You are on page 1of 762

THE

GAME CONSOLE
encyclopedia
DaddaRuleKonge
This PDF/book is made by a nonnative with bad grammar skills
who is also borderline computer illiterate. Thus, this PDF is made
by someone who has most likely less knowledge on any of the sub-
ject matter found between these pages than the person reading this
right now (that’s you :)). Don’t take any information (or grammar
spelling) found here as correct before checking other sources.
Then why do I try to make something I have almost no knowledge
about? Because I like to learn about different video games and their
systems.
If you are happy with this PDF/book, then please look at some of
the web-sites on the “Reference Guide” page.
If you are annoyed, or the owner of some of the content i took,
send an email to me: sennep@hotmail.com.
Similar books/PDF`s in the same format are books on NES, SNES,
PSX, SMS, N64,etc.
http://daddarulekonge.itch.io/
You won’t find anything original in these books/PDFs as everything
is sourced from other places—either from web-pages or magazines.

NoCopyright © 2022 by DaddaRuleKonge


All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though, since places in this book
may have a copyright by the original owner.
CONTENT
Reference Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Commodore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Page Break-Down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Commodore TV GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Commodore TV GAME 2000K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Commodore TV GAME 3000H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Commodore MAX Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35


Commodore MAX Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Games List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

C64 Game System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65


Commodore 64 Games System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Unreleased Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
C64CGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Games List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119

CDTV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Commodore CDTV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
CD-ROM Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Unreleased Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Hardware & Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Bundles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
CDTV Prototypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
CDTV-II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Wonder TV A6000 / A6060 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
Games List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324

Amiga CD32 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333


Amiga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Persons of Interest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Amiga Chip Architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
Amiga CD32 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
CD-ROM Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 568
Unreleased Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599
Hombrew Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 661
Hardware & Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 685
Bundles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708
Region Variants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711
CD32 After-market Variations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 712
Games List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 724

Commodore
Emulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 730
After Market Consoles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 732
Commodore Computers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 736
Amiga Computers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 742
index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 752
Reference Guide
These are web-sites that I have used a lot for pictures/screenshots and much
of the information. If I have sources other than Wikipedia on a game descrip-
tion, then I have tried to credit it at the bottom of the text.
I can recommend all of these websites, as they are very informative and fun
to look through. If you are the owner of one of these sites and want something
removed from this book/PDF, then please send me an e-mail and i will make
the necessary change to your wish.

mayhem64 Lemon 64
“All about the C64 - articles, scans, reviews and “Lemon is all about Commodore 64!
especially cartridges!” This is your one stop site with anything about every-
thing regarding the popular Commodore 64 computer”
• Used for some pictures and rarity scores.
• Used for pictures and information.
A great webiste detailing every C64 and C64GS
cartridges along with a rarity score. Great place A large site with a lot of information on C64
if you are collecting carts for the systems, or games, among other interesting things.
interested in the C64 in general. https://www.lemon64.com/
http://www.mayhem64.co.uk/

Games That Weren’t


Moby Games “Covering unreleased and cancelled video games,
plus prototypes and early versions of games on a
“MobyGames is the oldest, largest and most accurate
variety of consoles and computers”
video game database for games of every platform
spanning 1979-2022” • Used for some pictures and information.
• Used for some pictures and information. A great place with lots of articles and informa-
A good site for text and pictures on most of the tion on games that were cancelled, or changed
commercially released games. into something else before release.
http://www.mobygames.com/ https://www.gamesthatwerent.com/

6 • Reference Guide
CDTV Land
“Welcome to CDTV Land! This website is all about
Commodore’s interactive multimedia player called
CDTV, that was released in 1991” CD32 Allianz
“Welcome To Tomorrow”
• Used for a source of information mostly for
the pages regarding hardware. • Used for some of the cover images and
information regarding different software.
A very detailed and informative site on the inter-
nals of the CDTV and its hardware, with large German site with detailed information and pic-
pictures and pretty web design. Recommended to tures on Amiga CD32 and CDTV software.
browse through, even if you don’t like the CDTV. http://www.cd32-allianz.de/
https://cdtvland.com

Big Book of Amiga Hardware


“Probably the largest Amiga hardware reference on Amiga Hardware Database
the net!”
“A data collection about the Amiga computer
• Used for some of the information regarding and its expansions”
hardware.
• Used for some of the information regarding
Great site with tons of pictures and information hardware.
on Amiga hardware, accessories, systems, etc.
Gigantic site with detailed information and pic-
https://bigbookofamigahardware.com tures on Amiga hardware.
http://amiga.resource.cx/

AmigaJay
“Creating Commodore CD32/CDTV Discs, amongst
other retro gaming stuff!”
Stone Oakvalley Studios
• Found his CDTV PDF when I was near “One Crazy Multi Talent”
completion on this PDF. Used his PDF for
fact checking and some of the information. Creator of SOASC=, which includes MP3
recordings of C64 music tracks using authen-
UK guy (I think) who also makes PDFs/books tic SID sound chips. Other projects includes
in the same vein as this, but by a person who scanned computer magazines, original music,
understand grammar and with knowledge of the movies, and a lot of other nostalgia evoking feel-
systems he writes about. He also writes the stuff ings.
himself (and not some shoddy copypast shit). His
https://www.stone-oakvalley-studios.com/
stuff can freely be found at archive.org. Easily
recommended.
https://ko-fi.com/amigajay

Reference Guide • 7
Antstream Arcade Indie Retro News
“The best gaming website for Indie and Retro Gam-
“Antstream Arcade is the world’s first FREE retro
ing News. Amstrad CPC, C64 and ZX Spectrum to the
games streaming platform with over a thousand care-
latest Free Indie PC Releases we’ve got it all!”
fully curated games to choose from.
With one account across multiple devices (from gam- • Used for some information.
ing consoles to phones and tablets), take on friends
or foes in our exclusively coded challenges or try Fun and informative articles about old and new
your hat at our casual esports tournaments. It’s your games and hardware.
choice whether you dip in, or go deep!” https://www.indieretronews.com
Antstream Arcade is a ‘freemium’ cloud gaming
service developed and operated by Antstream Ltd.
It places a heavy emphasis on ‘80s-era arcade and
non-PC computer games for the Commodore 64,
Amiga, and Spectrum ZX. The platform has over
1100 licensed retro games across an array of retro
consoles with regular titles being added, usually Amiga history guide
weekly. “The complete history of the Amiga from 1980 to the
All games are hosted locally on their present...”
servers and streamed via their client to the end • Used for some information.
user through Microsoft Azure servicing multi-
ple locations around the world. The majority of A website with a large amount of information
games have global leaderboards allowing users and pictures of the Amiga series.
to compare their best scores with other players http://www.bambi-amiga.co.uk/amigahistory/index.html
around the world.
A unique feature of Antstream Arcade is
the addition of custom challenges this adds differ-
ent mini games and expands on the core mechan-
ics of each original title. These are links to sites that archives
Antstream was founded in 2013 by CEO Ste- video game magazines:
ve Cottam after the platform was crowdfund- - outofprintarchive
ed through a Kickstarter campaign and raised http://outofprintarchive.com/magazine_catalogue_UK.html
£70,301. - digitpress
Originally Antstream was a paid service http://www.digitpress.com/library/magazines/
with a £9.99 / $9.99 monthly charge however
- retromags
they transitioned across to an ad funded freemium https://www.retromags.com/magazines/
model. The premium ad-free membership costs
- Internet Archive
$39.99 a year, or $7.99/month (2022). https://archive.org/details/magazine_rack
Antstream is available across a variety of devices - chebucto
mainly Mac, PC, Android tablet, mobile devices, http://www.chebucto.ns.ca/~ab443/mags.html
Nvidia Shield, Amazon Fire Stick, Epic Games
- Retro CDN
Store and Steam. https://retrocdn.net/Category:Shared_magazine_scans
pcmag.com gave the platform a score of 3/5 and - Magazines from the Past
wrote in their closing argument; “To get the most https://magazinesfromthepast.fandom.com/wiki/
out of Antstream Arcade, you need a soft spot Category:Database_Publications_magazine
for ‘80s-era arcade and non-PC (Amiga, C64, - RetroAction
and Spectrum ZX, not DOS or Apple) computer http://retroactionmagazine.com/retrolinks/videogaming-
games”. magazine-preservation/

(ed—not an ad, nor a recommendation) - Classic Computer Magazine Archive


https://www.atarimagazines.com/
https://www.antstream.com/

8 • Reference Guide
magazine article;
Australian Commodore & Amiga Review Vol.12 #9 (sep. 1995);

Surfing
By Adrian De Luca

• The Internet, a practically infi- These cover


nite resource of information, still all aspects of the
continues to defy all predictions of takeover and make
its growth rate, with an estimated available all the juicy
4,851,873 host computers con- information - transcripts
nected to it, compared with only of press conferences, rumours,
2,476,641 at the same time last pictures and user opinions.
year. Researchers believe the Inter- If you’ve not already guessed,
net is growing by 24% per quarter. I spend a lot of my free time (and
What does all this mean, I hear you non-free time) surfing the informa- Aminet
ask? tion rollercoaster and searching for http://ftp.wustl.edu/~aminet
Well, a whole lot more Ami- the latest and greatest Amiga stop- New site; http://aminet.net/
ga Web pages to surf through of ping points available on the net. No Amigoid can go past the
course - according to these statis- Over the past few weeks, I’ve greatest Amiga Internet phenom-
tics, the number of World Wide compiled a list of WWW sites enon ever, Aminet!
Web pages double every 57 days! which every new Amiga Internet Most if not all new Amiga free-
The Amiga has always enjoyed surfer should check out. ly distributable software makes
much support on the Internet - just its first stop at Aminet, the largest
look at Aminet, the largest Amiga The Amiga Home Page Amiga software repository in the
software repository in the world, http://www.omnipresence.com/ world.
which now boasts over 10,000 ac- amiga.html (CLOSED) Aminet holds better than three
cesses by Amiga users every day. The home of the Amiga on the and a half gigabytes of software,
And since the sale of the Amiga Internet. The Amiga Home Page and it’s very neatly organised into
to Escom, WWW pages in support provides a jumping off point for an categories so you won’t have a
of the Commodore buyout have abundance of information on our hard time finding what you’re after.
been popping up everywhere. lovable machine. If you get stuck, there’s an ex-
You can find things like detailed cellent search facility to query its
descriptions of the Amiga hard- large database of files. Aminet’s
ware, a complete history of how RECENT page is updated every
the Amiga was born, the low-down week with all the latest uploads,
on all the latest software releases, and you can even have your own
examples of the Amiga at work personal new uploads page that
(SeaQuest, Babylon 5), links to simply tells you what’s new since
all the greatest software archives, you last looked.
links to plenty of Amiga support- For all the latest in shareware,
ing companies, Amiga related user Aminet is your one stop shop!
groups, newsletters and BBS’s all
around the world, and more!

magazine article • 9
The Amiga Web Directory
http://www.prairienet/org/ community/clubs
/cycug/amiga.html (CLOSED)
This is a comprehensive guide to Amiga resources
on the Internet and can be directly compared to The
Amiga Home Page. It’s run by the Urbana Commo-
dore Users Group in Mexico, and is constantly up-
dated with all the latest ESCOM news and links to
all the new Amiga Web sites popping up on the net.
The Amiga Web Directory covers almost every
aspect of the Amiga - online magazines, ESCOM
press conference transcripts, retailers and devel-
opers, frequently asked questions (FAQs), latest
hardware reviews, links to major software archives,
Amiga newsgroups, telenet to Internet bulletin
boards and links to the more exotic Amiga Web
pages on the net.

If you ever need to find anything about hardware,


software, retailers or developers, this site will point
you in the right direction.

Amiga Mosaic
http://www.omnipresence. com/amosaic/2.0/ (CLOSED)
Amiga Mosaic, the one and only World Wide Web
browser available for the Amiga, has an amazing site
filled with everything you need to know about the
software, from general discussion groups through to
snazzy screenshots.
Amiga Mosaic is currently in version 2.0, Beta 1,
and has been dramatically upgraded from previous re-
leases.
It now boasts a much easier to use interface, support
for forms, background masking and an improved hot-
lists; it’s a more robust and reliable program all round.
I have used 2.0 for these reviews, and found it to be

10 • magazine article
ough and probably not interesting get onto the Amiga Report mailing
corporate background. list and have the magazine sent to
Although this page is not as you automatically.
much more stable than previous re- spectacular as I would have
leases. thought, I’ll be curious to see what
I believe it could now finally be- SCALA come up with in the fol-
gin to compete with the PC’s Net- lowing months.
Scape! If you’re after a peek at the lat-
This page contains complete in- est multimedia software, or are
thinking of upgrading your exist- Amiga Mailing Lists
stallation instructions, access to the http://www.iam.com/amiga/
software archive, access to copies ing package, pay SCALA’s home
page a visit. lists.html (CLOSED)
of the AMosaic Digest Newsletter,
full of details to join the mailing If you really want to keep tabs
lists, a list of developers and com- on all the latest information on
prehensive FAQs. new products or services and can’t
be bothered searching for the info
yourself, then subscribe to mailing
lists and let the information come
to you!
This site contains details of mail-
Amiga Report ing lists of some popular hardware
Online Magazine and software products and serv-
http:///ramiga.cts.com:80/amigareport/ ices like Aminet, Parnet, Imag-
New site; https://www.amigareport.com/ ine, Linux, AmiTCP, Blitz Basic,
Over the last couple of months AMOS, PGP and heaps more!
NEWTek there’s been an explosion of elec- The author of this site also pro-
http://www.newtek.com vides some precautionary tips on
tronic Amiga magazines floating
Newtek have a Web site too, around on the net for techies, hard- mailing lists for beginners. Unfor-
supporting their Video Toaster vid- core gamers, CD32 users and ordi- tunately, you can’t automatically
eo boards and their ever popular nary users, but none is more suc- subscribe to the mailing lists, but
raytracing software, LightWave. cessful than Amiga Report. there are all the necessary details
There’s example images, update Amiga Report has been provid- on how to do it.
and third party software and com- ing up-to-the-minute information
plete US price lists. on the Commodore buyout proc- Catch all my favourite Amiga
ess, with transcripts of everything sites on my own Amiga Home
that was said at the Commodore Page:
auction and the ESCOM press con- http://yallara.cs.rmit.edu.au/~s940
ferences. Now that the saga is over, 7327/AmigaPage.html (CLOSED)
Scala Amiga Report continues to provide
http://www.scala.com/scala/ the latest news to the Amiga com- Happy Webbing!
Welcome.html munity. •
For all you multimedia buffs, Amiga Report is put together
SCALA have only recently set up by a very serious bunch of young
a WWW Home Page providing journalists from the U.S. and Can-
lots of information on their popular ada, and it contains hardware and
products. software reviews, FTP announce-
SCALA have a whole heap of ments, latest ESCOM news and
data on their Multimedia, Info- occasionally the transcripts of any
Channel and Interactive TV soft- special IRC conferences held on
ware lines. The page also contains #amiga channel.
news, press releases, and a thor- The page contains all the back
issues, and details on how you can

magazine article • 11
text from Wikipedia;
Commodore International (other names include sold a portion of the company to Atlantic Accept-
Commodore International Limited and Commo- ance Corporation, one of Canada’s largest financ-
dore Business Machines) was an American home ing companies, and Atlantic President C. Powell
computer and electronics manufacturer founded Morgan became chairman of Commodore. In
by Jack Tramiel. Commodore International (CI), 1962, the company went public on the Montreal
along with its subsidiary Commodore Business Stock Exchange, under the name of Commodore
Machines (CBM), was a significant participant in Business Machines (Canada), Ltd.
the development of the home personal computer With the financial backing of Atlantic
industry in the 1970s, 1980s and early 1990s. The Acceptance, Commodore expanded rapidly in
company developed and marketed the world’s the early 1960s. It purchased a factory in West
best-selling computer, the Commodore 64, and its Germany to manufacture its own typewriters, be-
Amiga computer line. With quarterly sales end- gan distributing office furniture for a Canadian
ing 1983 of $49 million (equivalent to $109 mil- manufacturer, and sold Pearlsoud radio and ster-
lion in 2020), Commodore was one of the world’s eo equipment.
largest personal computer manufacturers. In 1965, Atlantic Acceptance collapsed
when it failed to make a routine payment. A sub-
Commodore co-founders Jack Tramiel and Man-
sequent investigation by a royal commission re-
fred Kapp met in the early 1950s while both em-
vealed a massive fraud scheme in which the com-
ployed by the Ace Typewriter Repair Company
pany falsified financial records to acquire loans
in New York City. In 1954, they formed a part-
funneled into a web of subsidiaries in which C.
nership to sell used and reconditioned typewrit-
Powell Morgan held a personal stake. Morgan
ers and used their profits to purchase the Singer
then either pocketed the money or invested it in
Typewriter Company.
a series of unsuccessful ventures. Commodore
In 1958 Tramiel started importing port-
was one of the Atlantic subsidiaries directly im-
able typewriters manufactured by a Czechoslo-
plicated in this scheme, but the commission was
vakian company. Tramiel and Kapp incorporated
unable to find any evidence of wrongdoing on the
Commodore Portable Typewriter, Ltd. in Toronto
part of Tramiel or Kapp despite heavy suspicion.
to sell the typewriters. Commodore funded its op-
Nevertheless, the scandal left Commodore in a
erations through factoring over its first two years,
bad financial position because it had borrowed
but faced a continual cash crunch. To bolster the
heavily from Atlantic to purchase Wilson, and the
company’s financial condition, Tramiel and Kapp

Irving Gould Manfred Kapp

Jack Tramiel

12 • Commodore
loan was called in. Due to the fi- monochrome monitor, and tape re-
nancial scandal, Tramiel could corder for program and data stor-
only secure a bridge loan by paying age, to produce the Commodore
interest well above the prime rate PET (Personal Electronic Trans-
and putting the German factory up actor). From PET’s 1977 debut,
as collateral. To extricate himself, Commodore would be a computer
Tramiel worked with a financier company.
named Irving Gould, who brokered Commodore had been
a deal to sell Wilson Stationers to reorganized the year before into
an American company. Commo- Commodore International, Ltd.,
dore now owed Gould money and moving its financial headquarters
still did not have sufficient capital to the Bahamas and its opera-
to meet its payments, so Tramiel tional headquarters to West Ches-
sold 17.9% of the company to Chuck Peddle ter, Pennsylvania, near the MOS
Gould in 1966 for $500,000. As part of the deal, Technology site. The operational headquarters,
Gould became the new chairman of the company. where research and development of new prod-
In the late 1960s Commodore started sell- ucts occurred, retained the name Commodore
ing electronic calculators produced by companies Business Machines, Inc.
like Casio under the Commodore brand name. By 1980, Commodore was one of the
In 1969, Commodore began manufacturing its three largest microcomputer companies and the
own electronic calculators. Commodore soon had largest in the Common Market. The company had
a profitable calculator line and was one of the lost its early domestic-market sales leadership,
more popular brands in the early 1970s, produc- however; by mid-1981 its US market share was
ing both consumer as well as scientific/program- less than 5%, and US computer magazines rarely
mable calculators. However, in 1975, Texas In- discussed Commodore products. BYTE stated of
struments, the main supplier of calculator parts, the business computer market that “the lack of
entered the market directly and put out a line of a marketing strategy by Commodore, as well as
machines priced at less than Commodore’s cost its past nonchalant attitude toward the encour-
for the parts. Commodore obtained an infusion of agement and development of good software, has
cash from Gould, which Tramiel used beginning hurt its credibility, especially in comparison to
in 1976 to purchase several second-source chip the other systems on the market”.
suppliers, including MOS Technology, Inc., in or- Commodore reemphasized the US mar-
der to assure his supply. He agreed to buy MOS, ket with the VIC-20. The PET computer line was
which was having troubles of its own, only on the used primarily in schools and did not compete
condition that its chip designer Chuck Peddle join
Commodore directly as head of engineering.
Through the 1970s, Commodore also pro-
duced numerous peripherals and consumer elec-
tronic products such as the Chessmate, a chess
computer based around a MOS 6504 chip, re-
leased in 1978.
Chuck Peddle convinced Tramiel that calculators
were already a dead end and that they should turn
their attention to home computers. Peddle pack-
aged his single-board computer design in a metal
case, initially with a keyboard using calculator
keys, later with a full-travel QWERTY keyboard,
Commodore PET 2001 (1977)

Commodore • 13
well in the home setting where graphics and
sound were important. This was addressed with
the VIC-20 in 1981, which became the first com-
puter to ship more than one million units. A total
of 2.5 million units were sold over the machine’s
lifetime.
In 1982, Commodore introduced the
Commodore 64 as the successor to the VIC-20.
Thanks to a well-designed set of chips designed
by MOS Technology, the Commodore 64 (C64)
possessed remarkable sound and graphics for its
time and is often credited with starting the com-
puter demo scene.
In 1983, Tramiel decided to focus on mar-
ket share and cut the price of the VIC-20 and C64
dramatically, starting what would be called the
“home computer war”. TI responded by cutting
prices on its TI-99/4A, which had been introduced
in 1981. Soon there was an all-out price war in-
volving Commodore, TI, Atari, and practically losses. The company’s revenue in the fourth cal-
every vendor other than Apple Computer. By the endar quarter of 1983 of $425 million more than
end of this conflict, Commodore had shipped doubled the $176 million of a year earlier. Al-
somewhere around 22 million C64s, making the though Creative Computing compared the com-
C64 the best selling computer of all time. pany to “a well-armed battleship [which] rules
At the June 1983 Consumer Electronics the micro waves” and threatened to destroy rivals
Show, Commodore lowered the retail price of like Atari and Coleco, Commodore’s board of di-
the C64 even more, and stores sold it for as lit- rectors were as impacted as anyone else by the
tle as $199. At one point the company was sell- price spiral and decided they wanted out. An in-
ing as many computers as the rest of the industry ternal power struggle resulted; in January 1984,
combined. Its prices for the VIC-20 and 64 were Tramiel resigned due to intense disagreement
$50 lower than Atari’s prices for the 600XL and with the chairman of the board, Irving Gould.
800XL. Commodore’s strategy was to, accord- Gould replaced Tramiel with Marshall F. Smith,
ing to a spokesman, devote 50% of its efforts to a steel executive who had no experience with
the under-$500 market, 30% on the $500–1000 computers or consumer marketing. Tramiel’s
market, and 20% on the over-$1,000 market. Its departure at the moment of Commodore’s great-
vertical integration and Tramiel’s focus on cost est financial success surprised the industry; he
control helped Commodore do well during the founded a new company, Tramel Technology
price war, with $1 billion in 1983 sales. By early (spelled differently so people would pronounce
1984, Synapse Software—the largest provider of it correctly), and hired away a number of Com-
third-party Atari 8-bit software—received 65% of modore engineers to begin work on a next-gener-
sales from the Commodore market, and Commo- ation computer design.
dore sold almost three times as many computers Now it was left to the remaining Commo-
as Atari that year. dore management to salvage the company’s for-
tunes and plan for the future. It did so by buying a
Commodore by early 1984 was the most success- small startup company called Amiga Corporation
ful home computer company, with more than $1 in August 1984, for $25 million which became a
billion in annual revenue and more than $100 subsidiary of Commodore, called Commodore-
million in net income while competitors had large Amiga, Inc. Commodore brought this new 32-

14 • Commodore
bit computer design (initially codenamed “Lor- and only the Apple Macintosh would survive the
raine”, later dubbed the Amiga 1000) to market in industry-wide shift to Microsoft Windows run-
the fall of 1985 for $1,295. ning on PC clones.
But Tramiel had beaten Commodore to
Adam Osborne stated in April 1981 that “the
the punch. His design was 95% completed by
microcomputer industry abounds with horror
June. In July 1984 he bought the consumer side of
stories describing the way Commodore treats its
Atari Inc. from Warner Communications which
dealers and its customers.” Many in the industry
allowed him to strike back and release the Atari
believed rumors in late 1983 that Commodore
ST earlier in 1985 for about $800. The Amiga
would discontinue the C64 despite its great suc-
chipset was already demonstrated at the CES in
cess because they disliked the company’s busi-
1984, however the Atari ST was ready for retail-
ness practices, including poor treatment of deal-
ers sooner.
ers and introducing new computers incompatible
As more execs and researchers left Com-
with existing ones. One dealer said “It’s too un-
modore to join up with Tramiel’s new company
settling to be one of their dealers and not know
Atari Corp., Commodore followed by filing law-
where you stand with them.” After Tramiel’s
suits against four former engineers for theft of
departure, another journalist wrote that he “had
trade secrets in late July. This was intended, in
never been able to establish very good relations
effect, to bar Tramiel from releasing his new com-
with computer dealers accused Commodore of
puter.
treating them as harshly as if they were suppli-
Throughout the life of the ST and Amiga
ers or competitors, and as a result, many have
platforms, a ferocious Atari-Commodore rivalry
become disenchanted with Commodore and
raged. While this rivalry was in many ways a
dropped the product line”. However, upon the
holdover from the days when the C64 had first
1987 introduction of the Amiga 2000, Commo-
challenged the Atari 800 (among others) in a se-
dore retreated from its earlier strategy of selling
ries of scathing television commercials, the events
its computers to discount outlets and toy stores,
leading to the launch of the ST and Amiga only
and now favored authorized dealers. Software
served to further alienate fans of each computer,
developers also disliked the company, with one
who fought vitriolic holy wars on the question of
stating that “Dealing with Commodore was like
which platform was superior. This was reflected
dealing with Attila the Hun.”
in sales numbers for the two platforms until the
Tramiel’s successor Smith left the com-
release of the Amiga 500 in 1987, which led the
pany in 1986, as did Smith’s successor Thomas
Amiga sales to exceed the ST by about 1.5 to 1,
Rattigan in 1987 after a failed boardroom coup.
despite reaching the market later. However, the
Commodore faced the problem, when market-
battle was in vain, as neither platform captured
ing the Amiga, of still being seen as the compa-
a significant share of the world computer market
ny that made cheap computers like the C64 and
VIC; the C64 remained the company’s best seller
but its technology was aging. By the late 1980s,
the personal computer market had become domi-
nated by the IBM PC and Apple Macintosh plat-
forms and Commodore’s marketing efforts for
the Amiga were less successful in breaking the
new computer into this now-established market
than its promotions for the 8-bit line had been in
making Commodore the home computer leader.
The company put effort into developing and pro-
moting consumer products that would not be in
demand for years, such as an Amiga 500-based
Atari 1040 ST (1986)

Commodore • 15
HTPC called CDTV. As early as 1986, the main- it was not sufficiently profitable to put Commo-
stream press was predicting Commodore’s de- dore back in the black. This was not a univer-
mise, and in 1990 Computer Gaming World wrote sal opinion at Commodore with hardware expert
of its “abysmal record of customer and technical Rainer Benda who worked for Commodore Ger-
support in the past”. many in Frankfurt stating ‘The CD32 was a year
Commodore failed to update the Amiga late for Commodore.
to keep pace as the PC platform advanced. CBM By 1994, only the operations in Canada,
continued selling the Amiga 2000 with 7.14 MHz Germany, and the United Kingdom were still
68000 CPUs, even though the Amiga 3000 with profitable. Commodore announced voluntary
its 25 MHz 68030 was on the market. Apple by bankruptcy liquidation on May 6, 1994, causing
this time was using the 68040 and had relegated the board of directors to “authorize the trans-
the 68000 to its lowest end model. The 68000 was fer of its assets to trustees for the benefit of its
used in the Sega Genesis, one of the leading game creditors”, according to an official statement.
consoles of the era, PCs fitted with high-color With Commodore International having reported
VGA graphics cards and SoundBlaster (or com- a $8.2 million quarterly loss in the US, hopes
patible) sound cards had caught up with the Ami- were expressed that the UK and European divi-
ga’s performance and Commodore began to fade sions might be able to continue trading and even
from the consumer market. Although the Amiga survive the demise of the parent company, with
was originally conceived as a gaming machine, a management buyout considered a possibility.
Commodore had always emphasized the Amiga’s Other possibilities included the sale of profitable
potential for professional applications. But the parts of the company to other parties, with Philips
Amiga’s high-performance sound and graphics and Samsung considered “likely choices”.
were irrelevant for most of the day’s MS-DOS-
The company’s computer systems, especially the
based routine business word-processing and data-
C64 and Amiga series, retain a cult following
processing requirements, and the machine could
decades after its demise.
not successfully compete with PCs in a business
market that was rapidly undergoing commodi- Excerpt from Byte Magazine, August 1994;
tization. Commodore introduced a range of PC “Commodore’s high point was the Amiga 1000.
compatible systems designed by its German divi- The Amiga was so far ahead of its time that al-
sion, and while the Commodore name was better most nobody—including Commodore’s market-
known in the US than some of its competition, the ing department—could fully articulate what it
systems’ price and specs were only average. was all about. Today, it’s obvious the Amiga was
In 1992, the Amiga 600 replaced the the first multimedia computer, but in those days it
A500 as a cost-reduced design. It was released was derided as a game machine because few peo-
with fewer features than the A500, but for a high- ple grasped the importance of advanced graph-
er price. David Pleasance, managing director of ics, sound, and video. Nine years later, vendors
Commodore UK, described the A600 as a “com- are still struggling to make systems that work like
plete and utter screw-up”. 1985 Amigas.”
In 1992, Commodore released the Amiga
1200 and Amiga 4000 computers, which featured
an improved graphics chipset, the AGA. But the
advent of PC games using 3D graphics, and in-
compatible with the AGA design, such as Doom
and Wolfenstein 3D signified the end of Amiga as
a gaming platform, due to mismanagement.
In 1993, the “make or break” system,
according to Pleasance, was a 32-bit CD-ROM-
based game console called the Amiga CD32, but
Amiga 1000 (1985)

16 • Commodore
Following its liquidation, Commodore’s former en Lips logo to the producers of the C64 DTV,
assets went their separate ways, with none of the a single-chip implementation of the C64 compu-
descendant companies repeating Commodore’s ter with 30 built-in games.
early success. Both Commodore and Amiga prod- In late 2004, Tulip sold the Commodore
uct lines were produced in the 21st century, but trademarks to Yeahronimo Media Ventures for
separately with Amiga, Inc. being its own compa- €22 million. Yeahronimo Media Ventures re-
ny and Commodore computers briefly being pro- named itself to Commodore International Cor-
duced by Commodore USA, an unrelated Flori- poration and started an operation intended to
da-based company that licensed the brand name. relaunch the Commodore brand. The company
Other companies develop operating systems and launched its Gravel line of products: personal
manufacture computers for both Commodore and multimedia players, with the hope the Commo-
Amiga brands as well as software. dore brand would help them take off. The Gravel
Commodore UK and Commodore BV was never a success and was discontinued. On
(Netherlands) were the subsidiaries that survived June 24, 2009, CIC renamed itself to Reunite In-
the bankruptcy but failed to place a bid to buy vestments.
out the rest of the operation, or at least the former The Commodore Semiconductor Group
parent company. Commodore UK and Commo- (formerly MOS Technology) was bought by its
dore BV stayed in business by selling old inven- former management and in 1995, resumed op-
tory and making computer speakers and some erations under the name GMT Microelectronics,
other types of computer peripherals. Commodore utilizing a troubled facility in Norristown, Penn-
BV dissolved in early 1995, leaving Commodore sylvania that Commodore had closed in 1992.
UK left to make a bid. However, Commodore By 1999 it had $21 million in revenues and 183
UK withdrew its bid at the start of the auction employees. However, in 2001 the United States
process after several larger companies, including Environmental Protection Agency shut the plant
Gateway Computers and Dell, became interested, down. GMT ceased operations and was liquidat-
primarily for Commodore’s 47 patents relating to ed.
the Amiga. The only companies who entered bids Ownership of the remaining assets of
were Dell and Escom. The successful bidder was Commodore International, including the copy-
German PC conglomerate Escom on April 22, rights and patents, and the Amiga trademarks,
1995. Commodore UK went into liquidation on passed from Escom to U.S. PC clone maker
August 30, 1995. Gateway 2000 in 1997, who retained the patents
In 1995 Escom paid $14 million for the and sold the copyrights and trademarks, together
assets of Commodore International. It separat- with a license to use the patents, to Amiga, Inc.,
ed the Commodore and Amiga operations into a Washington company founded, among others,
separate divisions and quickly started using the by former Gateway subcontractors Bill McEwen
Commodore brand name on a line of PCs sold in and Fleecy Moss in 2000. In 2003, Amiga, Inc.
Europe. However, it soon started losing money transferred its rights over past and future versions
due to over-expansion, went bankrupt on July 15, of the Amiga OS to Itec, LLC, later acquired by
1996, and was liquidated. KMOS, Inc., a Delaware company. In 2005,
In September 1997, the Commodore KMOS changed its corporate name to Amiga,
brand name was acquired by Dutch computer Inc. The Commodore/Amiga copyrights were
maker Tulip Computers. later sold to Cloanto. AmigaOS (as well as spin-
In July 2004, Tulip announced a new offs MorphOS and AROS) is still maintained
series of products using the Commodore name: and updated. Several companies produce related
fPET, a USB Flash drive; mPET, an MP3 Player hardware and software today.
and digital recorder; eVIC, a music player. Also,
it licensed the Commodore trademark and Chick-

Commodore • 17
GLOSSARY
These pages contains a glossary of names and
obsolete computer terms some people may be Workbench
unfamiliar with. Workbench is the desktop environment and
graphical file manager of AmigaOS developed
by Commodore International for their Amiga
Kickstart ROM line of computers. Workbench provides the user
with a graphical interface to work with file sys-
Kickstart is the boot- tems and launch applications. It uses a work-
strap firmware of bench metaphor (in place of the more common
the Amiga comput- desktop metaphor) for representing file system
ers. Its purpose is to organisation.
initialize the Amiga Confusingly, “Workbench” was also the
hardware and core name originally given to the entire Amiga oper-
components of Ami- ating system up until version 3.1. From release
gaOS and then at- 3.5 the operating system was renamed “Ami-
tempt to boot from a bootable volume, such as a gaOS” and subsequently “Workbench” refers to
floppy disk. Most Amiga models were shipped the native file manager only.
with the Kickstart firmware stored on ROM
chips. The desktop (Workbench) uses the following
representations: drawers (instead of folders)
Upon start-up or reset the Kickstart performs for directories, tools for executable programs,
a number of diagnostic and system checks and projects for data files, and a trash can as a folder
then initializes the Amiga chipset and some intended to contain deleted files. These repre-
core OS components. It will then check for con- sentations may be considered somewhat unu-
nected boot devices and attempt to boot from sual by a modern user, but at the time there were
the one with the highest boot priority. If no boot no commonly accepted metaphors and Com-
device is present a screen will be displayed ask- modore chose to use different idioms from their
ing the user to insert a boot disk—typically a competitors (Apple
floppy disk. had already pursued
The Commodore CDTV featured additional legal action to pre-
firmware ROMs which are not technically part vent other software
of the Amiga Kickstart. The CDTV’s original companies from of-
firmware ROMs must be upgraded in order to fering graphical user
install a Kickstart version later than 1.3. interfaces similar to Workbench 1.0

its own).
Workbench was
CD+G shipped with all
Amiga models from
CD+G, CD-G or CD+Graphics, are
Commodore.
CDs that can include low-resolu-
1985 Workbench 1.0
tion graphics alongside the audio data. These Workbench 2.0
1990 Workbench 2.0
discs were often used for karaoke machines.
1992 Workbench 3.0
The CDTV and Phillip’s CD-i had CD+G com-
1994 Amiga OS 3.1
patible CD-ROM.
1999 Amiga OS 3.5
The CD+EG is a similar format that
2000 Amiga OS 3.9
allows for better graphics, but has very rarely
2006 Amiga OS 4.0
been implemented in releases.
Workbench 4.0

18 • Glossary
Hold-And-Modify Caddy Data disks
Hold-And-Modify, usually ab- In computer hardware, a caddy Data disks for Amiga sys-
breviated as HAM, is a display refers to a container used to tems is the collective term for
mode of the Amiga computer. It hold some medium, such as a a software expansion pack.
uses a highly unusual technique CD-ROM. Its functionality is For games, a data disk could
to express the color of pixels, similar to that of the 3.5” flop- include additional maps, or
allowing many more colors to py disk’s jacket. levels. These disks were often
appear on screen than would Early CD-ROMs, such as the given away with magazines, or
otherwise be possible. HAM CDTV, often used a caddy. found on message boards.
mode was commonly used to
While caddies have become
display digitized photographs
obsolete, some websites still
or video frames, bitmap art and Datasette
sell them, although they have
occasionally animation. At the
become quite The datassette (or datasette)
time of the Amiga’s launch in
expensive. was Commodore’s name for a
1985, this near-photorealistic
display was unprecedented for modified cassette tape recorder
a home computer and it was for use as a data medium; a da-
widely used to demonstrate the ta-cassette recorder.
Amiga’s graphical capability.
However, HAM has significant
technical limitations which Clip Art
prevent it from being used as a Clip art is a form of electronic
general purpose display mode. graphic art that consists of sim-
With the release of AGA in PC booter ple illustrations as opposed to
1992, the original HAM mode PC booter refers to a self-boot- photographic images.
was renamed “HAM6”, and a ing disk which is a floppy disk
new “HAM8” mode was in- for home or personal comput-
troduced. With AGA, instead ers that loads directly into a
of 4 bits per color component, standalone application when Homebrew
the Amiga now had up to 8 bits the system is turned on, by- Homebrew, when applied to
per color component, resulting passing the standard operating video games, refers to games
in 16,777,216 possible colors system. This was common in produced by hobbyists for pro-
(24-bit color space). the late 1970s to early 1990s, prietary hardware platforms
HAM is unique to the Amiga with video games being the that are not typically user-pro-
and its distinct chipsets. To al- type of application most com- grammable, primarily video
low direct rendering of legacy monly distributed using this game consoles. But the word
images encoded in HAM for- technique. homebrew are also used as a
mat software- The term PC booter is non-professional developer for
based HAM also used, primarily in refer- a system intended to be user-
emulators have ence to self-booting software programmable, though, the
been devel- for IBM PC compatibles. The corect term is actually hobbyist
oped which do term “PC booter” was not con- (rather than a homebrew devel-
not require the temporary to when self-booting oper).
original display games were being released and note;
hardware. was introduced later. I use the incorrect term fre-
Left: Original full color image
quently in this book when
Right: Amiga HAM 4096 color image adressing a hobbyist developer.

Glossary • 19
Games
This is a PDF of every game released (probably not every game though. ‘New’, often obscure, titles
are still found to this day) for the different console/computer hybrids developed by Commodore. The
consoles and it’s pages are listed chronological (when they were released).
Commodore TV GAME (1976-77)
Commodore MAX Machine (1982)
C64 Game System (1990)
CDTV (1991)
Amiga CD32 (1993)

The C64GS is compatible with the huge library of games released on cartridges originally for the C64
computer (though some are not usable, since a keyboard is required to start the game). These are not
included in this book/PDF. Only games released specifically for the console listed here.

Page Break-Down Classic Board Games


This is a break-down on what the ‘main’ Developer Merit
pages (the games) in this PDF consist of. Publisher Merit
Release date 1991
Genre Board
A. Info
Mode 1-2 Players
This is the Info box. You won’t find any-
thing original in this book/PDF as every- A Classic Board Games includes video
thing is sourced from other places—either game conversions of three different
from web-pages or magazines. board games; Chess, Checkers and
I mainly used Wikipedia or mo- Backgammon.
bygames.com for help on information
C
about many of the individual games. I
used different sources for different con- B
soles as a guide (such as hol.abime.net
for the CD32 console) and would only
include information on developer/pub-
lisher if the site listed it. Publishers are
often listed on other sites, like mobyg-
ames, wikipedia, etc., but this could be
wrong information, as games were often D
released by different publishers on dif-
ferent platforms.

B. Title Screen
This is the title screen from the game. I
mainly used lemonamiga.com and mobyg-
ames for help on the pictures. If a screen-
shot from another system is used instead,
then a text under them is written, e.g. “PC-
98”, “MSX”, etc.
E Other Releases
F Amiga 1990

20 • Page Break-Down
C. Screenshot
This is a random screenshot from the game. I mainly used lemonamiga.com
and mobygames for help on the pictures. If a screenshot of another system is
used, then a text under them is written.
D. Cover Art
This feature the cover art from the box the game came in. Different releases
often featured different cover art, such as ‘regular’ release versus ‘budget’
release, or games released in another region. They are chosen at random (no
set rule that, say, only cover art from games released in North America are
featured here).
Some games featured in this PDF includes an image of the game (car-
tridge, CD, etc.), while some don’t. Sometimes an image was not found, but
mostly they were not included because they would not fit the ‘content box’, or
would be out of place.
If a game were released without a box, and only released loose, or with
only a manual, or I am not able to find an image of it online, then either cover
art from another system is used (with text under the image stating what system
the cover belongs to) or only the game itself (floppy, cassette, cartridge, CD,
etc.) is used. Some titles does not include cover art if no image was found for
it.
E. Other Releases
This box includes information on what other systems a particular game were
released for. Games are often multi-platform releases and have versions of the
same game on different and incompatible consoles and computers.
I have used mobygames as a source when listing the names of the dif-
ferent console versions. The release date is also sourced from mobygames,
which can be unreliable. Different version can also be missing from this list.
F. Links
A link that may have additional content on a game, or subject, are sometimes
included next to the console name in the ‘Other Releases’ text box.
This PDF (if you’re reading the paper version, disregard this entry)
also includes links to other sites online when clicked. These links may ‘die’
and stop working at some point. The links can contain downloadable files or
links to different websites.
I have not vetted many of these links and, as such, can not guaranty
your safety. But I believe they should all be safe and not contain any harmful
files. Please take precautions and use safety when clicking on these links.
The links for games are either linked to a storefront where you can buy
a downloadable version of the game, or physical purchasable games, but most
links to free downloadable versions.
If a game can be freely downloaded from a site, a link is provided.
These links are either from a site that owns the game, or from when a game
is ‘abandoned’. Abandoned, or Abandonware, are games that are in public
domain. I may have included a wrong link (which would download, as some
would call it, an illegal file—a file that have a copyright connected to it), but I
think most a legal downloads.

Page Break-Down • 21
Steam
This links to the Steam store front where you can buy a digital
copy of the game. This is a trusted site and games can (almost)
always be downloaded without fear of being infected with harmful pro-
grams. You will need a Steam account to be able to play the games
purchased through Steam.
Steam is a video game digital distribution service and storefront by
Valve. The service is the largest digital distribution platform for PC
gaming, estimated around 75% of the market share in 2013. By 2017,
users purchasing games through Steam totaled approximately $4.3 bil-
lion, representing at least 18% of global PC game sales according to
Steam Spy. By 2021, the service had over 34,000 games with over 132
million monthly active users.
The initial revenue split for sales on Steam is 70/30, meaning
Steam takes 30% of sales and the remaining 70% goes to the developer.
This split is further adjusted to 75/25 once a game has made over $10
million. And again to 80/20 when the game makes over $50 million.
Games listed on Steam will often go ‘on sale’ and can be bought
for a reduced price. Some games can also include additional content, or
support for different platforms (i.e. Linux, Macintosh, etc.).

GoG.Com
This links to the GOG.com store front where you can buy a digit-
al copy of the game. This is a trusted site and games can (almost)
always be downloaded without fear of being infected with harmful pro-
grams. This purchase platform are often the preferred site for purchas-
ing downloadable games because of GoG’s good developer support and
their DRM-free (DRM is a way to protect copyrights for digital media,
which can sometimes fail, hindering the user to start the program or run
it correctly) video games.
GOG.com (formerly Good Old Games) is a digital distribution plat-
form for video games and films. CD Projekt was founded by Marcin
Iwiński and Michał Kiciński in 1994 for the purposes to trying to bring
legitimate sales of foreign game titles into Poland, knowing they would
have no easy way to compete against pirated copies. They would ob-
tain import rights from foreign publishers, and where possible, provide
in-game localization for text and voice lines, typically through reverse
engineering to decompile the game’s code.
GOG.com works to offer older games as well as new releases to
users, with the product lacking any type of digital rights management
to give consumers the ability to install the game anywhere and as many
times as they want.
GOG.com offers indie developers a typical 70/30 split on rev-
enue (meaning GOG.com takes 30% of the sale), as well as an option
for an upfront payment to the developer, with GOG.com then taking
40% of the sales until the upfront payment has been covered, reverting
the cost back to 30%.

22 • Links
MyAbandonware
This links you either to a site on the MyAbandonware website
containing links for you to click on, or the link will download the
file directly to your computer. This is a trusted site and files are most
likely safe to download, but you should still use more caution then
what you would on a site like GOG.com. MyAbandonware is a website
where you can freely download games directly without the need for an
account of any sort.
An abandonware is a game that is no longer sold by its company,
in physical stores or online. Abandonware has never been a clear cat-
egory in software, sometimes the software editor or publisher simply
closed or have been bought. Many games get out of abandonware status
now with GOG.com or Steam, and these games usually run instantly on
modern computers.
If the MyAbandonware symbol is present besides the name of
a particular console/computer, a ROM file (a file that you can use on
either an emulator on your computer, phone,etc., or a file that can be
transferred and played on the physical console, can be downloaded.
The ROM file may need configuration in the emulator you are using in
order for it to run properly.
MyAbandonware feature more than 21,100 games that can be
downloaded from the site. The site are tailored to mostly older games—
late 90’ and older—but present releases are also featured there.
Many people see MyAbandonware and similar sites as immoral,
or even illegal, but others, including me, feel that this is perfectly ac-
ceptable and legal (though some downloads may be there despite their
legal owners rejecting the present of their game on the site, and I, of
course, agree that if that is the case then it should be removed without
question. But I think the MyAbandonware people are very good at re-
moving games when owners contact them or when old games gets re-
released as paid purchases. It seems like they have removed most of the
Nintendo titles, maybe because of their re-release on Nintendo’s virtual
shop where user will have to pay to play them, but I think it is more
likely that Nintendo lawyers contacted the site with a threatening let-
ter). Also, countries have different laws placed on games found on sites
like MyAbandonware. It may actually be illegal to download them in
your country. You should do research on the laws of your own country
before clicking on a link to the MyAbandonware site.
MyAbandonware asks you in their FAQ to please buy the game
first if it is possible (not counting used physical games).

Website links
This symbol represent a clickable link button that will send you
either to a website featuring an article or reference to a game, or
it could download a file. A text is accompanied the symbol which de-
scribes what the clickable links does.
A few other symbols are also included in this PDF, which oper-
ates the same as this symbol.

Links • 23
TV G A ME
The two Commodore TV GAME consoles is a
so-called “Pong system” — a “single-chip” video
game-system.

For more on the Commodore TV GAME,


then you would want to visit;
floodgap.com
oldcomputr.com
retroport.de

NoCopyright © 2022 by DaddaRuleKonge


All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book may
have a copyright by the original owner.
CONTENT
Commodore TV GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
TV GAME 2000K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
TV GAME 3000H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

These pages about the Commo-


dore TV Game are low on con-
tent, since the console(s) was self
contained Pong-clones where the
games were programmed into the
console. No external games were
available for these consoles.
BARREL

FRONT GRIP
GUN STOCK

BARREL

LOCK NUT

LONG BARREL

GROOVE RAIL FRONT GRIP THUMB SCREW

28 • Commodore TV Game
Commodore TV GAME
MOSTek, a manufacturer well known in the micro computer market, released a quite
advanced line of video game chips in 1977: the MPS-7600 series. Rather than inte-
grating the components of a complete PONG game, this type of chip contained some
circuits to display graphics and generate sound effects, all of which were driven by a
simple processor and a 512-word ROM (Read Only Memory).
Two Pong-like dedicated consoles—TV Game 2000K and TV Game 3000H—were
released after Commodore’s acquisition of the MOS technologies. The two consoles
are almost identical inside with the most obvious difference to be their difference in
appearance. It is not clear where the K or H suffixes originated from.
The consoles were only distributed in Europe. They were therefore designed in its
known variants for the PAL video standard. Individual details today indicate that even
an NTSC version, presumably for the US market, was at least thought about, if not
prepared. It is unknown how many number sold or it’s sales history.
These were also the only “Pong-systems” to use the MOSTek MPS-7601 chipset.

text from the manual


You are now the proud owner of the latest technological development
in Commodore’s microprocessor TV GAME. You can play 4 different
Games on your TV screen — with automatic on-screen scoring and real-
istic sounds. The TV GAME is for one, two or four players. Set up Tennis
or Hockey for 4 players and compare your skills.

Commodore TV Game • 29
Commodore TV GAME 2000K
The Commodore TV Game 2000K was
black and could handle up to four knobs,
two of which could be parked in the unit’s
pockets. The other pair of paddles would
plug into ports on the back of the machine.
A turn-dial selects between the available
games, while switches select between oth-
er options.
The console includes three Pong variant
games and one target shooting game. The
games can be played with up to four play-
ers and features settings for skill level (ei-
ther side of the fence), manual or automat-
ic serve, two or four player mode (for the
pong variants) and moving or skeet shoot-
ing for the target shooting game. The target
shooting game uses a light-gun.

Football Tennis Squash Target

POWER AUTO SERVE EXPERT / AMATUER


OPTION GAME SELECTOR LEFT / RIGHT

RESET POWER
SERVE
ONLY ONLY

CONTROLLER
CONTROLLER

30 • Commodore TV Game
The text labels on both consoles are
written in English and German. The
consoles generates it’s own sound
with the built-in speaker. The devic-
es could alternatively be operated
with the included 6v (9v according
to the 3000H user manual) power
supply or with 6 X LR6 batteries.

INTERNAL COMPONENTS

LIGHT-GUN
The Commodore Light Gun (6G1530) can be as-
sembled to a rifle or used just as a pistol. The gun
consists of four parts and connected to a desig-
nated port on the console. The light-gun was avail-
able as an optional accessory, but was also sold in
a bundle with the console.

FRONT

BACK

Commodore TV Game • 31
Commodore TV GAME 3000H
The 3000H seems to be the later unit based
on its smaller and apparently cost-reduced
form factor, but its only additional feature is
a skeet target mode on the 2-4 player op-
tion switch.
The console features two paddles (sliders),
one internal and one connected by wire
(with 2 additional optional sliders). There’s
also a port to connect the optional light-gun.
Strangely, the 2000K seems supe-
rior to the 3000H where the controllers are
concerned. Unlike the 3000H’s “sliders”,
the 2000K has more versatile and easier
to grip controllers. The 2000K controllers
are also separable from the unit, unlike the
3000H’s built-in controller.

Football Tennis Squash Target

ADDITIONAL PLAYER JACK RIFLE JACK DC 9V JACK

GAME RESET
SERVE
BAT CONTROL

GAME SELECTOR ADDITIONAL BAT CONTROLS

SERVE

POWER

SPEED HANDICAP

PLAYER/TARGET

32 • Commodore TV Game
The four games included are; Tar-
get, Tennis, Football and Squash.
They can be played with up to four
players. The console also feature a
gauge for difficulty level (handicap),
and another for the number of play-
ers and other settings.
Of all the “Pongs-on-a-chip” that
were produced by a plethora of
manufacturers (most notably Gen- INTERNAL COMPONENTS
eral Instruments, National Semicon-
ductors and Texas Instruments), the
MOS 7600 (NTSC)/7601 (PAL) mi-
crocontrollers are probably the most
interesting. Unlike other systems FRONT
like those based on the GI AY-3500,
the 7600/1 actually contains a crude
microprocessor that reads game in-
structions from an internal 512-word
ROM, and then displays screen
graphics accordingly. The graph-
ics, however, were not programma-
ble, and the weaker 3000H’s 5601
doesn’t even manage the colours
of the 2000K’s 7601. The graphics
are, in fact, generated by dedicated
circuitry and cannot be coerced into
drawing other kinds of shapes.

text from the manual


CAUTION
With prolonged playing periods of un-
interrupted game use, the playing field
lines of the TV GAME may show up as
a shadow on your TV screen. To reduce
this possibility, we recommend that you
reduce the Brightness and Contrast con-
trols on your TV set when you use the TV BACK
GAME. Also, the Game should be turned
off when not in use.

text and images from;


floodgap.com/voxodyssey.com/oldcomputr.com/

Commodore TV Game • 33
The console/computer hybrid, Commodore MAX
Machine, was the basis for the Commodore 64, and
the first computer of the C64 hardware family.

For more on the Commodore MAX Machine,


then you would want to visit;
c64preservation.com

NoCopyright © 2022 by DaddaRuleKonge


All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book may
have a copyright by the original owner.
CONTENT
Commodore MAX Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
article; The Commodore Max Machine sales brochure (1982) . 44
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Games List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
articles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Commodore MAX Machine
マックスマシーン

The Commodore MAX was released after the


Commodore VIC-20 and at the same time as the
Commodore 64. It was intended to be Commo-
dore’s low-end offering, whereas the C64 was en-
visioned as a high-end product.
The development of the Commodore MAX starts
with the VIC-20 and when Commodore Inc.
bought MOS Technology. Unable to sell their
technology in the mass market, MOS Tech ap-
proached Commodore in hopes of collaborating
with their latest 6501 microprocessor. MOS had
hoped to sell the microprocessor to console man-
ufactures, but Commodore had other plans. MOS Yash Terakura
was also eager to sell their new SID sound chip was the technical
in hopes that partnering with Commodore would director, lead engineer
give them an edge in the digital sound market. and production manager for Commodore Busi-
The iconic sound of the MOS SID chip was con- ness Machines Japan. He developed the first
sidered ground breaking at the time, and video Commodore PET Computer and was responsible
game sound composers used it to create entire in- for designing and engineering the hardware for
game audio tracks. the VIC-20, MAX Machine, and Commodore 64.
Jack Tramiel, co-founder and President In an interview with Michael Tomczyk—assist-
of Commodore Business Machines, felt that the ent to Jack Tramiel and who played an important
microprocessor was perfect for the new line of role for mapping out plans of several of Com-
computers he had in mind. The chip would be the modore’s home computers—said that the VIC-
main microprocessor for the VIC-20. 20 was called the VC-1001 in Japan, because the
The project was given to Commodore Ja- movie 2001: A Space Odyssey was popular and
pan; an engineering team led by Yash Terakura apparently 1001 is more “friendly’ in Japan than
created the VIC-20 (released as VIC-1001) for 20”. The name was chosen by Tony Tokai—
the Japanese market. vice-president of Commodore Japan. The name
may also have been taken from NEC’s PC-8001,
the most successful Japanese computer
in those days.
The VIC-20 was also changed in
Germany, to VC-20, because the pro-
nunciation of VIC with a German ac-
cent sounds like the German expletives
“fick” or “wichsen”. The term VC was
marketed as though it were an abbre-
viation of VolksComputer (“people’s
computer,” similar to Volkswagen and
Volksempfänger).
The VIC-20 became a massive success
and was the first computer of any de-
scription to sell one million units.

38 • Commodore MAX Machine


Tramiel wanted to expand with the success of the the company”. When Tramiel left, a mass talent
VIC-20, but wanted a more powerful computer, exodus from Commodore occurred soon after,
while retaining a low price. including Terakura and Tomczyk.
Commodore began the game console/computer The Commodore MAX was inexpensive, but
hybrid project, codenamed VICKEY, that would lacked even basic features such as a user expan-
use the new chips and being engineered by Yash sion port. In reality, the MAX was a severely lim-
Terakura. ited C64. Thus, Commodore made it their low-
VICKEY became known as the Commo- end offering ($150-200), whereas the C64 was
dore MAX Machine, which would change name envisioned as a high-end product ($595).
to Ultimax in the United States and Canada and Software was loaded from plug-in car-
VC-10 in Germany. It was a small black machine tridges and the unit had a membrane keyboard
that Commodore hoped was going to revolution- and 2 KB of RAM internally and 0.5 KB of color
ize the home computing field. Tomczyk had iden- RAM (1024 × 4 bits). It used a television set for
tified the four basic killer apps for home com- a display. It used the same chipset and 6510 CPU
puting: word-processing, spreadsheets, database as the C64, the same SID sound chip, and com-
management, and graphics. All four apps were patible ROM cartridge architecture so that MAX
built into the hardware of the MAX, along with a cartridges will work on the C64. The MAX com-
256 word speaking vocabulary. Commodore also patibility mode in C64 was later frequently used
planned to fix any bugs and provide software up- for “freezer” cartridges (such as the Action Re-
dates on a plug-in cartridge, a very elegant way to play), as a convenient way to take control of the
do upgrades that addressed the problem of having currently running program. It was possible to use
the software apps on chips in the motherboard. a tape drive for storage, but it lacked the serial
Commodore were also going to provide software and user ports necessary to connect a disk drive,
programs to go with the spreadsheet, database, printer, or modem.
etc.—templates—for such things as mortgage Some productions also used a 6566 video
calculations, some rudimentary accounting and chip (the NTSC C64 uses the 6567; the PAL C64
so on. uses a 6569). Regardless of video chip, both vari-
Jack Tramiel was voted off the board in ants offered only a single graphics resolution of
January 13, 1984—the season Commodore were 320x200 and could not (easily) utilize the ‘multi-
supposed to launch the MAX—and, according to color’ functions available on the C64.
Tomczyk, the leadership left in place. Many of
the board members, who came mostly from out-
side the computer industry, had a pen-
chant for getting back into the business
computer market, where they thought the
price margins would be higher. That shift
in strategy from home and personal com-
puters to business computers—includ-
ing the development of PC clones sold
in Europe—was the beginning of the
end for Commodore, and it began with
the cancellation of the MAX. Tomczyk
comments that The MAX Machine “was
killed by the incoming management team
that took over when Jack Tramiel left

Commodore MAX Machine • 39


The Commodore MAX Machine was released
by Commodore International in Japan, beginning
in early 1982. It would be the predecessor to the
popular Commodore 64, even though it was re-
leased simultaneously in Japan with the Japanese
version of the C64. The C64 manual also men-
tions the machine by name, suggesting that Com-
modore intended to sell the machine internation-
ally.
Why the MAX saw only a Japanese re-
lease was answered by Tomczyk who said that
Commodore (under Tramiel) gave a large amount
of freedom to country-managers to customize and
adapt computers for their markets. He assume
that Tony Tokai in Japan saw the possibilities of
the Max and gave it a shot in his market, because
the U.S. management team had an entirely differ-
ent focus.
Although the MAX had better graphics and sound
capability, Commodore’s own VIC-20, which
sold for around the same amount, was much more
expandable, had a much larger software library,
and had a better keyboard—all of which made it
more attractive to consumers.
Even though the MAX Machine was
among the cheapest options among it’s Japanese
competitors, a computer boom had just started at
the time of its release. Tomy released the Pyuuta
(a cheaper TI-99/4A clone) and Sord released the
M5 (very close to the MSX computer) at almost
the same time as MAX Machine. Soon after, more
competitors computers also came, including the
popular MSX, which started the 1986 “Home
Computer Wars”.
Unlike the VIC-20 and C64, the MAX
never sold well and was eventually cancelled af-
ter just a few machines (some say around 50,000)
were manufactured for the Japanese market.

some text from


commodore.ca / giantbomb.com
for a more in-depth article, please read the interview:
“What was Japan To Commodore?” [link]-

40 • Commodore MAX Machine


FRONT

BACK

INTERNAL COMPONENTS

pictures from
Michael Steil@pagetable.com

42 • Commodore MAX Machine


Technical specifications
• Built in Language: MAX BASIC (on cartridge)
• CPU: MOS 6510 (6502 compatible)
• Speed: 1 Mhz
• Co-Processor: SID (Sound chip), 6566 VIC-II (Video chip)
• RAM: 2.5 kb
• ROM: 2kb
• Text Modes: 40 x 25
• Graphic Modes: 320 x 200
• Colors: 16

Compared to the Commodore 64, the MAX Machine has a number of


hardware differences, including the following:
• Only 2 KB of RAM compared to the C64’s 64 KB
Power port RF output
• No Serial Port, meaning no external devices such as a disk drive or printer
• No User Port External PSU : Feature mono audio via a 1/8”
• No ROM is present, meaning a cartridge must be present to provide AC100v, 50/60Hz, 25VA / jack; the C64 has RF output in
functionality, DC 5v 1.2A / AC 9v 0.45A addition to composite, chroma/
• Access to the datasette is only possible with the “MAX BASIC” car- luma and mono audio via a DIN
tridge, and the maximum program size is 2 KB connector

Audio jack
6581 SID:
3 voices, 9 octaves Channel select switch Cassette port
Rear-mounted power con- Datasette connector (12 pin; I/O)
nector and power switch; for connecting a 1530 or C2N
the C64 has these on the on/off switch standard C64 cartridge port
right-hand side

Joystick port
One joystick port on each side of the system;
the C64 has both joystick ports on the right-
hand side

KEYBOARD
A membrane keyboard instead of the bet-
ter full-travel keyboard.
4 function keys, 2 arrow keys.
<-, CONTROL, RUN/STOP, SHIFT LOCK,
C=, SHIFT (x2), CLR HOME, INST/DEL,
RESTORE, RETURN

Commodore MAX Machine • 43


text / images from; The Commodore Max Machine sales brochure (1982)

INTRODUCING THE COMMODORE


MAX MACHINE.™

From here on in, all video games IT’S A MUSICAL SYNTHESIZER. THE WORLD OF VIDEO
can be divided into two categories: Instead of a few measly boings and GAMES IS NO LONGER FLAT.
the Commodore Max Machine and all beeps, the Max contains the sound of
the others. You are about to enter another di-
a $500 music synthesizer. You can
What’s so special about the Com- mension. A dimension of 3D sight. 3D
compose your own music by recreat-
modore Max? sound. 3D color.
ing the sounds of real musical instru-
IT’S A TRUE COMPUTER. ments (harpsichord, trumpet, piano, COMMODORE
drum, organ), as well as the sounds SPRITE GRAPHICS.
Unlike other game machines, the
of instruments not yet known to man- With other video machines, you
Max Machine is a programmable
kind. Or womankind, for that matter. plug in their cartridge which locks
computer. It can be used for simple
The musical capabilities of the Max you into their graphics, their colors
record-keeping, filing, even for pro-
are so unique, we could write a whole and their games. The Commodore
gramming your own games, all of
chapter on them. Max, however, being not only a game
which can be stored in a Commodore
Datassette Recorder. ALL THIS FOR UNDER $200. machine but a true computer as well,
Don’t know how to program a com- encourages you to use your imagina-
Why not?
puter you say? tion.
Amazing value is typical of any
The Max will teach you, simply and With Sprite graphics, the choice
Commodore computer. The reason is
comprehensively. is yours. Our Sprite Graphic Display
we don’t have to buy anyone else’s
As computers are fast becoming a chip is what makes it possible for you
technology. We develop our own,
standard means of worldwide com- to make up your own games. Experi-
make our own chips (the heart of a
munication, a working knowledge ment with 255 possible border/back-
computer), and pass the saving along
of programming is essential. No one ground color combinations.
to you.
offers an easier introduction to this Dazzle yourself with not 8 colors
In the late 1400s, Gabriel Biel said,
world than the Max. (which the competition offer), but 16
“You get what you pay for.” In 1982,
colors which can be used simultane-
IT’S THE ULTIMATE Commodore says that to get it, you
ously.
GAME MACHINE. don’t have to pay more.
You also have the option of creat-
The very same challenge, sound, ing 8 independently movable display
graphics, and colors that make arcade objects.
games so popular are now available in Like the excitement of a good
your home through the Commodore crash? Collision detectors will tell
Max. when one object hits another. You can
As a matter of fact, you’ll find the even control objects by moving them
very same games found in the ar- in front or behind each other. (Giving
cades: GORF, OMEGA RACE, and you the ability to literally run circles
WIZARD OF WOR, to name just a around the competition.)
few names.

44 • magazine article
THE SOUNDS OF level, and ease of controls (joysticks,
MUSIC SYNTHESIS. paddles, keyboard) are just as exciting
Think the video capabilities are ex- on the home screen.
citing? You ain’t heard nothing yet. At Kids too young to reach the coin
least not until you’ve hooked the Max slot on arcade games can enjoy games
up to your hi-fi speakers and heard like Mole Attack from our Children’s
the effects of our music synthesizer Fun Series, and painless learning
through your own sound system. through our Home Babysitter Series
Comparing the sound of the Max of education games. (There’s even a
to the competition is like comparing computerized “Mr. Potato Head.”)
a kazoo to a symphony orchestra. (If However, judging by the number
of adults seen going in and out of the it in each Max Machine.
you happen to love the kazoo, don’t The music circuit consists of 3 syn-
worry. We can play that as well.) arcades unaccompanied by children,
you obviously don’t have to be under thesizer voices with a 9-octave range
However, sound isn’t the only in- which can be used independently or in
comparable feature of the Max: 18 to fully appreciate the Max.
conjunction with each other to create
Feature MAX Atari VCS Intellivision
FOR UNDER $30, YOU CAN complex sounds.
SEND YOUR KIDS TO With music cartridges, you can
Video Game Options:
Cartridge Games Yes Yes Yes PRIVATE SCHOOL. control the pitch, harmonic content
Joysticks
Paddles
Yes
Yes
Yes
Yes
No
Yes
and volume to recreate a wide range
Lightpen Yes No No No yearly tuition. of musical instruments, as well as de-
Home Computer Options: No blazers or pleated skirts to press. veloping a unique sound of your own.
Keyboard (Included) Yes No No
Programmable Yes No No No parent/teacher conferences.
BASIC Cartridge Yes No No The only perquisite for the Com- COMPOSE YOURSELF.
Cassette Storage Yes No No
modore Max Machine’s Children All those years of music lessons
Music Synthesizer:
Sound Generator Yes Yes Yes Learning Series is $29.95 on down to won’t be wasted on the Max. Use a
Polyphonic Tones
Music Synthesizer Cartridge
Yes
Yes
Yes
No
No
No
$9.95 for each cartridge or cassette. music cartridge and hook the Max up
Hi-Fi Audio Output Yes No No The education series goes from pre- to a Commodore Datassette Recorder,
school (counting and alphabet games) compose your own music on the Max
to elementary grades (math improve- keyboard, and immortalize your great
WHY YOUR KIDS WILL ment tutor) through high school (with works on tape. If you’d like to im-
START HANGING AT HOME. games like the Visible Solar System). prove the sound of your composition,
So despite what most parents think, just hook the Max up to your own hi-fi
“You’re wasting your money.” thanks to Commodore, it’s now pos- speakers. (The competition is flat by
“You’re in a bad crowd.” sible to study in front of the television. comparison.)
“You’re homework is more impor- You just have to make sure it’s tuned
tant.” in to the right program. MAX THE MUSIC TUTOR.
Let’s face it. These three popular One of the learning cartridges avail-
guilt-provoking reasons for pull- FOR THE PRICE OF THE able for the Max is a Music Tutor. Just
ing kids out of arcades don’t usually MAX MACHINE, YOU GET plug in the Music Tutor cartridge and
work. One look at the Commodore THE EQUIVALENT OF A $500 accompany yourself on the Max con-
Max should. MUSIC SYNTHESIZER. sole to learn what you’re plating as
The reason are quite simple. At you play. The notes will appear on the
worst, the Commodore game car- THE SOUNDS OF MUSIC. screen as the tutor takes you, step by
tridge rival the arcade games. And, at We’ve taken the incredible versatil- simple step, up and down the scales.
best, beat them flat out. ity of a professional music synthesizer, No video game out today can touch
GORF, OMEGA RACE, WIZARD put it into a microchip, and included the 3D sound quality and versatility of
OF WOR, KICK-MAN are just a few the Max Machine. Because no other
of the exciting names you video game has the Max’s built-in ap-
can drop into the MAX. preciation for music.
(In fact, the Max Mach-
ine unfolds a whole FROM GAME MACHINE TO
new world of video COMPUTER WITH A FLICK
challenges.) OF THE WRIST.
And unlike other
video games which Do you think any amount over $25
tend to disappoint you when you get is too much money to spend on some-
them home, Commodore’s graphics thing just for the kids to play with?
resolution, colors, sounds, challenge Well, consider the fact that the
Commodore Max Machine is not a toy.

magazine article • 45
HOW TO TELL A REAL COMPU- when every bit of information we
TER FROM A GAME MACHINE. need will be stored in computers.
Does it have a built-in keyboard? To take advantage of this informa-
(The Max does.) Can it speak BASIC tion, like it or not, a knowledge of YOU CAN GET A VIDEO
language of computers? (Max can.) computers is essential and nothing GAME FOR $150. A MUSIC
Can a data storage device be attached? can give you a simple, more practi- SYNTHESIZER FOR $500. A
(Yup.) Can the user save and load pro- cal, more comprehensive introductory PERSONAL COMPUTER FOR
grams? (Yup again.) course to computers than the Max
$300. OR THE CAPABILITIES
Next to the Max Machine, all other Machine.
For this reason alone (never mind OF ALL THREE IN THE COM-
video games are just video games. MODORE MAX MACHINE
games, or music, or record-keeping,
NEVER TOUCHED A or pretty colors, or math homework), FOR UNDER $200.
COMPUTER? the Max is worth every penny.
MAX WILL BE GENTLE.
HOW MUCH IS THE MAX
Learning how to program a compu-
ter is a little like learning how to drive
MACHINE REALLY CAPABLE
a stick shift: It takes a little practice. OF DOING?
You won’t find a more patient YOU TELL US.
teacher than the Max. We don’t define the limits of the
All you have to do is get a Max BA- Max Machine. You do. That’s the real
SIC learning cartridge. With it comes beauty of it.
a simple-to-follow, step-by-step guide The Max is not just a game ma-
to BASIC language (the language chine, not just a true computer, not
computers speak) and computer pro- just a music synthesizer. What is it
gramming. with its cartridges is a combination of
Just flick the cartridge into the Max all three, giving you one of the most
console, open the manual, and let the versatile home entertainment centres
Max take you through the simplicities you can buy.
of a home computer.
After you’ve seen how you can BEYOND THE HORIZON.
control color, sound and graphics, you Computer technology is racing
can put them to practical use. ahead and we don’t plan to allow the
CONGRATULATIONS. Max to fall behind.
YOU’RE A COMPUTER At this very moment, we’re adding
PROGRAMMER. NOW WHAT? new games, designing new learning
programs and working on ideas to fur-
Unless you happen to run a major ther extend the versatility of the Max.
corporation out of your home, you We’ve thought far enough ahead to
don’t need a big-business compu- realize that someday you may need
ter. What you can use is the Max’s a more complex computer, than the
capabilities to develop charts, keep Max, say the Commodore 64, for ex-
records, plan budgets and store lists. ample.
Children can use it as a tool for do- With that in mind, we designed the
ing homework, or for avoiding home- Max cartridges to be compatible with
work, but making up their own games. the Commodore 64.
But let’s say you can do your own
budgets with a pencil and paper. And
your kids don’t need any help with
math. This brings up another question.
CAN ONE LIVE A FULL LIFE
WITHOUT COMPUTERS?
In Bora Bora, maybe.
But in a 9 to 5 world where we deal
with banks, airlines, ready-cash ma-
chines, credit bureaus, supermarkets,
etc., the answer is no.
The time will come, and soon,

text / images from; The Commodore Max Machine sales brochure (1982)

46 • magazine article
Games
ゲーム

The Japanese-only Commodore MAX Machine


was the companies first console (hybrid, since it
could also be used as a standard computer). Not
many MAX games were released for obvious rea-
son, but the games released for the console were
also compatible with the Commodore 64.
The small library of Commodore MAX games
were mostly recycled versions of the VIC-1001
games made by HAL Laboratory.
HAL Laboratory is a Japanese company that de-
veloped and ported several games to Commodore
systems, including many early VIC-1001 titles. At one point in early development, Nintendo
Although nowadays they’re a popular video game and Michael Tomczyk negotiated a contract for
company which is strongly connected to Ninten- all of their games to be ported to Commodore
do, at that time HAL Laboratory was very young computers, and they seemed, according to Tom-
and small. The company had been established czyk, pretty excited about the prospect of being
with a few associates just seven months before on home-based machines. At the last minute—
the VIC-1001 was announced. when the contract was ready to be signed—Jack
HAL Laboratory was one of very few de- Tramiel without warning told Tomczyk he was
velopers capable of programming cartridge based cancelling the deal. Tomczyk believe that his ef-
video games in the early 80s’. Only the following forts to evangelize home computing to Nintendo
companies had been supplying cartridge based had a direct impact on their decision to go into
video games at work: Atari (Atari VCS, Atari the game console market, because they weren’t
400/800), Magnavox (Odyssey2), APh Technol- really thinking about that before they were ap-
ogy (Intellivision), Kagaku Giken (Supervision proached with the licensing deal. Tomczyk be-
8000), Texas Instruments (TI-99/4A) and their lieve that Tramiel decided to snub Nintendo be-
second parties such as Milton Bradley and Scott cause Commodore had an agreement in place
Foresman. So HAL Laboratory must have been a with another prolific developer at the time, Bally-
valuable asset to Commodore even though they Midway.
were small, because they had know-how for vid-
eo game development about both hardware side
and software side. After leaving Commodore,
Yash Terakura later be-
came the president of
HAL America, the North
American branch of
Japanese company HAL
Laboratory.

some text from


commodore.ca / giantbomb.com

Commodore MAX Machine - Games • 47


Billiards
Developer HAL Laboratory
Publisher Commodore Business Machines
Release date 1982
Genre Sports
Avenger Mode 1-2 Players

Developer HAL Laboratory


A simple pool game. The player set the
Publisher Commodore Business Machines crosshair where they want the ball to hit,
Release date 1981 choose the strength of the shot, then hit
Genre Shooter a button to shoot it.
Mode 1 Player
The game was an early release from the
Avenger is a Space Invaders variant. Japanese developer HAL Laboratory,
The player has to defend Earth from know for the Kirby and Earthbound se-
endless rows of attacking aliens. Flying ries along with other Nintendo games.
saucers can be shot for extra points.
3 different versions of the game have
been found so far. The first two are
marked V.01 and V.02 respectively on
the title screens and play identically. The
code is very similar between them, but
the offsets give away that it’s a reassem-
bly from source. The third version is a
completely different program and was
likely redone for the C64 release. It is,
however, still an Ultimax mode cartridge
and should play on a real MAX.
some text from c64preservation.com

Bowling
Developer HAL Laboratory
Publisher Commodore Business Machines
Release date 1983
Genre Sports
Mode 1 Player

Bowling plays like many of the early golf


games where the player must hit the but-
ton at the correct time to hit the pins.

Other Releases
Commodore 64 1982
VIC-20 1981

48 • Games - Commodore MAX Machine


Clowns
Developer Commodore Business Machines
Publisher Commodore BM., Bally/Midway
Release date
Genre
1982
Block breaker
Jupiter Lander
Mode 1-2 Players Developer HAL Laboratory
Publisher Commodore Business Machines
Clowns is a block breaker game first re-
Release date 1982
leased for arcades (as Circus) by Exidy Genre Action
in 1977, and distributed by Taito in Ja- Mode 1 Player
pan. The game has been copied and re-
leased under different names by numer- Jupiter Lander is a clone of Lunar Land-
ous other companies in both the United er. It was first released in 1981 for the
States and Japan. Another alternative VIC-20 and was in 1982 an early release
name of this game was Acrobat. for the new C64.
The game is a re-themed variant of At- Like Lunar Lander, players must use the
ari’s Breakout, where the player controls thruster control to land the spaceship on
a seesaw and clown in order to pop all the surface of Jupiter. Fuel consump-
the balloons in the level. For the collect- tion and speed readings are important
ed balloons the player get points. The for the player to determine how to land
jumping clown has to land exactly on the the craft. They can choose from three
free space of the seesaw board or he will landing pads of varying difficulty. Easiest
fall. After 3 falls the game is over. landing pad multiplies the player’s score
by 2, hardest by 10.
This port is a pretty accurate conversion
some text from mobygames.com
of the arcade game, with the scoring,
music, and sounds taken from the origi-
nal arcade game. 2 versions of the MAX
release have been found.

Other Releases
Commodore 64 1982
VIC-20 1981
PC-8001 1981

Other Releases
Commodore 64 1983
VIC-20 1982
Arcade 1977

Commodore MAX Machine - Games • 49


Gorf

Gorf was originally released for the arcades in 1981 by


Midway Manufacturing, whose name was advertised
as an acronym for “Galactic Orbiting Robot Force”.
The name of the game is also Frog spelled backwards;
“Frog” was the nickname of designer Jamie Fenton dur-
ing college. Gorf was one of the first arcade machines
to feature synthesized speech via a Votrax chip. It was
also one of the first games to feature multiple screens.

Gorf is a fixed shooter in which the players take con-


trol of an unnamed starship from the Interstellar Space
Force, capable of moving freely on all directions around
the lower third of the screen, in an attempt to prevent
the Gorfian Empire from conquering Earth. Game-
play comprises four distinct missions; each mission
presents its own distinct playstyle, but the central goal
of each is to destroy all enemies.
The arcade version included a fifth level, which
was a clone of Galaxian, but because of copyright is-
sues, the level was removed from almost all versions.
Publisher Commodore,
Bally/Midway The Commodore MAX version may have only been
Release date 1983 a prototype. A copy showed up in early 2008, and al-
Genre Shooter
though the cart did have an official-looking MAX label,
there were wires sticking out of it like a prototype, and
this is the only one ever found.

Gorf was originally intended to be a tie-in with Star Trek:


The Motion Picture but after reading the film’s script,
the game designers realized that the concept would
not work as a video game;
however, the player’s ship
still resembles the Starship
Enterprise.

Other Releases
Arcade 1981
Atari 2600 1982
Atari 5200 1983
Atari 8-bit 1982
ColecoVision 1983
Commodore 64 1983
Jaguar 2006
VIC-20 1982

Commodore MAX Arcade

50 • Games - Commodore MAX Machine


Kickman
Developer Commodore Business Machines
Publisher Commodore BM., Bally/Midway
Release date 1982 Le Mans
Genre Block breaker
Mode 1 Player Developer HAL Laboratory
Publisher Commodore Business Machines
Kickman, also known as Kick, is a side Release date 1982
view game similar to Space Invaders or Genre Racing
Mode 1 Player
Arkanoid. Players control a clown on a
unicycle that has to catch, or pop, the Le Mans is a racing game played in a
balloons that fall from the rows above. bird’s eye view. The object of the game
Further on, players need to form columns is to drive as far as possible in a certain
instead of popping them. Different color time. By overtaking other racers without
balloons fall at different rates and gives causing a crash, points are added to the
different points. Pac-Man and ghosts fill score. Next to the normal track, players
in for some of the balloons after the first need to master driving on ice, in curves,
level, with differing effects. at night and on motorways. If they crash
some text from c64-wiki.com they’ll need to drive into the PIT.
There is a homebrew version of Le Mans
called Wheelchair Race, which is exact-
ly the same game, however, the graph-
ics of the cars have been swapped by
wheelchars.
some text from c64-wiki.com

Other Releases
Commodore 64 1982
Arcade 1981

C64 box art

Other Releases
Commodore 64 1983

Commodore MAX Machine - Games • 51


Money Wars
Developer HAL Laboratory
Publisher Commodore Business Machines
Release date 1982
Genre Action
Mole Attack Mode 1-2 Players

Developer HAL Laboratory In Money Wars the player takes the


Publisher Commodore Business Machines role of a robber that has to retrieve and
Release date 1982
Genre Racing
deliver bags of money without getting
Mode 1 Player shot. The robber has to move across the
screen to grab the money bag and then
Mole Attack is one of the earliest com- return to the starting position. From the
puterized Whac-a-Mole variants. Moles top, deadly arrows are shot towards him.
pop up from nine holes, and the player The player can use two special func-
has 60 seconds to send them fleeing tions—one that increases speed and
back underground by bopping them on one that creates a force field that de-
the head with a hammer. After 60 sec- stroys arrows. These cost energy and
onds, the game ends and the score is the player is awarded bonus points for
shown. the amount of energy that is left. When
a bag of money has been delivered an-
other one appears and the game goes
on until the player has lost all three lives.
some text from mobygames.com

Other Releases
VIC-20 1981
PC-8001 1981

Other Releases
Commodore 64 1982
VIC-20 1982

52 • Games - Commodore MAX Machine


Omega Race

Omega Race is a shoot ‘em up arcade game designed


by Ron Haliburton and released in 1981 by Midway. It
is the only arcade game with vector graphics that Mid-
way created.

Set in the year 2003, the player controls an Omegan


Fighter spaceship to destroy enemy droid ships in a
rectangular “track.”

The game plays similar to Asteroids, where players


can turn the spaceship or give it a thrust by activat-
ing the rocket propulsion. Instead of asteroids play-
ers need to shoot UFOs and their mines, which gives
points. Hostile shots from enemy spaceships and ob-
stacles as well as collisions with the enemies destroy
the player ship. The game is over when all three ships
are destroyed.
In contrast to Asteroids, there are protective
shields at the border of the screen, where the ship will
bounce off. So players cannot fly further than the bor-
Publisher Commodore,
Bally/Midway
der of the screen. In the middle of the screen there is a
Release date 1982 rectangular protective zone, where the high-score and
Genre Shooter the ships that are left are displayed.

At least two different versions of the MAX release have


been found; one with a white background and one with
black.

Other Releases
Arcade 1981
Atari 2600 1983
ColecoVision 1983
Commodore 64 1982
VIC-20 1982

Commodore MAX VIC-20

some text from c64-wiki.com

Commodore MAX Machine - Games • 53


Radar Rat Race
Developer HAL Laboratory
Publisher Commodore Business Machines
Release date 1982
Genre Action
Mode 1 Player
Pinball Spectacular
Radar Rat Race was released on car-
Developer HAL Laboratory tridge in 1981 as a launch title for the
Publisher Commodore Business Machines
VIC-20. The game is a licensed clone of
Release date 1983
Genre Block breaker Namco’s Rally-X arcade game and was
Mode 1-2 Players also released in Japan by Commodore
Japan K.K as Rally-X.
Pinball Spectacular is a single-screen
top-view game which is a cross between The player guides a mouse through a
pinball and Breakout where the player large maze. The goal is to eat all of the
control two bats on the bottom and mid- pieces of cheese, shown for the entire
dle of the screen to hit various objects maze on a radar screen, without get-
to score as many points as possible. On ting caught by a rat or bumping into a
screen there are blocks to remove, bum- stationary cat. By pressing a button, the
pers to hit and letters to hit to light up the mouse can disperse a limited amount of
word “COMMODORE”. If the ball goes magical dust which confuses the rats for
past the bottom bat then a life is lost. a few seconds. Once the round is com-
plete, the game starts again, with more
Two players are able to play with each rats and faster play.
player taking it in turns to play when the The gameplay is accompanied by
other player loses a ball. a frenetic, rhythmically altered version of
some text from mobygames.com a phrase from Three Blind Mice, which
cycles endlessly.
Computer and Video Games, although
criticizing the game’s controls and re-
petitive sound, called the Commodore
64 version “quite exciting and amusing
to play”.

Other Releases
Commodore 64 1982
VIC-20 1982

Other Releases
Commodore 64 1982
VIC-20 1981

54 • Games - Commodore MAX Machine


Road Race
Developer HAL Laboratory
Publisher Commodore Business Machines
Release date 1982
Genre Action
Mode 1 Player

Road Race is a clone of Atari’s black and


white 1976 driving game Night Driver.
Played from a 1st person perspective,
the player steers left and right as the
road and turns rapidly approach the
player. The vehicle has 4 gears, and hit-
ting the sides slows the player down.
The goal is to travel as far as possible in
99 time units.
Two versions of the MAX release have
been found. They are almost identical
apart from different engine sound.
some text from mobygames.com

Other Releases
VIC-20 1981

Commodore MAX Machine - Games • 55


Sea Wolf
Developer Commodore Business Machines
Publisher Commodore BM., Bally/Midway
Release date 1982
Genre Shooter
Slalom Mode 1-2 Players

Developer HAL Laboratory Sea Wolf, first released by Midway for


Publisher Commodore Business Machines arcades in 1976, is based on an earlier
Release date 1983 coin-operated electro-mechanical Mid-
Genre Sports way game, Sea Devil, itself based on
Mode 1-2 Players Sega’s 1966 coin-op electro-mechanical
Slalom is an obvious clone of Taito’s ar- arcade submarine simulator Periscope.
cade game Alpine Ski. Sea Wolf was designed by Dave
Players control a skier who races down Nutting and sold 10,000 arcade cabi-
a mountain. The skier can speed up by nets—the highest-grossing arcade vid-
pushing a button. Obstacles includes eo game of 1976 and 1977 in the United
trees and rocks. Points are awarded States, and Japan’s fifth highest-gross-
by passing through the gates, or penal- ing arcade video game of 1976.
ized five seconds by missing them. If The player takes the role of command-
the player reach the goal within the time er of the Sea Wolf and is in charge of
limit, they will advance to the next stage. sinking and destroying all enemy ships.
The Sea Wolf is armed with 4 torpedoes
which will reload after fire. The primary
targets are the small P.T. Boats which
travel quickly through the water.
some text from mobygames.com

Other Releases
Commodore 64 1983

C64 box art

Other Releases
Arcade 1976
Commodore 64 1982
VIC-20 1982

56 • Games - Commodore MAX Machine


Super Alien
Developer HAL Laboratory Speed/Bingo Math
Publisher Commodore Business Machines
Release date 1982 Developer Commodore Business Machines
Genre Action Publisher Commodore BM., Bally/Midway
Mode 1 Player Release date 1982
Genre Edutainment
Super Alien, also known as just Alien, Mode 1-2 Players
is a clone of the 1979 game Heiankyo
Alien. Speed / Bingo Math, also known as El-
ementary math / Bingo Math, is a collec-
Super Alien is a single-screen action
tion of two educational math games. The
game. The player moves through the
game helps improve skills in addition,
maze and can place traps on the floor.
subtraction, multiplication and division.
When a monster walks into it, it becomes
Points is awarded based on speed and
trapped and the player can kill it by filling
math problems get harder the higher the
in the hole. Each defeated monster re-
current score. Difficulty adjusts automat-
wards points while touching them results
ically to player skill.
in a life loss. The maze is shown from
the usual top-down perspective, but the some text from mobygames.com
characters have a side-view.
some text from mobygames.com

Other Releases
Bally Astrocade 1978
Commodore 64 1982
Other Releases VIC-20 1982
VIC-20 1982

Commodore MAX Machine - Games • 57


Wizard of Wor
Developer Commodore Business Machines
Publisher Commodore BM., Bally/Midway
Release date 1982
Genre Shooter
Mode 1 Player

Wizard of Wor was originally released by


Visible Solar System Midway in 1980 as an arcade game.
Developer Commodore Business Machines
Gameplay consists of a never-ending
Publisher Commodore Business Machines series of maze-like dungeons, randomly
Release date 1982 drawn from a large pool of pre-set de-
Genre Application signs. Each dungeon has doors on ei-
Visible Solar System is a computerised ther side that warp around to the other
animated presentation of our solar sys- side (similar to Pac-Man). Players con-
tem. Users can gain information about trol “Worriors”, and must clear each dun-
Mercury, Venus, Earth, Mars, Jupiter geon of monsters.
and Saturn. The planets of Uranus, Nep- The original arcade version may be
tune and Pluto are not included in the played by one or two players simultane-
program, thus indicating that “visible” in ously. The players can cooperate to bet-
the title refers to planets visible with the ter defend against the enemy hordes—
naked eye. but shooting the other player’s Worrior
grants a large score bonus, which can
potentially encourage competitive play.
Three version of the MAX release has
been found, which consists of minor dif-
ferences.

Other Releases
Commodore 64 1982

Other Releases
Arcade 1980
Atari 2600 1982
Atari 5200 1983
Atari 8-bit 1983
Bally Astrocade 1982
Commodore 64 1983

58 • Games - Commodore MAX Machine


MAX BASIC
Developer Commodore Business Machines
Publisher Commodore Business Machines
Release date 1982 Mini BASIC I
Genre Application
Developer Commodore Business Machines
Two BASIC cartridges was released for Publisher Commodore Business Machines
the MAX Machine. BASIC (an acronym Release date 1982
of “Beginner’s All-purpose Symbolic In- Genre Application
struction Code”) is the Commodore MAX Mini BASIC I contains a cut-down BA-
and C64’s onboard programming lan- SIC V2 with 510 free bytes.
guage. The following commands are missing:
The MAX BASIC cartridge contains the ATN, CLOSE, CMD, COS, DEF, DIM,
full BASIC V2 with 2047 free bytes. EXP, FN, INPUT#, LEFT$, LOAD, LOG,
MAX BASIC will not run in software MAX ON, OPEN, PRINT#, RIGHT$, SAVE,
emulation on a real C64, but the actual SIN, SQR, TAN, USR, VAL, VERIFY and
cart probably does. The reason for this WAIT.
is that the cart itself had the 2K RAM Mini BASIC I will run on a C64 in soft-
underneath it’s ROM, so it twiddles $01 ware-MAX mode, but isn’t really useful.
constantly to accommodate this. This some text from c64-wiki.com
wouldn’t be very useful on a real C64,
anyway.
some text from c64-wiki.com

60 • Games - Commodore MAX Machine


Music Composer
Developer Commodore Business Machines
Publisher Commodore Business Machines
Release date 1982
Genre Application

This title is listed as Music Composer MultiMAX Cartridge


even though in the title screen it’s identi-
fied as Music Maker. The MultiMAX is a cartridge for the MAX
Machine developed by Rob Clarke and
some text from c64-wiki.com
Michael Pleban. It was introduced at the
Vintage Computing Festival in New Jer-
sey in April 2014. The price of a com-
plete cartridge was $29.95, although it is
sold out as of December 2020. It is also
compatible with the C64 and C128.
The MultiMAX PCB uses a 1 megabyte
EPROM (27C801) which contains all
published games and applications for
the Commodore MAX Machine. A 2 ki-
lobyte RAM chip (6116) is also installed,
as it is required for “MAX BASIC”.
After powering on the computer, a pro-
gram menu appears where the user can
select a program. The cartridge also
feature a reset button so the user can
switch between programs without need-
Music Machine ing to power cycle the computer.
Developer Commodore Business Machines some text from c64-wiki.com
Publisher Commodore Business Machines
Release date 1982
Genre Application

Music Machine allows users to produce


music on the MAX Machine’s SID chip.

Commodore MAX Machine - Games • 61


Commodore Max Machine Games List
This is the small list of games released for the system.
The list includes the Japanese title and a checklist for collectors
(C (cart) I (info/manual) B (Box)).

Game Title Japanese Title C I B pg.


Avenger アベンジャー 48
Billiards ビリヤード 48
Bowling ボーリング 48
Clowns クラウンズ 49
Goof ゴーフ 50
Jupiter Lander ジュピター·ランダー 49
Kick Man キック·マン 51
Max Basic マックスベーシック 60
Mini Basic I ミニ·ベーシックI 60
Mole Attack モール·アタック 52
Money Wars マネーウォーズ 52
Music Composer ミュージックコンポーザー 61
Music Machine ミュージックマシン 61
Omega Race オメガ·レース 53
Pinball ピンボール 54
Radar Rat Race レーダーラットレース 54
Road Race ロード·レース 55
Slalom スラローム 56
Super Alien スーパー·エイリアン 57
Wizard of Wor ウィザード·オブ·ウォー 58

62 • Games List - Commodore MAX Machine


advert; Commodore - The Microcomputer Magazine 3; article; Your Computer (October 1982);

COMMODORE MAX MACHINE, Multi-role MAX Christmas launch


3 in 1 Computer-Game “A RETAIL-ORIENTED, games-playing
Machine-Music Synthesizer, computer” is how Commodore describes
Sure to Change the Old-Fashioned the MAX. After months of rumoured launch-
Video-Game Buying Habits of Consumers es and cancellations the machine will finally
appear in the shops around Christmas for
The Commodore MAX Machine, a revolutionary three-in-one £100. The MAX is like a skeleton Commo-
home computer-game machine-music synthesizer, was un- dore-64. It uses the same video and sound
veiled at the Summer Consumer Electronics Show (CES) at chips and has the same sprite and sound
Chicago’s McCormick Place. generator but it lacks the real keyboard of
The MAX Machine, shown in prototype at the Winter CES the 64.
under the code name ULTIMAX, drew raves for its extraordi- With only 2K RAM and no resident
nary versatility, price/performance ratio and three-dimension- Basic, the MAX will need plug-in cartridges
al-style color game graphics. Now encased in an innovative to bring out its potential. A mini-Basic is
futuristic housing, it will be sold late this year with an array of available on cartridge, which increases the
arcade games, as well as educational and musical programs. memory to 4K, but lacks arrays and trigo-
At the suggested retail price of $179.95—about the same as an nometric functions. Commodore claims
ordinary game machine—the Commodore MAX Machine is that MAX has three roles: as games ma-
certain to change consumers’ old-fashioned video-game buy- chine, music synthesiser and home com-
ing habits. puter. But probably only beginners will be
Relying on a new display chip designed by Commodore’s sub- interested in its programming possibilities.
sidiary, MOS Technology, the MAX Machine produces color
and graphics formerly available only with a highly sophisticat-
ed character generator. And because the MAX is a real compu-
ter, users do not have to rely only on pre-programmed games,
but can actually create their own games, then save them on
cassette tape for future use. Its 40 column x 25 line screen and
16 colors give the MAX great flexibility for unique and excit-
ing graphics.
Using a new Sound Interface Device, the Commodore MAX
Machine produces music and sound effects that rival many of
the best music synthesizers now available. The MAX produces
three independent voices, each with a nine-octave range, con-
tains a programmable ADSR (attack, decay, sustain, release)
generator and a programmable filter, and has variable reso-
nance. With these sophisticated features, the MAX Machine
can command astounding orchestration when it is used with a
good quality audio system.
With a BASIC language cartridge, Commodore MAX Ma-
chine users can learn the fundamental language of comput-
ing and write their own programs using simple BASIC com-
mands. MAX Machine BASIC can be translated for use with
all other Commodore systems, and is capable of handling eve-
rything from word strings to math functions. With the MAX
Machine’s nine-digit numeric accuracy and built-in math func-
tions, users can write a variety of useful programs for home
applications.
The heart of the MAX Machine system is a new microproces-
sor, the 6510—designed by Commodore’s MOS subsidiary—
to the 6502 chip—also designed by MOS—that made micro-
computing a household activity. However, the 6510 contains
additional input/output (I/O) lines to handle the processing
required by the new system.

magazine articles • 63
Unlike the 1982 MAX Machine, the C64GS is
internally very similar to the complete C64, with
which it is compatible.

For more on the Commodore Commodore 64 Games System,


then you would want to visit;
commodoreformatarchive.com

NoCopyright © 2022 by DaddaRuleKonge


All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book may
have a copyright by the original owner.
CONTENT
Commodore 64 Games System . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Cheetah Annihilator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
article; Wicked! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
article; Sixty Four Games in One Second! . . . . . . . . . . . . . . . . 76
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Unreleased Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
articles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
C64CGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Games List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Commodore 64 Games System

The Commodore 64 Games System (often abbre-


viated C64GS) is the cartridge-based video game
console version of the Commodore 64 computer.
It was released in December 1990 by Commo-
dore into a booming console market dominated
by Nintendo and Sega.
The C64GS is basically just a repackaged Com-
modore 64 without a keyboard, port access, or
standard ROM chip. Apart from the cartridge slot
being on top, the arrangement of ports is very
similar to the C64. At the rear of the machine
there’s a composite video output for monitors and
a standard RF output. On the right side there’s the The new release date for the C65 was set
two joystick ports, power input and on/off switch. to be March 1991, but Commodore UK found the
new release date to be to late, and wanted a new
The idea for the C64GS grew from Commodore cartridge system before the end of 1990.
UK who, in 1989, wanted a C64 system that Jeff Porter and his team in the US were
could compete with the lower end console market given the new project, which became the C64GS.
(like the Sega and Nintendo) and to stay competi- Through the summer of 1990, C65 engineers
tive with the other 8-bit micro computers (like the were pulled off their work to produce the C64GS
Spectrum and Amstrad CPC range) at the same for the UK market in a very short time frame.
time. They also wanted the cassette tape format New ROM revisions, including a new display
removed from the system. Commodore’s PR screen that appeared if the GS was turned on
manager Andrew Ball is reported to have said at without a cartridge were added to the system. A
the time that tapes were the C64‘s “biggest prob- mere few months after the C64GS project were
lem. Games are now bigger, and cassettes are a first proposed, Commodore Germany’s Braun-
frustrating slow medium. They’re also unreliable schweig factory produced 20,000 units.
and a favourite format for pirates. The C2N (the
official cassette deck that came with the C64) Prior to the console’s release, Commodore had
crosses more counters to and from repair than generated a great deal of marketing hype to
they ever do being sold”. drum up interest in an already crowded market.
Commodore UK were introduced to a Zzap!64 and Your Commodore, Commodore 64
project by Commodore International. Their engi- magazines of the era, reported that Commodore
neers were in development of a cartridge based had promised “up to 100 titles before Decem-
system, which became the C65. In the late ’80s, ber”, even though December was two months
this was very different to the prototypes that sur- from the time of its writing. In reality 28 games
faced in the ’90s. It was going to have a heav-
ily marketed cartridge port and Nintendo
style controllers, as well as technology
that could link up machines for multi-
player games. It would also have com-
patibility with the C64. It had been due to
be released to developers by September
1989, but multiple chip problems meant Commodore 65
it was heavily delayed.

68 • C64GS
were produced for the console during its shelf
life—most of which were compilations of older
titles, and a majority of which were from Ocean. article ZERO magazine;
Of those 28 titles, only 9 were cartridge-exclusive
titles, the remainder being ports of older cassette- COMMODORE’S KORKER
based games. Commodore’s C64GS looks good
enough to drink in a cup of tee.
By the time of its launch, the fourth-generation of Like Amstrad, Sega and Nintendo, Commo-
16-bit consoles was underway, and consoles such dore has finally come clean about its new con-
as the Sega Mega Drive were available, along sole. Called the C64 Game System (C64GS
with well-established third-generation consoles for short), Commodore’s machine is based on
existing C64 technology. In fact, the Game Sys-
such as the Nintendo Entertainment System and
tem is simply a C64 without the keyboard.
the Sega Master System. In addition, despite be- The GS will retail at just £99.99 and come
ing a cut-down version of the Commodore 64, it with a controller and four-pack cartridge. The
was no cheaper to buy than a standard Commo- four games on the cartridge include Domark’s
dore 64 and offered no improvements in perform- Klax, Fiendish Freddy’s Big Top O’ Fun from
Mindscape, System 3’s Flimbo’s Quest and In-
ance. Also, a competing package that appeared to
ternational Soccer.
have been sold for £159.99 by Commodore itself Commodore’s new machine is 200 per cent
at the same time included a C64, two Annihila- compatible with the huge range of C64 soft-
tor joysticks, a Datasette, and two games (Night- ware. The only thing software houses have to
moves and Mindbenders). do is convert existing cartridge format. Many
software houses are keen to adopt the new car-
The C64GS was plagued with problems from tridge format and it’s expected that the majority
the outset. Firstly, despite the wealth of software of new C64 software will appear on cartridge
(the C64 has a cartridge which is compatible
already available on cartridge for C64, the lack
with the GS’s affair),
of a keyboard means that most cannot be used
with the console. This means that much of the
cartridge-based C64 software, while fundamen-
tally compatible with the C64GS, was unplay-
able. The standard C64 version of Terminator 2:
Judgment Day was designed for the console, but
was included on a cartridge that required the user
to press a key in the initial menu to access the
game, rendering it unplayable, despite the game
itself being entirely playable with joystick only 80,000 units are said to have been produced, but
on a conventional C64. less than 25% of them eventually sold. Most of
the remaining units were taken back and disas-
The console sold poorly in the UK and would sembled for parts for the C64.
soon force dealers to sell it off at ridiculously low
prices to get it out of their stockrooms (some- Today the console is highly sought after, as are
times as low as £30. Commodore promptly tried many of its games.
to introduce the GS to the Danish market in 1991, The C64GS completely derailed the C65 project,
where it had much the same effect. Commodore which was never released. Incredibly, Commo-
Deutschland GmBH was rumoured to be gearing dore went on to make a lot of the same mistakes
up to try to introduce the GS in Germany but they again with the Amiga CD32 console.
denied it from the beginning and the GS never did
appear in that country.
some text from
commodoreformatarchive.com / UK retro-gamer
for a more in-depth article,
UK retro Gamer article;“Revisting the C64GS” [link]-
commodoreformatarchive.com artice; “Commodore’s attempt at a C64 console” [link]-

C64GS • 69
FRONT

SIDE-VIEW

BACK

INTERNAL COMPONENTS

70 • C64GS
Technical specifications
text from the manual
• CPU: 6510 IT IS MOST IMPORTANT TO
• Speed: 0.985 MHz (PAL) / 1.023 MHz (NTSC) REMEMBER THAT THE
COMMODORE 64
• Co-Processor: VIC II (Video), SID (Sound) MUST BE INACTIVE (SWITCHED OFF)
• RAM: 64 KB FOR AT LEAST 30 SECONDS
SHORTER SWITCHING INTERVALS
• ROM: 20 KB
MAY CAUSE UNDESIRED EFFECTS
• Sound: 3 voices / 6 octaves (sound output through TV)
• Graphic Modes: several, most used : 320 x 200
• Colors: 16
Cartridge Slot

Control Ports On/Off Switch Power Port

RCA Phono Socket Video/Monitor Socket

C64GS • 71
Review by Zzap64 Magazine #71 (Mar. 1991);

Cheetah Annihilator
Only available with C64GS (one included
Cheetah Annihilator free) or in a special £29.99 pack which in-
cludes one stick and the four-game GS car-
The C64GS came with Cheetah Interna- tridge - Klax, Fiendish Freddy, International
tional’s Annihilator joystick. It has a sec- Soccer and Flimbo’s Quest).
ond independent fire button, giving the
C64GS more button options. It is con- • This cream-colored stick with red trim is
a combination of two joysticks: the grip is
nected between pin 7 (+5V) and 9 (PotX) from the Cheetah 125 while the compact
and is therefore compatible with the right base comes from Cheetah’s Exterminator
button of a Mouse 1350. stick. The standard fire-button action comes
from the trigger and thumb buttons, while the
The joystick is infamous for being of hor- single base button acts as the secondary fire
rible quality and easily break. action. As a sticker points out, the rewired
In addition to the C64GS version, there is based button obviously won’t work with soft-
ware not written for it. Currently that seems
also an almost identical-looking version
limited to System 3 games (for picking up
in which both fire buttons have the same usually), plus SCI (turbo), Robo II (jump))
function. A sticker on the bottom is used but hopefully even tape and disk games may
to distinguish them. support two-fire-button sticks eventually.
C64GS games that support the second Four sucker feet provide a bit of desktop
stability, while the base is small enough for
independent fire button includes;
comfortable handheld play if your hands are
Myth - History in the Making adult-size.
Double Dragon (Ocean)
Last Ninja Remix 1. (playing Venom Wing (Thalamus)) A short
travel and good directional control make this
Chase HQ2
pretty effective. The fire buttons have a good
RoboCop 2
feel, although unfortunately the one best
RoboCop 3 suited for building up rapid fire is the base
Turrican II button, which is the secondary button most
likely used for selecting, not firing weapons.
An autofire would’ve been useful as well, but
that’s probably asking a bit much of a low-
cost stick.
2. (playing Creatures (Thalamus)) With this
type of stick a inevitable. However, the An-
nihilator performs than expected: all the di-
rections were easily accessible and it could
be trusted in all but the tightest of situations.
3. (playing Creatures (Hit Squad)) Despite
the size of the handle, there’s quite a short
travel which makes building up speed fairly
easy. The leaf-switches won’t last as long as
microswitches but it’s good for this type of
joystick.
4. (dropped from the window) Hardly a
scratch. The plastic is tough and the stick
lightweight enough to mean the only thing
likely to break are the leaf-switches, eventu-
ally.
ZZAP! Verdict: ★ ★ ★ A surprisingly good
low-cost stick.

72 • C64GS
article; Commodore Format #1 (October 1990)
written by: Phil South;


Wicked!
Old computers never die - they just turn in for con-
soles! The C64 has had more facelifts than Doctor Who,
and this time it doesn’t even have a keyboard. PHIL SOUTH
went to Commodore for a look at the new beast, and speculate on the
future of the seemingly immortal games machine.

K
elly Sumner is not only Commodore nearly brought out How do you see the C64GS’ chances
Commodore’s National Sales a console before, after all weren’t when it is launched?
Manager, but he’s also the 64 and the Amiga both consoles “I think it will become the number one
worked for the company for over a originally? product this year, depending on the
decade. So if anyone knows the whys “Not really the 64. The 64 came out amount of product the software hous-
and wherefores of the C64GS, he of the VIC 20 which was sold as a es can get onto the market. Mostly be-
does. After taking a look at the new computer and the first 64s, which at cause of the Commodore 64 name as
GS in action, we settled down in his the time were retailing at £345 I may it has a fantastic reputation out there.
office for a loose chat about the C64, add, were being used for businesses. And also we’ll be better than our
past and present. In fact the guys on the team still get competitors because of the software
Why do this to the C64? Why make people who are using them as word support from the major publishers in
the GS in the first place? processors and business computers. the UK. If you look at the market:
“There’s a few reasons. The main So it was a business/hobbyist ma- there’s an base of 55,000 Nintendos in
reason is that we want to get a ‘cra- chine, that’s how the 64 came out- the UK, there are just under 200,000
dle to grave’ situation. When the cus- “The Amiga technology was devel- Segas, there are no Amstrad consoles
tomers buys a product, like a game oped by guys trying to bring the ul- at all because they haven’t launched
console, when they upgrade later we timate machine for the hobbyist mar- the product yet! But the 64 console,
want them to keep with Commodore. ket, whether it be games or whatever. or at least machines that can take the
That’s one of the reasons the Amiga So neither were ever really a console. cartridges that the 64GS will work on,
is so successful at the moment, due There have been rumours of an Ami- has an installed base of 1.4 million.
to the number of 64s that we sold. It ga console, but quite frankly, because Let’s not get carried away with that
just carries through. Another reason is unlike other manufacturers we make figure, let’s put it in perspective. Last
that we believe there is a market there. our own chips, we have limitations year we sold 206,000 C64s, the year
We don’t think it’s as big as a lot of on the number of silicon wafers we before that 145,000 C64s. If you take
people may want you to believe, but can produce. So it makes no sense to that with what we will sell this year,
it’s important if there’s a market there go into the console market with the you’re talking about a minimum, base
for Commodore to have a slice of that Amiga product at the moment. Maybe of 500,000-750,000 people in the UK
market. At the same time, the third in a couple of years time, but not at who can use cartridges. Now that’s
reasons is if we have a console on the the moment. We just couldn’t fill the a very important number as far as a
market, it waters down the market for demand. But on the 64 technology it software house is concerned. They
our competitors. So those are the main makes sense for
reasons. Also we think the 64 is right us to go for a con-
for that market. People are happy to sole. Because it is
write for the 64, and let’s face it most a C64; apart from
of the people who buy the 64 buy it one ROM there
as a games machine. So now they’ll is no difference
have a choice: they can either have between the Com-
it purely as a games machine for £60 modore C64 and
less that the computer version, or they the Commodore
can have the computer version for 64 Game System.
educational or productivity type ap-
plications.

74 • magazine article
have limited capability for pro- time waiting for the thing to load.”
ducing titles, they’re obviously
Hot Game
Also there’s the new technol-
going to look into what the user The machine comes with four games up front
all on the one cart: Fiendish Freddy’s Big Top O’ ogy angle, where 64 owners look
base is. It can see there’s poten- around and see new technology,
Fun, Flimbo’s Quest, Klax and the old chestnut,
tial user base of 500,000 people Amigas, CD ROMs, springing up
International Soccer.
that will obviously sway him to At the time we spoke to Commodore they all over and they say “Where’s
produce for the 64GS.” had 46 games confirmed as being cart releases. the new technology for me?
There are going to be buyers Commodore estimates that there will be 60-70 “I think cartridge is the way it’s go-
for the new games, even when top games on cartridge available before Christ- ing to go. It doesn’t do anyone any
nobody has bought a console mas, and virtually hundreds next year. The rea-
good to have cassette based tech-
soning behind the all-new games move is to give
yet? nology. It’s no good for publishers,
you big incentive to get the hottest new games
“Yes, you look at the Amstrad... on cart. There will come a time, not too far in it’s no good for Commodore and
I’m not having a go at Amstrad the future it says, when games will be cartridge it’s no good for the users. The pub-
at all here, by the way... they only releases and not on disk or tape at all. lishers loses through piracy, Com-
launch their console in Sep- modore loses through returns and
tember. If I was a publisher, I the user wastes a lot of his leisure
wouldn’t bring out any software for it So just like when disks first became time. I really don’t know what people
pre-Christmas, as most of them aren’t available, games will develop to do for thirty minutes while they load
going to be used until 25th Decem- take advantage of the new format? a game! Oh yes, and unlike a cassette
ber. So because we have this large “Yes that’s right. They’ve also got to there’s no degradation. The cartridge
installed user base, people are rush- give the person a reason to purchase user will be able to play their game
ing to bring out software for it before a cartridge over and above cassette year after year.”
Christmas for the launch. They know or disk. A cassette typically is £9.99, It’s like a CD again, the quality of
that from Day One it’s going to be a whereas a cartridge is going to be the product doesn’t wane with use.
goer. And quite a sizable one. You add £19.99. What does the guy get extra? “I think in the market as a whole over
up the user base of Nintendo and Sega I think the most important thing is the next two years you’ll see cassettes
and you still only add up to 250,000 that he doesn’t have to wait 30 mins and disks disappearing completely,
units, which is half of the Commodore to load a cassette, which normally he and really the only media you’ll see
64 base.” has to on a C64. I personally would around will be cartridge or CD ROM.
And I imagine it doesn’t take long pay that money to have instant load. It’s better for everyone; the capac-
to transfer games from other media What else does he get? Like you do on ity and longevity of those formats is
to cartridge, either? CD’s you’ll get more tracks or, in this much, much better.”
“No, it takes a couple of days. Let’s case, other levels. I think the major
reason people put their C64 or Spec- They are also less easy to reproduce,
take Batman, for example, that could as in piracy.
be put on a cartridge in about two trum +2 in the cupboard is not that the
products aren’t good, because they are “We have to keep this industry strong,
days. Obviously you have to produce and pirates are ripping us all off. I do
the cartridges, which takes about 8 good. It’s just the hassle of cassettes.
The technology hasn’t changed for 8 feel sorry for publishers, but cartridg-
weeks, but the actual working model es should help.”
would take two days. The advantage years! I think that if I was a 64 owner
to Ocean is that you can have a much today, I would go to cartridge because How much longer has the 8 bit com-
bigger Batman game on a cartridge.” there’s a limited time you can play af- puter got?
ter you’ve done your homework and “It depends what people do with
Is the capacity you can get on a car- before you go to bed. Your wasting a it. I’ve worked for Commodore for
tridge that much bigger then? quarter or even a half of your playing twelve years, so year on year I’ve
“Yes it is, the traditional old heard people say the 64’s only got an-
style cartridge is 128K. But other year. And it’s still around. It’s a
most people will be using 256K good product! This Christmas is go-
cartridge, as opposed to 175K ing to be another 64 Christmas, and
for the Commodore disk drive. I think we’re going to have at least
And we ourselves are using a another couple of years out of the 64.
512K cartridge, so there’s quite I’m sure it will celebrate its tenth an-
a bit more capacity on there. niversary in style. The software guys
Some of the games you’re go- have now got to grips with the ma-
ing to see before Christmas are chine, they’re now producing great
going to take advantage of that, software, and some of it is as good as
but more and more, as cartridge the 16 bit software you see on other
technology takes off, they’ll Been there, seen it, done it. Kelly Sumner’s machines. So I think it’s got a few
be using that capacity.” twelve years at Commodore have made him con-
more years yet.”
vinced the console’s inevitable success

magazine article • 75
magazine article;

SIXTY FOUR GAMES IN ONE SECOND!


