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RETRO10 Cover UK 01/11/2004 5:17 PM Page 1

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RETRO10 Intro/Hello 04/11/2004 12:43 AM Page 3

hello
<EDITORIAL> >10 PRINT "hello"
Editor = >20 GOTO 10
Martyn Carroll >RUN
(martyn@livepublishing.co.uk)
Staff Writer =
Shaun 'Fluff' Bebbington
(shaun@livepublishing.co.uk)
Art Editor =
Mat Mabe
Sub Editors =
Rachel White + Katie Hallam
Contributors =
Jules Burt + Richard Burton
Keith Campbell + Mike Davies
Paul Drury + Jon Foster
Richard Hewison + Andy Hewitt
Robert Mellor + Jason Walsh

hello
Peg-leg Von Warde

<PUBLISHING & ADVERTISING>


Operations Manager =
Debbie Whitham
Group Sales & Marketing Manager =
Tony Allen
Advertising Sales =
Linda Henry

I
Accounts Manager = was recently in Asda, Atari, and Yeti Sports Deluxe from 2025 debuts on the PlayStation 7,
Karen Battrick Fifa 2005 on the PSone will
nosing around the JoWooD Communications.
Circulation Manager =
Steve Hobbs
entertainment section It got me thinking. Not about probably be worth around one
Marketing Manager = (where most blokes tend to hide whether the PSone should be Euro, but I can assure you that
Iain 'Chopper' Anderson while their wives hit the aisles) classed as a retro console or not, some of the games released late
Editorial Director = when I spotted a copy of Fifa but about the earning potential of in the console’s life will be worth
Wayne Williams
2005. Nothing unusual there, these releases. Both Duel Masters a small fortune in the future.
Publisher =
Robin Wilkinson
except that it was for the PSone. and Yeti Sports Deluxe are retailing Right, I’ll stop imparting my
That’s right – Electronic Arts, the for around £10, and yet they may questionable wisdom and leave
<SMALL PRINT> world’s leading videogame be worth a lot more in the future. you with the magazine. As
Distributed by publisher, is still releasing games These games certainly won’t be always, keep sending in the
Comag, Tavistock Road, West
for Sony’s ten-year-old console. produced in great numbers – a few feedback and stoking up the
Drayton, Middlesex UB7 7QE,
England. Tel: 01895 444055. When I returned home, I checked thousand copies at the most – so forum. Until next month.
Fax: 01895 433602 Amazon and found a couple of they must be seen as potential
No part of this magazine may be other new PSone games – Duel investments for a retro collector. N❇❙❖✄❉❇❙❙PMM
reproduced or stored in any form
whatsoever without the prior
Masters: Sempai Legends from Don’t get me wrong, when Fifa ❋❊❏P❙
hello written consent of Live
Publishing Int Ltd. The views
expressed herein are not
necessarily the opinion of the
Publishers.
Live Publishing Int Ltd
Europa House
Adlington Park
Macclesfield, Cheshire Subscription prices
SK10 4NP, UK
ISSN: 1742-3155 UK: £71.88 (12 issues)
Europe: £77.00 (12 issues)
<LIABILITY>
Rest of world: £83.00 (12 issues)
Whilst every care has been taken
in the production of this
magazine, the publishers cannot Retro Gamer, ISSN number 1742 3155,

llo be held responsible for the


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

**3**
RETRO10 Intro/Hello 04/11/2004 12:44 AM Page 4

❙❋❙P✄❍❇N❋❙* | REGULAR:INSIDES |

>insides 010

p30
The Next Dimension
Apple IIGS Forever
p20
es the rise and fall of
Wayne Williams chronicl
history of Apple’s ill- ends
Jason Walsh traces the the Interactive Fiction leg
conceived 16-bit machine

p56
Coin-op Conversions of
p48
the home conversions
Way of the Ninja Robert Mellor looks at
s his way through The ade games
Shaun Bebbington battle two classic Capcom arc
Last Ninja trilogy

p96
Retro Coverdisc g
p72
contents, plus a ‘gettin
Mastering Chaos The complete coverdisc
into Faster Than Light’s mes Factory
Richard Hewison delves started’ guide to The Ga
Dungeon Master series

**4**
RETRO10 Intro/Hello 04/11/2004 12:44 AM Page 5

p43
Desert Island Disks
kal, member of
Paul Drury chats to Mysti
ldie Lookin Chain
Welsh wreckin’ crew Go

p84
Watch A Go Go &
p62
endo’s desirable Game
Don’t Believe the Hype Jules Burt looks at Nint guide
of the most overrated es an up-to-date price
Jon Foster rips into 30 Watch handhelds. Includ
of all time
and over-hyped games

>Regulars Advertising Gallery


p90

this
ese flyers to accompany
A collection of rare Japan
p06
Retro News
world of retro feature
The latest news from the month’s Game & Watch
p10
Retro Forum Retro Mart
p108

Send us some mail and


we’ll reply! low readers are flogging
Take a look at what fel
p14
Retro Reviews s. We’ll Endgame
p114
t Ninja 3
classic games, crap game when you complete Las
Old games, new games, Find out what happens
ing as long as it’s retro
review just about anyth

**5**
RETRO10 News 03/11/2004 11:58 PM Page 6

❙❋❙P✄❍❇N❋❙* | REGULAR:NEWS |

Empire Strikes Back


Taito deal sees arcade classics resurrected
Empire is to publish a collection pack, with titles like Space It’s hardly surprisingly to see
of Tatio’s coin-op hits on PS2, Invaders, Bubble Bobble, the dust blown off Taito’s back
Xbox and PC. Over 30 classic Rainbow Islands and Operation catalogue, especially as both
games are to be included in the Wolf topping the bill. Midway and Activision have
done very well out of their
recent retro anthologies. And as
we reported back in issue eight,
both Atari and Tecmo are to
release similar collections in the
next few months.
At present, not a lot else is
know about the Taito
compilation. Besides the games
already confirmed, we’re hoping
that Arkanoid, Chase HQ,
Double Dragon, New Zealand
Story, Rastan Saga and Super
Space Invaders will all be
included. We’ll also grin inanely
if Operation Wolf comes with
light-gun support.
No firm release date has
been confirmed yet, but we
expect it to be around Easter
time next year. Of course we’ll
let you know more in the
coming months.

Re-enter sidestepping as in
Tekken 4. The sequel

the Tekken also features three


new characters,
taking the total
number of fighters
Behold the fifth Iron to 23 (and there’s
Fist Tournament bound to be extra
time-released characters).
Namco has revealed more details to the roots of Tekken”, restoring It’s something of a rarity
concerning Tekken 5. And it’s the over the top moves and to see a game debut in the
looking like good news for those larger than life characters from arcades these days, but Tekken 5
who’d given up on the series. the original. The control system will indeed launch in Japanese
Where as Tekken 4 went for a more has also reverted back to the arcades in time for Christmas.
realistic approach, trying (and classic setup. Pushing up and Hopefully the UK release won’t be
failing) to match Virtua Fighter 4 down will make your player jump far behind. See you down the local
blow for blow, Tekken 5 will “return and crouch, rather then Namco Station then…

**6**
RETRO10 News 03/11/2004 11:58 PM Page 7

Important happenings in the wonderful retro world

This month // Classic Taito collection // Tekken returns // Shining Force sequel //
Mobile Zool // GTA III on NES // Retro Auction Watch // Retro Round-up...

Sega Shines On
Tears of joy as Shining Force returns

Sega of America has announced


that the Shining Force series is
Richard Burton
set to make a comeback on the takes us on another
PlayStation 2. The new game, tour of duty
entitled Shining Tears, is being
billed as the “spiritual successor” around the online
to Shining in the Darkness and auction sites
the Shining Force trilogy.
The new game is set to First up this month is another one of those
advance the series, with the rare Game & Watches from Nintendo. Super
strategy RPG gameplay of usual character customisation Mario Bros (YM-901-S) was the 60th Game
Shining Force being replaced options, and a ridiculously long & Watch to be released and was only
with real-time battles. But if completion time, and you have available to the gaming public through an
you’re thinking that this sounds all the makings of a fantastic F-1 Grand Prix Tournament in Japan. It came
like a typical next-gen update, adventure. The game is being complete with a presentation case, a white
Sega has revealed that the game developed by Nextech and it’s outer box and a letter from Nintendo.
will feature 2D anime-style pencilled in for a March 2005 Although 10,000 units of the game were
environments. Up to 50 enemies release date over in the US. Europe in the New Year, but we produced, it’s still an incredibly hard game
can appear on screen at any one In other Sega news, the wouldn’t be surprised if the title to find, particularly in good condition. The
time, and you can enlist the company has announced that is canned completely outside of one spotted on eBay recently fetched the
help of a partner to assist in the the US release of Altered Beast Japan. Talk about giving with obscenely expensive sum of £730, or at
battle against these over- has been cancelled. At present, one hand and taking away with least it would have done had it met the
whelming odds. Throw in all the the game is still due out in the other… reserve price.

Mobile Zool
The Ninja of the 'Nth'
Dimension knuckles up
Zool is to be revived after a 10-year next year and will be available for
absence, appearing on mobile all major handheld devices. Until
technology courtesy of Zoo Digital. we have further details, keep an Anyone who has ever held a joystick in
Gremlin Graphics’ 16-bit mascot first eye on the developer’s homepage their hand must have owned or at least
appeared on the Amiga back in at www.mobilescope.com. played on an Atari VCS system at some
1992, and was later ported to point in their gaming lives. Is yours stashed
several consoles including the away in your attic? Is it the ‘Woody’
Master System, Megadrive, SNES version? You might just want to dig it out
and GameBoy, with a sequel and check a few things…
appearing in 1993. It’s not yet The Atari CX2600, to give it its right and
known whether the game will be a proper name, has been around for 27 years.
brand new adventure or a remake Did you know that there are several versions
of the original game. What we do of the original model in circulation though?
know is that it’s due out spring There are at least four versions of the

**7**
RETRO10 News 03/11/2004 11:58 PM Page 8

❙❋❙P✄❍❇N❋❙* | REGULAR:NEWS |

original wood-encrusted console and one of


these is worth a damn sight more than your Perfect Tronic
other bog standard issues.
The first ever release of the Atari 2600
Classic Tron action comes to the GBA
was in 1977 and that particular production
run lasted one year. The result was a
console nicknamed by collectors and Atari Tron 2.0: Killer App is to appear
fanatics as the ‘Heavy Sixer’. It was given on the GameBoy Advance in time
this name because it was a lot weightier for Christmas. Hardly the most
than future releases of the console, due to exciting news we know, but the
the substantial internal RF shielding it handheld version does have a
contained. It also had six switches for couple of surprises up its sleeve.
games settings rather than the four it was By playing through the new game
later trimmed down to. you can unlock the arcade
So how do you spot a Heavy Sixer? versions of Tron and its sequel,
Apart from the obvious weight differential, Discs of Tron.
the serial number sticker on the back should The original game was released
indicate where the machine was made. If it’s by Bally Midway in 1982 and
Hong Kong, where most were produced, featured four games, each based
you’re out of luck. If it says Sunnydale, on a scene from the film, although
California then you’ve found yourself one of the Light Cycles section is the
the first incarnations of the gaming legend. element most people remember.
If you’re doubly lucky and still have the Discs of Tron was to be part of
original box you should also find a matching the original game, but due to time
serial number sticker on the packaging. One constraints, it was dropped and
such eBayer had just that very item and released in 1983 as a standalone
sold his for a pocket swelling £460. title. By the look of these
When you think that a standard Hong screenshots, it’s likely to be a
Kong 2600 goes for around £25, it might faithful version. We’ll let you know
just be worth turning your old wood grained how they play when we get our
beast over and checking its plasticised hands on the game.
underbelly before consigning it to the car-
boot sale.
It’s not very often (ie never) that a
Commodore Amiga game attains more than
a few pounds for its owner. So, it came as a
bit of a surprise when a game entitled The
Kristol pulled in a jaw-dropping £367.50.
The game was actually The Kristal by
Addictive (of Football Manager fame) and
quite why this went for well over £300
nobody seems sure. However, you can be
absolutely positive of one thing – a few
more copies will start springing up on eBay
over the coming weeks.

The latest scene news for your enjoyment

Win win win!


As the festive season nears,
Cronosoft has been getting in the
spirit of things and has very
kindly donated its current
And to finish off, a quick look back to catalogue of Spectrum games to
Retro Gamer issue 1. It seems the inaugural give away in this exclusive
copy of the magazine has still got the competition. The games that
pulling power of a steam powered tug-of- could be yours are EggHead in
war team. After a feeding frenzy on eBay Space, Dead or Alive, Hop and
shortly after the initial launch, the price of Chop, Gloop, Football Glory,
the first issue sky-rocketed, but common Rough Justice, ZblastSD+ and Fun
sense soon took hold and the price tailed Park. All that you have to do is
off somewhat to a more sensible range. It tell us which of these was
appears, however, the price is starting to Cronosoft’s first release. A clue is Cronosoft Competition, Live Or you can email your answer to
move northwards once again. A copy found on its website at Publishing International Ltd, competiton@retrogamer.net if you
recently sold with a final winning bid of www.cronosoft.co.uk. Answers on Europa House, Adlington Park, live in the future. The closing
£53. Oh how I wish I bought those 10 a postcard to Retro Gamer Macclesfield, Cheshire, SK10 4NP. date is 31st January 2005.
copies in WHSmiths…

**8**
RETRO10 News 03/11/2004 11:59 PM Page 9

Gangster Tripping
Grand Theft Auto III on the NES?

Forget about GTA: San Andreas Call us sceptical, but when we looking a lot like the GameBoy but Brian promises that the game
selling 3 billion copies during its first heard about this we dismissed Color version of the original GTA, will be available as a free
first hour on sale. We’re more it as a publicity stunt by Rockstar but it will feature an accurate download when finished. In the
interested in the news of Grand to promote San Andreas. But rendition of the Portland map plus meantime you can see how it’s
Theftendo, a version of GTA III for having taken a good long look at many of the missions! coming along by visiting
the NES. This fan-project is being Brian’s site, we’re confident that There’s no release date as yet, www.grandtheftendo.com.
developed by Brian Provinciano, Grand Theftendo is legit. And damn
and apparently it has been in us if we’re not quite exciting about
development since late 2002. it! Naturally the game is in 2D – it’s

Recently however, the guys at


Lemon 64 (w www.lemon64.com )
tracked down Chris for an
interview, and in doing so he
remembered the planned sequel,
found the development disks and
has now archived a playable
demo on his homepage at
http://west-racing.net/bomb/. The
game is called Bomb and is a
Drop the bomb horizontally-scrolling shoot-em-up up nicely thanks to the hard commercially released, and the
bearing similarities to Scramble. work and dedication of game was left in a nearly
Chris West is the man It’s is a bit of a tough cookie, programmer Chris Hutt, who has finished but abandoned state.
accredited with several C64 hits, but perfectly enjoyable. We hope recently released a video file of However, this technically
including memorable shoot-em- to see it finished very soon, but the game in action. Chris has impressive puzzler has recently
ups R.I.S.K and Super Space until then give it a blast with used interlacing techniques to been brought back from the
Invaders. R.I.S.K was released your favourite emulator. simulate the appearance of more dead thanks to the guys at
by The Edge in 1987, but it had colours on the screen, and the Protovision. Price and release
to be renamed because of a Harrier scrolling routine used is very date are still to be announced,
pending law suite from Parker fast. It really looks and sounds but we’re expecting to see it
Brothers, and so became known
attack fantastic, so head over to sometime next year as the guys
as K.R.I.S. Chris began work on The popular arcade game Space www.sheddyshack.co.uk/index.htm work on debugging and
a sequel to this game, but Harrier is currently being where you’ll find some nice improving the game. Keep an
unfortunately it was never painstakingly ported to the Atari screenshots, a diary and a eye on www.protovision-
released commercially or XL/XE machines. This playable demo. You can also online.de for further information
completely finished. development is really shaping send him your messages of about this project.
encouragement to
cghutt@hotmail.com .

Slim Jim
Originally created by Argus
Designs a little over a decade
ago, Jim Slim was a weird
puzzle-come-platform game that
was unfortunately never

**9**
RETRO10 Letters 03/11/2004 11:36 PM Page 10

❙❋❙P✄❍❇N❋❙ | REGULAR:RETRO FORUM |

The
ET RO
R RUM
a
re with
mo
Say er...>
lett

FO Konix love
Hi there gang. I really enjoyed your
feature on the Konix Multi System. I
remember seeing various preview
of detail that was packed into it.
The only slight niggle was the tiny
screenshots used to show the
games running on the system.
Bigger screenshots throughout your
features for the console in games magazine would in fact improve
magazines at the time. I also Retro Gamer in general.
remember not being very I found the Bubble Bobble
impressed as I was an Amiga article excellent and very colourfully
owner at the time and the presented. While I’m here, I’d like
screenshots of Hammerfist and to request a similar feature on
Mutant Camels didn’t look any Shadow of the Beast for the Amiga.
better than the Amiga games of the It has been rightly lambasted for its
same period. Being a technical type shallow gameplay, but graphically
I realised from reading the and sonically it really did seem
hardware specifications that the amazing at the time. I found that it
console had good potential (256 had a strange appeal beyond the
colours on screen!) and I have sum of its parts and gave it far
always wondered why the system more playtime than it should have
failed to materialise. deserved. I’d love to know how the
Even back then, I thought that game worked technically, and how
the console was a bit gimmicky all of those levels of parallaxed
with its transforming steering scrolling were achieved on the
wheel/jet ski/flight yoke controller, humble A500.
and this certainly did not make me How about having an article in
want to buy it. No doubt, the same a similar vein to the Konix one but
system with an arcade version of on the Atari Panther instead? I
Afterburner or OutRun running on it remember reading a feature in a
would have convinced me. magazine with an interview with
I was surprised that your article the Yakster himself Jeff Minter, and
didn’t address the console’s biggest screenshots of various technical
flaw – the built-in controller itself. demos were included. As I recall,
As someone who has gone through these demonstrated the Panther’s
loads of joysticks in my time sprite-scaling capabilities, showing
(quality ones at that) I can’t help what looked like grey meteors

CONTACT US wondering what you would do


when the controller broke. Also,
the design of the console
gradually increasing in size as they
moved towards the viewer from the
back of the screen.

email: necessitates you to have it on your


lap or on a small table in front of
I’d also like to see articles on
some of the more obscure or exotic
feedback@retrogamer.net the TV. The decision to use disks consoles like the FM Towns PCs,
instead of cartridges also seems Apple’s Pippin and NEC’s Super

snailmail: dodgy given the amount of Grafx and PC FX since I don’t know
vibration and shaking that it may that much about them, and I’m
Retro Gamer well have been subjected to. Surely sure that other readers would be
Live Publishing this would have caused at the very interested besides myself.
Europa House least read errors, and as a result Richard Patrick, Woking
Adlington Park system crashes.
Macclesfield Overall this was an excellent RG: Thanks for the suggestions
SK10 4NP and informative article. I was Richard. Many of them have been
especially impressed by the amount taken on board, and we’re looking

**10**
RETRO10 Letters 03/11/2004 11:36 PM Page 11

The great but issue eight seemed written just


for me. My beloved Dreamcast (the
to increase the quality of the Anyway, I just picked up Atlantic divide little fella no longer needs to rest
screenshots where possible, but issue nine today with the free Allow me to add my opinion on in peace), Treasure, the Top 100,
this can be difficult when we are Your Sinclair supplement and the ‘ban hunting’ debate. Readers Turrican – all beautiful stuff. I’ve
trying to source images of rare what can I say, but thanks a could keep sending in locations loved the magazine from day one,
systems and games, as I’m sure lot! Due to this supplement, and you could pass them on to a but it seems like you guys are
you understand. you have now made me want third party who would ensure that ramping things up constantly now.
to buy a ‘new’ Spectrum along any machines found remained Bring it on.
Funky skillo with all the old magazines and available to the public. It breaks Chris, via email
games. I know I could use an my heart to see inert machines
I thought it was time to write – emulator, but it just doesn’t tucked away in so many corners, RG: Well, by now you’ll know what
having read Retro Gamer since feel the same as using the so this could be the best of all our readers voted as their greatest
issue one – and congratulate you original Spectrum. I’m worlds. The machines are game ever – the endearing British
on producing a good-quality read particularly looking forward to recovered and restored, the public classic Elite, so your copy of Panzer
every month. I used to own a ZX revisiting some old text and can still play them, and the Dragoon Saga was never under
Spectrum in the 80s but after graphic adventure games as arcade owner, who hadn’t either threat. FFVII did make the top 10
starting full-time employment in they were my favoured genre the time or money to restore his though, which is hardly surprising
1987, I binned all my Crash and all those years ago. I’ve dead machines, would pocket a as it’s probably the first proper
YS Magazines. My Spectrum and pointed my bank manager in few quid for a waste of space. RPG to break through into the
vast collection of games followed your direction when my next Just a thought… mainstream over here. Glad you
the same route a year later. Why credit card bill arrives. I hope Back to FFVII, thanks to our liked issue eight. We’ve said it
did I do this? Don’t ask! you guys don’t mind. friends across the water (my ex-pat before a hundred times, but we
Nick C, Devon, via email American wife was interested to genuinely, honestly try and improve
see so many letters from Yanks in the magazine with each issue.
RG: We too are happy with the issue eight). Derek Rooney makes a
Your Sinclair supplement, and great point about games being Future retro
overall feedback has been very epochal and how they can lodge in
positive. The fact that it has our minds like good music. But I So far, I have every single issue of
encouraged you to get hold of a maintain my stance on FFVII. Great Retro Gamer, and now, as a
Spectrum proves that the game, sure, but I’m willing to bet it subscriber, I am the proud owner of
supplement has done its job. won’t be top of the readers’ Top a lovely T-shirt, binder and pin
Besides including a few 100. OK, I’m not going to put my badge. Not only is Retro Gamer a
retrospective YS pieces, we copy of Panzer Dragoon Saga up well-written, informative, interesting
really wanted to draw attention for grabs, but I still think it’s not and wonderfully nostalgic
to the present-day Spectrum going to happen. We’ll see, I guess. magazine, it does also look to the
scene, as quality software is still As for the magazine, I was future somewhat as well. Games
being released for the 20-year- hoping to not have to bother with that come out today may, a few
old machine. the sycophantic praise this time, years down the line, be considered

Star letter
lasting only months in the
* * right hands (mine).
Kevin Davies, via email
Our well-dressed friends at Joystick Junkies (www.joystickjunkies.com) produce official clothing
based on loads of classic videogames, and the winner can select any T-shirt from the range Great story there Kevin! It just
wouldn’t be right if you walked
Sticky everywhere – stuck to ceilings, was a hole punched out about away empty handed,
walls, floors; thousands of them the size of a two-pound coin. so help yourself to
situation everywhere. In fact, the problem These punched out circles were a free T-shirt.
Thank you for the great Konix got so bad that if caught in then thrown in a skip (but not
Multi System article. As I went to possession of these stickers you for long). How many detentions
school at Bishop Hedley High would be rewarded with instant Konix was responsible for we
near the Konix factory, I thought detention. Where did these will never know.
I would share this little tale with stickers come from? At the time Which leads me to a
you. In the late 80s there was a Konix was producing its popular suggestion. What about a
craze at our school for little Speedking joystick, which had a feature on classic joysticks?
black and red striped stickers large red and black striped The Cheetah 125, Zipstick,
(about the size of a two-pound sticker on the top, except that Competition Pro and RAM
coin). These stickers were where the stick protruded there Delta. All superb controllers, all

**11**
RETRO10 Letters 03/11/2004 11:36 PM Page 12

❙❋❙P✄❍❇N❋❙ | REGULAR:RETRO FORUM |

Facing the chop to make an extra buck.


I was speaking to the manager Michael Gordon, Lowestoft
of the Claremont Pier in
Lowestoft (featured in last RG: Turbo OutRun chopped up?
month’s Arcade Hunt update). Noooo! What a waste. It doesn’t
He was nicely surprised he had matter that it can’t be emulated
a little mention in the by MAME. It was the shiny
magazine, but the Turbo white sit-down model. We’re
OutRun that was pictured has choking up…
since been chopped up. He did
advise me it had a minor fault,
but if known at the time would
have let it go for free to a good
home. He actually apologised
for chopping it up as didn’t
realise there would have been
an interest in this gem of a
game. It just goes to show that
not all arcade owners are in it

retro enough to be featured as BMX Flyer, Invader 1000, the


extensively, perhaps even so much Tomytronic 3D ‘binocular’ games demos, so that’s a possibility. one? I’m sure plenty readers have
as to be given away on the and the Game & Watch series. I Finally, the Texas TI994/A is similar items taking up space
coverdisc. also have a Playskool Maximus, definitely a machine that we’re they wouldn’t mind donating?
As a 24 year-old, I have seen which is a little learning toy, like an planning to cover, as it was the Shane Reed, via email
the best years of gaming in the 80s early version of some of the V-Tech world’s first 16-bit home computer
and 90s, missing out only on the stuff that you see advertised these years before the Amiga and Atari PS. Will it soon be the turn of the
very early games. I have also days. I think there’s lots of mileage ST. It’s also a fine machine, so MSX (a vastly underrated 8-bit
started to collect a few retro bits in this line. expect a feature early next year. machine) to appear in the
and bats, and am always on the Secondly, PD Demos. Do you magazine? I’d be particularly
lookout for a bargain (it has to be guys remember them? I still load MSX donation interested in a piece about the
a bargain, I don’t have the time or Shock or NMI3 up on the Speccy, Konami cartridges which were
money to do this seriously, but and am still impressed. I know they I’m lucky enough to have been always too expensive (at around
then if I did it seriously, it wouldn’t aren’t games, but PD libraries often reading since issue one (except £15) for my pocket. How do the
be fun anymore!). had a lot of games too. I remember issues four and five), and have to kids afford £40 games these days?
I grew up with two Pong ordering Parachute Joust on the add to the ‘keep it up’ campaign. Also what about an article on the
consoles (The Ingersoll and one Amiga (along with some free music Every issue contains enough to Magic Knight series of games?
that I can’t remember the name of. software) and I was hooked on that get the memories flowing,
I believe the Ingersoll was the first for hours! especially the Konix article last RG: Well Shane, if there are any
one with a light gun), a TI-99/4A Somebody asked about a TI issue. Being that age around the preservation societies that want
(we have two here, fully working, article. This series of computers time I kept in touch with news to get in touch with us, we’ll
with a cupboard full of tapes of had all manner of add-ons and about this ‘super console’ by pass on their details to you. This
typed-up listings from such peripherals, so again, there’s following articles in The Games is a great idea in our opinion.
magazines as 99’er and Personal mileage in this article. If it’s any Machine. I was heartbroken when We are beginning to sound like a
Computing Weekly) and a help at all in the writing of this it never appeared. stuck record, but, yes, the MSX
Spectrum, after which I advanced article, we still have our working TI- Anyway, onto the point. I’ve is on our forward features list.
onto the Amiga, and finally the PC. 99/4As here, along with several been having a late spring clean As for the Magic Knight games,
Of course, I’ve spent many hours games modules and as I said, lots and dug out my old Toshiba HX- you’ll be happy to hear that
re-living the memories of of tapes with typed-in listings. 10 MSX computer, still boxed(ish), Martyn is a fan of the series, so
yesteryear, but to me emulation Finally, can I say well done on and in working order with leads, it’s just a matter of time...
pales in comparison to playing the the bonus issue of Your Sinclair. My tape recorder and a few tape Wonder what Magic Knight
games on the real thing. Spectrum days saw me purchase games. I was just about to list it author David Jones is up to
To this end, I started making YS every month until it finished, on eBay, but wondered instead if these days?
my own little games room which and I remember being quite upset there may be some kind of
currently holds the Spectrum, at the demise of my favourite computer museum that would Name the game
Amiga, one of the TI-99/4As, a Spectrum magazine, despite my appreciate it as a donation. Is
SNES, Saturn, Dreamcast, mother’s hatred of me picking up there such an institution? And if Sorry to bother but can somebody
PlayStation and N64. When I find their lingo… Brillo! not why not, or why not start please help me? There was an
time, which isn’t often, I can sit FishstaBoy, via email arcade game out between 1985
down and play some of these and 1989 I think. It was something
games the way they were meant to RG: Taking your points in order. to do with a hero whose weapon
be played, and even if they do look We’ve got a Game & Watch feature was a chain (it might have been a
dated, they’re still fun. this very issue, so already we’ve chain and ball, I’m not sure). Your
I have a few suggestions for hopefully satisfied your hunger weapon was able to strike forward,
features that I thought you might there a little. As for the other up and in a circle. I can also
like to consider. First, I would love electronic games, well it’s remember there were these red
to see an extensive feature on the something that we are looking into. blobs that appeared from the
old electronic handheld games such Shaun is a fan of Public Domain ground and spat fire at you. On

**12**
RETRO10 Letters 03/11/2004 11:37 PM Page 13

expert but wouldn’t one solution bring their new games to play
be to package the content in on my machine. This activity
HTML? Then all Windoze, Mac and had two main benefits for yours
Linux users could happily browse truly: 1) Save my £1 pound
away. We Mac users could still lunch money by scoffing junk
see all the article-related content food at home (great way to
and not worry about the software save up for my next new game),
that you include for Windoze and 2) Whilst my mates were
users. Just a thought. playing whatever new game
Anyway, despite that one they had brought along I would
minor grumble I’m a very happy be secretly making a quick copy
reader. All the best for the future of it on my old man’s double
with the mag. deck. Lovely jubbly.
Martin Gleeson, Dublin, via email I’m now the proud owner of
two original arcade games which
RG: Feedback to our dual-format I have in my garage. These are
Steel Sky coverdisc was very Track & Field and Defender (see
favourable, so we’re looking at photo). I hope to grow this
various ways to include platform- collection but they’re not cheap. I
unspecific content. Hopefully it would like to see more features
won’t be much longer now. in RG detailing private collections
of similar classic machines.
another level there was a waterfall Finally, it was good to see Ellie God’s gift Finally, I was a huge Spectrum
with flying creatures coming at you Gibson representing women in fan and used to spend hours
and you had to jump from ledge gaming with her review of Metal Apologies for the obvious intro trying to complete all those near-
to ledge. I can’t remember Slug for the PlayStation 2. I’m but what a great mag. I’m impossible games. One that I
anything else as it was a long time considering making the purchase hooked! Waiting for your next remember playing for weeks was
ago. I am almost positive it came thanks to her review. issue reminds me of how Gift From the Gods by Ocean. Not
out just after Ghosts ‘n’ Goblins. Michelle Sawyer, via email excited I used to get as the one of Ocean’s best games by a
Please help as it’s starting to drive date drew closer for the next long stretch but I found it
me mad! RG: As we have said in the past, issue of Crash to come out all strangely addictive. My big
Stewart Allan, via email we do intend to look at the those years ago. Subscriptions question to all Speccy gamers
Dragon computer at some point are all sorted online these days from the past is, did anyone
RG: That sounds very much like in the future, and we’ve been so no more sprints to the local manage to complete this game? I
Rygar to us, released by Tecmo in chatting with a couple of people newsagent. How times have didn’t get close and I’ve never
1986 (a year after Ghosts ‘n’ involved in Dragon software changed! seen the ending registered on the
Goblins). Anyone else got any preservation. Oh, and we’re sure I used to buy many games websites such as
games they need identifying? We Ellie will be chuffed to bits with but I would also be found speccyspoilers.co.uk.
love a good challenge… your comments. copying the odd game or two. I Darren Courtnell, via email
remember the good old C90s
I'm a lady! Mac attack being crammed with games on RG: Nice machines there Darren.
both sides. My dad had a JVC Wasn’t Gift From the Gods born
Hi Retro Gamer. It may surprise I was a C64 gamer back in the double tape deck with a ‘high- from the ashes of one of
you to note that I am a woman. I day but I’m loving your articles speed dubbing’ mode which was Imagine’s so-called ‘Megagames’?
know you were surprised to find about all the systems. And please great for copying at twice the We’re sure someone out there
out how many adolescent retro keep the old adverts section – it’s normal speed. I often invited must have completed it. If not,
gamers that are out there. To the a blast! mates back to my house at then you can always cheat – a
same end, I’m in a minority as a I know it’s been mentioned lunch time (I lived very close to Multiface can be found at
female reader of your magazine. before, but I wanted to add some the school) and they would www.the-tipshop.co.uk.
Presumably, therefore I could input on the coverdiscs. I’m a Mac
have seen the Game Over poster user and therefore the coverdisc
as lewd and offensive, but I saw content is largely wasted on me.
it for the piece of heritage it was, Now, in the case of game remakes
considering that gaming has and other PC/Windows software,
always been considered as a I’m not bothered. I play all my old
male pursuit. Commodore games on an
Now to why I’m writing. I emulator so I get everything I
would love to see a feature on need from the Web. Where I think
the Dragon 32 as this was our things can be improved is with
first home computer. I especially the content that doesn’t have to
love the game Ugh! and I still be platform specific.
have a copy of it as well as a I really wanted to see the
Dragon itself. And the Amiga Spectrum game endings, and
feature was a good opener. since I’m not a complete dork I
Hopefully, you’ll be moving onto was able to access the zipped .avi
Amiga games at some point in files and play them in Quicktime.
the future. I used to love beating But, content like this needn’t be
my sister at Dynoblaster. Do any restricted to that Windoze-only
of you guys remember that game? front end that you supply. I’m no

**13**
RETRO10 Retro Reviews 04/11/2004 12:15 AM Page 14

❙❋❙P✄❍❇N❋❙* | REGULARS:REVIEWS |

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Street Fighter
Anniversary Collection
Developer: Capcom several of the games as the original Street Fighter game.
Price: £29.99 standalone titles, but it does make As such, it stops just short of
Format: Xbox for some interesting battles as you being the complete Street
mix and match characters. You Fighter collection.

