to bother people too much.” lipped about the game until a fair way into its the graphics with a chap called Zoggles, and in the
While potential copyright development and so I was a fair way into the graphics meantime I’ll gradually be doing the graphics for I Ball 2
difficulties are just one barrier that before anyone outside of Retrospec saw them. Plus and Sabre Wulf. And probably some others I’ve no doubt
Retrospec has to negotiate, there it’s a game I love, so I wasn’t going to settle for forgotten about.
are other logistical problems. When anything I wasn’t fairly proud of. I knew whatever the TK: I’m currently working on some (less complex)
you have members living as far graphics looked like in the final game, they’d be the remakes, but with the recent lack of time because of
apart as England, Australia and best I could manage. work I am not sure when everything will be finished. I
Yugoslavia, it’s a wonder that any hope it will be worth the wait.
titles get released in the first place. GTM: Jon Ritman is very pleased
But as John Blythe, one of with the remake of Head Over Heels GTM: How does your partner feel
Retrospec’s resident graphics – how do you feel about that? about your hobby?
artists, explains, it’s not as GG: I think it’s great! I know he thinks we altered a few TK: My girlfriend loves it. She is my main tester and
complicated as you may think. things, which screwed with the difficulty curve a little probably finds more bugs than anyone else. I can’t
“Normally, one of the guys (and he’s quite right), but it’s so nice when you can imagine doing this in my free time if it wasn’t for her.
announces a new game and I’ll remake a game and it doesn’t reduce the original author GG: Not really applicable, although my imaginary one is
contact them and say ‘Hey, I’d love to a seething ball of apoplectic murderous rage. very supportive and has really big tits.
to do the graphics for this’ or they

RETROSPEC | Retro | 29
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Retro

S ix o f t h e B e s t of gamers
a new generation
t titles that Retrospec has remade for
Here are just a few of the many grea
DEFLECTOR
SKOOL DAZE KLASS OF ’99 Another classic from Gremlin Grap
hics,
Of ’99 is
Retrospec’s first big game, Klass sees you rotating various mirro rs
trum Deflector
a superb update of a classic Spec to its
l and a in order to guide your laser beam
title. While it features a new schoo Gil, its
mention receiver. Created by Ignacio Perez
slightly different plot (not to shly
cters), fans of the original simple looking visuals hide a devili
several new chara you didn’t have plans for
s in very addictive game –
Skool Daze will find themselve
a social life, did you?
familiar territory.

HIGHWAY PURSUIT
HEAD OVER HEELS More an amalgamation of classic
games
ges that
Despite a few cosmetic chan it is
certain puzzles, Head than an actual remake, Highway Pursu
unfortunat ely affect ing title and pays
further neverthele ss a crack
Over Heels is a cracking remake and ring
se high- homage to many old games. Featu
proof of Retrospec’s desire to relea some
load incredibly frantic gameplay and
quality software. Make sure you down it is well
ble so you can rediscover delicious visuals, Highway Pursu
it as soon as possi
worth a down load.
this classic gem.

LUNAR JETMAN
BLAZING TRAILS Many Ultimate titles are in developm
ent
is a
Allan Bentham’s Blazing Trails Noble’s
ic Trail at Retrospec, and if Andy
reworking of Gremlin Graphics’ class an is
to play reinterpretation of Lunar Jetm
Blazer. Slickly presented, enjoyable ing to go by, the results will be
e, Blazing anyth
and with graphics by John Blyth visuals
spec’s worth it. With superb cartoony
Trails is a perfect example of Retro Lunar
gaming and the original’s frenetic gameplay,
endeavour to recreate the classic.
Jetman perfectly captures another
experiences of old.

contact me saying ‘If you’re not too lengthy productions. Head Over With so much to do and so hard-drive crashes or simply
busy, do you fancy doing the Heels took poor Graham ages little time in which to achieve it, it’s copyright owners asking us to
graphics for my game?’ – that’s because of the sheer size and little wonder that some fans get stop work. These things happen,
about as complex as it gets.” number of graphics involved. Plus rather impatient when an and whilst it’s extremely
It may be relatively easy to get you have to factor in that in most announced remake starts to drag frustrating, it’s normally completely
the idea for a remake up and cases we’re upping the resolution of its heels or disappears entirely, but out of our hands.”
running, but commitments to work, the original’s graphics, which Retrospec is just one part of each Braine should know – he’s been
family and other pursuits mean that always means extra work. Finally, individual’s very busy life, as Jeff tinkering away with a remake of
fans shouldn’t expect a new game there’s the fact that most of us have Braine explains. “We’ve had Sabre Wulf for what seems like an
to be turned around in a few short normal jobs, which can eat into our accusations that we announce a eternity, but the Unix system
months. “Take Head Over Heels, for personal time too. It can take as lot of games and then don’t deliver engineer often finds himself with
example,” says Blythe. “While long as a normal development cycle them, but we all do this for free, very little spare time to code this
some titles can be finished relatively of a commercial game sometimes and for fun,” he says. “Sometimes highly anticipated title. Of course,
quickly, others can have quite to finish the graphics.” life gets in the way, be it divorces, personal pride plays a large part as

Hall Of Things is as dangerously




addictive as it ever was. It’s been a long time coming, but
Sabre Wulf is on its way. Honest.

30 | Retro | RETROSPEC
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Styx is one of John
Blythe’s many
Retrospec projects.


Although it isn’t finished yet, this remake of Exolon is looking mighty swish. Let’s hope it’s as
good as Retrospec’s Cybernoid II. Now that’s a decent remake.

well and many Retrospec members because I’m still learning some of because of our vetting, but that’s a the original down to using the
want to make sure that a title is as the nuances of C,” explains Braine. very big misconception,” explains same graphics and sound effects,
good as it can be before it’s “After that, it’s more a requirement Braine. “Although we’re proud of making no updates whatsoever.”
released. “A large part of a that you have a decent the exposure we’ve had, the good Retrospec’s insistence on
successful remake is to make it understanding of the maths you’re reviews and the requests for maintaining high standards is just
‘feel’ the same as the original,” going to need to use, sometimes interviews, it’s not gone to our another reason why we’re glad to
explains Braine. “For instance, in even physics if you’re dealing with heads, but like any good reputation see updates of some of our
Sabre Wulf if you’re running along acceleration, momentum, gravity or gained, you have to try and favourite games being moulded in
and then take your finger off the whatever.” If that hasn’t melted maintain it. If we turn someone their hands – particularly when we
direction key, Sabre Man doesn’t your brain, you’ll still need to get down, it’s usually because their can enjoy the likes of Head Over
just stop – he has momentum. It past Retrospec’s stringent quality style doesn’t fit ours, they have no Heels again. Roll on Sabre Wulf…
took me a while to get something control – something for which it’s real past work to demonstrate to You can visit Retrospec and
that felt right in the PC version… been criticised in the past. “We’ve us, or just because they’d rather download these remakes at:
and even now I feel it could do with been accused of being ‘elitist’ make a game which is exactly like http://retrospec.sgn.net
a bit of tweaking.”

Best Job Ever


Despite various hiccups, Braine
wouldn’t change his hobby for the
world and puts his passion for
Retrospec down to the 8-bit
trailblazers before him. “It probably
differs from person to person, but
for me, I wanted to pay tribute to
the people whose work kept me
entertained throughout my youth,
as well as give something back to
the now thriving retro community.”
Although Retrospec’s games are
mostly created by the same group
of talented individuals, Braine is
happy for other fans to swell their
ranks – just so long as you meet the

This version of Chuckie Egg was John
group’s requirements. “You’d need Blythe’s first solo remake – so imagine
what his new games must look like…
a fairly well-rounded knowledge of
the language you chose to write in
– one of the reasons Sabre Wulf is
taking me a while to code is

RETROSPEC | Retro | 31
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Retro
ssic
Clachine
Ma

SPECIFICATIONS
Though bulkier than its Sinclair rival,
there was no doubt that the C64
packed the meaner punch.
Processor 6510
Speed 1MHz
RAM 64Kb
Size 404 x 216 x 75mm
Weight 1280g

WHY DID THE 8-bit home computer. Launched in processing power) Spectrum 48K

T
hough many agree that the
Spectrum was the ‘Daddy’ of America in 1982, the C64 (as it was much more competitively
C64 HAVE TO home computers, there’s an became more widely known) was priced. All that changed in 1984,
equally large group of old-school the successor to Commodore’s first though, when the C64’s price was
PLAY SECOND gamers who’d argue otherwise and home computer outing, the Vic 20. lowered to a more reasonable £200.
not without good reason. Initially, the C64 was seen as It was this decrease that sparked
FIDDLE TO THE You see, while the Spectrum was overpriced – particularly in the UK – the war of the home computers that
SPECTRUM? IT massively popular in the UK, it was
the Commodore 64 that went on to
where the hefty £400 price tag was
deemed a tad expensive in a market
would rage until the end of the
decade only to finally peter out the
WAS GREAT become the world’s most popular where the inferior (in terms of early Nineties.

A WHITER SHADE OF, ER, OFF-WHITE


he first C64s were off-white in releasing different versions of the release variants of the C64 were
T colour, bearing a strong
similarity to the Vic 20. This soon
machine.
The C128 was more powerful
also mired by the fact they either
weren’t compatible with the C64
changed (presumably to distance than its predecessor but didn’t take or were seen as lesser versions of
the computer from its older sibling), off as developers preferred to the original.
and the brown version seen above design for the C64 and its large Poor product design also played
is best remembered. However, as installed user base. The C128 had a part. For example, the SX64 (left) –
the C64 became more successful, a C64 mode for running the older a portable C64 complete with 5-inch
CBM (Commodore Business machine’s software, but it still screen and disk drive – didn’t have a
Machines) decided to capitalise on failed to match the sales of the rechargeable battery and the screen
the success of the brand by earlier version. Attempts to was too small to use.

Cartridge Channel TV RF A/V Serial Cassette User


Expansion Port Selector Output Output Port Interface Port

32 | Retro | COMMODORE 64
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KEY GAMES
There were many crossovers between the Spectrum, Amstrad CPC range and the Commodore, but these are our favourite games for the C64

THE SENTINEL HEAD OVER HEELS


Widely regarded as an all-time For those of a certain age, the
classic, Geoff Crammond’s perfectly isometric puzzle games of Bernie
executed and unique game Drummond and Jon Ritman were,
enthralled C64 users back in 1986. and remain, really rather special. Bat
This strategy game featured 10,000 Man had demonstrated what the two
levels pitting you, the Synthoid, were capable of but it was Head Over
against the threat of the eponymous where you could see the square that Heels that took the genre to new some points you could actually
Sentinel. Taking the Synthoid, you was home to your foe (and thus drain heights. Released in 1987, the game combine the two (hence the title of
had to make your way toward the the Sentinel’s own power) was placed you in control of two the game) which merged their
Sentinel while remaining undetected devilishly difficult. Fancy repeating characters, Head and Heels. Each had abilities to enable you to tackle yet
in an electronic game of cat and the process a thousand times? No? special abilities that you had to use more of the 301 locations on offer.
mouse. Detection meant that the Thanks to some blindingly addictive independently to access rooms Beautiful to look at and harder than
Synthoid’s energy would be drained, gameplay and stunning graphics (for containing the requisite tough-as-a- steel, it remains a true classic that
so making your way to a position their time), plenty of people tried… toughened-nut puzzles. However, at we’d love to see return.

WIZBALL PERIPHERALS AND ADD-ONS


It’s a game about a wizard who’s
s is the case with most
trapped in a ball – geddit? Another
Ocean classic and certainly one of A hardware, the Commodore
64 was home to a surprising
our favourite games of 1987, here
you had to do battle with Zark, who number of peripherals and add-
had drained your world of colour. ons to help keep pace with
Your mission (with the aid of your some doing, but as the level of changing times and needs of its
cat) was to restore colour to each of difficulty increased you were also users. As the machine was
the increasingly challenging levels. It awarded much-needed power-ups. A supposed to be a home
was essentially a shoot-’em-up, the triumph for original gaming, Wizball computer, many of these were
twist being that you had to learn how combined gorgeous graphics by tailored to serve more
to control a ball-shaped wizard. Mark Jones with some impressive serious purposes.
Mastering this bouncy magician took music and sound effects. The C64 could happily support
a printer, a housebrick-sized 170K
floppy disk drive and a Datasette.
However, a modem was also
released as well as a mouse,
which made playing Arkanoid
even more of a joy. Most
importantly, the C64 had two
joystick ports, which is all that
really mattered.

“WHY I LOVE MY
COMMODORE 64”
y first real glimpse of the order still in the box. Up the jumper,
M eye-stinging ultra-colourful
world of the sublime Commodore 64
down the fire escape and away, as
they say.
was playing Rocket Ball and then Before the fuse blew and I
Knight Games at Mark Tyrie’s house. upgraded to an Atari ST and then
I simply couldn’t believe the Mega Drive, my hearing-aid-beige
difference in quality between this wonder allowed me to sample the
sumptuous block of fudge and my delights of Psi-5 Trading Company,
faithful old ZX Spectrum, which by Uridium, Paradroid, Wizball, Zak
now had gone through its second McKracken, Buggy Boy, Gunship,
keyboard membrane and fifteenth Armalyte, Law Of The West and
Quickshot microswitch joystick. my favourite, Bubble Bobble. Of
I was determined to join the C64 course, I can pick most of these up
club and fortune smiled on me – again today for mere pence from a
during work experience in the car boot sale, so they’re never too
Computer Cabin (now a flower far away.
shop), I discovered a forgotten pre- Damian Butt

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Retro

34 | Retro | COMMODORE 64
34-5_Retro book 11/4/04 12:31 PM Page 2

ssic
Clachine
Ma

COMMODORE 64 | Retro | 35
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Retro

HE AIN’T HEAVY, HE’S MY MEDIEVAL SPELL-


CASTING BROTHER

FEUD
Release: 1987
Format: Various Home Systems
Publisher: Bulldog
Developer: The Pickford Brothers

S
ibling rivalry can be a
terrible thing, but imagine
the chaos that would ensue
if the combatants were skilled
wizards. Taking place in the sleepy ▼
Finding mystical ingredients isn’t easy at the best of times, so having your
village of Little Dullard, Ste and
scheming brother after them too was inconvenient, to say the least.
John Pickford’s computer-based
tale of brotherly hate saw Learic you to flick through the various were busy hunting for the perspective, spell book open in one
and Leanoric in a duel that could pages and find out which spells necessary ingredients with which hand and flinging around potions
end with only one survivor. needed completing. Once you’d to slay your brother, your elder with the other. Of course, the game
Taking control of Learic, the main managed to collect the right herbs, sibling was doing exactly the same. would feature a much larger range
aim of Feud was to make your way you needed to return to your trusty The result was a frantic battle that of incantations to collect and today’s
through the expansive village and cauldron where you could concoct saw you racing through the consoles would be able to generate
collect the ingredients needed to the potion, get ready to hunt down detailed flick-screen environments some very impressive visuals (think
complete a range of potent spells. your wayward brother and then in order to collect all the herbs Hexen, but with the Doom 3 engine).
Each spell required two separate use some nasty spells on him. before your brother. Failing that, you could move
ingredients and with 12 different Teleport, Sprites, Freeze, Invisible A handy compass showed away from the brother-versus-
incantations to complete, you really and Lightning were just a few of Leanoric’s position at all times and brother idea and turn the game
had your work cut out. the charms on offer and the things would get incredibly tense into a RTS where you’re an
Each of the spells was inscribed Pickfords ensured that there was a whenever he appeared on screen overlord or god who must send
within your leather tome and a nice balance between offensive and and started bombarding you with a out his followers to collect the
simple press of the space bar defensive spells. Of course, the real barrage of deadly spells. Thankfully, relevant resources in order to
(together with left or right) enabled genius of Feud was that while you Leanoric’s spell book was exactly defeat your opponent. Now,
the same as your own, so at least where’s that Knap Weed?
you always had an idea of what to
expect from your brother.
With bold, brightly coloured STRANGE
visuals (especially on the Amstrad
version) Feud was a highly enjoyable
BEGINNINGS
Seeing that Feud’s battling brothers
title and was a fantastic debut for
were created by two real-life sibling
Mastertronic’s new budget label, s,
you might think they’d have used
Bulldog. It received numerous their own scraps for the game’s plot.
awards (including the coveted Crash As John Pickford explains, thoug
h,
Smash on the Speccy) and enjoyed the idea stems from Elite. “There’s
this feeling you get at the end of
similar success on the Amstrad and a
heated battle when there’s only one
C64 (though those versions weren’t enemy left and you’re nearly dead,
programmed by the Pickfords). ”
he says. “You’re determined to take
We’re certain that with a bit of him out even though you’re likely
to
tweaking, a variation on the game die yourself. I wanted to recreate that
would still work today. While it’s far emotion in a game.” After replaying
Feud, we’d say that he succeeded.
from original, we quite like the idea

Chuck your collected ingredients into your cauldron to create some nifty potions. Gas mark 6 should do it. of racing around in the first-person

36 | Retro | FEUD
36-7_Retro book 11/4/04 11:43 AM Page 2

THE GREAT ESCAPE (Various Home Systems) Ocean, 1986 – UK Advertisement

THE GREAT ESCAPE | Retro | 37


38 |
38-9_Retro book

KUNG-FU KARATE CHAMP


■ 1984 ■ 1984
■ ZX Spectrum ■ Arcade, Various
■ Bug-Byte’s effort Home Systems ONE-ON-ONE
offered players a ■ The best-of-three
chance to enjoy rounds system,
Retro
some fight action in bonus stages and a
the comfort of their wide range of attacks
were just a handful of
11/9/04

own homes. The


game was generally the innovations
quite limited, although it did include an action replay
option to keep you brawling.
introduced by Data East’s coin-op. The game’s two-
joystick control system didn’t catch on, however.
BEAT-’EM-UPS
WAY OF THE EXPLODING FIST
■ 1985
YIE AR KUNG-FU
■ 1985
FAMILY TREE
12:54 PM

Retro | ONE-ON-ONE BEAT-’EM-UPS


■ Various Home ■ Arcade, Various
Systems Home Systems
■ Essentially a home ■ The appearance of
computer clone of energy bars and
WEAPON BASED Karate Champ, this varied fighters From oldies like Karate Champ through
title helped establish (including female
the popularity of the foes) were firsts for to Street Fighter II and Tekken 4, the
Page 1

genre. Unfortunately, the genre. Weapons


even the definitive C64 version suffered the ‘sweep and projectile attacks also featured – the latter
defeats all’ flaw that would plague other games. preceded Street Fighter’s Hadokens and suchlike. one-on-one fighting game has always
REALISM

been a firm favourite with gamers. It’s


KNIGHT GAMES INTERNATIONAL KARATE had its up and downs, but even BRIAN JACK’S UCHI-MATA
■ 1986 ■ 1985/86 ■ 1986
■ Various Home ■ Various Home today the genre remains popular, ■ Various Home
COMEDY

Systems Systems Systems


■ This title was a ■ Archer McLean’s if somewhat stagnant. Here, we ■ Martech’s game
sort of medieval game improved upon was a more technical
Hyper Sports but, for …Fist with better present a concise guide to the effort, which
the most part, Knight graphics, tighter unusually centred on
Games focused on controls and a range the martial art of judo
weapon-based of international games that punched and kicked rather than karate or
combat. Repetitive it may have been, but to be fair it locations. As with …Fist, the C64 version – with its kung fu. Not bad, but the whole Judo simulation thing
was quite polished for the time (as was the armour). superior sound and visuals – was the one to own. their way into videogame history. never really caught on.

BARBARIAN IK + STREET FIGHTER SPITTING IMAGE


■ 1987 ■ 1987/88 ■ 1987 ■ 1988
■ Various Home ■ Various Home ■ Arcade, Various ■ Various Home
Systems Systems Home Conversions Systems
■ Taking its cue from ■ This outing had ■ Before the six- ■ Tedious slap-’em-
the Conan movies, three on-screen button system, up based on the
this enjoyable sword- fighters (okay, so it’s Capcom’s cabinets SNK satirical puppet
based beat-’em-up not quite one-on-one used pressure- show. Fighting with
gained notoriety for any more) battling it sensitive pads. The characters such as
its tacky ad out against a great gameplay itself was Thatcher, Reagan
campaign. It did, however precede Mortal Kombat by Rob Hubbard soundtrack and some top sound effects. fairly ropey, but as a dress rehearsal for SFII the and the Pope may sound amusing, but it wasn’t. Early
including some of the earliest fatality moves. Dropping the trousers of a foe still raises a smile. importance of this game can’t be overstated. proof that fighting games and humour don’t mix.