The Cartridge
Cartridges have two main advantages
over tape or disc system. Storage capac-
ity and speed. Being able to access vast
areas of memory instantly allows games
designers to be creative beyond the con-
fines of the 64K machine.
Sub games wildly different from the main
storyline can be inserted and accessed at
any point during play.
You don’t even have to wait for a disk to
load. All 64 console software is instantly
playable through all levels. So you can
The C64 Games Console is ready to roll. For forget having to twiddle your thumbs for
six minutes while the next level of aliens
£99.99 it seems like a bargain, but what differ- is ported from tape. You can carry on with
ence will it make to the games we play? We talk the action immediately.
to Mark Cale, head of System 3 and find he’s a
fan.
“System 3 have continued to push forward the bound- the past 18 months, System 3 now feels it is capa-
aries of the Commodore 64 since it’s conception in ble of producing 64 product comparable with console
1983. With classic games like International Karate, games.
Last Ninja 1 & 2 and IK+ gaining international ac-
claim and sweeping numerous awards, System 3 set So what new features does Remix offer?
the standard for 64 games. Remix now has an exciting and technically brilliant
“Having continued in this vein over the past year with intro sequence, the likes of which were only previ-
suck smash hits as Tusker and Vendetta, the superb ously seen on console systems. State of the art anima-
Myth and the totally addictive Flimbo’s Quest, the tion techniques and even greater graphic content pro-
company has further enhanced its reputation as the vide the new C64 owner with a whole new concept
leading original-product software house. and with a redesigned status area.

So why, when lots of companies are deserting the 64 is “Inevitably with such a strong back catalogue, the
System 3 producing more product than ever? company is producing versions of Myth and Vendetta
to appear alongside Remix on the console. They’ll all
“The 64 has continued to surprise the industry with be available before Christmas. “Flimbo’s Quest” is
its longevity. An excellent marketing campaign by the included in the C64GS pack and the eagerly awaited
American company has breathed new life into a mar- Ninja 3 will be launched on the console for Christmas
ket where the 8-bit machines is supposedly dead. The too.
64 GS console goes further to support that fact. The
8-bit Commodore market is alive and kicking.
“Such is System 3’s commitment to it that we’re do- Who Else?
ing something special for the new owners of this ma- All the major software companies producing 64
chine who weren’t around when The Last Ninja 2 was product at the moment seem to be committed to
sweeping the market. The game has been remixed and producing cartridge games. Domark, Ocean, US
relaunched onto the market as the greatly enhanced Gold and - of course - System 3 have a hefty
catalogue of forthcoming attractions.
Ninja Remix. Having closely analysed the market for

76 • magazine article
Games
Commodore 64 has a game library of around 300
cartridges (still is a very small amount compared
to the 7000+ games in total the C64 is said to have) article; ZZAP! (November 1990)
UK CES ‘90 COMMODORE ROCKS SHOW;
that works with the C64GS (and vice versa), many
titles requires users to press a key on the keyboard FRUITFUL FORECAST
to start the game, making them effectively unplay- When the official briefing began, Commo-
able on the C64GS. These games are not included dore UK boss Steve Franklin was quick to
in this book/PDF. Only games released specifically boast about ‘a fantastic year’ with numer-
for the console. ous digs at Atari, who weren’t attending
the show and are losing the ST/Amiga war.
It was announced that there would be up to 100 More generously Steve noted that 1,3 mil-
games available at launch, but in the end only 28 lion sales were expected by all computer
manufactures, a figure which indicated a re-
titles were released specifically for the C64GS in turn to the ‘halcyon days of the early Eight-
its short production run, almost all from third-party ies’.
software houses such as Ocean, and some of these Spearheading Commodore’s Xmas of-
were versions of games that were previously avail- fensive was the C64GS, being launched to-
able on tape for the Commodore 64. Many of the day. Steve expected to sell 80,000 before
1991 with strong software support. As for
games, when released, were already available on the C64, with its ‘educational’ component,
tape for £3.99 as a budget re-release, but marked on 140,000 sales were expected—8,000 more
cartridge at £19.99. than last year.
The most exciting Amiga news was left
Ocean was the C64GS’s biggest supporters, releas- until last, namely the launch of the CDTV.
ing games on the cart format for C64 users for two
years after the console was discontinued. Some of OCEAN SHOCKER
the earliest Ocean cartridges had a manufacturing
For the moment though, the C64GS is cen-
flaw, where the connector was placed too far back in tre of excitement and Ocean are firmly be-
the cartridge case. The end result was that the car- hind it. From now on virtually all Ocean
tridge could not be used with the standard C64 com- C64 games will be on cartridge alone. The
puter. Members of Ocean staff had to manually drill only exceptions are games Ocean are legally
prevented from putting to cartridges due to
holes in the side of the cartridges to make them fit.
agreements over producing Nintendo games
Other developers that released C64GS titles (which must be the only cartridge versions).
included System 3, Domark and The Disc Compa- Cartridge-only games include SCI (Mid
ny. A number of Codemasters and MicroProse titles November), Navy Seals (TBA), Toki (Early
were also reworked and released as compilations December), Plotting (Early October) and
Robocop II (Early November, supposedly,
for the C64GS.
but the programmer’s left!). For the fu-
Commodore never ture, Ocean have the license to write games
produced or published based on The Simpsons cartoon series,
a single title for the Wings of Apache (the helicopter version of
C64GS beyond the Top Gun) and Darkman (from the maker of
Evil Dead, it features a disfigured vigilante).
bundled four-game
The price of Ocean cartridges is a very rea-
cartridge. sonable £19.99.

C64GS - Games • 77
After the War

After The War is a side-scrolling action game in which


the player must navigate through a hostile post-apoc-
alyptic city.

Although the name of the city is not mentioned in the


game itself, both official promotional and unreleased
artwork by Luis Royo and Alfonso Azpiri suggest that it
is a post-nuclear version of New York City.

The game is structured into two parts. The first part is a


side scrolling beat ‘em up, and plays in much the same
way as other staples of the genre, such as Streets of
Rage. This first act takes place in the streets of the
city, and consists of a sequence of fights with minor
enemies and occasional bosses.
The second part is set in the tunnels and sta-
tions of the city’s underground rail transport. The game-
Developer Dinamic Software play in this section differs from the first, as the player
Publisher Dinamic Software now has the ability to shoot enemies, shifting the genre
Release date 1990
Genre Beat ‘em up
closer to a shoot ‘em up game such as Contra.
Mode 1 Player
The C64 version received a score of 4.2/10 from 41
votes from lemon64.com, where most was critical of
the difficulty.

There are numerous differences between the versions


released, depending on which system the game was
developed for. Some ports featured more complex
graphical effects. The C64 cartridge version is a port
from the earlier released tape/disk media.

Other Releases
Commodore 64 1989
Amiga 1989
Amstrad CPC 1989
Atari ST 1989
MS-DOS 1989
MSX 1989
ZX Spectrum 1989

Commodore 64 Amiga

78 • C64GS - Games
The cover artwork for After the War was created by
artist Luis Royo. At the time development began,
Spanish comic book author Alfonso Azpiri was a col-
laborator with Dinamic for the creation of the box art
for their games. Azpiri drew an initial version of the
intended cover artwork for the game. However, due
to its protracted development schedule, by the time
the game was completed Azpiri had ended his col-
laboration with Dinamic to work with software com-
pany Topo Soft. After the War was then released
with new cover art commissioned to Royo.
Aspar GP Master A.M.C.: Astro Marine Corps
Developer Dinamic Developer Dinamic
Publisher Dinamic Publisher Dinamic
Release date 1989 Release date 1989
Genre Racing Genre Run and gun
Mode 1 Player Mode 1 Player

Aspar GP Master (also released as A.M.C.: Astro Marine Corps is a side-


Grand Prix Master) is a motorcycle rac- ways scrolling shooter in which the play-
ing game recreating the now-defunct er control a member of the Astro Marine
80cc world motorcycle racing champi- Corps who has to blast his way through
onship. It was licensed around Spanish the various alien infested levels.
ace Jorge Martinez ‘Aspar’, and his rac- The player have three lives and each life
ing rivals including future 500cc World has an energy bar which is depleted by
Champion Alex Criville. contact with aliens and can be replen-
The game features 8 bikes to choose ished by picking up the ‘E’ powerup. Oth-
from, a full practice mode as well as er powerups include three way fire and
qualifying and races. an overhead shield. There are various
The game is viewed from overhead, and instant death hazards to avoid such as a
the controls are, unusually, direction killer plants and a dragon.
based, so to take a straight which (in the some text from mobygames.com
overhead view) involves going up and to
the right, the player must push the joy-
stick in that direction.
The game was originally released for
the C64 on tape and disk as Grand Prix
Master. The cartridge version, like all
Dinamic carts, is a very rare release.
some text from mobygames.com

disk/tape version

disk/tape version

Other Releases
Other Releases
C64 (Grand Prix Master) 1988
Amiga 1989 Commodore 64 1990
Amstrad CPC 1988 Amiga 1990
Atari ST 1988 Amstrad CPC 1989
MS-DOS 1989 Atari ST 1990
MSX 1988 MSX 1989
ZX Spectrum 1988 ZX Spectrum 1989

80 • Games - C64GS
BadLands

Badlands was originally released as a 1989 arcade


game by Atari Games. The C64 port was done by
Teque—a well known freelance group.

Badlands is set in the aftermath of a nuclear war


and races around abandoned wastelands with many
hazards. The game is a re-themed version of Atari’s
previous racing games Super Sprint and Champion-
ship Sprint with the addition of vehicular combat.

Badlands pits three cars against each other in a


three lap race around a small, single-screen circuit.
Bonuses are present in the form of wrenches which
can be traded for goods such as extra speed, extra
acceleration or better tires.
Unlike the Sprint games, Badlands expands
upon the formula, taking place in a post-apocalyp-
Developer Teque tic environment and equipping each of the players
Publisher Domark with cannons. In reality, the cannons do little except
Release date 1990 to slow cars down by repeatedly shooting at them,
Genre Vehicular combat
Mode 1-2 Players
but the shop between levels offers the possibility of
arming the car with missiles which will destroy the
target car, placing it at a severe disadvantage as a
replacement is brought onto the track, taking a few
seconds.

The game has been re-released as part of Mid-


way Arcade Treasures 3 for the PlayStation 2,
GameCube and Xbox.

Other Releases
Commodore 64 1990
Amiga 1990
Amstrad CPC 1991
Arcade 1989
Atari ST 1990
ZX Spectrum 1990

Commodore 64 Arcade

C64GS - Games • 81
Batman

Batman (also known as Batman: The Movie) is an


action game based on the 1989 Michael Keaton film
of the same name. The Amiga version was a smash
hit at the time and boosted sales of the home compu-
ter in Christmas ‘89.

The game consists of five levels based on events


from the movie. Each stage has a time limit and a
health gauge (represented by Batman’s face turning
into the Joker’s), with Batman losing a life if he runs
out of either. The levels have varying gameplay:
The first stage is styled as a side-scroller
where Batman must fight his way through the Axis
Chemical Plant to confront Jack Napier.
In the second level, Batman drives his Batmo-
bile across Gotham City, dodging traffic and using a
grapple to turn corners at high speed.
Developer Ocean
The third level is a Mastermind-like puzzle set
Publisher Ocean
Release date 1990 in the Batcave.
Genre Action The fourth level takes place during the Joker’s
Mode 1 Player parade, in which Batman must fly the Batwing and
cut away balloons filled with poisonous gas.
The fifth and final level is styled similarly to the first.

The game, on most platforms, received positive re-


views. Computer Gaming World recommended the
Amiga version, but reported that the C64 version
was too buggy, but was well received by Commodore
Format magazine and was seen as one of the best
movie tie-in games released for the platform.

Other Releases
Commodore 64 1989
Amiga 1989
Amstrad CPC 1989
Atari ST 1989
MS-DOS 1990
MSX 1989
ZX Spectrum 1989

Commodore 64 Amiga

82 • Games - C64GS
Battle Command Cyberball
Developer Ocean Developer Quixel
Publisher Ocean Publisher Domark
Release date 1991 Release date 1990
Genre Simulation, Action Genre Sports
Mode 1 Player Mode 1-2 Players

Battle Command is a futuristic 3D tank Cyberball: Football in the 21st Century


simulation game. It was written by Re- was first released in arcades in 1988
altime Games and is a development of by Atari Games. The game is a 7-man
their successful title Carrier Command. American football game using robotic
But unlike Carrier Command which in- avatars of different speeds, sizes, and
corporated significant strategic ele- skill sets set in the year 2022.
ments, Battle Command is a simple ar- Gameplay is essentially the same as
cade game reminiscent of Battlezone. the real sport, although the ‘downs’ are
The game is set in some unknown time replaced by the bomb’s heat gradually
in the future, where armies of tanks bat- increasing towards ‘critical’. After this
tle for supremacy. it will explode and possession will be
The player command a single “Mauler” swapped. This is prevented when the
assault tank in a series of scenarios. player cross the 50-yard line, lose pos-
These range from a railway ambush to session or score a touchdown, in which
escort duties and a raid on a riverside cases it resets to ‘cool’. Field goals and
hideout. The player may equip their tank punts are not featured.
with a variety of weapons, the choice of
which will depend on the nature of the
mission.

Other Releases
Commodore 64 1990
Amiga 1990
Other Releases Amstrad CPC 1990
Arcade 1988
Commodore 64 1991 Atari ST 1990
Amiga 1990 MS-DOS 1990
Amstrad CPC 1991 Genesis 1990
Atari ST 1990 NES 1991
MS-DOS 1990 ZX Spectrum 1990
Windows 2020
ZX Spectrum 1991

84 • Games - C64GS
Chase HQ 2

Chase HQ II: Special Criminal Investigation, also


known as S.C.I.: Special Criminal Investigation, is a
1989 vehicular combat racing game originally pub-
lished by Taito for arcades. It is the sequel to the 1988
original Chase H.Q.

Three girls have been reported missing including the


mayor’s daughter, and Chase Special Investigations
has asked protagonists Tony Gibson and Det. Ray-
mond Broady of the first game to track down five ve-
hicles, mentioned in the mission briefing, who are be-
lieved to be involved in the kidnapping.

Instead of the black Porsche 928 of the first game, the


player commands a red example of the just-introduced
(at the time) Nissan 300ZX Z32 T-Top Turbo.

Developer Probe Software The gameplay is similar to Chase H.Q., but there are
Publisher Ocean a few differences. For example, cars travel in both di-
Release date 1990 rections instead of one, and some of them will catch
Genre Racing, Action
Mode 1 Player
up to the S.C.I. car and shoot at them. At least once in
every stage a helicopter does a fly by and drops gre-
nades the player can use to further damage the target
vehicle. Unlike the first game, the player is also able to
fire at offending vehicles.

The arcade version became Japan’s third highest-


grossing dedicated arcade game of 1990. The arcade
game was also a major hit in Europe, particularly the
UK where Taito shipped 1,500 units by January 1990.

Other Releases
Commodore 64 1990
Amiga 1990
Arcade 1989
Atari ST 1990
Sega Master System 1992
TurboGrafx-16 1991
Wii 2008
ZX Spectrum 1990

Commodore 64 Amiga

C64GS - Games • 85
Double Dragon

Double Dragon was released in 1987 as a beat ‘em up


arcade game developed by Technōs Japan. It is the
first title in the Double Dragon franchise. Home ver-
sions were ported and released on a large number of
different systems.

Double Dragon introduced several additions to the


beat ‘em up formula, such as a continuous side-scroll-
ing world adding a sense of progression, two-player
cooperative gameplay, the ability to arm oneself with
an enemy’s weapon after disarming them, and the use
of cut scenes to give it a cinematic look and feel.

Set in a post-apocalyptic New York, Double Dragon is


the story of Billy and Jimmy Lee, twin brothers trained
in the fighting style of Sou-Setsu-Ken. The player takes
control of Billy as he fight his way into the turf of the
Developer Imagitec Black Warriors gang in order to rescue his girlfriend,
Publisher Ocean
Marian. In most iterations, a second player will take
Release date 1992
Genre Beat ‘em up control of Jimmy, but Ocean’s C64 release only sup-
Mode 1 Player port one player.

Billy can jump, use punches and kicks, as well weap-


ons found on the ground or from enemies.

Double Dragon were first released for the C64 by Mel-


bourne House in 1988 (released on tape, cart and
disk). It was ported by Binary Design and was heavily
criticized for its poor quality and is often considered
one of the worst commercially released C64 games
and one of the worst arcade conversions of all time.

Other Releases
C64 (Melbourne House) 1988 Lynx 1993
Amiga 1989 MSX 1990
Amstrad CPC 1988 NES 1988
Antstream 2019 Nintendo 3DS 2011
Arcade 1987 Nintendo Switch 2018
Atari 2600 1988 PlayStation 4 2015
Atari 7800 1989 Sega Master System 1988
Atari ST 1989 Wii 2008
MS-DOS 1988 Wii U 2013
Game Boy 1990 Xbox 360 2007
Game Boy Advance 2003 Xbox One 2020
Genesis 1993 ZX Spectrum 1988 Commodore 64 Commodore 64
(Melbourne House) (Ocean)

86 • Games - C64GS
After a previous porting attempt had
led the original programmers to abandon
the team, Virgin Mastertronic handed the
task of salvaging the conversion to other-
wise well-regarded programmer pair Ash
and Dave. However, they were given only
six weeks to port the entire game, resulting
in a fatally rushed port that lacked almost
all of the gameplay elements of the arcade
game. Only two weapons are available
and backgrounds are static and the battle Ocean’s cartridge version came on
with the final boss at the end is absent. The a special 32k bank-switched cartridge to
game also featured a visible gap between store extra enemy types. This was also
the characters’ upper and lower bodies Ocean’s last cartridge release for the C64.
due to a poorly coded sprite multiplexer It was apparently only sold at commodore
routine; the instruction manual included an trade shows. Like many other of the C64
apology message from the programming carts released for the C64GS this had a
team for this visual artifact. very limited production run.

Ocean released another C64 port of the The Melbourne House version received a
game two year later. The game was initial- score of 2.9/10 from 130 votes from lem-
ly only released on cassette and disk, with on64.com. The Ocean release received
a cartridge version being released some 4.9/10 from 46 votes and has since been
time later. met with a more positive response.

Arcade Amiga NES Sega Master System

C64GS - Games • 87
Narco Police
Developer Iron Byte
Publisher Dinamic
Release date 1990
Genre Strategy
Guldkorn Expressen Mode 1 Player

Developer SilverRock Narco Police is set in the near future


Publisher SilverRock (2003) where the world is virtually ruled
Release date 1991 by drug barons. The players mission is to
Genre Action equip and position three squads of elite
Mode 1 Player
cops on the perimeter, and guide them
Produced as a product tie-in with OTA’s through the enemy’s network of tunnels.
honey puff cereal, Guldkornexpres- Once through they must level the factory
sen (or Kalaspuffsexpressen) revolves with explosives.
around the brand’s bear mascot, who The game plays like a strategic third per-
drives a train filled with honey puffs. His son shooter. The player control the com-
task on each level is to pick up boxes of mander of the current squad, and can
the cereal, add honey and drive the train switch between the three. The loadout
to the end of the level, where the cargo and starting positions are predefined,
is loaded into a big box of Guldkorn. but the player can change the loadout,
some text from mobygames.com
choosing from two types of ammo, three
types of rockets, explosives, first aid kits,
transporters, and armor.
some text from mobygames.com

Other Releases
Commodore 64 1991
Amiga 1991 Other Releases
MS-DOS 1991
Commodore 64 1990
Amiga 1990
Amstrad CPC 1990
Atari ST 1990
MS-DOS 1990
MSX 1990
PC Booter 1989
ZX Spectrum 1990

88 • Games - C64GS
Last Ninja Remix

Ninja Remix is part of the Last Ninja video game series,


released after the third title in the series. Remix a re-
made Last Ninja 2 with new music, a new introductory
sequence, slightly changed graphics (most notably the
screen border) and fixed bugs. Confusingly, the 16-bit
versions of the original The Last Ninja game were also
released in 1990 as Ninja Remix.

The protagonist of The Last Ninja series is Armakuni,


the sole survivor of a ninjutsu clan that was destroyed
by an evil shogun named Kunitoki. This struggle leads
him to modern-day New York City.

Ninja Remix is an action/adventure game where the


player, controlling a powerful ninja, must fight his way
through opponents while collecting necessary items.
The game is split into various levels, each of them
depicting a different locale and divided into several
screens. The view is isometric and the ninja can move
Developer System 3 in four different dimensions and jump.
Publisher System 3 Enemies, armed with fists and various ninja
Release date 1990 weapons, wander around the levels. The ninja must
Genre Action-adventure fight them either bare-handed or with the weaponry he
Mode 1 Player
finds along the way; in either case, he has a number of
blows and attacks at his disposal, as well as the ability
to block.

The first game in the series, The Last Ninja, was re-
leased in 1987 for the C64 and was one of the most
successful games for the system.

Other Releases
Commodore 64 1990
Amstrad CPC 1990
ZX Spectrum 1990

Commodore 64 Amstrad CPC

some text from mobygames.com

C64GS - Games • 89
Myth

Myth: History in the Making, released on the NES


as Conan: The Mysteries of Time, is a 2D platform
game.

The player controls a teenage boy from the 20th


century, who one day falls through a tear in the
space-time continuum and is transported to the
“Time of Legends.” There he is rescued by a high
priestess, who informs him that their world is un-
der attack from Dameron, the Dark Angel of Time,
who must be destroyed if he is to have any hope
of ever getting home. Armed with an enchanted
sword, he takes on Dameron and the legions of
demons and monsters under his command, even-
tually succeeding in his mission and being re-
turned to his own time.

Each level is centred on a certain location, such


as in Hades, an Egyptian pyramid and ancient
Developer System 3 Greece, where the player must collect a magic orb
Publisher System 3 in each to finish. The gameplay consists of running
Release date 1990 and jumping through each level, collecting objects
Genre Action-platformer and weapons, fighting enemies and solving puz-
Mode 1 Player
zles. Each level contains a mythical boss enemy,
such as Medusa, Thor and a Hydra. Puzzles in-
volve using the right object in the right location to
progress, such as throwing skulls into a pit of fire
to summon a monster, and using the right weap-
on against enemies, such as attacking a specific
monster with tridents.

Other Releases
Commodore 64 1989
Amiga 1992
Amiga CD32 1994
Amstrad CPC 1989
Antstream 2019
NES 1991 Commodore 64 Amiga
ZX Spectrum 1989

90 • Games - C64GS
Navy SEALs

Navy SEALs is a shoot ‘em up platform game based on


the film of the same name and follows the protagonist,
Lieutenant Dale Hawkins, progressing through five
side-scrolling levels.

The game features a total of five levels with varying


locations and begins with allocating five lives to the
player. The main objective of the game is to locate and
place time bombs on boxes containing Stinger mis-
siles, in which the player is required to escape before
the time runs out. The enemies featured in the game
are Arab terrorists; the player must neutralise them by
shooting them with their selected weapon, which is a
handgun by default. Other weapons available in the
game include machine guns, rocket launchers, and a
flamethrower, which are only accessible through find-
ing hidden crates.
Developer Ocean The second level of the game is in Beirut, and
Publisher Ocean focuses on the player, along with a group of Navy
Release date 1990 Seals, rescuing hostages in a 3D presentation of the
Genre Shooter city. If the player is successful in rescuing the hostages
Mode 1 Player
and recovering all missiles, the remaining forces will
rendezvous at a submarine.

The game received mostly positive reviews upon re-


lease. lemon64.com gave it 8.4/10 from 56 voters.
Steve Fielder of Commodore Format praised the
game’s ability to fully utilise the colour palette of the
Commodore 64, in which Fielder praised the “smooth”
side scrolling levels and “wonderfully” detailed back-
drops.

Other Releases
Commodore 64 1990
Amiga 1991
Amstrad CPC 1990
Atari ST 1991
ZX Spectrum 1991

Commodore 64 Amiga

C64GS - Games • 91
RoboCop 2

RoboCop 2 is a platform shooter based on the 1990


film of the same name. Other versions of games based
on the movie was released for several platforms, in-
cluding Amiga, Amstrad GX4000, Atari ST, Game Boy
and ZX Spectrum.

Players take control of the Detroit cyborg cop known as


RoboCop, who must stop a drug distributor, Cain, from
spreading a new drug known as Nuke.

The NES and C64 versions of RoboCop 2 is mission-


based. Missions have various objectives, such as de-
stroying Nuke drug canisters or killing all the enemies.
If the player didn’t destroy/kill enough, they’ll be trans-
ported to a training mission, which is a first-person per-
spective shoot ‘em up. Should the player also fail the
training, they must go to the beginning of the previous
mission. Successfully completed mission or enough
Developer Painting by Numbers points scored by training allow them to proceed to the
Publisher Ocean
Release date 1990
next stage. Unlike in the first RoboCop, there’s no time
Genre Platformer, Shooter limit, and RoboCop are able to jump.
Mode 1-2 Players
The C64 version received positive reviews from mag-
azines at the time. Commodore Format praised the
sound and gameplay of the Commodore 64 version,
but criticized the “gaudy” graphics, stating that they
lacked atmosphere. Nintendo Power, reviewing the
NES version, noted that the character of RoboCop can
be initially difficult to control.

Other Releases
Commodore 64 1990
NES 1991

Commodore 64 NES

92 • Games - C64GS
RoboCop 3

RoboCop 3 is a platform shooter based on the 1993


film of the same name. Like the prequel, different it-
erations of the game based on the movie were also
released, including Amiga, Atari ST, DOS, NES, SNES,
Game Gear, Master System, and Sega Genesis.

Probe’s RoboCop 3 for 8-bit computers combines two


different styles of gameplay: the first level is a shooting
gallery, while the rest are side-scrolling platform levels.
RoboCop’s enemies are mostly “Splatterpunks”
and “Rehabs”, while bosses include Otomo Ninjabots,
a tank, and ED-209. In the platform levels, RoboCop
can collect weapon power-ups, which upgrade his
standard weapon first to rapid fire, then to a three-way
shot. Also available are a flamethrower, laser gun and
a guided missile (each with limited ammunition).
In level three, RoboCop use a jetpack to fly
across the area, but must walk back the same way in
Developer Probe Software
Publisher Ocean level four. In all levels, he can collect repair tokens,
Release date 1992 which allow the player to repair specific areas of the
Genre Platformer, Shooter cyborg’s body in a repair screen between levels.
Mode 1 Player
The C64 version also received positive reviews like it’s
prequel. lemon64.com gave it 6.1/10 from 39 voters.
The ZX Spectrum version were also given good
revies. The magazine Crash called it the best Robo-
Cop game released up to that point. Ed Laurence of
Sinclair User praised the graphics of the ZX Spectrum
version, but criticized the difficulty, partly caused by an
awkward control set-up.

Other Releases
Commodore 64 1992
ZX Spectrum 1992

Commodore 64 ZX Spectrum

some text from mobygames.com

C64GS - Games • 93
Pang

Pang was originally released as an arcade game


by Capcom. It was later ported to a vast number
of computers and consoles. The majority of the
US versions were renamed Buster Bros., includ-
ing the arcade game. In Japan it was released as
Pomping World.

Pang is a puzzle-action game where players are


tasked with destroying balls that are terrorizing
famous landmarks. The balls have a predictable
path as they hop across the stage, but each will
burst into smaller and harder to hit balls and in
greater numbers will quickly overwhelm players.
The player has a single harpoon gun that
fires straight up and will damage a ball that touch-
es any part of the chain. However, the player can-
not fire again until the harpoon has hit the ceil-
Developer Arc Developments
Publisher Ocean
ing or one of the balls, which can put them at a
Release date 1990 disadvantage if they misfire. The player can earn
Genre Action power-ups that increase the number of simultane-
Mode 1-2 Players ous harpoons or allow them to stick to the ceiling
for a few seconds.

The arcade game was a hit in Japan, and had a


successful launch in North America. The game
also received a positive review from Commodore
User magazine, scoring it 8 out of 10.
The C64 ports were also received positive-
ly by reviewers and C64 users. The game scored
7.5/10 from 59 lemon64.com users.

Other Releases
Commodore 64 1990
Amiga 1990
Amstrad CPC 1991
Arcade 1989
Atari ST 1990
Game Boy 1993
TurboGrafx CD 1991
ZX Spectrum 1990
Commodore 64 Arcade

94 • Games - C64GS
Satan
Developer Dinamic Skærmtrolden Hugo
Publisher Dinamic
Release date 1990 Developer ITE (SilverRock)
Genre Shooter Publisher Silverrock Productions
Mode 1 Player Release date 1991
Genre Action
Players take control of a warrior in search Mode 1 Player
of three magic scrolls in order to rescue
some wizards. As with so many Dinamic Skaermtrolden Hugo (Danish for “Hugo
games, the game is split into two inde- the TV Troll” / “Hugo the ScreenTroll”)
pendent games—completing the first is the first Hugo video game that was
gives an access code for the second. based on the original Eleva2ren TV
show scenario and was developed and
Satan is a scrolling hack ‘n’ slash game. published by SilverRock Productions.
Contact with enemies drains the limited After the Hugo TV show received more
energy, and players are also working minigames, this game became one of
against a time limit on each section. As them, known as Labyrinth.
well as magical powers, players can col- The game resemble the early editions
lect swords to attack, as well as lightning of the TV show; the player guides the
bolts which can be collected to destroy titular protagonist to save his wife and
all enemies on screen. In part two, van- children from the evil witch Scylla. To
quished foes release coins which can be rescue his family, Hugo must navigate
spent at shop sections on rechargers, safely through dangerous environments
shields and teleporters amongst other in various minigame scenarios.
things.
some text from mobygames.com The C64 received a score of 7/10 from
12 lemon64.com users.

Other Releases
Commodore 64 1990
Amiga 1990
Amstrad CPC 1990 Other Releases
Atari ST 1990 Amiga 1991
MS-DOS 1990 MS-DOS 1995
MSX 1989
PC Booter 1990
ZX Spectrum 1990

C64GS - Games • 95
Shadow of the Beast

Shadow of the Beast is a platform game developed by


Reflections and published by Psygnosis for the Amiga
in 1989. The game was known for its graphics, with
many colours on screen and up to twelve levels of
parallax scrolling backdrops, and for its atmospheric
score composed by David Whittaker that used high-
quality instrument samples.

The player take control of Aarbron, who have been


kidnapped by an evil wizard and transformed into a
man-beast servant to do his bidding. When Aarbron
sees his father killed by the evil wizard his memory
returns and he sets off on a quest for revenge.

Shadow of the Beast is a side-scrolling platformer with


a side-shooter elements. The player has to navigate
through several areas filled with enemies and traps,
Developer DMA Design collecting keys and activating triggers that open new
Publisher Ocean areas or give Aarbron the means to overcome a sub-
Release date 1990 boss. While most enemies die with just one hit, the
Genre Action-platformer player must time each attack accurately. The player
Mode 1 Player
has only one life with 12 hit points that can be replen-
ished by collecting objects hidden in the level, which
also contributes to the difficulty level.

Shadow of the Beast was designed by Martin Ed-


mondson and Paul Howarth of Reflections Interactive
over the course of nine months, and it was their sec-
ond 16-bit game after their previous game, Ballistix.

Other Releases
Commodore 64 1990
Amiga 1989
Amstrad CPC 1990
Atari ST 1990
FM Towns 1991
Genesis 1991
Lynx 1992
Sega Master System 1992
TurboGrafx CD 1992
ZX Spectrum 1990 Commodore 64 Amiga

96 • Games - C64GS
The developers wanted the game to the game was too easy.” This also became
push both the Amiga and Atari ST to their the main criticism of the title—the brutally
technical limits. To achieve this, the Amiga high level of difficulty and lack of any form
version was written first, so that they would of continues.
take advantage of all of the computer’s ad-
vanced hardware capabilities. The devel- Shadow of the Beast spawned two se-
opers made use of the hardware sprites quels, Shadow of the Beast II, which was
and scrolling rather than using the blitter, ported to many systems, and Shadow of
which they felt that the blitter “does not run the Beast 3: Out of the Shadow, which re-
quite as fast as some people would be- mained an Amiga exclusive. The sequels
lieve.” To get the speed they wanted, the didn’t improve on the criticisms of the origi-
developers employed difficult techniques nal and in some respects were considered
such as the sprite multiplexing. The game even more difficult to complete—as puz-
uses up to twelve levels of parallax scroll- zles would not reset, forcing a player who
ing, and up to a maximum of 128 colours had made a mistake in a puzzle to restart
on screen. the entire game.
The developers designed the game A re-imagined version of Shadow of
to be as difficult as possible; Edmondson the Beast was released for the PlayStation
remarked that he liked difficult games at 4 in May 2016. The original Amiga version
the time and he “used to get frustrated if is included along with the remake.

The cover art for the game was painted by famous artist
Roger Dean.

C64GS - Games • 97
Space Gun

Space Gun is as a first-person shooter originally re-


leased by Taito for arcades in 1990. The game is set
aboard a crippled space station that has been over-
run by hostile alien creatures. The objective is to res-
cue human crew members while destroying the alien
creatures. The original arcade release lets the player
shoot limbs off the creatures, resulting in blood splat-
ters. It was also one of the few games for the Atari ST
and Amiga to support a light gun.

Players use the crosshairs to target and shoot ene-


my aliens that have invaded a research vessel and
abducted its crew. The player must save human hos-
tages from the creatures. Occasionally, a hostage will
mutate into an alien. In addition to the standard rapid-
fire weapon, there are four other weapons: a flame-
thrower, grenade launcher, freeze bomb, and blade
bomb.
Developer Images
Publisher Ocean The levels are split into subsections, each with
Release date 1992 its own end-of-level boss. Players can often choose
Genre shooter their own path through the level by selecting a door
Mode 1 Player or arrow using the gun. Most versions includes multi-
player game, but the Sega Master System, C64 and
ZX Spectrum versions only includes single player.

On release for home platforms, the game received


mixed reviews in the press, ranging from 76% in Com-
modore Force to 92% in Zzap! magazine. lemon64.
com users gave it a score of 6.2/10 from 21 users.

Other Releases
Commodore 64 1992
Amiga 1992
Amstrad CPC 1992
Arcade 1990
Atari ST 1992
Sega Master System 1992
ZX Spectrum 1992

Commodore 64 Amiga

98 • Games - C64GS
Toki

Toki is a run and gun platform game released in ar-


cades in Japan in 1989 by TAD Corporation. De-
signed by Akira Sakuma, the game has tongue-in-
cheek humor mixed with the action.

The player controls an enchanted ape who must


battle hordes of jungle monsters with energy balls
from his mouth. The ultimate goal is to destroy the
evil wizard who cast a spell on the title protagonist;
thereby transforming him from an ape back into a
human, and rescuing the kidnapped princess.

The player must traverse several levels with a mini-


boss at the end. Toki’s main attack against his ene-
mies is by spitting at them although he can also hop
on them to defeat them. Toki’s normal spit can be
changed to a fire breath by finding the correct item.
Other items includes a football helmet which tempo-
Developer Ocean rarily shields Toki, high jump shoes, clocks that add
Publisher Ocean
time, coins which add to Toki’s life count, and fruits
Release date 1991
Genre Platformer which add to the total score.
Mode 1 Player
An arcade-style platform game with similarly-look-
ing simian characters was in development by Ocean
Software for the Atari Jaguar under the working title
Apeshit but was later renamed to Toki Goes Apespit
at one point during development due to Ocean still
retaining the license to Toki, with plans to be pub-
lished in Winter 1994. However it was never re-
leased, likely due to the failure of the Jaguar both
commercially and critically.

Other Releases
Commodore 64 1991
Amiga 1991
Arcade 1989
Atari ST 1991
iPhone 2009
Lynx 1992
NES 1991

Commodore 64 Arcade

C64GS - Games • 99
Terminator 2: Judgment Day

Terminator 2: Judgment Day is a 1991 action game


based on the 1991 film of the same name. It is a se-
quel to The Terminator, itself based on the 1984 film of
the same name. The game features several gameplay
styles such as driving, fighting, and puzzle-solving.

The game loosely follows the story from the movie, in


which two Terminator machine models, the T-800 and
the T-1000, are sent back from the future. The T-800 is
tasked with protecting a boy named John Connor, who
will eventually become the leader of the human resist-
ance in a war against machines. The T-1000 has been
sent back with an order to kill young John, ensuring the
rise of the machines. In the game, the player largely
takes the role of the T-800.

The levels are based on prominent scenes from the


Developer Dementia film, including one in which the T-1000 drives a truck in
Publisher Ocean pursuit of the T-800 and John, who are riding on a mo-
Release date 1991 torcycle. Other scenes recreated in the game include
Genre Action Sarah’s escape from a mental hospital, a sabotage of
Mode 1 Player
Cyberdyne Systems’ headquarters, and a showdown
between the Terminators in a steel mill.
Each level features one of several gameplay
styles, such as beat ‘em up fighting between the two
Terminators, or vertically scrolling driving sequences.
Sarah’s hospital escape is played as a side-scrolling
level. Other levels are played as a sliding puzzle game
in which the player must perform repairs on the T-800.

Other Releases
Commodore 64 1991
Amiga 1991
Amstrad CPC 1991
Atari ST 1991
MS-DOS 1991
ZX Spectrum 1991

Commodore 64 Amiga

100 • Games - C64GS


The game was developed by Dementia Shortly before the game’s release,
and published by Ocean Software. Ocean it was reported that Bulmer’s house was
secured the rights to a video game adapta- robbed, and among what was stolen was
tion of the film while it was in the post-pro- some of his work for Terminator 2. While
duction phase. Kevin Bulmer and Richard Ocean had backups of the data, several
Costello, the heads of Dementia, had met days worth of the game’s development
with Ocean to seek funding for a potential was lost.
role-playing video game. Ocean manag-
er Gary Bracey was impressed with their Most versions of Terminator 2: Judgment
proposal but wanted them to develop a Day received praise for its graphics, es-
Terminator 2 video game first. Ocean had pecially its character sprites. Some critics
been impressed by Dementia’s previous also praised the gameplay variety, as well
game, titled Corporation. Although Bul- as the sound.
mer was a Terminator fan, he was initially Jeff Davy of Your Commodore stat-
hesitant to accept the offer, later saying ed that Terminator 2 “clocks in as one of
that Dementia already had other projects the best ‘game-of-the-film’ adaptations”
planned and that “there’s less money to be available for the C64, further writing, “No
made out of doing conversion work than game can capture the film’s atmosphere
original games.” In January 1991, Bracey and power but this’ll go a fair way.” Stu-
gave Bulmer a copy of the Terminator 2 art Wynne of Zzap!64 called it a “huge
film script. After reading it, Bulmer gained and professionally executed movie tie-in,
an immediate interest in developing a vid- rarely brilliant but always competent”. Nick
eo game adaptation. Ocean wanted the Roberts of Crash criticized the levels for
game to be completed within six months. being repetitive, but otherwise enjoyed the
Dementia picked scenes from the script to game and called it “a great conversion” of
form the game’s levels. the film.

Atari ST Amstrad CPC MS-DOS ZX Spectrum

C64GS - Games • 101


Vindicators

Vindicators is a 1 or 2 player top-down, run-and-gun,


shoot-em-up action game, first released by Atari for
arcades in 1988.

Vindicators takes place in the year 2525, outside


Galaxy TR-15. The mission is to intercept and de-
stroy the invading forces from the evil Tangent Em-
pire by proceeding through multi-level stations, and
securing each station by demolishing its control
centre, using the SR-88 Strategic Battle Tank.

Players control a tank, navigating through multiple


levels and shooting enemies (enemy tanks, turrets
and flying saucers) and obstacles while their tank’s
fuel levels gradually decrease. The tanks have
shields, which deplete when hit by enemy shots. As
fuel decreases, the tank’s speed slows. Once all fuel
Developer Consult Comp. Sys. is lost, the tank explodes and players are charged a
Publisher Domark life. Throughout the levels, players can collect addi-
Release date 1990 tional fuel, stars (the game’s currency), shields, and
Genre Shooter
Mode 1-2 Players
power-ups such as homing missiles and bombs.
Players navigate their tanks towards the end
of the level, as the screen scrolls bottom-up, much
like a traditional shooter’s level design. Each level
contains a key that is required to open a door at the
end of a level.

Vindicators for the NES was an unlicensed Ninten-


do release. As such, the cartridge used an alternate
chip to defeat the 10NES lockout system.

Other Releases
Commodore 64 1990
Amiga 1989
Amstrad CPC 1989
Arcade 1988
Atari ST 1989
NES 1989
ZX Spectrum 1989

Commodore 64 Arcade

some text from giantbomb.com

102 • Games - C64GS


C64GS Cartridge

The C64GS cartridge came packaged with the con-


sole and contained International Soccer, Flimbo’s
Quest, Klax and Fiendish Freddy. This was the only
cartridge by Commodore released specifically for
the C64GS.

Klax is an Atari puzzle game where the object is to


catch colored blocks tumbling down a machine and
arrange them in colored rows and patterns to make
them disappear.

Fiendish Freddy’s Big Top o’ Fun is a collection


of mini games based on various circus acts. The
gameplay is similar to many of the multi-event sports
games of the time, such as Epyx’ California Games,
Winter Games and Summer Games.

International Soccer is a relatively simple game of


Publisher Commodore soccer—there is no offside rule and no possibility to
Release date 1990 foul opponents. The game was well received, gain-
ing a Certificate of Merit in the category of “1984
Best Computer Sports Game” at the 5th annual
Arkie Awards.
The C64GS cart is com- The C64GS cartridge version was rewritten
mon and should be found for use with the C64GS since the original iteration
on auction sites with little needed the function keys to start the game.
effort, at least when com-
pared to most other C64GS Flimbo’s Quest is a 2D platform/adventure game
carts. in which players take control of Flimbo, and quest
through short and linear levels to save his girlfriend
Pearly.

Klax Fiendish Freddy’s International Soccer Flimbo’s Quest


Big Top O’Fun

C64GS - Games • 103


Funplay

The Funplay multi-cart contained a collection of


three Codemasters budget games: Pro Skateboard,
Pro Tennis and Fast Food. When the mult-cart was
released the games could already be picked up in-
dividually for much less.

Pro Skateboard is a sports game with 7 levels of


gameplay, each featuring a skate park, and a cross-
country section with a top-down view. In the skate
park the goal is to collect all the flags, without leav-
ing the tarmac too much, and within a strict time
limit. In the cross-country event the player must
skate between a series of flags. This time there are
hazards such as trees and buildings to avoid hit-
ting.

Pro Tennis, also known as Pro Tennis Simulator,


Publisher Codemasters is a one or two player tennis game. There are 3
Release date 1990
computer skill levels on offer, and matches can be
1, 3 or 5 sets. The gameplay is viewed from above
and behind the net, with a slight 3D effect. The type
of shot played is determined by how high the ball
The Funplay and Power- is as its hit.
play multi-carts were also Fast Food have similarities to Pac-Man and Boul-
sold together as a bundle. der Dash. The objective is to collect all fast food
The only difference was on the screen—which means, food that is moving
that they came in a larger fast. While doing so, the player will have to avoid
box which contained both the monsters. There are 30 levels, increasing in dif-
cartridges. ficulty from very easy to extremely difficult.

Pro Skateboard Pro Tennis Fast Food

some text from mobygames.com

104 • Games - C64GS


Powerplay

The Powerplay multi-cart contained a collection


of three games: Rick Dangerous, Stunt Car Racer
and Microprose Soccer.

Rick Dangerous is a comedic platform/action


game inspired by Raiders of the Lost Ark. The game
is based on linear progression through four sepa-
rate levels. The levels have their individual themes
and contain many traps with no visible warnings
which will instantly kill the player, making the game
more about trial & error pattern memorization than
most platform games.

Stunt Car Racer differentiates itself from other rac-


ing games by having races that take place on ele-
vated race tracks with nothing to prevent the player
from accidentally driving of either side of the track.
Publisher Microprose The action is viewed from within the car throughout
Release date 1990
the 3-lap races and players has the ability to burn
a limited amount of turbo boost fuel as a way to ac-
celerate faster and achieve higher speeds.

All three games on this mult- Microprose Soccer, also known as Keith Van Eron’s
cart have been met with posi- Pro Soccer, is an arcade-style soccer game devel-
tive reivews from C64 users. oped by Sensible Software. It was the fore-runner
Every game have scored to the 16-bit Sensible Soccer.
over 8/10 by users from lem- The game can simulate a full 11-a-side
on64.com. game of football on a grass pitch, or 6-a-side soc-
cer, based on the American indoor league of the
time.

Rick Dangerous Stunt Car Racer MicroProse Soccer

C64GS - Games • 105


Article from; Commodore Format #1
(Oct. 1990)

T
he 64 has been the game plat-
form of choice for more peo- Unreleased Games
ple in the world for longer
than any other computer ever made,
so turning it into a pure games play-
Listed here are the known and rumoured C64GS titles
ing machine is no surprise. It already that were in development for the console at some point
sports features like hardware sprites in time.
which modern game machines claim is
a new feature and it has an enormous Several of the games planned for the console would be
software base out there: nearly one
cartridge ports of already exciting C64 titles released
and a half million users.
Thousands of games have been on ether disk, tape, or both. The titles which had al-
written in the eight years since the re- ready received a C64 release are listed with a cover and
lease of the 64, so whatever Commo- an icon of the format it was released on.
dore does, it can’t lose by altering the
form of the machine itself. Please visit gamesthatwerent.com for more on these
Of course, just because the GS
(Game System) is here doesn’t mean and other unreleased video games.
that the 64 itself will die out. Good-
ness knows, Commodore would have
to shoot people to stop them buying
the 64 anyway. Sales continue to climb
with no more advertising than the an-
nual note in the press about this year’s
package deal. But the GS will turn
people on to the 64 who don’t want a
fully blown computer, or can’t handle
tape and disk loading (loading from
cartridge is virtually instantaneous).
Take a look at the back of your 64.
Did you know your machine had a
cartridge slot already? It wouldn’t be
surprising if you didn’t. The cartridge
technology never really took off when
the 64 was originally made, so car-
tridge games have been in somewhat
short supply. Not any more though.
With the release of the GS, major soft-
ware manufacturers are committed to
producing all their hot new games on
cart format. So all of us will be able
to benefit from the GS, right away. If
you’ve got a 64, write software for it
or sell it, then the GS is a lot of good
news.
The trick with carts is that you
can’t copy them, so piracy is cut off
at a stroke. Secondly, the games load
in seconds, rather than minutes from
tape or disk. Thirdly, the game is
yours forever, not just until the disk
gets bent or the tape gets caught in
your datasette heads. So your invest-
ment in the game is secure, and you
can swap games in the knowledge that
what you’re getting is going to be good
quality, not bugged or broken. Which-
ever way you slice it, the cartridge
boom is going to be great for everyone.

C64GS - Unreleased Games • 107


The Addams Family Armalyte 2
Ocean
1992 Armalyte 2 was sup-
Action-platformer posed to be the se-
quel to a horizontally
scrolling shooter de-
veloped by Cyberdyne
Systems in 1988.
Armalyte 2 was being developed for the
C64, with an intended 1990 release date.
The game was to feature around 6 levels
in total. Flickering problems from the first
game were to be removed and other vari-
ous improvements. But when Cyberdyne
B.A.T. Systems were contracted out to System 3
Ubi Soft to work on projects such as Deadlock and
1991 Last Ninja 3, Armalyte 2 was shelved.
Adventure
In 2013 the two developers who worked on
the game, Dan Phillips and Robin Kemp,
announced that they had reunited and
were resuming work on Armalyte 2.

Bloodwych Battlestorm
Mirrorsoft Battlestorm is a shoot’em up developed by
1990 Titus Software released for the Amiga in
Role-playing, Adventure
1991.
The unreleased C64 version was on
a schedule list from 1990, with also a
planned release on tape and disk.

Bubble Ghost Buggy Ranger


Accolade
Buggy Ranger is a a side-scrolling shoot’em
1988
Action
up by Iron Byte. It was published by Dinam-
ic Software for several home computers in
1990.
The C64 version wasn’t advertised, but the
Spanish instructions included C64 loading
instructions.

108 • Unreleased Games - C64GS


Barbarian 3 California Games
Barbarian III was in development by Pal- Epyx
1987
ace. It would be the sequel to their 1988
Sports
game Barbarian II: The Dungeon of Drax.
Steve Brown, the designer of the original
games, were involved in the development.
The third game in the series would follow-
ing a similar structure as the last release,
but would scroll instead of being flick
screen based.
Brown left Palace some time in early de-
velopment and Simon Birrell would take
over the development in terms of the game
design. Birrell wanted the game to have Crazy Bikes
more platform action overall and made a
Crazy Bikes is a Titus Software title which
new direction for the title. The title was also
was mentioned in a schedule list from
changed at this stage to Super Barbarian,
1990 for the C64 on tape and disk, and
as part of a duo of updates to two clas-
later for cartridge.
sic Palace games. The other game was
Super Cauldron, which would see release Little else is know about the game other
much later. Super Barbarian was never then the title.
completed for any system, but a Swedish
magazine in June 1992 mentioned a 16-
bit version of Super Barbarian. The game
was essentially to be split into two parts.
The first part would be a tourna-
ment game placed in a Colosseum-like Crazy Cars 2
arena where the player fight against either Titus Software
16 computer controlled enemies or up to 8 1989
Racing
players.
The second part was to be a ac-
tion adventure where the goal is to rescue
the good wizard’s daughter held captive in
Drax’s tower.
The game was rumoured to be at a play-
able stage by 1992, but Palace would sud-
denly go bankrupt and Titus would buy
them out.
some text from
gamesthatwerent.com Magazine article;

BRIEF BITS
US Gold will be supporting the new machine
with conversions of a few of its old catalogue and
a promise to produce cartridge versions of all its
forthcoming releases. The most likely candidate
for release at the moment are the excellent Strider
(and sequel), Turbo Outrun and a few of the Cap-
com games. Up and coming are Super Monaco GP,
Shadow Dancer, G-Loc, and that’s just for starters.

C64GS - Unreleased Games • 109


Crime Does Not Pay The Games: Winter Edition
An action game by Titus Software. Re- Epyx
1988
leased in 1991 for home computers.
Sports
Gameplay are said to be a cross between
King of Chicago and Disney’s Dick Tracy.
Object of the game is to use the mafia to
get elected as the mayor of a city by using
bribery, extortion, and outright murder.

Dick Tracy The Games: Summer Edition


Titus Software
1990 Epyx
Action 1988
Sports

Falcon Magazine article;

Falcon is a combat flight simulator and the BRIEF BITS


first official entry in the Falcon series of the Biggest shock of the month revolves around the
F-16 jet fighter’s simulators by Spectrum announcement by US Gold that they’re NOT
HoloByte. going to be releasing the famous Epyx Games
series of games. This seems a great shame see-
The unreleased C64 version were pub- ing as this much acclaimed series is perfect to be
lished by Mirrorsoft—who released it on converted and would suit a cart well.’
the Amiga, CDTV, and Atari ST. Other US Gee carts to come will be Ghouls ‘n’
Ghosts and Squadron.
Domark’s new releases are actually old ones.
Along with Vindicators we’ve got Badlands and
Cyberball - a game that we reviewed absolutely
yonks ago and never appeared on tape or disk.
Fire & Forget II System 3 are not just happy with converting
Titus Software the company’s existing product, all future C64
1990 games will support the machine that has already
Shooter blasted one competitor out of the water. IK De-
luxe is the sequel to International Karate +, and
will be also programmed by Archer MacLean.
We also have the second Myth game, and that’s
just for starters.

110 • Unreleased Games - C64GS


Gazza II IK Deluxe
Active Minds
International Karate Deluxe / IK Deluxe /
1990
Sports
IK++ would be the third instalment in Archer
Maclean’s International Karate series. De-
velopment started in late 87’-early 88’ and
was initially planned for the ST and Amiga
platforms. But the game were cancelled be-
fore a release on any platform. Archer sug-
gests that nothing was started on a C64GS
edition and the press must have got hold of
merely a rumour and nothing more.

Golden Axe Retro Gamer interview with Archer Maclean;


Virgin Games
1990 Was it true you were developing an Interna-
Beat’em up tional Karate Deluxe (aka IK++) game for
the ill-fated C64GS?
Not for the C64GS but I did do an unre-
leased IK++ for the Atari ST and Amiga in
about 1987/8. It basically allowed the user to
collect fighting moves and define which one
would be in use for any given section of the
game—which saw your fighter(s) explor-
ing bigger scenes than IK+ had. At the same
time I didn’t want to lose the very direct sin-
gle control action of the joystick system that
IK+ had. So the user was allowed to visit a
Hard Drivin’ move-inventory and pick out their selection
Domark and assign them to where ever they want-
1989 ed around a joystick, or concentrate some
Racing moves into a bigger sequence. But yeah, it
did exist and somewhere I’ve actually got an
ST version of it running, plus a grab of the
move assignment screen.

Hook Kick Off 2


Ocean Anco
1992 1990
Platformer Sports

C64GS - Unreleased Games • 111


Last Ninja 3 Plotting
System 3 Ocean
1991 Unreleased on C64
Action-adventure Puzzle

Plotting is a tile-matching puzzle game pub-


lished by Taito for arcades in 1989. It were
released for several different platforms in-
Moonwalker cluding a nearly completed C64 version.
US Gold
The C64 version of Plotting were complete
1989
Action enough that Ocean had sent out review
copies of the game.
It was rumoured that the reason of it’s C64
cancellation was because of someone who
worked at Ocean leaked the game onto the
cracking scene.

Orcus Prohibition
Infogrames
Orcus was a scrolling
1987
shoot-em up which Shooter
was in development by
Electronic Zoo in 1989.
Beta versions in different stages of devel-
opment have since been released online.

Pro Tennis Tour 2 Putty


Pro Tennis Tour 2, also released as Great Putty is a platformer developed by System
Courts 2 and Jimmy Connors Great Courts 3 and released in 1992 for the Amiga. Later
2, was developed by Blue Byte Software releases were for the SNES and CD32. A
and originally released by Ubi Soft for the C64 version was at some time in develop-
Amiga in 1991. Later releases includes the ment, but was cancelled when it became
Atari ST, DOS & IBM Compatible PCs. too complex for the system. A beta version
has since been found and released online.

112 • Unreleased Games - C64GS


Puzznic Space Rogue
Ocean Origin Systems
1990 1989
Puzzle Simulation

Magazine article;

UPDATE The Spy Who Loved Me


Puzznic will be out in the next few weeks on Domark
the ST, which should be quite similar to its 1990
Amiga counterpart - even in price. C64GS Action
and Amstrad GX4000 cartridge (£24.99)
and Spectrum cassette (£9.99) versions are
to follow. The audio-visuals aren’t exactly
complex, so the 8-bit versions shouldn’t suf-
fer greatly.

Rampart Starglider 2
Domark
Starglider 2 is a 3D space combat simula-
1992
Strategy
tor published in 1988 by Rainbird as the se-
quel to Starglider. It was released for the
Amiga, Atari ST, MS-DOS, Macintosh, and
ZX Spectrum.
The original Starglider was released for
C64 on tape and disk in 1986.

Rick Dangerous II Subbuteo


MicroStyle Electronic Zoo
1990 1990
Action-platformer Sports

C64GS - Unreleased Games • 113


Turbo Charge Venus The Flytrap
System 3
Venus the Flytrap is a 1990 side-scrolling
1991
Racing
shooter-platformer from Core Design and
Gremlin Graphics. It was released for the
Amiga and Atari ST.
In the game, the player control the epony-
mous robot insect across a number of stages
earning power-ups and destroying enemies.

Turrican II Wild Streets


Rainbow Arts Titus Software
1991 1990
Action-platformer Beat’em up

Ultima VI Wrath of the Demon


Origin Systems ReadySoft
1990 1991
Role-playing Action

Vendetta X-Out
System 3 Rainbow Arts
1990 1989
Action-adventure Shooter

114 • Unreleased Games - C64GS


article; Raze Magazine #4 (Feb.1992)
by: Les Ellis

Commodore advertising is every- article; ZZap!64 Magazine #66 (October 1990)


where this Christmas. Little does
the unsuspecting punter realise C64GS OVERSHADOWS
that he could have got a computer CDTV!
version of the C64GS five years
ago In a surprise move, Commodore has decided not
to launch the CDTV at the CES Show, prefer-
It’s great to see the old C64 be- ring to concentrate attention on the new C64GS
ing given a new injection of life console. The CDTV, which will now be un-
with Commodore C64GS console. leased on the world in October, is a machine
It seems that all the major manu- which a lot of corporate hopes ride on with the
facturers are realising this great announcement of poor financial results for last
opportunity and releasing overly- year. Worldwide profits fell from $51.3 million
expensive carts containing games to $5.1 million, although the drop in sales was
that have already been out for the less dramatic — $939.7 million to $887.3 mil-
C64 at a fraction of the price. To be lion. Moreover Commodore UK is doing well,
fair, most manufacturers are setting sales here rose from £40 million to £74.3 million
their price point at £19.99, which with 163,000 Amiga and almost 200,000 C64s
is an acceptable price for console shipped out. The marketing spend was put at al-
carts. most £8 million, presumably including all those
• System 3 seems to be supporting just about
every console. And you can bet they’ll get a
PC ads — let’s hope this year the C64GS gets as
much hype!
warm welcome on the C64GS, a console who’s
insides they’re all too familiar with. Their ev-
er-impressive Ninja series makes it to the GS
this month with Ninja Remix. It will be joined
by Myth and Vendetta, games that have already
proved so successful in C64 cassette form. In
early 1991, you’ll be able to get Last Ninja III, article; Commodore Precious-Ore Mat (Dec 1992)
with IK Deluxe following shortly after. “Reader question answered by Danielle Woody-
US Gold have at last made a definitive deci- att—Public Relations Manager at UG GOLD”
sion on their releases for the C64GS. They have Why didn’t US Gold release any cartridge soft-
decided that the superb Games series will defi- ware for the C64/GS? The obvious potential for
nitely not be converted. Last month they were this format would have been to re-release games
quite hopeful for a conversion, but they seem to which were previously crippled by multi-load.
change their minds with their socks so there’s Surely the Games Series would have sold well
still a chance for the Epyx anthologies. on cartridge?
Other games that “may or may not” be coming Richard Mullen, Hants
out for the C64GS from US Gold include Ghouls
‘n’ Ghosts, Strider I and II and UN Squadron. With the Games Series there was a technical
But, as I said, no-one at US Gold seems to know problem in that it would have required a differ-
what’s going on from one day to the next. ent kind of loader and needed players names to
From Domark I have at last got some solid be typed via a keyboard, which the 64GS didn’t
news. I’ve actually got the following carts in my have, (Um, as you probably can tell, I’m not a
hands! Cyberball is a futuristic one- or two-play- technical bod, so I got this info from someone
er game loosely based on American football; at USG who knows about this sort of thing).
Badlands is a Tengen coin-op conversion similar There are similar problems with all conversions
to Super Sprint; and Vindicators is another one- or to cartridge which makes process too compli-
two-player game set in the future. The first two cated to contemplate (so I’m told), especially if
are branded new games, while Vindicators has the game’s already enjoyed a full commercial
already proved successful on other computers release.
(including the C64). The whole range of Domark
games are just £19.99 each — what a bargain!

magazine article • 115


C64CGS

The C64CGS is a rumoured special variant of The question of why a Commodore


the C64GS which were apparently only released Game Station should be equipped with a key-
in UK and Ireland. It is supposed to have been board and cartridge ports is already suspect,
a cream-coloured unit resembling a C64, but since the end result would largely be an ordinary
with a GS cartridge slot and a green power light C64 computer.
(Commodore almost always used red). The pic- Even the alleged BASIC 4.0 as the op-
ture featured is apparently only a mockup. erating system makes no sense, since it does not
have sufficient compatibility to use Basic 2.0
The C64CGS is said to have been only sold as
programs, which is a serious disadvantage given
a bundle, together with the C64GS joystick and
how widespread it was at the time. The C128
multi-cart. The ROM of the C64CGS is sup-
had already been on the market for five years,
posed to be a special mix of an ordinary C64
and with it the significantly improved BASIC
kernal with some routines of the C64GS kernal.
7.0. Even BASIC version 10 was well advanced
In 2017, the German-language edition of
in development towards the end of the 1980s,
the magazine Retro Gamer Spezial had the topic
since it was announced for the planned C65.
C64: Everything about the legendary bread box
Equipping a new C64 variant with BASIC 4.0
C64. The C64CGS was also mentioned in this
in 1990 would be completely unreasonable.
issue; “So-called C64CGS systems - a GS with
a real keyboard - are said to have been sold in The basis for this myth was possibly a bundle
Ireland.” offered by Commodore consisting of a C64C (a
Numerous requests and threads on many redesign of the C64) and the joystick Cheetah
Internet forums looking for a photo of a C64CGS Annihilator as well as the C64 Games System
remained to this day unsuccessful. module collection. Such a bundle was, for exam-
ple, the C64C Playful Intelligence Edition from
There is no photo, no mention by the press and
1991, which was mainly marketed in Great Brit-
above all no mention by the Commodore com-
ain. The C64C was mostly manufactured with a
pany about the existence of this variant C64GS.
red LED, but a green one is not uncommon.
The only place this variant have been mentioned
Of course, it is also conceivable that the
is on fan websites, and with no credible back-
rumour originated from a modded console by a
ground at all.
hobbyist. A photo of a C64GS modded in this
way was possibly seen in an Irish com-
puter magazine and was misinterpreted.

A modded C64 from 2018.


The module bay is at-
tached like a C64GS

some text from c64-wiki.de

118 • C64CGS - C64GS


C64CGS Games List
This is the tiny list of C64GS carts released for the Rarity Score:
console. It does not include the hundreds of regular Common 1
C64 carts compatible with the system. Uncommon 2
The list includes a rarity score made by mayhem64. Scarce 3
co.uk, and a checklist for collectors (C (cart) I (info/ Rare 4
manual) B (Box)). Ultra Rare 5

Title R C I B pg.
After the War 5 78
Aspar GP Master 5 80
Astromarine Corps 5 80
Badlands 3 81
Batman 1 82
Battle Command 2 84
C64GS cartridge 1 103
Chase HQ 2 1 85
Cyberball 3 84
Double Dragon 4 86
Funplay 3 104
Funplay/Powerplay cartridge 4 104
Guldkorn Expressen 4 88
Last Ninja Remix 3 89
Myth 4 90
Narco Police 5 88
Navy SEALs 2 91
Pang 2 94
Powerplay 3 105
Robocop 2 1 92
Robocop 3 2 93
Satan 5 95
Shadow of the Beast 1 96
Skaermtrolden Hugo 4 95
Space Gun 2 98
Terminator 2 1 100
Toki 1 99
Vindicators 3 102

C64GS - Games List • 119


The CDTV was a repurposed Amiga 500 that fo-
cused on multimedia games and applications in the
early 1990s.

For more on the CDTV,


then you would want to track down the
Commodore CDTV Disc Reference Guide

NoCopyright © 2022 by DaddaRuleKonge


All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book may
have a copyright by the original owner.
CONTENT
Commodore CDTV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Included Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Letters from readers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
CD-ROM Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
CD-ROM Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
CD-ROM Arts & Leisure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
CD-ROM Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
CD-ROM Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
CD-ROM Compilations/Shareware/Productivity . . . . . . . . 223
CD-ROM Demos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
CD-ROM Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
CD-ROM Cancelled Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
article; CD-I Storms in to Challenge CDTV . . . . . . . . . . . . . 251
CD-ROM Hardware & Accessories . . . . . . . . . . . . . . . . . . . . . 285
Bundles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
CDTV Prototypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
CDTV-II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
article; Chinese Amigas stopped by Gateway 2000? . . . . . 319
Wonder TV A6000 / A6060 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
Letters from readers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
Games list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
Commodore CDTV
The CDTV (from Commodore Dynamic
Total Vision, later treated as a backronym
for Compact Disc Television) is a home
multimedia entertainment and video game
console–convertible into a full-fledged
personal computer by the addition of optional
peripherals—developed by Commodore Interna-
tional and launched in April 1991.
The CDTV was hailed as the next com-
The CDTV is essentially a Commodore Amiga puter evolution, moving the machine from the
500 home computer with a CD-ROM drive and re- bedroom into the living room. Nolan Bushnell
mote control. With the optional keyboard, mouse, even went on record as saying, “CDTV will truly
and floppy disk drive, it gained the functionality change the way people learn and are entertained.
of the regular Amiga. Commodore marketed the It’s the real new media of the nineties.”
machine as an all-in-one multimedia appliance.
As such, it targeted the same market as the Philips Since the CDTV was intended as a media appli-
CD-i. The expected market for multimedia appli- ance rather than a mainstream personal compu-
ances did not materialize, and neither machine ter, its housing had dimensions and styling that
met with any real commercial success. Though were fairly comparable to most household stereo
the CDTV was based entirely on Amiga hard- system components of the period, and it came
ware, it was marketed strictly as a CDTV, with with an infrared remote control. Similarly, it
the Amiga name omitted from product branding. was initially sold without a keyboard or a mouse
(which could be added separately, and were later
Commodore announced the CDTV at the summer bundled with the machine).
1990 Consumer Electronics Show in Chicago, The CDTV featured a single speed (153
promising to release it before the end of the year kB/sec) caddy loading CD-ROM drive and no
with 100 software titles. The product debuted in floppy disk drive as standard. The supported CD
North America in March 1991 (CES Las Vegas) formats are ISO-9660 CD-ROM, Audio CD,
and in the UK (World of Commodore 1991 at CD+G and CD+MIDI.
Earls Court, London). It was advertised at £499 It feature expansion slots for installing or
for the CDTV unit, remote control and two soft- swapping out the video module, such as SCART,
ware titles. The device was released in the United NTSC or PAL video output. On the back of the
States for $999. machine are also computer-standard parallel, se-
rial ports and a standard Amiga RGB output port.
The CDTV was supplied with AmigaOS 1.3,
rather than the more advanced and user-friendly
2.0 release that was launched at around the same
time. Notably, the CDXL motion video format
was primarily developed for the CDTV, making
it one of the earliest consumer systems to allow
video playback directly from CD-ROM.
In 1990 Computer Gaming World stated that
Commodore had a poor reputation among con-
sumers and developers, citing “abysmal record
of customer and technical support in the past”.

124 • CDTV
CDXL
Commodore chose Amiga-enthusiast magazines CDXL is a motion video file format developed
as its chief advertising channel, but the Amiga by Commodore. It is notable for being one of the
community on the whole avoided the CDTV in earliest formats created for motion video play-
the expectation of an add-on CD-ROM drive for back from CD-ROM.
the Amiga, which eventually came in the form of
In an era shortly after the introduction of CD-
the A570. This further hurt sales of the CDTV,
ROM drives and before low cost MPEG decod-
as an A570-equipped A500 was electronically the
ing hardware became available the CDXL for-
same as a CDTV and, consequently, could run
mat was created, primarily for the Commodore
CDTV software, so there was very little motiva-
CDTV, to permit playback of video from CD-
tion for an Amiga owner to buy a CDTV. Howev-
ROM. CDXL is tailored for the Amiga chipset
er, Nolan Bushnell, one of the chief endorsers of
and takes advantage of DMA transfers, thus
the CDTV, argued the system’s high price alone
achieving playback with a low CPU load. As a
was enough to explain its market failure: “... it’s
result, CDXL can only support weak video com-
very difficult to sell significant numbers of any-
pression and therefore relatively low video reso-
thing at more than $500. ... I felt that I could sell
lutions and moderate frame rates.
a hundred thousand of something that costs $800
standing on my head. I thought that it would be a The CDXL format initially allowed playback
no-brainer. And I can tell you that the number of of up to 24 frames per second with up to 4096
units that we sold in the U.S. at $800 you could colors encoded in HAM-6. Audio support allows
put in your eye and not draw tears.” for 8-bit mono or stereo sound. With the advent
of the Amiga CD32, the CDXL format has been
By 1994 Computer Gaming World described the
extended to support AGA color modes (up to
CDTV as a “fiasco” for Commodore. Though the
262,144 on-screen colors from a 24-bit color pal-
company later developed an improved and cost-
ette) and higher display resolutions.
reduced CDTV-II, it was never released. Com-
modore discontinued the CDTV in 1993 with the Playback performance can be thought of as im-
launch of the Amiga CD32, which again was sub- pressive at the time of release given the CDTV’s
stantially based on Amiga hardware (in this case Motorola 68000 processor, OCS chipset and sin-
the newer Amiga 1200) but explicitly targeted the gle-speed CD-ROM drive constraints. A single-
games market. speed CD-ROM drive permits resolutions equiv-
alent to 160×100 with 4,096 colors at 12 frame/s
In December 2021 an unofficial free ROM up-
with 11025 Hz 8-bit mono audio. At these set-
date was released for CDTV (2.35), which brings
tings audio and visual quality is perceived as
compatibility with 68030 accelerator boards and
considerably worse than VHS.
32-bit Fast RAM, allows non-CDTV titles to
boot, fixes bugs and restores several features that
were lost in the 2.7 and 2.30 ROMs. Because of
copyright reasons the custom ROM is distributed
in patch form.

CDTV • 125
BACK
FLOPPY DISK DRIVE PORT
For connecting an optional Amiga compatible
floppy drive to store information

REMOTE CONTROL PORT


For connecting an optional hardwire remote controller

KEYBOARD PORT
For connecting an optional computer style keyboard
or game controller

AUDIO OUTPUTS
Stereo audio outputs for connecting to a hi-fi system

MIDI PORTS
Midi in & out connectors for plugging in midi compatible
musical instruments

MAINS INPUT
AC mains power supply

FRONT
REMOTE SENSOR
Receives commands from the infra-red remote control

DISC L.E.D.
Lights up when the CDTV is loading data

POWER SWITCH
On and off switch for CDTV operation

MAINS LED
Lights up when CDTV is turned on

HEADPHONE SOCKET
Used for private listening to CDTV audio

CD DRIVE
Slot for inserting CDTV discs
(These should always be in a caddy)

EJECT BUTTON
Press to remove a disc from the CDTV

REMOTE CONTROLLER
ESCAPE KEY
To escape from an application, consult a help screen, or
choose further options

NUMERICAL KEYPAD
For entering numbers and choices

GENLOCK
Allows you to mix video or TV signals with
any CDTV information

DIRECTION CONTROLS
Used to move the highlight or pointer around
the CDTV screen

ENTER KEY
Confirming or signalling that you have
finished a particular action

126 • CDTV
SERIAL PORT
Allows an optional printer or modem to be used

PARALLEL PORT
Allows an optional parallel printer to be used

RGB VIDEO PORT


Connection for computer style monitors

PAL CONNECTORS
PAL TV connectors for plugging in a domestic
television and external aerial

EXPANSION PORT
For optional networking, genlock and modem accessories

TRACK DISPLAY
Displays time, track and volume information

TRANSPORT CONTROLS
CD audio controls for play, pause, stop,
fast forward, rewind and skip

VOLUME CONTROL
Increases or decreases audio volume from the CDTV

RESET BUTTON
Restarts any CDTV application

CD / TV BUTTON
Switches between CDTV and normal TV viewing

MEMORY CARD SLOT


Removable cover for optional memory cards

CD/TV KEY
Switches between CDTV and normal TV viewing

JOY/MOUSE
Switches between joystick, mouse or other hardware type
computer control

POWER BUTTON
On and off Switch for CDTV operation

SELECTION KEYS
Used to make a choice or confirm an action
within a CDTV application

VOLUME KEYS
Increases or decreases audio volume from the CDTV

STOP KEY

CDTV • 127
Technical specifications Input/output ports
• Keyboard (5 pin mini-DIN)
• Operating system: AmigaOS 1.3 (Kickstart 1.3/Workbench 1.3)
• Mouse (4 pin mini-DIN)
CDTV firmware
• RS-232 serial port (DB-25M)
• CPU: Motorola 68000 at 7.16 MHz (NTSC) / 7.09 MHz (PAL)
• Centronics-style parallel port (DB-25F)
• Speed: 7.14 MHz
• Floppy disk drive port (DB-23F)
• Co-Processor: Denise (8373 SuperDenise), Paula, Agnus, Gary
• MIDI (in and out)
• RAM: 512 KB (later expanded to 1Mb Chip RAM)
• Audio out (Two RCA and 6.35 mm stereo phone jack)
• ROM: 256 KB Kickstart ROM,
256 KB CDTV firmware ROM • Analog RGB video out (DB-23M)
• Sound: Four 8-bit PCM channels (two stereo channels) • RF audio/video out (RCA / RF loop through)
• Graphic Modes: several, most used : • Composite video out (RCA)
320 x 240 (32 colors) / 640 x 240 (16 colors) • S-Video out (4-pin mini-DIN)
• Colors: 4096 • SCART audio/video out

INTERNAL COMPONENTS

128 • CDTV
Included Accessories

Remote Control Auto RF Switch


A CDTV remote control was included The Auto RF Switch
with each CDTV player. It has a four was packed togeth-
button D-pad, an [A] and [B] button, 10 er with the CDTV
number keys, an Escape and Enter key, main unit in North
volume control buttons for the CDTV’s American markets.
built-in headphones output and stan- The Auto RF Switch
dard playback CD player controls (Play/ can switch between
Pause, Stop, Prev/RWD, Next/FWD). the cable or antenna
It also has a button to control the RF television signal
optionally fitted genlock device, a button and the signal coming from the CDTV.
to switch between CDTV and TV RF out- Switching between the TV signal and
put (on NTSC models), a power on/off CDTV signal can be done by pressing
button and a button to switch between the CD/TV button on the Remote Con-
joystick and mouse mode. troller, Trackball Controller or console.
Two revisions of the CDTV Remote Con- The Auto RF Switch was not sold sepa-
trol were created. The second revision rately nor available in the PAL markets.
saw the problematic Joystick/Mouse The CDTV PAL signal was daisy chained
mode button replaced by a switch, mak- into the cable/antenna RF signal itself di-
ing it easier to see which mode the Re- rectly. The CD/TV button therefore has
mote Control is operating in. no function on PAL CDTVs.
some text from cdtvland.com some text from cdtvland.com

PAL RF Cable
PAL releases recieved the PAL RF Ca-
ble instead of the Auto RF Switch. It’s a
cable that plugs into the antenna socket
of a TV and the RF Out port of the CDTV.

Power Cord Audio Cord


Also included was a
standard RCA cord for
connecting the CDTV to
an audio system, among
other things.

CDTV • 129
Letters from readers sent to
video game magazines.

CU Amiga Magazine #32 (October 1992)


BackChat

CDTV QUESTIONS
I’ve read a lot of hype about Commodore’s
CDTV, but have been unable to find out much
about its basic specifications. I’m seriously in-
terested in getting one, but is it really any Answer from the editorial. -
good, or is it just a CD player stuck on the side I don’t know the CDTV’s exact loading speed,
but it’s slower than a decent hard drive and a
of an A500? bit faster than floppy disk. Essentially, the CDTV
I know that Commodore are trying to play is an Amiga with a high capacity CD player;
down the computer part of the machine by its graphics are exactly the same as the A500’s.
calling it ‘A family entertainment centre’, but However, thanks to the massive storage capacity
some of us want to know about this aspect of of the disks, there is the potential for graphics
that would have proved too expensive in terms of
its abilities. disk space for an A500.
1. How fast does software load compared to The CDTV has one Meg of chip RAM, in-
normal floppy drive or a hard drive? ternally expandable to two. I don’t foresee this
2. What are the graphics like on a normal TV causing any problems that don’t already exist on
set? Are they much better than the A500? the A500.
It’s processor runs at 7.14MHz, the same
3. How much RAM does it have, and is it speed as that of an A500 Plus (whose operating
expandable? system it shares).
4. How much chip RAM can it handle? If You can use ordinary mice and joysticks with
not much, do you foresee any problems arising the CDTV, and there are a range of additional
as a result of this? peripherals such as monitors, disk drives and
keyboards available for it, letting you turn it
5. I’ve heard that a number of A500 games back into an A500! Alternatively you can con-
won’t work with the CDTV, why? nect it to an A500 using a PD program called
6. How fast is its processor chip compared Parnet.
to the A500? It’s true that Commodore did seem to forsake
7. From what I’ve heard the remote con- their die-hard computer users by trying to pitch
the CDTV as something it wasn’t. In my opinion,
troller for playing games is crap. Is there an this has rightly backfired on them because the
alternative? ordinary public weren’t interested in it, and com-
8. Is it possible to expand the CDTV into puter retailers felt betrayed.
a work station complete with keyboard for Many computer users are bored with hearing
DTP, word processing, music, etc. I ask this the CDTV talked about in almost reverent tones,
not to mention the comically late CD-ROM
because of Commodore’s attitude towards the drive. Many have perhaps come to suspect that,
word ‘Computer’, acting as if it’s a dirty word based on the currently available crop of soft-
where the CDTV is concerned, which is strange ware (Fred Fish Collection, Lemmings and Sim
considering that computing is their business. City excluded), it’s not worth spending £100 on,
9. Is it possible to connect the CDTV much less £499!
and a normal Amiga up to each other?
10. What do you think the CDTV should re-
alistically be selling for?
P. Ebbans, Walsall, West Midlands

130 • Magazine letters - CDTV


New Computer Express #132 (May 1991)
Shopping Express

Betamax 2?
WHAT’S ALL this fuss being made about
CU Amiga Magazine # (August 1991)
CDTV? Everyone who is anyone realises Questions and Answers

that soon as Sony gets its marketing CDTV VS AMIGA


people into gear and its CD-I product Now, at long last, the CDTV has been
fully developed, Commodore’s attempt at launched. So when will the CD-ROM drive
multimedia will vanish into the realms of for normal Amigas become available?
Betamax and Video2000. Also, is the CDTV that much better
Martin Firbanks, Kircaldy, Scotland. than the normal A500 or is it just the
sound that has been improved?
David Walker, East Harling, Norwich
Answer from the editorial. -
OK Martin but just remember Betamax was a
Sony format won’t you?
Answer from the editorial. -
Whilst there are no firm release dates available for
the A690 (CD-ROM), there are rumours afoot that
CU Amiga Magazine #30 (August 1992) September is a possible launch date. It seems high-
BackChat
ly likely that Commodore will at least release it in
WHERE DO COMMODORE GO FROM HERE? time to cash in on the Christmas spending sprees. As
I bought one of the first A500s (with for making a comparison between the A500 and the
an awful TV modulator). I bought a CDTV: they are targetted at entirely different mar-
kets, and as such I’m not sure if a direct comparison
RAM upgrade for £140, and later one is really valid. Commodore are vociferously claiming
of the first V1.3s. I put up with poor that the CDTV is not a computer, despite its distinctly
software, but KNEW the machine was computeresque attributes. They prefer instead to use
a winner. I dutifully filled in every regis- phrases such as ‘home entertainment centre’ when re-
tration card, and knew Commodore had ferring to their latest innovation.
Whatever term they use to describe it, it does have
put me on their database due to the many points in common with the Amiga. The great-
junk mail sent to my various pseudo- est difference, is the inclusion of an optical drive that
nyms. I have recently bought a CDTV, reads information stored on CD type disks as opposed
and I believe it to be a good machine, to 3.5 inch floppies. These CDs have a massive 650
but once again, it would seem it is up megabytes of storage space, and this information can
be accessed far faster than if it were stored on normal
to people like myself to have to estab- disks. It has the same graphics modes as the Amiga
lish the machine, only to be rewarded by range, so software run on the two machines is likely
having to upgrade all too soon. I expect to look very similar, through the storage capacity of
the CDTV will eventually be released the CDs makes it far more viable to include lots of
with Full-Motion Video and hard drive very detailed graphics, especially in software that
doesn’t require animation. The CDTV has the further
as standard, at a competitive price, but advantage of being able to play CD sound tracks
once again, Commodore will ignore people and effects whilst you play games. The main problem
like me. I don’t expect something for seems to be the exclusion of a keyboard with the pack-
free, but just to write to us, offer us age. This means that, initially at least, you will not
the upgrade at reasonable cost and to be able to use the machine with applications that are
keyboard-oriented. Many people currently feel that
feel they give a damn would help. My it’s worth waiting to see what becomes of the A690
next step would normally going to be before committing themselves to the expense of what
left feeling bitter again. I’ll keep the may be a very costly executive toy.
CDTV for the software I have, but
the A500 will go.
Dave Walker, West Sussex.

CDTV - Magazine letters • 131


magazine article from; “Special Report” Amiga World Magazine
(July 1990) written by: Doug Barney and Louis R. Wallace

MILLION DOLLAR

B A BY
Combine a CD-ROM drive with a high-pow-
ered Amiga, and what do you get? A hot,
interactive, CD-based, home-information/en-
tertainment system, that’s what; and, while it
ain’t exactly from the five-and-ten-cent store,
it won’t cost you a mint, either.

IMAGINE YOU’RE JUST home from are it was being mentioned by so- with a state-of-the-art CD-ROM de-
the office. You sit back in the Lazy- called industry experts in conjunction vice. The unit can be tied into a home
Boy, kick off your shoes, turn on the with such phrases as “maybe next stereo system and then to the TV, de-
tube, and click a few buttons. A menu year... or perhaps the year after that.” livering a number of functions. It can
appears, offering information about Well, as always, these “knowledge- act as a plain old CD player or provide
Paris, a terrific city. able industry sources” forgot to take new forms of home education and en-
You select the Louvre option, and a look at what Commodore has been tertainment. But make no mistake: It
soon you are admiring the “Mona up to. But, as the company has been is the Amiga that acts as the brains
Lisa,” by Leonardo da Vinci. You a leader in bringing innovative con- and brawn of this first-ever interactive
forget where Leonardo lived, so you sumer electronics to market for nearly CD-ROM system.
select the Personal History icon. a decade, it comes as no surprise that The Baby offers all the benefits of
“He’s from Tuscany? I thought he was Commodore will be the first to pro- a sophisticated computer, plus high-
Venetian!” you explain after scrolling duce a CD-based, multimedia, home- quality audio, ease of use, massive
through a few crisp, bitmapped para- information/entertainment system at storage, and an unprecedented use
graphs. an affordable price. of still and moving images—all for a
The Baby is actually a marriage sum rumoured to be less than $1000!
No. This isn’t a scene from The of technologies. In addition to a CD- The system is even expected to run
Jetsons. It’s just typical of the type of ROM drive that can play standard au- full-motion video in a quarter-screen
application expected to be offered by dio CDs, it also has infra-red devices window. What is particularly exiting
a deceptively simple-looking new de- that allow you to control it from the about Baby’s built-in CD-ROM player
vice currently doing business on the couch, just as you would your TV or is that it offers an astonishing amount
q.t. under the informal moniker “The VCR. This alone, of course, is not in- of storage capacity—more than half a
Baby”. teractive compact-disc technology, so gigabye. (To put that in perspective,
While Commodore has been ham- many people will ask, “What is it that think of a half-gigabyte as more than
mering out final details of the new gives Commodore the edge over the 500 standard floppies!) With that kind
machine (expected to be released other would-be interactive CD-ROM of potential, developers can make
later this year), we went behind the developers?” generous use of sound, high-quality
scenes—meetings in parking lots, The answer, obviously, is a mul- images, partial-screen video, anima-
seedy diners, dive bars frequented only titasking, high-powered Amiga! Al- tion, and, of course, reams of text.
by motorcycle gangs and techies—to though The Baby has been designed That all sounds plenty fine to us.
tap some “deep-background” sources. to look much like a stereo component, At this price, and with this technol-
The result is this AmigaWorld Special this hot, audio/visual compact-disc ogy, Baby is sure to send consumers
Report. system is every inch an Amiga. It scurrying off to stores and competi-
Baby: One Smart Kid combines the core innards of an Ami- tors racing off to their drawing boards.
If you have heard of “interactive com- ga 500 (a 68000 CPU, the Enhanced People will have to cool their jets for a
pact-disc technology” at all, chances Chip Set, and one megabyte of RAM) whole, of course, but let’s hope Com-

132 • magazine article


modore gives birth to Baby soon. ing to the eye and stimulating to the RAM limitation.
That shouldn’t be too hard to take, ear. For home use, this is sure to beat Creating The Baby was not as sim-
however, and while your waiting, reruns of Mork and Mindy; for devel- ple as sticking a CD-ROM drive in an
think of this: All of Baby’s capabilities opers, it could be the challenge of a Amiga and building a new case. Com-
are expected to be offered to existing lifetime. modore had to mesh the CD-ROM
Amiga owners through a CD-ROM technology with that of the Amiga.
peripheral. This peripheral should Parenting: Amigas Make Good Dads Many of these efforts focused on the
also include a file system modified to The appeal of Commodore’s new creation of a special file system that
handle CD-ROM data. But because Baby is two-fold. As we have already would work with The Baby but also
this may cost as much as $600, many said, it incorporates a rich, new varie- allow existing Amigas to access and
Amiga users may simply opt to buy a ty of applications possibilities through manipulate external CD-ROM de-
full Baby. its unique inclusion of built-in CD- vices. The new file system is reported
For Baby customers who catch ROM drive. The Baby, however, also to be an extension of the Amiga file
Amiga fever, a number of options benefits from the Amiga’s own ar- system, not a full replacement.
should be available that will turn the chitecture. The Amiga custom chips Because many Baby customers
new system into a full-fledge Amiga. provide snappy multitasking, mean- will be unfamiliar with the Amiga,
These include drives, keyboards, joy- ing that the unit can handle all sound, Commodore is designing a new user
sticks, genlocks, and more. The sys- graphics, and mouse operations as interface. This promises to be so easy
tem will come standard with a remote- separate, though simultaneous, tasks. to use that you can tell it what to do
control device having function keys, These custom chips are likely to make while sitting on a couch eight feet
pointer keys, and so forth. The Baby the most interactive, inex- away.
pensive, multimedia-delivery plat- The Baby opens up an entirely new
Clothes Make the Child, Too: form for years to come. world for the Amiga community. Ap-
Baby Applications Amiga users who have been spoiled plications can be delivered on the
The Baby itself may be exciting, but by true multitasking will have to for- more stable CD-ROM format, and
the real proof will be in the applica- give Baby’s limitations. Multitasking will be able to include more code,
tions pudding. The vast CD-ROM is expected to have a different defini- images, and interactive tutorials. A
storage space offers developers in- tion on the new machine. The system whole new class of applications that
credible freedom of expression. CD- assumes that only one application is truly fulfil the promise of multimedia
ROM itself will allow for the creation running at a time. Applications, how- will be available, at an attractively af-
of applications never seen before on ever, are free to multitask “within fordable price.
any system. themselves.” Developers can, if they Even if all you care about is playing
Add to CD-ROM a multitasking, choose, override this feature and build Baltic Avenue-priced games, Baby
graphics computer such as the Ami- applications that will work with other will enable you to do it with Park
ga, and you get a true, multi-media- applications. These, however, will be Place style and panache.
application server. We will see games subject to the system’s one-megabyte
with unparalleled backgrounds, lev-
els, and interactively, as well as easy-
to-negotiate interactive information
(kiosk-style), education, and training Specifications As of Press Time
systems. We may even see a brand-
new way to distribute music-one that Motorola 6800 running at Video Outputs
includes images of the band, histories 7.16 MHz Digital RGB, analog RAGB
of the players, or new ways of select- 1 MB RAM Composite color video,
ing songs. Internal nonvolatile RAM S-Video, and RF (as option)
These applications are sure to have CD-ROM drive
a distinct Amiga look and feel, be- Options:
cause by and large they will be devel- Interfaces (rear): Infrared keyboard
oped with popular Amiga tools. De- External disk interface Infrared trackball
velopers are apt to use programs such RS-232 serial interface Infrared joystick
as DeluxePaint III to create back- Expansion module with
grounds and design characters, and to Can use plug-in keyboard floppy drive
add musical scores and sound effects and remote control instead Module can also house a
with a wide variety of current Amiga of infrared devices model, hard drive, etc.
sound and music programs. Genlock
The fact that the Amiga is an ideal Interfaces (front):
platform for digitizing and manipulat- Stereo headphone jack Miscellaneous:
ing images and sound will help ensure Infrared controller jack Real-time clock
that Baby applications are both pleas-

magazine article • 133


magazine article excerpts from; “CDTV Special Report” Amiga World Magazine
(June 1991) written by: Doug Barney

CDTV
BIRTH OF A NOTION?
As Commodore’s long-awaited interactive
multimedia system for the home finally hits
the market, people are wondering whether
this CD-ROM/Amiga hybrid is a revolution-
ary breakthrough or just another fancy flash
in the pan. AW’s Editor in Chief ventures a
few answers in this Special Report.

L ike D.W. Griffith’s seminal film


75 years ago, Commodore’s
CDTV could represent a similar pio-
software. In addition, we received one
final operating-system upgrade in the
middle of writing the article!
true A500 as its base technology, it
is shockingly and purposely unlike
any computer ever made. The physi-
neering effort in a different medium. cal device is decidedly uncomputer-
The interactive CD-ROM system, Hybrid Vigor: Highlights of CDTV like. A key difference is the 28-button
which marries CD-ROM and Amiga While some things have been altered, hand-held remote device that handles
technologies, just might be the ticket the basic hardware behind CDTV all control function. Unfortunately, its
that raises “multimedia” from hyped- (Commodore Dynamic Total Vision) four-button cursor does not allow for
up buzzword to living-room byword. has not changed much form what we the fine control possible with a mouse,
It’s taken the wizards from West described 11 months ago. It is still making intricate menus and drawing
Chester a while to deliver the goods: a CD-ROM player tied into a 7.16 out of the question. (Commodore
AmigaWorld first brought you the MHz 68000-based A500. The front will, however, offer a remote-control
news about CDTV in an investigative panel includes mainly standard CD mouse later this year).
story of our July 1990 issue. Commo- functions (Play, Pause, Head-Phone In general, the remote device of-
dore called it “The Baby” then, and Jack, and so forth), plus a port for the fers fewer choices, and it will take a
while 11 months is a tad longer than Personal RAM card. Meanwhile, the bit more time to achieve the desired
the normal human gestation period, back is jammed full of ports and plugs result. But those intimidated by the
the company finally began rolling out that computer users around the world complex of a VCR, or scared stiff of
CDTV in selected markets just as we generally loves to see. There are par- computers, will appreciate the total
were getting the issue ready for press. allel and serial ports, a floppy drive, shielding of all computer elements.
Throughout the long delivery, keyboard and remote mouse/joystick With the remote, users also gain
Commodore has been diligently refin- ports, audio out, MIDI in and out, and tremendous freedom. There is simply
ing the product. Also during that time, an array of video outputs, including no cord binding you to your compu-
the company lined up scads of devel- RF, Composite color video, Digital ter. When you sit back in that easy
opers, nailed down the distribution and Analog RGB, and S-Video (sup- chair, soda in hand, and start moving
through retailers such as Montgomery porting PAL and NTSC). Also on the through screens, the advantages really
Ward and Macy’s, set a suggested list back are a DMA expansion slot and a sinks in.
price of just under a grand ($999), video slot. Another advantage of CDTV is
and, finally, polished off the product. The system still comes with one its ability to play the rare (there are
In order to have enough time to do a megabyte of RAM, which limits the only about 30) but interesting CD+G
full-scale, hands-on review of CDTV amount and quality of either anima- (Compact Disc Plus Graphics) discs.
for this issue, however, we were tion or video, but keeps the price These CDs include graphics that are
forced to use a very late-model proto- down to a reasonable level. played on a television. We’re not ex-
type and an array of equally late beta Although CDTV uses the tried-and- actly talking rock video here, but the

134 • magazine article


images do add flavor to the musical such as guru and directory, have been
content. dispensed with altogether.
For playing standard CDs, Com-
modore has added a slick graphical in- Report Card
terface. You control the CD by poking In terms of overall performance,
buttons on the remote device. Then CDTV garners mixed, but generally
you see an animated representation of excellent, grades. Like any Amiga,
the portion of the CD that is played. the graphics, screen changes, and
In addition to programming the se- cursor movement have a nice snap.
quence of cuts or skipping through For those accustomed to speedy hard
tracks, the interface gives you the drives, however, the access time from
ability to preview the first ten seconds the CD-ROM will seem a trifle slow.
of each song, as well as to control the This is a problem with all CD-ROM
CD+G and CD+MIDI function. By devices, not just CDTV. As develop-
the way, the MIDI function is a new ers learn a few more preloading and
addition to the original design, allow- memory-saving tricks, their applica-
ing MIDI devices to input to CDTV tions should become more lively.
and vice-versa. For now at least, many people
may find themselves pushing the but-
Out of the Box... And Into the Chair tons again and again to make sure
“Interactive” is the byword of CDTV —
There are several options for hook- with users choosing options from simple they have properly issued their com-
ing up CDTV. If you have an existing graphical menus and control panels by us- mands, which can sometimes take a
stereo monitor, you can simply plug ing the remote controller. few poundings. Applications such as
in your CDTV audio cords and play Applied Optical Meda’s World Vista
away. This makes for a nice, com- of memory used for such small tasks Atlas solves this input problem by is-
pact desktop unit, although the sound as saving a place in a game) or to con- suing a solid beep when the key press
quality cannot match a typical home firm an “A” command. There is also has succeeded.
stereo. an escape button, but this is used pri- On the other hand, the combina-
Commodore assumes that most of marily as a help key. In joystick mode, tion of simple, bold graphics, near-
you will hook CDTV up to your TV “A” acts as the firebutton. photographic images, hand-held con-
set, using the supplied RF Modulator, Commodore provided CDTV de- trol, and CD-quality sound is quite
with audio then going through your velopers with interface guidelines remarkable—regardless of speed.
stereo system. This clearly yields stricter than any imposed on Amiga CDTV could represent a new, ex-
the best sound quality and also puts software. The goal of these guidelines citing, and very different era for many
CDTV where Commodore wants it— is not just ease of use, but also uni- Amiga users. Hard-core users may not
right in your living room! formity in look and feel. One problem like the sluggishness of the CD drive,
If you don’t have a stereo in your developers must overcome, however, the limited RAM, or the remote-
living room, you can connect CDTV is the slowness of the CD drive. Each control device. Others, though, will
directly to your TV, although the program must inform the user when welcome the excellent sound and the
sound quality leaves a bit to be de- a command has been accepted and is innovative style of application. But
sired—at least with the TV I tried. being processed; otherwise, the impa- anyone contemplating shelling out a
Once you’ve set up your system, tient user will continue to pound away grand for such a system should get
you will be in for a treat when it comes at the remote. some demos first. Since the proof will
to operating it. CDTV defines a whole Loading and unloading programs be in the applications, let them help
new style of computer interface—one is about as simple as it gets. Simply you decide.
that is more kiosk-like than computer- pop the CD in to load or out to un-
oriented. Because the unit is meant to load. CDTV reboots at each exit, and
be commanded by an individual sit- all applications are completely auto-
ting on a couch using a low-res point- booting.
ing device, all menus are simple and Because CDTV is not marketed pri-
clear, all fonts are quite large, and all marily as a computer, there is a wealth
screens are decidedly uncluttered. of new terminology to describe com-
Basically, you navigate through a mon computer functions. For in-
series of large boxes—pushing “A” to stance, peripherals are “accessories”
advance, select, or enter and “B” to go boot becomes “start,” cursor becomes
back. Although there is an enter but- “pointer,” icon becomes “symbol,”
ton, it is used only to save informa- RAM becomes “memory,” and soft-
tion to bookmark memory (about 2K ware becomes “title.” Some terms,

magazine article • 135


Better take note. One CD inserted into qwerty keyboard, disc drive, mouse and infra
the new Amiga CDTV stores the equivalent of red remote control can be yours for only £499.99
up to 700 floppy discs. That’s 550 megabytes of including our free Public Domain Collection
memory or 250,000 A4 pages of text. disc. The Amiga CDTV Player Pack comes in
CDTV also gives you access to over 3,000 even lower at only £399.99. All of which proves
Amiga titles and over 100 CDTV discs, covering one thing.
everything from arcade quality games to educa- When it comes to the ultimate in home
tion. And CDTV can be used as a regular audio entertainment, you won’t find anything better
CD player when connected to your stereo. The than the Amiga CDTV.
Amiga CDTV Computer Pack, complete with

THE WORLD’S MOST INTERACTIVE INTERACTIVE HOME ENTERTAINMENT SYSTEM


article from ACE Magazine 34, July 1990

THE GAMES
Everything’s here to produce the games machine
you’ve always dreamed of. Two player IR interface,
overlaid CD sound, IR remote controls, the existing Games
Amiga graphics capability, MIDI for blasting synth
accompaniment, high score RAM cards, and the Much of the CDTV library of titles does not in-
promise of full motion video in the future. Wow! clude games, but other types of software, like ref-
So what’s going to hit the shelves in the near fu- erence titles and interactive books.
ture?
The answer, predictably, is nothing like as much The CDTV titles are categorised into six genres;
you’d like. ACE has uncovered a large ring of UK Entertainment (games), Education (children’s
software companies who are producing software
for the CD-TV, but none of them (except Virgin) books, learning software, etc.), Arts & Leisure
were prepared to discuss their plans with us since (miscellanious, reference software, etc.), Refer-
this article was prepared before the official launch ence (interactive text books, encyclopedias, etc.),
of the machine. However, we can make some firm Music (music software) and Productivity/Compi-
predictions... lations/Shareware (PD compilations, tools, etc.).
First, there are the titles Commodore have or-
ganised for the machine’s launch. These include Other categories includes Demos (official demos
products from Randy-McNally (an interactive at- released for the system) and Miscellaneous (titles
las), Lucasfilm (what’s the betting it’ll be a version that don’t fit on any other category, like some of
of Loom with enhanced audio?), Virgin Interactive the CD+G Audio CDs). Commodore gave almost
(North Polar Expedition), and even some CD-TV every CDTV title one of these label (excluding
versions of the famous Beatrix Potter stories for
younger (or young at heart) players. Demos and Miscellaneous), but I have moved
There’s a superb foreign language disk as well, some around when I don’t thought they fit. Last
where you can click on words and hear them spoken category is Cancelled, which is self-explanatory.
in French, or Spanish, or whatever. And of course
the CD means proper human speech — none of this Some CD-ROMs listed on these pages were re-
synthesis rubbish and more. One application — the leased as both an official CDTV and CD32 ti-
Family Health Adviser — even diagnoses common tle, and some were only CD32 compatible, but
family illnesses. And Jack Niklaus himself will be wrongly sold as CDTV compatible. Most CDTV
giving you practical tips on golf and shots of him
playing in the CD-TV version of Jack Niklaus Golf. software will also work on the CD32 and the
In fact, most British and American software Amiga 500 (with the A570 CD-ROM drive).
houses have expressed an interest in producing soft-
ware for the machine, giving it a greater degree of
support than any other computer has had at launch
date. That in itself must be encouraging.
Naturally, many softco’s will be producing en-
hanced versions of existing games and the two
player IR interface bodes very well for the latest
trend towards multi-player entertainment.
New software design techniques are also prom-
ised, as programmers produce scenarios with vari-
able difficulty levels for each character, allowing,
for example, better gamesters to compete on equal
terms with their younger relatives. ‘We’re looking
forward to a whole new category of family games,’
said Commodores’s Gail Wellington, ‘...where peo-
ple can play together and the level of difficulty suits
EVERY player, yet all are involved in the same
scenario. This is very much a home information or
entertainment device.’
In fact, it could be the final realisation of the
Amiga dream — persistently marketed since birth
as a business machine, against all the instincts and
desires of us gamesters, the CD-TV could give it a
glorious games rebirth.

CDTV - Games • 137


Air Warrior

Air Warrior was a multiplayer online combat flight


simulation game launched by Kesmai in 1988. It
was hosted on GEnie and used that service as a
server for client software running on a variety of
personal computers available in that era.

The game included 17 WW II era fighters (P-51D


Mustang, P-38J Lightning, F4U Corsair, Spitfire
MK IX, BF-109F, FW-190, YAK-9D) and bombers
(B-17G Flying Fortress, B-25J Mitchell, Junkers
JU-88) from 5 nations for use in aerial dogfights
and bombing missions.
Each plane had unique features in regards
to performance, manoeuvrability, and flight control
characteristics. Using the keyboard control help-
screen during flight could help reduce the learning
curve. Chat communication in real-time air battles
was limited to keyboard text, which made quick
Developer Kesmai abbreviated responses a necessity.
Publisher On-line
Release date 1992 Air Warrior was played over modems and host-
Genre Simulation ed on the GEnie online service provider. Players
Mode 1 Player
could choose one of a number of World War II air-
craft to fly, along with ground vehicles, and play in
a multiplayer “arena” with hundreds of other play-
ers. The game focused mostly on dogfighting, with
a secondary strategic role of capturing forward air-
bases near the centre of the map. Several updat-
ed versions were released, and additional service
providers were added over time.

Other Releases
Amiga 1990
Atari ST 1991
MS-DOS (SVGA) 1992
Macintosh 1990
FM Towns 1992
Terminal 1988

CDTV FM Towns

138 • Games - CDTV


The original version of Air
Warrior ran on Macintosh, Ami-
ga, and Atari ST computers, had
simple black and white wireframe
graphics, and cost over $10 per
hour to play. Over time, Kesmai
produced improved versions of
the game, starting with SVGA Air
Warrior in 1993, and continuing
with Air Warrior for Windows in
1996, Air Warrior II in early 1997,
Air Warrior III later in 1997, and
finally Air Warrior III Millennium Version in text from advert;
2000. Development of Air Warrior II was
directly overseen by Bill Stealey, founder
We don’t know from friendly skies
of the game’s publisher, Interactive Magic. You’ve beat all the flight sims? A furball
Kesmai also did business deals doesn’t raise a sweat anymore? Ten minutes of
WWI combat isn’t even challenging?
to provide access to Air Warrior through
Hmm...
additional on-line services, including Del- Maybe you are ready for Air Warrior®.
phi, CRIS, CompuServe, America Online, That is, if you think you can handle the most
Earthlink, Gamestorm and CompuLink. A realistic combat flying there is. Because Air
version of Air Warrior for Windows was Warriors does more than correctly model 28
different WWII aircraft, complete with spins,
ported back to the Macintosh in 1997 in an
stalls and buffering.
Internet open beta, and then later moved It puts you up against other human beings.
to America Online. In 1999, Electronic Online, in real time, for as long as you care
Arts purchased Air Warrior, and became to play.
provider of the latest version of the game, That’s why Air Warrior attracts the aces. So
if you’re just looking for a friendly loop-the-
only to discontinue it in 2001.
loop, look elswhere. If you’re interested in a
career, sign on to Air Warrior — only on GE-
Online multiplayer gameplay is no longer nie®.
possible today. The game, however, can
be played offline, but only solo flights are
possible and much of the graphical detail
witnessed in online multiplayer combat is
absent.

Air Warrior was one of the first massive


online games, hosting hundreds of users
during busy periods. It inspired WarBirds,
which in turn inspired Aces High, while
other members of the WarBirds team went
on to produce World War II Online. Today
there are a number of similar games, like
WarThunder, most of them based on a
freemium model.

some text from mobygames.com

CDTV - Games • 139


Talking Electric Crayon:
All Dogs Go To Heaven
Alistair in Outer Space Developer Merit Software
Publisher Merit Software
Developer Altered Images Release date 1993
Publisher Altered Images Genre Edutainment
Release date 1993
Genre Interactive-book, Mini-games The Talking Electric Crayon series con-
sisted of updated versions of their Elec-
Alistair in Outer Space is a multi-media tric Crayon Deluxe series which saw re-
CD based on the children book of the leases on the Amiga and MS-DOS.
same name by Marilyn Sadler. A narrator
reads the story while cartoon clips and All Dogs Go To Heaven is a title in this
sound effects plays along. series of digital coloring books. It is
based on the 1989 American–Irish ani-
The CD also includes a variety of mini- mated adventure film of the same name.
games that cover spelling, numbers, in-
cluding puzzles, matching game and a Users can choose from 30 pictures
coloring book. based on events in the film that they
can color with the use of a simple graph-
ics editor. Updates from the earlier ver-
sion includes spoken words, music and
songs from the movie, 22 colors instead
of 16, and printer options.

140 • Games - CDTV


Battle Chess

Battle Chess is a computer game version of chess


with animated 3D graphics. It was originally devel-
oped and released by Interplay Entertainment for the
Amiga in 1988 and subsequently on many other sys-
tems. It was the first title developed and published
by Interplay Entertainment themselves after ending
their relationship with Electronic Arts, besides Neu-
romancer.

Battle Chess has been quoted as “a chess game for


people who don’t like chess”. Each piece is brought
to life by adding comical animations to them, moving
across the board and violently attacking one anoth-
er. There is a different animation for each permuta-
Developer Quicksilver tion, depending on which pieces are capturing or be-
Publisher Interplay ing captured. It is also possible to play in 2D without
Release date 1992 animation.
Genre Puzzle The game’s opening library includes 30,000
Mode 1-2 Players
different moves, ensuring a variety of games will un-
fold across the 10 skill levels.

The Amiga CDTV version also features a fully voiced


introduction describing the movements of the pieces
for the benefit of beginners.

Battle Chess was critically acclaimed and commer-


cially successful, resulting in two official follow-ups
as well as several inspired games. A remake, Battle
Chess: Game of Kings, was released on Steam in
2015.

Other Releases
Acorn 32-bit 1993
Amiga 1988
Amiga CD32 1994
Apple II 1990
Apple IIgs 1989
Atari ST 1989
Commodore 64 1989
MS-DOS 1989
Linux 2021
Macintosh 1991
NES 1990
PC-98 1990
Sharp X68000 1989
Windows 2017
Windows 3.x 1991
CDTV Commodore 64

CDTV - Games • 141


The Case of the
Battlestorm Cautious Condor
Developer Titus Developer Tiger Media
Publisher Titus Publisher Tiger Media
Release date 1992 Release date 1991
Genre Shooter Genre Action-adventure
Mode 1 Player Mode 1 Player

Battlestorm is a top-down space shooter The Case of the Cautious Condor is an


that differentiated itself from other shoot- adventure game in an interactive comic
ers at the time by being multi directional. book style developed by Tiger Media for
The game takes place above the surface FM Towns in Japan in 1989. It was one
of a ruined, devastated planet: each lev- of the first games made specifically for
el starts within a large area, in which the CD-ROM.
players ship has free movement. Avoid- The player controls detective Ned Pe-
ing surface hazards, such as auto-aim- ters, who has to figure out the identity of
ing turrets, the goal is to destroy enemy the murderer by wandering around the
spacecrafts that hover around the large rooms, looking for clues and overhear-
area in groups. A boss will chase the ing conversations between the other
player around the playfield after the end guests aboard the flying boat Condor
of each level. on a cruise over the Atlantic. The game
The CDTV version recieved mostly has no text: the dialogue is played only
mixed to negative reviews at the time, as audio and the interface is completely
most because of being a pure Amiga mouse-driven.
disk port without any updates to the new According to the game’s developer, it
CD format. had disappointing sales, in part because
“mobygames.com” CD-ROM drives were not yet widespread
at that time.

Other Releases
Amiga 1990 Other Releases
MS-DOS 1991 FM Towns 1989
MS-DOS 1992

142 • Games - CDTV


The Curse of RA
Developer Cyberstyle
Publisher Rainbow Arts
Release date 1992
Genre Board Classic Board Games
Mode 1 Player
Developer Merit
The Curse of RA (known in-game as RA, Publisher Merit
and not to be confused with the 1998 Release date 1991
Genre Board
game of the same name) is a top-down
Mode 1-2 Players
tile-matching puzzle game.
Featuring an Ancient Egyptian theme, Classic Board Games by Merit Soft-
Ra has players controlling a scarab bee- ware includes video game conversions
tle (known as Scara) on a board full of of three different board games; Chess,
stones as they clear pairs of stones with Checkers and Backgammon. Games
matching hieroglyphics on them. Scara can be played single player or against
can shift certain stones around the open another player.
void, which are often required to manip- It also feature digitised instructions and
ulate the board to match pairs safely (as commentary in six spoken languages,
they can only be matched when on the including Japanese.
same row or column, regardless of dis-
tance, and disappear once matched).
The game can be played in two distinct
game modes; Logic or Arcade mode.
“giantbomb.com”

Other Releases
Amiga 1990

Other Releases
Amiga
Atari ST
Commodore 64
MS-DOS

CDTV - Games • 143


Chaos in Andromeda:
Eyes of the Eagle
Casino Games
Developer KirkMoreno
Developer Saen Software Publisher On-line
Publisher Saen Software Release date 1992
Release date 1992 Genre Role-playing
Genre Casino Mode 1 Player
Mode 1 Player
Chaos in Andromeda: Eyes of the Eagle
Casino Games offers playable video is set in the 22. century. The object of the
game conversions of the casino table game is to free a kidnapped scientist on
game Roulette, a slot machine called the planet Andromeda.
Fruitmania and a poker card game vari- The majority of the game is exploring the
ant called Fullhouse. map from a top-down perspective. Play-
The game received mostly mixed re- ers can interact objects and characters
views. The presentation was seen as in the world. There are also enemies
a negative, with basic blue backdrops roaming on the planet which, because
and boxed screens. The game is also movement happens in real-time, may be
plagued with unnecessary pauses both avoided or fought on a separate battle
when loading games and during play. screen—later in the game helpful an-
Amiga Format gave the game a droid can be used during combat. The
score of 21% and said “A rather sorry player character can divide points on
compilation of three arcade games. A character statistics like strength or wis-
choice of music tracks is available, but dom.
makes no difference to the poor games. “mobygames.com”
There’s better stuff available in the pub-
lic domain”.

Other Releases
Amiga 1991

144 • Games - CDTV


E.S.S Mega Guy Spy and the
Developer Tomahawk Crystals of Armageddon
Publisher Coktel Vision
Release date 1991 Developer ReadySoft
Genre Simulation Publisher ReadySoft
Mode 1 Player Release date 1993
Genre Action
E.S.S Mega (European Space Simula- Mode 1 Player
tor Mega) is a space shuttle simulation Guy Spy is a cartoon adventure similar
using 3D-modelled graphics. It recreates to Dragon’s Lair and Space Ace but with
ESA’s space vehicle concepts of the ear- longer sections.
ly 1990, specially the Hermes Shuttle.
The player control a British spy whose
The game balances realism and play- mission it is to stop the evil Baron Von
ability, offering real-time 3D graphics and Max who are in search of the legend-
management of many mission details. ary Crystals of Armageddon. Max needs
For example, the player needs to setup these crystals to power the dooms-
space shuttle cargo, crew and fuel. Mis- day machine he has constructed in the
sion steps include launch, orbital pilot- mountains at an unknown location.
ing (deploying or maintaining satellites,
On every level the player have to do
building and visiting a space station) and
something different such as shooting the
landing on a carrier. The in-game space
foes, different fights, several chases, etc.
database provides information.
Progressing in game allows the player to
Joystick magazine gave the PC floppy watch the colorful animation of perilous
version an 89% score and the CD-Rom adventure.
version 91%. Amiga Joker gave the
CDTV version a 3/5 score.