A
pparently Street Fighter is can, for example, pit Ryu from The Martyn Carroll
15 years old, hence the World Warrior against Ryu from
release of this anniversary Super SFII Turbo, to see how the Graphics 90%
pack. But with the arcade original older version shapes up against 2D fighting at its finest. The
released back in 1987, and the his quick-footed counterpart. To Xbox’s massive memory ensures
superlative sequel appearing in top things off nicely, the game is that every frame of animation is
1991, we can’t quite get the dates Xbox Live compatible, allowing present.
to work out. Still, anniversary or you to challenge others in the
not, there’s plenty to celebrate here. online arena. Sound 75%
The collection’s main draw is In addition to Hyper SFII you The games are arcade perfect, so
Hyper Street Fighter II. This get the excellent SFII animated we get all the original tunes and
updated version of the classic movie, and even better, Street effects.
brawler takes five Street Fighter II Fighter III: Third Strike, which
strands and ties them into a wasn’t present in the PS2 version Playability 92%
precise knot, resulting in the of the collection (in the UK at SFII provides instant thrills. SFIII
ultimate incarnation of the game. least). The game did appear briefly is deeper and more complex.
You get SFII: The World Warrior, on the Dreamcast, and now it’s
SFII: Champion Edition, SFII Turbo, quite sought after, so this may be Addictiveness 87%
SFII: The New Challengers and the only chance you get to own Street Fighter fans will keep
Super SFII Turbo. Purists may not the game. coming back for more.
be pleased that the games have Street Fighter Anniversary
been clumped together, especially Collection is a must for both Overall 90%
as the older Street Fighter fans of the series and beat-em- A great value collection for the
Collection packs for the up enthusiasts alike. For our Xbox, with SFIII making a welcome
PlayStation and Saturn featured money, the only thing missing is appearance. Where’s the original?

**14**
RETRO10 Retro Reviews 04/11/2004 12:16 AM Page 15

The Smirking Horror


floor polisher. Likewise, there are inscription on it that is thus
some very nasty things going on. revealed, neither of which
You are there to complete outcomes have anything to do
your college assignment, but you with the problem in hand.
get trapped inside the building Very few Amstrad owners
while a blizzard rages outside. would have played The Lurking
However, you’re not able to use Horror in 1991 when this was
a terminal, as it seems the written, and a spoof is not a
power to the computer centre is spoof unless you recognise it as
down. Upon investigation, this a take off. So why was Smirking
appears to be due to sabotage… written? If it was written to try to ever tried the real thing (The
Thus, your objective changes bring a cassette-based Lurking Lurking Horror) then I would
from completing your Horror lookalike to the Amstrad, recommend giving it a go after
assignment, to dealing with an then the author was on a hiding you have played this one – but
evil monster that has taken over to nothing. It would be nigh not before. Just Google for it and
the building. impossible to approach the you’ll find it downloadable for
Many of the problems richness and sheer verbosity of free without too much difficulty,
encountered throughout the Infocom’s text on a cassette. It together with its complete
Programmer: Jason Davies game are the same as in the also lacks the sparkle that manual in PDF format. And
Price: £1.99 original, but some have different master spoofer, Fergus McNeill, Googling for ‘Infocom invisiclues’
Format: Amstrad CPC and less elegant solutions. injected into many of his games, will get you out of trouble
Unfortunately, not only are many like The Boggit and Bugsy. without having to write to an

C
reated using the of the solutions not very Smirking Horror runs (as far as I Adventure Helpline…
Graphics Adventure intuitive and more likely to be could tell) bug free, has no Keith Campbell
Creator but without solved, if at all, by chance than noticeable typos, and is put
graphics, this is the first of a trio by logic, they also have illogical together competently enough. Graphics n/a
of adventures lined up for constraints to solving them. A Perhaps that says it all.
release by Cronosoft for the good example of this is how to So who is going to buy it Sound n/a
Amstrad CPC. get rid of Arthur, the floor now, some 13 years on? In the
The Smirking Horror is set in polisher who is blocking your 80s, plenty of dire Spectrum Playability 76%
the P.U.E. (Phillip Urwin Edwards) way. A most unlikely weapon is Quill’d adventures sold for £5 to Reasonably fast parser; mostly
Tech in Cambridge Massachusetts. involved. You have to make it, £10, so at £1.99 you really can’t intelligent replies.
The campus will be familiar as it does not actually exist. But go wrong. Despite much of the
territory to those who have the trouble is it’s not an object foregoing, The Smirking Horror is Addictiveness 55%
played The Lurking Horror, Dave you would normally consider exceptionally good value for You’ll probably want to continue
Lebling’s classic Infocom text using to attack someone with. money if you have a real until completed, although you’ll
adventure set in the G.U.E. Worse still, should you realise Amstrad that is hungry for need a few coffees to keep you
(George Underwood Edwards) you need to make it, you have software to justify its continued going.
Tech. It has a similar layout: a to enter a ‘wait’ sequence. presence in your computer room.
computer centre, great dome, However, this sequence will not Just don’t expect a masterpiece, Overall 65%
alchemy department, and long trigger the making of the object that’s all. Reasonable in its own right, but
corridors both above and below unless you have first examined If you have a PC as well as bound to compare unfavourably
ground, complete with a sinister something, and then read the that old Amstrad, and haven’t with the original.

**15**
RETRO10 Retro Reviews 04/11/2004 12:16 AM Page 16

❙❋❙P✄❍❇N❋❙* | REGULARS:REVIEWS |

Columns CPC
Developer: ESP Software three or more, either as a true match four or more gems. In the gamer. The disk image can be
Price: Free Download vertical column or in a horizontal or second, you are given a score to downloaded from
Format: Amstrad CPC diagonal row. The graphics aren’t equal before you can progress to www.computeremuzone.com.
great, but then they don’t need to the next level. There is a time limit Mike Davies

C
olumns CPC is a faithful be as the gameplay is timeless. in the top right hand corner, and
port of Sega’s popular From the main menu you can once you’ve met the score criteria, Graphics 70%
Tetris clone. Three select from three difficulty levels and you’re given a bonus and moved Functional graphics used throughout.
randomly selected gems fall from two different game types. In the first onto the next stage. Again, Nice loading screen though.
the top of the screen, and your task of these, it’s a simple case of matching four or more gems will
is to quickly match them up and racking up as many points as add valuable seconds to the clock. Sound 80%
sort them into columns or rows of possible, gaining extra time as you You start the next level with the A title screen tune and interlude
same time as you finished the last music between the levels.
one, plus 10 or 20 seconds Reasonable in-game sound effects.
depending on how far into the
game you are. A new score criteria Playability 75%
is given, in relation to your score Fast thinking and forward planning
from the previous level. The is required.
difficulty curve is quite steep, but
occasionally luck will help you out. Addictiveness 75%
Fans of the original will feel at Like any falling block game, it can
home with Columns CPC, but we be difficult to drag yourself away.
found it a little unforgiving from
the start. Give it a little time and Overall 75%
initial frustration may dissipate, but A decent port of a great puzzle
it’s definitely one for fans of the game. Doesn’t quite challenge the
genre rather than the average mighty Tetris.

Reaxion
Developer: Cosine Designs released on the Commodore 64 The idea behind the game is curve and puzzles are just as good
Price: TBA under the Cronosoft banner earlier that a nuclear power plant has as the original, and is certainly
Machine: Spectrum this year. With Reaxion being ported reached the point where total recommended for fans of puzzle
to the Spectrum, it represents how meltdown is delicately balanced on games. Keep an eye on

F
or those of you who may the retro community is gradually a knife-edge, and the only way to www.cronosoft.co.uk for price and
have missed Retro Gamer coming together, which will surely avert this pending catastrophe is to release details.
issue five, Reaxion is a be beneficial for everyone, and is reset all 99 of the nuclear rods Shaun Bebbington
game originally written by Jason also the first straight C64 to using a high-tech software interface.
Kelk and Glen Rune of Cosine Spectrum port (to our mind) for The mainframe has failed, and the Graphics 82%
Designs, then improved and over a decade. only option left is to use the trusty Well drawn and colourful,
ZX Spectrum. although nothing spectacular.
On starting, you are given a
visual representation of each rod Sound 90%
and every point of it needs to be A great AY tune accompanies play.
reset. However, any manipulation of
a point has a knock-on effect to Playability 85%
the surrounding eight, inverting An easy game to get into,
their current state, meaning that requiring thought and patience.
logic is required to progress. When
you’ve cleared an entire rod, it’s Addictiveness 80%
onto the next. As you work your Good learning curve. One for
way through the levels the task those who enjoy puzzle games.
becomes more intricate.
This is a solid port of the C64 Overall 83%
version, with great graphics and AY A fun, frantic puzzler, and another
music. The playability, learning great little title from Cronosoft.

**16**
RETRO10 Retro Reviews 04/11/2004 12:16 AM Page 17

Leaderboard
18, 36, 54 or 72. Finally you pick After every shot the computer takes nothing away from this classic
which golf course you want. There calculates your position on the C64 title. Certainly worth adding to
are four to choose from varying in course and redraws the screen anyone’s collection.
shape and size. accordingly. For such an old routine Wayne Womersley
The control method is easily it’s incredibly fast and there’s hardly
accessible for even the most novice any pause at all. The 3D engine is Graphics 85%
of gamers. Up and down cycles still effective today, and the game Nice backdrops and brilliantly
Developer: Access Software through the available golf clubs, as a whole is as playable as ever. animated main sprites with a great
Year of release: 1986 each of which have their own Leaderboard spawned its own 3D engine.
Format: Commodore 64 attributes. Left and right moves the mini-series, with Executive
crosshair which influences the Leaderboard and World Class Sound 69%

A
s well as being one of the direction in which your ball will Leaderboard following soon after. Reasonable spot effects during
few golf games on the travel, depending on the wind My only gripe (with the original) is play.
Commodore 64, direction and speed. that the colour scheme is limited,
Leaderboard is the only golf game The clubs available allow varying meaning no sand bunkers or trees, Playability 92%
(to my knowledge) that made it to distances for your shot, further and there is no 2D map either, but Lots of fun to be had, especially
cartridge as well as the standard of controlled by carefully setting the these would later feature in the when four players are involved.
tape and disk. power bar for a more precise hit. aforementioned follow-ups, and
On loading the game you are Addictiveness 88%
presented with the options screen. A very high one more go factor as
From here you can select one to you master each skill level.
four players, with each entering their
name. You then select a level of Overall 90%
difficulty between Novice, Amateur The original 3D golfing game for
or Professional, and the number of the C64. Still a great sports sim
holes that you want to play being even by today’s standards.

Kick Off You could play against the and as a C64 fan, it was a
computer or human in a friendly, difficult thing to admit, and is
or alternatively up to eight even to this day.
teams (human or computer Anco released a real turkey
controlled) could compete in a just in time for Christmas 1989,
league situation. Surely then it but I don’t mean in a good way.
couldn’t fail? But sadly, it did. There was no stuffing, bacon-
Developer: Anco And the nasty graphics and wrapped mini sausages or any of
Year of release: 1989 laughable sound were just the the lush extras with this version
Format: Commodore 64 start of it. The most obvious of the game. Put simply, the
difference between this and the disappointment of it bearing the

K
ick Off was one of original Amiga game was that name of an Amiga classic was
those football games the screen scrolled horizontally almost criminal.
from the late 80s that rather then vertically. Other James Bray
managed to amass many fans, changes included the inability to
and its creator Dino Dini was stop and pass, and the omission Graphics 40%
rightly praised for his original of a player radar so you couldn’t Poorly defined with slow moving
work. Playability was what gave pinpoint your passes. sprites.
the Amiga version in particular Worse still, the Spectrum port Addictiveness 36%
first-division status, with masses of Kick Off was actually closer to Sound 25% There’s nothing really to keep you
of options and simple but the original 16-bit version. To say that the sound effects ar coming back.
effective graphics. Despite receiving a mixed sparse and dull would be generous.
Six months after the Amiga reception from the popular press, Overall 34%
game came the Commodore 64 it was actually a much better Playability 33% There are far better footy games
version, with seemingly all the game than the measly C64 effort. A frustrating game, requiring more for the C64. A very poor relative of
same options as its big brother. No sane person could deny this, luck than skill. the Amiga version.

**17**
RETRO10 Apple II GS 03/11/2004 10:57 PM Page 20

❙❋❙P✄❍❇N❋❙* | FEATURE:HARDWARE | APPLE II FOREVER |

**20**
RETRO10 Apple II GS 03/11/2004 10:57 PM Page 21

>Ap pl e II
Fo re ve r
as
9 86 , the Apple IIGS w
1
Released ine of the phenomenally s
acl it
the pinn Ap pl e II line. With und
successful essor and amazing so the
16-bit procs, it was to dominate
capabilitie -bit era, but as Jasongo
emerging 16vers, it didn't quite
Walsh discoo plan
according t rise to
rs was beginning
the po pu lar ity of 16-bit compute e. The Apple II,
s, arg
n the mid to late
80
Am iga leading the ch

I
Co mm od ore a 20%
Atari ST and ming to possess
rapidly, with the hu ge nu mb ers, eventually co 8-b its was
, sold in the
introduced in 1978 1985 the era of
mp ute r ma rke t in the US. But by d the IBM PC , in
share of the perso
nal co ning rings aroun
Wh ile Ap ple ’s Macintosh was run ategy to deal wi th the
coming to an end. ent str
decided on a differ mmodore and
if not sales, Apple ple’s answer to Co
terms of usability t. Th e Ap ple IIGS wa s Ap
uter ma rke
16-bit home comp
ion machines.
Atari’s next-generat

**21**
RETRO10 Apple II GS 03/11/2004 10:57 PM Page 22

❙❋❙P✄❍❇N❋❙* | FEATURE:HARDWARE | APPLE II FOREVER |

Launched in 1977, the


The original Apple II.
ly supported by Apple up
line was still official
until 1996

and was an enormous success.


Within three years the company
Apple core had made a profit of $139 million
The Apple story began in 1976 – a 700% growth. Apple went
when two phone phreakers public in 1980 with an initial
decided to build a computer. offering of $22 per share, but the
These small-time criminals were price went up to $29 on the first
both named Steve. Steve Wozniak day of trading. At the end of the
was the visionary engineer who first day, Apple had a value of
designed the machine soon to be $1.8 billion, the biggest initial
called the Apple I, while Steve public offering since Ford. Jobs
Jobs was the man who saw the alone was worth $250 million.
commercial potential of By 1984, Apple’s loyal users
computers in the home. Aside were hungry for a new machine.
from ripping-off phone Despite having been revised
companies, the pair had several times, the Apple II was
legitimate engineering jobs – showing its age. The Apple Mac,
Wozniak was working at Hewlett- meanwhile, was too expensive for
Packard and Jobs at Atari. home use, and while it featured a
It was in Jobs’ garage that high-resolution display, it was The tiny Apple IIc, seen
here with its specially
Wozinak designed the Apple I monochrome. When you consider designed LCD display
computer. After offering it to HP, that the Apple II was the first
who turned it down, Apple was computer capable of colour
formed to sell the machine. It graphics, there was no way the
was marketed in 1976 at a price Apple II user-base would settle
of US$666. The Apple I was the for a mono machine. In 1984,
first single-board computer with a Apple had released the Apple IIc,
built-in video interface and on- but this was still an 8-bit
board ROM (which told the computer. Its main selling point
machine how to load programs was that it was portable. It had a
from an external source). Jobs tiny form factor and Apple
was marketing the Apple I at released an LCD screen and
hobbyists like the members of battery pack for it, making it a
the Homebrew Computer Club, very capable laptop. It sold in
but when he and Wozinak sat high quantities, but users were
down to design the Apple II, he hungry for more power. The
had grander plans. planned successor was
In 1977 Apple unveiled the codenamed, variously, Cortland,
Apple II, the first colour-capable Phoenix, Rambo, Gumby and
microcomputer. The company Mark Twain.
strongly encouraged third-party
software development and by BeginninGS
1983, there was a library of
16,000 software programs for the To the acclaim of its fans, Apple
machine. The Apple II set the unveiled the IIGS in September desktop computer, the
Despite being a typical
standard in personal computers 1986. The new machine’s case still bagged Apple several design awards
IIGS

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RETRO10 Apple II GS 03/11/2004 10:57 PM Page 23

>The GUI
was designed by the then head became a millstone around the
of the Apple Industrial Design 16-bit machine’s neck. Some
Unit, Harmut Esslinger. Esslinger developers saw the machine as
wanted the IIGS to be an an opportunity to rehash barely
integrated unit like the Apple II, updated 8-bit software. In turn When the IIGS was launched it came with ProDOS 16, a version
Amiga and ST, but with a this resulted in some potential of the upgraded Apple II’s operating system. But with its
‘hammerhead’ look – the machine buyers not bothering with command-based interface, ProDOS was not deemed good
would be much smaller than the upgrading to the new machine. enough for the Apple IIGS. Facing stiff competition from the
keyboard. In the end Apple One such poor game was Commodore Amiga and Atari ST, Apple decided to create a fully
executives pushed for a desktop Paperboy. Failing to take featured graphical user interface for its 16-bit consumer
design. The keyboard was full- advantage of the advanced machine. The result was GS/OS.
sized typewriter style, but is technology in the IIGS, Mindscape Apple did an excellent job, which was hardly surprising
notable because it had a small produced a fun game, but one considering it brought point and click to the masses with the
form factor similar to early iMac which would not have looked out Macintosh. Though the underlying OS lacked the sophistication
keyboards, and because it of place on the Commodore 64 or of the technically superior Amiga OS, or indeed the Mac, the
introduced the Apple Desktop Bus 8-bit Apple. GUI outshone those of both the Amiga and ST, if not quite
serial connection (a feature which reaching Macintosh-like sophistication.
remained standard on all Apple Sweet music GS/OS included a technology known as File System
machines until 1997). Translators which allowed it to elegantly support multiple on-disk
The machine was pricey at Two computers from the 16-bit file systems in a manner transparent to application programs –
$999 plus $399 for a 3.5in floppy era are remembered for their something most other operating systems at the time were
drive, or $299 for a 5.25in drive. music – the Amiga for its incapable of doing. GS/OS also featured support for disks
A colour monitor cost a further excellent sound output, and the formatted for the Mac’s HFS file system. as well as DOS disks
$499, or $129 for a mono green Atari ST for its onboard MIDI from the PC – very handy considering the IIGS used both 3.5in
screen. Apple also sold a SCSI ports. Few people remember the and 5.25in floppies. Mac interpolability went even further than
card for the machine, allowing it Apple IIGS for its audio merely supporting disks – GS/OS used resource and data forks
to power external hard drives and capabilities, despite the fact that in its files, just like the Mac, allowing for file extensions to be
an Apple-branded CD-ROM drive. it easily competed with the done away with.
The SCSI card could even be Amiga. Moreover, the IIGS blew
used to power more modern the Atari ST, with its ancient
equipment such as Zip and Jaz Yamaha YM 2149 (a clone of the
drives from the 1990s. General Instruments AY-3-8912
Despite the cost, the IIGS chip found in 8-bit Amstrad CPCs,
performed well initially, Spectrum Plus machines and MSX
outselling the Mac at the time of computers), out of the water.
launch, but this early success The IIGS featured an Ensoniq
was not to be continued. Apple 5503 Digital Oscillator, a music
did not seriously market the synthesiser chip capable of
machine and it was eventually wavetable synthesis. Remember,
outsold by the Amiga and Mac. this was in 1986. In fact, the IIGS
Outside of North America the had 64Kb of dedicated RAM
machine made some impact in separate from main RAM reserved
a's
France, but Apple’s sky-high solely for waveforms. The Ensoniq Back when the ST and Amig
more
prices in comparison to those of chip was capable of 32 voices, user interfaces were much
concern than Microsoft
Commodore and Atari hampered paired in the firmware to offer 15 of a
GS/OS
Windows, Apple developed
the machine in Europe. An Amiga voices as standard, with two
to drive its new machine
could be had for almost half the reserved for timing.
price of a IIGS. The chip was so good that it
Unlike the Amiga, ST and Mac drew a lawsuit from the Beatles,
(which were powered by the 16-bit similar to the one that the band
chip of choice, the Motorola is currently prosecuting against
68000), the Apple IIGS used the Apple’s iPod MP3 player and
Western Digital 65C816. The key GarageBand software. In order to
reason for choosing this CPU was call themselves Apple, Jobs and
that it was fully 16-bit and yet Wozniak agreed with the Beatles’
also backwards compatible with lawyers that they would stay out
the MOS 6502 processor used in of the music business, so as not
the older 8-bit Apple II range. For to cause confusion between the
Apple this was a key decision. nascent computer manufacturer
Without the ability to run Apple II and the Beatles’ record label,
software, the IIGS could not have Apple Corps. The result was
been considered a member of the costly for Apple and it never
Apple II family. The emulation again put a synthesiser chip in
worked admirably – approximately any of its computers. Even
99% of 8-bit Apple II software ran today’s Macs, the favourite
on the IIGS, often faster than on platform of digital musicians, do
the earlier machines. not feature hardware
Originally a selling point for synthesisers.
the machine, 8-bit compatibility Without a doubt, the IIGS was

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take a hit. The IIGS was able to updated for the second ROM
display 32,000 colours at a were broken. Really bad move.
resolution of 320x200, yet Apple One of the lessons Apple learned
adjusted the machine’s firmware, from this was to put a second
limiting it to 16 colours. ROM slot in a lot of Macs over
Thankfully, enterprising the years. That way it was a
programmers managed to get simple matter of plugging in a
around Apple’s restrictions. new ROM if there were some
Apple’s tinkering did not end defect or some new feature that
there because firmware revisions they might want to add to the
were a problem for the IIGS. computer. We’re spoiled today –
Apple revised the ROMs several modern computers can be
times to improve the computer, updated without ever having to
but this often had a negative enter the shop. Buyers got pretty
effect on software, especially ticked at the way Apple kept
games which often used revising the ROMs, breaking
undocumented features of the software, doing it again…”
ROMs. Dan Knight, now the ROM problems aside, Knight
publisher of a successful acknowledges that the IIGS real
commercial webzine dedicated to hardware problems were by
retro Macs, was a salesman at a design: “The IIGS would’ve been
Heath-Zenith store which sold a real sweet machine if they
the entire Apple II range. Retro hadn’t slowed down the CPU to
Gamer spoke to him about the prevent cutting into Mac sales.
hardware problems faced by Most customers didn’t know what
users: “The IIGS seemed to be to make of it. It was definitely
as trouble free as any other the ultimate Apple II, and it acted
Apple II series computer. The a lot like a Mac, but the lower
biggest customer complaint was resolution colour screen, slow
the way Apple would make big floppies, and crippled CPU kept it
ROM revisions. Customers would from being all it could have been.
have to bring their IIGS in to the It was a wonderful games
shop, the technician had to machine though, and the Ensoniq
install the new ROM, and then sound chip was excellent.”
the customer would go home to
discover how many of their Gaming guru
games no longer worked.
“So Apple redid the ROMs As Knight says, the IIGS was a
again to address that – a whole very capable gaming platform,
other cycle of replacements – and with a number of impressive
then some of the games and software titles appearing on the
other programs that had been machine. One of the best-loved

ting the IIGS's


A couple of ads highligh
ties
advanced audio capabili

the most powerful of all the 16-bit which could de-multiplex the
machines when it came to sound stereo signal already there and
and music. It was much more input sound.
advanced that the ST or Amiga
and even some PC soundcards Crippleware
from the 1990s. So what went
wrong? Why isn’t the Apple IIGS This curtailing technique was to
remembered for its sound become familiar to users of the
capabilities? IIGS. Desperate not to see Mac
Apple crippled it. The Ensoniq sales cannibalised, Apple imposed
chip had an 8-bit sound some severe hardware and
resolution and was even capable software limitations on the IIGS,
of recording audio, but Apple crippling the machine.
fitted the machine with mono Compared to the Amiga and
headphone jack. If a user wanted the Atari ST, which ran at 7MHz
stereo input or output from the and 8MHz respectively, the Apple Mac computer, Apple
machine, they had to purchase IIGS ran at a mere 2.8MHz. But To protect its prestigious
capabilities of the IIGS
chose to curtail the
expensive third-party hardware speed wasn’t the only thing to

**24**
RETRO10 Apple II GS 03/11/2004 10:58 PM Page 25

>The
Pangea Soft's Xenocide
Japanese
was one of a number of
games designed
exclusively for the IIGS
connection
Motorola Semiconductor had a good time during the 16-bit revolution
of
the late 80s and early 90s. The Commodore Amiga, Atari ST, Apple Mac,
Sega Megadrive, Sinclair QL and countless arcade machines and UNIX
workstations were all built around its 680000-series CPU. Even the 64-
bit Atari Jaguar featured it as a secondary chip.
Apple could easily have based the IIGS on the very capable 68k chip
– after all, this was two years after the launch of the Mac and three
years after the Apple Lisa, both of which featured the CPU – but the
Apple IIGS was designed to follow on from the 8-bit Apple II line, so
Apple needed a CPU which was backwards compatible with the MOS
6502 used in the older machines. To that end, the Apple IIGS centred
on
a Western Digital 65C816, a 16-bit microprocessor developed by the
Western Design Center. Still in production today, it is an expanded
successor to the 6502. The chip has two 16-bit index registers, a stack
pointer, a 16-bit direct page register, and a 24-bit address bus.
Apple was not the only company with an eye on this familiar
games was Xenocide, a dedicated with Greenstone. We asked him if technology. In the late 1980s, Nintendo was in the process of developin
g
IIGS title developed by Brian he had any fond memories of the a successor to its Famicon console. The Famicon was based on the a
Greenstone and sold by Pangea IIGS. “I know that somewhere I Ricoh clone of the 6502, so when it came to design the Super Famicon,
Soft. Greenstone was to go on to still have my ‘Woz’ Edition Masayuki Uemura knew where to look for a CPU. In November 1990
become a Super Nintendo and certificate that I got when I Nintendo released the console in Japan, appearing a year later in Europe
PlayStation developer at bought the IIGS. I’m not sure and the US as the Super Nintendo. The system featured a Western
Mindscape and Visual Concepts. what made it a special edition Digital 65C816 CPU, although it was not backwards compatible with the
Xenocide was a shoot-em-up though. I can barely even 8-bit NES, perhaps due in part to witnessing Apple’s sales woes inflicted
with a difference, although the remember what the machine by near-perfect backward compatibility.
plot was as minimal as ever with looked like. I traded mine to a At least one IIGS developer took advantage of the similarities
this sort of game. Aliens had friend in exchange for a filing between the systems. Xenocide author Brian Greenstone remembers:
“I
infested the moons of the planet cabinet about, oh, 10 years ago.” was already writing software for my Apple II+ which was the first
Talos IV, and your job was to On the question of whether it computer I ever owned, so when I upgraded to the IIGS it seemed like
a
stop them taking over the planet was a worthy competitor to the natural next step. The great thing about that decision was that the IIGS
by destroying the moons. The more popular ST and Amiga, uses the 65816 processor, and that happened to be the same processo
r
first level is a pseudo-3D Space Greenstone is adamant that the that the Super Nintendo used, so getting a job making Nintendo games
Harrier-like race to arrive on the Apple was superior: “Oh, yes. I was really easy.”
surface of the moon. Later levels think it was better than those. I In the early days of the SNES, Nintendo used the Apple IIGS for
include side-scrolling and top- remember that there were some development purposes. After a while though, the IIGS couldn’t keep
up
down views, offering a amazing demos from the FTL with emulating the advanced graphics capabilities of the SNES, so
remarkable variety of gameplay. guys in France, but I don’t know Nintendo developed an
Pangea Soft remains a if they ever built a game from emulator and development
presence in the industry to this any of those.” As for his own system for the Macintosh.
day. In the late 1990s, games, how did thy fare in the Interestingly, a few years later
Greenstone’s games Bugdom, marketplace? “The shareware the two principal developers
Nanosaur and Cro Mag Rally stuff sold really well considering of the Mac-based emulation
became legendary and were even it cost nothing to make. Xenocide system left Nintendo and
bundled by with iMacs and did well too, but the IIGS market announced that they were
iBooks by Apple. In fact, was so small back then that it’s going to develop a
Greenstone is hard to compare with the way commercial SNES emulator
something of a things are today. Selling 4,000 for the Mac. As it never
pioneer – he copies of something was appeared, we can only
programmed Bungie’s considered pretty good.” assume that Nintendo’s legal
Weekend Warrior, the Greenstone releases his games department wasn’t too
first 100% 3D game on as freeware, once they are no enamoured with the idea.
the Mac. Retro Gamer longer commercially viable. This Although the SNES was discontinued in
caught includes Xenocide and the once- 1997, the Japanese Super Famicom version
up shareware Senseless Violence and continued in production until last year,
Cosmocade. We asked him why. proving beyond a doubt that whatever
“Because nobody was going to problems the Apple IIGS may have had,
pay for them, so I figured why they weren’t located in the CPU.
not? We haven’t freewared IIGS,
the same processor as the
anything new in a long time. I The Super Nintendo featured
even used the computer for development purposes
think Weekend Warrior was the and Nintendo