VIOLENCE FIGHT STREET SMART I LUDICROUS


■ 1989 ■ 1989 ■ 1989
■ Arcade ■ Arcade, ■ Amiga, Atari ST
■ Massively Mega Drive ■ Another badly
lacklustre in terms of ■ An early and judged stab at the
gameplay, this Taito wholly unremarkable comedy fighting
title (along with other foray into the genre market. This time
tepid releases of the for SNK – a firm round you were
time) led many to the which would later go controlling a hapless
conclusion that the on to become a gladiator as he
one-on-one beat-’em-up was dead in the water. As major player in the one-on-one field. Even the idea of battled a number of ill-conceived opponents. About as
we know, this was not the case. fighting in the street had been done before. funny as standing on a rusty nail.

STREET FIGHTER II FATAL FURY BUDOKAN


■ 1991 ■ 1991 ■ 1991
SEGA ■ Arcade, Various ■ Neo Geo ■ Various Home
Home Systems ■ With only three Systems
■ After the mediocre fighters to choose ■ A much deeper
Street Fighter from, this didn’t game than your
MORTAL KOMBAT HOLOSSEUM Capcom returned trouble Street Fighter average arcade-style
■ 1992 ■ 1992 with one of the most II too much. The button-basher which,
■ Arcade, Various ■ Arcade astounding titles in game’s most unusually for a beat-
Home Systems ■ Sega had learned gaming history. The memorable ’em-up, required a
■ A crass American little from the failure game managed to revive the flagging coin-op market innovation was the way that certain stages allowed modicum of thought and restraint. Multiple disciplines,
bandwagon-jumper of its bizarre and the one-on-one beat-’em-up. fighters to switch between two planes. including Kendo, added greater depth to the game.
that lacked any of the hologram-style Time
subtleties of Traveler coin-op and
Capcom’s sublime followed it up with
Street Fighter II. But it this dire beat-’em-up
did contain gory fatality moves, which helped it gain that used similar technology. The game made little
notoriety and, in turn, commercial success. impact in arcades.
38-9_Retro book

SAMURAI SHODOWN ETERNAL CHAMPIONS VIRTUA FIGHTER


■ 1993 ■ 1993 ■ 1993
■ Neo Geo, 3DO ■ Mega Drive ■ Arcade, Saturn
■ By now, SNK was ■ For a time, Segas’s ■ Whilst Sega’s
a major player in the 16-bit console lacked game was essentially
genre. The firm’s its own variant of still working on a 2D
11/9/04

Samurai Shodown Street Fighter II so a axis, the 3D visuals


eschewed the hand- number of clones set a depressing
to-hand combat of popped onto the trend that inevitably
rival titles and instead Mega Drive, this led to the sidelining of
allowed players to indulge in some beautifully being one of the more famous efforts. Sadly, and traditional 2D fighting games. Admittedly, it did herald
balanced weapon-based combat. inevitably, it lacked any of the flair of Capcom’s game. a new wave of one-on-one fighters.
12:54 PM

RISE OF THE ROBOTS TEKKEN DARK STALKERS THE KING OF FIGHTERS ‘94 CLAYFIGHTERS
■ 1994 ■ 1994 ■ 1994 ■ 1994 ■ 1994
■ Various ■ Arcade, PSone ■ Arcade, Saturn, ■ Neo Geo ■ Super Nintendo
■ This shamefully ■ Namco answer to PSone ■ Pooling together ■ Clayfighters
bad release was Sega’s Virtua Fighter ■ Having churned characters from proved again that the
backed up by an series, which out a number of SFII several of its own old comedy beat-
enormous amount of featured more variants, Capcom games, SNK ’em-up genre didn’t
Page 2

hype, with the game’s characters, better replaced martial created the first work. When it was
developers promising controls and superior artists with a number instalment of what moving the game
players the world. visuals (compared to of outlandish would become one looked passable, but
Instead they delivered one of the most flawed and the original Virtua Fighter, that is). A swift and creatures including a vampire, werewolf and a of the most popular 2D fighters of all time. New the charmless characters and stodgy controls made
tedious examples of the genre ever seen. extremely accomplished PSone conversion followed. Frankenstein’s monster look-alike. Gained cult status. additions to the series are still released today. this a chore. Amazingly, an N64 sequel followed.

SOUL EDGE/BLADE SF ZERO


■ 1995
■ Arcade, PSone ■ 1995
■ A spiritual ■ Arcade, Saturn,
successor to PSone
weapon-based titles ■ A change in
such as Barbarian. It direction for the
did moderately well series. The game
and the PSone adopted a slightly
conversion gained cartoon-style look,
cult status. Then, of course, there was the sequel, while features such
Soul Calibur, which helped shift a few Dreamcasts. as mid-air blocks and reversals seem to have been
ripped from some of Capcom’s own SFII clones.

STREET FIGHTER EX STAR GLADIATOR


■ 1996 ■ 1996
BLOODY ROAR ■ Arcade, PSone ■ Arcade, PSone BUSHIDO BLADE
■ 1997 ■ Capcom and Arika ■ One of Capcom’s ■ 1997
■ Arcade, PSone EHRGEIZ dragged the Street earlier ventures into ■ PSone
■ Perhaps ■ 1998 Fighter franchise into the 3D fight arena. At ■ Going against the
influenced by the ■ Arcade, PSone the third dimension the time, the game grain, this ambitious
‘transform into an ■ Having enjoyed with a mixed degree had a certain visual title dispensed with
animal’ element from cult success with the of success. The appeal but it lacked energy bars as one
SEGA’s Altered Tobal games, Square gameplay remained the subtle gameplay strike of a sword
Beast. Aside from and Dream Factory more or less intact but the angular polygon fighters that had made the firm’s earlier 2D efforts so popular. could kill an
this it was pretty developed this lacked the charm of their sprite-based counterparts. Not particularly memorable. opponent. Sadly, the
much business as usual, and the game spawned ambitious 3D fighter expansive arenas meant that battles often involved
some equally unremarkable sequels. featuring a number running around with neither combatant fighting.
of characters from Final Fantasy VII. Interesting idea,
but unfortunately flawed.
VIRTUA FIGHTER 4
■ 2001 POWER STONE
■ Arcade, PS2
■ After Sega’s exit ■ 1999
from the hardware ■ Arcade,
market, the series Dreamcast
finally turned up on a ■ Similar to Ehrgeiz,
Sony console. Again, but more technically
some criticised the accomplished. Solid
game’s lack of controls, interactive
innovation, but there’s no denying its quality. A newer 3D arenas and strong
version, Virtua Fighter 4: Evolution, is superior. character designs CAPCOM VS SNK
made this a favourite. The sequel took things further ■ 2000
still with a four-player mode. ■ Arcade, PSone,
Dreamcast
SOUL CALIBUR II TEKKEN 4 CAPCOM FIGHTING JAM ■ The two behemoths
■ 2002 ■ 2001/2 ■ 2004 of the 2D fighting
■ Arcade/Consoles ■ Arcade/PS2 later ■ Xbx/PS2 genre collaborated to
■ Despite being ■ The latest (and ■ Now this looks create a truly
incredibly similar to greatest) instalment special. Capcom remarkable beat-’em-
Soul Calibur, there’s in Namco’s long- Fighting Jam features up. Taking characters
no doubt that Namco running series. What characters from from both the Capcom and SNK stables, this was a fight
pulled the right it lacks in imagination various Capcom fan’s dream come true. The sequel was even better.
punches (and sword it makes up for with franchises and
slashes) for this some exceptionally promises to be
sequel. The console versions even had format-specific polished gameplay. Destructible scenery and closed another great 2D fighter. Purists are miffed about

ONE-ON-ONE BEAT-’EM-UPS |
fighters, though only the Cube’s Link suited the game. arenas also spice things up. Ken’s absence, but he may be a secret character.

Retro | 39
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Retro

S•Y•S•T•E•M• 3
DEADLY
I
t’s not often that a software
developer can consistently
NINJAS, deliver highly original and
CRITICALLY innovative games to both public
and critical acclaim. When you’re
ACCLAIMED System 3, however, such accolades
BEAT-’EM-UPS seemingly go hand-in-hand.
Formed in 1984, System 3 burst
AND EVEN onto the scene with the Star Wars-
SICKLY SWEET inspired Death Star Interceptor.
International Karate (known as
PLATFORMERS – World Championship Karate in
SYSTEM 3 HAD the US) quickly followed and
became the first European-
IT ALL. developed game to achieve the
GAMES™ GOT number one spot on America’s
Billboard chart.
IN TOUCH TO People soon realised that ▼
Stealth, swords, cunning and a clean pair of black pyjamas – all that a fearsome ninja needs to survive in the
FIND OUT JUST System 3 was a company to keep
an eye on, and in 1987 gamers were
world of The Last Ninja. Careful now…

HOW EASY rewarded with the groundbreaking and Chase HQ-styled racers (Turbo Q: YOU’RE WIDELY REGARDED AS
SOME OF THE BEST CODERS FOR
IT WAS BEING The Last Ninja. Sequels to both The
Last Ninja and International Karate
Charge) – all original in their own
ways and all adored by critics
THE COMMODORE 64. WHAT WAS
YOUR MAIN ATTRACTION TO THE
ONE OF quickly followed and before long and gamers. Things went slightly MACHINE OVER ITS PEERS?
THE MOST the name System 3 became
synonymous with Commodore 64.
awry with the arrival of the 16-bit
computers as anticipated games
A: One of the problems with many
of the other machines was their
REVERED 8-BIT Never afraid to try something like the Last Ninja franchise design to a fixed cost. The biggest
DEVELOPERS OF new, later releases saw the creation
of Grecian platformers (Myth),
were incredibly sloppy ports,
taking little advantage of the
culprit of this was the Spectrum – it
was long suspected that Sir Clive
ALL TIME vertical shoot-’em-ups (Dominator) superior technology that the new Sinclair designed a great machine
machines possessed. and simply kept removing features
System 3 is still creating games and components till it could be
MYTH: HISTORY IN THE MAKING today (under the new moniker made at a particular price.
Studio 3) and is finally ready to Commodore and Atari, on the
et in ancient Greece, Myth was release a follow up to the critically
S one of the only System 3
games to really divide critics’
acclaimed The Last Ninja 3. We
managed to track down Mark Cale,
other hand, crafted machines that
were a delight to play and fun to
programme. When you look back
opinions, despite receiving over 22 who worked on the original Last at the early days and remember
awards worldwide. Taking the role Ninja titles before founding things like the Oric, Tangerine,
of a purple-haired warrior you had Studio 3, to get his opinion on the Acorn rack system (the origin of
to fight your way through 8-bit era, being an industry the BBC machine), the BBC
increasingly tough levels and face trendsetter and, of course, ninjas… machine, Dragon, Elan and many
some of the hardest guardians in others, they really didn’t hold a
Q: WHAT MADE YOU CHOOSE
gaming history. THE ORIGINAL NAME, SYSTEM 3, candle to the Commodore 64 or
Despite a few niggling gameplay AND WHY THE LATER CHANGE TO Atari 400/800 for gaming. If only
elements (to defeat some bosses STUDIO 3? Commodore had stopped trying to
you had to have some knowledge A: There were three of us and make it into a business machine –
of Greek mythology) the game ‘system’ was a trendy word or worse, a ‘personal productivity
was yet another superbly during the formative years of our tool’ – then it would have and
executed product. On the NES industry. Why change? Well, it possibly still might control the
the game was licensed to was felt that as the company games industry.
Mindscape in America, where matured and its operations
it was relaunched under the embraced all the activities in our Q: CONSISTENTLY PRODUCING
Conan licence. industry – eveloping publishing SUCH ACCLAIMED AND
and marketing – and we were doing INNOVATIVE HITS AS THE LAST
Don’t know your Agamemnon from your NINJA, IK+ AND MYTH MUST

Achilles heel? You might have come unstuck more and more third-party HAVE BEEN VERY TAXING. WHAT
in Myth then… development, that Studio 3 better WAS SYSTEM 3’S WORK ETHOS?
encapsulated what we are doing. A: It’s easy to say that in those days

40 | Retro | SYSTEM 3
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3 lo
p any
Comokback
the greatest games were created by
R
DEATH STAR
INTERCEPTOR
egardless of whether you
felt it was inspired by, or
simply ripped off, the Star
Wars trilogy, there was no
the most maverick developers (a denying that System 3’s first
description we’ve never been shy game was a great little shoot-
of) and all that was required to ’em-up. Get past the initially
create a game was lots of beer, pub frustrating first level (aim
games, pizza and Pro-Plus for the your X-Wing through a series
morning after. I’m not saying we A: Easy really, Space Invaders, ▼ of consecutive rings) and
The Last Ninja 3 was the final instalment in the
didn’t have that going on – our Asteroids, Defender, the Super Mario soon-to-be-inaccurately-named trilogy.
you quickly got onto the
parties and press trips were the stuff series of games, the Street Fighter good stuff.
that industry legends were forged series, Metal Gear Solid and Daytona you last read a review that spent The second stage saw you
from. System had, and retains to (still the best racing coin-op). more time detailing the gameplay blasting away at the Imperial
this day, something else. It’s very than the graphics or sound? There forces; TIE Fighters attacked in
difficult to pin down our ‘factor X’ Q: HOW DID YOU FIND WORKING are still very few great titles. Getting droves and would scale in size
but it includes elements of being WITH ARCHER MCLEAN ON THE the balance between gameplay and as they headed towards you.
able to put the right teams together, INTERNATIONAL KARATE Such was the frantic on-screen
visuals is very difficult – making
SERIES? ARE YOU STILL IN TOUCH action, you very nearly missed
finding the best people for the job WITH HIM? people understand that long-term
and remembering that developing A: Archer is a great coder and good challenge in a game is worth a lot the approaching Death Star
the games has to be fun, otherwise fun to work with. He worked on more than a moment of glitzy that slowly appeared in the
what’s the point? converting the original IK from the effects. If you look at the structure left-hand corner of the screen.
Spectrum and Amstrad onto the C64 of big teams now with virtual The final assault recreated
Q: DEATH STAR INTERCEPTOR the famous trench run – there
WAS YOUR FIRST GAME. WERE and Atari 8-bit machines. He also regiments of artists, stylists, level
THERE ANY PRESSURES converted the game to the Amiga designers, environment artists, were more than enough
WORKING ON SUCH A WELL from our Atari ST version which we visual content directors (and their enemies to shoot down and
LOVED LICENCE? had developed in Hungary. I see assistants) and so on, somewhere the final stretch would see you
A: No, it was a lot easier then. having to avoid multiple laser
very little of Archer now as he is down the list come the
Q: WHAT PROJECTS DID YOU focused more on snooker games as programmers. beams. Make your way
WORK ON BEFORE SYSTEM 3 opposed to arcade action games. He through all that and it was
WAS FOUNDED? should have stuck to the mass Q: THE LAST NINJA FRANCHISE IS time to drop a Photon
A: None. I set up System 3 at the BY FAR YOUR MOST POPULAR Torpedo down the exhaust
market as opposed to niche product.
age of 17, 23 years ago. WORK. WHAT ORIGINALLY and start the whole thing all
INSPIRED YOU TO MAKE THE
FIRST GAME? over again. Great stuff.
Q: BESIDES SYSTEM 3’S GAMES, Q: WERE GAMES BETTER IN THE
WHAT OTHER PROJECTS DO YOU OLD DAYS? A: I had, and still have, a great
WISH YOU HAD WORKED ON? A: Yep, no doubt about it. When did fondness for all things Japanese
and exciting Hong Kong martial arts
movies. I love Japanese history as it
THE LAST NINJA
his is where it all started – if ever
T there was a franchise that got
C64 owners quivering with delight it
was the Last Ninja trilogy. Appearing
in 1987, The Last Ninja saw you take
on the role of Armakuni, the last
surviving member of the
Brotherhood of the Ninjas. Vowing
revenge on the evil warlord Kunitoki,
you battled your way through (and
under) Lin Fen Island.
More combat-based than the later
puzzle-heavy sequels, The Last Ninja
was the ultimate proof that no-one isometric adventure became the best
knew the Commodore 64 hardware selling C64 title of all time and shifted
like System 3. Animation and visuals over 2 million units worldwide.
were second to none and a moving Armakuni’s adventure had begun ▼
Star Wars rip-off? Does it matter? Death
score completed an extremely and the sequels just got better and Star Interceptor was a cracking shoot-’em-
impressive package. System 3’s 3D better every time. up with some neat graphical touches.

SYSTEM 3 | Retro | 41
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Retro
S•Y•S•T•E•M• 3 S•Y•S•T•E•M• 3 S
INTERNATIONAL KARATE +


Flimbo’s Quest was an accomplished, but senior people, myself included, that
rather difficult, platformer from System 3.
wanted to continue with the ninja
aced with the daunting Combat throughout was has so many parallels with our own, theme whereas the vast majority of
F prospect of making a sequel
that superseded the original game
extremely fluid with a grand total
of 14 different moves being
in particular, how far back it goes.
Regarding the fascination with
people wanted to look at new areas
that might be more in keeping with
(over 1.5 million units sold in the available (not bad for a joystick ninjas, well, they’re like all the good the market.
US alone), Archer McLean proved with only one fire button). bits from a broad range of Boy’s However, now that we have
more than ready for the seemingly McLean’s attention to detail wasn’t Own-style stories or movies all reached a time in the company’s life
impossible task. A third fighter, just used on the fighters – the rolled into one. There’s action, where we can afford to indulge
copious amounts of trouser background was full of detail; fish stealth, intrigue and so on. They’re ourselves and do projects that we
dropping and a great bonus game leaped from the water, birds flew just great characters from history. really want to do, I’ve managed to
all came together to create a overhead and caterpillars inched put back in place the original key
Q: WHY DID YOU FEEL THE NEED
fantastic follow-up that is still their way across the screen. members of the team that made the
TO MAKE LAST NINJA REMIX AND
appearing on consoles like the Affectionately known as IK+, the NOT ADD ANY ADDITIONAL old Ninja games so exciting,
GBA a full 16 years after its crowning jewel in the game was a CONTENT FOR AMIGA OWNERS? hopefully to repeat the success.
original release. scintillating score by Commodore A: To extend the shelf life we needed
64 maestro, Rob Hubbard. As with to reintroduce the title at the Q: ALL THE LAST NINJA GAMES
retailers’ request in a new package. HAD WONDERFULLY
many of System 3’s titles, the ATMOSPHERIC MUSIC AND
game was critically lauded and Hence the name Ninja Remix.
POSSESSED MANY CINEMATIC
remains a classic to this day. QUALITIES. WERE THERE ANY
Q: SETTING THE LAST NINJA 2 FILMS IN PARTICULAR THAT
IN NEW YORK WAS A FAR CRY INSPIRED THE CREATION OF
FROM THE IDYLLIC LIN FEN THE MUSIC?
ISLAND OF THE ORIGINAL. WAS
IT A CONSCIOUS MOVE TO A: I personally didn’t have much to
APPEAL MORE TO THE do with the direction of the music
AMERICAN MARKET? except to let people know when it

Somehow, IK+ improved on the original game.
A: Not really. I decided that it would was exactly right for the game. So I
be fun to put a traditional warrior in can’t really tell you what the original
a modern urban environment and inspirations were.
not give him a gun. Plus it’s damned
hard to get a helicopter into 16th Q: WILL THE NEW VERSION OF
THE LAST NINJA FEEL FAMILIAR
Century Japan.
TO ANYONE WHO HAS PLAYED
THE ORIGINAL GAMES, OR IS IT A
Q: THE LAST NINJA 3 TOOK THE
COMPLETELY STANDALONE TITLE?
SERIES AS FAR AS EXISTING
TECHNOLOGY COULD. IS THIS A: Yes, it is a standalone project but
THE MAIN REASON WHY A it has all the qualities that were
SEQUEL HAS TAKEN SO LONG present in the originals – the almost
TO EMERGE?
slavish mentality of getting things
A: One of the great defining qualities right, even the smallest details.
of Studio 3 is the close collaboration If I told you the number of
of the development talent and how revisions I’ve had done just to the
everyone is given a hearing as to running animations you’d think that
new ideas and directions for I’d probably be able to do another
development to follow. At the time complete game within the same
there were only a couple of the workflow – and you’d probably be

42 | Retro | SYSTEM 3
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3 S•Y•S•T•E•M• 3 S•Y•S•T•E•M• 3
THE LAST NINJA 3

right. But that’s the way it always players are so we have to be loyal to
has been with Last Ninja, and more the fans.
than likely always will be.
een by many as the best ever C64 game, System 3 pulled out all the
Q: MANY GAMES BASED ON
PREVIOUS TITLES SOMETIMES
Q: VENDETTA SEEMED TO INSPIRE
THE GRAND THEFT AUTO SERIES.
ANY CHANCE OF A SEQUEL?
S stops with The Last Ninja 3 – everything that had made the series so
popular with gamers was increased tenfold.
CONTAIN VERSIONS OF THE A: There’s always a chance of a Originally designed as a cartridge release, poor sales for the ailing C64
ORIGINAL GAME. ANY CHANCE OF
sequel from Studio 3. You know GS convinced System 3 to stick with the tape and disc format. Starting off
FINDING A C64 VERSION OF THE
LAST NINJA TUCKED AWAY IN what they say about old great with a stunning intro (remember, this was made in 1991 on a humble C64)
THE NEW GAME? games – they’re never get totally the presentation was faultless. Highly detailed visuals, some marvellous
A: Nice idea, you never know… forgotten, they just get converted. music (by Reyn Ouwehand) and some great puzzles all came together
perfectly. Even a small bug (some versions lacked the bellows you needed
Q: MANY OF YOUR GAMES WERE Q: WHAT WERE THE REASONS to complete level 4) did little to diminish the game’s credibility. Armakuni’s
PRIMARILY FOR THE HOME BEHIND DROPPING THE
last C64 outing became the first game to score 100% in a review.
COMPUTERS, SO HOW DID YOU PROPOSED VERSION OF THE LAST
FIND THE EVENTUAL TRANSITION NINJA ON THE SPECTRUM?
TO THE CONSOLE MARKET? A: Who said that? It’s a lie, I tell you.
A: Tough. I think you’d find that a lot Bloody PR people, telling the truth
of people that made the transition, if when you least want them to…
they answered honestly, would say
it can be very hard going. It’s not
Q: WHAT’S BEEN YOUR
really one thing in particular but FAVOURITE GAME THAT THE
coming from a free-for-all COMPANY MADE?
environment like a computer to the A: I have divided loyalty to two
more structured, disciplined products. One is the Last Ninja
environment and ethos of getting a trilogy which, for a long time, I never
console game on the shelf then thought would be bettered. Then
things can get difficult and came Mob Rule/StreetWars – a thing
frustrating. But you manage it in the that I love dearly. Although the
end because that’s where our game current Ninja could tip the balance.