Other Releases
Other Releases Amiga 1992
Atari ST 1993
MS-DOS 1991
MS-DOS 1992
Atari ST 1991
Macintosh 1992

CDTV - Games • 145


Cover Girl Strip Poker

Cover Girl Strip Poker, alternately titled Cover Girl


Poker, is a 1991 erotic video game based upon five-
card strip poker and originally developed and self-
published by Emotional Pictures—a subsidiary of
Danish company InterActive Vision A/S. Cover Girl
Strip Poker is the original Danish title; it was retitled
Cover Girl Poker outside of Denmark in the rest of
Europe, and the title was subsequently reverted
back for the European CDTV and CD-ROM DOS
releases.

The player can play with up to three players against


one of eight digitized women. Each time the AI los-
es, a digitized female model removes one item of
clothing in video footage presented on the screen of
a digitized cinema; different models display varying
Developer Emotional Pictures levels of nudity. Four of the eight models in-game
Publisher On-line have video footage alongside the standard still im-
Release date 1991 ages; the frame rate and graphic quality of these
Genre Cards videos differs between versions of the game.
Mode 1-3 Players
The game features the possibility to set a
preferred language and to turn on or off the girls’
comments. It also contains a zoom function.

In the CDTV and CD-ROM DOS versions, the mod-


els’ in-game banter with the player is voice acted,
and the CDTV version also adds eleven music
tracks. The CDTV version also has fifteen minutes
of full motion video footage.

The CDTV version was origi-


nally released as a big box
version (extremely rare),
but was later released in the
more common format of a
simple shrinkwrapped CD
jewel case.

Other Releases
Amiga 1992
Commodore 64 1991
MS-DOS 1991
CDTV

146 • Games - CDTV


Tabloid magazine Daily Sport worked with
Emotional Pictures in the development of
Cover Girl Strip Poker in that models who
have appeared in Daily Sport appear in
the game. Cover Girl Strip Poker was ex-
hibited at the Arets Amiga Expo in Copen-
hagen, Denmark in March 1992, and Trine
Michelsen promoted the game at Emotion-
al Pictures’ booth while dressed in lingerie,
singing karaoke with attendees.
Danish gaming magazine Det Nye
COMputer interviewed Trine Michelsen,
who stated that she was not informed
what the video footage and photos were Commodore 64
for, and that other models were never paid
for their work; she stated that she was paid
1000 Danish krone (equivalent to around
$265 in 1992), and that “It was not at all
clear what it would be for, and I did it as
a favor [for someone I knew]. Apparently
some of the other models weren’t paid at
all.” COMputer briefly interviewed Kenneth
Bernholm, the CEO of InterActive Vision
A/S, the parent company of Emotional Pic-
tures, to ask how much the models were
paid, and Bernholm stated that “You can
ask, but you won’t get an answer”. Cover
Girl Strip Poker has a disclaimer explic-
itly stating that the game is “Not manu- Amiga
factured, distributed or endorsed by any
of the models appearing in the product”;
Amiga Power questioned the legality of
this disclaimer.

The UK Amiga release endorsed by The


Daily Sport included a free poster calendar
featuring former Miss Denmark and late
Danish model/actress Trine Michelsen.

Cover Girl Strip Poker received negative


to mixed reviews from critics; many re-
views criticized Strip Poker’s ‘poor’ digi-
tized graphics, ‘bad’ AI, and several re- MS-DOS
views criticized the game’s sexual content,
calling it ‘unappealing’ or ‘sad’.

CDTV - Games • 147


magazine article excerpts from; “CDTV Special Report” Amiga World Magazine
(June 1991) written by: Doug Barney

COVER GIRL
STRIP POKER
On-Line, £TBA

M
next to the cards. others don’t. I’ve no
ost reviews of strip poker idea what happens when you run out of
games end with a sarcastic dosh as I’ve never managed to play that
comment like, ‘why spend badly (and Ian’s been playing in a cor-
your money on this when you can buy ner of the office with this a lot! —Ed),
a pack of cards and a porno mag?’. Fly- but if she wins enough money from you
ing in the face of convention, we’ll be- she can buy back her togs.
gin with this thought, and (after a cold ‘But what about the speech sam-
shower,) ask whether a game like this ples?’, I hear you cry. Well they’re cer-
has any real merit at all? tainly clear (considering they’re on CD
The software company’s response to they damned-well should be). Mega-lo-
this question is usually ‘but magazines mania on the standard Amiga sounded
and videos aren’t interactive’. I suppose better than this. Okay the samples were
this depends on what you mean by ‘in- digitised, but at least they used profes-
teractive’ (keep that filthy witticism to sional actors.
yourself), but the young ladies in Cover ‘But you can’t play poker on your
Girl Strip Poker play such a shocking own’ screams a desperately sad indi-
game of cards it won’t be long before vidual who wants to buy this crap and
you strip them beyond the bare essen- claim it’s just for the card game. Maybe
tials. not, but there are plenty of PD sims
Splash the cash available, and CGSP plays a lousy hand
Is this the game for you? We
Both you and the girl start with $2500. of cards anyway. And let’s face it, do we
sincerely hope not!
If her funds fall below zero she has to really need another game that portrays
remove an item of clothing and ‘sell’ it women as sex objects? When was the
for $2500 so she can carry on playing. last time you saw a fully-dressed wom-
Some models ‘treat’ you to a black-and- an in a computer game... long
white cinematic strip before reverting to time ago, wasn’t it? No won-
the badly digitised colour still that sits der 95% of gamers are male.

DEVELOPERS: EMOTIONAL PICTURES


DISKS: CD
PLAYERS: 1-3
GENRE: CARD GAME
1200 COMPAT: N/A
HD INSTALL: N/A

Enter your name as


INDIGO for a sad
Depraved, tacky, demean- cheat to win every
ing — probably the worst game and get to see
excuse for entertau\inment the girlies undress.
that we’ve ever encountered.

Cover Girl Strip Poker is definitely not a good game.


Okay so I got to see plenty of flesh, but that was only be-
cause everyone else in the AMIGA FORCE office kept losing so
badly? The actual game left a lot to be desired, and not in the way A lousy game.
you’re thinking either. The game feature jerky, monochrome stips Nuff said?
and poorly designed stills, which makes a really bad job of utilis-
ing the CD’s capabilities. Basically this isn’t worth it. Let’s hope
that somebody puts the CD32 to better use in the future.

148 • magazine article


Defender of the Crown

Defender of the Crown is a strategy computer


game designed by Kellyn Beck. It was Cinema-
ware’s first game, and was originally released for
the Amiga in 1986, setting a new standard for
graphic quality in home computer games.

The game is set in England in 1149 during the


Middle Ages where, following the death of the
king, different factions are fighting for territorial
control.

The player assumes the role of a Saxon knight


and tries to fight off the Norman hordes and
wrestle for control of England. Eventually, the
player must fight for control of all territories, and
Developer Cinemaware
potentially those controlled by other Saxons, if
Publisher Commodore
Release date 1991 they have become antagonistic. The player must
Genre Strategy amass armies and fight for control of opponents’
Mode 1 Player castles. The player may engage enemy armies
in battle and loot or lay siege to opposing cas-
tles. Territories can also be won in the periodic
jousting contests. From time to time the player
may attempt to rescue a damsel in distress and
can appeal for help from the legendary bandit
Robin Hood.
The game’s strategy boils down to a war
of attrition as the player tries to amass larger ar-
mies than his opponents and manages to attack
their territories at the right time.

COMPATIBLE

Other Releases
Amiga 1986 Game Boy Advance 2002
Amstrad CPC 1989 iPad 2011
Android 2014 iPhone 2011
Apple IIgs 1988 Jaguar 2018
Atari ST 1987 Macintosh 1987
Browser 2001 NES 1989
CD-i 1991 PC Booter 1988
Commodore 64 1987 Windows 2014
MS-DOS 1987 ZX Spectrum 2016

CDTV

150 • Games - CDTV


Due to financial strains, Cinemaware de-
cided to release the initial version without
all the features originally planned for be-
cause of their need for revenue. Some fea-
tures were partially implemented, but were Text from the manual;
removed so the game could be shipped.
The nation is in turmoil following the death of Eng-
Some additional features completed but land’s ruler, King Richards. To save their beloved
never seen in the shipped game include country, the bold Saxon knights clash against the evil
flaming fireballs (launched via the cata- forces of the plundering Normans. Only the strong-
est, most skillful and courageous knight can over-
pult), more locations (more varied castles come the obstacles and win the crown to become the
to attack), and more in-depth strategy. King of England.
Some of these features were implemented Defender of the Crown™ is an interactive tale of
in the ports of the game. brave knights whose days are filled with daring
jousts, breathtaking sword fights, beautiful damsels
in distress and enemy castle sieges.
The CDTV version features minor graphi-
It all comes to life through the magic of CDTV™
cal improvements and major sound en- Multimedia — the innovative technology that in-
hancements (incl. two CDDA soundtracks) tegrates full-color illustrations, CD-quality music,
over the 1986 Cinemaware disk release. sound effects and speech.
Unlike the disk release, the CDTV
version contains an abridged on-line man-
ual.

Defender of the Crown became a commer-


cial hit. In 1989, Video Games & Compu-
ter Entertainment reported that it had been
purchased by “almost three-quarters of a
million gamers worldwide”. Sales had sur-
passed 1 million units by 2001.
NES
After a string of successful games and
game series, Cinemaware eventually went
bankrupt. In 2000, however, Lars Fuhrken-
Batista and Sean Vesce bought Cinema-
ware’s name and assets, and founded
Cinemaware Inc., naming a remake of De-
fender of the Crown for modern PCs as one
Commodore 64
of the reformed company’s first projects.
The new version, titled Robin Hood: De-
fender of the Crown was released in 2003
for the PlayStation 2, Xbox, and Windows.
The new company also created “Digitally
Remastered Versions” of classic Cinema-
ware games, including Defender of the
Crown.
Amiga

CDTV - Games • 151


Defender of the Crown II

Defender of the Crown II is an Amiga CD32/CDTV


exclusive sequel to Defender of the Crown.

King Richard has been imprisoned on his way


back from the crusades. In order to free him
£20,000 worth of ransom money must be gath-
ered. The nobles of the land aren’t willing to give
up their wealth, so this money must be obtained
through tournaments, raids and outright battle
against individual provinces. All of the nobles
have castles, so at times siege equipment must
be used.

Defender of the Crown II improves over the game


by upgrading the arcade sequences. Here, unlike
the original game; sword fighting is about meth-
Developer Cinemaware od and is not just wild clicking of the mouse but-
Publisher Master Designer
ton. The siege sequence is also enhanced with
Release date 1993
Genre Strategy different types of ammo (such as Greek fire) to
Mode 1 Player toss into the castle. The jousting is now easier to
control and the lance no longer bounces around
wildly.

The lead developer of the game was Jim Sachs,


who was the graphic editor of the first game.

Other Releases
Amiga CD32 1993

CDTV

some text from mobygames.com

152 • Games - CDTV


Falcon

Falcon is a combat flight simulator video game and


the first official entry (not counting the 1984’s F-16
Fighting Falcon) in the Falcon series of the F-16 jet
fighter’s simulators by Spectrum HoloByte. Original-
ly developed by Sphere for Macintosh and MS-DOS
in 1987 and ported to several platforms between
1988 and 1992, the game earned commercial suc-
cess and critical acclaim.

The players have their choice of flying one of 12


missions—with awards for flying missions at higher
skill levels. There is a choice of different ground at-
tack and air-to-air weapons, although these are also
limited by several factors. The enemy occupies the
western areas of the game’s playable map—itself a
large square divided into 9 smaller squares.
Developer Rowan Software Falcon feature a semi-dynamic campaign where the
Publisher Spectrum HoloByte player can roam the airspace, sweep for hostile air-
Release date 1991
Genre Simulation
craft, and attack ground targets. Destroyed buildings
Mode 1 Player and SAM sites remain destroyed for fixed period of
time, and hostile and friendly forces engage each
other on the ground back and forth.

Computer Gaming World in 1987 called Falcon “one


of the most detailed and accurate flight simulators
on the microcomputer market today.” It reported that
an F-16 pilot with the 474th Tactical Fighter Wing
“gave it good marks for accuracy”.

Other Releases
Amiga 1989
Atari ST 1988
MS-DOS 1987
Macintosh 1987
PC-98 1988
Windows 2015
CDTV Atari ST

some text from mobygames.com

CDTV - Games • 153


Fantastic Voyage
Developer Centaur Software
Publisher Centaur Software
Holiday Maker Release date 1991
Genre Shooter
Developer PM Entertainment Mode 1 Player
Publisher Software 2000
Release date 1990 Fantastic Voyage is a vertically scroll-
Genre Adventure ing shoot ‘em up where the player con-
Mode 1 Player
trols a miniaturized submarine, that has
The first of Phoenics’ and Software 2000 been injected into the blood stream of an
Artventures series, Holiday Maker tells ill patient, where it must destroys blood
the story of four young people who de- clots and bacteria. It is based on a 1966
cided to spend their vacation on an un- movie of the same name.
inhabited island. Before long a series of Besides shooting enemies, there are
strange events and accidents take place, also various passages in which the play-
so that the youths soon find themselves er needs to guide the submarine through
in the midst of a murder mystery. narrow corridors without touching the en-
This is a German adventure game that vironment. On the way the player needs
utilizes digital pictures with live actors to collect nine circuit boards required
and photorealistic still backgrounds. The to destroy the blood cot; those may be
interaction with the game world is done hidden in dead ends or alternate ways.
via an icon-based interface. This means the player can move back
and forth to try other routes at forks. It
is also important to pick up oxygen and
fuel canisters in order to keep the sub-
marine functional.
“mobygames.com”

Other Releases
Amiga 1992

Other Releases
Amiga 1991

154 • Games - CDTV


Indiana Jones And The Last Crusade:
The Graphic Adventure

Indiana Jones and the Last Crusade: The Graphic


Adventure is a point and click adventure game, re-
leased in 1989 (to coincide with the release of the
film of the same name). It was the third game to
use the SCUMM engine.

The game is set in 1938 and adventurer Indiana


Jones is joined by his father on this quest, prevent-
ing Adolf Hitler from capturing the Holy Grail. He
will have to deal with Nazi guards, the Luftwaffe
and enemy spies as he tries to stop the tyrannical
Nazi leader. While it follows the plot of the film in
broad terms, it also adds to existing sequences for
the film, or creates new ones altogether, presum-
ably to flesh out the experience.

Developer Lucasfilm
Last Crusade was one of the most innovative of
Publisher Softgold the LucasArts adventures. It expanded on Lu-
Release date 1992 casArts’ traditional adventure game structure by
Genre Adventure including a flexible point system—the IQ score,
Mode 1 Player or “Indy Quotient”—and by allowing the game to
be completed in several different ways. The point
system was similar to that of Sierra’s adventure
games, however when the game was restarted or
restored, the total IQ of the previous game was
retained. The only way to reach the maximum IQ
of 800 was by finding alternative solutions to puz-
zles, such as fighting a guard instead of avoiding
him. This countered one common criticism of ad-
ventures games, whereby since there is only one
way to finish the game, they have no replay value.
Also, the point system helped the game to appeal
to a variety of player types.

Other Releases
Amiga 1989
Atari ST 1989
MS-DOS 1989
FM Towns 1990
Linux 2016
Macintosh 1990
Windows 2009

CDTV

156 • Games - CDTV


Many of the scenes unique to the game UK magazine Computer and Video
were conceived by George Lucas and Games gave the PC version a score of
Steven Spielberg during the creation of 91%, praising the graphics, sound and
the movie. Last Crusade was also the first playability and calling it “a brilliant film tie-
Lucasfilm game to include the verbs ‘Look’ in and a superlative game in its own right”.
and ‘Talk’. In several situations, the latter In 1989, Dragon gave the game 5 out of
would begin a primitive dialogue system 5 stars. The game was ranked the 28th
in which the player could choose one of best game of all time by Amiga Power.
several lines to say. The system was fully Charles Ardai of Computer Gaming World
evolved in The Secret of Monkey Island gave the game a positive review, noting its
and remained in all later LucasArts adven- cinematic qualities and well-designed puz-
tures, with the exception of Loom. zles. Game Informer’s retro review section
awarded the game a nine out of ten.
The CDTV version was a Germany only In 1991, PC Format placed The Last
release and is essentially the same game Crusade on its list of the 50 best computer
as the Amiga floppy version just on CD. games of all time. The editors wrote, “Indy
This version also retains the look up copy is recreated on the monitor screen every
protection—which is odd for a CD game at bit as impressively as on the big screen.”
the time.
A second Indiana Jones graphic adven-
The Last Crusade became a “sizeable hit”, ture, Indiana Jones and the Fate of Atlan-
according to LucasArts director Hal Bar- tis, was released in 1992 for DOS, Amiga,
wood. It was Lucasfilm’s best-selling game and Macintosh.
at the time of its release, with sales of over
250,000 copies.

Amiga Atari ST FM Towns Windows

CDTV - Games • 157


Log!cal
Developer Rainbow Arts
The Hound of the Baskervilles Publisher Rainbow Arts
Release date 1991
Developer On-line
Genre Puzzle
Publisher On-line
Mode 1 Player
Release date 1991
Genre Adventure The levels in Logical are all played from
Mode 1 Player
a top down perspective. The goal of
Hound of the Baskervilles is a CD-ROM the game is to fill a varying number of
adaptation of the classic Sherlock Hol- gears with coloured marbles. The gears
mes novel by Sir Arthur Conan Doyle. can hold any number of colours but only
Players must comb a visual novel and sift once it has been filled with marbles in a
through clues—including photographs, matching colour, the gear will ‘explode’.
documents, maps and items—from the Once all the gears have been cleared,
case to eventually reach their own con- the level is beaten. The game has a time
clusion as to the mystery’s solution. limit and is throwing many marbles at the
Reviews at the time were mostly nega- player that enter the screen through one
tive. Amiga Format gave the game a or more pipes. The difficulty lies in using
score of 12% and wrote; “you must navi- all the gears to transport the marbles to
gate your way through huge wodges of their designated destination, while trying
on-screen text and look at the odd digi- to keep the gears in one colour. Later
tized photograph. It’s a terrible way of levels in the game feature advanced
reading a book and it does not add any pipes/effects such as colour changers or
real element of interactive enjoyment”. transporters.
“giantbomb.com”

Other Releases Other Releases


MS-DOS 1993 Amiga MS-DOS 1991
Atari ST Game Boy Color 1999
Commodore 64 PC-98 1993

158 • Games - CDTV


Murder Makes
Strange Deadfellows
Power Pinball
Developer Tiger Media
Publisher Tiger Media Developer KarmaSoft
Release date 1991 Publisher KarmaSoft
Genre Action-adventure Release date 1991 (1995?)
Mode 1 Player Genre Pinball
Mode 1-4 Players
Murder Makes Strange Deadfellows is
an adventure game by the same devel- A pinball game also released on the Ami-
opers of another CDTV adventure game, ga. The CDTV release have 13 pinball
The Case of the Cautious Condor. tables in addition to the 5 tables con-
tained in the floppy release.
In this murder mystery players guide
Nick, great-nephew of the late Randolph The game have been rewarded negative
Steere, through the rooms of the haunt- reviews by both critics and Amiga own-
ed Steere mansion. Nick aims to find out ers.
where is the last Randolph’s will, and The CDTV version was believed to have
how did he really died. There is a limited been unreleased, until it turned up in
time for gathering clues through obser- 1995 in a mail-order ad by Better Con-
vations and talking and listen to people. cepts Inc. It was later sold through dis-
Game play is non linear but, be- count stores that carried old stock.
cause of the time limit, players must be
careful when choosing options.
Text from the packaging;
The graphics recall the comic book style,
Pinball at it’s best! Over a dozen games for the
no animations, just pictures with voices price of one disk! Power Pinball is a truly realistic
and music. pinball simulator. It reacts with the same snap, the
“mobygames.com” same action. Each machine offers different chal-
lenges, digitized sounds and exciting graphics.

Other Releases
MS-DOS 1992

CDTV - Games • 159


Lemmings

Lemmings is a puzzle–strategy game originally


developed by DMA Design (later becoming Rock-
star North) and published by Psygnosis for the
Amiga in 1991 and later ported for numerous oth-
er platforms.

The objective of the game is to direct a group of


green haired, blue-shirted, lemmings from point A
to point B. The game is based on the myth that
lemmings migrate in large groups and follow a sin-
gle leader, who would often lead them off a cliff to
their demise. In the game, lemmings constantly
march in one direction unless they run into an ob-
stacle, at which point they turn around and walk
the other way. Being fearless and unaware of their
own mortality, the lemmings will blindly run into
fire, jump off cliffs, become crushed and fall victim
Developer DMA
to numerous other pitfalls.
Publisher Psygnosis
Release date 1992 The player must command the lemmings to
Genre Puzzle, Strategy do certain tasks in order to complete each stage
Mode 1-2 Players and get a certain percentage of lemmings to safe-
ty. These actions include digging, using a pick axe
to dig diagonally, using their arms to punch hori-
zontally through terrain and building staircases to
traverse large gaps.
All levels in Lemmings consist of at least
one entrance, and at least one exit. The aim in
each level is to safely get an allocated amount of
lemmings towards an exit.

Other Releases
3DO 1994 Genesis 1992
Acorn 32-bit 1991 J2ME 2005
Amiga 1991 Lynx 1993
Amiga CD32 1994 Macintosh 1993
Amstrad CPC 1992 NES 1992
Atari ST 1991 PC-98 1991
CD-i 1993 SAM Coupé 1993
Commodore 64 1993 Sega Master System 1992
MS-DOS 1991 Sharp X68000 1992
FM Towns 1992 SNES 1992
Game Boy 1994 TurboGrafx CD 1992
Game Gear 1994 ZX Spectrum 1991
CDTV

160 • Games - CDTV


The game was programmed by Russell of Amstrad Action, and was considered the
Kay, Mike Dailly and David Jones, and was eighth-greatest game of all time by Next
inspired by a simple animated character Generation in 1996. Lemmings is also one
sprite in an 8×8 pixel box that Dailly cre- of the most widely ported and best-selling
ated while experimenting with the Amiga video games, and is estimated to have sold
graphics editor Deluxe Paint. around 20 million copies between its vari-
Levels were designed based on a ous ports. The popularity of the game also
Deluxe Paint interface, which allowed sev- led to the creation of sequels, remakes
eral of DMA Design team to design levels, and spin-offs, and has also inspired similar
resulting in “hundreds of levels”. There games. Many retrospective reviews have
were several internal iterations of the lev- cited it as one of the greatest games of all
els, each designer challenging the others. time.
Music was originally created by Bri-
an Johnston (the younger brother of Scott Lemmings has also been called a pred-
Johnston—one of the game designers of ecessor of the modern real-time strategy
the game. Also, their mother was the first (RTS) video game genre. A 1991 Amiga
voice of the lemmings), who sampled bits Power article claimed that Lemmings “was
of copyrighted music. This had been com- the first major game to introduce the ‘in-
mon practice, but at that point there was direct-control’ concept,” an element that is
a growing awareness of music copyright. now common in many RTS games.
Psygnosis asked Tim Wright to replace the
The IP of Lemmings stayed with the initial
offending tracks, who often used arrange-
publisher Psygnosis, who were acquired
ments and reworkings of classical and tra-
by Sony Computer Entertainment in 1993.
ditional music to avoid copyright problems.
Sony gained the IP for Lemmings from this
The CDTV are basically the same version acquisition, though only had two entries:
as the Amiga floppy version. the 2006 Lemmings for PlayStation con-
soles, and the mobile title Lemmings: The
Lemmings was one of the best-received Puzzle Adventure in 2017. Sony eventu-
video games of the early 1990s. It was the ally licensed the rights to Exient Entertain-
second-highest-rated game in the history ment, who published the mobile title.

Commodore 64 MS-DOS FM Towns ZX Spectrum

CDTV - Games • 161


Loom

Loom is a 1990 fantasy-themed graphic adven-


ture game by Lucasfilm Games. It was the fourth
game to use the SCUMM game engine, and the
first of those to avoid the verb–object interface
introduced in Maniac Mansion.

Players take control of young Bobbin Thread-


bare. Following cataclysmic events early in
the game, Bobbin goes on a quest of fate and
prophecy. Throughout the story, players interact
with an enchanted swan with whom Bobbin is
mysteriously connected.

The interface in Loom is unlike any of the other


SCUMM games; Bobbin interacts with his sur-
roundings by using a musical distaff (a tradi-
tional weaving tool), which replace the standard
adventure game commands. Musical phrases
played on the distaff control Bobbin’s surround-
Developer Lucasfilm
Publisher Softgold
ings in various ways. In the harder difficulty set-
Release date 1992 ting, the distaff’s notation is removed, and the
Genre Adventure player must correctly select the correct area of
Mode 1 Player the distaff to play specific notes, without assist-
ance. The distaff can play a full 8 notes, from
middle C to C.
Four-note “Drafts”, or musical phrases
can be played backwards for the opposite affect,
on occasion; ECED will open, DECE will close.
Bobbin can learn drafts by observing an
object that possesses the qualities of the de-
sired draft; for example, by examining a blade
while it is being sharpened, Bobbin can learn the
“Sharpening” draft.

Other Releases
Amiga 1990
Atari ST 1990
MS-DOS 1990
FM Towns 1991
Linux 2015
Macintosh 1990
TurboGrafx CD 1992
Windows 2009

CDTV

162 • Games - CDTV


The original package offered an audio According to Rogue Leaders: The Story of
tape with a 30-minute audio drama that ex- LucasArts, Loom was a critical success,
plained the nature and history of the world but “failed to sell in sufficient numbers to
of Loom, and the circumstances of Bob- warrant sequels”.
bin’s birth. The game is a direct continua- Orson Scott Card praised Loom,
tion of the story. The drama was enriched writing in Compute! that it was “like noth-
by original music composed by Jerry Ger- ing you’ve ever seen (or done) before ...
ber. a work of storytelling art,” and cited the
The package also offered an illus- game’s flexibility in adapting to playstyles,
trated notebook, The Book of Patterns, whether using action or puzzles. Dragon
supposedly belonging to apprentice weav- gave the game 5 out of 5 stars.
ers in the game world. Its purpose was to In 1996, Computer Gaming World
optionally note there the drafts that could declared Loom the 81st-best computer
be learned, as well as describing some game ever released. In 2011, Adventure
that were not seen in the game, with inter- Gamers named Loom the 61st-best ad-
esting tales related to each draft. venture game ever released.

Loom was originally published for DOS Due to a licensing agreement with (now
on floppy disk with 16-color EGA graphics defunct) Mindscape, the DOS CD-ROM
in May 1990. This version was soon after version became commercially unavailable,
released on the Amiga, the Atari ST, and and until 2006, the DOS floppy-disk ver-
Macintosh. sion was the only one purchasable from
The CDTV version is identical with LucasArts.
the disk version, but have become ex-
tremely rare since it was never really of-
ficially sold.

Amiga Atari ST FM Towns Windows

some text from giantbomb.com

CDTV - Games • 163


Prey: An Alien Encounter
Prehistorik
Developer KirkMoreno
Developer Titus Publisher KirkMoreno
Publisher Titus Release date 1993
Release date 1991 Genre Adventure
Genre Action-platformer Mode 1 Player
Mode 1 Player
In Prey the player is sent to asteroid KG-
Prehistorik is a side-view platform game 42 since all contact was lost with it’s colo-
with a superficial similarity to Chuck nists. The player’s objective is to rescue
Rock. In it, the eponymous caveman as many colonists as they can. Poison
Prehistorik sets out on a quest to sate gas fills the corridors, so the player has
his hunger, requiring the player to gather to act quickly before their oxygen supply
a certain amount of food before being runs out.
able to finish a level, either by collect-
ing edibles he finds or by stunning and The game world is navigated in steps of
eating his enemies. The game features pre-rendered video footage of corridors
four regular levels with three boss levels and halls. Players can use their map to
between. help them navigate the labyrinth, finding
rooms containing survivors. Occasion-
A sequel, Prehistorik 2, was released for ally, radio contact is made and mission
MS-DOS and Amstrad CPC. objectives for the player will be updated
“giantbomb.com” for them to go to a specific location. Af-
ter obtaining a gun, it is also possible to
fight aliens, which are the source of the
disturbance in the asteroid.
“mobygames.com”

Other Releases
Amiga 1991
Amstrad CPC 1991
Android 2011
Atari ST 1991
MS-DOS 1991
iPad 2010 Other Releases
iPhone 2010 Amiga 1993
Macintosh 2017 Amiga CD32 1993
Windows 2017

164 • Games - CDTV


Psycho Killer

Psycho Killer casts the player into the role of an


unnamed male protagonist, who was one day
driving through the countryside on a cold autumn
day, and suddenly saw an escaped killer chasing
a woman. Now he must figure out a way to find
the killer and stop him.

The entirety of Psycho Killer is narrated over by


the protagonist and puzzles often involve click-
ing the correct object within a certain time frame.
Players can navigate the environment by using
arrows in the corner of the screen, and the game
contains full motion video, however, all video ap-
pears tinted red due to color compression. The
game also includes a fully voiced tutorial mode.

The game received negative reviews on re-


Developer Delta 4 Interactive lease. Amiga Format gave it 13% and wrote in
Publisher On-line their review; “On-Line are one of the few vision-
Release date 1992 aries to realise that they can use the Amiga to
Genre Adventure develop real interactive movies. Sadly, they have
Mode 1 Player
come up with an interactive home video. The
whole thing is shot as if it were a movie using still
photographs which are then digitised.”

Other Releases
MS-DOS 1993

CDTV MS-DOS

some text from mobygames.com / giantbomb.com

CDTV - Games • 165


Raffles

Raffles is an isometric action-adventure game


first published in 1988 by The Edge as Inside Out-
ing for the 8-bit homecomputers Amstrad CPC,
C64 and ZX Spectrum. It was re-issued as Raf-
fles in the same year for unknown reasons. In the
U.S. it was published as Devon Aire in the Hidden
Diamond Caper by Epyx. The CDTV version is a
one-to-one copy of the Amiga counterpart.

The player control a professional thief named


Raffles (called Devon Aire in some versions). He
has been hired by the widow of a dead million-
aire. Before his death, the millionaire hid all his
money and gems in obscure places around his
large house.

Raffles must explore the large mansion looking


Developer Softek for valuables, while avoiding the various hostile
Publisher The Edge creatures that inhabit the house. Contact with en-
Release date 1991
Genre Action-adventure
emies reduces some of the energy on one of the
Mode 1 Player players 3 lives.
Each room of the house is viewed iso-
metrically, and contains items one would expect
to find in a large house, from cookers and tele-
phones to pool tables and paintings. Each one
can be picked up, pushed, pulled and used, with
the diamonds located in intricate and surprising
places.

Other Releases
Amiga
Antstream
Atari ST
Commodore 64
ZX Spectrum
CDTV Commodore 64

some text from mobygames.com

166 • Games - CDTV


Sherlock Holmes: Consulting Detective

Sherlock Holmes: Consulting Detective is a FMV


game released in 1991. It is based on a tabletop
game-gamebook hybrid of the same name first pub-
lished in 1981, and feature the detective Sherlock
Holmes, created by Arthur Conan Doyle.

The game uses live actors and sets as the player con-
trols Sherlock Holmes and his partner Dr. Watson,
trying to solve three separate crimes: The Mummy’s
Curse, The Mystified Murderess and The Tin Soldier.

Sherlock Holmes: Consulting Detective can be de-


scribed as a hybrid of adventure game and simula-
tion. Gameplay process involves traveling to various
locations in London, interrogating suspects, gather-
ing clues, checking out the newspapers, and eventu-
ally presenting all the evidence to the judge; if the
Developer Icom latter finds the circumstances incriminating, he will
Publisher Icom accept the results of the investigation, and the case
Release date 1991
Genre Adventure
will be considered solved. Though the basic game-
Mode 1 Player play is rather typical for adventure games, the amount
of real detective work and the focus of the game on
purely case-related actions rather than exploration
and manipulation of items makes it comparable to a
simulation of a criminal investigation.

The game is notable for being one of the earliest


“multimedia” titles, having been released on a CD-
ROM and featuring rather long video sequences with
live actors as introductions and cutscenes, which fre-
quently occur when the heroes investigate suspects.

Other Releases
MS-DOS 1991
DVD Player 1999
FM Towns 1991
Macintosh 1992
SEGA CD 1992
TurboGrafx CD 1991
VIS 1992

CDTV Sega CD

some text from mobygames.com

CDTV - Games • 167


SimCity

SimCity is a city-building simulation game released


in 1989 and designed by eventual Sims creator Will
Wright. SimCity, being Maxis’ first game and original-
ly based on the Commodore 64, has been adapted to
several different personal computers and game con-
soles and has gone on to become one of the most
successful and popular games of all time.

The objective of the game is to create a city, develop


residential and industrial areas, build infrastructure,
and collect taxes for further development of the city.
Importance is placed on increasing the standard of
living of the population, maintaining a balance be-
tween the different sectors, and monitoring the re-
gion’s environmental situation to prevent the settle-
ment from declining and going bankrupt.
Developer Maxis
SimCity includes goal-centered, timed sce-
Publisher Infogrames narios that could be won or lost depending on the
Release date 1991 performance of the player. The original cities were
Genre Strategy based on real-world cities and attempted to re-create
Mode 1 Player their general layout. While most scenarios either take
place in a fictional timeline or have a city under siege
by a fictional disaster, a handful of available scenari-
os are based on actual historical events.

The CDTV version is not a direct port of the Amiga


floppy version. The CDTV version shows a closer
view of the city for easier viewing on a television. Oth-
er changes include a user interface more suited for
use from the CDTV’s
remote control, use
CD-DA for music,
and the addition of
three scenarios.

Other Releases
Acorn 32-bit 1993 OS/2 1994
Amiga 1989 Palm OS 1999
Amstrad CPC 1989 PC-98 1990
Atari ST 1990 Sharp X68000 1990
BBC Micro 1990 SNES 1991
Commodore 64 1989 Symbian 1999
MS-DOS 1989 Wii 2006
Electron 1990 Windows 1995
FM Towns 1990 Windows 3.x 1992
Macintosh 1989 ZX Spectrum 1990
CDTV

168 • Games - CDTV


SimCity was independently developed by
Will Wright beginning in 1985, and would
not see its first release until 1989. While
working on the game Raid on Bungeling
Bay, in which the player flies a helicopter
dropping bombs on islands, Wright found
he enjoyed designing the islands in the
level editor more than playing the actual
game. This led him to develop increasingly
sophisticated level editors.
The first version of the game was
developed for the Commodore 64 in 1985.
The original working title of SimCity was
Micropolis. The game was unusual in that
it could neither be won nor lost; as a re-
sult, game publishers did not believe it was
possible to market and sell such a game
successfully. Brøderbund declined to pub-
lish the title when Wright proposed it, and SimCity yielded several sequels. “Sim”
he pitched it to a range of major game games of many types were developed—
publishers without success. Finally, Braun, with Will Wright and Maxis developing
founder of the tiny software company Max- myriad titles including SimEarth, SimFarm,
is, agreed to publish SimCity as one of two SimTown, Streets of SimCity, SimCopter,
initial games for the company. SimAnt, SimLife, SimIsle, SimTower, Sim-
Wright and Braun returned to Brø- Park, SimSafari, and The Sims, which
derbund to formally clear the rights to the spawned its own series.
game in 1988, when SimCity was near
In January 2008, the SimCity source
completion. After Brøderbund executives
code was released as free software and
Gary Carlston and Don Daglow saw Sim-
renamed to Micropolis for trademark rea-
City, they signed Maxis to a distribution
sons. The release of the source code was
deal for both of its initial games. With that,
motivated by the One Laptop Per Child
four years after initial development, SimC-
program.
ity was released for the Amiga and Mac-
intosh platforms, followed by the IBM PC
and Commodore 64 later in 1989.

SimCity was a financial success, selling


one million copies by late 1992. In the
United States, it was the ninth best-selling
computer game from 1993 to 1999, with
another 830,000 units sold. It was critically
acclaimed and received significant recog-
nition within a year after its initial release.

FM Towns ZX Spectrum

CDTV - Games • 169


Snoopy in
The Case Of The Missing Blanket
Read With Astérix: Developer Softek International
Astérix And Son Publisher
Release date
The Edge
1991
Developer Eurotalk Genre Adventure
Publisher Eurotalk
Snoopy in The Case Of The Missing
Release date 1991
Genre Interactive-book Blanket, also known as Snoopy: The
Cool Computer Game, is a simple ad-
This CD is an interactive comic book and venture game where players take control
tells the story of how Asterix ended up of Snoopy as he solve various puzzles.
taking care of a baby. The images and Gameplay consists mostly of picking up
story are taken from the comic book of objects and dropping them at certain ar-
the same name. eas, which will result in a new sequence
The story feature over 400 comic imag- to the plot. Players can only perform five
es and around 60 minutes of narration. actions: move left/right, jump, pickup/
French and English versions of the CD drop and Object Information.
were released.
The software is part of the “Entertain-
ment” genre, although it would be more
fitting to be included in the “Education”
genre.

Other Releases
Amiga 1989
Amstrad CPC 1989
Atari ST 1989
MS-DOS 1990
ZX Spectrum 1989

170 • Games - CDTV


Spirit of Excalibur

Spirit of Excalibur is a 1990 adventure/strategy game


developed by Synergistic Software. It is a spiritual
descendant of the 1989 game J.R.R. Tolkien’s War
in Middle Earth.

Spirit of Excalibur is an adventure/strategy game


based on Arthurian legend. Continuing where the tra-
ditional tale ended, the game depicts a new king and
a new group of Knights of the Round Table attempt-
ing to end the threat of the sorceress Morgan le Fay
once and for all.

The player control Constantine, who is King Arthur’s


successor. The game is divided into five chapters.
Within each chapter the player must guide charac-
ters between locations to fight, gather allies, or col-
lect items. Because items (such as strength potions
or alchemical reagents) carry over between chap-
ters, it is important to gather as much as possible as
early as possible. The chapters provide specific chal-
lenges: for example, in the third chapter the king and
most of the Knights of the Round Table are trapped in
Camelot, and the player must use their limited forces
outside the castle to free them before invading Sax-
Developer Synergistic ons conquer England.
Publisher Virgin Mastertronic
Release date 1991 Though well regarded, the game was considered so
Genre Adventure, Strategy difficult that Virgin eventually began to package a hint
Mode 1 Player book with the boxed game.

Spirit of Excalibur was followed the next year by


Vengeance of Excalibur.

Other Releases
Amiga 1990
Apple IIgs 1991
Atari ST 1990
MS-DOS 1990
Macintosh 1990 CDTV Atari ST

some text from mobygames.com

CDTV - Games • 171


Die Stadt Der Löwen
Strip Poker Live Developer
Publisher
PM Entertainment
Software 2000
Developer Porky’s Production Release date 1990
Publisher Porky’s Production Genre Adventure
Genre Cards Mode 1-2 Players

A strip poker game. A version was also Die Stadt Der Löwen (“The City of Li-
released on seven floppy disks for the ons”) is a follow-up to the first so-called
Amiga. The game feature CDXL video “Artventure” game by Phoenics and
clips and speech. Software 2000, Holiday Maker. A wom-
an named Christine travels to the Orient.
She stays in Singapore, enjoying the city
Text from the packaging; life, its inhabitants, and the Asian culture.
Absolute world prèmiere: the one and only However, soon this relaxing trip turns
POKER game with alive opponents you can into a nightmare. A mysterious force is
undress for real! No pictures, only positively true threatening Singapore, and it is up to the
films.
player to find out what is behind it and
Invitire your best friend home and...
to solve the mystery, that will take place
have a great time!
across many locations of the Orient.
Like its predecessor, Stadt der Löwen
features digitized pictures of live actors
and real backgrounds. The interaction is
performed via an icon-based interface.
The game also contains some light erot-
ic images.
“mobygames.com”

Other Releases
Amiga 1989

172 • Games - CDTV


Team Yankee

Team Yankee is a computer wargame adaptation


of the 1987 Harold Coyle’s World War III novel
Team Yankee that was developed by British stu-
dio Oxford Digital Enterprises for several different
computer systems.

Team Yankee is a mixture of real-time strate-


gy and simulation game with a 3D environment
and 2D sprites. The player is able to use several
well-known late Cold War-era tanks and other ar-
moured vehicles, including the M1 Abrams, M2
Bradley IFV, M113, T-72, T-62 and BMP-2.
The control interface of the game is some-
what unique as it features a four-way split screen
with different control options in order to grant di-
rect orders to four individual platoons of tanks.
The game simulates instruments of war including
thermal imaging in a detailed manner, as well as
Developer Oxford Digital Ent.
Publisher Empire, ReadySoft giving access to scrolling maps of the battlefield
Release date 1992 as combat unfolds.
Genre Simulation
Mode 1 Player 1992 and 1994 Computer Gaming World surveys
of wargames with modern settings gave the game
two stars out of five, describing it as “an arcade-
like product trying to pass as a simulation of mod-
ern tactical armored warfare”.

Two sequels followed: Pacific Islands and War in


the Gulf.

Other Releases
Amiga 1990
Atari ST 1990
MS-DOS 1990

CDTV MS-DOS

some text from mobygames.com

CDTV - Games • 173


Trivial Pursuit
Developer The Kremlin
Publisher Domark
Release date 1992
Genre Board
Mode 1-6 Players
Space Wars
This is the earliest home computer in-
Developer Odyssey
carnation of Horn Abbot International
Publisher Odyssey
Release date 1992 Ltd’s classic board game, Trivial Pursuit.
Genre Shooter The game involves answering questions
Mode 1-2 Players on one of six subject categories to gain
moves, and answering questions on
Space Wars, known as Space War on
special squares to gain one of the six
the Amiga 500, is a space-themed mul-
‘Wedges’ you need to gain the right to
tidirectional shooter with gameplay simi-
take on the final winning question. Ques-
lar to Atari’s 1979 game Asteroids. Lev-
tions are aimed at British players—many
els includes space, asteroids, black hole
entertainment questions are based on
and the sun.
British TV, and sport questions relate to
The CD also included a 14 minute trailer popular British sports.
for the eventually cancelled Lunar Res-
Two game modes are available: Single
cue.
Player (which involves answering ques-
tions against the clock) and Multiplayer.
“mobygames.com”

Other Releases
Amiga 1988 Commodore 64 1988
Amiga CD32 1994 MS-DOS 1987
Amstrad CPC 1987 MSX 1986
Amstrad PCW 1987 Sega Master System 1992
Atari 8-bit 1987 Thomson TO 1986
Atari ST 1988 ZX Spectrum 1986
BBC Micro 1988

174 • Games - CDTV


Town With No Name
Developer Delta 4 Interactive
Publisher On-line article; The One Magazine 42 (mar. 1992)
Release date 1992
Genre
Mode
Adventure
1 Player
HIGH NOON
ONE OF THE BIG-
The Town with No Name is an interac- GEST SMASH HITS
tive Western point and click adventure in the arcades last year
“game” akin to Plumbers Don’t Wear was the laserdisc shoot
Ties. ‘em-up Mad Dog Mc-
Gee, licensed in Europe by Atari Games. Influ-
The Story of The Town with No Name in- enced by this and the spaghetti western films
volves “The Man With No Name” getting starring Clint Eastwood, On-Line Entertain-
off a train at the station in the Town with ment is attempting to bring cowboy capers to
No Name. His path will take him to The- the CDTV.
Hole-In-The-Wall gang and he’ll have to Town With No Name is the brainchild of
figure out a way to pass through them. Fergus McNeill, the creative force behind Psy-
Gameplay consists of two game modes; cho Killer and Bored of the Rings. According
to him, the whole project started when he saw
a standard point and click interface,
a friend wearing a pair of cowboy boots! “He
usually with multiple options presented looked so comical,” comments McNeill, “My
onscreen with a short animated scene mind was turned towards the whole genre of
following what decision the player has Spaghetti Westerns. It was begging for me to do
made. The other mode is a light gun something with it.”
game played with the Amiga CDs’ game- On-Line Entertainment describes the game as
pad, or mouse, where the player must a ‘vast interactive feature film’, with you play-
take out multiple villains not unlike Mad ing the lead role. The game is a strange blend of
Dog McRee. digitised graphics, rotoscoped animation and 3D
“giantbomb.com” scenery. “I guess the aerial and crane shots of
the town are my favourite sequences,” McNeill
reveals, “It gives the impression that you’re fly-
ing around like some hopeful vulture.”

Other Releases
MS-DOS 1991

CDTV - Games • 175


Turrican

Turrican is an early shooter platformer originally


developed for European home computers, best
known for its heavy metal soundtrack by Chris
Huelsbeck.

Turrican is a 1990 “run and gun” shooter/platform-


er akin to something like Contra. The player, as
the bio-mechanical mutant warrior The Turrican,
must make their way across a semi-non-linear
world and defeat a boss before they can move
onto the next world. The Turrican can change its
weapon type, but any weapon besides the default
will require finite ammo which must be found in the
environment first.

The series started in 1989 on the Commodore 64


with a demo level of the full game which was re-
leased in 1990. Turrican became popular due to
Developer Factor 5
Publisher Rainbow Arts, its high technical achievements, demonstrating
Softgold graphics which many did not believe to be possi-
Release date 1992 ble on a C64. Turrican was developed mainly by a
Genre Run and gun single programmer/designer, Manfred Trenz.
Mode 1 Player
The Amiga and Genesis conversions are the best
known versions. This is due in part to the music
composed by Chris Huelsbeck for those versions.
Turrican also saw releases for the Game Boy and
TurboGrafx-16. Numerous homebrew attempts
have been made to reboot Turrican for the mod-
ern era.

Other Releases
Amiga 1990
Amstrad CPC 1990
Atari ST 1990
BlackBerry 2013
Commodore 64 1990
Game Boy 1991
Genesis 1991
TurboGrafx-16 1991
ZX Spectrum 1990 CDTV Commodore 64

some text from giantbomb.com

176 • Games - CDTV


Turrican II: The Final Fight

Turrican II: The Final Fight is the second game


of the Turrican series. The game, developed by
Factor 5 was released in 1991 for the Amiga. The
Amiga version was finished before the C64 ver-
sion, but Manfred Trenz cites the C64 version as
the original design.

The game follows a soldier who uses an advanced


exoskeleton to seek revenge on behalf of his fallen
comrades.

Turrican II is notable for it’s fast-paced gameplay


and high level of difficulty. A platform based shooter,
the game features weapons upgradedable through
pickups well as the ability to shoot in a full 360°
motion. The game contains several similarities to
the game Metroid, featuring large levels which can
be explored in a non-linear fashion and the ability
Developer Factor 5
Publisher Rainbow Arts, to turn into a ball and place bombs. Unlike Metroid
Softgold however, each stage has an end, with an elaborate
Release date 1992 boss battle taking place at the end of each one.
Genre Run and gun At stages throughout the game, it ceases
Mode 1 Player
being a platformer and becomes a R-Type style
shooter. Though unlike R-Type the levels contain a
vertical aspect to the level design.

Chris Hülsbeck does the soundtrack again. The


Amiga version is the most well known among the
Turrican community as it takes advantage of the
stereo sound.

Other Releases
Amiga 1991
Amstrad CPC 1991
Atari ST 1991
BlackBerry 2013
Commodore 64 1991
MS-DOS 1995
ZX Spectrum 1991
CDTV Commodore 64

some text from giantbomb.com

CDTV - Games • 177


Will Bridge
Intermediate /
Developer Will-Bridge Perfectionnement
Publisher Will-Bridge
Genre Cards

The Will-Bridge Practice series is a se-


ries of card games published by Will-
Bridge. The 5 CD series were released
with French and English versions and
was acknowledged by the European
Bridge League. Each CD comes with
one and two player games and includes Advanced /
lessons and quizzes.
Standard
Bridge, or Contract bridge, is a trick-tak-
ing card game using a standard 52-card
deck. The object of the game is to score
points by bidding and winning tricks. A
trick is created by each player picking a
card. The winner of the trick is the player
with the highest ranking card.

Introduction To Bidding / Competition /


Initiation Aux Encheres Competittion
The first title in the series came accom-
panied with a booklet about strategies
and rules on bridge. It is aimed at new
players, and each following title expect a
higher degree of player strength.

Advanced Competition /
Haute Competition

178 • Games - CDTV


Winzer
Developer Golden Gate Crew Tie-Break
Publisher Starbyte
Release date 1992 Developer Starbyte
Genre Simulation, Strategy Publisher Starbyte
Mode 1-4 Players Release date 1991
Genre Sports
Winzer (German for vintner) is a busi- Mode 1-16 Players
ness simulation about the cultivation of
Tie-Break, also known as adidas Cham-
wine.
pionship Tie Break, is a tennis simula-
The player starts by choosing a vine- tion that uses a top-down scrolling per-
yard in southern Germany. There they spective.
must cultivate and harvest grapes, press
The game supports up to 16 players in
wine and sell it on the national or inter-
singles matches on a variety of court
national markets. The quality of the wine
surfaces. It includes all of the major
depends on the type of vines, when the
world tournaments—the four Grand
grapes are harvested and how they are
Slam events at Melbourne, Roland Gar-
fertilized.
ros, Wimbledon and New York, plus the
The player must deal with hiring
Davis Cup and Masters events.
personnel and buying equipment, regis-
tering new wines with the authorities and “mobygames.com”
advertising the products. It is also pos-
sible to sabotage competitors or illegally
water down the wines.
“mobygames.com”

Other Releases
Amiga 1990
Amstrad CPC 1990
Other Releases Atari ST 1990
Commodore 64 1990
Amiga 1991 MS-DOS 1991
Atari ST 1991 ZX Spectrum 1990
Commodore 64 1991
MS-DOS 1991

CDTV - Games • 179


Xenon 2: Megablast

Developed by The Bitmap Brothers for the Amiga


and Atari ST as a sequel to the original Xenon
(also by Bitmap Brothers), Xenon 2 Megablast is
an evolution of the blueprint set by the first game.
It is also one of The Bitmap Brothers’ most re-
nowned games, responsible for a large part of
their cult following in retro gaming.

The game takes place a millennium after the pre-


vious title. The goal of the game is to destroy a
series of bombs planted throughout history by
the Xenites, the vengeful antagonists of the first
game.

Xenon 2 Megablast is a vertically scrolling space


shooter, in which the player controls the Megab-
laster, a small battlecraft that can move in mul-
tiple directions, is equipped with a raygun as an
Developer The Assembly Line offensive measure, and is shielded from enemy
Publisher Image Works, Kixx
Release date 1992
attacks and collisions for a temporary period.
Genre Shooter The game is split into scrolling levels ranging in
Mode 1-2 Players theme from the Cambrian era to futuristic metallic
spaceways, ending with a level boss creature.
Destroyed enemies leave behind curren-
cy which can be used at “Crispin’s Swop Shop”,
which the player can access twice per level. Play-
ers can purchase upgrades for the Megablaster
like better weapons, speed and health upgrades,
etc. Some upgrades can also be picked up during
the levels.
Xenon 2 is
primarily single-
player, but allows
for two players to
play intermittently.

Other Releases
Acorn 32-bit 1993 Game Boy 1992
Amiga 1989 Genesis 1990
Antstream 2019 Jaguar 2016
Atari ST 1989 PC-98 1991
BlackBerry 2013 Sega Master System 1991
MS-DOS 1990 Sharp X68000 1991

CDTV

180 • Games - CDTV


Xenon 2 Megablast was conceptualized with Matthews saying “It’s perfect music
and designed by The Bitmap Brothers for a shoot ‘em up. It’s instrumental, which
(consisting of Mike Montgomery, Steve makes it relatively easy to reproduce on
Kelly and Eric Matthews) and published by computer, and the title says it all.” Rhythm
Image Works. It is the third major release King founder Martin Heath and Bomb the
by The Bitmap Brothers after Xenon and Bass headman Tim Simenon were both
Speedball. The development team drew avid fans of computer games, and their fa-
inspiration from Scramble, Gradius and R- vourable response resulted in “Megablast”
Type, and attempted to deviate from the being licensed for the game.
shoot ‘em up formula by making the ene- The CDTV version includes a high
my characters less predictable and prede- fidelity remix of “Megablast” as well as
termined. The Megablaster’s ability from voice acting for the character Crispin pro-
the previous title to transform into a tank vided by Richard Joseph.
was omitted to make the gameplay more
straightforward. The original release of Xenon 2: Megab-
last was met with critical acclaim and com-
The audio was created by David Whit- mercial success, with reviewers praising
taker, who arranged the Bomb the Bass the detailed visuals, addictive gameplay,
track “Megablast (Hip Hop on Precinct variety of weapons and innovative sound-
13)” as the game’s background score. The track.
game’s subtitle is derived from this track. The CDTV version recieved mixed
The arrangement heard in the title screen reviews. Damien Noonan of Amiga Format
includes the samples from the original ver- rated the CDTV version a paltry 32%, com-
sion, while the arrangement heard during menting that, while innovative at the time
gameplay is slightly stripped down. The it was first released, the game had aged
development team had been eager to in- poorly and its gameplay was not well-bal-
clude the track in a shoot ‘em up game, anced.

Amiga Atari ST Sega Master System Genesis

CDTV - Games • 181


Ultimate Basketball
Developer
Wrath of the Demon Publisher
Context System
Context System
Developer Abstrax Release date 1991
Publisher ReadySoft Genre Sport
Release date 1991 Mode 1-2 Players
Genre Action-platformer
Ultimate Basketball is one of the few
Mode 1 Player
sports games available for the system. It
Wrath of the Demon is a 1991 hack and is a mostly unchanged port of an Amiga
slash developed by Quebec-based de- game developed by DesignStar Con-
veloper Abstrax. sultants and released in 1989 under the
The player controls a hero on a quest name Omni-Play Basketball. The CDTV
to defeat a demon. He begins the game version looks like it goes under the “edu-
on horseback, jumping over obstacles, cational” CDTV title banner because of
beating flying creatures, and collecting its yellow stripe on its cover.
potions on the ground. Afterward, the Ultimate Basketball contains two distinct
hero must proceed on foot through side- basketball games, with 3 skill levels and
scrolling platforming levels, destroying sets of players. One recreates the real
creatures with his blade as well as col- game closely, offering a full league for 1
lecting potions and additional weapons or 2 players. The other is faster-paced,
he will need on his quest. with easier shooting.
“mobygames.com” Shot time limit and match length can
be varied, as can kit and court colours.
Long range shots and slam-dunks are all
available. The game features 9 years of
historical statistics for teams and players.
“mobygames.com”

Other Releases
Amiga 1990
Atari ST 1991
Commodore 64 1991
MS-DOS 1991
Other Releases
Amiga 1989
Commodore 64 1989
MS-DOS 1990

182 • Games - CDTV


Mind Run
Developer Créalude
Publisher Créalude
Release date 1991
A Bun for Barney Genre Edutainment, Puzzle

Mind Run is a mental training game that


Developer MultiMedia Corporation
Publisher BBC Multimedia is made up of a number of tests that are
Release date 1991 divided into four different categories:
Genre Interactive-book, Mini-games Memory, Stress, Sounds and Reflexes.
In each activity there are forty
A Bun for Barney is a combination of
questions or tasks and for each one
a storybook and an exploration game
that’s successfully answered the play-
aimed at children. The story is about
er earns points. The number of points
Barney the Bear who learns to say ‘no’.
earned depends on which of the five dif-
It features narration of Tom Baker of Dr.
ficulty levels is chosen. All tasks have to
Who fame and is animated by Melendez
be completed before the time runs out.
Films.
The pop-up world contains animations, “mobygames.com”
surprise word and number games and
hidden nursery rhymes which children
can explore by clicking on different parts
of the screen.
“mobygames.com”

184 • CD-ROM titles - CDTV


Barney Bear Goes to School
Developer Free Spirit
Publisher Free Spirit
Barney Bear Goes Camping Release date 1991
Genre Interactive-book, Mini-games
Developer Free Spirit
Publisher Free Spirit Barney Bear Goes to School consists
Release date 1990
of two parts, where the first is a story
Genre Interactive-book, Mini-games
book where the player has to help Bar-
Barney Bear Goes Camping is part of a ney Bear to wake up and get ready for
series of educational games for children school.
aged two to six. The second part include two games and
This title consists of two parts, where a coloring book.
the first is a story book about Barney
Bear where he walks around the forest
and interact with animals. The story is
told through narrated pictures and for
each one the player can interact with the
scene by clicking on various objects. To
continue the story a specific object has
to be clicked on.
The second part include different games
and an coloring book program.

Other Releases
Amiga 1990
MS-DOS 1992

CDTV - CD-ROM titles • 185


Fun School 3
Fun School is a series of educational pack- The CDTV received the third set of educa-
ages developed and published in the United tional games. The three individual games
Kingdom by Europress Software, initially as aimed at children aged under 5 years, be-
Database Educational Software. The origi- tween 5 and 7 years and over 7 years re-
nal Fun School titles were sold mostly by spectively. The games and their age ranges
mail order via off-the-page adverts in mag- took in to full account of the new National
azines owned by Database Publications. A Curriculum and the school syllabus content
decision was made to create a new set of at the time.
programs, call the range Fun School 2, and
package them more professionally so they The Amiga version was hosted on the “Com-
could be sold in computer stores around the modore 1990 Christmas” talk show along
UK. Every game comes as a set of three with AMOS 3D. The Amstrad PCW version
versions, each version set to cater for a won the European Computer Leisure Award
specific age range. as “Best Home Education Package” and
also got the 8000 Plus Seal of Approval.

Fun School 3: for the Under 5s


Publisher Database Educational Software
Release date 1991
Genre Edutainment
Mode 1 Player

For The Under 5s includes 6 Games:


Counting, Letters, Matching, Actions,
Painting, and Gallery. Most games have
multiple difficulty levels, which reveal
themselves after the easiest has been
solved.
Counting game; players must correctly
count the numbers of everyday objects.
Letters game; players must match the let-
ters displayed.
Matching game; players must recognise
which items that can be paired up.
Actions game; players must choose an ac- Other Releases
tion word to make the teddy bear act it out. Amiga 1991
Painting; players can choose the colours Amstrad CPC 1990
Amstrad PCW 1990
of different items to form a picture. Atari ST 1990
Gallery game; involves matching pictures Commodore 64 1991
MS-DOS 1991
with the correct label. ZX Spectrum 1991

186 • CD-ROM titles - CDTV


Fun School 3: for 5 to 7 Year Olds
Publisher Europress Software
Release date 1992
Genre Edutainment
Mode 1 Player

For 5 To 7 Year Olds includes 6 Games:


Counting, Letters, Matching, Actions,
Painting, and Gallery.
These six small educational games star
Freddy the Frog. Each uses simple con-
trols to ensure that children can play with-
out difficulty from the software.

Other Releases
Amiga 1991
Amstrad CPC 1991
Amstrad PCW 1990
Atari ST 1990
Commodore 64 1991 Amiga
MS-DOS 1991
ZX Spectrum 1991

Fun School 3: for the over 7s


Developer Database Educational Software
Publisher Database Educational Software
Release date 1991
Genre Edutainment
Mode 1 Player

For the over 7s is aimed at children age


seven and over and consists of six pro-
grams with four games starring Robbie
the Robot and two utilities. Each game
has various skill levels and can be ad-
justed to suit the child’s needs.

Other Releases
Amiga 1990
Amstrad CPC 1990
Amstrad PCW 1990
Atari ST 1990
BBC Micro 1990
Commodore 64 1990 Amiga
MS-DOS 1991
ZX Spectrum 1991

CDTV - CD-ROM titles • 187


Ordicode
Japan World
Developer Almathera
Publisher Educom Developer Global Learning Systems
Genre Edutainment Publisher Global Learning Systems
Release date 1991
French driver license learning software Genre Edutainment
where users can practice for their test by
reading about road traffic rules, etc. Im- An educational muli-media CD about Ja-
ages and sound is also used. pan where users can learn about the his-
Uncertainty over a tory, language and culture of the country.
commercial release of Japan World contains fourteen chapters
this title, but the Com- with pictures, music, narration, including
modore CDTV Disc trivia questions.
Reference Guide have Amiga Format gave it a score of 89%
it listed as released. and a positive review in their 1992 Octo-
ber issue; “probably the best Amiga CD
title to date, this exploits the potential of
multimedia better than any yet released.”

article; CU Amiga Magazine 12 (feb. 1991)

NEWS SOFT
Derbyshire schoolchildren will soon be experiencing
Japanese culture and language without leaving their
classrooms — thanks to a technological breakthrough
by Commodore.
Commodore’s revolutionary CDTV combines the tech-
nologies of the computer and the compact disk with
an ordinary television. The Dayshire scheme is part of
the CDTV pilot marketing prior to its launch in Spring
1991. Japan World is the first dedicated educational
program for the new machine and was developed by
Global Learning Systems Ltd and Derbyshire County
Council following Toyota’s decision to build a £700
million car assembly plant in the country.
Commodore will be supplying CDTVs to the second-
ary schools taking part in the scheme, which is designed to fos-
ter a better understanding of the Japanese language and culture.
Using a simple infrared remote control unit, the Derbyshire
schoolchildren will be able to experience Japan on their class-
room TV screen in full colour and stereo sound, complete with
text, graphics and motion video.
By linking the presentation of audio and visual info to their re-
sponses, students are able to work at their own pace and teachers
can tailor programs to individual needs.

188 • CD-ROM titles - CDTV


Learn French With Astérix
A language learning software split between two
CDs. The software contains lessons in the form
of a story spoken in modern French and illus-
trated throughout. It include almost 60 minutes
of spoken French, 400 drawings, and accom-
panying French and English text.
The software uses a combination of memory
aids to teach the language. Users can explore
the home of Asterix and improve their French
by finding over 1,500 vocabulary items.
Each disk are said to offer over 15 hours of
study using all the options available.
Learn French With Astérix is also one of the
few CDTV titles compatible with the Microde-
al’s Voice Master. A section on the software
called “S’Enregistrer” allows users to record a
phrase, and then play it back to compare it with
Developer Eurotalk the spoken French on the disk.
Publisher Eurotalk
Release date 1991 The disks retailed at £34.99 each at the time of
Genre Edutainment release and were released as both English and
French versions.

CDTV

CDTV - CD-ROM titles • 189


Language TV: English
Developer Jeriko
Publisher Jeriko
Release date 1991
Genre Edutainment

A French educational program for learn-


ing English. Most of the content are
facts about the UK and it’s culture, which
Heroic Age of Spaceflight makes the program more of a geograph-
Developer Troika Multimedia ic fact course then a language experi-
Publisher Troika Multimedia ence.
Release date 1991
Genre Edutainment

Heroic Age of Spaceflight - NASA... The


25th Year is essentially a 50-minute vid-
eo-on-a-disc. It feature a menu where
users can choose clips from the video.
This was one of the first programs to use
Commodore’s CD-XL format, which pro-
duces a 1/4 screen, 10 frames per sec-
ond video with stereo sound.

Pinocchio
Developer Si-Lab
Publisher Giunti
Release date 1993
Genre Edutainment
Mode 1 Player

Pinocchio includes a one hour long com-


puter animated story based on the clas-
sic fairy-tale of the same name.
This CD also includes a game where the
player, as Pinocchio, must complete dif-
ferent mini-games.

190 • CD-ROM titles - CDTV


North Polar Expedition
Developer Virgin
Publisher Virgin
Release date 1991
Genre Adventure
Mode 1 Player My Paint CDTV
In North Polar Expedition the player is Developer Saddleback
tasked with leading an expedition to the Publisher Saddleback
Release date 1991
North Pole. The story and setting are Genre Utility
inspired by an actual transglobe expedi- Mode 1 Player
tion by Sir Ranulph Fiennes. The game
uses photographic footage from the ex- A paint and coloring program aimed at
pedition in question. children aged 3-13. The drawing pro-
gram includes different tools, such as
In the game the player is presented with
brush-sizes, fill-em-up and different ef-
all kinds of different situations in which
fects, like mirror-mode. It also includes
the player must choose how to act,
over 100 pictures that can be colored in,
mostly in a choose-your-own-adventure
including sound effects.
style. Points are earned and a score is
kept to compare different expeditions. Reviews for it were mixed, mostly be-
Each new expedition presents the player cause of the difficulty using the remote
with different problems. The player takes control with the program.
on the role of different members of the
expedition in different situations.
The game came with a copy of Sir Ran-
ulph Fiennes book To The Ends of the
Earth.
“mobygames.com”

CDTV - CD-ROM titles • 191


Sprachrätsel Series
Developer Ingenio
Publisher Ingenio
Release date 1991
Genre Edutainment, Puzzle

The Sprachrätsel discs is a series of German


crossword puzzle games disguised as educa-
tion titles. They all look and play the same.
Another title, Fremdsprachenrätsel Latein
1 (“Foreign Language Puzzle Latin 1”), are
said to have been released, but images of the
physical copy have not been found.

Fremdsprachenrätsel Spanisch 1
(“Foreign Language Puzzle Spanish 1”)

Sprachrätsel Englisch 1
(“English Language Puzzle 1”)

Sprachrätsel Englisch 2
(“English Language Puzzle 2”)

Sprachrätsel Englisch 3
(“English Language Puzzle 3”)

Sprachrätsel Französisch 1
(“French Language Puzzle 1”)

192 • CD-ROM titles - CDTV


article from Amiga Format Magazine (mar. 1992)

THE DISCIS CHILDREN’S BOOK SERIES


This is a delightful collection of popular chil-
Discis Knowledge Research
dren’s picture books brought to the television.
Each one is operated in the same way, so in ef-
Discis Knowledge Research is a com-
fect we’ll deal with them as one collection. pany, founded in Toronto in 1988, that
The series is biased towards American books acquired rights to children’s stories and
with American narrators and American spelling, published them as CD-ROM-based inter-
but since the majority of children’s television active children’s books.
cartoons are now American-made, that would
only be a problem for the fussiest of English par- By 1993, the company had published
ents. It also gives rise to an interesting feature of 20 interactive titles and sold more than
the series, in that every book can read in Span- 300,000 discs, primarily across North
ish, America’s second language, if you so wish. America.
The format is the same for each book. The
book is spread open in front of you, with the Discis’ two main brands are Little Kids
illustrations from the original printed versions Can Read and Kids Can Read.
reproduced in digitised form. And there’s music
playing throughout, too, which makes the whole
experience very like watching Jackanory.
To move through the book, you click on the
dog-eared bottom-right corner to turn the page
or move a slider at the right-hand side. If you
just want to listen to the story, you click on the
little loudspeaker icon at the start of each para- Discis Interactive Storybook
graph and the narrator will read, turning the
pages, to the end of the story. Each sentence is Discis released several titles for the
highlighter while it is read. CDTV. These were more like interactive
The only mild problems with the control sys-
tem is that the CDTV tends not to take input books than games and are based on ex-
when it’s doing something else, such as loading isting childrens books. All titles follow a
the next page or music or narration. This means similar template and plays the same.
that sometimes you click and nothing will hap-
The main portion of the game is the sto-
pen: which could be just a bit to fussy for impa-
tient little fingers. rybook part where a narrator reads the
The CD books are just as likely to become story while pictures and text are shown
treasured possessions for younger children as on screen. Music and sound effects are
‘real’ books do already. They’re nicely presented sometimes played along with the story.
to a very high professional standard. Of course,
different stories will be preferred by different Using the controller, users can click on
people according to the subject matter. any word in the text or on items in a pic-
All in all, the only question you have to ask ture to obtain the correct pronunciation,
yourself is do you really want to pay that much explanation, and syllable breakdown.
more for a CD than a book? Kids’ books have
very few words, which translates into very few Some titles also includes simple games
minutes of CD-watching, which makes them ex- and programs, like a coloring/paint pro-
pensive at only one story per disc. gram.
Books have a ‘feel’ as objects which is en-
tirely their own and many parents would prefer Most—if not all—were also released on
to get their kids away from the telly to read. On the VIS (Visual Information System), Ma-
the other hand, it keeps them quiet and encour- cintosh and Windows.
ages the kids of the video age to pay attention to
words, it has to be good. Your decision. It’s the Reviews at the time were mostly mixed
price that really makes it seem unviable. to positive.
verdict 70%

CDTV - CD-ROM titles • 193


The Paper Bag Princess
Developer Discis
Publisher Discis
Cinderella: Release date 1992
The Original Fairy Tale Genre Edutainment

Developer Discis Based on a 1980 book written by Robert


Publisher Discis Munsch and illustrated by Michael Mart-
Release date 1992 chenko.
Genre Edutainment
The story reverses the princess and
A story based on the Cinderella fairy-tale dragon stereotype. As a result, it has
illustrated and written by Paul Galdone. won critical acclaim from feminists, in-
This retelling of Cinderella is a little more cluding an endorsement from the Na-
positive than most other iterations. She tional Organization for Women, which
still marries her prince, but she also finds sells the book on its website.
rooms in the palace for her two stepsis-
ters—and even arranges aristocratic
matches for them.

194 • CD-ROM titles - CDTV


A Long Hard Day
On The Ranch
Developer Discis Moving Gives Me A Stomach Ache
Publisher Discis
Release date 1991 Developer Discis
Genre Edutainment Publisher Discis
Release date 1992
Based on a 1989 book written and illus- Genre Edutainment
trated by Audrey Nelson.
Based on a book written by Heather
The story follows a young boy who is va-
McKend and illustrated by Heather Col-
cationing on his aunt and uncle’s ranch
lins.
for the summer. Written in the form of
a letter home, A Long Hard Day on the It tells the story of a child’s reaction to
Ranch shows how a young boy imag- moving house. The little boy has been
ines his days at the ranch—while ac- given a big box to pack up all of his fa-
companying illustrations show the more vourite belongings—his bear, his cray-
mundane reality. ons, his books and marbles—but how
will he fit in his tree, or his best friend?

CDTV - CD-ROM titles • 195


The Night Before Christmas
Developer Discis
Publisher Discis
Release date 1992
Genre Edutainment
Mud Puddle Based on a book written by Clement
Developer Discis Moore and illustrated by Arthur Rack-
Publisher Discis ham—one of the leading figures during
Release date 1992 the Golden Age of British books.
Genre Edutainment
The Night Before Christmas is a yuletide
Based on a 1981 book written by Rob- poem, originally known under the title A
ert N. Munsch and illustrated by Sami Visit from St. Nicholas.
Suomalainen. Moore was an American professor of
It tells the story of a mud puddle who Oriental and Greek literature, as well as
continually ambushes a little girl named Divinity and Biblical learning, and the
Jule Ann. She eventually have to find a poem (which has been labelled ‘the best-
way to outsmart the puddle. known verses ever written by an Ameri-
can’) is largely responsible for concep-
tions of ‘Santa Claus’ popular from the
mid-nineteenth century until today.

196 • CD-ROM titles - CDTV


Heather Hits her First Home Run Scary Poems For Rotten Kids
Developer Discis
Developer Discis
Publisher Discis
Publisher Discis
Release date 1991
Release date 1991
Genre Edutainment
Genre Edutainment
Based on a 1989 anthology book of hor-
Based on a 1989 book written by Ted
ror poems for children written by Sean
Plantos and illustrated by Heather Col-
O’Huigin and illustrated by John Fraser
lins.
and Scott Hughes.
It tells the story of a girl named Heather
Poems includes The Body, The Pocket,
playing Tee-ball and deals with the value
The Fog, Acid Rain, and The Day the
of sportsmanship and team spirit.
Mosquitoes Ate Angela Jane.

advert from CU Amiga Magazine 30, Aug. 1992

If you bought CDTV and are now living to regret it read on


“..Commodore made multimedia available to the masses
with the Dynamic Total Vision (CDTV), but it looks set
for dinosaur status in the light of Phillip’ impressive Com-
pact Disc-Interactive (CD-I). Chris Cain’s (Senior Staff
Writer PCW) comparison of the two systems game him
the best hardware experience he’s had for five years...
Personal Computer World July 1992
Did you bet on black and it came up red?
Did you buy Betamax when everybody bought VHS?
Have you booked your summer holiday in Yugoslavia?
I bet you’ve got CDTV.

Well don’t worry we won’t take the micky anymore because your not the only person
who fell for all the hype, but don’t panic, Captain Diamond as always is here to save the
day. You can bring your old CDTV into any branch of Diamond until the end of August
and we will give you a brand new all singing all dancing CD-I system for only £449

CDTV - CD-ROM titles • 197


The Tale of Benjamin Bunny
Developer Discis
Publisher Discis
Release date 1991
Genre Edutainment
The Tale Of Peter Rabbit
Based on the sequel to The Tale of Peter
Developer Discis Rabbit book, it tells of Peter’s return to
Publisher Discis Mr. McGregor’s garden with his cousin
Release date 1992
Benjamin to retrieve the clothes he lost
Genre Edutainment
there during his previous adventure.
Based on a book written and illustrated
by Beatrix Potter. The tale was written
for five-year-old Noel Moore, the son of
Potter’s former governess, Annie Carter
Moore, in 1893. The book were released
in 1901.
The story follows mischievous and dis-
obedient young Peter Rabbit as he gets
into, and is chased around, the garden
of Mr. McGregor.
The Tale of Peter Rabbit has been trans-
lated into 36 languages, and with 45 mil-
lion copies sold it is one of the best-sell-
ing books in history.

Thomas’ Snowsuit
Developer Discis
Publisher Discis
Release date 1991
Genre Edutainment

Based on a book by Robert Munsch. It


tells the story of Thomas who don’t want
to use his new snowsuit.

198 • CD-ROM titles - CDTV


Advanced Military Systems
Developer Dominion Software & Design
Publisher Dominion Software & Design
Release date 1991
Genre Multi-media

Multimedia CD-ROM for Amiga CDTV/


CD32 featuring images, music, informa-
tion, video clips and narration covering
Dinosaurs for Hire different kinds of military hardware.

Developer Wright Works III


Publisher Wright Works III
Release date 1991
Genre Multi-media

Dinosaurs for Hire for the CDTV is a digi-


tal version of three issues of the comic
book series of the same name. It feature
digitised images and voice-over.

Text from the packaging;

Over one thousand breathtaking action shots of the


world’s most exciting and powerful military systems.
From the agile grace of the U.S. Air Force’s F-15
Eagle to the awesome power of the Soviet subma-
rine fleet, to the sleek and dangerous lines of German
Leopard Tank.
Advanced Military systems brings you the very best,
including the MiG-29 Fulcrum Jet, M1A1 Abrams
Tank, Iraqi Al-Abbas Missile, Israeli Kfir Jet, Nim-
itz-class Aircraft Carrier, Typhoon-class Submarine,
F-117A Stealth fighter, and much, much more!
This display of international military might is art-
fully combined with hours of music and narration to
create an exciting and informative interactive multi-
media production.

200 • CD-ROM titles - CDTV


Women in Motion
Developer On-Line
Publisher On-Line
Release date 1992
Genre Multi-media
Animals in Motion
Women in Motion, billed as “an encyclo-
Developer On-Line
pedia of movement”, contains images Publisher On-Line
and animated sequences taken of naked Release date 1992
women by Eadweard Muybridge. Genre Multi-media
Amiga Format gave it a score of 55% Animals in Motion is the second CDTV
and wrote; “A collection of animated se- title in the series of photographs by Ead-
quences of fat, naked Victorian ladies. weard Muybridge. This CD includes
A useful if eccentric resource for anima- a large library of
tors”. black-and-white
Excerpt from the packaging; digitised pictures of
You can examine animals. The files
each frame of ani- are stored as IFFs
mation, print it out, and anim files.
or load it into an art
package and work
with it.

CDTV - CD-ROM titles • 201


GardenFax Series
Publisher Intersearch
Release date 1991 Fruits, Vegetables & Herbs
Genre Reference
Includes information on over 170 kinds
of common and exotic edible plant spe-
The GardenFax series included four cies.
discs which retailed at £35 each at the
time of release.

The series are meant as a tool for gar-


dening and plants. Each disk feature a
menu system where users can choose
a plant they want information on. Each
plant listed include an image and tips
on how to best raise it healthy. It also
includes info on re-potting, seed laying,
etc.

Indoor Plants
Includes information on over 200 kinds
of common and exotic houseplants.

excerpt from
Amiga Format review;

The Gardenfax front-end


is one of the best seen on
any multimedia disc, even
though it looks pretty hor-
rible.

Garden Plants Trees, Shrubs, Roses & Conifers


Includes information on over 400 kinds Includes information on over 300 kinds
of common and exotic plants. of common and exotic plant species.

202 • CD-ROM titles - CDTV


Fractal Universe
Developer Almathera
Publisher Almathera
Release date 1992
Genre Reference

Fractal Universe is an educational ad- The Connoisseur:


vanced mathematics tool. Users can cre-
ate their own fractals and learn about the Fine Art Collection
Mandelbrot set and the complex math- Publisher Lascelles Productions
ematical formulae used to create them. Release date 1992
A fractal is a pattern, that when seen Genre Reference
as an image, produces a picture, which Contains images, information text and
when zoomed into will still make the background music for over 400 histori-
same picture. cal works of art from nine periods in art
Fractal cosmology is a set of cos- history.
mological theories which state that the
distribution of matter in the Universe, or
the structure of the universe itself, is a
fractal across a wide range of scales.
The Mandelbrot set is an exam-
ple of a fractal in mathematics. It is a
particular set of complex numbers which
has a highly convoluted fractal boundary
when plotted.

CDTV - CD-ROM titles • 203


magazine article; CU Amiga Magazine 30 (aug. 1992)

TRADE-IN DEAL FOR CDTV


With relatively poor sales so far, Commodore are
launching a summer offensive to promote their
beleaguered CDTV. From mid-July, Amiga 500
owners will be able to trade in their machine for a
£200 discount off the price of the newly-launched
CDTV Multimedia Pack. The Multimedia Pack The plastic in question being your trusty
includes a CDTV, plus keyboard, mouse, and disk Amiga 500, of course. Because if you take it
drive and retails normally at £599, although with along to your local stockist and trade it in,
the trade-in offer it can be yours for £399. we’ll exchange it for a new generation Amiga
Commodore are quietly confident about the CDTV multi-media computer pack for only
success of the deal, particularly as the same tech- £399.99.* That’s £200 less than the normal
nique was used to boost the ailing Amiga in its retail price. And remember, that includes and
early stages of development. A deal was struck Amiga CDTV player with keyboard, mouse,
whereby C64 owners could upgrade to the Amiga floppy disc drive and a 12 month warranty -
by trading in their 8-bit machines for a hefty dis- the whole shooting match. This fantastic offer
count. Commodore’s Kelly Summer commented: to our Amiga customers closes at the end of
‘People can hand in a four of five year-old Amiga September. So hurry, as they say, while stocks
1.2 and get a brand new Amiga with CDROM and last. And don’t forget the plastic.
a 12-month warranty. It’s a cracking deal’. *Trade-in machines must be complete and in working order. Offer ends 30th Sep-
tember 1992. Available at selected high street stores including Dixons and specialist
independents.
Fakta Leksikon
Developer TEXTware
Publisher Commodore, Nordisk Forlag
Genre Reference

Fakta Leksikon is a Danish lexicon by


Gyldendal publishing house.
Caplex The disc contains more than 40,000 ar-
ticles with over 1000 pictures.
Publisher Cappelen Fakta
Release date 1991
Genre Reference

Caplex is a digital version of the one-


volume Norwegian lexicon by Cappelen.
It was billed as the first multimedia ency-
clopedia in the Nordic countries and one
of the first in the world.
The CD-ROM version of Caplex con-
tains over 1500 images, 200 maps, 350
sound clips, etc.

Enciclopedia Italiana Grolier


Publisher Grolier Hachette International
Release date 1991
Genre Reference

Italian encyclopedia by Grolier publish-


ing house. This was the first of several
different CDTV encyclopedias by Grolier.

208 • CD-ROM titles - CDTV


Enciclopedia Italiana Grolier
Edizione 1994
Publisher Grolier Hachette International
Release date 1993
Genre Reference

The updated release includes more con-


tent, such as CDXL videos, maps, flags,
audio clips, faster loading time, etc.
Grolier’s Enciclopedia Italiana were re- The Hutchinson Encyclopedia
leased for several different systems, in- Publisher Attica Cybernetics
cluding CD-i, and were updated yearly Release date 1991
up till at least 2001. Genre Reference

A digital version of the Hutchinson En-


cyclopedia—a general encyclopedia re-
leased as a single volume. It attempts to
be readable by reducing the use of tech-
nical language.
The CDTV version includes 25,000 en-
tries, with sound-clips, maps, images,
etc.

Edizione 1993 Edizione 1995

Edizione 1996 Edizione 1997

Edizione 1998 Edizione 1999

CDTV - CD-ROM titles • 209


Il Dizionario
Multilingue
Publisher Grolier Hachette
Release date 1993
Genre Refrence
The New Grolier
Italian ‘Multi-lan-
Electronic Encyclopedia guage’ dictionary
Publisher Grolier Electronic Publishing with sections on
Release date 1991 different topics
Genre Reference such as economy
and money.
The Grolier Electronic Encyclopedia is a
digital version of Groliers print encyclo-
pedia series. This was an update from
their previous 1985 CD-ROM release.
This title contains the 21-volume Aca-
demic American Encyclopedia series.
It includes over 2000 images, including
excepts from animals, speeches, music,
Il Dizionario
etc. Say it in English
An updated CDTV compatible version Publisher Grolier Hachette
was released a year later for the CD32. Release date 1993
Genre Refrence

Italian dictionary on the English lan-


guage. It contains over 370 drawings
and one and a half hour of English voice
recordings accompanied with Italian text.

210 • CD-ROM titles - CDTV


Insight: Technology
Insight: Dinosaurs
Developer Optonica
Publisher Commodore Developer Optonica
Release date 1994 Publisher Optonica
Genre Reference Release date 1994
Genre Reference
Insight: Technology was the first title in
the Insight Encyclopedia CD series for Insight: Dinosaurs was the second title
the CD32, CDTV and A570 systems. It in the series. It was released just after
consists of in-depth articles on how dif- Jurassic Park and the “dinomania” the
ferent items work, from everyday object film caused.
like the ball-point pen to how a space Insight: Dinosaurs is a CD encyclope-
shuttle functions. dia about dinosaurs and includes arti-
The CD includes over 300 computer cles with photos, illustrations, computer
graphic images, video clips, diagrams graphics, sound effects and animated
and animations. It also includes a photo sequences. The articles are also narrat-
library of over 700 pictures—some with ed. The CD also includes simple games,
narrations. like quizzes and a coloring program.
Insight: Technology received mostly Insight: Dinosaurs was well received at
good reviews by magazines at the time. the time. Amiga CD32 Gamer gave it a
CU Amiga gave it a score of 91% and score of 85% and wrote in their closing
wrote in their closing statement; “Al- statement; “A well presented and smart
though the number of topics isn’t vast, package that the programmers have
there’s enough here to stimulate both crammed full with every titbit of info you
adults and children, and it’s the ideal tool could imagine on dinosaurs”.
for learning how everyday objects work”.

CDTV - CD-ROM titles • 211


Sherlock Holmes On A Disc
Publisher Animated Pixels
Genre Reference

Contains every Sherlock Holmes story


by Arthur Conan Doyle. It also includes
reproductions of original woodcuts and a
search engine.

The Illustrated Holy Bible


Publisher Animated Pixels
Genre Reference

Contains the complete text of the Old


and New Testament. It includes illustra-
tions and a search engine.
This was the first of three titles released
by Animated Pixels. These titles were
similar and featured basic menus with
no music or speech.

The Illustrated Works of


Shakespeare
Publisher Animated Pixels
Genre Reference

Contains the complete text of all Shake-


speare’s plays, poems and sonnets. It
also includes reproductions of original
woodcuts and a search engine.

212 • CD-ROM titles - CDTV


American Vista Atlas
Developer Applied Optical Media
Publisher Applied Optical Media
Release date 1992
Genre Reference

American Vista Atlas and World Vista


Atlas are two atlas application software
World Vista Atlas
released for the CDTV. Developer Applied Optical Media
This is an atlas over the US. It feature Publisher Applied Optical Media
Release date 1991
digitized maps, a state-by-state tour and Genre Reference
each state has a slideshow of digitized
images. World Vista Atlas is a world atlas appli-
cation. Unlike American Vista Atlas, this
includes less detail on each nation. As
well as seeing the maps and flags and
looking at pictures of scenery, users can
listen to national folk music and learn a
few words of the language of any coun-
try.

CDTV - CD-ROM titles • 213


Time Table of History
Business, Politics & Media
Publisher Xiphias
Release date 1991
American Heritage Genre Reference
Illustrated Encyclopedic Dictionary Includes over 6000 articles covering dif-
Publisher Xiphias ferent events from
Release date 1991 the Trojan Horse to
Genre Reference Desert Storm. Im-
An 80,000 words interactive digital refer- ages, maps, charts,
ence book. It con- etc. are featured
tains illustrations, within the articles.
facts and figures,
geographic and bi-
ographical informa-
tion, etc.

Time Table of History


Science and Innovation
Publisher Xiphias
Release date 1991
Genre Reference
Great Cities of Our World
Includes over 6200
Florence: Art, History and Mystery articles covering
Developer Giunti Multimedia different key events
Release date 1991 in science from the
Genre Reference Big Bang to the
Users can go through 3000 years of the U.S. military tech-
history of Florence, a city in Central Italy. nology.
It contains topics with information on dif-
ferent periods of time and events.
Uncertain if this title had an official com-
mercial release, but the Commodore
CDTV Disc Reference list it as released.

214 • CD-ROM titles - CDTV


Deutschland Kompakt
Publisher MSPI
Release date 1991
Genre Reference

Multimedia travel guide for Germany.


Includes information and quizzes about
the country and 150 of it’s cities.

12 Centuries of Art
Palermo
Publisher DigiPublishing
Release date 1992
Genre Reference

A some sort of tourist guide containing


a large collection of art and images from
the city of Paler-
mo, Italy. It also in-
cludes maps, his-
torical facts, and
information about
the city.

Deutschland Kompakt 2
Publisher MSPI
Release date 1991
Genre Reference

The second CDTV multimedia travel


guide for Germany contains information
on only 100 of it’s cities, but with an im-
proved menu system and better content.

CDTV - CD-ROM titles • 215


Timbres de France & Monaco
Publisher Dèpöt Lègal Seriat
Release date 1992
Genre Reference
The Guinness
Timbres de France & Monaco (“Stamps
CDTV Disc Of Records from France & Monaco”) is a stamp col-
Developer New Media lecting software. It feature a glossary,
Publisher CDTV Publishing images and prices.
Release date 1991
Genre Reference

This is a digital version of the popular


Guinness Records book series.
Users can browse the different records
by selecting one of the 11 main topics,
using the search menu or the index. It
also feature six video tours consisting
of full screen slides, accompanied by a
narrator.
An updated version, also developed by
New Media, was released two years lat-
er for the CD32.
“cdtvland.com”

Il Guinness Dei Primati 1994


Publisher Grolier Hachette International
Release date 1994
Genre Reference

Italian version of
the 1994 edition
of The Guinness
Book of Records.
This version was
not released in
English.

216 • CD-ROM titles - CDTV


Cinque Anni Di Ansa Sport
dal 1988 al 1992
Publisher Grolier Hachette
Release date 1993
Genre Reference Dodici Anni Di Gazzetta Ufficiale
“Five Years Of Ansa Sport - from 1988 to attraverso comunicati e sommari ANSA
1992” was an Ital- Publisher Grolier Hachette
ian release where Release date 1993
users could read Genre Reference
about different “Twelve Years Of
sport accomplish- Official Gazette
ments by search- through ANSA
ing through the press releases
different catego- and summaries”
ries. was an Italian re-
lease with content
similar to the pre-
vious release.

The New Basics


Electronic Cookbook
Publisher Xiphias
Release date 1991 Cinemabilia
Genre Reference
Developer Media Sat Production
Includes over 1800 recipes with narration Release date 1993
by Shirlee Rosso and Sheila Lukens. An Genre Reference
on-screen presentation allows the user Cinemabilia, released in Italy, is an in-
to choose recipes by specific ingredi- teractive archive for films. It includes
ents, mealtime or special occasion. information of 30,000
movies, with informa-
tion about actors, di-
rectors, poster images
and photos from movie
sets (similar to what
imdb.com is).
Thought to have be
cancelled, but Com-
modore CDTV Disc
Reference Guide list it
as released.

CDTV - CD-ROM titles • 217


Dr. Wellman
The Human Body Publisher
Release date
CDTV Publishing
1991
Publisher Giunti Multimedia Genre Reference
Release date 1994
Dr. Wellman: A Guide to Good Health for
Genre Reference
You & Your Family is a medical guide. It
This multimedia disk teaches users was also one of the launch titles for the
about the human body. It also includes a CDTV.
“guided tour” that plays like a documen- It’s content includes over 2500 images—
tary and feature pictures and video-clips some animated—music and narration
with narration. and an “adult health section” that offers
restricted access via a password secu-
rity system.

Le Monde
Les Chronologies Du Monde 1944 - 1991
Publisher Le Monde-Act Multimedia Homèo-CD
Release date 1992
Genre Reference Publisher HMAC
Release date 1993
A French release Genre Reference
of a database of
Created with the
the entire history
help of the Ho-
from 1944 of the
meopathic Medi-
French newspa-
cal Association of
per Le Monde.
Canada and in-
clude 500 ‘recom-
mendations’.

218 • CD-ROM titles - CDTV


magazine article from; “CD Column” Raze Magazine 6 (April 1991)
COMPACT STORIES

CD
★ Microdeal are working
wonders with CD Remix.
Especially so as they do
not even have a CDTV yet!
They only have the develop-
ment kit to work with at the

H
moment. It makes you won-
ow would you like to be the MIDI channels and then use
SIGHTS ON
der what Commodore are
able to take a CD and then the one CDTV as a master to playing at since, at the time
re-sequence it? To take a control the other machines. DJs, of writing, the CDTV is ac-
Madonna CD, for example, ex- for example, could take tracks tually due for an American
tract a couple of parts from it, with the same sort of bassline release in February!
merge it with your own sam- and the mix them in together.”
ples and sequences, loop them, Don’t be misled, though, ★ Expect to see the Sierra
reverse them, repeat them, etc. Remix is not aimed towards the games Jones in the Fast
etc! Sounds good, eh? A DIY professional market. Remix is Lane and King Quest V on
home studio, even? a program for everyone. The CD-ROM for the IBM PC
You will have the chance to program is structured so that it (probably Sierra’s own hard-
do just that when the CDTV will not contain a “language” as ware system) and CDTV.
appears because Microdeal are generally perceived. There will Gawk at those graphics! Could this be
in the midst of producing the be no clunky GOTO or FOR... the prettiest computer game EVER!
ground-breaking software re- NEXT statements here. The best
quired to do it. John Simes at comparison I can give you is
Microdeal had a few (hundred) that you will form a batch file
words to say about their CD or macro of Remix commands
Remix project. which are defined by icons.
“The best way of doing it “For example, you’d have
would be to take a CD single an icon of ‘play’ and within
with around four re-mixes of that icon would be what track
Apparently, Sierra wanted a CD-
the same track on it. Then, from to play, what areas to play and ROM machine built in as standard
our controller, you would be when it should begin play- on the first PC. They didn’t get it, of
course, which is a pity because if they
able to tell the CD to play track ing. The next icon might be to did, we could all be playing CD-ROM
one from part A to part B, then ‘play a sample in the compu- games now instead of disk. Even so, Si-
erra are producing startling products
go to track two and play part ter’s memory’ then ‘send out a like the impressive King’s Quest V, as
C to part D. Then to load the MIDI start command to switch pictured here on the PC.
parts into the computer’s mem- to another CDTV’ then ‘wait for
ory and overlay them or use the MIDI start’ then ‘play Quartet ★ Gremlin’s CDTV version
DJ Paul “Jazzie of Little Devil is still ten
built-in drum machine to add a voice set’ and so on.”
Master” Rigby months away from release.
drum beat.” You would then be able to
gets a compact No separate hardware will be save that sequence command ★ It is an open secret that
studio on com- required. All you would need to file to the CDTV’s smart card Sierra consulted IBM when
pact disc for the do is load the CD Remix pro- which you get with every unit. the latter was working on the
CDTV (little gram from CD, then put in the This allows a quick repeat of PS/1 and asked for the inclu-
regular CD music disc to use as that worked sequence whenever
things please lit- sion of a CD-ROM player. It
data. required, like at a party. is also rumoured that Sierra
tle minds etc...) There are certain limits to the The possibilities of this piece were bitterly disappointed
program, though. For example, of software are endless. From that the CD-ROM failed to
there will be no links to other making your own demos to be- materialise in the PS/1 ma-
programs such as Deluxe Paint coming part of a professional chine. It now appears that
or AMOS. However, you will be music studio, CD Remix looks IBM are working on a CD-
able to use Microdeal’s Quartet like being one of the more inter- ROM player to be sold as an
and AMAS sampling software esting software developments add-on. Initially through the
with CD Remix. for the CDTV. We wish Micr- usual retail outlets but also
“You can, if you wish, plug in odeal good luck... and hope through Sierra themselves!
extra CDTV units together via they’ll send us a copy soon!

220 • CD-ROM titles - CDTVa


CD Remix: The D.J. in a Box
Developer
Publisher
Microdeal U.K.
Microdeal U.K. Music Maker
Release date 1991
Developer Omnibus Records & Tape
Genre Music
Publisher Omnibus Records & Tape
A music creator that enables users to Release date 1991
Genre Music
take audio CDs and get them to play in
loop and sequences, giving them the op- Music Maker is divided into four main ar-
tion of making their own remixes. It also eas;
includes drum sequences, speech, over Juke Box offer seventeen ‘popular’ full
100 different samples, and volume con- length cover songs (such as Madonna,
trols. The Beatles, Dire Straights, etc.), ac-
companied by individual thematic low-
res graphical slideshows.
Play Along mode provides a selection
of sampled instruments (synths, pianos,
horns, etc.) which with to play the same
17 music tracks’ melodies atop the CD
music in various ways. It is also possible
to record each button press on the key-
board for later use.
Drum Along feature four different drum-
kit samples. Users can use drum effect
when playing through one of the includ-
ed songs.
Quiz Time is designed for 2 to 4 players
CD Remix: Version II and plays like Trivial Pursuit type board
games.
Developer Microdeal U.K.
Publisher Microdeal U.K. When compared to CD Remix, info mag-
Release date 1991 azine, March 1992 Issue 48, wrote in
Genre Music their review; “Though CD ReMix is more
An updated version to The D.J. in a Box. challenging to use and master, it’s also
Includes more samples and patches. much more contemporary, cutting-edge,
and geared towards those of you who
yearn to apply some inventive creativity
into programming your music.”
“InfoMagazine issue 48”

CDTV - CD-ROM titles • 221


Musicolor

Musicolor is an educational game that


teaches music theory to children. It is
based upon the music teaching method
developed by Candida Tobin and con-
tains 15 lesson, each with a number of in-
teractive activities. Most activities involve
listening to sounds as they are played
and then clicking on various icons or
graphics on the screen. Sometimes the
player is asked questions regarding the
sounds being played. Some activities are
built around colour and work like colour-
ing books. There are also a composition
tool that allow the player to freely create
tunes.

The game is split between two CDs and came


Developer Binary Vision in a large box that contained a coloring book, a
Publisher Virgin
Release date 1992 chord ruler, worksheet, among other things.
Genre Edutainment
Mode 1 Player

some text from mobygames.com

222 • CD-ROM titles - CDTV


Compilations/Shareware/
Cubulus & Magic Serpent

Cubulus & Magic Serpent includes two games in one


package for the CDTV. Although the games were
available on floppy, standalone versions of Cubulus
and Magic Serpent were never released for CDTV.

Cubulus is based around the rubik’s cube concept.


The game is viewed from the top with all sides dis-
played, and allow the player to choose the number
of sides, from 4 to 25. A large number of different
starting arrangements are offered, grouped by diffi-
culty. A number of different songs are provided, writ-
ten by Team 17 cohort Bjørn Lynne.

Magic Serpent by Magic Soft is a Snake variant.


The player controls a snake called Lenni who has
to eat all fruits which are divided over the scrolling
level. Said levels are constructed like mazes, i.e.
Publisher Software 2000 many small gangways. Every time a fruit is eaten,
Release date 1991 the length of Lenni grows. The player needs to con-
Genre Compilation
trol Lenni (he moves and turns automatically when
meeting a wall; the player only needs to intervene
when another turn is in order) in a way so he does
not get in his own way. Each level has to be com-
pleted within 60 seconds, but collecting clocks ex-
tends this limit. It is also possible to pick up different
power-ups, including teleports and speed changers.

Other Releases

Cubulus;
Amiga 1991
Commodore 64 1991
MS-DOS 1991

Magic Serpent;
Amiga 1991
Commodore 64 1991

Cubulus Magic Serpent

some text from mobygames.com

224 • CD-ROM titles - CDTV


Global Chaos

Text from the packaging;

Welcome to Global Chaos - CDTV, an amazing future enter-


tainment product from HEX. Global Chaos turns your CTV
into a multidimensional recreation system allowing you to play
CD music., cyber-graphics and a platform games from one disc.
•GLOBAL CHAOS, 4 hardcore-techno CD tracks each with
never-repeating rave graphics •ETERNAL RAVE, continuous
rave-graphics for parties, night clubs etc. •TOP BANANA, a
“stunning original” environmental platform game with sampled
sound/graphics and a manual in 4 languages.

Global Chaos CDTV is a compilation disc that in-


cludes a CDTV port of Top Banana, 8 ambient and
hardcore techno tracks as well as continuous rave-
style graphics.
Publisher Hex
Release date 1992 The included game, Top Banana, is an environmen-
Genre Compilation tally-themed platform game originally produced by
Hex and Psycore for the Acorn Archimedes in 1991.
The plot of the game is about trying to save the en-
vironment from pollution using love.
Reception for Top Banana was polarized;
some reviewers praised the game’s techno sound-
track and ‘original’ environmental plot, while others
heavily criticized the game due to its ‘repetitive’ and
‘difficult’ gameplay and ‘difficult to parse’ graphics.

Amiga CDTV

CDTV - CD-ROM titles • 225


Shiftrix & Lettrix

Lettrix & Shiftrix includes two games in one pack-


age. Although the games were available on floppy,
standalone versions were never released for CDTV.
Both are puzzle games that supports two players.

Lettrix is a puzzle game in which the player gets


presented with a structure, e.g. a big “A”. This needs
to be rebuilt by using eight differently formed blocks
(some reminiscent of Tetris shapes) which can be
rotated and placed on the playfield. Those blocks
are limited in number, e.g. the player may have ten
of one and six of another available to use. Wrongly
placed blocks can be picked up again, but the play-
er fights against a time limit.

Shiftrix is a puzzle game where the player is pre-


sented with a top-down level with differently col-
Publisher Software 2000 oured blocks. Those blocks can be moved in any di-
Release date 1991 rection, but they automatically move into the chosen
Genre Compilation
direction until they meet an obstacle, e.g. a wall or
another block. The goal is to vaporize all blocks by
combining two or more blocks of the same colour.
Each level has to be solved within a certain time
frame and a limited amount of bombs can be used
to kill off single blocks.

Other Releases

Lettrix;
Amiga 1990
Atari ST 1990
Commodore 64 1990
MS-DOS 1990

Shiftrix;
Amiga 1991
Atari ST 1991
Commodore 64 1991
MS-DOS 1991
Shiftrix Lettrix

some text from mobygames.com

226 • CD-ROM titles - CDTV


Multimedia Toolkit
Developer Weird Science
Publisher Weird Science
Release date 1993
Genre Graphics Pandora’s CD
The Multimedia Tookit has very little to Developer Optonica
do with multimedia, but is instead a huge Publisher Optonica
collection (reportedly over 10,000) of re- Release date 1993
Genre Graphics
source files including 500 images in 24-
bit HAM8 and HAM format, more than Pandora’s CD contains a collection of
3,000 clip art files, hundreds of Com- clipart, sound effects and images. It also
puGraphic, Type 1, Postscripts and bit- includes demonstrations showing the
mapped fonts, 750 music modules and uses of multimedia and CDTV.
2,000 sound samples. It also includes This title belong to the “Arts & Leisure”
a viewer/player program for running the category, but are included here as it’s
files on the disc. more of a collection of PD disks, then a
stand-alone title.

CDTV - CD-ROM titles • 227


The Fred Fish Collection
Publisher HyperMedia Concepts

These were compilations of The Fred Fish


Fred Fish floppy disks with shareware titles. The CDs
retailed at £20 at the time of release an came
Fred Fish was out every few months.
a computer pro- The earlier CD releases came with both un-
grammer notable compressed and compressed files on the
for work on the same disc.
GNU Debugger
and his series
of Fish disks of
freeware for the The Fred Fish Collection
Amiga. He was a Version 1.0
pioneering spirit pervasive in the Amiga Release date 1990
community.
First release of the Fred Fish CD-ROM col-
The Fish Disks (term coined by Perry
lection. Not much information was found on-
Kivolowitz at a Jersey Amiga User Group
line on this (and many of the later releases).
meeting) became the first national rally-
ing point, a sort of early postal system.
Fish would get his disks off around the
world in time for regional and local user The Fred Fish Collection
group meetings who in turn duplicated
Version 1.1
them for local consumption. Typically,
only the cost of materials changed hands. Release date 1991
The Fish Disk series ran from 1986 to January 1991 release.
1994. In it, one can chart the growing so-
phistication of Amiga software and see
the emergence of many software trends.
The Fish Disks were distributed at com-
puter stores and Commodore Amiga en-
thusiast clubs. Contributors submitted
applications and source code and the
best of these each month were assem-
The Fred Fish Collection
bled and released as a diskette. Since Version 1.2
the Internet was not yet in popular usage Release date 1991
outside military and university circles,
The third title in the se-
this was a primary way for enthusiasts to
ries contains Fred Fish
share work and ideas.
PD disks 1 - 480.

228 • CD-ROM titles - CDTV


The Fred Fish Collection The Fred Fish Collection
Version 1.3 Version 1.6
Release date 1991 Release date 1993

Includes Fred Fish February 1993 re-


PD disks 1 - 530. lease. Includes Fred
This would be the last Fish PD disks 1 - 800.
title with both uncom-
pressed and com-
pressed files on the
same disc.

The Fred Fish Collection The Fred Fish Collection


Version 1.4 Version 1.7
Release date 1992 Release date 1993

Contains the entire 600 floppy disks of the October 1993 release. Includes Fred Fish
Fred Fish library. PD disks 1 - 900.
The CD includes ExpressFish which is a
“high speed” utility for copying files from the
CD to floppy (average The Fred Fish Collection On-Line
of 2 minutes).
Version 1.4
The CD also in-
cludes ParNet—soft- Release date 1993
ware that let users to The On-Line series of Fred Fish disks were
network the CDTV aimed for bulletin board owners. It includes
with an Amiga com- Fred Fish PD disks 1 - 600.
puter and use it as an
CD drive.

The Fred Fish Collection On-Line


Version 1.5
The Fred Fish Collection
Release date 1992
Version 1.5
Release date 1992 November 1992 re-
lease. Includes Fred
August 1991 release. Fish PD disks 1 - 750.
Includes Fred Fish PD
disks 1 - 700.

CDTV - CD-ROM titles • 229


17 BIT Collection
The Fred Fish Collection On-Line
Version 1.6 Publisher Almathera
Release date 1993
Release date 1993
The 17 BIT Collection contains 2300
public domain games, animations, dem-
os, music, sound samples, applications
The Fred Fish Collection On-Line
and utilities split between 2 CDs.
Version 1.7
Users would need an external floppy
Release date 1993 disk drive for playing the games on a
Last title in the On-Line collection. CDTV. The CD starts with a menu with
a list of all the programs. Clicking on the
titles calls up a brief description, and to
Fred Fish start a program the CD copies the title
to a blank floppy, where it plays from. It
Vol.1
can not play the program directly from
Release date 1993 the CD. But this made it easy to share
A continuation of the On-Line collection. the programs amongst other users.
October 1993 release. Includes Fred Not all programs are compatible
Fish PD disks 1 - 900. with the CDTV.
Amiga gave it a score of 98% and wrote;
“If you have the hardware to run these
Fred Fish CDs and you’re interested in the public
Vol.2 domain scene then you should snap this
up before Seventeen Bit realize their
Release date 1993
mistake and up the price.”
Released in December 1993. The 17 Bit Collection series belong in
the “Entertainment” category, but are in-
cluded here as it’s more of a collection of
PD disks, then a stand-alone title.

Kickstart Public Domain


Nr. 1-550
Publisher Mirko Geuther
Release date 1993

A German collection of PD floppy disks.


The disc includes the German Kickstar
floppy disks 1 - 550, Fred Fish disks 691
- 840 and some additional PD games.
The Kickstart floppy disks were the Ger-
man alternative to the American Fred
Fish disks.

230 • CD-ROM titles - CDTV


17 BIT - The Continuation Disk
Publisher Almathera
Release date 1993

Second compilation disk from 17 BIT.


The CDTV needs an external floppy disk 17 BIT - Phase Four
drive to play the games included with the
Publisher Almathera
CD. it is Release date 1994
Includes 500 17-Bit disks along with Genre Compilation
disks from the Assassin, Amigan, ARUG The third and last 17 BIT release for
and N.Z archives. the CDTV. Like the previous releases,
it needs an external floppy disk drive to
play the games.
Includes around 550 17-Bit disks includ-
ing hundreds of other PD disks.

Text from the packaging;

Sequel to the Double Disc Collection


Over 500 megabytes from the 17-Bit stable, plus a
multitude of extras! 17-Bit’s own disk collection,
as well as selections from the Assassins, Amigan,
ARUG and N.Z archives. Games, animations, clip- Text from the packaging;
art, astrology, sound samples and music modules, Sequel to the Sequel to the...
pools predictors, utilities, and some of 1993’s best
EuroScene releases from Kefrens, Silents, Space- The 1994 update to the 17 BIT collection of CDs.
balls, TRSI, Andromedia, Sanity, LSD, And more. This release contains the year’s disks from 17-Bit’s
archives. Games. Animations. Clip-art. Music
modules. Utilities. Applications. Slideshows. Many
AGA-specific disks to take advantage of the new
generation chipset. And of course, the best from the
‘Scene with Virtual Dreams, Andromeda, Complex
and Polka Brothers. And more!

CDTV - CD-ROM titles • 231


Assassins 2
Publisher Weird Science
Release date 1995

Compilation CD comprised of hundreds


of public domain and shareware games.
It includes the entire Assassins games
floppy disk compilation 1 - 250, 60 utility
Assassins disks plus other various game disks.
Publisher Weird Science Some of the programs require a key-
Release date 1993 board and mouse.
The Assassins Ultimate Games were re-
leased by one of the premium PD com-
panies at the time. This CD contains a
compilation of 200 disks that were pre-
viously only released on floppy. The
games are accessed via a menu system.
Some of the programs require a key-
board and mouse. Some programs are
in packet in the .DMS format and have
to be de-archived with the Amiga Guide
document provided.

Assassins 3
Publisher Weird Science
Release date 1997

Includes the Assassins games floppy


disk compilation 201 - 261. Also includes
other shareware games, such as demos,
patches, etc.

232 • CD-ROM titles - CDTV


Assassins 4
Publisher Weird Science
Release date 1999

Contains over 500 public domain and


shareware games, none of which have Super Games Pak
appeared on previous Assassins collec- Publisher Odyssey
tions. Release date 1991
Genre Compilation

This compilation was Odyssey Soft-


ware’s first release for the CDTV. It in-
cludes three games and a demo for the
unreleased Lunar Rescue game.
Byte Man is a scrolling maze game. It
supports a two-player mode.
Deathbots is an action game with 6 lev-
els.
Jail Break is a breakout-type game. It
includes 100 levels with different power-
ups.

CDTV - CD-ROM titles • 233


CDPD II
Publisher Almathera Systems
Release date 1992
Genre Compilation

Compilation disk with 100 Fred Fish


disks, the entire
CDPD Scope disk col-
Publisher Almathera Systems lection up to disk
Release date 1992 220, the AB20
Genre Compilation Archives, among
other things.
CD-PD was essentially a UK licensed
version of the previously floppy released
Fred Fish Collections on CD-ROM. It
contains the full contents of 600 Fish
disks as well as a number of other utili-
ties, such as a music creator, and Work-
bench 2 and 1.3 installed. Keyboard is
required.
The disc came included with the A570
drives.

CDPD III
Publisher Almathera Systems
Release date 1992
Genre Compilation

Volume 3 of the Amiga public domain


and shareware CD Library. Includes
Fred Fish disks 761 - 890, dozens of
scans, clip-arts and video clips.

234 • CD-ROM titles - CDTV


CDPD IV
Publisher Almathera Systems
Release date 1992
Genre Compilation

Volume 4 includes Fred Fish disks 890


to 1000, complete GNU/ C/C++ compil-
er, music tracks, guides, manuals, etc.

AMOS PD CD
Publisher Weird Science
Release date 1994

Contains over 33,000 AMOS related soft-


ware, including source codes, sprites,
samples, text files, etc.
Users will need to first download the
games from the CD to a floppy to run a
game.

Network CD
Publisher Weird Science
Release date 1994
Genre Compilation

Contains over 36,000 files of shareware


software for a range of Amiga platforms,
including IBM PCs.
Content are mostly aimed at networking
and include Workbench, Fred Fish disks,
images and Amos PD. disks, among
other utilities.

CDTV - CD-ROM titles • 235


Demo II
Publisher Almathera
Release date 1993

Contains over 100 public domain and


shareware games, including a large
number of sound samples, music mod-
ules, demos and images.
The Demo Collection
Publisher Almathera
Release date 1992

Contains over 12,000 files from nearly


700 floppy disks. Includes dozens of
shareware games, demos, images and a
music program with over 4000 samples
and 1000 tracks. Some of the programs
require keyboard.
This title belong to the “Arts & Leisure”
category, but are included here as it’s
more of a collection of PD disks, then a
stand-alone title.

Saar AMOK
Publisher Media Team GbR
Release date 1992

A German collection of PD floppy disks


covering the Saar disk collection 1 - 630
and AMOK disks 1 - 97.
Most of the programs on this CD require
a keyboard, and a few programs require
a 68020, 2MB RAM and a hard disk to
be used properly.