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and Dungeon Master. One the slots, these cards often had Timeworks Publish-It, popular
intriguing game for the IIGS was advanced functionality. One of on the Atari ST under the name
Ancient Land of Ys. Ys will be the most advanced cards was of Timeworks DTP, was released
familiar to fans of Japanese role- the LANceGS Ethernet card for the IIGS in January 1998.
playing games on platforms like which allowed the IIGS to Fortunately for Apple, the Mac
the Super Nintendo and PC connect to advanced modern was already entrenched in the
Engine. Ys was a Zelda-like top- networks, including broadband publishing industry and there was
down role-playing game, but Internet. The original version of a public perception that the IIGS
unlike the turn-based Western the card, released in 1991, could not drive PostScript
RPGs popular on the Apple, such featured its own onboard 6502 devices. Another good piece of
as Pools of Radiance or the processor. The second revision graphics software included Deluxe
Bard’s Tale, Ys features console- of the card contains a 4MHz Paint II, EA’s popular bitmap
style action. 65C816 processor – the same editor on the Amiga.
processor as the IIGS itself, One productivity application
Open up making it a sort of dual CPU which is worthy of note is
machine – and 64Kb of AppleWorks GS. AppleWorks GS
Apple has a reputation for dedicated RAM for card use. The was the first integrated
developing ‘closed systems’ – the card also featured 128Kb of productivity suite – later
original Mac was not expandable ROM that was paged in four packages such as Claris Works
and even the recent iMacs are banks and contained the and Microsoft Works were taking
similarly single-unit machines with firmware to handle the their cues from the IIGS program.
little in the way of internal AppleTalk protocols. The card is One other notable serious
expandability. However, the Apple still manufactured and is sold application on the platform
II was one of the most expandable by SSH Systeme in Germany. included the GS version of
computers ever. The fact that the Apple’s multimedia development
original Mac was un-expandable is Serious package HyperCard. HyperCard
a function of its design – Steve was a revolutionary piece of
Jobs wanted to make computers
software software which allowed anyone to
that anyone could use, so Just as Apple did its best to make applications. The adventure
marketing them as standalone make sure that games were not game Myst was developed using
appliances was a natural decision. developed for the Macintosh HyperCard on a Mac.
The Apple II had an altogether system, it also attempted to limit
different history. Designed by the range of serious software on Apple of
Steve Wozniak, the original Apple the IIGS to products aimed at
II was the successor to the Apple the home and education
thine eye
ic
Publishers including Electron
all I, a computer which was sold in markets. Despite this, one Despite the fact that Apple
Arts, Infogrames and Sierra
catered for the computer's
kit form. application was developed which officially ended production of the
gaming market When designing the original arguably could have been a computer in 1992, the IIGS
Apple II back in 1977, Wozniak threat to the Mac’s primary continues to exist to this day.
last game that went freeware.” included seven built-in slots for market of desktop publishing. There is still a thriving
Of course, it wasn’t all Apple peripheral cards. Not only that,
II-only games. The he configured the machine so
IIGS saw many that each card could incorporate
popular titles ported built-in software on its own ROM
to it including chip. This previously unheard of
Arkanoid, the Bard’s flexibility allowed the Apple II to
Tale, The Last Ninja, be adapted to a wide range of
Rastan, Captain Blood, applications, and spawned a
Hostages, The Immortal thriving third-party hardware
industry. When Apple was
preparing the IIGS it seemed only
natural to follow the design of
the original Apple II and thus the
16-bit machine featured the same
seven expansion ports.
The basic expansion was a
very popular RAM upgrade. The
machine originally came with
256Kb RAM onboard and could
handle up to 8Mb of memory, but
as memory was so expensive
most users settled for between
1Mb and 4Mb. Other expansions
included hard drive controllers,
SCSI adaptors, and the Transwarp
GS and ZipGS accelerator cards.
Some ‘super’ expansion
lop
ion enabled users to deve
cards were also released. Apple's HyperCard applicat
Using power from all seven of multimedia projects

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All is not a bed of roses


for the remaining IIGS owners.
Apple’s legendary build
quality means that
countless thousands of
machines are still in
working order, but if
they’re ever booted up
these days it’s most
likely to be as an
exercise in nostalgia.
Kula Software, a
consultancy firm based
in Hawaii, had at one
point a profitable sideline
in supporting the orphaned
Apple II series. When Retro
Gamer spoke to Mike Ching,
the principal of the firm, he
admitted that the computer is
no longer in any demand: “My
Apple II business is pretty much
dead. I haven’t sold much Apple II
merchandise for years. About the
only thing it seems I’ve been
selling occasionally are old
magazines to collectors.” home markets, the writing was on
For years Apple had marketed the wall for the IIGS.
the II series with the slogan ‘Apple In the end, the IIGS was
II forever’. By the early 1990s no- outlasted by its little 8-bit brother,
one believed it anymore. It had the Apple IIe, a machine which
become clear that the future had its roots in Steve Jobs’ garage
belonged to the Macintosh. In back in 1977. The IIGS ceased
an
'Woz' Limited Edition and March 1987 Apple had introduced production in 1992 when Apple
Unusual upgrades - the ard
IIGS motherbo
Apple IIe fitted with a the Macintosh II with a high- wound up the entire Apple II unit
resolution colour screen and and merged it into its legacy
plenty of space for internal support department. The 8-bit
marketplace for the Apple IIGS, trade in obscure Apple hardware. expansion, but at $5,500 it was Apple IIe staggered on for another
particularly on eBay (as the Apple has a history of no threat to the cheaper IIGS. year without any marketing
machine was not particularly orphaning entire ranges of Then in October 1990, Apple whatsoever. Apple continued to
popular outside of its native machines – the Lisa, Apple’s UNIX debuted a new low-cost colour support the IIe until 1996 because
America, it’s best to log on to the servers and the Newton were all Mac, the LC, at $2,500. Aimed many developers were still using it
US site). The current going price abandoned by the company in squarely at the education and for 6502 code testing. ✺✯*
for IIGS machines is between $25 favour of the Macintosh. Some
for a base unit, and up to $99 users refused to accept Apple’s
for a complete machine with decisions and continued to
monitor, disk drive and a develop software and hardware for
collection of software. the ancient machines. Two French
Look out for rare versions such programmers, Olivier Zardini and
as the ‘Woz’ Limited Edition which Antoine Vignau, released an
features Steve Wozniak’s signature unofficial port of the Pysgnosis
on the case, or the special Apple classic Lemmings in 1996 under
IIe upgraded machines. These the moniker Brutal Deluxe
were ordinary IIe machines which Software. The name of the game?
had had their motherboard LemminGS, of course. Never sold
replaced with the 16-bit IIGS commercially, the game was given
board, and are quite rare. The away for free to anyone who
upgraded IIe models came with a purchased a copy of its graphics
certificate of authenticity and a software, Convert 3200. Other
letter from Steve Wozniak. unofficial clones included a
Included with the upgraded version of Nintendo’s Dr. Mario –
board was the IIGS system in this case the Nintendo franchise
software and a IIGS nameplate was perhaps fair game as
which replaced the IIe plate on Nintendo’s effort was nothing
the case. Several retailers are short of a rip-off of Tetris. One of
still shipping used, reconditioned the most remarkable, and this
and occasionally, unused, Apple time entirely legitimate, out
in? The IIGS was phased
The final nail in the coff
IIGS machines, notably Sun conversions was Logicware’s launch of the Macintosh LC
following the
Remarketing, who do a roaring faithful version of Wolfenstein 3D.

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>Rotten
chassis became a heat sink. It didn’t work properly and the machine
often got so hot that chips would pop out of place. Apple told
customers to lift the system several inches above their desks and

apple drop it to reseat the chips.


Other problems included the fact that the machine was sold as
compatible with the Apple II, while in reality it was only partially
compatible. One of the design team, Randy Wigginton, puts the
Apple’s position as the only serious commercial competitor to
machine’s flaws down to a combination of ‘feature creep’ and the fact
Microsoft guarantees that every move the company makes is
that it was “designed by committee. Everybody had ideas about what
documented, and often distorted. Apple had, over the years, a few
the III should do… and all of them were included.”
models which failed to live up to sales expectations – the Apple
IIGS being a case in point, but there are other examples such as the Apple attempted to keep the
Newton PDA, the PowerMac G4 Cube and the Macintosh XL. These machine alive by beefing up the
computers are often portrayed in the press as failures, and while in memory to 256Kb and
most cases that’s an exaggeration, there is one particular machine fixing the case problems,
lurking in Apple’s Cupertino headquarters that the company would to no avail. The machine
prefer to forget. Introducing the Apple III… was quietly
Where as the IIGS was a successful product which failed to discontinued in
achieve all that it could have, the earlier Apple III was an September
unmitigated disaster. It was stillborn – a doomed machine from the 1985.
beginning. Launched in 1980 and priced around $5,000 with a
monitor, hard drive and printer, not only was the Apple III mind-
crunchingly expensive, it was made with none of the passion of the
Apple II or Macintosh. Instead it was designed to be a stop-gap was perhaps Apple's most
The ill-fated Apple III
many users wisely sticking
machine until Apple’s long-term projects – the Lisa and Macintosh – noticeable failure, with
the trusty old Appl e II
could be realised. with
In 1977 Apple had the microcomputer market almost entirely to
itself. No other manufacturer produced computers in anything other
than kit form. By 1980 Apple was facing stiff competition from other
computer manufacturers such as Atari, Tandy Radio Shack and
Commodore. Worse still, Apple knew that IBM was due to debut its
own machine the following year. The Apple II’s success was in part
>Web
due to one piece of software, Visicalc. This was the first ever
spreadsheet and it had become a killer application, guaranteeing
the Apple II a place in businesses the world over. Apple knew that
resources
IBM would pursue this market aggressively. As a result, the
company’s management pushed for the engineers to develop a new
machine, a kind of super Apple II which was more suited to
business applications.

Three's a crowd
Announced on May 19th, 1980, during the National Computer
Conference in Anaheim, California, the Apple III shipped in the autumn
of that year. It ran twice as fast as the Apple II and had 128Kb of
RAM – twice as much memory as the Apple II. The Apple III was the
first Apple computer to have a built-in floppy drive – a Shugart
5.25in floppy drive which could store 143Kb of data.
The machine was codenamed Sara, after Steve Jobs’ daughter,
and used a powerful operating system called SOS, standing for
Sara’s Operating System (later changed to Sophisticated Operating
System). SOS featured an advanced memory management system
and was device independent. The OS was the only thing to be www.sunrem.com
salvaged from the Apple III debacle, forming the basis of the Sun Remarketing in Utah, an Apple specialist, continues to stock
upgraded OS for the Apple II – ProDOS. Some parts of SOS as-new IIGS systems.
eventually made their way into the Lisa and Mac OS code bases. www.apple2.org.za/gswv/a2zine
The case design is probably the most noteworthy aspect of the GS Worldview – a quarterly online journal for Apple IIGS users.
Apple III, not only because it is unusually ugly by Apple’s The current issue includes a feature on how to fit a IIGS into a PC
standards, but because it is deeply flawed from an engineering tower case.
perspective. The entire US computer industry was waiting on new www.a2central.com
guidelines on electromagnetic radiation from the Federal A2 Central – the main Apple II online community, supporting all
Communications Commission, but Apple decided that it couldn’t wait variants of the Apple II range, including the hundreds of cloned
for the FCC, so the Apple III’s designer, Jerry Manock, decided to machines.
make the III ‘bulletproof’. Underneath the computer’s beige plastic http://store.syndicomm.com
case lay a cast aluminium chassis that shielded the computer from A2 Central Store – sells original Apple II software.
interference. The chassis, produced by a Toledo-based car parts www.juiced.gs
manufacturer, was so massive that it would pass the most stringent JuicedGS – the website of the last remaining printed Apple IIGS
emissions tests in the world. magazine.
Unfortunately, this was an expensive and unwieldy solution. Steve www.wap.org/about/a3dvd.html
Jobs had insisted that the machine should have no fan, so the The Apple III In Ten EZ Lessons. A DVD starring the Apple III.

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>Th e Ne xt
Dime ns io n
for
company responsible he
It was the xt adventures into t
bringing te ompany which for five
home, the cated the American es
years dominarts with classic gam ide
h
software c k and Hitchhiker's G u
such as Zorxy, and the company es
to the Galae face of falling saluct
which in thdiversifying its prod
gambled on ailed spectacularly.
range and fams chronicles the
Wayne Willise and fall of com
dramatic ri Fiction legends Info
Interactive
text adventure
, the famous first
Ma rc Blank lov ed Colossal Cave er by Don Woods.
ave Lebling and d to four years lat

D
wt he r an d adde riously
game written by
Willie Cro students were se
chus etts Ins titute of Technology) wr ite their own
sa to
The two MIT (Mas 77 they decided
. So ad dic ted in fact that in 19 .
addicted to the ga
me tural world
a better, more na
they could make
version, convinced

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all of whom committed money – virtual processor called Z-Machine.


ranging from $400 up to $2,000 And Z-Machine’s role was equally
– to buy their shares and get the straightforward. As well as
company off the ground. The compressing text (using 5.5 bits
founding members were: Tim per character instead of the usual
Anderson, Joel Berez, Marc Blank, 8) it would run the Zork
Mike Broos, Scott Cutler, Stu Implementation Language, or ZIL,
Galley, Dave Lebling, JCR an updated version of Lebling’s
Licklider, Chris Reeve and Al original Zork parser that the game
Vezza. The original board of would be written in. This meant
directors consisted of Lebling, each computer platform would
Vezza, Broos, Berez and Galley, simply need a one-off ZIP writing
although in November both for it; the games wouldn’t need
From left:
The Infocom board of directors as of November 1979. Lebling and Galley resigned from recoding from scratch. This was
Chris Reeve
Marc Blank, Joel Berez, Al Vezza, JCR Licklinder and the board and were replaced by something that would come in very
Lebling and Blank were part of a Wizard of Frobozz). Although they Blank and Licklider. Shortly after handy when the company later
set called the Dynamic Modelling made quick progress on designing Broos, who was president, also began producing a lot of games.
(DM) group within MIT’s the world and its famous story, it stepped down and Berez took Of course even all this
Laboratory for Computer Science, was to be another two years – over. No one worked full-time for foresight and inventiveness didn’t
although they weren’t majoring and after plenty of feedback from the company at this point; it was entirely solve the problem of
in computers – Lebling was fellow students who could log in a part-time project with everyone space – the other answer did
doing a degree in political and play the game six at a time keeping their day job or that. To get a 1Mb game on to a
science, while Blank was training via the university’s PDP-10 completing their studies. The 32Kb platform, huge chunks
to become a doctor. With fellow mainframe – before the game was company office was a PO Box. would have to be chopped out of
DM student Tim Anderson they finally finished. There was no The idea behind Infocom was it. Zork promptly became a game
began by creating a small four- commercial aim behind the to produce computer software. in three parts.
room world using a parser that creation of Zork; it was just a bit What kind of computer software
Lebling had written in MDL of fun. no one knew. Ideas such as Look who's
(Muddle), a programming databases, office programs and
Zorking
language created in the MIT labs Infocom is born medical software were all
as a successor for LISP. bandied about. Eventually Personal Software (later known as
Buoyed by the success of Al Vezza, professor at MIT, Anderson and Lebling suggested VisiCorp), publisher of the
their first foray into adventure- Assistant Director of LCS and the company retail Zork as it was Visicalc spreadsheet, agreed to
game writing they roped in a leader of the DM group, had for a already written and tested. That distribute Zork I for Infocom. In
fourth student, Bruce Daniels, while been interested in putting made a lot of sense to the rest of November 1980 the first version
and began work on what was together a company to make the board and so it was agreed of the game, for the PDP-11, hit
eventually to become Zork. (Zork, money from computer that Zork would become Infocom’s the shelves. It was followed just
incidentally, was a nonsense programming. Anderson, Lebling first official release. one month later by the first home
word used in the MIT labs in the and Blank were all keen to The initial problem the version, for the TRS-80. Bruce
1970s, as was Frob, a word that continue to work with one fledgling company faced was Daniels, now working for Apple,
was later used in Zork II: The another, so it seemed natural for how to get its massive 1Mb wrote a ZIP for the Apple II and
them to join forces. Another mainframe game to fit on to the that became the third format to
professor, JCR Licklider (known as 32Kb home machines. Thankfully be released.
Lick), who had raised funding for Berez and Blank had Although the game was
the LCS projects, was also independently come up with the moderately successful, selling
interested in being part of the first part of the answer – a 1,500 copies for the TRS-80 and
new venture. multiformat emulator known as 6,000 copies for the Apple II,
Infocom, a name chosen the Z-Machine Interpretive Infocom wasn’t too happy with
purely because of its Program, or ZIP for short. ZIP Personal Software’s commitment
Posing for a publicity shot. inoffensiveness to everyone, was would be different for each or how the game had been
From left to right, Marc Blank, officially founded on 22nd June machine it ran on but its aim marketed. The original box art,
Joel Berez and Al Vezza 1979 by 10 LCS members in total, would be the same – to run a with a moustachioed warrior

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stock. It then repackaged the


disks to reflect the true nature of
the game and in October 1981
started selling it itself. A month
later Zork I was joined on the
shelves by the inevitable Zork II,
and Marketing Manager Mort
Rosenthal joined the company,
which now had its first office in
Boston, Massachusetts. Berez and
Blank also became its first full-
time employees.
The two Zork games did very
well, and with $160,000 in sales
by the end of 1981, Infocom was
on the up. Two new games
followed: Blank, who loved
detective novels, wrote Deadline,
then came the third Zork
adventure. Steve Meretzky, who
would later go on to create many
of Infocom’s most famous games,
joined in November 1981 as a
tester on Deadline after the
existing one, Meretzky’s room-
mate Michael Dornbrook, went off
temporarily to the University of
Chicago’s business administration
programme. Dornbrook stayed
involved in Infocom however.
Noticing the number of letters the
company received from players
begging for help, he had
previously set up the Zork User
Group, a $2 per-hint service and
a newsletter known as the New
The Zork trilogy - enter a
Zork Times, and with his father’s
door to the next dimension
help continued to run it out of a
Milwaukee PO Box. books and pens, and luckily one
Dornbrook’s most famous of them was based nearby.
innovation was the idea of InvisiClues were sold through
InvisiClues – solutions to the bookshops and were a massive
games’ trickiest puzzles written in success, going on to make up
the game invisible ink which could be most of the top 10 in the
Personal Software's artwork for Zork I suggested
screenshot revealed using a special pen. computer book charts – until
was a hack-and-slash arcade adventure. But as the
shows, the actual game was rather more reserved
This was an idea that was (following complaints from other
suggested to Mike at a party by publishers) the chart compilers
hacking and slashing away, intended to just be a software a friend after he bemoaned the lumped them together as one
misrepresented the nature of Zork developer not a game publisher, problem of sending the same publication. At this point
which was all about clever decided it could market its own hints and solutions out time after InvisiClues simply maintained a
thinking and puzzle solving. products better and bought back time. Two manufacturers in the stranglehold on the number one
Infocom, which had always the remaining $32,000’s worth of US were capable of producing the position. Each game came with a

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>The
Implementor’s
Creed
Infocom’s game designers were affectionately known as ‘implementors’, or
Imps for short. Stu Galley, one of the company’s founding members,
circulated an internal memo which outlined the design challenges a
successful implementor needed to fulfil. It was entitled The Implementor’s 's
Can't get the Babel fish? You'll be needing Infocom
Creed, and read as follows: InvisiClues booklet then

I create fictional worlds. I create experiences. was also jealous of the real money
being made by business software
I am exploring a new medium for telling stories.
developers. Infocom’s adventures
My readers should become immersed in the story and sold for under $50 dollars each,
forget where they are. They should forget about the while business programs went for
keyboard and the screen, forget everything but the around 10 times that amount. In
experience. My goal is to make the computer invisible. particular Infocom was envious of
Lotus Development which had
I want as many people as possible to share these
experiences. I want a broad range of fictional worlds, been created by some friends
and a broad range of 'reading levels'. I can from MIT (and Mitch Kapor, the
categorize our past works and discover where the range man who had distributed Zork I
needs filling in. I should also seek to expand the for Infocom at Personal Software).
categories to reach every popular taste.
Many people within Infocom felt
In each of my works, I share a vision with the reader. the company should be looking
Only I know exactly what the vision is, so only I can to diversify, and so in October
make the final decisions about content and style. But 1982 a new business division
I must seriously consider comments and suggestions from was created.
any source, in the hope that they will make the
This decision wasn’t all that
sharing better.
coupon that allowed the player to strange, given that Infocom’s
I know what an artist means by saying, “I hope I can buy an InvisiClue booklet and a original raison d’etre had been to
finish this work before I ruin it.” Each work-in- complete map for $4.95 (at cost). produce general software. Some
progress reaches a point of diminishing returns, where If you didn’t have the coupon, of the older members of the
any change is as likely to make it worse as to make it perhaps because you’d pirated company, Vezza in particular,
better. My goal is to nurture each work to that point.
And to make my best estimate of when it will reach the software for example, it were a little uncomfortable with
that point. would cost you $8.95. By 1983, running a firm that only made
when the Zork User Group was games; they wanted to do
I can’t create quality work by myself. I rely on other finally absorbed into Infocom, it something slightly more serious.
implementors to help me both with technical wizardry had over 20,000 members. They also felt that Infocom’s
and with overcoming the limitations of the medium. I
rely on testers to tell me both how to communicate my current success was a bubble
vision better and where the rough edges of the work A fateful decision that wouldn’t last forever, and
need polishing. I rely on marketers and salespeople to that they needed to branch out in
help me share my vision with more readers. I rely on On New Year’s Day 1982 the order to continue to grow. It was
others to handle administrative details so I can company moved to another office a commercial decision that made
concentrate on the vision.
in Cambridge, Massachusetts. a lot of sense.
None of my goals is easy. But all are worth hard work. Encouraged as the board was by Brian Berkowitz and Richard
Let no one doubt my dedication to my art. the huge success of its games, it Ilson, who had worked together

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of the Infocom's early ads poked fun at the simple graphic


Issue one of the New Zork Times, the newsletter s
available on home computers
Zork User Group

in an LCS group called Project game followed. All names that Simulator. By the end of 1983 discussions on the game, both
MAC on the same floor as the DM adventure fans will be more than Infocom’s annual sales totalled face-to-face and electronically.
group at MIT, were thinking of familiar with: Suspended, The more than $6 million. Hitchhiker’s was produced
building a relational database Witness, Planetfall (Steve 1984 saw Infocom’s most with the two authors working
and took the idea to Infocom Meretzky’s first game), Infidel, famous success. Hitchhiker’s remotely – Steve in
because they knew the people and Enchanter (developed with Guide to the Galaxy creator Massachusetts, Douglas in
there. This coincided with the working title Zork IV). Every Douglas Adams was a big fan of London – on two DEC System 20s
Infocom’s wish to do something game was a massive hit, selling the company’s work, having been (the computer all Infocom’s
different, and so it looked like upwards of 100,000 copies each. introduced to its adventures with adventures were written on at the
fate. The first product from this Adverts at the time proclaimed Suspended. He was keen to have time) hooked up over the Dialcom
new venture was swiftly “Infocom – The Next Dimension”, his books turned into a game and network. The game came out in
announced – a relational and the games clogged up the knew Infocom was the company 1984 and was the company’s
database called Cornerstone. To sales charts. By the end of 1983 to do it. Meretzky was assigned biggest success since Zork. A
help Infocom’s transition to a all of the company’s games were the job of working with Adams sequel was discussed, planned
producer of serious software, in the top 40 Softsel chart, and because of his experience in the and even tentatively started a few
Berez became Chief Operating the three-year-old Zork I was still sci-fi genre (Planetfall having years later, but the sales from
Officer and Vezza took over as at the very top ahead of the likes garnered plenty of best game Bureaucracy, Adams’ only other
Chief Executive Officer. of Lode Runner, Zaxxon, Frogger, awards in 83/84) and the two got Infocom game, were poorer than
In the meantime, game after Ultima III and Microsoft Flight together for numerous hoped so the idea was shelved.

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>What’s in
Running into
trouble

the box?
By the end of 1984, when the
firm moved to new and very
expensive premises at 125
Cambridge Park Drive, Infocom’s
One thing that always stood out about Infocom games was their annual sales were up to $10
packaging, or rather the extras that came with every game. The first million. Development on the
game to include these increasingly costly Cornerstone
elements was Deadline. A lack was continuing and by now the
of space meant there wasn’t increase in programmers,
room to feature all the items in marketing and admin staff had
the game, so Marc Blank brought Infocom’s number of
asked Infocom’s new employees up to 100.
advertising agency Infocom sought outside
Giardini/Russel to make them Venture Capital funding, but its
up as physical objects and mix of games and planned
include them in box as business software found few
additional extras. Buyers of takers. Gulf and Western,
the game were surprised to owners of Simon and Schuster,
not only receive the disks and offered $20 million for the
manual in the box but also entire games side of the
photos, interrogation reports, company, but the offer was
lab analysis, and some pills rejected. In the end Infocom
“found near to the body”. It only managed to secure
was inspired and quickly $500,000, but remained
became a signature of the Infocom games, as well as helping to confident that its database Following the success of the Zork
trilogy, many of Infocom's later
thwart piracy. could be funded by the future
games sold in great numbers
Over the years that followed the extras became more and more revenue from its games sales.
outlandish. Among the items included in the Hitchhiker’s game was After a long time in
a pair of Joo Janta 200 Super Chromatic Peril-Sensitive Sunglasses, development the $495 program
a microscopic space fleet, a ‘Don’t Panic’ badge, and some finally debuted in 1985 to rave
bellybutton fluf f. There was a glow-in-the-dark stone inside the reviews. Cornerstone was ahead
Wishbringer box, a matchbook with The Witness, a scratch-and-snif f of its time with plenty of well-
card with Leather Goddesses of Phobos, a Flathead Calendar 883 thought-out and innovative
with Zork Zero, and postcards with Planetfall. Everyone has their features. It had friendly menus,
own favourites. users could add descriptions to
By the time Infocom brought the packaging creation in-house in files and fields and it would only
1984 the company was spending around $60,000 per game on it. allow you to enter the correct
information (only company names
in the company field for example).
It was able to autocorrect spelling
errors, multivalue and variable
length fields were supported, and
it was compatible with all the
other databases of the day,
including Lotus 123, dBase II, and
Symphony. In keeping with
Deadline came with a small packet of pills,
while Infocom’s more famous products it
Hitchhiker's came with several bizarre items also supported parsing and could
including bellybutton fluff! recognise friendly date statements

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>Play online
adventure market had begun to Redundancies were
die. Graphical adventures, on the unavoidable. However, the losses
next generation of computers were so great the business
like the Amiga and Atari, were division was forced to close
http://jump.to/infocom rapidly becoming the way down entirely. In an attempt to
Martin Pot’s site offers a good selection of games playable via a Java applet forward. Infocom’s 1985 annual resurrect Cornerstone and at
sales totalled $10 million, the least get back some of the
https://www.thcnet.net/error same as the year before, but outlay, the software’s price was
THCNET gives you a playable version of Zork instead of an error message way below its projected revenue dropped to $99.95, with little
of $12 million plus. success. It was a serious blow to
www.bbc.co.uk/radio4/hitchhikers/game.shtml Infocom and Al Vezza who had
been convinced the company
You can play the 20th anniversary edition of Hitchhiker’s at the BBC’s
could “out-Lotus, Lotus”.
Radio 4 website

Activision
such as ‘Next Monday’. It also Also, by 1985 the PC was
fitted comfortably onto a single becoming the dominant On 13th June 1986, Infocom, by
floppy disk. computer platform. now down to 40 employees
Unfortunately, for all its Cornerstone’s use of a virtual (many of whom had taken pay
pluses, Cornerstone also had machine to make it platform cuts to keep the company
problems. Unlike dBase II, it independent (like the adventure afloat), was purchased by
wasn’t programmable – you had games) meant it ran slowly, Activision for $7.5 million. At
to use the built-in functions. especially when handling first many believed this to be a
larger databases. good thing. It meant the
The software went on to sell company could continue at least.
well, clocking up 10,000 sales
in its first year. Unfortunately,
the cost of producing it – $2.5
million – coupled with the fact
that it brought in $1.8 million in
sales, rather than the projected
$4.7 gross profit, made it an
expensive failure. This alone
probably wouldn’t have killed
off Infocom, but the company’s
games were also not doing as
well as previously. The text

people Beyond Zork broke with tradition, offering graphics


A demo version of Cornerstone was produced to show . Sort of.
You got a little map at least
how easy it was to use

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packed with full-colour VGA remaining 26 staff and move to


delights, including graphical the company’s headquarters in
games and puzzles. Silicon Valley. With just five of
Unfortunately, these concessions the remaining Infocom staff
to changing public tastes weren’t members prepared to make the
enough to save the company, and move, the truth was undeniable.
in May 1989 Activision forced Infocom, as we knew and loved
Infocom to lay off 15 of its it, was dead.

a multiplayer
Fooblitzky was something different for Infocom,
board game in which you played as a dog

Unfortunately for Infocom, six graphics into its games for the
months after the takeover first time. Fooblitzky, a multiplayer
Activision’s CEO Jim Levy was board game in which four players
replaced by Bruce Davis. Davis (as dogs) competed against one
had been against the takeover another in a race to collect the
from the start and set out to correct four objects, was the first
make life as difficult, and costly, of these. It had graphics, but they
for the new acquisition as were two-colour and poorly drawn.
possible. Infocom’s games now had The game unsurprisingly flopped.
a much shorter shelf life and the In 1987 the company released
company was expected to produce Brian Moriarty’s Beyond Zork, its
eight of them a year, rather than the first game with a graphical user
usual four or five, but with no extra interface (of sorts), including a
staff. Sales fell to around 10,000 map, a separate window for the
copies per game. inventory items and various RPG-
In 1986 Infocom bowed down style additions. A year later Steve adventure
Playing the Tower of Bozbar in Zork Zero, an Infocom
to public pressure and introduced Meretzky’s Zork Zero came out with full-blown graphics