FLIMBO’S QUEST
ot to be confused with the tunes (by Reyn Ouwehand again).
N bizarre Fimbles that recently
invaded children’s television,
Flimbo himself was well-animated
and, along with the standard platform
Flimbo’s Quest was System 3’s moves, could leap down from
second stab at the platform platforms – he was also rather nifty
genre. Bundled with the ill-fated C64 with his sword (a good job too as this
GS console and appearing on was a tough game).
several other formats, the game Despite not showing as much
saw you trying to rescue your originality as System 3’s previous
beloved girlfriend from a suitably titles, Flimbo’s Quest still proved to be
nefarious villain. extremely popular with critics and
Production throughout the game fans alike. It received numerous high
was of a very high standard and scores in the mid-Nineties and
contained suitably colourful visuals became yet another feather in
along with some fantastic bouncy System 3’s overcrowded cap.

SYSTEM 3 | Retro | 43
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The original man on a mission Renegade – Amstrad [Imagine] 1987


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Retro ssic
Clachine
Ma
SPECIFICATIONS
The CPC’s cross-purpose
design (it could be used for
business and pleasure) meant
there was a lot going on under
the casing.
Processor: Zilog Z80
Speed: 4 MHz
RAM: 64 KB
Colours: 27
Sound: 3 channels, 8 octaves
+1 noise channel

AMSTRAD PC 464
OFTEN RIDICULED BY COMMODORE 64 AND SPECTRUM
OWNERS, ALAN SUGAR’S CPC 464 WAS STILL A CLASSIC
”WHY I LOVE
MACHINE AND WELL WORTH REVISITING MY CPC 464”
compare this to the relatively low While arguably a better looking N ot only was the CPC
464 the first proper

U
pon its release in 1984, the
Amstrad CPC 464 cost of the Spectrum (£175) and it and sounding machine than the computer I ever owned, it
immediately stood apart was easy to see why one achieved Spectrum (although it did suffer was also responsible for
from its rivals thanks to its mass-market success and the other from many ports because it shared bringing to my attention the
innovative new features. For didn’t. As far as visuals and audio the same processor), it always ‘my machine is better than
starters, you didn’t have to worry went, the Amstrad uncomfortably seemed to get ridiculed by C64 yours’ tirades that have
about digging out your old tape occupied the middle ground owners – a shame really, as it was a since followed me for the
deck from the loft, or waiting in line between the Spectrum and the user-friendly machine and featured rest of my gaming life. Even
to use the living room TV, because Commodore 64. some great arcade conversions. today I’ll still dust the old
the CPC was an all-in-one-system.
bird off for a quick game
Of course, having the luxury of a SIBLING RIVALRY (well, as quick as tapes can
built-in cassette deck and colour
o complement the CPC 464, Amstrad released the 664 and the be) of Dizzy, Target
monitor complete with 27 different
colours (or 27 shades of green if T 6128. Both computers had floppy drives and proved to be very
popular as business machines, especially the more powerful CPC 6128.
Renegade or Solomon’s Key.
you had the monochrome version) Twenty years on and I’m still
came at a price. You could expect to Perhaps the strangest machine was the CPC 472. This was a special playing it – that’s longevity
pay a whopping £400 for the colour Spanish version that was made to avoid the tax on selling computers in for you…
version of Amstrad’s machine – Spain with less than 64Kb of RAM and no ‘ñ’ key. Eventually, all Darran Jones
computers sold in Spain – even those with less than 64Kb – had to have
a Spanish keyboard so Amstrad ended up making two versions.

46 | Retro | AMSTRAD CPC 464


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S IX OF THE TARGET
RENEGADE
STORMLORD
Publisher: Hewson

B EST
Publisher: Imagine Year: 1989
Year: 1988

F orget the god-awful versions


of Double Dragon that
A fter the amazing successes
of the Cybernoid games and
Exolon, Raffaele Cecco cemented
plagued all the home machines – his reputation as a superb
this was how to do a perfect two- Amstrad programmer with the
player beat-’em-up. After the release of the gobsmackingly
superb Amstrad version of good Stormlord. Set in an
Renegade, Imagine’s follow-up amazing looking fantasy world
was a natural progression for the (complete with massive
series. Ditching the gritty visuals mushrooms and semi-nude
of the original, Target Renegade fairies) Stormlord was a fantastic
featured cartoony sprites to platformer that saw you rescuing
complement the over-the-top fairies from four different levels.
Though often subjected to hasty Spectrum action and gave you a whole host Even the ridiculously hard

ports, the Amstrad CPC 464 played host to a of weapons with which to attack
your assailants. Believe us when
difficulty setting did little to
stem your enthusiasm for the
range of its own great titles. Like these… we say you’ll never look at a pool later levels. All in all, an
cue in the same way again. instant classic.

BARBARIAN: THE
ULTIMATE WARRIOR away found a wonderfully playable
Publisher: Palace fighter with copious bloodshed and
Year: 1987 some very challenging opponents.

I t’s safe to say that prepubescent


gamers were as excited with
Barbarian’s cover (depicting a
The best part, however, was
undoubtedly the gruesome
decapitations that resulted in a
scantily clad Maria Whittaker) as goblin dragging the body away
they were with the game itself. whilst unceremoniously kicking the
Those that dragged themselves loser’s head across the floor.
SKWEEK DRILLER
Publisher: Loricels Publisher: Incentive
Year: 1989 Year: 1987

E very console needs a good


puzzler to keep the old grey
matter ticking over and this
E asily the most ambitious
game on the Amstrad, Driller
was the first title to use the
offering from Loricels was no revolutionary Freescape engine (a
exception. Taking on the role of new 3D program). The Ketars had
the eponymous Skweek, you abandoned their mining
were presented with 99 well- expeditions on Mitral and it was
designed levels that had been down to you to install 18 rigs so
GRYZOR covered blue by pesky aliens. that the built-up gas could be
Publisher: Imagine shooter was packed full of detail Moving Skweek across the blue safely dispersed. While playing
Year: 1987 and represented a real challenge to tiles turned them back to a more Driller was an incredibly laborious

K nown throughout the world


as either Contra or
Probotector, Gryzor was yet
anyone with an itchy trigger figure.
Once you got to the later levels,
things got even more impressive
pleasing looking pink – cover the
entire level and you’d move onto
the next one. A plethora of power-
process, there was no denying
that this was something really
special. Later Freescape games
another classic arcade conversion (not to mention hectic) with some ups, enemies and different types like Dark Side and Castle Master
from those talented coders at great 3D sections and some of tiles meant that Skweek lasted continued to push the CPC to its
Imagine. This classic scrolling suitably tough bosses. absolutely ages. graphical limits

AMSTRAD CPC 464 | Retro | 47


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Retro
AMSTRAD 64k COLOUR PERSONAL COMPUTER

48 | Retro | AMSTRAD CPC 464


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ssic
CPC 464
Clachine
COLOUR
Ma

AMSTRAD CPC 464 | Retro | 49


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Retro
G●R●Y●Z●O●R
titans
e
of th

A
s gaming infiltrated the home market a new breed of gamer evolved.
Dubbed the ‘fanboy’, he associated himself with a certain genre, machine
or even a developer or publisher, and then ridiculed all that opposed him.
First recorded in playgrounds in the early Eighties, typical arguments revolved
around who had the better machine, or which game looked best on which format.
We aim to put a stop of years of petty squabbling by finding the definitive versions
of some classic titles. First up – Konami’s 1987 scrolling shoot-’em-up, Gryzor.

Round 1: Visuals Round 3:


COMMODORE 64: ‘Blocky’ is the first word that could manage. All in all, a very decent conversion
gameio lay
springs to mind; your intrepid hero looks like he’s that should please fans of the arcade game.
just stepped out of a Lego factory and he’s a COMMODORE 64: What’s going on here
laughable parody of the original game character. AMSTRAD CPC 464: Okay, so it may lack the then? Jumping gives your character almost
Colours are overly bright and do little to convey scrolling of its 8-bit peers, but this is by far the superhuman abilities and it’s all too easy to
the grittiness of the original arcade game. Although best-looking version out of the three systems. mistime a jump and land on a bullet. The
the C64 features some lovely smooth scrolling, it Visuals are incredibly detailed and perfectly biggest fault, however, is having to use the
simply isn’t good enough. capture the essence of the arcade game. A truly space bar to jump even when using a joystick;
Herculean effort that proves the CPC can really sing it’s poorly implemented and makes for some
SPECTRUM: Now this is more like it. Considering in the correct hands. frustrating gameplay.
the Speccy’s limitations Gryzor looks exceedingly
close to its arcade parent. Characters throughout are SPECTRUM: Controls are nice and responsive
WINNER: AMSTRAD CPC 464 – it’s a lot easier to time jumps and you always
instantly recognisable and there’s some impressively
smooth scrolling that not even the Amstrad CPC
RUNNER UP: SPECTRUM feel in control. Sadly, the frustrating need to
press the space bar to jump is still present and
once again causes problems that could have

Round 2: audio
easily been avoided. Like the C64 version, it’s
best to play this on the keyboard.

COMMODORE 64: Some may say this is an unfair AMSTRAD CPC 464: With those glorious visuals AMSTRAD CPC 464: The simple ideas often
category considering the C64’s excellent SID chip – it was obvious that the Amstrad would suffer work out the best. Rather than use a separate
and who are we to argue? Although this is far from somewhere and, unfortunately, it’s in the audio button to control your jumping, you simply
Jason Brooke’s best work, it plays throughout the department. Music is limited to the ‘game over’ press up on the joystick – genius! Add to this
game and enhances the gameplay. screen only and the in-game effects are lacklustre to the same tight controls as the Spectrum version
say the least, which is a shame after such a strong and an easily manageable jump and the CPC
SPECTRUM: So what if its sound chip is inferior to showing in the ‘Visuals’ category. Easily the worst version emerges triumphant.
the C64’s? The Spectrum puts up a surprisingly performer here.
good fight and has the same tune on its title screen WINNER: AMSTRAD CPC 464
that features in the main game of the C64 version. WINNER: COMMODORE 64 RUNNER UP: SPECTRUM
In-game effects are rather sparse, but this is still a
very strong effort.
RUNNER UP: SPECTRUM

And the Gryzor is quite simply one of the


finest arcade conversions that the
▼ Gryzor on the Amstrad is
really given a chance to

winner is... Amstrad has ever seen and is a


testament to the game’s
shine. It looks fantastic.

programmers. The Spectrum version


is well worth a look, but the
Amstrad wins hands down and
remains very playable to this day.

Amstrad CPC 464



Not as good looking, but still good
fun for gun-loving Speccy owners.

50 | Retro | GRYZOR
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GRYZOR (Various Home Systems) Ocean, 1987 – UK Advertisement

GRYZOR | Retro | 51
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Retro
Classic game

Step-by-Step
CYBERNOID A
STEPS 1-3
Get past screen one’s missiles,
STEPS 4-6 B then use your rockets on the next
to clear a path below you.
Quickly drop into the first gap, let Immediately fly to the left and
the Caterpillars pass over you, shoot as much as possible. Exit
then quickly exit on the top-left. bottom-left (grabbing the shield
Avoid the bullets from the large as you go).
honeycomb and activate the
missiles by passing under them.
Negotiate the next screen, then
exit bottom-left.

STEPS 7-9 C
The next three screens are
relatively easy (especially if you’ve
got the shield). Simply shoot as
many foes as possible while
making your way to the right of
the screen. Use rockets to destroy
the honeycomb in the next room,
then simply clear the final screen.
C

G
G
STEPS 20-23
You’ll have to hide behind several
pillars to clear the next room. After
that, it’s a case of flying through
the remaining rooms while
avoiding the Pirates. Then dock
your ship and count your booty.

52 | Retro | CYBERNOID
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1986 shooter Cybernoid, a hectic Amstrad, anyway) and hunt shoot-’em-up. Just don’t say we

A
fter the release of
Exolon, Raffaele Cecco flick-screen title that tested down Space Pirates proved too didn’t warn you about the
was on a winning gamers’ reactions and sanity to good an opportunity to miss, difficulty level…
streak that included the likes of their limits. and gamers were once again
Stormlord and the underrated Despite the game’s difficulty, utterly entranced.
007: Licence To Kill. His follow-up
to Exolon was the excellent
the chance to traverse the highly
detailed areas (well, for an
We’ll guide you through the
second stage of this rock-hard
STEPS 13-15 E
This is easily the
hardest part of
the level. Over the
next two
screens, use the
same tactics as
before to dodge
the Caterpillars.
You then need to
make your
way to the bottom
of the third
screen while avoid
ing some very
quick Pirates.

STEPS 16-19 F
Blow up the barrie
r then carefully
drop down to the
bottom of the
D screen. Destroy the
your exit, then do
statue blocking
dge past the next
STEPS 10-12 room’s massive ba
Drop down to the
rrage of missiles.
Screen ten shouldn’t be a problem, next screen to
e find a huge selec
but the next is pretty tricky. Dodg tion of power-ups
the bullets on the second screen and plenty of booty
. Exit bottom-left.
by hiding behind each large pillar.
Blast the blocks in your way and
exit top right.

CYBERNOID | Retro | 53
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Retro

If there’s one thing we miss from the days of 8-bit gaming, it’s being able
to buy a new game for £1.99. Codemasters was renowned for its top-
quality, much-loved, budget-priced games, so we caught up with the 21st
Century Codies to get the inside story
Codemasters’ current releases – worked using punch cards on the

D
uring the Eighties and
Nineties, Codemasters Colin McRae Rally and TOCA Race school computers.
excelled at producing Driver being prime examples.
extremely low-priced and, more It wasn’t only software that How did you first get into
importantly, extremely popular Codemasters designed; the Game games publishing?
games and is now one of the Genie was an extremely clever We were developing from home
biggest publishers in Europe – not cheat device (very similar to the under the name of Galactic
bad going for a company founded Action Replay) and after a lengthy Software, coding, copying up
by two 16-year-old brothers. battle with Nintendo (see ‘I’ll see cassettes and selling games for the
Formed in 1986, Codemasters you in court’) it finally reached Commodore Vic 20, Dragon 32 and
initially consisted of David and shops and made Codemasters an BBC by mail order through small
Richard Darling and their father absolute fortune. ads in Popular Computing Weekly.
Jim. BMX Simulator (basically The J-Cart for the Mega Drive
Super Sprint on bikes) was and a selection of CD compilations How was the jump in price from
Codemasters’ first release and for the Commodore 64 and Codemasters to the Codemasters
made its debut on the Spectrum were further examples Plus range greeted by the public?
Commodore 64. The game went to of how far Codemasters was We always wanted to offer value
number one and stayed there for prepared to go to offer the best it for money, so with the
so long that it eventually won a could to gamers around the world. Codemasters Plus range there
longevity award from chart Nowadays, Codemasters would be the main game on one
masters Gallup. continues to deliver a versatile cassette and a second tape with
Thanks to Grand Prix Simulator range of games and is behind additional levels, alternative game
by the Oliver twins, the Simulator some very popular franchises. We modes and special modes for
series became very popular, and managed to catch up with with specific machines such as the
pretty soon Codemasters seemed David Darling, founder and Spectrum 128K.
to be simulating anything from chairman of Codemasters, to find
golf to pub trivia – nothing was out about the old days. Your Simulator range was very
too obscure. Later games like successful, any chance of
Pinball Simulator and Pro Tennis When did you first start reviving it?
Simulator created a much more coding games? In a kind of way the Simulator
realistic interpretation of the sport Counting it up, it’s over 20 years range has lived on, at least in the
in question and created a trend for ago now – 1981. In those days we authenticity of our games with
realism that still exists in didn’t even have keyboards, we titles such as Colin McRae Rally,

I’ll see you in court


intendo has always NES (and later, SNES) titles eventually closed in their
N fervently guarded its
products and is very wary
and change parameters
within the games. Nintendo
favour and Codemasters
received $15 million from
of anyone who attempts to was furious with this, Nintendo. Once the Game
pirate or alter its games – claiming it infringed on its Genie eventually went on
so when Codemasters copyright. The battle sale it managed to net the
was getting ready to between David and Goliath tenacious Brits a cool $140
release its Game Genie all had begun and, just like the million. A huge figure back
hell broke loose… story, the giant eventually in 1990 and something
The Game Genie lost. After four years and that probably helped
essentially enabled gamers much stress for the Codemasters get where it
to hack into the code of Darlings, the case was is today.