236 • CD-ROM titles - CDTV


Demos
Welcome Disk
Publisher Commodore
Release date 1991
Genre Demo

The CDTV Welcome Disk contains differ-


ent tutorials, like ‘How to use CD titles’,
a ‘Tech’ guide (explains the expansion
VidDISC options and the CD-audio panel among
other things) and an ‘Available Software’
Publisher Creotec Corporation section (feature a batch of title screens
Genre Demo with voice-overs).
This seems like a disc meant to adver-
tise Creotec’s VidDISC Authoring Sys-
tem—a software creation tool for CDTV.
The software was created for develop-
ers to license.
VidDISC was developed as a all-in-one
solution for producing multimedia ap-
plications for the CDTV. Creotec would
provide a script writing and content
analysis service, but also carry through
to supplying graphics, music, foreign
language translation, CD replication and
update support.
The VidDISC provides different multi-
media applications with a user friendly
interactive interface and allows the pro-
duction of data diversant information re-
trieval systems to suit different multime-
dia requirement. The software supports Commodore Amiga CDTV
both the CD XL motion video format and Hören & Sehen
the AVM (DCTV) image format.
Publisher Commodore
Genre Demo

Hören & Sehen (“Hear & See”) was a


German promotional CD that looks like it
was distributed free of charge.
The CD includes audio-tracks and data
files advertising the CDTV and it’s fea-
tures.

238 • CD-ROM titles - CDTV


Come - Corporate Media
Publisher DADC Austria
Genre Demo

Apparently some sort of Photo CD sys-


tem.
Frankfurt 1992
Publisher DADC Austria
Genre Demo

Includes 8 karaoke music songs.

Commodore Amiga CDTV /


Amiga 600 / Amiga 600 HD
Info
Publisher Commodore
Release date 1992 Read with Asterix
Genre Demo
Publisher EuroTalk
Information CD which contains a lot of Release date 1991
technical and sales related material for Genre Demo
the Amiga CDTV, 600 and 600HD. A demo of Read with Asterix.
It looks like this was disc 2 of the Psyg-
nosis Demo CD (Planetside demo).

CDTV - CD-ROM titles • 239


magazine article; CU Amiga Magazine 15 (may 1991)

GOING TO
THE MOVIES
‘The interactive product will become an integral part of
the shooting of a film’, speculates Psygnosis boss, Heth-
erington. “We’re not trying to replicate a movie on the
computer screen. There are only certain parts in a movie
that are relevant to a game. We’ll go for things that we
While other developers can capitalise on. We’re trying to run in parallel using
clips from the film to set the scene. It has to be a game
talk about ‘interactive in its own right reinforced by elements from the movie.

movies’, Psygnosis has


CD-ROM platform. No special vid- working hard on CD projects,’ ac-
a prototype running on eo compression hardware (used to cording to Hetherington, ‘Cinema-
CDTV. Rik Haynes grabs capture and replay ordinary video ware has given up. AIM is basically
a front-row seat and or movie footage) is required to writing CDI product. We have the
starts stuffing the pop- produce the film-like images seen only viable CD-ROM technology.
corn! here. The first Fractal Engine game, Companies who have sat back and
entitled Planetside, will run on any waited are already 18 months be-

A
s a games company, Psyg- CDTV. hind us. They will never catch up.
nosis are more likely to    ‘We can call this full-screen It’s nothing to do with games de-
make a good interactive full-motion video at 20 frames per sign at this stage. It’s a pure tech-
product than say Warner Broth- second,’ Hetherington explains. nology fight. The people with the
ers or Columbia Pictures, claims ‘Whether you would describe it best technology will win.’
Ian Hetherington, it’s co-founder. as video is debatable. Given that    Not everybody fulfils their
‘With our CD-based Fractal En- you’ve got 320x200 with 32-col- dreams. Cinemaware, a pioneer
gine we can do Star Wars, Top ours it’s as good as anything else of the ‘interactive movie’ recently
Gun, The Last Starfighter and any- is going to be. We cannot afford to collapsed. Hetherington believes
thing of that ilk. We’d have a lot of wait for one or another video com- he has learned from other people’s
difficulty doing Three Men and a pression technique to succeed. You mistakes. ‘I think the whole ‘inter-
Baby though.’ hear an awful lot of crap in the CD active movie’ concept is still-born,’
   Psygnosis has pumped over marketplace. There’s a lot of peo- he reveals. ‘It won’t happen. Peo-
£100,000 and six months into this ple in the business dreaming about ple are expecting to be Robocop or
exciting new project for the CDTV. what sort of hardware they’d like to Tom Cruice. Sorry, they ain’t. We
The Fractal Engine is, in fact, write for’. don’t want to con people.’
hardware independent. It’s a ‘soft-    ‘There are probably half a    Planetside is pitched at the
ware solution’ adaptable to any dozen companies around the world middle-ground between an arcade
flight-sim and Top Gun action
film. ‘Interactive movies are go-
ing to come in various forms,’ says
Hetherington. ‘We don’t like con-
ventional game structure spliced
into video-retrieval. The video
bits quickly become boring like in
Putting the video-style graphics together requires interactive graphics, 3D modelling and the
odd bit of visual trickery. Psygnosis uses whatever graphical options it thinks appropriate
Dragon’s Lair. A CD-game has to
— from hand-drawn sprites and computer-generated polygons to ray-traced 3D models and be 500-megabytes of graphics and
fractal-generated landscapes. Any combination of these graphics primitives linked in 3-Space audio data organised in way that it
produces a huge variety of imagery as you can see. Planetside is being produced by: David
Worell (Project Leader), Jim Bowers and Neal Thompson (Graphics), Graham Everett and is compelling to go through. You
John Gibson (programmers).

240 • CD-ROM titles - CDTV


Psygnosis Demo CD
(Planetside demo)
Developer Psygnosis
Publisher Psygnosis
Genre Demo

Planetside was a planned CDTV shoot-


er. A demo of the game was first pre-
viewed on a FM-Towns computer sys-
tem. Screenshots from the demo were
The plane arrives on the featured on a Lemmings CDTV demo
planet’s surface from outer
space via an orbiting space
disc. The game never went into produc-
station. You’ll see pods drop- tion and all that was ever created was
ping down onto the planet
and you’ll control things like
the demo.
satellites and repair vehicles. The technology and game ideas were
used in Microcosm and NovaStorm
have to make the play elements a reward rather (which was started for CD32, but left in-
than a special effect.’
complete).
   ‘We’ll wean people through a game. It’s or-
ganised like a movie. The video-style sequences
are there to specifically link interactive portions of
the game. The ‘video-game’ will progress whether
they interact or not. There are no gaps between the
theme, they’ll feel as if they’re playing the movie.’
   One of the greatest problems for Psygnosis is
how they should communicate to the player that
the level of interactively is varying. Success will
herald the next generation of Amiga games. Get it
wrong and Planetside will either bore the game-
splayer rigid or shock a couch potato into cardiac
arrest.

Understandably, Ian Het-


herington refuses to go
into much technical detail
about how these amazing
graphics are actually cre-
ated. It’s a mixed bag of
graphics primitives creat-
ed via realtime and
off-line plotting and
processing. What
you see on the screen
is a composite of a
whole number of Psygnosis create the visuals in Plan-
things that are going etside using Sculpt Animate 4D and
on inside the machine. Deluxe Paint III running on Amiga
3000 micros with massive memories
and filled-to-the-brink hard disks.

CDTV - CD-ROM titles • 241


Miscellaneous
Fred Fish Collection
Miscellaneous Genre Compilation

These pages includes CDTV discs German re-


that did not fit in either of the other lease. Most
categories. The release on some of likely a collec-
these titles are questionably, such tion of Fred
as discs not included in the book Fish floppy
Commodore CDTV Disc Reference disks.
Guide, which are not seen as official
CDTV disc releases.
Some of the discs were also incor-
rectly labeled with CDTV compatibil-
ity, and were either programmed with
the wrong start-up sequence or re-
quire a Workbench disk to be booted Your Privacy Assured
first. Publisher Better Concepts, Dark Unicorn
Release date 1995
Genre Multi-media

Adult multi-media disc. Even though it


was advertised
as a CDTV title,
it is not compat-
ible according to
1001 Girl the Commodore
Developer M’Soft CDTV Disc Ref-
Publisher M’Soft erence Guide
Release date 1994
Genre Multi-media

A multi-system CD compatible with Win-


dows machines, CDTV and CD32. It
contains 1001 images of girls in various
stages of undress.
Sexual Fantasies
Developer Better Concepts
Publisher Better Concepts
Release date 1994
Genre Multi-media

A CD contain-
ing images and
video clips of
girls in various
stages of un-
dress.

244 • CD-ROM titles - CDTV


Ten on Ten
Publisher Almathera
Release date 1995
Genre Compilation

Ten on Ten is a compilation of 10 CDs, most of


which had already had stand-alone releases. Re-
tail price at the time was £39.95 for the whole col-
lection.
CD1 is the only bootable disc in the pack. It will
load Workbench which will let the user switch it
out with one of the other disks.

Almathera Fonts & Clipart includes thousands of


clip-art and font files.
Photo Library CD includes 600mb of image files
and a demo of Photogenics.

CDTV - CD-ROM titles • 245


Interoffice
TeleGames Publisher Interactivision
Publisher Merit Software Release date 1993
Release date 1991
Interoffice is an office suite with three
Genre Board
Mode 1-2 Players programs;
Interword is a word processor with op-
(ed.— Unknown release, as I can’t find tions such as changing font size, spell
anything on a CDTV version other than checker, etc.
the mobygames.com page. This may Interspread is a math editor for making
have been a homebrew port). large calculations, among other things.
TeleGames is a collection of three clas- Interbase is a database software sys-
sic board games. On the Amiga version tem for sorting and storage of informa-
it could be played against a remote op- tion.
ponent via modem or null-modem. This
version also came included with a phone
book to keep track of remote opponents.
The board games are chess, checkers
and backgammon. The graphics are co-
lourful, and can be seen both in 3-d from
several perspectives as well as in a flat
view from straight above.
On the CDTV version only local multi-
player is possible. Another difference is
that it features spoken directions on how
to play the game. These are recorded
in six different languages: English, Ger-
man, Japanese, French, Spanish and
Italian.
“mobygames.com”
CDTV Burn-In #2
Publisher Commodore
Genre Miscellaneous

Not sold commercially, but was used


for production testing in Japan, continu-
ously cycle the machines through a pre-
determined set
of tests while the
machines were
“burned in” after
assembly. 2,000
copies of this
Other Releases
disc were report-
Amiga 1987
edly produced.

246 • CD-ROM titles - CDTV


CD+G Beethoven - Symphony No. 9
The CD+G culpability of the CDTV Publisher Time Warner Interactive
was heavily advertised and a few of Release date 1991
Genre Music
the CDs were aimed especially for
the CDTV. Some of these titles are A CD+G title with music from Ludwig
listed here. van Beethoven.
It is one of few
titles which were
released on the
CD+G format. It is
included here be-
cause of it’s inclu-
CD + MIDI sion in a French
Publisher Time Warner Interactive CDTV brochure.
Release date 1991
Genre Music

The CDTV support CD-


MIDI—a format used to
store music-performance
data, which upon play- Mendelssohn - Symphony No. 2
back is performed by - Hymn Of Praise
electronic instruments that synthesize
the audio. Hence, unlike the original au- Publisher Time Warner Interactive
dio CD, these recordings are not digitally Release date 1991
Genre Music
sampled audio recordings.
This CDTV title were billed as “The first- A CD+G title with
of-its-kind Midi Disc”. It combines digital music from Felix
audio with user-controllable midi and Mendelssohn. In-
on-screen graphics and was meant as a cluded here be-
preview of new musical possibilities. cause of it’s inclu-
This was one of the few titles ever sion in a French
released on the CD-MIDI format. CDTV brochure.

for more on the CD-MIDI and the CDTV,


please visit journaldulapin.com

Jubiläumsdisc
20 Jahre Commodore
Anniversary Disc 20 years Commodore.
Unknown content. Only found it men-
tioned on cd32-allianz.de.

CDTV - CD-ROM titles • 247


Cancelled
Cancelled Titles Angel of the City
Developer Tiger Media
These pages includes CDTV titles Genre Adventure
that were never released commer-
Adventure game in the same vein as Ti-
cially.
ger Media’s previous releases Cautious
Because of the low number of copies Condor and Murder Makes Strange Bed-
released for many of the CDTV titles, fellows. The game never appeared on any
it may be possible for some of these system.
to have been released in very small
numbers.
Blockbusters
Developer Domark
Air Traffic Controller Genre Trivia

Developer Logic Plus Based on the quiz show of the same name.
Genre Simulation It plays similar to games like Trivial Pursuit.
Simulation game where the player would Domark released a version in 1984 for the
operate an international airport. The game Commodore 64 (and in 1986 for Commo-
were cancelled and didn’t appear on any dore 16). The CDTV version were said to
format. include spoken questions, images, video
clips and music along with the questions.
This version never appeared on any sys-
Amiga Format magazine article; tem.
Health... and Safety!
Flight sims there have been aplenty, but
never a simulation based on the real sharp Cult Of The Severed Head
end: Air Traffic Control. Logic Plus, a new
company headed by William Owen, are set Developer CRL
to change that with Airways, a sim based Genre Adventure
in the ‘greenhouse’ of a major international
airport. “Flight controllers have one of the
Adventure game which were in develop-
most stressful jobs in aviation” says William. ment for the CDTV. The player would need
“Airways will be very close to the real thing. to solve clues and riddles to complete the
Because the CD platform allows us to store game.
more data than ever before we’ll be able to
include realistic incidents like near misses.”
Even more realism could come in a later
enhancement: “We have a multi-user version Dawnscape
in the pipeline which will be produced in as-
Developer Psygnosis
sociation with a highly-regarded simulator
supplier. This will allow an Airways player A game planned for release on both the
to talk down a player piloting a simulator on
another machine.” Now that’s interactive!
CDTV and PC Engine CD, but failed to ap-
pear on any system. Game details are un-
known.

250 • Unreleased Games - CDTV


text from Ace Magazine - issue 37 (Oct. 1990);

CDTV
SWITCHES
ON
With the launch only a month
or two away, ACE talks CDTV
software...

THE CULT OF THE SEVERED HEAD


CRL get gruesome This jolly chap will shortly be
‘claymating’ in the Cult of the

C RL stole a march on most soft- Severed Head


Developed by Nicholas Gard-
ware publishers by developing ner, the game is the first in a pro-
their EGADS utility, later rechris- posed series, detailing incidents
tened DUNE. The system enables from the casebook of Nathaniel By the time you get hold of the
a designer to script and develop Tallantire, a fictionalised Rev- game, the scenario will have shift-
hypergame scenarios for CD and erand who is the senior exorcist in ed to the 1920’s, where the Rev-
computer without programming the Church of England. The story erend Tallantire is summoned to
skills. It works by linking mixed starts in 54BC when one Galatius Wales to investigate some ‘strange
media files (sound, graphics, and sought to save retreating Druids disturbances’. The game is being
routines) together to build a com- from the Roman army by conjur- put together using a combination
plete scenario that is then driven ing and evil spiritual manifesta- of claymation, traditional compu-
by clicking on ‘buttons’ — areas tion generated by conjuring an evil ter animation, manuscripts, and
of the screen that lead one into a spiritual manifestation generated diagrams. Ess-entially an adven-
new sequence or effect. Combine by human sacrifice. The Druids ture scenario, it will include clues,
this with the use of icons and ani- aren’t overwhelmed by gratitude riddles, and detective work for the
mation sequences and, in theory, when he succeeds in saving them player who must unravel the secret
you could put together a pretty and imprison the demon before behind the incidents.
complex beast without ever hav- killing Galatius. As magical chaps The game will make full use of
ing to code a single byte. will do, however, he resurrects and the CDTV’s IR controller, boasts
CRL’s first DUNE release, Here- teaches his tormentors a few les- 4096 HAM graphics screens, text
with the Clues is being converted sons before disappearing into his- vocalization if required, hypertext
for CDTV and is broadly similar tory. descriptions (i.e. you can click on
to the original Amiga version but By now the mention of severed passages for more details or devel-
with enhanced graphics. The Cult heads and human sacrifice will opments), and stop frame clayma-
of the Severed Head, however, is have alerted the knowledgeable tion. In addition, up to 250 photo-
their first dedicated CDTV DUNE to the fact that CRL are up to their graphs of the actual district where
product. old tricks. Having braved indus- the action takes place will be in-
try scorn with their earlier horror cluded in the game.
releases (Jack the Ripper, Drac- It all sounds, well, rather horri-
ula, and others), the company are ble. We can’t wait for the review
now drooling at the mouth at the copy!
thought of the enhanced possibili-
ties of CDTV. At least: 550 mega-
bytes of blood, gore, and spine tin-
gling suspense!
A frame from the CDTV version of Herewith
the Clues — that cuppa looks a lot better than
the original Amiga version.

CDTV - Unreleased Games • 251


magazine article from Amiga Format 35 (Jun 1992).
“Preview (in-depth)”, by Neil Jackson;

Hyde and Sleek Adventures


Every picture tells a story. At Palace, they are
going just one stage further by telling their
stories with live-action digitised pictures. Neil
Jackson pays them a visit to check up on the
plot.

F
act one: film studios are organised chaos. and
Palace Software’s hastily-prepared set-up is no
exception. Lamps and cables litter the down-
beat spare office which is being used for filming Jekyll
and Hyde. In an adjoining room, actors and actresses
jostle for changing-room space amid row upon row of
shelves containing a collector’s dream of Victoriana.
Fact two: this is normal. Behind the camera
is one thing: the view on the silver screen is another,
never would you think that such quality could come
from such disorder. In this instance though, the silver
screen isn’t where you’ll see this masterpiece. Instead,
your Amiga is where Palace hope to run their film —
Palace’s producer Peter Stone, explains: “We got the “Jekyll and Hyde is not an adventure or a role-playing. It’s
idea after Demoniak. That was an attempt to convey somewhere between the two. There are similar elements
pure fiction in a real-time world with scripted char- and goals, but the emphasis is on character interaction.”
- Peter Stone, Producer.
acters, using accepted techniques. The user interface
was all-text but for most people that was unacceptable
and too experimental. It worked, but it wasn’t a huge rival scientist who’s trying to steal Jekyll’s secret for-
success. mula. You affect the ‘world’ with actions and decisions
“The text stage was to make it almost entirely you choose to make. There is artificial intelligence for
graphics. We spent nine months experimenting with each character (which took programmer Chris Stang-
digitised live action using a Rombo VIDI-Amiga sys- room four years to perfect), so their responses change
tem.” And it worked well enough to warrant the film- depending on what you do.”
ing of Jekyll and Hyde — an ambitious game where The trouble with so many possible actions and
you choose the character you want to become. reactions is it means there must be many more graphic
images to represent them. This makes filming a night-
Choose a personality mare in story-boarding. Scriptwriter Chantal Riches
Peter explains how it works: “Each character has their worked out every possible case of what could happen
own objective. But you don’t have to be the mad sci- to each character. Every emotion has to be provided:
entist, Dr Jekyll — you could play Inspector Harris, angry, sad, happy, lustful — the list is endless.
the policeman investigating Hyde, or Dr Lanyon, a
I’m and actor
“Our aim is CD. We’re To cope with such varied emotion, Palace used profes-
making a version for disk sional actors and actresses, from Coronation Street,
and an enhanced one for Minder and TV ads. During filming, each character
CD. We’re keeping all the goes through the different expressions and movements
rushes (the un-edited video
footage) because where we
that will be used in the digitised artwork. The live-
use two or three frames on action sequences are shot on broadcast-quality High-
a disk version, we could use band U-matic video for the best possible results. Even
the full 50 on CD.” the only one frame in 12 is good enough to use in the
- Tom Lisney, Art Director.
next stage: digitising. This is done in monochrome us-

252 • Unreleased Games - CDTV


Jekyll And Hyde
Publisher Palace
Genre Adventure
ing 16 shades, while others are expanded to
256 colors. When you consider there are 60 to Jekyll And Hyde was supposed to be an
70 locations in the game, plus 22 characters, interactive movie from Palace Software,
that’s a heck of a lot of work. which was due for release on CDTV. The
The finished images are combined scenes were shot with real actors which
with the AI routines and scrolling text win- were digitised.
dows which do the story-telling. Still pictures
are used to show which characters have ar- At present, it is unknown just how far the
rived on the scene or are interacting with one development at got—but the article from
another. You control your character using a Amiga Format seems to suggest there
dynamic menuing system which lists your was still a long way to go, and it was at
options and enables you to build sentences the stage of trying to complete all the
from verbs and nouns. According to Peter (it scenes/actions.
provides a wealth of possible responses. You
can even embark on a campaign of blackmail
and violence if you so desire — but beware of
the consequences. Other characters may have
less-than-subtle ways of dealing with you.
Jekyll and Hyde could be the most
exciting project we’ve seen for ages, and it’s magazine article;
breaking ground many software houses have
shied away from: live-action interactively. Industry News
Peter doesn’t expect to see the game coming British publisher Palace Software’s Jekyll
together before autumn, so there’s plenty of and Hyde moves a step further in human-
time for things to change and problems to sur- oriented computer role-playing. Their Vic-
face. But leaving the studio at the end of film- torian-era mystery can be played solitaire
ing, I couldn’t help thinking the most difficult (with the computer operating the other three
part of the project was behind them. teams of characters), but the beauty of the
game occurs when humans play all four
teams of three characters each. The teams
include: Dr. Jekyll’s team (trying to wean
QUIET ON THE SET PLEASE the doctor from the formula and marry the
girl), Lanyan’s team (attempting to kill
Being both an exer-
cise in programming Jekyll and steal the formula), the crimi-
and film-making, nals (functions as pure mercenaries in the
Jekyll and Hyde re- plot line) and the police (trying to solve
quires more than the murders and stop the problem). Palace
the usual ‘program-
mer, artist and musi-
Software is best known for their resent text
cian’ to make it take adventure, Demoniak, but the new adven-
shape. There are no less than nine full-time work- ture will be menu-driven with highlighted
ers on the project (and this doesn’t include all the options which will speed up the decision
actors, assistants and helpers that pitch in daily to process for all four players. The connec-
help things along).
tive technology is solid enough that CGW
saw two Amigas and one IBM compatible
connected and functioning together during
a demonstration game.

CDTV - Unreleased Games • 253


Dominion Murder, Anyone?
Developer Dominion Software & Design Publisher CDTV Publishing
Genre Board Genre Adventure

Strategy war board game set in late 21st Adventure game developed by LaserDisc
century where players buys and sells na- Corporation and released for Japan in
tional resources to fund their military war 1984. Players follow a detective on a mur-
campaign. der case. A CDTV version was planned but
never materialized.

Dracula
Developer Psygnosis
Many Roads to Murder
Genre Action Publisher CDTV Publishing
Genre Adventure
An action game loosely based on the 1992
film of the same name. The game appar- Many Roads to Murder was the sequel to
ently started development with the CDTV the interactive LaserDisc game Murder,
in mind, but were moved to the Sega Mega Anyone?. It was initially set to be released
CD in 1993 after the CDTV failed. in the USA in 1983, but due how unsuc-
cessful LaserDisc was as a medium, it only
saw development and release for the Jap-
anese market.
The Lawnmower Man
22 seconds of the American version have
Developer The Sales Curve been found, featured in a news story that
Genre Action
was uploaded to Youtube in 2014.
The Lawnmower Man is a collection of The plot is said to follow a similar story
minigames based on the 1992 feature film. to the first game in the series, centering
It was published by The Sales Curve and around a detective trying to solve a murder
released on MS-DOS, Macintosh and case.
SEGA CD, but development started ini-
“lostmediawiki.com”
tially for the CDTV. The game was in mid-
development when it was cancelled in fa-
vor of the 3-D Cyberwar—a game similar
in structure, improved only cosmetically.
A 16-color demo of the CDTV ver-
sion were featured at the European Com-
puter Trade Show in 1993.
screenshot from the
“amigareport.com” 22 sec clip
Jap LaserDisc box art

254 • Unreleased Games - CDTV


Lunar Rescue:
The Colossus Incident
Developer Odyssey
Publisher Odyssey
Genre Adventure

Lunar Rescue was a planned adventure


game for the CDTV. It was due for a Fall
1992 release.
The game would be set in space and
the player would travel to the moon in
search of a crashed space craft and it’s
astronauts.
A 14 minutes animated film advertising
the game was featured on the compila-
tion pack Super Games Pak and Space
Wars CDTV.

CDTV - Unreleased Games • 255


magazine article from Amiga Computing 60 (May 1993),
by Paul Roundell;

UNIVERSAL MONSTERS
E
verybody knows how Ocean own more dodgy licences than a cow-
Ocean just love to buy
up licenses — if an action boy taxi firm, and they’re about to add some
film is around on general more. Or are they?
release, chances are that sooner
or later the game will come our
way courtesy of the boys from Alex enters the
Castlefield. dungeons of
Arnold Schwarzenegger, Bruce doom.
Woooooo...
Willis, Mel Gibson, Kim Basinger
and more have all had the pleas-
ure of witnessing their pixellated
forms wandering around an artifi-
cial world on our monitor screens,
and all to varying degrees of suc-
cess.
Now Ocean are moving in a
slightly different direction. masse in this nostalgic isometric through Van Helsing’s castle. Not
“What — leaving the licensing adventure. only that, but by some mysterious
malarkey?” I hear you cry. The story goes that famous vam- and unexplained circumstance, the
Oh no. In fact nay, nay and thrice pire hunter Professor Van Helsing Bloodstar has been broken into six
nay, as Dick Emery or someone has died, bequeathing his thankless pieces, which are spread around the
like that used to say, because they job to grandson Alex. castle. With grandpops dead, it’s up
have in fact done just the opposite. The aforementioned ghoul- to you as Alex to find the six pieces
Instead of purchasing the rights ies have long since been captured and return the monsters to their
of explotation for a single movie, and banished to another dimen- limbo.
they’ve taken a trip to Hollywood, sion from where they can inflict no Considering the limitations of
parted with huge amounts of wan- further harm on two-bit Tinseltown this type of game, the graphics are
ga, and walked away with the game scriptwriters, but in order for them very nice indeed. The Alex sprite
rights to all of Universal Studios’ to remain there a ceremony must is large and chunky, and the back-
monsters. be performed every so often — the grounds, while not differing a great
Yes, monsters — you know, like Rite of the Bloodstar. deal from each other, are colorful
Dracula, and Frankenstein, and his What with the funeral and all and reasonably well detailed.
bride, and the Wolfman and the though, Alex misses the number Each Universal monster com-
Mummy and the Creature from the 39 bus to Other Dimensionsville mands his or her (or its) own do-
Black Lagoon. All six have sold to perform the ceremony, and the main within the castle, and in each
their collective souls and appear en monsters begin to enter our world domain you will find — or at least

“Frankie, do you remember me...” Alex Is that Stuggs out of madness with the Not even Indiana Jones could get out of
gets down to the new-look Sister Sledge sunglasses and rigamortis? this spiky stew

256 • Unreleased Games - CDTV


you should unless you’re daft — Minor monsters roam freely and the remaining strength of your
one piece of the Bloodstar. in all the levels: unlike the main adversaries.
Find the all-important bit and characters, these can be killed, al- Universal Monsters is a large
you are in a good position to kick though it’s a though task since Alex enough game, and it’s important to
the beasty back to where it came doesn’t carry any weapons. keep on your toes at all times for
from. A good position, but not a As you would expect of a rich threats from all kinds of places.
great one, because each monster person, your grandfather didn’t Due to its size though, there are
has to be confronted with a partic- trust people with his treasures, occasions when little or nothings
ular item before they can finally be and consequently kept most of the happens for minutes at a time, and
vanquished. rooms in his home locked. tedium begins to creep in.
The obvious example is Drac- Therefore keys play an important This type of game was popular
ula, who will only be subdued by role in the game, not only for ac- about five years ago when Spec-
a crucifix. The Creature from the cess to rooms where the monsters trums were still in demand, and
Black Lagoon takes a harpoon and may lurk, but also in enabling you Universal Monsters will not be
Wolfman a silver bullet and so on. to find treasure and magic potions, looked back upon as a gaming
An isometric perspective pre- which provide you with temporary milestone.
vails, as you can tell from the powers of ESP and invincibility. In all fairness though, the pro-
screenshots, and the rooms of the Hidden platforms, huge remote grammers have worked hard at
mansion scroll smoothly through- spikes and a host of other nasty bringing the game up to date, and
out. surprises are littered around the have succeeded to a point. Univer-
Apart from the obvious prob- place; useful items are the teleport- sal Monsters doesn’t make my list
lem of avoiding the monsters long ers which transport you from one of all-time-favourite games — in
enough to enable you to perform end of the castle to the other. fact it doesn’t receive a nomination
the ritual, there are pitfalls and A menu can be accessed from — but it’s easy to get into, easy to
booby traps throughout the castle any point in the game, giving de- play, and provides a real challenge
where it’s easy to come a cropper. tails of your potions, Bloodstar for anyone prepared to take a step
back in time.

Universal Monsters
Developer Ocean
Publisher Ocean
Genre Action-adventure

Universal Monsters was due for release on the


Amiga and Atari ST platforms, but it hit develop-
ment and design issues which would ultimately
see it cancelled.
Universal Monsters
is a throwback to the After two years in development, the game’s pro-
old days - an isomet- grammer, Mike Halsall, began struggling with the
ric adventure in the
best traditions. It looks a little dated
code and eventually threw in the towel with the
today, but represents excellent value game 90% complete. At that same time, Ocean
for money. found the franchise had flopped, so ‘Universal
Monsters’ was canned. “It was a series of bad de-
cisions that turned a simple idea into an unwork-
able mess!”, Ocean Development Director, Simon
Butler said in an interview.
“abime.net”

CDTV - Unreleased Games • 257


Text from The Games Machine Magazine 31
The Sea Beast and Barnacle Bill (Jun. 1990);

DEATH OF THE LASER DISC


Don Bluth’s laser disc games Dragon’s Lair and
Space Ace caused a commotion when they ap-
peared in the early Eighties. The combination
of TV-quality sights and sounds set games play-
ers alight. Sadly, arcade games containing laser
discs proved unreliable; arcades were naturally
wary of taking on new releases. The laser disc
market died.
Even though laser disc technology has ad-
vanced tremendously in the last few years, it’s
going to take a long time, and some hard sell,
before arcades will readily accept games of this
type again.
Don Bluth’s The Sea Beast and Barnacle
Bill was supposed to follow Space Ace into
the arcades — but due to various reasons the
Sea Beast and Barnacle Bill was a la-
game never appeared. The good news is that the
ser arcade game concept created by game will appear for computers and consoles in
Bluth Group, in 1984. The game would around a year’s time.
feature improvements compared to the It’s very likely that The Sea Beast will be Sul-
earlier Don Bluth games, Dragon’s Lair livan Bluth Interactive Media’s first CD-ROM/
and Space Ace, and would include more CD-I game. CD-I will offer arcade-quality au-
advanced graphics, a two-player mode, dio and video in the home, so there may never
and full character control. But the Bar- be the need for laser disc to reappear in arcades.
nacle Bill IP ended up shelved along Here’s to 1991.
with Dragon’s Lair: Legend, after Bluth Also in the pipeline are Dragon’s Lair II:
Time Warp and Space Ace II: Borf’s Revenge.
and his company moved back into the-
Again, these aren’t likely to appear this year.
atrical animation after accepting Steven
Spielberg’s offer to do the animation for
the more traditional An American Tail,
released to theatres in 1986. It was later
planned as an console release, but this
too never materialized.

The story would take place in the 1940’s


where a sailor named “Barnacle Bill” has
to rescue a mermaid princess from a evil
sea beast.

The storyline for The Sea Beast has yet to be


worked out, so don’t get too excited just yet.

258 • Unreleased Games - CDTV


Murder off Miami Road to the Final Four:
Developer Domark NCAA Basketball
Genre Adventure Publisher Bethesda Softworks
An updated version of a Genre Sports
1986 C64 game. Would A planned port of a MS-DOS basketball
most likely include digi- game released in 1991.
tised graphics and en-
hanced audio.

Senny and Foo


Developer Almathera
Amiga CD Football Genre Edutainment
Publisher Commodore
Genre Sports
Educational adventure game where chil-
dren would follow the lizard Senny and Foo
This was a re-working of Cinemaware’s TV through four levels. Games would involve
Sports Football 2 (unreleased due to the knowledge and dexterity.
company’s bankruptcy). Due to lengthy de- Never released for any system.
lays, it was never released on the CDTV
either because of the dying market and
was instead released on the CD32 as Ami-
ga CD32 Sports Football. Sign of Four
Reportedly, the CD32 version is not Publisher On-line
compatible with the CDTV despite being
originally developed for it and the game No information are known about this title.
icon being named ‘CDTV Sports Football’.
“hol.abime.net”
The Terminator
Psycho Killer II Publisher Bethesda Softworks
Genre Action-adventure
Developer On-Line
Genre Adventure A port of a MS-DOS game released by
Bethesda in 1991. No version of this game
A sequel to the CDTV game Psycho Killer
were released for any Amiga system.
in which the player, as a psychic investiga-
tor, track down the killer who got away in
the original.
This follow-up, projected for spring 1992, Treasure Quest
was extensively filmed (but not coded) but
Developer Almathera
was canceled when it became apparent
Genre Board
CBM was no longer supporting the CDTV.
On-Line’s Michael Hodges reports Treasure Quest would be an animated
that it would have involved a lot more art- board game built around a random mon-
work and would have been significantly ster maze. The game was 50% complete
more interactive. when it was cancelled.
“amigareport.com”

CDTV - Unreleased Games • 259


Dune Fascination
Developer Ubi Soft Developer Coktel Vision
Genre Adventure, Strategy Genre Adventure

The CDTV version of Dune Fascination is a mature-themed adventure


was developed along side game released for the Amiga, MS-DOS
the Amiga floppy disk ver- and Atari ST.
sion. It would reportedly
feature voice acting and The CDTV version of E.S.S Mega (also
digitised footage. The developed by Coktel Vision and published
CDTV version were later by Tomahawk) was released on a multi-
moved to the CD32, but disc—compatible with both an MS-DOS
this also were eventually computer and the CDTV. This version had
cancelled. the CDTV logo on the disc as well as both
MS-DOS and CDTV info on the back cover.
An MS-DOS version of Fascina-
tion may also have been released on a
Dungeon Master CDTV compatible multi-disc, but this has
not been verified. An im-
Developer FTL age of this version have
Genre Role-playing
been found online and
Dungeon Master is a role-playing game shows the same CDTV
developed and published by FTL Games info on the back of the
for the Atari ST in 1987. This game be- jewel case. It is specu-
came the prototype for the genre of the 3D lated that an Italian only
dungeon crawlers with notable clones like release of this version
Eye of the Beholder. may have had a very
According to “The Definitive CDTV Retro- limited release.
spective: Part II” by Peter Olafson, Dun-
geon Master was ported to the Amiga
CDTV but this version was never complet- Gobliiins
ed because FTL could not obtain reliable Developer Coktel Vision
information from Commodore about saving Genre Adventure
games to memory cards.
This would be a moderately en- Gobliiins is a puzzle
hanced version with improved music and game with adventure
animation including a special animation elements, in which the
player. player controls a team of
three goblins who must
find four magic compo-
nents.
Like Fascination, a multi-disc version com-
patible with the CDTV may have had a
very limited release. The cover scan image
is rumored to be of the Italian-only CDTV
compatible release (the same as Fascina-
tion).

260 • Unreleased Games - CDTV


Future Wars: Microcosm
Adventures in Time Developer Psygnosis
Publisher Interplay Genre Shooter
Genre Adventure Microcosm is a 3D rail shooter developed
Future Wars is an adventure game from and published by Psygnosis in 1993. A port
Delphine Software International, released were released for the CD32, but it was ini-
in 1989. tially a CDTV project.
Interplay does list it as one of its two CDTV A short, non-interactive demo of the CDTV
releases, and CDTV retailers in the UK version—along with a Planetside demo—
suggest it may have surfaced in Germany. can be found on the Psygnosis demo CD.
But not much more information about it’s The CDTV version appears to have been
release have been found. similar to the CD32 release in concept.
“hol.abime.net” The main differences are that the graphics
are largely in shades of gray.
“amigareport.com”
Herewith the Clues
Developer Domark
Genre Adventure

Herewith the Clues is a detective game article from CU Amiga Magazine 31, Sep. 1992
based on the 1939 Crime Dossier of the The Competition
same name, originally devised by Dennis
The CDTV is not the only home multimedia sys-
Wheatley and J.G. Links. While the origi- tem available, the CD-I unit (CD Interactive)
nal format devised by Wheatley and Links which you may have seen advertised in various
was a cardboard folder full of physical magazines and on huge 16-sheet hoardings. The
documents and replica clues such as ciga- CD-I standard is set so other consumer electronics
rette ends, movie ticket stubs, locks of hair, manufacturers will soon join in, giving a choice of
units from JVC, Sony and the like. Initially, these
newspaper clippings, etc., this video game units will be fairly expensive because they are not
adaptation uses black and white digitized based around a computer, but around dedicated
photographs of the clues and presents hardware. The software likely to be produced
them laid out on a desk to be inspected promises in time to incorporate full-frame anima-
and looked through using a point & click tion at a decent speed, but at the moment this would
require some additional hardware like the MPEG
interface. compression chip, bumping up the price even
It was published by Actual Screenshots more. Although launched after the CDTV, titles are
and released on Amiga, Acorn 32-bit, and being released for CD-I at a faster rate and more
developers are sure to join the fray on the side of
Atari ST. Domark had plans on releasing a
CD-I because it will probably have a much greater
CDTV version, and later a version for the marketing budget. Also edging into the arena is the
CD32, but this never happened. Sony Data Discman and look-a-likes. These units
work on smaller disc (the 3” ones which used to be
used for audio CD singles) and are designed to be
used as travelling notebooks. Time Out magazine
has already a number of City guides in the Elec-
tronic Book format. Although the discs have only
about 200Mb capacity this is easily enough for
games, reference works and language translators.

CDTV - Unreleased Games • 261


Jack Nicklaus Golf The Secret of Monkey Island
Publisher Accolade Developer CDTV Publishing
Genre Sports Genre Adventure

Jack Nicklaus’ Unlimited Golf & Course De- A 1990 point-and-click graphic adventure
sign is a 1990 golf game released for the game developed and published by Lucas-
Amiga, MS-DOS and SNES. A version for film Games. A CDTV was announced, but
the CDTV was announced in June 1991. never completed.
The CDTV version would be an original Commodore had funded development for
game and not a straight port of the Amiga the game, along with Indiana Jones and
floppy disk version. It would be using 9,000 Loom. Monkey Island were cancelled and
digitised course photos of Muirfield, 16 col- the two other titles only received limited re-
or sprite animations of the players, an orig- lease in European countries.
inal CD soundtrack and over 20 sampled A correspondent from Germany reports
sound effects. trying out a gold-disk Monkey Island in
Atari later bought the rights and announced 1992 at Germany’s CeBIT fair and finding
a version in June 1994 for their Atari Jag- it a more or less straight port of the disk-
uar CD for an early 1995 release. Early based version. With one difference—the
demos used the original CDTV graphics as four-voice music had been replaced by 16-
placeholders, but the failure of the Jaguar bit CD audio.
would send the game into another cancel- “amigareport.com”
lation.
A CDTV beta version are said to have been
leaked online at some point. Spy vs. Spy
Publisher CDTV Publishing
Genre Action, Strategy

Would most likely be a compilation of the


first three Spy vs. Spy games—Spy vs.
Spy, Spy vs. Spy: The Island Caper and
Spy vs. Spy III: Arctic Antics—which saw
CDTV placeholder images used to
advertise the Atari Jaguar release. Amiga releases in 1989.

Rainbow Collection
Animated Colouring Book
Platform Arcade
Developer Gold Disk
Developer Ocean Genre Graphics
Genre Compilation
A graphics editor aimed at
A compilation disc containing three arcade children. 60 colors would
games; Parasol Stars, New Zealand Story be available and the abil-
and Bubble Bobble. ity to make animations.

262 • Unreleased Games - CDTV


Read With Astérix: Quiztime!
The Secret Weapon Developer EuroTalk
Developer Eurotalk Genre Trivia
Publisher Eurotalk A quiz game with over
Genre Edutainment
1,500 questions, 4 player
Little information on mode and 9 selectable
this title and The Secret categories, including his-
Weapon has been found, tory, film, science, etc.
other than a mention a The questions would
few places. It was most be accompanied with
likely cancelled. sound, images and music.
It would probably follow the same formula
as Read With Astérix: Astérix And Son, and
would include a digitised comic version of
the physical comic of the same name. The Baby File:
Conception to Birth
Developer EuroTalk
Genre Reference
Read With Astérix:
A teaching tool aimed
The Black Gold at expecting parents,
Developer Eurotalk schools, health and train-
Publisher Eurotalk ing centers. It includes
Genre Edutainment
information and images
The third planned title in the Read With As- on pregnancy and birth
térix series. preparations, development of the fetus and
The story of Asterix and the Black Gold the birth itself.
describes Asterix’s and Obelix’s voyage to
the Middle East.
Asterix and the Secret Weapon parodies
feminism and military secrets. Learn English With Astérix
Publisher Eurotalk
Genre Edutainment

Eurotalk released two other double-disk


Fun School 4 titles in their Learn English With Astérix se-
ries; Astérix and the Black Gold and The
Publisher Europress Software
Secret Weapon for Mac and MS-DOS. A
Genre Edutainment
CDTV release was planned but never ma-
Europress Software planned to release terialized.
their Fun School 4 series (Under 5’s, Mon- They also planned to release the titles on
key Island 5-7 year olds and 7-11 year Spanish, including French and English.

CDTV - Unreleased Games • 263


Listen Mind Run II
Developer EuroTalk Developer Crealude
Genre Edutainment Genre Puzzle

Educational software A sequel to the CDTV


that would contain ten game Mind Run was fin-
lessons, each covering a ished but CBM wasn’t in-
topic such as food, travel terested in the project.
and home. The sequel focused on
machines, logic, space
and numbers, and was designed along
much the same lines as the original.
Living Book Series “amigareport.com”

Developer Digigraphic
Genre Edutainment
The Treehouse
Digigraphic’s series of interactive story- Developer The Learning Company
books aimed at children were planned for
a CDTV release, but ended up on other No information on what type of title this
systems instead. would be, but it was most likely an educa-
tional title.

The Maths Collection


Developer Schools Software
FidoFax
Genre Edutainment Developer Intersearch
Genre Reference
A compilation of a series
of math games previous- A tool for dog owners.
ly released on the Amiga; It would include helpful
Math Tutorials, Magic tips about dog care and
Maths, Maths Mania and info about the different
Better Maths. breeds.

Ninja High School Comix CDTV Disc Jockey


Developer The Learning Company Developer Sassenrath Research
Genre Miscellaneous
No information on what type of title this
The second comic CD-ROM after Dino- would be, other than that it was in develop-
saurs for Hire. It was released on MS-DOS ment by the same developer that designed
but the CDTV version was cancelled. the CDTV OS.

264 • Unreleased Games - CDTV


Video Creator
Developer Almathera
Genre Applications

A video creator where


users would be able to
make their own music
videos by playing an au-
Independent Soccer Disc
dio CD and adding ef-
fects or images to it. They Developer New Media
Genre Reference
could save their video by
connecting a camcorder to the CDTV. This would be a soccer almanac with data
from the 1990-91 soccer season. Users
could lock up details on players, clubs,
matches, etc., along with trivia and pic-
Composer Quest tures.
Developer Dr. T’s Music Software

Looks like a music reference title where


users could learn about the history of mu- Our House
sic, starting in 1600 to the present 90’s.
Developer Context Systems
Genre Reference

A multi-media disc about the history on do-


mestic appliances. Users could explore a
MIDI Music Machine house and look and read about everyday
Developer Music Machine objects found in each room.
Genre Music The title was displayed at Commodore
A music sequencer that would run directly trade shows, but never appeared commer-
from a CDTV or Amiga CD-ROM dirve with- cially for the console.
out the need for an external soundcard. There is another title named Our
The program would also include around House which were also released by Con-
500 sound samples. text Systems in 1992 for systems such as
the MS-DOS and the Memorex VIS, but
this is based around the Family Circus
comic strip and does not look the same.
Voice FX
Developer Microdeal
Genre Applications

Voice recorder program that would let us-


ers use a voice changer—pitch, echo,
etc.—in real time. It would also be possible
to sing along over audio CDs.

CDTV - Unreleased Games • 265


A Study In Scarlett Monach Notes
Genre Edutainment Unknown developer and content, other
than it would be a title.
Based on a novel by Arthur Conan Doyle.
The developer of the title is unknown.

Multimedia Birds Of America


Developer CMC Research
Emergency Languages
No information on what type of software
Unknown developer and content, other this would be, other than that it would be a
than it would be a ‘Reference’ title. ‘Reference’ title.

Family Drug And Poison RAF Hendom Museum Series


Information System Developer Almathera
Developer Northeast Louisiana University Genre Reference

Most likely a reference software with con- Would include information and thousands
tent based on the title. of photographs of planes in the Royal Air
Force.

Hutchinsons Encylopedia Scientific Atlas Series


(Version 2) Developer Giunti Multimedia
Developer CDTV Publishing
Genre Reference Giunti Multimedia planned a series of titles
in their Scientific Atlas series. Not much in-
An updated version of the previously re- formation other than the title was found.
leased title.
Scientific Atlas: Astromony
Scientific Atlas: Psychics
Insight : Living Body Scientific Atlas: Zoology
Developer Optionica
Genre Reference
Scientific Atlas: Human Evolution
This would be the third title in the Insight
series. It was cancelled near completion in This software would go through the age of
early 1994, probably due to the Commo- humans—from the stone age to the mod-
dore bankruptcy. ern age. It would include different sections
with images about the development of hu-
man kind, like the advancements of tech-
nology.

266 • Unreleased Games - CDTV


Athens & Sparta 18 Classical CD+G Titles
Developer Giunti Multimedia Developer Warner New Media
Genre Music
Most likely a ‘Reference’ software.
A CD+G disc with eighteen tracks of clas-
sical music. The songs would be accom-
panied with graphics and text information
Time Table of History: about the composer.
Arts & Entertainment
Developer Xiphias
Genre Reference
Karaoke Hits I & II
This would be the third title in the Time
Developer Music Sales
Table of History series. It were released in Genre Music
1992 for the Tandy VIS and MS-DOS, but
the CDTV version never appeared. Two karaoke titles with popular songs for
the time that was planned for a CDTV re-
lease. They would be compatible with the
Genlock and a camcorder, and would also
US History be playable on a normal CD player.
Unknown developer and content, other
than it would be a ‘Reference’ title.

Karaoke Christmas
Developer Music Sales
KIM Genre Music
Developer Lascelles Productions
Christmas version of Music Sales’ Karaoke
Lascelles Productions had previously re- Hits. It would include Christmas carols, in-
leased The Connoisseur: Fine Art Collec- cluding White Christmas and Rudolf the
tion for the CDTV. It is unknown what type Red Nosed Reindeer.
of software this would be.

Karaoke Hits vol. 1 - 20


CDTV Karaoke: Developer New Media
Successi Italiani Vol.1 Genre Reference
Genre Music This was meant to be a series of 20 ka-
The first in an Italian ka- raoke discs. Each CD would contain 20
raoke series. 13 Italian hit tracks, which would be accompanied with
songs were planned, in- lyrics on the screen for the user to sing
cluding “Sapore di sale”, along with.
“Questo piccolo grande
amore” and “Senza una donna”.
It would also be compatible with the Gen-
Lock, which would let users create their
own karaoke videos

CDTV - Unreleased Games • 267


B.A.T.
Other Amiga Versions
Ubi Soft
These games were either released 1991 (Amiga, C64)
Adventure
on an Amiga computer or the CD32
console. The CDTV version would B.A.T. is a mixture of
most likely be straight ports with little first-person adventure
game and role-playing
to no differences from the original.
with a cyberpunk sci-fi
setting.

A Night At The Races Bargon Attack


Context Systems Coktel Vision
1989 (Amiga, C64) 1992 (Amiga)
Adventure Adventure
Rebranded version of An Italian advert of the
Omni-Play Horse Rac- game list an upcoming
ing, an Amiga disk game release for the CDTV.
originally released in The CDTV is also men-
1989. tioned in the Amiga
manual.

A.G.E. Battletoads
(Advanced Galactic Empire) Mindscape
Coktel Vision 1994 (Amiga, CD32)
1990 (Amiga) Beat ‘em up
Action, Simulation A CDTV version were
A.G.E. is a first-person originally due for release
space exploration game in 1992, but ended up
and a follow-up to Ga- being moved to the
lactic Empire (1990). CD32 after heavy de-
lays.

Aquaventura Bill & Ted’s


Psygnosis Excellent Adventure
1992 (Amiga) Capstone
Shooter 1991 (Amiga, C64)
A 3D shoot-’em-up Action-adventure
where the player must Based on the movie of
prevent extinction of the the same name. The
human race by defeat- player control Bill or Ted
ing aliens. who must search for
specific items.

268 • Unreleased Games - CDTV


Brides of Dracula Epic Space Flight Simulator

Context Systems Epic


1992 (Amiga) Ocean
Action 1992 (Amiga)
Simulation
A two-player split-screen
game similar to Spy vs. A space shooter with
Spy in gameplay. Drac- surface missions taking
ula must collect women place on different plan-
and Van Helsing must ets.
kill him and his harem.

The Cardinal The Games


of the Kremlin Context Systems
Capstone 1992 (Amiga)
1991 (Amiga) Action
Simulation, Strategy A port of The Games ‘92
A global management - España—released for
simulation where the the the Amiga on 4 flop-
player takes the position py disks. Based around
of US project leader in an the 1992 olympic games
arms race against USSR. took place in Barcelona.

Challenge Golf Garfield: Winter’s Tail


On-Line The Edge Interactive
1991 (Amiga) 1989 (Amiga)
Sports Action
A golf game with four An action sports game
courses (18 holes with three different mini-
each). Other features games. A CDTV version
are a handicap system, was in development but
16 clubs and a replay was cancelled over lack
system after shots. of funds.

Drakkhen Garfield:
Infogrames Big Fat Hairy Deal
1989 (Amiga) The Edge Interactive
Role-playing 1988 (Amiga, C64)
A fantasy role-playing Action-adventure
game with a visual pre- Earliest licensed video
sentation that combines game based on Jim Da-
3D landscapes and 2D vis’ Garfield comics.
interiors.

270 • Unreleased Games - CDTV


International Karate Plus Fables & Fiends:
System 3 Software The Legend of Kyrandia
1994 (CD32) Virgin
Fighting 1992 (Amiga)
International Karate Plus, Adventure
also known as IK+ or Point-and-click adven-
Chop N’ Drop, was re- ture game developed
leased on C64 in 1988 by Westwood Studios
and updated to CD32 in and released in 1992.
1994.

Indoor Sports Litil Divil


Context Systems Gremlin Interactive
1987 (C64, Amiga) 1994 (CD32)
Sports Action-platformer
Also released as Su- Players control a devil
perstar Indoor Sports. who must find his way out
Includes four sports of a dungeon. The game
games; bowling, darts, started as a planned
air hockey and Ping- CDTV release, but end-
pong. ed up on the CD32.

James Pond 2: Mad TV


Codename Robocod Softgold
Millennium Interactive 1991 (Amiga)
1993 (Amiga, CD32) Simulation
Platformer A television station man-
Originally released on agement game originally
the Amiga in 1991, and developed and published
in 1993 as one of the by Rainbow Arts in 1991
early launch games for for Amiga and MS-DOS.
the CD32.

Private and Confidential: KGB Maelstrom


KGB
Softgold
Virgin 1994 (Amiga)
1992 (Amiga) Simulation
Adventure
A managerial space
The CDTV version strategy and simulation
would probably be simi- game initially released in
lar to the re-released 1992 for MS-DOS.
enhanced CD-ROM ver-
sion titled Conspiracy.

CDTV - Unreleased Games • 271


Grand Prix Pinball Dreams
World Circuit 21st Century Ent.
MicroProse 1992 (Amiga)
1991 (Amiga) Pinball
Racing
A pinball simulation game
Originally released as with four tables covering
Formula One Grand themes such as the wild
Prix, but also referred to west, space rockets, a
as Grand Prix 1 or Mi- haunted graveyard and
croProse Grand Prix. pop music.

MiG-29 Fulcrum Plan 9 From Outer Space


Domark Gremlin Graphics
1991 1992 (Amiga)
Adventure Adventure
A combat flight simulator A point and click adven-
game where the player ture game adaptation
flies a Mikoyan MiG-29 of the film of the same
on solo missions against name. Most versions
a range of enemies came with a VHS copy
around the world. of the film.

‘Nam 1965-1975 Pool


Archer Maclean’s Pool
Ocean
1991 (Amiga) Virgin
Domark 1992 (Amiga)
Sports
A strategy game set
during the Vietnam war. A sequel of sorts to Jim-
The player must man- my White’s ‘Whirlwind’
age military resources Snooker, the game
and the public opinion to replaces the snooker
the war. theme with that of pool.

Pac-Mania Pro Tennis Tour II


Domark Ubi Soft
1988 (Amiga, C64) 1991 (Amiga)
Action Sports
An isometric variation on Initially released as Jim-
the game Pac-Man. The my Connors Pro Ten-
player controls Pac-Man nis Tour and endorsed
as he must eat all of the by Connors. The game
dots while avoiding the offers tournament and
ghosts that chase him. single play.

272 • Unreleased Games - CDTV


Reach for the Skies Shadow of the Beast
Virgin Psygnosis Limited
1993 (Amiga) 1989 (Amiga)
Simulation Action-platformer
A WWII combat flight The gameplay is a com-
sim where the player bination of action and
can take part in the war puzzle solving, with an
either at the Royal Air emphasis on the latter.
Force or the German Known for its graphics
Luftwaffe. and parallax scrolling.

The Return Of Medusa Shadow of the Beast II


Starbyte Software Psygnosis Limited
1991 (Amiga) 1990 (Amiga)
Strategy Action-platformer
A 1991 role-playing and Players take the role
strategy video game hy- of Aarbron again, who
brid. It’s also known as seeks out to rescue his
Rings of Medusa II. baby sister from Male-
toth.

Sensible Soccer Shadow of the Beast III


Renegade Software Psygnosis Limited
1992 (Amiga), 1993 (CD32) 1992 (Amiga)
Sports Action-platformer
The CDTV version was The third and final game
largely done, but Ren- in the Shadow of the
egade wound up turning Beast series. Aarbron
it into a CD32 version must fight against Male-
instead. toth again.

Silly Putty SimEarth


Starbyte Software Ocean
1992 (Amiga), 1994 (CD32) 1992 (Amiga)
Action-platformer Simulation
A platform game where A life simulation video
the lead character is a game designed by Will
blob of putty. Released Wright in which the play-
on CD32 in 1994 as Su- er controls the develop-
per Putty. ment of a planet.

CDTV - Unreleased Games • 273


Space Quest III Ultima VI:
Sierra The False Prophet
1989 (Amiga) Sierra
Adventure 1992 (Amiga), 1991 (C64)
A graphical adventure. Role-playing
Players take control of The sixth part in the se-
Roger Wilco again, who ries and the third and fi-
must escape an inter- nal game in the “Age of
stellar garbage hauler. Enlightenment” trilogy.

Their Finest Hour Unreal


Domark Ubi Soft
1990 (Amiga) 1990 (Amiga)
Action, Simulation Action
Follow-up to Battlehawks An action game made
1942, Their Finest Hour up of eight levels and
recreates the Battle of contains a mixture of
Britain during WWII in 2D and 3D graphics.
the summer of 1940. The goal is to save Prin-
cess Isolde.

Thexder Wayne Gretzky


Sierra Hockey II
1987 (Amiga) Bethesda Softworks
Action platformer 1991 (Amiga)
Thexder (テグザー) is a Sports
run-and-gun platform A top-down hockey
game from Game Arts, game. The player par-
originally released for ticipates in a match
the NEC PC-8801 in against either Canada
1985. or the USA.

Trump Castle Wing Commander


Capstone Mindscape
1988 (C64), 1989 (Amiga) 1992 (Amiga), 1994 (CD32)
Casino Action, Simulation
Players can visit Don- A space flight simula-
ald Trump’s casino-hotel tion game interspersed
“Trump Castle” and play with shipboard dialogs.
six casino games; Black- It later came packaged
Jack, Craps, Keno, Pok- with the CD32 system.
er, Roulette, and Slots.

274 • Unreleased Games - CDTV


advert from CU Amiga Magazine 34, Dec. 1990
McGee
The Learning Company WHAT IS CDTV?
1990 (Amiga) Simply put, CDTV mixes CD sound and Amiga type
Edutainment software in one easily controlled unit, and allows
An educational game you to “interact” with the results through your tele-
vision. On the outside the CDTV Standalone Player
for young children. The is a sleek, elegant black box. Inside it contains the
game is entirely word- workings of the UK’s most popular home compu-
less and tells its story ter, the Commodore Amiga, but with two major dif-
through graphics and ferences. Instead of a keyboard and mouse it uses a
video style remote controller for simple operation
sound.
and, instead of a floppy disk drive, there’s a compact
disc drive.

MUSIC & SOFTWARE


As well as being able to play standard studio com-
Mickey’s 123’s: pact discs in high quality stereo sound, the CDTV
The Big Surprise Party can also use software stored on CD. This is similar
to Amiga software, with thousands of Amiga pro-
Disney Software grams available. You also get much, much more -
1993 (Amiga) a CDTV Disc is equal to over 600 floppy disks in
Edutainment capacity.
Educational games for WHAT CAN IT DO?
pre-schoolers featuring With CDTV you can listen to your favourite pop
Disney Characters. group, look up history, play the latest arcade games,
have a Karaoke night or learn French. In one unit,
CDTV can do things you would otherwise need a
video CD player and computer to do! You can watch
as Neil Armstrong walks on the moon, listen to him
speak and read the fascinating details of how Apollo
got there!

The Learning Company INTERACTIVE MOVIES


A new kind of movie; hi-fi sound tracks and moving
The Learning Company pictures just like cinema films, but you determine
1992 (Amiga) the outcome and how the plot turns out! Will Bat-
Edutainment man really save Gotham City? Interactive movies
An educational game are set to arrive on a CDTV near you soon.
which is set in the locale EDUCATION
of a child’s bedroom. With its huge storage capacity, colour graphics and
Users can click on vari- easy control, CDTV is ideal for education. Levels
from primary education to adult foreign language
ous objects and be re- courses are available.
warded by games.
ENTERTAINMENT
Packed with masses of colourful graphics, hi-
fi sound and huge levels, CDTV games are set to
dwarf their Amiga counterparts. The CDTV award
The Classic Collection winning version of Sim City for instance, has 10
Megabytes of extra graphics, studio recorded sound
School Software for CD Audio quality, more detailed game play (new
1991 (Amiga) zoom mode) and 4 different eras (Medieval, West-
Edutainment ern, Actual and Future).
A compilation of four MORE FORMATS
educational adventure CDTV can play CDTV software, CD audio discs,
games where children CD+G (audio discs with lyrics and pictures),
CD+MIDI (special tracks along side the audio tracks
play through four mod- control MIDI instruments attached to the CDTV).
ernized fairy-tales. With the aid of a floppy disk drive and keyboard,
CDTV can also run most Amiga software.

CDTV - Unreleased Games • 275


magazine article; New Computer Express #136 (June 1991);

As Phillips launches CD-I in the US, Express asks: “Have Commodore

CD-I STORMS IN TO
After half a decade of hype and speculation, CD-I (Compact Disc Interactive) has finally
seen the light of day. The four companies involved — Phillips, Matsushita, Sony and Nin-
tendo — are, respectively, the three largest consumer companies and the biggest computer
entertainment corporation on the entire planet. But has Commodore’s rival CDTV system
already built up too much of a lead in Europe to be caught? In this special report, Express
assesses the odds and attempts to pick the likely winner.

P
hillips has won the race to COMPUTER-FREE ZONE The in-fighting escalated when
produce and launch the Taking the Commodore angle that Phillips and Kodak both denied Com-
world’s first commercially the keyboard is the add-on most non- modore’s claim that CDTV would be
available Compact Disc Interac- computer users find off-putting, the compatible with Kodak’s Photo CD
CDI190 makes use of an infrared con- project, maintaining that Commodore
tive (CD-I) player, beating Sony
troller in the form of a one-handed would need to develop a CDTV2 ma-
into the market. chine to make this feasible.
Price for the system is currently ‘thumbstick.’ It controls an on-screen
pointer used to interact with the WIMP According to Commodore, CDTV
$1,400 - though Julia Davis of Phil-
interface. The thumbstick can also op- owners will be able to take their holi-
lis Multimedia in the UK told Express
erate as a joystick in game play. day photographs into high street bu-
this week: “The planning has been for
Software for the system is already reaux, and have them converted over
a price of $1,000. We are not sure why
being developed by Nintendo, the to CD format.
the extra $400 has been added, it’s just
Smithsonian Institute and the Chil- The new, Compact Disc quality
the way they do things over there.”
dren’s Television Workshop (home of snaps can then be loaded onto CDTV
Express can reveal that the UK ver-
Sesame Street). and played back using a standard tel-
sion of CD-I will differ in important
Two titles are to be bundled with the evision set. Each CD will be able to
respects from the US one. Scheduled
machine, chosen from four categories: hold up to 100 35mm frames.
to take place within the year, it will be
children, music, games and special in- June 1992 is the planned date for the
badged Phillips rather than Magnavox
terest — which includes the Time-Life introduction of the system in this coun-
and, crucially, will include full-motion
Photography CD. Users focus a simu- try. CBM’s managing director in the
video facilities. The US machine re-
lated camera on a moving picture and UK, Steve Franklin enthused: “Photo
quires an add-on cartridge to achieve
take a virtual photograph. This is then CD will help drive the sales of multi-
the same effect.
displayed on screen and shows blur- media and the CDTV player.”
As for Commodore’s rival CDTV
ring, framing and lighting. Kodak in the UK, however, seems to
machine, Sandy McKenzie of Phillips
have a different attitude to CDTV and
Multimedia is little short of contemp- TIME BANDITS Photo CD. In fact a spokeswoman for
tuous: “When you take one PC maker The CDI190 demonstration occurred the company refused to confirm any of
versus one of the world’s largest con- during a multimedia seminar where the details.
sumer electronics manufacturers, it’s Tandy’s Multimedia PC (MPC), Ko- The implication is that Commodore
like David and Goliath. We don’t see dak’s Photo CD and Commodore’s will be independently adapting CDTV
Commodore as a serious threat.” CDTV were also on show. for compatibility with Photo CD with-
Using its American consumer elec- However, jockeying for media at- out recourse to any official agreement
tronics name, Magnavox, Phillips tention appeared to be in full effect. with Kodak.
demonstrated its CDI190 at Chicago’s Phillips’ demonstration over-ran its
enormous CES show. Like Commo- alloted time, leaving Commodore’s
dore’s competing CDTV (Commodore Head of Interactive Multimedia De-
Dynamic Total Vision), the CDI190 velopment, Nolan Bushnell, with just
looks like a conventional home video a few minutes to illustrate the qualities
recorder except it is fitted with a draw- of CDTV.
er-loading CD bay. This takes both The seminar eventually overran by
standard 3-inch and the “album” five half an hour, but not before further
inch compact discs. CDTV versus CD-I statements were
made by the CD-I side. • Nintendo makes a stand at CES - and climbs
into bed with Phillips.

276 • magazine article


and CDTV really got a snowball’s chance in hell?

CHALLENGE CDTV
“It’s like the Betamax/VHS battle
again. It is absolutely vital to get de-
velopers in hardware and software to
support the products after the initial
buzz has worn off.
“We have funded software develop-
ment, and we are not going to continue
this because we don’t think it’s neces-
sary any more. People want to develop
• Phillips’ CD-I and Commodore’s CDTV: which will win the CD war? Commodore’s Steve
Franklin and company are adamant that they’ve built up too long a head-start to be caught. But
for CDTV.
when the world’s three biggest consumer electronics companies are on your tail, you’d better be “It should also be borne in mind that
very sure indeed that you’ve done your sums right. we are not frightened to license our
technology out to anyone. It is practi-
THE VIEW FROM EUROPE will be a close, er, battle. cal to think of a badged CDTV system.
The projected European launch of “But CDTV is already available in “In fact we’ve been in discussions
CD-I is an event of massive impor- this country — a year ahead of CD-I — with developers, whom I can’t name
tance and interest, both to Commo- and we’re building up a very healthy in both the United States and Japan.”
dore’s rival CDTV project, and UK software base. By the time CD-I gets One company approached for de-
software developers. over to Europe CDTV will have had velopment work by both Commodore
Commodore Press and Public Re- a good year’s drop on it, a lead which and Phillips is Virgin Games. Every-
lations Manager Andrew Ball sounds should not be underestimated. By the thing seemed to be going well — until
confident that CDTV can beat off CD- end of next year we intend to have the CD-I project began to sour. Virgin
I: “We already knew there was going at least 150 titles up and running for boss Nick Alexander explains how
to be competition, and from what we CDTV. Virgin feel about CD-I: “CD-I has
know about CD-I it’s got some very “One crucial point is support for the been waiting in the wings for some
nice features. There is no doubt that it devices. time now.

Everything you’ve ever likely to need to know about CD-I


• CD-I is a new computer system developed floppy disk. The 1Mb MMC connects to the targeted at the leisure market, with education
by the three largest consumer electronics CD-I Player Module which houses the CD and business ranking second and third in im-
companies in the world — Phillips, Sony and drive. portance. With Japanese games giant Nintendo
Matsushita — with Phillips beating the pack to • All user interaction is achieved by an infra- declaring its support for the Phillips CD-I de-
the punch with the world’s first commercially red remote control (or mouse) incorporating velopment, this aim is further enforced.
available Compact Disc Interactive (CD-I) on-screen cursor control, via a tiny joystick. • The intended price of around £750 should
player, the CDI190. There’s also a full array of search, play and ensure massive sales particularly as the unit is
• CD-I, like CDTV from Commodore, com- channel switching buttons. designed to sit along side hi-fi equipment and
bines text, sound and pictures on a single • An as yet unpriced optional Expansion Mod- run through conventional television sets.
650Mb CD — the equivalent of 900 floppy ule provides twin 2Mb 3.5 inch floppy drives • Already just about every leading leisure
disks, With all that storage space available, for program data storage, a built in modem and software company in Europe and the USA is
software developers have plenty of room to lay interfaces for hard disk, SCSI and Ethernet. known to be developing CD-I titles — indeed
the text, sound, animation and pictures on top • This module enables program developers to Phillips has gone so far as to set up a CD-I
of one another to create a multimedia environ- convert both Macintosh and PC image, graph- production facility at one of its UK sites in
ment. ics and sound files to CD-I format via two soft- Dorking and is inviting potential publishers to
• At the heart of the two module system is the ware based CD-I Author packages. co-operate on joint ventures.
Multi Media Controller (MMC) which pro- • Up to a whole hour moving videos can be • Meanwhile, the company has tied up pub-
vides system control and signal processing stored on either three or five-inch CDs and lishing deals with top publishing groups such
and features ports for RS232 communications, displayed via a standard television. As such, as Time/Life, CBS, Columbia and Polygram,
printer, keyboard and joystick besides video the system opens up tremendous opportunities along with leading international television
and audio input/outputs. for leisure, education, training and simulation companies and museums.
• There’s also a built-in Personal Memory Card applications. As a ‘world standard’, CD-I is • CD-I systems will be available in Japan and
slot enabling users to safeguard program ma- configured for would-be software authors to the US later this year, with European launched
terial, input their own data and store personal produce their own program material. pencilled in for mid-1992.
information, in much the same fashion as a • In its initial stages, CD-I was specifically

magazine article • 277


“Although it is potentially a very
EXPRESS COMMENT:
powerful system, from a European THE CD WAR STARTS HERE
perspective there is no clear idea as to
Phillips’ software position, which is a The launch of Phillips Magnovox CD-I sys- Phillips, though, isn’t interested in sup-
tem is bang on schedule. Similar CD-I unit plying these. It has no plans to introduce
perception across the board in the UK.
releases in Japan will happen later this year any keyboards or disk drives for CD-I,
“In fact, since our early discussions from companies such as Sony, Technics, Pa- which is probably just as well since it has
with Phillips they would appear to nasonic, Sanyo and Pioneer. no software base and no familiar operating
have adjusted their position dramati- With that kind of International high system.
cally, and as a result we are seriously street muscle just waiting to kickstart the Sure, it has professional CD-I machines
reconsidering our position.” new platform into gear you’d expect Com- which offer real computing facilities but
modore to be quaking in tis boots: CDTV is these are designed for development and
being pitched as a ‘buy and play’ unit, too. authoring applications. But then perhaps
The marketing men of both factions Phillips isn’t unduly concerned about the
insist that both CD-I and CDTV are con- mere 600,000 Amiga owners Commodore
sumer products with no overt computing claims will buy add-on CDTV drives. It
connection: they’re not meant for techies, has a longer history of better distribution
so we’re told, they’re meant for lounges. and marketing to target the whole wide
The vagaries and frustration of PC-style world in its sights. And it has Sony and
• CD-I: some lucky swine in Chicago gets to keyboard input simply don’t belong in the Matsushita (Panasonic) as partners.
have a go modern world’s sitting rooms: what the
everyday Joe wants is to turn on and tune CDTV:
in. Simple as that. We can therefore expect A SLIGHT REASSESSMENT
PHILLIPS CDI190: much of the marketing conflict to be tak-
THAT TECH-SPEC IN FULL ing place in the showrooms of high street In the past Express has intimated that it sees
stores and the glossy pages of supplements no long term future for CDTV once CD-I
So it’s finally arrived - a commercially viable
and style mags. comes to town. We now want to revise that
CD-I (Compact Disc Interactive) player has
finally seen the light of day. Software sup- position just a tad. (Cue sound of swallow-
port, from Japanese software giants Nin- CDTV: ing pride.) We expect to see CDTV succeed.
tendo among others, and hardware support, Not because of any technical superiority,
from Matsushita and Sony, are certainly im-
THE AMIGA OWNER OPTION far from it, and not because it’s got a whole
pressive. But what then are we, the computer literate, clear year to grab the high ground before
But what does the actual hardware offer to to do? If neither is designed for people who CD-I arrives here. But simply because of
users? Find out below... know about computing and who want to its Amiga compatibility and the installed
PRICE: use them for computing applications, how base of Amiga software.
• $1,400 (predicted UK price, June 1992: £750) are we to get in on the act without resorting How big that success will be is, of
to forking out £600 or so for a stand alone course, a different question. While it’s per-
COMPATIBILITY:
• Three and five-inch standard audio CD magic box? haps artificial to draw too many compari-
• CD+ graphics discs and visuals Commodore has got its approach right, sons with the VHS and Betamax video war
• Photo CDs lining up both a CD drive you can plug into at the beginning of the eighties, it’s true
• CD ROM-XA ‘bridge’
your Amiga and disk drives and infra-red that Betamax lost out despite technical su-
SPECIFICATIONS: keyboards for the CDTV itself. There, at periority and massive backing from Sony.
• Maximum audio capacity: 19 hours least, is a clear invitation to upgrade. It lost because it didn’t have the software
(audio only on CD) If you already own an Amiga you can titles to support it.
• Maximum text capacity: 250,000 pages
(text only on CD) get your hands on some kit that will bring For the computer user, CDTV is clearly
• Maximum graphic capacity: 7,000 photographs you the digital delights of CD-ROM tech- the format to go for and in this industry it
(graphic data only on CD) nology. If you don’t own an Amiga you can will clean up. So if you’re into computing
• Maximum full motion video capacity: 72minutes.
(Video only on CD)
buy a CDTV and run all the Amiga soft- forget CD-I. Buy CDTV now. Better still
ware you can find. Results? Commodore buy a £300 add-on drive for your Amiga
• Motorola 68070 co-processor wins both ways. when they come out in September.
• Infra-red remote control, as well as mouse and But in the electronic showrooms of to-
keypad operation
• 1Mb RAM morrow there’s no competition. Sony owns
• 16 million colour variations the rights to just about every film, video
• Digital video and audio processing and music title you can name. And what
• Bitstream Digital/Analogue conversion
• Full-motion, full-screen, based on Motion
they don’t own they’ve leased. In five years
Picture Engineering Group (MPEG) standards. time there won’t be any CDTVs in the na-
• Compatible with PAL, SECAM and NTSC tion’s lounges. There will be CD-I units.
television standards. Further adaptability with CDTV will be back where it belongs — in
High Definition Television (abbreviated,
predictably, to HDTV) the bedrooms.
• Playable via all current television and stereo
hi-fi systems

ACCESSORIES:
• Mouse
• Infra-red reciever

278 • magazine article


magazine article; New Computer Express #136 (June 1991)
by Colin Campbell;

CD-I CALLS
THE SHOTS
Software is piling up for Phillips Compact Disc Interactive
system. But is it any good? You can bet your life on it.
Colin Campbell investigates...

I
f you’re suffering form a deep fatigue “That,” boasted Luskin, “is the
brought on by the incessant babbling CD-I market in America. Do you
of “future technology” freaks, then see where all those lights are? That’s
it’s time for a break. Let’s stop talking where the plugs are, and that’s where • One of Sony’s prototype CD-I ma-
chines due for release next year. Is this
about how great things might be, and we’ll be pushing CD-I.” ghetto blaster with stereo sound and
start looking at how fantastic they are. Now that’s optimism. British pub- built-in colour LCD screen the ultimate
Right now. lishing magnate Robert Maxwell yuppie accessory?
CD-based computing is, without might now know as much about CD-I
a doubt, the corner stone of comput- as Luskin, but he reckons he’s on to
ing for the next decade, so it was no a good thing. “I know how to make
surprise to see well over a thousand money,” he told the glittering assem-
delegates at the second Compact Disc bly of computer and publishing busi-
Interactive Conference in London re- ness people, “I urge you to get into this
cently. They had all come to see how thing.”
Phillips’ hardware platform had been The point is this. Powerful men and
exploited by the software developers. women have seen CD-I, and they are
They wanted to know if it was any very impressed. Not you the experi-
good, and most of them left not only enced computer user, but you the con-
with their doubts dispelled, but with a sumer. • And for the serious about town fun-
quivering sensation that, at last, they Here’s why. CD-I is an extremely ster, there’s the hand-held CD-I unit
were involved in something really spe- impressive piece of kit. It’s ridiculous- - with its LCD screen taking portable
entertainment way beyond the primitive
cial. ly easy to use and could promise a way realms of today’s Nintendo Gameboy.
Bernie Luskin, president of CD-I’s of dislodging tedious television as the
leading software developer, American nation’s favourite info/entertainment
Interactive Media (AIM), set the tone medium. Generations brought up on
of the two day event when he produced TV, video and games consoles will
a large aerial photograph of the USA, feel at home with CD-I - it’s more of
with all its cities lit up by a clear light. the same but much better.

THE NO NONSENSE ‘IT’S EASY AS ABC REALLY’ GUIDE TO CD-I


Commentators are often apol- except there are no commands. gramme, you dip in and out
ogising that CD-I is somehow Everything is point and click where you please.
a “difficult concept”. This isand all icons are presented as • It’s like an electronic book,
nonsense. an easy to understand picture but the index is built in so that
of what the windows repre- it’s all around you.
• It’s the same as a computer sents.
except you use a CD instead You can get any piece of in-
• It’s the same as TV, except formation just by following a
of a disk.
instead of being forced to take clear and simple route. Every-
• It’s the same as a computer a linear route through the pro-
thing is cross-indexed.

magazine article • 279


THE TOP CD-I TITLES ON THEIR WAY
The following titles will be the first to ap-
pear for CD-I...

• Sporting News Baseball.


Motion picture quality baseball game with
you facing the pitchers. Includes play-by-
play commentaries.

• United States Atlas.


• One of the first CD-I machines off the shelves - the Phillips 900 - like a cross between a video and Pick any state, and see and hear its major
a CD player for around £700. attractions.

• Paintschool.
SPECIAL BRANCHES front of you, you take the shot, and a Electronic colouring book includes 200 dif-
Delegates were whizzed through half a few seconds later the result is on the ferent alphabet-based pictures to encourage
dozen CD-I titles, all of which were far screen. Perhaps you should have used learning.
more fantastic than any piece of soft- a wide angle lens, suggests the pro-
• Sargon Chess.
ware or demo you’re likely to see on a gram. Not just computer chess. There’s also a re-
standard home computer format. CDs vary vastly in levels of so- plays of great games in history, move analy-
Harvest of the Sun is a life and works phistication. There’s a disc of Pavar- sis and a history of the game. 16 levels of
biography of Vincent Van Gogh. After otti’s works. You just click on the difficulty.
a short introduction sequence you are name of your favourite song, and it’ll
• Tell Me Why.
presented with a model of the great start playing with Karaoke style lyric
Interactive learning book complete with pic-
artist’s village. Each house represent a guides (in Italian and English) scroll- tures. As easy to use as teletext.
different icon which you can click on, ing up the screen.
and each in turn offers more branch- At the other end of the scale is Es- • Time-Life Photography.
cape From Cyber City, a game featur- Study the work of three leading photogra-
es to follow. So, you might be inter-
phers. Attend 25 interactive workshops.
ested in Van Gogh’s private life, or ing animation sequences of the quality
his disturbed mind. There are dozens you would expect to see on Saturday • Treasures of the Smithsonian.
of strands for you to follow. Each one morning children’s television. But you A walk through the famous Smithsonian In-
don’t just watch it, you’re playing. stitute with 200 treasures to view and learn
presents you with smoothly changing
about.
stills of contemporary drawings, or of The gameplay looks not far removed
the man’s work. from Dragon’s Lair. The difference is • Wings.
In reality, you could glean all that that Lair was pretty much a one-off Exciting World War One arcade adventure
information from a one hour TV for the 16-bit machines, Cyber City is • CD-I Golf is bound to be one of the major
documentary, but CD-I offers you the what CD-I games normally look like. software titles for the machine. It’s incom-
chance to point and click your way Another cartoon adventure is parably better than anything you’ve seen on
through the database at will. You take Sandy’s Circus Adventure which is even the best home computers or dedicated
in what you want when you want. drawn in the cutesy Baby Muppets game consoles.
That’s the lowest level of interaction style, but which gives kids the choice
• Children’s Bible Stories.
CD-I offers. of which on-screen characters the hero A series of interactive adventures based on
Harvest of the Sun took nine weeks (a seal) should interact with. the Good Book.
to produce, it’s to be released in
• Louis Armstrong.
French, Japanese and English under
All the jazz man’s greatest hits, as well as
the Arts and Culture label. There’s no some pretty animations, an interview and
Full Motion Video in the program, but a visual biography. Other popular singers
the production is so smooth and pro- should follow.
fessional it is hardly missed. We’ll
come back to FMV after. • Hot Seat.
Adult trivia game with Max Headroom style
Budding photographers can actually
host.
improve their technique with Time-
Life’s 35mm Photography tutorial. • ABC Sports Golf.
You are presented with a shot to take, Motion picture quality graphics. Should
of say, a man rowing a boat and then become the best selling CD-I title, and will
invited to choose a camera from sev- probably help sell the entire system.
eral models before picking the shutter
speed and such like. The boat rows in CD-I Golf

280 • magazine article


Donkey Kong and
Super Mario will both
New Computer Express #138 (June 1991);
be among the Nintendo
titles. Imagine this tidy COMPUTER VIRUS WITH
little package being pre- THE HUMAN TOUCH
sented to the American A citizen of the United States is claimed
public. An interactive to be the first man ever to catch a virus
TV set that plays your from his computer.
favourite video games The ‘story’ was broken in American
(and has a mind-blow- Scandal magazine The Weekly World
ing golf game to boot.) News. It concerned a Philadèlphia-based
• Cyber City: Fun with slick interactive ani- Pretty irresistible for a middle class programmer called John Stevens who
says: “I was careless about borrowing
mated fiction. suburban family with disposable in-
software programs from other people,
come, eh? Many of the kids who might
REPEAT PERFORMANCE people I didn’t know too well”.
have plumped for CDTV because of Corroboration for the infectious tale
All these programs, plus many more
the impressive games list could well comes from Stevens’ doctor, Mark Ford-
(see box) were on display in a mini ex-
be having second thoughts. land. The good doctor, whose medical
hibition, and there was much playing
speciality is surprisingly not mentioned
around and experimenting under way. WHAT ABOUT FMV? in The Weekly World News piece, main-
Jan Timmer, Phillips’ chief execu- Neither CD-I nor CDTV feature Full tains that the symptoms shown by his
tive officer, is the man who was large- Motion Video (proper moving pic- patient are the same as those found in a
ly responsible for turning the audio tures, rather than animations). This is computer virus. He says: “Stevens has
CD into a success. He’s hoping for a because video uses up a vast amount of become forgetful, like something is eat-
repeat performance. “It’s eight years memory. CDs can hold a great deal of ing up his memory, his data. He can’t
since we introduced the CD, which information, but once you’ve got the hold on to his thoughts. Even an electro-
was a revolution in sound reproduc- text, narrative, stills and animations on encephalogram (EEG) of his brain waves
keeps changing. It’s becoming more and
tion. In the beginning there were only the disk there’s not a lot of room left.
more erratic. The virus could eat him up
a few who believed that it would work, However, Phillips has announced until his mind is a blank and he’s like a
and the pioneers were those who saw that it has signed a deal with US firm vegetable”:
the opportunities. C-Cube Systems which specialises in Express attempted to contact the illus-
“We felt certain that we had a suc- video compression chips. The firm’s trious, if computer illiterate, Dr. Fordland
cess then and it’s the same now. I am job will be to squeeze video on to the this week for confirmation of his history
convinced that CD-I is going to be a disks, necessary for the development making diagnosis.
success. My company has decided to of even more attractive CD-I titles. Stunningly he was not mentioned in
put its money where its mouth is. We the Philadelphia directory. Nor was any
address of a medical practice with a Mark
will be the pioneers of CD-I, the most WHEN, WHERE
Fordland listed.
versatile publishing medium ever in- AND HOW MUCH? However, The News is obviously close
vented.” CD-I’s American and Japanese mar- to the medical miracle man. Fordland
kets are likely to be more receptive to continued his in-depth analysis of his pa-
HOW THE NINTENDO DEAL the new medium than Europe, and we tient’s position with the following searing
MUST SCARE COMMODORE will have to wait until about this time smile: “Borrowing software programs
Until very recently the European next year. Pricing has to be officially from friends and strangers is like having
games software producers were all in decided, but don’t expect to have much sex with someone you don’t know too
agreement. As far as the traditional change out of £700. Software will cost well. When you sleep with someone, you
games player were concerned, Com- anything from £20 to £100. sleep with everyone they’ve ever slept
with. When you borrow someone else’s
modore had done a better job than
program, you’re connected to everyone
Phillips in wooing top games software who’s ever used that program”.
developers. Obviously the story has no basis in
Commodore’s rival CDTV boasts fact.
an impressive software list, with a There is no way in which a virus,
wide ranging of good titles from re- which is merely a piece of computer-
spectable publishers. However, the code could transfer from its silicon-based
sales figures of all these games put host to a carbon-based victim.
together pale into insignificance when Or is there?
compared with the performance of just • Open Sesame: Big names have already been
one of the Nintendo games which will signed up.
be appearing on CD-I.

magazine article • 281


Letters from readers sent to
video game magazines.

CU Amiga Magazine #46 (December 1993)


Ask the Experts

SEEDY ROMS
I have an Amiga 500 with 3Mb of
CU Amiga Magazine #31 (September 1992)
RAM and a GVP A500HD+ series II
BackChat
hard drive. I am interested in fitting a
A600 BLUES CD-ROM drive - can this be hooked up
Commodore have undeniably done quite via the SCSI connector on the back of
well with the Amiga, but with a prod- the hard drive?
uct like the Amiga it’s quite hard to Francis Laus, Malta.
go wrong. The A500+ and A600 are
obviously good machines but would be
so much better if they had received Answer from the editorial. -
the proper release and support they Yes, you can do it - all you need is the correct cable to
connect the GVP drive to the CD-ROM mechanism
deserved. Leaving third party devel- and probably a power supply for the drive as well.
opers and magazines such as yours to As far as software goes, you will need to get hold
pick up the pieces and explain things to of a CD-ROM handler so that the operating system
the bewildered public is inexcusable. The can communicate with it. Several software drivers
mind boggles to think what could have are in the public domain (such as AmiCDROM) so
ask your favourite PD library.
happened if the Amiga had fallen into Alternatively, you should concider getting a CDTV.
the hands of half-competent computer At the moment the prices are extremely low, far
manufacturer. Good God, Commodore! cheaper than a stand-alone CD-ROM drive. You can
What the hell are you playing at? link the CDTV to your A500 via Parnet and save a
bundle, as well as being able to use the CDTV spe-
Stephen Sweet, Kent cific titles which are available.

Answer from the editorial. -


It certainly looks like Commodore have an- .info for Amiga Magazine #49 (April 1992)
gered a few people with the release of the Reader Mail

A600 so soon after the A500+. Who knows I think someone should walk into CBM and
what people’s reactions will be when the give ‘em a good kick in the a-- and tell them
32-bit A800 is released in the Spring of next
year, Do Commodore really deserve the Ami- to get their act together or the Amiga and
ga? Will incompatibly problems rear their CDTV will most likely die.
ugly head once more? I’m all for innovation I just read the comparison between the
and change, but with three new Amigas and CD-I and I’m madder than hell. I think
a new version of the CDTV in development, CBM should upgrade CDTV to make it at
it’s certainly difficult to know exactly which
machines is best suited for which purposes. least equal with CD-I. They should make
it laserdisc compatible so that it could play
movies. I think that the Amiga will end up
like my Vectrex game system; it was good
but it died because the Atari 2600 and
7200 were easier to use. I don’t want the
same thing to happen to Amiga.
Cliff Griffith

282 • magazine letters


CU Amiga Magazine #34 (December 1992)
Amiga Workshop Letters

VTDC
Let me first congratulate you on the CU Amiga Magazine #32 (October 1992)
BackChat

great Multimedia feature in the October CD PRICE WAR?


issue. However, isn’t it a bit backwards of Now that Commodore have finally re-
Commodore to try selling the CDTV with- leased the A570, I wonder if we can
out at keyboard? I went and had a go on expect to see the high cost of Cd discs
one in Dixons, and it was like trying to drive to come down. Since the launch of the
a car without pedals or steering wheel! CDTV, disc prices have been astronomi-
What is the point of splashing out all cally high and have probably put off
that dosh on a computer when you can’t many people buying a system.
even work it properly? Software on con- I really cannot see any justification for
soles is written specifically for machines the high cost of CDs. Let’s face it, if a
without keyboards, so it’s not a problem, game comes on two or more conventional
but what happens when you boot up your floppies, then theoretically at least, a
CDTV and click on the CLI icon? Absolute- CD should be the cheaper alternative.
ly nothing, unless you’ve gone and bought CD discs can be pressed for as little as
the keyboard separately, and a floppy disk 59 pence these days whereas a floppy
drive. It’s little more than a CD player costs roughly 30 pence per disk. Okay,
that can show pictures. The future of so you could argue economy of scale, but
home computing and entertainment? Pull I think a lot of Amiga owners will either
the other one. take advantage of the CDTV upgrade
John McCready, Edinburgh offer or buy the A570. Hopefully, if this
is the case and CD sales take off, we can
expect the price of CD-based software
to nosedive. It may be a pipe-dream,
but I hope it happens.
CU Amiga Magazine #34 (November 1992) Paul Badkln, London.
BackChat

AMIGA IS CRAP!
I’m just writing to say that the PC Answer from the editorial. -
is far better than the Amiga, and It might already be happening, John. Ren-
anyone who disagrees is a complete egade have just announced that they will be re-
lemonhead. leasing their number one hit, Sensible Soccer
on the CDTV for only £19.99. Let’s hope more
J Cartwright, Middlesborough.
companies follow suit.

CU Amiga Magazine #34 (December 1992)


Amiga Workshop Letters

PC IS CRAP!
In response to J Cartwright’s let- CU Amiga Magazine #34 (December 1992)

ter (Backchat, November 92), I’d Amiga Workshop Letters

just like to say that the Amiga is Answer from the editorial. -
better than the PC any day, and Right, that’s this month’s PC vs
anyone who disagrees is a complete Amiga debate over with. And these
bananahead. two were probably the most con-
structive!
I Borem, Macclesfield

magazine letters • 283


article from Amiga Power Magazine (July 1991)

Acronym nuts will be pleased that sort of thing sitting along- well as some pretty odd offer-
to learn that CDTV apparently side straight shoot-‘em-ups it be- ings which, we’re told, are be-
stands for Commodore Dynam- comes easy to see where some of ing written with the intention
ic Total Vision. But most of us the confusion comes from. The of making the most of CDTV.
can happily bimble through life problem isn’t just that nobody Tiger Media’s Airwave Adven-
clutching two very simple abbre- knows what the machine can do, ture — Case of the Cautious
viations. They are CD and TV, it’s that nobody knows who it’s Condor is an Agatha Christie-
and they are self-explanatory. meant to be aimed at. style detective romp featuring
However, CDTV’s more than 1,000 scenes.
grand title is the seed
from which all manner WHY NOBODY KNOWS It’s kind of like watching
a movie, except you call
of trouble has grown.
When important peo- WHAT THE HELL IS the shots. The CD-based
FM Towns version has
ple were first shown the
CDTV they were utterly
enraptured. That was
GOING ON... already been scooping
awards in Japan.
Move style games are
two years ago, and still CDTV But anyway, back to the infor- top of the agenda for forward
is not in the shops. In the mean- mation database stuff. Instead of thinking producers and it’s no
time, everyone and their word flicking through paper versions surprise that Lucasfilm have
processors have been busily of these fine works, you wan- waded in with an extended ver-
attempting to quantify and ex- der through pictorial databases sion of the Battle of Britain
plain, what the hell is going on. soaking up information at will. cracker Their Finest Hour. Tal-
Commodore confused the mat- If, for instance, you were inter- ented animation team Sullivan-
ter further by launching the dear ested in bonkers Shakesperian Bluth of Dragon’s Lair fame are
thing every time more than half characters, you could easily call also working on a science fiction
a dozen journalists assembled up all information on King Lear, extravaganza.
in the same place. One industry Hamlet, Lady Macbeth and Titus Programs cost anything from
wit described it as ‘the ship that Andronicus. It’s not a game, but £30 for an Amiga conversion,
faced a thousand launches.’ it can be more fun than wading to £50 for a really special game.
Hacks from everything from through a Penguin edition of the When you consider that the
The Daily Telegraph to Toy Bard’s doings. Other interesting hardware costs £600, it’s hardly
Trader duly started scribbling little fancies include All Dogs Go a purchase taken lightly.
about how ‘hard it is to explain’ to Heaven and Electric Crayon, For current Amiga owners
before introducing our friend the which acts as a digital colouring (and I’m guessing there are quite
businessman, who made a point book for youngsters. a few of you reading this) there
of talking nonsense about mixed But let’s get back to games. is the option of a £299 CD drive
up multimedia generations, thus You’ll recognise many of the ti- which, it is being claimed, will
making the prediction nicely tles on offer simply because soft- turn your machine into a CDTV
true. ware houses are smart enough to (though, of course, it won’t pack
Much of the confusion stems try their best games on the new it away in the snug black box).
not from CDTV’s undoubted ca- format. This means we won’t Optimistically, Commodore
pabilities as a games machine, be offered a heap of old rubbish expect 80 per cent of Amiga own-
but from its untested capabilities (though the existence of Psycho ers to come up with the cash.
as an information database. Pro- Killer tends to refute this) but the We’re not so sure. There’s no
grams in the offing includes The best in entertainment software. doubt that your pals will be im-
Complete Works of Shakespeare, Falcon, Future Wars, Xenon pressed if you tool up with some
the Illustrated Holy Bible, and II, Pro Tennis, BAT, Lemmings, CDTV kit, but your bank manag-
the World Vista Atlas, and with Battlestorm. They’re all here as er might not be so overwhelmed...

284 • magazine article


Hardware & Accessories
Hardware & Accessories
These pages consists of different types of hardware released
for the CDTV. Not a lot of hardware managed to get released
before the console was dropped by Commodore, but the CDTV
is starting to see a resurgent of popularity which have increased
the interest in after market expansion hardware.
Hardware includes official Commodore releases, third-party,
after market and cancelled devices.
Since the CDTV is almost an Amiga computer a lot of third-par-
ty accessories are compatible with the system, but only hard-
ware that is specifically aimed for the system are listed here.

Wireless Mouse
Wired Mouse Publisher Commodore
Type Controller
Publisher Commodore Release date 1991
Type Controller Model nr. CD1252
Release date 1992
Model nr. CD1253 The official CDTV wireless (infrared)
mouse. The mouse have a timer that
A standard wired mouse that connects to will power it off automatically if it is not
the back of the CDTV player. used for a few minutes. A button on it’s
The wired mouse was not available un- side can be pushed to activate it again.
til 1992 and it’s not known if it was sold The mouse could at times be awkvard
separately. It came in a plain white box, to use since it requires a line of sight be-
which suggests it would have been part tween the mouse and the CDTV’s infra-
of a bundle. However both the CD1500 red sensor to function.
Professional pack and the CDTV Multi-
The mouse was sold separately in retail,
media Pack came bundled with the CD-
but it was also
1252 wireless mouse.
available as part
some text from cdtvland.com of the CD1500
Professional Bun-
dle and the CDTV
Multimedia Pack.
some text from
cdtvland.com

286 • Hardware - CDTV


Trackball Controller
Publisher Commodore
Type Controller
Release date 1991
Model nr. CD1200

The wireless trackball controller feature


all the keypad buttons that the standard
Keyboard
remote control has, but replaces the four-
way directional pad buttons with a track- Publisher Commodore
ing ball. The tracking ball makes it easier Type Keyboard
and faster to control the mouse pointer Release date 1991
Model nr. CD1221
in CDTV applications or games. It also
replaces the A and B buttons with proper The CD-1221 is the official CDTV key-
left and right mouse-style buttons. board. It was available in various layouts
The CD1200 also has two standard joy- (US, UK, German, French, Italian, Scan-
stick ports at the bottom of the unit that dinavian, AZERTY, etc.) and hooked up
enables users to connect any pair of reg- to the back of the CDTV player
ular 9-pin D-connector joysticks to the A less common variant of the CDTV key-
CD1200 and it will transfer the joystick board has grey key caps similar to the
movements wirelessly to the CDTV. Amiga computer keyboards, instead of
The CD1200 controller came included the CDTV black. The variant was most
with 2 “C” batteries, warranties, instruc- likely released as an cost saving mea-
tions, and a cable for a wired connection sure.
to the CDTV. The CDTV keyboard was available sep-
some text from cdtvland.com arately or as part of several CDTV bun-
dles.
some text from cdtvland.com

CDTV - Hardware • 287


CD Caddy 2-Pack
Publisher Commodore
Type Accessory
Release date 1991
Disk Drive Model nr. CD1400

Publisher Commodore The CDTV Player’s CD-ROM drive can-


Model nr. CD1411 not accept optical media directly. Any
Genre Hardware CD or CD-ROM needs to be placed into
The CD-1411 disk drive has a diskette a caddy before it can be inserted into the
station with two read/write heads. It is player. Every CDTV player came packed
identical to the beige colored Amiga with one free black caddy.
1011 disk drive, except for the casing The official CDTV branded caddies were
which was made to be a color match for sold in 2-packs and cost $30 a pack.
the CDTV. Only the packaging carries the CDTV
and Commodore branding. The caddies
themselves were industry standard and
do not seem to carry any branding.
The CD Caddy 2-Pack were included with
some CDTV bundles that were released
mid-1992 in North America (CDTV Pro-
fessional Pack,
CDTV Library
Pack and CDTV
Learning Pack).
some text from
cdtvland.com

article from Amiga Computing Magazine #31 (Oct. 1998)

WEB HACKER STALLS THE INTERNET


Hacker, Eugene Kashpureff, plunged the Internet Cerbenet was one of the few ISP’s to escape the
into chaos last month with the most spectacular chaos. According to Cerbenet’s Technical Direc-
hack since the 1998 Internet Worm paralysed the tor, Justin Kerry “The Internet still depends on a
Net. level of trust and community. The InterNIC’s mo-
Kashpureff claims to have exploited a loophole nopoly on domain naming runs contrary to this
in the Domain Name Service software normally spirt, and yet depends on co-operation by all ISPs
used to look up addresses of Internet sites which in that we must all choose to use the official root
allowed him to add his servers to the official list of name servers. Most ISPs don’t even realise they
Internet domains and ‘top level’ servers. are effectively bolstering the IncterNIC monopo-
The hacker’s actions were apparently a protest ly. Sadly the whole Internet has suffered the con-
against InterNIC’s monopoly on top-level domain sequences of unilateral action taken by AlterNIC
names and prevented Internet users all over the to smash this monopoly by overriding our name
world from connecting to their desired sites. server choices”.

288 • Hardware - CDTV


1084S-D2
Publisher Commodore
Release date 1992
Model nr. 1084S-D2
Type Monitor

The Commodore 1084 was Commodore’s flag-


ship monitor. It was a monitor that worked with
everything they produced in the late 1980s,
including a lot of non-Commodore computers.
The monitor was introduced in early 1988, not
long after the Commodore 2002 monitor, which
was the first monitor Commodore billed as a
universal monitor.
The initial 1084 The only difference between the 1084
units were made by and 1084S monitor is the 1084S had two
Philips. Philips sold identical- speakers, and therefore, two speaker in-
looking monitors under its own label in puts, to accommodate the Amiga’s ste-
North America at the same time. Com- reo sound.
modore flipped 1084 production from Pricing could vary, but Tenex Computer
Philips to Daewoo and back multiple Express advertised the 1084S for $319
times. There are at least 13 variants of in its winter 1991 catalog. The non-S ver-
the 1084, varying just in case styling sions tended to sell for closer to $300.
and which company made them.
The 1084S-D2 version does not carry
The 1084 feature Analog RGB to match any visible CDTV branding, but it was
the Amiga’s output. However, it also created specifically for the CDTV line. It
worked with digital RGB like IBM CGA
is part of the 1084 series of Commodore
and the Commodore 128’s 80-column
monitors. It was released in 1992, after
display, and composite video like the
Commodore repositioned the CDTV as
C64. It was a universal monitor that
an Amiga computer. Whereas the CDTV
worked with every computer Commo-
keyboard, mouse and disk drive were
dore made at the time. The 1084 also
available both separately and as part of
worked with many non-Commodore
the CDTV Multimedia Pack, this monitor
computers, including the Apple IIgs and
was generally sold separately (although
Atari ST.
individual dealers might have sold it
bundled with CDTV packs).

FRONT PANEL

BACK PANEL

some text from dfarq.homeip.net / cdtvland.com

CDTV - Hardware • 289


PAL Video Module
Publisher Commodore SCART Module
Release date 1991
Genre Video Publisher Commodore
Model nr. CD1321
Each region received the same CDTV Genre Video
model, but with a different video module The SCART video module gives the
that matched the video standard in each CDTV the ability to connect to a TV with
region. The video modules are remov- scart connector. The SCART module re-
able which lets users choose whatever places the CDTV’s original video module.
video module they want for their CDTV.
SCART was a European standard and
A key, included with most video include both composite and RGB video,
modules, is used to disconnect stereo audio input/output and digital sig-
the module from the back of the nalling.
CDTV unit.
The SCART Video Module was sold as
The PAL Video Module were installed on a separate accessory in most markets,
CDTV systems sold some places in Eu- however it seems that CDTV players
rope and the UK. sold by Commodore France had the
SCART video module built-in as stan-
dard instead of the base RF/composite
video module. France used neither PAL
nor NTSC as their video broadcast stan-
dard, but instead had their own SECAM
standard. Given that there do not seem
to exist any CDTV SECAM video mod-
ules, including a SCART video module
and SCART cable seemed to solve that
problem.
“cdtvland.com”

NTSC Video Module


Publisher Commodore
Release date 1991
Genre Video

The NTSC Video Module, which were


installed on CDTV systems sold in Noth
America, feature Composite Video, S-
Video, RF Out and a Channel Select
Switch.

290 • Hardware - CDTV


Memory Card
Genlock Module Publisher Commodore
Publisher Commodore Type Hardware
Model nr. CD1300 / CD1301 Release date 1991
Genre Video Model nr. CD1401, CD1405

The Genlock Video Module is a device The CDTV player has a memory card
for maintaining synchronization between slot that is accessible through the front
a video signal and the CDTV, enabling panel were users could install either
video images and computer graphics to a 64K or 124K CDTV Memory Card (a
be mixed. common misconception is that these are
It is possible to plug any com- PCMCIA cards). They were meant as a
posite source video signal (like a VCR, way to save a game state. Because they
video camera or Laserdisc player) into plugged straight into the CDTV’s ad-
the Genlock Video Module and then use dress bus, they were also addressable
the CDTV to add titles or graphics to this as regular RAM. This means they could
video signal and record the result to e.g. expand the total amount of memory of
a second VCR. the CDTV, which could have let it per-
form various tasks, such as installing
Two versions of the Genlock Video Mod-
drivers (resident modules), or as Amiga-
ule were released. CD1300 is the NTSC
DOS devices. But, these features re-
genlock and CD1301 is the PAL genlock
mained unused during the original life of
module.
“cdtvland.com” the CDTV.
Not many memory cards were manu-
factured, because they were very ex-
pensive technology back in the early
1990s. This makes them very hard to
find nowadays, especially the 256K card
(CD-1405), which can fetch over $500
on auction sites.
some text from cdtvland.com

Genlock Demo
Publisher Commodore
Genre Demo

Instructions on how to
install the CDTV genlock
and provides simple infor-
mation and software for EJECT
overlaying video titles on
VCR action.

CDTV - Hardware • 291


article from
Amiga Computing Magazine 42,
(Nov. 91)

24-bit art
Everybody seems to be talking
about 24-bit graphics nowadays.
There has been an explosion of
cards and add-on boxes providing
all sorts of extra graphics modes
for every Amiga and to suit almost
every pocket.
Ranging from the £299 HAM-
E to the £1,500 Harlequin board,
these products have one purpose: to
provide better quality graphics on
the Amiga.
But these boards also have
one major drawback: they are all
completely incompatible. To make
things worse Commodore will, no
doubt, soon launch their A2410
graphics boards for the Amiga 2000
and 3000. At the moment this only
works under Unix, so don’t expect
it too soon.
Until one of the products es-
tablishes itself as the standard you
won’t find much software that will
support these products. In America
a standard appears to be emerging
— which, unfortunately, is prob-
ably the least technically capable of
all of the options: Digital Creations
DCTV.
Commodore even appear to be
backing this as the official 24-bit
upgrade for CDTV. At the moment
DCTV is NTSC only, so it won’t
work on European PAL systems.
A PAL version is being worked on,
but it won’t be here for a while.
All of these add-ons — with
the exception of the higher resolu-
tion boards like the Harlequin, and
the Video Toaster, which is much
more than just a 24-bit card — may
be rendered obsolete overnight if
Commodore release the new su-
per-enhanced chipset they are ru-
moured to be working on. This will
have DCTV/HAM-E quality graph-
ics built-in to the Amiga chips.

292 • Hardware - CDTV


DCTV
Publisher Digital Creations
Release date 1991
Genre Video

The DCTV is a video digitizer that turns digital


data from the RGB port to composite televi-
sion signal. It connects to both the video port
and the parallel port of an Amiga or CDTV.
The DCTV is capable of grabbing an image
from virtually any video source and display-
ing full color spectrum video signals on a
composite output.
The information is encoded into spe-
cial Amiga display screens that DCTV rec-
ognizes by a signature in the upper-left cor-
ner. These screens contain the digitized and
compressed form of the analogue waveform
data required to create the composite display
The resulting composite image qual-
ity could be either far better, or much worse
than a normal Amiga RGB display. It excels
for pictures that contain a lot of color changes
(like photographic materials), but in case of
pictures with a lot of detail (like text) the dis-
play is blurry.
It supports resolutions from 640×200 to
736×482/566 (NTSC/PAL) in 24 bit. CDTV Version

Included with the DCTV, other then the man-


ual, were several disks with software, such
as a paint editor, software that converts im-
ages created by the digitizer into standard WHAT IS DCTV?
Amiga files and tutorials on how to use the INPUT
digitizer.
COLOR VIDEO CAMERA DIRECT MOUSE INPUT

It retailed for $495 in 1991 and was available


in both PAL and NTSC versions. Therer were STILL VIDEO CAMERA
DIGITIZE
PAINT

two versions of the DCTV—a larger and a IFF, ILBM, HAM, TRUE COLOR
UP TO 24-BIT. REGISTERS UP
TO 256 COLORS, DCTV DIS-
smaller—but these seem to be identical in- VCR WITH GOOD
FREEZE FRAME
PLAY, RGB8, RAW - PICTURES

ternally and only different in the size of the


plastic case. A rare version were designed LASER DISC PLAYER
WITH FREEZE FRAME 24-BITFILES FROM

especially for the CDTV and included a mod- OUTPUT COLOR SCANNERS

ule to install in the CDTV video slot.


Although DCTV does not interfere with nor- VIDEO CONVERT 24 BIT

mal genlock operation, its output cannot be


fed into a genlock without the DCTV RGB
COMPOSITE MONITOR 2, 4, 8, 16, 32 COLOR ILBMs 24-BIT FILES FOR USE IN
Converter. VCR
VIDEO TILTING
HALFBRITE
HAM
DESKTOP PUBLISHING AND
PRINTING
ANIMATIONS
“amiga.resource.cx” 35MM SLIDERS FROM SCREEN

CDTV - Hardware • 293


RocGen+
Publisher Roctec
DCTV RGB Converter Release date 1992
Genre Video
Publisher Digital Creations
Release date 1992 RocGen Plus is a genlock device. It
Genre Video feature composite input, output and
passthrough (3× RCA). It was reportedly
The DCTV RGB Converter is an expan-
notorious for poor quality and sufferered
sion for the DCTV that allows the DCTV
from inexplicable colour loss and over-
to output its display onto an RGB moni-
all bad image quality. Furthermore it re-
tor instead of composite. It also allows a
quired a constant video feed to behave
genlock to superimpose the DCTV pic-
normally.
ture over live video.
It has separate Amiga and video dissolve
knobs for varying degree of overlay or
keyhole effect on the front of the device.
“bigbookofamigahardware.com”

Back Panel

VDAmiga II
Publisher Merkens EDV
Genre Video

VDII is a fast external color digitizer com-


patible with any Amiga model including VD-4 Amiga
CDTV. The digitizer supports all resolu-
Publisher Merkens EDV
tions and B/W.
Genre Video
The front feature a switch (switching be-
tween digitizing and printing), CHR/TRIG VD-4 have mostly the same features as
and Video. the VDAmiga II.
“bigbookofamigahardware.com” “bigbookofamigahardware.com”

294 • Hardware - CDTV


BigRAM CD
Elbox CDTV/2
Publisher W.A.W. Elektronik
Release date 1994 Publisher Elbox
Genre Memory Release date 1997
Genre Memory
A 1 MB Chip RAM expan-
sion unit for a total of 2 2Mb RAM by Polish publisher Elbox. It
MB. It connects to the Fat plugs directly into the CPU socket.
Agnus’ socket which is An 8Mb RAM card were released a year
replaced with Super Ag- later. Both cards feature real time clock
nus. With the 2 MB Fast with auto-recharge battery.
RAM, an adaptor board
has to be connected to
the Gary’s socket.
“amiga.resource.cx”

BigRAM CD8
Publisher W.A.W. Elektronik
Release date 1994
Genre Memory

A provision for up to 8 MB
ZIP RAM (earlier boards
had sockets, later the
ZIPs have to be soldered
onto the board) that con-
nects to the diagnostic slot and can be
installed together with the BigRAM CD
“amiga.resource.cx”

magazine review; CU Amiga Magazine 40 (jun. 1993)

CDTV 2Mb RAM Card


Inc. 2Mb Zero Wait State Fast-RAM
Auto-Recharge Battery Real-time clock
Fits easily into the CPU 68000 socket
Fully auto-configuring Fast-RAM
Increases the speed of your Amiga CDTV
£49.95

296 • Hardware - CDTV


magazine review; CU Amiga Magazine 40 (jun. 1993)

CDTV Memory Switch


If you’ve got an 1Mb CDTV, you’ve probably
realised by now that you can’t actually use the magazine review; CU Amiga Magazine 40 (jun. 1993)
full megabyte. The CD drive uses a buffer of
50K to keep the access times as low as possible,
but it takes this 50K from your 1Mb of RAM.
DISABLE CDTV
This isn’t too much of a problem in most cases, memory utility
but some programs needs the whole megabyte Applications software is usu-
to run properly. This is the cause of virtually all ally configurable in a number
CDTV incompatibly problems. of forms, which can often
The switch simply disables the CD drive, and avoid incompatibly prob-
reclaims that extra 50K. Installing it is quite lems, but quite often a few
straightforward, but you have to take the case off games have fallen foul of the
the CDTV, which will void your warranty. A dia- CDTV’s memory loss. We tested a hardware solution to the
gram is included with the instructions to help you problem, but at £2.00, the software alternative does sound
locate the jumper on the circuit board. There’s tempting.
no neat way of passing the wire through the cas- The utility itself comes on an autobooting disk, but
ing of the CDTV, but it works fine if you put it the idea is that you add it to your startup sequence. It cures
the memory shortage problem if you’re using AmigaDOS
through the gap and around the PCM-CIA slot at
disks, but doesn’t survive a reset, so it’s no use with most
the front (although it does look a bit messy). games. This is a bit of a shame, as it’s games that are worst
It works perfectly, but if the machine breaks hit. Even so, if you’ve got a Workbench compatible program
down, it’ll be up to you to get it fixed. At £12.99 that needs that little bit extra RAM, Disable CDTV will do
it’s a bit pricey, considering the parts can’t cost the job.
more than about £2. Review score: 75%
Review score: 69%

Megachip
Publisher DKB
Genre Memory

The Megachip is designed


for the A500, A2000 and
CDTV. It includes a new-
er Agnus chip (as found
in the A3000) to address
2MB of CHIP RAM. The megachip has a
wire which needs connecting to either the
CDTV RAM 68000 CPU socket or pin 36 on the Gary
Chip.
Publisher Micro-Luc
Release date 1994 “bigbookofamigahardware.com”
Genre Memory

2 and 8 Mb RAM were


released for the CDTV
by Polish Micro-Luc.
“amiga.resource.cx”

CDTV - Hardware • 297


Brick-Ette
Publisher Expansion Systems
Model nr. CD1321
Genre Controller accessory

The Brick The Brickette allows the user to connect


a standard Amiga joystick and mouse to
Publisher Commodore the “PS/2” style mouse port of the CDTV.
Release date Unreleased
Genre Controller accessory The adapter con-
tains a small 8bit mi-
The Brick, or the Two-Player IR interface, croprocessor which
as it was referred to in early news articles, provides three ad-
was a solution by Commodore for using ditional features; 3
a 9-pin D-Sub standard Amiga joystick speed rapid/auto
with the CDTV. The Brick would be able fire, 1 and 2 pixel
to relay the joystick movements wire- mouse resolution,
lessly to the CDTV player using infra- and reset.
red light. The Brick were shown on early
Some were bun-
press photos, such as the 1990 CDTV
dled with one or
press kit, but ended up quietly cancelled.
two Python Micro
Even though The Brick was never re- Switch Joysticks.
leased, the CDTV Trackball controller “bigbookofamigahardware.com”
have the same features and can also
wirelessly transmit
joystick events to
the CDTV player.
“cdtvland.com”

Remote Control Adapter


Publisher amiga68k.com
Genre Controller accessory

An after market adapter for using the


CDTV standard remote controller on oth-
JoPort er Amiga systems.
Publisher Interactive Multimedia It is plugged into the mouse or joystick
Genre Controller accessory port on an Amiga computer. The func-
tionality is equivalent to the conventional
The JoPort is an expansion for the CDTV
Amiga mice or joysticks. It is compatible
which provides it with two standard Ami-
with the A500, A1200, A1000, A2000,
ga 9pin Joystick / Mouse ports.
A3000 and A4000. The A600 is problem-
“bigbookofamigahardware.com” atic for mechanical reasons.

