Professional Documents
Culture Documents
Commodore 64:
a visual compendium
Official production ceased in 1992, but its legacy still lives on today. The likelihood
is that, as you are reading this, programmers are still making games for it, musicians
are still making music for it, and people are still talking about it.
This book has been created to celebrate the visual side of the Commodore 64.
It features the stunning pixel art painstakingly created by hand (way before the
days of Photoshop!), beautiful photography that captures the iconic product design,
and a selection of Zzap!64 cover artworks by artist Oliver Frey. Also included is a
series of features, including profiles of key Britsoft developers, interviews with
famous C64 artists, a look back at the demo scene, plus a showcase of unreleased
titles and the new games being released more than 25 years after the last machine
rolled off Commodore’s production line.
Bitmap Books
Archer MacLean quote courtesy of www.dadgum.com. Alan Miller quote courtesy of www.theguardian.com/uk. Stephen Ruddy
Bubble Bobble quote courtesy of Frank Gasking and www.C64.com. Commodore Format quotes sourced from Commodore Format
Archive (commodoreformatarchive.com). Steve Jarratt and Sean Masterson Zzap!64 quotes sourced from Issue 07 of RESET magazine
(www.reset.cbm8bit.com). Unreleased Games content by Frank Gasking of www.gamesthatwerent.com. Matt Gray quotes used
with permission from www.C64.com. Colin Porch quote used with permission from www.C64.com.
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Released
1983
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Genre
Board game
—
Developer
Free Fall Associates
—
Publisher
Electronic Arts
21
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23
Llamasoft is an independent UK Minter’s desire to create the Arriving in early ’83, Llamasoft’s
game developer and publisher games he wanted to play next outing was Attack of the
founded in 1982 by Jeff ‘Yak’ resulted in a diverse catalogue Mutant Camels (AMC), a scrolling
Minter and has remained of exuberantly eclectic games. shoot ’em up inspired by the
proudly autonomous for more Atari 2600 game The Empire
than 30 years. Arguably one Llamasoft’s C64 debut – and one Strikes Back. Tasked with saving
of the most influential and of the first games released for Earth from waves of giant,
iconic pioneers of the Britsoft the C64 – was Rox 64, a simplistic laser-spitting, neutronium-
revolution, Minter remained blend of Asteroids and Lunar shielded mutant camels, AMC
Llamasoft’s sole developer for Lander converted from the aptly demonstrated Minter’s
the better part of two decades VIC-20 version in just a single coding prowess and abstract
until Ivan ‘Giles’ Zorzin officially evening. Despite being written imagination. TV Gamer magazine
joined the company in 2004. in BASIC, Rox was both playable called AMC “a shoot ’em up with
and well presented, offering a a difference,” while Home
A physics major with a passion small glimpse of Minter’s future Computing Weekly rated the
for arcade games and camelids, potential. “There is an addictive game at 5/5, adding, “the action
Minter began dabbling with quality to the game,” said Home is fast and furious. To play it is
programming at college, creating Computing Weekly, awarding to appreciate it.”
several games for the Commodore Rox 3/5. The game would also
PET and a successful version of later appear as a type-in Next out of the Llamasoft
Centipede for the ZX80. When a program in C&VG magazine. stable was Laser Zone, another
bout of pericarditis left Minter simple yet compelling shoot ’em
housebound, he began creating The company’s next title was up converted from the VIC-20
games in earnest for his newly Gridrunner, another VIC-20 (the company’s primary
acquired VIC-20. Spotting the conversion programmed in development platform at the
potential, a friend offered to just a matter of days. Eager to time). A twist on the ‘bottom
handle the business side of produce a Centipede-style game shooter’ concept featuring
selling Minter’s various games but avoid ruffling Atari’s legal an innovative control system –
commercially, and together feathers, Minter gave Gridrunner something which would become
they formed Llamasoft. a futuristic angle, adding all a Minter hallmark in later years –
manner of enhancements. The Laser Zone gave the player two
Between 1982 and 1987, result was a frantic, pounding ships to manipulate, making
Llamasoft developed some of shooter far greater than the sum the gameplay both challenging
the most original, eccentric and of its parts. “One of those frenetic and refreshingly different to
imaginative titles to ever grace shoot ’em ups that keep you anything that had come before.
a home computer. From simple coming back for more,” said
blasters like Gridrunner and C&VG, while Home Computing
Matrix, to slick and accomplished Weekly dubbed Gridrunner
shoot ’em ups like Iridis Alpha, “a fast and enjoyable game.”
24
The success of Gridrunner in English country garden, the original game. Much more
both the UK and USA would lead aim was to simply mow the technically accomplished than
to the inevitable development lawn while avoiding the angry its predecessor, Revenge was
of a sequel, Matrix: Gridrunner II. neighbour, a task made a little a frantic shoot ’em up loaded
While the basic premise remained easier thanks to the player’s loyal with quintessentially English
the same, the gameplay was canine companion. Charming, references and irreverent
expanded to encompass new endearing, packed with humour in-jokes. “Commodore ought to
enemies and features in order and extremely polished, Hover give Jeff Minter a medal,” said
to reduce repetition; as a result, Bovver scored impressively Personal Computer Games, while
Matrix was even more frantic across the board. “Probably the Your Computer thought Revenge
“
and chaotic than its predecessor. funniest and most original game was “a shoot ’em up par excellence.”
Noting the game’s enhanced in ages,” said Your 64, awarding
sound and visuals, Home the game 90%, while Commodore
Computing Weekly gave Matrix User called it a “masterpiece.” Arguably
a commendable 5/5, calling it
“an action-packed game.” 1984 kicked off with Revenge one of the most
It was breakfast in a rural
of the Mutant Camels, the
aptly titled sequel to Attack of
influential and
farmhouse B&B that would the Mutant Camels. This time iconic pioneers
”
provide the inspiration for around, players assumed the
Llamasoft’s next game Hover
Bovver, arguably one of Minter’s
role of the camels as they fought
back against the evil Zzyaxians
of the Britsoft
best-loved titles. Set in a typical who had enslaved them in the revolution.
25
“
the invading Zzyaxian forces. Atic Atac, Minter’s next game,
Expanding on Laser Zone’s Ancipital, would be his best-
innovative dual ship concept, received title yet. Featuring Jeff Minter’s C64
Hellgate boasted two pairs of Cippy, a character inspired by
output was eclectic,
”
ships, which moved in opposite Brian Aldiss’ Helliconia books,
directions. Initially confusing and and boasting some mind-bending imaginative and
more than a little overwhelming, gravity effects, the task was
Hellgate’s pure and unashamedly to successfully navigate a unparalleled.
chaotic ‘shoot-die-repeat’ brand 100-screen maze collecting
of gameplay would ultimately keys and power-ups along the Llamasoft’s return to form
make it one of Minter’s most way. Personal Computer Games would come later that year
underrated games. described Ancipital as “another with the release of Batalyx,
classic Minter game,” while arguably Minter’s most polished
Minter’s love of the classic Home Computing Weekly lauded and well-rounded game thus
arcade game Defender provided it as “graphically impeccable.” far. Comprising six uniquely
the inspiration for Llamasoft’s different sub-games which
next intergalactic ungulate outing, 1984 concluded with the release players could switch between
Sheep in Space. A horizontally of Psychedelia, an innovative at any time, the slick visuals
scrolling shoot ’em up set ‘light synthesiser’ that would and unrelenting pace was the
between two parallel worlds later play a pivotal role in the culmination of everything
with opposing gravitational direction of future Llamasoft Minter had learned to date.
fields, Sheep in Space was projects. Originally given away “An excellent and incredibly
arguably Minter’s best blaster for free (and later, as a type-in absorbing game,” said Zzap!64,
to date. “Sheep in Space has program in a magazine), Minter awarding the game a ‘Sizzler’
the usual Llamasoft touches,” was encouraged to develop the and adding “Batalyx is a perfect
said Personal Computer Games, concept further and release it example of Jeff Minter at his best.”
calling it “a very good mega-zap.” as a fully fledged, standalone
product. Neither game nor utility, It was almost a year before the
Next came Metagalactic Llamas some magazines failed to see the arrival of Minter’s next game;
Battle at the Edge of Time (a.k.a. purpose of Psychedelia, and as the blisteringly fast shoot ’em up
Meta Llamas), a deceptively such the reviews were mixed Iridis Alpha. Expanding on ideas
simple shooter that once again and generally ambivalent. from Sheep in Space, Iridis Alpha
pit laser-spitting llamas against featured innovative split-screen
evil Zzyaxian hordes in an 1985 saw the release of gameplay set on opposite sides
attempt to defend Earth’s outpost Mama Llama, a game which of a planet, allowing players to
on the edge of time. Meta Llamas polarised opinion more than switch freely between the two to
was Llamasoft’s only C64 game any other Llamasoft offering accomplish their goal. Deep and
not programmed by Jeff Minter, (and subsequently caused a absorbing, Iridis would blow the
coding duties instead falling brief rift between Minter and reviewers’ socks off, awarding
on the shoulders of Aaron Zzap!64). Bold, experimental the game 95% and a ‘Sizzler’,
Liddiment. However, having and thoroughly eccentric, Zzap!64 lauded Iridis Alpha as
raised the bar considerably Mama Lama’s complexity would “the best shoot ’em up on the 64,”
with titles such as Hover Bovver far surpass the simplicity and while Your Computer simply
and Revenge, Meta Llamas accessibility of Minter’s previous branded it “Jeff Minter at his
failed to earn the same level games. “It’s a very clever and all-time best.”
of acclaim or notoriety. colourful idea,” said Your 64,
26
Return of the
Mutant Camels / 1987
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28
29
30
31
32
33
Released
1983
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Genre
Arcade
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Developers
Kevin Kieller
John Traynor
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Publisher
Commodore
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Released
1983
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Genre
Arcade
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Developer
and Publisher
Llamasoft
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38
39
40
41
42
43
44
45
47
Released
1984
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Genre
Arcade
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Developer
David Whittaker
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Publisher
Terminal Software
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57
Firefly / 1988
58
”
multi-colour sprites with hi-res
sprites so that the bottom sprite
and computer (paper was good
because you could work at home but also lots of
had colour and the top sprite
had definition. I think the first
without dragging a computer
with you), but before long I was
laughter.
time I used this method was using just a computer. I would
on Hysteria, which I worked sketch and design straight onto
on with Tony Pomfret. the machine because you didn’t
really know if something was
going to work until you saw
it on the screen.
59
”
have a machine; we worked on paper, and
the data was typed in by the programmer.
60
and it was the first game I ever Was there a C64 game you Why do you think the C64
had published. If I could only would have loved to have is remembered so fondly?
pick one, it would be Batman: created the graphics for? I really do not know; up until
The Caped Crusader. I like the I can’t think of any C64 games the last few years, I had no idea
animation of the main character I wish I could have drawn the that people were still interested
and the different windows that graphics for, but there are games in these games or this period
opened to mimic comic book that would have been really cool in gaming. To me, the C64 will
panels (that was Joffa’s idea). to have been involved in, like always have a special place
Pokémon or Mario – games that because it was the beginning of
Were there any C64 games took the world by storm. a new chapter and a taste of the
you worked on which sadly possibility of what was to come.
never saw the light of day? What are your favourite games?