**38**
RETRO10 Infocom 03/11/2004 10:22 PM Page 39

>Adventure >Steve
timeline Meretzky
interview
November 1980
November 1981
Zork I (Dave Lebling/Marc Blank)
Zork II (Dave Lebling/Marc Blank)
April 1982 Deadline (Marc Blank)
September 1982 Zork III (Dave Lebling/Marc Blank)
and Starcross (Dave Lebling) RG: What is your favourite
March 1983 Suspended (Mike Berlyn) memory of working at Infocom?
June 1983 The Witness (Stu Galley)
August 1983 Planetfall (Steve Meretzky) SM: There are just so many – it
September 1983 Enchanter (Dave Lebling/Marc Blank) was such a young, fun group of
November 1983 Infidel (Mike Berlyn) people and we were more like a
March 1984 Sorcerer (Steve Meretzky)
big extended family than a
June 1984 Seastalker (Stu Galley/Jim Lawrence)
company. A lot of my favourite
September 1984 Cutthroats (Mike Berlyn/Jerry Wolper)
October 1984 Hitchhiker’s Guide to the Galaxy memories revolve around
(Steve Meretzky/Douglas Adams) parties. We had beer every
November 1984 Suspect (Dave Lebling) Friday at 5pm, but often these
June 1985 Wishbringer (Brian Moriarty) would be expanded to fully
September 1985 A Mind Forever Voyaging (Steve Meretzky) fledged parties or some sort of
October 1985 Spellbreaker (Dave Lebling) unique festivity. For instance,
February 1986 Ballyhoo (Jeff O’Neill) the time we put on a mock trial
June 1986 Trinity (Brian Moriarty)
Infocom’s most famous Imp, now of Hollywood Dave for killing all
September 1986 Leather Goddesses of Phobos (Steve Meretzky)
October 1986 Moonmist (Stu Galley/Jim Lawrence) principal game designer at the goldfish in the fish pond (in
November 1986 Enchanter Trilogy online-gaming portal an attempt to clean the pond).
January 1987 Zork Trilogy and Hollywood Hijinx WorldWinner.com, talked to us Or the time we had a graduation
(Dave Anderson/Liz Cyr-Jones) about his memories of the great ceremony for our CEO, Al Vezza,
March 1987 Bureaucracy (Douglas Adams and “The Staff of Infocom”) company and what it was like after he attended a weeklong
June 1987 Stationfall (Steve Meretzky) and The Lurking Horror working with Douglas Adams. ‘CEO School’. Or the Halloween
(Dave Lebling) party where we put on an
September 1987 Nord and Bert Couldn’t Make Head or Tail of It
Retro Gamer: How did you get ‘interactive play’, with audience
(Jeff O’Neill) and Plundered Hearts (Amy Briggs)
October 1987 Beyond Zork (Brian Moriarty) involved with Infocom? members shouting parser-like
November 1987 Border Zone (Marc Blank) instructions to the cast.
December 1987 Solid Gold: Hitchhiker’s Guide to the Galaxy and Zork I Steve Meretzky: I already knew Another fun thing we often
January 1988 Sherlock – Riddle of the Crown Jewels (Bob Bates) several of the founders, Marc did at these Friday parties was
March 1988 Lane Mastodon vs. the Blubbermen Blank and Joel Berez. We were all to hold Infocom versions of TV
(Steve Meretzky/Tom Snyder Productions) involved with the film program at game shows, such as the 20,000
and Gamma Force (Amy Briggs/Tom Snyder Productions) MIT. I was also rooming with Zorkmid Pyramid. And for a
April 1988 ZorkQuest I (Elisabeth Langosy/
Mike Dornbrook, who was period of several months, the
Tom Snyder Productions)
July 1988 Solid Gold: Leather Goddesses of Phobos Infocom’s first (and, at the time, Friday parties included hermit
and Planetfall only) game tester. When he left crab races, complete with pari-
Augut 1988 ZorkQuest II (Elisabeth Langosy/ town to attend business school in mutuel betting [where the
Tom Snyder Productions) Chicago, Marc asked me if I’d like gambler bets against other
September 1988 Solid Gold: Wishbringer and Quarterstaff to replace him as Infocom’s gamblers, not the house].
(Scott Schmitz and Ken Updike) playtester. I tested Deadline, Zork There were also incredible
October 1988 Zork Zero (Steve Meretzky) III, and Starcross, and then Marc parties that the company would
November 1988 BattleTech (Westwood Associates) throw for the press at trade
offered me the chance to become
March 1989 Shogun (Dave Lebling based on the
a game writer (‘implementor’, in shows, such as the Bring Your
James Clavell book) and Journey (Marc Blank)
June 1989 Arthur (Bob Bates) Infocom parlance). Own Brain party at the Field>>>

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about half my time testing. So constraints on the design RG: What was he like?
even though I started writing the process.
game in September of 1982, it Sometimes one element of SM: The best way to describe
didn’t really start coming the design – the storyline, the Douglas is that he was the ideal
together until perhaps early geography, the puzzles, the dinner companion. He could
spring of ‘83. But I quickly humour, the package elements – speak intelligently and with wit
learned that writing games was would be dominant and would about almost any topic under the
even more fun than testing them. be developed first, with the sun. Unfortunately, as a
other elements then formed collaborator, he suffered from the
Steve Meretzky and Betty Rock
at Infocom's Halloween party
RG: Were you surprised by around that. But other times fact that he was the world’s worst
people’s emotional response to they would all be fairly equal procrastinator! I had to practically
Museum in Chicago, where we Floyd’s death? and would evolve in parallel. camp out on his doorstep in
sent invitees on a scavenger England to get him to finish his
hunt through the museum for SM: I wasn’t surprised that RG: How did you come to work stuff for the game. Otherwise,
prizes. Or another party at the people had an emotional with Douglas Adams? working with him was great. He
Field Museum, where we hired response; I wrote that scene to had such a different perspective
the Second City cast to create create one. But I was certainly SM: Douglas was an Infocom on things, and came up with
skits promoting Stationfall and surprised by the magnitude of player and fan, and so when puzzles and scenes that I’d never
The Lurking Horror. Or the party the response. And by the fact he, his agent and his publisher have thought of in a million years
at Elvis Presley’s former mansion that people are still asking began discussing the subject of on my own – having the game lie
in Las Vegas, with the Murder- about it, 20 years later! a computer-game adaptation of to you, or using a parser failure
To-Go mystery troupe staging a Hitchhiker’s Guide, he was as the words which fell through a
killing to promote our latest RG: What was the game design adamant that it be with wormhole in the universe and
game, Suspect. process like in general? Infocom. Marc Blank suggested started an interstellar war, or
Another great memory is the that I collaborate on the game having an object like “no tea”.
pre-Christmas season when our SM: It varied a lot from game to with Douglas, partly due to
orders were running far ahead of game. If a game was a sequel – fortunate timing (I had just RG: How did the infamous Babel
the production facility’s ability to such as my second game, completed Sorcerer), partly fish puzzle originate?
assemble the game boxes. So Sorcerer – it was necessary to because many people had
employees signed up for follow the content and style of found Planetfall to be SM: The basic idea was by
Saturday and Sunday shifts to the previous game or games. In reminiscent of the humour of Douglas, and I added some
keep the assembly lines running, that case, where Sorcerer was the Hitchhiker’s Guide, and partly refinements (like the Upper-Half-
operating labelling machines, fifth game in the sequence, after because I was the only Of-The-Room Cleaning Robot).
shrinkwrapping machines, etc. It the Zork Trilogy and Enchanter, implementor who was as tall More interesting is how close the
was a great example of the there was a huge amount of as Douglas. puzzle came to being removed
whole company pulling together world background and history to
but also having a fun time. be consistent with, so I spent a
But certainly the best memory long time combing through the
I have is meeting the lovely Betty code for those four games,
Rock, who worked in the sales compiling a detailed database of
department at Infocom and who Zork lore. (I continued to maintain
will join me in celebrating our that database through
19th anniversary in a few days! subsequent games, and ended up
including it within a game – Zork
RG: Congratulations! Tell us about Zero in 1988 – as referenced
Planetfall. What was it like through a copy of the
designing your first game? Encyclopedia Frobozzica.)
If a game was an adaptation
SM: Slow at first, as I had to of material from another
learn a new programming medium, as in the case of The
with Don't
language (ZIL). Also, at the Hitchhiker’s Guide to the Galaxy, Master Imp Steve Meretzky at a trade show complete
beginning, I was still spending that also brought a series of Panic badge and wife-to-be

**40**
RETRO10 Infocom 03/11/2004 10:22 PM Page 41

Friday night A Mind Forever Voyaging won awards and proved that
The 20,000 Zorkmid Pyramid game - just another it was
possible to make socially aware adult games
party at Infocom

from the game; most of Infocom’s RG: What are your memories of so original and different. Of my
testing group thought it was too working on the Hitchhiker’s game? own games, my favourite would be
hard. I was going into a meeting A Mind Forever Voyaging, because
with them just as Douglas was SM: Around May of 1984, with the it was my largest, most serious,
leaving for the airport at the end game just a few weeks away from and most socially relevant work,
of his final trip to Infocom, and I its deadline for the start of alpha and because I feel it showed that
asked him, “What should I tell testing, and about half the game computer games could be more
them about the Babel fish still undesigned, I went over to than an adolescent pastime, but
puzzle?” He said, “What should England. Douglas was not only could instead be used to explore
you tell them? Tell them to fuck procrastinating on the game, he Big Issues. Except perhaps for
off!” So the puzzle stayed… and was also procrastinating on the Floyd’s death, it’s the game of
its very hardness became a cult fourth Hitchhiker’s book, So Long mine that seems to have touched
thing. Infocom even sold T-shirts and Thanks For All the Fish. His people most deeply. of irony that I watched Cameron’s
that said “I got the Babel fish!” agent had sent him to a country movie become the highest
inn in western England, far from RG: Were there any games that grossing film in history.
the distractions of London life. never got finished? (You were
That’s where I went, with working on a Titanic game that got RG: Have you ever had the
instructions to camp out on his cancelled we believe?) inclination to write another text
doorstep until the game design adventure? (Such as Leather
was done. We spent four days at SM: Not many during Infocom Goddesses 3 or Planetfall 2: The
this really pleasant inn, a former days, but many since then. I Search for Floyd?)
baronial mansion, sipping never really started the Titanic
expensive wines and designing the game at Infocom, although it SM: Actually, I wrote a design
game. How can life get any better probably would have been my for a new Planetfall game for
than that? next game after Zork Zero if Activision back in 1993 and
Activision hadn’t shut Infocom 1994. It asked for rewrite after
RG: What is your favourite Infocom down at that point. I tried selling rewrite, and finally just killed
game? the Titanic idea numerous times the game. Every couple of years,
during post-Infocom days, in I hear a rumour that they’re
SM: My favourite Infocom game particular when I had my own going to revive it. But I would
has always been Dave Lebling’s development studio (Boffo like to write a text adventure at
The advert for Steve's Leather
Starcross, but I also love Jeff Games), but was told over and some point when I have some
Goddesses of Phobos was O’Neill’s Nord and Bert Couldn’t over that “no one’s interested in time… Perhaps after the kids go
suitably tongue-in-cheek Make Head or Tail of It for being the Titanic”. So it was with a bit to college… ✺✯*

**41**
Untitled-1 1 1/9/06 12:55:47
RETRO10 Desert Island Discs 03/11/2004 10:02 PM Page 43

is
i s m o n t h ' s castaway elsh
Th member of
W
Mystikal, eckin' crew Goldie
hip-hop wr in. Paul Drury met
Lookin Cha m backstage at
>WHO? u p w i t h h in t N o t t i n g h a m R o c k
their rece .
City gig..
Mystikal,
aka The Druid,
part of the GLC
collective

**43**
RETRO10 Desert Island Discs 03/11/2004 10:03 PM Page 44

❙❋❙P✄❍❇N❋❙* | FEATURE:PROFILE | DESERT ISLAND DISKS |

great year. It
loa din g screen, “1983 was a fucking
greete d by a C64 sy started
rapper and not an eig
hties’ coding message was the year that Egg
win g mid dle - wit h the scr olli ng wit h Stu dio
I’m used to intervie legend, then you’ve obv
iously not ole experimenting
mm ers , not pop sta rs rec ent “Cr ack ed by Mystikal”. The wh 60. The sta rt of The
aged progra heard Goldie Lookin Cha
in’s sented Recorder
age . I fee l I sho uld raise f Ma chi ne’ , a fro nt end of the site is pre Ma ste rpl an. A lot of the ideas we
bac kst single ‘Half Man, Hal t,
to go as an old arcade cabine use nowadays were bor
n of that
my game and decide ten der ode to the joy of h fag bur ns and
h the que stio n tha t m. com ple te wit .” I wo nde r wh at
straight in wit ctru golden era
ich is inte rfacing with your Spe scr aw led obs cen itie s. You have to s of tha t year.
really matters… So, wh “Binatone, Spectrum,
Pac-Man, Mystikal remember
ctru m or the C64 ? g, pla y Pon g to enter the mobile- tree s, wre cki ng go-
better, the Spe Commodore/ ZX81, Don
key Kon highlight “Climbing
“Ah, a long-debated iss
ue in
it opens, phone section and the kar ts, being amazed
at the
fuc kin g hig h sco re” ‘Ro ll a Rem edy ’
cla ssr oom s. has to be the bec ues , and as the
the playgrounds and before building up to
the concept of bar
stik al stro kes his oth er gam e, wh ich involves hitting Z ner of a BB C Micro,
Mmm…” My like proud ow
sta rts weighing immortal line “I’m not and X repeatedly (à la
Track and
ssi cs as Liberator,
goa tee bea rd and see or you pla yin g suc h cla
Speccy – people you might Field) to increase you
r skinning- s arcade
up the evidence. “The mig ht kno w/ I made love to a BB
C Killer Gorilla and variou
fou r col our s, gar ish , but up spe ed.
rubber key s, retr o, rip-of fs.”
in the early Micro”. We’re all into “There’s lots more retr
o have
par ticularly noticeable t’s tak ing it to a new level. the site , I’m surprised – I would
em -up s. The tha con ten t pla nne d for 32 wo uld have
beat-em- and sho ot- thought a Dra gon
nd, If you need any more we ’re kee pin g und er wraps
e? “Na h, but
sou which been more appropriat
Commodore 64 – nice justification for the ban
d’s
kin Chain-based
wa s loa din g. – Gol die Loo we re som e Dra gon
especially when it inclusion in Retro Gam
er, then I knew there
go for the ZX, pur ely con cep ts translated through the wh o’d gat her in hus hed
I’m going to bsite owner s
enough for head over to their we medium of retro games
in our d, trying
because it was small w
(w w w . y o u k n o wsit.co.uk ), where rem acy .” corners of the playgroun
the Pen tag on and que st for We b sup con tac t.” Bei ng a
you to hack into er ‘low-te c’ to avoid eye
s the orig inal you get to choose eith no eas y ride when
the coo l thin g wa the site , BB C use r wa s
or ‘hi-tec’ versions of
model had a command
in that
wit h the for mer being “suitable You knows it it came to swapping
pirated
pow er out put and rkin g sch ool : “Th e best shit
changed the for old-skool Chainhead
s wo
“19 83. You games at
As the site say s: al software
you could melt it.” on BBC Micros, C64s
or ZX e year for we got was education
tha t arg um ent kno ws it.” A vin tag wa nk. Tho ugh there
So that’s settled Spectrums”. Select the
hi-tec – all fucking
wo nde ring wh y this gam ing and a crucial one for GLC:
then. If you ’re ’re
Welsh version though, and you
month’s castaway is a

e
n of the GLC websit
The 'hi-tec' versio ten t
of ret ro con
features all manner

**44**
RETRO10 Desert Island Discs 03/11/2004 10:03 PM Page 45

sense to use
You knows it makes
a fis h-e ye len s

e gam e
abo ut an old sub ma rin
and hav ing to battle through Ser vic e.
But the n the re we re
alw ays recommends cal led Sile nt
ere you had them. He par ticularly Clearly, the band play
was one good one wh the arc ade s: “I firs t pla yed My stik al
sho ot pol ar bea rs, something the loc al the Turrican episode. tog ether, stay together, and
have
to Spa ce Inv ade rs in r, that though the is in
bar s of not es, how eve tou r bus wh ich
about sur vival and ppy , but not till 198 1. It wa s frie nds who a PS2 on the
crap too . I’d chi band we re chi ldh ood got hea vily
chocolate… no, it was ind the constant use. “We’ve
and play Wa les – we we re beh all loved games, it wa
sn’t a case
2005. It’s got
go to my mate’s house tim es. The bes t pla ce wa s Bar ry
heated into Tig er Wo ods
tRun on his of getting together for fucking disturbing – cus
tomising
stuff like Dizzy and Ou Isla nd. All the bes t 10p ma chi
nes
ns:
I ing ses sio uits and
Amstrad. That was bef
ore oCo p, gam our golfers with tracks
– Dou ble Dra gon , Rob “No ne of us we re pos h the y loo k like
discovered Elite.” y’re stil l headbands so
ams of 194 2… And I thi nk the eno ugh to ow n con sol
es bac k of TK
Mystikal did harbour dre re. The y nev er ren ova te
aus e now we they’ve just stepped out
fon dly the n. It’s we ird , bec a fav our ite,
creating games himsel
f, n if the Maxxx. Vice City is
der ma nua l any thi ng in Wa les . Eve do all pla y gam es tog eth er. a virt ual ma n’s head
recalling the ring -bin too. Blowin g
ked som eon e die s on one of the con que rin g Ath ens 200 4,
ugh we
: “It loo We’re off is ver y relaxing, tho
that came with his BBC slid es, the y jus t say
‘Ye ah, all t Tra ck and
ught I’d crack get tin g bac k int o tha don’t call it Vice City
anymore. It’s
the bollocks and I tho fixe d now’ and the nex t vic tim
elli tes in spa ce. Two nt Fie ld thi ng. ” My stik al sta rts as Dri ve Nic e 3. You might
it and have sat Hu known
o aw aits .” On e for an Arc ade me rin g the tab le wit h his n and you’ve
pages in… fucked.” He
als the ham be fucked in a missio
-co mm on fea ture per hap s, bef ore ind ex fing er, wh ich att rac ts the you r car in pristine
suf fered the all-too col lec tor s, or the Hea
lth and d. got to keep
spe ndi ng hou rs typing it. att ent ion of the res t of the ban on. ‘Ea sy now Egg sy, drive
indignity of Exe cut ive , bea t us to wit h his conditi
ma gaz ine s, Saf ety Bil ly We bb reg ale s us ’re abo ut to get
in game listings from Games have always bee
n a big nice.’ So when you
er to wo rk, or at cur ren t lap tim es on Sup er Ma rio for a bou t of game
only for them nev admits comfor tab le
par t of Mystikal’s life. He Kar t (he ’s goo d), Ada m Hu ssa in
in nic e’.”
best leave you bitterly when he playing, we say ‘Get
em ber one to buying C&VG even and Mik e Bal ls dec lare the ir lov e r spe cia list ter m
disappointed: “I rem and And so anothe
goi ng to be my didn’t own a computer of foo ty gam es, 2Hats ma kes
me
glo ssa ry, along
that I though t wa s Eagle’s com ic enters the GLC
eulogises about The pro mis e to loo k out
for a Tro n mando and
own personalised, hig
hly
p ‘Co mp ute r Warrior’, which , and eve n the ir with Clart, Valley Com
Inv ade rs. It stri han dhe ld for him h.
customisable Spa ce ng sucked Lliswerry Tas
I get one involved the hero bei tou r ma nag er sta rts
rem inis cin g
wasn’t. Three hours and into pop ula r gam es of the time
the screen.”
invader walking across

**45**
RETRO10 Desert Island Discs 03/11/2004 10:04 PM Page 46

❙❋❙P✄❍❇N❋❙* | FEATURE:PROFILE | DESERT ISLAND DISKS |

so fucked
ndane lives old. Still works if you’re
them off from their mu you don’t kno w wh eth er to piss or
big sho ut out to Jeff. Sadly es and girlfriends.
Goldie Lookin and nag gin g wiv er does
ugh , I wo uld lov e to meet Ian es, ma n will shit yourself. Cheap cid
eno Until that time com to peo ple , ma n.”
id Braben. I know ultimate strange things
Ga me Bel l and Dav
e fall ing out always be loo kin g for the
Jus t Say No, kid s. To end on a
they’ve had a ma ssiv
single virtual fix.” out a Ret ro
The chances of the new ded into natural high, I pull
over Elite and it’s descen And on the subject of
fixes, I top and
‘Your Mother’s Got a Pen is’
end wit h lawsuits against eac
h
e exp ert advice Gamer Spectrum hooded
version of leg decide to get som yin g Ma nic Miner
appearing in the next er. You kno w, it’s qui te a e two of thr ust a GB A pla
slim, so I ask oth on how best to combin into Mystikal’s hands.
He expresses
Dancing Stage seems rom ant ic not ion, the whole idea of lov es – gam es and
– The Mystikal’s gre at h the medium of
Mystikal to describe GLC bed roo m programmers. Back
in the
you ’re can ed you his thanks thr oug
be set drugs. “W hen mo delling
Videogame. “It’d probab
ly te inlays swearing and is soon
’d have to day, you’d see on casset want to go for someth
ing like Drive
dee ply eng rossed
on a tour bus and you stu ff like ‘If you are a pro gra mm er,
e kin d of retro the hoodie and
would be an Nice 3 or som s ma ste rpiece.
escape our clutches. It ple ase send your games
in’. I love
get peo ple in Ma tthe w Sm ith’
rtin g pila tion , to I disappear
amalgamation of genres
, sta eone having com “I’ve got to stop before
’d type GET the whole thing of som reminiscing about their
childhood.
rld, ” he says, and
as a text adventure. You an ide a and ma kin g a gam e. The y
of tho se early into a virtual wo
EYES and Or maybe one the rest of the
OUT OF BED and OPEN pro bably got £25 for it and
were
o dis cs, with wit h tha t, he and
cal ySt atio n dem e pre-gig
there’d be a whole gra
phi Pla band head off for som
ething ripped off, mind.” Dolphins and structures
… all a bit ma y or may not
interface. We’d call it som Des pite being a dedicated e. The Eye Toy with preparatio n, wh ich
port’.” Jean Mic hel Jarr
like ‘Escape from New oga me r, My stikal has dabbled goo d too. involve Athens 2004.
r if he’s retr that karate game is out one
Being Welsh, I wonde x Live and has some you want As he leaves, I throw
o in Xbo When on che ap cid er ich gam e
ever met Jeff Minter, wh inte resting theories on the
future
ple , so that if you last que stio n: wh
on his eth ing sim e with you
incidentally has the tag
line k anyone’s som character would you tak
for the of gaming: “I don’t thin fuck up if doesn’t matter
. Crash “Mario –
forum posts of ‘Reach wil l be com ple te unt il the y can
ligh ts and shit to your desert island?
k’, wh ich life Bandic oot – brig ht of mu shrooms.”
Wavebird. Safe as Fuc env elo p the ms elv es in a full l like a six year he’ d hav e loa ds
c. “Yeah, the going on – you fee
paraphrases a GLC lyri sen sor y exp erie nce that shuts
t him but
twisted bloke. Never me

otin g
ly, prom
on recent
st re et s of Lond va li er '
on the 'Cha
The band out the
. Check
ei r ne w single
th

**46**
RETRO10 Desert Island Discs 03/11/2004 10:06 PM Page 47

Operation Wolf
Elite Tatio
king forward to at a mo
torway service
Acornsoft The only thing worth loo t of automatic
on one spool of tape was
in itself a at the time with any sor
To fit an entire universe station. The only game
, beautifully crafted and it
colossal task. It was mo
re than perfect weapon. Easy doors.
together, yet it’s
t and sellotape held it
was simple. I mean shi
ever.
one of the best games

Star Glider
Burger Time Argonaut l into it before
iting at the start. Got wel
Interceptor Software Like Elite, but more exc
eggs and
pepper being chased by Elite took over.
A little chef armed with
Safe as fuck.
sausages. Wicked man.

GTA: Vice City


rt
Super Mario Ka Rockstar misadventure.
violence, adventure and
Nintendo A game unparalleled in a nation’s grief’ and
on the race track eogames – source of
layer game ever, either People say ‘violent vid – the police
Possibly the best multip o worked on the ches you the consequen
ces
w some Cardiff boys wh I say yeah, but this tea
or in battle mode. I kne bla nch e to scream admittedly you can then run the
Nintendo helpline, which
gave them car te come after you. Though
s, and the y too k it to a whole
obscenities down the pho
ne to kid fuckers over.
pus h peo ple over the
ncing technique to
different level – the bou still play it a lot.
. The ban d
edges, fucking everything

OutRun
a
Legend of Zeld US Gold cassettes, one
Amstrad. Came with two
Played it on my mate’s ndt k on. If you
rac
Nintendo Once released, the other with the sou
minds of a generation. with the game on and the surf.
Captured the hearts and bably see it you could drive through
out the house. You ’ll pro got bored on the road,
people just wouldn’t go s and restaurants
reas – all pubs, club Fucking brilliant.
again with GTA: San And
totally devoid of men.

**47**
RETRO10 Last Ninja 03/11/2004 9:35 PM Page 48

❙❋❙P✄❍❇N❋❙* | FEATURE:SOFTWARE | WAY OF THE NINJA |

**48**
RETRO10 Last Ninja 03/11/2004 9:35 PM Page 49

of the
>Way
Ninja ed a game that . The
would
e m 3 releas h t
In 1987, Syst d alig
C omm od or e 64 gaming worlt-em-up
set the bea
t Ni nj a mi xe d traditionalameplay, and was
Las g
uzzle-solvingric) 3D. Sequels,
action with p ulous (isomet, and now a new
viewed in fab mixes followed r the PlayStation 2.
ort s an d re
p development fo ays
version is in mind, Shaun Bebbington l
With that inassic series
into this cl d in releasing ga
mes
ste
3 was only intere oriental
forgiven for thinking that System me s were based around an
ou’d be mo rab le ga

Y
s theme. All of its
me was Internati al
on
with a martial art . Its first popular game
ease of Tu sker in 19 89 name of World
theme until the rel market under the
en sed to Ep yx for the American ich took the beat-em-up
in 1986 and lic The Last Ninja, wh
Karate, released me the C64 relea se of house.
rate. Thereafter ca er UK publishing
Championship Ka d Sy stem’ s po sition as a premi
level and cemente
concept to a new

**49**
RETRO10 Last Ninja 03/11/2004 9:36 PM Page 50

❙❋❙P✄❍❇N❋❙* | FEATURE:SOFTWARE | WAY OF THE NINJA |

set out to avenge the deaths of timetable at Ninja night-school). then when the Acorn version
his brotherhood. Despite these frustrating worked with the BBC Model B
In your quest to defeat elements, and the severe and Electron, as these machines
Kunitoki and his clan, you could learning curve in general, the had half of the C64’s memory.
use a variety of deadly weapons game would drag you back again Peter Scott managed this feat
or rely on straightforward hand- and again. You were on a quest by using lower-resolution
to-hand, toe-to-toe combat. Your after all, and you wanted to see graphics, while still managing
character could be turned in one it through to the bitter end. to keep it as close as possible
of eight directions, shifting in Imagine the disappointment to the original.
steps of 90 degrees, and able to then, after many hours of Superior Software published
walk backwards or to the side playing, working out all the the Acorn version, while
First of the last as required. Rotating the joystick head-pecking puzzles and Activision took care of the
would turn him, and holding the defeating loads of heinous foe, to similar-looking Apple II version.
The Last Ninja was met with fire button whilst moving in one finally finish the game and be Other 8-bit ports for the
critical acclaim from the popular of the eight directions would told that “The quest continues…”. Spectrum, Amstrad CPC and
press and gamers alike. System 3 perform different actions, such This was both good and bad: bad Atari 800 were planned, but
had created something more as kick, punch or collect. This because the game (and the never materialised. The
than just any old beat-em-up. control method was awkward player) deserved better than a few Spectrum version was delayed
The isometric 3D environment and fiddly, especially at first, closing words and a fade to black; several times, with a preview in
was interactive, and the and it was only after prolonged good because there was the Sinclair User magazine
gameplay contained a mix of play that it felt anything close salivating prospect of a sequel. revealing that the developers
tricky puzzles and beat-em-up to instinctive. were having dif ficulty making
action. Although you’d be limited Getting used to the control Platform jumping the main character move
to using set paths throughout method and combat situations authentically. Crash later
the game, the levels were well meant that it wasn’t one of those Sales of the C64 release alone revealed that the game was
thought out, with each opening games that you could pick up are reported to be in excess of about half finished, but by this
up as you solved or performed and put down quickly. Mastering 750,000 copies, and that’s just time System 3 was readying
certain tasks. the game was almost like within Europe. System 3 had a the sequel for launch, and all
The story started with the learning a martial art itself, very lucrative hit on its hands, ef forts were halted in favour of
creation and popularisation of making it popular with more and the game was inevitably releasing the second game.
Ninjitsu, which became the most mature and experienced players. ported to several platforms, from Other ports appeared on the
feared and powerful martial art Besides beating up baddies, the humble BBC Micro to the 32- 16-bit Apple IIGS and the IBM
in the land. Not even the mighty advancing through the game bit Acorn Archimedes. PC (EGA/CGA and compatibles),
Samurai Warriors dare test its often involved accurate timing For its time, the most but it was the Acorn
power. Yet the evil Shogun of and pixel-perfect movements. impressive thing about the game Archimedes that really stood
the Ashikaga Clan, Kunitoki, Jumping across streams and was its graphics, with the out from the pack. Programmed
plotted against the order of the swamps, for example – a pixel original C64 version featuring by Andrew Catling and released
Ninja and successfully out or a split second too late over 1,000 sprites. The game a few years later in 1992, this
assassinated them all, but for and you’d suffer death from had to be split into a multi-load was easily the best-looking
one. Armakuni, now the last drowning (we’re guessing to accommodate all of the version ever with fantastic
Ninja, escaped with his life and swimming wasn’t on the pixelated data. It was amazing graphics throughout.

1987
The Last Ninja debuted on the Commodore 64 in

**50**
RETRO10 Last Ninja 03/11/2004 9:36 PM Page 51

Ninjas in generally regarded as the


highlight of the series.
New York As with the first game, the
Last Ninja 2 appeared on the sequel was converted to many
Commodore 64 in 1988. Trying to different machines, including
add something new and unique to those that missed out on the
the sequel, System 3 brought the original. The Spectrum version
Ninja action to a busy city unsurprisingly featured
environment, using the old-time monochrome graphics, although it
travel trick to place Armakuni in was a shame that the Amstrad
modern-day New York. Kunitoki version was almost identical,
had also been thrust into the taking no advantage of the CPC’s
future, so the battle between them superior colour palette. The same
could continue unabated. could not be said about the Atari
The compulsive gameplay of ST and Amiga versions which both
the first title had not only been featured beautifully vibrant
recreated, but also improved for visuals. Special mention must be
this second venture. Although the made of the NES conversion.