54 | Retro | CODEMASTERS
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p any
Comokback
lo

Feeling Dizzy
odemasters had a massive you’d be trapped, unable to
C hit and a very lucrative
franchise on its hands when the
complete the game.
Despite this small flaw, Dizzy
Oliver twins created the loveable was still a huge success and later
egg Dizzy. The game’s premise appeared in 14 sequels and spin-

David Darling set up Codemasters with his was as simple and charming as its offs. He appeared on a variety of
TOCA Race Driver and the Club formats including the 8-bit
brother Richard when they were both just 16. main character – the evil wizard
Football series. Bringing out Tsk, kids, eh? Always up to something… consoles and 16-bit computers
Zaks was up to no good and
realism and an authentic and even has dedicated websites
needed to be defeated. It was
experience through gameplay is minds after a few days. So from our like Dizzy’s Domain at
down to Dizzy to collect four
still very important for us. original big list, Codemasters was www.samsolutions.co.uk/dizzy/.
ingredients and create a magical
the one we all agreed on. Dizzy still has plenty of charm
potion that would kill the wicked
Is there any Simulator title you sorcerer (although he somehow and many of his titles are as
wished you had made, and if And whose idea was it to managed to keep on reappearing playable today as they were then
so, why? blatantly plug your products on for the many sequels). – even stinkers like Fast Food (an
It’s hard to think -– we did most of the back of each game? What followed was a classic uninspired Pac-Man rip-off) did
them and then probably exhausted It’s just like adding a personality to platform/adventure title that saw little to crack the little fella’s shell.
our list. the games. Many developers were you traversing the flick-screen Now all we need is for all his titles
faceless then and it connects the environments and solving fairly to reappear on the GBA.
Dizzy was also incredibly players to the creator. simple puzzles. Like many games
successful for you. Will he ever of old, certain sections of Dizzy
reappear, perhaps on the GBA? What are your favourite required precision jumping and
Dizzy, created by The Oliver twins Codemasters games? timing, with one segment in
who now run Blitz Games, was Dizzy, Micro Machines, Colin and particular being especially
great for his day and proved very TOCA – they were the ones I return dangerous… A section of the
popular with gamers. Who knows if to a lot, but obviously we’ve Haunted Forest contained an
we will ever see his like again? enjoyed every game, we’ve got extremely devious trap; if you
great teams here. failed to cross at the correct place
Do you think games were better the ground would fall away and
in the old days? What other titles do you admire?
They were really playable and Metal Gear Solid and Halo still eat
provided incredibly fresh up my spare time.
entertaining experiences at the
time. It’s sometimes better to enjoy What’s your company ethos and
the nostalgia when you re-look at how much has it changed since
them. It’s amazing how gameplay the beginning?
has come on over the years. Innovation, gameplay, honesty and
realism in game content – we still
How did you come up with the focus on delivering the key
firm’s name? elements gamers want.
After many a discussion, we ended
up with a huge list. We nearly Collating a selection of your
called the company Computer Food hits on a CD for the Spectrum
(The Best Thing To Feed was a masterstroke. How did it
Your Computer) but changed our come about?

CODEMASTERS | Retro | 55
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Retro

The CD Games Collection rode on our first US number one,


Mark my the boom of CD players coming Operation Flashpoint, and last
words into the home. It was quite a year we launched the IndyCar
n the late Eighties, the Codies technical achievement for the time, series – the official game of the US
I (as they were affectionately
known) were the masters of
especially connecting them to a
Spectrum or Commodore 64. We’d
motorsport. We want to do
over there what we’ve done over
hyperbole. Although quotes been building up our expertise in here in Europe for motorsport
appeared on many game developing hardware as well as gaming with the McRae Rally
boxes, it wasn’t very often that software and it came through from and TOCA series.
they came from the actual head a bright idea and lots of
of a company. Here are a few of experimentation. Your Game Genie court case
Codemasters’ most over-the- was a classic case of David Vs
top, objective comments… Micro Machines was a superb Goliath. How stressful was it
title and extremely similar to the taking on the might of a company
INTERNATIONAL Simulators of old. Was this a like Nintendo?
RUGBY conscious decision? It was stressful in the kind of way
Not really. Andrew Graham was the that really focuses you, but we
SIMULATOR
creator of the original Micro never stopped believing in our
“An amazing mixture of strategy and
Machines and he also wrote product or our arguments.
fast action – definitely the best rugby
some of the Simulators, such
game, ABSOLUTELY BRILLIANT!”
as Pro Ski Simulator on the Amiga. And how did you feel when the
He’s really good at core gameplay court ruled in your favour?
BMX SIMULATOR 2 mechanics. Relieved!
“BMX 2 makes the others eat dirt! –
It’s so realistic, and with FOUR
Q: How hard was it to break into What was it like appearing on
PLAYERS it’s CRUCIAL!!!”
the US market? Number 73 [ancient Saturday
It’s always easier in your home morning kids’ show] and were
TWIN TURBO V8 market because you can intuitively they all as mad as they looked?
“The Fastest road game I’ve ever
sense if something is going to They were all really great and it
seen on the Amstrad – amazingly
work in it or not. We tried was fun to be in the middle of a TV
playable, just like real performance
breaking into the US about seven show being made. You usually only
car driving!!!”
years ago, at the same time we see it from the outside. It’s really
were setting up our French and quite hectic.
GRAND PRIX German offices. We thought we’d
SIMULATOR 2 better concentrate on setting You’ve been in the industry for a
“I’m utterly gobsmacked! This is them up successfully first and very long time now; how does
REALLY GOOD – I think that this is the they’ve been remarkably everything compare to when you
best Oliver Twins game ever!” successful. It’s really in the last first started?
few years we’ve been building up It’s very different in some ways – it
TREASURE our US operation and putting is a really massive industry now,
ISLAND DIZZY significant efforts into the US very professional, a proper mass
“Dizzy’s Treasure Island is brilliant – infrastructure, product entertainment industry, but we still
it’s like a real cartoon but with development and so on, it’s now love making games and playing
amazing gameplay” starting to pay off. In 2002 we had games, that’s still the same.

Better than life


o what if your car simply being ported to the C64 and
S consisted of a rectangle with a
pixel to show the front? Who
Spectrum, Grand Prix Simulator‘s
grand claims to be an actual sim
cared if you only got to race were tenuous. You couldn’t
against one other opponent and upgrade your vehicles, a simple
that it was a complete rip-off of turn could send you skidding into
Super Sprint? We certainly didn’t. oblivion and the cars often got
Despite its rather limited looks stuck on parts of the track. and it cemented Codemasters’ visuals and a third vehicle. Though
there was no denying that the What the Oliver twins did reputation so much that the a much better game, it didn’t
Oliver twins’ Grand Prix Simulator deliver, though, was a highly Simulator name was almost as big have the wow factor of the
was a fantastic title. First appearing enjoyable and competitive game a draw as its Dizzy titles. A sequel original (but digitised speech was
on the Amstrad CPC 464 before (especially against another player) appeared in 1989 with improved a vast improvement).

56 | Retro | CODEMASTERS
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MUSIC MAN: DAVID WHITTAKER


avid Whittaker was just one of the many programmers who worked
D wonders with various sound chips in the days of 8 and 16-bit
computers. games™ finds out what it was like working for Codemasters and
being a part of the gaming scene in general.

How and when did you first get your favourite piece of
into programming? Codemasters music you wrote?
I used to buy Your Computer I don’t really have one – I can’t
magazine even before I had, or remember most of them. Maybe
could afford, a computer back in the Count Dracula one, or
about 1980. I read all the Poltergeist.
programming articles in depth, so I
suppose I could program even Were the old days better
before I had something to program
for games?
Yes, because the industry was so
with. I couldn’t afford a ZX81 (as it
small, and most people knew each
was mail order-only then) so I got a
Vic 20 for my birthday in 1982, on
‘the drip’ from Dixons. But I couldn’t
other so it was much less
corporate. At the time, everything
was new and exciting but now it’s
Eating dirt in style
afford a cassette deck so all the olin McRae 3 may have physics engine was also (at the
programs I typed in had to work
first time or the machine would
all marketing BS.

How much has the music side of


C been a masterful display of
graphical engineering but
time) a technical marvel thanks
to borrowing heavily from the
crash. Even then, I lost it all when I the industry changed? underneath the surface gloss designers of Codemasters’
turned it off. This taught me to be Drastically. In the old days, you had was a somewhat soulless excellent TOCA series. With 13
really precise and I learned to to have so many skills, not just experience. Thank god, then, for cars to choose from, a highly
correct all the many errors in the composing or arranging – you had Colin McRae Rally 2.0 on the addictive Championship mode
Commodore manual (including the to be a programmer too, which is humble PlayStation. Here was and some of the most
later CBM-64 manual, which was what really interested me, more the perfect example of a title that spectacular crashes seen at the
little better). than the music. You had to work took an already great game and time, Colin McRae Rally 2.0
so hard to get anything decent out transformed it into something earned its reputation as one of
What was it like working for of the crappy (but much-loved)
Codemasters on some of its even better. Everything about the best rally games on a home
classic titles? sound chips. the game was perfect; the system. The fact that we still
Good and bad. They gave me lots graphics engine had received a blow the dust off our
So what are you up to at the
of work, but they paid peanuts. much-needed overhaul, loading PlayStations to play it says it all.
moment?
times had suitably shortened Even the updated charms of
I’m working for Jester Interactive
You’ve come up with some great and the gameplay had been Colin McRae Rally ’04 weren’t
tunes for the likes of Treasure [creators of the Music games] in
greatly improved. McRae’s enough to beat 2.0.
Island Dizzy, BMX Simulator and North Wales, as senior audio dude.
the Grand Prix series. What was www.jesterinteractive.com.

Small but perfectly formed


icro Machines appeared on licence upon which it was based Codemasters to let you race on multiplayer madness of Party
M the Mega Drive in 1991 and
remains one of the most playable
(you know, those tiny model cars
that came in packs of five).
some of the most bizarre circuits
ever seen. Stand-out tracks
mode even further by allowing up
to eight-player participation.
racers to this day. Not only was Using toy cars (as well as included a breakfast table, Codemasters had kindly
the game superb fun, it also made boats, tanks and a selection of complete with bowls, spilt created a new J-cart that came
excellent use of the Galoob other vehicles) enabled milk and cereal to negotiate, complete with two joystick ports
and a workshop with all manner (no need for a Multitap) and
of tools and other dangerous some clever programming
objects to avoid. The most fun, enabled two players to share
though, was taking to your one joypad.
dragster and racing around a With Micro Machines offering
toilet seat – tough, but still so much multiplayer joy over the
incredibly enjoyable. last 13 years we’re still amazed
Another great aspect of the how Infogrames’ Sheffield House
series was the fantastic managed to make such a hash of
multiplayer aspect. While the the 128-bit versions. Here’s hoping
original game only allowed two Codemasters gets the licence
players to compete against each back and give the series the glory
other, Micro Machines 2 took the it deserves.

CODEMASTERS | Retro | 57
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Retro lassic
C chine
Ma

$7$5, W CO

 9&6
WHETHER IT WAS PAC-MAN, DEFENDER OR SPACE
INVADERS, ATARI’S 2600 VIDEO COMPUTER SYSTEM (VCS)
OFFERED GAMERS ALL THE BEST TITLES. HOWEVER, WHAT
STARTED SO WELL WOULD COME TUMBLING DOWN AT A
MEMORABLE LOW POINT IN EIGHTIES GAMING HISTORY
eleased in America in 1977, paddle controller (which was company managed to secure an
R many see the Atari 2600 VCS
as the true beginning of
particularly suitable for games such
as Pong), featured six silver
impressive number of exclusive
titles for the format (both in-house

W CO
videogaming as we know it. The switches, a cartridge slot, and and third-party), and by 1980 the
system, which came packaged with sported a decidedly Seventies- console was booming. In fact, decline. During that year, many
two CX40 joysticks and a CX30 looking woodgrain and black plastic Christmas that year turned out to be smaller developers went out of
finish. These ‘Woodies’, as they’re a disappointment for many children business, and Atari posted a net
SPECIFICATIONS now called by collectors, were as Atari simply couldn’t loss of $533 million – mostly due to
robust and could withstand even manufacture enough hardware to the overproduction of unpopular
CPU (Central the most energetic gaming. meet the demand, and the system titles. A short while later, reports
Processing Unit): 8-bit Going on sale at $200 (£123), sold out. It was later revealed that were issued suggesting that a large
MOS Technology initial sales of the system were slow, the company had made a record number of unsold Atari cartridges
CPU Speed: 1.19 MHz but Warner Communications (which profit of $2 billion during that year. were being buried in the desert, and
GPU (Graphics had bought Atari for $28 million a However, with confidence now it seemed that the company’s grip
Processing year previously) wasn’t going to sit overflowing from its runaway on the videogames industry was
Unit): ‘STELLA’ TIA back and watch its product flop. success, Atari was becoming finally at an end.
(Television Over the next few years the complacent, and the 2600 started to Despite the demise of the 2600
Interface Adapter) be inundated with poor-quality VCS, Atari remained competitive in
GPU Speed: 1.19Mhz releases. By 1983 the market could the industry for a further four years,
Memory: Main RAM no longer support the amount of tat with cheaper, more compact
(Random Access Memory):
that was being churned out and the versions of the console continuing
128 Bytes
videogames industry went into a to sell at a steady rate. But during
Resolution: 320 x 200
1988 the company managed to lose
Colours: 256
another $84.8 million, and with the
Maximum Colours
NES dominating the market it was
Displayed At Once: 16
impossible for it to regain its
Sound Channels: 2
foothold. Atari would never again
enjoy the success it had had in 1980.
Of course, with Infogrames now
officially calling itself Atari (after
acquiring the company nearly four
years ago), that may change in the
near future…

The Atari 2600 VCS was a well-built


machine that was seen by many as
the first true console. Sadly, the
industry slump of 1983 hit Atari
hard and the 2600 faded away.

58 | Retro | ATARI 2600


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S IX OF THE BATTLEZONE COMBAT

B EST
Publisher: Atari Publisher: Atari
Year: 1983 Year: 1978
ased on the 1980 coin-op by lso known as Tank Plus,
B Ed Rotberg, Battlezone was
an early tank simulator in which
A Combat came packaged
with the 2600 and featured a
you had to destroy enemy massive 27 games all based
battalions, jet fighters and even around a combat theme. Much
flying saucers. The original arcade like Mario Party or Super Monkey
version of the game featured twin Ball, the game offered a decent
joysticks to accentuate the feeling enough single-player mode,
of driving a tank, and while this though it was the multiplayer
control feature was obviously option that really added to the
removed from the home version, overall longevity.
many felt that the 2600 Space Invaders, on the other
Here are six great titles that were available for the conversion was more playable. hand (which was available at the
Amazingly, it was possible to same time), initially attracted
Atari 2600. They may look simplistic now, but get enemies shooting at each people to the machine, though
believe us – at the time these were at the cutting other by using those in close many gamers found that it
edge of electronic videogames. Forget Grand range to shield you from others became samey far too quickly.
that were further away. Not a problem for Combat…
Theft Auto and check out these beauties…

SKY SKIPPER collecting the animals in your


Publisher: Parker Brothers biplane – a task that was made
Year: 1983 more difficult by the limited
ased on a Nintendo arcade amount of fuel you were given at
B game, the main objective in
Sky Skipper was simply to save
the start of each mission.
Although translated by the
caged animals that were being Parker Brothers, the game
held captive by a gorilla. This was managed to maintain the quality
achieved by temporarily knocking of a Nintendo release – right PITFALL MARIO BROS.
him out with bombs, then down to the cutesy visuals. Publisher: Activision Publisher: Atari
Year: 1982 Year: 1983
laying as jungle explorer
P Pitfall Harry, the objective of
Pitfall was simply to collect
T he original Mario Bros. was
included as a bonus feature
with Super Mario Bros. 3 on the
treasure while avoiding all the NES and with each of the Mario
dangers of the jungle – sort of like translations on GBA. However, it
I’m A Celebrity, Get Me Out Of was sold as a standalone title
Here, only much more realistic when Atari published it for the
and amusing. 2600 back in 1983.
You began the game with 2,000 Using either Mario or Luigi, the
points and more could be earned aim of the game was simply to
POLE POSITION Good looking and fast moving,
the game blended realism (well, by collecting money, silver, gold destroy creatures that came out of
Publisher: Atari
it was realistic as you could and diamonds. However, each pipes by knocking them onto their
Year: 1983
hope for back then) with all the time you made a mistake (which backs then stamping on them.
nce one of the most popular
O non-character-based
videogames of all time, Pole
thrills, spills and excitement of an
arcade racer.
was fairly regularly – this was a
tricky game) points were lost.
Simple compared to later Mario
games, but great fun nonetheless.
Position was featured in the 1985
children’s film, D.A.R.Y.L. Now
merely just another retro racing
game, Pole Position was
extremely popular thanks to its
instant pick-up and-play quality –
rather than reaching checkpoints,
the objective was simply to pass
enough rivals in a set time.

ATARI 2600 | Retro | 59


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Retro
$7$5,9&6

60 | Retro | ATARI 2600


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Retro

Though it may seem an


obvious choice, Pong
could be the greatest
retro game of all time
for the most unlikely
reasons…

P•O•N•G Pong and on and on...


Okay, so things have moved on since Pong was released in 1972, but have
they really progressed that far? While new technology allows for all kinds of
impressive new graphical capabilities, many games still rely on the winning
formula of reflex-testing target hitting (even things like Air Hockey). And
when you look at something likeVirtua Tennis, you have to wonder if that’s
Format: Arcade, Atari 2600, what Willy Higginbotham meant to make, but lacked the technology.
GBC, Macintosh, PC, PSone,
Everything else…
Publisher: Atari
Developer: In-House
Release date: 1972

R eleased in November

Looks aren’t everything, particularly if you’re
Pong. Or a lonely ugly person.
1972, Pong truly was one

Okay, they look different, but they’re essentially Pong tarted up a bit. Kind of.
of the first mass-market the Brookhaven National
computer games, thanks to its Laboratories, Willy Higginbotham,
simplistic yet thoroughly created Tennis For Two. Practically It was also during 1971 that had gone before it? Well, the
enjoyable gameplay. As Pong is identical to Pong, Tennis For Two Magnavox signed an agreement to answer is purely down to the
perhaps the most famous coin-op was a simplistic and really rather manufacture the first home inordinate level of success that
of all time, you’re probably aware abstract representation of a tennis videogame console, the Odyssey. the coin-op enjoyed compared to
that the aim was simply to keep a match, designed to be played by Developed during the Sixties under other similar projects, and
ball in play, much like tennis. This two people. Enjoyable as it was, the the name of Brown Box, the compared to Magnavox’s virtually
was achieved by moving a small system was only up and running Odyssey was designed by ‘the forgotten Odyssey game.
deflector up and down your side of for two years before it was father of videogames’, Ralph Baer, Numerous stories report how Pong
the screen by twisting a dial known dismantled and the parts reused for who pioneered gaming throughout machines would regularly break
as a paddle. other projects. the Fifties, Sixties and Seventies. down due to being overloaded with
Contrary to popular belief, It would be more than a decade The system eventually went on sale quarters, and that punters would
though, Pong wasn’t actually the before those technological the same year that Pong was queue up outside bars just to have
first game to do this. Computer advancements of the Fifties would launched at a whopping $100 a go on it.
engineers had been creating basic be used to create a general release (approximately £62) and came As games go, then, Pong pretty
interactive programs since the early amusement product, the first being packaged with six games, one of much single-handedly proved that
Fifties, but the enormous 1971’s Computer Space. Designed which was a simple tennis game. electronic gaming was a credible
manufacturing costs, combined by Nolan Bushnell (who would later Interestingly, Bushnell had played form of entertainment, and one
with the unreliability of such early go on to produce Pong), the the game at one of the preview that could, in fact, generate an
technology, had meant that general gameplay consisted of little more showings of the Odyssey and was enormous profit. Perhaps if it hadn’t
release simply wasn’t an option. As than blowing up UFOs in a rocket clearly influenced by it. done so well, fewer companies
the years passed, however, the ship – a task which, for some reason, So why suggest that Pong could would have begun creating
technology gradually became more was a little too complicated for early be the ‘greatest retro game ever’ if videogames, and many great titles
stable, and in 1958 an employee of gamers. The machine was a flop. it merely copied other games that may never have existed.