Oh yes – Bandersnatch! They I’m ashamed to say I never played Do you still own a C64?
called it a ‘Mega Game’ because computer games. I may have I don’t own a C64, and I don’t
it was going to be bigger than played Tetris on the Game Boy think I have copies of any of
anything that had been written while waiting for the kids to come the games I worked on, which is
before. Alas, Imagine went out of school, but that’s it really. sad, but I know the games are out
into receivership, and it never there, and it makes me smile that
saw the light of day. What are your standout people are still interested in them.
memories from the C64 era?
What was your final C64 I have one or two stories What are you up to these days?
game? What made you decide from that period in my life, These days, I am working as a
to leave the machine behind? but whether they should be supply teacher in a local school.
My last game on the C64 was shared or not is a different I haven’t been doing it long, so
Cabal, released in 1989. Then matter! I remember this period it’s new and exciting, and I am
I moved on to the Amiga. It was with great affection – there was enjoying it. I am hoping it will
bigger and shinier, with more lots of hard work but also lots eventually give me a chance
colours and more memory – of laughter. I was also lucky to to use my art training.
what was a girl to do? work with some brilliant and
funny people, including Robbie
Tinman, Ivan Davies and Andy
Rixon, to name but a few.
61
Dropzone
“After getting my degree with
the minimum amount of work,
I decided to try and produce a
game which at least equalled the
quality, speed and gameplay of
the arcade games of the time. So
I took inspiration from Scramble,
Defender, Stargate, Galaxian and
many others and went for it. It took
me about six months to come up
with something looking so good
it could be an arcade cabinet.”
Archer MacLean, designer
and programmer
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64
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77
Released
1984
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Genre
Action
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Developer
Tony Ngo
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Publisher
Activision
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81
Released
1984
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Genre
Strategy
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Developer
Michael Riedel
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Publisher
First Star Software
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84
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87
89
Released
1985
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Genre
Racing
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Developer
and Publisher
M.A.D.
90
Released
1985
—
Genre
Platformer
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Developer
Big Five Software
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Publisher
U.S. Gold
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94
95
“ Many of Thalamus’s
”
titles were regarded as gaming
landmarks.
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97
Sanxion / 1986
98
”
Camp Nice ‘n’ Icy from an
impending avalanche, players In a market dominated by and technical
were treated to a delightfully numerous heavyweight
endearing arcade adventure contenders, the small but prowess.
set across eight stages, in what mighty Thalamus managed
was undoubtedly John Ferrari’s to assuage the naysayers and
finest hour. “Winter Camp really forge a reputation as a force Following a successful crowd
outclasses its predecessor,” said to be reckoned with. A perfect funding campaign – and a mere
Zzap!64, awarding the game a marriage of style, substance and three decades after its original
well-deserved ‘Sizzler’, while technical prowess, Thalamus’s release – Hunter’s Moon
Commodore Format thought back catalogue was home to Remastered hit the streets in
the game “immensely stylish”. some of the most unique, August 2018, boasting a wealth
innovative, and technically of updates including new levels,
Thalamus’s C64 swansong was adept games ever to grace the trainer mode, a level editor,
the wacky cartoon adventure humble Commodore 64. and some truly jaw-dropping
Nobby the Aardvark, which hit cinematic sequences that set new
the streets in late 1992. Created Thalamus may have gone, but standards for C64 animation.
by Genesis Software, Nobby’s it was certainly not forgotten. “Hunter’s Moon Remastered is a
quest to find the legendary land As the crowdfunding era began stunning update,” said Zzap!64,
of Antopia took him through to gain momentum in the early describing the new additions as
seven diverse levels using all 2010s, industry veteran Andy “the most incredible array of
manner of vehicles and weapons. Roberts saw an opportunity options and features you’ll find
Bursting with detail and humour, to resurrect the company as in any C64 game”. Fittingly, like
Nobby was a sure-fire hit with Thalamus Digital and bring its predecessor, Hunter’s Moon
reviewers. “One of the best games many of Thalamus’s classic Remastered scooped a ‘Sizzler’
of the year,” enthused Zzap!64, C64 games back to life as a award, scoring a formidable
awarding Nobby another ‘Gold set of ‘remastered’ titles. 93% in the process.
Medal’ for Thalamus’s trophy
cabinet. Commodore Format Thalamus’s return was officially Since its inception in 1986,
simply stated that “without heralded on 29th August 2017, the Thalamus brand has been
doubt, Nobby is excellent”. when a teaser trailer for the synonymous with graphical
Hunter’s Moon Remastered polish, technical excellence,
But, by the time Nobby hit Kickstarter campaign was and high production values,
the streets, the sun was already released via social media. with a mere glimpse of the
beginning to set on the C64, and The ambitious project would iconic logo sending C64 fans
a lack of retail interest coupled ultimately reunite many into a frenzy of nostalgia.
with rising development costs of the original game’s core Judging by the critical response
forced many smaller publishers team, including creator and to the first remastered title,
like Thalamus to focus on the programmer Martin Walker, Thalamus Digital seems intent
more lucrative 16-bit market. musician Matt Gray, and on continuing the outstanding
graphic artist Robin Levy. legacy of its forebears.
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Released
1985
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Genre
Adventure
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Developer
Andromeda
Software
—
Publisher
Ariolasoft
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103
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105
Released
1985
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Genre
RPG
—
Developer
Interplay
Productions
—
Publisher
Electronic Arts
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“The Zzap!64 crew were experts “I think it’s fair to say that “It was my job to review
at persuading game designers getting a job on Zzap!64 everything that came into the
to Ludlow to take part in completely changed my life. office, and that meant I got to
interviews, forums and game I was probably destined for an play every game of the period –
challenges – Crowther, Braybrook, anonymous life in the industrial which helped blur the lines
Minter, and the Sensibles come West Midlands, eking out a between working and simply
instantly to mind among many moribund existence in some having a great time. Indeed, it
other luminaries. I recall Jeff menial job (assuming I’d even was so much fun that I’d spend in
Minter on one occasion holding have one). That all changed excess of 16 hours a day at ‘Zzap!
court cross-legged on the floor in when I landed the role of staff Towers’, writing during the day
front of the Unicorn Inn’s blazing writer – my best mate, Ian, and then playing games long into
log fire one evening, with half of genuinely wouldn’t believe the night. It was like having
the customers crowded round me when I told him.” a dream collection of all-time
like they were attending to Steve Jarratt classic video games at my
some guru from outer space.” fingertips. No wonder I only
Roger Kean left the office to sleep!”
Julian Rignall
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“The publishers at the time saw “It was all fun, to be honest. “Every issue would go right to
that the Commodore 64 was still The thrill of getting a really the wire. Bear in mind that, if you
a viable machine that was selling good game in and having that wanted to hold the presses, even
plenty of software and had a as a shared experience was back in 1990, you were talking a
wealth of potential advertisers. always exciting, but, if anything, five-figure sum per hour. When
Now I think about it, I do wonder it was the less accomplished you were leaving the office at three
if Chris Anderson, Future’s games that provided the most in the morning, having made the
owner, also fancied taking on entertainment. I remember the deadline by minutes, after creating
Zzap!64, the mag he helped to time we had to review the game a page from nothing because an
launch at Newsfield. Personally, of the movie Dick Tracy. It was advertiser had dropped out at the
I relished the idea as I was still a dreadful game and unfinished. last second, and you’d written
a huge C64 fan. I think we wrote To be fair, I could have written some of the best copy you’d ever
some good copy and funny a better game in BBC BASIC. produced in the process, you just
lines. Andy Dyer is a remarkably So awful, it was funny.” wanted to punch the air. And, in
humorous writer and really Andy Dyer my case, find somewhere you could
forced me to raise my game.” still get a drink. God, it was good.”
Steve Jarratt Sean Masterson
114
“ I do wonder if Chris Anderson, Future’s
owner, also fancied taking on Zzap!64.
”
Prepared exclusively for olivier.simplelife@gmail.com Transaction: 42586
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124
Released
1985
—
Genre
Shoot ’em up
—
Developer
Lucasfilm Games
—
Publisher
Activision
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127
128
130
131
132
133
135
136
138
139
Released
1985
—
Genre
Action
—
Developer
and Publisher
Palace Software
141
Released
1985
—
Genre
Racing
—
Developer
Mr. Chip Software
—
Publisher
Mastertronic
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144
145
147
Released
1985
—
Genre
Platformer
—
Developer
Micro Projects
—
Publisher
Gremlin Graphics
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152
153
154
155
Released
1985
—
Genre
Adventure
—
Developer
Denton Designs
—
Publisher
Ocean
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Little
Computer
People
“Few people realise that
the Little Computer People
disk already had a custom
person on it. This was
done by imprinting a
unique serial number
on each disk to seed their
personality. In order for
the personality to persist
from session to session, a
sector of ‘brain’ data was
written to the disk during
the game. Beginning in
December, if the person
played a record, there was
a chance that he would
play Christmas music. The
likelihood increased every
day until Christmas Day.
Since many kids got their
copy of Little Computer
People as a Christmas
gift, many owners never
discovered this fact!”
David Crane, designer
and programmer
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160
161
163
Released
1985
—
Genre
Shoot ’em up
—
Developer
Graftgold
—
Publisher
Hewson Consultants
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166
168
169
170
171
Released
1986
—
Genre
Action
—
Developer
Chris Butler
—
Publisher
Elite Systems
—
Originally by
Capcom
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174
175
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177
Released
1986
—
Genre
Scrolling shooter
—
Developer
Graftgold
—
Publisher
Hewson Consultants
179
Released
1986
—
Genre
Racing
—
Developer
Geoff Crammond
—
Publisher
Firebird
180
182
184
185
186
187
188
189
190
191
192
193
Released
1986
—
Genre
Scrolling shooter
—
Developer
Stavros Fasoulas
—
Publisher
Thalamus
195
Released
1986
—
Genre
Scrolling shooter
—
Developer
Proteus
Developments
—
Publisher
Firebird
197
London-based Palace Software Between 84 and 91, Palace’s Keen to replicate The Evil Dead’s
was an independent developer core team of talented developers success, Palace’s next title was
and publisher founded in 1983 produced some of the C64’s most intended as a movie tie-in based
by Peter Stone and Richard memorable games, including on John Carpenter’s Halloween,
Leinfellner. Its core team was Cauldron, Barbarian and The a plan that fell by the wayside
comprised of programmers Sacred Armour of Antiriad. The when the limitations of the
Stan Schembri and Rob Stevens, company also published several subject matter became all too
artists Steve Brown, Dan Malone games and utilities from other apparent. However, suitably
and Jo Walker, plus musician talented developers – including inspired by witches and pumpkins,
Richard Joseph. Palace Software Sensible Software and Denton artist Steve Brown decided to
was eventually sold by parent Designs – on its Outlaw label. take the game in a new direction
company Palace Group to the and by assimilating Brown’s love
French-owned Titus in 1991. Palace’s C64 debut title was of platformers with Leinfellner’s
The Evil Dead, a spooky arcade affection for shoot ’em ups like
In 1983, Peter Stone and Richard adventure based on the 1981 Defender, the concept for
Leinfellner worked at The Video Sam Raimi movie to which Cauldron was born.