This early advert states that the game will be availabl


e for
the C64, Spectrum, Atari ST & 800

control method was still a little fighting than puzzles. And just as
fiddly, you were now able to kneel you couldn’t complete The Last
to collect objects, making it easier Ninja without the key from the
to pick up and use certain items. very first level, you could not
The pixel-perfect leaps required in finish the sequel without the
the first had gone for the most computer code from the previous
part, with a somewhat kinder level. And that damn code was
environment. Also added was easy to miss…
more beat-em-up action from the At the time of release, Last
outset. When beaten, the thugs Ninja 2 was regarded as an
and other unsavoury characters improvement over its predecessor.
would slowly regain their energy, The game was more action-
returning to knock seven shades orientated, yet the puzzles
out of you once more. You would remained an integral part of the
Different versions of the
game. From top to bottom: need to beat them again to truly play, and the graphics had been
the BBC/Electron version, finish them off. buffed up. The new setting also
With an improved control system
the PC version, the Apple Just as before, a lot of trial and served to introduce more
and a distinct setting, Last
IIGS version and the error was needed to progress. atmosphere, resulting in a first- Ninja 2 is often hailed as the
Archimedes version Later levels would be more about class action adventure that is highlight of the series

**51**
RETRO10 Last Ninja 03/11/2004 9:36 PM Page 52

❙❋❙P✄❍❇N❋❙* | FEATURE:SOFTWARE | WAY OF THE NINJA |

>In the mix


Rather than release Last
Ninja 2 as a budget title,
System 3 chose to tart the
title up and re-release it on
8-bit machines as Last Ninja
Remix. The update featured a
new introduction sequence, a
different static screen
surrounding the play area,
arguably better music and a
few small bug fixes.
Essentially though, it was the
same game as Last Ninja 2.
Ninja Remix appeared on the
Commodore 64, Spectrum
and Amstrad in 1990. To tie-
in with the launch of the Entitled The Last Ninja
C64GS console, a cartridge (presumably to prevent any
version of the game was also released for the C64 (the packaging confusion), the game marks the
claimed that the cart was “4 Megs”, although it was 4 Megabits – 512 series’ one and only appearance
Kilobytes – not 4 Megabytes!). Even though the cartridge was compatible on a non-Commodore console.
with all C64s, it did not sell in great numbers and is now sought-after. Published under licence by Jaleco
Had the C64GS been successful and the cartridge format proved more and developed by Beam Software,
popular, System 3 would have released Last Ninja 3 on the medium. the game was easily the best 8-
Instead, it played it safe by releasing the concluding title on tape and bit conversion, and with super-
disk, and even though the instruction manual includes information for colourful graphics and a catchy
C64GS users, no carts are known to exist. soundtrack, it ranked alongside
Ninja Remix was also released on the Atari ST and Amiga, but for the the C64 original.
16-bit machines it was an update of The Last Ninja. This made more
sense, as the original game was never released for either machine first The last
time around, even though a playable version of the ST game has since
leaked out (complete with music from International Karate!) Ninja Remix
Last Ninja
gave System 3 a chance to release the first game on 16-bit machines Last Ninja 3 saw Armakuni back in
before unveiling Last Ninja 3. ancient times, bidding to end the
Shogun’s evil reign of terror once
and for all. The story was
essentially the same, and so it
proved was the game. Regardless,
Last Ninja 3 was released with
some bold claims behind it. From
its manual, System 3 introduced its
new game with the following
paragraph: “Rarely does a The sequel appeared on many
company make as dramatic an different machines. From
top to bottom: The Amstrad
impact as did System 3 with the
version, the Atari ST
award winning games The Last version, the Amiga version
Ninja and the Last Ninja II. This and the NES version
software innovation proved to be a
major advance in home computer it had been three years since the
entertainment achieving critical release of Last Ninja 2. Time moves
acclaim from the media and game on, and by this third instalment
d
The highlight of Ninja Remix was its amazing animate players around the world.” Armakuni’s adventures were looking
introduction sequence Very bold indeed, especially as a little tired. It was certainly the

**52**
RETRO10 Last Ninja 03/11/2004 9:37 PM Page 53

>Last
Ninja 4?
A fourth game was never intended to be commercially released for
any of the 8-bit systems, at least not from System 3. However, the
prolific C64 coder Jon Wells reworked the game engine so that the
main character could walk on the grass, thus potentially making the
play more open-ended.
Wells further mocked up a loading screen and playable demo
based on Last Ninja 2, presenting it to System 3, saying that he
wanted to make a fourth game as a tribute to the original trilogy.
After the company refused he said that he would be willing to work
for free as long as he could use the name and relevant intellectual
properties. System 3 still refused permission, seemingly not wanting
to associate itself with the shrinking 8-bit market, and Wells had to
abandon the project. Still, we can gaze at the loading screen and
was starting to show its age, and it wonder what might have been...
was becoming harder to forgive the
frankly archaic control system. Many
would argue that Last Ninja 3 was
actually a step down from its
predecessor, suffering from poor
level design and a lack of decent
puzzles. It was by no means a bad
game – it just failed to bring
anything new to the ageing series.
Last Ninja 3 was in
development for the Spectrum
and Amstrad, but sadly neither of
these versions materialised. A
port appeared on the Amiga
CD32, but despite quicker
by creating
loading times, it was identical to Jon Wells wanted to pay tribute to the series
the disk version. a fourth game
And from one CD-based
console to another, as System 3
look to release a new version of
The Last Ninja on the Xbox
console. This full-3D update has
been in development for over two
years now, and at one point was
thought to have been cancelled,
but System 3 boss Mark Cale has
revealed that the game will be
The Commodore 64 version of fully unveiled at the E3 event
Last Ninja 3 looked almost as next May. In addition, the original
good as its 16-bit counterparts Last Ninja trilogy is heading to
the PlayStation 2, with updated
best-looking game to date; the versions of all three games
Commodore 64 version was included on a single disc. It
particularly impressive, almost on a seems that The Last Ninja series
, yet
par with the Atari ST and Amiga in will no longer be just a piece of Not a lot is yet known about the new console version
terms of detail. But the gameplay gaming history… ✺✯* these screenshots certainly look impressive

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**56**
RETRO10 Coin-Op Conversions 03/11/2004 11:09 PM Page 57

>Coin-op
ersions
Conv
k at
wing la st month's loo der,
Follo Stri
Ghosts and
Ghouls 'n' or compares the home
Robert Mell of two more Capcom et
conversions Final Fight and Stre the
classics - Both games cornered
Fighter II. in the arcades, but me?
competition y shape up in the ho
how did the om turned pc
platform games, Ca
aligh t with a se ries of pioneering ner Yosh iki Okamoto
aving set arcades sig
inspired game de

H
-up ge nre . With to its
its attention to the
beat-em the CPS1 hardware
d tw o arcad e ga mes that pushed other wa s Street
at the helm, it cre
ate
tal sid e-scrolling brawler, and the
bru
was Final Fight, a ade industry forev
er.
limits. One of those r that changed the arc
n-one fighte
Fighter II, a one-o

**57**
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❙❋❙P✄❍❇N❋❙* | FEATURE:ARCADE | COIN-OP CONVERSIONS |

>SPECTRUM VERSION

>COMMODORE 64 VERSION

>ARCADE VERSION
ng game it was
times. As a fighti
phical showcase

Fight
average; as a gra

>Final
it was amazing.

Whereas the
Commodore 64:
ersion duties for d to produce
s itself handled conv Spectrum manage
t-s ma sh ing bo nu e consoles. at at least looked
ingenious objec the big Japanes something th
es from ea rlie r of we ap on s to me, the poor
Taking its influenc stages, a plethora like the arcade ga
, su ch as Ku ng wa y, an d : Cre ati ve fla t on its face
games in the genre pick up along the rs that Sinclair Spectrum C64 version fell
d Do ub le Dr ag on , sig ne d ch ara cte s en lis ted by US Gold
. Sti ll go ing in 1991,
Fu Master an intricately de ng Materials wa , in all areas
was a sim ple e sty le of fig hti ht int o the ho me bit Commodore
1989’s Final Fight on e each had a uniqu Th e to bring Final Fig m the legendary 8-
at-em -up for sp eci al att ack . for the Sp ec tru g it a str uggle
side-scrolling be and their own and its version was now findin
yers. Th e ba ck story s on ly sligh tly let-down s qu ite rem ark ab le. The up wi th th e pace, and
or two pla – the game wa . A 128K wa , to keep
htf orw ard so un dtr ack n wa s go od al Fight is
was equally straig by a rather drab initial presentatio its version of Fin
tro Cit y ma yo r wo uld lat er sh ow rab le att em pt fro m
of th e worst coin-op
daughter of Me pp ed home version elv es with an admi te surely one
been kid na ns the ms to inc orp ora tim e. It
Mike Haggar had Ma d that the compositio we re the programmers co nv er sio ns of all
kn ow n as go od , the y ou s att rac t d! The
by a vicious gang were surprisingly the coin-op’s fam rea lly is that ba
th a co up le of street im ple me nte d on the
thr ee ch ara cte rs were er s tri ed th eir be st
Gear, and wi just poorly mode. All pr og ra mm
tow , da mm it if t ag ain the in-op’s
fighting friends in coin-op platform. selectable, and ye d to recreate the co
ing to ge t his Fig ht, Ok am oto ge d to co nfo un ap hic s bu t th ey
daddy wasn’t go With Final Spectrum mana gargantuan gr
l ba ck . d the CP S1 ha rdw are to its
s by fea tur ing near-perfect uld n’t pu ll it of f. The
little gir ep t stretche a its critic jus t co
ba sic co nc d de liv ere d ion s of the ck y an d
But the game’s breaking point an still monochrome rendit game was a blo
wa s wh ere the ad e hit tha t is ss ive sp rite s. Th e ab le me ss , and it
and storyline worldwide arc t arcade’s ma unrecognis
Final Fig ht wi ll to thi s da y. Bu als o ve ry as it lo ok ed .
simplicity ended. st remembered fondly backgrounds were no pl ay ed as ba d
as the gre ate r an d co ns ole ile the re wa s ste m wa s slow
probably go down were the compute detailed and wh FX was
The control sy
were
typ e fro m the retro so me mo rab le? mu sic , so me sp ot po ns ive , lev els
game of its we re versions in-game le
and unres lated,
gra ph ics ng s a litt ely po pu
era. For a start, the added to make thi boring and spars
cte r r s i o n s rin g the be yo nd
Home conve
hu ge ch ara ng . Co ns ide llin g wa s
amazing, with more interesti and the scro
and hig hly de tai led tha t the ga me was
ish . On th e plu s side, all
sprites machine slugg
ics that featured successful was a visually were selectable
background graph After an extremely running on, this three characters
fro m thu nd eri ng Fin al Fig ht wa s ho t
em pt to cre ate a pla ye r option was
everything arcade run, stunning att and a two-
yapp ing do gs game wa s rsion of the ll this was
subway trains to property and the realistic home ve of present, but overa
pa tro ns . Th e ga me ve ral ho me wa s so me thi ng rst ho me version
and angry bar converted to se game. Sadly, it easily the wo
loo ke d the bu sin ess, but So ftw are pu bli sh ers US
to pla y, wi th sti ck y me .
not only systems. a chore of the ga
nty of aspects ld snapped up the
home
ntrols and sluggish
reaction
there were also ple ch Go co
r’s interest, su ile Capcom
to hold the playe computer rights, wh
mu lti- lay ere d level designs,
as the

**58**
RETRO10 Coin-Op Conversions 03/11/2004 11:10 PM Page 59

>SNES VERSION

>COMMODORE AMIGA VERSION

>MEGA-CD VERSION

>NES VERSION
1993, Capcom
Sega Mega-CD: In
ga ud y co lou r sch eme ex tra sto rag e capacity of
a slightly used the
r tha n ny so un d, it ad n to create
d-o
Nintendo NES: Rathe and somewhat tin Sega’s Megadrive
A m ig a : Cre ati ve aig htf orw ard (no t
an ex cel len t ve rsi on es t an d more faithful
Commodore the attempting a str ion proved to be arc ad e one of the fin
again at ble) co nv ers ul to the s ever. The
Materials was once it to mention impossi that was very faithf arcade conversion
rel ea se an d om de cid ed to ly, it su ffe red wa s, save for a
helm for the Amiga of Final Fight, Capc original. Unfortunate Mega-CD version
in cre ati ng a pre tty fine en lig hte ne d ap proach er of dra wb ack s and lou rs, ide ntical to the
succeeded take a more a from a numb few less co
, the Am iga versi on . Us ing no t be graphics and
translation. Visually with the 1993 NES subsequently could original in terms of
om mo da te the nc e, it cre ate d a de fin itiv e ho me ch aracters were
managed to acc bit of artistic lice regarded as the gameplay. All the
hu ge gra ph ics , while at ht-he art ed aff air called the titl e. Th e ga me was the tw o-p lay er option was
coin-op’s fun and lig version of present,
ue ezi ng in all Dit ch ing the wh en the glory, and
the same time sq two- Mighty Final Fight. released in a time fam ily there in all its co-op
ch ara cte rs, the s of the arc ad e sti ll a litt le too wa s fau ltle ss,
three playable massive sprite Nintendo was presentation
mo de an d ne arl y every level Ca pc om ins tea d employed for its ow n go od , so the ted by an en ha nced attract
playe r original, friendly highli gh
from the original.
Equally representations of m several mode that featured
full speech,
on al mini Manga-style lik e game suffered fro ly a
wa s the se ns ati ch ara cte rs, no t un iss ue s, mo st no tab ation s an d motion
impressive the game’s censorship extra illustr
rac t mo de , be se en in lat er t mo de an d an pect, what really
recreation of the att sic those that would r toned-down attrac cutscenes. In retros
llia nt pie ce of mu s su ch as Su pe nt of clo thi ng on on sh ine was the
featuring a bri Capcom coin-op increased amou made this versi
Lost In Tim e, wh ich hte r. Th e ga me was sca nti ly cla d fem ale so un dtr ack . Making full
entitled
ine Puzzle Fig ch the more fantastic
as a ge nu ele me nts su Ro xy, wh o ma t, Capcom
became regarded given several new characters such as use of the disc for
c. Sa dly , the po rt lacked t co mi cal ap pro ach, a s co nv inc ed wa s ali ty au dio tracks that
MOD classi it as an almos Nintendo wa created CD-qu
in-game music, bu
t ma de up for r move s, sto ry- stite! Mo re arcade machine’s
hitting few new characte actually a transve a used the original
arr ay of ha rd- es an d a tam er r wa s the lac k of a basic framework,
with a suitable enhancing cutscen criminal howeve compositions as
sound effects. A few
chara cte r Gear’s lea de r and the ab se nc e on them with new
plot that saw Mad two-player mode then improved up
, mo st no tab ly Jes sic a, rat he r ye rs to ch oo se l instruments and
moves were lost too falling in love with of Guy, leaving pla one- arrangements, rea
ing clo the sli ne he r. In all , the gg ar or Co dy in cal s here and there.
Haggar’s spinn than kidnapping from either Ha even a few vo
s ge ne ral ly inspired mo ve on fans acr os s the t that the original
special, but play wa changes were an player mode. Guy It became apparen
ly ad dic tiv e a sh am e tha t cin g Ca pc om to re just hindered by
good and strange Capcom’s part. It’s world cried foul, for arcade tracks we
the wa y yo u co uld ter ial s did n’t att empt a co nd ve rsi on en titled ren dit ion s, as the
thanks to Creative Ma create a se uninspired
eated ly be at the bad guys to r ap pro ach ins tea d of trying Fight Gu y tha t replaced Cody -CD rea lly bro ug ht them to
rep simila Final but Mega
g the au to- fire ga me on 8-b it ou s ch ara cte r, of pu lsing funk-
death by flickin to recreate the with the eponym life in the form
on yo ur joy sti ck. Slowdown tha t sim ply co uld n’t
sti ll om itte d the two-player d to thi s an ex tra Time
switch
iss ue machines sadly, it rsi on rock! Ad
with
to be an SN ES ve co mp let e
was always going
d the handle it. option. Overall, the Attack sub-game, of its
of thi s siz e, an od , bu t the se nd s an d mu sic
with a game s was very go new backgrou e
ffer fro m thi nvert ed by all ow ed the de finitiv
Amiga port did su
e too Nintendo SNES: Co s detracting elements wn own, and you had
ee n be cam Fin al Fig ht wa to ste al its cro Fin al Fight.
whenever the scr Capcom in 1992, another version home version of
s was a highly selling .
populated. But thi one of the SNES’s biggest as the best home version
that was a lot rly life. Despite
satisfactory version points during its ea
of fun to play.

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❙❋❙P✄❍❇N❋❙* | FEATURE:ARCADE | COIN-OP CONVERSIONS |

>SPECTRUM VERSION

>COMMODORE 64 VERSION

>ARCADE VERSION

g h t e r I I
r e e t F i
>St and three addition
al boss
sweating buckets,
had to secure a de
knowing they
al to bring the
designated its ow
of code on the tap
that once the progra
n respective area
e, which meant
m had been
co mm erc ial an d ch fig hter had their pla tform. US Gold ch ara cters selected,
After winning characters. Ea game to their loaded and the
Final Fig ht, and were gifted the front of the had to search for
critical acclaim for a own unique look was inevitab ly at the machine first
iki Ok am oto d weaknesses, co mputer r, then their
Capcom gave Yosh with strengths an queue for the home the player’s fighte
ating an oth er fighting nd of fighting style th Ca pc om taking the an d finall y the required
crack at cre their own bra versions, wi opponent,
ha rdw are , moves each ole nversions.
co which time the
game on the CPS1 and a few special reigns on the cons background – by
he co uld eit he r iva ted by a we ll into its second
telling him that that could be act C60 tape was
to Fin al Fight or joy stick and “Due to machine op tion to turn off
produce a se qu el
he complex series of Sinclair Spectrum: side. De sp ite the
en t ga me if ns Finally,
. rsion may dif fer the background gra
ph ics, this
a completely dif fer button combinatio limitations this ve
en tua lly , Ok am oto’s me nted a highly s in the manual.” Not d to be en dured for
so desired. Ev Okamoto imple from example rigmarole ha
wn to an earlier ina tion system g line of text Ironically, +3
attentio n wa s dra intellige nt co mb the most promisin every single fight.
pc om sta ble , pla yers to link tha t was exactly ph ased out by this
game from the Ca h not that would allow ever written, but disks had been
r. Alt ho ug eth er into an ne rs were the only
1987’s Stree t Fig hte several mo ve s tog what Spect rum ow time, so tape was
arc ad es , the to inflict loa ding this
a great success in unblockable chain greete d wi th up on available op tio n.
uc ed se ve ral ge . . Th e game was
game had introd maximum dama 1993 conversion
de it a unique Fighter II took ine s only and ative
elements that ma t To say that Street limited to 12 8K ma ch
Commodore 64: Cre
wi ld as so rtm en by storm is an d lar ge and rsion
title, such as the the gaming world the Spectrum offere Ma terials’ C6 4 ve
cte rs, a ve rsus Th e title took on a ret ations of the an arcade-
of colourful ch ara understateme nt. very detailed int erp obviously wasn’t
the se mi na l turned into a d ba rounds.
ckg r, but stood on
battle option and life of its own and coin-op’s sprites an perfe ct port eit he
ial mo ve s su ch as e for Capcom, with e, however, was t mu ch more
inclusion of spec lucrative franchis The colour schem its own two fee
stating s, sequels and tim es made it the Spectrum
fireballs and deva spin-offs, upgrade very drab an d at adequatel y tha n
sa w the eg versions ly what was d wa s once
uppercuts. Okamoto even modified bootl dif ficult to tell exact version. Multi-loa
tia l an d op ted to ov er the place. wh o wa s hitting ue, bu t the C64
game’s poten popping up all going on and again an iss
se qu el. Th e result was ga me so un d wa s limited d a mu ch mo re colourful
create a whom. In- manage
r II: The World ions
Home convers an d the action me that
1991’s Street Fighte on to to uninspiring FX version of the ga
ch ine tha t we nt sn ail’s pa ce. Th e in ev ery character and
Warrior, a ma played at a squeezed
most important Street Fighter II for Spectrum with the
become one of the The importance of bigge st nig htm are background, along
his tor y. t simply cannot e in the form er option.
titles in videoga me
u, in the home ma rke owners, though, cam requisite two-p lay
aracte rs, Ry The exclusivity system. Each tly gaudy and
The three main ch ir be underestimated. of the multi-load Sprites we re sli gh
uld rep ris e the pcom created no round was
Ken and Sagat, wo be of the title that Ca character and backg
firs t ga me an d ny ex ecutives
roles from the doubt had ma
by six ne w pla ya ble fighters
joined

**60**
RETRO10 Coin-Op Conversions 03/11/2004 11:10 PM Page 61

>MEGADRIVE VERSION

>COMMODORE AMIGA VERSION

>GBA VERSION

>SNES VERSION
conversion
this was where the
this conversion, e co ntrol system
strongest point of really shone. Th
g off the special ga meplay itself. n pa ds proved a little
fire button, pullin though, wa s the on three-bu tto
be ex pe cte d, uous affair and tton pad made a ha ving to
blocky, as was to for attacks was an ard The SNES’s six-bu tricky, with players
y wa s no ma tch ma nu al didn’t help en ce to the whole ee n pu nc h and kick
while gamepla t the instruction massive dif fer alternate betw
the co in- op , bu misprinting the ye rs to use rt button, but
the slick pace of led matters by actually affair, allowing pla by pressing the Sta
od ore ha nd mo vements for att ack as they n Sega pads
the humble Comm controller motion every variation of thankfully six butto
as we ll as co uld be attac ks . Presentation arcad e ma chine. This un d the corner. The
the game . some of the had on the were just aro
s co ns ide red ver, with the fantastic version managed to
expected, all thing area was not bad, howe was an absolutely Sega version also
e, the pla yin g s att ract mode ga drive owners ee ch than its
On the downsid arcade’s famou that left Sega Me include more sp
ited – the fig hti ng area was d the op tio n to play yond be lief. riv al an d, in addition,
was lim intact an jealous be Nintendo
lf of the scr ee n you so desired. ique Group Battle
in the bottom ha against a friend if offered up the un
ma t, wh ile the da y, this nearly an on e of the best
in a letterbo x for At the end of the Sega Megadrive: For Mode, makin g it
en up by a large bu ye rs with mixed dri ve owners had game.
top ha lf wa s tak
m convers ion lef t entire ye ar, Me ga conversions of the
e co ntr ol sy ste ba d, but it ir SNES-loving
status panel. Th feelings. It wasn ’t been taunted by the
ing to be limited gre at. rem inding them e of the most
was alway s go could have be en rivals, cons tan tly Nintendo GBA: On
the C64 only had y had the s of the Capcom
too, considering of the fact that the recent incarnation
t overall thi s tendo secured a on of Street rsion for the
one fire button, bu Nintendo SNES: Nin greatest home ve rsi legend was its ve
empt. with Street ma chine and e entitled Super
was a worthy att console exclusive Fighter II on the ir GameBo y Ad va nc
the Super wa a console
s Tu rbo Revival.
Fighter II, making that, moreover, it Street Fighter II:
e A m ig a : Cre ati ve 16 -bi t system to own en it was announced rt too k the basics of
Commodor Nintendo the exclusive. Th This 2001 po
versi on wa s ankfully, it would indeed S2 upgrade,
Materials’ Amiga in the early 90s. Th that the Megadrive Capcom’s 1993 CP
ed du e to d Capcom’s SNES a co nversion and hte r II, and
constantly delay wasn’t all hype an be blessed with Super Street Fig
on ha ng -up s, on ly just we nt do wn in history as uld be the full-blown it wi th a few additions
producti conversion that it wo enhanced
its Ch ris tm as ad ports to
e upgrade, giving stage designs, a
managing to make one of the finest arc Champion Edition such as alternate
e, wh ile im pa tie nt me for mat. Despite on SNES owners ol op tion and slightly
1992 deadlin appear on a ho them one over simpler contr
appe tite s y (which was for the basic . The game also
punters had their s the letterbox displa who ha d to se ttle re-arranged music
en t rol lin g de mo parent on PAL arn ation. It was a co ncept of
whetted with sil naturally more ap World Warrior inc implemented the
distributed on ma ga zin e s ve rsi on was visually rth wa iting for, which os ’, a tec hnique
systems) thi port well wo ‘super comb
lly, the Am iga tailed, accurate ery bit as ori al Super
gin
coverdisks. Visua it was superb – it was de turned out to be ev introduced in the
e ve rsi on , bu t of the music was SN ES version and II: Tu rbo coin-op.
delivered a fin tha t and colourful. All playable as the Street Fighter
d movin g and while it the arcade d an
when things starte translated as well, just as faithful to The GBA manage
problems began
to oc cu r. Vie wi ng the same panache original. The Mega
drive had a of the game that
didn’t quite have interp retati on
de mo s ha d ma de the co un terpart, it was or loo k to it, along tte r tha n the earlier
the rolling yin g as its arcade slightly inferi was even be
ick , bu t pla illing rendition ny sound, but s. ✺✯*
game look very qu ile nevertheless a thr with so me wh at tin SNES incarnation
be ve ry jer ky. Wh nied by most of at ma ttered and
it revealed it to that was accompa the play was wh
ma na ge d to cra m in s sp ee ch to boot. The
the Amiga t on e the original’
s us ing jus
most of the move

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>Don’t
Believe
the Hype
As a bitter antidote to
the recent sugary-sweet
top 100 games countdown,
Jon Foster vents his
spleen about 30 of
the most overrated and
over-hyped games of all
time. Retro Gamer,
meanwhile, wisely keeps
its head down

O
ver the years, gaming has been a source of immense
entertainment to me personally, and it’s the sole reason
that my bank manager charges me exorbitant interest
rates on my current account. It also accounts for two student
loans, the income from a Saturday job and half of my Christmas
presents for the past 20 years. So this list is put together by
someone who genuinely loves games and absolutely hates being
let-down by them.
And that’s the crux here – being let-down. It won’t escape your
notice that I’ve included a few flat-out classics, yet the simple
truth is that, for whatever reason, they didn’t deliver what I hoped
they would. Perhaps it’s because I fell for the hype, made terrible
choices or just had bad taste. But the unifying factor is that I paid
for them all and thus feel entitled to have a say. Right, who’s
with me then?

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the back and accepted it as a the mistakes, but fortunately,


quirk of brilliance. Perhaps it they stopped short of a three-
was. But it buggered the game quel. Perhaps Vanessa came
up good and proper, so I find it calling, eh?
infuriating that JSW wins the
plaudits at the expense of MM. Xenon II:
And the less said about Jet Set
Willy 2 the better.
Megablast
Bottom line – if we’re going to revolutionary at the time as For such acclaimed coders, The
celebrate a classic game, can we Incentive Software’s Freescape Bitmap Brothers have a decidedly
at least celebrate one that’s system, which allowed developers mixed softography. Speedball and
actually finished? Me? My to create of a full 3D world. The its sequel were undoubted
loyalties lie with Dynamite Dan… world moved with you and it was classics; The Chaos Engine was
to play host to some quite tremendous; Gods was very
Football Manager interesting 3D adventures in the good; Cadaver was hugely
following years. underrated; and Magic Pockets
No, no, no, no, no. With all due And yet it was Driller that was, well, forgettable. But let’s
respect, Mr Toms, Football Manager picked up the plaudits. I suspect talk about Xenon and, in
was rubbish. Even back in 1982 it that even the most dedicated particular, the multimedia feast
was rubbish. Sure, it was Incentive employee of the time that was its sequel.
groundbreaking, and sure, those would accept that Freescape,
visual highlights were fascinating innovative as it was, wasn’t really
for, ooh, a good half hour. But that polished by the time we got
perhaps it’s time to face some to see it. Thus, we got Driller, a
basic facts. technical wonder struggling to
Fact one: it was easy. Even play host to an intriguing but
Gerard Houllier could have made a desperately ponderous game.
championship winning side in an Undoubtedly groundbreaking, it
evening. And he’d have done it by also required a serious caffeine
spending, what, around £400K? injection to get through it. To be fair, the legendary Bitmap
Fact two: it was too easy. My first Fortunately, Freescape evolved and Brothers weren’t directly
played host to better games such responsible for Xenon II:
as Castle Master, which didn’t Megablast, and perhaps that’s
have the ‘wading through treacle’ why we got what we did – a fancy
feel that Driller had got down to a music video with a staggeringly
fine art. boring shoot-em-up attached.
Jet Set Willy Trading off pace, gameplay and
Rick Dangerous playability in exchange for a willy
The world is supposed to love Jet waving multimedia exercise,
Set Willy. After all, its ambition, Any games reviewer who gave this Xenon II was nonetheless
scope and sheer majesty is there a high score should, by rights, embraced by Amiga fanboys, who
for all to see. Frankly though, I season, back in a damp room in now be working as Vanessa Feltz’s were so blinded by their loyalty to
always thought it was rubbish 1982, saw me lifting the FA Cup personal leg waxer. Because Rick the machine that they forgot what
and its continued adulation only after spending next to nothing in Dangerous was the reason we a good game was. Shame on
encourages programmers to leave the transfer market. Fact three: it needed games reviewers in the them. Dig out Uridium and give
games unfinished. was piss easy. The best players first place. It was dressed in lovely that some love instead.
Compare it to the first Miner routinely accepted very little money clothes, it was technically
Willy game. Manic Miner features to come to your club, and it was accomplished, it was polished and Worms
puzzles that are still taxing and never a question of if you’d win, it was refreshingly free of bugs.
intelligent, and if you worked but when. It was once said of George Lucas
hard enough at it you could Staggeringly, much of this that when Star Wars hit big,
actually complete the game. remained intact in the truly dire America lost potentially one of its
JSW, on the other hand, was a Football Manager 2, which followed greatest directors. And that’s
game you could only finish by many, many years later. And Kevin exactly how I feel about Worms.
cheating. A game that, if you died Toms was kept in beard trimmers Now, truth be told, when I
in the wrong place, brought you off the back of what was arguably bought my first copy of Worms I
back in the same place and thus his worst game. Dig out Software quite enjoyed it. It was a
shot through all your lives in Star and President, and you’ll see lightweight, fun game. At the time,
around three seconds flat. And better evidence of what the man But it was cobblers. And here’s I fondly recalled an Amiga public
we laughed at it, patted Willy on could do. Neither are classics, but why – it was one of the most domain game featuring two tanks
at least you won’t have finished desperately unfair games in the firing at each other, and sagely
them by the time the dirty evening entire living world. The gameplay
movie comes on Channel Five. was based on you moving
along, dying, learning how you
Driller died, and avoiding it the next
time. That’s not a fair game,
Over the years, gaming has that’s a memory test. And a
produced some genuine crappy one at that. A sequel
innovations. And few were as followed that corrected none of

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pondered how clever it was of


Joe Blade 2
Team 17 to marry this simple
concept with some welcome Another personal vendetta, here.
humour. Good on them, I thought. The original Joe Blade was a
A good, solid, one-off hit. great little budget game. Sadly,
Only it wasn’t. An add-on pack Joe Blade 2 was crap, blatantly
left me feeling short changed. easy and, bizarrely, was given
Worms 2 was a polished
evolution of the first game. Ditto
for Worms Armageddon and
Worms 3. Worms Blast? A Not unlike the original Hitman
disastrous attempt at extending – and don’t get me started on
the franchise into the world of that – Commandos was in fact
puzzle games. Worms World Party? a puzzle game. Not because it
I mean, come on. Worms 3D? was designed as such, but
That was just late – around five because it was a game that
years late. And now it’s Worms high scores and awards by the required you to find one, and
Fort or something like that. games mags of the time. It sold only one, answer to get you
Since Worms really scored bucket loads, unlike the actually through a certain scenario. If
big, what has Team 17 – who brilliant Joe Blade 3, which you found the prescribed
had previously given us the seemed to arrive, wave and route, it let you through. There
wonderful Alien Breed games, the disappear in far too little time. are 8-bit games that allow
flawed-but-interesting Project X Thanks for letting me get that off more flexibility than this, so I
and the enjoyable Assassin – my chest. expect a lot more from an
actually done? Well, apart from acclaimed and fairly
skilfully manipulating and Hard Drivin' contemporary title. Hence,
evolving a simple game into, er, Commandos needs to spend 10
a simple game, not a lot. Its True story – Hard Drivin’, the minutes in the corner wearing
efforts are exerted on endless game that looked so shiny and a big pointy hat, while I flick
cash-generating Worms sequels. spanky, and drew you into the elastic bands at it.
It’s sacrificed genuine risk-taking arcades like a videogame tractor
originality for a smoking jacket beam, actually started life as a Robocod
and pipe. Getting that George system for teaching driving
Lucas parallel yet? skills. Frankly, the general public James Pond, who had the
Dizzy had a narrow escape. If Hard hilarious codename of Double
Microsoft Drivin’ had been used to teach Bubble Seven, was one of
Dizzy was, and always will be, driving skills, then the number of those characters clearly dreamt
Flight Simulator quite an enjoyable little budget up in a creative meeting that
For a very long time, until the game. But why, oh why, oh why involved a fag packet and a
release of the likes of Myst and has this egg-shaped character chewed Biro. And, truth be told,
The Sims, Microsoft Flight come to symbolise all that was his first game was fun. But
Simulator was the biggest-selling great about 8-bit budget then the inevitable need to
PC game of all time. And that’s the games? I’ve no personal franchise him kicked in and the
problem. Flight Simulator wasn’t a problem with Dizzy and quite sprawling mess that was
game – instantly distrust and enjoyed plenty of the egged- Robocod arrived.
seriously consider institutionalising one’s games (although that
anyone who tells you different. It Amiga Power review that
was a vehemently accurate questioned when the surely- pile ups would have trebled,
recreation of flying a plane. already-in-existence Dizzy roads would have about 14 lanes
Construction Kit was to be so drivers could stay on them,
released is as valid as it once and we’d have no need of speed
was), but frankly, Magic Knight cameras as drivers would rarely
kicked Dizzy’s, er, shell. get anywhere near the speed
limit without careering into
oncoming traffic. Mario teaches us all we need to
know about good platform
Commandos games. They need to be tight,
well structured, fair, enjoyable,
Good graphics can hide anything, long lasting and something
apparently. And blimey, the you’d be proud to keep on your
And it was impenetrable to anyone graphics in the so-called PC shelf. Whilst not the worst
vaguely casual about these things. strategy game Commandos really example, Robocod was
Dedicated fans spent a couple of are the business. Awesome in sprawling, boring, and the only
hundred quid on the right kit to Next time someone waffles on fact, leaving many reviewers to reason you had it on your shelf
enjoy their Flight Sim experience. incessantly about Dizzy, do them conclude that for a real-time was to help prop up games that
Me? Those very same funds are a favour – show them Knight strategy game, Commandos was fell down. Still, it meant
currently on a Budweiser balance Tyme, or Finders Keepers, or visually exceptional. reviewers of the time could
sheet. And I bet I got more fun Spellbound. Or just laugh at And that’s it. That point have fun with fish gags. Not me
out of it. them. Your call. there. ‘Real-time strategy’. Pah. though. The sprats.