62 | Retro | PONG
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M NETWORK TITLES (Atari VCS, Sears Video Arcade System) Mattel, 1982 – US Advertisement

M NETWORK TITLES | Retro | 63


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64-5_Retro book 11/4/04 11:23 AM Page 2

When is a Mario game not a Mario game? Super Mario Bros 2 – NES [Nintendo] 1988
66-9_Retro book 11/4/04 2:06 PM Page 1

Retro
SPECIFICATIONS
CPU (Central Processing
Unit): Ricoh Custom 8-bit
6502 NMOS (Negative-channel
Metal Oxide Semiconductor)
CPU Speed: 1.79Mhz
PPU (Picture Processing
Unit): 8-bit
Memory: Main RAM
(Random Access Memory):
16Kbit (2Kbyte);
Video RAM: 16Kbit (2Kbyte)
Resolution: 256 x 240
Sprites: Maximum Number
Of Sprites Per Line: 8;
Maximum Sprite Size:
8 x 16 pixels;
Minimum Sprite Size:
8 x 8 pixels
Colour: Colours Available: 52;
Maximum Colours Displayed
At Once: 16;
Maximum Colours Per
Sprite: 4
Sound: 5 Channel Mono PSG
(Programmable Sound
Generator)

Nintendo
NES VERSION
Although many regard the SNES as the greatest console ever made, we
mustn’t forget that without the NES, Nintendo’s Super hardware may
never have existed. Besides, the NES was a great little machine in its own
right – not only was it great value for money, but it also boasted some of the
finest games ever created
Yamauchi-san secured a deal with

T
he big year was 1983 – the he’d begun making plans for the
year that saw the beginning machine in 1980, when he, lead Ricoh, who even then only signed
of modern console gaming. designer Masayuki Uemura and a the deal because an initial order of
Nintendo Of Japan had started technician first started researching three million pieces was made. This
developing videogames a number the best way to create an was an even bigger gamble for
of years previously and president inexpensive chipset that could Nintendo, but then neither
Hiroshi Yamauchi had seen the outperform its rivals. company could predict that more
potential of Nintendo releasing its Yamauchi-san had set a target than 60 million NES units would be
own system in the home. In fact, retail price of ¥9,800 (£52) and sold worldwide.
Uemura-san’s initial plan to include The NES launched in Japan in
a 16-bit processor was thrown out 1983 for approximately £20 more
in favour of a more affordable 8-bit than Yamauchi-san’s original plan.
alternative. Even then, Nintendo Even so, the Famicom (as it was
faced problems finding a company known in Japan, the name being
willing to produce the chips at an short for ‘family computer’) was
affordable price – many simply extremely popular with gamers.
couldn’t afford to gamble their Unfortunately, a slight flaw with the
future on the back of a product that first batch of chipsets caused some
might be a complete flop. However, games to freeze and, after much
after vigorous negotiation, consideration, Nintendo recalled the
entire first shipment. This could
easily have finished Nintendo off for
good, but consumers admired the

66 | Retro | NES
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THE LATEST FASHION


LEADER OF
Although most people remember the box-like grey
THE PACK
umerous NES packs have been released
NES that was released in the west, the Japanese
Famicom looked completely different. Not only N over the years, though possibly the most
amusing (and misguided) was the ‘Original Set’
did the cartridges slot into the top instead of the
front, but the machine was smaller, flatter and which retailed in the States for $250 (£155) and
coloured beige and maroon. A redesigned NES included the control deck, two controllers, the
was also released in Japan and America in 1993 Zapper light gun and the strangest item of all,
and was sold as a console for beginners. Bundled ROB (Robotic Operation Buddy). This was
with Final Fantasy 1&2, more than one million basically a 25cm-high robot that did
units were shifted. little more than stack up coloured discs
according to your actions in a game called
Gyromite, which also came packaged with the
system. Also included was lightgun game Duck
Hunt which, because of its pick up and play
appeal, was decidedly more popular than
Gyromite. Nintendo soon realised that
production of ROB wasn’t financially viable and
quickly introduced its second pack, the ‘Action
Set’. This omitted ROB and Gyromite in favour of
popular platform game Super Mario Bros and
sold for a more affordable $200 (£125).

ssic
Clachine
way the company swiftly dealt with
the issue and in no time at all
things were back on track.
Two years later, Nintendo was
Ma
faced with another tricky task –
launching the NES in America. Due
to an enormous number of poor- little as ten per cent of the
quality game releases during 1983, recommended retail price, the
the western videogames industry company agreed to distribute the
was in turmoil, with many retailers NES in America. The deal was
vowing never to stock videogames ready to be signed, but then a
or consoles ever again. However, misunderstanding on Atari’s part
Hiroshi Yamauchi used the situation led to the contract being
to Nintendo’s advantage. By abandoned at the last minute.
introducing the Nintendo Seal Of However, Nintendo soldiered on
Quality, Nintendo was able to and eventually Minoru Arakawa
control what games were released (the then president of Nintendo Of
on its system while making huge America) managed to persuade one
profits from the licensing costs at New York retailer to put the
the same time. machine on test. The move proved
Atari had been hit hard by the to be enormously successful and a
crash and with its own systems year later the NES was launched
and games being sold off for as across Europe.

NES | Retro | 67
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Retro
Nintendo
NES VERSION

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NES | Retro | 69
70 |
70-1_Retro book

DONKEY KONG MARIO BROTHERS SUPER MARIO BROS


■ Arcade ■ Arcade ■ NES
■ 1981 ■ 1983 ■ 1985
■ Although Donkey ■ Returning just two ■ With sublime level
Retro

Retro | MARIO
Kong starred years after Donkey designs and
Nintendo’s famous Kong, Mario’s balanced gameplay, it
11/9/04

gorilla, the hero of second outing hinted wasn’t surprising that


this classic action at what was to come. Super Mario Bros.
game was a little man Simple by today’s turned out to be a
named Mario. His standards, the game massive hit. Even
character traits had yet to be defined, but visually he revolved around destroying pests that emerged from today, this polished little title still stands up against
was already the Mario we grew to know and love. big green pipes. more advanced examples of the platform genre.
12:57 PM

SUPER MARIO LAND DR. MARIO SUPER MARIO BROS 2/THE LOST LEVELS SUPER MARIO BROS 2/USA SUPER MARIO BROS 3
■ Game Boy ■ GB/NES/SNES/N64 ■ NES ■ NES ■ NES
■ 1989 ■ 1990 ■ 1986 ■ 1988 ■ 1990
■ Although this ■ With Tetris being ■ Super Mario ■ Originally released ■ One of Shigeru
lacked much of the such an enormous Bros 2 was released in Japan under the Miyamoto’s most
precision of the NES success on the Game in Japan a year after name of Doki Doki accomplished
Page 1

game, Super Mario Boy and NES, it the original Super Panic, Super Mario projects, Super
Land was a superb perhaps wasn’t Mario game. Bros 2 was actually a Mario Bros 3 had so
demonstration of surprising that Essentially more of completely separate many unique
what Nintendo’s new Nintendo would at the same, it was later game into which gameplay features
handheld format was capable of. A decent enough some point take the formula and inject a bit of Mario packaged with Super Mario All-Stars and renamed Nintendo’s characters were inserted. Players could squeezed in that we can’t even start to list them all
start, though the sequels were better. into it. Multiple versions were released. Super Mario Brothers: The Lost Levels. play as Mario, Luigi, Princess Toadstool or Toad. here. It also used a map to link the levels together.

SUPER MARIO LAND 2: 6 GOLDEN COINS YOSHI’S COOKIE MARIO PAINT SUPER MARIO WORLD SUPER MARIO KART
■ Game Boy ■ GB/NES/SNES ■ SNES ■ SNES ■ SNES
■ 1992 ■ 1992/93 ■ 1992 ■ 1991 ■ 1992
■ With bigger ■ Again based ■ Packaged with a ■ The pinnacle of the ■ Mario Kart may
sprites, more detail around a Tetris-like mouse, Mario Paint Mario series, Super have started out as a
and improved core, Yoshi’s Cookie offered SNES owners Mario World took the spin-off (no pun
gameplay, 6 Golden was yet another a basic art and music classic gameplay of intended), but went
Coins was a far example of Nintendo program. Judging by its predecessors and on to influence a
more accurate inserting its its front end, you’d reworked it with a string of copycat
representation of the characters into think this was aimed clean, fresh art style titles. With fun track
Mario series than the original Game Boy offering had different genres. Not as playable as Tetris, this was at younger players, though some of the functions and Super Nintendo special effects. Even Mario 64 designs and a sublime two-player battle mode, this
been back in 1989. merely an okay game for Yoshi fans. were rather more complex. couldn’t better this. was yet another SNES classic.

SUPER MARIO LAND 3: WARIOLAND MARIO & WARIO YOSHI’S SAFARI SUPER MARIO ALL-STARS
■ Game Boy ■ SNES ■ SNES ■ SNES
■ 1993 ■ 1993 ■ 1993 ■ 1993
■ Continuing Mario’s ■ One of Mario’s less ■ It’s no real secret ■ Featuring Marios 1,
Game Boy well-known that the SNES Super 2 and 3, as well as
adventures, Mario adventures, Mario & Scope was a bit of a The Lost Levels
Land 3 was a little Wario is a puzzle flop, mainly due to a (Japan’s Super
different in that it game in which the lack of decent Mario Bros 2), Super
actually starred player needed to software. Even this Mario All-Stars was
Wario. With many guide Mario, Yoshi or very lovely ooking superb value for
new gameplay innovations and fabulous graphics, Princess Toadstool to safety using a fairy with a magic Mode 7 Yoshi title couldn’t save such a pointless money. Better still, each game had been upgraded
this was a superb little game. wand. Playable, but nothing special. piece of grey plastic. with SNES-quality visuals.

WARIO’S WOODS YOSHI’S OVEN MARIO’S TIME MACHINE/MARIO IS MISSING MARIO’S EARLY YEARS
■ NES/SNES ■ SNES ■ NES/SNES/PC ■ SNES
■ 1994 ■ 1994 ■ 1993 ■ 1993
■ Yet another Tetris- ■ A basic adventure ■ Two edutainment ■ Obviously aimed at
inspired Nintendo game, the main titles developed by the younger
game, this time premise of Yoshi’s Microprose, these audience, these three
starring Wario as Oven was simply to adventures took titles were broken
well as a handful of explore the isometric children around the down into different
other familiar faces. worlds collecting world and through themes – Fun With
The aim here was to each of the time. They’re among Letters, Fun With
group different blocks together, before destroying ingredients to bake cookies. Once located, the items a small selection of non-Nintendo Mario games, not Numbers, and Pre-School. It was basically Sesame
them with falling bombs. were blended and put into, that’s right, Yoshi’s oven. all of which are included here. Street for Mario fans.

MARIO’S SUPER PICROSS SUPER MARIO WORLD 2: YOSHI’S ISLAND MARIO EXCITE BIKE SUPER MARIO RPG
■ Game Boy/SNES ■ SNES ■ SNES ■ SNES
■ 1995 ■ 1995 ■ 1996 ■ 1996
■ In case you’ve ■ Using the ■ Only available in ■ Considering that
never heard of Argonaut/Nintendo- Japan via the Bandai Nintendo and
Picross before, it’s developed Super FX Satellaview, Mario Squaresoft had such
essentially a puzzle chip, Yoshi’s Island Excite Bike was an a big falling-out over
game in which the was one of the last update of the classic the N64, it’s
player must draw a great SNES games. NES game featuring interesting that Super
specified number of With lush, hand- improved visuals and Mario RPG (a
pictures into squares across a grid. This was, as you’d drawn visuals and some of the best level designs ever Nintendo’s ever-growing cast of Mario characters. collaboration between the two companies) should
expect, a version featuring Mario. created, this is what Nintendo was once about. Great, for those who could get it. arrive so late on the SNES.
WARIO LAND 2 MARIO’S PICROSS 2 YOSHI’S STORY SUPER MARIO 64 MARIO KART 64
70-1_Retro book

■ GB/ GBC ■ Game Boy ■ Nintendo 64 ■ Nintendo 64 ■ Nintendo 64


■ 1998 ■ 1996 ■ 1997 ■ 1996 ■ 1996
■ Now far more ■ Although Picross ■ Many were ■ As the grandaddy ■ While Super
established as a has never been that disappointed with of 3D platform games, Mario 64 was busy
character, Wario’s big over here, Yoshi’s Story – it was Mario 64 brought so bringing new ideas to
second Game Boy somebody shorter and far less many new rules to the world of
adventure proved to somewhere must innovative than its videogames that it’s videogames, Mario
be even better than love it because predecessor on the still hard to Kart 64 was,
the first. Interestingly, Nintendo has SNES. Even so, this comprehend them unfortunately, taking
11/9/04

it was impossible to die, although you could get stuck developed loads of these titles over the years. This was a perfectly playable little game with some of the all even today. It’s debatable whether or not it has them away. Lacking the design, innovation or sheer
in a dead end because the puzzles were tricky. was essentially more of the same as in the first game. cutesiest 2D visuals ever created. ever been bettered. playablity of the SNES original, this was disappointing.

SUPER MARIO DX SUPER SMASH BROTHERS MARIO GOLF MARIO PARTY


■ Game Boy Color ■ Nintendo 64 ■ GBC/Nintendo 64 ■ Nintendo 64
■ 1999 ■ 1999 ■ 1999 ■ 1999
12:58 PM

■ If you were ■ It’s no secret that ■ It’s perhaps not ■ While Sega was
looking for a reason Super Smash surprising that people struggling to get the
to buy a Game Boy Brothers was lacking see Nintendo as Dreamcast off the
Color, this was it. in the gameplay being for younger ground with games
Based on the original department, gamers when even like Virtua Fighter 3
Super Mario Bros, especially compared its best sports games and Sega Rally 2,
this was infinitely to other similar are built around Nintendo was
Page 2

playable in handheld format, and even included fighting games. But with Pikachu included along with Mario. Of course, this wasn’t Mario’s first game of reminding gamers what fun is all about with Mario
Japan’s Super Mario Bros 2 as a bonus. the Mario Brothers, this was always going to do well. golf, as Game Boy owners may well remember. Party. Simple? Certainly, but nicely executed.

WARIO LAND 3 MARIO TENNIS MARIO PARTY 2 PAPER MARIO MARIO KART: SUPER CIRCUIT
■ Game Boy Color ■ GBC/Nintendo 64 ■ Nintendo 64 ■ Nintendo 64 ■ GBA
■ 2000 ■ 2001 ■ 2001 ■ 2001 ■ 2001
■ Very much like its ■ As far as tennis ■ The Mario Party ■ As one of the last ■ Sitting somewhere
predecessor, Wario games go, this was series is always a big games for the between SNES
Land 3 again actually one of the great card to play in Nintendo 64, it isn’t Super Mario Kart and
demonstrated better ones. arguments about really any surprise Mario Kart 64, this
Nintendo’s ability to Unfortunately, while Nintendo’s recent that hardly anyone helped to shift GBA
create sublime level the inclusion of Mario lack of innovation in ever played this. A hardware. Sadly,
designs and may have pleased games. While the first pseudo follow-up to being somewhere
innovative puzzles. This was structured so you had to fans, for other gamers it hammered home the fact that game was certainly something a bit different, this was Super Mario RPG, this looked a little like an between the SNES and N64, it still didn’t manage to
play through more than once to get everything. Nintendo games seemed to be aimed at kids. more of the same multiplayer tomfoolery. edutainment title for three-year-olds. better the original game.

WARIO LAND 4 SUPER SMASH BROTHERS MELEE MARIO PARTY 3 LUIGI’S MANSION
■ GBA ■ GameCube ■ Nintendo 64 ■ GameCube
■ 2001 ■ 2001 ■ 2001 ■ 2001
■ The first three ■ Lush graphics and ■ Are you getting ■ If you ever want
Wario Land games myriad bonus bored of this yet? proof that Nintendo
were, in fact, better features can’t hide There really isn’t a has lost some of its
than most of the the fact that this is whole lot more to be magic recently then
Mario offerings in the N64 game all over said about Mario have a go at this. It’s
recent years. Sadly, again. Interestingly, Party, except that it’s not awful, but it’s
while this retains the this remains the only great fun for all the hardly the sort of
overall quality we’ve come to expect, it’s by far the GameCube game to sell more than a million copies in family, providing you have four pads, an N64, a copy polished adventure game you’d expect at a Nintendo
shortest game in the series. Japan. Pokémon, anyone? of the game… hardware launch.

MARIO ADVANCE MARIO ADVANCE 2 & 3 MARIO GOLF: TOADSTOOL TOUR MARIO PARTY 4 SUPER MARIO SUNSHINE
■ GBA ■ GBA ■ GameCube ■ GameCube ■ GameCube
■ 2001 ■ 2002 ■ 2003 ■ 2002 ■ 2002
■ With all the those ■ After releasing ■ We gave it 8/10, ■ So, here we are ■ After the
Mario games in its Super Mario Bros 2 and there’s no again. Aside from disappointment
back catalogue, it’s for GBA in 2001, denying that this was nicer graphics and that was Luigi’s
interesting that Nintendo continued actually a really better sound, there Mansion, this really
Nintendo should the Advance theme decent little golf was really very little needed to be
choose Super Mario with the releases of game. A GBA to separate this from something special if it
Bros 2 for release Yoshi’s Island and version, entitled the N64 games. Ever were to reassure
first on the GBA. Great as it looks, this tends to be a Super Mario World in 2002. Both converted well to Mario Golf: Advance Tour, arrived in 2004 with link-up playable, many gamers still rushed out to buy a copy gamers that Nintendo still had that magic.
real case of love it or hate it. the handheld format. options between the two games. of this at full price. Unfortunately, this couldn’t better Mario 64.

MARIO & LUIGI: SUPERSTAR SAGA MARIO ADVANCE 4 MARIO POWER TENNIS MARIO PARTY 5 PAPER MARIO: THE THOUSAND YEAR DOOR MARIO KART: DOUBLE DASH!!
■ GBA ■ GBA ■ GameCube ■ GameCube ■ GameCube ■ GameCube
■ 2004 ■ 2003 ■ 2005 ■ 2003 ■ 2004 ■ 2004
■ Similar in style to ■ We’re not sure ■ At the time of ■ Mario Party 5 ■ This sequel to the ■ Although this
Paper Mario on N64, why Nintendo writing, not too much offers fans of the N64’s Paper Mario is rectifies some of the
Superstar Saga sees should choose to is known about this series even more of a great example of a problems that Mario
Mario and Luigi release Super Mario latest update in the the same. If you’ve sequel that takes Kart 64 had, it still
teaming up to solve Bros 3 on GBA after Mario Tennis series, got three friends and the best bits of a fails to better the
some fiendish puzzles Yoshi’s Island and but we do know that three controllers title but makes SNES original. At
in this RPG Super Mario World. the improvements are handy then you’ll no enhancements in all least this time round

MARIO |
adventure. With all the charm and characteristic style Thankfully, this stands up well to the newer games going to be more than just graphical. New modes, doubt have great fun. Hang on, didn’t we say that the right places. Fans of the original will love its RPG the track designs are decent enough, even if the
of other Mario classics, this is a terrific GBA title. thanks to its top gameplay. new game styles, more characters… should be good. about all the other Mario Party titles? stylings, newcomers should be entranced. multiplayer modes fail to impress.

Retro | 71
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Retro

THE MAN BEHIND MARIO


SHIGERU MIYAMOTO opportunities for more complex products, and

B
orn in 1953 in Sonebe (a small town
WHILE DEVELOPERS
outside Kyoto, Japan), Shigeru in 1980, Yamauchi decided that a greater focus
SUCH AS HIDEO KOJIMA Miyamoto grew up far away from the would be laid on electronic games. Miyamoto
AND PETER MOLYNEUX world of electronics that would later be such a was teamed with Gunpei Yokoi to work on an
ARE NOW ENJOYING THE prominent feature in his life. A keen musician arcade game featuring Popeye. Unfortunately,
FAME THAT THEIR STAND- and skilled artist, he spent much of his time the Popeye licensing deal fell through, but
OUT CREATIONS HAVE exploring the countryside. His family didn’t Miyamoto continued working on the game,
BROUGHT THEM, ONE own a car or a TV, and as the nearest movie omitting Popeye and introducing his own
MAN HAS BEEN theatre was a fair distance away from his characters – a barrel-throwing monkey and a
RECOGNISED IN home, young Miyamoto would read books little man. He called it Donkey Kong.
GAMING CIRCLES FOR and draw cartoons. The game was a storming success and after
After five years of flitting between music working on a handful of lesser-known titles,
MUCH LONGER
and art, he graduated from college at the age Miyamoto was rewarded with his own
of 24 but was still no closer to making a development team in 1984. Called Joho
decision about his future. However, it just so Kaihatsu (or Entertainment Team), Miyamoto
happened that his father was friends with a and his group of programmers and designers
man named Hiroshi Yamauchi – the CEO of a would go on to create such classics as The
toy company called Nintendo. Yamauchi Legend Of Zelda and Super Mario Bros.
reluctantly agreed to interview his friend’s son These days, Miyamoto takes a slightly less
and Miyamoto was offered a job as the hands-on approach, preferring to produce
company’s first staff artist – a position specially rather than direct. but his creativity and input
created to suit his skills and qualifications. to current and past projects continues to
At that time, the toy industry was changing inspire game designers in their work.
as computer technology opened up Miyamoto, we salute you.