Palace, a video shop based in Palace owned the home video
“
central London. The shop began rights. Narrowly skirting the
selling computer games at the controversy that surrounded the
cusp of the Britsoft revolution, movie’s ban in the UK, the C64 Antiriad’s
and, when game sales began to version was closer in spirit to post-apocalyptic
increase exponentially, the duo Atic Atac than a gory horror fest, theme and stunning
saw the lucrative potential of and the reviews were generally
developing games themselves. favourable. “The Evil Dead isn’t presentation resulted
Stone approached Palace Group’s nearly as evil as it sounds,” said in one of the best
”
head honcho Nik Powell, the Personal Computer Games, while flick-screen platformers
project was greenlit, and Palace Commodore Horizons thought
Software was born. the game was “an excellent on the C64.
debut from Palace Software.”
198
199
1987 saw the release of the Palace wrapped up the year with Palace’s next release was
bloody hack ’em up Barbarian, the release of Sensible Software’s Rimrunner, a futuristic shoot
inspired by artist Steve Brown’s Shoot ’em up Construction Kit ’em up featuring a race of elite
love of the Conan the Barbarian (SEUCK), arguably one of the insectoid warriors tasked with
books, comics and movies. Always most innovative programs ever patrolling the surface of various
keen to try something new, the produced for the C64. The debut planets astride impressively
result was a visceral and brutal title on Palace’s newly formed animated reptilian ‘Runners’.
sword-fighting game with Outlaw label, which had been Despite its striking visuals
authentic fantasy overtones. established specifically to publish and impeccable presentation,
Ironically, it would be the game’s titles from other developers, Rimrunner’s relatively simplistic
packaging featuring a scantily SEUCK was not only a slickly gameplay gleaned only average
clad Maria Whittaker – rather programmed game creation review scores. “Style merchants
than the game’s decapitation tool; it was also a masterclass Palace pack another knockout
move – which would ultimately in user-friendly product design. punch with their latest offering,”
generate the most controversy. “There’s no doubt that SEUCK is said C&VG, awarding Rimrunner
Zzap!64 called it “the definitive an exceptional piece of software,” 8/10 and branding it “a nifty
man-to-man combat game,” said Zzap!64, awarding SEUCK little game.”
while C&VG declared Barbarian a much-deserved ‘Gold Medal’.
“an unashamedly bloodthirsty The sequel to Palace’s most
hack ‘n’ slash combat game”. 1988 would herald the release of commercially successful
Troll, the second title on Palace’s game to date, Barbarian II: The
Barbarian was closely followed Outlaw label. Created by Denton Dungeon of Drax appeared at
by the quintessentially British Designs, the company previously the tail-end of 1988, developed
Stifflip & Co., an innovative responsible for classics such as by newcomers Rob Stevens and
icon-driven graphic adventure Shadowfire and Enigma Force, Jo Walker. Eager to expand on
created by Binary Vision, the Troll was a quirky action puzzle the original game rather than
team behind such groundbreaking game featuring an endearing simply giving players more of
C64 games such as Zoids and troll called Humgruffin. Despite the same, Palace propelled the
The Fourth Protocol. Years ahead the game’s fantastic presentation, genre to new heights by adding
of its time and packed with bally Troll’s unorthodox 3D landscape two different player characters,
splendid humour, Stifflip & Co. and gameplay quirks would multiple fantasy-inspired foes
was unanimously well-received. ultimately leave a bad aftertaste. and a large, explorable world.
“If you’re a games player desperate “Troll is certainly a brave try at
for something different then a different sort of game,” said Barbarian II would go on to
take a look at Stifflip,” said C&VG, C&VG, whereas Zzap!64 called repeat the heady success of its
while Your Commodore called it it “an unusual and moderately predecessor, earning a string of
“the very best of British ingenuity appealing game marred by accolades including a ‘C+VG Hit’,
and programming”. excessive emphasis on luck”. Commodore User ‘Screen Star’
and a ‘Gold Medal’ from Zzap!64.
200
“The attention to graphical detail players to focus on their shots Despite an impressive portfolio
is phenomenal,” said Zzap!64, rather than struggling to reach of successes on various formats,
while Commodore User called it the ball, I3DT was a welcome Palace was sold to the French
“[a] brilliant hack ’em up, which shot in the arm for the stagnant publisher Titus in 1991 as The
sets new standards for the genre”. sports genre. Scooping multiple Palace Group shed its various
awards including a Zzap!64 subsidiaries to focus on movie
In 1989, Palace’s innovative 8-bit ‘Sizzler’, C&VG called I3DT “a production. Palace effectively
output began to take a back seat breakthrough both in tennis became Titus’s UK office, and
as the company turned its focus simulations and programming,” several projects that were in
on the booming Amiga and Atari while The Games Machine production – including the
ST markets. Its next C64 title, thought it “one of the best highly ambitious Barbarian III –
Cosmic Pirate, was a conversion computer sports games ever”. would ultimately never see
of the highly acclaimed 16-bit the light of day.
game, developed by Zippo Games Palace’s final release came in
(a.k.a. The Pickford Brothers) and 1991 in the form of Swap, a One of the great British success
released as a budget title on the delightfully uncomplicated stories of the Britsoft era, Palace’s
Byte Back label. Aptly described puzzle game that would beat relatively diminutive size was
as ‘Asteroids on steroids’, Cosmic similar puzzlers like Bejeweled far outweighed by its ability to
Pirate’s depth and budget price tag to the punch by a clear decade. consistently churn out quality
proved to be a winning formula. Despite the simplistic gameplay, software. Driven by the urge to
Zzap!64 said, “Compared to the the slick presentation and variety create games that were original,
chronic simplicity of most budget of options enabled Swap to hold innovative and unique, Palace’s
releases, this is a welcome surprise,” its own amongst other puzzlers impressive back catalogue is home
while C&VG thought it “fast, of the time. “It’s pretty, slick, to some of the most iconic and
smooth, and pretty good fun”. and undoubtedly very clever,” accomplished games of all time.
said Commodore Format, while
Despite a noticeable lack of Zzap!64 called it “compulsive
internally developed 8-bit titles, stuff for puzzle fans”.
“
Palace saw a brief return to glory
in the summer of 1990 with
International 3D Tennis (I3DT),
a unique top-spin on the sporting Barbarian II would go on
”
genre developed by Sensible
Software. Boasting incredible 3D
vector graphics and an innovative
to repeat the heady success
control system that enabled of its predecessor.
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“I remember seeing Super Cycle on the shelves and begging my father to buy it for
me. Luckily, he did. The game was horrendous to load from tape, but, in those days,
I was too excited about the next track to care – I could always get a cocoa while I
waited, couldn’t I? Everything about Super Cycle was great. The smooth gameplay,
the music and the excellent inlay cover had me hooked for a very long time.”
Andreas Wallström, guest reviewer
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I, Ball / 1987
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”
happy when I got the phone call from
Firebird asking me to work for them.
What was your process? Did did for them. For projects where Was there anyone working
you plan on paper, or jump I didn’t have any box artwork as in the industry whose work
straight in onto the computer? a guide, I was pretty much free was inspirational to you?
I just started drawing. I’d use the to do whatever I liked, and even In the C64 era, I was inspired
line drawing function to define when I did have box artwork, by artists like Bob Stevenson
the rough outlines, then use the I was generally free to do my and programmers like Andrew
flood fill to fill in areas of colour, own interpretation. Braybrook. I was also a massive
and finally, I’d zoom in and refine fan of musicians like Rob Hubbard,
it. All detailing, shading and When creating C64 art, which Martin Galway, Fred Grey and
stippling was done in zoom mode, aspect did you most enjoy? David Whittaker; their work, in
pixel by pixel, which was quite As I tended to specialise in particular, was very inspiring.
time-consuming. Once I’d drawn bitmap graphics and loading The magazine Zzap!64 was
a picture, I’d look at it from a screens, I didn’t really enjoy also massively influential.
distance and even upside down: doing sprites or character-based
this would show up any errors backgrounds as it was very What C64 games at the time
(such as wonky perspective) limiting and I couldn’t use impressed you, or had an
that you couldn’t see when the Touch Tablet. influence on your work?
it was right in front of you. Early games like Forbidden
Did you have much input Forest made a big impression
How did your process change in terms of game design? despite the relatively crude
throughout your career? It depended on the job and graphics (especially as my
On the C64, it didn’t really the game, really. In the C64 era, previous computer was a ZX81).
change at all. When the Amiga I didn’t have much influence over Impossible Mission was another
and ST arrived, I had to adjust the game design itself as my job with its amazing graphics and
to using a mouse, but the tools – was simply to draw the graphics; incredible synthesised speech,
such as Deluxe Paint and OCP that sometimes involved putting as was Uridium, which must have
Art Studio – were much more the levels together, although had some influence on me as I
advanced. I didn’t design the actual level eventually drew a tribute picture.
layouts, just the graphic detail.
What was the development Outside of games, what were
time for a typical loading screen? Did you pay much attention your biggest artistic influences?
I generally had a deadline to hit. to various magazine reviews? In the early days, my favourite
This could be quite tricky when Loading screens didn’t typically movies were Star Wars, Alien
I couldn’t get inspiration from factor into magazine reviews, but and Aliens, so they were a huge
the game, or if a picture was occasionally one of my screens influence. I’m a big fan of sci-fi
especially tricky to draw. would be printed alongside a movie design in general. In the
review, which I found very cool. ’70s and ’80s, my main sci-fi
Did you receive much artistic influences were artists like Chris
direction, or would you say If you had the chance to Foss, Peter Elson and Angus
you had complete freedom? revisit any of your games, McKie; I loved their craggy,
I occasionally had a bit of art what would you change? colourful, detailed spaceships
direction. For example, I had I’d fix the wonky perspective and otherworldly vistas.
to change the R.M.S. Titanic’s in my Uridium tribute picture
portholes from white to yellow, and the rear wheel in the
and Firebird wanted a really Marauder loading screen!
big logo on the first screen I
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“
loading screens in the 8-bit era!
”
Once I’d drawn a picture, I’d look at it
from a distance and even upside down.
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Released
1986
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Genre
Strategy
—
Developer
Geoff Crammond
—
Publisher
Firebird
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Iron Lord Ubi Soft Treasure Island Dizzy Codemasters R-Type Rainbow Arts
Brave Starr Probe Software Batman: The Caped Crusader Special FX BMX Kidz Firebird
230
Miami Vice Ocean Space Harrier Elite Systems Head over Heels Ocean
Platoon Ocean Gremlins 2: The New Batch Elite Robin of the Wood Odin Computer Graphics
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Released
1987
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Genre
Action adventure
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Developer
Sid Meier
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Publisher
MicroProse
Software
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Released
1987
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Genre
Arcade
—
Developer
and Publisher
Ocean
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“The Commodore 64 is quite possibly the greatest computer ever built, and
Maniac Mansion would not exist without it. Its combination of simplicity,
sophistication and limitations provided the perfect storm of creative and
technical innovation that allowed Maniac Mansion to go on to define the
point-and-click genre. It was a joy and wonder to program and will forever
remain my favourite computer.”