298 • Hardware - CDTV


Melody CDTV
Publisher Kato Developments
Release date Unreleased
Genre Audio

The Melody CDTV was a


Voice Master
sound card designed for Publisher Microdeal
the CDTV, but appears to Release date 1991
have been cancelled be- Genre Audio
fore commercial release. Voice Master includes a microphone and
The Melody CDTV was a CDTV connector. The microphone is
largely based around the connected to the parallel printer connec-
Melody 1200 Pro (which Melody 1200 tion slot on the back of the CDTV con-
is reportedly very similar sole. No software came included with
to the Melody 1200). the package.
The analogue output module of the CDTV The Voice Master can be used with dif-
is removed and CDTV’s onbord logic and ferent CDTV programs, such as Kara-
parts are used, no mechanical changes oke software and EuroTalk’s Language
to the housing are required. This allows Trainer.
the original RCA outputs of the CDTV to
produce both the native Amiga sound, as
well as sound from the melody.
The Melody CDTV would have the same
18/16bit DA-Converter that is used on the
Melody Z2, but without 20bit resolution.
The CDTV’s native audio, as well as CD-
ROM audio could be mixed with the au-
dio from the Melody. The Melody CDTV
would not support hardware MPEG de-
coding that other versions of the Melody
support.
The early versions of the card were ac-
tivated by booting from a CD, but there
were plans to offer upgraded CDTV
ROMs to contain the software for driving
the Melody.
“bigbookofamigahardware.com”

CDTV - Hardware • 299


CDTV Flash Memory
Publisher Commodore
Release date 1990
Genre Hardware

Not sold as a consumer product, but de-


signed and supplied to CDTV develop-
ers who were members of CATS (Com-
Blizzard CDTV modore Amiga Technical Support). It
contains flash memory which allows the
Publisher Phase 5 Digital Products CDTV’s PROMs (U34 and U35) to be
Release date Unreleased
upgraded without having to
Genre Accelerator
physically replace the chips
The Blizzard CDTV was a planned accel- each time an
erator (PowerUP) card by Phase5 Digi- update was
tal Products, who already had released released.
a series of accelerator cards for different
Amiga systems. The CDTV card would “bigbookofamigahardware.com”
feature 2Mb RAM, sixteen 1M×1, 70 ns
SOJ chips, with a 68000 @ 7.14 MHz.
Blizzard accelerator cards has two differ-
ent processors, a Motorola 68000 series
(68k) and a PowerPC (backronym Per-
formance Optimization With Enhanced Turbo CD
RISC – Performance Computing), work-
Publisher W.A.W. Elektronik
ing in parallel, sharing the complete ad- Release date 1994
dress space of the Amiga computer sys- Genre Accelerator
tem. The idea is that the PowerPC can
be used to run software which supports Turbo CD is a 68020 CPU 32-bit proces-
it, much faster than sor with a 68881 FPU clocked at 14.2
any 68k processor MHz. It fits into the CPU socket of the
can, with the 68k CDTV, but does not have any additional
providing compat- option for adding RAM. The card can be
ibility with existing switched back to 68000 mode for com-
68k Amiga soft- patibility reasons if required by using a
ware. jumper located on the card.
“bigbookofamigahardware.com”
“amiga.resource.cx”

300 • Hardware - CDTV


CDTV-Kick
Publisher Jopower
Genre Software upgrade

A kickstart switcher for


the CDTV which sup- SCSI-TV / SCSI-TV/570
ports two versions of
Publisher AmiTrix Development
kickstart, with an exter-
Release date 1994
nal switch for changing Genre SCSI Controller
between them.
“bigbookofamigahardware.com” The SCSI-TV and SCSI-TV/570 are
SCSI controllers. A 2.5” Quantum GO
drive may be mounted on the SCSI-TV
circuit board and an external connector
can connect to hard drives, scanners,
and tape backups, to a total of seven de-
CDTV-Kick vices.
SCSI-TV supports the Amiga AU-
Publisher ADN Design
TOCONFIG™ standard, providing auto-
Release date 2005
Genre Software upgrade booting capability with Rigid Disk Block
support, as well as the SCSI-direct pro-
After-market Kickstart switcher that al- tocol allowing many backup programs to
lows the installation of Kick- use SCSI tape drives.
start 3.1. It requires
The SCSI-TV installs in the expansion
CDTV bootROM v2.30
port accessible at the rear of the CDTV
to work.
or A570. It protrudes 1.75 inches out the
“amiga.resource.cx” back of the CDTV, and includes a black
endcap for the unit.
The SCSI-TV/570 is designed for the
A570 and extends approximately 5
inches out the back of the system, and
CDTV-Kick includes a white end cap for the unit to
match the A570.
Publisher W.A.W. Elektronik
“bigbookofamigahardware.com”
Release date 1993
Genre Software upgrade
SCSI-TV SCSI-TV/570
Allows the installation of
two Kickstarts simultane-
ously—1.3 / 2.0 / 3.1. It
is designed to fit around
other W.A.W. CDTV
expansions.
An external switch is used for selecting
between Kickstarts.
“amiga.resource.cx”

CDTV - Hardware • 301


magazine article; CU Amiga Magazine 43 (September 1993)

MASS
written by: Jolyon Ralph

Sooner or later we all complain that


our Amiga doesn’t have enough
memory. But with a massive range
of hardware to choose from what’s
the best expansion for you? Jolyon
Ralph looks at the options.

l
STORAGE
remember when I longed for the storage that a 3.5”
floppy disk drive would give me - over 700Kb, on one
disk, and so fast! Nowdays, with modern games often
taking up 2Mb rather than the 32Kb of 10 years ago, and
even the simplest of productivity programs requiring lot
more still, the floppy drive is showing its age. Most Amiga
owners now see the need for a hard drive, but hard drives
aren’t the only options for expanded storage.

FLOPPY
FLOPPY DRIVES
DRIVES
However, starting with later models of the
Amiga 3000 and 3000Tower, Commodore start-
ed fitting the 1.76Mb Hi-Density disk, storing
exactly double the data of the older model. It is
now fitted as standard in the Amiga 4000.
Of course double storage doesn’t come for
free. You can’t use normal disks as high den-
sity disks (usually labelled MF2-HD, DS-HD,
or 1.44Mb) which have an extra hole
cut into one corner of the disk. You
can try cutting holes into normal disks
if you want to convert normal 880Kb
disks to high density, but you’ll almost
certainly find the disks don’t last very
long, so I wouldn’t recommend it.
The other drawback to high density
is speed. The Amiga couldn’t handle
The A4000 was the first Amiga to officially sup- high density drives previously be-
port a High Density drive, which was included cause the custom chips couldn’t han-
as standard. dle the data transfer rate from the high
density disks (double that of normal
The floppy drive is growing up. The
disk drives). Commodore ‘solved’ this
drive supplied with the Amiga 600
by making the drive spin at half nor-
and 1200 is functionally identical
mal speed when high density disks are
to the drive supplied with the Amiga
used. This means formatting and cop- The composition of a standard 3.5” disk. The
1000 back in 1985. It’s the same speed
ying these disks takes twice as long as data carrying layer is sandwiched by a protective
and the same 880Kb capacity (al- layer embedded in the plastic case.
normal! Standard 880Kb disks can be
though now with Fast Filing System in
read as normal in these drives, so you
Kickstart 2.04 and above you can store
will have no problems with software into an Amiga 500/1500/2000 requires
slightly more on each 880Kb disk).
that is supplied on normal disks, and a little alteration to the drive, you may
I’ve not seen anything that isn’t! have to remove the outer casting and
This drive can be fitted to any Ami- swap with your current 880Kb drive.
ga 500, 1500, 2000 or 3000, if you can For those who require more than
get hold of it! The drives are very rare, just double floppy capacity, but want
and are made especially for the Amiga more flexibility than a single hard
3000/4000. The model to look for is disk can provide, the Insite 21Mb
the Chinon FB-357A, rather than the Floptical drive may be the answer.
Amiga external floppy drives are plentiful and normal Chinon FB-354 model, which Using special 3.5” floppy disks that
reasonably cheap. Most suppliers stock a range is the 880Kb standard drive. Fitting can store 21Mb (the same as an A590
of drives.

302 • magazine article


hard drive), simply buy another 21Mb ago had some decid- py the heads never touch the
2ND RULE OF
disk when you have filled up the last edly ropey drives in their hard disk (unless something
HARD DISKS
one. You will need a SCSI interface range, now supply nothing goes wrong). The heads float
to use this drive, so it’s ideal if you but excellent products. YOU CAN NEVER HAVE
TOO MUCH STORAGE!
a thousandth of a centimetre
already own a hard drive which you It used to be difficult Data will always expand above the surface of the disk,
to fill the hard disk space
have grown out of, although the 21Mb buying hard drives, but available, a bit like Koi tens of times smaller than the
size may be too small if you are seri- now I can honestly say Carp in a large fish pond,
but not as colourful.
width of a human hair. The
ous about multimedia, 3D graphics or that unless you are look- gap is so small that atmos-
desk top publishing, which can often ing at specialist applications (such pheric particles, such as pollen or even
need large amounts of storage space as digital video editing or CD-ROM cigarette smoke, are large enough to
readily available. mastering) you should go for the most get stuck between the head and the
megabytes per pound that you can af- disk, causing the drive to fail. For this

HARD
HARD DRIVES
DRIVES
ford, regardless of manufacturer. reason the drive is sealed (except for
The last important thing to realise an air pressure equalization vent cov-
It’s now reached the stage where se- when planning to buy a hard disk is ered with an ultra fine microfilter).
rious work on the Amiga invariably never underestimate the amount of Apart from this, hard disks work in
requires a machine fitted with a hard space you will need. almost exactly the same way as a flop-
disk. There are literally thousands of Unless you are really not serious py disk, a magnetic read/write head
combinations of drives and control- about your Amiga, I’d suggest that moves over the surface of a spinning
lers available for the Amiga, so mak- anything under 60Mb is too small disk to read and/or write data.
ing the right choice is more difficult whatever. You will not believe how
than it may seem.
First, you have to chose the right
fast space can go. As i write, the
80Mb hard drive in this hard disk is REMOVABLE
REMOVABLE
interface. This will depend on what
Amiga you have. Then check where
89% full. Having said that, the 1Gb
(1024Mb) of hard disks I have at the DRIVES
DRIVES
you need to put the drive in. Check office is also over 80% full. A lot of people suffer from the sec-
what drive bays you have available, ond law of hard disks syndrome —
if any. If you do not have any inter- PLEASE EXPLAIN there’s always too much data and not
nal space to put a hard drive, you will So, we know what sort of hard disk enough hard disk space. What do you
probably need an external drive, but is needed, we know what size (both do? Well, if you’re rich you buy a re-
beware — this can cost anything up physically and in capacity) is re- movable hard drive system. There are
to £100 more than the quired, we even know whatever several now available and they use
equivalent internal unit. 1 ST RULE OF drive we get it’s bound to be too a variety of different technologies to
Most modern hard HARD DISKS small eventually, but what ex- achieve the same effect.
drives are very fast. CALCULATING SPACE actly IS a hard drive?
Add up however many
Compared to drives of Workbench disks, data Hard disks have developed SYQUEST
even two years ago, etc. that you will want to
disks, application disks, incredibly over the last 10 The Syquest drive is the most popu-
it’s difficult to find a install immediately on your years, but still rely on the same lar of the removable drives on the
hard disk and multiply by
‘bad’ drive on the mar- four. That will give you a basic technology. Inside the Amiga. It works in a very simple
ket. Quantum, Maxtor, that you should look for.
minimum megabyte size case is at least one hard metal way. Take the hard rigid disk from a
Toshiba, Digital and Fu- disk, called platters. Large hard drive, and mount it in a remov-
jitsu all make drives that are popular 1.2Gb devices can have nine or able cartridge. When you have filled
with Amiga owners, and even Seagate more. Unlike the flimsy plastic disks up one disk you can take it out, put
and Western Digital who, two or three inside a floppy disk, the platters are in another cartridge and you can carry
tough 2mm thick metal, hence on without problems. Syquest is avail-
the name hard disk. These able in 44Mb, 88Mb and now 105Mb
have a magnetic coating, sim- forms with both SCSI and IDE inter-
ilar to the coating on a floppy face versions. Slightly slower than a
disk, but made at a much normal hard disk, but not something
higher precision. you’d notice unless you were running
The platters spin at 3600 a speed check program.
revolutions per minute when
the hard disk is operating, giv- MAGNETOOPTICAL
ing it the characteristic hard MagnetoOptical (or MO) is the big
disk whining noise. Some brother to the Syquest. This uses a
modern drives rotate at 4500 combination of magnetic and opti-
rpm, or faster. cal technology (hence MagnetoOpti-
A typical bare drive mechanism. Such devices are generic Above and below each disk cal) to provide access to phenomenal
and will work on any machine providing you have the float the heads. Unlike a flop-
right interface.
amount of data storage. Available in

magazine article • 303


A570
If you have an Amiga 500
or an Amiga 500+ you can
buy the Commodore A570
CD-ROM. This is currently
a bit of a bargain at £149. In
fact, if your A500 has been
relegated to the cupboard, or
for the kids to play games on,
now might the time to swipe
Commodore’s A570 gave CDTV it back, just to use it with this
The innards of a standard magneto-optical drive and car- compatibly to the A500 but, unfortu- wonderful drive. You can
tridge. Notice the magnetic at the centre of the board.
nately, nothing else. transfer files from CD to the
floppy drive, or you can use the Parnet
two forms, the more affordable 128Mb the magnet is so tiny, so you can get parallel network cable (available for
MO, available for under £1000, and 128Mb of data into a cartridge only a around £20) to link your A500/A570
the less affordable 600Mb MO, avail- little larger than a 3.5” disk. to your newer Amiga and access the
able for around £2000. There are sev- The third removable hard disk op- CD-ROM over the network from your
eral advantages of MO technology. tion is by far the simplest. Take a main machine.
First, the price of the cartridges. A standard 3.5” or 2.5” hard drive, and
128Mb MO cartridge costs less than put it in a box that can be removed CDTV
a 44Mb Syquest cartridge, and obvi- from your computer. Buy another With some places now selling the
ously much less per megabyte. Once drive and removable frame, and you CDTV at under £200 or less, this is
you have bought a drive and a few can swap them around. Not the cheap- again a bargain that serious Amiga
cartridges, the most expensive MO est and not the most ideal option, but users should consider. Buy a CDTV,
begins to pay for itself. The technol- it uses real hard disks running at real stick it under your monitor, and link
ogy is also much cleverer, and I do hard disk speeds, and it’s also secure. it to your Amiga with the Parnet cable
like clever things. Do you work at the office, unplug the mentioned before. You can then ac-
Normal magnetic media works by drive at the end of the day and lock it cess CDs from your Amiga with ease
dragging an electromagnetic over a in your safe, or you could even take it
magnetically sensitive surface that home and plug it into another Amiga. SCSI CD-ROM
changes state, or magnetic polarity (N For those who want top perform-

CD-ROM
or S), in a magnetic field. The prob- ance, the best way is with a real SCSI
lem with standard magnetic technol- CD-ROM drive (such as the Toshiba
ogy is making the magnet in the read/ XM3401B) linked to your Amiga. You
Now becoming increasingly popular
write head small enough that it only will need a SCSI controller and some
on the Amiga is CD-ROM. Whether
changes the data in the area under the special Amiga driver software (called
you want the latest game, hundreds of
head, and not the data in the area im- a CD-ROM filesystem), but you have
fonts, libraries of 24-bit image files,
mediately around it. And of course, if the advantage that it will run between
or the entire Fred Fish Public Domain
your little brother/kid/neighbours cat three and six times faster than using
back catalogue, buying them on CD-
decides to do their Iron Filings and a CDTV or A570 over a Parnet link.
ROM would save a fortune than it
Magnet experiment on top of your CD-ROM drives are read-only.
would otherwise cost in purchasing or
drive/cartridge, or someone decides to This means you can’t make your own
downloading the files from sources.
clean up the place and put those nice disks (unless you have lots of money
Currently there are three ways to link
shiny cartridges safely on top of the and time to spare) but there are plenty
a CD-ROM to your Amiga.
hi-fi speakers, then it’s goodbye data... of Amiga and CDTV discs out there to
MagnetoOptical gets around this buy, and you can access data on
with a two stage process. It uses a standard PC CD-ROM discs and,
material that is not magnetically with the correct CD-ROM file-
alterable at room temperature, but system, Macintosh discs too. You
only when heated up. Writing data can even play audio CDs
to this type of disk requires both CD-ROM discs look identical
a magnetic write head and a laser to the standard Audio CDs your
which is focused on a tiny area of Hi-fi takes. The great thing about
the disk which then heats up to the It was revolutionary but, unfortunately, the CDTV failed CD is that there are no moving
required temperature to change. As to capture the imagination of the consumer at large — in parts touching the disc, so they
the laser can focus extremely accu- spite of being black and expensive. Some groundbreak- should, in theory, last an awfully
ing software was produced for the machine though, and
rately, the area actually changed by many discoveries will be re-implemented. long time.

304 • magazine article


They are made by taking a circle This could be more important
of clear plastic, stamping the CD data than the A570 was, as the CD32 will
onto one side with a machine that shortly support an MPEG cartridge al-
looks like a hi-tech printing press, and lowing it to confirm to the VideoCD
then coating that surface with an ultra- standard of Full Motion Video. This is
thin aluminium layer. This is topped the standard which will also be sup-
off with another thin layer of plastic, ported by other CD consoles such as
the label is stamped on, it’s put in a the excellent but overpriced CD-i unit
box and wrapped up for sale.
Most CD-ROM drives take CDs in Backing-up is hard to do, unless you have a
nice tape-streamer. The latest models employ

TAPE
TAPE
a special case called a caddy. It looks DAT technology.
like an overgrown floppy disk with

STREAMERS
one transparent side. You flip open
STREAMERS
treamers use the little matchbox-sized
the top, insert your CD, and you no DAT (Digital Audio Tape) cassettes
longer have to touch the actual CD, to store obscene amounts of data (up
it’s in its own protective case. Unfor- The last group of storage devices to
gain a mention are probably the least to 2Gb, or 8Gb with hardware data
tunately, Commodore decided to drop compression) at the incredible speed
the caddy for the new machine, the widely used on the Amiga.
Tapestreamers are older than hard of 14Mb per minute. For anyone with
Amiga CD32, but the A570, CDTV, over 600Mb of hard disk space at DAT
and almost all SCSI CD-ROM drives disks in technology terms. They
sound primitive, a cassette holding a back-up system is almost essential.
still use the caddy. It may be slightly
more expensive, but it’s worth it to long reel of tape being read and writ- 8MM EXABYTE: 8mm is similar in
keep your valuable discs safe. ten to by a stationary magnetic head. principle and performance to 4mm
Within 18 months it is highly likely Although they can be used as a stor- DAT, except it uses 8mm tapes, iden-
that the majority of Amiga software age device in their own right, tape tical, at least in casing, to Hi-8 Video
will come on these silver discs rather streamers have become a single-role Tapes. About 1.5-2 times the cost of
than on floppy. Not only can you get device on modern systems, a role ig- an equivalent DAT system, 8mm has
over 660 disks worth onto a CD, but nored by far too many users: back-up. the advantage of capacity. It can store
it’s cheaper to produce on CD than the When 10Mb hard disks were the 5-10Gb on a tape with ease, and future
four or five disks an average Amiga norm it was not much of a hardship to 8mm systems promise much, much
product now comes on. back-up your drive to floppy disk once more. Only for those with serious sys-
a day. When 20Mb hard drives took tems to back-up.
over, the once a day back-up became Whatever system you choose, you
every other day. Now I’d challenge will need tape back-up software. This
anyone with a larger than 100Mb hard varies from the simple and cheap PD
drive to prove that they do floppy disk software (BTNTape and TAR are a
back-ups other than in dire emergen- good back-up combination for tape
cies. Often these dire emergencies are use) to high quality packages like
immediately after a serious system Quaterback 5.0 and AmiBack 2.0,
crash, exactly the wrong time to do both of which support all three types
a back-up. Tapestreamers provide a of tape drives well.
simple way to back-up large amounts
of data to tape in case of accidents. DEVICE SIZES
As CD-ROM drives conform to the ISO9660 There are several types of tapes- Most storage devices conform fairly closely to one of five
standard anyone will do, even those designed standard sizes.
treamers available on the Amiga. All
with the PC in mind. 2.5”: The size of the miniature hard disk that fit in the
the ones I have used are SCSI devices. A500/1200.
3.5”: Standard sized 3.5” hard drives are 1.6” high. Only
CD6000 TYPE: Standard 150/250Mb larger capacity 3.5” drives now come in this format.
CD32 tapestreamers, such as the popular 3.5” 1” HIGH: As the name suggests, the same as 3.5”,
Although no more an Amiga compu- Archive Viper, take industry-standard
but only 1” high (some floppy disk drives are now even
thinner than this)
ter than the CDTV, the CD32 is likely CD6150/6250 tapes to store either 5.25” FULL HEIGHT: Giant monster-sized boxes com-
to be better supported and so may be- 150Mb or 250Mb of data. They can
pared to 2.5” drives, the format used by the original 5Mb
and 10Mb hard drives 10 years ago. Now only very large
come a route by which Amigas can back-up at over 5Mb per minute and capacity hard drives (>1000Mb) and more complex opti-
access CD-ROMs in an Amiga sort are ideal for small to medium sized
cal drives are supplied in this format.
5.25” HALF HEIGHT: The most common format for
of way instead of via a separate SCSI hard drives. High density tape drive CD-ROM, Tapestreamers, Syquest, etc. It’s just what
drive as they do at present. versions can use similar sized cartridg-
it says, exactly half the height of the 5.25” Full Height
drives, but equal in other dimensions. The Amiga
Upgrades have been promised for es to store up to 545Mb on one tape. 2000/1500/3000T/4000/4000T all have 5.25” Half Height
bays to add expansion devices.
the A1200 and the A4000 to allow them It’s possible to mount smaller hard drives in a bay
not only to access CDs in this way, but 4MM DDS (DIGITAL DATA STORAGE: designed for a larger device, special mounting frames are
available just for this purpose, and most Amiga SCSI con-
also to emulate the CD32 console. 4mm Tapestreamers, or DAT tapes- trollers have room on the card for mounting a 3.5” device.

magazine article • 305


ALL
ALL ABOUT
ABOUT benefits. There are three different va-

INTERFACES...
INTERFACES...
rieties of SCSI-2:
SCSI-2 (standard). This is just a new
All the devices mentioned in this arti- SCSI command set (a set of rules for
cle will need some sort of interface to data transmission) that makes more
connect to your Amiga. Some of these efficient use of standard SCSI-1-type
interfaces are included as standard to cabling. Most new devices support
your Amiga, others you will have to SCSI-2 commands.
buy separately.
For those with Zorro capability, SCSI-2 FAST: This is the standard
finding an interface isn’t hard — vir- supported by the new Commodore
tually every interface is available as a A4091 SCSI-2 board for the Amiga
standalone card. Most of these cards 4000. It uses all 50 pins of the SCSI
actually combine more than one in- cable rather than the 25 used previ-
terface standard (dual IDE and SCSI ously, so external SCSI-2 ports use
combination are common) and may a miniature 50-way connector rather
include extra RAM capability as well. than the normal 25-pin connectors
When choosing an interface it is A standard hard drive expansion for the Ami- found on the A590, Amiga 3000, GVP
important to bear in mind future ex- ga consists of a ZORRO II card containing cards. etc. It can transfer data at over
the interface with the drive mechanism piggy-
pansions as well. You don’t want to double the speed of standard SCSI.
backed on top.
have your Amiga bogged down with SCSI-2 WIDE: SCSI-2 Wide is cur-
interfaces with one drive attached Amiga 4000, and 44pin, used on the rently supported by only two or three
to each. For this reason many peo- small 2.5” drives for the A600/1200. drives worldwide, and no Amiga con-
ple choose a SCSI drive, as it allows Although it’s possible to get adaptors trollers yet support this. It takes SCSI-
many more units to be connected to to convert between the two standards, 2 FAST but transfers data 32-bits at
the same interface. However, there is it’s not easy and not highly recom- a time, double normal SCSI-2. Up
more than one type of SCSI. Here is mended. If you have a 44pin con- to four times SCSI-1 data transfer is
a brief selection of the range of inter- nector, stick to 2.5” drives, and if available with SCSI-2 wide.
face available. you have a 40pin connector, use 3.5”
drives. OTHERS
FLOPPY INTERFACE Various other interfaces are still avail-
External floppy drives, both standard SCSI (OR SCSI-1) able. MFM and RLL are obsolete in-
880Kb and the newer 1.44Mb hi-den- The SCSI Interface is the favourite terfaces which were found on PC hard
sity drives both connect to the stand- amongst third-party suppliers and drives until two or three years ago.
ard 23-way floppy disk port on your professional Amiga owners. SCSI They are difficult to set up, slow and
Amiga. Some external tapestreamers stands for Small Computer Systems unreliable, but since they have gone
can connect to this port, too. Interface, and allows you to link up to out of fashion they are also very cheap
seven SCSI devices to your computer, (which is one thing in their favour).
IDE including hard disks, optical drives, The Commodore A2090 and A2090A
The AT-IDE interface is now included
scanners, tape streamers, CD-ROMs, used these drives, as does the Cumana
as standard in the Amiga 600, 1200
etc. The recommended SCSI-1 inter- Com-201 interface. Another PC inter-
and 4000 computers. Optional AT-
faces are — GVP HC-8/HD-8 (For face that hasn’t survived in popularity
IDE interfaces can be bought for all
A500/1500/2000/4000), now that SCSI and
other Amiga models. IDE, or Inte-
Commodore A2091 (For IDE have taken the
grated Drive Electronics, is used to
A1500/2000 only — world by storm is
link cheap hard drives to the Amiga,
does NOT work well ESDI. Unfortunate-
both 2.5” in the A600/1200 and 3.5”
with A4000). ly no-one ever made
in the Amiga 4000. IDE is limited
an ESDI interface
in two devices, called Master and SCSI-2 for the Amiga, and
Slave, and currently only hard disks The new replacement it seems very doubt-
and removable drives (e.g. Syquest) for SCSI is called SCSI- ful that anyone ever
are available for IDE but, contrary to 2. It is compatible with will, so the only way
popular belief, it is actually quite fast SCSI (SCSI devices to use ESDI drives
and similar in performance to a decent will work with SCSI- with the Amiga is
SCSI-1 set up. 2 controllers, and vice via some kind of PC
IDE comes with two different versa, but only at stand- The SCSI-2 interface for the Amiga Bridgeboard.
types of interfaces; 40pin, which is ard SCSI speeds) but of- has arrived in the shape of the ICD
used on the 3.5” drives found in the fers major performance Trifecta card. by: CU Amiga

306 • magazine article


WHAT INTERFACE DO YOU NEED?
Some Amigas have hard drive interfaces built-in as standard, others do not. Here
are our suggestions for expansion cards to use with those that do not.
MODEL HD FLOPPY IDE SCSI SCSI-2 DAT/TAPESTREAM CD-ROM FLOPTICAL

Amiga 1000 no various various no no SCSI only Insite via SCSI

Amiga 500 Power XL/Chinon various various no via SCSI A570 / SCSI Insite via SCSI

Amiga 2000 Power XL/Chinon Zorro Card A2091 Fitted Trifecta via SCSI SCSI only Insite via SCSI

Amiga 1500 Power XL/Chinon Zorro Card Zorro Card Trifecta via SCSI SCSI only Insite via SCSI

Amiga 3000 fitted Zorro Card fitted Trifecta via SCSI SCSI only Insite via SCSI

Amiga 3000T Amiga 3000T Zorro Card fitted Trifecta via SCSI SCSI only Insite via SCSI

Amiga CDTV no Taurus Taurus no no fitted no

Amiga 600 Power XL/Chinon fitted no no no no no

Amiga 1200 Power XL/Chinon fitted GVP/ICD card not yet via SCSI SCSI/CD32 upgrade Insite via SCSI

Amiga 4000 fitted fitted GVP HC8+ A4091 via SCSI/SCSI-2 SCSI/CD32 upgrade Insite via SCSI

Amiga 4000T fitted fitted GVP HC8+ A4901 via SCSI/SCSI-2 SCSI/CD32 upgrade Insite via SCSI

Bodega Bay™ advert;

WHAT TO GET WHEN YOU’VE


OUTGROWN THE AMIGA 500

drives. So don’t worry, you can’t out-


BODEGA BAY™ grow your A500 because now you’ve
MODULAR EXPANSION CONSOLE got the power to make it grow with
Finally, you can take advantage of the your needs.
assortment of A2000 cards available
without giving up your A500. With EXPANSION
the Bodega Bay you can expand your OPTIONS RIVALING THE A2000
IN POWER AT A MUCH LOWER PRICE.

Amiga 500 with four A2000 compati-


FULL ACCESS TO
ble 100-pin slots. There are three over- ALL THE A500 EXTERNAL PORTS
lapping IBM® XT/AT slots as well
that allow you to use a Bridge Board. Check amibay.com if you are interest-
In order to run all those new add-ons, ed in the Bodega Bay.
we’ve included an internal high watt-
ERGONOMICALLY
age power supply. And, we’ve incor-
DESIGNED AND EASY TO INSTALL porated space for three internal disk

magazine article • 307


magazine article; CU Amiga #15 (may 1991)

CDTV HD
When is a CDTV not a CDTV? When
it’s a CDTV-HD of course. Confused?
So was Nick Veitch.

LET’S GET HARD


There’s one really annoying thing are very large (e.g.
about the CDTV. Well, in fact, there graphics, sound,
are probably quite a lot of really an- DTP, etc.). A hard-
noying things about the CDTV, but drive is very useful
I’m only going to talk about one of if you value your
them: expandability. time. A hard drive It may look like just another CDTV,
Commodore designed and launched is very useful if but this unit houses a fully functional
this device as a ‘multimedia entertain- you don’t want Amiga hard drive, making it more
ment system’. In that respect it is an to end up wad- like a multimedia application plat-
form and less like a quirky CD player.
excellent piece of kit, but maybe they ing through small A hard drive is as necessary to the
made it look a bit too much like a hi-fi squares of plastic. CDTV as the keyboard.
separate. Although inside beats a heart There are thou-
that’s pure Amiga, it’s that of a stunt- sands of reasons. CONCLUSION
ed Amiga — it’ll never be more than The Compact Disc may be a won- The unit is well put together, prob-
4’11”. The one things that would have derful retrieval system for reading ably quite reliable and an excellent
spoilt the sleek lines of the CDTV is information, but you can’t write any- solution for this who want to use the
an expansion port. Without such a port thing back to it. This is a major disad- power of CD-technology not purely
the world of hard drives, memory ex- vantage unless you have an alternative for its entertainment value, but also
pansions etc., is almost closed. But not mass-storage device, like a hard-drive. for its productivity potential. The
quite. It’s a bit pointless being able to access hard-drive aspect of the machine will
Calculus Stores now have CDTV’s the full Adobe font library from CD if not be so important for those who buy
available which have internal hard- you can’t run the DTP software that the CDTV to use purely as an enter-
drives already installed. Everyone by could make use of it. tainment system, but for those who
now must have realised that an Ami- consider it more as an Amiga inside
ga without a hard-drive is an Amiga THE DRIVE a CD-player.
with which it is very difficult to run The mechanism itself, and the con-
troller, sit inside the CDTV case. CALCULUS STORES £699
proper application software. In fact,
some of the software released recently The drive itself may vary, but most EASE OF USE 84%
VALUE FOR MONEY 76%
requires a hard-drive to run (Profes- are likely to be supplied with a SCSI EFFECTIVENESS 88%
sional Page and Professional Draw mechanism with an access time of FLEXIBILITY 76%
INNOVATION 80%
spring to mind). around 18-20 milliseconds, which
doesn’t quite match the speed of the OVERALL 80%
HARD-DRIVE NECESSITY drives you might find in a 2000, but
Too few CDTVs have been sold to ac- is about as fast as your standard A500 The alternative to getting a CDTV with a
curately judge the sort of people they drive. hard drive is obviously getting an Amiga
are selling to, so it is difficult to say There is very little possibility what- with a CD-ROM and hard-drive. The
A670 (or whatever they call the CD-ROM
whether the ability to run certain ap- soever of getting another drive to fit for the A600) isn’t available yet. but pre-
plications could a critical purchase in as well, so you are limited to your suming it is in the near future (and pre-
factor. However, it is unlikely that the initial choice, unless you replace the suming it costs no more than the A570),
this could make it possibly more advan-
ability to play the same games off disc mechanism entirely. It could be possi- tageous to buy an A600HD with a ROM
instead of disks is going to be a tre- ble to situate a drive outside, but only drive, giving greater expansion possi-
mendous selling point. through some nasty and unreliable bility and a more conventional looking
machine. On the other hand, it wouldn’t
A hard drive is very useful if you use ribbon-cable connections sneaking be black, and it would certainly be a lot
Workbench a great deal. A hard drive out the back. more messy with all those power supplies
is very useful if you create files which knocking about.

magazine article • 309


AdIDE 40 (Prima)
AdIDE 44 (Novia)
External Hard Disk Drive Publisher ICD
Genre Storage device Release date 1990
Genre Storage device
The CDTV-HD unit includes 65Mb of hard
AdIDE Prima and Novia are small 1” by
disk storage with SCSI interface. The unit
3” IDE controllers that connects to the
came complete with Workbench 1.3 and
68000’s socket. They fit in the CDTV if a
all necessary cables.
shallow IDE connector is used.
Retailed at £269.99 in May, 1993.
AdIDE 44 is compatible with 2.5” inter-
“bigbookofamigahardware.com” nal drives. It covers the Paula and CIA
A chips. Mounting brackets and screws
were supplied for mounting the hard disk
inside an A500.
AdIDE 40 is compatible with 3.5” internal
drives. Drives can be fitted into an A500
in place of the built-in floppy drive using
the Shuffle Board.
Autobooting is problematic with the
CDTV—either a boot floppy has to be
used, or after a reset by selecting the hard
HD CDTV disk in the Early Startup Menu (which re-
quire at least Kickstart 2.0).
Publisher ZCL
Genre SCSI Controller The controllers are incompatible with
Western Digital and IBM hard disks and it
A device which allows a hard drive, stan- rules out accelerators that connect to the
dard keyboard, mouse, 2MB of RAM and 68000’s socket.
floppy disk drive to be added to the CDTV.
“amiga.resource.cx”
Nothing else is known about this device.
“bigbookofamigahardware.com”

CDTV-SCSI
Publisher Matthias Heinrichs
Release date 2013
Genre SCSI Controller

After-market SCSI con-


troller released as an im-
plementation of the Com-
modore reference design
(A575).
“amiga.resource.cx”

310 • Hardware - CDTV


CDTV SCSI
Publisher Jopower
Genre SCSI Controller

A clone of the CDTV to SCSI Interface


by W.A.W. Elektronik. It
connects to the rear ex-
pansion slot on the CDTV CDTV to SCSI Interface
and provides it with an
Publisher W.A.W. Elektronik
internal 50pin connec- Release date 1994
tor and an external DB25 Genre SCSI Controller
SCSI connector. The
backplate also contains A SCSI interface for the
an on/off switch. CDTV which plugs into
“bigbookofamigahardware.com” the rear expansion port.
It provides the CDTV with
a 50pin internal SCSI
connector and an exter-
nal DB25 connector. The
blackplate has a switch
CDTV SCSI for disabling and enabling
the device.
Publisher Toms “bigbookofamigahardware.com”
Genre SCSI Controller

An SCSI controller that


connects to the rear ex-
pansion slot on the CDTV.
The backplate contains an
on/off switch and LED—
presumably to show hard
drive access. The card
uses the WD33C93-PL
SCSI chip.
“bigbookofamigahardware.com”

CDTV A577/CD577
Harddisk installed inside the CDTV
Publisher Commodore
Release date Unreleased
Genre SCSI Controller

CDTV A577/CD577 Proto-


type SCSI Adapter.
“bigbookofamigahardware.com”

CDTV - Hardware • 311


magazine advert; CU Amiga Magazine 21 (nov. 1991)

SOUND AND VISION


Words and Pictures

CDTV RGBtoHDMI Expansion CDTV


Developer Solarmon
Publisher RetroFletch
Genre Video

This is an open source hardware project


that allows the use of a Raspberry Pi Zero
to achieve HDMI output of the CDTV.
The expansion board plugs in the video
slot on the back of the cdtv and connects
with a flexcable to an adapter that goes
under the “denise” chip.
It has built in buttons to access the set-
ting menu and make changes to the built
in configuration as well as doing calibra- IMAGINE, IF YOU CAN, A NEW, MORE
tion for a specific setup. POWERFUL AMIGA...
The hardware and software develop- ...An Amiga with 1 MegaByte of memory, and
ment is a joint effort by several people a compact disk drive of almost infinite size. A
including Hoglet87, IanSB, LinuxJedi disk drive so vast, it could store hundreds of
and Solarmon. millions of digits of data. This data could be,
speech, animated pictures, digitised stereo
Additional items for making this compat-
sound, computer images or whole encyclope-
ible with the CDTV includes a Raspberry dias... and more.
PI ZERO or Zero2, MicroSD Card 2gb,
IMAGINE THIS, AND YOU CAN START TO
or bigger, that’s com- GRASP THE CONCEPT OF CDTV.
patible with raspberry The integral compact disk drive is the key to the
pi, and a mini HDMI power of CDTV. Its storage capacity is equivalent
cable or adapter. to around a quarter of a million full pages of text.
This item is still for This when integrated with the 1 MB of internal
sale and retails at Amiga circuitry, creates a system, which from a
$55. CD disk, can give you access to an unimaginable
“tindie.com” spectrum of real world images, never seen com-
bined before. These vivid images, with words and
sounds, give you a whole new dimension in home
education, entertainment & information technol-
ogy. And... Don’t forget, that CDTV can play in
superb quality, and normal audio music CD, and
it can also play the new CD+G disks, which give
digital sound and on screen graphics.
On CD disks now available, there are educational
packages, encyclopedias packed with reference
information, stunning games, music systems and
many other new and varied subjects, including
whole world Atlases or even the complete works
of Shakespeare.
EACH ON ONE CD DISK!!!

312 • Hardware - CDTV


Bundles
The CDTV were released as several dif-
ferent bundles, most of which were cre-
ated by the computer stores that sold
them—like the Gordon Harwood Starter
Pack (£599.95 - November 91’) which
came with few games, including the
standard accessories.
Other bundles were named and creat-
ed by Commodore themselves, like the
CDTV Learning Pack and CDTV Profes-
sional Pack.
CDTV Multi Media Pack
• CDTV
• Keyboard
• Wireless Mouse (CD1252)
• Remote Control
• Floppy disk drive (CD1411)
• Caddy
• Welcome CD
• Workbench
• Power Cord
• Stereo Audio Cable
CDTV Standard Pack
• NTSC Auto RF Switch / PAL RF Cable
• CDTV
• Operating System Software
• Remote Control
• Documentation
• Caddy
• Welcome CD The outer box included the CDTV
• Power Cord “Standard Pack” box, along with the
• Stereo Audio Cable original packaging for the mouse,
• NTSC Auto RF Switch / PAL RF Cable keyboard and floppy drive.
• Operating System Software
Some packs included additional
• Documentation
items, like one that sold for £479 in
The Standard Pack, which came with May 93’, which came with Fred Fish
only the bare essentials, came in a red CDPD Collection and Sim City.
and blue Commodore box.

CDTV - Bundles • 313


CDTV Prototypes
The CDTV project first popped up as the Later, the designers started calling the
CDA-1 prototype in various magazines CDTV prototype the ‘Baby’ when it was
during May 1990. At this stage the black, demonstrated to various magazines.
VCR style box was dubbed an “Interac-
tive Graphics Player” and it was Com-
modore’s attempt to create an entire new
CDTV CDA-2
market, before the market itself was even
established.

CDTV CDA-1

Two months after the CDA-1 was demon-


strated, Commodore revealed a second
prototype version of the machine in June
1990. Dubbed the CDA-2 by bambi-ami-
ga.co.uk.
The case layout differs from the CDA-1
The CDA-1 was’ demonstrated to vari- showing a greater resemblance to the
ous magazines during May 1990. The final release model. The only obvious
basic specifications were still sketchy at changes to be made after this period is
this point so it is uncertain if these are the the removal of the raised ‘Interactive
same as the final release. Graphics Player’ text under the Commo-
dore logo, and the addition of the CDTV
The case layout differs slightly from the name.
final machine. The most obvious differ-
ence is that the name badge is different
to indicate its prototype status, but there
is also some writing underneath the Com-
modore logo. Rather than the familiar
CDTV logo, the badge reads ‘Interactive
Graphics Player’. The volume controls
also move from underneath the CD drive
in the pre-production version to the right
of the machine in the final release.

text from: bambi-amiga.co.uk

314 • Prototypes - CDTV


text from; Amazing Computer Magazine (August 1993)
“Roomers” column by “The Bandito”;

CDTV is now being fire-saled at only $299, a large library of titles already available, though
which is a heckuva bargain. And the A570 CD- most aren’t full AGA. Best of all, CDTV II is
ROM drive is out for a mere $259. The CDTV easily expanded into a complete computer with
Pro pack (with disk drive, keyboard, and mouse) a full complement of ports, while the 3DO ma-
is going for only $99. chine can’t do that at all. The price point may
The big question really is what happens even be similar, though it’s likely that CDTV II
next. Will Commodore be able to manufacture would come in at $999 rather than $699,
CDTV and the A570 at these new price points? Where Commodore can’t keep up with 3DO
Will they want to? In other words, is this inven- is in the software development and PR blitz de-
tory reduction a way to close out this line of partments. It’s not enough to have good hard-
hardware completely, or will we see something ware; you have to have compelling new soft-
replace these items? The Bandito has heard ware to make a platform hit. A library of old
that we may be seeing the long-awaited new titles really won’t do the trick. Commodore was
CDTV after the current inventory is all gone. notably unsuccessful in persuading developers
Of course, Commodore may yet change its to support CDTV — they had only a few really
mind and decide that there’s not enough sales interesting new titles appear, while most of the
potential in the new hardware to justify its re- titles were shovelware. And after CDTV’s less
lease. The Bandito thinks that CDTV at $299 than stellar track records, developers would be
is a good deal, and Commodore should keep much, much harder to convince.
selling it even if they decide to come out with
CDTV II. At $299, CDTV is a better deal than
the Sega CD, which also costs $299, but you
have to buy the Genesis for $99 if you don’t
already have one. Amiga CDC
If Commodore really keeps CDTV around
at $299, it’s head-on competition for Sega CD. The Amiga CDC (Amiga CD Console)
And there’s a huge title library for it. One way was a mock-up image made in 1993 by
to beat Sega in the marketplace would be to put the Amiga Format magazine of what they
compilations of Amiga games on one CDTV believed the “new” Amiga CD32 console
disk, offering a lot of play value for the money. would look like.
The CDTV II hardware that’s been designed Their desired specification of the
is competitive with the other second-generation console would include a 68020 micro-
CD-ROM hardware that’s coming up; it can processor, AGA chipset and 2 MB of
even hold its own with the 3DO player. While
RAM as standard.
CDTV II can’t do full 24-bit graphics, HAM-8
is good enough (particularly the NTSC resolu-
tion) to make it functionally the same. The ani-
mation speed of the AGA chips is fast enough
to do fullscreen 30 fps, so that’s not a problem.
The 3DO machine reportedly has some hard-
ware support to do graphics manipulations, but
those sorts of things may have only dubious
value until people learn how to program them
and design them into their products. CDTV II
also has a more development environment, and

CDTV - Prototypes • 315


CDTV-II (CDTV-CR / CDTV-500)
Over the years there have been a
number of rumours that Commo-
dore developed a follow-up to the
CDTV. Some said it was a CDTV
with a DCTV (video display and
digitiser) built-in, others said it was
an expanded machine with Amiga-
OS2, more memory, keyboard and
disk drive. These rumours were
confirmed in March 2000 when
two machines appeared on eBay. The first The machine has been described by a
was sold for $199, the second for $1000. A number of names; Jeff Porter (R&D de-
third prototype was owned by National Ami- veloper on the A500) referred to it as the
ga, who sold it to Oliver Hannaford-Day, the CDTV ‘B’, Dave Haynie (former chief engi-
CDTV.org administrator for $250. neer at Commodore International) called it
The CDTV-CR was completely redesigned the CDTV-CR.
and was based on the architecture of the Dave Haynie explained in an interview with
Amiga 600 (released right after the CDTV). the Team Amiga ML;
It also included two chips not used in any “We called that the CDTVCR (CR =
other Amigas. The first, ‘Beauty’ had a part Cost Reduced), but it was much better; I
number 391246-01 and the second chip, re- think Hedley Davis (prominent Commodore
ferred to as ‘Grace’ had a 391245-02 part engineer) also worked on that one. It looked
number. The machine also included the Fat pretty much like a CD player or VCR, but
Agnus 8375 2MB found in the A600. it was, for the most part, CDTV done right.
You have to realize that CDTV was not
Comparing this machine to the CDTV, the
done in the usual engineering way, it was a
first thing one notices is that the CD-ROM
project that began in the ‘Special Projects’
drive uses a standard slide out tray instead
group. Special Projects had long been sort
of the CDTVs caddy. Other differences in-
of a ‘loophole’ group; they would build some-
cludes the proprietary memory card which
thing necessary to, say, sell 10,000 comput-
was replaced with a PCMCIA card. The
ers to a country’s school system, etc. Small,
front LCD display was raised and includes a
strategic projects.
display for recognising the CD. It has LCD’s
It was very good that CDTV started
for CDTV titles, Audio CD’s & MPEG vid-
there. We had thrown around the notion of a
eos. Chip RAM was mounted on a SIMM
‘living room’ computer since the C128 days,
card-like slot. It is also A600 accelerator
but there was never the time or demand
compatible. The modulator card used a new
to allow this to happen in the more closely
connector and included an onboard video
watched primary Engineering group. So it
port (previous versions were mounted on
probably only could have been done in Spe-
the motherboard). Also notable is the addi-
cial Projects. But unfortunately, they didn’t
tion of a 1411 compatible DSDD floppy disk
have the practice at making things cheap,
drive internally mounted with convenient
so it was more expensive than it should
front access.
have been. CDTV-CR fixed this.

316 • CDTV-II - CDTV


text from; Amazing Computer Magazine
(May 1993)
“Roomers” column by “The Bandito”;

What’s happening with CDTV II?


The Bandito hears that Commodore
isn’t sure what to do with this beast.
CDTV has done OK, but it hasn’t set
the world on fire. The price seems to
be its best selling feature. And you
can bet a CDTV II would be sig-
nificantly more expensive, perhaps
even over $1000. Could Commodore
continue selling the original CDTV
while trying to sell the new CDTV II
for a higher price? Probably not, un-
less they did some clever marketing
magic—not something Commodore
This is the feature list for the machine according is well known for. So we may never
to existing information; see CDTV II, especially if Commo-
dore doesn’t feel there’s a big sales
CPU: 68000 7.14 Mhz CPU opportunity. This new 3DO machine
Chipset: Enhanced Chipset (ECS), 2 and others may steal the limelight
Meg Angus from any CDTV II release.
Memory: 1MB Chip RAM, The Bandito has a better idea than
72-pin SIMM connector CDTV II. How about an Amiga mod-
Operating System: Kickstart 2.05 (one of the pro- el with a CD-ROM drive built-in?
totypes have been upgraded One of those new mid-range AGA
to OS 3.1), FMV software may machines that remains unannounced
have been built-in. because there’s still too much A3000
Expansion: 44 pin 2.5” IDE connector inventory to clean out. A nice, com-
PCMCIA card (replaces the plete package for a street price well
proprietary memory card). under $2000 would be a goal to shoot
Expansion slot on modulator for.
for FMV card (early version of
CD32 FMV card).
Macintosh-style serial port
Amiga video connector has
now been moved onto the
modulator card.
Drives: 880Kb 3.5” floppy disk drive
CD-ROM

text from: bambi-amiga.co.uk

CDTV - CDTV-II • 317


Retr oactive
magazine article; AmigActive #1 (Oct. 1999) by: Jason Compton

Information Appliance? Convergence Device? Multimedia Computer? Amiga’s plans are decade-old news...

W
hy wait for Amiga to censed developers fills several pages performance by then.
come out with informa- of very small type and reads like a It seemed that the CDTV was
tion appliances? Com- who’s who of high-tech corporations. doomed to failure. It was the first
modore beat them to the punch Commodore did their job of prepro- product of its type to market, beating
almost a decade ago! Join us for a duction hype, and it looked like an Phillips’ CD-I despite the latter hav-
moment of solemn reflection as we embedded consumer appliance Amiga ing a considerable head-start in Hol-
look back on the CDTV; the first could be a real success. land. We’ve all been subjected to the
Amiga information appliance. The problem Commodore never anecdote about how you can identify a
It wasn’t called an “information really managed to address, however, pioneer — he’s the one with the arrow
appliance” back then though. Oh no. was that no-one wanted one. Unlike sticking out of his back.
That’s 1999’ term for the next, revo- its contemporary, the Phillips CD-I, Then there’s the tale from Com-
lutionary generation of computing. it died a quick death rather than be- modore legend of the CDTV sales
Nor was it a “set-top box” - that’s très ing released and re-released in a se- promotion that never was. The story
1995. No, the CDTV was a plain old ries of increasingly inane infomercials goes that Commodore would give
“multimedia computer.” on late-night American TV. When it away a CDTV for free with purchases
It was to be both extensible and came down to it, the CDTV looked of an Amiga 3000, and include a net-
scalable, with a variety of I/O ports like a super-slick, super-expensive hi- work cable and software to link the
allowing new devices to be added fi CD component. two together. Genius! Commodore’s
without any additional hardware or The only afterlife for the CDTV high-end multimedia authoring sta-
software support. It caused flutters was the A570, Commodore’s single- tion paired with a sample of their mul-
in the Commodore and Amiga indus- speed CD sidecar for the A500 that timedia delivery system! It’s going to
tries, where journalists struggled to could in effect turn a 500 into a CDTV work! It’s going to turn the tide!
explain how Commodore could turn — they shared the same heritage to But someone wrote down the specs
their back on their bread-and-butter, begin with. However, few jumped for a ParNet cable incorrectly, and
the desktop computer. It would take on the chance to give up their single- Commodore received a big batch of
the 90’s by the throat and redefine the speed CD in the days before the Ami- worthless cables. The promotion was
way people thought about computers. ga CD-ROM explosion of 1994-1995 scrapped, and the CDTV became a big
Or not. In the end, the CDTV will — we were demanding a far superior black shiny footnote.
perhaps be best known for looking
cool. Oh, and for finally answering
the age-old question, “can Defender
of the Crown single-handedly carry a
new platform to success?”

Multimedia Failure
The CDTV was, in effect, the first
unqualified failure of the Amiga era
at Commodore. Not that there hadn’t
been close calls before: The A1000
never really sold very well, and the
A3000 was elegant and feature-filled,
but so expensive that it was hard to
justify. Plus, you needed a hacksaw
to install a Newtek Video Toaster
(ed- combination of a video switcher,
a genlock, a framebuffer and special
effects device).
The CDTV failed to meet its goals,
despite garnering tremendous interest
from the industry - a list of CDTV li-

318 • magazine article


magazine article from; Amiga Format Magazine #102 (October 1997)

Chinese Amigas

?
stopped by
“You’ve got a friend in the business”®

T hose of you who live in the


Far East may have heard of
a new computer called the Won-
Regent Electronics Corporation
to buy the patents, licenses, trade-
mark and copyrights for Com-
“Rightiming purports to hold a
license to manufacture Amigas and
has apparently attempted to sell this
der TV A6000. Developed by the modore-Amiga from Rightiming purported license to Lotus Pacific.
Rightiming Electronics Corpora- Electronics Corporation, solely for We dispute their license, their right
to sell any license, and we dispute
tion, it is based on Amiga technol- use in China, Taiwan, Hong Kong,
any claims they have made with re-
ogy licensed when Escom were Macao and the bordering countries spect to Amiga patents, copyrights,
the owners. It will only be on sale between China and the former So- or trademarks. Gateway 2000 owns
in China and other far eastern terri- viet Union. They paid for it with all Amiga patents, copyrights and
tories, and sources say that it is an US$5M and eight million shares trademarks worldwide and will
advanced machine, offering DVD- of common stock in Regent Elec- continue to license Amiga technol-
ROM and fax facilities as just two tronics Corporation. ogy to qualified companies.
of its more hi-tech features. This However, Gateway disputes Undeterred, Lotus Pacific an-
machine has been built, but its cre- Rightiming’s right to sell such as- nounced their co-operative effort
ators are working on software to sets and refutes Regent Electron- with the largest TV manufacturer
drive it, presumably based around ics Corporation and Lotus Pacific, in China — Sichuan Changhong
Workbench, and plan to launch it Inc’s right to such assets. They Electronics Group Corporation of
at the start of 1998. have issued the following state- China, to build more than 200,000
ment: units of the Wonder TV 6000 be-
LEGAL WRANGLES fore the end of 1998.
“As owner of all Amiga, Inc. pat-
However, it may just be that this ent rights worldwide, we at Gate- As yet, no-one from either Gate-
piece of kit never sees the light of way 2000 want to clarify a recent way, Amiga International or Lotus
day in the Far East, let alone Eu- story on the apparent sale of all Pacific has been willing to make a
rope because of a conflict with the Amiga patents, trademarks and statement concerning the future of
Amiga’s current owners — Gate- copyrights by Rightiming Electron- Wonder TV 6000, and the reasons
way 2000, Lotus Pacific, Inc., a ics to Lotus Pacific, Inc. for use in
why Gateway appears to have been
partnership of various Asian busi- China, Taiwan, Macao and the bor-
dering countries between China taken by surprise by this move, but
nessmen used its direct subsidiary rest assured, Amiga Format will
and the former Soviet Union.”
bring you the truth just as soon as
we find it.

Just who are Lotus Pacific? We¨ll


know more when they answer their
phone and email.
The Wonder TV A6000 — the new “advanced” machine at the
centre of the licensing row.

magazine article • 319


Wonder TV A6000 / A6060
The Wonder TV A6000 and A6060
is of a similar concept to the CDTV.
It was manufactured by DCE for a
Chinese firm called Regent Elec-
tronic Corporation and was de-
signed as a multimedia delivery
platform.
Out of the box it is capable of playing VCD’s ferred to another company. An examination
and karaoke discs as it has a built in hard- of the original Escom press release indi-
ware MPEG decoder, as well as audio CD’s, cates a licence was only given for produc-
CD+Gs and CDTV CDs. An optional add-on tion and trading, not complete ownership of
for handling Photo-CD’s was also available. Amiga patents in that area of the world. For
Like the CDTV the REC Wonder TV a time there appeared to be a huge court
also includes a infra-red wireless remote battle looming over the Amiga again, until
controller and can be booted directly from the two companies reached an agreement
the internal CD-ROM. and Lotus Pacific appeared on the list of
The Wonder TV uses standard PC official licenses at the beginning of 1998.
1.44MB disks and PC Keyboards, but it is They reportedly had to pay Regent a million
not known whether it is capable of reading dollars each year, in compensation for the
native Amiga disks. use of the patents. The first annual payment
was made in August 1997 and one of the
News of the console came in late 1997
agreements was that they would have to or-
when Chinese company, Lotus Pacific an-
der 300,000 sets of circuits and parts from
nounced they had bought the Amiga pat-
Regent, at a price of $86 per set.
ents. The Western world had focussed upon
the Gateway acquisition and were shocked The WonderTV A6000 and A6060 machines
at the thought of the machine being sold appear to be based upon a custom Amiga
again. The basis of this announcement was motherboard, designed by several ex-Com-
investigated by Gateway, who took legal modore employees and DCE of Germany.
action against the company. Lotus Pacific’s They represent one of many attempts at
claims stemmed from a 1995 deal between bridging the gap between computer and
Newstar/Tianjin Family Electronic and Es- information appliance, combining the differ-
com to sell Amigas in the Japanese market. ent functions.
When they went into liquidation the com-
The TeleWeb Broadcast Information Serv-
pany was bought by Rightiming Electronics
ice were announced in October 1997 when-
Corporation (REC), which in turn was taken
Lotus Pacific announced a cooperation
over by Lotus Pacific. The newly-formed
with the Chinese Central Television Tele-
Amiga International disputed this, stating
text based upon the Wonder TV A6060
the previous agreement could not be trans-
that would give subscribers access to ca-
ble channels and the internet. This eventu-
ally led to the development of the TeleWeb
broadcasting network. This is an Internet
based system that broadcasts information
to the home user through the cable TV net-
work. It is similar to schemes throughout the
US and European market; a “small” monthly

320 • Wonder TV A6000 / A6060


monthly fee is required, allowing ac-
cess to community networks, pro-
viding local information, as well as
programme information, shopping,
finances and education. The system
was only available to Shanghai resi-
dents.
In the past, REC have referred to an A5800
desktop model that was just waiting for cer-
tain patents to be registered in China. It Wireless Remote Controller
seems that with the confirmation of Gate-
way as the legal owner, REC were forced
to back off and only release the systems in
production at the time. Later versions of the
WonderTV—the A8000 and A9000—were
designed around an x86 CPU and used the
Windows CE operating system.

Mic. 2
Mic. 1

FRONT
Joystick
Externally it looks much like the Joystick/Mouse
CDTV. Internally, the Wonder is PS/1 Keyboard
much like an expanded CD32 Printer
Serial
VGA

BACK RF-TV
SVideo
Video
R/L
text from;
bambi-amiga.co.uk / bigbookofamigahardware.com

Wonder TV A6000 / A6060 • 321


Letters from readers sent to
video game magazines.

CU Amiga Magazine #36 (February 1993)


BackChat

PIRATES AHOY!
Amiga Format Magazine (May 1993)
Reader’s Letters
People are constantly writing to CU Amiga
CDTV15 saying how software prices are so dear and
Are CDTV owners something of an odd- if companies would lower their prices, that
ity? I have recently returned from Wem- piracy would be reduced. I agree with this,
bley’s International Computer Show because living in New Zealand gives a whole
very disappointed. After travelling all new meaning to high prices.
those miles, wallet in hand, thinking Take budget games, for example. In New
‘Now I’ll get to buy lots of exciting CD Zealand we have a grand total of about six
software’, not only was there no decent budget games. Recently, one game I saw on
software there, but when I enquired at a budget label was being sold for the same
one of the stalls, I was stunned to hear price as a full-priced game. If software
the retort “CDTV, I never realised that companies would introduce budget games at
anyone had one.” budget prices into New Zealand, then piracy
Ok so CDTV is still under development, would be reduced. In one extreme example, I
but are we always going to be treated saw TV Sports Football being advertised by
like “Creatures From The Black Box La- a mail order company for $135. As the NZ$
goon”? Also, will Amiga Format Live fea- works out at around $3 for £1, that makes
ture CDTV? TV Sports £45! And this is a budget game!
Andy Stephen Games I see advertised in your magazine for
£25 retail here for about $115 — that is
£37.
Answer from the editorial. - These prices are hardly justified even ac-
CDTV owners are somewhat of an oddity, not counting for postage costs. If companies
meaning to be offensive, but it’s hardly your such as Ocean are really serious about wip-
average machine is it? Apart from being the ing out piracy (in New Zealand at least) then
world’s first CD home multimedia unit, it can
also run some (but not all) of the Amiga’s vast
they are going to have to make the first
collection of software. Yet despite this and its move by dropping prices.
undeniably attractive black appearance, it has Matthew Alexander, Christchurch, New Zealand
failed to take the home computer market by
storm.
Never fear though, we are sure the Big C are
Answer from the editorial. -
working on CDTV 2, which we expect to have
the AGA chip set, and if it doesn’t improve the The old argument of cost/piracy rears its ugly head
popularity of CDTV, nothing will. Though let’s once more. The simple answer is that piracy is theft,
hope they stop bleating about the possibility of theft is immoral and illegal — don’t do it. If you can’t
Kodak Photo CD compatibility and actually do afford a game then though luck, you must do without.
it. Any stall holders failing to realise the poten- Save up for a bit longer or get a job! That said, I must
tial of the CDTV market place will be cutting agree that the prices being charged in New Zealand
their own throat in the long run. do seem excessive, but without knowing the full de-
As for the Amiga Format Live show, since it tails of the economy over there except, of course, that
has the complete support of Commodore them- it is seriously screwed up, it would be impossible to
selves, I’ll warrant there will be a fair number comment upon whether the traders are being unfair
of CDTV products on show. The stuff we’ve seen or not. That still doesn’t change the basic argument,
from Psygnosis, most notably Dracula and Mi- it just makes it one of those little injustices in life that
crocosm, look very impressive. an honest person must live with.

322 • magazine letters


CU Amiga Magazine #53 (July 1994)
Ask the Experts

THE SAMPLE FACTS


1. I have a lot of PD music disks that
have whole sampled songs on them, yet
they run perfectly well on a 1 Mb Ami-
ga. I would love to be able to do this, so CU Amiga Magazine #43 (September 1993)

please tell me, how is it done? Commodore Writes

2. I have read somewhere that I could Six months ago I bought a Commo-
expand my A600 up to 10Mb of RAM, I dore CDTV. Now, I’m told that the
have only seen 1, 2 and 4 Mb upgrades. machine was a mistake and I should
3. I am planning to add a CDTV to my go out and buy a CD32 console in-
A600, with the sole purpose of using its stead. I have spent £700 on my
CD-ROM drive. What peripherals would present system and feel that it’s
the CDTV need? been a waste of time and money. Will
4. How much should I pay for a second there be an upgrade/trade-in deal
hand CDTV? for CDTV owners or are you just go-
ing to ignore us?
5. Why is CU AMIGA so good?
Phillip Alderson, Wirral
Billy Ramsay, Harthill, Shotts.

Answer from the editorial. - Answer from Director of Commodore UK,


David Pleasance.-
1. There are two ways of getting really long samples, for
example an entire song, to play back on 1Mb machines. I have to admit we get many letters of this
The first is to split the song into chunks and sample nature, and it is frankly quite a dilemma.
each: for example, intro, chorus and verse. Then use a The pace at which technology is advancing
tracker program like OctoMED to play the chunks back is quite staggering, and we are forced by the
in the right order. It takes time to get the sample lengths actions of our competitors, to continue to of-
perfect, but it can be done. fer ‘more for less’.
The other way is to get hold of some sampling soft- When we launched the CDTV it was revolu-
ware that will play samples back from the disk. The tionary, offering performance standards sec-
playback rate will be quite low, but you can fill the en- ond to none. Unfortunately, the high cost to
tire disk with sound if you like... manufacture meant a retail price too high for
2. The A600 comes with 1Mb of Chip Ram. You can add mass market appeal. We at Commodore are
another 1Mb of Chip Ram (and a clock if you like) in the renowned for offering more upgrade oppor-
trapdoor, but 2Mb Chip is the maximum. You can also tunities than any other manufacturer. I will
add more memory via the PCMCIA slot on the side, but be talking to the corporation about CDTV
although theoretically it’s possible to add another 8Mb owners, but it is very difficult when the cost
card here, in practice the largest available seems to be of the Amiga CD32 is so much less than the
4Mb. Adding memory in this way is expensive, but un- CDTV. I shall, of course, let you know of the
fortunately the A600 isn’t very expandable. outcome.
3. The CDTV won’t need anything else - only the spe-
cial parallel cable to connect it to the Amiga. Unlike its
replacement (the CD32) the CDTV has every possible
interface on the back of the case.
4. Check that it’s working perfectly and comes with disk
drive and keyboard, and then offer £150. No more. Re-
member you can get a brand new CD32 for 250.
5. Shucks, I dunno. Could it be because it’s written by
dedicated Amiga fans?

magazine letters • 323


CDTV CD-ROM List
This is a list of the different titles released on CD-ROM for the console.
The list includes a checklist for collectors (C (cart) I (info/manual) B (Box)).
R = Rarity. The score is taken from the Project CD32 website (https://cd32.amiga.live/index.php)

Title Category R C I B pg
Air Warrior Games 6 138
Alistair in Outer Space Games - 140
Talking Electric Crayon: All Dogs Go To Heaven Games 4 140
Battle Chess Games 6 141
Battlestorm Games 5 142
The Case of the Cautious Condor Games 3 142
The Curse of RA Games 6 143
Classic Board Games Games 5 143
Casino Games Games 8 144
Chaos in Andromeda: Eyes of the Eagle Games 6 144
E.S.S Mega Games 8 145
Guy Spy and the Crystals of Armageddon Games 2 145
Cover Girl Strip Poker Games 4 146
Defender of the Crown Games 5 150
Defender of the Crown II Games 9 152
Falcon Games 8 153
Holiday Maker Games 7 154
Fantastic Voyage Games 6 154
Indiana Jones And The Last Crusade: The Graphic Adventure Games 8 156
The Hound of the Baskervilles Games 6 158
Log!cal Games 7 158
Murder Makes Strange Deadfellows Games 8 159
Power Pinball Games 4 159
Lemmings Games 2 160
Loom Games 7 162
Prehistorik Games 6 164
Prey: An Alien Encounter Games 4 164
Psycho Killer Games 2 165
Raffles Games 6 166
Sherlock Holmes: Consulting Detective Games 6 167
SimCity Games 3 168
Read With Astérix: Astérix And Son Games 4 170
Snoopy in The Case Of The Missing Blanket Games 5 170
Spirit of Excalibur Games 7 171
Strip Poker Live Games - 172
Die Stadt Der Löwen Games 7 172
324 • Games list - CDTV
Title Category R C I B pg
Team Yankee Games 7 173
Space Wars Games 6 174
Trivial Pursuit Games 4 174
Town With No Name Games 3 175
Turrican Games 8 176
Turrican II: The Final Fight Games 8 177
Will Bridge Introduction To Bidding Games - 178
Will Bridge Initiation Aux Encheres Games 8 178
Will Bridge Intermediate Games - 178
Will Bridge Perfectionnement Games - 178
Will Bridge Advanced Games - 178
Will Bridge Standard Games - 178
Will Bridge Competition Games - 178
Will Bridge Competition Games - 178
Will Bridge Advanced Competition Games - 178
Will Bridge Haute Competition Games - 178
Winzer Games 6 179
Tie-Break Games 7 179
Xenon 2: Megablast Games 8 180
Wrath of the Demon Games 1 182
Ultimate Basketball Games 6 182
A Bun for Barney Education 4 184
A Long Hard Day On The Ranch Education - 195
Barney Bear Goes Camping Education 4 185
Barney Bear Goes to School Education 4 185
Cinderella: The Original Fairy Tale Education 7 194
Fremdsprachenrätsel Spanisch 1 Education - 192
Fun School 3: for 5 to 7 Year Olds Education - 187
Fun School 3: for the over 7s Education - 187
Fun School 3: for the Under 5s Education - 186
Heroic Age of Spaceflight Education 4 190
Japan World Education 5 188
Language TV: English Education 4 190
Learn French With Astérix CD 1 Education - 189
Learn French With Astérix CD 1 Education - 189
Learn French With Astérix CD 2 Education - 189
Learn French With Astérix CD 2 Education - 189
Mind Run Education 5 184
Moving Gives Me A Stomach Ache Education 4 195
Mud Puddle Education 6 196
My Paint CDTV Education 5 191
North Polar Expedition Education 9 191
Ordicode Education 7 188
CDTV - Games list • 325
Title Category R C I B pg
Pinocchio Education - 190
Scary Poems For Rotten Kids Education - 197
Sprachrätsel Englisch 1 Education - 192
Sprachrätsel Englisch 2 Education - 192
Sprachrätsel Englisch 3 Education - 192
Sprachrätsel Französisch 1 Education - 192
The Night Before Christmas Education - 196
The Paper Bag Princess Education 7 194
The Tale of Benjamin Bunny Education 5 198
The Tale Of Peter Rabbit Education 5 198
Thomas’ Snowsuit Education 5 198
Advanced Military Systems Arts & Leisure 6 200
Animals in Motion Arts & Leisure - 201
Dinosaurs for Hire Arts & Leisure 9 200
Fractal Universe Arts & Leisure 6 203
GardenFax: Fruits, Vegetables & Herbs Arts & Leisure 4 202
GardenFax: Garden Plants Arts & Leisure 4 202
GardenFax: Indoor Plants Arts & Leisure 4 202
GardenFax: Trees, Shrubs, Roses & Conifers Arts & Leisure 4 202
The Connoisseur: Fine Art Collection Arts & Leisure 8 203
Women in Motion Arts & Leisure 6 201
Caplex Reference - 208
12 Centuries of Art Palermo Reference - 215
American Heritage Illustrated Encyclopedic Dictionary Reference 4 214
American Vista Atlas Reference 4 213
Cinemabilia Reference - 217
Cinque Anni Di Ansa Sport dal 1988 al 1992 Reference - 217
Deutschland Kompakt Reference 3 215
Deutschland Kompakt 2 Reference - 215
Dodici Anni Di Gazzetta Reference -
217
Ufficiale attraverso comunicati e sommari ANSA
Dr. Wellman Reference - 218
Enciclopedia Italiana Grolier Reference - 208
Enciclopedia Italiana Grolier Edizione 1994 Reference - 209
Fakta Leksikon Reference - 208
Great Cities of Our World Florence: Reference -
214
Art, History and Mystery
Homèo-CD Reference - 218
Il Dizionario Multilingue Reference - 210
Il Dizionario Say it in English Reference - 210
Il Guinness Dei Primati 1994 Reference - 216
Insight: Dinosaurs Reference - 211
Insight: Technology Reference - 211
326 • Games list - CDTV
Title Category R C I B pg
Le Monde Les Chronologies Du Monde 1944 – 1991 Reference - 218
Sherlock Holmes On A Disc Reference 6 212
The Guinness CDTV Disc Of Records Reference - 216
The Human Body Reference - 218
The Hutchinson Encyclopedia Reference 3 209
The Illustrated Holy Bible Reference 3 212
The Illustrated Works of Shakespeare Reference 7 212
The New Basics Electronic Cookbook Reference 5 217
The New Grolier Electronic Encyclopedia Reference - 210
Timbres de France & Monaco Reference - 216
Time Table of History Business, Politics & Media Reference 6 214
Time Table of History Science and Innovation Reference 6 214
World Vista Atlas Reference 4 213
CD Remix: The D.J. in a Box Music 6 221
CD Remix: Version II Music - 221
Music Maker Music 5 221
Musicolor Music 6 222
17 BIT - Phase Four Comp./PD/Productivity 3 231
17 BIT - The Continuation Disk Comp./PD/Productivity 3 231
17 BIT Collection Comp./PD/Productivity 3 230
AMOS PD CD Comp./PD/Productivity - 235
Assassins Comp./PD/Productivity - 232
Assassins 2 Comp./PD/Productivity - 232
Assassins 3 Comp./PD/Productivity - 232
Assassins 4 Comp./PD/Productivity - 233
CDPD Comp./PD/Productivity 4 234
CDPD II Comp./PD/Productivity 4 234
CDPD III Comp./PD/Productivity 4 234
CDPD IV Comp./PD/Productivity 4 235
Cubulus & Magic Serpent Comp./PD/Productivity 6 224
Demo II Comp./PD/Productivity 5 236
Fred Fish Vol.1 Comp./PD/Productivity - 230
Fred Fish Vol.2 Comp./PD/Productivity - 230
Global Chaos Comp./PD/Productivity 6 225
Kickstart Public Domain Nr. 1-550 Comp./PD/Productivity - 230
Multimedia Toolkit Comp./PD/Productivity 4 227
Network CD Comp./PD/Productivity 4 235
Pandora’s CD Comp./PD/Productivity 3 227
Saar AMOK Comp./PD/Productivity - 236
Shiftrix & Lettrix Comp./PD/Productivity 6 226
Super Games Pak Comp./PD/Productivity 5 233
The Demo Collection Comp./PD/Productivity 4 236
The Fred Fish Collection On-Line Version 1.4 Comp./PD/Productivity - 229
CDTV - Games list • 327
Title Category R C I B pg
The Fred Fish Collection On-Line Version 1.5 Comp./PD/Productivity - 229
The Fred Fish Collection On-Line Version 1.7 Comp./PD/Productivity - 230
The Fred Fish Collection On-LineVersion 1.6 Comp./PD/Productivity - 230
The Fred Fish Collection Version 1.0 Comp./PD/Productivity - 228
The Fred Fish Collection Version 1.1 Comp./PD/Productivity - 228
The Fred Fish Collection Version 1.2 Comp./PD/Productivity - 228
The Fred Fish Collection Version 1.3 Comp./PD/Productivity - 229
The Fred Fish Collection Version 1.4 Comp./PD/Productivity - 229
The Fred Fish Collection Version 1.5 Comp./PD/Productivity - 229
The Fred Fish Collection Version 1.6 Comp./PD/Productivity - 229
The Fred Fish Collection Version 1.7 Comp./PD/Productivity - 229
Come - Corporate Media Demos - 239
Commodore Amiga CDTV / Amiga 600 / Amiga 600 HD Info Demos - 239
Commodore Amiga CDTV Hören & Sehen Demos - 238
Frankfurt 1992 Demos - 239
Psygnosis Demo CD (Planetside demo) Demos - 241
Read with Asterix Demos 4 239
VidDISC Demos - 238
1001 Girl Demos - 244
Beethoven - Symphony No. 9 Miscellaneous - 247
CD + MIDI Miscellaneous - 247
Fred Fish Collection Miscellaneous - 244
Interoffice Miscellaneous - 246
Jubiläumsdisc 20 Jahre Commodore Miscellaneous - 247
Mendelssohn - Symphony No. 2 - Hymn Of Praise Miscellaneous - 247
Sexual Fantasies Miscellaneous 8 244
TeleGames Miscellaneous - 246
Ten on Ten Miscellaneous - 245
Your Privacy Assured Miscellaneous - 244

328 • Games list - CDTV


List of unreleased CDTV titles
A list for looking up the page number of a specific title.

Title pg Title pg
‘Nam 1965-1975 272 Hutchinsons Encylopedia (Version 2) 266
18 Classical CD+G Titles 267 Independent Soccer Disc 265
A Night At The Races 268 Indoor Sports 271
A Study In Scarlett 266 Insight : Living Body 266
A.G.E. (Advanced Galactic Empire) 268 International Karate Plus 271
Air Traffic Controller 250 Jack Nicklaus Golf 262
Amiga CD Football 259 James Pond 2: Codename Robocod 271
Angel of the City 250 Jekyll And Hyde 253
Animated Colouring Book 262 Karaoke Christmas 267
Aquaventura Psygnosis 268 Karaoke Hits I & II 267
Athens & Sparta 267 Karaoke Hits vol. 1 - 20 267
B.A.T. 268 KIM 267
Bargon Attack 268 Learn English With Astérix 263
Battletoads 268 Listen 264
Bill & Ted’s Excellent Adventure 268 Litil Divil 271
Blockbusters 250 Living Book Series 264
Brides of Dracula 270 Lunar Rescue: The Colossus Incident 255
CDTV Disc Jockey 264 Mad TV 271
CDTV Karaoke: Successi Italiani Vol.1 267 Maelstrom 271
Challenge Golf 270 Many Roads to Murder 254
Composer Quest 265 McGee 275
Cult Of The Severed Head 250 Mickey’s 123’s: The Big Surprise Party 275
Dawnscape 250 Microcosm 261
Dominion 254 MIDI Music Machine 265
Dracula 254 MiG-29 Fulcrum 272
Drakkhen 270 Mind Run II 264
Dune 260 Monach Notes 266
Dungeon Master 260 Multimedia Birds Of America 266
Emergency Languages 266 Murder off Miami 259
Epic Space Flight Simulator 270 Murder, Anyone? 254
Fables & Fiends: The Legend of Kyrandia 271 Ninja High School Comix 265
Family Drug And Poison Information System 266 Our House 265
Fascination 260 Pac-Mania 272
FidoFax 264 Pinball Dreams 272
Fun School 4 263 Plan 9 From Outer Space 272
Future Wars: Adventures in Time 261 Pool / Archer Maclean’s Pool 272
Garfield Big Fat Hairy Deal 270 Private and Confidential: KGB 271
Garfield: Winter’s Tail The Edge Interactive 270 Pro Tennis Tour II 272
Gobliiins 260 Psycho Killer II 259
Grand Prix World Circuit 272 Quiztime! 263
Herewith the Clues 261 RAF Hendom Museum Series 266

CDTV - Games list • 329


Title pg article from CU Amiga Magazine 12 (feb. 1991)
Rainbow Collection Platform Arcade 262 COMMODORE’S HAPPY CHRISTMAS.
Reach for the Skies 273 With the A500 and A1500 already selling well
Read With Astérix: The Black Gold 263 and peripheral sales on the up, rumours have
started to appear regarding the possibility of an
Read With Astérix: The Secret Weapon 263 Amiga-based console. Commodore’s first entry
Road to the Final Four: NCAA Basketball 259 to the booming console market came in the form
Scientific Atlas: Astromony 266 of the C64 GS, and an Amiga console would be
Commodore’s equivalent to Sega’s Megadrive.
Scientific Atlas: Human Evolution 266
We already hear stories that a number of soft-
Scientific Atlas: Zoology 266 ware houses are producing console-based
Senny and Foo 259 games for the machine’s launch, although un-
Sensible Soccer 273 derstandably, the companies involved are reluc-
tant to pass comment. One of the first titles to
Shadow of the Beast 273 appear on the machine is rumoured to be Mind-
Shadow of the Beast II 273 scape’s Wing Commander, a conversion from
Shadow of the Beast III 273 the impressive PC version. If the game was to
be released on disk, it would span a hefty eight
Sign of Four 259 disks (even more than the Bluth games!), so
Silly Putty 273 the instant loading offered by a cartridge-based
SimEarth 273 Amiga is a tempting thought and would make
the game easier while avoiding annoying disk
Space Quest III 274 swapping.
Spy vs. Spy 262 News of other developers is scarce, although
The Baby File: Conception to Birth 263 Ocean are believed to be converting a number
The Cardinal of the Kremlin 270 of their titles over to cartridge. Ocean, inciden-
tally, were one of the first ‘outsider’ compa-
The Classic Collection 275 nies to produce games for the 64 console, and
The Games 270 were presumably one of the first to be shown
The Lawnmower Man 254 the plans for the system, and we expect them
to produce a compilation cartridge of some of
The Learning Company 275 their bigger titles. The advantages of such a
The Maths Collection 264 system are immense, with massive reduction
The Return Of Medusa 273 in loading time and the ability to cram mas-
sive games, such as the aforementioned Bluth
The Sea Beast and Barnacle Bill 258 games or a Magnetic Scrolls adventure, onto an
The Secret of Monkey Island 262 unobtrusive cartridge.
The Terminator 259
The Treehouse 264
Their Finest Hour 274
Thexder 274 article; CU Amiga Magazine 34 (dec. 1992)
Time Table of History: Arts & Entertainment 267
Treasure Quest 259 CDTV CONSOLE DUE SOON
Trump Castle 274 A cut-price, cut-down console-like ver-
sion of the CDTV is set for launch before
Ultima VI : The False Prophet 274
next Easter. Although plans for the new
Universal Monsters 257 machine, aimed at taking on the SNES
Unreal 274 and Megadrive in the burgeoning console
US History 267 market, have been kept underwraps, we
Video Creator 265 can exclusively reveal that the new ma-
Voice FX 265 chine will be competitively priced and
come in at below £200. No specs are cur-
Wayne Gretzky Hockey II 274
rently available although at least five UK
Wing Commander 274 software houses are currently developing
titles.

330 • Games list - CDTV


The Amiga CD32 was Commodore’s attempt at a
gaming console and what turned out to be their swan
song. The majority of its library were upgraded
Amiga games.

For more on the CD32,


then you would want to visit
www.cd32-allianz.de

NoCopyright © 2022 by DaddaRuleKonge


All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book may
have a copyright by the original owner.
CONTENT
Amiga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Persons of Interest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Amiga Chip Architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
Amiga CD32 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342
Technical specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344
Included Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
article; Amiga CD32 Special . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Letters from readers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
Letters from readers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 566
CD32 CD-ROM titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 568
CD-ROM Compilations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 574
Unreleased Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599
Homebrew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 661
article; David vs. Goliath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 682
Hardware & Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 685
Bundles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708
Region Variants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711
CD32 After-market Variations . . . . . . . . . . . . . . . . . . . . . . . . . . . 712
Games List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 724
text from Wikipedia;
Amiga Corporation was a United States computer the company.
company formed in the early 1980s as Hi-Toro. It Tramiel formed
is most famous for having developed the Amiga Tramel Technology
computer, code named Lorraine. and visited various
US computer com-
In the early 1980s Jay Miner, along with other
panies with the in-
Atari staffers, had become fed up with manage-
tention of purchas-
ment and decamped. In September 1982, they
ing a company for
set up another chip-set project under a new com-
manufacturing and
pany in Santa Clara, California, called Hi-Toro
possible technol-
(which meant “high bull” to them, later renamed
ogy acquisitions.
to Amiga), where they could have some crea-
Tramiel visited Jay Miner
tive freedom. There, they started to create a new
Mindset (run by Roger Badersher, former head
68000-based games console, codenamed Lor-
of Atari’s Computer Division), and Amiga. Ami-
raine, that could be upgraded to a full-fledged
ga’s talks eventually fell through as Tramiel told
computer. The initial start-up financing of Amiga
Amiga staff that he was very interested in the
Corporation was provided by three dentists in
chipset, but not the staff. In the meantime, he had
Florida, who later regained their investment once
set his chief engineer (former Commodore engi-
Commodore bought the company.
neer Shiraz Shivji) the task of developing a new
To raise money for the Lorraine project,
low-cost, high-end computer system.
Amiga designed and sold joysticks and game
Tramiel’s design for his next generation
cartridges for popular game consoles such as the
computer was 95% completed by June (which
Atari 2600 and ColecoVision, as well as an input
only fueled speculation that Shivji and other en-
device called the Joyboard, essentially a joystick
gineers had taken technology with them from
the player stood on.
Commodore). Tramiel discovered that Warner
During development in 1983, Amiga had ex- Communications wanted to sell Atari, which at
hausted venture capital and was desperate for that point was losing about $10,000 a day. Tramiel
more financing. Jay Miner approached his former bought Atari’s Consumer Division (which in-
employer, Atari, which then paid Amiga to con- cluded the console and home computer depart-
tinue development work. In return Atari was to ments) in July 1984 and Tramel Technology, Ltd.
obtain one-year exclusive use of the design. Atari became Atari Corporation. Commodore filed an
had plans for a 68000-based machine, code- injunction against Tramiel and Atari, seeking to
named “Mickey”, that would have used custom- bar them from releasing their new computer.
ized chips, but details were sparse. One of Tramiel’s first acts after forming
During this period a downturn started in Atari Corp. was to fire most of Atari’s remain-
the video game business that turned into the Vid- ing staff and cancel almost all ongoing projects
eo game crash of 1983. By the end of the year, in order to review their continued viability. It
Atari was losing about $1 million a day, and its was during this time in late July that Tramiel’s
owner, Warner Communications, sought to sell representatives discovered the original Atari Inc./
the company. For some time, no one was inter- Amiga contract.
ested. BYTE had reported in April 1984 that
Meanwhile, at Commodore International Amiga “is developing a 68000-based home com-
a fight was brewing between Jack Tramiel and puter with a custom graphics processor. With
Irving Gould, which ended with Tramiel leaving 128K bytes of RAM and a floppy-disk drive, the

336 • CD32
computer will reportedly sell for less than $1,000 From this point on the former Amiga
late this year”. It turned out that Amiga was sup- Corporation was a division of Commodore. Over
posed to deliver the Amiga chipset to Atari Inc. the next few years many employees felt Commo-
on June 30, 1984, or forfeit the company and its dore’s management proved to be as annoying as
technology. With the deadline fast approaching Atari’s, and most of the team members left, were
and still not having enough funds to finish de- laid off, or were fired. Meanwhile, Atari used this
velopment, the Amiga crew went on alert after time to finish and release the Atari ST computer
having heard rumors that Tramiel was in closed just months ahead of the release of the Amiga.
negotiations to complete the purchase of Atari in Both lawsuits themselves were laid to
several days. Remembering Tramiel’s visit that rest in March 1987, when Commodore and Atari
Spring during their investor campaign, they be- Corp. settled out of court in a closed decision.
gan scrambling for another large investor. So, at
around the same time that Tramiel was in negotia-
tions with Atari, Amiga wound up entering into
discussions with Commodore. The discussions
ultimately led to Commodore wanting to pur-
chase Amiga outright, which would (from Com- In 1994, Commodore filed for bankruptcy and
modore’s viewpoint) cancel any outstanding con- its assets were purchased by Escom, who in turn
tracts—including the contract given to the now went bankrupt in 1996. The Commodore-Amiga
defunct Atari Inc. So instead of Amiga deliver- assets were then sold to Gateway 2000, which
ing the chipset to Atari, Commodore delivered had announced grand plans for the Amiga. How-
a check of $500,000 to Atari Corp. on Amiga’s ever, in 1999, Gateway sold the assets (except for
behalf (right about the time they were discover- the patents, which were only licensed) to Amino
ing the contract), in effect returning the funds in- Development for almost $5 million. Gateway still
vested into Amiga for completion of the Lorraine retained ownership to the Commodore-Amiga
chipset. patents. The last of the Commodore-Amiga pat-
Seeing a chance to gain some leverage ents (EP0316325B1 for “Cursor controlled user
Tramiel immediately used the situation to coun- interface system”, based on US887053) expired
tersue Commodore through its new (pending) on July 14, 2007.
subsidiary, Amiga, which was done on August Amiga, Inc. licensed the rights to make hardware
13, 1984. He sought damages and an injunction using the AmigaOne brand to a computer vendor
to bar Amiga (and effectively Commodore) from based in the UK, Eyetech Group. However, due
producing anything with that technology. The to poor sales Eyetech suffered substantial losses
suit tried to render Commodore’s new acquisition and ceased trading.
(and the source for its next generation of com-
puters) useless and do to Commodore what they On 1 February 2019, Amiga Inc. transferred all
were trying to do to him. its IP (including Amiga trademarks and remain-
Meanwhile, at Commodore, the Amiga ing copyrights) to C-A Acquisition Corp., owned
team was sitting in limbo for nearly the entire by Mike Battilana (director of Cloanto, company
summer because of the lawsuit. No word on the behind the Amiga Forever emulation package),
status of the chipset, the Lorraine computer sys- later renamed to Amiga Corporation.
tem or the team’s fate was known. Finally in the Amiga Forever is an Amiga preservation,
fall of 1984 Commodore informed the team that emulation and support package published by
the Lorraine project was active again, the chipset Cloanto, which allows Amiga software to run on
to be improved, the OS developed and the hard- non-Amiga hardware legally and without com-
ware design completed. plex configuration.

CD32 • 337
Eric W. Schwartz
Eric W. Schwarts (Eric Williams Schwartz; He was a guest of honor at ConFurence 7
born November 27, 1971, in Dayton, Ohio, (1996) and at Morphicon 2004.
USA) is a freelance animator, illustrator, Ami-
Eric is believed by some in the furry fandom
ga enthusiast, and artist of note, especially in
to be one and the same as the erotic toon art-
the Amiga fandom, then later the furry fan-
ist TDK, and the struggle to prove the truth or
dom.
otherwise of this assertion was for a while an
Eric is the creator of the webcomic Sabrina extensive back-and-forth, involving Fans and
Online, and the characters Amy the Squir- furries versus (mostly) anti-furries on forums
rel (Amiga’s unofficial mascot), Sabrina the such as Portal of Evil, CYD, and 4chan.
Skunkette, Tabitha, R.C. Raccoon, Sheila Vix-
en, Tammy Vixen, Clarisse Cat, Carli Chin-
chilla, Darke Katt and a few others. He is also
one of the most well-known and vocal activ-
ists for the Amiga operating system.
While his animation at times deals
with mature situations and humor it never
enters graphic territory, using the situations
for humor as opposed to arousal. These situ-
ations chiefly revolve around unwanted atten-
tion, oblivious to interest in a character, or two
characters trying to hook up or have a pleasing
date only to be interrupted or hindered for a
time. The animations are short and the comedy
is recieved even without previous experiences
with the webcomic. Eric voiced his own ani-
mations.
Eric’s art has been published in multiple publi-
cations (beginning with Sabrina at See-CAD),
and he also produces his own portfolios. He
has also produced a number of furry anima-
CU Amiga magazine (January 1994)
tions of varying lengths.

338 • VIP - CD32


Stuart Campbell
Stuart Campbell was a name ble Soccer, and compiling
many PAL Amiga users from “top 100” lists, he is perhaps
the early to mid-90s’ knew better known for his unre-
off. He was maybe the most served and often highly dis-
hated reviewer by both Amiga paraging critiques. In 1993, he
owners and developers, but awarded the game Internation-
also highly respected by other al Rugby Challenge two marks
Amiga owners and people in the out of a possible hundred, declar-
industry. ing that the Bosnian War was “Not
nearly as bad.”
Stuart Campbell is a former video game jour-
Issues 27 to 36 of Amiga Power have
nalist. Born in Stirling, Scotland. He moved to
subsequently been cited as belonging to “The
Bath, England in 1991 to work for computer
Stuart Campbell Era”. Campbell remained at
magazine Amiga Power as a staff writer. He
the publication until issue 39, which is consid-
has lived in Bath ever since, and made further
ered part of “The Jonathan Davies Era” in the
contributions to a number of publications both
chronology of AP.
within the video game industry and in the pop-
In 1993, the magazine had to issue
ular media.
an apology during the Cannon Fodder Con-
In 1988, Campbell won the UK National Com- troversy after Campbell remarked “Old sol-
puter Games Championship’s ZX Spectrum diers? I wish them all dead.” A few months
category. In late 1989, US Gold and Computer later Campbell left Amiga Power to work at
and Video Games magazine sponsored a team Sensible Software, the producers of the game.
of UK players, which included Campbell, to During 1994 and 1995 he oversaw the devel-
take part in the European Video Games Cham- opment of Cannon Fodder 2—for which he
pionship at the Salon de la Micro show in Par- designed all but around 10 of its 72 levels—
is. The UK team won, beating out the French and Sensible World of Soccer.
and Spanish competitors. Using the prize fund
Campbell’s writing has influenced current
from the first two competitions—£1,000 of
video games writers, including journalist and
computer hardware and US Gold software—
Marvel Comics writer Kieron Gillen. John
Campbell was able to set up an independent
Walker also cites Campbell as an influence,
videogame fanzine, Between Planets. The
calling him a “constant conscience and in-
fanzine ran to four issues; Campbell had sent
spiration”. Gillen said Campbell was “the
issue three to Future Publishing, which hired
world’s sharpest critic of arcade games”, the
him as a full-time staff writer for the Amiga
long-running newsletter Need To Know said
games magazine Amiga Power.
he was “Britain’s Best Games Journalist”,
Campbell contributed to Amiga Power
and Wired described Campbell as “the UK’s
magazine from January 1991, before the mag-
foremost authority on computer and video
azine launched in April of that year, to May
games”. Keith Stuart, gaming editor of The
1994, being promoted to various positions
Guardian, said in 2016 that “I would not be
and culminating with deputising as its editor
doing this job if it weren’t for [Amiga Power]
for ten issues between June 1993 and April
- I wanted to write like Stuart.”
1994. Despite regularly professing his love
for titles such as Rainbow Islands and Sensi-

VIP - CD32 • 339


Amiga Chip Architecture
OCS ECS
The Original Chip The Enhanced Chip Set (ECS) is the second
Set (OCS) is a chipset generation of the Amiga computer’s chipset,
used in the earliest offering minor improvements over the original
Commodore Amiga chipset (OCS) design. ECS was introduced in
computers and defined 1990 with the launch of the A3000. Amigas
the Amiga’s graph- produced from 1990 onwards featured a mix
ics and sound capa- of OCS and ECS chips, such as later versions
bilities. It appeared in of the A500 and the CDTV. Other ECS models
Amiga models built between 1985 and 1990: were the A500+ in 1991 and lastly the A600 in
the A1000, A2000, CDTV, and A500. 1992.
The chipset which gave the Amiga its unique Notable improvements were the Super Agnus
graphics features consists of three main “cus- and the HiRes Denise chips. The sound and flop-
tom” chips; Agnus, Denise, and Paula. py controller chip, Paula, remained unchanged
Agnus is the central chip in the design. from the OCS design. Super Agnus supports 2
It includes sub-components known as the blit- MB of Chip RAM, whereas the original Agnus/
ter (fast transfer of data in memory without the Fat Agnus and subsequent Fatter Agnus can ad-
intervention of the processor) and the Copper dress 512 KB and 1 MB, respectively.
(video-synchronized co-processor). The origi- The improvements largely favored application
nal Agnus can address 512 KB of chip RAM. software, which benefited from higher resolu-
Later revisions, dubbed ‘Fat Agnus’, added tion and VGA-like display modes, rather than
512 KB pseudo-fast RAM, which for ECS was games. As an incremental update, ECS was
changed to 1 MB (sometimes called ‘Fatter Ag- intended to be backward compatible with soft-
nus’) and subsequently to 2 MB chip RAM. The ware designed for OCS machines, though some
name Agnus is derived from ‘Address GeNera- pre-ECS games were found to be incompatible.
tor UnitS’ since it houses all address registers and
controls memory access of the custom chips.
Denise is the main video processor. AGA
Without using overscan, the Amiga’s graph-
Amiga Advanced Graphics Architecture (AGA)
ics display is 320 or 640 pixels wide by 200
is the third-generation Amiga graphic chipset,
(NTSC) or 256 (PAL) pixels tall. Denise also
first used in the A4000 in 1992. AGA was origi-
supports interlacing, which doubles the verti-
nally called AA for Advanced Architecture in
cal resolution, at the cost of intrusive flickering
the United States. The name was later changed
on typical monitors of that era. Denise is a con-
to AGA for the European market to reflect that it
trived contraction of Display ENabler, intended
largely improved the graphical subsystem, and
to continue the naming convention.
to avoid trademark issues.
Paula is primarily the audio chip, with
four independent hardware-mixed 8-bit PCM AGA is able to display graphics modes with
sound channels, each of which supports 65 a depth of up to 8 bits per pixel. This allows
volume levels and waveform output rates from for 256 colors in indexed display modes and
roughly 20 samples per second to almost 29,000 262,144 colors (18-bit) in Hold-And-Modi-
samples per second. Paula also handles inter- fy (HAM-8) modes. The palette for the AGA
rupts and various I/O functions including the chipset has 256 entries from 16,777,216 colors
floppy disk drive, the serial port, and analog (24-bit), whereas previous chipsets, the OCS
joysticks. Paula is a contrived contraction of and ECS, only allow 32 colors out of 4096 or 64
Ports, Audio, UART and Logic, and coinciden- colors in Amiga Extra Half-Brite (EHB mode).
tally the chip designer’s girlfriend. AGA is present in the CD32, A1200, and A4000.

340 • CD32
AAA Hombre
The AAA chipset (Advanced Amiga Archi- In 1993, Commodore International ceased the
tecture) was designed as a followup to the AA development of the AAA chipset and began to
chipset (AA was renamed AGA at a later date), design a new 64-bit 3D graphics chipset based
and to be the next-generation Amiga multime- on Hewlett-Packard’s PA-RISC architecture to
dia system designed by Commodore Interna- serve as the new basis of the Amiga personal
tional. Initially begun as a secret project, the computer series. It was codenamed Hombre
first design discussions were started in 1988, (“man” in Spanish) and was developed in con-
and after many revisions and redesigns the first junction with Hewlett-Packard over an estimat-
silicon versions were fabricated in 1992–1993. ed eighteen-month period.
The project was all but abandoned in 1993 af- Hombre was intended as the basis of a range
ter it was projected that PCs were to equal the of Amiga computers and multimedia products,
AAA shortly after release, so a further jump was including a successor to the A1200, a next gen-
needed, leading to project Hombre. eration game machine called CD64 and a 3D ac-
AAA would share little with the AGA chipset. celerator PCI card.
The AGA was created as an evolution of the Hombre was designed as a clean break
OCS and ECS before it—most software de- from traditional Amiga chipset architecture
signed for OCS will run on the AGA. The AAA with no planar graphics mode support. Hombre
would include all new architecture consisting of also doesn’t feature the original eight Amiga
four VLSI integrated circuits. sprites, early iterations of Hombre featured a
Three prototypes called ‘Nyx’, meaning “night” new, incompatible sprite engine but Commo-
in Classical Greek, were built as technology dore decided to drop sprites because sprites had
demonstrators and debugger boards for the new become less attractive to developers compared
chips. However Nyx was never intended as the with fast blitters.
final production machine, AAA systems would Hombre is based around two chips: the first was
have been based around the Acutiator architec- a controller chip similar in principle to Agnus,
ture designed by Dave Haynie. Alice, and Andrea. This chip featured an ad-
The initial chipset run was largely functional, vance DMA engine and blitter as well as the PA-
but some important pieces such as the interrupt RISC processor. The other was a display chip
controller didn’t work, and others were never like Denise, Lisa, and Monica found on early
tested. Amiga models.
Fully functioning AAA chips were never Since Hombre does not support any planar
produced, though they were much talked about mode, nor any emulation for the legacy Ami-
in the trade press. Numerous plans for purchas- ga chipset or Motorola 680x0 CPU registers,
ing Amiga and salvaging the technology came it was completely incompatible with former
and went after Commodore’s demise; all of Amiga models. According to Hombre designer
them including the realization that for the Ami- Dr. Ed Hepler, Commodore intended to produce
ga to stay competitive, the development and re- an AGA Amiga upon a single chip to solve the
lease of AAA or Hombre would have to be one backward compatibility issues, which would
of their overriding goals. be integrated in Hombre based computers for
backward compatibility with AGA software.
Hombre was cancelled along with the bankrupt-
cy of Commodore International.

CD32 • 341
Amiga CD32
The Amiga CD32 (stylized as Amiga CD32) is a
32-bit video game console developed by Com-
modore and released in Europe, Australia, Can-
ada, and Brazil.
The CD32 is part of a family of Amiga comput-
ers and other hardware. It uses CD-ROM as its
storage medium. It was based on Commodore’s
Advanced Graphics Architecture (AGA) chipset, titles that could be easily adapted to the console,
and is of similar specification to the Amiga 1200 which was both a great selling point, and a down-
computer. Not wishing to repeat its earlier mis- fall, as the technology didn’t seem to improve on
take of offering a way to turn a CD32 into an what was already had.
enhanced A1200 as it did with the A500-based The CD32 had the possibility to add
CDTV, Commodore itself made no hardware mouse, keyboard, etc. It also had a covered ex-
available for that purpose. pansion slot intended to accommodate a Vid-
Although the CD32 was largely cross eoCD playback module. This was eventually uti-
compatible with the A1200, the new Akiko chip lized by third parties to create other expansion
was able to perform to “Chunky to Planar” con- modules that allowed the CD32 to act as a fully
versions, which would ordinarily consume many capable Amiga computer, first by adding missing
cycles of the 68020 processor. It was requested ports and later providing for the ability to add a
by Amiga’s software group as most software was hard drive, memory and upgrade the CPU.
currently being developed in chunky pixel mode, In addition to its own special controllers,
suitable for PCs—this function converted these the CD32 is also compatible with most 9-pin D-
“Chunky Pixels” to Amiga bitplanes, allowing sub controllers from the ‘80s and ‘90s, includ-
3D based games to run faster than a base stand- ing Sega controllers, Atari 2600 joysticks, and all
ard 1200. The Amiga hardware may have been Amiga/C64 joysticks, as well as Amiga mice and
incredibly optimised for 2D, but these same op- paddles.
timization proved somewhat of a hindrance for The CD32 is capable of running most of
the new 3D games emerging and although Akiko the titles developed for the CDTV, but differenc-
was a helpful addition, it would still be unable to es in CPU speed and Kickstart version prevent
keep up with the advancing technology. What the some of the earlier CDTV titles from running.
system did have, was a wealth of existing Amiga One of Commodore’s last hardware de-
signs was an external CD-ROM drive for the
A1200 that featured the Akiko chip, thus turning
any A1200 into a CD32-compatible system. The
only currently known surviving prototype of the
CD1200 drive resides at the Retro Computer Mu-
seum in Leicester.
Codenamed Spellbound, the CD32 was an-
nounced at the London Science Museum on July
16th 1993, where Commodore were promising
to sell the console in some cities by Christmas
with wider distribution in January 1994 for $399
(equivalent to $749 in 2021). Computer Gam-
Amiga 1200

342 • CD32
ing World reported in November 1993 that “a their use of the XOR cursor technique (used for
significant amount of software will be available displaying the cursor over the background im-
immediately” for the console, based on the Ami- age), prevented the machines being imported
ga 1200. The magazine in January 1994 stated from their Philippines stock pile until a $10
that “in spite of Commodore’s earlier efforts to million settlement was paid. Despite the tenu-
disguise the fact—the Amiga is a great gaming ous technical grounds which logically made
platform”, but wondered if the company could no sense, the court favoured a tenuous verdict
successfully market the console in the US; “The against Commodore, which they simply couldn’t
CDTV fiasco certainly isn’t reassuring. Will there afford to pay. Some say this was the final blow
be enough U.S. developers to make the invest- for Commodore, but they were already on un-
ment worthwhile?” stable ground by this point. 1993 had seen the
company lose an astonishing $356 million dol-
CD32 were released in September of 1993 at the
lars, and even though the CD32 was selling well,
World of Commodore Amiga show, beating both
their Philippines stock was held until they could
the 3DO and Jaguar to release and claiming the
make payment. Despite this, almost 100,000
title of “The World’s First 32-bit CD Games Con-
machines were sold in Europe outselling its ri-
sole”.
vals, with demand still going strong into 1994,
Although it was the first such machine re-
but Commodore simply ran out of units and with
leased in Europe and North America, it was beat-
component supply problems and mounting debts,
en to market by seven months by the FM Towns
simply couldn’t make any more.
Marty, a console released exclusively in Japan.
Although the CD32 was never officially
However, the CD32’s 68EC020 processor has
sold in the United States, imported models did
a 32-bit data bus both internally and externally,
come over the border from Canada, and many
while the 386SX in the FM Towns Marty has a
stores in the United States (primarily mail-order
16-bit data bus externally. However, because the
stores) imported units for domestic sale. During
CD32 shipped with 2MB of RAM shared between
the long bankruptcy proceedings, Commodore
the chipset and the CPU, this meant the CPU was
UK also provided some hardware components
bottlenecked when accessing memory, similar to
and software for the American market, including
an A1200 operating without 32-bit “fast” (CPU
production of the MPEG Video Module, which
dedicated) RAM.
was not officially released by Commodore Inter-
Commodore also significantly undercut
national.
the competition in terms of pricing launching at
£299, the same price the A1200 was also lowered The console lasted only for approximately sev-
to. Compared to a Mega CD at £369, with the cost en months due to component supply issues and
therefore it didn’t have the sales impact to keep
of a Mega Drive on top, this was a significant sav-
the console alive.
ing, and it led to substantial sales for the console.
The machine’s similarity to the 1200 was one of However, the console was kept alive in
the reasons Commodore were able to get the ma- other forms: In the late 1990s to early 2000s,
chine out to market so quickly and Commodore slot machine manufacturer StarGames utilized
UK entered an aggressive marketing strategy a stripped down CD32 motherboard in many of
akin to Sega’s Nintendo slating approach from their slot machines and in the mid to late 1990s,
a few years prior, even erecting a huge billboardsome vehicle registries in Canada utilized CD32
outside Sega UK’s office playing on Sega’s own systems for interactive multimedia testing for
marketing slogan. drivers license applications. (More on these vari-
ations can be found on the “CD32 After-market
The CD32 was planned and advertised for a US
Variations” pages).
release, but a legal dispute with Cad Track over

some text from: nostalgianerd.com

CD32 • 343
FRONT

BACK

SIDE-VIEW

344 • CD32
Technical specifications
• CPU: Motorola MC68EC020
• Speed: 14.18758 MHz (PAL) / 14.31818 MHz (NTSC)
• Co-Processor: AGA based chipset:
8374 Alice (memory controller and blitter),
4203 Lisa (video control chip),
8364 Paula (sound & I/O),
391563-01 Akiko (I/O controller)
• RAM: 2 MB Chip RAM + 1 KB flash
• ROM: Kickstart 3.1: 512 KB + 512 KB extended ROM
• Sound: 4 channel 8 bit PCM, stereo output
• Graphic Modes: 320x200 to 1280x512 max
• Colors: Palette: 16.7 million
On screen: 256 in normal modes, 262144 in HAM-8

BACK

Edge Connector

Power On RF Modulator Right & Left Audio


Power Connector S Video Composite Video

OR

SIDE

The side of the console contains two standard


9-pin D-connector joystick ports and an auxiliary
connector (AUX) port. The AUX port can be used
with a keyboard or another device.

Controller/Joystick/ Auxiliary
Mouse Port

INTERNAL CD Drive CD Drive Cable

FRONT PANEL
The control pamel in the front of the
machine contains the reset button, power
and disk activity lights, headset jack and
headset volume control.

LED Cable LED Board

CD32 • 345
Main System Screens
Users can start the splash screen by pow- Motherboard Revisions
ering up the system without a CD. From
there the user can enter a language se- During the development phase of the
lection menu and a menu where they can CD32, Commodore provided regis-
view the contents of the internal Flash tered Amiga developers with the devel-
ROM. Unlike most game consoles, this opment versions of the CD32. These
menu does not allow the user to delete versions usually contained a Rev 1 or
files. Instead, the system will automati- 2 motherboard. The first public release
cally overwrite the oldest entries when the of the CD32 used a rev 3 motherboard.
memory runs out. The menu does, howev- Apparently the developer ver-
er, allow the user to “lock” files to prevent sions may also have been supplied
overwriting. with a “debug” card which gave the
CD32 much of the standard ports that
the A1200 had. This was intended to
help the developers port software to
the CD32.
“bigbookofamigahardware.com”

Animated Boot Screen CD Player

Lock and unlock savegames System Language


(NVRAM)

Like all later Amiga computers, the CD32


has a hidden boot menu that can be ac- Rev.2 Rev.3
cessed by plugging an Amiga mouse into
port 2 and holding both buttons down while
turning the system on. Most of the options
in this menu are not useful on a CD32, but
from this menu the user can choose to
boot in either NTSC or PAL mode. This is
important, as there are some games that
will not work if the system is in the wrong
mode, and most games don’t advertise
what video mode they were developed for.
Despite the naming, the menu really only
allows a choice of 60 Hz or 50 Hz video
output; a PAL system booted in NTSC
mode will still output a video signal using
PAL colour encoding, which will usually
Rev.4 Rev.4-1
result in a black-and-white picture when
connected to an NTSC television.

346 • CD32
Included Accessories
Game Controller
Video Cables The CD32 came with a gamepad con-
troller designed for the system. The con-
The North American NTSC version in-
troller has four ‘play’ (action) buttons, a
cluded an RF switch box to connect to a
pause/start ‘bar’ (start button), two ‘gen-
television, or monitor.
eral feature bars’ (shoulder buttons) and
The European PAL version included a an ‘omni-directional movement button’
RF modulator cable. (d-pad).
S-video and composite video options is Each button is unique to the
also available, but these cables were not game playing. Typically the red button is
included with the system. the fire/action button and the most fre-
quently used. Most games don’t use ev-
ery button, and some only use two.
The controller is mostly criticized by
Amiga users, and the d-pad is often the
PAL RF Modulator Cable biggest complain. The d-pad is basi-
cally just a disc with four round bumps
in the cardinal directions. Commodore
included a rubber piece that
glued onto the d-pad to give
Switchbox it a more traditional pad. The
d-pad cause pain for some
users after using it for a ex-
tended period. It is also the
most prone to breaking on the
NTSC RF Modulator Cable
controller.
The gamepad is compatible with an Ami-
Audio Cables ga computer. Some Amiga games were
also designed to takes advantage of the
Stereo audio cables were in- gamepads extra buttons.
cluded for connectin the con-
sole to an audio system.

Power Supply
External brick-type 22 watt power supply
unit.

CD32 • 347
magazine article excerpts from; “32-pages special CD32 edition” CU Amiga Magazine 43
(September 1993) written by: Jolyon Ralph

AMIGA CD32
SPECIAL
The launch of the Amiga CD32 console
threatens to redefine games playing as
we know it. With AGA graphics, an ‘020
processor and 2Mb RAM, the new ma-
chine looks set to revoulutionise home
entertainment with its ability to play com-
puter games, music CDs and blockbuster
movies.

Is the Amiga CD32 the future of home


entertainment or a poisoned chalice that
will be the downfall of Commodore?
Jolyon Ralph checks out the new 32-bit
The CD32 threatens to redefine gameplaying as we know
Amiga CD console. it. Stand by to be amazed.