DONKEY KONG DONKEY KONG JR. DONKEY KONG 3 SUPER MARIO BROS.
System: NES System: NES System: NES System: NES
Development Team: Development Team: Development Team: Development Team:
Joho Kaihatsu Joho Kaihatsu Joho Kaihatsu Joho Kaihatsu
Released: 1983 Released: 1983 Released: 1984 Released: 1985
Miyamoto’s Role: Director Miyamoto’s Role: Director Miyamoto’s Role: Director Miyamoto’s Role: Director

THE LEGEND OF ZELDA SUPER MARIO BROS. 2 ZELDA II: THE F-ZERO
System: NES System: NES ADVENTURE OF LINK System: SNES
Development Team: N/A Development Team: System: NES Development Team:
Released: 1986 Joho Kaihatsu Team: Joho Kaihatsu Nintendo EAD
Miyamoto’s Role: Director Released: 1987 Released: 1987 Released: 1990/1991
Miyamoto’s Role: Miyamoto’s Role: Director Miyamoto’s Role:
Director Producer

SUPER MARIO BROS. 3 SUPER MARIO WORLD THE LEGEND OF ZELDA: SUPER MARIO KART
System: NES System: SNES A LINK TO THE PAST System: SNES
Development Team: N/A Development Team: System: SNES Development Team:
Released: 1991 Nintendo EAD Team: Nintendo EAD Nintendo EAD
Miyamoto’s Role: Released: 1991 Released: 1991/1992 Released: 1992
Director Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer/Director Producer/Director Producer

WAVE RACE LEGEND OF ZELDA: STARFOX YOSHI’S SAFARI


System: Game Boy LINK’S AWAKENING System: SNES System: SNES
Development Team: System: Game Boy Development Team: Development Team:
Nintendo EAD Team: Nintendo EAD Nintendo EAD Nintendo EAD
Released: 1992 Released: 1993 Released: 1993 Released: 1993
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer Producer Producer Producer

72 | Retro | SHIGERU MIYAMOTO


72-3_Retro book 11/4/04 3:13 PM Page 2

EARTHBOUND SUPER MARIO SUPER MARIO WORLD MARIO KART 64


System: SNES ALL STARS 2: YOSHI’S ISLAND System: N64
Team: Hal Laboratory System: SNES System: SNES Development Team:
Released: 1994/1995 Development Team: N/A Team: Nintendo EAD Nintendo EAD
(Japan/US only) Released: 1995 Released: 1995 Released: 1996/1997
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer Producer/Director Producer/Director Producer

SUPER MARIO 64 SUPER MARIO RPG: LEGEND WAVERACE 64 STARFOX 64


System: N64 OF THE SEVEN STARS System: N64 System: N64
System: SNES
Development Team: Development Team: Development Team:
Team: Nintendo EAD/Squaresoft
Nintendo EAD Released: 1996/1997
Nintendo EAD Nintendo EAD
Released: 1996/1997 (Japan/US only) Released: 1996/1997 Released: 1997
Miyamoto’s Role: Miyamoto’s Role: Producer Miyamoto’s Role: Miyamoto’s Role:
Producer/Director Producer Producer

YOSHI’S STORY 1080˚ F-ZERO X THE LEGEND OF ZELDA:


System: N64 SNOWBOARDING System: N64 OCARINA OF TIME
Development Team: System: N64 Development Team: System: N64
Nintendo EAD Team: Nintendo EAD Nintendo EAD Team: Nintendo EAD
Released: 1997/1998 Released: 1998 Released: 1998 Released: 1998
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer Producer Producer Producer/Director

F-ZERO EXPANSION KIT MARIO ARTIST SUPER SMASH BROS. THE LEGEND OF ZELDA:
System: 64DD System: 64DD System: N64 MAJORA’S MASK
Team: Nintendo EAD Team: Nintendo EAD Development Team: System: N64
Released: 1999 Released: 1999 Hal Laboratory Team: Nintendo EAD
(Japan only) (Japan only) Released: 1999 Released: 2000/2001
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer Producer/Director Producer Producer

SUPER MARIO WARIO LAND 4 ADVANCE WARS ANIMAL CROSSING


ADVANCE System: GBA System: GBA System: GC
System: GBA Development Team: Development Team: Team: Nintendo EAD
Team: Nintendo EAD Intelligent Systems Intelligent Systems Released: 2001/2002
Released: 2001 Released: 2001 Released: 2001/2002 (Japan/US only)
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer Producer Supervisor Supervisor

F-ZERO: MAXIMUM LUIGI’S MANSION MARIO KART: PIKMIN


VELOCITY System: GC SUPER CIRCUIT System: GC
System: GC Development Team: System: GBA Development Team:
Team: ND Cube Nintendo EAD Team: Nintendo EAD Nintendo EAD
Released: 2001/2002 Released: 2001/2002 Released: 2001/2002 Released: 2001/2002
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Supervisor Producer Producer Producer/Director

SUPER MARIO WORLD: SUPER SMASH WAVE RACE BLUE DOSHIN THE GIANT
SUPER MARIO ADVANCE 2 BROS. MELEE STORM System: GC
System: GBA System: GC System: GC Development Team:
Team: Nintendo EAD Team: Hal Laboratory Team: NSTC Nintendo EAD
Released: 2001/2002 Released: 2001/2002 Released: 2001/2002 Released: 2002
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer Producer Producer Producer

SUPER MARIO YOSHI’S ISLAND: SUPER METROID FUSION METROID PRIME


SUNSHINE MARIO ADVANCE 3 System: GBA System: GC
System: GC System: GBA Development Team: Development Team:
Team: Nintendo EAD Team: Nintendo EAD Nintendo EAD Retro Studios
Released: 2002 Released: 2002 Released: 2002/2003 Released: 2002/2003
Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role: Miyamoto’s Role:
Producer Producer Producer Producer

THE LEGEND OF ZELDA: THE LEGEND OF ZELDA:


ALTTP/FOUR SWORDS THE WIND WAKER
System: GBA System: GC
Team: Nintendo EAD/Capcom Team: Nintendo EAD
Released: 2002/2003 Release Date: 2002/2003
Miyamoto’s Role: Miyamoto’s Role:
Producer Producer

enius
G kback
loo
SHIGERU MIYAMOTO | Retro | 73
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Retro

GAMES THAT TIME FORGOT...

Princess Tomato In
The Salad Kingdom
to traverse the Salad Kingdom to
save Princess Tomato. No surprises
Format: NES there. You travel from screen to
Release: 1988 screen and choose what action to
Publisher: Hudson Soft take by selecting a command
Developer: In-House from the side-bars, usually the
customary commands ‘talk’ and
‘use’ enabling progress, but there
are moments that require more

D
on’t judge a book by its
cover’ is a saying often peculiar commands, such as
heard when something is ‘praise’ and ‘Percy’.
condemned solely on first Percy is a baby persimmon you
impressions. This appears to be the rescue at the beginning of your
cruel fate suffered by Princess adventure and he tags along until
Tomato In The Salad Kingdom, as the story reaches its conclusion. He
Hudson Soft’s NES curio was has an annoying tendency to lose
ignored on its release in 1988. The most of your items – something to
name isn’t a big hit, but the game do with a persimmon’s lack of Names such as Mister Leek, The mazes prove a letdown, as
doesn’t seem appealing when pockets, we imagine – so he makes Grapy and Uncle Peanut mask a the inclusion of essential items
judged on other criteria either; the up for it by offering advice, finding game that’s unexpectedly within these labyrinths becomes
fights are extended bouts of ‘paper, you items and having various complex, with puzzles requiring infuriating when you miss them first
scissors, stone’ and you spend contacts in the vegetable world. It’s plenty of exploration. time round. Likewise, the locations
much of the game trying to rescue a the only game we can recall where Sir Cucumber will also get caught are stretched to breaking point, with
kidnapped fruit. Delve deeper, a vegetable’s social circle can be up in a few scraps along the way, as too much backtracking and double-
however, and it’s clear there’s more used to your advantage, but Percy not all fruit and vegetables can co- checking (sometimes triple-
to this than meets the eye. works well in this context, being exist peacefully in the Salad checking) needed. So it’s not
Princess Tomato is a graphic sometimes essential to solving Kingdom. As mentioned before, perfect, but few games are. Instead,
adventure where you fill the green puzzles and always useful when ‘paper, scissors, stone’ makes up the Princess Tomato In The Salad
shoes (or skin? flesh?) of Sir you’re stuck. gloriously twee duelling. If you Kingdom is proof that games that
Cucumber. What noble deeds this The tone throughout is childish guess correctly against your appeal to children don’t have to
vegetable has carried out in the without ever coming across as opponent you then need to predict alienate adults – or indeed, children
past to earn his knighthood is saccharine or insulting, the gentle, which way your opponent will look – with over-simplified, patronising
never revealed, but in his surreal humour appealing beyond and point in that direction to secure gameplay. But that title eh?
immediate future Sir Cucumber has its assumed young audience. the round. Absolutely dreadful.

74 | Retro | PRINCESS TOMATO IN THE SALAD KINGDOM


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GUN.SMOKE (NES) Capcom, 1988 – US Advertisement

GUN.SMOKE | Retro | 75
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Retro
SLEEK, POWERFUL AND AFFORDABLE – SEGA’S
MASTER SYSTEM SHOULD HAVE BEEN A MARKET
LEADER. IF ONLY IT HADN’T HAVE HAD TO COMPETE
WITH THE NINTENDO ENTERTAINMENT SYSTEM…

Master System
S
ega hasn’t had an easy time especially impressive compared to in America where gamers had been basic pack. These were generally
of it lately. Come to think of those of the NES, closer inspection starved of quality titles since the more affordable than cartridges,
it, Sega hasn’t had an easy revealed that the CPU actually ran games industry crash of 1983. The though their limited amount of
time of it full stop. Even during the at double the speed, and, thanks to incredibly business-minded memory space meant that
16-bit era when the Mega Drive was additional graphics chips, the Nintendo had signed up a huge developers could only use them for
selling fairly well the company was machine could display more than number of third-party developers small or simple projects.
struggling to compete against twice as many colours. Master to create games for its new Predictably, as games were
Nintendo’s domination of the System games were, on the whole, machine, and a clause in the generally becoming larger and
market. Of course, the real battle far more vivid and vibrant than standard NES developer contract more graphically demanding, only
had begun in 1986 with the release their NES counterparts. The only meant it was against the rules to a handful of titles were released
of the 8-bit Master System – a problem was that there weren’t convert NES games to any other on cards, and the format soon
machine designed to go head-to- enough of them. format. Seeing as developers could became redundant.
head with the NES. And if a Having launched in the US and make more money by reluctantly By 1991, with Sega in the
console’s success was purely down Europe a year previously, NES sales signing the contract and producing process of introducing its 16-bit
to its technical abilities, Sega would had been phenomenal – especially titles exclusively for Nintendo’s Mega Drive and the older
have been laughing… format, few could afford to machines really starting to show
Although on paper the Master compromise their relationship by their age, the company released a
System’s specs didn’t look “WHY I LOVE supporting Sega. new look Master System (pictured
MY MASTER It wasn’t all bad news for Sega, right) at a reduced price. Smaller
SYSTEM” however. Though it achieved less
than ten per cent of the worldwide
and rounder than the standard
design, the Master System II came
If the Master System were a man
I’d
have married it by now. Everything console market share, in Europe with Alex Kidd In Miracle Word
about it, from its sleek black and
red the format was much better built into the hardware and
cover to the chunky game cartridges, received. Not only was retailed at £59.99. Other changes
is
pure perfection. Nothing has ever Nintendo’s European marketing included the omission of the card
come close to its retro design, select
ion campaign somewhat below par, slot and reset button, while the
of peripherals (3D glasses anyone?)
and but the Master System’s low price video output was fuzzier and rather
choice of games. Fantasy Zone, Alex
Kidd In Miracle World, Psycho Fox… and colourful graphics helped to less defined.
Need I say more? attract gamers. Retailing at just Despite the many hurdles that
Liz Morris £99.99 (compared to the NES’s the under-supported Master
£140 tag), the initial pack included System had to overcome, it

▼ The original Master


System design
remains the
favourite with fans. Larger and
two controllers and a Hang On
game card.
The standard Master System
introduced many youngsters to
the world of videogames. And
even though Sega’s console never
blockier than the Master design included a cartridge port reached its full potential, the
System II, the hardware and a smaller slot that took credit industry tends to look back
featured a cartridge slot and a
card-sized game cards such as the favourably on the system and its
card slot for budget games.
Hang On card included with the collection of games.

76 | Retro | MASTER SYSTEM


76-9_Retro book 11/5/04 4:32 PM Page 2

ssic
Clachine
Ma PERPLEXING
PERIPHERALS
With hardware like this, it isn’t
really surprising that Sega is now
a software-only company

CONTROL STICK
Featuring an enormous T-grip handle
(which was supposed to make movement
more precise), the Master System Control
Stick was cumbersome and unintuitive.
What’s more, the buttons and the stick
were reversed, making it great for left-
handed gamers but practically unusable
for everyone else.

HANDLE CONTROLLER
Designed with driving and flying games
in mind, the Handle Controller wasn’t
a bad idea in theory, but in practice it
was a bit pointless. There were few
games that benefited from it, and the poor
build quality meant that it was easily
broken by enthusiastic gamers.

RAPID-FIRE UNIT
During the 8- and 16-bit days, companies
seemed to think that those ghastly rapid-
fire control pads were a good idea, but
there were barely any games that were
enhanced by them. Rather than releasing
a rapid-fire pad that could at least be used
as a second controller, Sega opted for a
unit that gave gamers the opportunity to
use rapid fire with their regular pads.

3D GLASSES
Although they were only compatible with
eight games, Sega’s 3D glasses were
actually quite clever. By opening and
closing shutters over the player’s eyes, an
illusion of depth was created.
Unfortunately, they plugged into the card
slot rather than the controller port, so
weren’t compatible with the Master
System II.

SPORTS PAD
Another of Sega's bizarre left-handed
designs, the Sports Pad featured a tracker
ball and two action buttons. Not only was
it back to front, but there were so few
compatible games out there that it hardly
seemed worth it.

SPECIFICATIONS
CPU: Z-80 (8-bit)
CPU SPEED: 3.6MHz
AROUND THE BACK

MEMORY RAM: 64Kbit


Although the Master
VIDEO RAM: 128Kbit
System II was smoother and
RESOLUTION: 256x226
curvier than its predecessor,
COLOUR PALETTE: 256
the hardware had been cut
MAX COLOURS: 52
down to make it cheaper to
MAX SPRITE SIZE: 8 x 8
produce. There was no
MAX SPRITES: 256
longer a card slot for
AUDIO CAPABILITIES: Three
budget releases, and the
sound generators (four
video output was,
octaves each),
surprisingly, fuzzier and
one white noise
less defined.
AUDIO OUTPUT: Mono
STORAGE: 32K game cards
(MSI only), 32-512K cartridges
POWER BUTTON CONTROL PORTS CARTRIDGE SLOT

MASTER SYSTEM | Retro | 77


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Retro
Master System

78 | Retro | MASTER SYSTEM


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ssic
Clachine
POWER

Ma OFF ON

MASTER SYSTEM | Retro | 79


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Retro

S IX OF THE The Master System may have been


overshadowed by the NES, but Sega’s stylish
machine had plenty of great games to rival the

B
top-selling titles on the all-conquering grey box.

EST These are the best…

Hang On & Safari Hunt


Publisher: Sega
Year: 1989
e don’t often feature double packs in Six Of The Best, but we
W couldn’t ignore this one Packaged with the system, Hang On was
a great translation of Sega’s arcade classic, offering the chance to get
behind the handlebars of a super bike. Safari Hunt was Sega’s answer to
California Nintendo’s Duck Hunt and, thanks to the variation offered by the safari
Alex Kidd In Games theme, many consider it to be the superior title.
Miracle World
Publisher: Sega
Publisher: Sega Year: 1987
Year: 1986
onsisting of six extreme

W hile NES owners enjoyed


Super Mario, Master
C sports events, up to eight
players could compete in turn,
System fans made do with taking control of skateboards,
second best. Alex Kidd In bikes and even surfboards in
Miracle World offered a similar this alternative sports-fest. All
platforming experience to set in the glorious Los Angeles
Mario, and had plenty of sunshine, this was a totally
unique features to elevate it different experience from most
above similar titles. If it wasn’t Olympic-style games. And to
for Nintendo we could be think it was a decade before
playing Alex Kidd Sunshine… Tony Hawk’s, too.

Castle Of Illusion
Starring Mickey Mouse
Publisher: Sega
Year: 1990
Wonder Boy
Psycho Fox III: The A lthough Castle Of Illusion started out as a Mega Drive title, the
Master System conversion was a different game created just for the
Publisher: Sega Dragon’s Trap 8-bit console. The basic gameplay was virtually the same but,
Year: 1989 surprisingly, the level designs were a little more complex. It was also
Publisher: Sega noticeably harder, which is strange seeing as the Master System was
sycho Fox shouldn’t have
P been a good game. With
Year: 1989
hile Wonder Boy is a
generally seen as being aimed at younger gamers.
all the Aero The Acrobats out
there, you’d expect this to be W classic series, this is a
little different from most
another throwaway platform
game. But thanks to its instalments thanks to its RPG
innovative level design and elements that enabled the hero
tough yet rewarding gameplay, to transform into six characters,
Psycho Fox was actually highly each with their own abilities.
enjoyable. This hilarious Lizard Man, for example, could
adventure saw you out on a destroy enemies with his fiery
mission to defeat Madfox, breath, while Hawk Man could
who’s as evil as foxes get. fly. Sadly, this superb game was
ignored by many gamers.

80 | Retro | MASTER SYSTEM


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W•O•N•D•E•R B•O•Y III


H e may have started off life
as a skateboarding,
hammer-throwing hooligan,
T•H•E D•R•A•G•O•N•S T•R•A•P
but Sega’s Wonder Boy proved intrepid hero had slain the evil demise of each impressive-looking
that not only was he made of Meka Dragon in order to restore but poorly animated Dragon you
much sterner stuff, but he could peace to a ravaged Wonder Land. encountered enabled you to shift
also give a certain Mario a run for Unfortunately, defeating the form into a variety of different
his money. Eschewing the dastardly reptile unleashed a animals, which in turn opened up
traditional platform elements of curse that turned Wonder Boy those previously locked and
the original 1986 outing, the into a miniature fire-breathing tantalisingly out-of-reach paths.
Master System’s third Wonder Boy dragon (no doubt complete with Along the way, Wonder Boy was
title was a glorious sprawling a serious halitosis problem). able to collect a variety of power-
adventure that had more than a Stoically receiving his new ups that let him annihilate an
hint of RPG goodness. humiliating form, Wonder Boy increasing array of oh-so-cute

Following immediately on from quickly headed off through some enemies, as well as collecting When Zelda met Mario? It’s not what it seems…
Wonder Boy In Monster Land, our wonderfully bright Day-Glo money to buy health and numerous
landscapes (which really showed items from the many shops that
off Sega’s 8-bit machine) in order to were dotted throughout the
track down Meka Dragon’s various landscape. Add to this plenty of
cousins and hopefully lift that curse secret rooms, unlockable chests
once and for all. and those devious Dragons (not to
Unsurprisingly, things weren’t mention an excellently designed
quite that simple and a quick game world) and it’s pretty easy to
exploration of your surroundings see why this was rightly hailed as
soon revealed that various routes one of the best Master System ▼
As the titular Wonder Boy you were able to adopt
were blocked off. Fortunately, the games ever created. different guises to use a range of powers.

Animal Magic Pick a form, any form…


Wonder Boy Lizard Man Mouse Man Fish Man Lion Man Hawk Man
Stout of heart and Don’t let this cute- Now this is more With so much of Unlike every other Though much weaker
green of hair, you looking fellow fool you, like it. Being able to Monster Land character in the than his animal peers,
initially played Wonder as Lizard Man’s fiery stick to walls was consisting of water – game, Lion Man was Hawk Man’s ability to
Boy in the Dragon’s breath was a force to be Mouse Man’s speciality though strangely, able to use a nifty fly through most of
Trap prelude. However, reckoned with. You’d and it came in each character downwards sword Monster Land was
if you’re sneaky like us, spend the majority of extremely handy once could breathe in it – swipe, making him essential. Once he
you simply used the your time as Lizard Man, you uncovered the Fish Man’s essential for getting was unlocked, the end
We5t 0Ne password to so you had to master Mummy Dragon’s manoeuvrability to those hard-to- of the game was soon
unlock him. his abilities quickly. deadly pyramid. became essential. reach areas. in sight.