Ron Gilbert, co-designer and programmer
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Released
1987
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Genre
Strategy
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Developers
Master Designer
Software
—
Publisher
Cinemaware
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Released
1987
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Genre
Fighting
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Developer
Archer MacLean
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Publisher
System 3
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“Hunter’s Moon was a joy to create, but I was particularly pleased with my
‘computerised Spirograph’ approach to level creation, which managed
to cram a massive 128 different levels into very limited memory. Each
level had eight worker cells in different start positions and pointing in
different directions, and then they were given instructions to travel a
specific distance, then to turn by a specific angle, and repeat the process
indefinitely to create the hive structures. Easy when you know how!”
Martin Walker, designer and programmer
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“World Class Leaderboard would have to be not only the best golf sim
on our beloved bread bin, but the best sports sim full stop. Bruce and
Roger Carver created the most wonderfully playable game, which
I still play regularly with my father. It’s clearly a massive technical
achievement on the C64, with stunning animation and depth of
gameplay. The slow screen redraw and slight unpredictability of
where the ball will land (even with a perfect shot!) just add to the
charm and help make World Class Leaderboard a timeless classic,
an enormous challenge and great fun to play even today.”
Kevin Tilley, guest reviewer
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Mega Apocalypse
“Now this is a perfect example
of a game which almost solely
relies on its audible qualities.
In doing so, Simon Nicols’s Mega
Apocalypse is the perfect match
to the C64’s amazing SID sound
chip. At its core, it’s just a clone
of Atari’s space shooter, Asteroids,
but it’s put on steroids with tons
of aggressors, speed-ups, weapon
add-ons and a two-player co-op.
The crazy mix of sound effects,
Rob Hubbard music and in-game
speech samples adds a layer of
chaos to the gameplay, which
is finely balanced to make you
fight for the top slot of the
high-score table. Some prefer its
1985 predecessor, Crazy Comets,
because of its more pure music
experience – but you decide.”
Richard Löwenstein,
games journalist
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Released
1987
—
Genre
Arcade
—
Developer
and publisher
Imagine
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”
and challenging enough to 1988 kicked off with the release
ever to grace a provide many hours of play”. of Agent X II, a Mastertronic
home computer. Creations continued its
budget title set across three
different levels (a platformer,
bumper first year with a horizontally scrolling shoot ’em
Creations began life as a Denarius, a vertically-scrolling up and a Breakout clone). Quirky
developer-for-hire, creating shoot ’em up developed by and eclectic, the game’s high
low-key titles for publishers new recruits Mike Ager and point was undoubtedly the
such as Tynesoft and Firebird. Andrew Threlfall. Set across 16 stunning Tim Follin soundtrack
The company’s debut title, The increasingly challenging levels, which ACE magazine thought
Big KO, was a tongue-in-cheek the game was a solid budget “hypnotic and otherworldly”.
boxing simulator converted from blaster boasting a neat parallax
the BBC version (which had star effect. Praising the game’s Hot on the heels of Agent X II
successfully landed programmer high level of polish, Zzap!64 came Black Lamp, a medieval-
Stephen Ruddy a job with the described it as “a colourful and themed platformer that cast
company). Despite the game’s noisy shoot ’em up”. Commodore players in the role of Jester
appealing price tag and endearing User was equally enthusiastic, Jack on a quest to recover the
charm, The Big KO hit the canvas. calling it “a very impressive kingdom’s protective Black
“This simply isn’t a knockout,” piece of programming”. Lamp from a blaze of evil
said Commodore User, calling it dragons. Converted from the
“a sub-standard boxing sim”. The company’s relationship 16-bit machines, the game
with Firebird ultimately led to sported some fantastic visuals
The company’s next title was Creations landing the contract and an incredible progressive-
Kinetik, an eccentric arcade to convert Taito’s Bubble Bobble rock soundtrack. Commodore
adventure converted from the coin-op to the C64. Developed User called Black Lamp “very
ZX Spectrum. While the aim by Stephen Ruddy, Bubble professionally produced”, while
of the game was standard fare Bobble retained all of the arcade Zzap!64 thought it “extremely
for hardened adventurers, the machine’s key features, including challenging, very addictive and
laws of physics – and the taxing 100 levels and a fabulous two- comes thoroughly recommended”.
control system – would change player mode. The end result was
on every screen, throwing a near-perfect arcade conversion, Another Mastertronic title
multiple curveballs at the player. a tour-de-force in programming, swiftly followed in the form
“If you like your games to be which raised the bar for home of Scumball, a delightful arcade
tough, then you’ll enjoy Kinetik,” computer conversions and adventure created by newcomer
said Your Commodore, branding established Creations as a Martin Howarth. Reminiscent of
it “an extremely difficult game to force to be reckoned with. the classic C64 game Starquake,
play”, while Zzap!64 thought it “a Scumball’s redeeming features –
nice idea which fails to entertain”. Released in October 1987, neat visuals, accessible gameplay,
Bubble Bobble dominated the and budget price tag – were a
Kinetik was quickly followed computer magazines of the time, winning combination. Zzap!64
by The Mystery of the Nile, a with the C64 version picking up said it was a pleasant mix of genres,
charming platformer set in the a string of accolades including a adding, “it may be derivative, but
Arabian desert. Featuring three Commodore User ‘Screen Star’ it’s neat, attractive and fun to play.”
distinct characters which players and Zzap!64 ‘Gold Medal’.
could switch between at any
point, the game was well-
275
Creations fans eager for another The year concluded with the “Easily one of the most playable
quality coin-op conversion had release of Psycho Pigs UXB, racing games ever,” said Zzap!64,
their prayers answered in the a conversion from the Jaleco awarding LED Storm 94% and a
summer of ’88 when Bionic coin-op marred by a controversial much-deserved ‘Sizzler’, while
Commando made its debut on ad campaign dubbed by one ACE simply called it a “superb
U.S. Gold’s Go! label. A staggeringly magazine as “puerile and sexist”. arcade conversion”.
authentic port of the Capcom Promotional gripes aside, however,
arcade game set across five huge most reviewers would enjoy The year closed on a high with
levels, Bionic Commando would the frivolous arcade gameplay. the arrival of Ghouls ’n Ghosts,
retain all the playability – and “Not bad for a few chuckles,” the second game in Capcom’s
the hallmark grappling hook – said Zzap!64, while The Games Ghosts ’n Goblins series and,
of the original, not to mention Machine thought it a “compelling, more poignantly, programmer
treating C64 owners to some playable game”. Stephen Ruddy’s swansong on
of the best music ever squeezed the C64. Expertly programmed,
from the SID chip. As well as a Released in 1989, Peter Pack Rat the C64 conversion followed Sir
Commodore User ‘Screen Star’, would be Creations’ final budget Arthur’s quest across five stages
the game picked up a ‘Sizzler’ release for the C64. A simplistic to rescue his future bride, and
from Zzap!64 which called platform collect ’em up, Peter boasted an incredibly atmospheric
the game “horrendously good Pack Rat was a solid conversion soundtrack courtesy of Tim Follin.
fun”. The Games Machine of the Atari arcade game with a Zzap!64 awarded Ghouls ’n Ghosts
was similarly enthusiastic, bargain price tag. “Solid budget 96% and a ‘Gold Medal’, calling it
labelling Bionic Commando entertainment for old-fashioned “a masterpiece of a conversion”,
“a top-notch conversion”. gamers,” said Commodore User, while ACE simply dubbed it
while Zzap!64 concluded with, “U.S. Gold’s shoot ’em up in
Overall, 1988 would prove to “No frills, no fancy bits with shining armour”.
be a prolific year for Software knobs on, just good, plain fun.”
Creations, with the company 1990 saw the release of one
producing eight different C64 Creations’ relationship with of Creations’ most ambitious
titles, including conversions of Go! continued with the release projects to date, a conversion
SEGA’s Body Slam and Taito’s Sky of LED Storm, an adrenaline- of Data East’s Sly Spy: Secret
Shark (the US version of Flying pumping racer in the Spy Hunter Agent. Beautifully presented
Shark), as well as original budget mould converted from the and packed with a multitude of
titles for Mastertronic and Firebird Capcom coin-op. Another master- James Bond references, the game
including the Combat School- work from Stephen Ruddy, the was both extremely diverse and
inspired Raw Recruit and a relentless gameplay, thumping incredibly faithful to the arcade
conversion of Clive Brooker’s soundtrack and stunning parallax version. “Fast-paced, exciting,
Spectrum racing game War scrolling helped the game scoop and easy enough to get into,”
Cars Construction Set. numerous awards including a commented Zzap!64, while
Games Machine ‘Star Player’. Commodore Format said, “None
of it is particularly spy-like,
but all of it is rather good fun.”
276
The company wrapped up Software Creations’ final C64 consoles – and with greater
1990 with Puzznic, a simplistic title was arguably one of its challenges ahead for the games
puzzle game spread across an finest: the seminal arcade industry – the decision was
impressive 144 different levels adventure Gauntlet III: The made to sell the company to
and converted from the Taito Final Quest, released in 1991. Rage Software. Following rapid
coin-op. Deceptively simple to Presented in isometric 3D with expansion in the late 1990s, Rage
learn but devilishly tricky to stunning visuals, the game began publishing its own titles, but
master, Puzznic scored highly expanded on Gauntlet’s hack spiralling costs and a run of poor
across the board. Your Commodore ‘n’ slash gameplay by adding sales saw it close its doors in 2003.
gave the game a ‘YC Fun One’ RPG-like quests for players to
award, calling it “fiendishly tackle. Awarding Gauntlet III From humble beginnings of
difficult”. Zzap!64 was similarly a ‘Sizzler’, Zzap!64 called it creating budget games, Software
impressed, calling Puzznic “a “unmissable”, while Commodore Creations steadily gained a
superb puzzle game” and adding Format said, “If you’re mad about reputation as one of the UK’s
another ‘Sizzler’ award to monster mashing, you ought premier game developers.
Creations’ mantlepiece. to give it a try.” Tackling virtually impossible
“
conversions with confidence
After a multitude of incredibly and aplomb, the company made
Software successful games on various the arduous process of squeezing
Creations steadily home computer formats, Software mammoth arcade experiences
gained a reputation as Creations made the inevitable into humble 8-bit computers
”
transition to consoles with the look like child’s play.
one of the UK’s premiere NES and SNES. However, as the
game developers. sun began to set on the 16-bit
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Released
1987
—
Genre
Shoot ’em up
—
Developer
Richard Aplin
—
Publisher
Mastertronic
282
Released
1987
—
Genre
Fighting
—
Developer
and Publisher
System 3
284
IK+ / 1987
286
“
started getting real attention. distractions, but once I moved The tools were always crude,
to London, I kept more typical but I didn’t know what good
office hours. tools were until much later, so
I got a huge kick I didn’t really know there was
Which programs did you another way of doing things.
out of seeing my use to create your C64 art?
pictures printed in The main program I remember
using was Paint Magic. The sprite
What was your process? Did
you plan on paper, or jump
”
Zzap!64 for the editor I used for BMX Kidz was
pretty primitive, but somebody
straight in onto the computer?