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of pulling a story together simply put together, but strictly middle- The original, Hungry Horace,
Resident Evil
because the developer couldn’t of-the-road racer. But it seems was a fun, brief and disposable
Easily one of the most tense, put a structured yet flexible that’s all you need to get a piece of entertainment. Horace
beautifully scripted, nerve-jangling narrative in there? Next time you franchise together in the Goes Skiing nicked all the bits
gaming experiences on the planet. see a game that promises videogaming industry, and so a that worked from Frogger and
You think it, I think it. So what the unrivalled freedom and the legacy was born. And all the then tried to fob us off with a
hell’s it doing here? Simple, it’s chance to fully explore the game while, Supercars, Nitro and Super crappy skiing segment that, even
that risible control system that world, be aware that it might not Off Road were left to rot in their in the simplistic early days of 8-
breaks golden rule number one – actually be a good thing. Mind garages. Shame on us. bit computing, wasn’t much fun.
never, ever let the controls get in you, it could be Vice City. Now to be fair, if you put a bog-
the way of a good game. Probably best to ignore that Horace Goes eyed freak like Horace on a set of
advice then, eh? skis, the feeling the game gave
Skiing you might actually be the end
OutRun Sigh. Another game that we’re result. As it stands though,
supposed to get dewy-eyed about Horace is another middle of the
Brilliant, brilliant arcade machine. and think back to with nothing road computer character that for
It really was. So catchy were the but admiration for Psion some reason has been lofted to a
tunes that for months I looped Software’s odd-looking collection position he doesn’t deserve.
the audio tape that came free on of pixels. Doesn’t wash, I’m afraid.
the front of C&VG (RIP) until even Lemmings
The fact that we’re talking my cats gave up crapping on the
about Resident Evil doesn’t carpet and went to annoy the There’s something wrong with a
automatically mean it’s a bad neighbours instead. game that forces you to save
game, simply that the control creatures when you actually
system damages it so much that couldn’t give a shit anymore.
it perhaps doesn’t deserve all the That, for me, is Lemmings. And
hype and accolades. That said, frankly, I feel like a miserable
it’s more deserving than the two sod for knocking it.
films that share its name.

Shenmue
Billed as the saving grace of the The home computer versions,
Dreamcast, Shenmue was though. What the hell went
supposed to be Sega’s epic. It wrong? And more to the point,
was a game in which you went what happened to the games
about your everyday life, albeit reviewers of the time who we
with a mystery of sorts to solve. paid to see through shit like After all, it was original, detailed,
It was supposed to evolve over this? Whatever format I tried the polished, fair and long lasting. I
numerous chapters and span game on, I found its was just awful at it, and thus, I
several games. And naturally, the entertainment value had hate it. I apologise, as no doubt
Dreamcast press, ever-conscious successfully been stripped down you’re now looking for my
that if the machine went down to the ground, and I could hear reasoned argument as to why it’s
then their magazines would sink the cackle of someone at US Gold overrated. I haven’t got one. It’s
with it, were understandably keen as they went off to buy a new just that once you’ve played one
to embrace it. Truth is, at the abacus to calculate just how level for the best part of few
time, so was I. many stupid people like me had days and are no closer to solving
parted with their pennies. For it, then violence, anger, BO and
every reviewer who bigged this psychopathic tendencies become
one up, whether you were bribed, the most important things in your
blinded by the original, or just life. Right Guard can solve one of
blind, you owe me. Cash. those, the other three are, in my
experience, only tempered by
Micro Machines directing your vitriol at miniature
creatures who want to die. The
Overhead racing games are the way I figure it, if that’s what they
business when they work. Nitro want to do, then I’m happy to
on the Amiga, Super Off Road lend a hand.
Yet time plays cruel tricks on Racer in the arcades,
games, and few are crueller than Championship/Super Sprint on FIFA
the tricks it’s played on just about any format, Supercars
Shenmue. What originally looked and its sequel. I loved them all.
International
daring, original and engrossing, Micro Machines? Plain irritating, Soccer
has in fact been proven to be unfortunately.
wildly unfocused. It’s a case in The racing for me felt stilted It’s easy to slag off FIFA games,
point as to why games should be throughout and once you’d got especially as they’ve never hit
a little more scripted than they over the novelty that you were the dizzy gameplay heights of
sometimes are. Why should the racing across a breakfast table, Pro Evolution Soccer. But that
user have to do all the hard work you were left with a professionally- would be unfair, as the franchise

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Cannon Fodder
I’ve been dreading this one.
Looking back, Sensible Software
still isn’t given the credit it
deserves. Unjustly renowned for
its wonderful football title
alone, we too often gloss over
has produced some good games the brilliance of Wizball (surely
– FIFA 98 and FIFA 2003 were one of the best games of all
releases in which everything time?), the utter splendidness of
seemed to hang together. Yet the Mega-lo-Mania and the ground-
original was a frustrating beast. breaking Microprose Soccer. Yet
The selling point of FIFA was Cannon Fodder, one of a raft of
its graphics, which were suitably games at the time that were
removed from those of its seemingly converted to any
contemporaries. Worryingly, many format the developer fancied, just
played the thing and still couldn’t never clicked.
see that they’d been sold short in
terms of gameplay. This was a
title that only let you control your
team when it wanted to –
otherwise, it did the work on
your behalf. It also had that
legendary cheat – all you needed
to do to score a goal was stand
in front of the keeper as he was
about to do a drop kick. It was
several years before EA Sports Perhaps it was the marriage of
actually created a game that was the cartoony characters to the
worthy of all the visual polish subject matter, or the feeling that
that had been smeared on FIFA. it was walking tentatively
between the stools of puzzle
Marble Madness game and strategy. Or it could be
that I’m a cantankerous nobody,
This worked in the arcades, and who deserves to sit in front of
it worked a treat. With a Rise of the Robots for a week to
trackball-style controller attached learn to appreciate just how
to the cabinet, there was sense much I should actually love well-
in intricately manoeuvring a put-together games. Who knows.
marble to a destination point. But
when the game was robbed of its Pac-Man
proper controller, it fell apart.
Thus, despite the subsequent The problem with the really old
release of a construction kit, the games, and we’re talking the
computer conversions of Marble Pongs, the Space Invaders and
Madness had lost their reason to the last Monty outing, the Missile Commands, is that
live. They became too difficult to Impossamole? And more they were so groundbreaking,
control, and simply didn’t work importantly, what about those you almost feel you have to like
anymore. Ironically, another game blinkered reviewers who failed them. I was a wide-eyed kid
of the time called Gyroscope to notice that one of gaming’s when Pong was first brought out
managed to pull it all off a bit greatest characters had been on Atari home console, and I can it was shit then and I don’t think
better, but it would be many ceremoniously dumped in a pile say in all honesty that I thought it’s any better now. But I do
years before a computer could of gaming shit? A score from appreciate its importance in the
accurately do justice to the Crash, if memory serves, was grand scheme of things.
Marble Madness experience. And enough to make me part with Pac-Man? It falls into the
by then, nobody gave a monkey’s the best part of a tenner. So same camp, as far as I’m
about it anyway. unhappy was I with the end concerned. Back in the days
result that I was forced to make when the family gathered round
Impossamole back that 10 quid. By boycotting the telly to play videogames (as
the next few issues. opposed to the solitary
Monty Mole was a proper confinement the PlayStation now
gaming hero for me. Wanted: comes bundled with as standard),
Monty Mole and Auf Pac-Man ruled the roost in our
Wiedersehen Monty cost me a house. And OK, it was good fun
shocking amount of my youth, in the short term. But as with
at a point where monitoring Missile Command, Space
pubic hair growth was the norm. Invaders, and Pong, that’s all it
So what the hell happened with was – a short-term rush.

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actually tricky to enjoy the game and third games had something
as a coherent whole. Super-Test mildly enjoyable about them.
still earned good reviews, nice Shadow of the Beast must go
sales and another sequel. Frankly, down as the saga that everyone
Ocean should have stopped at one. liked to talk about, yet nobody
wanted to play.
Weird Dreams
Gran Turismo
If you want proof that developers gameplay touches. The sequel? Ah,
are happy to play with your head, Over the years, racing games have that’s where the egos seemed to
then Weird Dreams provides it. If I bought heavily into realism and take hold. “Look what we can do,”
were looking to pull a special have tried to combine it with the programmers perhaps
phrase out of the book of playability. So few games manage ventured. “We’ve always wanted to
journalistic clichés, which clearly to get a tight balance between the make a movie, so we can do that,
I’m not, then I’d say it’s a Marmite two, and Gran Turismo isn’t one of and stick bits of game between it.”
game – you either love it or hate it. them. You’ll get no arguments from And they did. The result? You
Actually, I’ve never really minded me that it’s a technical spent so much time watching
Marmite, apart from an unfortunate wonderment – I excitedly bought Metal Gear Solid 2 that you were
and vomit-inducing incident when I my copy on the day of release. My shocked when the bloody thing
ate a solid lump of it for a dare. first thoughts? Wow! My second asked you to pick the joypad back
But anyway, surely I can’t be alone thoughts? Is that it…? Where’s the up. In the right hands, cutscenes
in my distaste for Weird Dreams? fun? Where’s the excitement? can enhance games immeasurably.
Where’s the adrenaline? Where’s In the hands of this developer,
my receipt? they could be patented as an
insomnia cure.

Daley The Sims


Thompson's Let’s end with a more recent
Super-Test abomination. Without question, The
Sims is the most overrated,
It’s fully understandable that, due What the hell was going on? Was undeserving game in the history of
to the success of the much-loved anything going on? Was it only me the entire world. Ignoring the fact
Wipeout
Daley Thompson’s Decathlon, who thought it was the epitome of that it’s derivative of Little
Ocean Software tried to spin out a style over substance? Why did it One of a couple of PlayStation Computer People, this is a title in
sequel. And to be fair, it tried become a magnet for scores north mega-hits that I had problems which you invent pretend people
really, really hard. Yet liking Super- of 80%? There’s a whole bevy of with. Wipeout – and I refuse to and watch them go about their
Test would be like giving the thick questions I could ask, and frankly I replicate the bizarre capitalisation pretend lives. That, my friends, isn’t
kid in school a great grade still don’t have the answers to any of certain letters in the title – escapism. That’s what I’m trying to
because they really tried to be of them. was a title that shifted umpteen escape by turning a computer on in
something they’re not. Sadly, life consoles, yet always felt the first place. It’s a game where a
can hit you with the truth in the Shadow of the distinctly middle of the road to wife nags a husband. Where you
harshest possible way. play. On the plus side, it was one have to go to work on time. Where
Thus, the elements of Super-
Beast 2 of the titles that put the you invite insufferable relatives
Test that succeeded were primarily The thing that always got me PlayStation on the map. On the round for agonisingly extended
the derivatives of Decathlon, ie about Shadow of the Beast, and downside? It generated sequels barbecues. In short, it’s a game
the bit where the aforementioned particularly its sequel, was that that were the epitome of the law that realises a good two dozen
kid copied from the book of everyone knew it was crap but of diminishing returns. circumstances that have appeared
someone much cleverer. The parts didn’t dare say it. I can vividly at one time or another on divorce
in which it failed were down to remember the playground documents. And then there’s the
the fact that it couldn’t read conversations about the wonderful add-on packs – take your pretend
Decathlon’s proverbial handwriting cutscenes and how it showed off people on holiday! Turn them into
properly, or it decided to come up just what computers could do. I celebrities! Buy ‘em a budgie!
with a few ideas of its own, some recall us discussing our initial What’s particularly disturbing is
of which presumably looked quite amazement at just what was that it threatens to spawn a sub-
neat on those nice Konami games happening on our tellies. Then genre. Singles was released this
in the arcades. there was the gameplay… we ran year, with the aim of making
The end result, to be fair, is no out of things to say at that point. Metal Gear pretend people have sex. See? This
failure, but it is a mish-mash. So Shadow of the Beast 2 was the Solid 2 is the legacy that The Sims has left
inconsistent are the events that it’s worst of the three, as both the first us. And Little Computer People was
To my mind, there’s a very clear such a terrific game, too. ✺✯*
distinction between watching a
movie for entertainment and
playing a game. Metal Gear Solid 2
doesn’t seem to get that. The
original MGS was just about
tolerable, because in spite of the
endless, hugely uninteresting
cutscenes, there were some lovely

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**72**
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stering
>Ma
Chaos
out
Ma st er drifts in and
Dungeon quent
Retro Ga mer with fres someone's
of Whether it' sk,
regularity. s a Desert Island Di es,
selection a nd-up of classic gam
or in a router has featured in d
Dungeon Mas to date. A dedicate nd
every issue clearly in order, a the
feature was Richard Hewison was
DM devotee o delve deeper
ideal man t am tre
regarded by mains
lay ing ga me s were generally dis arc ad e sh oot-em-
role-p t gratification of
n the mid 1980s, ared to the instan

I
d du ll co mp do wi th tur n-b ased
gamers as slow an ke
ns of the genre often had to ma er.
games. Fa that had neith
ups and driving text entry games higher-
had ba sic gra ph ics and sound, or it mi cro s to their faster,
RPGs that low -reso lution 8-b and more
ve from the slow, more demanding
However, the mo de ve lop ers the chance to create all Sa n
cousins gave hnology that a sm
resolution 16-bit fro m this he ady change in tec tha t wo uld take
s. It wa s G
atmospheric game em erg ed to create a graphical RP , ins pire
ftware company o official sequels
Francisco-based so , cre ate a sle w of conversions, tw very ow n ga me
the Atari ST marke
t by storm ately create its
s fro m oth er pu blishers, and ultim
game
dozens of similar Dungeon Master.
of the game was
genre. The name

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Light fantastic game called Star Smuggler, but with that artwork, that I became
when the manufacturer’s parent their artist, doing covers for four
Oasis Systems was a small company went bust, the licence more games…”
software publishing company went with it. The game was Sundog: Frozen Legacy was
owned and run by San Diego therefore abandoned and then re- released in March 1984 at the
local Wayne Holder and his designed from the ground up to West Coast Computer Fair in San
partner (and future wife), Nancy eventually become Sundog: Francisco, and was generally well
Jones. The company was named Frozen Legacy. received. A revised and updated
after Wayne’s house, which was Whilst Sundog was still being version was released six months
called The Oasis. A number of his developed, Oasis Systems later, after which Bruce Webster
friends and former classmates continued to develop and publish called it a day and unexpectedly
used to gather every Wednesday applications, including one called resigned. FTL’s first few years
night at the house to discuss Punctuation & Style. It also had been an extremely creative
computers and technology, before produced some custom spell- but intense period, and Bruce felt
heading off to the local arcades. checking modules for other burned out by the experience. As
Oasis Systems first published software publishers, including a result, he didn’t touch computer
a successful spell-checking utility one for the very first version of programming for over four years.
for the CP/M operating system Microsoft Word. However, as the However, he continued with IT
called The Word (later updated games side took off, the by teaching Computer Science at
and released as The Word Plus), applications side of the business Brigham Young University and
and Wayne was soon looking to was quietly phased out. writing IT articles for magazines
branch out into games software. like BYTE and Macworld. Bruce
In the summer of 1982, Wayne Word gets around later became a contributor to
persuaded his old high-school the Computer Dictionary,
friend Bruce Webster to resign With the Apple II version of published by Microsoft Press in
from his current job and help set Sundog nearing completion in the early 1990s.
up Faster Than Light (FTL). A year early 1984, Wayne Holder started
earlier, Bruce had contacted looking for someone to produce Dungeon dweller
Wayne regarding a play-by-phone the artwork for the packaging. As
computer game called Blows part of this search, he Sometime after Bruce Webster left
Against The Empire (pinched from telephoned local San Diego artist in late 1984, FTL became FTL
the title of a 1970 Jefferson David Darrow, as David himself Games, and Oasis Systems
Starship album). This BBS-based explains: “To his surprise, when became Software Heaven Inc. FTL
game collapsed after the he introduced himself on the Games then took on new staff
promised investment failed to phone, I replied, ‘Wayne Holder? and were busy preparing to port
materialise, but the two friends Of The Word Plus fame?’ He Sundog over to the brand-new
remained in contact. laughed at the idea that an 16-bit Atari ST. The ST conversion
Bruce already had a strong artist would know that he wrote became FTL’s first big commercial
gaming background, having the world’s first spelling-checker success, and a number of the
written regular articles for a software, but didn’t know there programmers and artists from
couple of US game magazines, was a budding computer geek Sundog went directly to work on
including Computer Gaming behind the airbrush and the next project in the pipeline,
World. He was also an avid board coloured pencils I used. I had Dungeon Master. They included
and RPG player, so he was a just bought a Kaypro 10 (CP/M Doug Bell (co-founder of games
natural choice to help set up a system) and was amazed by publisher PVC Dragon) and Andy
games division. Wayne Holder’s program. Jaros, who had initially joined FTL
The first FTL title was a “I met with them at their with an idea for an adventure
science-fiction strategy game, original office known as Oasis game before being put to work
originally developed for the 48Kb Systems, and a friendship and on the Sundog ST conversion.
Apple II but eventually released business relationship was born. Dungeon Master (DM to its
for the expanded 64Kb model. They needed a piece of art that fans) was the result of much
This game started life as a looked like a movie poster for brain storming at FTL during the
conversion of a popular board Sundog. They were so pleased closing stages of the ST Sundog

Sundog: Frozen Legacy first


appeared on the Apple II, but it
was the Atari ST version that
landed FTL its first big hit

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RETRO10 Dungeon Master 03/11/2004 9:19 PM Page 75

>Cover
story
Following his work on Sundog, David
Darrow was asked to create the cover
conversion. Although Sundog was of champions who had previously artwork for DM, and he decided to use
a good game, it suffered from perished. These souls had been local people as models. “In the
“bad design practices” as far as trapped and put on display by foreground is my now ex-wife, who had
the programmers were concerned. Chaos himself, to ward off other to hold a very heavy candelabra for the
Too much of the game had been adventurers. photos I shot for reference,” revealed
“hard coded” and whatever the The player could choose to David. “The guy grabbing the torch was
next project was going to be, it resurrect or re-incarnate up to programmer Andy Jaros, and the
needed to be written in a more four of the champions for the muscle-dude in the background was
efficient manner. quest. Resurrecting a champion some guy I found at a gym. I walked
A few of the FTL team were from the Hall meant keeping their into a fitness centre and asked the
adventure or RPG fans, so the original abilities and skills, whilst receptionist if there was a really huge
type of game they wanted to re-incarnating them meant they guy there who she thought might like
develop next was obvious. After forgot their skills but benefited to pose for pictures for a ‘hero video
choosing to write the new game instead from greater physical game cover’ and she went and got him.
using the highly portable abilities. In RPG terms, it was a I paid him to come to my home and
programming language C (rather choice between choosing a pre- pose for the pictures with a fluorescent
than using Pascal and 6502 rolled character or taking pot-luck bulb in his hands as a sword.
Dare you enter The Grey
assembly code, as had been the Lord's dungeon and retrieve and creating a new one. The “The woman’s costume was really a
case with Sundog), an in-house the Power Gem? latter option allowed the player modified night gown, the muscle man’s
tool called the Dungeon to create a new name for the stuff was invented, and Andy Jaros
Construction Set was written to Gem. Few survived to tell the champion, but they couldn’t brought his own costume. Yeah, he
enable the design of the dungeon tale, and those who did spoke of change their gender or physical owned all that stuff!
level to be as easy as possible. monsters and traps in abundance, appearance. “I painted the cover about four or
FTL also created a compact created by Chaos to prevent The resurrected champions all five times the size of the retail box on a
Dungeon Database to further recovery of the Gem. The had varying abilities as a fighter, gessoed masonite panel. I used
improve the efficiency of the prologue concluded with wizard, ninja or priest. In total, airbrushed liquitex acrylic and coloured
coding. Only once the basic game Librasulus reluctantly sending there were 15 ability levels to pencils to render it. It took about three
engine had been designed and Theron into the dungeon to aspire to, starting as a lowly weeks, because the technique was all
implemented did the plot for DM gather a party of adventurers for Neophyte and ending up as an new to me, and I felt under tremendous
really begin to evolve. one last attempt at recovering the Arch Master. As experience was pressure. That was my own doing. FTL
Nancy Jones (later to become Gem, denying Chaos the chance gained, their abilities would was very patient with me.”
a prolific and successful fantasy to enslave the world. slowly increase, with each level David took his inspiration from artist
novelist) wrote the prologue for boost requiring twice the Drew Struzan, who has painted a large
the DM manual. It told of a Choose your experience of the previous one. number of famous film posters over the
powerful wizard called the Grey Although the player didn’t last 25 years, including Raiders of the
Lord, his dungeon beneath Mount
Champions know it at the start of the game, Lost Ark, Blade Runner, Back to the
Anaias, his powerful Firestaff, and DM began with the player fighters played a big role in the Future I, II and III and more recently,
the fabled and long-lost Power entering the ‘Hall of Champions’ – early stages, whilst wizards and Star Wars Episode I and Hellboy, to
Gem, hidden somewhere in the a dungeon level devoid of priests (both capable of casting name but a few.
fires of the mountain. monsters, but with two-dozen magic spells) became pivotal
The Grey Lord’s failed attempt framed portraits hanging on the later on. It was therefore
to recover the Power Gem walls, containing the frozen souls important for the player to have a
affected both himself and his well-balanced group of characters
trusted apprentice, Theron. They in their party, although once they
were both cursed to exist in had finished the game, some
limbo. However, the Grey Lord players took on the challenge of
also became divided – one part finishing it with the worst, or the
became Lord Librasulus (‘The shortest, or sometimes with just
Restorer of Order’), whilst the the one champion!
other part became the evil Chaos. Each champion had Health,
Many heroes were sent by Stamina, Mana and Load levels
Librasulus into the dungeon to Which characters will you that fluctuated throughout the
find and return with the Power choose to join your party? game. The first three were

David Darrow's Dungeon Master


artwork, seen here on the original
Atari ST version of the game

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❙❋❙P✄❍❇N❋❙* | FEATURE:SOFTWARE | MASTERING CHAOS |

>Spell
bound
The ‘magick’ system used in DM
consisted of a series of runes, each
with its own ‘magickal’ syllable. These statistics for Strength, Dexterity, pressing a function key) showed champion’s decline. In that
runes were divided into the four known Wisdom, Vitality, Anti-Magic and the items contained in each circumstance, their only chance of
influences – power, element, form and Anti-Fire. Again, their values champion’s backpack. This survival was to find an antidote.
alignment. Additional runes controlled would fluctuate throughout the screen also showed the It was almost impossible to
each of the influences. There were six game, and the maximum champion’s statistics and go through the entire dungeon
runes for each influence, making a total attainable was based on the abilities in more detail, and also without any of the champions
of 24. Thankfully, the manual explained champion’s current ability levels. gave access to the third and dying in combat. When a
them all in great detail. The champions found in the final screen where the player champion was killed, there
Each rune used an amount of Mana Hall were named by FTL after a could save/load their progress, would be an ear-piercing shriek
when it was cast. Mana was slowly variety of characters, either real or quit/restart the game. The and their bones, along with all
restored to a champion during rest, but or from books or films. For action and movement icons (that of their possessions, would drop
there were other methods for example, Chani Sayyadina Sihaya included left, right, forward, to the floor. Thankfully, certain
recovering Mana. These included was Paul Atreides’ Fremen wife in back, turn left, and turn right) dungeon levels had reincarnation
drinking a few ‘Ee’ potions, but only if Frank Herbert’s Dune. Azizi Johari were positioned to the right of shrines (called the Altar of VI)
the player had the foresight to prepare was a Playboy Playmate from the screen, and this area also where the bones of the
some in advance. The total amount of 1975, and Gothmog was Morgul’s gave the player the options deceased could be placed. They
Mana that each champion could call Lieutenant at the Battle of related to the items held in each would then be brought back to
upon increased as their ability levels Pelennor in Tolkien’s The Lord of champion’s hands, which were life, complete and intact.
improved. A Neophyte wizard would the Rings. Other champions always displayed along the top DM employed a pseudo-3D
only be able to muster a few weak included Leif the Valiant, who of the screen. technique to display the game
‘magical torch’ spells before expiring was inspired by Leif Eriksson, the Running around the dungeon environment. Everything was
their Mana supply, but a Master wizard Viking explorer who was the first corridors was achieved either derived from a series of pre-
would be able to cast dozens of European to ever set foot on through clicking on the on- drawn 2D graphics. The dungeon
powerful spells before running low. North American soil, whilst Zed screen movement icons, or via environment was pieced together
Various scrolls found inside the was a non-player character from the keyboard’s cursor keys. jigsaw-style from individual
dungeon gave clues to rune Sundog: Frozen Legacy. Most players soon learned that ‘sprite’ graphics of walls, floors,
combinations that the player could try, using the keyboard to move ceilings, etc. However, the game
as well as occasionally hinting at Taking control around was far quicker than world behaved as if it were 3D,
other general clues. If the relevant using the mouse, especially if so if you threw an item it would
champion had enough Mana, the One of the crucial elements that they were running away (Monty travel a certain distance based
player could also experiment with FTL worked on constantly during Python style) from the monsters. on the champion’s ninja abilities
various rune combinations just to see the design phase of the game They could then use the mouse and whether any obstacles got
what would happen. was the control interface. What to fight or cast spells as they in the way (or not as the case
began as a complex point-and- retreated. This combination of
click system was eventually mouse and keyboard controls
simplified until it became used in tandem pre-dated
intuitive. This was especially games like Doom (where this
important when you consider adept skill was a necessity) by
that the game was played in about six years.
real time, and often the player The party often had to sleep
would need to change their to recover spent abilities. Whilst
party’s formation, swap items resting, they were vulnerable to
and then reach into a attack from monsters, so the
character’s backpack and get an player had to find a dead end,
available as bar charts above the item to use within a couple of far away from any danger
main game screen. Health seconds of being attacked. (preferably in an area of the
became depleted during battle, The game system only had a dungeon they had already
Stamina would be sapped few screens to offer. The main cleared) before they could safely
without rest, Mana would reduce ‘dungeon view’ was the most send them to sleep.
whenever a spell was cast, and important, dominated by the Unfortunately, rest could not cure
the Load would increase as more window into the pseudo-3D all of their ailments. For
Dungeon Master featured a
items were carried. Champions environment. A second screen example, sleeping whilst simple but intuitive point-
also had a series of additional (accessed by right-clicking or poisoned accelerated a and-click interface

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RETRO10 Dungeon Master 03/11/2004 9:20 PM Page 77

may be). Monsters could also be by the game mechanics - the Monster squad atmospheric. The distant
seen approaching from a party couldn’t be split up, even if clanking of a far away door or
distance, and the party could the player wanted to! The four DM contained over 20 dif ferent gate opening, or the sudden
turn on the spot in 45-degree champions therefore had no types of monster to battle. This loud screams of monsters
movements as well as move a choice but to stick together. menagerie included Mummies, lurking just around the corner
step forward, back or sideways. Picking up containers (chests, Stone Golems, Pain Rats, immediately put the player’s
boxes etc) allowed the Ghosts, Gigglers, Oitus (giant nerves on edge. As later
Hunt and gather champions to carry more objects spiders), Rock Piles, Screamers, versions of DM were
than their backpack would Scorpions, Skeletons and a developed, sound effects were
DM was littered with all kinds of normally allow. However, the fire-breathing Dragon! Each improved to include the sound
items – from scrolls, food, rocks combined weight still contributed monster had its own (hidden) of monsters moving around in
and weapons, to keys, gems, to the champion’s overall load. statistics including speed, the dungeon.
potions and armour. Items had Obviously, items could be armour, health, hit probability,
their own particular abilities. dropped or given to other bravery, awareness, magic and
They could improve a champion’s stronger characters if required. poison resistance to name but
abilities, or add options when To help keep the DM world a few.
readied in a champion’s hand. consistent, any items dropped on Some creatures disappeared
For example, a full Storm Ring one level of the dungeon would in a puf f of smoke when
could cast lightning, a Staff of still be there when the player vanquished, whilst others
Claws could confuse monsters, returned to it later. This was helpfully left behind food that
whilst a Teowand could calm useful, as players could stockpile would sustain the party for a
monsters, or create one of two items that they couldn’t carry while. Worm Rounds were
different shields – a Spellshield (usually by staircases to other always good for snacking on,
(to protect against magickal dungeon levels). They could then whilst Dragon Steaks were
attacks) or a Fireshield (useful nip back and retrieve the items definitely at the top of most
against other monsters, including when they needed them later. adventurers’ dinner menus –
the Dragon). One way to lose items was to such a shame there was only
Each character could only have them stolen by a Giggler. one (large) Dragon to defeat.
carry so many items before their These weird-looking spindly little Andy Jaros produced the
‘load’ became a burden. creatures would run up to the graphics for DM. Although
Ultimately, a character weighed party, make a funny giggling there wasn’t much variety in
down with too many items would noise, swipe some items and the dungeon environment, this
slow down the entire party – the then run away again. They were was more than made up for by
speed that the group could move quite fast and the only way to the variety of monsters and
or run through the dungeon was recover the items was to give items that the player
always dictated by the speed of chase and kill it! encountered during the quest.
the slowest member. Although There were a few oddities It’s interesting to realise that
the idea of not leaving behind with the game physics in DM none of the monsters in DM had
the slowest or weakest member that the player had no choice but more than four frames of
of the party sounded noble and to accept. For example, they animation. These included front
heroic, this feature was dictated could grab a lit torch from a standing, front attacking, back
sconce on a wall, and and one side (mirrored for left
immediately place it inside a and right). It’s a testament to
backpack for later use. The torch FTL that most players never
would immediately extinguish, noticed, or if they did, didn’t
only to somehow re-light itself feel that it mattered!
when next taken out of the Sound also played an
backpack! However, torches did important part in DM, despite
have a limited amount of time the fact that the game had
before they dimmed and long periods of relative silence.
permanently expired. Keys could It was exactly this minimalist
The dungeon floors were
filled with items to also only be used once, as the approach to sound that helped
retrieve and use locks would ‘gobble’ them up! to make the game so