Sega and Nintendo said it couldn’t be box. One thing the CD32 isn’t, is the are too easily scratched without cad-
done, but Commodore have proved CDTV-2. CDTV was designed to do dys), and doesn’t have a built-in lens
them wrong by bringing out the worlds something totally different — a home cleaner like CDTV, so be prepared to
first 32-bit CD-ROM based console, multimedia system for entertainment, regularly clean the lens on the CD32 if
and at an affordable price, too. By education, reference and productiv- you buy one, especially if you live in a
combining the 32-bit technology of ity, and was never really given long house with smokers. CD lens cleaning
the A1200 with a fast double-speed enough to prove itself. The CD32, on solutions or special CD cleaning discs
CD-ROM drive in a small Megadrive- the other hand, is purely a games ma- are available from most HiFi stores.
style box, they’ve effectively stolen a chine. It’s a ready-made market and Powering up the CD32 reveals a
march over their competitors — but is Commodore have come out with the rather pretty title screen using 256
the new machine any good? machine at exactly the right time. colours and colour cycling, along
It certainly looks unlike any other The CD32 is simple to operate. with an irritating and somewhat out of
Amiga, and at first glance you could Open the flip-top lid to reveal the tray place musical ditty. Both of these stop
be forgiven for thinking it was a for the CD. The CD32 does not re- as soon as you load a CD and lower
Megadrive. Only the big ‘32 Bit’ quire caddies that annoy most CDTV the lid. What happens next depends on
and ‘Amiga CD32’ logos point to and A570 users (although I must ad- the type of CD you put in.
the power contained in the dark grey mit I prefer the caddy system - discs

350 • magazine article


NOT SO NEW
The first batch of CD32 titles will be
enhanced versions of classic Amiga
games (Robocod, Pinball Fantasies).
These will use CD quality audio and
oodles of animation, sound and extra
graphics. Some will have extra levels,
and a few, such as Microcosm from
Psygnosis, have been developed ex-
clusively for CD. No finished CD32
titles were available in time of this
review, although several (including
Diggers, RoboCod and Pinball Fan-
tasies) should be finished by the time
you read this.
CD32 disks contain a data track
which contains program data in ex-
actly the same way that floppy disks
and hard disks do, and the CD32 will
‘boot’ from a CD in the same way any
Amiga will boot from a floppy disk.
Unlike floppy or hard disks the CD Most standard CDTV titles will in the graphics decoding, and the con-
can also contain up to 98 other audio work in the CD32, although many trol has been greatly simplified.
tracks. These are identical to audio require a mouse (luckily the CD32,
tracks on music CD, indeed you can unlike CDTV, has standard mouse/ GOING, GOING, GONE
play these tracks on CD32 and CDTV joystick ports so you can plug in any In producing a low-cost Amiga con-
discs in a standard CD Audio player standard Amiga mouse). Some titles, sole it is inevitable that things had to
(although be careful, some players especially PD collections, require go. The usual complement of expan-
will try and play track 1 which can be a floppy disk drive, and currently sion ports found on every Amiga since
extremely noisy!) If you remember no floppy drive can be connected to the Amiga 1000 has been cut down to
what it was like playing Spectrum or CD32, although one should be avail- the bare minimum, and some would
Commodore 64 tapes in your hifi at able by the end of the year. say below the minimum, required.
full volume you’ll know what I mean. CD32 will also play your Audio The RGB port has been removed, al-
CDs. Inserting an audio CD brings up though a S-VHS output is now sup-
a smart menu similar to the one on the plied which gives an extremely good
JARGON BUSTERS picture on S-VHS TVs and monitors.
CDTV, but it reacts faster and is sim-
• AGA: Advanced Graphics Architecture - The pler to use than its predecessor. Like With S-VHS, RF and Composite it is
chips in the A1200/A4000 and CD32 that allow up to
256 colours to be displayed on screen. CDTV you can control CDs from the now possible to connect the CD32 to
• CD-ROM: Compact Disc - Read Only Memory - joypad, but there aren’t any buttons almost any TV or video system and
A CD, identical in appearance to your Dire Straits
disc, but containing computer data. on the main unit to control CD play. obtain superb quality output. Many
• CDTV: Commodore Dynamic Total Vision - Com-
modore’s previous attempt at a CD-ROM based CDTV had problems with a few au- modern TVs have S-VHS inputs at
Amiga. Aimed at the home ‘edutainment’ market it dio CDs, especially extra-long CDs the front of the TV, so connecting the
was a slow seller and is no longer in production.
• CDXL: A format for simple partial screen motion with lots of tracks. All CDs I tried on CD32 doesn’t require all that tedious
video from CD on CDTV and Amiga CD32.
• FMV: Full Motion Video - Using MPEG to play back the CD32, including a couple known messing around with SCART sockets
better than VHS quality video from a CD. to cause problems on CDTV, worked and cables hanging out of the back
• Jurassic Park : A film with some dinosaurs in it.
• MPEG: Motion Picture Experts Group, they decide fine. The audio quality, when put of your TV that previous machines
on a format for highly compressed video that can
squeeze video to small enough files to play from through an amplifier or into a TV with needed. Even the RF output quality is
CD. reasonable speakers, is excellent. good, so whatever TV you have, your
• MULTISESSION: Writable CD discs can be writ-
ten to several times before they are full (data can CD+G discs, special audio CDs CD32 will work. The S-VHS output
be added, but previous data cannot be altered or
removed). A multisession drive is a drive capable with simple graphics (not to be con- can also be connected to any monitor
of reading this type of CD. fused with the obsolete CDVideo that has separate Chroma and Lumi-
• NTSC: National Television Standards Committee
(USA): American TV standard, incompatible with discs) can also be used. These come nance inputs, such as the 1084S and
PAL (UK).
• PAL: Phase Alternative Linescan, which is the up with simple graphic sequences. even the old 1701 C64 monitors, al-
video system used by your TV if you live in the UK Most CD+G discs are karaoke discs, though a special lead is required. The
and most of the more civilized parts of Europe.
• Photo CD: A Kodak system for storing up to 100 and both CD+G discs I tried in Amiga parallel and serial ports have been re-
photographs on a writable CD. You can take your
35mm film and get it transferred to CD. CD32 worked without problems, in moved, so you can’t connect external
• SECAM: The French TV system, similar to PAL. fact the CD+G code has been improved modems, printers, digitizers, and so
Used in France, Russia, and a few other equally
interesting places. since CDTV. There are no more errors on. Obviously most of these are rather

magazine article • 351


pointless on a game console, but there the joystick/mouse ports are on the
are two things that some people will left-hand side (as on the A4000) to the
miss. No serial port means no ma- irritation of right-handed people like
chine-linked games, and no parallel myself.
port means the CD32 can’t be linked Next to the Joystick ports is a mys-
to another Amiga with the Parnet net- teriously labelled ‘aux’ socket that
work cable to transfer data from CD to turns out to be nothing more than a
Amiga (many CDTV owners use this standard A4000 keyboard socket. An-
to transform their CDTV into an ex- noyingly, the black CDTV keyboards
ternal CD-ROM drive on their Amiga. do not work, only the white A4000 Unlike the CDTV, the CD32 comes
Most surprising is the lack of a keyboards which are not available with mouse and joystick ports.
floppy disk drive port, especially con- separately. Commodore say that other
sidering the amount of games already expansions including virtual reality atrocious 8 colour dithered video that
on Amiga disk format. It may be that ‘gloves’ are being developed for this the Sega CD inflicts on its users.
the cost of adding the floppy drive port, but to be honest, I don’t believe Unfortunately, CD32 does not sup-
interface circuitry was too much, or them. port the Kodak PhotoCD format. The
possibly it was pressure from software hardware is ideal for PhotoCD sup-
publishers, eager to convert over to BOX OF TRICKS port, all that is needed is software to
unprintable CD-ROM and unwilling The CD32 does have one large mon- display PhotoCD images, and if it had
to see the machine able to run floppy ster-sized expansion connector, which a floppy disk drive I’d write it tomor-
(and along with that pirate) software carries all the relevant lines to add all row. It appears that Commodore have
too. Whatever the reason it makes the the missing ports to with an external had problems licensing the PhotoCD
CD32 a totally closed system. You board. At the CD32 launch some de- rights from Kodak, or again it may
can’t put data into it, except on CD, velopers were running from machines have been a cost issue, PhotoCd cost-
and you can’t take data out of it onto fitted with ‘debug’ boards connected ing too much to implement at this
disk or via in/out ports. to the back containing all the miss- stage. Whatever happened, it’s inevi-
The CD32 also has standard mouse ing interfaces. This will apparently table that PhotoCD will be supported
and joystick ports, something sorely become the basis of a Commodore sooner or later as the hardware is ca-
missed from CDTV. The supplied ‘base unit’, containing all the ports pable of supporting the multisession
controller is rather Nintendo-esque and interfaces, along with floppy disk XA format discs that PhotoCD images
in design, down to the buttons on the and ram expansion, to make the CD32 come on, in fact the multisession abil-
top left and right sides, plus four fire into a true Amiga computer. ity is little use for anything other than
buttons, a start/stop button and an 8 This expansion also contains the PhotoCD.
way directional pad, enough for the space for the add-on FMV cartridge. On the top of the CD32 case there
most frantic beat-em-up games. The This will be out before Christmas, at is a 3.5mm headphone socket plus a
controller links to a standard mouse under £200, if you believe Commo- volume slider for the headphones. As
or joystick port, and apparently will dore’s PR machine. Commodore are on the CDTV and A570 the volume
work with any Amiga when used with working hard to try to beat Philips to slider only affects the volume through
the right driver software, so you will the market with FMV (Philips are cur- the headphones, and has nothing at all
no doubt see lots of software starting rently running over 9 months late). to do with the volume levels through
to support the new joypad. Until then the CD32 is capable of the Audio out or the TV output.
The controller comes with a nice CDXL video, similar to the 1/4 screen Next to this are the power and disc
long lead, it’s encouraging to see video seen on the CDTV, but because activity lights, and a reset button, al-
someone putting some though into of the faster processor, better chipset though you do not need to use this all
how the unit will be used, although and, most importantly, the double the time. Most discs reset automati-
there’s definitely some left-handed speed CD ROM drive, it is capable cally when you open the flip top lid
militant designer at Commodore, as of 3/4 screen full motion video purely and take out the CD, but this can be
the joystick/mouse ports are on the in software, light years ahead of the prevented (when you have a product
on more than one CD, or a product
like Video Creator that allows you to
use your audio CDs).
The power on/off button is on the
back of the CD32 rather than on the
The numerous expansion power supply, which means the power
ports found on other Ami- supply needs to be turned off at the
gas have been radically
cut back on the CD32
wall when not in use to avoid over-
heating. Where does this new ma-
chine leave owners of other Amigas?

352 • magazine article


Well, if you own one of the older (so almost certainly won’t fit if you
pre-AGA (A1000, A500, A500+, have a 32-bit RAM card or accelera- NEW HARDWARE
A600, A1500, A2000, A3000) Ami- tor in your A1200) connected to an
gas you will not be surprised to hear external expansion. It will also require Chunky-To-Planar
that there’s no way to get CD32 discs replacement Kickstart 3.1 ROMS, but The new Amiga CD32 contains a
rather special new piece of hardware
running on your computer. CD32 re- thankfully the ROMS are socketed on called a chunky-to-planar gate array. If
quires the AGA chipset, and none of the A1200 so this isn’t a major prob- you program games you’ll instantly go
these machines come with, or can be lem. ‘wow!’, but if you don’t, here’s how it
upgraded to, the AGA chipset. The A4000 device may not be a works, and why it’s so good:
CDTV can’t be upgraded to run ‘true’ CD32 emulation at all, but will One of the problems with the Amiga
graphics design is that it works on
CD32 either. There is no way to up- probably be a SCSI device with soft-
bitplanes. Each pixel on a 256 colour
grade a CDTV to the minimum stand- ware CD32 emulation, although even screen is broken into 8 bits which are
ard required for CD32 as you would on the 4000/040 this may not be fast stored in 8 different areas of RAM.
need to replace almost everything. In- enough to emulate Chunky-to-Planar What this means is that to plot a pix-
cluding the CD-ROM, and the moth- hardware. Most 4000 owners will el on a 256 colour screen requires
erboard, that is of course if the re- probably want CD-ROM more for ac- 8 separate writes to memory, which
can be rather slow. The advantages
placement parts were available, which cess to multimedia, PD and PhotoCD of this system is that the bitplane sys-
they aren’t. discs, and third party CD-ROM drives tem makes it much easier for parallax-
allowing access to all of these are al- scrolling games and for many other
A1200 ADD-ON ready available for the A4000 (and all tricks that make Amiga games unique,
With the Amiga 1200 and 4000, Com- other Amigas except the A600). plus you can have as many bitplanes
modre have said they will support All things considered, the new as you require (up to 8).
The PC VGA standard uses a differ-
CD32 emulation on these machines CD32 console is a lot better than most ent system called byte-per-pixel. Each
with add-on devices. The A1200 de- people thought it would be. Corners pixel on the screen is directly repre-
vice will not connect to the PCMCIA have been cut, but we’re still left with sented by a single byte in the display
port as previously thought, but will be an incredible machine, and more im- memory. Writing a pixel to the screen
connected via a trapdoor expansion portantly, it’s far in advance of any- requires only one write to memory, so
it is much faster than bitplane mode
for most operations on 256 colour
CD COMPARISON CHART screens. The disadvantages are that
it’s inflexible (byte-per-pixel requires
enough RAM for a 256 colour screen
CD32 CDTV CDi Sega MegaCD however many colours you want to
Price (RRP) £299 £299 £499 £399 (inc Megadrive) use), and it’s no use at all for scroll-
Architecture 32bit 16bit 16bit 16bit ing games, especially those requiring
parallax-type effects.
Processor 68EC020 68000 68070*** 68000
But for 3D games like flight simu-
Processor Speed 14Mhz 7.14Mhz 16Mhz 12Mhz
lators, or other games requiring fast
RAM 2Mb 1Mb 1Mb 64kb(!) graphics scaling, like Wing Command-
CDROM Speed Double Single Single Single er the VGA system is better. Wing
CD Audio Support Yes Yes Yes Yes
Commander on the Amiga draws its
graphics to an imaginary byte-per-pixel
Colours Available 16Million 4096 16Million 512
screen then uses a complex algorithm
Max on screen(*) 256 32 256 64 to convert the finished VGA screen into
RF (TV) output Yes Yes Yes Yes an Amiga bitplane-based screen. This
Composite Video out Yes Yes Yes Yes is unfortunately a rather slow process
S-VHS output Yes NTSC only Yes No
and results in poorer performance than
the PC version.
Keyboard socket Yes Yes Yes No
What the Amiga CD32 gate array
Floppy drive port No** Yes No No does is perform this VGA-style to bit-
Standard Joystick connectors Yes No** No Yes plane conversion extremely fast in
Requires Caddies No Yes No No hardware, so your game can spend
more time doing other things, result-
Photo CD support No** No** Yes No
ing in faster and better games. When
Movie CD support No** No No** No
this hardware filters down the system
CDXL support Yes Yes No No to reach other Amiga models, it has
Arcade-quality games Yes Some Some Yes another immediate benefit. Current PC
Refrence/Serious titles available Yes Yes Yes No
emulators can’t emulate VGA screens
quickly because of exactly this prob-
Expandable to home computer No** Yes No No
lem. This hardware, combined with a
Average title price £30 £30 £50 £50 PC emulator, should allow you to emu-
* Max colours on screen in standard modes for games etc. late PC VGA software far faster than is
** With optional add-on. currently possible.
*** 68070 is custom 16-bit 68000 variant

magazine article • 353


thing Sega or Nintendo have got to offer.
Hopefully, we’ll soon start to see the release
of original product for the machine, software
that’s been especially developed to take ad-
vantage of the consoles architecture — then Do Commodore have a winner in the
we’ll really be in for a treat. aggressive console market?

Commodore certainly think they do, and they have managed to


CD32 TECH SPECS convince almost all the key software developers in the UK that
it’s worth developing for, something they were never able to do
Here are those technical specs for the new Amiga CD32 with CDTV.
in full.
With a true 32-bit machine and a fast CD-ROM at under £300
Processor: 68EC020 at 14Mhz (same as A1200)
RAM: 2Mb CHIP RAM (same as A1200) plus 1Kb of non-
(the Megadrive Mega CD bundle costs £399, and that is only a
volatile RAM for storing hi-scores. 16-bit machine with terrible graphics quality) all Commodore
ROM: Kickstart 3.1 (version 40.58) - Similar to the 3.0 ROM have to do is get their marketing right, something they have had
in the Amiga 1200/4000, but with new libraries and other
suppport code for the CD-ROM mechanism. terrible problems with in the past, and they are on to a certain
Chipset: AGA Chipset (as on Amiga 1200) plus new chunky- winner.
to-planar hardware.
The big question is will The Kids switch to Amiga CD32 from
Video Out: RF (PAL, NTSC, or SECAM units available) to
connect to aerial socket on your TV. Composite Video and Sega and Nintendo? I asked Dorian, my 10 year old brother and
Super-VHS outputs are available. There is no RGB monitor
port on the standard CD32. confirmed Super-Nintendo freak what he thought of it: “Mega
Aux Connector: Standard A4000-style keyboard connector. CD is a rip off, this is much cheaper and better. I like the control-
Other possible add-ons include multi-joystick, adaptors, vir-
tual reality ‘gloves’.
ler and the CD32 looks decent.” So there you have it. If games
Joystick Ports: 2 standard Amiga joystick/mouse ports like Jurassic Park and Mortal Kombat make it out on CD32
capable of supporting digital and analogue joysticks, mice, soon then it’s going to be a monster hit this Christmas.
trackballs and light pens as well as the new CD32 multi-
button controller. Should you buy it? If you’re into Amiga games then yes.
Expansion bus: Full expansion bus allowing possible further Within a year floppy disk could be dead as a game distribution
expansions including: Parallel/Serial/Floppy/RGB, Photo CD
support; Full Motion Video (FMV) MPEG decoder board; format. Publishers are eager to utilise the huge potential that CD
Ram Expansion, Processor; Accelerators (68030/68040 etc);
Hard disk interfaces (IDE, SCSI, SCSI 2, etc); Networking
gives them, and at the same time put an end to piracy that has
PCMCIA. caused so much damage to the industry.
CD-ROM: Top-loading double speed (300Kb/sec data rate) And at £299, it’s exactly the same price as the A1200, so
multisession CD drive. Unlike CDTV the drive does not re-
quire caddies and is not self-cleaning. which is the better buy? Well, if you want CD games, then the
Compatible with: CD-Audio; CDTV titles (most seem to CD32 is currently the only choice. The CD drive for the A1200
work); CD+G audio discs with graphics (including Karaoke
discs); CD specific titles; Movie-CD discs (with optional is still not available, and I doubt it will be released this side of
MPEG board).
Christmas. It is highly likely that the ‘computer’ expansion box
for the CD32 will be available long before the A1200 CD-ROM
drive (which itself is unlikely to cost much less than the CD32).
As more publishers take the plunge and like Millennium with
Diggers, release on CD first and a cut-down floppy disk version
later, it makes little sense to rely on floppy disk software.
The potential of the CD32 is massive. The hardware is excel-
lent, there are a lot of programmers who know how to develop
for the Amiga, and the development costs are relatively small. It
will take a few good quality titles to make a CD32 success, and
Idiot-proof manual. Plug in, switch on and you’re up and
running. these are definitely on the way.
I am currently finishing my first title on the CD32, called
Excellent. Competitively priced for the technology you’re Video Creator and I’m confident that CD32 is going to sell well
getting.
enough that I’ll be able to develop more titles in the future.
It’s true potential has yet to be explored, but the basis for a
If it had a floppy drive connector and PhotoCD support, then
complete home entertainment system is there. it would be excellent, although I suspect it woudn’t have been
able to have these and still come out at under £300.
Purely a game machine, but add-on extra will boost expan-
sion possibilities.
Would I buy one? My own CD32 is already on order, and I
can’t wait for it.
First of its kind. Says it all really. And is it going to be a success for Commodore? Well, put it
this way, I’ve bought shares in them!
by: Jolyon Ralph

354 • magazine article


INSIDE THE CD32

The games ports are standard 9-pin D-type This card connector is the slot where the CD
connectors, but they will now support 11 but- mechanism’s data cable is connected to the
ton controllers. main board.

Audio Left and Right.


Standard RCA/Phono sockets supplying a bal-
anced 1 volt peak to peak signal for an ex-
ternal amplifier.

S-Video out.
A standard S-Video socket for supplying com-
ponent Y/C video to suitable equipment, such
as an S-VHS video or monitor.

UHF Modulator.
Supplies a standard modulated signal for con-
nection to a TV or Video. The channel can
be altered via the adjusting screw which is
accessible externally.

Power in.
This connects to the supplied PSU and accepts
the voltages required to drive the CD unit as
well as the main circuit board.

Power switch.
Cunningly allows you to connect or disconnect
the power supply at the flick of a switch.

The AGA custom chipset gives the CD32 the


graphics power of an A1200, all in four sur-
face mount packages.

This is the crystal which drives the CPU.


Rated at over 28MHz, this will supply a clock
frequency at about 25 MHz.

VLSI chip.
Handles data transfer through the expan-
sions and also incorporates the technology
to convert between chunky and bitmap graphics
types, which will provide very useful.

The 68EC020 processor chip.


This is the non-MMU version, but very few
packages on the Amiga require an MMU, and
certainly none of them are games. This is a
surface mount version of the chip, so there
is no way of replacing it.

Expansion bus.
This versatile interface port will allow the
connection of a variety of devices, includ-
ing the soon to be released MPEG board and
the Convertor which will turn the CD32 into a
CD-capable A1200.
2Mb RAM organised as 4 x 512k packages. Any
extra RAM will have to be added off the board.

magazine article • 355


BEHIND THE
SCENES
Commodore’s Head of
Engineering, Lew Egg-
ebrecht, gives us a behind
the scenes account of many things but had no specific focus.
how the CD32 was first It did not play movies, it was not quite
conceived and then devel- a computer and it was too expensive to
be a game console.
oped 5. The most popular titles on CDTV The CD32 was put together in record
were game or entertainment titles, not time. The project began in October
A little over a year ago we had just reference or educational titles. 1992 and was finished in May 1993.
finished testing the new AA 32-bit
chipset. We now had a very cost The decision was made to focus any
added to improve performance?
effective 32-bit Amiga compatible new CDTV-like product towards
15. What features need to be added to
chipset that met all our perform- games and entertainment and, sec-
Amiga DOS to support better games?
ance criteria. Our basic plan was to ondly, to support a general interactive
16. What should the cost and price tar-
convert the entire Amiga product multimedia player capability. Amiga
gets be?
line to the new 32-bit architecture games software had been phenom-
17. Who will be our main competition:
as soon as possible. The AA chipset enally successful in the UK and Eu-
Sega CD, Nintendo, 3DO, CD-i?
had been debugged using a high end rope, so we decided to play to our
system design which eventually be- strengths in that market. This also Of course, as with most new prod-
came the A4000 family of desktop would put us head to head with some ucts, the more controversial issues
video workstations. pretty stiff competition. The decision concerned what the console should
to focus on games and entertainment be called, what the colour should be,
Those systems were introduced in created a whole new set of questions and what type of packaging it should
the early Autumn of 1992. Slightly and issues which needed to be ad- come in!
later, we began the development of dressed: These were just some of the many
the A1200 to upgrade our home com- questions we needed to address before
puter line to a full 32-bit system. The 1. Should a new ‘game console’ be car-
a system specification could be com-
results of this activity was the intro- tridge based, CD-ROM based or both?
pleted and development started. Since
duction of the A1200 slightly after the 2. Should compatibly with CDTV be
the Amiga has enjoyed very good sup-
launch of the A4000. Our next target maintained?
port from the UK and European de-
was CDTV. Although CDTV did as 3. Should compatibly with the A1200
velopers, we decided to solicit their
well or even better than competitive be an issue?
input. In mid-summer of 1992 we set
systems during its lifetime, it did not 4. Since most games bypassed Amiga
up meetings with several of the key
live up to our expectations. After anal- DOS, should it be used?
game developers who had strongly
ysis of the product and the market we 5. What interface ports are needed —
supported the Amiga. The basic ques-
concluded that a new CD-ROM based composite video, S-Video, RF, Stereo,
tion asked was, “if you had our 32-bit
interactive multimedia player needed etc?
AA chipset technology in a game con-
to address the following issues to be 6. What type of game controllers
sole, what would your definition of a
successful: should be provided, IR or wired?
‘dream machine games console’ be?”
7. How expandable should the system
1. The $600 (£400) to $800 (£550) As you might have guessed, we had
be?
price point was too high for this type of a wide variety of input and opinions.
8. How much memory is standard?
consumer product. A new price point However, a basic trend did emerge
9. Is non-volatile memory required?
in the range of $300 (£200) to $400 from these meetings:
10. Should the CD-ROM drive be dou-
(£270) was needed to ensure success. ble speed? 1. A new system must be CD-ROM
2. Good multimedia applications need- 11. Should multi-session support be based. CDs were much easier to pro-
ed a higher performance spec and bet- provided on the CD-ROM drive? duce, less costly and were percieved
ter-quality graphics to be successful. 12. Should the power supply be inte- as a better delivery system than car-
3. VHS-quality full motion video grated with the main console or be a tridges.
would have to be at least an option on separate unit? 2. A 32-bit CPU with 2 megabytes of
any new system. 13. What processor and clock speed memory was needed.
4. To many customers it was difficult should be used? 3. The main competition would be
to explain what CDTV was. It was 14. What hardware features could be Sega CD.

356 • magazine article


4. The AA chipset and 32-bit CPU peat this error. cycle for the injection moulded plastic
would provide 3 to 5 times the per- The major development challenges parts tooling.
formance of the Sega CD. were to meet the cost targets and stick 5. Also, manufacturing test procedures,
5. If we could produce a 32-bit AA to the rigorous schedule. A large part programs and test fixtures needed to
system for the same price as 16-bit of engineering is the design of the be developed in parallel to meet our
systems today, we would have a clear parts to meet cost targets. This is of- schedules. Out target was to be able
winner. ten more difficult than the technical to support production levels of 25,000
6. Full motion video was needed as an problems encountered. Also, evaluat- units per week within four weeks of
add-on feature. ing components from outside suppliers start up!
7. Retaining compatibility with the and negotiating schedules and costs are
Amiga would enable quick software a major part of the development effort. Off course, no matter how good the
development. The key technical challenges for hardware platform was, it would not
the development group were: be successful without good applica-
tions that truly utilised the 32-bit AA
1. Development of a new low cost, high hardware and the CD-ROM drive.
performance, double speed, multi-ses- Our CATS organisation, lead by John
sion CD-ROM drive and its electronic Campbell, was given the task to so-
and micro code. The drive mechanism licit developer support and provide
was from Sony, with electronics from ongoing technical support to the de-
Sony and Chinon. The drive micro velopers. Due to the large body of
code was developed jointly between Amiga game software already avail-
Chinon and Commodore. Chinon was able on floppies and the developers’
to do the final assembly and testing of familiarity with the Amiga and its
the new drive before shipping it to our development tools, it was easy to get
Philippines plant for assembly into the commitment to do new or enhanced
The man himself - CD32. titles for the CD32. To emphasise
Lew Eggebrecht 2. Development of a new VLSI [Very the importance and commitment to
Large Scale Integration] gate array to this project, Commodore’s UK MD,
support the interface of the new CD- David Pleasance, our president, Mr.
Next, we went back to West Chester ROM drive, the two 8250 Amiga chips, Mehdi Ali, and myself met several
PA., and began to write preliminary the CPU interface, the Glue Logic and times with each of the developers to
product specification. This was led the chunky pixel to bit plane conver- encourage support. As you can see,
by Jeff Porter, our Director of Ad- sion memory array. This new chip had the response was outstanding as is ev-
vanced Technology. After many long over 37,000 gates and had to be right ident by the many titles now available
meetings with our development staff, the first time. There was no second and under development for the Amiga
we finished the preliminary specifi- pass in the schedule. CD32. Dr. Alan Havemose and John
cation in September 1992. We took 3. Development of a new enhanced Campbell put together an early devel-
this product specification back to the version of Amiga DOS. Support for oper support package in mid-Decem-
developers to solicit their input. The the CD-ROM file system needed to ber to allow application development.
general reaction was ‘You will have a be added with multi session capabil- This package included documentation
winner if you can produce this prod- ity added. Support for the new game on the system hardware and the new
uct at the competition’s 16-bit price controller interface also needed to be Amiga DOS features, an early version
point by next autumn’. A few minor included as was support for the CDTV of the new Amiga DOS and a special
adjustments were made in the specifi- applications. Finally, special functions version of an A4000 system combined
cations and it was finalised. were added to enable the application to with a number of tools. The A4000
The project was now given the orderly close down portions of the OS development system included:
go-ahead and turned over to our de- to gain memory and cycles for the ap-
velopment staff: Jeff Frank, Director plication. 1. A special processor board with an
of Systems Hardware, Don Kamin- 4. A totally new mechanical design was 88EC020 processor to simulate the
ski, Director of Mechanical Design needed for the Amiga CD32. Tools for performance and processor environ-
and Dr. Alan Havemose, Director of over ten new plastic tools had to be de- ment of the final product on the A4000.
Systems Software Development. By signed and fabricated. The top-loading 2. An early version of the new Amiga
mid-October the detailed specification CD-ROM drive created a very critical DOS with the CD-ROM drive simu-
was complete, a development sched- design problem between the top cover lated on the hard drive.
ule was in place and the project was and chucking mechanism and the top 3. Support for writing CD gold disks.
begun in earnest. In the past, projects of the case. A full 3D CAD simulation 4. Support for optimising CD data track
had been started without detailed of this area was needed to achieve first layout for each application.
specifications resulting in significant time success. Again the schedule only A decision was made to limit the
delays. We were determined not to re- permitted one pass on the development number of early developers to those

magazine article • 357


that would commit actual resources plications on the actual hardware. this schedule we had to lock down the
and were long time faithful Amiga de- These early systems had CD-ROM system software to five to six weeks
velopers. With our limited resources it drives that required manual CD place- earlier to accommodate mask ROM
was impractical to attempt to support ment and chunking — which some- lead times. At this point we had very
a large developer group immediately. times ran backwards, old Arizona little test time on the new Amiga
As time went on we slowly added chips, reworked Nintendo game con- DOS and CD-ROM micro code. To
developers. Chris Ludwig from our trollers and early versions of Amiga further complicate things we made
CATS group spent many weeks in the DOS supporting the enhancements. the decision to test and support the
UK and Europe supporting the devel- Slowly we upgraded these systems top 30 CDTV titles on the new sys-
opers first hand. Also John Campbell, with new drives, Akiko chips, new tem. These now all had to be tested
Dr. Alan Havemose and myself made game controllers and the later version and any problems resolved by early
several trips to support them. of the new Amiga DOS EPROMS. April. To accomplish the desired test-
We set an internal target of being Our target was to begin a pilot pro- ing and reduce the system’s technical
able to demonstrate a working system duction run of 200 units in our Phil- risks we decided to delay the start of
at the winter CES in Las Vegas (2nd ippines plant in early May. To meet pilot production by approximately
week of January 1993). The develop- three weeks. This turned out to be a
ment group worked around the clock wise decision since we found a fatal
and through the Christmas holidays problem in the CD-ROM drive’s mi-
to meet this target. We rushed the cro code which we were able to fix in
gate array through FAB and it worked the system software. During this time
with only one minor problem. We got several other hardware problems were
a prototype CD-ROM drive work- also discovered and corrected.
ing and had a hand-made version of In the first week of June we started
the case work fabricated. We met the the first production run of 200 pilot
target with a working system and a machines. These systems were im-
simple running demo. A management mediately distributed to our develop-
decision was then made to show the ers and our own Quality Assurance
system. department for rigorous accelerated
The first version of the new gate ar- testing. We logged overt forty minor
ray in this first prototype was called problems which were analysed and
Arizona and was done in record time. corrected. No major problems were
It was no longer the critical path in found!
the design. After many discussions Test software and fixturing was in
with our software group we made a place thanks to our test engineering
decision to further enhance Arizona. group. Manufacturing and procure-
Much of the 3D software and Full ment, lead by Steve Liang, our Vice
Motion Video software generated President of Worldwide Manufac-
chunky pixel data as their output. In turing, was now ready to produce
the Amiga this data then had to be the system in volume. In the second
converted to bit plane mode for ac- week of July, volume production of
tual display. This process took a lot the Amiga CD32 began. From the
of CPU cycles. We decided to add project’s start in October 1992 to first
special hardware to the Arizona chip production in May 1993, the console
to assist in the conversion of chunky was completed in record time. This
pixel data to bit plane format. There The prototype, called the CD32 Spellbound, extraordinary achievement is credit
which was mounted on plywood when given
were risks since Arizona worked and to all of Commodore and especially
to developers.
any changes could result in a bad chip to the dedicated and talented people
Images by Carl Sassenrath and bigbookofamigahardware.com
impacting our schedule significantly. of the development group. All con-
The change was made and again we tributed above and beyond the call of
had a first time success. The new chip duty, but special praise is deserved by
was named Akiko. George Robbins who lead the systems
By mid-February 1993 we were engineering development team. I have
able to deliver 15 prototype systems worked in this industry for over 25
to our selected set of developers. They years and have rarely seen the talent
were mounted on plywood sheets and dedication that was exhibited by
with open wood frames but they al- this group.
lowed developers to run real CD ap- Early Developer version with Kickstart 40.16
Images by Jackhead@assemblergames.com

358 • magazine article


WHAT THE INDUSTRY
THINKS
Reaction to the Amiga
CD32 has been mixed to
say the least. Here’s a se-
lection of comments from cy. With a machine that has virtually
around the industry. non-copyable media, the users know
that a source of free/cheap software
will be non-exisitent. Software houses
Mindscape - Geoff Heath: know it too. People have to get it into No Commodore machines has en-
“I think it will do a lot for the industry. their heads that copying games will joyed such overwhelming support
It’s a great machine. Obviously it’s a kill off the old Amiga, the software from publshers as the Cd32.
lot more expensive than a Megadrive companies don’t need much of an ex-
or a SNES, but you get a lot of tech- cuse to drop an ailing market and the innovative ideas and it’s very impor-
nology for the money. It’s going to CD32 provides a bloody good one.” tant for the industry to support some-
be a though brawl for Commodore as one like Commodore, who has had a
they’re taking on Nintendo and Sega, 21st Century - A. Hewson: fine pedigree as far as home comput-
but the technology is so good that “The key strength of the machine is ers are concerned and is probably re-
I think they’ll do well. I don’t think the RAM. Consoles (Sega and Ninten- sponsible for most of the expansion of
the PC will be affected as it’s a dif- do) are so strapped for RAM, you can this industry. Commodore is a brand
ferent market, mainly simulation and see it all the time in console games. that parents recognise from when they
edutainment products.” They’re always talking about Full bought their kids A500s and A1200s
Motion Video and everything but the and they see it as a very good thing to
Bullfrog - Peter Molyneux: machines don’t have enough RAM for step on to. Plus the price is nice.
“It’s a bit of a shame that the CD32 is it anyway. That, in the long run, is go- The games that have appeared on
likely to be drowned out by machines ing to be the biggest strength. If Com- the Mega CD so far all seem to be
like the 3DO. It shouldn’t do as what modore market it well, then it ought to very samey-samey, whereas with the
you have to remember is that although wipe the floor with the consoles. They CD32 people are thinking about all
those machines are great, they are should really be quite frightened of it. the new and wonderful things you can
very expensive. The CD32 should do There’s still a bit of development that do with it. I hope Commodore don’t
well as long as the product comes out Commodore can put into it behind the make the same mistake they did with
in time.” scenes. The blitter doesn’t move any the CDTV, trying to produce some-
faster and they haven’t used any fast thing exclusive to electrical and hi-
Team 17 - Martyn Brown: memory in the right places, so there’s fi shops. It should be a mass market
“In our opinion the machine is a fan- still a generation of development they machine and Commodore should at-
tastic addition to the Amiga family can pur into the machine.” tack the mass market. Not necessar-
and one which we will be actively sup- ily like Sega but make it clear that a
porting. We will be exploiting the ex- Maelstrom - Mike Singleton: logical progression from an Amiga is
citing audio and visual capabilities of “Well we’d love to develop on it but
a CD32. It’s also important to make
the machine. We firmly believe, how- we haven’t even seen it yet! Eventual-
the younger age group aware of CDs
ever, that it is the games itself which is ly one of the CD formats will latch on
and this should do that.”
important rather than flashy animated as the main player, but whether that
sequences and digitised sound, some- will be CD32 or CD-ROM or CD-i re- MicroProse - Martin Moth:
thing we shall not forget when releas- mains to be seen. CD as a whole is a “We will develop where feasible, but
ing CD32 versions of our titles. There completely different ball game. What certain games of ours are difficult to
are a few development pitfalls in that was once a programmer’s industry convert due to game saving consid-
people will be trying to use as much will soon become an artist’s industry.” erations. It is about time we had a new
digitised material as possible and this piece of hardware to rejuvenate soft-
doesn’t always result in good software Thalion - Tony King: ware sales, although this is a brave step
— check out Philips CDi for evidence. “I think it’s the hope for the industry,
for Commodore considering the bad
If the machine is a large scale suc- for various reasons. Piracy is obvi-
press received by the CDTV. However,
cess then I would imagine that the ously a major consideration. It’s also
there seems to be enough power be-
majority of software houses will pull a reply to the dominance of the con-
hind it to make it a hit. It seems to be
out the 16bit Amiga floppy market, sole markets. It proves that European
aimed at people who want to get more
mainly because of one thing — pira- manufacturers can still come out with
out of a machine than just games.”

magazine article excerpts from; “32-pages special CD32 edition” CU Amiga Magazine 43
(September 1993) written by: Jolyon Ralph
magazine article • 359
Letters from readers sent to
video game magazines.

CU Amiga Magazine 52 (jun. 1994)


BackChat

ANGRY OF AMERSHAM
I am very angry. Being a CDTV owner I
am getting extremely sick and tired over
all the CD32 hype. Yes it is a great ma-
CU Amiga Magazine 68 (oct. 1995)
BackChat
chine, but what about its predecessor?
Where’s Daytona? CDTV owners, like myself, have been left
I own a CD32 and I was won- high and dry by Commodore. What ever
dering why none of the games happened to the rumoured trade-in offers
look anywhere near as spectacu- where existing CDTV owners could possibly
lar as those on the Sega Saturn. upgrade to an A1200 or CD32? Instead
The CD32 is 32 bit and has a all we are left with is a bloomin’ expensive
CD drive like the Saturn, so why A500 with a CD drive, shoved in a black
don’t we see games like Daytona box and rapidly diminishing software selec-
available for it? tion. I have written Commodore on several
I am unhappy with my CD32 occasions, regarding upgrades and trade-
because even though there are ins, and I am still awaiting a reply.
some good games for it, you can So on behalf of all the CDTV owners, I
get games just as good on an would like to ask you;
A1200 or even a A500. I think 1) Are there going to be any trade-in of-
that it will probably go the same fers? If so, how much and when?
way as the CDTV, which would be 2) Are there any upgrades available to
a real shame. bring a rapidly dating machine up to the
current specs?
Colin Curly, Newcastle.
3) Is it worth ditching my CDTV and
saving up to buy a PC which will not date
Answer from the editorial. - as fast as an Amiga appears to.
The reason the Saturn and Playsta- Finally, I would like to thank Commodore
tion can handle games like Daytona for showing us CDTV owners the kind of
is that they have custom hardware
specifically designed for animat-
support we showed them when we bought
ing 3D graphics. Sega have the the machine... NOT!
advantage of their coin-up technol- G Pollard, Amersham.
ogy, which can be filtered down to
a cost-effective consumer level and
squeezed into a console. Escom
seem to want to sweep the CD32 Answer from the editorial. -
under the carpet, with no immedi- At time of writing, Commodore were unable to make any com-
ate plans to put it back into produc- ment on rumoured trade-in deals, although we would like to
tion in its original form. However, stress that these were only ever rumours. As far as upgrading
there’s a chance that it may resur- the machine, you can add extra chip RAM, but that’s as far as
face in 1996. it goes. If you want to buy a new machine, why go for a PC?
What’s wrong with an A1200, or even an A4000? When you
say that a PC will not date ‘as fast’ as an Amiga don’t forget
that people who bought 286PC a few years ago have now
been left high and dry in terms of software support while the
386 is almost at the same stage. And a new 486 costs three or
four times as much as an A1200.

360 • magazine letters


Games
Most of the games released for the CD32 are
PIRACY AHOY! simply ports of games that were already avail-
able for Amiga computers. One benefit of this
article from; Amiga CD32 Gamer #3 (Aug. 1994) is that, when appropriate, many games retain
A series of raids have revealed CD-ROM the ability to use an Amiga mouse (in port 2) or
piracy is on the rise with over £10 mil- Amiga keyboard (plugged into the AUX port).
lion of allegedly counterfeit goods being
CDs created for the CD32 conform to ISO
recovered. ELSPA, the software produc-
ers organisation, masterminded the raids
9660 level2 mode1, although the Rock Ridge
and John Loader, of their Crime Unit, and Joliet extensions are not compatible.
commented: “We warned last month Some titles came in a ‘Big Box’, but most were
that low-cost CD-R copying equipment released in a jewel case, complete with a match-
could potentially lead to huge losses for
ing manual that doubles as the front cover.
UK software producers... The retrieval of
£10 million of software on just 500 CDs The CD32 is capable of running most of the ti-
perfectly illustrates the threat posed to tles developed for the CDTV, but differences in
the commercial software industry.” CPU speed and Kickstart version prevent some
CDs packed with hundreds of PC of the earlier CDTV titles from running.
games have long been rumoured to be in
A CDTV logo is present at the
circulation and could raise the prospect
of cumbersome protection systems re-
bottom of the description box on a
turning to CD32 as well. This would be CD32 title if it had already received an earlier
a pity as these mega-compilation disks, CDTV release.
without any kind of instructions, hardly Some games listed here were re-
seem a serious threat to mainstream
leased on discs compatible with
software sales. While techies suggest
encryption techniques and personalised
both the CD32 and an Amiga com-
software keys could provide a solution, puter with CD-ROM. Some of these games can
a better solution might be taking a leaf be argued if they can still be counted as an of-
out of the record industry’s book. Copy- ficial CD32 release.
ing a CD or a record couldn’t be easier,
but through attractive packaging, ease of
use and relatively competitive pricing
the music industry hardly seems finan-
cially troubled. Since games increasingly
require huge manuals, people who like
games and can afford them would seem
most likely to actually buy the proper
product. As for people who can’t afford
them, or simply prefer hacking protec-
tion systems to actually enjoying playing
a game, do their activities really mean
the rest of us must go back to suffering
the sort of cumbersome protection sys-
tems that would make anyone want to
hack a game open?

CD32 - Games • 361


362 • CD32

Akira

Akira is a side-scrolling action game based on the 1988


anime film of the same title.

The game follows the plot of the film. It starts with


the protagonist Kaneda as he’s riding his motorbike
through the city. After this the perspective switches to
Tetsuo, and then back to Kaneda again. The scenarios
are not lifted straight from the film but are based on ele-
ments from the movie.

In the first few levels, players guide the main character


Kaneda through an obstruction-filled road on his mo-
torcycle. Obstacles come in the form of roadblocks,
holes in the road, which must be jumped with the use
of a ramp, and a variety of characters on the road who
throw bombs at Kaneda. The roadblocks can only be
Developer Int. Computer Ent. cleared by grenades which players can pick up by
Publisher Int. Computer Ent. knocking over traffic cones. Players must also make it
Release date 1994 to the end of the level without running out of fuel. The
Genre Action gameplay is incredibly unforgiving. Rather than testing
the players reflexes the level instead requires memo-
rization.
After the motorcycle levels, there are five plat-
form levels. Players control Tetsuo whose objective is
to kill everyone he come in contact with. Each kill add-
ing to a meter which players have to fill to complete the
level.

Akira has the dubious hon-


or of being one of the worst
Amiga games ever, voted 29
worst release by LemonAmi-
ga users.
Most reviewers at the time
also gave it a negative score.

Other Releases
Amiga 1994

CD32 Amiga

some text from;


mobygames.com/infinityretro.com/ hardcoregaming101.net

362 • Games - CD32


30 YEARS AFTER WORLD WAR 3,
KYOKO A MUTANT CHILD TELLS OF THE
APPROACHING CATACLYSM.

THE COLONEL STORED CAPSULE 7 WHICH


CONTAINS MUTATION 28, BETTER KNOWN AS
AKIRA, DEEP BELOW THE OLYMPIC STADIUM AT A
TEMPERATURE CLOSE TO ABSOLUTE ZERO.
WHEN TETSUO MAKES HIS WAY TO THE KENEDA IS THE LEADER OF THE CAPSULES.
STADIUM AND THE AKIRA PATTERN HIS BIKE IS THE ENVY OF ALL. KENEDA
BECOMES STRONGER. LEADS THE GANG AGAINST THEIR RIVALS
IT IS CONFIRMED THAT THE CLOWNS.
AKIRA’S BRAIN IS GIVING OFF
PSIONIC WAVES !

TETSUO IS TAKEN BY THE AUTHORITIES AND


EXPERIMENTED UPON BY THE TEAM THAT LEAD
THE AKIRA PROJECT. A MATCHING PATTERN IS
FOUND BETWEEN TETSUO AND AKIRA AND AS
KENEDA AND RESISTANCE MEMBER KEI, THE EXPERIMENT CONTINUES TETSUO DURING A BATTLE BETWEEN THE
MAKE THEIR WAY THROUGH THE SEWERS MUTATES AND IS NOW GANGS TETSUO, KENEDAS CHILDHOOD
WHERE THEY ARE ATTACKED BY THE OUT OF ANYONE’S CONTROL. FRIEND, LOSES CONTROL OF HIS BIKE AND
MILITARY AND FLYING BIKES. JUST MISSES HITTING
ONE OF THE ESCAPING
MUTANT CHILDREN.

TETSUO ESCAPES FROM THE HOSPITAL


BLASTING EVERYTHING IN HIS PATH WITH
PSIONIC ENERGY.
KENEDA MANAGES TO GRAB A BIKE AND
FLIES AWAY, TAKING KEI ON THE BACK. THEY TETSUO THINK HE CAN CONTROL HIS NEW
MAKE THEIR WAY THROUGH THE TUNNELS POWERS BUT HE IS WRONG.
GUIDED BY KYOKO, WHO HAS POSSESED
KEI, IN ORDER TO USE HER TO FIGHT TETSUO MUTATES INTO A HIDEOUS
AGAINST TETSUO. BLUBBERY MASS. TETSUO IS TOTALLY OUT
OF CONTROL. THE MUTANT CHILDREN BEG
AKIRA TO RETURN AND SAVE THEM THE
WORLD FROM WHAT TETSUO HAS BECOME.
KENEDA MUST BATTLE TETSUO IN THEIR
FINAL CONFRONTATION.
Alfred Chicken

Alfred Chicken is a platformer originally released for


the Game Boy. The Amiga version is identical to the
Game Boy game except for its color graphics and in-
creased screen resolution.

The player takes the role of a chicken named Alfred


who must find his way across differently-themed lev-
els, which are finished by either climbing to the top of
the level or killing a boss. Bonus games and secret
rooms can be found, and progression sometimes re-
quires solving positional puzzles.
The music in Alfred Chicken is usually upbeat
and silly. Mixed with the gameplay and characters, the
overall feel of the game can be described as similar.

Karl Fitzhugh, the Product Manager of the Amiga ver-


sion of Alfred Chicken, ran as the Alfred Chicken Par-
Developer Twilight
Publisher Mindscape ty candidate in the 1993 Christchurch, Dorset by-elec-
Release date 1993 tion. The exercise was done to promote the game’s
Genre Platformer release. Fitzhugh finished second last with 18 votes,
Mode 1 Player two votes ahead of the Rainbow Party candidate.
The marketing attempt was partially success-
ful. The Alfred Chicken Party was cited, along with
other “frivolous or ‘commercial’ candidates”, as a rea-
son to increase the number of signatures required for
an individual to be nominated as a political candidate
at an election.

A remake was developed by


Monkey King—a division of
Möbius Entertainment—and
released for the PlayStation
in 2002.

Other Releases
Amiga CD32 1993
Amiga 1993
Game Boy 1993
NES 1993

CD32 Game Boy

364 • Games - CD32


Arabian Nights Arcade Pool
Developer Krisalis Software
Developer Antitesi
Publisher Krisalis Software, Buzz
Publisher Team 17
Release date 1993
Release date 1994
Genre Platformer
Genre Sports
Mode 1 Player
Mode 1-8 Players
Arabian Nights is a 1993 platform game
Arcade Pool is an overhead viewed pool
first released on the Amiga.
game designed to be easy to control.
The player controls Sinbad Junior, a The game includes the most standard
lowly gardener who witnesses the kid- games of pool (UK and US 8-ball and
nap of the princess by a dragon. After the fast-paced 9-ball game), each with
Sinbad Junior tries to save her from the customisable rules, computer players
flying dragon, he ends up falling back to of variable difficulties, and two-player
Earth and becoming unconscious before options. There’s also a Survivor mode,
awakening in a prison accused of sor- which is similar to the early Pool arcade
cery and capturing the woman he tried game, in that players solo and have to
to save. clear the table without missing more
There are nine levels in the game. In than three times. Speed Pool involved
several levels there are various game- clearing the table as quickly as possible.
play elements which include flying on a The CD32 version includes some en-
magic carpet and racing against an op- hancements.
ponent in a mine cart. Sinbad will also
“mobygames.com”
meet other characters that can trade
items with him. In one level, Sinbad need
to obtain a snake that will set a prisoner
free, or using a blow torch to open some
frozen doors.
“mobygames.com”

Other Releases
Amiga 1994
Other Releases BlackBerry 2013
MS-DOS 1994
Amiga 1993

CD32 - Games • 365


A
magazine review; Amiga Power #48 (April 1995)
by: Jonathan Nash;

Runs on: A500, A600, A1200


Publisher: Team 17
Authors: Jamie Woodhouse
(code), Danny Burke (graphics),
Allister Brimble (sound), Wood-
house and Burke (design)
Price: £26
Release: Out now

E
veryone had something to say
when it came to reviewing ATR.
“Play Micro Machines,” advised
Cam. “That’s the benchmark for over-
head-view racing games, and is clearly
what ATR is trying to be.” “Play Over-
drive,” offered Steve. “That’s Team 17’s
previous overhead-view racing game, and
it’d be interesting to see what they’ve
learnt from it.” “You only write seven
pages per month,” said Jonathan. “And
everyone hates you.” “Stop worrying
about whether the secret Valentine box
you sent got lost in the post,” whispered
a small inner voice. “Ask the girl, you
fool.”
And so it was I found myself playing
ATR and Micro Machines and Overdrive,
and looking frightened whenever my tel-
ephone rang (which it hardly ever does)
Astonishingly, this blind and yet being nervously excited in case
corner-riddled, trap-packet
course is easily the fairest of it was the girl expressing thanks for the
the snow tracks on offer. Valentine’s box having clearly deduced
the identity of the sender (which it nev-
er was), while a large pile of frantically
looked for reviews built up on my desk
and everybody went out with their friends
and had a really great time. How was your
month been, then? Eh? Eh? Eh?
But anyway. All-Terrain Racing. It’s
the dullest, clumsiest, sloppiest overhead
racer I’ve played. Overdrive included.
From the menus in which only player

366 • magazine article


TR
Are terrapins retarded? All typos
re-worded? Any tea, Reginald? No.
one’s joystick works (and that in-
cludes the bits where everyone has to
input their names) to the incredibly
Well, it’s a
darned good job
those trees are
there to impede
my progress.

types) are at all playable. The others


— bear with me here — don’t have
the courtesy — no, wait for it — to
to have been laid out for the twisted
amusement of the designers, rather
than, say, with a view to being fun to
poor design of the courses, the game mark out the track so you know where race on. They’re ridiculously over-
reeks of shoddiness. It shouldn’t, of you’re going. The excuse is that, driv- complicated, riddled with obstacles
course. After all, Team 17 took note ing in ‘snowy’ and ‘rocky’ conditions and surrounded by traps to fatally en-
of AMIGA POWER’s criticisms of as you are, the tracks will have been snare anyone coming off a bend. This
Overdrive to the point of pulling it obstructed by snow or rocks or some- is bad enough in ‘arcade’ mode (six-
from their budget release schedules, thing and therefore the designers can lap races against four computer driv-
and (more relevantly) ATR is go- get away with suddenly fading out the ers; finish in the top three to qualify;
ing up directly against Codemasters’ road markings and have you careen- win money to — sigh — upgrade
fabulous Micro Machines. You might, ing across blank countryside to smash your car) but in the identical-but-for-
therefore, have thought fairly reasona- into a wall centimetres beyond a small the-number-of-players ‘battle’ and
bly that some attempt to, for example, arrow pointing you back in the right ‘league’ modes it’s a joke.
write a game better than the champion direction. Incredible. You can’t even The idea in a ‘battle’ or ‘league’
of the field would be in order. But no. argue that memorising the courses game is that you strive to get so far
All-Terrain Racing has three games solves the problem, because All-Ter- ahead of the other player that he dis-
modes: ‘battle’, ‘league’ and ‘ar- rain Racing’s graphics are so bland appears of the scrolling and you get
cade’. All, naturally, centre on driv- and repetitive you haven’t a chance of a point. (Yup, just like in Micro Ma-
ing around a variety of courses as picking out landmarks. chines.) Unlike that game’s stop-start
quickly as possible, and this is where ‘feel’ with the match halting as the
the game falls down. There’s a choice SMALL TUREEN other player is put back on the track,
of three types of courses, but only the The other thing about All-Terrain ATR’s races are continuous, with
‘sport’ tracks (yer basic racing circuit Racing’s courses is that they appear the hapless loser replaced in ‘real
time’ just behind the speeding vic-
tor. (The overall winner is the player
who reaches his point quota and then
AND HE’S OFF! crosses the finish line first.)
THE ROAD, THAT IS This continuous racing is a clever
improvement, except it’s not, and it
As the scrolling in ATR follows the
car in lead, much fun can be had took me barely half-an-hour to tum-
with the new game Driving The ble the reason why. The great thing
Wrong Way Around The Track. about Micro Machines was that its
In this exciting new twist on big, friendly courses offered scope for
ATR, the leading driver annoys improvisation and crafty short cuts
the other players by turning and while keeping enough of the track on
zooming off the other way just as the screen so the trailing player had a
his opponent reaches the edge of chance to catch up.
the screen. Several times.
ATR’s courses delight in the con-
fusing, the misleading and the hairpin,

magazine article • 367


so that if you’re second, you’ve had up — great if there’s a turbo-boost
it. Even though to your mind you’re just before a corner.
comfortably close to the leader, when Worst of all, even with all this go- UPPERS The cars move
he goes round one of the many cor- ing on, the game manages to feel well and go “vroom.”
ners the screen scrolls through the empty. For the most part you’re just
sharp angle with him and you’re driving around at a sensible speed
chucked off the screen feeling im- (otherwise you crash with tiresome DOWNERS Appallingly
unworkable tracks that play
mensely hard done by. Then, instantly, regularity), zooming through stupidly
boringly and feel empty. Very
you’ve flickeringly reappeared beside similar-looking power-ups without few shortcuts. Not nearly enough of
the other player, your timing thrown any thought to using them strategi- the track ahead visible. Hastly feel to
off as you’re momentarily made to cally and still coming off at indefen- the whole thing. In two-player mode
follow his line rather unfortunate if sibly strict corners. Some cars go past it’s extremely difficult to tell who’s
he’s just skidded off the track. (In one and off you go again. And when a who. In league mode, all players
memorable game, I reappeared on the tussle does occur there’s no sense of have to use player one’s joystick.
top of my opponents car, causing us victory in shouldering your way past Strangely, they’ve made the second-
both to crash.) your opponents because you know least-poor tracks (the space ones) a
‘hidden feature’. You get infuriating
Power-ups abound on the tracks, that, thanks to the loathsome design,
slowing cones all over the track even
but they’re redundant. Not only do the you’re going to crash or lose your way when you turn them off.
power-ups bounce so you can drive or suddenly drive into a wall because
straight through them (there’s no (hhhhhkkk) your controls have been THE BOTTOM LINE
chance of turning back to try again, reversed. ATR manages, astonishingly, to be
obviously) but they’re also entirely All-Terrain Racing is rubbish. less exciting than Overdrive, and is
useless. Apart from the missile (a sin- • JONATHAN NASH an embarrassment
gle-shot weapon which fires straight alongside Micro Machines
ahead and, er, doesn’t really do any- and Roadkill. A stunningly
THE BOTTOM LINE poor game.
thing when it hits someone) they take
effect automatically as you pick them It is exactly as dull and as
- dare I use the word once
more? - empty.

The Team 17 and Amiga Power magazine feud


During the 1990s, Team17 had a feud of Amiga Power former writers, Stuart
with gaming magazine Amiga Power. Campbell and Jonathan Nash, claim that
Amiga Power had a fairness policy of a Team17 staff member made allegations
giving a 50% score to an average game, of bribery and corruption in French mag-
instead of 73% to keep game producers azine Amiga Concept. Team17 refused
happy, a practice the company saw as in- to supply review copies of games to
herently wrong. Team17 put several east- Amiga Power, even demanding review-
er eggs in their games. For example, typ- ers at its sister magazine Amiga Format
ing “AMIGAPOWER” into Alien Breed sign declarations stating that they would
2 would display a message criticising not share their review copies with Amiga
Amiga Power’s review policy; computer Power. In response to Amiga Power re-
players at the easiest difficulty setting in views of Kingpin and ATR: All Terrain
Arcade Pool, F17 Challenge and King- Racing, Team17 filed a libel action de-
pin: Arcade Sports Bowling were named manding the magazine stop “lying about
after Amiga Power staff members. Two their games”.
“mitchell.fandom.com”

368 • magazine article


ATR: All Terrain Racing
Amiga CD Football
Developer Team 17
Publisher Team 17 Developer Plattsoft
Release date 1995 Publisher Commodore
Genre Racing Release date 1993
Mode 1-6 Players Genre Sports
Mode 1-2 Players
ATR: All Terrain Racing is a racing game
published by Team17. Amiga Power- Amiga CD Football, also known as Ami-
awarded the game a rating of 38%, ga CD32 Sports Football and Amiga
prompting the developer to pursue a CDTV Sports Football, is a reworked
lawsuit for defamation. version of Cinemaware’s CDTV title TV
Like many Amiga racing games from the Sports Football 2, which were initially
era, ATR is a top down racer. Handling cancelled due to the company’s bank-
is based on drifting around corners and ruptcy.
crashing into opponents. Reportedly, the game is not com-
Unlike many of the top down rac- patible with the CDTV despite being origi-
ers of the time, tracks have short cuts, nally developed for it and the game icon
which add an element of strategy. There being named ‘CDTV Sports Football’.
are also environmental hazards the play- Amiga CD Football has three play
er has to avoid, such as oil slicks and modes: arcade, coach and commission-
small jumps. Tracks have turns that are er. In arcade mode, the player has full
not just 90 degrees in nature, a feature control over all players on the field. In
not present in ATR’s precursor, Over- coach mode, only strategy decisions are
drive. Pickups such as turbos are littered made and the computer plays the game.
about the track. In the third mode, the game plays entire-
“mobygames.com” ly by itself and the player only watches.
The player can select from 28
teams within a league. All players in the
team have individual stats and can be
substituted. During a match plays can
be selected to set the next move for the
player’s team. Some limited control dur-
ing the match in coach mode is possible.
An extensive practice mode al-
lows the player to practice all the avail-
able moves in the game. Other features
include different weather conditions and
live audio commentary.
“mobygames.com”

Other Releases
Amiga CD32 1995
Amiga 1995
BlackBerry 2013

CD32 - Games • 369


magazine review; Australian Commodore Amiga Review
Vol 12 #1 (Jan. 1995);

• The Alien Breed games have become something of


a saga. Shamelessly based on the Ridley Scott movies
but not having much of a plot of their own, they’re top
down two player blast-ups in which you do your best
to endanger a species which, one can safely say, even
David Attenborough wouldn’t love.
There was the original Alien Breed, then the Spe-
cial Edition with levels that made the original one look
like a one-on-one with Barney the Dinosaur, and now
there’s Alien Breed: Tower Assault, which adds a lot
more.
It’s still the same game, essentially, but it’s much
more nicely done. On top of the old white knuckle
blasting (toast Big Important Thing, get to the exit lift
before the place blows up), there’s
also considerably more strategy, as the
magazine review; Amiga Power #46 (February 1995); game now encompasses many inter-
connected areas, whose difficulty var-
TOWER ASSAULT e b i g ies, as the promo says, from hard to
nic
t h at’s a un, very hard.
Team 17/£30 M y
red)
g
rende ot there.
AP45 46% (
eg You start in the hinderland out-
you’v
side the alien-infested complex of
Tower Assault CD32’s intro is towers, contending with berserk
everything an intro should be. security laser cannon, irritating liz-
Okay, so the window is rather ards and loads of land mines. You
small, but concentrate and af- can then make your way into vari-
ter a few seconds you don’t ous civilian and military areas; the
notice. And a few seconds out The be
st explo aim is to blast your way into the
of any sions
of a SEVEN-AND-A-HALF Arguab
game e
ver. hardest part of the hardest tower,
ly.
MINUTE intro isn’t too much, settle the hash of the alien queen
is it? Yep, over seven minutes and return to the adulation of your
of rendered ships, pitched bat- peers. After that, they’d better adu-
tles, lasers, explosions and even late you. Or else.
some lovely acting (I’m not a The controls are slightly differ-
film critic, you know), which ent; there’s a new Retreat Mode
all rolls together to produce the where you can face the opposite
best intro I’ve even seen. It’s up have been remedied on the CD direction to the way you’re walk-
with some of the best PC CD- release. By the way of compen- ing and take down any creepy-crawl-
ROM titles money can buy. sation you do get the original ies that are coming up behind you.
Which makes it all the more Alien Breed 2 (AP32 81%) on This mode’s toggled by the second
embarrassing when the game the CD as well, but then you’re joystick button, or the keyboard, and
finally appears. Jonathan Nash charged an extra £10 for it, and it also activates if you move the stick
gave Tower Assault 46% last they haven’t even taken out the appropriately while firing.
month, infuriated by a host of tedious, pointless first level. Tower Assault auto-detects AGA
shortcomings, none of which • PAUL MELLERICK machines and soups up the graphics to
match; they’re good on ECS but ex-
cellent on AGA. There’s also a CD32
Tower Assault: Urgh.
version, which has the usual nifty ren-
Alien Breed: Mmmm. dered animations all through it, but I
Rendered intro haven’t sen it yet.
sequence (and outro, ap-
parently): Lovely. All in If you like tense top-down blast-
In motion this all: Urghmmmmovely. ups, this is the game for you. Existing
looks amazing.
Alien Breed fans will be rapt.

370 • magazine article


Alien Breed: Tower Assault

Alien Breed: Tower Assault is a run and gun game


and the third in the Alien Breed franchise. Like the first
two games in the series, it is a science fiction-themed,
top-down shooter.

The game is set in 2191. A team of marines is dis-


patched to investigate the attack of a scientific out-
post on a far-off planet. Players take control of rookies
Nash and Jordan who crash-lands on the planet.

As with the previous Alien Breed, the Gauntlet-influ-


enced gameplay is viewed from above. The game en-
gine is a modified version of that used in Alien Breed
II: The Horror Continues. One significant change is the
inclusion of multiple exits for each level, making Alien
Breed: Tower Assault much less linear than its pred-
ecessors—the blurb on the back of the box boasts
Developer Team 17
more than 276 possible ways of completing the game.
Publisher Team 17 Other improvements include Retreat Mode,
Release date 1994 which allows the player to shoot one’s weapon and
Genre Action, Shooter walk backwards at the same time, although at a slight-
Mode 1-2 Players ly slower speed.

The CD32 version adds on a FMV intro and the AGA


version of the second Alien Breed game The Horror
Continues.
Alien Breed II: The Horror Continues was origi-
nally released for the Amiga in 1993. Players take
control of one of four Interplanetary Corps soldiers,
who must visit a remote alien-infested colony and de-
stroy the alien invaders. This was the only game in
the series that gives players the option of choosing
between four characters, each with their own specific
strengths and weaknesses.
There are significant differ-
ences between the versions
of the game released across
different formats.

Other Releases
Amiga CD32 1994
Amiga 1994
BlackBerry 2013
MS-DOS 1994
Tower Assault The Horror Continues

CD32 - Games • 371


BASE Jumpers
Alien Breed 3D Developer Shadow Software
Publisher Rasputin Software
Developer Team 17 Release date 1995
Publisher Team 17, Ocean Genre Action platformer
Release date 1995 Mode 1-4 Players
Genre First-person shooter
Mode 1-2 Players Base Jumpers was the second release
by Aaron and Adam Fothergill’s Shadow
Alien Breed 3D is the fourth game in
Software outfit for publisher Rasputin
Team17’s Alien Breed franchise. It was
and was very simple in concept.
followed by a sequel, Alien Breed 3D II:
The Killing Grounds, in 1996. In this game, the player is a BASE jumper
who jumps from towers. Each tower is a
Unlike its predecessors, this game is set
level through which the player must work
into a 3D context. The game has maps of
himself up towards the top in a platform
varying depths with platforms and floors
gaming sequence. To collect bonuses,
above others, something the Doom en-
the player must find and pick up letters
gine was not capable of.
that form certain combinations.
The CD version includes extra atmos- When reaching the top, there is a
pheric sound, while fast processors and base jumping contest between the play-
extra FastRAM are also supported. ers which consists of trying to reach the
Alien Breed 3D was released to critical bottom first while avoiding obstacles and
acclaim among the Amiga gaming press. opening their parachute in time. Up to
Reviewers widely compared its game- four players may play simultaneously.
play to Doom, with some calling it the
best Doom-clone for Amiga.
The game was ranked the 12th
best game of all time by Amiga Power.
It reappeared as one of the 25 games
compiled for the A500 Mini console, re-
leased in 2022.

Other Releases
Amiga 1996
Other Releases
Amiga 1995

372 • Games - CD32


Banshee
Developer Core Design
Publisher Core Design
Release date 1994
Genre Shooter
Mode 1-2 Players

Banshee is a vertically scrolling shooter


released for the A1200 and CD32. The Battle Chess
game was ranked the 39th best Amiga
game of all time by Amiga Power in 1996. Developer Almathera
Publisher Interplay Productions
The game have similarities to games like Release date 1994
1942 and SWIV and includes enemies Genre Board
such as large vehicles and individual Mode 1-2 Players
soldiers.
The CD32 port is identical to the CDTV
There are four large levels, which also version. The only reason for a CD32 ver-
scroll a small amount horizontally, the sion is because the CDTV release is not
idea being that the player can evade a CD32 compatible title.
some opposition. There’s also a spe-
cial loop-the-loop type feature available,
which can double as an attack or an eva-
sive move.
“mobygames.com”

Other Releases
Amiga 1994

CD32 - Games • 373


Bump ‘N’ Burn
Developer The Dome
Publisher Grandslam Video
Beavers Release date 1994
Genre Racing
Developer Arc Developments (?) Mode 1-2 Players
Publisher Unique (Grandslam Video)
Release date 1994 Bump ‘N’ Burn is a racing game with
Genre Platformer gameplay similar to the Mario Kart se-
Mode 1 Player ries.
Beavers is a 2D platformer where the The player can choose from several dif-
player take control of the beaver Jethro, ferent characters, each of which have
who is a famous music star. Jethro and individual looking cars and varied weap-
his children have to rescue his wife, who ons. The courses are large and laden
has been kidnapped at gunpoint by a with hazards and power-ups, such as oil
jealous rabbit. slicks and homing missiles.
The aim of the game is to guide Jethro The CD32 version includes a few up-
through each level of the game, over- dates to the A1200 version, such as a
coming the various Rabbits he will en- voice over before each race.
counter. Jethro must also collect Cha- The CD32 version received positive to
risma Stars to maintain his charisma, mixed reviews on release. Amiga Com-
which is needed to complete a level. puting gave the game 40% in their re-
“mobygames.com” view and wrote in their closing argument;
“This game is aimed at the younger end
of the market, but the difficulty level and
restrictive playing area make it quite
frustrating.”
“mobygames.com”

Other Releases
Amiga 1993

Other Releases
Amiga CD32 1994
Amiga 1994

374 • Games - CD32


Black Viper
Brian The Lion
Developer Light Shock
Publisher neo Software Developer Reflections
Release date 1996 Publisher Psygnosis
Genre Action, Racing Release date 1994
Mode 1 Player Genre Platformer
Mode 1 Player
Black Viper takes inspiration from games
such as Fire and Forget and Chase H.Q., Brian the Lion Starring In: Rumble in the
replacing the fast car with an armed mo- Jungle is a 2D side-scrolling platform
torcycle. The game takes place after a game for the Amiga.
nuclear war, with the player taking con- The player controls Brian, an anthro-
trol of the son of a lost freedom fighter. pomorphic lion, who must rescue his
The freedom fighters try to recapture friends which were kidnapped by Geeza
the remaining cities from enemy mer- the Dragon.
cenaries. To do this, the player must Brian can defeat enemies by either
travel from city to city on the open roads, clawing them or jumping on their heads.
shooting enemies along the way, and ar- Along the way, players can collect crys-
riving within a given time frame. As the tals which can be used in shops to buy
game progresses, enemy vehicles be- extra lives, credits, upgradable jump and
come harder, requiring more shots to be attack moves. Each levels includes dif-
taken out. The bike may be upgraded in ferent routes to the exit, along with se-
the shop between levels. crets and bonuses. Players can also re-
The game is playable on a CD32 or AGA visit a level after completing it.
Amiga with CD-ROM and 2Mb ram. “mobygames.com”
“mobygames.com”

Hi.
Remember me?
I’m the lion
from earlier.

Other Releases
Other Releases Amiga 1996
Amiga 1996

CD32 - Games • 375


Battletoads

Battletoads is a beat ‘em up/platform game developed


by Rare and published by Tradewest. It is the first in-
stallment of the Battletoads series and was originally
released for the NES. It was ported to the Amiga and
Amiga CD32 in 1994 (despite the former having been
developed in 1992), and released with some changes
for the Game Boy in 1993.

In the game, three space humanoid toad warriors form


a group known as the Battletoads. Two of the Battle-
toads, Rash and Zitz, embark on a mission to defeat
the evil Dark Queen on her planet and rescue their kid-
napped friends: Pimple, the third member of the Bat-
tletoads, and Princess Angelica.

While the first level is a typical 2D beat em up simi-


lar to Double Dragon, other levels have a variety of
Developer Mindscape
Publisher Mindscape gameplay styles, including rappelling down a pit, rid-
Release date 1994 ing speed bikes and surfboards, navigating a level on
Genre Beat ‘em up a unicycle-like vehicle that can ride up walls and on
Mode 1-2 Players the ceiling, etc. The main objective of each level is to
defeat as many enemies and overcome as many ob-
stacles as possible and reach the endpoint.

Though graphically better, the Amiga versions suffered


several sacrifices, mainly in the removal of nearly all
in-game music. This version features two exclusive
stages, Pot Holing and Backpackin’, which replace
Turbo Tunnel and Surf City respectively.

The game was developed in


response to the interest in the
Teenage Mutant Ninja Turtles
franchise.

Other Releases
Amiga 1994
Game Boy 1993
Game Gear 1993
Genesis 1993
NES 1991
CD32 NES

376 • Games - CD32


magazine review; Amiga CD32 Gamer #3 (Aug 1994);

With a host of groundbreaking CD32 titles


in the works, Mindscape show another in-
novative ways with this surprise release.
Actually based on Battletoads In Ragno-
rak’s World, this appears to be pioneering
NES to CD32 porting. Only it’s not as good
as the 8bit original...
while manoeuvre whilst pressing fire, you trigger
the jump move — sending your toad bounding into

T
he Battletoads bunch may not mean much the air to be bashed on the head by your target.
to Amiga owners, but in the world of Nin- Since Battletoads is a notoriously difficult game,
tendo they’re huge stars with a series of this painfully clumsy system is a disaster and most
raved over NES and Gameboy games. people who gave this a casual go soon walked off
That’s no surprise when you consider the people in disgust. If you persist you can progress, but the
behind them are Rare, formerly known as Ultimate: zest of the original is diminished to a flicky per-
Play the Game when they utterly dominated the fectionism. The tunnel decent plays better, but still
Spectrum scene. In my opinion, even a straight NES lacks something in the feel while a shoot-’em-up
port would almost be welcome because the games level is painfully sluggish. Drab to look at, awk-
really are that good. ward to control and ridiculously difficult, Battle-
Ragnorak is the second in the Battletoads series toads is an astonishingly comprehensive failure.
and features our mean green team once more com- Even the music is badly sampled!
bating the evil plans of the curvaceous Dark Queen.
It’s a quest which will take them over no less than
twelve exceptionally varied levels, complete with a
neat simultaneous two-player option. Levels include
a Golden Axe beat-’em-up variant, a side-scolling
Penetrator-style blaster, a blisteringly fast race game
and much, much more.
The first level alone is packed with innovative End of level one and
you’re in the infrared
touches such as the way you can jump on a stunned targeting sights of one
dragon, then ride it to blast your enemies. Or the end- mean robo-monster.
Dodge his laser fire then
level guardian which you take on from its perspec- nip in and grab a stone to
tive as it aims lasers at you. One neat macabre touch throw at his view-screen.
is how power-up weapons are made up of the bodies Keep your nerve and it’s
pretty easy. Such imagi-
of fallen foes — a walker’s legs and a bird’s over- native touches could’ve
sized beak serving as a club and swords respectively. made for a great game.
Leaving aside the fact that state-of-the-art 8bit
NES graphics aren’t quite suitable for 32bit CD32,
Battletoads falls apart on the most fundamental
problem any game can suffer — its control system. review; Amiga Format #65 (Nov 1994)
Nintendo variants of Battletoads invariably use two
Battletoads is not a game you should con-
buttons; one for jump and one for punch. Since the
sider buying. Battletoads is not a game you
CD32 has six buttons you wouldn’t have thought
should consider stealing. If you receive Bat-
this a problem. Amazingly, the programmers have
tletoads for your birthday, simply smile po-
decided to go with one button and turn the game into
litely and then decapitate the bearer. It’s 12
a nightmare. For instance, on the NES when you’re
flawed levels of nonsense, a bit of beat-em-
battling the Psyko Pigs on the first beam-’em-up
up, shoot-em-up and platform — all poorly
level, you can manoeuvre into place whilst making
executed. Go away.
a flurry of punches. On the Amiga, if you press up

magazine article • 377


magazine article; CU Amiga #37 (March 1993),
by Dan Slingsby;

There’s gonna be a Revo-


lution, and Dan Slingsby
will be the first against
the wall when it comes. In
the meantime, here’s his
sneak preview of Revolu-
tion Software’s follow up
to Lure of the Temptress.

After the success of Lure of the countless other comics. support units needed to protect the
Temptress last year, Hull-based Set in the far future, Beneath megacities from the ravages of the
Revolution Software are aiming The Steel Sky has a distinct Blade heavily polluted atmosphere. Few
to top the charts once again with Runner feel to it, reflected in the people survive in the wastelands,
their follow up game, Beneath The towering metropolis where most but those that do have banded to-
Steel Sky. Taking on the likes of of the action takes place. Imagine gether, forming small pockets of
Lucasfilm and Sierra in the graphic the Judge Dredd towerblocks of resistance to the new world order.
adventure stakes ain’t going to be Mega City One and you’ll have a
REBEL, REBEL
easy, but Revolution are confident good idea of what the place looks
Our hapless hero, Foster, lives in
that their revamped Virtual Thea- like. The world is governed by five
one of these rebel communities
tre system is more than up to the huge multi-national corporations,
until, one night, its citizens are an-
task. What’s more, for added suss, each of whom have their own pri-
nihilated by a search-and-destroy
they’ve also signed up the artistic vate armies and planet-wide min-
unit from the nearby city. Swearing
talent of comic book veteran, Dave ing operations. Much of the world
revenge, Foster is taken prisoner
Gibbons, artist and co-writer of has been reduced to a polluted
and transported back to the me-
the Watchmen graphic novel and wasteland, with special ecology

GENESIS
OF A
PICTURE
Transforming a rough sketch into
a finished 16-colour screen is a
After a lengthy briefing, Dave Gibbons pro- The sketch is then turned into a hand-painted
lengthy process. vides an initial sketch which he then faxes to picture by Les Pace, but it’s felt that it’s not
Here’s how it was done. Revolution’s office for approval. good enough and is rejected.

378 • magazine article


tropolis for interrogation, but man- ing ‘up’ in the world can move of roughs. These would then be
ages to escape when the transport ‘down’ to the more luxurious low- evaluated to see if they were tech-
plane crashes on one of the city’s er levels. It is here that the game nically feasible or not and, once
skyborne walkways. Foster quick- begins with Foster being pursued agreement had been reached, Dave
ly discovers that the city is run by by the city’s police. would provide the final sketch.
a huge supercomputer known as The game’s background graph- Once a design had been approved,
LINC which determines the status ics went through several stages of it was then passed on to Les Pace, a
of each citizen and what they can production before they reached the professional animator who worked
and cannot do. The dregs of society computer screen. Dave Gibbons on Roger Rabbit, who would hand-
are forced to live at the top of the was drafted in to produce the ini- paint each scene. These were then
city blocks where the air is most tial sketches for the game’s 90-odd scanned in on an Apple Macintosh
polluted, while those who are go- locations and would fax over a set to produce a 24-bit image and sub-
Judge Dredd-style cityblocks
sequently converted across to the
litter the landscape. Up here in Amiga. Obviously, each image
the polluted atmosphere, the suffered a severe loss of detail dur-
dregs of society try and carve
out a living. This is where the
ing the conversion process because
game will begin and Foster, our of the Amiga’s limited palette
hapless hero, has to find some and resolution, so in-house artist,
way of gaining entry into the
lower levels and, eventually, the Adam Tween, would then have to
mysterious underworld. spend several days ‘touching up’
a screen. It wasn’t merely a ques-
tion of tightening up the detail and
Your personal droid comes on correcting any pixel distortion that
a portable memory chip. If you
want to spring him into action, might have occurred, though, as a
merely plug him in to one of the large number of on-screen anima-
‘droid bodies here, and he’ll be
free to roam about and carry
tions were also added at this stage
out a variety of different tasks. to bring the whole thing to life.
Note the attention to detail here, These could include smoke pouring
a characteristic of the entire
game, with lots of spot anima-
out of chimneys, light flickering
tions used to bring the whole across a VDU screen, or a search-
scene to life. light illuminating the sky. It’s these
If this shot taken from the touches that really help bring each
game’s intro sequence doesn’t screen of life and bode well for the
remind you of Blade Runner
then I don’t know what will! completed game.
It’s all very impressive and at-
mospheric and this is reinforced VIRTUALLY THERE
by the animated smoke billow- The Virtual Theatre engine used
ing from the chimneys and the
air ship cruising by. to drive the first game has been
significantly improved for its sec-
ond outing. As Revolution’s MD,

Another version of the picture is produced, The picture is then scanned in and converted The Revolution team pose for the camera in
and this time it gets the thumbs up from the across to the Amiga. Here it is in all its 16-col- their Hull home. All for one and one for all,
Revolution bosses. our glory. eh lads?

magazine article • 379


Charles Cecil, explains: ‘The game
develops in a more subtle manner
to Lure of the Temptress. Charac-
ters not only react to global chang-
es but also develop on a personal
basis. For instance, if you were to
insult or offend a particular charac-
ter, they might relate the incident to
a friend who would den also take
dislike to your character, and so on.
We’ve tried to make the game as
non-linear as possible, so that vir-
tually anything is possible within
certain loose parameters. The story
develops depending on the way
the player interacts with the other
characters in the game.’
The puzzles of Steel Sky have
also been tightened up and made
much more of a challenge than the Here’s another example of a paint-
first game. Elaborate ‘puzzle trees’ ed picture being converted into a
16-colour Amiga screen. It takes
have been constructed which take at least two days to tidy up the dis-
account of virtually any action torted screen once it’s been ported
over, but you’ve got to admit that
a player may make in the game.
the results are most definitely worth
Charting out these possible routes all that extra effort.
and then reacting to them is one
way in which the Virtual Theatre with comic results. Like the first the months to come. There’s talk of
system proves its worth. It makes game, Foster can also rely on the an A1200 version in the future, and
it possible for the game’s design- help of a friend. Instead of Rat- even a CDTV release, but for now
ers to include multiple storylines pouch, Foster has his own ‘elec- the team are concentrating on com-
which will eventually converge on tronic friend who’s fun to be with’, pleting the game as it stands. It’s
each other to produce a fixed con- a reprogrammed scout droid which envisaged that the game will come
clusion. Another obvious change can be sent to carry out particu- on at least eight disks, understanda-
to the first game is the improved lar missions within the game and ble when you consider that the first
interface. A pull-down inventory generally give assistance and vital five screens contains no less than
screen has been placed at the top info. The ‘droid is also a special- 150 separate animations. The team
of the screen and the multiple Q&A ist in flippant one-liners, and can are quietly confident that they’ve
exchanges appear in a tinted box be a bit on the unpredictable side got a Monkey Island 2 beater here,
and are far less intrusive than be- at times. and from what I’ve seen so far, I’d
fore.  Although the game has been tend to agree. We’ll have a further
LARD ARSE in production for almost a year, report soon.
It’s good to see that despite the there’s still a lot of work that needs
game’s hard-nosed sci-fi appeal, to be done. Most of the background
the Revolution team are still intent animations are nearing completion
and the majority of the game’s • Title: BENEATH THE STEEL SKY
of humour. In one scene, a futur- • Publisher: Virgin
istic Hilda Ogden-type character sprites have been designed, but it’s • Graphics: Adam Tween, Steve Oades
attempts to seduce Foster. This all got to be stitched together yet • Programming: Tony Warren
• Release Date: Late Summer
involves the fat lump of lard slip- by Tony Warren, the Amiga ver- • Price: TBA
ping into an all-revealing negligée sion’s programmer, and he’s an-
and trying her best to bed our hero, ticipating many sleepless nights in

380 • magazine article


Beneath The Steel Sky

Beneath a Steel Sky is a 1994 cyberpunk science


fiction point-and-click adventure game developed by
British developer Revolution Software and published
by Virgin Interactive Entertainment. It was a crea-
tive collaboration between Charles Cecil, a game
designer who would later create the concept for the
Broken Sword franchise, and Dave Gibbons, an ac-
claimed comic book artist best known for illustrating
the seminal superhero graphic novel Watchmen. The
game was made available as freeware—and with the
source code released—for PC platforms in 2003.

The game stars protagonist Robert Foster, a tribal


survivalist and technological prodigy who was or-
phaned and raised in a post-World-War-III Australian
Outback, and his sarcastic robotic companion Joey.
After many years, armed security officers arrive, kill-
ing the locals and taking Robert back to Union City.
Developer Revolution Software He escapes and soon uncovers the corruption which
Publisher Virgin Interactive
Release date 1994
lies at the heart of society.
Genre Adventure The setting and concepts of Beneath a Steel
Mode 1 Player Sky address concerns about heavily-urbanized so-
ciety and the threats posed by humanity’s over-reli-
ance on technology, consumer capitalism, and gov-
ernment surveillance.
Beneath a Steel Sky’s introductory sequence
was packed-in as a comic book with certain editions
of the game.

Other Releases
Amiga 1994
MS-DOS 1994
iPhone 2009
Linux 2015
Macintosh 2012
Windows 2008

CD32 Windows

382 • Games - CD32


As a traditional point-and-click adventure
game, Beneath a Steel Sky’s gameplay
is similar to LucasArts adventure games
of the era, primarily consisting of navigat-
ing dialogue trees and solving inventory-
based puzzles. However, there are cer-
tain sequences in which the protagonist
may be killed or receive a “bad” ending,
requiring players to load a saved game in
order to continue. Players choose Foster’s
responses during conversations and may CD32 Jewels Case
question NPCs about events related to the
story and its characters, as well as Fos- and Cecil later contacted Gibbons to ask
ter’s own personal background. Foster’s him to work on Revolution’s second game.
robotic pal Joey is also present throughout Joining the team just before the release
most of the game, providing color com- Lure of the Temptress, Gibbons was sent
mentary and playing a key role in solving a rudimentary outline of what could hap-
certain puzzles. pen in the hypothesised game, and wrote
The game’s world is largely non- a longer story with new characters and
linear and players must explore their sur- scenarios, to which Revolution then further
roundings thoroughly for key items and added. Originally the game was named
clues about their next destination. At one Underworld, a title proposed by Gibbons,
point in the game, the player gains access but it was renamed due to the release of
to an abstract cyberspace world that must Ultima Underworld: The Stygian Abyss.
be navigated to make progress. The production values became
The game uses the Virtual Theatre much higher for Beneath a Steel Sky than
engine from Lure of the Temptress, which for Lure of the Temptress, resulting in a
allows its characters to move freely inde- game six times larger, and by the end of
pendent of the player’s input, making the 1993, the team working on the game had
game world more dynamic than it is usu- grown to eleven. The game was created
ally the case in comparable games. in sections, which allowed the team to en-
The CD-ROM release of Beneath a sure that each part was “perfected” before
Steel Sky includes full voice acting for all moving on. Its 2-year development cost
character dialogue. £40,000, a large amount of money for the
In the remastered iOS version, the company at the time.
point-and-click interface is replaced with a
touch user interface, a hint system is add-
ed, and hotspots are highlighted.

While working at Activision, Revolution co-


founder and CEO Charles Cecil got the
idea of working with Dave Gibbons, artist
and co-creator of comic book Watchmen,
as Cecil was a fan of the comic book him-
self. He approached Gibbons, but shortly
thereafter, the old Activision broke down.
However, they maintained a friendship,

CD32 - Games • 383


The designers’ goal was to create a visual stick comedy of LucasArts games. For the
bridge between comic and video game voice acting, Revolution used actors from
graphics. Gibbons drew the backgrounds the Royal Shakespeare Company. Only
in pencil, starting with roughs, which were two days were spent recording over five
sent to Revolution to see if they were tech- thousands lines of dialogue. Not pleased
nically feasible. Once agreed upon, Gib- with the results, however, Revolution de-
bons would then make the final sketch. cided on a lengthy re-recording, and re-
The pencil sketches were then colored. alized that voice actors should be used,
The backgrounds were scanned on a rather than stage actors. As a result of this,
Macintosh and then transformed to 8-bit, the speech does not always match the
320x200 pixel images for the PC ver- on-screen text, with English terms being
sion. The backgrounds were designed so Americanized. Cummins was also respon-
that the sprites would appear clear on the sible for the score of the game, writing a
screen and would not mix with the back- specific tune for each of the main locations.
grounds. Gibbons also designed the char- Beneath a Steel Sky became the
acters, although he found it challenging to second game to use Revolution’s Virtual
get a character’s personality and expres- Theatre engine, after Lure of the Tempt-
sion in a face that was only around seven ress. According to Cecil, the original ver-
pixels wide and nine pixels high with a lim- sion of the engine seemed less applicable
ited palette. He would have liked to design in Beneath a Steel Sky, as the ability to
a character in a similar manner to Prince of issue commands conflicted with the game-
Persia or Flashback, but Revolution want- play they intended to create. Lure of the
ed something more detailed, so the result Temptress had one story that was moved
became a compromise. According to Gib- forward by a key event, whereas Beneath a
bons, about 75% of the backgrounds and Steel Sky had multiple threads. In one way
characters he designed were used in the this presented them with “exciting game-
game. play opportunities, but in others it cordoned
Dave Cummins wrote the dialogue off more ambitious ideas in terms of multi-
for the game. The tone of Revolution’s ear- linearity.” As a consequence, some of the
ly games was born from a tension between engine’s features were scaled back. Tony
Cummins and Cecil. Cummins wanted to Warriner and David Sykes, both program-
be more flippant with dialogue, while Cecil mers, had to update the engine, which was
wanted to be more serious. Their goal was part of the new deal with Virgin Interactive.
to find the middle ground between Sierra’s As an example of change in the updated
“ridiculously earnest” stories and the slap- engine, Virtual Theatre 2.0, Warriner ex-

384 • Games - CD32


plained that in Lure of the Temptress, the most playable adventures of all time” “that
system controlled everything, for instance will appeal to a wide variety of gamers”.
specific routines to a door. So if there was Amiga Power’s Cam Winstanley said that
a door on-screen, the door-routine was it is “an example of what an adventure
called up to handle it. The consequence game should be like — funny, enthral-
was that every door looked the same and ling and convincing.” Adventure Gamers’
acted the same, so if a door was some- Claire Wood called it an “enjoyable”, “en-
what different from the last one, it caused gaging adventure classic, thoroughly en-
a problem. This was changed in the new joyable playing experience” and “a 1984
system, as it was object oriented and no for the computer game generation.”
distinction was made between a proper
object like a door or key. Although retrospectively Broken Sword:
The Shadow of the Templars is gener-
Beneath a Steel Sky was published in ally looked upon as Revolution’s magnum
March 1994 by Virgin Interactive on floppy opus, Beneath a Steel Sky still holds the
disks and CD-ROM. It came on 15 floppy status of a cult classic and has been fea-
disks, as opposed to Lure of The Tempt- tured on numerous “all-time top” lists.
ress, which came on four. Because of the
Amiga restrictions, a few animations had In August 2003, the game was released
to be left out, as not all Amiga owners had as freeware, with its assembly language
a hard drive. Each conversion of the im- source code by Revolution Software. The
ages to the Amiga resulted in a loss of de- source code availability made it possible
tail. According to Revolution in-house artist for the ScummVM project to support the
Adam Tween, it took a couple of days to game, which allows the game to be played
“touch up” the screens. on Windows, OS X, Linux, Windows CE
and other compatible operating systems
Beneath a Steel Sky was critically ac- and platforms.
claimed. In 1995, PC Gamer awarded The game is also available as a
it the “Best Dialogue” award, and it won zero-cost download on digital distribution
the “Best Adventure” award at the Golden services, including Desura and GOG.com.
Joystick Awards. It was also a commercial
success, reaching the number one place Released on 23 September 2009, Beneath
on the British Gallup charts. Eurogamer’s a Steel Sky: Remastered is an updated
Simon Parkin later summarized that it port of the original game for the iPhone
“sold extremely well”, with lifetime sales and iPod Touch.
between 300,000 and 400,000 units by The remastered edition features
July 2009. Parkin noted that the majority of new animated movies by Gibbons, a con-
its sales derived from European countries. text-sensitive help system and improved
CU Amiga’s Tony Dillon proclaimed audio quality. The animated movies make
Beneath a Steel Sky as “one of the great- use of the original stills and use a sliding
est adventures ever.” Amiga Format’s Rob paper-like style to animate them.
Mead said that the game is an “Utterly bril-
A sequel, Beyond a Steel Sky, was re-
liant”, “massive, intense and atmospheric
leased in 2020. It was written by Charles
adventure which will keep you on tenter-
Cecil, and developed by Revolution Soft-
hooks right until its final startling conclu-
ware. The game is set ten years after the
sion.” PC Gamer US’s Steve Poole called
events of Beneath a Steel Sky and players
it “slick, funny,” “absorbing” and “one of the
again assume the role of Robert Foster.

some text from; giantbomb.com

CD32 - Games • 385


Brutal Sports Series: Football

Brutal Sports Football, also known as Brutal Football,


is an arcade-style football game and the first entry in
the Brutal Sports Series franchise, which continued
with Wild Cup Soccer in 1994, also from the same de-
velopment team.

Brutal Sports Football is a seven-a-side football game,


similar to Mutant League Football, in which it deviates
from other american football titles released at the time
in several ways. While following the same basic game-
play featured in other football simulators, including the
ability of tackling players and lob the oval-shaped foot-
ball into the goalpost, there are no rules once a match
starts and characters not in possession can actually
hit opponents with or without the ball and even kill
them, resulting in a more bloodier and arcade-styled
gameplay approach of the sport. The game also fea-
tures item and weapon pick-ups randomly scattered
across the main playfield that players can use against
opponents or affecting them. Each match lasts seven
minutes and features two ways of finishing them, by
Developer Teque London either scoring higher than the other team or killing six
Publisher Millennium of seven teammates from the opposite side. If either
Release date 1994 requirement is not meet, players go immediately into
Genre Sports
Mode 1-8 Players
sudden death, where they have to kill six out of seven
opponents in order to win the game.

Brutal Sports Football received mostly positive recep-


tion since its release on the Amiga, with many review-
ers favourably comparing it to Speedball 2: Brutal De-
luxe from The Bitmap Brothers.

Other Releases
Amiga 1993
Browser 2021
MS-DOS 1993
Jaguar 1994
Windows 2019

CD32 Jaguar

386 • Games - CD32


Benefactor

Benefactor is an Amiga game developed by the Swed-


ish team Digital Illusions CE (DICE). The game is a mix
between a puzzle game and a platform game. It has a
similar concept to Psygnosis’s earlier Lemmings.

The player plays Ben E. Factor, who has resigned from


the military to become an overall all-around good guy.
Factor’s mission is to save a group of “Merry Men”,
who have been kidnapped from their home planet and
imprisoned over 60 levels.

Ben E. Factor is controlled directly, like a platform game


character. Factor has to avoid all enemy creatures (hit-
ting them would reduce health), and pull switches to
extend the land, or many other things. Factor can find
keys on the level to open the locks in the Merry Men’s
cells.
These Merry Men each have their own poten-
tial skill once rescued, so releasing them in the right
order is often essential for completing a level. Some
Merry Men have grey suits—this marks them out as
Developer Digital Illusions joyless and awkward characters which must be guided
Publisher Psygnosis through a coloring machine.
Release date 1994 Once all Merry Men on a level have been freed,
Genre Platformer, Puzzle Factor has to go back to his starting point to complete
Mode 1 Player
the level.

Benefactor has support for data disks but no official


data disks for it have ever been published. (One unof-
ficial data disk with seven new levels is available for
download on Aminet).

Other Releases
Amiga 1994

CD32 Amiga

CD32 - Games • 387


Brutal: Paws of Fury

Brutal: Paws of Fury is a light-hearted 2D fighting


game starring anthropomorphic animals as mar-
tial arts fighters of various disciplines. The game
was originally developed and published by Gam-
eTek as a Sega CD exclusive in October 1994.

The game follows various martial arts fighting


animals as they compete in a tournament in the
secluded Brutal Island by the mysterious Dali Lla-
ma.

Most versions of the game include eight playable


fighters and two unlockable bosses, while some
earlier consoles exclude two characters.
During a fight, players can punch and kick
their opponent, try to use special attacks, or use
a “taunt” that restores a bit of health. An ending
animation (different depending on the character
chosen) is played after winning the game.

The game is unique for its password system,


where special moves must be earned by winning
Developer Gametek (?)
Publisher Gametek
matches and each fighter’s repertoire can be
Release date 1995 stored as passwords.
Genre Fighting
Mode 1-2 Players An updated version, Brutal Unleashed: Above the
Claw, was released for the Sega 32X and MS-
DOS computers in 1995 with two new playable
characters, new arenas, a remixed intro, and new
music.

Other Releases
Amiga 1995
MS-DOS 1995
Genesis 1994
Sega CD 1994
SNES 1994

CD32 Sega CD

388 • Games - CD32


Bubba ‘n’ Stix

Bubba ‘n’ Stix is a 2D side-scrolling puzzle platformer.


The Amiga and Sega versions were developed simul-
taneously.

The player controls the redneck Bubba, who is ac-


companied by a sentient stick named Stix. Stix can
be used in various ways to help Bubba defeat en-
emies and get past obstacles: for instance, Stix can
be thrust into a hole in the side of a platform so that
Bubba can climb higher.
The game consists of five levels that vary in
terms of graphics, music, and type of puzzles that
need to be solved.

According to designer Simon Phipps, originally Core


Design had wanted a “moody, dark and atmospheric”
game featuring an adventurer wielding a multipur-
pose stick. It became apparent to him that a realistic
Developer Core Design approach to the design was not feasible. As a result,
Publisher Core Design
Phipps, along with collaborator Billy Allison, sketched
Release date 1994
Genre Platformer out a large number of mostly outlandish uses for the
Mode 1 Player game’s central tool. After reviewing the drawings,
Core subsequently gave the go-ahead to develop the
game.

The Genesis version was released


by Tengen in the United States and
featured a promotional tie-in with
the Bubblicious bubble gum brand. During
gameplay, this is reflected by the bonus stages con-
taining Bubblicious pack collectibles.

Bubble and Squeak—a


game with similar premise
and concept that was re-
leased in the same year
and same consoles.

Other Releases
Amiga 1994
Genesis 1994

CD32 Genesis

390 • Games - CD32


Bubble and Squeak

Bubble and Squeak is a wholesome sci-fi fantasy


platform game. It was developed by Fox Williams
under the name Barney & Clyde, and they ported it
to the Sega Genesis for which it was published by
Sunsoft under license from Audiogenic.

Players control a little human boy named Bubble


along with recent alien acquaintance Squeak, who
are on a rescue mission to save the planet Grool’s
sentient populace from alien invaders.

The game is a 2D platformer separated by brief un-


derwater scrolling shooter bonus segments.
Players control Bubble and at any time dur-
ing gameplay can command Squeak to either ‘fol-
low’ or ‘wait’ for him. Squeak, who is invulnerable
to enemies and enemy fire, has his own AI and will
help collect items or give Bubble a boost via piggy-
back, letting Squeak toss him up to tall heights or by
simply standing on top of Squeak’s head.
Collectable items includes gems, coins, and
a submersible icon which is necessary to play the
Developer Audiogenic
Publisher Audiogenic
shooter stages; some items can be picked up and
Release date 1994 carried to other locations. In both modes of game-
Genre Platformer play (collecting and shooting), Bubble is equipped
Mode 1 Player with unlimited ammunition, either stars or torpedoes.

Electronic Gaming Monthly gave the Genesis ver-


sion a 6.6 out of 10, praising the use of teamwork
and strategy and the impressive graphics.

Other Releases
Amiga 1994
Genesis 1994

CD32 Genesis

CD32 - Games • 391


Cedric And The Lost Sceptre
Developer Alcatraz
Publisher Alive Mediasoft, neo
Clockwiser Release date 1996
Genre Beat-’em-up
Developer Team Hoi Mode 1 Player
Publisher Rasputin Software
Release date 1994 Cedric takes the basic adventure game
Genre Puzzle elements of object manipulation, puz-
Mode 1 Player
zle solving, and conversations involving
On each of Clockwiser’s 100 levels, the choosing from a range of pre-set sen-
player are presented with a level layout, tences. However, it sets them in an ar-
and a target layout, with the aim being to cade platform context. The options are
transform the former to match the target. hidden most of the time, and there’s a
The levels consist of a collec- fair supply of enemies to be dispatched,
tion of cogs, which can be rotated either either with a sword or by jumping on
clockwise or anti-clockwise to achieve their heads. Extra lives and improved
this goal. There are lots of special blocks weapons can be collected along the way
to help out, including bombs, diamond- through the 11 levels.
producers and anti-gravity blocks. While the CD32 joypad controls are re-
“mobyames.com” ferred to in the neo release game man-
ual, no CD32 loading instructions are
given nor is the CD32 mentioned in the
specs listed on the game box. The game
has proven CD32-compatible in testing,
however.
“mobyames.com”

Other Releases
Amiga 1994
Android 2011
MS-DOS 1994
Windows 3.x 1995

Other Releases
Amiga 1995

392 • Games - CD32


Chambers of Shaolin

Chambers of Shaolin is a 1989 beat ‘em up first


released for the Amiga then ported to the Atari
ST and C64. The game was inspired by the
1978 movie The 36th Chamber of Shaolin.

The game offers two distinct styles of game-


play. Initially, the player must clear six tests
that showcase the player’s skill in combat disci-
plines, specifically Agility, Balance, Fire, Speed,
Stick, and Strength. Clearing the trials requires
reacting to (dodging) obstacles thrown at the
player, such as dodging projectiles in the Agil-
ity and Stick tests, and hitting buttons with the
correct timing as in the Balance and Fire tests.
After passing the tests, the player is of-
fered the chance to clear rounds of 1-on-1 fights
with other Shaolin fighters. Performance in the
previous trials impacts the player’s skillset and
Developer Thalion Software
strengths against other fighters.
Publisher Grandslam
Release date 1993
Genre Beat-’em-up
Overall, reception for the game was positive,
Mode 1-2 Player praising its gameplay and handling. The CD32
port, however, received mostly negative review
scores.
In a retrospective review, Retro Gamer
called it graphically unimpressive, but found the
gameplay and controls surprisingly sharp for
the time.

The CD32 port is very sim-


ilar to the original version
and is mostly seen as an
inferior version.

Other Releases
Amiga 1989
Amiga CD32 1993
Atari ST 1989
Commodore 64 1989
CD32 Commodore 64

CD32 - Games • 393


Cannon Fodder

Cannon Fodder is a shoot ‘em up developed by


Sensible Software and initially published by Virgin
Interactive Entertainment for the Amiga in 1993.

Cannon Fodder is a top-down squad-based shoot-


er. The game make use of reflex-based puzzle solv-
ing with some later levels requiring a high level of
dexterity and good timing to complete.
The player controls a small squad of up to
five soldiers. These soldiers are armed with guns
and with a limited number of grenades and rockets
to destroy enemy buildings and vehicles. As well as
foot soldiers, the antagonists include vehicles such
as Jeeps, tanks and helicopters as well as missile-
armed turrets.
The player proceeds through 24 missions
divided into several levels each, making 72 levels
Developer Sensible Software in all. There are various settings including jungle,
Publisher Virgin Interactive snow and desert, some with unique terrain features
Release date 1994
Genre Shooter
and vehicles such as igloos and snowmobiles. The
Mode 1 Player player must also contend with rivers and quicksand
as well as mines and other booby traps.
In addition to shooting action, the game fea-
tures strategy elements and employs a point-and-
click control system more common to strategy than
action games. As the player’s troops are heavily
outnumbered and easily killed, they must use cau-
tion, as well as careful planning and positioning. To
this end, they can split the squad into smaller units
to take up separate positions or risk fewer soldiers
when moving into dangerous areas.

Other Releases
3DO 1994
Amiga 1993
Acorn 32-bit 1994
Antstream 2019
Atari ST 1994
MS-DOS 1994
Game Boy Color 2000
Genesis 1994
J2ME 2004
Jaguar 1995
Linux 2015
Macintosh 2013
SNES 1994
Symbian 2005
Windows 2009
CD32 Genesis

CD32 - Games • 395


Cannon Fodder was developed by Sensi-
ble Software, a small independent devel-
oper then of several years’ standing, which
had become one of the most prominent
Amiga developers. Cannon Fodder was
created after such successes as Wizkid,
Mega Lo Mania and Sensible Soccer and
was developed by six people in a “small,
one room office”. It was rooted in Mega
Lo Mania, the “basic idea” being—accord-
ing to creator Jon Hare—a strategy game
in which the player “could send groups
on missions, but that was all really.” The
group nonetheless wanted to introduce
Images from the FMV intro video
action elements into the strategy ideas of
Mega Lo Mania, giving the player “more think.” He said it was inspired by “all wars
direct” control, though retaining the mouse ever” and was “meant to be an anti-war
control and icons uncommon to shoot ‘em thing.” He felt it would make gamers “real-
ups. ise just how senseless war is” and for this
In accordance with habit Sensible’s reason was “the game we’ve always want-
personnel eschewed storyboards when ed to write”. CU Amiga however perceived
developing the starting point, instead “a fairly sick sense of humour” and predict-
writing descriptions of the concept and ed “The mix of satire and violence is bound
core gameplay functions. Earlier works- to get some people pretty heated about the
in-progress employed larger numbers of way such a serious subject is treated”.
icons than would be featured in the final Production of the game began in
version. The mechanics also had more early 1991 but was then delayed as pro-
depth: individual soldiers had particular grammer Jools Jameson worked on Mega
attributes—such as being necessary to Drive conversions of other games. The pro-
use certain weapons or vehicles—and a posed Cannon Fodder had been part of a
greater capacity to act independently, both four-game deal with Robert Maxwell’s soft-
removed in favour of “instant” action rather ware publisher, which was liquidated after
than “war game” play. the businessman’s death. Unusually for an
The designers named each of the independent developer, Sensible had lit-
game’s several hundred otherwise identi- tle difficulty in finding publishers and after
cal protagonists, who were also awarded work resumed on the game, concluded a
gravestones (varying according to the sol- deal with Virgin in May 1993. The creators
dier’s attained in-game rank) displayed on chose Virgin as it “seemed like a good bet”
a screen between levels. Of this “personal- (Hare) as well as because of the straight-
isation”, Hare said: “The graves show that forwardness of UK head Tim Chaney. Sev-
people died, and their names mean they’re eral months before its release, elements
not just faceless sacrifices”. The theme of the game were combined with Sensible
was a departure from Sensible Software’s Soccer, to create Sensible Soccer Meets
usual non-violent games, and Hare stated Bulldog Blighty. This modified Sensible
“I’m only happy with this one because it Soccer demo featured a mode of play that
makes you think ‘Yes, people really die’. replaced the ball with a timed hand gre-
We’re not glamourising anything, I don’t nade.

396 • Games - CD32


The CD32 version is almost identical to the Cannon Fodder has a darkly humor-
floppy Amiga version, with the exception ous tone which commentators variously
of in-game music, a new FMV intro (only praised and condemned. Its creators in-
available for CD32 with an FMV expansion tended it to convey an anti-war message,
installed) and CD32 controller compatibility. which some reviewers recognised, but the
Daily Star and a number of public figures
Reviewers highly praised the game when derided the game.
it was released and it widely achieved Daily Star quoted The Royal Brit-
scores of over 90% in Amiga magazines. ish Legion, Liberal Democrat MP Men-
Amiga Action awarded it an unprecedent- zies Campbell and Viscount Montgomery
ed score, calling it the best game of the of Alamein, calling the game offensive to
year. The magazine compared it favour- “millions”, “monstrous” and “very unfortu-
ably to Sensible Soccer, saying the latter nate” respectively. Virgin Interactive initial-
was “arguably the most playable and en- ly defended the game’s use of iconogra-
joyable game ever seen [...] At least, that phy closely resembling the remembrance
was probably the best, as at this moment poppy as an anti-war statement, which the
in time I believe this release [Cannon Fod- Daily Star in turn dismissed as a “publicity
der] to better it in terms of, well, every- writer’s hypocrisy”. Magazine Amiga Pow-
thing.” The reviewer also wrote: “Only last er became involved in the controversy be-
month in my Frontier review, I stated that I cause of its planned reuse of the poppy on
had only given that game 93% because no the cover of an issue also to be released
game would ever be less than seven per on Armistice Day. This had been changed
cent from perfection. Sensible Software in response to criticism in the Daily Star’s
have forced me to eat those words almost original article, but the newspaper pub-
immediately.” lished another piece focussing on a per-
ceived inflammatory retort by Amiga Pow-
er’s editor Stuart Campbell: “Old soldiers?
I wish them all dead.” The article featured
further quotes from the British Legion. The
magazine apologised for including the
comment although Campbell himself felt
he was “entitled to an opinion” regardless
of its insensitivity. The game was ultimately
released with a soldier rather than a pop-
py on the box art, though the poppy was
still displayed on the game’s title screen.
Amiga Power also changed its cover after
“legal scrapes with the British Legion over
whether a poppy is just a flower or a rec-
ognisable symbol of a registered charity.”
Stuart Campbell elsewhere pointed out
that the game was ironically anti-war, while
contemporary Amiga Format reviewer Tim
Smith also praised the game as intelli-
gently anti-war. UK magazine Metro later
acknowledged “a relatively profound state-
ment on the futility of war” which had been
J2ME Game Boy Color unrecognised by the Daily Star.

CD32 - Games • 397


Castles II: Siege and Conquest

Castles II: Siege and Conquest, sequel to the


1991 game Castles, is a real-time strategy game
originally developed by Quicksilver Software for
the MS-DOS in 1992.

The game takes place in a semi-fictionalized ver-


sion of historical France. The game begins in the
year 1312 A.D., shortly before the beginning of
the Hundred Years’ War. France’s King Charles is
dead without an heir and it’s unclear who will take
the throne. The player takes the role of one of five
Dukes. Through politics, resource management,
military strength and castle construction, the play-
er must strategically out manoeuvre the AI com-
petitors and become the true king of Bretagne.

Gameplay includes scouting out unknown territo-


Developer Almathera
Publisher Interplay
ries, conquering them, building castles to prevent
Release date 1993 revolts and line defenses, raising an army, feeding
Genre Strategy and paying them, and eventually making a claim
Mode 1 Player for the title of King.
Depending on which noble is picked, the
player can start at any of five general areas of
the map. Initially he is provided with one territory
rich in one of four resources: gold, timber, iron,

The MS-DOS CD-ROM ver-


sion features an extensive
amount of FMVs about the
history and purpose of differ-
ent castles around Europe.

Other Releases
MS-DOS 1992
FM Towns 1993
Linux 2021
Macintosh 1994
PC-98 1993
Windows 2017
CD32 PC-98

398 • Games - CD32


or food. Having more of one kind of re-
source territory increases the total amount
that the player can harvest per turn.
At first the player can perform one
task each of three types at once: admin-
istrative (gathering resources and building
castles), military (recruiting an army, build-
ing optional weapons, and policing the
realm), and political (sending scouts, diplo-
mats, and spies). The more a type of task
is performed, the more points which may
be devoted to that kind of task are gained.
The most remarkable feature at the
time for Castles II was the ability to design
and save different castles. Depending on
the total number of walls and turrets, the
castles were assigned point values that
determined how long it takes to build. Larg-
er castles are harder to destroy or capture,
which serves to keep enemies out of the
controlled lands. Large castles are also
used to prevent revolts. Armies include in-
fantry, archers, and knights, each costing
a different resource to recruit. The size of
the army that can be raised is dependent
upon the number of territories and castles
the player possess.

Castles II, like many games of it’s era, has


in game copy protection to prevent its ille-
gal distribution. It takes the form of a pseu-
do plot point that always revolves around
the player answering a question with the
help of the Instruction Manual, to prove
that they are the rightful king. This was not
used in the CD-ROM edition.

Computer Gaming World in 1993 called


Castles II “a first-rate strategy game ... a joy
to play”, praising the user interface, variety
of play options, and strong computer AI. In
a 1993 survey of pre 20th-century strategy
games the magazine gave the game three-
plus stars out of five, calling it “Much more
of a wargame than the former, and worthy
of examination by anyone interested in the
period”.

some text from Giantbomb.com

CD32 - Games • 399


The Chaos Engine

The Chaos Engine, released in the US as Soldiers


of Fortune for the Sega Genesis and SNES, is a
top-down run and gun video game developed by
The Bitmap Brothers for the Amiga. The game is
set in a steampunk Victorian age in which one or
two players must battle the hostile creations of
the eponymous Chaos Engine across four land-
scapes and ultimately defeat it and its deranged
inventor.

The setting is a steampunk Victorian era England.


A time traveller on a reconnaissance mission from
the distant future became stranded in the England
of the late 1800s, and his technology came into
the hands of the Royal Society, led by Baron For-
tesque, a grand inventor.
With the help of this knowledge, Fortesque
managed to construct an immensely complex ar-
Developer Bitmap Brothers tificial intelligence known as the Chaos Engine.
Publisher Renegade However, the creation rebelled against its creator,
Release date 1994
assimilated its mind, and turned Britain into a war
Genre Shooter
Mode 1-2 Players zone populated by mad machines. Mercenaries
are willing to enter this dangerous place and put
an end to the chaos, hoping for an appropriate re-
ward.