I would draw straight into the
first time. took pity on me and passed along
a much more sophisticated one
paint program like a sketchbook.
I wasn’t classically trained, so
that allowed for overlaying and working in a different medium
What was your first C64 project? mixed resolutions. By the time first seemed superfluous.
Leviathan was the first loading I did All Terrain Gardener, I was
screen I did. I don’t recall how doing some incredibly complex How did your process change
long it took, but my first attempt 128-frame animations with throughout your career?
was not great. That was when high-res outlines. I’m still the same way now:
Rich [Hare] gave me the best I work in the delivery medium
advice anyone could give an Did you use any tools that so that I always know what
artist just starting out: it didn’t weren’t available commercially? the finished product is going
matter what the artwork looked I remember using John Twiddy’s to look like. That didn’t change
like, it was my job to deliver ‘Integrator’ tool to build the the entire time I was working
an exciting loading screen maps in Vendetta, which would in video game graphics.
and to interpret the artwork construct screens from basic
in whatever manner I saw fit elements. The problem was, What was the development
to make that happen. It was a I would get really granular with time for a typical game?
terrific learning experience. the elements. For example, I’d It often varied. Working as a
build a wall with a single brick freelancer was pretty chaotic,
You worked on several element that would repeat over often with project managers
demos with Graham Hunter; and over, and consequently, the mostly leaving me to my own
what was the experience like? screens would take ages to render. devices until deadlines loomed.
Graham and I called ourselves Working full-time at System 3
Radix Developments just to mess After a while, someone sat me was a bit different in that I was
about making Compunet demos, down to take another look at sharing the office with other
really. We did a few scrolling The Last Ninja to see how Hugh project teams, so there was a lot
message demos where I would Riley had done it. Hugh used of feedback and a lot of support
mess about with some graphics bigger elements with the odd from peers. Deadlines were
ideas. I think it was the demo we detail or two to create variety, always a problem, regardless.
did called Blue Eyes that got the and, at that point, I could see
attention of Paul Cooper who where I was going wrong. Once
was scouting for new talent for I figured that out, everything
Thalamus. That’s how we got moved a lot smoother.
to do the loader for Quedex.
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”
excellence in C64 graphics. He had a keen eye and
a crisp style that was elegant and simple.
Were there any C64 games screens for The Pawn, but, on Why do you think the C64
you worked on which sadly the whole, I didn’t think about is remembered so fondly?
never saw the light of day? what other people were doing. I think the resurgence of interest
I worked on a couple of games I would have liked to have in 8-bit graphics and chip-tunes
for Firebird – All Terrain Gardener worked on games like those that brings a lot of people back to the
and Tyger Tyger – neither of Sensible Software was doing – C64. There was some great stuff
which got published. Tyger Tyger Wizball and the like – but there being done back then that feels
was never actually completed, was only one SensiSoft. Doing crude and raw in the age of
as far as I know. [NOTE: a 50% the graphics for a Jeff Minter Ultra HD and FLAC audio. It
complete version was tidied game would have been cool, too. feels so limited now – quaint
up by Jani Tahvanainen and and antique – but, at the time,
Henrik Jansson, and released What are your favourite games? we felt like pioneers.
as a playable demo in 2014.] Hunter’s Moon by Martin Walker,
which I found incredibly relaxing Do you still own a C64?
What was your final C64 for some reason. It had a lovely When I was at System 3, the
game? What made you decide atmosphere to it. Occasionally, artist Tony Hagar needed to
to leave the machine behind? I’ll fire up the emulator every borrow my C64 and colour
The final C64 graphics I did were now and again to play it. monitor for a project he was
for Exile in 1991. I was a huge fan working on. I left System 3 and
of Jeremy Smith’s game Thrust, What are your standout basically lost touch with him,
so I was very happy to work on memories from the C64 era? so I never got it back. If you’re
Exile. At that time, I was already I remember the business being a reading this, Tony…
working on 16-bit platforms – bit chaotic and exploitative, and
the demand for C64 graphics being a freelancer that young was What are you up to these days?
was in steep decline, so there pretty wretched for me because I worked in video games until
were fewer opportunities to I didn’t have any business sense. 1999, graduating from the Amiga
work on that format. But I also met some great people and Atari ST to ultimately work
along the way, some of whom on 3D PC gaming. The business
Was there a C64 game you I still keep in touch with to this had really changed by then, and,
would have loved to have day, so, in the end, I just chalk in the end, I felt I needed to move
created the graphics for? it all up to experience. on. I’m now a film editor working
At the time, I was jealous that in New York City, and I was an
Bob Stevenson got to create the editor on the 2014 documentary
Jodorowsky’s Dune.
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Deathwish 3
“This is seriously violent, and the fact that my parents had no idea I was
playing such a gruesome game was all the more exciting. Mowing down
enemies with guns and rocket launchers wasn’t just the aim of the game,
but it’s all I cared about. What about the old grannies wandering about?
They were fair game too, but leave them alone, and they got their handbags
in on the action! Luckily, there was someone on hand to clear up the mess,
dragging dead folk off the screen as efficiently as a fast food restaurant
cleaner. Utter mayhem that served little point, but, my word, it was fun.”
Matt Wilsher, guest reviewer
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Released
1987
—
Genre
Arcade
—
Developer
Andy Green
—
Publisher
Gremlin Graphics
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302
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305
Released
1987
—
Genre
Fighting
—
Developer
and Publisher
Palace Software
308
ATV Simulator
“Probably my favourite
of the Codemasters
screens I did. I also
converted the
background graphics
for the game, as I recall,
as a rush job with
both being completed
inside two days when
another artist failed
to deliver on time. As
a general guide, most
of my loading screens
were completed in the
eight-to-ten-hour mark
in order to make them
commercially viable.”
Steven Day, graphic artist
Released 1987 / Genre Sports / Developer Digital Persuasion / Publisher Codemasters
310
Professional
Snooker
Simulator
“Generally, loading
screens were based
upon the cassette
inlay artwork, but
an exception, in this
case, was Pro Snooker.
It was my very first
commissioned loading
screen and was
requested to be original
artwork as the cassette
inlay was not popular
at Codemasters. The
player, as I recall, was
an ’80s snooker player
named Doug Mountjoy.”
Released 1988 / Genre Sports / Developer Arcana Software Design / Publisher Codemasters Steven Day, graphic artist
311
Released
1988
—
Genre
Sports
—
Developer
Sensible
Software
—
Publisher
MicroProse
Software
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314
316
317
318
319
320
321
Released
1988
—
Genre
Scrolling shooter
—
Developer
and Publisher
Imagine
—
Originally by
Konami
322
Released
1988
—
Genre
Point-and-click
adventure
—
Developer
and Publisher
Lucasfilm Games
325
Released
1988
—
Genre
Scrolling shooter
—
Developer
Cyberdyne Systems
—
Publisher
Thalamus
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328
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330
331
333
Released
1988
—
Genre
Shoot ’em up
—
Developer
and Publisher
Ocean
—
Originally by
Taito
335
Released
1988
—
Genre
Run and gun
—
Developer
Boys Without Brains
—
Publisher
Thalamus
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338
339
Released
1989
—
Genre
Action
—
Developer
and Publisher
Ocean
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345
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“
Steve Turner started out as Steve Turner’s 1984 Spectrum
a business programmer with game 3D Lunattack. A tactical
an interest in home computers
and a passion for arcade games.
shoot ’em up set on the surface
of the moon, the game was an
Andrew
Disillusioned with his career
path, he established ST Software
intriguing blend of strategy
and violence that took weeks
Braybrook
and began coding a Spectrum to master. “Only the most dogged was hired,
”
game in his spare time. Selling hover pilot will be likely to better
the game to Hewson gave Turner
the means to quit his day job
the resident high score,” said
Your Commodore, highlighting
and Graftgold
and make games full-time; the game’s steep difficulty curve. was born.
Andrew Braybrook was hired, Lunattack’s excellent presentation
and Graftgold was born. and attention to detail were
a taste of things to come.
348
”
strategic top-down shoot ’em up from the Spectrum by Graftgold
Paradroid, would become one
1984 and 1990 was newcomer Gary J. Foreman.
of the C64’s most pivotal games. unprecedented. Casting players in the role of
Loosely based on Braybrook’s Mervyn the frog, the aim was to
mainframe game Assassin, Keen to push the boundaries, explore the dungeon and wipe
Paradroid’s mix of stealth Graftgold’s next C64 outing out the invading horde of evil
and strategy, immaculate was Alleykat, a futuristic racing Warlocks using all manner
presentation and meticulous game inspired by Activision’s of glyphs and spells. Despite
attention to detail significantly Pastfinder. However, Alleykat’s similarities to both Gauntlet
raised the bar for C64 gaming. innovative season structure and Paradroid, the reviews were
Your Computer gave the game and absorbing blend of gameplay unanimously positive. “A hit
5/5, calling it “highly addictive,” styles confounded expectations, that shouldn’t be missed,” said
while Zzap!64 awarded the game resulting in a unique user C&VG, while Zzap!64 thought it
97%, branding Paradroid “THE experience but a mixed reception “beautifully designed, rewarding
classic shoot ’em up” and earning from reviewers. Narrowly and incredibly playable”.
Graftgold a much-deserved missing out on a ‘Sizzler’, Zzap!64
‘Gold Medal’. urged readers to “try before you Despite being finished towards
buy.” Conversely, C&VG thought the end of 1987, it was several
Graftgold’s next title was the it “a cracking game,” while Your months before Morpheus hit
slick, adrenaline-pumping shoot Computer gave AlleyKat 5/5, the streets due to a protracted
’em up Uridium, which arrived calling it “another great game legal dispute between Hewson
in the spring of ’86. Driven by from Andrew Braybrook”. and Telecomsoft. A complete
Braybrook’s desire to create departure from Braybrook’s
a game with the smoothest 1986 concluded with the timely previous titles, Morpheus was a
scrolling possible, Uridium took Christmas release of Hewson’s deep and complex strategy game
inspiration from arcade blasters Uridium and Paradroid double wrapped around a deceptively
like Starforce and Zaxxon, pack. The compilation featured simple premise. Highly polished
resulting in a blisteringly fast Uridium+, boasting all new ships and packed with subtleties, the
and frenetic space battle across and some rather special C128- reviews were naturally effusive.
15 bas-relief dreadnoughts. only enhancements, and the “Morpheus reeks of quality and
“You won’t drop your joystick ‘Competition Edition’ of Paradroid, professionalism,” said Commodore
for days,” said C&VG, awarding which benefitted from a hefty User, awarding the game a
Uridium 10/10, while Zzap!64 50% increase in speed. Awarding coveted ‘CU Superstar’, while
gave the game a ‘Sizzler’, calling it 9/10, Your Commodore praised Zzap!64 called Morpheus “one
it “immaculate in both its Uridium+’s “superb new ships” of the most finely constructed
execution and conception”. and thought Paradroid “even more games ever written for the 64”.
enjoyable [than the original].”