Just some of the monsters you'd


encounter as you travelled
deeper into the dungeon

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❙❋❙P✄❍❇N❋❙* | FEATURE:SOFTWARE | MASTERING CHAOS |

>DMGS
Perhaps the most interesting conversion
was for the Apple IIGS, as it featured an
exclusive extra dungeon level which
could be accessed by pressing the
Apple II’s ‘option’ key whilst clicking on
the dungeon’s ‘Enter’ button at the very Going public later versions so you only had to began to appear, along with other
start of the game. The starting location select the fountain to take a drink. unofficial maps and full-blown
looked the same as the regular DM DM was first publicly revealed at Other changes included being able solutions, detailing every level of
game. The end of the first corridor had the June 1986 Consumer to select walls to hear if they were the dungeon.
“Welcome Brave Kids” carved into the Electronics Show in Las Vegas as false or not, and the removal of
stone wall. Further tips and hints were a self-running slideshow on the the useful lockpick item. Preaching to
found on the walls as the player Atari ST. Mirrorsoft’s Jim DM went on to win dozens of
the converted
explored the initial area, which included MacKonochie was impressed with accolades from the computer
a one-room version of the Hall of what he saw, and immediately press. It was voted Game of the
Champions that contained 11 portraits to snapped up the European Year for 1988 across Europe and A ‘1Mb only’ Commodore Amiga
choose from. distribution rights for both the US, and if imitation is the conversion of DM, with improved
Only once the player had recruited Dungeon Master and Oids (FTL’s greatest form of flattery, then FTL stereo sound effects, appeared
some champions would the game let shoot-em-up inspired by the became exceptionally flattered over the following year, along with the
them through the next door. From here Williams coin-op Gravitar) after the next five or six years, as a usual minor tweaks and
they could collect and fill a water-bag, he met with FTL’s Marketing number of publishers jumped on improvements by FTL. Other more
tool up with a few extra weapons and Director, Russ Boelhauf. the bandwagon and produced
choose from three sets of stairs leading The deal between FTL and similar games.
downwards. One staircase lead to the Mirrorsoft ultimately proved to be Westwood Associates (later to
Treasure Maze with Gigglers (“Beware of good business for both become Westwood Studios)
the Kleptomaniacs!”), whilst another companies, as over two-thirds of created Eye of the Beholder for
took the player to the Shooting Gallery. FTL’s DM sales came from TSR, a DM-clone with improved
Some of these dungeons included “Push Europe. However, it was so long graphics, more features and the
A Button – Make A Monster”, where you between the deal being signed official AD&D rules, based on the
could generate a monster to fight and the game finally appearing Forgotten Realms tabletop RPG.
against. Another area gave the player a (over a year later) that Jim This game spawned two further
chance to battle with a Dragon in its MacKonochie had all but sequels, with a new developer
den. This was a training area or tutorial forgotten about it when it finally completing the third and final part
for the quest that lay ahead. appeared in late 1987. in the series. By then, Westwood
Such was the clamour for DM had set itself up as a publisher
when it was finally released that and developer, and went on to
a badge was produced for produce its own DM homage a few
retailers, proudly proclaiming years later, called Lands of Lore:
“Yes – we have Dungeon Throne of Chaos, which also
Master!”. The game sold out as spawned a couple of sequels.
soon as it hit the shelves, and Despite being the European
FTL in the US and Mirrorsoft in distributor for DM, Mirrorsoft
the UK had a hard time keeping produced Bloodwych, a DM-style
up with demand. RPG that added a two-player,
The first release of DM for the split-screen feature. This game
ST (v1.0) had a few bugs near was also converted to run on the
the end of the game that were older 8-bit Spectrum, C64 and
quickly fixed. Upgrades were Amstrad CPC computers. Other
available for a nominal postage games that were obviously
fee if players returned their inspired by DM included the Ishar
original game disks to FTL or series, Tony Crowther’s Captive
Mirrorsoft. Other minor revisions (published by Mindscape), two
and tweaks were continually Abandoned Places games, and
being made, especially as further Black Crypt (published by
conversions to other formats were Electronic Arts).
being written. For example, the DM’s popularity also spawned
player originally had to use a a small ‘cottage industry’ of its The massive popularity of Dungeon
waterskin or flask to drink from own, as home-developed (and Master unsurprisingly led to many
the fountains. This was revised in strictly unofficial) DM editors similar adventure titles

The Apple IIGS version featured


a new 'Kid Dungeon' which was
basically a training exercise

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RETRO10 Dungeon Master 03/11/2004 9:21 PM Page 79

exotic conversions were to follow with an additional hardware add- a dozen). It also meant that
over the next few years, on called the FTL Sound Adapter players didn’t have to own the
including Japanese-language which allowed PCs that didn’t original game to play the
versions for the PC9801, the have soundcards (quite common follow-up.
X68000 and FM Towns machines. in the very early 1990s) the FTL had always been keen
The latter version came on CD- chance to hear the digitised to listen to fans of DM, and
ROM and included CD audio sound effects. often asked players to contact
tracks that played during the As the console market it with suggestions and
game. The music was also matured, DM was eventually comments. Some of these ideas
released as a standalone CD converted onto the SNES and the found their way into CSB. One
Despite the packaging, Chaos
album, simply called Dungeon Mega-CD/Sega-CD. NEC’s PC of the new features enabled
Strikes Back proved to be much
Master – The Album. Engine/TurboGrafx received a players to amend the portraits more than a DM data disk
It took a couple of years restricted version of the game of the champions via a Utility
before a PC version appeared. called Theron’s Quest, which had Disk that was supplied with the
When it did, it came supplied a traditional Japanese-style game. This disk also allowed
animated intro, and included players to import their
seven mini-dungeons to explore. champions from DM and give
One conversion that was them all updated (pre-defined)
started but never finished was for portraits. However, none of
Commodore’s short-lived CDTV. their items survived the
The main technical stumbling transition from DM to CSB.
block for this version was the The CSB Utility Disk also
severe lack of space on the included a Hint Oracle program.
machine’s memory cards for The player could load their
saved game files. It was a save-game file into the Oracle
problem that neither Commodore and it would give hints about
nor FTL were able to resolve. the surrounding location. The
player was therefore less likely
Chaos reigns to see potential spoilers for
sections of the game that they
Thanks to the design and had yet to encounter.
programming ethos that FTL The CSB box contained the
The CSB prologue mentioned a
adopted whilst creating DM, the usual instructions, a disk, a coin and, lo and behold, one
ability to have additional data slightly cryptic poster and a was included in the box
disks was easily achievable. coin. This coin showed the face
This was a wise move, from of Chaos on one side, and
both a creative and a business “Danger thus reveals its face”
perspective, enabling FTL to on the other. The box was
create further DM adventures similar to DM’s, and proudly
without having to write masses proclaimed “Expansion Set #1”
of new code. along the top, even though the
However, as FTL began game ended up as a
designing the extra dungeons, standalone product. It was
the scope of the project slowly simply a case of printing the
outgrew their original data disk boxes far in advance of the
intentions and Chaos Strikes game being finished.
Back (CSB) eventually became a Curiously, instead of new
standalone game in its own artwork, the box featured the
The Japanese Super Famicon right. There were advantages to original DM painting. As David
version featured alternative
taking this approach. For Darrow explains: “After Dungeon
coverart, while NEC consoles
received a stripped-down starters, new graphics could be Master came out, over time I
version of the game entitled added to the DM world, and began reading reports that
Theron's Quest that meant new monsters (over concerned me about the

The handy CSB Utility Disk


included a hint system amongst
other things

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>Help!
Chaos Strikes Back featured 10
dungeon levels, or 11 if you
counted The Prison, compare d to
DM’s 13, but mapping the game on
graph paper became extreme ly
dif ficult. Thankfu lly, help would be included in future flame. In it, he mined four cornered. Coins placed in slots
soon be at hand. dungeon/demons-type games chunks of Corbum, a substance on the wall gave access to
A few months after the game’s after that. I threw away my that drew Mana from the world. areas with better weapons, and
release, FTL publishe d the of ficial business relationship with them With this Corbum, Chaos hoped slowly but surely the worms
Adventu rer’s Handboo k, which for the life of the company, but to permanently detach himself would be defeated. The party
containe d full maps and a detailed I had to do what my heart told from the Grey Lord. The Corbum was then able to do a little
solution . This book became an me.” Despite his reluctant ore had to be found and more exploration. Armour and
essentia l guide for the Mirrorso ft decision, David, Bruce and destroyed to prevent the return
support team, which had to take the Wayne still remain friends to of Chaos.
phone calls from players stuck in this day. The game design for CSB
the dungeon . was a lot less linear than DM.
The new quest The quest required the party to
locate the four Corbums and
There were two different destroy them by throwing each
endings to the original DM, with one into the Fulya pit.
cryptic clues to both written in Unfortunately, the game was full
various scrolls found lying of hidden traps and teleporters
around in the dungeon. The to confuse and disorientate the
first involved taking the Firestaff player. Pits would often drop
(without the Power Gem) all the the party two or three levels
way back to the dungeon down, with no easy way of
entrance. Once there, the player getting back to where they had
was met by Lord Librasulus, fallen. There were also limited
who would then destroy the supplies of food and water,
party for failing to discover the randomly placed items and
secret of the Firestaff. much tougher monsters!
The second ending involved If the player was starting
combining the Firestaff and the from scratch, they had to firstly
Power Gem, and then finding explore The Prison, where they
Chaos. A particularly adept could rescue new characters for
wizard was required to cast their party, including many
dozens of ‘Fluxcage’ spells more non-human characters
which would then fuse the two compared to the original DM.
objects together when Chaos The player would then import
was surrounded on all four these characters into the Utility
sides. Of course, the Fluxcages Disk and export a CSB-
didn’t last for long, and Chaos compatible save file, which
had a nasty of habit of moving placed the party at the very
about and blasting the party start of the game. This feature
with spells of his own! Once also accommodated a save-
entrapped, Chaos was re-united game from DM to be imported.
with Lord Order and so the Grey Once in the game proper,
Help at hand - official Lord was restored to the world. CSB immediately put the party
guides were quickly published
Unsurprisingly, CSB builds in mortal danger from armoured
to guide foolhardy
adventurers out of trouble on the more favourable second worms inside a dark and dingy
ending. The prologue revealed dungeon. Unknown to the
that Chaos had predicted his player, the party were standing
obsessions some people got own defeat, and had created a on a floor-switch that was
with RPG. In particular I was new dungeon to exact his generating the worms!
concerned about occultist revenge. Within this new The party had to side-step
overtones (or greater) in dungeon, Chaos created a Forge the worms and keep on the CSB was similar in appearance
dungeon/demon games, and of Fulya, which produced a move, hitting them when they to the original DM, but the
due to my faith, I asked not to seething, poisonous black could but without becoming new quest was far less linear

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other useful items were also didn’t get to see the game at all its efforts had been dominated improved, providing colourful
found in the immediate area, before it appeared on the by converting DM and CSB to as icons above each rune to give
allowing the party to ‘tool up’. shelves. Initially, it was difficult many different formats as it some clue as to their use. The
Unfortunately, the respite was to get hold of, as only limited could. The company had control cluster was the same,
short-lived, and the party would numbers had been shipped over originally planned to release a but it had a few extras of its
soon be battling with more from the US. Even Mirrorsoft series of DM-style games in own, including being able to
creatures, and areas with dozens staff had to go out and buy different genres, with horror and turn individual party members
of pits that would appear and their own copies of the game to science-fiction title being manually. There was much more
disappear on a whim. be able to play it! An Amiga considered. Ultimately, none of interaction with the scenery in
Each of the four Corbums version appeared in early 1990, them ever went beyond the DM2. Freed from the same grey
were located along a different with an improved animated drawing board. dungeon walls of DM and CSB,
‘way’ in the dungeon, focusing introduction and music. For Instead, FTL eventually DM2 let the player explore
on each of the four different reasons unknown outside of turned its attentions to inside and outside of buildings,
skills – fighter (Ku), ninja (Ros), FTL, an official PC conversion of producing a proper, standalone and journey through
wizard (Dain) and priest (Neta). CSB never appeared. sequel to DM. Dungeon Master underground passages as well
The Junction of the Ways forced Many players found CSB to 2: The Legend of Skullkeep as traverse dungeons as before.
the player to decide which ‘way’ be a much harder game than was initially released for the There was more animation too,
to attempt first. Each one DM. The confusing levels, the Sega Mega-CD in 1994, and was including driving rain in some
started at the junction, but then tougher monsters and the non- followed by versions for the IBM of the outdoor locations,
led the party to different linear approach made it a PC, Amiga, Macintosh, PC9801, fluttering window curtains and
dungeon levels. They would frustrating experience. It also PC9821 and the FM Towns the flickering fires.
then meet up halfway through didn’t look very dif ferent, following year. By then, the Atari This time furniture could be
(at the Diabolical Demon except for the smattering of ST had disappeared off the moved around, log fireplaces
Director) and then separate new monsters (including the gaming radar, so no ST version could be set alight, shops
again, only to finally re- blue Antmen, Rives, was produced. allowed players to buy and sell
converge at the Fulya pit. Hellhounds, Black Flames, This time around, FTL items, and a useful ‘magick
More often that not, the Zytas and Deth Knights), but developed the game for US map’ meant that mapping
solution to an obstacle or trap those who battled their way publisher Interplay to publish wasn’t quite as dif ficult as it
would be based around the through also found it to be a worldwide, thereby freeing FTL once was. In fact, the map was
abilities associated with the rewarding and worthy update to concentrate on producing the located immediately above
‘way’. For instance, a problem to DM, if not a proper full- game itself rather than having
encountered along the way of blown sequel. to deal with publishing
Dain would require spell Mirrorsoft’s demise at the concerns like commissioning the
casting. Sometimes, the party end of 1991 forced FTL to find a artwork, the boxes, distribution,
would get so far down one new distributor for DM and CSB and so on.
‘way’, only to then have to in Europe. It eventually signed The PC, Amiga and Macintosh
retrace their steps back to the up with Liverpool publisher and versions of DM2 used 256 colour
junction and try another way in developer Psygnosis, who re- graphics, whilst the remaining
order to retrieve an item they released a special edition of DM versions used a mixture of
needed to make progress. Each for the Amiga (which included graphics from the original DM
‘way’ required a special key to CSB) in 1992, along with a re- (mainly objects and the various
be located mid-way through release of the PC version minus inventory and status screens)
before you could reach the the FTL Sound Adaptor (which and the newly produced location
Corbum. was no longer required, as and interface graphics. Once
soundcards were becoming a again, DM veterans Wayne
Late arrival standard piece of PC hardware Holder, Doug Bell and Andy Jaros
by then). worked on the sequel, along
CSB was released in late with other new recruits and staff
November 1989 for the Atari ST, The legend from Interplay.
some two years after the The game system for DM2
release of DM and about six
lives on was the same as the original,
months later than originally By the early 1990s, FTL’s staff except for some small additions.
planned. In Europe, Mirrorsoft numbers had grown, yet most of The spell-casting interface was

The sequel debuted on the


Sega Mega-CD, with home-
computer versions appearing
courtesy of Interplay

**81**
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Despite wanting to like the new


sequel, many felt that DM2 was
stuck in the past. It was
unfortunate, but it probably
suffered from being released a few
years too late. The gaming world
had moved on since the original
release of DM seven years before.
Some of the games published by
other developers since DM had
improved upon its style, whilst
others had taken the next step and
gone to actual 3D – Origin’s Ultima
Underworld springs to mind.

The door closes?


DM eventually followed the true-
3D route in 1998, with the
release of Dungeon Master
Nexus on the Japanese Sega
Saturn. This exclusive version of
DM was effectively a new game
which included a proper 3D
engine and a new 15-level
dungeon to explore. However,
FTL Games had all but
really
disappeared by this point. Doug
visuals, the sequel didn't
Despite slightly improved Bell and Wayne Holder
move the series forward collaborated on the book Java
Game Programming for Dummies
in the same year, and various
where the game started. When As with the original games, other FTL employees went on to
used, it showed a small grid DM2 featured a Hall of Champions teach IT and Computer Science
(7x7) of the surrounding area. at the start. The lead character at the University of California in
(Zed Torham) was already chosen, San Diego.
Final fight so the player had three other DM left a lasting impression
champions to resurrect or re- on the gaming world. There is a
DM2’s ultimate quest was to incarnate. These were all new thriving online community of
prevent General Dragroth’s characters, with no chance to people today who are willing to
minions from creating a ZO gate import previous champions from discuss what DM was and what it
that would allow him to leave the earlier games. meant to them back in the 16-bit
the void between worlds and Like CSB before it, DM2 was a days. Many programmers have
enter the castle of Skullkeep. tough game to get to grips with. taken up the challenge to
The player had to build a ZO- The initial monsters that the player produce modern, updated
link machine to reach and defeat encountered were difficult to versions of DM, many using
Dragroth, before he did the defeat, and despite the additions, modern 3D engines. Somehow,
same to them. Whilst it sounded the 256 colour graphics hadn’t somewhere, Chaos will return.
simple enough, the game had moved on enough from the original
no less than 23 different levels game. In particular, the dark and Thanks must go to Christophe
to explore and a whole host of rainy outdoor locations were a bit Fontanel and artist David Dungeon Master made its
new monsters to exchange murky and it was often difficult to Darrow for their help in final official appearance on
blows with. see what was going on. compiling this article. ✺✯* the ill-fated Sega Saturn

**82**
Untitled-1 1 1/9/06 12:55:47
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**84**
RETRO10 GAME & WATCH 03/11/2004 8:20 PM Page 85

>Wa tch A
Go Go was
0 , befor e the GameBoy ye,
8
Back in 19 t in Gunpei Yokoi's e
s
even a glinleased the first of it re
Nintendo re h series. 60 titles wew
Game & Watc total, and they're nos.
released inted by retro collector f
highly cove looks at the history o
Jules Burt able handhelds and e
these desir up-to-date price guid
provides a n
ference
for your re ing
ndheld games be
rod uc tio n of a wide variety of ha s just
he late 1970s sa
w the int e arcade craze wa
manufacturers. Th

T
of the ma jor toy ho les in ev ery kid’s
produced by most , De fen de r and Asteroids eating pro ducing
e Invaders and were soon
starting with Spac ca sh in on this new market
were despera te to
pocket. Toy firms pular arcade hits. d to
ons of all the po was ideally suite
scaled-do wn versi
ing in the US an d decided that it a ne w
at was happen d been develop ing
Nintendo saw wh ars the Jap an ese developer ha ko i. Ninten do
ct. For two ye Yo
this type of produ scientists, Gunpei
e of its research
cry stal displa y, invented by on children’s game.
liquid a top-selling
his invention into
now had to turn

**85**
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Handheld history
Gunpei Yokoi joined Nintendo in
1965, around the time its
executives decided to branch out
and fund a research and
development department to
come up with new ideas and
technologies. Yokoi was 24, and
already something of an
electronics wizard, having spent
most of his youth tinkering with Watch
Ball, the first Game &
portable radios and electronics title, seen here with
r
kits. He was made head of packaging and Japanese flye
Nintendo’s first research and the
development team, RD1, and was Gunpei Yokoi, designer of
Game & Watch series, the
tasked to design new toys for less
GameBoy, and the somewhat
the company to market. successful VirtualBoy further two years before the
He began by working on an first title hit the shops. Ball
extension to a Nintendo’s Ultra there were several problems in went on sale in April 1980,
Toys project. Yokoi and his team development as the invention around the same time as the
developed the Ultra Hand, a was not patented until 1977. Donkey Kong arcade game was
robotic arm with a gripping The following year, with beginning to gain popularity.
action which could be controlled most of the problems resolved, Ball was followed by Flagman,
using a mini joystick. Although the idea for the Game & Watch but these early efforts were
not a success, the work on the was born. The name was rather lacklustre and did not
Ultra Toys line led the team into derived from the fact that there sell in great numbers. It wasn’t
miniature electronics, and in the was a small digital clock (later until the release of Fire in July
early 70s the first liquid crystal with an accompanying alarm) 1980 that the games really
screen was developed. It seems built into every game. It took a started to get noticed.

>G&W formats
With 10 different formats Gold
released, collecting Game &
Watch can be confusing to say Same size and design as the
the least. Many of the more Silver range except that these
popular games and the licensed have a gold-coloured border. They
titles, such as Popeye, Snoopy also introduce a small metal
and Donkey Kong Jr., were foldaway stand on the back of the
released on more than one game. Titles in the Gold range are
format. Here’s a summary of all Manhole, Helmet and Lion.
the various models: Multi Screen
Silver The first big change in format
and a very popular one. An
The first five games were a bit additional screen doubles the
primitive in comparison to the gameplay for twice the fun. They New Wide
later models. They have a come in two different formats.
single screen which has a The first has two widescreen- The same style and size of a
silver-coloured border with the size screens on top of each other. regular Wide Screen game except
name of the game in the top- The second format opens like a that these have a coloured metallic
right corner. The screens have a Wide Screen book and is played with the two border. There are eight games in
painted overlay. The titles in screens side by side. The games this range: Donkey Kong Jr., Mario’s
the series are Ball, Flagman, This format continues the basic are housed in a bulky plastic Cement Factory, Manhole, Tropical
Vermin, Fire and Judge. design of the Gold releases except case. The front of the case has a Fish, Super Mario Bros., Climber,
that the single screen is now a little large metallic fascia, some with a Balloon Fight and Mario the Juggler.
larger. They carry a small picture on colour graphic and the game’s
the left of the game with the name name. The titles are Oil Panic,
on the right. Different-coloured Donkey Kong, Mickey & Donald,
plastic backs make this range stand Greenhouse, Donkey Kong II,
out. There are 10 titles: Parachute, Mario Bros., Rainshower, Lifeboat,
Octopus, Popeye, Chef, Mickey Pinball, Blackjack, Squish,
Mouse, Egg, Fire, Turtle Bridge, Fire Bombsweeper, Safebuster,
Attack and Snoopy Tennis. Goldcliff and Zelda.

**86**
RETRO10 GAME & WATCH 03/11/2004 8:21 PM Page 87

Double trouble the very first game, Ball. It several original Game & Watch
featured the company’s best- titles plus updated versions with
Subsequent releases capitalised known character, Mario, juggling full-colour graphics and familiar
on the more popular features of balls just like the stickman in the Nintendo characters. Also, a range
the earlier games and they just original. Eventually, Game & Watch of small keyring-sized Mini
got better and better. With the production slowed to make way Classics have been released since
release of the first Multi Screen for Nintendo’s next, more September 1998. While not strictly
Game & Watch in May 1982, Oil advanced handheld system, the part of the official range, they are
Panic, players were treated to two GameBoy. Also created by Gumpei still of interest to collectors. A
- an
screens of gameplay. The second The Multi Screen series Yokoi, the GameBoy has proved to Game & Watch has even turned
obvious inspiration for
Multi Screen game, Donkey Kong, be Nintendo’s biggest hit yet, but up in the Nintendo’s recent
introduced Nintendo’s famous Nintendo's new dual-screen its roots are in the Game & Watch. GameCube game Pikmin 2. You
DS handheld
cross-shaped directional pad Nintendo certainly hasn’t have to direct your Pikmin army to
which later graced the NES the introduction of the full-colour forgotten its past glories. Five pick up the game and move it to
controller and GameBoy. Donkey Panorama series. These excellent Game & Watch Galleries have a safer location. Very sensible,
Kong was also the company’s first games lifted the Game & Watch been released for the GameBoy, especially when you consider that
million-selling title – a very series to new heights, but and each collection features the cases scratch easily…
impressive feat in less than two Nintendo continued releasing
years. It was to repeat this games in the original formats to
success another three times in the be sold alongside their more
next seven years with Donkey advanced cousins.
Kong II, Snoopy Tennis and the The series eventually ran to 10
famous Mario Bros. different formats but it’s the
Constant improvements were widescreen and mulitscreen
implemented as new technology releases that are best
advanced throughout the 1980s. remembered. All told, Nintendo
The screens were made a little sold over 12 million Game &
larger and the games became Watches around the world in 11
ever more complex. The big years. The last release, 1991’s A throwback to the first Game & Watch title, Mario
the
breakthrough came in 1983 with Mario The Juggler, was a tribute to Juggler ended the series on a high

Micro Vs. System allow any permanent graphics or playing area, creating sharp Snoopy, Popeye, Donkey Kong Jr.,
painted screen overlay. The colour graphics. It takes a while Mario’s Bombs Away, Mickey
By far the most elegant games games are Super Mario Bros., to get used to the proper joystick Mouse and Donkey Kong Circus.
designed for the series, with a Climber and Balloon Fight, and all and buttons but these are an
superb build quality that feels three were later released as New excellent addition to the series. Super Color
good in the hand. They consist Wide games. The range features Donkey Kong
of a single screen about the size Jr., Mario’s Cement Factory, These are taller machines, which
of two Wide Screen games side Snoopy and Popeye. come with a painted overlay.
by side. They have a pair of They look like a New Wide
controllers, which fit snugly into Panorama Screen game turned on its side.
the sides of the game when not Only two Super Color games were
in use. These are the only These are smaller versions of the ever released – Spitball Sparky
games designed with two tabletop machines, except that and Crab Grab.
players in mind, and include Tabletop you pull the screen up to reveal
Boxing, Donkey Kong 3 and the playing area. These are also
Donkey Kong Hockey. These games are much larger in colour and are amongst the
than the rest of the series and best looking of all the games.
were designed for playing on a There are six titles in total:
tabletop. The best thing about
them is the introduction of colour
to the series. The large screen is
reflected via a mirror onto the

Crystal Screen
The same-size screen as a
standard Wide Screen model,
except that the screen is
completely see-through and the
game itself is much wider. It has
glass on both sides and didn’t

**87**
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>Price guide
to
As with any collectable, games that are 100% complete and as near
factory condition as possible command the highest prices. It is worth
and the
remembering that most of these games are now over 20 years-old
chances of finding one at a boot sale or charity shop have dropped
dramatically over the last few years.
Boxed examples of any game are making decent money now. Even
always
unboxed examples of the more common games are sought after and
to get
sell. However, there are several games which are in plentiful supply
you started and these can be picked up at a reasonable price on eBay.
on the
When pricing a game remember that it must have its serial number
cover. These are easily lost and
back together with the all important battery
value by up to 50%. Also, if the screen or casing has any
would affect the
marks or scratches then the value will again decrease. It goes without
saying that the game should still be working!
The following table lists all released Game & Watch games in
chronological order, with model number (found on the game’s plastic
for mint, Mario’s Cement Factory ML-102
casing), series type and release date. There are two prices listed – New Wide Jun-83 £15 £50
box Snoopy
loose, unboxed examples with no packaging, and for mint in mint SM-73 Tabletop Jul-83 £45 £130
Manhole NH-103 New Wide
examples, with instructions and poly inner. Aug-83 £20 £50
Snoopy SM-91 Panorama Aug-83 £40 £100
Game Serial no. Type Release Loose Boxed Popeye PG-92 Panorama Aug-83 £40 £100
Rainshower LP-57 Multi Screen
date value value Popeye
Aug-83 £75 £250
PG-74 Tabletop Aug-83 £75 £350
AC-01 Silver Apr-80 £70 £200 Donkey Kong Jr. CJ-93 Panorama Oct-83 £80
Ball £300
FL-02 Silver Jun-80 £150 £800 Lifeboat TC-58 Multi Screen Oct-83 £25
Flagman £70
MT-03 Silver Jul-80 £50 £125 Mario’s Bombs Away PB-94 Panorama Nov-83 £80
Vermin £300
RC-04 Silver Jul-80 £50 £125 Pinball PB-59 Multi Screen Dec-83 £15
Fire £35
IP-05 Silver Oct-80 £125 £600 Spitball Sparky BU-201 Super Color Feb-84 £25
Judge £50
MH-06 Gold Jan-81 £30 £90 Crab Grab UD-202 Super Color Feb-84 £30
Manhole £60
CN-07 Gold Feb-81 £30 £90 Mickey Mouse DC-95 Panorama Feb-84 £80
Helmet £300
LN-08 Gold Apr-81 £40 £120 Boxing BX-301 Micro Vs. Jul-84 £20
Lion £40
PR-21 Wide Screen Jun-81 £20 £60 Donkey Kong 3 AK-302 Micro Vs. Aug-84 £20
Parachute £40
OC-22 Wide Screen Jul-81 £15 £50 Donkey Kong Circus MK-96 Panorama Sep-84 £80
Octopus £300
PP-23 Wide Screen Aug-81 £20 £60 Donkey Kong Hockey HK-303 Micro Vs. Nov-84 £20
Popeye £40
FP-24 Wide Screen Sep-81 £30 £90
Chef
MC-25 Wide Screen Oct-81 £15 £50
Mickey Mouse

Blackjack BJ-60 Multi Screen Feb-85 £15 £30


EG-26 Wide Screen Oct-81 £100 £325 Tropical Fish TF-104 New Wide Jul-85 £20
Egg £50
FR-27 Wide Screen Dec-81 £20 £60 Squish MG-61 Multi Screen Apr-86 £20
Fire £50
TL-28 Wide Screen Feb-82 £25 £100 Super Mario Bros. YM-801 Crystal Jun-86 £125
Turtle Bridge £300
ID-29 Wide Screen Mar-82 £25 £100 Climber DR-802 Crystal Jul-86 £80
Fire Attack £200
SP-30 Wide Screen Apr-82 £15 £50 Balloon Flight BF-803 Crystal Nov-86 £125
Snoopy Tennis £300
OP-51 Multi Screen May-82 £30 £90 Bombsweeper BD-62 Multi Screen Jun-87 £30
Oil Panic £70
DK-52 Multi Screen Jun-82 £30 £90 Safebuster JB-63 Multi Screen Jan-88 £20
Donkey Kong £50
DJ-101 New Wide Oct-82 £15 £50 Super Mario Bros. YM-105 New Wide Mar-88 £15
Donkey Kong Jr. £35
DM-53 Multi Screen Nov-82 £20 £45 Climber DR-106 New Wide Mar-88 £20
Mickey & Donald £50
GH-54 Multi Screen Dec-82 £20 £45 Balloon Flight BF-107 New Wide Mar-88 £20
Greenhouse £50
JR-55 Multi Screen Mar-83 £25 £80 Goldcliff MV-64 Multi Screen Oct-88 £20
Donkey Kong II £50
MW-56 Multi Screen Mar-83 £25 £70 Tetris Jr. N/A Multi Screen N/A N/A
Mario Bros. N/A
CJ-71 Tabletop Apr-83 £35 £100 Zelda ZL-65 Multi Screen Aug-89 £25
Donkey Kong Jr. £60
Tabletop Apr-83 £35 £100 Mario The Juggler MJ-108 New Wide Oct-91
Mario’s Cement Factory CM-72 £100 £250