WONDER BOY III: THE DRAGON’S TRAP | Retro | 81


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Retro
GRAFTGOLD
GRAFTGOLD
GRAFTGOLD
GRAFTGOLD
GRAFTGOLD
pe
lo yr
Those Graftgold sorts were dream developers,
responsible for a raft of great original titles and eve
D istor
some of the finest conversions ever seen H
Graftgold Games
I
f you’re not familiar with one of Graftgold’s
original titles, you’ll have almost certainly played
one of its conversions. The talented software
house created original games such as Uridium,
Paradroid and Fire And Ice, as well as superb ports
of games such as Flying Shark and Rainbow Islands.
Graftgold started off as ST Software, named after
programmer Steve Turner. Turner had struck a deal
with Andrew Hewson of Hewson Consultants and
began creating games such as 3D Space Wars and
3D Lunar Attack. Finding programming lonely work,
Turner quickly turned to his friend Andrew Braybrook
to help him out.
As royalties began to rise, Graftgold was created
and quickly found success with Paradroid, Uridium
and Avalon, while still keeping firm ties with Hewson.

Eventually, Graftgold teamed up with British Rainbow Islands was heralded as one of the all-time best Bub and Bob titles.
Telecomsoft and created a conversion of the excellent
Flying Shark (a vertical scrolling shoot-’em-up).
Unfortunately, legal troubles arose with Hewson over
the rights to a couple of games that Graftgold had
created, and though Hewson settled out of court it
was the first of several run-ins for the firm. Although
Rainbow Islands had been created when Graftgold
was still at British Telecomsoft, disputes with Taito
(the original arcade title’s creator) meant that the
game was released under the Ocean banner.
As conversion work dried up, Graftgold found it
harder to stay afloat. Unable to create new products
due to the expensive costs of PlayStation
development kits, Graftgold closed its doors in 1996,
15 years after Steve Turner started creating games.
We caught up with Steve to find out exactly what it
was that made Graftgold great.

Paradroid
aradroid is classic 8-bit circuitry. Your droid also had a
P release that combines shoot- limited sense of its surroundings,
’em-up and strategy elements to and was not able to see through
create a wonderfully unique title. walls or around corners. With
Controlling a prototype droid many of the decks being several
known as the Influence Device, screens high this gave a pseudo-
you must clear a set of gradually 3D outlook to a 2D game.
more taxing decks of their droid Paradroid received an Amiga
hosts before they run amok. update in 1990 (Paradroid 90)
Droids could be destroyed by that had more of the intense

Despite an Amiga update, Paradroid never made it to later systems. A shame shooting or ramming them, or gameplay that had served the
really, as the mix of shooting and puzzling worked very well. via a cerebral sub-game involving C64 so well.

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Rainbow
Islands
rguably one of the greatest conversions
A ever completed (across all formats too,
we might add), Rainbow Islands was without
doubt one of Graftgold’s greatest
achievements. After successfully being turned
back into humans, Bubble Bobble’s Bub and
Bob found themselves in the titular Rainbow
Islands. Being rather unstable, each island was
slowly sinking into the rising sea, so you had
to use your handy ability of creating rainbows
to make your way to the goal at the top of
each island which was several screens tall.
Like its predecessor, Rainbow Islands was
extremely addictive and had a great theme
tune (in this case a jazzed-up version of
Somewhere Over The Rainbow) that perfectly
suited the pace of the game. Although players
took alternate turns, there were plenty of
hidden bonuses (capturing monsters in
rainbows and then destroying them would
release one of seven rainbow gems) to ensure
that there was plenty of pleasure in beating
An Interview With…
your opponent. Graftgold co-founder Steve Turner
Like Flying Shark before it, Rainbow Islands
was a huge licence that would not normally Q: How did you start programming?
have been given to a development company A: I started out at school. The first computer I
of Graftgold’s size. The end result, however, programmed was a desk-sized machine with
was utterly superb and a testament to 512 bytes of core memory. Programs were
Braybrook and the rest of the talented team. loaded onto paper tape and had to be
It’s perhaps fitting that the Saturn and translated to another tape. Then you had to
PlayStation versions of Rainbow Islands were
feed in a whole reel of paper tape to run your
the last conversions Graftgold made before it
‘object’ tape. The answer was then typed onto
finally closed its doors.
a Teletype machine. The programs did things
like work out the first 10 square numbers.

Q: How did your partnership with


Andrew Braybrook come about? ▼
Steve Turner (right) and Andrew Braybrook are the brains
A: I met Andrew when a mutual friend heard he behind Rainbow Islands. We’re not worthy, and so on.

had programmed some games that ran on an pushing the edge – people like Jeff Minter,
IBM mainframe. As we had a couple of these at Archer Maclean and the guys at Ultimate.
the insurance brokers where we worked, we
tried to get a copy of one of the games running. Q: What was your favourite machine
Unfortunately, it came on a box full of punched to work on and why?
cards and we didn’t get far. A: I loved the Spectrum because it was very
accessible. There wasn’t much hardware to
Q: Do you still keep in touch now? learn and the software techniques were
A: Andrew works with me at a firm that everything. Whoever wrote the best
programs insurance systems, so it’s turned full algorithms basically got the best results.
circle for us, as that’s where I also originally Nowadays, you have to rely so much on
came from. hardware and other peoples’ systems that it’s
hard to superdrive a machine.
Q: What was your ethos for making
games, and who was your inspiration? Q: How long would it take you to
A: We made games that we personally wanted port a game to various machines?
to play. We weren’t in it for the money – that A: We got very good at porting, especially our
was a bonus. We hardly had any cheats in our own stuff, which was written to be portable –
early games; we played them start to finish for we could do a first draft of our later stuff in two
real and enjoyed doing it. We play-tested days. However, making it fly on another
▼ everything ourselves to get the ultimate tuning. machine took much longer. To reach
Bub (or is it Bob?) and Bob (or, er, Bub, obviously) are now

known for their Super Bust-A-Move titles. Our inspirations were other pioneers who were commercial quality our fastest ports were

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The
Ottifants
he Ottifants marked a big change in
T direction for Graftgold. Safely under
Sega’s wing, it was asked to create a game
based on a new German cartoon.
Although initially assured that The Ottifants
(a story about a bizarre family of elephant-like
creatures) would receive massive exposure
and become the next Simpsons, the series
performed poorly and never reached half the
countries it was intended to. As a result,
Graftgold was left with a licensed game that
lacked the pulling power to sell (it didn’t help
that The Ottifants itself was far from one of
Graftgold’s best products).

The Mega Drive, perhaps more than any other 16-bit system, was inundated with licensed platformers, so it’s perhaps not surprising Taking on the role of baby Bruno, you had
that The Ottifants isn’t that fondly remembered today. to negotiate a series of colourful levels and
collect what looked like elephant-shaped Jelly
about six weeks, with better ones taking rather than having to simply deliver on disks Babies. Gather enough and you could move

considerably longer, perhaps a year. (that was a pain). Dealing with the console onto the next level. Despite its impressive
licensor as well as the publisher also took cartoon visuals, the game suffered in
Q: Rainbow Islands was one of the more artistic control away from us. They had numerous departments: Bruno was a complete
best universal ports ever made. Did their own ideas and made sure you adhered bugger to control and would constantly slide
around as if he was on ice; many of the jumps
you realise it was something special to them even if you had more experience in
and obstacles were particularly hard to
during development? making the correct game decisions.
negotiate (leading to numerous frustrating
A: We knew we could do better than most of deaths); and Bruno himself was a far from
the ports we had seen. The average quality Q: Your later titles didn’t do as well appealing character (although, admittedly, this
was poor and being done in a hurry by as Uridium and Rainbow Islands. Do wasn’t Graftgold’s fault).
bedroom programmers. I think we could have you think the magic got lost? Ultimately, however, it was Sega’s strict
made a bigger splash with a game someone A: We still had the magic, but things had schedule that became The Ottifants‘ undoing.
had heard of. All the big ports went to moved on. What the commercial industry Producing a Sonic rival in only three months
conversion developers who churned them praised were bigger, more expensive was an impossible task and in the end, the
game suffered greatly.
out for big fees. I think we showed them how products that didn’t seem to rate the
to do it properly. gameplay. Even with 16-bits the emphasis
was on better graphics rather than better
Q: How much easier was it to work gameplay. Movie sequences also stole the
on the 16-bit machines? limelight. Huge publishers and development ▼ Graftgold was assured The Ottifants would be bigger
A: The main difference was being able to teams were in a better position to deliver than The Simpsons, which was a really cruel trick…
compile and save the game using the actual
machine. It’s so much easier developing when
you can press a button and know you’ve
saved your source to disk, rather than having
to wait up to five minutes to tape a copy that
might not even load. By the time the 16-bit
machines arrived we were compiling on PCs
and downloading to the 8-bits. That made
programming easy for a while but it didn’t last
long. With 16-bit, the support software
available just got better and better. We gave
up writing our own debuggers and loaders so
we could spend more time writing the games.

Q: And how did you find the


eventual transition to consoles?
A: Consoles were very similar to the 16-bits,
especially the Amiga as it had lots of hardware
to assist you. The Sega systems used the
same assemblers, and we could use a Sega
version of the same development system. The
real difference we found was blowing ROMs

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Uridium
here’s little doubt that the fast-paced
T Uridium was a game that separated the
men from the boys when it first launched on the
C64 in 1985. Forget about multiple weapons or
sophisticated add-ons; your Manta ship just had
a simple set of lasers and a steady hand was
needed to keep your prized ship in one piece.
Each level took place above a huge

mothership (known as a Dreadnought) and not Uridium is one of the shooters we’d love to see updated for today’s
systems. How about it, Steve?
only did you have to shoot down waves of
enemy fighters, you’d have to navigate the rocking soundtrack combined to create an
heavily armoured Dreadnoughts as well. If all amazing experience that still holds up today.
that wasn’t enough, you also had to deal with A frantic two-player option made for some
numerous homing mines that would quickly great grudge matches and few could resist the
zone in on you at the first opportunity. chance to go back and beat that latest high
Although it was eventually converted to the score. Uridium received a C64 update in 1986
Amstrad CPC 464 and Spectrum, it was the C64 and a full-blown sequel on the Amiga in 1993.
where Uridium really excelled. Smooth scrolling, The NES’s The Last Starfighter was Uridium too
some lovely chunky visuals and an absolutely – just with a film licence and a new main ship.

these, and after spending millions on them least a stake in a publisher would have let
would then spend equal amounts on us keep artistic control. There’s nothing
advertising to con the world that’s what worse than to see a good product get spoilt
they should buy. Funny, I don’t hear anyone
saying: “Do you remember the movie to
by bad decisions from a publisher.
Fire
such and such?” It’s like the crowd who
cheer the emperor’s new clothes.
Q: What was your favourite
Graftgold game?
And Ice
A: Dragontorc was my personal favourite. ool Coyote may not have been one of
Q: Were the old days better?
A: The pioneer days of the games industry
Of Andrew’s, I think Paradroid is a
masterpiece of design.
C the best known game characters of all
time, but at least he managed to appear in a
were very special. You could start out with decent game before he went to retro
hardly any outlay, finish a game in six Q: What games do you wish you videogame heaven. Debuting on the Amiga,
weeks and sell enough to keep you going had worked on? Fire And Ice was an incredibly colourful jaunt
for a year. It didn’t last long before the suits A: I am great fan of Sid Meier and would that had Cool traversing a range of typical
platform locations – vibrant forests, deep
took over, but those early days had a great have loved to have been a part of Civilization.
under the sea and even precarious snow-
deal of freedom for a programmer. New My other wish would to be part of the Doom covered mountain ranges.
game genres were invented all the time team. They were pioneering at a time when Despite not being that memorable, Cool
and you weren’t expected to fit a most games were following set patterns. had a rather nifty way of defeating the various
commercial mould. I think there is room enemies that were scattered about the many
for that pioneering to go on away from all Q: What are you up to these days? beautifully drawn levels. The coyote could fire
the big triple-A products controlled by the A: I’ve been at the same firm with Andrew ice pellets at his many opponents, eventually
publishing giants. At the moment, there since Graftgold disappeared. After all the causing them to freeze over. Once this had
isn’t an easy machine for people to turmoil of trying to keep a company going, been achieved, walking into the now frozen
form would shatter it. Certain enemies would
experiment on. You need to use operating it was a well-earned rest that paid well. I’ve
then drop a frozen fragment of the key that
systems that constantly change rather than now been there five years – I’m in the was needed to unlock the next level.
take over the machine. research and development team. Fortunately, the missing pieces were always
hidden randomly throughout the sprawling
Q: How difficult was it to keep Q: Would you ever be tempted to levels, meaning that it wasn’t just a simple
Graftgold going? Is there anything come back to the industry? case of memorising each location.
you would have done differently? A: I do consider it now and then but with Fire And Ice had plenty of secrets scattered
A: Everything’s easier with hindsight. What I my kids at university my priority is a stable around its many levels and managed to
most regretted was not getting into job. The games industry is a stormy sea. I appear on various other systems including
the Master System, PC, Game Gear and the
publishing when it was a cottage industry. am ready to rejoin the industry for the right
ill-fated Amiga CD-32. Graftgold also
The small publishers who survived sold out company – I no longer want to run developed a finished version for the Mega
to larger publishers for a fortune. Owning at a company, just create great games. Drive, but disputes between Virgin and
Renegade (the game’s publishers) meant it
was never released

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I ain’t afraid of no ghost… The Legend Of The Mystical Ninja – SNES [Konami] 1991
88_Retro book 11/5/04 9:59 AM Page 1

Retro

DONKEY KONG (Arcade) Nintendo, 1981 – Original Arcade Flyer

88 | Retro | DONKEY KONG


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LET BATTLE
COMMENCE
With the arrival of the
16-bit systems
computer games were
becoming huge and
we found ourselves ca
ught up in computer
and console wars. Whi
le there has always
been fierce competitio
n within the
industry, the battles re
ally hotted up with
the arrival of the Atar
i ST, Commodore
Amiga, Super Nintendo
and
Sega Mega Drive.
Sonic proved to be a
advantage for Sega an
careful balance of grea
games and extremely
huge
da
t
16 - B i t
canny
marketing saw Sega
pulling
away from Nintendo an
d winning
this particular round
of the console wars.
Nintendo wouldn’t be
beaten, though, and
as it slowly gained po
pularity it began to
release some amazin
g games for its NES
successor, many of wh
ich simply weren’t
possible on Sega’s m
achine.
A similar war was bein
g fought on the
home computer front
, and while each
machine had its own
merits the
Commodore Amiga ev
entually proved to
be the more popular
choice. Even though
Sega, Nintendo, Com
modore and Atari
were at each other’s
throats, it proved to
be a huge benefit to
gamers, as the
choice of games avai
lable was superb.
Super Mario World, Sp
eedball 2, Sonic
The Hedgehog, Lemm
ings, Street Fighter II
and The Secret of Mon
key Island were just
a few classics that we
’re still playing
today, and they feel as
fresh as ever.

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Retro ic
ss
Clachine
Ma

”WHY I LOVE
MY SNES”
he SNES isn’t so much like
T your first girlfriend, but it was
definitely the first girl to let you put
your hand up her jumper. You knew
Nintendo made great games – it
had proved that with the brick-like
NES – but this time it made games
that took over your life. Out were
the basic sprites and in was pseudo-
3D gaming (thanks to Mode 7)

SUPER NINTENDO
prompting countless ‘My one’s
better than your one!’ arguments up
and down the country. The SNES
was the Escort XR3i to the Mega
Drive’s Capri: the Capri was there
first, but the XR3i was more go and
less show.
E N T E R T A I N M E N T S Y S T E M Steve Takle

PROBABLY THE GREATEST CONSOLE IN THE WORLD… EVER


had to deliver the shipments of it would be too expensive to make Secret Of Mana, Street Fighter II

F
or many, the Super Nintendo
Entertainment System (or consoles at night for fear that the the SNES backwards compatible Turbo, Contra III, R-Type III, Darius
SNES to its chums) was, and rumours that yakuza gangs might with NES cartridges); then there was Twin, StarFox, Pilot Wings, Super
remains, the best games console hijack the lorries to sell the the fact that pretty stiff competition Bomberman, Super Castlevania and
ever released – the successor to the consoles on the black market would from the Mega Drive ensured that countless others. What’s more, all of
NES and direct combatant of the prove true. sales, while good, were the above and the hundreds we
16-bit wonder, the Mega Drive. Though the SNES was incredibly unimpressive when compared to have omitted are every bit as
It launched in Japan on 21 successful, it was nowhere near as those of its predecessor. playable today as they were then.
November 1990 (it hit the US in popular as the NES, which sold Nevertheless, the SNES is an The design of the console
September 1991 and Europe in upwards of 50 million units in the enduring favourite due to the sheer (certainly the European and
April 1992) along with the highly US alone. The reason for this was variety and quantity of games Japanese models) is elegant and
anticipated Super Mario World and twofold: on one hand, the success available. Whatever your gaming the joypad is still functional, if a little
F-Zero (another classic in the of the NES meant that gamers were predilections you could be sure that basic when compared with the
making). In Japan, demand for the reluctant to give up their old console Nintendo’s gaming delight had it sleeker Mega Drive pad. But of all
new console rose to near fever for the SNES (exacerbated by the covered. The list is endless, but it’s the retro videogames systems, this
pitch – so much so that Nintendo fact that Nintendo had decided that hard not to go all moist-eyed at the is the one that any self-respecting
fond memories of such games as gamer simply has to have.

AROUND THE BACK...

Multi TV RF AC Power Controller Eject Controller Reset


Out Output Adapter Button Port 1 Button Port 2 Button

90 | Retro | SNES
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SUPER METROID
Super Metroid once more places you
in control of Samus, who has taken
the last living Metroid hatchling to the
Ceres Base to allow scientists to study
it and harness its powers for the
benefit of mankind. Naturally, things
don’t go to plan and upon receiving a
distress call from said base Samus
hot-foots it back to find an escaped
Metroid, lots of dead scientists and, of
course, Mother Brain in robot form up
to no good. Brilliant gameplay fused
with some atmospheric visuals and
sound effects ensured that this game
went down in history as being more
than a bit good.