Ivan ‘Ironman’ Stewart’s Super Off Road / 1990 Rainbow Islands / 1990
349
”
role of KLF-2, a droid on a mission Braybrook’s formidable success
to save planet Earth from its on the C64 culminated with there’d be a Graftgold
imminent doom. Despite the
game’s slick presentation,
the budget releases of Gribbly’s
Special Day Out and Heavy Metal
title in the mix.
Magnetron’s similarities to Paradroid on Hewson’s Rack-It
Paradroid left many reviewers label. Sporting various nip-tucks Despite rubbing shoulders
with a sense of déjà vu. “If you including tweaked controls and with more accomplished titles
want a Paradroid game, you enhanced graphics, Zzap!64 by Apex Computer Productions
might as well buy the real thing,” thought Gribbly had “lost none and Sensible Software, Head the
said Zzap!64, whereas ACE of its charm since its release in Ball thankfully managed to hold
magazine was gushing with mid-1985.” Similarly, Heavy Metal its own. “Head turns out to be
praise, calling Magnetron Paradroid built on the highly surprisingly addictive,” said
a “terrific droid ’em up”. successful Competition Edition, Zzap!64, calling it “a wolf in
adding all-new Morpheus- sheep’s clothing”.
In contrast to the complexity inspired graphics. “Definitely a
of Morpheus, the space strategy winner!” said Commodore User, Following the sale of Telecomsoft,
game Intensity – and Braybrook’s while Zzap!64 once again Graftgold’s next title Bushido
C64 full-price swansong – made awarded the game 97% and made its debut on the MicroProse
its understated debut towards a Silver Medal, calling Heavy label. A complex and absorbing
the end of 1988. Set on board Metal Paradroid “a game no 64 arcade-style RPG set in feudal
a deep-space mining station, owner should be without”. Japan, Bushido boasted a wealth
Intensity was deceptively simple of characters, countless items
but, like many Braybrook games, Graftgold’s next game for Rack-It and incredible depth of gameplay,
far greater than the sum of its was Orion, an unrelenting not to mention a fast and detailed
parts. Expectations were high, platform shoot ’em up in the world to explore. Your Commodore
and reviews were mixed. “Some Hawkeye mould. Despite Orion’s said, “it goes for the throat in a
neat touches but the gameplay budget price tag, the simplistic big way,” while ACE called Bushido
is dull,” said C&VG, while ACE run-and-gun gameplay – a stark “very fast and very playable”.
thought it was “highly competent contrast to the immense depth
but uninspiring”. Conversely, of previous Graftgold titles – Delayed due to a legal tussle
Commodore User called Intensity garnered mixed reviews. “Orion between Taito and MicroProse,
“a big and complex game that’s will probably sell just because of Graftgold’s stunning conversion
well worth the time and effort”, the Graftgold name,” said Zzap!64, of Rainbow Islands – by Gary
with Zzap!64 adding, “[it’s] an while Commodore User thought Foreman – was finally released
excellent game.” it “more than enough to keep in the spring of 1990. Authentic
you occupied for your dosh”. to the coin-op in almost every
1988 concluded with Soldier regard, this second sickeningly
of Fortune, a charming and Orion was closely followed by sweet adventure of Bub and
engaging arcade adventure Head the Ball, a charmingly twee Bob was nothing short of coding
created by Graftgold newcomer arcade platformer-cum-shoot ’em wizardry. Your Commodore gave
John Cummings. With a tip up which appeared on Hewson’s Rainbow Islands 97%, calling it
of the hat to Ghosts ’n Goblins 4th Dimension compilation (and, “dangerously addictive,” while
and Black Tiger, Soldier of poignantly, the last Graftgold Zzap!64 thought it “a remarkably
Fortune immersed players game that Hewson released). accurate conversion in both
in an epic quest to find the look and feel”.
legendary Zodiac power source
and banish evil from the land.
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352
353
Released
1989
—
Genre
Action
—
Developer
and publisher
Virgin Games
—
Originally by
SEGA
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356
357
358
359
360
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“
later, we spent four days at the Twiddy’s ‘Integrator’ program,
duplicators creating the end which was also used by Hugh
sequence and mastering the
game; this was the longest
Riley and Dokk for the first two
Last Ninja games and Vendetta. Dan Malone’s
period I have ever stayed
awake (88 hours!).
Even my copy of Vidcom64 was
modified by John Kemp to ease
Sacred Armour of
wear and tear on the keyboard! Antiriad showed
Frankly, we loved Martin.
He was hugely encouraging What were the best and worst me just what an
and did a fabulous job of the
Armalyte sounds and provided
aspects of creating art for the C64?
The C64’s drawbacks were also
amazing artist
”
a solid piece of original theme
music. Personally, he was a great
paradoxically its strengths and
vice versa. As such, it served
could do with
mentor and introduced me to as a fantastic introduction to the C64.
Armalyte / 1988
363
364
”
apparent since the arrival of faster and more confident, but as the dedicated
the Internet is the sheer wealth
of talent that is out there, so,
the colour difference between
new and old C64s sucked out my
artists.
nowadays, I tend to look for enthusiasm. Oh, how I was glad
stuff that has a unique feel to it. to move on to the Amiga – if I Do you have any standout
ever had to draw another C64 memories from the C64 era?
Of all the games you’ve chunk-o-vision sprite, I might Playing the first version of the
worked on, which are you have gone quite mad. first level of Armalyte for the
most proud of and why? first time, which landed us our
By far the game I’m proudest Was there a C64 game you first contract (produced when
of is Spacelings on iOS, which would have loved to have I was drunk for the first time –
I designed, created all the art created the graphics for? a lot of firsts there!). I also recall
for and produced the music and Not really, although, in the John Kemp calling me a bastard
sound. This had a definite 8-bit early days, I would often use with a massive smirk on his
design sensibility in the same hacking cartridges to put my face after watching me test
vein as Boulder Dash. Oh yeah, own sprites into published the first draft of level five!
Armalyte too. games to test my abilities.
Why do you think the C64
Were there any C64 games Looking back, what was is remembered so fondly?
you worked on which sadly your favourite C64 game? Colourful graphics, awesome
never saw the light of day? I played a lot of different C64 sound and some great games!
Apart from Deadlock, not games for enjoyment, depending
many. We were working on on my mood. I even had a hacked Do you still own a C64?
a Sinistar-esque game called version of IK+ that John Kemp No, unfortunately, my last C64
Scimitar; created by John Kemp made for me that stopped the died many, many years ago.
(the guy who wrote all of our game ending when you win;
editors), it featured a hi-res I always disliked the fact that IK+ What are you up to these days?
overlay ship with ‘scimitar played so well but would end Struggling freelance designer,
wings’ moving across an amazing before it started getting fun. artist, and musician looking for
omnidirectional starfield. It’s a that dream job while working
shame we didn’t concentrate on my own art and music in
on this instead of Deadlock. the meantime.
365
367
368
369
Released
1989
—
Genre
Racing
—
Developer
Geoff Crammond
—
Publisher
MicroStyle
370
Released
1989
—
Genre
Puzzle shooter
—
Developer
Martin Walker
—
Publisher
Electric Dreams
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374
375
Released
1989
—
Genre
Action
—
Developer
Core Design
—
Publisher
Firebird
377
Released
1989
—
Genre
Action adventure
—
Developer
Dynamix
—
Publisher
Electronic Arts
378
The
Untouchables
“I had to make a lot of
likeness tweaks to
actors due to copyright
issues. I believe this was
the reason Bob Wakelin
was commissioned to
paint an alternative
cover for the game. This
was never used, but it
looked so cool, I had to
use it as the title page!
Due to the resolution
issue on the C64, I did
a small section from
the centre.”
Stephen Ian Thomson,
grahic artist
Released 1989 / Genre Action / Developer and Publisher Ocean
380
Operation
Thunderbolt
“This was a ‘get it done
now’ project. I think
we had about six weeks
start to end to complete
the whole thing. I don’t
think they even wanted
a loading screen, but I
ended up doing one in
my own time while the
game was being tested.
Paul Hughes slipped it
in at the last minute.
I think I copied this
from a movie poster.
Can you guess
which one?!”
Stephen Ian Thomson,
Released 1990 / Genre Shoot ’em up / Developer and Publisher Ocean grahic artist
381
Released
1990
—
Genre
Action
—
Developer
and Publisher
Rainbow Arts
383
“In 1989, I did Vendetta for System 3. The first track I did
for this was a cover of Infected by The The. Paul Docherty
introduced me to it as a reference, but I took it a little too
literally. I had to make a lot of use of the filters on this game,
to keep the mood. This was actually my last game for
System 3, sometime around March 1989. I think the
Maniacs of Noise had rolled into town by then!”
Matt Gray, musician
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386
387
388
389
390
“It’s the opening bars of music on level one: the way they come crashing in the second
you hit the fire button and begin your rampage; it jolts you into action. You twist your
joystick as wave after wave of enemies run at you, armed and full of intent. You find a
shop and stock up on flame-throwers or grenades and set out again, helicopters swooping
above and tanks patrolling the ground. I once saw the same game running on a friend’s
Amstrad. It was neutered; virtually monochrome and mute. Midnight Resistance did what
I thought was impossible: it made me love the Commodore 64 even more.”
Neil Grayson, guest reviewer
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393
394
395
Released
1990
—
Genre
Action
—
Developer
Vivid Image
—
Publisher
Activision
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399
401
Think Twice IV / The Judges / 1987 Digital Acid! / Ash & Dave / 1987
“ Joining
“My first experience of the “The party lines were a good
demo scene (aside from watching way to trade information, rag
them) was The Party 3. I had
a blast, and it was like nothing
on people or just talk nonsense.
I was chatting with some guys Fairlight back
I had seen before. I ended up in
third place with a picture I had
from the UK, and one of them
turned out to be Jade from in 1988 was
Dominators, and we got onto
originally pixelled for a 64’er
magazine graphics competition, the subject of working on a
game called Shatterlands together.
like being
and I met so many legendary
people there for the first time. We actually used the party line signed by
”
I remember barbecuing inside the to transfer data: I called from
hall at various events, countless
chats I had with scene legends,
Australia to the USA, Jade called
from the UK to the USA, we
Barcelona
and reading Finnish poems from
a book to drunk Finns without
connected our C64 modems and
transferred the C64 programs.
FC!
speaking a single word of the For the time, it was kind of special
language. Crazy days!” and very unusual – and it worked!”