**88**
RETRO10 GAME & WATCH 03/11/2004 8:21 PM Page 89

Same game, different name. Boxing became


Punch-Out!! in the US

Arcade at home As for the multiscreen Tetris


Jr. game listed in the price guide
Onto the Tabletop series now. – this was never released, and
The very first game in this series it’s thought that Nintendo didn’t
– Donkey Kong Jr. (CJ-71) – was want to impact on sales of
also released in the USA by GameBoy Tetris. Rumours
Coleco. By this time, Coleco had abound that units were actually
already established itself in the produced and stored in a
market with its range of superb warehouse, but one has yet to
shrunk-down mini-arcade games surface. The game did finally get
man, Fireman. Note the
Mego released Fire as Fire (Pac-Man, Galaxian, Zaxxon, released as part of the Mini
g with Time Out breanding
redesigned packagin Frogger etc). It seemed only Classic range.
sensible for Coleco to re-badge Lastly, a version of Super
Variations original names, although the boxes the existing Nintendo game, add Mario Bros. (YM-105) was
obviously featured a Mego and some new side art graphics and released as a competition prize
and rarities Time Out logo. These variations release the title itself as part of in Japan. It’s basically the
sell for about the same as the its arcade series. normal New Wide version of the
If you cannot find the game you regular Nintendo releases – a little An interesting variation on the game, housed in a plastic shell
have in our price guide, chances more for the boxed examples Super Colour game, Spitball which represents a Japanese
are you own a variation, possibly which are very tough to find. Sparky (BU-201), has also comic character. These were
from a different country or even a Also in the Silver series is a surfaced. An example has been once considered very rare, but
different manufacturer. variation on Judge (IP-05). The found, in the UK, with an all- around 10,000 were made and
Let’s start with the Mego/Time plastic casing can be either green white casing instead of the usual they do turn up quite often.
Out variations. These games were or purple in colour, but the serial shiny silver. This is probably a They do have a unique serial
only released in the USA and are number doesn’t change and they’re prototype or a first-run number of YM-901, however, and
variations on the original Silver worth about the same. manufacturers test-shot. Whatever sell for upwards of £300. ✺✯*
series. Mego, a major toy The next variation concerns the its history, these are obviously
manufacturer of the era (World’s Gold series game Helmet (CN-07). incredibly rare and hardly ever
Greatest Superheroes, Planet Of When this game was released in turn up.
The Apes, Star Trek etc), had a the UK, through the CGL (Computer Yet another variation is the
superb distribution setup Games Ltd) brand, it was renamed Micro Vs. System game Boxing
throughout US toyshops. Nintendo, Headache. The box and the game (BX-301), or in this guise, Punch-
who at this time was only just itself all bear the new name, but Out!! This is once again a simple
entering the market, realised that the instruction booklet is the name change, used to tie-in to
this was a great way to get its normal Helmet version. This is the popular NES game. This
games some wider exposure amongst the hardest of all boxed version appears to have only
outside of the usual electrical games to find, and a near-mint been available to buy on a
retailers. Time Out was an boxed example sold on eBay plastic blister card.
electronic division of Mego used for recently for an amazing £1,600. A These blister cards were
all the new electronic games. mint loose example will set you distributed by Micro Games Of
Telling the versions apart isn’t back about £200. America and so far 16 different
too hard. They all have the same games have surfaced. The full
colour plastic casing and the list is as follows: Balloon Flight,
games play exactly the same, but Mario’s Cement Factory,
the branding and sometimes the Blackjack, Zelda, Bombsweeper,
game’s name is different. Ball (AC- Climber, Donkey Kong, Goldcliff,
01) was released as Toss-Up, Mario Bros., Donkey King Jr.,
Vermin (MT-03) as The Super Mario Bros., Donkey Kong
Exterminator, and Fire (RC-04) as II, Punch-Out, Donkey Kong The special edition of
Fireman, Fireman. Flagman (FL-02) Perhaps CGL thought a game Hockey, Donkey Kong 3, and Super
e a Mario Bros. came housed
and Judge (IP-05) retained their called Helmet would rais Mario The Juggler.
in
in the UK a unique plastic case
few eyebrows

**89**
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Silver Series flyer (front and back)

Widescreen Series flyer (left and right)

**90**
RETRO10 GAME & WATCH 03/11/2004 8:22 PM Page 91

Donkey Kong/Oil Panic flyer (front and back)

Mickey & Donald/Greenhouse flyer (front and back)

**91**
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Donkey Kong Jr flyer (front and back)

Donkey Kong Jr/Mario’s Cement Factory flyer (front and back)

**92**
RETRO10 GAME & WATCH 03/11/2004 8:23 PM Page 93

Donkey Kong II/Mario Bros flyer (front and back)

Panorama Series flyer (front and back)

**93**
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Tabletop flyer (front and back)

SuperColor Series flyer (front and back)

**94**
RETRO10 GAME & WATCH 03/11/2004 8:23 PM Page 95

Game & Watch brochure (pages 1 and 2)

Game & Watch brochure (pages 3 and 4)

**95**
RETRO10 Coverdisc Pages 03/11/2004 10:40 PM Page 96

❙❋❙P✄❍❇N❋❙* | REGULAR:COVERDISC |

The 10th Retro


Gamer coverdisc
features 50 of the
latest retro
games, including
faithful PC
remakes of such
classic titles as
Space Invaders,
Bomberman and step Place the coverdisc into your step Some games/programs are provided
Tetris. And once
you've played the
1 CD/DVD drive and it should start
automatically. If not, select Run
from the Start menu and enter
D:\browser.exe (assuming that D: is
2 as .exe files and these will
run or install straight from
the disc. If the program
chooses to install itself, simply
the letter of your CD/DVD drive). When follow the onscreen prompts and then
games, why not try the browser appears, click OK to
accept the declaration.
wait while the files are copied to
your hard drive.
your hand at
making your own?
We've secured the
complete Home
Version of The
Games Factory for
inclusion on the
coverdisc, and a
'getting started'
guide to using the
program begins on step Many games/programs are stored in .zip
files, so you might need an archive
step If you are looking for a particular
program, click the Search button
page 98 3 manager like WinZip, which is under
the Utilities browser tab. Extract all
the files from the .zip archive using
4 and enter a keyword. The browser
program will search the disc and
place all the relevant results under
the Extract feature and place them in an the left-most browser tab. They can now
empty folder, then run the .exe file. be accessed directly from here.

Coverdisc helpline
Problem solving
If you’re having a problem with a particular program on our coverdisc,
01625 855 051
techsupport@livepublishing.co.uk
please view the help file in the program for assistance. You might also
consider visiting the website of the program author for further help. If this (Monday-Friday 10am-4pm)
fails, please email: techsupport@livepublishing.co.uk. Helpline for coverdisc problems only
If you are having problems with the CD, first check that it is not dirty
or scratched. CDs can be cleaned by holding them under the cold water tap
and gently rubbing the silver side with a tissue. Dry it carefully with
DISCLAIMER
another tissue. Some of the programs on the Retro Gamer disc interact with your PC on a
fundamental level. We strongly advise you back up your personal data before using
If the disc still doesn’t work, then it may be faulty. Faulty discs should the disc. Due to the way the Retro Gamer disc is compiled, Retro Gamer, Live
be returned to Retro Gamer, Live Publishing International Ltd, Europa Publishing International Limited and/or any associated company and/or individual
cannot take responsibility for damage to your PC or otherwise arising from use of the
House, Adlington Park, Macclesfield, Cheshire, UK, SK10 4NP. We will coverdisc. You use the programs on the disc at your own risk.
replace all genuinely faulty discs.

**96**
RETRO10 Coverdisc Pages 03/11/2004 10:40 PM Page 97

Humphrey The Void Victory Road Bugs

PC Retro Games
Utility Name File Name File Size Type Notes Description
AirStrike 3D: Operation WAT as3d_demo.exe 8,162Kb Shareware Trial A great helicopter flight-sim/shoot-em-up from DivoGames
AirXonix AirXonix.exe 2,299Kb Shareware Trial AxySoft’s take on the classic Qix featuring 3D graphics
Alien Shooter AlienShooterDemo.exe 6,049Kb Shareware Trial A great isometric shoot-em-up from the Sigma Team
Alien Sky AlienSkySetup.exe 6,904Kb Shareware Trial An arcade shoot-em-up in the style of Space Invaders
Aqua Bubble AquaBubbleSetup.exe 4,277Kb Shareware Trial An excellent Puzzle Bobble variant game for Windows
Arkanoid 4000 Arkanoid4000.exe 4,467Kb Shareware Trial Arkanoid brought bang up to date by Alawar Entertainment
Atomaders AtomadersSetup.exe 8,428Kb Shareware Trial A good-looking Space Invader clone for Windows
AxySnake AxySnake.exe 4,774Kb Shareware Trial Guide the hungry snake around the garden avoiding hazards
Beetle Ju BeetleJu.exe 5,757Kb Shareware Trial A Boulderdash clone with elements of Bomberman thrownin
Bombardix Bombardix.exe 4,206Kb Shareware Trial Another Bomberman clone with five worlds to work through
Bubble Splash bubble_splash.exe 3,311Kb Shareware Trial Bubble Splash mixes puzzle elements with explosive action
Bugatron BugatronSetup.exe 4,544Kb Shareware Trial A Galaga clone, marrying 80s gameplay with 3D graphics
Bugs bugs.zip 2,785Kb Freeware None A colourful update of the classic Bombjack arcade game
Centipede 25 CentipedeDX25.zip 242Kb Freeware None An extremely faithful remake of the classic Atari coin-op
Chompa chompa.zip 881Kb Freeware None A great Pac-Man remake
Clash Clash.exe 4,812Kb Shareware Trial Bash those bricks in this remake of the old bat and ball game
Crimsonland CrimsonlandSetup.exe 6,898Kb Shareware Trial Destroy your alien foe in this classic top-down shooter
Discovera discovera.exe 3,192Kb Shareware Trial Another good Qix game for Windows
Docker Sokoban DockerSetup.exe 3,914Kb Shareware Trial Move the stock around the rooms in this great puzzler
Double Digger DiggerSetup.exe 5,736Kb Shareware Trial An inspired Emerald Mines remake
Fly or Die: GemJam Gold GemJamGoldInstall.exe 3,098Kb Shareware Trial Another great Boulderdash clone to get stuck into
Freak Bank Freakbank.zip 8,065Kb Freeware None A remake of West Bank featuring gore galore. Lots of fun
Gold Sprinter GoldSprinterSetup.exe 5,540Kb Shareware Trial Collect the gold in this platform and ladders game
Humphrey humphrey.zip 2,686Kb Freeware None A brand new Spectrum remake by the Retrospec team
Ice Age IceAgeSetup.exe 2,787Kb Shareware Trial A simple but fun Puzzle Bobble clone for Windows
Jezzball Ultimate jezzball-ultimate.exe 5,287Kb Shareware Trial Build up the picture by hitting the moving balls
Krakout krakout.exe 3,643Kb Shareware Trial The old 8-bit game Krakout brought back to life
Kung Fu Master Returns kfmr09.zip 1,303Kb Freeware None A remake of Irem’s classic beat-em-up Kung Fu Master
Leaf Buster leaf_buster.exe 5,484Kb Shareware Trial Clear the screen by matching the coloured leafs
Lode Doomer lode.exe 2,369Kb Shareware Trial A Lode Runner clone for your PC
Magic Ball MagicBall.exe 3,108Kb Shareware Trial An interesting Arkanoid clone with 3D graphics
PacBomber pacbomber.exe 1,859Kb Shareware Trial Pac-Man meets Bomberman in this great maze game
PacBoy pacboy.exe 1,704Kb Shareware Trial A great Pac-Man-inspired remake for your PC
Penguin Command penguin-command.exe 1,383Kb Freeware None One of the best Missile Command remakes around
Pong Pong.exe 1,921Kb Freeware None Pong update featuring cool-looking particle effects
QuadroNoid qnoid.exe 2,223Kb Shareware Trial Classic 2D Arkanoid clone
Ricochet RicochetSetup.exe 7,478Kb Shareware Trial Another Breakout clone for your PC
Ricochet Lost Worlds RicochetLostWorldsSetup.exe 13,218Kb Shareware Trial A great Breakout clone for all Windows systems
Rock EGG rockEGG.zip 5,358Kb Freeware None A faithful Boulderdash clone with cute graphics
RotoBlox RotoBloxSetup.exe 5,299Kb Shareware Trial An impressive Tetris remake with great graphics
Space Pong SpacePong.zip 430Kb Freeware None You can’t really have enough Pong remakes!
Star Defender stardef.exe 3,490Kb Shareware Trial Classic top-down shooting action, similar to Galaga
Super Collapse II Collapse2Setup.exe 3,275Kb Shareware Trial Collapse the cubes to clear the screen
Swarm SwarmSetup.exe 9,156Kb Shareware Trial A modern take on the classic Asteroids
The Void The Void.exe 2,520Kb Freeware None A Space Invaders remake with great graphics
Tiny Cars tinycars.exe 8,736Kb Shareware Trial A fast and fun Micro Machines clone for Windows
Tiny Cars II tinycars2.exe 9,949Kb Shareware Trial A fun sequel with a multi-player mode
Transcend Transcend_0.2-IGF-2_Windows.exe 913Kb Freeware None A unique 2D shooter with a strong retro feel
Universal Hero Universal Hero V1_1.zip 4,012Kb Freeware None A remake of the old Mastertronic budget game
Victory Road SetupVictoryRoad.msi 32,680Kb Freeware None An impressive remake of Daytona USA

The Games Factory


Utility Name File Name File Size Type Notes Description
The Games Factory GFHomeRG.exe 50,515Kb Full version None The complete Home Version of The Games Factory
User Manual TGFmanual.pdf 1,993Kb n/a n/a The Games Factory user manual in PDF format
User Manual Example Files manualtutorials.zip 14,519Kb n/a n/a The files for following along with the tutorials
Tutorial Source Files source.zip 391Kb n/a n/a Sound and graphic files required to follow the step-by-step guide

Clickteam Demos
Utility Name File Name File Size Type Notes Description
Install Creator icinst.exe 2,375Kb Freeware Ad screen Create installers for commercial and non-commercial products
Install Creator Pro icpinst.exe 2,870Kb Demo 30-day trial The Pro version of Install Creator
Jamagic JamagicDemo.exe 22,786Kb Demo 30-day trial Develop 3D games and powerful 2D applications
Multimedia Fusion MMFDemo.exe 17,353Kb Demo 30-day trial Develop applications, demos and 2D games with ease
Patch Maker PMUS12r.exe 476Kb Freeware Ad screen Quickly and easily create update patches for your programs

**97**
RETRO10 Coverdisc Pages 03/11/2004 10:41 PM Page 98

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>The Games Factory


user guide
On this month’s coverdisc you’ll find number of editor windows, but the many enhancements. Begin by
the full version of The Games three most important for the unzipping the contents of this
Factory Home Edition. It’s not limited purposes of this guide are the archive into an empty folder on
or crippled in any way – every Storyboard Editor, the Level Editor your desktop. You can now install
feature is available and you can use and the Event Editor – all of which The Games Factory and start to
it indefinitely. The complete PDF can be accessed from the menus or follow the steps.
user manual is included on the CD, the toolbar. What we will create is
and lots of additional information not unlike Arkanoid, the classic bat Serial Number
can be found at www.clickteam.com , and ball game.
but if you’ve never used the The sound and graphic files you During installation of The Games
program before, this step-by-step need to follow the guide are Factory you will need to enter the
guide to getting started will help included on the coverdisc following code:
you create your very first game. (source.zip), along with a version of
The Games Factory has a the completed game which features 097004-50902722-127713

>01 >02
Once installation is complete, launch The Games Factory The first screen you see is the Storyboard Editor.
by double-clicking the Desktop icon. The first thing you This shows what levels or screens you have in the
need to do is create a new level by selecting New from game. Currently there is just the one screen.
the File menu. We will use a custom size of 400 by 480 Click on the button labelled ‘1’ to go to the
for our bat and ball game, so enter these values in the Level Editor for level 1. This is where we will
edit boxes and click OK. set up the game.

>03 >04
For convenience, the graphics for the game have already The bat will be controlled by the player using the
been created. Bring them into the level by selecting mouse. To enable this, right-click on the bat and from
Objects/ Pick Objects From A Game on the menu and choose the pop-up menu choose Movement/ Select Movement. Click
the sprites.gam file. The graphics will appear in the the Mouse Controlled button and resize the box to
Object Shelf to the left. Drag a bat, brick and chrome define the limits of the mouse movement (similar to the
ball object into the level. screenshot above).

**98**
RETRO10 Coverdisc Pages 03/11/2004 10:41 PM Page 99

>05 >06
Let’s give the chrome ball movement too. Right-click Test the game selecting Run/ Run Game. You’ll see the
it and choose Movement/ Select Movement, but this ball fly off the screen. We want to make it bounce off
time press the Bouncing Ball button. Try changing the sides. Press Alt-F4 to stop the game and select
the settings and then press the Try Movement button Window/ Event Editor. This editor displays a grid of
to test the results until you are happy. Click OK objects across the top and conditions to test for down
when finished. the side - currently this is empty.

>07 >08
Click on the New Condition option in the editor to bring We now have a condition to test for the chrome ball
up a list of objects. Right-click the picture of the leaving the play area, but we need to tell the ball
chrome ball to bring up a menu of conditions to test to bounce when this happens. In the box on event
for. Select Position/ Test Position Of “Chrome Ball”’ line 1, under the chrome ball column, right-click
and click the four arrows that show the object leaving to get the actions available for it. Choose
the play area. Movement/ Bounce.

>09 >10
As it stands, the chrome ball will bounce Now add an action under the chrome ball
around the screen but goes through the bat. column on event line 2 to make the ball
Let’s sort that out, otherwise the game won’t bounce (remember to right-click on the empty
be much fun. Back in the Event Editor, add an action box and choose Movement/ Bounce). Run
event to test for a collision between the the game again and you can now hit the ball
chrome ball and the bat. with the bat.

**99**
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>11 >12
As in steps 9 and 10, add a new event and condition to Let’s add more than one brick. Return to the Level
make the ball bounce on the brick. Let’s add a second Editor (Window/ Level Editor), choose Edit/ Editor
action to this event to destroy the brick at the same Preferences and click on the Grid tab. Set the Square
time. Right-click the action box under the brick column size to width 32, height 16 and tick the Snap To and
and choose Destroy. If done correctly you should see Show Grid boxes. This will make positioning the
two actions. bricks easier.

>13 >14
Drag the brick in the level and drop in position near The game is coming together, but we are missing scoring
the top left. Add more bricks by dragging them from the and lives. Click the Create New Object button on the
Object Shelf, arranging them into lines as illustrated. toolbar, select the Score object (123) and then click
A quick tip - pick up a brick in the Object Shelf with somewhere in the level to create the score. Do the same
the left mouse button and press the right mouse button to add the lives object. Position the score to the right
in the level to put several copies down. and the lives to the left.

>15 >16
Back in the Event Editor, add an action under the To add challenge to the game we want the player to loose
Player 1 column for Event 3 to add 10 to the score. a life when they miss the ball and it goes off the
This event line is now saying when the ball collides bottom of the screen. Right-click Event 1 and choose
with the brick, bounce the ball, destroy the brick and edit. Click Leave In The Bottom so it is no longer
add 10 to player 1’s score. Run the game to see how depressed. Click OK and the condition should say “leaves
it plays. the play area on the top, left or right”.

**100**
RETRO10 Coverdisc Pages 03/11/2004 10:50 PM Page 101

>17 >18
Create a new condition to test when the ball Create a new condition: Pick Or Count/ Have All “Chrome
leaves the bottom of the screen only (ie when the Ball” Been Destroyed. Right-click on the condition text
player misses it). Give it two actions - to in the Event Editor and select Insert. This will allow
subtract 1 from the number of lives (this us to add another condition to the event. Select The
particular action is under the Player 1 icon) and Timer and choose Every. Enter 3 seconds in the box and
destroy the ball. click OK.

>19 >20
Both these conditions have to be true To complete the level the player has
for any actions to occur. Add an action to destroy every brick on the screen.
under the Storyboard Controls column to You can find an appropriate condition
Restart The Current Level. Having missed on the brick object under Pick Or
the ball and lost a life, the level will Count/ Have All “Brick” Been
be restarted. Destroyed.

>21 >22
Create an action for this event to go Let’s make the game look professional by
to the next level. You can find this adding a high-score screen to it. Go to the
action under the Storyboard Controls Storyboard Editor and right-click on the
column. There are no other levels at the More label. Click the Add A New Level button
moment, but you can easily add many more and, lo and behold, a new level will appear
levels later. on the list.

**101**
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>23 >24
Let’s rename the levels so they make more Choose Objects/ Pick Objects From A
sense. Do this by clicking on the Game from the menu and once again
Untitled text next to Title. Change Level 1 select the sprites.gam file you unzipped
to say Game, and Level 2 to say High earlier. Drag the High Scores object
Scores. Press the ‘2’ button when you from the Object Shelf and drop it in
have finished. the level.

>25 >26
Now click the Create New Object button and press the Hi Go to the Event Editor. You’ll notice
Scores button. You are presented with many options - that there are no events yet on Level 2.
experiment a bit here until you are happy. Click in the Add an event to test The Keyboard/ Upon
level to create your new Hi Score object. You can make Pressing Any Key. Add an action for this
it fit the black box by right-clicking on the Hi Score under the Storyboard Controls column to
object and selecting Resize. Restart The Game.

>27 >28
Return to the Storyboard Editor and create Right-click on the thumbnail of the Title Screen
another new level. Rename this level to Title and choose Edit The Level / Events to go
Screen. The Title Screen needs to be the directly to the Event Editor. Add an event to
first screen the player sees. Drag the test for any key as in step 26, but make its
thumbnail of the Title Screen and drop it action go to the next level instead of restarting
over Level 1. the game.

**102**
RETRO10 Coverdisc Pages 03/11/2004 10:51 PM Page 103

>29 >30
In the Level Editor choose Objects/ Pick Via the Storyboard Editor, go to the Event
Objects From A Game from the menu and again Editor for the Game Level. Add one last event to
select the sprites.gam file. Drag the Title test for When Number Of Lives Reaches 0 (which
Screen object from the Object Shelf and drop can be found on the Player 1 icon). Give it an
it in the level. Now we nearly have a action to Jump To Level and select the Level 3
complete game! High Scores.

>31 >32
Go to the Level Editor and choose Let’s add some sound. Go back to the
Objects/ Pick Objects From A Game from Event Editor. Under the Sound column, add
the menu and select the sprites.gam file an action to Event 1, 2 and 3 to Play
one final time. Drag the Game Background Samples walls.wav, bat.wav and brick.wav.
object from the Object Shelf and drop it These three audio files can all be found
in the level. on the coverdisc.

>33 >34
A game with one level is not much fun, so let’s add This guide has only touched the surface of The
more. From the Storyboard Editor click on the thumbnail Games Factory and there is much more to be
for the Game Level. Choose File/ Copy, then File/ discovered. Do not be afraid to experiment. The
Paste’ and click on the High Scores thumbnail. All you software encourages creativity through exploration
now need to do is create a new arrangement of bricks and you may be surprised at how quick and easy it
for each new level is to get results.

**103**
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Clickteam reader offer


We've teamed up with Clickteam (www.clickteam.com) to offer you its range of development tools at reduced
prices. Simply quote the special discount code below when ordering and you'll receive 10% off the usual price

Multimedia Fusion
Multimedia Fusion is the perfect tool for creating games and
applications, featuring the powerful graphical programming interface
first introduced in Klik & Play. It includes powerful new objects, brand
new transitions and a massive multimedia library packed with graphics
and sounds (all royalty free). And there’s also a special Pro version for
more serious developers.

Jamagic
With Jamagic you can create stunning 3D games without learning
and mastering a complex language. It includes a fully featured
3D engine with all the commands and controls you need to
create commercial-quality 3D games. Jamagic also boasts a 2D
sprite engine, resulting in a flexible and affordable development
tool that covers all bases.

Install Creator
Install Creator is perhaps the easiest installation distribution tool in
existence, letting you spend your time developing and not
building the installers. The Standard version provides you with
unlimited rights to create installers for both commercial and non-
commercial products, while the Pro version is specially designed
for people who write shareware with built-in registration codes.

Patch Maker
Patch Maker allows you to update your games and applications
without having to re-distribute the full executable file. Patch Maker
stores just the differences between the original executable and the
updated file, so that patches are extremely small in size. Patch
Maker is the complementary product to Install Creator, and you
can use both applications to manage and maintain your software.

How to order... Product Usual price Reader price


Multimedia Fusion £54.07 £48.66
To purchase a Clickteam product at the
Multimedia Fusion Pro £163.30 £146.97
reduced price, visit www.clickteam.com and
click on the Purchase link. When you’ve Jamagic £54.07 £48.66
made your selection(s), enter RGMTR10 in Install Creator £32.22 £29.00
the Discount Code and 10% will be deducted Install Creator Pro £81.38 £73.24
from the total price. Easy! Patch Maker £32.19 £28.97
Exact prices dependant on exchange rate

**104**
Untitled-1 1 1/9/06 12:55:47
RETRO10 Retro Mart 03/11/2004 11:39 PM Page 108

❙❋❙P✄N❇❙
❙❋❙P✄❍❇N❋❙ | REGULAR:RETRO MART |

Your place to buy and sell all things retro!


Reach thousands of retro collectors with a classified advert in the magazine. Your advert will also be included free of charge on our website!

To advertise in Retro Gamer, simple follow the steps below


Step 1 - Fill in the text of your advert in the box below (one word per box, first 30 words free - Maximum 5 adverts per person).
Please use BLOCK CAPITALS

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Boxed Reversed

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21 22 23 24 25

26 27 28 29 30

31 32 33 34 35
£1.70 £8.50 £17.80 £9.70 £19.40

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41 42 43 44 45
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46 47 48 49 50
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Step 2 - Choose the category for your advert to appear in and tick the box
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Step 3 - Complete your name and address details Step 4 - Payment


I enclose a cheque payable to ‘Live
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Step 5 - Returning your advert ISSUE NUMBER OR VALID FROM (IF SWITCH)

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I am not advertising pirated, Please note: The standard RG conditions of


B By Post - Complete this form and return it to pornographic or any other kind of illegal advertising apply to all classified
Retro Mart, Live Publishing, Europa House, Adlington Park, software and my advert is both honest advertisements. Cancellations and
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refuse or alter adverts at the discretion of The publishers may refuse any advertisements
the management. RG cannot be held and cannot guarantee insertion into any
C Visit our website at: www.livepublishing.co.uk and complete the form responsible for the condition or quality of specific issue. Live Publishing will use your
online goods advertised. Your advert will be information for administration and analysis. If
processed on receipt and will appear you do not wish to receive offers from Retro
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If you are a business advertiser looking to place a display advert, please call Danny on 01625 855086

**108**
RETRO10 Retro Mart 03/11/2004 11:39 PM Page 109

SINCLAIR FOR SALE Commodore Amiga 600HD for SEGA FOR SALE Mini LCD game for sale – This
sale! – Comes with games comes in the style of a cocktail
Looking for new software for including Syndicate, Dreamweb, table arcade machine measuring
Alien 3 for the Master System
your Speccy? – Look no further, Frontier and more. Email me at 3cm high by 5cm long by 4.5cm
for sale – This comes from
as Cronosoft offer a range of Oracle_dlj@hotmail.com for wide. Only £4.50 plus £2.29
further information Arena Entertainment with box
titles supporting all Spectrums, and cartridge, though there are recorded delivery. Email me at
including the 16K model! peter@jamesmerry.freeserve.co.uk
no instructions. Open to offers.
***COMING SOON***
ZX Football Manager 2005. For COMMODORE WANTED Email Ramlink666@aol.com for
more information log on to further information.
Wanted for the Commodore 64 OTHER WANTED
www.cronosoft.co.uk
– The games Crack Up and Wec Huge 28 cm (11 inch) Sonic
Viz for sale on the Spectrum – Le Mans games. Please contact figure from ReSaurus – Has In 1995 a special episode on
This is the Tronix version and it Scott on 01706 810 608 fully adjustable arms, hands, Gamesmaster was released on
comes in a dual cassette legs, feet and head. This item VHS – Please help me find a
format. Please note that this is Legend of Kage for the C64 – is brand new, just unboxed. watchable copy. Call 01233 640
not for sale to children as Wanted on disk. A complete PayPal welcome. Only £25 plus 171 after 7pm and ask for
clearly stated on the tape inlay. copy preferred as this is quite £5 postage. Email me at Adam. Thanks
Also, it reliably informs you a rare Imagine game. I’m also peter@jamesmerry.freeserve.co.uk
that you’ll never play a bigger looking for this game on tape for further information Virtua Boy games wanted –
load of crap. Open to offers. for the Amstrad CPC in good
Space Invaders and many more.
Email Ramlink666@aol.com condition if possible. Email me
New box set Dreamcast Sonic Contact me with what you have.
with details at
Job lot of 88 Sinclair Spectrum GStubberfield@yahoo.com Adventure II – Birthday pack, Good price paid. Phone me on
tapes – Most are in good coin, booklet and game. This is 01964 535 946 or 07968 866
condition with sleeves, also Amiga 500 PD disks wanted – the Japanese version, 530. Also contact me via email
two Spectrum computers with Especially those by 17Bit supporting English and on RBurnos@aol.com
no leads. Email for game list or Software or Newtek. Email me Japanese text speech. PayPal
other details and offers to with details and prices to welcome. Just £25 with FREE Stallone Cobra and Rambo First
gothicpie@hotmail.com craigthornton@btopenworld.com postage. Email me at Blood Part II – By Ocean on
peter@jamesmerry.freeserve.co.uk disk for the Amstrad CPC.
Several Speccy mags for sale – Amiga version of Gridtrap Please email me with details as
Condition of covers is variable. wanted – Also looking for Town Sega Official SMS Control Stick
For more information please I am looking for confirmation to
of Tunes CD, Meeting Pearls (Joystick) – Only £15 including whether or not these games
email rdisky@hotmail.com CD, and Saitek Megagrip MX- postage and packaging. SMS exist on disk for the CPC. Email
220 Joysticks. Email console only with no leads or
Shadow of the Unicorn – With ian.learmonth@ntlworld.com me at GStubberfield@yahoo.com
16K interface boxed with map control pad. £10 including
and instructions. Good postage and packaging. Email
condition. £15 or nearest offer. gangee234@fsmail.net for RETRO GAMING CLUBS
ATARI FOR SALE
Email ianjonesuk@supanet.com further information.
Atari 8-bit SCART cable – 2m, Retro Gaming Interest Group –
high quality, fits 800, 600XL, Based in Ingham, Australia. For
COMMODORE FOR SALE SEGA WANTED
800XL, 65XE, 130XE etc. £8 further information about us,
plus £1 postage. PayPal or please phone 0431 815 151
Producing new C64 games! – Megadrive Landstalker and
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RETRO9 Next Month 03/11/2004 11:14 PM Page 113

HELVES
HES
11 HIT
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2 00 4 
MBER CATALOGUE
UE
ISS
DECE
21ST
ACK
DURELL B
LETE
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CLU
CD IN
RETRO10 Endgame 03/11/2004 11:13 PM Page 114

❙❋❙P✄❍❇N❋❙ | REGULAR:ENDGAME |

Endgame Having kicked and screamed his way


though countless levels, defeating
hundreds of Ashikaga Clan members,
and even venturing through the
portals of time itself, Armakuni
prepares for the final battle with
his sworn enemy Kunitoki. And so
concludes the final chapter in The
s into the ev
il shogun’s Last Ninja saga...
Armakuni step
ku at the ready
den, nuncha

our hero
mmences, and
The battle co in g of pain
double help
serves up a

ow and
s a killer bl
Armakuni land uished
finally vanq
Kunitoki is

to
ess crashes
ruined headdr
The shogun’s e story’s end...
signalling th
the ground,

uld
to return sho
t Ninja vows
...but The Las the world
ary threaten
another advers **114**

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