Other Releases
Acorn 32-bit 2000
Amiga 1993
Antstream 2019
Atari ST 1993
BlackBerry 2013
MS-DOS 1994
Genesis 1993
J2ME 2005
Linux 2013
Macintosh 2013
SNES 1993
Windows 2013 CD32 Amiga

400 • Games - CD32


The introductory sequence is dis- Developers included Steve Cargill, Simon
played in text on the screen on the floppy Knight, Dan Malone, Eric Mathews and
disk Amiga versions, but a slightly modified Mike Montgomery. Joi composed the title
version is narrated with a voiceover on the theme and Richard Joseph composed all
CD32 version, together with some scene- other in-game music.
setting animations. The game was inspired by
William Gibson and Bruce
Players choose two mercenar- Sterling’s novel, The Differ-
ies from a group of six to take ence Engine, and its basic
on the task of defeating the plot and stylistics are both
mad Baron Fortesque and the based on the novel.
Chaos Engine itself. The play- The game’s coder devel-
able characters have various oped the partner AI by ob-
qualities that affect gameplay, serving play-testing of the
such as speed and combat game, then coding the AI ac-
ability. The players are pro- cording to his observations of
vided with a certain amount of the player’s behaviors.
money to start the game and The game was later ported
must hire the chosen charac- to consoles. In order to fit the
ters at their set prices. soundtrack into the SNES’s
In one-player mode, audio memory, which is much
the computer controls the sec- smaller than the Amiga’s,
ond player, so that one never Joseph both used standard
has to fight the chaos alone. compression methods and
It is possible to play with only put all the note data and driv-
one character, by starting a ers in the console’s main
two-player game and letting memory, reserving the audio
the enemies kill the second memory for samples.
character. An early version of the game
was previewed on the British
The players must traverse
TV show Gamesmaster. The
through each level, picking up
early version was reportedly
power-ups, gold and keys to
“running on an Amiga 3000”
pass through the various puz-
and featured simultaneous
zles and mazes. A number of
three player action.
“nodes” must be activated via
weapon fire (or special pow- The CD32 version, which is
er) to open the final doors at a port of the A1200, were en-
the end of each level. At the hanced when it was ported
end of every second level from floppies to the AGA ma-
the player has a chance to chines. It have a joypad sys-
spend their collected riches tem for the CD32 controller,
to upgrade their weapons, and makes use of several of
increase the number of hit the buttons on the controller.
points of their character, pur- It has updated AGA 256 color
chase new items and improve graphics, a new intro and
other character attributes. Character selection screen sampled CD speech.
Amiga screenshots

CD32 - Games • 401


The Amiga version received mostly positive A remastered version of The Chaos En-
reviews on release, as did the AGA version, gine—essentially a widescreen port of the
often receiving over 90% in review scores. Amiga AGA version (named AA version in
The console versions received posi- the title screen) with the original intro and
tive to mixed reviews. Electronic Gaming music intact—was developed by Abstrac-
Monthly gave the SNES version a 6.8 out of tion Games and released for Windows,
10, summarizing it as “A decent overhead Mac and Linux in 2013. The game retains
shooting game in the spirit of Technoclash all gameplay features, the audio and the
and Gauntlet.” They gave the Genesis graphics of the original.
version a 6.4. GamePro remarked of the The remastered version adds the
Genesis version that “Overhead-view gun- option to play a remote two-player game
fighting has never played better”, citing the through Steam. There is also a global high
heavy challenge, solid controls, and use score list, and two optional graphics ef-
of teamwork. They criticized the sprites as fects: a softening filter to alleviate the low-
overly small, but also noted that the sharp resolution pixelated graphics and a bloom
artwork ensures that it is still easy to make effect on selected parts of the game graph-
out what is happening on screen. ics.

402 • Games - CD32


Chuck Rock

Chuck Rock is a 1991 slapstick side-scrolling plat-


form game set in a prehistorical Stone Age-era
world. It is perhaps best remembered for its rock n’
roll theme tune.

Chuck Rock is starring the eponymous caveman


Chuck on a quest to rescue his wife from a jealous
rival.

The player take control of Chuck. His main form


of attack is a stomach bump with a limited range,
but he is also able to take advantage of rocks litter-
ing the stages to attack enemies from afar. He can
also use these rocks to create platforms to higher
areas he cannot reach by jumping normally.
While most dinosaurs are hostile some, like
the wading brachiosaurs and certain pteranodons,
will assist Chuck by taking him to new areas of the
Developer Core Design (?) stage.
Publisher Corkers (Core Design)
Release date 1994 Most of the initial 1991 releases of Chuck Rock were
Genre Platformer
released without an in-game soundtrack, the excep-
Mode 1 Player
tion being the Amiga which offered one as an option
(at the expense of sound effects).

The character of Chuck Rock was an early mascot


for Core Design before the introduction of Lara Croft
in the 1996 game Tomb Raider, and the character of
Chuck Rock himself and his family even featured in
some UK comic books of the 1990s.

Other Releases
Acorn 32-bit 1991
Amiga 1991
Atari ST 1991
Commodore 64 1992
Game Boy 1993
Game Gear 1992
Genesis 1991
Sega CD 1992
Sega Master System 1992
SNES 1992

CD32 Genesis

404 • Games - CD32


Chuck Rock II: Son of Chuck Der Clou!
Developer Core Design Developer ... and avoid panic by
Publisher Core Design Publisher Max Design, neo
Release date 1994 Release date 1994
Genre Platformer Genre Adventure
Mode 1 Player Mode 1 Player

Chuck Rock II: Son of Chuck is a side- The player take control of Matt Stuvy-
scrolling action game featuring the six sant, a man of Polish descent and crimi-
month old son of the protagonist Chuck nal persuasion. He arrive in London with
Rock as he fights off dinosaurs and tries nothing but the clothes on his back and
to help save his parents. a desire to become the greatest criminal
mind this century. Once getting a room
The gameplay is similar to the first game, and meeting some accomplices, he
but with some minor differences since must begin his career.
the player controls Junior, rather than Starting with small shops and gradually
Chuck. This is a side-scrolling platform working his way up to the theft of the
game with occasional rock-moving puz- Crown Jewels.
zles thrown in. Unlike Chuck, Junior car- The game allows players to con-
ries a club that gives his attacks further trol almost every aspect of the crime,
reach. from choosing the target building and
accomplices to actually planning the
Chuck Rock II uses an acid jazz sound-
burglary itself.
track. The end credits thank various con-
temporary acid jazz bands, presumably “mobygames.com”

listing them as influences.

Other Releases
Amiga 1993
Game Gear 1993
Genesis 1993 Other Releases
Sega CD 1993 Amiga 1994
Sega Master System 1993 MS-DOS 1994

CD32 - Games • 405


D/Generation

D/Generation is an action-adventure game with puz-


zle elements developed for the 8-bit Apple II during
the late 1980s, but instead published and released
for MS-DOS, Amiga, and Atari ST by Mindscape in
1991.

Set in the year 2021, D/Generation takes place in


a futuristic setting with elements of cyberpunk and
dystopian fiction, and the story follows the actions
of a simple courier making an urgent delivery who
finds himself entangled in the illicit corporate world
of bioweapon research gone horribly awry.
With the courier as their player character,
players must climb ten floors of the Genoq Biolabs
research building in search of the scientist Jean-
Paul Derrida, the recipient of the package they carry.
Malfunctioning security systems and hostile organic
Developer Abersoft weapons will impede their progress, while trauma-
Publisher Mindscape
Release date 1993
tized Genoq employees may be able to help the
Genre Action-adventure courier piece together what happened at the build-
Mode 1 Player ing prior to the player’s arrival.

The main gameplay of D/Generation consists of tra-


versing interconnected rooms (called “scenes” within
the game), accomplishing various tasks within them
in order to ascend to the next level of the tower.

Other Releases
Amiga 1992
Atari ST 1992
MS-DOS 1991
Macintosh 2015
Nintendo Switch 2018
PlayStation 4 2016
Windows 2015
Windows 3.x 1994
Xbox One 2016

CD32 Atari ST

406 • Games - CD32


D/Generation was designed and creat-
Each level is comprised of multiple ed by Robert Cook. It was originally de-
scenes, and each scene typically presents veloped for the 128K Apple IIe (utilizing
a particular challenge which must be over- Double-Hi-Res mode) under the name D-
come in order to progress. The game al- Generation. An early preliminary version
ternates between action-based and puz- for that platform exists and is dated 1989.
zle-based gameplay, with many scenes According to the Prince of Persia journals
requiring some combination of both. by Jordan Mechner, the game was com-
The player’s Laser sidearm is also pleted in 1990 but the MS-DOS version
used for puzzles in the game. Its first and from 1991 appears to be the first public
most obvious purpose is to kill the various release. While the original Apple II version
hostile inhabitants of the Genoq building, was fully playable and well polished, it was
however it’s beams can activate switches, never completed nor publicly released.
and will also ricochet, so it is usefully in
many situations in which the player might Electronic Gaming Monthly gave the CD32
wish to activate a switch from a distance, version a 7.25 out of 10. They criticized
or cannot feasibly approach one due to a that the CD32 controller does not work
particular hazard. well with the game’s isometric perspective,
Surviving Genoq employees and but praised the combination of action and
special items are also scattered around puzzles, describing the game as both ad-
the floors. Rescuing a survivor by clear- dictive and challenging.
ing a room of bioweapons and getting him/
A remake of the game with improved
her to its entry point in one piece earns an
graphics called D/Generation HD was re-
extra life. Bombs can blast through doors
leased for Windows by West Coast Soft-
and destroy some hazards.
ware in 2015 and for the Nintendo Switch
in 2018.

Windows 3.x MS-DOS Windows


D/Generation HD

CD32 - Games • 407


Dangerous Streets

Dangerous Streets developed by the Italian com-


pany Micromania and published by Flair Software
is a fighting game in the style of Street Fighter II.

Dangerous Streets offers two-player battles, single


matches against the computer, and a tournament
mode. The eight characters (Keo, Lola, Luisa, Ma-
calosh, Ombra, Pinen, Sgiosa Capeli, Tony) have
the ability to punch or kick in the range of weak,
medium, and strong.

The CD32 version is using AGA graphics which


are similar to the PC VGA graphics and slightly
enhanced compared to the ‘32 colors ECS/OCS
graphics of the Amiga floppy drive version.

The game received poor ratings in several Amiga


magazine reviews which critiziced the amateurish
Developer Micromania graphics, woeful sound, slightly childish-looking
Publisher Flair Software characters, feeble sound effects, bad animation
Release date 1994 and incomprehensible control. Only the lush and
Genre Beat-’em-up
colourful background graphics with paralax scroll-
Mode 1-2 Players
ing were commended in some reviews.

Dangerous Streets was the lead game in the bundle


(called “The Dangerous Streets Pack”) that the most
people got their Amiga CD32 machine in. This was
perhaps disadvantageous for the reputation of the
CD32 due the low quality of the game. Dangerous
Streets was also released in a bundle togheter with
Wing Commander for the CD32.

Other Releases
Amiga 1994
MS-DOS 1994

CD32 MS-DOS

some text from giantbomb.com

408 • Games - CD32


Deep Core
Developer Dynafield Systems
Publisher Int. Computer Entertainment
Release date 1993 Death Mask
Genre Platformer
Mode 1 Player Developer LogoApache Software
Publisher Alternative Software
Deep Core is a futuristic platform game Release date 1995
with similarities to Gods. Genre First-person shooter
Players take control of Captain Dawn- Mode 1-2 Players
razer who has been sent to save an un- Death Mask is an Amiga Doom clone.
derwater nuclear research base which It received mixed to positive reviews on
has been invaded by strange aliens. release, and reviewers felt it was an ac-
There are nine main levels, each of ceptable clone.
which is split into sub-levels and also In one-player mode there are 34 levels,
has bonus sections leading off from it. with different power-up weapons. If one
Each of the 6 weapons which are on of- player completes the level, both advance
fer can be boosted in power. to the next one. There’s also the stand-
“mobygames.com” ard Death Match mode. The multi-player
mode is played in split-screen.
“mobygames.com”

Other Releases
Amiga 1993
Amiga CD32 1993
Other Releases
Amiga 1995
Antstream 2019

CD32 - Games • 409


review; Amiga Format #58 (April 1994);

Dennis Bucktoothed Betty Sue


Dubrovski is a whizz
on a swing and causes
Publisher Ocean Dennis all kinds of
Release date 1993 provlems at the end of
Genre Platformer Level Two of Ocean’s
Mode 1 Player platform escapade.

Dennis the Menace is a licensed plat-


former from Ocean Software based on DENNIS
F
the 1993 movie of the same name. The rom Dennis the Menace to the Perishers,
movie itself is based on the Hank Ket- the anarchic, scruffy kid has been the main-
cham syndicated comic strip. stay of comic, books and movies for years.
The object of the game is to defeat a bur- Now a similar American incarnation has surfaced
in the shape of Ocean’s latest film license game.
glar who managed to find Dennis’ town
The seven-year-old hero of Dennis is in big
via the local railroad connection.
trouble, as usual. Not only has he lost all of Mr.
The game is a straightforward platform- Wilson’s precious coin collection, but his friend
er. Controlling Dennis Mitchell, the play- Joey and Margaret have been kidnapped by the evil
er has to go through four stages, col- Switchblade Sam. The aim of this platformer is to
lecting five large coins in each one. The explore each of four different worlds, and their as-
end goal is to defeat Switchblade Sam, sociated sub-levels, collecting coins and battling
the antagonist of the movie, and rescue baddies as you go. Hu hum.
If the startlingly derivative plot fails to capture
Dennis’ friends Joey and Margaret.
your imagination, wait until you start playing the
The in-level enemies follows
game. Graphically it looks like a cross between
standard attack patterns and can usually Sleepwalker (Dennis looks suspiciously like the
be avoided. The player are given up to somnambulistic Lee) and Alternative Software’s
9 lives at the start, and more extra lives Sooty and Sweep. It’s hideous and certainly not
can be found throughout the game worth £25 of anyone’s money. The gameplay is lit-
“mobygames.com” tle better. The nasties keep coming back every time
you kill them and your so-called special weapon
(a pea-shooter, catapult and water pistol) are vir-
tually useless. There are plenty of power-ups and
courage-building sweets, but Dennis still dies re-
markably often anyway.
By far the worst bits are the appalling sound-
track and teeth-clenchingly bad sound effects. And
the CD32 version is little better. Ocean must have
paid a lot for this license, but since the movie was
a flop the game is likely to go the same way. Avoid.
Rob Mead (AF)

The last thing Mr Wilson


needs is an olkish little brat
spoiling his day, but that’s
just what Dennis is about
Other Releases to do.
Amiga 1993
SNES 1993 Review Score: 25%

410 • Games - CD32


Disposable Hero

Disposable Hero is a horizontally scrolling R-Type-


influenced shoot ‘em up. The game feature 5 lev-
els with bosses at the end, as well as mini-bosses.
There are four difficulty levels, with the easiest act-
ing as a trainer, since one can’t reach the final level
or complete the game properly with it.
The game’s power-up system is different
than most shoot-’em-up’s. Rather than simply pick-
ing up new weapons, the player collect blueprints
for a total of 32 different weapons as well as up-
grades to the maximum amount of power the ship
can unleash at a time. Once the player reach a pow-
er-up bay, they can add or remove weapons so as
to maximize their attack capabilities.

The redbook audio soundtrack of the CD32 version,


written by Jeroen Kimmel, features a new score with
Developer Boys Without Brains a similar electronic vibe but with a richer and more
Publisher Gremlin produced sound.
Release date 1994
Genre Shooter
The Disposable Hero box art
Mode 1 Player
depicts a space ship hovering
over water against the back-
drop of a futuristic city. It was
painted by American artist
John Berkey, famous for paint-
ing book covers and movie
posters for films like Star Wars,
King Kong and Star Trek: The
Motion Picture.

When Disposable Hero was


released, it received favorable
reviews yet was considered by
many to be too difficult.

Other Releases
Amiga 1993
Antstream 2019

some text from mobygames.com, hardcoregaming101.net

CD32 - Games • 411


Dark Seed

Dark Seed is a psychological horror point-and-click


adventure game. It exhibits a normal world and a
dark world counterpart, which is based on artwork
by H. R. Giger. It was one of the first point-and-click
adventure games to use high-resolution (640×350
pixels) graphics, to Giger’s demand. A sequel, Dark
Seed II, was released in 1995.

In the game, players control Mike Dawson (named


after the game’s lead designer), an ad company
manager who hates his job and pursues his goal in
life to become a writer. Upon reaching the house,
Mike suddenly feels tired and finds a bed, proceed-
ing to fall asleep, only to find himself in a nightmare,
unable to wake up.
The nightmare seems to create a version of
his life and has turned it into a world of terror. An
unknown source has implanted a seed of darkness
in Mike’s mind, and he only has three days to find a
Developer Cyberdreams
Publisher Cyberdreams way to stop it.
Release date 1994
Genre Adventure Unlike most point-and-click adventure games,
Mode 1 Player which give the player time to explore, many actions
in Dark Seed must occur within precise time limits,
or the game will end up in an unwinnable state. As a
result of this, one must start over repeatedly to win
without resorting to a walkthrough.
The player has three real time hours within
which they must complete the game, which is the
equivalent of three in-game days. At the end of each

Other Releases
Amiga 1992
MS-DOS (ISO CD Version) 1992
Macintosh 1993
PlayStation 1995
Sega Saturn 1995
Windows 3.x 1995

CD32 MS-DOS

412 • Games - CD32


day, Dawson goes to sleep and upon go-
ing to bed, each night he has a nightmare
of the Dark World. Every room, person
and object in the normal world has a Dark
World equivalent and this is often neces-
sary for puzzle solving.

When Cyberdreams approached H. R.


Giger about providing artwork for a video
game, the artist disliked the proposed use
of VGA Mode 13h’s 320 by 200 graphics
and demanded higher resolution, call-
ing lower resolution “square and jagged”.
The developers agreed to use 640 by
350 mode instead, although doing so re-
duced the palette from 256 to 16 colors.
Cyberdreams received access to almost
all of Giger’s artwork. Some of the work
selected for use in Dark Seed includes:
“N.Y. City III”, “Hommage a Bocklin”, and
“Li II”. “Li II” is featured on the cover, box
and manual art.

The Amiga CD32 version includes narra- phere, with some superb music ... Giger’s
tion for Mike Dawson’s dialogue, voiced artwork adds greatly to the claustophobic
by Mike Dawson, which is left unvoiced in tension”. They criticize the amount of time
other versions. it takes to get to different locations, calling
it “tedious”, as well as the “rigorous” time
Amiga Format gave the Amiga version of limit, stating that “in Darkseed it sometimes
Dark Seed an overall score of 72%, prais- feels like you’re playing to a timetable and
ing the use of Giger’s artwork and “stun- if you’re not in the right place at the right
ningly spooky” graphics, calling it “the time, a vital clue or character may be lost
nearest thing you could have to a software forever”.
nightmare”, but criticizes its strict time-
frame, and refers to Dark Seed’s game- An urban legend spread that the intense
play as “its weakest element”. The One pressure of designing the game gave lead
gave it an overall score of 80%, praising designer Mike Dawson a mental break-
its “well-designed” controls, and states down. However, he actually left the games
that “The premise isn’t a particularly origi- industry after completing Dark Seed and
nal one, but good sci-fi is all about ideas moved into television writing (including
and Darkseed has plenty of them, most of some episodes of Family Matters) until the
which are used to good effect game-wise - late 1990s, wrote four books on program-
I particularly like the way the real and alien ming (including Beginning C++ Game Pro-
worlds mirror each other”. The One also gramming and Python Programming for
praises the music and graphics, express- the Absolute Beginner) and is teaching
ing that the game “creates a strong atmos- game design and programming classes at
Stanford University and UCLA.

some text from giantbomb.com

CD32 - Games • 413


article; Amiga Power #29 - Things To Come (September 1993);

DIGGERS
Game: Diggers Oh how we recycled
Publisher: Millenium those jokes the next
Author: Toby Simpson day at school.
ETA: September
Young Ones joke. Bloke: “Do you dig
Briefly: So there it is then, the first mines?” Hippy: “They’re alright, yeah.”
Amiga CD32 game that we’ve seen.
Gosh. Once the guys from Millennium finish the game and still have only seen
had managed to prise us away from about 20% if it.”
stroking and caressing the console But we’re getting ahead of ourselves.
(yes, that’s right, the Amiga’s a console What is this game all about? “It’s set on
now, you’ll have to get used to it), we the planet Zarg, on the glorious 412th
got down to the business of checking day of the year. This is traditionally the We could spend an entire lunch-time reliv-
out Millennium’s first outing on the time when the planet’s authorities allow ing Monty Python sketches.
medium. the population to dig for a month for There are no com-
This game’s very hard to be brief treasure and diamonds, and this year it’s edies now that have
about. It’s an adventure/strategy affair your turn. Basically it’s about trying to the same resonance
based on mining theme and it is, quite make yourself rich. as the Young Ones.
frankly, huge. Yes, that part of the CD “You control a race of diggers. There
system (ooh, it’s so exciting isn’t it?) are four to choose from - the F’Targs,
that enables you to store loads of mega- the Habbish, the Grablins and the Quar-
bytes of ‘stuff’ is being exploited to the risors. Each has different qualities, like some valuables you can teleport back
full with Diggers. Perhaps I should let the F’Targs heal very quickly and the to the shop to buy various tools to help
Toby Simpson, the man responsible for Grablins dig faster. Each level involves you with your progress, such as lifts and
all this, do the talking, yes? you and an opponent tackling a mining automatic diggers.
The creator speak: So exactly how area. You’re given a target income to “The great thing is that there’s more
big is it then? “Well, to give you some hit, and you can finish a level either by than one way to play the game. You can
perspective, the graphics alone take up defeating the opponent or by getting the play it as a violent struggle against the
ten megabytes of space (That’s about income.” computer opponent, or as a strategic
12 floppy disks, you know, — Tim), be- Toby took us through a very involv- strip-mining affair. It leaves more open
fore you even start to look at the sound, ing demonstration with evident glee at to the player, and there are a lot of ran-
game engine and so on. We’ve got an the huge world he’s created, and became dom elements too, because the levels
interactive book on there too, which so animated that it was impossible to jot are never the same twice. Each time you
gives you access to information at any down what he was saying. In essence, start a level again the treasure is scat-
time during the game and basically you use on-screen menus to control tered somewhere else.”
gives you a manual on a disk. We’re your character, which includes making Verdict so far: This looks like it’s go-
going to have to make some sacrifices them walk, jump, stop, pick things up ing to be a stormer. I can’t really make
on the 1200 version, simply because the and down, search, go home, teleport any useful comparisons, because it’s
number of disks needed would be im- and, of course, dig. If you don’t give got a feel all of its own, but it looks like
mense. The game itself is huge. There a character an instruction, it soon gets it’ll appeal to anyone who’s enjoyed the
are 33 different maps, every one of them bored and starts wandering off doing Populous/Lemmings school of games.
massive, covering seven different ter- its own thing, so you’ve got to keep an We’re looking forward to getting our
rain types. We estimate that you could eye on your team. When you’ve mined mitts on this and the Amiga CD console
in the very near future.
• TIM TUCKER

The characters were great, but no-one liked Now perhaps it’s time these captions became
Mike, the boring one. a bit relevant. This is the shop screen, and Diggers is a mining game, and on this page
here you sell jewels for dosh. there are some pictures of it.

414 • magazine article


Diggers

Diggers is a puzzle video game for the Amiga CD32


in which the player takes control of a mining team
excavating a planet for precious minerals.

The game is set on the planet Zarg, where four


races are vying for the gems and ores buried there.
The player chooses one of the four races, then
sends out five man teams to mine a region. Each
region has an amount of money the player must
amass in order to beat it and open up the adjacent
territories.
The gameplay is similar in some ways to
Lemmings, with the player issuing orders to the
five miners, not directly controlling them. The play-
er commands the units to dig and, when needed,
perform more specific actions such as picking up
Developer Millennium gems and fighting enemy diggers. As the miners
Publisher Millennium dig, rubies, gold, emeralds, and diamonds will ap-
Release date 1993 pear.
Genre Puzzle
At any time the player can teleport a min-
Mode 1 Player
er back to the starting point and send him to the
‘Zargon Stock Exchange’, in order to trade the
finds for money. Here the player may also visit a
shop and buy special mining tools, such as dyna-
mite, automated drillers and bridge components.

Diggers was bundled with the CD32 at launch, along


with the platform game Oscar on the same CD. A
sequel, Diggers 2: Extractors, was released for MS-
DOS in 1995.

Amiga Action gave the


game a score of 91% of
100 and stating that “A
totally addictive and stun-
ningly original master-
piece. A game to grow old
with.”

Other Releases
Amiga CD32 1993
Acorn 32-bit 1994
Amiga 1993
MS-DOS 1994

CD32 MS-DOS

CD32 - Games • 415


Donk!: The Samurai Duck!
Developer The Hidden
Emerald Mines Publisher Supervision
Release date 1994
Developer The Almathera
Genre Platformer
Publisher Almathera
Mode 1-2 Players
Release date 1994
Genre Maze Donk!: Samurai Duck follow a duck
Mode 1-2 Players
named Donk, who was raised by samu-
Emerald Mine is part of a series of Boul- rai warriors. To prove himself he has set
der Dash-clones by Kingsoft. The series off to collect crystals from 112 levels.
is based around mines filled with various Once the target quota of gems has been
gems, such as emeralds. The first Em- reached, Donk escape from each level
erald Mine was released in 1987 for the through one of its many exits, giving the
Amiga. game a similar structure to Alien Breed:
The player character is in a deep cave Tower Assault. Magical powers can be
collect emeralds and diamonds while collected along the way, including the
evading monsters. ability to turn into an inflatable toy duck
which makes it possible to float across
The CD32 version has a collection of water.
177 level sets, each of them containing A simultaneous split-screen 2-play-
80 levels. The player can also choose to er mode is included as well.
customize their playing experience by
selecting different graphics or sound ef- The game was originally going to be re-
fects sets before starting the game. Most leased with the title Dong, but the British
of the levels were created by Emerald developers did not want to cause offence
Mine fan club members. as the word can mean “penis” in English
speaking countries. Some demo ver-
sions distributed on Amiga cover disks
still bore the name Dong.

Other Releases
Amiga 1993

Other Releases
Amiga 1993

416 • Games - CD32


Dragonstone

Dragonstone is a fantasy action role-playing game


with a look and feel influenced by Zelda games. It
was planned as a sequel to the Amiga game Dark-
mere (1994), but became a standalone game over
the course of development, possibly in part due to
Darkmere’s repeated delays.

Players take control of an unnamed hero who must


travel across different worlds to kill dragons, rescue
Princess Kirstie and restore the ultimate power to
the dragonstones to vanquish the dragon hordes.

The game is split across 7 multi-directional levels,


taking place in forests and caves in a fantasy set-
ting. The hero is armed with a sword and a special
energy-bolt attack, which can be charged up. Some
vanquished enemies discard food or gold; there are
shops in which to spend this.
Developer Core Design(?)
Publisher Core Design In an interview with the video game magazine The
Release date 1995 One, Bob Churchill, Dragonstone’s map designer,
Genre Role-playing explained that Dragonstone was inspired by Zelda
Mode 1 Player
games, and they “wanted to do a Zelda-type game
on the Amiga, because no-one has ever attempt-
ed one before.” Churchill also states that “the two
games are pretty close. There is plenty of wander-
ing around and interacting with people, which is very
Zelda-ish. The puzzles are similar as well—the in-
game characters will request a specific object so that
they can complete a task, so it’s your job to retrieve
it for them, thus opening up more areas to explore.”

The One gave Dragonstone


an overall score of 79%,
stating, “the difficulty level
seems to have been aimed
at the younger player.”

Other Releases
Amiga 1994

CD32 Amiga

CD32 - Games • 417


Exile

Exile is a single-player action-adventure game origi-


nally published for the BBC Micro and Acorn Elec-
tron in 1988 by Superior Software. It is often cited
as one of the earliest examples of a Metroidvania
game and featured realistic gravity, inertia and ob-
ject mass.

When a terraforming team on an unexplored planet


sends some disturbing messages back to Earth and
then stops responding altogether, the space adven-
turer Mike Finn is sent to find out what happened.

The player is tasked with traversing a network of


tunnels, collecting and interacting with objects, en-
gaging hostile and friendly creatures, rescuing sur-
vivors and ultimately defeating Triax and escaping
from Phoebus. Finn has weapons and a jet pack
system which may be boosted by finding upgrades.
Energy cells must be collected throughout the game
to power the weapons and jet pack. Finn has a life-
preserving teleport system. When he reaches a
point near death he is automatically teleported to a
Developer Audiogenic (?)
Publisher Audiogenic
safe location previously designated by the player, or
Release date 1995 ultimately back to his orbiting spaceship.
Genre Action-adventure Exile permits a degree of nonlinear game-
Mode 1 Player play—challenges may be overcome in a number
of possible orders and not all events have to be
completed. The player is awarded points depend-
ing on goals achieved and time taken to complete
the game. However, in some scenarios it becomes
impossible to complete the game.

Other Releases
Amiga 1991
Atari ST 1991
BBC Micro 1988
Commodore 64 1991
Electron 1988

CD32 Electron

418 • Games - CD32


A major feature of the game is the
single large and detailed world it offers for
exploration. The subterranean setting is
explained through the backstory in which
the crew of the Pericles have set up a base
in a natural cave system, with Triax having
his own base in caves deep below.
Exile contains a physics model with
gravity, inertia, mass, explosions, shock-
waves, water, earth, wind, and fire. The
game engine simulates all three of New-
ton’s laws of motion, with many puzzles
and gameplay elements emerging from a
few physical principles. For example, the
player may experience difficulty when at-
tempting to lift a heavy boulder across a
windy shaft with a jet pack, or of trying to
keep a glass of water from spilling while
being pushed around by a pestering bird.
Atari ST cover art
The large subterranean world is procedur-
ally generated. This is achieved using a
compact but highly tuned pseudorandom
The game was designed and programmed
process with a fixed seed number to gen-
by Peter Irvin (author of Starship Com-
erate the majority of the caverns and tun-
mand) and Jeremy Smith (author of
nels—augmented with a few custom-de-
Thrust). Jeremy Smith died in an accident
fined areas. The later Amiga and Atari ST
some years after Exile was published and
release use a more conventional tiled map
it is his last known game.
to allow greater customisation and varia-
tion in the landscape.

BBC Micro Commodore 64 Atari ST Amiga

CD32 - Games • 419


Erben Der Erde: Die Grosse Suche

Erben Der Erde: Die Grosse Suche, released


as Inherit the Earth: Quest for the Orb outside
of Germany, is a point and click adventure game
developed by The Dreamers Guild and published
by New World Computing in 1994.

The game takes place in a world populated by ge-


netically engineered anthropomorphic animals cre-
ated by the Humans, who are now extinct. While
the game takes place after the era of Humanity, the
entire feel of the world is of medieval Europe.

The playable character is a young red fox named


Rif, who travels with his sweetheart Rhene to com-
pete in a puzzle contest. The trip becomes far more
complicated, however, after it is revealed that the
fabled Orb of Storms has been stolen, and Rif is ac-
cused of the theft by the Boar King. Rif is charged
to prove his innocence while being closely guarded
by Eeah, an elk and Okk, a boar. To further ensure
the completion of his task, Rhene is held hostage
Developer ReaLogic by the Boar King until Rif either confesses to the
Publisher Softgold crime or solves the case on his own. To solve the
Release date 1995 mystery, Rif, Eeah, and Okk will interact with other
Genre Adventure foxes, boars, and elks, as well as rats, cats, ferrets,
Mode 1 Player
and hares.

According to Joe Pearce of The Dreamers Guild,


Inherit the Earth was a commercial flop. However,
the game has some loyal following in the furry fan-
dom.

Other Releases
Amiga 1995
MS-DOS 1994
iPhone 2009
Linux 2004
Macintosh 1994
PC-98 1995
Windows 2003
Windows Mobile 2007
CD32 PC-98

some text from giantbomb.com

420 • Games - CD32


Fields Of Glory
Developer W. J. S.
Publisher MicroProse
Release date 1994 The Final Gate
Genre Strategy
Mode 1 Player Publisher Alternative Software
Release date 1996
Fields of Glory is a real-time strategy game Genre Shooter
where players can re-enact the four major Mode 1 Player
historical battles in Napoleon’s Waterloo
The Final Gate is an FMV rail shooter.
campaign (The Battle of Ligny, Battle of
The player is seated in the front of a
Quatre-Bras, Battle of Waterloo and the
speedboat that is moving down a river.
Battle of Wavre), as well play two hypo-
The boat is moving forward automati-
thetical battles (at Nivelles and Wagnee)
cally and the player’s input is limited to
which would have possibly taken place
moving a crosshair over the video foot-
had some of the pre-campaign maneuver-
age (which only takes up a quarter of the
ing been done differently. The battles in the
screen) and shoot at the projectiles that
game are fought in real-time, and strive to
are launched towards the player’s posi-
create a sense of realism. It is based on
tion. If they are not shot quickly enough
a series of tabletop games of the same
the player takes damage and loses en-
name.
ergy. Sometimes enemies will appear at
While the CD32 version has the game the side of the riverbank and by shooting
database feature of the PC version, it is these a special video sequence will be
crippled and can only be accessed on shown. If not, the player is likely to take
the main menu screen rather than dur- a lot of damage. To regain some energy
ing gameplay. it is possible to shoot power ups that at
times appear on the screen.
The game reportedly took two years to
produce and sold about 1,000 copies.
“mobygames.com”

Other Releases
Amiga 1994
MS-DOS 1994
Macintosh 2020
Windows 2020

CD32 - Games • 421


Frontier: Elite II

Frontier Elite II is a space trading and combat simu-


lation game released in October 1993 as the long-
awaited follow-up to Elite. This sequel was written by
David Braben, who had co-authored the original Elite.
The game retains the same principal component of
Elite, namely open-ended gameplay, and adds realis-
tic physics and an accurately modelled galaxy.

There is no plot within Frontier, nor are there pre-


scripted missions (as there are in its sequel, First En-
counters). Instead, players explore space while trad-
ing legally or illegally, carrying out missions for the
military, ferrying passengers from system to system,
engaging in piracy or any combination of the above.
As a consequence, Frontier cannot be completed or
“won”, and players instead decide what to aspire to
Developer Frontier Dev. and set out to achieve it.
Publisher Gametek
Release date 1993 In Frontier, the player begins in the year 3200 and
Genre Strategy assumes the role of one of Commander James-
Mode 1 Player on’s—the original protagonists—grandchildren, hav-
ing inherited one hundred credits and an Eagle Long
Range Fighter from him. By the game’s standards,
these are very modest resources, and are intended
as a spur to encourage players to earn money by
whatever means they feel is appropriate.
Though the plot is minimal, some background
information about the universe of Frontier is provided.
There are two major factions in the galaxy: The “Fed-
eration”, based in the Sol system, and the “Empire”,
based in the Achenar system. These two factions are

Frontier Elite II was followed


by Frontier: First Encounters
in 1995 and another sequel,
Elite: Dangerous in 2014.

Other Releases
Amiga 1993
Atari ST 1993
MS-DOS 1993

CD32 MS-DOS

422 • Games - CD32


bitter enemies, but at the time of the game
they have established a tense cease-fire,
akin to the Cold War. Players are free to
side themselves with the Federation, the
Empire, both, or neither; the game does
not restrict one’s political career. Both
sides have military forces that a player
can run freelance missions for, with suc-
cesses leading to a military promotion.
The ranks of the Federation and Empire
are independent of each other. Playing for
both sides adds to the difficulty to acquire
a rank promotion for either.
CD32
As with Elite, much of Frontier is concerned
with trading: players can buy and sell a va- structures, meaning that some systems
riety of goods—from food and computer are safer than others. The Core worlds
parts to guns and slaves—with the aim of are usually the safest, with anarchic sys-
making the most profit possible from each tems being the most hazardous. Combat
trading run. Thus, learning to compare is handled completely realistically. In prac-
prices in various systems is essential for tice, this means both ships taking sling-
profitability, and calculating overheads for shot thrusts at each other, lasers being
each trip (such as fuel, missiles, and hull fired constantly at each other, until one
repair) are essential skills. of the ships is destroyed. All enemy ships
Frontier substitutes Elite’s arcade destroyed count towards the player’s com-
flying style for one based rigidly on New- bat rating, starting at “Harmless” and pro-
tonian physics: momentum must first be gressing towards “Elite”.
neutralised to bring the player’s craft to a
The game’s copy protection was worked
stop, and turning 180° has no effect on the
into the game in the form of police spot-
direction of travel until previous momen-
checks, making sure the player is the le-
tum has been counteracted. The craft’s
gitimate owner of his ship. At certain in-
control is largely left to the player, but
tervals in the game, the police would ask
often day-to-day tasks such as navigat-
the player to “please enter the first letter
ing from a hyperspace exit-point to a de-
of word X, row Y on page Z” of their ship’s
sired planet or space-station and docking
manual (which the game manual osten-
can be handed over to a ship’s autopilot.
sibly was). If the player entered a wrong
Travel within a star system occurs across
letter on three occasions, he would be ar-
realistic distances at realistic speeds, and
rested and his ship impounded, at which
therefore even with the fastest ships ca-
point the game ends.
pable of more than 10G of acceleration,
intrasystem travel can take many hours. Frontier operates on a very large scale
Therefore the game provides an “acceler- compared to previous games, and most
ate time” function that makes game time games since. It is, for example, possible to
pass at 10, 100, 1000, or 10,000 times the do realistic gravitational slingshots around
normal rate. supermassive stars and large planets, and
Enemies in the game are most of- in the same engine fly close enough to the
ten space pirates. The different star sys- ground to read the (accurate) time from
tems have differing government and social the face of a clock.

CD32 - Games • 423


Frontier built on Elite differs in dif- game world. Also included in the box were
ferent aspects. It is possible to freeform loading/installation instructions and a form
seamlessly land on planets, something not to complete to purchase a Frontier t-shirt.
possible in the first Elite. Most stars also The contents of the box for the Ami-
have a system of planets around them, ga version were identical to those found in
while in the previous game there would the PC version. However, the game was
only be a single planet and space station not released on CD for the standard Ami-
in every system. In addition to this some ga machine, being shipped instead on two
real stars had been placed in the Frontier 3.5 inch floppy disks. The first disk was the
universe, mostly near Sol, such as Alpha program itself, the second a collection of
Centauri and Sirius. Other brighter stars various save games. The actual execut-
such as Altair, Antares, Betelgeuse and able file for the game was only around 400
Polaris, which are much further out, are KB (uncompressed), its small size partly
also included. All planets and most major due to the entire game being written in as-
moons in the Sol system can also be vis- sembly language while its universe was
ited. On zooming out, other galaxies are mostly procedurally generated. The Atari
visible, although these other galaxies are ST version is identical to the Amiga version.
simply duplicates of the first, and not ac- The CD32 port, which was the first
cessible in any version of the game. game made by Frontier Developments as
Similarly to the original Elite, Frontier an official company, is virtually identical to
offers dozens of ships, from small but fast the original Amiga program. One drawback
fighters, multi-role traders to huge cruisers. of the CD32 version was that the player’s
Commander file could only be stored in
Braben originally programmed the game in the 1Kb of memory which the console had.
68000 assembly language. It had roughly This was such a small amount that the
250,000 lines of code, which were ported game could only be saved when the player
from 68000 assembler to the PC’s 80286 was in space; there was no facility to save
assembler by Chris Sawyer. Frontier also progress when docked.
had some features that had never been
seen before: it was the
only game at the time to
do a palette-fit every frame
to get best use of colours,
plus it also featured real
sized 1:1 scale planets and
star systems.

The MS-DOS version was


released in both 3.5 inch
floppy disk and CD ver-
sions but there was no
difference in the actual
programs. Three booklets
were included: the game
manual, a Gazetteer of in-
teresting star systems in
the game and a collection
of short stories set in the A Gazetteer of interesting star systems in the game were included with most
copies of the game

424 • Games - CD32


Frontier was generally well received by Frontier was in development for
the media. Most magazines were awe- over 5 years and eagerly anticipated by
struck by its sheer scale and accurate de- fans of the original game. When it finally
piction of real-world physics, and gave it arrived, a flood of complaints flowed in to
high ratings. Computer Gaming World in Amiga Format. In the March 1994 issue,
April 1994 favorably discussed the game’s David Braben was interviewed to discuss
“ENORMOUS universe” with “many, the problems in an article called “Pay-back
many hours of exploratory game play ... time”. The interview dealt with questions
less of a game, and more a way of life”. relating to the copy protection, autopilot,
A longer review the next month reported assassinations, bug fixes, why the game
that the game compensated for the Amiga took so long and included a section of his
version’s 16-color palette with “a surpris- own playing tips.
ing amount of graphic detail”. The maga-
zine concluded that “Frontier should offer Frontier was succeeded in April 1995 by
months, or even years, of galaxy-trekking First Encounters, which was available for
fun” as players explored the “incredibly im- DOS. No Amiga or Atari versions were
mense” universe. One notable exception released as by the time of its publication
was Amiga Power, who viewed the game these platforms were no longer as profit-
not as a successor to Elite’s throne, but as able as they had once been, even though
a space flying game on its own right, and Amiga 1200 and Amiga CD32 versions
were disappointed by its lack of action; this were planned and previewed in many
made them dismiss the game as boring, magazines of that time, they were eventu-
rating it 65% (75% on the faster Amiga ally cancelled.
1200).

CD32 - Games • 425


article; Amiga Format #57 - Pay-back Time (March 1994);

BRABEN’S BUGS
F
ew games have generated as
much interest as Frontier, the You waited five years for the
sequel the classic game Elite sequel to the famous space
which was a heady mix of interstellar trading game Elite. But when
trading, ship-to-ship combat, and bold-
ly going places.
Frontier finally arrived it was
Frontier follows a similar formula, bugged. Richard Baguley met
but with the added attraction of assas- up with programmer David
sinations, passengers and doing Braben and put some
dirty work of the two Empires of your complaints
which dominate the galaxy. to him.
It took David Braben five years
to create Frontier and it went stra-
ight to the top of the games charts, mak- wrong a few times and you are uncer-
ing it one of the biggest-selling games Assassinations
emoniously dumped out of the game, Assassinations are one of the most im-
of 1993. which seems a rather clumsy way of go-
But it’s bugged and many people have portant parts of the game, and provide a
ing about things. good way of getting rich quick. Howev-
become disenchanted with the game due David agrees the system is flawed, but
to the number of problems. We put these er, sometimes an apparently successful
points out that the manual now includes assassination trip is greeted by a court
complaints to David Braben. an insert with clearer instructions. message about shooting the ship but
Copy protection “We got a lot of complaints about this, missing the target.
Firstly, there is the matter of the copy so we have revised the documentation.” “This isn’t a bug. It’s a feature. If
protection. It’s a distinctly confusing there is a ship on the Tarmac, the target
system of picking a letter from a word Autopilot will get on board only shortly before it
on a page which was not helped by the Several people have also made com- takes off. If you shoot the ship before
omission of any instruction in the man- ments about the Autopilot, and the an- it takes off, the target will not be on
ual. noying habit it sometimes has of driving board.”
The problem is that you have to type like a drunken space cadet and crashing
in words from a specific point in the into space stations and planets. Bug fixes
manual at various stages of the game. “The problem with Frontier, is that There are also a number of other bugs,
For example, you could be asked to type it’s trying to make Autopilot realistic by such as the screen display in the Bulle-
in the first letter of the third word on simulating inertia. The Autopilot isn’t tin Board becoming corrupted in some
page 62. But the prompt doesn’t make cheating, it’s working out what thrusts systems and your ship being destroyed
it clear if the third word includes the to do and it’s very complicated. while paused.
headline at the top of the page (it does “It does get its knickers in a twist oc- “We’re done three bug fix revisions
include the headline, by the way). casionally, because it tries to avoid tar- of Frontier since it was released. None
If you type in the wrong letter, the gets, so if there is a planet in the way it of the bugs are serious enough not to
time you have until you have to type will try to go round, but it won’t neces- have work-arounds. You can a get a
in the next password is halved. Get it sarily get it right.”

lo, the second moon of Saturn is a bit of a dump. There aren’t any One of the bugs that some of you claimed to have found in Frontier
good restaurants, let alone any illegal goods worth having. In fact it’s is that the program crashes if you try to analyse your own hyper-
not really worth visiting at all, unless you fancy putting your feet up space cloud. As you can see from this picture, I’ve had no problems
for a while and admiring the view. analysing this one.

426 • magazine article


DAVE BRABEN’S PLAYING TIPS
As you would expect, the bloke
who wrote Frontier has a few tips
on how to get the best out of the
game. So here they are:
“An interesting challenge is to see
how much money you can make in If you fancy a cruise around a remarkably ac-
one trip. The obvious way to do this curate representation of the solar system, then
is to flog off all your ship’s equip- look no further than Frontier. It’s all there in
glorious technicolour.
ment to give yourself loads of cargo
space, and then to buy the most ex- “It was pretty well ready to go in
pensive goods you can afford.” very early 1993, but we had a lot of
problems with the sound. In the end
“Keep track of missing persons and then names of people who are we had to completely rewrite a lot of
looking for transport, because finding them is a very easy way of the code, and that took time.”
making several hundred credits.” Given that Frontier was several years
“If goods are in short supply on a system, there will often be some- in the making, how does David feel
about the criticism for it being heavily
body on the Bulletin Board who is prepared to pay massively over bugged?
the odds for them. If you are quick, you can often nip off to another
“Yes, there are bugs in it, but most
system and buy the required goods and go back to sell them. If of them appeared pretty late in the day.
it’s happened once, it’s also likely to happen again, so if there is a I’m not exactly over the moon about it
requirement for battle weapons, there is likely to be another advert myself.”
soon.”
What happens next?
“There are some off places where gemstones are considered to be David is now planning enhanced AGA
waste, and they pay you to take them away.” and CD32 versions of Frontier, although
he has yet to decide a release date and
“You can use cargo as a weapon, so if you buy a whole load of exactly how they will be enhanced. But
cheap cargo, hover over somebody and dump it, they will be seri- will there be an Elite 3?
ously damaged, although you are likely to incur the wrath of the “I have got no plans for an Elite 3 as
police.” such, but there will be probably a fol-
low on, which will still be Frontier.
“There are references to Thargoids (the unpleasant aliens who “I don’t want the Frontier worlds to
waylaid innocent travellers in the original Elite) in the game, and die, so the follow-up will probably be
there is a Thargoid ship in there somewhere. As far as I know, no- more of an add-on to the existing sys-
body has found it yet.” tems, perhaps with more of a sense of
a goal. One of the things that will be in
there is a major alien race, with lots of
revised version by sending the original “The total time was five years, but in missions associated with them.”
disk with an SAE to Gametek,” the meantime I did write Elite for the David is now busy with other projects,
But shouldn’t a game that has taken Nintendo with Ian Bell, and I have done including starting his own company, so
nearly five years to write be bug free? other bits and pieces. It’s amazing how the Frontier add-on is unlikely to appear
quickly that sort of time goes. I also for a few months. Hopefully, it won’t
“Most of these bugs require really spent a lot of that time looking into how
obscure circumstances. It’s very diffi- take five years.
things work and simulating the behav-
cult to test every possibility, even with iour of solar systems, because a lot of
a 10 full-time beta testers that Gametek work has gone into the astronomy side.
used. With most games, the code is pa- GOT A GRIPE?
“I was in touch with Cambridge
thetically small, with most of the space University astronomy department, This is the first in an occasional
being taken up by graphics. With Fron- because nobody had tried this sort of series which we put program-
tier, it’s all code.” simulation before. I also spent a lot of mers on the spot. If you want
So why did it take David Braben so time setting up all of the thousands something looked in to, write to
long to finish Frontier? of planets, space stations and other AF Pay-back Time.
ships in the game.

magazine article • 427


Fightin’ Spirit
Kingpin: Developer
Publisher
Light Shock Software
neo Software Produktions
Arcade Sports Bowling Release date 1995
Genre Fighting
Developer Team 17 Mode 1-2 Players
Publisher Team 17
Release date 1995 Fightin’ Spirit is a is a fighting game simi-
Genre Sports lar to Street Fighter II. Players have the
Mode 1-6 Players choice between 10 main plus 2 hidden
Kingpin: Arcade Sports Bowling is a fighters with their special moves and
bowling game with support for up to 6 various attack styles. Every fighter has
players, who can be human or CPU- four special moves which can be execut-
controlled. Player statistics can be built ed by a certain joystick combination.
up as the player progress through the Players can either fight in a VS battle
game. (single fight against another player), a
On the bottom right of the bowling alley team match or a tournament (up to eight
screen there is a power gauge that can players can join a tournament), or story
be altered pressing the [Up] or [Down] mode (where the player pick one of the
buttons. Pressing the Left or Right keys characters and join the Supreme War-
changes the position of the avatar, and riors Tournament where they can de-
hitting [fire] makes a small moving arrow feat Jenshi Yamamoto, the boss of the
appear in the bowling lane. It shows the Hikawa secret organisation.
direction the player character will throw The game was re-released in the UK in
the ball when [fire] are pushed again. 1999 for Amiga CD-only.
“mobygames.com” “giantbomb.com”

Other Releases
Amiga 1995
MS-DOS 1995

Other Releases
Amiga 1996

428 • Games - CD32


Kid Chaos
preview article; Amiga Action #60 (August 1994);
Developer Magnetic Fields
Kid Vicious Publisher Ocean
Release date 1994
Bit tricky this one, at least for me. It’s the first of the Genre Platformer
new-style blue prints leading to a little uncertainty of Mode 1 Player
what is actually expected, and secondly there is no
official storyline available for the game yet. What is Kid Chaos, called Kid Vicious when it
being bandied around at the moment has something was in development, is a side-scrolling
to do with a caveman, but were he got his jeans and platform game. Gameplay and levels are
jacket from is not clear. I’m not convinced person- very similar to Sonic the Hedgehog.
ally. If you ask me it’s a case of program the game,
Players take control of Kid Chaos, who
worry about the setting later, but who’s to say that’s
a bad thing? In the case of Kid Vicious it doesn’t ap-
is transported from the stone age into
pear to have suffered much, if indeed at all. an unknown world by evil scientists from
the future. Now he must fight his way
There are a hundred thou- through artificial environments such as
sand platform games in the
pipeline at the moment and
the Secret Garden, Toxic Wasteland,
by the time this comes out Toy Factory, Techno Fortress, and the
there will no doubt be a hun- Ruined City to reach the time machine
dred thousand more. After a
while they all begin to merge
that can transport him back home.
together in a sort of blurry Levels are completed by running through
mess in your mind and you
end up with games like Brian
them, destroying all wildlife and several
Pond - Operation Lion. Kid destruction targets, then leave the level
Kid Vicious is looking highly
Vicious looks quite good by the exit door, which remain closed un-
though, and will hopefully do
promising at the moment. It enough to distinguish itself
til Kid has destroyed all targets.
is always tricky to release a
game into the highly com-
from the myriad of opposi- The protagonist of the game was origi-
tion games it will face on its
petitive platform market and release later this summer.
nally an anthropomorphic feline called
any successful product must Cosmic Kitten. It was to be the Amiga’s
stand head and shoulders
above the rest of the crowd.
answers to Sonic the Hedgehog. How-
I’m not sure Kid Vicious will ever, before publication, the character
scale these heights but it may was re-designed as a caveboy known
well come close, and if it does
will be well worth a look in
simply as ‘Kid’ to avoid any legal conflict
the very near future. with Sega, which have always been very
The main sprite is looking as
protective of their intellectual property.
though he is going to be billed “mobygames.com”
as a caveman. I don’t buy it
personally, and if there is any
attempt to say it was deliber-
ate, and even, heaven forbid,
pass it off as a disguise for the
Neanderthal to move freely
It has to be said, Kid Vi- among the masses I won’t be
cious owes a lot to Sonic the responsible for my actions. I
Hedgehog. In fact, the term can accept not having a prop-
law suit could become a well er storyline when a game is
uttered phrase around the conceived but not coming up
Ocean offices if they’re not with one at all?
careful. Only joking lads,
there’s absolutely no resem-
blance whatsoever, and Kid
Vicious contains nothing but
totally original ideas. Honest.

Other Releases
Amiga 1994

CD32 - Games • 429


Global Effect
Developer Millennium
Publisher Millennium, Kixx
Fire Force Release date 1994
Genre Strategy
Publisher I.C.E. Mode 1 Player
Release date 1994
Genre Action platformer Global Effect is similar to The Settlers
Mode 1 Player and involves building up a sound local
economy before going out to attack oth-
Fire Force is a horizontally scrolling
er nations and rule the world.
shooter with gameplay on a number
Cities must contain housing, food
of different levels, similarly to the 1985
sources, and power supplies, which is
game Green Beret.
where it gets complicated. Environmen-
The player takes command over an elite tal factors play the biggest part in this
soldier dropped behind enemy lines who game, as players have to use efficient
must take out the enemy forces. The power sources if possible. Only a certain
player can choose their weapons and level of power are given at the start of the
ammunition before starting, including a game, and players have to build enough
wide range of guns as well as grenades ‘green’ things to increase it further.
and a trusty pocket-knife. The player Once a fully functional city is ca-
have to avoid land mines and destroy pable of supporting military units quality,
bridges along the way. Defeated ene- players can direct them off into battle by
mies release further weapons. giving them pre-planned flight paths.
“mobygames.com” “mobygames.com”

Other Releases
Other Releases
Amiga 1992
Amiga CD32 1994
Atari ST 1992
Acorn 32-bit 1995
Amiga 1992
Atari ST 1992
MS-DOS 1992

430 • Games - CD32


Fire & Ice:
The Daring Adventures Of Cool Coyote

Fire and Ice: The Daring Adventures of Cool Coyote


is a platformer about a Coyote running through icy
lands, hurling ice cubes at enemies which freezes
them.

The player takes control of “Cool Coyote”. The goal


of each level is to find the exit door and unlock it. To
do so, a key is required, which consists of several
pieces. Monsters will drop pieces of the key when
killed, which requires the player to find and kill the
monsters in the level. Attacking a monster works by
shooting projectiles at it—this causes no damage
though, but will only freeze it for a short time after
having received enough hits. The player then has to
touch the monster while it is frozen to kill it.

The CD32 version was enhanced to include detailed


background scenery, 256 on-screen colors and several
Developer Graftgold Creative layers of parallax scrolling.
Publisher Renegade Software
Release date 1994 Critics regarded the game as an exceptionally well-done
Genre Platformer platformer. For example, it was “game of the month”
Mode 1 Player in the August 1992 issue of Amiga Mania magazine
with a rating of 92%, received an “Amiga Action Super
League Accolade” in the June 1992 issue of Amiga Ac-
tion magazine with a rating of 91% and was awarded a
“CU Screen Star” in the May 1992 issue of CU Amiga
magazine with a rating of 90%.

Other Releases
Amiga CD32 1994
Acorn 32-bit 1995
Amiga 1992
Atari ST 1992
MS-DOS 1993
Sega Master System 1996

CD32 Sega Master System

CD32 - Games • 431


The Misadventures of Flink

The Misadventures of Flink is a 2D scrolling platform-


er developed by former members of Thalion. It is the
lesser-known spiritual predecessor to The Adventures
of Lomax on PlayStation. A working title for this game
was Troll.

In the game, the evil wizard Wicked Wainwright has


captured the four elders and it is up to Flink, a wizard’s
apprentice, to set them free and defeat Wicked Wain-
wright.

The game is a side-scrolling platformer similar to the


likes of Super Mario Bros. 3. The player controls the wiz-
ard Flink. Stages are selected from a map screen. At the
end of each world is a boss, which Flink must defeat to
rescue one of the island leaders, who usually rewards
Flink with a spell.
Whenever the game is paused, Flink can com-
bine three ingredients to create a spell. Ingredients can
be collected throughout the game. They are usually car-
ried around by a certain type of enemy or hidden in treas-
ure chests. There are ten different spells, the “recipes”
Developer Psygnosis which are contained in scrolls that are given to Flink by
Publisher Psygnosis rescued elders or found within certain levels.
Release date 1995 Similar to the Sonic games, when Flink is hit, he
Genre Platformer
Mode 1 Player
looses all of his magic energy and has only limited time
to pick it up again. If he is hit while having no magic en-
ergy, he loses a life.

Flink is one of the few CD32 titles not to see a release for
the Amiga home computer.

Other Releases
Amiga CD32 1994
Genesis 1994
Sega CD 1994

CD32 Genesis

432 • Games - CD32


Fly Harder

Fly Harder is a multidirectional shooter originally re-


leased for the Amiga in 1993 and was ported to the
CD32 in 1994.

The player must destroy the Thargoid Empire who are


stealing resources from the home planet. There are 8
bases to enter, with the aim of using energy pods to
cause the reactors to overload and thus malfunction.

The gameplay follows in the footsteps of gravity-based


shoot ‘em up games, like Gravitar and Thrust, where
the player pilots a spaceship that is constantly subject
to gravity and the craft’s inertia. The players have to ro-
tate the spaceship, thrust its engines and fire its weap-
ons in order to shoot down enemies and navigate their
way through the 8 stages of the game.
The ship is equipped with an energy shield and
will explode if it sustains too much enemy damage.
However, unlike most games at the time, the ship’s en-
Developer Starbyte ergy shield will automatically recharge if no damage
Publisher Buzz
is sustained for a brief period. Scattered throughout
Release date 1994
Genre Shooter the stages the players can find power ups (enhance
Mode 1 Player the ship’s firepower), fuel canisters and the energy
pods that they must use in order to cause the reactors
to overload. The players must use the ship’s tractor
beam to carefully guide the energy pods through the
landscape and place them inside the reactors. Once
enough pods have been placed inside, the reactor
gets destroyed and the level ends.

Fly Harder was met with po-


larizing reviews from game
critics.

Other Releases
Amiga CD32 1994
Amiga 1993
Commodore 64 1993

CD32 Commodore 64

CD32 - Games • 433


Fury of the Furries

Fury of the Furries is a puzzle-platformer designed


by Kalisto Entertainment, a French video game
studio headed by business entrepreneur Nicolas
Gaume. It was later relicensed by Namco as Pac-
In-Time, replacing the characters to fit the Pac-Man
franchise.

In Fury of the Furries the player control a small


furry, bouncy creature called Tiny, who must defeat
“the wicked one” who has captured the King and
turned all the Tinies into mindless monsters.

The player guides Tiny across eight regions of the


land, Desert, Lagoon, Forest, Pyramids, Mountains,
Factory, Village, and finally the Castle where one
must defeat the Wicked One. The regions each have
unique music, color schemes and styles. Each has
10 separate levels and a collection of secret bonus
levels. Along the way the player must avoid various
Developer Atreid Concept
Publisher Mindscape perils, such as monsters, spikes and acid.
Release date 1994 The game’s primary unique feature is Tiny’s
Genre Puzzle-platformer ability to transform itself into four different forms: yel-
Mode 1 Player low, green, red and blue. Different skills are required
at different points, and not all forms are available in
all levels. Particularly in levels which are primarily
puzzlers, the player may encounter fields which ac-
tivate and deactivate certain powers.
In Tiny’s yellow form, it controls the element
of fire, allowing it to shoot fireballs. In its red form,
it controls the element of earth, allowing it to eat

The CD32 version seems


like it received no enhance-
ments over the floppy ver-
sions.

Other Releases
Amiga 1993
MS-DOS 1993
Macintosh 1993

CD32 Macintosh

434 • Games - CD32


through some elements of the scenery. In
its green form, it controls the element of air,
allowing it to produce ropes from its hands
to swing around the environment and it can
also pull different objects with its rope. In its
blue form, it controls the element of water,
allowing the ability to dive underwater and
shooting bubbles that damage hostiles.

Computer Gaming World in April 1994 said


that Fury of the Furries “sports an awful plot
and totally unoriginal gameplay, but it has
good graphics and is quite addictive ... un-
original, bland and safe”.
In 1994, PC Gamer UK named Fury
of the Furries the 40th best computer game
of all time. The editors called it “a must for Pac-in-Time
anyone with a huge arcade appetite.” Macintosh cover art

Fury of the Furries was later relicensed


by Namco as Pac-In-Time, replacing the
characters to fit the Pac-Man franchise.
Pac-In-Time was also designed by Kalisto
Entertainment. Assisting production was
Namco Hometek, the North American con-
sole game division of Japanese company
Namco. Namco Hometek also served as the
publisher for the game. It was also Namco
who decided to make the game a Pac-Man
Pac-in-Time
platformer due to the character’s worldwide SNES cover art
appeal.
Pac-In-Time was developed for the
SNES, Game Boy, Mac OS, and MS-DOS.
While the Game Boy and computer versions
are simply Fury of the Furries with a Pac-
Man skin, the SNES version is an entirely
new game with altered levels and themes,
while still keeping the same mechanics and
concepts intact.
Pac-In-Time was first released on
January 1995 for the SNES and Game Boy.
The Macintosh and MS-DOS versions were
published a month later.
Pac-In-Time was met with a general-
ly favorable reception from publications, and
was seen as a unique and innovative title in Game Boy SNES
the Pac-Man series.

CD32 - Games • 435


article; The One #79 - Work in Progress (May 1995);

DOOM AND
GLOOM
The Amiga is Doom-ed!
The first of two Doomular
clones this month, Gloom
hails from Black Magic, part
of the tangy New Zealand-
based group responsible for
Skidmarks 2. Andy Nuttall
thinks that it’s the best thing
ever, but if it can get this good,
could the real thing be just
around the corner?

PROJECT: Gloom
PUBLISHER: Black Magic
DEVELOPER: Mark Sibly (Pro-
gramming); Kurt and Hans Buttler
(Graphics); Kev Stannard (Music)
INITIATED: May 1994
RELEASE: May 1995

436 • magazine article


T
he Amiga world’s going Doom- “The whole episode was a bit of a
crazy! Since the stonkingly vio- drama, to be honest. We’d gone over
lent 3D shoot-’em-ups Wolfen- there to work for this rich guy who
stein and Doom hit the PC, the race has wanted to get into the games publishing
been on to produce something similar biz, but things turned pretty ugly at the
on the good old A1200. Many said end. We actually finished the game, but
it can’t be done — and even the most nothing ever came of it.” Kurt and Hans
stalwart Commodore hearts sank with have also contributed graphics to some
the release of the uncommonly smelly of Acid software’s stuff Guardian and
Death Mask. But there are those that SkidMarks 2, but apart from the Oz one,
stuck with it; and we’re at last reaping this has been their first game.
the rewards.
After Alien Breed 3D, the first — and MOUNT DOOM
most exciting — is the rather obvious Obviously inspired by Doom, the Black
titled Gloom, from Black Magic. BM’s Magic team got together again because
top man, Mark Sibly, has been respon- they believed a good Amiga conver-
sible for some of the most innovative sion was possible. It didn’t take them
Amiga games in the last couple of years; long, though, to begin adding their own
Because Mark Sibly’s the author of the pro-
most notably Guardian — not to men- touches to the look of the game, which gramming language Blitz Basic, you might
tion the amazing ground-breaking pro- would be easy just to copy directly. not be surprised to learn that Blitz was used
gramming language Blitz Basic. “We tried to give it a whole different in Gloom. “The map editor and heaps of little
“The name sort of started out as a look from Doom,” says Mark. “Kurt and utility programs were done in Blitz, but there’s
Hans have consciously tried no actual Blitz code in the game itself,” he says.
joke,” he admits, “just something to
call the project while we were working to avoid the look, which
all the other Amiga clones “Yeah. At the start of the project it
on it. By the time we had to settle on was very Doom-oriented, because all
a ‘real’ name, we threw around some seem intent on capturing.”
we had to go on was Doom’s look and
pretty weird ones, like Gorefest ‘95, and feel,” agrees Kurt. “But as we went
Bloodbath, but wound up sticking with along we wanted to break away from
Gloom. Probably because we were all Doom’s grey monotony, so at that point
used to it.” I think unconsciously while we forming
Joining him for the interview are the the game we were bringing in our origi-
other Black Magicians, Hans and Kurt nality, with the only similarity being the
Butler, who are responsible for Gloom’s first person perspective.”
graphics, and Kev Stannard, who has “Also, the game is divided up into
previously worked on the game Lunar distinct graphic styles,” Mark contin-
C, released alongside Mark’s Overkill ues, “so instead of the ‘mix-and-match’
on the CD32. The quartet met while approach to graphics you see in Doom
working on a game in Oz, as Mark de- clones (and even Doom itself, to some
scribes:

WHEREVER I LAY MY, ER, PANCREAS

G loom comes complete with two player-modes, Messy and


Meaty, which you can toggle depending on the speed of
your machine. Messy is fairly horrific, throwing arms and limbs
A B
about Mr Creosote-style as you blow your enemies
to Kingdom Come. Meaty, by contrast, also throws
arms and limbs about willy-nilly, but - and get this
- they remain where they land on the floor for the
rest of the game! Here’s a typical ex-
ample. In a) there’s a soldier, gunning
for some action; but in b) after you’ve
led him around for a while, pumping
him full of a gun-toting action, he’ll ex-
plode, slopping his innards around the
room. They’ll remain (no pun intended)
there for the rest of the level - including
the blood splatters on your screen.

magazine article • 437


extent), the graphics in Gloom actually original Doom, for coming up with such Gloom’s, many problems popped up
go through abrupt changes, which alters an original, awesomely programmed during the early stages. As Mark re-
the mood of the game entirely.” game, which has also returned shoot- veals, texture-mapping, the process of
As you would expect, the team have em-ups to their deserved place under ‘painting’ the walls, ceiling and floors in
kept an eye open for any other Doom the spotlight!” he adds, demonstrating a the game with patterns, required three
clones, both commercially and on the rather clever technique known as ‘cov- different approaches before he got it
PD Shareware scene. And as you would ering your arse’. right. “Well, the texture mapping was
also expect, they haven’t seen anything a bit of a headache. As a matter
to seriously worry them yet — but be- GLOOM WITH A VIEW of fact, the technique we use
cause they’re Amiga fans first and fore- Black Magic has been working on now is actually pretty slow
most they remain encouraged that so Gloom for about six months now, and for drawing an ‘empty’
many are appearing. the game is only around one month away scene, but it allows you
“We’re seen heaps of other games!” from completion. It took Mark a couple to draw lots of monsters
enthuses Mark. “When we started on the of months tinkering around under the in the scene, with
Gloom, there were already quite a few bonnet before coming up with the game
demos around by people trying to ‘do engine they’re using now. Since then, he
Doom’. The trouble was, none of them reckons, it’s been about three months of
seemed to involve shooting anything solid work for all concerned — but even
which, when it comes down to it, is why before they started, they didn’t dream of
people play Doom. how well it would turn out.
“There was only one, called ‘Fears’ “From the beginning we wanted it
I think [you think correctly — it’s pre- to be an action game, but there was al-
viewed on the next pages] where you ways this nagging though that it’d end
could actually shoot things. It’s weird; up a shoot-one-monster-at-a-time kind
like Amiga programmers think Doom of thing,” Marks admits. “I remember
is all about walking around buildings, sitting down with Kurt one day, when
twiddling your thumbs, going ‘ahhh, everything was more or less up and run-
that’s a nice wall’. In fact, in Gloom, ning, and sticking 20-odd monsters in a
the monster drawing code was the first room... and WOW! You’d walk in there,
bit done... if that’d proved too slow, we start firing, and the next thing you knew
probably would have abandoned the there were arms and legs and torsos
whole thing.” and intestines and stuff flying EVERY-
Apart from the Amiga PD game WHERE! So, the result has pretty much
Poom, other Doom clones on the PC and exceeded my expectations. And it’s got
nice walls.” very little slowdown. The depth-
Amiga have avoided any cheeky names,
“I think this project has given us a sorting stuff also provided, er, cha-
presumably attempting to avoid copy-
lot of fun and excitement,” says Kurt. llenging. This involves deciding
right problems. Does this not worry the
“Because it was something new. We which walls are in front and which
Black Magic... er, box?
can’t wait for its release onto the Amiga are behind, which sounds pretty simple
“Well... we just thought that people
market — we have contemplated that — well it did to me — but is actually a
would associate the name Gloom with
the market will respond positively to major bugger!”
Doom,” Hans says, “thus tipping our
it, providing other clones don’t beat us. Finally, there were problems with
hats in Doom’s direction for the inspira-
Even if there is another Doom out there “mathematical accuracy”. The maths
tion it gave us.”
I think we’ll do quite well, because the routines behind any 3D game are pretty
“Plus, I’m sure id Software [the
Amiga market is really hungry for this horrific, but as soon as you begin throw-
makers of Doom] are far too busy on
style of game.” ing textures in there too you need a
the 3DOSXstationTigercatreality con-
version to be reading The One!” Mark “And it will blow the s**t out of
laughs. Cheeky git. “I’d like to say a anything in it’s path, of course!” adds
big cuddly thanks’ to the authors of the Hans. With a game engine as complex

Right: Is Gloom trying to be Doom? “We knew


we could do a version which placed the empha-
sis on the actual game, not the scenery,” explains
Mark. “So, I guess Gloom’s trying the be a close
version in that it involves wiping out a s**tloads
of monsters, but not in term of walking around
complex scenery.”

Left: This is an example of the ‘chuncky’ graph-


ics available, which gives you the option of full-
screen windows, as long as you don’t mind huge
chunky characters, and stone-clad walls. If you
keep away

438 • magazine article


brain the size of a planet to cope with it on. But I think it’s fixed now.”
all. “Like, you’d try to draw a wall with Bugs aside, the boys are pleased at
straight horizontal lines on it, stick it how quickly the game is coming along
in the game, and the lines would come right now. The present problem is ex-
out all zig-zaggy,” explains Mark, con- actly when to stop expanding the game,
founding me with his technical know- and to begin concentrating on final
how. “I cleaned this up to a large extent, tweaks to the play. “Currently, I’m not
but it’s still noticeable in some places. sure how big the game’s going to get,” an unexpanded A1200. Sadly, it won’t
That blows me away about Doom... the says Mark. “I’m knocking out mazes at work at all on anything less; but if you
whole thing is done so bloody cleanly! the rate of at least two a day right now, have something even more meaty, like
There isn’t a pixel out of place.” so it depends on when I get bored and an A4000, then the game runs more
the mazes begin to look the same. That’s smootherer than you’d ever believe pos-
GLOOMSBURY SET probably a good time to stop. At the mo- sible.
The other problem with complex games, ment, I’d say there should be about 20+ Mark attempts an explanation:
apparently, is testing. During develop- mazes. “Gloom is done in the infamous ‘copper
ment the team played each version as “There’s also the problem of my ten- chunky’ mode,” he says. Nope, sorry.
much as possible, to iron out any bugs dency to add stuff to the game at ran- You’ve got me there. Apparently, the
as they appeared. “In an early stage of dom intervals,” he grins. “I’ve just spent game offers two pixel sizes: 2x2 and
development on the demo,” Hans re- the last couple of days writing a routine 3x3, but to me that might as well be
calls, “something was happening on to rotate and move walls, which adds Swahili. Again Mark tries to simplify
the last level every time I was going a whole new aspect to the game. For this: “2x2 mode allows for a window
through a teleport. A bug had surfaced example, you can now get squashed! as tall as the screen, but only half the
at this point of the game — I noticed So, we can have huge gear wheels and width. 3x3 mode lets you have a full
that the speed of the game was slowing things spinning around for you to run screen display.” Ah right. This explains
down every time I entered the teleported through — but first I’ve got to draw the the different screen sizes available, ac-
to the point that it was ridiculously slow. maps.” cessed by hitting Escape in-game. This
Me and Mark where quite baffled by the No Amiga owner worth his trousers brings up a menu, enabling you to tog-
problem, until I teleported to a room would ever expect a Doom game to gle the texture-mapping for the floor
and was ambushed by an almost infinite run as quickly as it does on a fast PC. and ceiling on and off, and do lots of
number of enemy sprites! The bug had It just won’t happen. Given the fact, we other clever things — including chang-
caused more enemies to be added each at The One have all been blown away ing the resolution.
time you went through the teleport. by what Black Magic has done using “I’ve heard a lot of debate about do-
You’d get killed, go through again,
ing stuff this way, but for me the deci-
get killed again and so
sion came down to how to do it as fast
as possible on a standard A1200,” Mark
says. “A lot of it comes down to per-
sonal taste... what I consider to be too
slow, someone else might think is just
fine. Still, you have to go with your in-
stincts.”
Black Magic’s instinct has produced
the backbone of a fine game, and whet-
ted our collective appetite for more. A
slight problem is that the boys haven’t
found a publisher for Gloom yet —
but once the softies have played this
month’s stonking coverdisk, it won’t be
long before someone snaps it up. Good
luck to them, and long may Black Mag-
Right: The two-player ic continue •
game plays a mean shoot’-
em-up. There’s a choice
of three types: split-screen
head-to-head, with two
players in an arena blasting
hell out of each other; split-
screen team basically with
two US Marines against
the bad guys; and finally
a head-to-head — link
option! Yes, rather fantasti-
cally, it’s possible to link
up two Amigas, and play
against each other.

magazine article • 439


article; The One #79 - Work in Progress (May 1995);

A year ago everyone was saying how Doom could never make it onto the Amiga. Now you
can’t move for clones and 3D engines! Matt Broughton tries to put Death Mask behind him
and promises not to copy Andy’s Gloom report.

raffe strappped to my back. I won’t bore deric explains (although je suis comple-
PROJECT: Fears you with the exact details behind this tement buggered if je can understand
PUBLISHER: Bomb Software trans-Chunnelular interview, but if I was half of it!)
DEVELOPER: M.A.N.Y.K.: to tell you that the words “hmmm...” “Well, in fact I’m a demo program-
Fredric Heintz (programmer), “um...” and “er...” featured ‘quite a lot’, mer, and after a meeting in December
Mathieu Berthaud (music and SFX), I wouldn’t be lying. Non. Nein. Nyet. it was decided to make a Doom routine
Corentin Jaffre, Stephane Elbaz,
So what’s Fears then? Well, it’s ba- to go with a demo I’d been working on.
Laurent Sebire (graphics)
sically yet another of the Doom clones So, I went ahead and produced the rou-
INITIATED: May 1994
that we’re seeing just now, and lines up tine, but then decided that I wanted to
RELEASE: May 1995
behind Alien Breed 3D, Death Mask, take it one step further and turn it into a
and Gloom on the Commodore con- full game. At about the same time I was

X
-’Je voudrais parle Fredric’. veyor belt of death. I’ve been giving making a shareware game which was
That’s what my girlf said to the number of one Fredric Heintz, the called Fears, but at the time it was more
say (and she was in the top per- programmer for Fears, and thought I like Wolfenstein [an old ‘pre-Doom’ PC
cent ‘O’ level results in the world. Or put off talking to him for best part of game. Much the same, only not so bon].
something.) so that’s what I bloody-well a month, there’s no escaping the inevi- Then I was contacted by MANYK and
did. And did the person who answered table. (That, I think you’ll find, is why they made me an offer, so I decided to
the phone have the foggiest about what they call it the inevitable. — Harry.) drop the Wolfenstein thing and move
I was saying? No. Non. Ne understande Our homme dans la belle-France, more towards the Doom routine.”
pas. young Frederic, has never produced an As it stands, the game is almost com-
See? The things I do for you read- Amiga game (or any full game for that plete, with only a few speed improve-
ers. I want to let you know about all matter) before, although he has been ments to be made, and some weapons
of these new games appearing on your computing and producing demos for to be added.
super-duper Amiga, and I have to travel about four years. So how did he come to “Originally we wanted to put in four
through Euro-hell with a large wild gi- be producing a full Amiga game? Fre- weapons,” explains Frederic, “but I

440 • magazine article


Bonjour. Regarde un know], ‘Chunky mode’ is what the PC these are based around finding correct
map dans le screen. runs it’s 3D stuff with. It’s basically a doors, and switching, er... switches.
Er... that’s about it as
byte-per-pixel mode (so each pixel has a “I wanted to make a game more ar-
far as French goes,
so I’ll just shuffle off single byte defining it) as opposed to the cade-like, simply because there’s really
quietly if you don’t Amiga’s eight bytes per pixel. As you nothing like this on Amiga.”
mind. Why not pass can probably imagine, this means that, And what of the serial link option
the time enjoying while the PC only has one calculation that has made Doom such a popular net-
this rather splendid
to make for each pixel’s movement, the worked game? Frederic: “Yes. You will
self-drawing map.
Sil-vous-plait. Amiga has eight, and is thus eight times be able to play with two Amigas and a
slower. Yeah? Comprehende? — Matt.] null modem cable. In fact I made a rou-
thought that it wasn’t enough, so we’re With the Amiga you can make good ar- tine a long time ago that made this pos-
going to try to put some more in. I want cade games; shoot-‘em-ups and things sible, but just haven’t yet implemented
to have about six or seven in there. We like that, but it’s not very good for map- it. I think it’s very important to have two
also have some work to do to speed up ping. It’s very hard to make everything players with a game like this. I think
the routine, and just add a few more clean on screen with my technique, but networking is very important with a
things.” you must choose between the feel and game like Doom or Heretic.
At the start of the project, Frederic the graphics quality.” That’s funny,
was sure that a Doom game was possi- that’s what I always say. LE SUB-HEAD TRES
ble, but wasn’t sure if the speed would Frederic is most proud of his Doom TRES CLEVER?
keep the game playable. “Everything is routine, but is also pleased with the Frederic has plans for a CD32 verison,
possible, but you have to see that it’s amount of enemies he has been able to but as yet, doesn’t really know what
going to be playable. I think I can do include. improvements will be made. “There
better, but I’m satisfied for now. We are “There are 15 different types of mon- will be a CD32 version, but I don’t re-
running a little bit short of time, but I’m ster, and though there will be a maxi- ally know what improvements will
sure I can improve the speed before we mum of three per level, there will be be made.” (Nice bit of reportage there
finish.” more than 30 levels, as well as end of mate. Have you considered a career in
level bosses.” the Church? — Harry.).
DANS LA MER? And what sort of intelligence should “I think I will have all kinds of ani-
Things can’t have gone too badly we expect from the aforementioned nas- mations and things between levels. I’m
though, and according to Frederic, noth- ties? Let’s just hum about it for a while, waiting for the reaction from people to
ing has had to be left out or removed eh? see what they think about this standard
from the original plans. So why do so “I know that it’s very important for version before planning the upgrades.”
many companies seem to have such a the gameplay, but I haven’t finished it Et apart from a Fears upgrade, how
problem getting 3D engines to run well yet — they just come for where you are would Frederic feel about another 3D
on Amigas? Frederic ums... and try to shoot you. I’m going to im- project for the Amiga? “I like 3D, even
“I think people have trouble with prove that; I’ve not finished it,” on the Amiga. If it works, I think I will
3D mapping because of the video card. Though Fears is meant to be an ac- go on with Fears 2.” Phew crickey,
Because we haven’t got chunky mode, tion game, there are Doom-like ele- Fears Deux! obviously un homme qui
we are in planar mode. [Just to let you ments of strategy, although most of trouve le pain tres enjoyable... •

As you plod around the many dungeons within Fears, vari-


ous health icons, extra ammo packs, and treasures litter the
floors. Trying to collect these goodies can lead to much run-
ning backwards and forwards, and all of this while desperate-
ly trying to avoid the attacking hordes. (Of course, if you’re
really clever, you’ll kill everything first and then retrace your
steps. — Andy.) Damn, never thought of that! Anyway, as
you can see, it’s all very loverly and in no way ‘no loverly’.
Oh no, we’ll be having none of that talk on these pages. (Stop
padding! — Harry.)

magazine article • 441


Fears
Developer BOMB Software
Publisher attic Ent., Guildhall, Manyk
Release date 1995
Genre First-person shooter
Mode 1-2 Players

Fears is a Doom clone developed and


But Will It Run Doom? released exclusively for Amiga systems.
The game is a first-person shooter played
It was widely considered that it was in full-screen, though relatively low-res-
not possible to do a game like Doom olution, graphics. The level landscapes
on the Amiga platform due to techni- feature lots of stairways and lifts, giving
cal restrictions of the standard Amiga it a pseudo-3D feel. The game is played
graphic chipset, which was built to across 30 levels, with a level designer
do scrolling sprite based games, not also included. The one-player game has
pixel-based rendering. However, this 3 difficulty levels, while multi-player ac-
did not stop many eager developers tion is available via a null-modem cable.
from trying.
A 25th Anniversary of the game have
Quickly after the release of the Doom since been re-released, and is still avail-
source code, several people jumped able to buy as of 2022- It is compatible
on the bandwagon and ported Doom with the A1200, A4000, and the A500
to the Amiga. This resulted in several MINI console.
different ports which competed for the “mobygames.com”
Amiga userbase.
In recent years, several more
modern ports arrived on the system,
derived from the PC versions. These
new ports also include support for Re-
targetable Graphics (RTG), which al-
low standardized resolutions and true
colour screens to be available through
common SVGA adapters. The two
most common API’s used in RTG are
Picasso96 and CyberGraphX.
“doomwiki.org”

Other Releases
Amiga CD32 1995
Amiga 1995

442 • Games - CD32


Gloom

Gloom is a 1995 computer game for the Amiga com-


puter. Gloom was the first commercially released
Amiga clone of first-person shooter Doom.

Gloom features ‘Messy’ or ‘Meaty’ graphics settings.


If ‘Messy’ graphics are enabled, gibs from enemies
explode more violently, and if ‘Meaty’ graphics are
enabled, all gibs from defeated enemies will remain
on the floor. Gloom also has a two-player mode, and
can be played over a network or by using split screen.
The Messy’ or ‘Meaty feature of Gloom was
promoted with a competition run in The One maga-
zine. Users would have to correctly match up pictured
in-game gibs with what body part/organ they are, with
the winner’s face being put into Gloom.

Gloom was developed as an Amiga Doom clone


by Mark Sibly (programmer) Kurt and Hans Butler
(graphics), Laki Schuster (additional artwork) and
Kev Stannard (music). It took a year to complete the
game.
Developer Black Magic
Publisher Guildhall The game was ranked the 18th best game of all time
Release date 1995 by Amiga Power. CU Amiga gave Gloom an overall
Genre First-person shooter score of 90%, praising Gloom’s rock soundtrack, and
Mode 1-2 Players
calling its graphics and enemies ‘impressive’.

Gloom was followed by Gloom 3. A Gloom 2 was an-


nounced but never released. An enhanced OCS/ECS
version called Gloom Deluxe was released in 1996
for the A1200.

The emphasis of Gloom is


placed on action, rather than
collecting keys and negotiat-
ing through maps.

Other Releases
Amiga 1995

CD32 Amiga

CD32 - Games • 443


Gloom 3: Zombie Edition

Gloom 3: Zombie Edition (also known as Ultimate


Gloom) was the third proper, commercially released
clone of the first-person shooter Doom in the Gloom
series on the Amiga.
Despite the “3” in the title, this is actually the
second game in the Gloom series, as there is no such
game as Gloom 2. According to one of the people who
worked on this game, the reason for the game being
called “Gloom 3” was because he confused Gloom
Deluxe for Gloom 2, even though Gloom Deluxe was
actually an updated version of the first game, not a
sequel.

Gloom 3’s author, Gareth Murfin, was proprietor of


Alpha Software, with additional graphics made by
James Caygill and Jason Jordache.
The game utilises the same basic game en-
gine of its predecessor Gloom Deluxe, but uses en-
hanced chunky-to-planar (c2p) routines.
The game was one of two games produced
by Alpha Software for the Amiga, the other being
Developer Alpha Zombie Massacre, at a time when the machine was
Publisher Guildhall
Release date 1997
less popular. Although the game was critically well re-
Genre First-person shooter ceived by publications such as CU Amiga, at the time
Mode 1-2 Players of release games for the Amiga were on the decline
and not deemed commercially viable, and the game
received criticism for its appearance.

Despite developers giving players the option to play


an optimised CD32 version of the game off CD, there
is no possibility of autobooting the Gloom 3 CD on the
CD32 (due to the absence of the ‘CD32.TM’ trade-
mark and startup-sequence files). However, it has
been verified on real hardware that the game can be
executed from a CLI/shell after making the appropri-
ate assigns if one attach a keyboard to the CD32 and
‘boot with no startup-sequence’ from the early startup
The game is set on a zom- menu.
bie infested planet which the
player must conquer in order
to succeed.

Other Releases
Amiga [iso] 1997

CD32

444 • Games - CD32


Guardian
Developer Acid Software
Publisher Acid Software Gulp!
Release date 1995
Genre Shooter Publisher I.C.E.
Mode 1-2 Players Release date 1994
Genre Puzzle
Resembling the SNES game Starfox in Mode 1 Player
many ways, Guardian is a fast and fu-
rious shoot-‘em up. Game design and In Gulp!, the player controls a number
coding was by Mark Sibly. Graphics by of fish swimming in water filled tubes.
Hans Butler; 3D object design by Mark The game takes its inspiration from
Sibly. And music by Karl Stevens, Philip Lemmings—like in the aforementioned
Blake and Rik Jones. The pre-release game, players have to pick specific
name was Sibwing (portmanteau of “jobs” for some of the fish to solve the
Mark Sibly and Starwing). puzzles in each level. A lot of the game-
play revolves around flipping switches in
The player skim over the surface of a the correct order to alter the water flow
planet, shooting enemies down as quick- within the pipes. In some of the later lev-
ly as possible, with the hope of protect- els, the fish crew has to be split in multi-
ing as many of the installations as pos- ple groups to finish the stages.
sible—the more it’s saved, the quicker a The goal of each level is to get
extra live is earned. Several power-ups the fish to the exit, and all this has to be
are offered during the game, including done within a time limit.
enhanced weaponry and shields.
The game have CD32 controller support
The game is viewed in full 3D, and the and the controls are mapped to buttons
camera angle can be adjusted. CD32 on the joypad, including the bumpers.
controllers are recommended, although
“mobygames.com”
keyboard and mouse are also available.
“mobygames.com”

Other Releases
Amiga 1994
Other Releases
Amiga CD32 1994
Amiga 1994

CD32 - Games • 445


Gunship 2000

Gunship 2000 is a helicopter combat flight simulation


game developed and published by MicroProse as a
follow-up to their earlier game Gunship.
Gunship 2000 significantly enhanced and ex-
panded the features and gameplay from the original
Gunship. Besides improved audio and graphics, key
areas of change were enhanced terrain, the ability to
fly multiple helicopter types, and the ability to com-
mand a team of helicopters and their crews.

Gunship 2000 puts players in the role of a helicopter


pilot for the US Army. Players can choose to fly single,
one-off missions or take part in an ongoing campaign
in a theater of their choice, either in Eastern Europe in
a hypothetical conflict between NATO and the Soviet
Union, or in the Persian Gulf to take part in the histori-
cal Operation Desert Storm.
Players start their career as a warrant officer,
flying a lone helicopter in missions against either fixed
targets or vehicles, usually tanks, on the move. Mis-
sions feature a primary objective, a secondary objec-
tive, a home base, and occasionally a FARP (forward
arming refuel point), where they can land and stock up
Developer MPS Labs on ammo and fuel. Most missions is of a search and
Publisher MicroProse destroy nature, but occasionally pick up and deliver
Release date 1994 missions is ordered.
Genre Simulation
Mode 1 Player On promotion to the rank of 2nd Lieutenant,
the player may gain control of several other helicopter
wingmen whose helicopters can also be configured to
the same extent as the player’s. Wingmen can remain
with the player or be sent off for separate tasks (such

Other Releases
Amiga 1993
MS-DOS (w/add-on) 1991
PC-98 1993

CD32 Amiga

446 • Games - CD32


as completing the secondary
objective), so a great deal of
flexibility is present for tacti-
cal planning.
Initially the player can
choose between AH-1 Co-
bra, AH-64 Apache, OH-58D
Kiowa Warrior, MD 530MG
and UH-60 Blackhawk. As
the player’s rank increased,
the RAH-66 Comanche and
the AH-64B Apache Long-
bow is unlocked.

The cockpit graphics were


based on photos of actual
army helicopters, though
switches and buttons with
no in-game function were left
out to avoid screen clutter.

MicroProse released the


Gunship 2000: Islands & Ice
expansion pack for MS-DOS
1992. It added two theatres
of war (Antarctica and The
Philippines), all previously
released patches, and a mis-
sion editor. It also added a
number of additional func-
tions and new player aids, including: in-flight
mission changes, air and artillery support, In 1991, Computer Gaming World’s re-
wind and weather (including whiteouts and viewer, United States Army AH-64 pilot
magnetic disturbances in Antarctica), main- Bryan Walker, criticized Gunship 2000 for
tenance and weapon system downtimes, presenting a helicopter that “flies like an
improved autopilot, targeting, navigation, overloaded Huey”, but nonetheless con-
and the addition of a HUD mission clock. cluded that “the designers have succeed-
ed in creating the best helicopter simulator
A port of Gunship 2000 for the Atari Jaguar game currently available, thorns included”.
was announced in 1993 after MicroProse Cited flaws included inaccurate flight mod-
was signed to be a third-party developer by els and avionics; awkward controls; and
Atari Corporation for the system, and de- mediocre graphics and lack of ground tex-
spite kept being advertised for a late 1994 ture. Strengths included a wide variety of
release, this version of the game went unre- accurately modeled weapons and the abil-
leased for unknown reasons. ity to control multiple types of helicopters
A PlayStation version was released in a squadron.
in 1996 (retitled as simply Gunship, but was
sometimes still referred to as Gunship 2000).
some text from giantbomb.com

CD32 - Games • 447


Heimdall 2: Into the Hall of Worlds

Heimdall 2 is an isometric action-adventure game


set in a world based on Norse mythology and is
the sequel to Heimdall—released in 1991.

In the game’s predecessor, Heimdall retrieved the


three weapons stolen by Loki and stripped him
of some of his power for his treason to the other
gods. In the second part Loki’s warriors, Hakrats,
ravaged the lands of Midgard and Utgard in re-
venge against the Asgard gods who exiled him.
Odin and the other gods send Heimdall, son of
Odin, guardian of the Asgard gods, along with a
Valkyrie named Ursha, to stop Loki and his war-
riors again.
Heimdall and Ursha must travel through dif-
ferent nordic worlds in search of answers, weap-
ons, and pieces of an amulet that will stop Loki.
During the quest, the player may change the char-
Developer The 8th Day acters, but in some sections both characters are
Publisher Core Design needed in order to complete the game.
Release date 1994
Genre Action-adventure The player travels through the different Worlds,
Mode 1 Player fighting with enemies (with a sword, a bow and ar-
row, or magic) and solving puzzles that are mostly
about finding an object and bringing it to the per-
son who needs it, figuring out the proper combi-
nation of some items or goods or finding a way
through the maze.

Amiga Computing rated the


game 77% and The One
Amiga gave it 90%.

Other Releases
Amiga 1994
MS-DOS 1994 CD32 MS-DOS

some text from mobygames.com

448 • Games - CD32


HeroQuest II: Legacy of Sorasil

HeroQuest II: Legacy of Sorasil is an role-playing


game. The engine of the original HeroQuest license
is reused in this sequel, set in the evil-infested land
of Rhia.

There are now 9 large missions to take on, with a


largely linear progression in the order these are
played. The player can choose a team of 4 from 8
character classes, adding rangers, mystics, elves
and clerics to the original game’s 4. The exact abili-
ties of these can be customized before starting a
game.
The game is controlled using action icons at
the bottom of a screen to set the basic instructions
to move, fight, open doors, search for keys and so
on. Characters can move individually, allowing for di-
verse strategies based on the specific strengths and
weaknesses of these characters.
Developer Gremlin
Publisher Gremlin The game received generally positive reviews.
Release date 1994 The One gave HeroQuest II an overall score of
Genre Role-playing 74%, calling it “the same old Hero Quest with slightly
Mode 1 Player flashier graphics and a different plot. ... [HeroQuest
II] comes across as being just a little half-hearted.”
Despite this, The One goes on to state that “there’s
a fair degree of enjoyment to be had. There’s a well-
crafted learning curve”, and praised the game’s “in-
tuitive” UI, but remarking that the game overall feels
dated.

Both HeroQuest and He-


roQuest II are inspired by
the adventure board game
Hero Quest from Milton
Bradley.

Other Releases
Amiga 1994
CD32 Amiga

some text from mobygames.com

CD32 - Games • 449


Humans 3: Evolution:
International Open Golf
Lost In Time...
Championship
Developer Imagitec
Publisher Ocean Publisher Gametek
Release date 1993 Release date 1996
Genre Puzzle Genre Puzzle
Mode 1 Player Mode 1 Player
A golf game originally developed by Unlike Humans 2, this is a full sequel to
RISC and published by Ocean in asso- the first game with a new game engine,
ciation with Pringle of Scotland. rather than merely a data disk with new
The game features many and varied levels.
forms of golf including skins, foursomes, In the game, zoo keepers from an alien
matchplay, strokeplay, practice and four- world have scoured human history to
ball with the action taking place over a steal 7 important figures from different
wide variety of terrain and locations. epochs, and it is the players job to res-
All of the expected levels of dif- cue them. First they will have to explore
ficulty are also available starting of as four worlds to find the 6 pieces of their
an amateur, working through to profes- Time Machine, avoiding the chasing al-
sional standard and a master level. iens.
The landscape is portrayed in re- As before the gameplay is influenced by
al-time 3D, with bird’s eye tracking shots Lemmings. Each of the characters have
of the players strokes. their own abilities, including fire-creation,
The CD32 version is extremely rare. It grabbing and smashing, which must be
is believed that it was never released of- used in conjunction to beat puzzles.
ficially as the Ryder Cup game replaced A compilation pack was also released
it, and only a few review copies got and included the CD32 version and the
pressed, though no actual Amiga mag- AGA version on 4 disks, along with the
azines reviewed it. No outer cover box manual on an additional floppy.
were found online either.
“mobygames.com”
“mobygames.com”

Other Releases Other Releases


Amiga 1993 Amiga 1996
MS-DOS 1993 Antstream 2019
MS-DOS 1995
Windows (bundle) 2018

450 • Games - CD32


International Karate +

Created entirely (apart from the music) by British de-


veloper Archer Maclean, International Karate + (also
released by Activision in 1988 for the C64 under the
title Chop ‘N Drop) built on the formula established
by International Karate, its prequel. The numerous
improvements includes the adding of a third fighter
on screen. Only two of these three can be controlled
and each fighter only differe in the colour of their gi.
The game is fought over rounds, presented in a 2D
fighting arena with a Japanese feel.

Characters are controlled with a joystick, through a


combination of direction and a single button press
in a manner similar to modern day equivalents. The
original soundtrack was composed by Rob Hubbard.

Whilst a fondly remembered fighting game per se, it


is perhaps best known for the British humour laced
through-out. Examples included in the Amiga and
Developer Software Studios
Publisher System 3 Atari ST versions were pressing “T” to make all the
Release date 1994 trousers of the fighters fall down. The typing of other
Genre Fighting key words would cause a sunset or a bird to fly by.
Mode 1-2 Players Typing a swear word of common parlance would il-
licit an on screen warning to desist, persisting to type
curse words would cause the game to reset to its title
screen.

The CD32 version is a straight port from the Amiga


floppy release (even the keyboard controls screen is
still present in the game).

Other Releases
Amiga 1988
Amstrad CPC 1988
Atari ST 1988
Commodore 64 1988
Game Boy Advance 2003
PlayStation 2003
Wii 2008
ZX Spectrum 1987
CD32 Commodore 64

some text from giantbomb.com

CD32 - Games • 451


Impossible Mission 2025

Impossible Mission 2025 is a side scrolling platform


and action game for Amiga systems. It’s a remake of
the 1984 game Impossible Mission. It was released
by MicroProse in 1994 as two different versions. One
for the A500 and A600 systems, and a version for the
AGA enhanced A1200, A4000 and CD32 systems. A
third version was developed for the SNES and Sega
Genesis, but never released.

The player can take control of either the female Ta-


sha, male Felix Fly, or robot RAM 2. Each have differ-
ent strengths and weaknesses.
Gameplay is puzzle-oriented as before, al-
though the levels are now scrolling, and as such,
much larger than before. Each level contains objects
to pick up to enable the player character to take on
the level’s final puzzle of putting them together in slid-
ing-block form. There are lots of bonus games, rang-
ing from a Simon title to standard shoot-‘em ups.

The source code for Impossible Mission had been


lost in an earthquake, so programmers Tim Cannell
and Paul Dunning had to hack the Commodore 64
version of the game and retrieve its assets so that the
Developer MicroProse UK game could be included in Impossible Mission 2025.
Publisher MicroProse
Release date 1994 The CD32 version received additional animations for
Genre Platformer, Puzzle
Mode 1 Player
the intro, ending and between levels, and CD audio
music. It also includes a near-perfect remake of the
C64 version of Impossible Mission, which can be ac-
cessed from the game’s title screen menu.

Other Releases
Amiga 1994

CD32 Amiga

some text from giantbomb.com

452 • Games - CD32


Jetstrike
Developer Shadow
Publisher Rasputin John Barnes
Release date 1994
Genre Shooter European Football
Mode 1 Player
Publisher Buzz
Jetstrike is a horizontally scrolling shoot- Release date 1994
er originally released for the Amiga, and Genre Sports
Mode 1-2 Players
also for the A1200 as an AGA version,
then released again on the CD32. John Barnes European Football is a soc-
In Jetstrike players must stop the evil cer game originally developed by Krisa-
SPUDD forces by attacking them with lis and released in 1992. The game was
an aircraft. The Commanding Officer endorsed by Jamaican-born Liverpool
will the player a mission objective which footballer John Barnes.
they have to try to achieve without be- The game resembles Krisalis’ previous
ing shot down, blown up or crashing into video game Manchester United Europe.
mountains. However, the camera is closer to the
Jetstrike is an 2D side-scrolling action ball, producing faster action.
game like Brøderbund’s Wings of Fury. The only teams included are the eight
The difference between these games is, qualifiers for the 1992 European Cham-
in Jetstrike it’s possible to use 32 aircraft pionships—the only tournament in the
and 6 helicopters in several combat-mis- game. Players can choose to control ei-
sions or to be a part of the Aerolympics. ther as the nearest player to the ball, or
always be Barnes.
The CD32 version was ranked the 28th “mobygames.com”
best game of all time by Amiga Power in
1996.
“mobygames.com”

Other Releases
Amiga CD32 1994
Amiga 1992
Other Releases
Atari ST 1992
Amiga 1994
MS-DOS 1994

CD32 - Games • 453


James Pond 2: Codename RoboCod

James Pond 2: Codename: RoboCod, also known as


Super James Pond on SNES, is the second instal-
ment in the James Pond series. It was developed by
the same British teams as the original.

In his second adventure, James Pond must retrieve


the toys Dr. Maybe has stolen. Pond has been armed
with an Inspector Gadget-style stretch device, which
he can use to view higher areas or claw onto ceilings
so as to slide across them.

Unlike its free-form predecessor, James Pond 2 is a


far more traditional side-scrolling platformer. It is very
similar in feel and gameplay to the early Super Mario
Developer Millennium Bros. games.
Publisher Kixx The gameplay takes place across worlds
Release date 1993 themed around particular types of toys, such as sport-
Genre Platformer ing goods, candy, and aircraft. The levels scroll side-
Mode 1 Player
ways, although a small amount of vertical movement
is included. On each level Pond must collect 2 pen-
guins and reach the exit, although there are usually
multiple exits and lots of secret areas to explore. After
completing each pair of two worlds (each of which has
three sub-levels), a boss must be faced.
The UK version of the game contains one of
the earliest known forms of in-game product place-
ments with the Penguins in the game advertising the
“Penguin” chocolate bar by McVities.

The initial versions of the game mostly gained positive


reviews on release.

Other Releases
Acorn 32-bit 1993
Amiga 1991
Atari ST 1991
Commodore 64 1992
MS-DOS 1993
Game Boy 1993
Game Boy Advance 2005
Game Gear 1993
Genesis 1991
Nintendo DS 2005
Nintendo Switch 2019
PlayStation 2003
PlayStation 2 2006
PlayStation 3 2011
PSP 2011
Sega Master System 1993
SNES 1993
CD32 Genesis

454 • Games - CD32


James Pond 3: Operation Starfi5h

James Pond 3: Operation Starfish (sometimes styl-


ized as “James Pond 3: Operation Starfi5h”) is the
third game in the James Pond series featuring the
piscine super agent.

Unlike the first game of the series, which was a mis-


sion-based game, and the second one, where Pond
had unique abilities such as observing the whole
level and growing to unlimited height, James Pond 3
is a standard jump and run platform game.
A unique twist to the standard “Super Mario”-
style gameplay is that Pond’s magno-boots allow
him to run up walls. Once on a ceiling, James Pond
will only fall down if he jumps off, and some levels
have sections which the player must navigate in this
upside-down fashion.
The goal of each level is to find one of its
communication beacons and break it. Some levels
have beacons that will not activate until four colored
teacups are found and collected by the player.

James Pond 3 would be the last James Pond game


Developer Millennium
Publisher Kixx to be developed until 2011 with the iOS game James
Release date 1994 Pond in the Deathly Shallows.
Genre Platformer In September 2013, Gameware Europe, who
Mode 1 Player acquired the James Pond license in 2003, launched
a Kickstarter for a new game in the series, James
Pond: Pond is Back!, featuring the game’s original
designer, Chris Sorrell. The Kickstarter was can-
celed on October 7 as the funding target looked un-
likely to be achieved.

Other Releases
Amiga 1994
Game Gear 1994
Genesis 1993
SNES 1994

CD32 Genesis

CD32 - Games • 455


Jungle Strike

Jungle Strike (subtitled The Sequel to Desert


Strike, or Desert Strike part II in Japan) was origi-
nally developed and published by Electronic Arts
in 1993 for the Sega Genesis. The game was
later released on several other consoles by differ-
ent publishers. It is the second installment in the
Strike series.

Jungle Strike continues the story started in Desert


Strike. Players command a variety of aircraft and
ground units in order to stop Ibn Kilbaba, the son
of General Kilbaba from Desert Strike, and Car-
los Ortega, the drug lord, who threaten the United
States with nuclear weapons.

This is a helicopter-based shoot-‘em up, mixing


action and strategy. The player’s main weapon is
a fictionalised Comanche attack helicopter. Addi-
tional vehicles can be commandeered: a motor-
bike, hovercraft and F-117. The game features
an “overhead” perspective “with a slight 3D twist”.
Developer Hyperial The graphics uses a 2.5D perspective which simu-
Publisher Ocean lates the appearance of being 3D.
Release date 1994 Levels consist of several missions, which
Genre Shooter are based around the destruction of enemy weap-
Mode 1 Player
ons and installations, as well as rescuing hostages
or prisoners of war, or capturing enemy personnel.
Should any of the objectives result in a failure, the
player must restart the level from the beginning.

Other Releases
Amiga 1994
BlackBerry 2013
MS-DOS (CD-ISO) 1995
Game Boy 1995
Game Gear 1995
Genesis 1993
SNES 1993
CD32 MS-DOS

456 • Games - CD32


Before each level, players choose a
co-pilot to help them, which gives the play-
ers semi-automatic to automatic fire on the
machine guns. During the missions, fuel,
ammunition, and armor all factor into the
gameplay and can be recovered by finding
related objects in the level.
The helicopter is armed with ma-
chine guns, more powerful Hydra rockets
and yet more deadly Hellfire missiles. The
more powerful the weapon, the fewer can CD32 Jewel case
be carried: the player must choose an ap-
propriate weapon for each situation. En- Desert Strike was at the time Elec-
emy weapons range from armoured cars tronic Arts’ highest selling video game and
to artillery and tanks. maintained a high sales chart position as
Jungle Strike was released in 1993.
Desert Strike was a similar game which
parodied the Gulf War and which was re- The Amiga conversion of Desert Strike
leased in 1992. Desert Strike arose from featured upgraded graphics and sound
a failed attempt at a flight simulator and over the Mega Drive original. With regards
was inspired by Matchbox toys and Chop- to the Jungle Strike Amiga conversion,
lifter. Central to the game’s concept were senior programmer Stuart Johnson stated
nonlinear gameplay and the eschewing of he “tried to keep this conversion a lot more
power-ups and bosses. With the success faithful to the Mega Drive version than
of the original title, producer Scott Berfield, Desert Strike was”. He attempted to make
game director John Manley and associate the Amiga conversion run more smoothly
producer Tony Barnes were tasked with than the Mega Drive original. Graphi-
creating the sequel. Jungle Strike retained cal improvements were attempted: these
the core mechanics of its predecessor, were less successful on the A500 than the
with the addition of various vehicles and A1200 because of technical restrictions.
settings. The developers also struggled with tech-
nical challenges because of dif-
ferences in hardware between
the Mega Drive and Amiga.
Amendments were also made
to the workings of in-mission
plot screens.
There were three versions
available for the Amiga; ECS,
AGA and CD32. They were all
very similar. The AGA version
even works on ECS chipset but
requires (2 MB of Chip Ram).
The MS-DOS CD-ROM ver-
sion includes FMV cut scenes
at introduction, between stag-
es, and ending.
Game Boy Game Gear Genesis

CD32 - Games • 457


The game was well received on most plat-
forms by critics upon release. Amiga Com-
puting said: “With its impressive graphics Jungle Strike was followed by three fur-
and superbly designed game system, it ther sequels: Urban Strike, Soviet Strike,
could well be the best chopper title yet” al- and Nuclear Strike. As the series moved
though the reviewer felt the difficulty curve to more advanced consoles, series crea-
was too steep. Amiga Format said of the tor Mike Posehn became less involved in
game: “with a little more foresight and plan- the programming side of development. Ur-
ning, it could have been a lot more fun”, ban Strike, released for the Mega Drive,
as the reviewer was irritated by the fact featured new vehicles and locations, as
that fuel, armour and ammunition levels well as on-foot sections. Soviet Strike,
were displayed on map screen. However released for PlayStation and the Sega
the magazine also wrote: “The bottom line Saturn in 1996, featured 3D graphics, as
though, is that Jungle Strike is an incred- did Nuclear Strike, released on PC and
ibly good game”. Amiga Power called the PlayStation in 1997 and the Nintendo 64
game “an appreciable shoot ‘em up” but in 1999. Another sequel provisionally titled
said it was “clearly tailored for the shorter Future Strike was planned, but the game
attention span” of a console gamer. was eventually released as Future Cop:
LAPD, a mech-based shooter game.

458 • Games - CD32


Kang Fu

Kang Fu is a side-scrolling platform game developed


by GREED (short for GREat Effects Development). It
was released for the CD32, A1200 and A4000.
The game itself is a meta example—it’s de-
signed to show off the higher resolutions and color
depths that can be displayed via AGA chipset. The
graphics style is a mix between drawn graphics and
digitized images.

Players take control of Klont the Kangaroo, who


have to find his lost baby kangaroos who are spread
all over the levels. Klont can use several weapons
spread throughout the levels, such as guns, bombs,
boomerangs, to destroy enemies. Klont himself can
also kick or jump on enemies to squash them.

When starting the game on the CD32, the user (report-


edly) need to insert the game disc and start the con-
Developer GREED sole, then shut its disk door after the start-up music
Publisher GREED has played. If the user miss any of these passages, the
Release date 1996
Genre Platform
game refuses to start because of a glitch that does not
Mode 1 Player free the memory of the console as it should.

The game feature an infa-


mous game-over screen,
depicting a kangaroo skel-
eton in a desert. The image
was reportedly taken from a
frame of footage of the Bos-
nian War from the shock film
New Death File III.

Although the game was


planned to have a sequel, ti-
tled Kang Two, according to
the developers after the end-
ing of the game, it was never
released. As a result, Kang
Fu is the only game produced
by GREED.

Other Releases
Amiga 1996

CD32
some text from mobygames.com, crappygames.miraheze.org

CD32 - Games • 459


The Labyrinth of Time

The Labyrinth of Time is a graphic adventure created


by Terra Nova Development, a two-man team com-
posed of Bradley W. Schenck and Michal Todorovic.
Intended to be the first in a series of games, The
Labyrinth of Time was less successful than similar
graphic adventures released around the same time,
such as The 7th Guest and Myst. It is the sole game
produced by Terra Nova Development.

The story of The Labyrinth of Time is loosely based


on Greek mythology. King Minos has commissioned
a labyrinth bridging time and space which will allow
him to rule the earth. The player takes control of a
person who is pulled into the Labyrinth of Time. The
player must navigate the maze and save the en-
slaved Daedalus—the creator of the labyrinth.
The game ends with a teaser for a sequel,
Developer Terra Nova The Labyrinth II: Lost in the Land of Dreams. The
Publisher Electronic Arts sequel was never produced.
Release date 1994
Genre Adventure The game CD are compatible with both the CDTV
Mode 1 Player and CD32 (with HAM8 raytraced images on CD32
and HAM6 on CDTV), but it needs 2Mb RAM for it to
play on the CDTV.

In the years after its release, The Labyrinth of Time


was published on more recent platforms by The
Wyrmkeep Entertainment Co. in collaboration with
the original developers.

Other Releases
Amiga 2005
CDTV 1994
MS-DOS 1993
iPhone 2009
Linux 2004
Macintosh 1994
Windows 2004

Amiga CD32 MS-DOS


COMPATIBLE

460 • Games - CD32


Lamborghini: American Challenge

Lamborghini: American Challenge is a racing game


developed and published by Titus France. Lam-
borghini is essentially an upgrade from Titus’s pre-
vious entry in the Crazy Cars franchise, Crazy Cars
III. It adds a two player mode, a few more options,
and a jazz fusion soundtrack.

The objective of the game is to end up the undisput-


ed champion of highly illegal street racing through-
out the entire United States. To do so, the player
must race against different opponents in a variety
of illegal races across the country. The races are
divided into three leagues, each one with increas-
ingly harder opponents, and the player needs to
regularly upgrade their Lamborghini Diablo in order
to keep them above the other racers, by using the
currency from bets as well as the bonuses earned
by succeeding in the races in first place.
Developer Titus (?)
When police are in the area, speeding be-
Publisher Titus, Paragon yond 110 km/h could see the player branded as an
Release date 1994 offender, at which point the police will try to ram
Genre Racing them off the road, similar to Chase H.Q. The player
Mode 1-2 Players can attempt to reach the end of the race despite
this damage (which eventually hampers the speed)
or simply pull over and accept a fine and the loss of
race points.
Different power-ups can be bought along
the way, including tires, radar jammers, engine im-
provements and nitro boosts.

Other Releases
Amiga 1992
Amstrad CPC 1992
Atari ST 1992
Commodore 64 1992
MS-DOS 1992
Game Boy 1994
SNES 1993

CD32 MS-DOS

some text from mobygames.com

CD32 - Games • 461


Last Ninja 3

Last Ninja 3, developed and published by System


3, is the sequel to the 1988 game Last Ninja 2.

This was the final game in the Last Ninja series.


The final combat between Armakuni—the Last
Ninja—and his arch rival—the evil shogun Kuni-
toki—is drawing near. The battle will take place
among the temples of Tibet, the source of the Last
Ninja’s mystical strength. The Shogun intends to
corrupt these Buddhist temples, to destroy the
source of power for Armakuni and his emerging
Ninja brotherhood. Armakuni must stop the Sho-
gun’s evil scheme.