Daniel Kottmair (DeeKay) David Simmons (Jazzcat)
402
“Joining Fairlight back in “My interest in demos started “My first real exposure to the
1988 was like being signed when Ben Daglish and I teamed demo scene was around 1985-86,
by Barcelona FC! My early up to form ‘We Music’ (an acronym even though I’d owned a C64
experiences were coming from for WE Make Use of Sound In since the end of 1982. A friend of
the UK sceners who were doing Computers). We created a disk mine dropped off a few floppies
some cool stuff. Stoat & Tim, Ian featuring multiple music tracks containing these things called
& Mic, and Tony ‘Ratt’ Crowther that we could use to advertise ‘demos’, and one of the very first
all spring to mind – amazing our skills at creating music, so ones I saw was the Smalltown
craftsmanship. I actually owe the demos were originally for Boy music demo by The Mighty
a lot to the demo scene and the financial gain, but, sometimes, Bogg. Wow, this was fantastic!
activities back then as it has the demos were experiments to Another disk had Thrust Concert
hugely influenced the successful try out techniques we could use by Stoat & Tim. I was blown
career that I have built today. in games. When we discovered away after seeing it and knew
All in all, it boils down to what demos could be uploaded to I had to get into this ‘scene’
I still have with me – loads of Compunet, I found myself somehow. The best route at that
experiences, skills learned uploading demos we created time in the UK was Compunet.”
and friends gained. What an in our spare time.” Mike Berry (Kernal)
amazing thing to be a part of.” Antony Crowther (Ratt)
Pontus Berg (Bacchus)
403
404
405
“ Being a
“For some years, I was actively “Seeing Zzap!64 starting to
swapping with over 200 people. cover Compunet encouraged me
It was crazy: cheating stamps,
wrapping packs, cataloguing
to up my game as a demo coder.
I remember shortly after I’d done
swapper was
and requesting wares, watching the VSP&IK+ demo, I went for considered
your collection grow; it was like an interview at a local software
the C64 scene version of a pen house. They introduced me to lowly by the elite,
pal. I remember some days that
I would come home and have
their in-house C64 coder, who
decided to show off his skills but, without
dozens of packages waiting
for me. Being a swapper was
to me. We gathered around
his computer, and he started
swappers, the
considered lowly by the elite, displaying his latest code, which scene would
”
but, without swappers, the scene was basically one of my demos
would have been very different. with the picture and scroll text have been very
In fact, many of the scene wares changed. I then opened my disk
you can download from the net box with all the Meanteam demos different.
today came from the diskettes and handed it to him. Realisation
of a swapper.” and apologies followed!”
David Simmons (Jazzcat) Pete Dabbs (JCB/Meanteam)
406
Deus Ex Machina / Crest & Oxyron / 2000 Soiled Legacy / Resource /2001
407
“Trap would have to be my “I was a coder and a swapper “One of the craziest pixel art
favourite demo – it’s the but overall an organiser. It was projects I’ve worked on is
demo that everyone seems to a sort of social network that we probably the lady in the water
mention. It used the existing created before the ones we all at the start of the Deus Ex
music from the game, but had know nowadays. Being part of Machina demo. I remember,
a few extra kilobytes for the the demo scene was crazy as when creating that, Crossbow
font and graphics. The game we gave so much importance and I were working on it over
was completed before the demo to things that most of the world the Christmas holidays, and he
was started, so the game wasn’t didn’t care about. Our micro- was away from university so
compromised – the challenge universe was so damn important didn’t have any access to email.
was to actually fit a demo into for us, and we were (and still are) He had no dial-up at home, so I
such a small space. In the game’s addicted to our daily dose of 8-bit was having to fax the sprite data
box, there were two tapes, one pleasure! Italy has always had to him – crazy! An outstanding
with an audio recording of some very good talented sceners moment was the demo coming
the Trap music. We used three but were mainly code rippers – in first place at Mekka &
synchronised C64s to produce it, nothing special compared to Symposium 2000. It took two
resulting in a nine-voice the European and world scene years to create, and I’m still
version of the music.” where all the cool stuff was immensely proud of it.”
Antony Crowther (Ratt) coming from.” Daniel Kottmair (DeeKay)
Enrico Sturaro (E$G)
408
“
“I’m not sure I could pick just “I was never on Compunet
one demo as my favourite. As a
group, we specialised in music
personally, but I regularly
received demos from people
We gave
ripping and being the first to get
the best game music into a demo
that were (usually simple
one-file productions or ‘rips’
so much
and onto Compunet. If I had to
go with just one, it would be
which stole the latest music
and graphics from commercial
importance
VSP&IK+. It was the first demo of
its kind and was the first routine
games). I remember getting
stuff from traders who had
to things
to use a hardware bug to scroll a
really large bitmap screen using
the privilege of being on
Compunet and managed to that most
very little CPU. This trick was
later famously used in the game
connect to the group consisting
of Jeff Minter, Rob Hubbard of the world
”
Mayhem in Monsterland seven
years later. Another highlight
and various members of the
demo scene such as Bob didn’t care
was getting to know a great Stevenson and Dokk.”
bunch of guys, some of who
are still great friends today.”
David Simmons (Jazzcat) about.
Pete Dabbs (JCB/Meanteam)
409
Ha Ha / Triad / 1987
410
“ The feeling
of contributing
to the scene with
graphics, and
getting them out
there for people
Esfpetanof / Triad / 1987 Robocop Demo / Fairlight / 1988
to see and to
comment on,
”
was great and
a huge buzz.
411
412
413
Released
1990
—
Genre
Platformer
—
Developer
and Publisher
System 3
414
416
417
“I always loved the loading screens on the Freeload was designed to do much more while
ZX Spectrum – they always nicely set up the the loading was going on, and so, when Steve
anticipation for what was to come. A good Wahid did a little sprite animation sequence
loading screen always set high expectations of twinkling stars designed to pulse over the
for the player. The Commodore 64, alas, had Rastan logo on Martin MacDonald’s bitmap,
to switch the screen off during its heinously I thought it would be neat to have it run over
slow loading routines. the loading screen during the sequence.
After creating Freeload (what is now Like Richard Aplin of Interceptor Micros fame,
affectionately known as ‘The Ocean Loader’), I had a bunch of ‘Load-a-Games’ written that
the first thing I did was to ensure I didn’t need you could play while the main games were
to turn the screen off. Once I had the screen on loading. Unfortunately, as Ocean always
with reliable fast loading, it would be churlish officially licensed its titles, it wasn’t considered
not to have a lovely multicolour loading screen appropriate or indeed ethical to have a Space
to give the Spectrum a run for its money! Invaders or Breakout clone playing during
the load sequence.
Ocean had some incredible in-house artists,
many of which made jaw-dropping loading Tape loaders were always a game of cat
screens for the C64. With such stunning and mouse with the hackers; I’d leave little
imagery in hand, complemented by the messages buried in the different layers of
musical delights of Messrs Galway, Clarke, protection to tease them and then be in awe
Dunn and Cannon, the now infamous Ocean of their ingenuity as I typed in their infinite
loading sequence was born: smooth-scrolling lives pokes from Zzap!64 to see how they
credits messages, SID soundtracks blasting had gotten around the protection. The next
away in the background, and 32,000 lovingly release would seal up that exploit, and so
crafted pixels displayed during the four- the cycle continued!”
minute turboload sequence. Paul Hughes, game designer
and programmer
”
with the hackers; I’d leave little messages buried in the
different layers of protection to tease them.
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Rodland
“Rodland is in my top three favourite
projects I’ve ever done. I insisted that I
got to write it because I loved the C64
so much. Armed with just a video of
the arcade original, Rob Whitaker and
I discussed how the player, enemy, boss
art, etc. would work. Aside from that,
I left him alone to draw, and I was left
alone to code. But being left alone with
nothing but fairies, flowers and fluffy
bunnies does strange things to your
brain. The high-score table has 200
random names of actors and musicians
that kept me sane during the project.”
Steve Snake, programmer
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Gary Winnick was the first How did you first get Charlie recommended that I talk
artist to join George Lucas’s interested in computers? to the group, as I had experience
fledgling development company The art store I was working at creating graphics on the Atari
Lucasfilm Games, and cut his started selling Atari computers, 800 (which was their initial
teeth on classic C64 titles such as so I bought an Atari 800 with the target machine). They gave me a
Labyrinth, Rescue on Fractalus!, idea of learning how to program, test to create the animated ‘Jaggi’
Koronis Rift and The Eidolon. and that eventually led to a job alien for Rescue on Fractalus!
After partnering with Ron creating game graphics at Atari. and I guess they liked what I did
Gilbert, the duo would go on to since they offered me a job soon
pioneer an entire genre with the How did your career in the after. I ultimately ended up as
groundbreaking point-and-click games industry get started? the first artist that Lucasfilm
adventure Maniac Mansion. I believe I answered a couple of Games hired.
job ads in the newspaper. Both
Do you remember how you first Atari and Imagic were companies You worked on several hit
got interested in art and design? close to my home and were games with Ron Gilbert;
As far back as I can remember, looking for artists; I interviewed what was the experience like?
I was enamoured with comic with them and was offered Ron was hired to do the C64
book art and animated cartoons, jobs by both within the same conversion of Koronis Rift, and,
so I started creating and drawing week. I decided on Atari, partly at that time, the group was still
my own characters before I was because I owned an Atari pretty small, and we all worked
in my teens. home computer at the time. together on the same floor. We
all hung out with each other and
Did you take any formal How did you end up working got to know each other pretty
art training or education? for Lucasfilm Games? well. Ron and I, in particular,
I majored in both Art and Business A good friend introduced me to shared a similar (sick) sense of
at Monterey Peninsula College. some folks from Apple, one of humour and enjoyed the same
I was considering going on to art them being Charlie Kellner, who TV shows, movies, and so on.
school but ended up getting a job went on to become one of the We always worked well together,
in the computer industry before first members of the Lucasfilm particularly when designing
making that leap. Games division. At that time stories and characters. On top of
the group was pretty small that, I couldn’t program, and Ron
and only about six months couldn’t draw, so we had clear
old when they realised they roles when working together.
needed a full-time art resource.
428
”
of the C64 and how we could
enhance the experience.
What was the first original Once I had a reasonable-looking There were two main art tools:
C64 title you worked on? image, I’d run that through the ‘Skedit’, which was for background
Ron had been hired to port Skedit character crunching art and served as the character
games to the C64, so when we feature, which would take the set editor and ‘Byle’, which was
decided we’d design and pitch an image and crunch it down to the sprite animation editor.
original title at Lucasfilm, it was the necessary 256 characters by
logical for us to begin on the C64. comparing and replacing similar Looking back, what were
That idea ultimately became characters. I would then touch the best and worst aspects
Maniac Mansion. up the image and re-run the of creating art for the C64?
crunch feature successively At that time, getting to work
What did a typical day in until I ultimately got a version on the C64 felt like a step up
front of the computer look like? we were happy with. from our prior constraints, and,
On Maniac Mansion, Ron and certainly, I remember feeling
I would typically meet in the Which programs did you like the scrolling backgrounds
morning and go over what we use to create your C64 art? were unique and state-of-the-art
wanted to focus on for the day. At the time we started on the when we were creating them.