KEY GAMES
Picking great games that appeared on the SNES is like
shooting fish in a packed-to-capacity barrel. Choosing
everyone’s favourites is quite another matter…

SUPER MARIO SUPER MARIO


WORLD KART
Until recently, you simply couldn’t This game was responsible for
launch a Nintendo console without blistered thumbs the world over and
a Mario title and the SNES was doubtless many premature deaths
home to a corker. Considering that of SNES pads. Super Mario Kart
the Mega Drive was already very was a racing game that pitted you
successful (due to being launched against all your favourite characters
the previous year), Super Mario with added Nintendo fun. Of course,
World had to be the kind of killer racing as Mario, Luigi et al was the
app that would draw gamers back hook but it was the combination of
to the Nintendo fold. Thankfully, power-ups, precision control and,
Miyamoto delivered one of the most importantly of all, the two-
most satisfying gaming player game that proved irresistible
experiences to date. Although it to gamers. In fact, many of those
drew heavily from its predecessors, who have enjoyed Mario Kart
the marriage of the gaming maintain that it is the superlative
elements along with finally giving instalment of the series. Super
Mario a cape (confirming the Circuit might have been enjoyable,
plumber as the superhero that but even the souped-up Mario Kart:
we knew him to be) proved to be Double Dash!! on the Cube didn’t
one of the most satisfying Mario match the sheer genius of the
IT COULD HAVE titles to date. original game.
BEEN SO DIFFERENT…
n a peculiar twist of fate, it was Nintendo that was partly responsible for
I bringing Sony into the world of videogames. From 1988 onwards, Nintendo
courted the skills of Sony regarding a disc-based add-on for the SNES. Over
the years, Nintendo flitted from Sony to Philips and back again until deciding
to dispense with the idea altogether, due possibly to concerns regarding
piracy (always a major concern for Nintendo, particularly with the N64 and
GameCube) and the dismal performance of the Mega CD.
Thanks to this dalliance, Sony, clearly not wishing to waste the time and
resources spent developing the add-on, went on to develop something called
the PlayStation. At a time when Nintendo had something like a 70 per cent ▼
The finest Mario game to date? We reckon. And

Proof that you don’t need a fancy coin-op cabinet to
share of the videogames market, some wondered whether Sony could while you may disagree, you’re clearly wrong. make the best racing game ever.
challenge the combined might of Nintendo and Sega. Little did they know…

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Retro
Nintendo

SUPER NINTENDO
E N T E R T A I N M E N T S Y S T E M

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ssic
Clachine
Ma
POWER

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Retro

Rising Sun Retro


KINGS OF
YOUNG GIRLS, ANTAGONISTIC FISH AND A HELL OF A LOT THE SWINGERS
OF ELASTIC – IT COULD ONLY BE A JAPANESE GAME…
U mihara isn’t the only videogame
character to negotiate levels by
swinging through them…

U•M•I•H•A•R•A K•A•W•A•S•E Bionic Commando


(Bionic Commando)
Having a telescopic arm is great,
especially when it allows you to
access previously out-of-reach areas.
order to achieve the best results. horribly addictive game. Hook a fish
Samus Aran
Format: SNES Fortunately, a demonstration at the and pull it off an opposite platform (Super Metroid)
Release: 1994 start of each stage gives you a few and its bulk will cause Umihara to Certain areas of Zebes consist of
Publisher: TNN hints for the level ahead, and slide to the end of her own platform huge gaping chasms, but Samus can
Developer: In-House you’ll soon be swinging through and take the full weight of the use her Grappling Beam to swing
across them with ease
Umihara’s elaborate stages like a dangling seafood. Little touches like
Simon Belmont

W
girl possessed. this are littered throughout the (Super Castlevania IV)
ith Sonic the Hedgehog and Even after you’ve learned the game and really let you appreciate Parts of Dracula’s castle need some
a certain Italian plumber most rudimentary techniques there how much thought has gone into handy whip skills in order to clear
proving extremely popular, Nineties are still plenty of lovely touches that this extraordinary title. them. You’ve been warned…
developers insisted on jumping on will make you thank your local Of course, Umihara isn’t without
the platform bandwagon. While importer for this eccentric but its faults, and frustration will prove to be the biggest killer. Rest
many titles were predictable carbon assured, though, if you persevere
copies that displayed none of the you’ll discover a game that’s as
imagination or creativity of the deep as the many stretches of
games that inspired them, a few water that Umihara can fall into.
managed to define their own niche It’s typical that a game as unique
in what was becoming a saturated and as enjoyable as Umihara
market. TNN’s Umihara Kawase Kawase never got a western
was one such game. release (neither did the two
Those expecting a traditional PlayStation sequels), but you
platformer will get a shock, as really do need to track this little
Umihara contains a surprising beauty down. Trust us – you’ll
amount of puzzle elements – and is never look at a fishing rod in the
all the better for it. Taking on the same way again…
role young girl Umihara Kawase,
you must travel through a variety of
abstract levels while avoiding a
range of sea life. Unfortunately,
Umihara isn’t too athletic and must

rely on her elastic rope in order to Most of the enemies young Umihara
deals with are much bigger than she
negotiate each level. Fitted with a is. Does Childline know about this?
handy fish hook, the rope is a way
to gain reach inaccessible platforms
and also doubles as a weapon.
What makes Umihara really
stand out is the impressive physics
that have been applied to the
rubber rope. Hook a platform, walk
in the opposite direction as fast as
you can, then watch in amazement
as near perfect physics send you
hurtling back to your original
position, only to slowly swing to a
perfect stop once all the tension has
left your rope.
While watching Umihara and her
rope in motion is sheer poetry, you’ll
need skill and experimentation in

94 | Retro | UMIHARA KAWASE


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Format: SNES, Mega Dri


SUNSET RIDERS Release: 1993
Publisher: Konami
ve

Developer: In-House
had taken three women hostage.

I
t’s the old cliché of videogames
that the best way to defeat One brother was on the top-left
bosses is to learn and balcony throwing grenades at you
memorise their attack patterns. It while the other sat on the opposite
almost goes without saying that a balcony chucking lanterns that set
few lives or credits will be wasted the ground on fire. The trick to this
as you experiment to discover the fight was the swinging chandelier
ideal tactics, then commit their between the duo, which you could
attack pattern to memory and hang from or jump onto.
strike accordingly. You needed to climb the
The Smith Brothers stick out as a chandelier to get a clear shot at
memorable boss battle because the villains anyway, who were
they could be beaten on the first otherwise guarded from your
attempt via nimble fingers and bullets by some surprisingly sturdy
ingenious use of the environment ‘Saloon’ signs. However, you had between the top of the chandelier diverse amount of tactics could
without dumbing down the even less time to react to the and the relative safety of the ground successfully be brought into play –
difficulty. No memorising of attack grenades and leaping flames when was required to succeed, along with slide along the floor, hang from the
patterns required at all. Well, not if you were on top of the chandelier, some nifty gymnastics to keep out chandelier or improvise and rely on
you’re a good enough… and retreating back to the floor of harm’s way. reactions? The Smith Brothers
The fight took place in a bar below was the only route back out As this fight didn’t rely on encounter was a blueprint for future
where the top-hat-wearing brothers of trouble. A deft juggling act memorising attack patterns, a boss fights if ever we saw one.

HAVEN’T WE
? MET
? ?
?
? BEFORE?
?
ALUNDRA AND THE LEGEND OF ZELDA: A LINK TO THE PAST
?

?
evelopers borrow (well, steal) time combat. Despite its fresh look, licence), but one that occasionally
D ideas from games all the which was a world away from the improved on its 16-bit peer.

?
time; titles often appear that are a countless 3D RPGs already The inclusion of a jump button
blatant imitation of a previous, available on the system, older added a further perspective to the
often superior product (especially gamers knew that they’d seen all many (often hard) puzzles found
if said product sold exceptionally this somewhere before. throughout the game, but it was
well). Every now and then, Even a cursory glance at the the story that really made Alundra
however, a new title appears that visuals was enough to convince
?
feel like a step up from Link’s SNES

?
not only uncannily matches a 16-bit gamers that Alundra shared adventure. Epic and sweeping, it
previous game, but is sometimes more than a few graphical was a world away from the twee
just as good – Alundra is one similarities with the SNES’s and rather flimsy story of A Link To
such title.
When it first appeared on the
excellent The Legend Of Zelda: A
Link To The Past. Upon sitting
The Past – although it, in turn, was
superseded later in the year by
?
PlayStation in 1998, Alundra down with Alundra it was clear that Link’s N64 debut, The Legend Of
entranced gamers with its Working Designs (creators of the Zelda: The Ocarina Of Time. Still, it
traditional, beautifully drawn 2D superb Land Stalker) had not only was a superb imitation for those
sprites; an engaging story (Alundra created a title that could well have who could find it and was only These pictures are a perfect example of the
could walk into people’s dreams); been a continuation of the Zelda ruined by its diabolical sequel; but similarities between these two titles; it’s just a shame
and its simple yet effective real- franchise (had it shared the same we’ll leave that for another day… Contrail didn’t copy Ocarina Of Time for the sequel.

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Retro

S•U•P•E•R M•A•R•I•O W•O•R•L•D

Format: SNES FORGET THE GREATEST RETRO GAME EVER, THIS


Release Date: 1992 COULD WELL BE THE GREATEST GAME EVER, FULL STOP
Publisher: Nintendo
Developer: In-House
with its impressive technical they moved around the room, or fresh. Distant hills, trees and other
achievements and sheer size. rotating the platforms they stood background elements were hinted

W hen Nintendo launched the


SNES in 1992 it needed to
prove that its new technology
Amazingly, Nintendo managed to
better every single element seen in
the first three games by a
on, either in the style of a ferris
wheel or a seesaw. The seesaw
sections were particularly
at with simple geometric shapes,
while closer scenery was
highlighted with slightly busier,
was worthy of our attention. And significant margin. ingenious, as they required the abstract patterns. This look was
what better way to do that than by Although on first impressions player to stomp on the boss’s head complemented by the clever use of
ensuring that a healthy selection of the game looked much like its only when the platform tipped colour; soft, pastel shades were
quality games were available to predecessors (albeit with nicer towards the lava, causing them to used for much of the scenery, while
buy alongside the machine. Classics sprites and more colours), it didn’t slip off. Such features may seem more vibrant tones were used for
such as F-Zero and Super Soccer take long to discover that Shigeru simplistic now, but at the time the the foreground.
were included in the line-up, Miyamoto and his team of artists effect was breathtaking. But aside from all this wonderful
though it was Nintendo’s much- and programmers had used the It wasn’t just the technological creativity, it was the tried-and-
loved plumber who undoubtedly SNES technology to implement a side of the game that was tested Mario gameplay that
attracted the most attention. number of quirky gameplay impressive either – the design shone through above all else.
As the fourth game in the Super features. One of the most ‘concept’ was of an equally high Although Nintendo is known for
Mario series, Super Mario World memorable technological standard. Rather than drawing innovation, Super Mario World
certainly had its work cut out. The achievements was sprite scaling everything in the sort of eye- brought very few new gameplay
original game had been adored by and how it was used to enhance catching detail that some SNES features to the platform genre.
gamers everywhere, while the third the boss encounters. This varied games were displaying, Nintendo Instead, the game was more a
instalment had wowed the industry between rotating the characters as purposely kept things clean and collaboration of all the best bits of

96 | Retro | SUPER MARIO WORLD


96-7_Retro book 11/5/04 4:57 PM Page 2

Maatthhss
Maarriioo M
M With so much to offer, it’s hard to pick out the individual
ingredients that made Super Mario World such a wonderful
game. But here are a few of the choicest cuts…

Start


Platforms, power-ups and, er, small dinosaurs.
The quintessential ingredients for a Mario game.

The World Map Abstract Imagery Power-Ups


Like Super Mario Bros 3, Super Mario Almost all the scenery in Super Mario Although SMW featured fewer power-ups
World featured a map that linked all the World was abstract in design. Mountains, than Super Mario Bros 3, those that did
levels together. Like so many other forests, castles and haunted mansions exist were far better implemented and
sections of the game, this was kept were drawn using simple shapes, colours more integral to the gameplay. The Cape,
simple and functional, allowing the player and patterns. Contrary to what you might for instance, was particularly memorable
to maintain a clear idea of their exact expect, though, the game still looked and required a certain level of skill to
position in Dinosaur Land. And who could vibrant and full of life, rather than master, especially when it came to
forget names like Cheese Bridge Area? appearing bland. reaching secret platforms.

▼ Familiar enemies from previous Mario titles


showed their faces again, and some were
bigger than ever.

the previous Mario titles, perfectly


blended and used in just the right
quantities. The world map, for
instance, was beautifully realised
yet still incredibly functional, while Classic Mario Bowser’s Back Super Effects
each of the levels featured just the Many of the popular characters and Still keeping things simple, the storyline Although Yoshi’s Island would later take
locations seen in previous Mario games told of how Princess Daisy had been the SNES technology to its limits (with a
right number of secret exits and kidnapped by Bowser (again). No genius little help from the Super FX chip), Super
were resurrected and updated for SMW.
collectable items. Ghost Houses, for example, contained gimmicks, no unnecessarily complex Mario World certainly did a good job of
Of course, Mario 64 would hundreds of hovering Boos, as well scripting, just enough of a plot to carry showing what the Super Nintendo was
eventually eclipse the level of hype as the Big Boo himself. And just look Mario’s platforming antics from one area capable of. Sprite scaling was used
at those lovely transparency effects. of Dinosaur Land to the next. Who needs sparingly to subtly enhance many of the
and coverage that Super Mario tricksy cut-scenes, eh? boss battles.
Mmm, transparency…

Finish
World received – after all, it was
hard not to be impressed with
what Nintendo achieved in its first

=
ever three-dimensional platform
romp. Even so, there’s no real
dispute as to which was the
superior game. Super Mario World
offered far more replay value, as
well as more precise gameplay,
more levels, better power-ups and a
more rounded difficulty setting. In
fact, it’s one of around half a dozen
or so SNES games that we 96 Exits Jolly Green Gaming
continue to enjoy even now.
Many of the levels featured multiple exits
that opened up secret areas and Dinosaur Perfection
The sad thing is that when you additional levels on the map. In all there Yoshi was introduced in SMW and has So there you have it. With all these
were 96 exits, some of which required a since become one of Nintendo’s most elements (as well as many others) Super
compare such sublime game popular characters – he’s even starred in Mario World is possibly the greatest game
huge amount of skill from the player to
structure to Nintendo’s recent his own games. Although his presence ever. Perhaps Miyamoto should have
find. It was also possible to get to
offerings, such as Luigi’s Mansion Bowser’s castle in about 15 minutes if you did little to enhance the gameplay, it was played through this again before arming
and Super Mario Sunshine, it’s hard knew which exits to look for. nice to see another ‘goody’ joining Mario. Mario with that ridiculous water cannon.

not to feel that the company has


lost a little of its sparkle.

SUPER MARIO WORLD | Retro | 97


98 |
98-9_Retro book

THE LEGEND OF ZELDA


■ 1986
■ NES ■ Nintendo
■ Every great series has to start
somewhere and for Zelda it was with

Retro | ZELDA
Retro
launch of Zelda No Densetsu (The

W
Legend Of Zelda) on Nintendo’s
11/4/04

Famicom Disk System. Because it was


seen as something of a financial risk, the
system never launched outside Japan –

and characters.
instead the game was translated to
cartridge and released on the NES.
2:18 PM

ZELDA: THE ADVENTURE OF LINK


amongst the likes of Crash

Nintendo is the undisputed


champion when it comes to
■ 1987

creating long-lasting brands


the PSone generation, a few

from Nintendo – whether it’s


popular franchises
have stemmed from
hile many of today’s

Mario, Donkey Kong or Zelda,


■ NES ■ Nintendo
■ While The Legend Of Zelda had laid
classics still stand their ground

best-known ones seem to come


down the foundation for almost every
Bandicoot and Tomb Raider. The
Page 1

other Zelda title, the second game


attempted to take the series in a slightly
different direction. Rather than the
typical Zelda viewpoint, much of this title
was Mario-esque 2D platforming – a
change that proved to be unpopular with
many fans of the original.

LEGEND OF ZELDA: A LINK TO THE PAST


know existed…
■ 1991
■ SNES ■ Nintendo
■ Nintendo needed to demonstrate that
the Super Famicom (Super Nintendo
Entertainment System in the west) was
the most attention, most

superior, both in terms of technology and


software, to Sega’s Mega Drive, and it
most synonymous with the

that Zelda: Ocarina Of Time

certainly did that with the resurrection of


Of course, it’s Mario that’s

the Zelda series. A huge, sprawling RPG,


your favourite? Take a look at
probably because of the noise

made when it finally launched

the Zelda family tree to refresh

Zelda: ALTTP is considered by many to


a few titles that you didn’t even
your memory. You may even find

be the best game in the series.


company, though in recent years

on N64 after a delay. So which is


the Zelda franchise has received

FAMILY TREE
ZELDA
HANDHELD PHILIPS

LEGEND OF ZELDA: LINK’S AWAKENING LINK: THE FACES OF EVIL ZELDA: THE WAND OF GAMELON
■ 1993 ■ 1993 ■ 1993
■ GB ■ Nintendo ■ CD-i ■ Philips ■ CD-i ■ Philips
■ While much of the Game Boy’s initial ■ After cancelling its agreement with ■ While the title Faces Of Evil described
software was fairly simplistic, a few Sony to create a SNES add-on, how Zelda fans looked when they saw
years of using the technology had given Nintendo promptly signed a similar deal what Philips had done with Link, they
Nintendo enough knowledge to create with Philips. But it was soon decided were even more horrified when they
an RPG. Link’s Awakening was that an add-on was a bad idea and this saw how Zelda was portrayed on the
surprisingly good considering the Game deal was also cancelled. Philips was CD-i. A Barbie-like heroine in a pink
Boy’s limitations – even successfully later given temporary use of the Zelda miniskirt may have seemed like a good
using the odd side-scrolling section as franchise as compensation. Oh, how we idea to Philips, but for us things couldn’t
seen in The Adventure Of Link. wish it hadn’t been… have got any worse… or could they?

BS THE LEGEND OF ZELDA ZELDA’S ADVENTURE


■ 1995 ■ 1995
■ SNES ■ Nintendo ■ CD-i ■ Philips
■ Based on the original NES Zelda, BS ■ If you thought that Faces Of Evil and
The Legend Of Zelda was only ever Wand Of Gamelon were bad then you’d
available in Japan and only on have been utterly disgusted with this.
Nintendo’s Satellaview – a SNES add-on Although Philips’ initial Zelda creations
that linked with a Japanese television featured appealing artwork like that in
system called GIGA and allowed users Terry Pratchett’s Discworld games,
to download playable games. Sadly, Zelda’s Adventure was realised through
Nintendo shut down the system before poorly rendered CG sprites and back-
gamers could get the last instalments. grounds, and live action cut-scenes. Ugh.
LEGEND OF ZELDA: LINK’S AWAKENING DX LEGEND OF ZELDA: THE OCARINA OF TIME
■ 1998 ■ 1998
■ GBC ■ Nintendo ■ N64 ■ Nintendo
■ Although this was essentially the ■ With seven years since the last big
98-9_Retro book

same as the Game Boy version of Link’s Zelda game, Nintendo had a lot to prove. OTHER GENRES
Awakening (released five years Many things had changed during that
previously), a number of amendments time – including the introduction of 3D
had been made. Obviously, there was the graphics – and it was unclear whether
inclusion of colour, but more impressive the classic Zelda formula would work as
was the way it was used to enhance the well as before. Thankfully, after
game using colour-based puzzles. There numerous delays, the game managed to
11/4/04

was also an extra dungeon. surpass almost everyone’s expectations.

SUPER SMASH BROTHERS


■ 1999
■ N64 ■ Nintendo/Hal Laboratories
■ Just like Marmite, Super Smash
Brothers was one of those games that
2:19 PM

you either loved or hated. Either way,


no-one could dispute that this was a
massive success for Nintendo, partly

CAPCOM
because so many of Nintendo’s favourite
characters were included. As well as
Mario, Donkey Kong and a range of
Pokémon, Link was among the line-up.
Page 2

LEGEND OF ZELDA: MAJORA’S MASK


■ 2000
■ N64 ■ Nintendo
■ Although Majora’s Mask was
overseen by Zelda creator Shigeru
Miyamoto, much of the creative process
was handled by a then new team of
upcoming designers and programmers
at Nintendo of Japan. This, combined
with a relatively short development
period, raised doubts about the game’s
quality, but it was great anyway.

LEGEND OF ZELDA: ORACLE OF AGES LEGEND OF ZELDA: ORACLE OF SEASONS


■ 2001 ■ 2001
■ GBC ■ Nintendo/Capcom ■ GBC ■ Nintendo/Capcom
■ Nintendo’s current ties with Capcom ■ Contrary to what you may have heard,
and the Resident Evil series may have Oracle Of Ages and Oracle Of Seasons
stemmed from Oracle Of Ages and were two completely different games.
Oracle Of Seasons, as they were both While Ages used the theme of time travel
created by Capcom, rather than in- to introduce many of its puzzles, Seasons
house. Sharing many similarities with A used different times of the year to similar
Link To The Past, Oracle Of Ages used effect. By switching between Winter,
time travel to introduce puzzles and Spring, Summer and Autumn, various
themes as the game progressed. routes and secret items were revealed.
SUPER SMASH BROTHERS MELEE
■ 2002
■ GC ■ Nintendo/Hal Laboratories
■ Aside from some very nice visuals,
Super Smash Brothers Melee was really
nothing more than an update of the N64
original. Again, there was a heavy
emphasis on Pokémon (which is
undoubtedly the reason why SSBM is
still the best-selling GC game in Japan)
and again Link appeared, this time with
Ganondorf, Zelda and Sheik.

LEGEND OF ZELDA: LTTP/FOUR SWORDS LEGEND OF ZELDA: THE WIND WAKER SOUL CALIBUR II
■ 2003 ■ 2003 ■ 2003
■ GBA ■ Nintendo/Capcom ■ GC ■ Nintendo ■ GC ■ Nintendo/Namco
■ Thanks to the versatility of the GBA, ■ Although some gamers had ■ When Nintendo first demonstrated its
Nintendo has been able to resurrect the reservations about the cartoon imagery GameCube technology, it did so with a
SNES classic A Link To The Past. The used in the latest Zelda game, few could beautifully crafted fight scene between
best part is that not only do you get a deny that Nintendo has once again Link and his arch rival Ganon. Although
carbon copy of the original game, but you created a must-have title. While the the imagery was never used in a finished
also get a brand new four-player link-up Zelda series has often featured the theme Nintendo product, a rumour suggested
game, developed by Capcom exclusively of time travel, The Wind Waker uses the that Namco would feature a similar
for Game Boy Advance, in which you wind and the ocean as a basis for many rendition of Link in the ’Cube version of

ZELDA |
and three friends work co-operatively. of its puzzle and explorative elements. Soul Calibur II. And it was true.

Retro | 99

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