This usually involved some C64, I don’t recall anything I don’t consider anything to be
sketching on paper. commercially available that was particularly bad about developing
close to what we wanted, and graphics for the C64. Rather, it
All of the rooms had to be since we’d already developed was just a challenge to get the
created within the confines of our own art tools for conversions graphics looking as good as
the Commodore’s character set, (as well as creating Labyrinth: possible given the obvious
so I’d use the ‘Skedit’ character The Computer Game), we just constraints of pixel resolution,
set editor that Ron wrote. First, continued to refine those. colour, frame rate etc.
we’d define the room layout,
screen size, objects and paths Did you ever use any What was your process? Did
through the room, then, using custom tools that weren’t you plan on paper, or jump
my sketch and Ron’s notes, I’d available commercially? straight in onto the computer?
block in the basic shapes with While working on Maniac On Maniac Mansion, I’d just
flat blocks of colour. Then I’d Mansion, we developed our sketch out everything on paper
proceed to add some more detail, own proprietary in-house tools first, including character designs,
working from the walls forwards, (Ron wrote and refined these environments, storyboards, and
adding in the objects, rudimentary over the course of the project). so on. For some items, I’d also lay
light sources, and final touches.
429
”
was take a clear piece of acetate Mansion, Ron and I were the humour and look
and trace an image using a co-designers/project leaders, and
black Sharpie marker. I’d then I think we got along pretty well of the game.
tape the acetate to the front of (a major reason we reunited to
my monitor and trace a rough work on Thimbleweed Park).
version of it onto the screen. Was there anyone in the
Once I had a reasonable When creating C64 art, which industry whose work
representation on the screen aspect did you most enjoy? was inspirational to you?
I’d refine from there. Probably my favourite part A lot of the artists I was
about making games back fortunate enough to work
Did your process change then – and still to this day – with at Lucas, including Ken
throughout your career? was developing and creating Macklin, Steve Purcell, Mark
Over my time at Lucasfilm, new characters (including Ferrari, and Iain McCaig.
which was close to a decade, the their personalities and
process, technology and number backstory) then designing What C64 games at the time
of people involved changed and animating them. impressed you, or had an
dramatically: commercial tools influence on your work?
such as DPaint become more Did you have much input The first people in the group
available, better and more in terms of game design? who really had their finger on
cost-effective, and the advent Yes, very much so. Given the the pulse of the C64 were Ron
of consumer-oriented scanner company culture, which was Gilbert and Aric Wilmunder
technology was also a turning established early on, we were a who came in to do those early
point. Another important fairly small tight-knit group, and conversions from the Atari.
development was being allowed it remained pretty much that I really looked to Ron to
to bring in other art resources way until the time I left. As such, understand the capabilities
as the business grew, first as the process tended to be pretty of the C64 and how we could
independent contractors, organic and collaborative. enhance the experience.
then as in-house resources.
Did you pay much attention to Outside of games, what were
What was the development the various magazine reviews? your biggest artistic influences?
time for a typical game? In those pre-Internet days, it I started out as a comic book guy
Probably anywhere from one took a while to see an actual (mainly Marvel) in the ’60s and
to two years, depending on the printed review (usually months ’70s, so definitely the comic art of
overall complexity. As far as after we shipped something) so that era. Many of the comic book,
deadlines went, before the we were usually on to the next fantasy and animation artists of
advent of online sales, it was project before we saw anything. those times were also influential,
critical to get your games into I remember generally getting including Jack Kirby, Neal Adams,
the retail outlets in enough positive reviews, which was Jim Steranko, Frank Frazetta and
time prior to the Christmas certainly nice and helped reaffirm Eyvind Earle, to name but a few.
shopping season. Schedules the effort and attention to detail
were important but weren’t we had tried to incorporate. If you had to pick just
insane – common sense did one game to include in your
tend to prevail (at least that’s If you had the chance to portfolio, which would it be?
how I remember it!). revisit any of your games, It would have to be Maniac
what would you change? Mansion because it was fairly
Did you receive much artistic Ron and I have always talked revolutionary at the time
direction, or would you say about potentially eliminating (multiple playable characters,
you had complete freedom? the unintentional dead ends multiple endings, the introduction
Within each development team, in Maniac Mansion… of cutscenes, etc.). Also, Ron and
there was a Project Leader, who I put a lot of ourselves into both
usually conceived the project and the humour and look of the game.
held the creative vision for it.
430
431
Released
1991
—
Genre
Action
—
Developer
and Publisher
Ocean
433
Released
1991
—
Genre
Strategy
—
Developer
Probe Software
—
Publisher
Melbourne House
435
436
Released
1991
—
Genre
Action adventure
—
Developer
and Publisher
Audiogenic
439
441
Released
1991
—
Genre
Action adventure
—
Developer
and Publisher
System 3
442
Released
1991
—
Genre
Platformer
—
Developer
Genesis Software
—
Publisher
Codemasters
444
Released
1991
—
Genre
Run and gun
—
Developer
Probe Software
—
Publisher
Ocean
—
Originally by
Williams
447
448
449
450
451
Released
1992
—
Genre
Platformer
—
Developers
Genesis Software
—
Publisher
Thalamus
455
Released
1992
—
Genre
Puzzle
platformer
—
Developer
Apex Computer
Productions
—
Publisher
Thalamus
456
457
458
459
460
462
Released
1993
—
Genre
Platformer
—
Developer
and Publisher
Apex Computer
Productions
464
466
467
468
469
471
472
473
474
475
476
477
Released
2014
—
Genre
Run and gun
—
Developer
Nostalgia
—
Publisher
Public Domain
—
Originally by
Capcom
479
Soulless
“I’ve always had a love for
Commodore 64 platform games,
so, when I approached Georg
(Rottensteiner) with the idea for
Soulless, I got stuck right in as
soon as he said yes! Graphically,
the game is heavily influenced
by Draconus, with the search
gameplay mechanic taken from
Impossible Mission. I started
by creating the game map in
Photoshop until Georg supplied
me with a lovely map editor, and,
once the map was in, the rest of
the game came together really
quickly. Georg spent the last few
months cramming all the new
art I kept on chucking at him Released 2012 / Genre Action adventure
into memory; then, once it fitted, Developers Georg Rottensteiner and Trevor Storey
I would throw even more at him!” Publisher Psytronik Software
480
481
Released
2016
—
Genre
Platformer
—
Developer
Graham Axten
—
Publisher
Pond Software
483
484
485
486
487
488
489
Released
2018
—
Genre
Shoot ’em up
—
Developer
and Publisher
Thalamus Digital
491
Released
2019
—
Genre
Arcade
—
Developers
Saul Cross, Steven Day
and Antonio Savona
—
Originally by
Activision
493
494
Fuzzball
This game’s young wizard surely failed his
chemistry exams! After turning yourself into a
Fuzzball and accidentally filling a castle full of the
furry creatures, you must work through 50 devious
levels and destroy all the Fuzzballs so you can
return to your human form. Commodore Format’s
preview looked and played every bit as good as
the released Amiga version – with many anticipating
the final release. However, a legal dispute with
another publisher meant the developer had to
suddenly stop working on the game. After a delay,
artist Jed Adams attempted to finish proceedings,
but by now the market had deteriorated and
System 3 decided to quietly retire the game.
496
“
soul of the original.
Tragically, Sales Curve
decided that the game
wouldn’t sell well and
When searching for unreleased
decided not to release
any of its conversions –
games, remember to check behind your
a decision that doesn’t radiator. Haydn Dalton did and helped
”
make sense to this day.
recover a complete C64 version
of Solar Jetman.
Devious Designs
From the developers of Myth, came this
intriguing puzzler featuring J.J. Maverick,
who must defeat Dr. Devious and his plan to
transform the Earth into a cube. Each level has
you reconstructing world-famous structures
from cubic deformation against a time limit and
while avoiding enemies. The game was canned
quite late in development due to Imageworks’
feeling that the C64 market had disappeared.
Recovered a while back, there are several levels
to enjoy, featuring impressive artwork by Bob
Stevenson. The controls were deemed far too
complex and were heavily toned down for the
16-bit version that eventually surfaced.
497
Time Crystal
The visuals are
startling when you
consider the early
development date –
but unsurprising
considering the
involvement of
Amiga legend, Jim
Sachs. Following his
impressive-looking
Saucer Attack, this
was planned as a
full-blown cinematic
experience. After
a scintillating
introduction, you
are transported
to a world where
dinosaurs roam –
though with not
much to do apart
from land your
“
craft. Jim became
disillusioned with
piracy and was then
entranced by the
The visuals are startling when you
Amiga, resulting in
Time Crystal’s early
consider the early development date –
cancellation. It later but unsurprising considering the
”
resurfaced on the
NES (with Power involvement of Amiga legend,
Glove compatibility),
but that also never Jim Sachs.
quite made it.
498
Tyger Tyger
Gary Liddon’s Black Tiger clone, coupled with
Paul Docherty’s wonderful pixelling, looked
exciting at the time. Press hype suggested that
Firebird had another classic on its hands, but
then it just completely disappeared. There are
suggestions that it was cancelled due to copyright
infringement fears, but it was more likely due to
very slow progress, with MicroProse probably
retiring it following its takeover of TelecomSoft.
Rebuilt from recovered source code, the game
is currently around 60% complete but is more
a graphical demo than a game. With four levels,
limited enemies, platform jumping and swimming,
it’s a teasing glimpse of a once promising title.
499
Thanks to Steve Jarratt for the writing, editing, reviews and advice. Andy Roberts for the
writing, reviews, artist interviews, company profiles, encouragement and contacts. Al Busby for
the Commodore Format magazines. Frank Gasking for the Unreleased Games section. Benjamin
Wimmer for permission to print his game maps. Amanda Purdom for the proofreading. Roger Kean
and Bob Wakelin for the high-resolution artwork. C64.com for the interview permissions.
Matt Wilsher and Chris Daw for the awesome photography and finally to Sally, Izzy and Tommy
for their patience while this project was put together.
First published in 2014 by Bitmap Books Ltd All Rights Reserved. No part of this publication may be
Extended Edition published in 2016 by Bitmap Books Ltd reproduced or transmitted in any form or by any means, or
Second Edition published in 2020 by Bitmap Books Ltd stored in any retrieval system of any nature, without prior
written permission, except for permitted fair dealing under
Copyright © Bitmap Books Ltd 2021 the Copyright, Designs and Patents Act 1988 (as amended) or
other applicable law. Application for permission should be
The Author and Publisher have used their very best made to the publisher.
endeavours to obtain express permission for the reproduction
in this book of all third-party copyright material. If you can The Commodore name and logo are the property of
show that you own copyright in any material reproduced in C= Holdings B.V.
this book and that we have not obtained permission from
you for its inclusion, please get in touch with us. The cassette and joystick images on front cover courtesy of
www.corykerr.com
The right of Sam Dyer to be identified as the author of this
work has been asserted in accordance with the Copyright, All other games featured are the property of the copyright
Designs and Patents Act 1988 sections 77 and 78. owners. Their images have been used respectfully purely
for review purposes.
A CIP catalogue record for this book is available from the
British Library. To get in touch, please email us at hello@bitmapbooks.co.uk
500
www.bitmapbooks.co.uk