The game retains the mix of martial arts combat


(hand-to-hand and with various weapons), puz-
zles involving various objects players find on their
way, and navigating their way around obstacles.
Developer System 3 (?) However, it also introduces Bushido, necessary to
Publisher System 3
complete each level. Bushido is earned by fight-
Release date 1994
Genre Action-adventure ing honorably, by fighting enemies with the same
Mode 1 Player weapon as them or in hand-to-hand combat, and
not fleeing from a battle.
The levels are relatively simple layouts of
about 20 screens viewed in a 3D isometric per-
spective, some levels aredeliberately complex
mazes however. They correspond to the elements
that combine to make up a Ninja’s power—Earth,
Water, Wind, Fire and Void.

The game was initially very


well received by the press,
but has since been met with
more negative criticism.

Other Releases
Amiga 1991
Antstream 2019
Atari ST 1991
Commodore 64 1991
Wii 2008
CD32 Commodore 64

462 • Games - CD32


The Amiga and Atari ST versions of Last for turning and moving separately, the pro-
Ninja 3 began development in September tagonist now faces and moves in the same
1990, and were released in March 1991; a direction the stick is pushed.
DOS version was in development and an- Last Ninja 3’s graphics were inten-
nounced for the same month, but was nev- tionally made aesthetically different from
er released. Adrian Cale, the co-director previous games in the series. Cale said
of Last Ninja 3, stated that the game was that some of the game’s enemies are
conceived because “the Ninja games have “more fantasy oriented”, as opposed to “a
almost become a genre in their own right. load of guys in karate gear”. Cale further
People buy them because they specifi- expressed that the Last Ninja 3 team “tried
cally want that type of game. ... years ago to create character animation that hasn’t
Last Ninja was state of the art on 8-bit ma- been seen in other games”, with making
chines, we’re now trying to make it state of the animations ‘realistic’ being a prior-
the art on 16-bit”. Unlike its predecessors, ity. Video game magazine The One ex-
Last Ninja 3 may have more than one en- pressed that the development team also
emy on-screen at once. Alongside this, the prioritized walkcycle animations, with the
enemy AI was improved: Stan Schembri, a graphic artists seeking to avoid characters
designer for Last Ninja 3, said that they are ‘looking like they’re skating’. Last Ninja 3
“a lot more intelligent”, further stating that has larger sprites than its predecessors:
“they attempt to react to the way you move. the protagonist’s sprite is double the size
In Ninja 2 if you were fighting that was it. In of that of previous games.
this one if you make a slight move, an en- The 16-bit versions of Last Ninja 3
emy will try to come round to fight you from were programmed by Mark Dawson and
the back”. Last Ninja 3 was designed with Dave Collins from the game studio Eldritch
arcade-style game play in mind: this mani- the Cat. Despite the size of Last Ninja 3’s
fests in the form of changes to Ninja 3’s sprites, they don’t use much processor
combat, and the addition of bosses. Due time: the game’s 3D masking uses more
to these gameplay changes, the game’s processing power, with about 200 layers
joystick controls are also altered: while of masking per screen. The Amiga version
previous Last Ninja games have controls was the first version of the game made,
and was used as the basis for the Atari
ST and cancelled DOS conversions.
Dawson primarily programmed the Atari
ST version, while Collins worked on the
DOS version. Rather than using a PC
running PDS for development like pre-
vious System 3 games, Last Ninja 3
was programmed on Intel 80386 PCs
with SNASM boards. Collins & Dawson
expressed that the 386 PCs & SNASM
boards eased Last Ninja 3’s develop-
ment, and stated that they “mak[e] life far
easier. You can look through memory on
your PC and all sorts of things easily”.

Atari ST Amiga

CD32 - Games • 463


In a retrospective interview in 2005, The One gave the Amiga version an
System 3’s Mark Cale felt that the game overall score of 90%, and noted the game
was “by no means the best entry in the se- as incorporating console and arcade-style
ries”, blaming the breakup of the original gameplay elements. They praised the new
Last Ninja series team, stating that “when weapons & moves, and favourably ex-
working with such talented people as John pressed that they don’t ‘dilute the game’s
Twiddy and Hugh Riley, there was always challenge’, further remarking that these
a certain amount of magic and things just elements “bring it to another level of play-
flowed. With some other developers, they ability”.
were always trying to escape the nemesis The CD32 version received more
of the past. I think the programmers on mixed review scores. The game has since
Ninja 3 were always trying to outdo John been seen by some players as the weak-
Twiddy, rather than make a great game. It est title in the series, mostly criticising the
wasn’t as good as it should have been”. controls and it’s difficulty.

According to Mark Cale, about 3 million Last Ninja 3 was re-released on the Virtual
copies of the game were sold. The game Console in 2008. It was later pulled from
was well received by the press. The Amiga the European Virtual Console storefront in
version reviews included the review scores due to a bug in the game which resulted
of 81% from Amiga Format, 80% Amiga in the game freezing after the first level,
Power, and 90% from CU Amiga. The C64 which was present since its release in
version was further acclaimed, including 2008.
the scores of 94% from Computer + Video
Games and 93% from Zzap!.

464 • Games - CD32


Lemmings
Developer DMA Legends
Publisher Psygnosis
Release date 1994 Developer Krisalis
Genre Puzzle Publisher Guildhall, Manyk
Mode 1 Player Release date 1996
Genre Action-adventure
Exactly the same as the CDTV release, Mode 1 Player
just with different packaging.
Legends is an action-adventure with Zel-
da-inspired gameplay. In the game, two
alien scientists who watches the Earth
as a television show, travel back in time
to various continents and leaves modern
weaponry behind. A boy called Billy is
sent to the past in order to fix his chaotic
present caused by the aliens.
The player controls a character pertinent
to the time period (an American Indian
from 1400 A.D.—America, a knight from
medieval England, a Chinese warrior
from Imperial China, an Egyptian acolyte
from ancient Egypt, and Billy in the alien
spaceship).
The goal of the game is to go
through the different epochs and defeat
the enemy bosses. The player charac-
ter can collect objects and coins to buy
items and weapons. NPCs’ provide clues
and level objectives.
“mobygames.com”
review; Amiga Action #58 (Jul. 1994) by: Neil Jackson;

LEMMINGS
I’d be the last person to blame anyone for thinking
“Oh God, not again” at this point. After all, they’ve
been around for so long that I can’t imagine that
there is a single person out there who isn’t fed up
with the seemingly endless procession of games
involving the eponymous heroes. Even Psygno-
sis seem to have stretched the point a bit with the
release of their sequel being entitled Oh no more
Lemmings!
That may seem a little unfair, because there can
be no doubting the fact that in terms of originality,
Lemmings is more or less unbeatable. However, I
suspect that just about every computer gamesplay-
er in the world has played this game on some for-
Other Releases
mat or other, and will be reluctant to purchase this
gem again if they have just sold their old machine Amiga 1996
MS-DOS 1996
and bought a CD32.
Windows 2019
The term ‘flogging’ and ‘dead horse’ spring eas-
ily to mind.
Original Score: 95% / Updated Score: 85%

CD32 - Games • 465


Litil Divil

Litil Divil stars Mutt, a dog-like devil in the Under-


world whose goal is to obtain the “Mystical Pizza
of Plenty” from the Labyrinth of Chaos.

Litil Divil has puzzle-solving and action elements,


including platforming and combat. Mutt is being
transported to various puzzle rooms, where he
has to avoid obstacles, fight enemies, and ma-
nipulate the environment in order to succeed. It is
also possible to buy items such as weapons and
shields at specific locations.

Litil Divil first began development in July 1990,


with the CD32 version releasing after four years
in development in August 1994; Litil Divil’s release
was delayed several times. Litil Divil’s demo was
initially created by Emerald Software, and was
being developed concurrently with Plan 9 From
Outer Space in 1992 by Gremlin Sheffield, and
was named Little Divil at the time. Litil Divil was
first released for PC on CD, and a later floppy
release on PC required frames to be removed
Developer Gremlin Ireland
Publisher Gremlin Graphics from animation and the quality of the music to
Release date 1994 be lowered due to compression. One of the origi-
Genre Action role-playing nal designers for the game was Heimdall 2 artist
Mode 1 Player Jerr O’Carroll, prior to his departure from Gremlin
and subsequent employment with Core Design in
1991. O’Carroll’s artstyle is present in Mutt’s de-
sign.

Other Releases
CD-i 1994
MS-DOS 1993
Linux 2014
Macintosh 2014
Windows 2011
CD32 MS-DOS

466 • Games - CD32


Divil ... We recently converted Litil Divil for
the [CD-i], which has 2.5Mb RAM, so we
had already compacted the data down to
that level—and for the CD32 we just had
to go a little bit further.”

The game received mostly positive reviews


by video game magazines at the time.
Computer Gaming World in March 1994
called it “a delightful graphic adventure”,
predicting that the game “should cause
quite a stir ... stuffed full of game play and
long term enjoyment”. The magazine pre-
dicted that a sequel and imitations would
appear. The four reviewers of Electronic
The One interviewed Tommy Rolfe, Gaming Monthly had a moderately posi-
one of Litil Divil’s programmers, in a pre- tive reaction to the CD-i version, praising
release interview. Originally there were the multifaceted gameplay, the graphics,
five different Mutts who were “competing the sound, and the cute, humorous per-
with each other to get through five levels of sonality of the player character, but criti-
Hell”; the development team decided that cizing the lagging controls. They awarded
it would be better to concentrate on one it a score of 6.5 out of 10.
character, and Hell was later changed to The One gave the Amiga version of
Underworld. Steve McKevitt from Gremlin Litil Divil an overall score of 74%, criticiz-
Graphics named the game, Litil Divil was ing the fact that the player cannot save the
chosen as opposed to ‘Little Devil’ because game at will, instead requiring finishing a
McKevitt’s wife has an Irish accent, and level or discovering a save room, as well
“she and her family always say “Ooh, you as the tunnel sections of the game, calling
litil divil” to the kids, when they’re naughty.” them “tedious”, and furthermore a source
Litil Divil was originally intended of “over-riding boredom ... there is too
for release for the Super Famicom CD much bloody wandering around.” The One
drive “in 1990 or 1991”, but due to the CD praised the art style and comical sound ef-
drive’s cancelled release, Rolfe states that fects, and enjoyed the puzzle-solving and
“while we were waiting around, we thought arcade sections of the game, but found the
it might be a good idea to start convert- lengthy tunnel sections to be filler, remark-
ing it to the PC CD-ROM. After a year or ing that without them the game would be
so we realized that we’d probably never more fun, calling Litil Divil a “missed op-
see the Super Famicom CD, so we just portunity”.
went full steam ahead with the PC ver-
sion.” The CD32 port was impeded by the Funbox Media re-released the game for
Amiga’s lower RAM, Rolfe states that “we steam and GOG.com. OS X and Linux
developed Litil Divil originally for a PC with versions were added by Blue Moon Red
a minimum of 4Mb RAM. So you can see Owl, the current distributor of the game on
2Mb isn’t really that much when you’re cre- GOG.com. Kiss, Ltd. re-released the game
ating a graphics-intensive program like Litil on Steam in 2014 for PC only and Desura
for PC, Mac and Linux.

CD32 - Games • 467


The Lost Vikings

The Lost Vikings is a puzzle-platform game developed


by Silicon & Synapse (now Blizzard Entertainment).
It was originally released for the SNES in 1993, then
subsequently released for several other systems.

The game starts with three Vikings getting kidnapped


by the alien Tomator who is collecting unique life
forms to display in his gallery. The three Vikings will
have to combine their unique skills to defeat Tomator,
as well as a vast array of aliens, robots, giant snails,
big lizards, among others.

The main characters are three Vikings, Erik the Swift,


Baleog the Fierce, and Olaf the Stout. The goal is
to guide all Vikings safely through each level. The
game’s originality is due to the fact that the player
controls three different characters (although only one
at any given time), and must make use of their indi-
Developer Silicon & Synapse vidual abilities and their combination to solve puzzles
Publisher Interplay and progress.
Release date 1994 Erik can run faster than the other two, jump, and bash
Genre Platformer through some walls (and enemies) with his helmet.
Mode 1 Player
Baleog can kill enemies with his sword, or from a dis-
tance with his bow. The bow can also be used to hit
switches from a distance.
Olaf can block enemies and their projectiles with his
shield, and use his shield as a hang glider. Olaf’s
shield can also be used as a platform for Baleog to
walk over and to allow Erik to reach higher areas.

Other Releases
Amiga 1993
MS-DOS 1993
Game Boy Advance 2003
Genesis 1993
SNES 1993
Windows 2014

CD32 MS-DOS

468 • Games - CD32


The game feature infinite oppor- In 2014, the game was added to Blizzard’s
tunities of retries in case the player were Battle.net as a free download emulated
to lose one of the Vikings. Much of the through DOSBox. It was later re-released
game’s appeal came from the humorous in celebration of the company’s 30th an-
inter-level dialogues of the characters. niversary for Windows, Nintendo Switch,
PlayStation 4 and Xbox One as part of the
The game consists of 36 stages (the Blizzard Arcade Collection in 2021. A se-
Genesis version contains five stages not quel, The Lost Vikings 2, was released in
present in any other version of the game, 1997.
and can also be played by three players
simultaneously), divided into several chap- The Lost Vikings have made appearances
ters, each with a different theme. in several other games over the time, such
as Interplay’s ClayFighter games, the 32X
When released, Electronic Gaming version of Blackthorne and in the 1993
Monthly issued the scores of 6,8,8,8, add- game Rock n’ Roll Racing—where Olaf
ing, “Another excellent job from Interplay! can be unlocked as a hidden character.
Once you play, you’re greeted with excel- StarCraft II and Warcraft III: The Frozen
lent soundtracks and plenty of bass! The Throne also includes references to them.
puzzles get very difficult but are not frus- They have also appeared as NPCs
trating. The Viking characters have their in the MMORPG World of Warcraft. In the
own personalities complete with comical Cataclysm expansion, they feature promi-
antics. This game is a definite must-get”. nently in a quest line for the Alliance fac-
Computer Gaming World in 1993 tion in the Badlands area of Eastern King-
called The Lost Vikings “a clever blend of doms.
comedy and role playing”. The magazine The Lost Vikings reprised their role
concluded that “the game is a unique puz- as playable characters in the crossover
zle solving adventure, great for people who multiplayer online battle arena video game
enjoy using their cerebral cortex along with Heroes of the Storm.
their eye to hand coordination”.

SNES Genesis Game Boy Advance Amiga

some text from giantbomb.com

CD32 - Games • 469


Liberation: Captive II

Liberation: Captive 2, written by Byte Engineers


and published by Mindscape, is the sequel to Cap-
tive. Released on the A1200 and CD32, it attemped
to introduce “sandbox” gameplay years ahead of its
time, set in a futuristic city of tall buildings and hover
cars.

The protagonist of the game is free thanks to his


troop of four robots (events played out in Captive).
Now, he have tasked himself to bring down the evil
corporation that had kept him captive.

The game world is a very large city containing hun-


dreds of fully explorable households, offices and
public buildings. This vast setting precludes a brute
force approach to finding the captive, and gives rise
to the core gameplay element of detective work.
Developer Byte Engineers The main view show a first person view of
Publisher Mindscape the robots’ environment, surrounded by icons rep-
Release date 1994 resenting each robot. The player had to guide the
Genre Role-playing robots around the city searching for clues as to the
Mode 1 Player
whereabouts of enemies of the corporation.
Liberation features typical role-playing
tropes such as inventories, character upgrades,
shops, money, and banks. Almost all world features
are interactive: the libraries contain large volumes
of real information the player must use, the police
enforce the law and have working police stations
and cells, the taxis are functional, and the player
can deal drugs with drug dealers.

Liberation: Captive 2 re-


ceived mostly positive re-
views on release—the re-
viewer of The One magazine
said in his closing comment;
“possibly the best game I’ve
ever played.”

Other Releases
Amiga 1994
CD32 Amiga

some text from giantbomb.com

470 • Games - CD32


Magic Island: Manchester United
The Secret Of Stones Premier League Champions
Developer ARDA Team Developer Krisalis Software
Publisher APC&TCP, Signum Publisher Krisalis Software
Release date 1995 Release date 1994
Genre Role-playing Genre Sports
Mode 1 Player Mode 1-2 Players

Magic Island, developed by the Czech When Krisalis re-used their existing li-
Arda Team, is a classic dungeon RPG cense for a third licensed Manchester
with step-by-step movement. United soccer game, the club was en-
The player takes control of the son of an tering an unprecedented run of success
old warrior who is asked to deliver a let- that continued well into the 2010s.
ter for a friend. The basic control system is similar to the
Magic Island is similar to the Ishar se- Kick Off games, as it involves holding a
ries–outdoor locations and realtime com- button to trap the ball under the player’s
bat. The game includes several unique foot, and releasing to pass. Other game-
features for it’s time, such as alchemist play features include diving headers,
receipts (with more than twenty ingredi- variable pitch conditions, penalty shoot-
ents, such as mushrooms, fern, witches outs and accurate deflections. 2500
hair or dry dog turd, which can be mixed players featured in the game all have a
for various effects). range of varied ability statistics, includ-
The player has a party of four ing different skin tones.
people and each of them has few statis- As well as individual matches and cus-
tics and skills. If enough experiences are tom-created tournaments, players can
earned, the characters will level up, and take part in a full season of matches for
new skills or attributes can be learned. any club in England’s top 5 divisions—all
“mobygames.com” domestic league and cup matches are
included, with promotions and relega-
tions taking place after each season.
An updated version, Manchester United
Premier League Champions: Season 94-
95, were released in 1994 for the Amiga.
“mobygames.com”

Other Releases Other Releases


Amiga CD32 1995 Amiga 1994
Amiga 1995 MS-DOS 1994

CD32 - Games • 471


Myth
Developer System 3
Publisher System 3
Marvin’s Marvellous Adventure Release date 1994
Genre Platformer
Developer Infernal Byte Systems
Mode 1 Player
Publisher 21st Century
Release date 1995 Almost identical to the floppy and cart
Genre Platformer
C64 and Amiga versions. It received
Mode 1 Player
mixed to low critic score, mostly be-
Marvin’s Marvellous Adventure is a cause of the difficult and sluggish control
console-style platformer using the AGA scheme.
chip-set.
The player control Marvin through 60
levels with slides, tubes, ladders, cater-
pillars to move across, and bonus fruit to
collect.
The levels are inhabited by typi-
cal enemies, some of which are killed
by jumping on their heads, while others
must be kicked or shot.
“mobygames.com”

excerpts from review by Amiga Power #42 (Oct. 1994)


by Jonathan Nash;

MYTH
Disastrously, the CD32 version uses — no! But
yes! — ‘up’ to jump, which, coupled with the un-
fathomable sluggish response, means you’ll spend
more time leaping screaming into monsters than
poking at them with swords.
Unfathomably sluggish, in fact, sums up the
game as a whole.
THE BOTTOM LINE
It’s the same grand old Myth — except with the
sense of excitement and discovery all but ground
away by the toffee-like speed and unrelentingly
nasty monsters. It’s the sort of game that you stick
Other Releases at grimly rather than play. The Speccy version gen-
Amiga 1994 uinely was more fun than this. Dammit, I really am
that shallow and predictable.
Original Score: 67% / Updated Score: 48%

472 • Games - CD32


Mean Arenas
Developer Nite Time MAG!!!
Publisher I.C.E.
Release date 1994 Developer Independent Arts Software
Genre Action, Puzzle Publisher Greenwood (Funsoft)
Mode 1-2 Players Release date 1996
Genre Strategy, Simulation
Mean Arenas takes place on a game Mode 1-4 Players
show arena where the goal is to collect
all the gold coins scattered throughout MAG!!! puts the player in the place of
the 22 arenas in order to enter the next the lead editor and publisher of a com-
one. There are four types of arenas: puter games review magazine in the late
Robo Zones, Dungeon Zones, Rainbow 1980s/early 1990s. There are three ways
Zones and Starship Zones. Besides the to win the game, one of which has to be
gold coins, each arena is filled with mon- chosen at the start of the game: being
sters, hazards, and weapons which the the publisher with the greatest market
player must look out for. share, net worth or score.
New challenges are introduced Players can choose to publish maga-
as the player progress through the are- zines for IBM-PC, Amiga, Atari ST, C64
nas, such as multi-level arenas, locked or CPC computers. Other vital decisions
doors and passages, and slippery sur- include choosing publishing in black and
faces. white or colour, selecting the right kind
Besides the standard arenas, of editors to work for the player’s maga-
there are also speed arenas, where the zine and what columns to include in the
objective is to get past more obstacles magazine. It is also important to stay in
and gather as many coins as possible contact with game publishers since they
before the time expires. might provide the player with exclusive
“mobygames.com”
games to review. Depending on the dif-
ficulty selected at the beginning of the
game, players have between 13 and 5
minutes to complete each month’s issue.
“mobygames.com”

Other Releases
Amiga 1996
Other Releases MS-DOS 1996
Amiga CD32 1994
Amiga 1993

CD32 - Games • 473


Microcosm

Microcosm is a 3D rail shooter developed and


published by Psygnosis, originally for the FM
Towns comouter. The game is either in first-per-
son or third-person view depending on the sys-
tem the game was released on.

Set in the year of 2051 AD, the game takes place


in a dystopian futuristic setting on an alien plan-
et where two gigantic global corporations are
fighting for control. The player takes control of
a microscopic pilot who have been injected into
the body of the President of one of these global
corporation. The pilot will need to destroy droids
who are sent by the rival corporation which aims
to take control of the Presidents mind.

The game takes place entirely within the hu-


man body, where the player must pilot their way
through various parts of the anatomy, blasting
enemy ships while collecting power-ups and a
faster, stronger craft. The goal of the game is to
eventually reach the brain to stop Grey M, the
Developer Psygnosis (?) entity that controls President Korsby’s body.
Publisher Psygnosis
Release date 1994
Genre Shooter
Microcosm makes use of the larger storage abil-
Mode 1 Player itiy of the CD format. Using it to include several
FMV video clips and with high-resolution fractal
graphics, which are used to simulate the walls
of veins/arteries. Also digital music can be heard
throughout the game as well as a selection of

Other Releases
3DO 1994
MS-DOS 1994
FM Towns 1993
Sega CD 1993

CD32 Sega CD

474 • Games - CD32


digital sound effects, simulating internal
bodily sounds.
The game used the latest Silicon
Graphics computers at the time to render
the graphics as realistically as possible.
In 1991, the game was first seen in
a demo for the CDTV. A port for the CD-i
was planned and then canceled, but a pro-
totype exists. The lead platform was the
FM Towns, and development was funded
in part by Fujitsu with the aim of making it
a launch title for the console-styled version
of the platform, the FM Towns Marty. CD32
The game engine was later pur- Limited Edition Versions
chased by Fujitsu for £250,000. The DOS
and FM Towns versions feature an exclu- for instance, greatly praised the CD32 ver-
sive soundtrack by Rick Wakeman, which sion’s graphics and soundtrack, but de-
was replaced in other versions with a scribed the gameplay as “a merely slightly
soundtrack by Tim Wright for licensing rea- better than average” rail shooter. In a 1995
sons. A promotional version of the game second review, they lowered their score
was later developed for Pfizer. from 87% to 40%, mocking their earlier
review’s emphasis of graphics over game-
The limited edition copy of the PC and play and describing the game as “a de-
CD32 versions of the game contains the cidedly average Space Harrier clone that
game, the manual, a soundtrack CD and certainly looks great, but plays horribly”.
a T-shirt. Amiga Power similarly described Micro-
cosm as a Space Harrier clone with ex-
Critics generally rated Microcosm as hav-
tremely limited interactivity and little varia-
ing excellent graphics but very limited and
tions in the visuals, giving the game a 44%.
poorly designed gameplay. Amiga Format,
CU Amiga gave the CD32 version an 86%,
saying that the graphics are not nearly as
good as the FM Towns version, with en-
emy sprites that look “pasted on”, but that
the gameplay is considerably improved.
Reviewing the Sega CD version,
GamePro opined that Microcosm repre-
sents a good concept for FMV games,
but that the poor level design reduces
the gameplay to trial-and-error and takes
away the fun.
Electronic Gaming Monthly’s four
reviewers gave the 3DO version a unan-
imous score of 4 out of 10, commenting
that the graphics are a huge improvement
over the Sega CD version, but that the
gameplay is still shallow and “just not fun”.
FM Towns 3DO

CD32 - Games • 475


Morph

Morph is a puzzle game developed by a team of


three people. It has an unique cartoon inspired
graphical style.

The player takes control of Morris Rolph, a boy


who has been trapped in limbo due to a mal-
function on a teleport machine. He’s been split
into 4 component parts, represented by liquid,
gas, a hard ball and a bouncy ball. The player
must guide Morris through 24 levels to retrieve
the parts of the broken machine so he can be
turned back to normal.

The gameplay is vaguely influenced by Lem-


mings, as the levels are populated by different
points which can’t be crossed in all forms—
walls, fires, gaps, thornbushes and suchlike.
The player get a set number of transformations
on each level, although extra ones can be picked
Developer MicroValue up at times, and there are heaters and freezers
Publisher Millennium
dotted around which cause transformations in
Release date 1993
Genre Action, Puzzle some states. All this is done against a time limit.
Mode 1 Player Like Lemmings 2, the player can take on
the next level in each of the worlds at any time.
The special A1200 version of Morph fea-
ture 36 levels—mirroring the game’s plot-line of
improved technology causing more problems
for Morris.

The Amiga versions were


released to positive reviews
by video game magazines
at the time—even receiving
a score of 78% from Stuart
Campbell.

Other Releases
Amiga 1993
SNES 1993 CD32 SNES

some text from mobygames.com

476 • Games - CD32


Nick Faldo’s Championship Golf
Developer Arc Developments Naughty Ones
Publisher Grandslam Video
Release date 1994 Developer Melon Dezign
Genre Sports Publisher Interactivision
Mode 1-4 Players Release date 1994
Genre Platformer
Nick Faldo’s Championship Golf is a Mode 1-2 Players
third-person golf game licensed around
British golf champion Nick Faldo. Naughty Ones is an old-fashioned plat-
form game created by two members of
Arc Developments created a 3D game
the demo group Melon Dezign. It has
world called Reality3 for this simulation.
similarities to games like Rick Danger-
The control system is quite unusual, as
ous, Bubble Bobble and Qwak.
the strength of the shot is chosen be-
fore the start of the swing, but the player Each screen is separate from the others,
have to click within a range to activate and involves trying to collect a key and
the shot, and this range is narrower if then progress through the exit. Enemies
the shot is intended to be more powerful. can be killed with longer-range weap-
An extra click can be made to add wrist ons. Improved weapons can be collect-
snap, which increases the shot’s power. ed, each of which functions for a limited
The wind calculation is more number of shots. Bonus items are often
complicated than most games of the era, located in the more precarious parts
and the rough is harder to play out of of the level, leading players to choose
than usual, as players can’t make slight whether to risk losing a life, and going
stance adjustments easily. back to the start of the screen.
“mobygames.com” “mobygames.com”

Other Releases Other Releases


Amiga CD32 1994 Amiga 1994
Amiga 1993
Commodore 64 1992
MS-DOS 1993

CD32 - Games • 477


Nigel Mansell’s World Championship Racing

Nigel Mansell’s World Championship is a racing


game developed and published by Gremlin Graph-
ics Software for multiple platforms. It is licensed
by and features British Formula One champion
Nigel Mansell.
In Japan, the SNES version is called Nigel
Mansell F-1 Challenge and was published by In-
focom.

Being licensed by Nigel Mansell, the game fol-


lowed the 1992 Formula One season, which he
won. The player takes on Mansell’s role to try to
win the title against eleven other real-life drivers
that were still active in their careers by the time
the game was launched. Like Sega’s own Super
Monaco GP, each of them belongs to their own
team (instead of the common F1 format of two
drivers per constructor).
Developer Gremlin (?)
Publisher Gremlin
The player can race a single race, participate in
Release date 1993 a season of Formula One, or practice their skills
Genre Racing on a particular race track. The changing of the
Mode 1 Player tires is mandatory on pit road during the middle
of each race, and weather can determine whether
the player should use hard tires, soft tires, or rain
tires. Before the beginning of the race, it is pos-
sible to change some aspects of the car, such as
spoilers, tires and gearbox.

Other Releases
Amiga 1992
Amstrad CPC 1993
Atari ST 1992
MS-DOS 1993
Game Boy 1993
Genesis 1993
NES 1993
SNES 1993
ZX Spectrum 1993
CD32 MS-DOS

some text from mobygames.com

478 • Games - CD32


Oscar

Oscar is an Amiga platformer that was later ported


to DOS and SNES. The CD32 version was also bun-
dled with the CD32 console on the same disc as the
puzzle game Diggers. A Genesis version planned but
never released.

Oscar is a mascot platformer starring the eponymous


rapscallion cat, Oscar, who is invading the sets of
various Hollywood style productions to take Acad-
emy Awards (i.e. Oscars) from various spots across
the open levels. The game has seven settings for its
movies: Animated, Prehistoric, Western, Crime Noir,
Game Show, Science-Fiction and Harrah.

The game plays very similar to an earlier release,


Trolls, also developed by Flair Software. The player
can explore levels in any order they wants. The stag-
es includes different enemies that can be avoided by
Developer Flair Software (?) jumping over or killed by jumping on them. The latter,
Publisher Flair Software as well as some collectibles, reward the player with
Release date 1993
Genre Platformer
power-ups, such as invulnerability, superjump or Yo-
Mode 1 Player yo gadget that can break down walls.

Computer Gaming World in April 1994 said that the


DOS version of Oscar was “another very average
platformy, arcadey, bounce-’em-around” with “con-
fusing” graphics. The magazine predicted that it “will
only appeal to total platform addicts who will likely find
something better to waggle their joysticks at anyway”.

The Oscar series would later


be rebooted with Oscar in Toy-
land—released in 2009. This
was followed by three other se-
quels. These games were only
released as Nintendo DS titles
and released on the DSiWare.

Other Releases
Amiga CD32 1993
Amiga 1993
MS-DOS 1994 CD32 MS-DOS
SNES 1996

some text from giantbomb.com, mobygaames.com

CD32 - Games • 479


Pierre Le Chef Is ... Out To Lunch

Pierre le Chef is... Out to Lunch is a side-scrolling


platform game about a French chef trying to collect
ingredients for his dishes by going to different coun-
tries to catch them as they have escaped.

There is a single-player mode and a two-player al-


ternating mode. In either mode, Pierre le Chef is the
playable character. The objective is to capture a set
number of ingredients before time runs out. Ingredi-
ents must be caught in a net and emptied into the
level’s cage. However, in every level, the player must
first find the net before they can catch anything. Once
the ingredients are placed in the cage, a door to the
next level will appear somewhere in the stage.
Along the way, the player will encounter germs
and bacteria which, if the player gets touched by, los-
es a life. The bacteria can also turn the ingredients
Developer Mindscape (?) into hostile enemies against Pierre when they touch
Publisher Mindscape them. The player must also be wary of Chef le Noir,
Release date 1995 who will appear in certain levels to hinder the player’s
Genre Action platformer progress. Additionally, the player can pick up weap-
Mode 1-2 Players
ons like flour bags or hot sauce which can be used to
stun ingredients and the bacteria.
The player must guide Pierre le Chef through
Switzerland, Greece, Jamaica, Mexico, China and
then France. Each country has 8 levels that the player
has to navigate through. At the end of every country,
the player plays a bonus game where they can collect
bonus points for extra lives.

Unusually, the game was


converted from the SNES
to the Amiga, not the oth-
er way around.

Other Releases
Amiga 1994
Game Boy 1993
SNES 1993
CD32 SNES

480 • Games - CD32


PGA European Tour Pinball Prelude
Developer The Dome Developer Effigy Software
Publisher Ocean Publisher Effigy Software
Release date 1995 Release date 1996
Genre Sports Genre Pinball
Mode 1-4 Players Mode 1 Player

PGA European Tour is an European- The central theme of the pinball game
focused spin-off of PGA Tour Golf II, Pinball Prelude is time. The first table is
featuring five courses and tournaments set in the past and features a dinosaur
from the PGA European Tour. setting. The second table is set in the
PGA European Tour builds on the game present and at the same time the most
engine used in PGA Tour Golf II and of- conventional of the three design-wise.
fers a new assortment of courses, tour- The third table plays in the future and
naments, and professional golfers from contains five flippers in total.
the PGA European Tour organization. It Some of the features include a
also features dynamic weather condi- hi-res mode for multi-ball, vertical and
tions and two new game modes: Match horizontal scrolling of the playfield and a
Play and Shoot-Out. rubber ball, which behaves much differ-
The courses included are Went- ently than the standard steel sphere.
worth Club, Forest of Arden, Crans-sur- Due to the dwindling Amiga market and
Sierre, Le Golf National, and Valderra- lack of retail support, Effigy released the
ma. game on a dual format CD containing
“giantbomb.com” both AmigaCD/CD32 and PC versions.
“mobygames.com”

Other Releases
Amiga 1994
Genesis 1994 Other Releases
SNES 1996 Amiga 1995
MS-DOS 1996

CD32 - Games • 481


Pinball Fantasies

Pinball Fantasies is a 1992 pinball game originally


developed by Digital Illusions and published by 21st
Century Entertainment in Europe for the Amiga. It is
the sequel to Pinball Dreams, which was released
earlier in the same year on multiple platforms. In the
game, players can choose between any of the four
available playfields, both of which have their own the-
matic and main objectives in order to obtain the high-
est score possible.

Like Pinball Dreams, Pinball Fantasies is an arcade-


style pinball game featuring four types of pinball
tables and each one has their own main objective,
gameplay mechanics and thematic. The game has
various levels of difficulty and the player can set the
number of balls for play, among other gameplay op-
tions.

Developer Digital Illusions The four featured tables include:


Publisher 21st Century Billion Dollar Gameshow: A board that is based around
Release date 1993 showy gameshows where the player must earn priz-
Genre Pinball es by taking the ramps in specific orders.
Mode 1-8 Players
Party Land: An amusement park themed board. Fill-
ing up the words CRAZY or PARTY allows the player
to enter a high score event.
Speed Devils: This board is based on high-speed car
racing. The player is in a race and must overtake oth-
er cars with the pinball.
Stones ‘N Bones: A haunted house-themed board fea-
turing various modes to progress through.

Other Releases
Amiga 1992
MS-DOS 1994
Game Boy 1995
iPhone 2009
Jaguar 1995
MeeGo 2011
PlayStation 1996
PlayStation 3 2009
PSP 2009
PS Vita 2012
SNES 1995
Windows (Pinball Gold Pack)
CD32 Jaguar

482 • Games - CD32


Pinball Illusions

Pinball Illusions is the successor to the Pinball Fan-


tasies, using an upgraded game engine.

The original Amiga release featured three tables;


Babewatch, Law & Justice and Extreme Sports. The
DOS CD version added a fourth, “The Vikings” (this
was written for the Amiga version but not consid-
ered good enough for inclusion). The tables contain
ramps, bonus areas, and combo sequences to set
up. All the artwork was produced in true 256 colors
from the ground up for AGA Amigas and DOS, rath-
er than originating in 32 colors on older Amigas.

New to this version is multiball: Pinball Illusions sup-


ports up to six balls simultaneously, in which case it
switches to high-resolution mode. CD versions use
CD audio for music.

The game was ranked the 23rd best game of all time
by Amiga Power in 1996. Maximum scored the PC
version three out of five stars. They said the four ta-
bles are “all excellent in their own way” but that the
Developer Digital Illusions game lacks the imagination and innovation of other
Publisher 21st Century
Release date 1995 pinball video games. They concluded it to be “solid,
Genre Pinball if uninspiring, entertainment.”
Mode 1-8 Players
Pinball Illusions used the four tables from this game
to produce True Pinball on the Sega Saturn and
PlayStation, which presented the tables in a more
realistic perspective.

Other Releases
Amiga 1995
MS-DOS 1995
Windows (Pinball Gold Pack)

CD32 MS-DOS

CD32 - Games • 483


Prey: An Alien Encounter
Power Drive Developer KirkMoreno
Publisher Almathera Systems
Developer The Dome
Release date 1994
Publisher Ocean
Genre Adventure
Release date 1995
Mode 1 Player
Genre Racing
Mode 1-4 Players The CD32 port is almost identical to the
Power Drive is an arcade racing game CDTV version, but with a different pack-
by Rage Software featuring rally driving aging and a fractal intro.
in various countries around the world.
Handbrake turns and lurid powerslides
are both possible, and the steering is
suitably loose.
There are 3 types of stages—in-
dividual time-trials, head-to-head races
against the computer, and some skill
tests. There are 8 rounds of gameplay,
set across countries ranging from Swe-
den to Kenya. The player gets prize
money for winning races, and it costs
money to repair damage.
The Sega Game Gear version of the
game is considered one of the rarest on
that format, with a copy selling for over
€4,000 in an online auction in 2020.
“giantbomb.com”

excerpts from review by Amiga Power #36 (Apr. 1994)


by Stuart Campbell;

PREY
This, apparently, was a CDTV game which has
been enhanced for the CD32, but since that means
about seven of you (max) might have seen it be-
fore, we’ll assume no prior knowledge. It’s a 3D
maze job which is very obviously trying to be Al-
ien - The Video Game, and with a moderate degree
of success (atmosphere-wise, at least).
THE BOTTOM LINE
Other Releases Atmospheric but dull 3D maze effort that’s more
Amiga 1994 use as a foreign language instruction course than
MS-DOS 1995 a game. Prepare yourself for endless hours of on-
Game Gear 1994 the-beach Norwegian fun saying “Oh no, I think
Genesis 1994 it’s an alien!”, but don’t expect too much in the
SNES 1994 way of gaming fun.
Score: 37%

484 • Games - CD32


Pirates! Gold

Pirates! Gold is a remake to Sid Meier’s 1987 re-


lease, Sid Meier’s Pirates!. MicroProse developed
this 256-color version for several different platforms
featuring a MIDI score and mouse support (in MS-
DOS and Windows versions).

Pirates! Gold features Super VGA graphics including


hand-painted screens, and a more-detailed playing
environment than the original. The update also in-
cludes 3-D modeled ship and flag animations, and
graphic depictions of items that were menu choices
in the original game.

The player can play as a pirate, privateer, or a pi-


rate hunter. It features sword fighting, ocean-faring
battles, and land battles as its three main arenas of
action, connected by role-playing which allows the
Developer MicroProse
player to court the favor of local politicos, romance
Publisher MicroProse women, and recruit pirates in the local pub. Play-
Release date 1994 ers have the opportunity to go on quests, but must
Genre Action-adventure also strategically plan raiding excursions and trading
Mode 1 Player routes.
Players can choose which historical time pe-
riod they want to start their career in. The time peri-
ods differ from each other in how favarable pirating
is, which nation is strongest, and the nations navel
fleet sizes.

The CD32 version received mostly favourable re-


views on release.

Another remake of the


1987 game, also named
Sid Meier’s Pirates!, was
released in 2004.

Other Releases
MS-DOS 1993
Genesis 1993
Macintosh 1994
Windows 3.x 1994
Windows (Sid Meier’s Pirates! Gold Plus)
CD32 Genesis

CD32 - Games • 485


Premiere Quik the Thunder Rabbit
Developer Stywox
Developer The 8th Day
Publisher Titus France
Publisher Core Design
Release date 1994
Release date 1994
Genre Platformer
Genre Platformer
Mode 1 Player
Mode 1 Player
Quik the Thunder Rabbit is a side-scroll-
Premiere is a platform game where the
ing platform game, which Stywox devel-
player takes the role of Clutch, a young
oped for Titus France to publish on the
film editor, who had the reels for his film
Amiga and CD32 in 1994. A SNES port
stolen from him on the night before the
was also planned at some point.
film’s premiere. The goal is to get to six
different levels, represented as movie The game feature 4 worlds including
sets, and return the film. ice, desert and fields, and have multi-
ple routes through. Enemies can be de-
The sets are themed around six different
stroyed by spinning at them, although
genres of film (sci-fi, Wild West, cartoon,
jumping over them is often sufficient.
etc.), and the backdrops, weapons and
Power-ups include speed ups, energy,
enemies fit these sections. After each
food and water (Quik’s thirst and hunger
platform level Clutch will have to pass
are measured separately). The bonus
through a film scene—piloting a runa-
levels involve jumping through time, by
way mine-cart, navigating a scrolling
finding the right doors.
shoot ‘em up level, or similar.
“mobygames.com”
“mobygames.com”

Other Releases
Other Releases
Amiga 1994
Amiga 1992
MS-DOS 1994

486 • Games - CD32


preview article; Amiga CD32 Gamer #4 (September 1995)

488 • magazine article


Machismo Machines
W
hat’s become one of the year’s biggest, mega-cor- est of how though it is to beat. On the maximum intelligence
porate releases actually started out as quite a mod- setting it’ll give anyone a hard fight.” Andy soon graduated to
est project. In 1982 Sean Griffiths left the Bitmap an Amiga 4000 on which he also set about coding the complete
Bros to set up a seven man inhouse team for Mi- range of Amiga conversions from A500 to CD32. The CD32
rage, a small Cheshire-based software firm. Although their brief version has 128 colours, as opposed to the A500’s 32, and is a
was to develop games which would stretch the new CD-ROM very close match for the standard PC version. Each character has
machines, the focus with Rise of the Robots was initially game- about 400K of data, including 80-130 frames of animation, and
play not jawdropping graphics. Andy is determined to keep the speed up. Although there are no
Griffith had come up with the idea of two robots fighting and plans as yet to support all the CD32’s joypad buttons — like the
was eager to implement some sophisticated AI (Artificial Intel- PC version all the special moves will work off a single firebut-
ligence) routines. For example, every move a player can make ton and timing — the CD32 version will have extra presentation
opens up a vast array of counter moves which the computer can animation cut from the A1200 version — itself coming on a huge
call up. These moves are arranged in large tables, with the move 14 fourteen disks!
selected depending not only on the robot’s various stats and the Unsurprisingly it was the game’s graphics not the AI routines
difficulty level, but also its analysis of your own fighting style. which caused such a sensation at the show. Mirage’s MD, Peter
While the AI routines were being developed, instinct happened Jones, has been quick to capitalise with some exceptionally lu-
to stumble across rendered technology. For Rise, the computer crative licensing deals. While originally only a PC and Amiga
artists draw a character only once — using Autodesk’s ubiqui- product, a whole host of companies have picked up additional
tous PC 3D Studio — and then all the animation come from ma- versions. Absolute Entertainment in America licensed SNES
nipulating this model. When instructed to move the model’s arm, and 3DO versions, Phillips commissioned a CDi version, JVC
the computer renders the new image according to highly precise grabbed the Sega rights and, most impressive of all, Bell-Fruit
3D calculations. The 3D illusion is thus far more believable than Manufacturing signed up for a full-blown coin-up version. But
anything a human could produce by hand. probably the biggest deal came on the eve of the April ECTS
So far there are no home machines powerful enough to render trade show, at 2am on the morning of the show’s start a deal
graphics on the fly — even the superfast PCs used to develop was signed with Time-Warner. One of the biggest entertainment
the game take hours over a single image, let alone an entire ani- organisations, Time-Warner is, like most of its clued up competi-
mation sequence. Instead, the images are stored as pre-rendered tors, eager to enter the world of videogames. It has substantial
images which are used just like conventional frames of anima- holdings in both Atari and 3DO, besides owning Tengen which
tion in a game like Street Fighter II. Unlike SFII, the impression it recently re-named Time-Warner Interactive. Its Rise deal rep-
is not of a 2D cartoon - however beautifully drawn — but of a resented a substantial investment including no less than a mil-
totally realistic 3D environment. lion dollars worth of advertising for Mirage. All the conversions
meant what was once a January release slipped back to autumn,
AI AMIGA but Rise’s transformation from an ambitious, but small-scale re-
While the graphics were developed on PC, the AI routines were lease to a global, mega-corporate project was complete.
all produced on an Amiga. Andy Clark was one of the first people
hired for Instinct and while his previous job — a council office
clerk — was outside the industry Mirage were impressed with
his demos. Initially working on a humble A500 Andy has spent DESIGNER
over ten months refining the AI routines: “The thing I’m proud-
VIOLENCE
While the rendering process does away with hand-drawing individual
frames of animation, creating the model for the computer to manipulate

complete control
in the first place is amazingly complex. Each part of a robot character
is first created as a 3D vector wireframe mesh, then linked using realis-
tically calculated joints to produce a fully poseable 3D model. Accord-
ing to Mirage some of the meshes are more complex than those used in
the movie Jurassic Park. Once the meshes are fixed they are painted not
simply with flat colours, but precisely calculated texture maps which are
further modified by the positioning of computer generated light sources
to illuminate them. The ambition of the project is summed up by the fact
that Mirage hired an interior designer, Kwan Lee, simply to provide the
game environment — one room per character, plus an exterior view of
the city Metropolis 4.

Ex-Bitmap Sean Harris, the con-


cept man, Sean Haden, artist and
the Mirage Offices in Congleton.
Such excitement from Congleton?
Surely it can’t be true.

magazine article • 489


Rise of the Robots

Rise of the Robots is a fighting game originally


developed for the Amiga and DOS by Mirage’s In-
stinct Design.

Set in the futuristic 2043, players control a top-


secret ECO35-2 combat cyborg as IT dispatches
insurgent robots infected from a potent computer
virus (the EGO virus) at Electrocorp’s Metropolis 4
plant before the robot army (led by a sentient na-
nomorph known as the Supervisor Droid) infects
the world.

The game is divided into a single player mode


and a two player versus mode. In single player
mode the player controls the ECO35-2 Cyborg as
he confronts the Supervisor’s minions across the
vast facilities of Electrocorp. The order in which
Developer Instinct Design each droid is fought is fixed, with each next adver-
Publisher Time Warner sary more difficult than the last. The sixth and final
Release date 1994 level is a confrontation with the Supervisor droid
Genre Fighting itself. Each character is introduced by a short pre-
Mode 1-2 Players
rendered 3D sequence, followed by an analysis of
potential weaknesses.
In two player versus mode, one player con-
trols the ECO35-2 droid by default, while the other
chooses between one of the five droids seen in
single player mode. Players then battle out against
each other in two to seven rounds. In the arcade
version, the players select eighteen characters but
each six characters has a different colour palette.

Jim Murdoch penned a


novelization of Rise of the
Robots, which was pub-
lished in 1995.

Other Releases
3DO 1995
Amiga 1994
CD-i 1995
MS-DOS (.ISO) 1994
Game Gear 1994
Genesis 1994
SNES 1994

CD32 Genesis

490 • Games - CD32


The game plays like a traditional one-on-
one round-based fighting game, with two
combatants fighting to deplete their oppo-
nents’ vitality.
While it is technically a six-button
fighting game, as each combatant has both
Punch and Kick attacks of three strengths
each, some versions of the game (namely
the original DOS and Amiga-based ver-
sions and the CDi version) only use a sin-
gle button for attacking, which is held down
and released in conjunction with key/joy-
stick input to determine the strength and Jewel case
attack type.
fiths. The backgrounds were created by
Rise of the Robots was developed for the Kwan Lee, a freelance interior designer
Amiga and DOS platforms by Mirage’s who responded to an advertisement for a
Instinct Design—a team of five program- graphic artist. Naden was tasked by Grif-
mers led by former Bitmap Brothers mem- fiths to create “some kickass robots”. The
ber Sean Griffiths. Calling it superior to models for the droids were first created as
Street Fighter II, Griffiths claimed Rise of mesh frames so they can be stretched and
the Robots was not a conventional fight- rescaled to create a desired look. Feeling
ing game, with “robots that fight and act that the rendered models were “too clean”,
unusually, with a very high level of artificial Naden created a 2D texture map and add-
intelligence that has never been seen be- ed colour and detail; the texture map is
fore”. then wrapped around the finished model
The graphics in Rise of the Robots to “give it that extra level of detail”. The
were created using Autodesk’s 3D Studio Cyborg was the most complex character
software. The droids were designed by to create because of his muscular appear-
Sean Naden with conjunction with Grif- ance; Naden studied muscle magazines to
create an anatomy for the Cyborg. Each
droid took two months to render, and was
expected to have 100 frames of animation.
Griffiths said that the team opted to use an
“unusual angle” for all droids “so the play-
er gets to see the whole robot”. The team
employed a chroma key technique to gen-
erate synthetic actors and place them on
the background.
Andy Clark, the programmer for the
Amiga version, was responsible for coding
the game’s artificial intelligence using a se-
ries of data tables. The AI is based around
various attributes—such as strength, in-
telligence, speed and motivation—which
alter the droid’s behaviour. Clark created
SNES MS-DOS a table of responses to the opponent’s

CD32 - Games • 491


moves, allowing the player to select the was a “conversion ‘upwards’, meaning ad-
best responses by using their droid’s in- ditions could be made”. She added that
telligence and motivation. Other table problems were emerged with the console
generators were also created to examine versions, and porting the game from one
which move the player is used frequently; platform to another was not straightfor-
Clark said, unlike other fighting games, “if ward.
you get good at a footsweep, then your op- Rise of the Robots was originally
ponent will act more aggressively towards planned to be released in February 1994,
that move”. The fighting moves were pro- but got delayed because the developers
grammed by Gary Leach, who had experi- wanted to “continue to perfect the graph-
ence in martial arts. Leach also ported the ics and enhance the gameplay as much
AI tables to the PC version. as possible”. Rise of the Robots was
The game was hyped to feature eventually released in November 1994 for
a dedicated soundtrack by rock guitarist Amiga platforms. The arcade version was
Brian May of Queen fame, though it was released in May 1995 in the United King-
instead done in-house, with parts of some dom; it was the main attempt by the slot
tracks from Brian May’s previous album machine manufacturer Bell-Fruit to create
Back to the Light included. While May did an arcade machine using a PC architec-
in fact record a full soundtrack to the game, ture.
it was postponed by his record company, A “Director’s Cut” edition was re-
causing Mirage to proceed without May’s leased on PC. It contains a second disc
musical contribution, with the exception of containing work in progress footage, in-
short guitar sounds. teractive pre-production animations and
rushes, still image galleries, and other be-
Rise of the Robots was unveiled at the hind the scenes material.
Summer Consumer Electronics Show in A version for the Atari Jaguar CD
1993. The game was driven by a multimil- was in development by Art Data Interac-
lion-pound marketing campaign, which led tive and planned to be published by Time
to a novel from Penguin Books, and talks Warner Interactive in 1995, but was never
were carried out regarding toys, comics, released for unknown reasons.
an animated series and a feature film.
The Mega Drive, Game Gear and
SNES versions were developed and pro-
grammed by Data Design Interactive. Ab-
solute Entertainment initially owned the
rights to the 3DO, Mega Drive, Game Gear,
and SNES versions of the game, but later
sold all Rise of the Robots rights back to
developer Mirage, save the 3DO version
rights. Mirage then sold the SNES rights
on to Acclaim Entertainment. In a reverse
of the usual pattern for video games, the
home versions were all developed and re-
leased first, with the enhanced arcade ver-
sion coming later. Coombs stated that Rise
of the Robots was originally developed for
the Amiga in mind, while the PC version
Game Gear Amiga

492 • Games - CD32


Reviewing the Amiga version for Amiga combo system, and difficulty spikes. Kevin
Power, Jonathan Davies described how Green of Nintendo Life listed Rise of the
review copies had only been released Robots as one of the “games we hope to
to the press a few days before the game never see on the Virtual Console service”.
went on sale, and concluded by stating Green criticised the game for its monoto-
that “it’s probably because the graphics nous gameplay, non-existent game bal-
are [so] good that the game plays so poor- ance and limited controls, saying it “was
ly—every move the robots make takes so a horrible mess from start to finish, clearly
many frames of animation, and so much rushed out to make money from the beat-
memory, and so many months of render- em-up craze”.
ing with 3D Studio, that it simply wouldn’t
have been possible to make the gameplay Despite its critical and commercial fail-
any more complicated than it is”. Davies ure, Mirage released Rise 2: Resurrection
highlighted a number of flaws, including in 1996 as a more conventional fighting
the fact that the players could not turn game with extended features. The story
around, the limited sound effects and mu- expanded further upon that of the original
sic, the fact that the vast majority of com- game.
puter opponents could be
defeated by repeated use
of a simple flying kick,
and the static background
graphics. Andy Nuttall
of The One Amiga have
made similar comments;
he writes that “[e]xcept
on ‘Hard’ level all but the
Supervisor and one other
opponent can be slaugh-
tered by trapping them
in the corner and inflict-
ing repeated jump kicks”.
Nuttall criticised the game
for its short length, and
added that “there aren’t
enough characters”.

In 2014, GamesRadar
staff named Rise of the
Robots the 100th worst
video game ever made.
They discussed the pro-
pensity of bad 2D fighting
games in the 1990s, and
criticised its “aged” ren-
dered 3D graphics, poor
character balance, poor

some text from giantbomb.com

CD32 - Games • 493


magazine review; Amiga Power #45 (January 1995)
by: Jonathan Davies;

RISE OF THE
Runs on: A500/A600 (1Mb),
A1200, CD32
The flying kick swiftly
Publisher: Mirage/Time deals with this fellow.
You’ll be wanting
Warner the flying kick for
this one.
Authors: Instinct Design
Price: £40 (500/600), £43
(1200), £35 (CD32)
Release: Out now
• In a one-player game you can only be

W
THE GOOD POINTS
e previewed Rise of the Ro- one of the characters — the blue one.
• The graphics are great. The robots • In a two-player game, one of the play-
bots in AP32, over a year
look suitably fearsome and move about ers has to be the blue one.
ago. Edge magazine put it
smoothly. The backgrounds look good • Each character performs the same set of
on their cover in the same month (an ac-
too. basic moves, plus as many as two ‘spe-
colade usually reserved for new consoles
from Sony or Sega), and ran an eight- cial’ moves, performed, for example, by
THE REST moving the joystick Down and Up and
page feature on all the effort that was go-
ing into creating the graphics using 3D • This scene is set before each round by then pressing Fire.
Studio rendering software. Since then, animated sequences showing your op- • Only one fire button is used, even on
work on the Amiga version has been de- ponent walking into view, while text is the four-button CD32 joypad.
layed by a proliferation of versions for written on the screen a letter at time ac- • All the moves involve hitting your op-
other formats — in total, Rise of the Ro- companied by a beep-beep-beep noise. ponent in some way — you can’t throw
bots is being produced for 22 different It is therefore necessary to switch these him or crush him or launch a fireball at
machines, including CD-i and 3DO, and off. him, and you certainly can’t pull off his
there’s even a coin-up version. The mu- • As the two characters then face each head or tear out his heart.
sic has been written by Brian May, who other, the battle is begun not by a voice • Oh, except there are ‘secret’ moves as
used to play guitar for pop group Queen. crying “Fight!”, but by some more text well. These involve becoming invisible
A multi-million-pound marketing cam- being written a letter at a time accompa- (so the other player can’t see you), be-
paign has led to a Rise of the Robots nied by beep-beep-beep noise. coming invincible (if you manage to do
novel from Penguin, and discussions are • There are 7 different characters in Rise this before the other player, you can then
underway regarding Rise of the Robots of the Robots. In Street Fighter 2 there kill him without him being able to do
toys, Rise of the Robots comic and a Rise are 12; Mortal Kombat 2, 17. anything to prevent it), and — watch out
of the Robots cartoon series. for this one in a future Kangaroo Court
Meanwhile, here’s the Rise of the Ro- — reversing the other player’s controls.
bots game. • Because of technical limitations, the
characters can’t turn around and face in
the opposite direction. This means that
The flying kick’s done for him.

Tip: Use the flying kick to


defeat the boss at the end.

494 • magazine article


ROBOTS
In this instance we’d advise
use of the flying kick.

in two-player mode you can’t jump over ing to the “unique combat in-
your opponents head to, for example, telligence system that adapts
avoid being trapped at the side of the to and learns your style of
screen and helplessly killed. play”.
• The backgrounds are static, rather than • In a two-player game, if
scrolling, so the playing area is only as Player 1 holds Up/Right and
large as the screen. Fire, Player 2 loses the match
• The impact of these huge metal war- every time.
riors striking each other is indicated by a • The Amiga 1200 version
couple of small triangles floating to the comes on 13 disks. 7 of these
ground, and a crunch noise. are required to play the game,
• The shadow beneath your robot over- 5 contains the introductory se-
laps your opponent when you approach quence, and the other installs Hello. He’s off again.
him. There is an option to switch the the game to a hard drive.
shadows off. • The CD32 version of Rise of
• Brian May’s music consists of a the Robots costs £35; the ordi-
guitar going “kerrannnnnnnng, ker- nary Amiga version, £40; and the AGA What an astonishing waste of time.
rannnnnnnng, kerrannnnnnnng”, and is version, £43. • JONATHAN DAVIES
confined to the option screen. During
the game there is no music at all. We fear for the immortal souls of those
• For some reason you have to ‘fight’ the quoted on the packaging who would UPPERS
first group of baddies twice before you have you belived that Rise of the Ro- Nice graphics.
can take on the sixth and final one. bots is worth 93%. (“You’ll wish all
• In Beginner mode, you can complete your games were this good.” For pity’s DOWNERS
the game by pushing the joystick up and sake...) Farcically tedious.
to the right, and then holding the fire We can only hope you haven’t already
button down for about ten minutes. been swayed by them, by any ‘exclu-
• In Easy mode, you can compete the sive’ Rise of the Robots ‘reviews’ you THE BOTTOM LINE
game in the same way, although to beat may already read in rival Amiga maga-
Even if you don’t believe in
the last character you have to repeatedly zines, by the Rise of the Robots TV and Father Christmas, it might be
press Left, Right and Fire. cinema ads, by the national Rise of the worth writing to him to make
• In Medium mode, you can defeat the Robots ad in Viz, by the six-foot-high sure he doesn’t bring you a
first five characters in the same way, but cardboard Rise of the Robots cut-outs in copy of this.
you then have to fight them all again in computer game shops across the nation,
Hard mode. or by the big, exciting-looking Rise of
• In Hard mode, none of your moves the Robots box it comes in.
have any effect on the other characters Copies of Rise of the Robots were
Looks and plays the
unless your power bar is charged up only released to the press a couple of same as the CD32
to maximum when you make contact. days before the game went on sale, so version, and, although
You charge it by pressing and holding it’ll have been in the shops for a month it comes on 13 disks,
the fire button for a couple of seconds. before you’ve had a chance to read this. the swapping’s not that bad. Recog-
Unfortunately, as soon as you hit your Rise of the Robots is terrible. I’m not nises a second drive, too.
opponent (which is what tends to hap- exaggerating. Ironically, it’s probably
pen when you press the fire button), the because the graphics are so good that
bar stops charging, so it is difficult to it plays so poorly — every move the
see how the game could be completed robots makes takes so many frames of
in Hard mode. animation, and so much memory, and We haven’t seen a
• As you hold Up, Right and Fire, the son many months of rendering with 3D copy of the 500 ver-
robots initially try to fight back, but then Studio, that it simply wouldn’t have sion yet, but it inevita-
simply cower in the corner of the screen been possible to make the gameplay any bly won’t look quite so good. We’re
told the gameplay remains intact,
until they die. This is presumably ow- more complicated than it is. though. Phew.

magazine article • 495


Ryder Cup: Johnnie Walker
Roadkill Developer RISC
Publisher Ocean
Developer Vision Software
Release date 1994
Publisher Acid Software
Genre Sports
Release date 1994
Mode 1-4 Players
Genre Action, Racing
Mode 1 Player Ryder Cup: Johnnie Walker is a golf
Roadkill is an top down combat racing game based on the Ryder Cup tourna-
game set in the future. There are 9 com- ment of 1993 which was played on the
puter opponents in each race, and play- Belfry course.
ers must finish in the top 3 every time. When on the field, the player has various
Rockets and homing missiles can be icons available which are used to display
collected so as to shoot the rival cars information, e.g. about the current hole
out. The game feature 12 tracks spread and wind. The game offers two different
over four different scenarios. The tracks control methods for the shot: two-click
feature inbuilt hazards and treacherous (clicking twice with the correct timing to
shortcuts. select the power and drift) and the stroke
The player can choose from 3 method (after selecting the power, a min-
difficulty levels, along with automatic or iature ball appears and the player has to
manual gears. click on it. The position of the click sets
The game was met with positive reviews where the club hits the ball and therefore
on release, many citing the gameplay the drift). The latter is also available in a
and controls as it’s best features. variant in which the ball randomly moves
to make it harder
“mobygames.com”
The tournament itself is a match between
a European and US team with twelve
athletes each. There is also the possi-
bility to train the single holes instead of
participating in the tournament.
“mobygames.com”

Other Releases Other Releases


Amiga 1994 Amiga CD32 1994
Amiga 1994
MS-DOS 1994

496 • Games - CD32


Sabre Team

Sabre Team is an isometric squad-level turn-based


infiltration simulation game that let players assemble
and take command of a Sabre Team unit of four hand-
picked (from 8 available) elite S.A.S. agents as they
confront delicate and dangerous scenarios involving
terrorist threats and hostage situations.

Planning ahead is necessary and the player must take


several things into account, such as choosing weap-
onry, as they make different amounts of noise when
used (reducing the stealth potential) and their ammu-
nition is of varying weight.
In each turn the player have limited action points
per soldier, which must be used for all movement, firing
and reloading moves. The maps are viewed isometri-
cally, with a compass used to indicate the directions
of movement, and where the incoming fire emanated
from.
Developer Krisalis (?)
Publisher Krisalis Software Krisalis Software was planning two extra missions
Release date 1994
Genre Strategy
when updating Sabre Team for the CD32 and AGA
Mode 1 Player computers, but the only difference was the order the
missions are played. Other changes includes updat-
ed graphics, CD audio and new speech samples and
sound effects.

The game saw mostly positive reviews on release.


Amiga CD32 Gamer gave it 78% and wrote: “A grip-
ping mixture of tactical depth and shoot-‘em-up style
intensity.

Most reviews of the CD32


version of Sabre Team
was critical to the joypad
control system, and rec-
ommended players to use
a mouse instead.

Other Releases
Amiga 1992
Atari ST 1992
MS-DOS 1994 CD32 MS-DOS
Windows 2021

some text from mobygaames.com

CD32 - Games • 497


Seek and Destroy

Seek and Destroy is a top-down shooter originally re-


leased for the Amiga systems. The developers of the
game, Vision Software, also created a DOS version
two years later. The game bears resemblance to the
1992 game Desert Strike.

Before each phase, players can enter a shop where


they can upgrade the weaponry, paying with golden
medals gathered during previous phases. The starting
weapons are the chain gun and rockets/tank shells.
Every weapon has three upgrade levels. The player
can also decide how much ammunition for each weap-
on to load, switching between the tank and the chop-
per, choose one of the three special weapons and
adjust the fuel/armor/speed characteristics. All these
preparations are surprisingly complex for a shooter of
this type, and a bad configuration can make the dif-
ficulty much greater.
Developer Vision Software
Missions are set in the desert and jungle as well
Publisher Mindscape
Release date 1994 as over the sea and in snowy regions. Most often the
Genre Shooter objectives are to seek and destroy, while performing
Mode 1 Player rescue operations and gathering powerups. The pow-
erups consist of ammunition, fuel, medals, among oth-
ers. A scanner is installed into the vehicle as a guide,
as is a mapping system and a limited shield.

The CD32 release was given several improvements


from the floppy release, including joypad support with
multiple usable buttons.

The Amiga version of Seek


and Destroy was well re-
ceived with positive re-
views from Amiga Format,
Amiga Power, CU Amiga
and The One.

Other Releases
Amiga 1992
MS-DOS 1994 CD32 MS-DOS

some text from mobygaames.com

498 • Games - CD32


Sixth Sense Investigations
The Seven Gates Of Jambala
Developer CineTech
Developer Thalion Software Publisher Epic Marketing
Publisher Unique Release date 1998
Release date 1994 Genre Adventure
Genre Platformer Mode 1 Player
Mode 1 Player
Sixth Sense Investigations is a point-
The Seven Gates of Jambala is a plat-
and-click game in the same style as Lu-
form game with some similarities to
casArts’ Day of the Tentacle. It was origi-
Ghosts ‘n Goblins.
nally released in United Kingdom and
The player takes control of an elf called Germany in 1998.
Dravion who must reach the seven cities
The game follow a young man, Frank,
of Jambala, each which contains a piece
who runs a detective agency with his
of a magic wand. The cities take the form
sidekick Ben and the spirit of a man
of horizontally scrolling levels. Dravion
named Arthur.
can learn spells from NPCs which can
be used to destroy enemies. Like most graphics adventure games,
the game is controlled via a collection of
The game was panned by critics when it
verbs at the bottom of the screen.
was released. Amiga Game Zone issue
2 (May 1992) gave the CD32 version an The game was developed by CineTech,
‘F’ and wrote in their closing argument; with 8 people working from different
“Severely dated platform game with places all over the globe. This was many
bland visuals and no real appeal.” on the teams first official game project.
The Games Machine, however, The game reportedly never sold many
gave it a score of 71% in issue 28 and copies.
wrote; “It’s not bad but not good, and
certainly not magic.”

Other Releases
Amiga 1990
Other Releases
Atari ST 1989
Amiga 1998

CD32 - Games • 499


review; CU Amiga Magazine #104 - Game Review (October 1998);

Sixth Sense
Investigations
▀ Price: £29.99 ▀ Available from: Epic Marketinge

It’s too early to start proclaiming a renaissance, but it is at least fair to say
that graphical adventure games are starting to enjoy a bit more respect again
these days.

W
ith Big Red Adventure and Sixth Sense follows
now Sixth Sense Investiga- very closely in those foot-
tions, those who have com- steps. Further, it adopts
pleted Monkey Island for the 30th time the “no-kill” philosophy
at least have a few more options. Sixth of some of the LucasArts
Sense was actually released some time games, most notably Day
ago on floppy (many of them), and is of the Tentacle. It is im-
finally seeing a proper CD release com- possible to be “killed” or
plete with full speech, not to mention to hit a dead-end in the
extensive hard drive savings. game. This can be a bless-
ing and a curse — more on
In case you forgot that later.
The full graphical adventure evolved The idea of the game
from the impulse to get away from all- is innocent enough. Your character, what history you have with them.
text adventures (which could be exqui- Frank, is the proprietor of a small de- The CD edition of Sixth Sense adds
sitely crafted prose or quick and dirty tective agency. Your staff consists of high-quality digitized speech to virtu-
diversions) or mixed text/still graph- a pesky mouse that lives in the floor- ally every bit of text encountered within
ics games. Sierra King’s Quest is typi- boards, Ben, a somewhat wild-looking the game. This replaces the normal
cally identified as the mould-breaker, individual with the ability to tap into text display of the floppy version. The
but even it relied on a good deal of text the spirit world to help you solve cases, talents unleashed on the world in this
input. LucasArt’s SCUMM system is and Arthur, an inhabitant of said spirit game won’t be giving your favourite
considered by many to be the perfection world. But you’ve got the big pipe radio performers a run for their money
of the form — a GUI where characters crammed in your face, so that makes any time soon — in general, the job they
can be moved simply by clicking on a you the ringleader of the ragtag group. do is adequate, although there are a few
destination, where inventory manage- (Later in the game you become Ben for places where the actor didn’t grasp the
ment is easily done by scrolling around certain scenes). context of his line and so spoke it with
a list, and there is a small on-screen list Although the packaging is rather the wrong emphasis, and other places
of commands — usually very simple, straightforward, the instructions manual where the speech gets a bit mumbly
“talk to”, “use”, “give”, “examine” and is bound in the shape of a detective’s and you wish you’d turned the text dis-
so forth. Coincidence or not, SCUMM notebook — a very nice touch. The play on. You can disable voices at any
games also tended to be quite whimsical typeface is rather small, unfortunately. point during the game, but if you’re in
in tone. Further, it’s a very good idea to both the middle of a long exposition there’s
read the manual and watch nothing you can do but listen care-
the game’s intro closely. They fully. A “voice and text” option would
provide very different sets of have been nice. And then there’s the
information about the game inexplicable transformation that was
world, but understanding both done on Frank’s voice — on the CD it
is necessary, because very ear- is stored both in its original form, and
ly on the game presumes you in a slowed-down version to give him a
understand who is who and deeper voice, but it’s very obvious to the
ear that is exactly what has been done,
◂ That appears to be a
‘Queen’ poster on his bed-
and it’s very irritating. And Frank says a
room wall. I don’t think I lot of irritating things, so it’s only made
want to know... worse.

500 • magazine article


By default, the pointer on-screen acts as Even the game’s promotional materi-
a “walk to” indicator, but when placed als have the “straight from the transla-
over an object or person, it switches tion dictionary” feel — “The base sto-
to the “most likely” action (push for a ryboard tells of a crazy young guy who
button, talk for a person, take for many has the ability to communicate with
other objects, etc.) In some way, the the spirit of a sarcastic man.” But hey,
interface is something of a synthesis sometimes a hit is a hit no matter who
between the SCUMM and Sierra inter- wrote it first: “Heroic quests are wait-
faces. Most of the time the game, writ- ing for the detectives, for example the
ten in the new “Vega” system, works investigation in a cheese storage.”
quite well, but there were a surprising The verdict on Sixth Sense is that,
Is that a radiator knob on his head... or is he number of locations that the main char- overall, it is a solid effort. The “no-kill”
just pleased to see you? acter doesn’t walk to properly — taking policy creates a serious problem that I
a detour only to turn around again. This don’t think the game designers fully ap-
A Difficult Assignment happens most noticeably on the main preciated, however. In a game where
By the developer’s own admissions, map screen, a nice addition to a game one can make a fatal or “no-win sce-
Sixth Sense is quite difficult. They like this one, where each location you nario” mistakes, it’s possible to learn
didn’t want anyone to feel they hadn’t can visit (in the early going, such places from those mistakes. (“Oops! The house
gotten their money’s worth — in fact, as a laboratory, a used car dealer and blew up when I turned the lights on. I
the authors claim that even with a walk- a garage, a toy manufacturer, a cheese guess I’d better make sure the gas isn’t
through in hand, completing the game shop) are shown roughly to scale on a stuck on before I do that next time”). In
takes between 8-10 hours! The curve is scrolling map that you can take Frank a game like the Sixth Sense, however,
fairly steep too, though — most games, down. that can’t happen. One way to solve the
regardless of difficulty, present a few I was pleasantly surprised with the problem would be, for example, to have
“warm-up” scenes to build comfort and quality of the graphics in Sixth Sense. the character say “I don’t think I should
confidence with the game world and While it’s obviously derivative of the turn the lights on — it smells like gas
the story, but Sixth Sense affords no LucasArts style, Sixth Sense’s artists in here!” Unfortunately, in Sixth Sense
such luxuries. (There’s a locked door had the good sense not to simply clone it there aren’t many “I can’t do that, but
that can’t immediately be opened in wholesale. The art is pleasantly steeped here’s a clue” clues. Typically, the
your own bedroom, for goodness sake!) in fantasy without being overly gaudy game just feeds you a stock “I can’t/
There is certainly an epic adventure or distracting. (The comic proportions don’t want to do that thing” line which
feel, however, especially when you are of Ben’s slouch and Frank’s pipe were is fantastically unhelpful. And despite
able to step beyond the bounds of con- a bit annoying, though,) If only the ani- the manual’s fair warning that the game
ventional world and head into the two mation met the quality of the still im- uses “a totally sick logic”, it doesn’t
more unusual realms — that of the ro- ages. Characters don’t walk so much as explain that said logic may not be very
bot or that of the cartoons. It’s not very glide through the game, and even then clear to you even after you stumble on
likely that if you’re the type who picks not always smoothly — such as when the right solution.
up a new game and plays through a Ben sets off on his first assignment of An unlimited load/save capability
weekend that you’ll be done by Monday the game in the early going. rounds off the package. The flaws in
morning. It’s still unfortunate that the Sixth Sense are there, but they don’t stop
“pre-game” wasn’t a bit more forgiving, Ja, Funny! it from being a pleasant, even rewarding
because it’s nice to feel an early sense What would happen if a group of Ger- game once you get into a rhythm. The
of accomplishment before being thrown mans and Italians got together, wrote an CD version represents superior value if
into the story proper. For example — in adventure game, and then had it trans- for no other reason than convenience —
Zak McCracken, LucasArts’s second lated into English? Why, Sixth Sense my guess is that you won’t want to leave
SCUMM game, the title character had Investigations, of course! The now- the speech on full-time. ▀
to face such challenges as retrieving a famous Amiga Translator Organization Jason Compton
cash card from under his desk and find- (ATO) lent a Herculean hand to the
ing his remote control (under the sofa conversion of
cushions, where else?) before tackling Sixth Sense, but
the larger issue of saving the world from there are quite a Sixth Sense Investigation
alien mindbenders. I didn’t feel I was few reminders
treated to such a warmup, however... you that what you’re ▀ Processor..........020, AGA Graphics........................84%
walk out of your office with a few items hearing (or read- ▀ Disks............................CD Sound............................86%
in hand and are suddenly on the main ing, if you can’t ▀ RAM....2Mb (4 for speech) Lastability......................89%
▀ HD......................Required Playability......................75%
game map where a half-dozen puzzles take the voiceo-
await you and it’s not clear in which or- vers) probably OVERALL
der you should try to solve them.
Sixth Sense’s interface is about as
straightforward as they come — nine
didn’t come from Uneven at times but still a worthy
the pen of a na- submission to the world of adventure
tive speaker. gaming.
83 %
commands, plus an implicit “walk to.”

magazine article • 501


Shadow Fighter

Shadow Fighter is a 2D fighting game developed


and published by Gremlin (in conjunction with
NA.P.S. Team) for the Amiga exclusively in Eu-
rope in late 1994. ����������������������������
The enhanced version was re-
leased in early 1995 (also exclusively in Europe)
both for Amiga systems running AGA chipsets
(namely the A1200 and A4000) and for the CD32
(adding an arranged soundtrack).

Shadow Fighter plays like a traditional fighting


game, similar to the Street Fighter II series. Play-
ers have only one attack button to work with (the
“Fire” button, used for both punches and kicks),
although each character has numerous special
moves that utilize both the joystick/joypad/key-
board movement and the Fire button.
Along with the traditional one-player and
two-player Versus modes, the game includes a
one-player campaign mode (known as Cham-
Developer N.A.P.S.
Publisher Gremlin
pionship Fight) and a training mode (known as
Release date 1995 Training Battle). Training Battle is unique as play-
Genre Fighting ers fight a dedicated opponent (Pupazz the train-
Mode 1-2 Players ing dummy).
In Championship Fight, players have a
limited amount of continues and must defeat
each opponent to progress. Access to the game’s
character roster, as well as the game’s length, is
tied to the difficulty selected.

To rival the bloody vio-


lence of Mortal Kombat, a
“blood mode” is included
in the game, which can be
toggled on or off.

Other Releases
Amiga 1994
Antstream 2019 CD32 Amiga (ECS/OCS)

502 • Games - CD32


The game includes 16 playable charac- games for the Amiga that has smooth ani-
ters from the start, with an additional two mation (for both character sprites and par-
characters playable with cheat codes: the allax-scrolling backgrounds) and gameplay
‘Training Mode’ dummy Pupazz and the fi- mechanics accurate to other popular fight-
nal boss Shadow. ing games of the time. The game runs at a
In the game’s single-player cam- constant 25 frames per second, however
paign, access to most characters are diffi- with the use of a cheat the game could be
culty-locked. made to run at 50fps on AGA Amigas

Developed as a collaboration between a The game was acclaimed by critics, and in


team of Italian developers and the British 1996 it was ranked the 20th best game of
software house Gremlin, Shadow Fighter all time by Amiga Power.
is known for being one of the few fighting

some text from giantbomb.com

CD32 - Games • 503


article; The One Amiga #58 (July 1993);

PROJECT: Simon The Sorceror WORK IN PROGRESS


PUBLISHER: AdventureSoft
DEVELOPER: In-house thing about doing a fantasy adventure could go not one, not ten but a squil-
Simon Woodroffe (Design) is that you can do anything you want lion times better. Even at this stage it’s
Michael Woodroffe, Alan Bridgman and it doesn’t matter. You don’t have fair to say that the result is the most ac-
(Production, Programming) to have reasons for things.” complished adventures of its type. Of
Paul Drummond, Kevin Preston,
Like Simon’s hat? “Exactly.” You course, whether the situations, humour
Maria Drummond, Jeff Wall,
Karen Pinchin (Graphics)
see, Simon stores everything he col- and puzzles will be to your liking re-
Adam Gilmore (Music) lects, regardless of its size, in his mag- mains to be seen.
ic hat. It’s a neat way to explaining “We’ve developed our own lan-
INITIATED: Late 1992
how he manages to carry all that stuff guage called AGOS,” Mike reveals.
RELEASE: September 1993 around without a bloody big knapsack “It took two years to write and this is
and severe back problems. our fifth games with it. When we find

L ook, forget the limited illustrated


text-based adventures such as
The Incredible Hulk and Gremlins.
“Simon The Sorcerer has been fun
to do - it’s certainly the most entertain-
ing project I’ve been involved with so
something it can’t do, we add to it.
It’s capable of running any adventure
product. We could even do arcade-style
Ignore, if you can, the unremarkable far,” continues Mike. “I haven’t got games but we don’t want to. The great
pseudo RPG adventure with Elvira. sick of it yet and it’s nearly finished.” thing about it is you don’t need to be
After a decade in ‘the biz’, the Adven- Simon isn’t actually a magician. a programmer to use it. Programmers
tureSoft team are about to come of age He’s yer average 14-year-old school- can be a problem. AGOS also makes
with an adventure in the style of Mon- boy who just happens to have inad- things easier to tune. We don’t really
key Island et al. It’s called Simon The vertently transported himself into a gets bugs as such. Any problems that
Sorcerer. bizarre fantasy land full of magic, arise can be sorted out in minutes be-
“Simon The Sorcerer is a comedy mystery, monsters, marvels and other cause you can tell immediately where
fantasy,” explains industry veteran alliterative words including mould as it’s happened and why.”
Mike Woodroffe, one of Simon The in the one used by LucasArts to cre- The most immediate thing about Si-
Sorcerer’s programmers. “I’ve always ate their distinctive adventures. And if mon The Sorcerer is it looks so pretty.
wanted to write a game that made peo- you don’t know what that entails that And unlike the latest LucasArts stuff,
ple laugh - there have only been two so makes you a loser. it’s clear-cut, fluid and doesn’t slow
far: Hitchhiker’s and Monkey Island. Adventure Soft took a look at the down. It also doesn’t feel as disjointed,
They were so entertaining. The best LucasArts’ interface and decided they and there seem to be very few situa-

504 • Games - CD32


tions where the player is left circle, Repulser the pig, deranged
feeling distanced from what’s dwarves, a wherefrog... and so on.
going on. But enough of those And what about the interface?
reviewy-type observations. It’s not a million miles away
That’s for the Autumn. from the LucasArts one... If it
“We’ve used five real artists,” ain’t broke, don’t fix it is the rea-
Mike reveals. “They sketched soning here. “The interface has
out the pictures first as line art to be as simple as possible. You
then we scanned them and then have to think of the most basic,
(Above) The original line- touched them up and colored flexible commands. The player
art for a scene at the troll’s them in. The results are far has to get around and be able to
bridge. This picture is
scanned, touched up and
clearer than digitised full-colour see what’s what so WALK and
colored. The result is clean- paintings and colour can be used LOOK are obvious. OPEN and
er and lighter on memory more efficiently.” CLOSE can be used in differ-
than digitising a full-colour There are over one hundred ent ways so those are essential.
painting.
screens to explore in Simon The MOVE and USE cater for other
A few of the troll’s anima-
Sorcerer. You can expect to see functions. Items of clothing are
tion frames, along with the an inn, a shop, a blacksmith’s, covered by WEAR and RE-
artist’s original sketch. As a wizard’s cottage and garden, MOVE. Eating and drinking are
you can see there’s very lit- a good witch’s house, a court- covered by CONSUME. TALK
tle difference.
yard, a forest, a dragon’s cave, and GIVE are useful too. With
a dwarf mine, a gollem’s cave, a those commands you can do al-
swampling’s house, a goblin vil- most anything.”
lage... and more besides. To give Simon The Sorcerer will
the screens more depth, multiple probably come on six disks -
masks are used to allow charac- compared to Monkey Island 2’s
ters to walk behind and in front eleven, “And it’s a bigger game,”
of objects and scenery. says Mike. An 1200 version is
And here you have it: The scene as seen in the adventure There are dozens of distin- a certainty, with more colours
proper. Well, with the exception of Simon’s absence. guished characters to meet too: and possibly a few extra treats
members of the wizard’s magic thrown in for good measure.

CD32 - Games • 505


Simon the Sorcerer

Simon the Sorcerer is a 1993 point-and-click ad-


venture game, developed and published by Ad-
venture Soft for Amiga and MS-DOS.

The game’s story focuses on a boy named Simon


who is transported into a parallel universe of magic
and monsters, where he embarks on a mission to
become a wizard and rescue another from an evil
sorcerer. The game’s setting was inspired by the
novels of the Discworld series, and incorporates
parodies on fantasy novels and fairy tales, such as
The Lord of the Rings and Jack and the Beanstalk.

Simon the Sorcerer is a point-and-click adventure


game very similar to contemporary LucasArts ti-
tles (in particular Monkey Island) in concept and
gameplay. It features twelve verbs displayed on
the screen at all times for interaction with the en-
Developer Adventure Soft
vironment. Objects that can be interacted with are
Publisher Adventure Soft
Release date 1994 highlighted when the player hovers the mouse
Genre Adventure cursor over them. The puzzles are inventory-
Mode 1 Player based: Simon will have to collect and carry a large
number of items in order to advance in the game.
Almost every character comes with an extended
dialogue tree to explore. Most of the conversation
choices are used for a humorous effect and are
not required to pursue.

Simon the Sorcerer was re-


released by GOG.com with
compatibility and support for
Windows XP, Vista, and 7 for
both 32 and 64-bit.

Other Releases
Acorn 32-bit 1994
Amiga 1994
Android 2013
MS-DOS 1993
iPad/iPhone 2009, 2010
Macintosh 2012
Windows 2002
CD32 Windows

506 • Games - CD32


Like in LucasArts’ adventures, it is Simon Woodroffe explained that the
impossible to get irrevocably stuck or die in character of Simon was a mixture of Black-
Simon the Sorcerer. The game world con- adder, Rincewind, and Guybrush, and that
sists of dozens of interconnected screens, he was originally intended to be a trainee
most of which are accessible from the very wizard, similar to Harry Potter. He also ex-
beginning. Although there is usually only plained that he was invented because they
one way to solve the puzzles, the player needed a character to compete with char-
can work on multiple tasks at once, and acters such as Rincewind, and that the
exploration occupies a large portion of the game was inspired by the Discworld books
game. Whenever an important location is and Monkey Island. Mike Woodroffe said
discovered, it is marked on the map for that the game was inspired by Dungeons &
instant access, so that the player is not Dragons’ magic stories. Other influences,
required to retrace their steps in order to according to Simon Woodroffe, included
revisit it. The game frequently parodies Red Dwarf, Fawlty Towers, and Monty Py-
popular fairy tales and fantasy works and thon. The character was invented during a
sometimes breaks the fourth wall as Simon journey on the M5 motorway, and was not
directly talks to the player, acknowledging named after Woodroffe. The name “Simon
he is a character in a computer game. the Sorcerer” had that format because of
the magical nature of the character, and
Mike Woodroffe, Simon the Sorcerer’s di-
rector and producer, wanted to
create the game to exploit a mar-
ket for comic adventure games,
which he realised existed due to
the success of Monkey Island 2:
LeChuck’s Revenge. His son,
Simon, penned the script. He
was inspired by Terry Pratch-
ett (Adventure Soft originally
intended to make a Discworld
game, but were unable to obtain
a licence), and he and his father
hoped that he would become in-
volved with the game. Although
he chose not to become in-
volved, the script still contained
much original humour. Many
scenes are based on fairy tales,
and the Wise Owl was modelled
on Patrick Moore. Woodroffe
said that Adventure Soft (then
known as HorrorSoft) had done
enough horror games and want-
ed to try a comedy game. The
change in genre prompted the
name change.

CD32 - Games • 507


because other names, such as “Willy The out), the loading of data as needed, and
Wizard”, were rejected because they were functions could be implemented by the
disliked. Simon the Sorcerer was devel- simple addition of commands. The game
oped by a team of 15 people. There was was built as a database, which contained
an effort to be British so as to distinguish tables for rooms and objects. These tables
themselves from the humour of Monkey contained animation code and information
Island. Simon Woodroffe stated that his about what is supposed to happen. Alan
greatest challenges were the script crea- Cox was also involved in the development
tion and puzzle design, and he tuned of the AGOS engine, which is based on
the scripts (which were written in an in- AberMUD.
house scripting language) continuously. The art was developed by Paul
The world was created for the characters Drummond (lead artist), Kevin Preston
rather than the puzzles, and the story was (who hand-drew the character art and ani-
wrapped around characters the team liked. mation), Maria Drummond, Jeff Wall, and
Woodroffe believed that Adventure Soft Karen Pinchin. Their work included char-
were able to rival more experienced studi- acter animations, developed in Autodesk
os due to their small team, all of whom had Animator using its language POCO, which
the same goals and passion for the game. the graphics tools were built in. The art-
Alan Brigman was the technical work (including the sprites) was made as
director and co-producer. He and Mike a selection of clips, and a final image was
Woodroffe developed a game creation formed by pasting them together. The abil-
system, Adventure Graphic Operating ity to use clips in multiple locations, and
System (AGOS) II, which facilitated the the colour information being stored sepa-
development of Simon the Sorcerer and rately and used on an as-needed basis
enabled the team to focus on the game- meant that the art took much less space
play and story without worrying about the than was usual. The background artwork
technical aspects. The system allowed the was sketched in black-and-white, and then
developers to input text commands on a scanned into a computer and colourised.
separate monitor, and the engine could be The music is credited to Media Sorcery
ported to other platforms. Other features (Adam Gilmore and Mark McLeod).
of the engine included translating actions
performed by the mouse into text com- Simon the Sorcerer was released on flop-
mands (a sentence parser carries them py disk in 1993 for the Amiga and IBM PC
compatibles. It was re-released in 1994
for the Amiga CD32 and PC
CD-ROM, with an enhanced
soundtrack featuring Chris
Barrie as the voice of Simon.
Simon Woodroffe stated that
he had Barrie in mind when
writing the scripts (Woodroffe
said he is a fan of Red Dwarf
and Arnold Rimmer), and that
it was easier for him to do so
when thinking of an actor he
knew speaking the lines. It
cost around £3000 per day to

MS-DOS iPhone

508 • Games - CD32


hire Barrie. Woodroffe said that there was “no hesita-
tion” in doing a talkie version, and that it was “the next
big thing”. He also said that Barrie was “very patient and
professional”. Simon the Sorcerer used the visual and in-
terface designs from LucasArts’ games, and Woodroffe
stated that this was because they had set a standard, and
that Adventure Soft’s focus was humour and story-telling.
The CD32 version also feature joypad/mouse
(plugged into joypad port 2) and savegame support (due
to memory restrictions only one savegame position at a
time is possible to the CD32’s internal NVRAM memory).

Simon the Sorcerer received critical acclaim: across all


platforms, the humour and visuals in particular
were commended, although criticisms included the
controls and the game’s linear nature. The game’s
global sales surpassed 600,000 units by Septem-
ber 1999.
The Amiga version received generally high
ratings. CU Amiga praised the high quality graphics
and how much fun the game was to play.
The CD32 version was noted for its
speech. CU Amiga’s Dean Evans was im-
pressed with “sumptuous” backgrounds
and the animation, and believed the
main selling point was the digitised
speech, especially Chris Barrie as
Simon. The reviewer of Amiga CD32
Gamer was impressed with the sound-
track, describing it as “top notch”,
and thought the story had plenty of wit.
The main criticism was the scenes
downplaying interaction, making
the comedy linear.

A ‘20th Anniversary Edition was de-


veloped by MojoTouch and released
for Android in 2013. This version
featured new animations and icons,
remastered music, high-definition
graphics, and new game menus. A
25th Anniversary Edition was released on the iOS App
Store, Steam and GOG.com in 2018.
A sequel, Simon the Sorcerer II: The Lion, the Wiz-
ard and the Wardrobe, was released in 1995. Nine titles in
the series has since been released, the last being Simon
the Sorcerer: Origins, which is due for release in March,
2023.

CD32 - Games • 509


Sensible Soccer: European Champions
(92/93 Edition)

Sensible Soccer, often called Sensi, is a associa-


tion soccer game series which was highly popular
in the early 1990s and which still retains a cult
following. It was developed by Sensible Software
and first released for Amiga and Atari ST comput-
ers in 1992.

Sensible Soccer: European Champions is an


slightly improved version of Sensible Soccer. The
console and Acorn versions are based on Sensi-
ble Soccer 92/93, but are simply named Sensible
Soccer.

The game feature a zoomed-out bird’s-eye view


(the majority of games until then such as Kick Off
and Match Day used a closer top-down or side
view), editable national, club and custom teams
and gameplay utilising a simple and user-friendly
Developer Apache control scheme.
Publisher Renegade The basic control system involves loose
Release date 1994
control, dribbling with the ball and putting the em-
Genre Sport
Mode 1-64 Players phasis on one-touch passing, which can be per-
formed by tapping the fire button.
One of the defining gameplay elements is
the “aftertouch” feature, which enable effective
but unrealistic swerves.

Other Releases
Amiga CD32 1994
Amiga 1992
Antstream 2019
Atari ST 1992

CD32 Atari ST

510 • Games - CD32


Sensible Soccer:
International Edition
The game features customisable Developer Apache
league and cup competitions as well Publisher Renegade
Release date 1994
as pre-set cups including the 1992 Eu- Genre Sport
ropean Championships. There are 168 Mode 1-64 Players
teams in total, 40 European nations, the
64 top club sides, and 64 custom teams. International Sensible Soccer, otherwise
At club and country level, each team has known as Sensible Soccer: International
three star players who are more gifted Edition, is the third iteration of Sensible
that the others. Software’s highly acclaimed top-down
soccer series Sensible Soccer. Like the
The basis for Sensible Soccer was Mi- previous game, Sensible Soccer 92/93,
croProse Soccer, released for home it includes several incremental game-
computers in 1988. It was designed by play improvements as well as a few new
Jon Hare and programmed by Chris features.
Yates, who adapted the gameplay for- The most significant change is
mat of arcade game Tehkan World Cup the addition of red and yellow cards for
(1985) while adding their own elements discipline (2 yellow card offenses or one
to create MicroProse Soccer. Hare and ‘professional foul’ results in that player
Yates went on to use MicroProse Soc- being sent off). The goalkeepers have
cer as the basis for Sensible Soccer in been improved in skill, a new interna-
1992, making further improvements to tional content mode—the World Cup—
the gameplay. and referee sprites that can be seen on
the pitch.
The series would make a return in the “mobygames.com”
summer of 2006, with a full 3D title re-
leased on PC, PlayStation 2 and Xbox.
Codemasters, the holders of the licence,
released Sensible Soccer 2006 across
all PAL territories, with the design capa-
bilities overseen by Jon Hare, the origi-
nal designer of the game.

Other Releases

MS-DOS Amiga Acorn 32-bit 1993


Amiga 1992
Atari ST 1992
MS-DOS 1992

CD32 - Games • 511


Speedball 2: Brutal Deluxe

Speedball 2: Brutal Deluxeis, sequel to the 1988


game Speedball, is an action sports game based
on a violent futuristic cyberpunk sport that draws
on elements of handball and ice hockey, and re-
wards violent play as well as goals. The concept
of the game is very reminiscent of the 1975 film
Rollerball.

The game is set in 2105, 10 years after the original


game, and the player take control of a new team,
Brutal Deluxe.

The objective of Speedball is to win matches by


scoring more points than the opposing team, mov-
ing up through the Speedball leagues earning
credits to enhance the team’s armour and to hire
new star players.
Developer Bitmap Brothers The players team, Brutal Deluxe, is a low
Publisher Renegade level league team with 12 homogenous players
Release date 1995
Genre Action, Sports
with names like Nigel, Graham and Barry. Over the
Mode 1-2 Players course of a season the player can hire star players
like Gaza, Roscopp and Jams to bolster the roster
and/or boost the starting players stats by buying
upgrades to make them more specialised for given
positions around the field.
Speedballers throw the steel ball around
the pitch, shoulder charging their opponents in the
process to jostle them out of the way of the scor-
ing areas. There are four ways to score in a game
of Speedball: Throwing the ball in the opposing

Other Releases
Amiga CD32 1995
Amiga 1990
Acorn 32-bit 1994
Antstream 2019
Atari ST 1990
BlackBerry 2013
Commodore 64 1991
MS-DOS 1991
Game Boy 1992
Game Boy Advance 2001
Genesis 1991
J2ME 2005
Sega Master System 1992
Windows Mobile 2002
Xbox 360 2007
CD32 MS-DOS

512 • Games - CD32


team’s Goal = 10 points, throwing the ball
against a Bounce Dome = 2 points, light-
ing one of the five Stars = 2 points plus a
10 point bonus for lighting all five stars and
injuring an opposing player = 10 points.
Speedball 2 makes several chang-
es over the original Speedball. Teams
have nine players on court rather than five,
and targets on the floor and walls can be
hit to receive bonus points. When a player
is injured, he is replaced by one of three
substitutes. If all three substitutes are in-
jured, the injured player will be forced to
return to the game and play on in spite of
his injuries.
There are five game modes: knock-
out, cup, league, practice and multiplayer.
Each game lasts for 180 seconds.

Speedball 2 is one of Bitmap Brothers’


most successful titles. Zzap, CU Amiga
and Computer and Video Games scored The game was voted the 3rd best
the game highly. The music, written by Si- game of all time in Amiga Power. And in
mon Rogers and remixed and coded by 1994, PC Gamer US named Speedball 2
Richard Joseph, won the 1991 Golden the 24th best computer game ever. The
Joystick Award for Best Soundtrack. The editors wrote, “You just can’t beat this
voices, including the ‘Ice Cream’ sales- game for pure action.” That same year, PC
man, were voiced by ‘sometime Richard Gamer UK named it the 30th best comput-
Joseph collaborator’ Michael Burdett work- er game of all time, calling it “totally con-
ing under the pseudonym Jams O’Donnell. vincing and very stylish”.

Various remakes of Speedball 2 have


been released. Speedball 2100, released
only for the PlayStation, is a 3D version of
Speedball 2 with more options.
Empire Interactive released Speed-
ball 2: Brutal Deluxe onto Xbox Live Arcade
in 2007. The game features a 3D graphics
mode in addition to the “classic” visuals.
Frogster Interactive Pictures re-
leased a remake, Speedball 2 Tournament
onto Steam in 2007.
In 2011, Tower Studios released
another updated version called Speedball
2: Evolution, for iOS, MacOS, PlayStation
Portable and PlayStation 3.
A remake for PC titled Speedball 2
Genesis Xbox 360 HD was released in 2013 on Steam.

CD32 - Games • 513


Soccer Kid

Soccer Kid is a side-scrolling platform game origi-


nally developed and published by Krisalis Soft-
ware in Europe for the Amiga. The title was later
ported to other home computers and consoles,
each one featuring several changes and additions
compared to the original version.

In the game, players assume the role of the titular


main protagonist who travels across several coun-
tries around the world to repair the World Cup by
retrieving pieces that were scattered by the alien
pirate Scab, the main antagonist who failed to
steal and add it to his trophy collection in a rob-
bery attempt.

The players guides Soccer Kid across different


countries, including Britain, Italy, Russia, Japan,
Developer Krisalis Software (?)
and the United States. Each country has three lev-
Publisher Krisalis Software els that the player must navigate through.
Release date 1994 The player character can perform various
Genre Platformer types of soccer moves such as runs, shots, bicycle
Mode 1 Player kicks, headers and other sorts of moves to either
advance in the level, get to hard-to-reach areas or
eliminate enemies by using his soccer ball as the
main tool. At the end of each third level, the player
must fight a boss, based on stereotypical people
associated with their respective country. However,
the player must always explore each level to find
soccer cards, which are crucial to getting the cup
at the end of the game.

Other Releases
3DO 1994
Amiga 1994
Browser 2021
MS-DOS 1995
Game Boy Advance 2002
Jaguar 2000
PlayStation 2003
SNES 1994
Windows 2019
Windows Mobile 2002

CD32 Jaguar

514 • Games - CD32


Once a country is completed and
all the cards in that country are collected,
Soccer Kid is transported to a bonus level
where he must collect all the food against
limited time for a piece of the cup to be
obtainable.

The title screen for most versions of Soc-


cer Kid would allow the player to change
the colors on the uniform Soccer Kid wears
in-game to closely match their supported
team.

Conceived by Dean Lester, Soccer Kid Jewel case


was created by most of the same team
who previously worked on the popular ment and implemented real-life rules for
Manchester United franchise at Krisalis the ball to react realistically, which would
Software and uses the same game engine eventually prove to be feasible after multi-
as with Arabian Nights, another title made ple testing phases.
by the developer. Soccer Kid was previewed across
Development of the project began several video game magazines early in
in February 1992, when Krisalis co-found- development under the title Football Kid,
er Tony Kavanagh announced their plans featuring different visuals compared with
for it early in the year and the team wanted the final release, which were improved
to experiment in making a title that mixed from its original incarnation, while some
football and platforming elements after de- publications compared it with Sonic the
veloping several association football titles. Hedgehog due to its gameplay structure
Nigel stated that to assure such project and console-style presentation. It was orig-
would be playable, the team wrote a primi- inally intended to be released in November
tive physics engine early in its develop- 1992 but due to the interest in porting the
title to home consoles, the title was moved
to next year and faced constant delays
prior to its eventual launch. The name of
the project was also changed to appeal to
consumers when porting across other plat-
forms.

Since its original release on the Amiga,


Soccer Kid garnered positive reception
from critics who praised multiple aspects
such as the presentation, visuals, original
gameplay concept and replay value, while
some felt divided in regards to the difficulty
and sound design, with others criticized
some of the repetitive set pieces later in
the game. Stuart Campbell gave the Ami-
ga version a score of 88%. The CD32 port
SNES MS-DOS was very well received by critics.

CD32 - Games • 515


Sleepwalker

Sleepwalker centers on a dog called Ralph who


must stop his sleepwalking master Lee from wak-
ing up. Throughout the game Lee will relentlessly
walk in the direction he is facing, the problem is
there are objects and pitfalls in his path that can
ultimately wake him up or even kill him. The player
can monitor Lee’s sleep level with a bar at the top
of the screen. If the bar reaches zero, Lee wakes
up and the player loses a life.
The player controls Ralph the dog in order
to manipulate either Lee, or the objects he is likely
to walk into, to see him safely to the end of a level.
The frequency of these pitfalls increases as each
level progresses and, as it does, the player has to
spend more time strategically neutralising threats,
far in advance of Lee’s actual position in the level.
Although it is possible for Lee to die, re-
sulting in a life lost and restarts the level, Ralph is
invincible, surviving otherwise fatal incidents with
comedic effect.

The game was made to promote the charity Comic


Developer CTA Developments
Publisher Ocean Software Relief. All profits from sales of the game went to
Release date 1993 the charity. Lenny Henry, who is heavily connected
Genre Platformer with the charity, was also cast as Ralph’s voice in
Mode 1 Player the games animated introductions.

The game was later re-released in 1994, using the


Eek! The Cat license for the SNES.

Other Releases
Amiga 1993
Atari ST 1993
Commodore 64 1993
MS-DOS 1993
Windows 2018
CD32 Commodore 64

516 • Games - CD32


The Speris Legacy

The Speris Legacy is an action role-playing game


released for the CD32 and AGA Amiga machines.

Players take control of Cho, a young farmer who


travels the world in search of adventure, fame, and
fortune. He is asked by the king to bring the evil
prince Gallus back.

Cho begins in Sharma City, where the palace re-


sides. He can talk to people to get some hints on
what to do and where to go. Along the way, weap-
ons can be found hidden in treasure chests or giv-
en to him. Some of these weapons include swords
for killing enemies, and bombs for blowing up ob-
stacles that get in his way.

The game was heavily inspired by the Legend of


Zelda series, with other influences including Se-
cret of Mana and The Secret of Monkey Island.
According to CU Amiga, The Speris Legacy nearly
wasn’t released, and Team17 reconsidered after
the success of Worms and Alien Breed 3D.
Developer Binary Emotions
Publisher Ocean, Team 17 The Speris Legacy met with mediocre critical re-
Release date 1996 ception, and many reviews compared it to The
Genre Action role-playing Legend of Zelda. Edge magazine called it “shame-
Mode 1 Player
lessly derivative” of The Legend of Zelda: A Link to
the Past.

Other Releases
Amiga 1996

CD32 Amiga

CD32 - Games • 517


Striker
Soccer Superstars
Developer Rage Software
Developer Creative Edge Publisher Rage Software
Publisher Flair Software Release date 1994
Release date 1995 Genre Sports
Genre Sports Mode 1-2 Players
Mode 1-2 Players
Striker is part of a soccer video game
Soccer Superstars, also known as Mitre series first released by Rage Software
Soccer Superstars, is �����������������
a 2D side-scroll- in 1992. It was one of the first soccer
ing soccer game endorsed by Mitre—the games to feature a 3D viewpoint, after
world’s oldest football manufacturer. Simulmondo’s I Play 3D Soccer.
The player can chose from 32 interna- The game use a forced-perspective 3D
tional teams to take part in either friendly view. The player characters are drawn
games or cup tournaments. These can large and there is a large scanner to
be played against the computer or both assist with long passing. The standard
computer and another player, however mode has the ball sticking closely to the
there is also a demo mode in which an feet. There are 64 international teams on
entire tournament—or a friendly match— offer, with a European-style knock-out
are played where the player will only take cup competition included. Many different
the role of a mere spectator. Players can formations and strategies are offered.
also modify team line-ups (all composed The game received a mixed reaction
of real national player names), select from the gaming press, with some con-
basic formation systems, and alter the demning and others praising its extreme
game length. speed.
“mobygames.com” “mobygames.com”

Other Releases
Amiga CD32 1994
Amiga 1992
Atari ST 1992
Other Releases MS-DOS 1993
Amiga 1995 Genesis 1995
MS-DOS 1996 SNES 1993

518 • Games - CD32


Skeleton Krew
Developer Core Design (?)
Publisher Core Design
Release date 1995
Genre Shooter
Mode 1-2 Players Summer Olympix
Skeleton Krew takes place in 2062. Mor- Developer Stywox
ibund Kadaver has assumed control of Publisher Titus France
a cryogenics plant and started unleash- Release date 1994
Genre Platformer
ing mutants called Psykogenix on the
Mode 1 Player
population of Monstro City. The Military
Ascertainment Department (MAD) has Summer Olympix, released as Reach
decided to call upon the world’s most vi- out for Gold for MS-DOS, has a more
cious mercenaries: the Skeleton Krew. humorous approach then most other
The Skeleton Krew consists of three games of this type.
members from which the player can There are 8 different events to com-
chooses to play as: Spine, Joint, and pete in. Some are controlled with button
Rib. The object of the game is to make it mashing, like Swimming and 100 meter
through four planets on the way to stop sprint. But others like Long jump, Javelin
Kadaver. and Archery needs more technique with
The areas include Earth, Mars, timed button presses. Other events in-
Venus and finally the Psykogenesis cludes Skeet shooting, Boxing and Kay-
Planet, where the Skeleton Krew will in- ak events.
filtrate Kadaver’s HQ. “mobygames.com”
The game also includes a simultaneous
two-player mode and three difficulty lev-
els.
“mobygames.com”

Other Releases
MS-DOS 1993

Other Releases
Amiga 1995
Genesis 1995

CD32 - Games • 519


Star Crusader

Star Crusader is a space combat simulation game


released in 1994 by Take-Two Interactive.

The player assumes the role of Roman Alexandria,


a pilot who is in the middle of a galaxy-wide war
between the authoritarian Gorenes and the rebels.
Roman are confronted with an ethical dilemma in
deciding which side to fight for.

As wing leader, the player assigns pilots to primary


and secondary missions. Secondary missions con-
sist of gathering equipment, conquering/protecting
territory, or rescuing pilots. Additionally, pilots can
be assigned to flight school to receive new recruits.
Wingmen have their own skill sets indicating how
good they are at flying, shooting, and following or-
ders. The player gives orders to wingmen to attack,
disable a target, or escape from battle.
Missions consist of destroying particular ob-
jectives, capturing ships, or performing reconnais-
sance. Fighters come in two varieties: quick and
maneuverable attack fighters and slow, but heav-
Developer Human Soft ily armed strike fighters. During combat, pilots fight
Publisher Gametek against these two types of fighters as well as capi-
Release date 1996 tal ships and bases. All craft are armed with laser
Genre Action, Simulation cannons, but each race developed its own special
Mode 1 Player
secondary weapons such as plasma torpedoes
and vector cannons on Tancred fighters.

Other Releases
Amiga 1994
MS-DOS 1994

CD32 MS-DOS

520 • Games - CD32


Subwar 2050

Subwar 2050 is a futuristic 3D submarine sim-


ulator first released for DOS. An expansion
pack—Subwar 2050: The Plot Deepens—were
released for DOS some time later. Subwar 2050
was sold to Interplay Entertainment in 2009, and
in 2013 the game was released on GoG.com
and Steam.

Set in 2050, the player assumes the role of a


mercenary submarine commander, doing the
dirty work for the corporations fighting over the
resources of the sea. With 5 different theaters
of operations (of varying difficulty) and a mix of
aerial and submarine tactics, this game can be
seen as an submarine version of ORIGIN Sys-
tems’ flight simulator Strike Commander.

Computer Gaming World in April 1994 said that


“SubWar 2050 is a product with an identity cri-
sis. It wants to incorporate sophisticated physi-
cal models of the type you’d expect from a true
Developer Particle Systems
Publisher MicroProse
simulation, and yet it wants to have an action
Release date 1994 game’s visuals and pace”, citing its including
Genre Action, Simulation thermal layers, making them “largely irrelevant”
Mode 1 Player with visual-oriented combat, then only provid-
ing unsophisticated short-range torpedoes. In
1994, PC Gamer UK named SubWar 2050 the
18th best computer game of all time. The edi-
tors called it “a game that will appeal to almost
everyone.”.

Other Releases
Amiga 1994
MS-DOS 1994
Windows 2013

CD32 MS-DOS

CD32 - Games • 521


Super Skidmarks

Super Skidmarks is a top-down racing game. It is the


sequel to Skidmarks and as such was also termed
Skidmarks 2 and Super Skidmarks 2. The game fea-
tures “minimally realistic” action viewed from an iso-
metric perspective. The Genesis version were pub-
lished by Codemasters.

Super Skidmarks includes twice the number of tracks


as in Skidmarks as well as an increased number of
vehicles and competitions and a more difficult single-
player mode.
Several different cars are available to choose
from, ranging from F1 cars and Sportscars to Min-
is and VWs. 24 circuits are provided. They can be
raced forwards or backward. The customizable na-
ture of the game let players choose the number of
laps, the colour and power of the cars.
Super Skidmarks feature caravan towing as
Developer Acid Software an option while racing. Although this was just a nov-
Publisher Acid Software elty feature, a lot of multiplayer users managed to
Release date 1995
master the use of the caravan to push other players
Genre Racing
Mode 1-4 Players wide on turns.

The AGA version could link two A1200’s (or faster)


and use them to display the track across two sepa-
rate screens.

The game was critically acclaimed and a best-seller


in the UK.

The CD32 version also


contains a demo of Guard-
ian, the Roadkill CD32 intro
movie and the Blitz Basic
version of Defender.

Other Releases
Amiga 1995
Genesis 1995
CD32 Genesis

some text from mobygaames.com

522 • Games - CD32


Super Methane Bros. Super League Manager
Developer Apache Software Limited Developer Anglosoft Visual Systems
Publisher Apache Software Limited Publisher Audiogenic Software
Release date 1994 Release date 1995
Genre Action-platformer Genre Sports, Strategy
Mode 1-2 Players Mode 1 Player
Super Methane Brothers is similar to Super League Manager is a soccer
Taito’s Bubble Bobble arcade game. De- management simulation game. The
spite its striking similarities, the game game was noticed for avoiding the sta-
was originally inspired by Namco’s Tum- tistics heavy approach common in foot-
blepop. ball management simulation games and
The game includes 100 single-screen instead focused on the human side.
levels, featuring variously shaped ledg- The game is set in a fictitious game-
es, for the two characters to face before world, with fantasy teams and players.
escaping from the Tower of Time. The training feature was more complex
These levels are laden with bugs, than many other similar games at the
but the protagonists, Puff and Blow, time, requiring the player to select 3 ac-
have a methane gun to shoot at them. tivities (from a selection such as pass-
This absorbs the bugs, and allows them ing, gym work and lap running) for each
to be fired out against a wall; if they don’t player each week.
reach the wall, they will continue attack-
The A1200 version could be combined
ing. All enemies must be defeated within
with Wembley International Soccer to
a specific time limit to progress.
allow the player to directly control the
team for every fifth game.
“mobygames.com”

Other Releases
Amiga CD32 1994
Acorn 32-bit 2001
Amiga 1994
GP2X 2007
iPhone 2009
Linux 2001 Other Releases
Windows 2001 Amiga 1995
Atari ST 1995

CD32 - Games • 523


Super Putty

Super Putty (also known as Silly Putty, Look Out


It’s...Putty, Putty Moon or Putty) is an action plat-
former featuring the eponymous shape-shifting blob
who is attempting to rescue various hopping droids
from platforming stages filled with bizarre enemies
and obstacles.

The player controls Putty, a blue blob with eyes. Putty


has many moves that he can use to attack enemies
or to navigate around the level. These abilities in-
clude being able to stretch himself to traverse larger
gaps between (or move up/down) platforms, unleash
a long-range punch, explode (clearing the screen of
enemies), melt into the floor, making him invulner-
able and also allowing him to absorb enemies, or in-
flate himself. A final ability of Putty’s is being able to
create a mug of coffee from part of himself, which will
distract bots and make them stand still.
Developer System 3 (?) The aim of each level is to rescue a set num-
Publisher System 3
Release date 1994
ber of bots (friendly robots) within the time limit. In
Genre Platformer the early sections of the game, the bots simply stand
Mode 1 Player around the level. Putty has to absorb them, and carry
them to the level’s goal. Later on in the game, the
bots will jump around platforms, often falling to their
death.

The sequel, Putty Squad, was originally developed


for the A1200, but that version was not released until
the end of 2013; prior to that date the SNES version
was the only one to be released.

The main theme music


used in this game is a
reworked version of the
theme tune from the 1960s
Gerry Anderson television
series, Joe 90.

Other Releases
Amiga 1992
Antstream 2019
SNES 1993

CD32 SNES

524 • Games - CD32


Super Stardust

Super Stardust is an Asteroids clone in which the


player control a Panther PX-2 ship through succes-
sive waves of asteroids and other enemies, which
are drawn using ray-tracing techniques. The game
is a polished version of its predecessor—Stardust.
Its general gameplay and general ideas remained
basically the same but there are some further modi-
fications that made the game a little bit more difficult.

As before there are 30 standard levels split into 5


worlds. Levels can be completed in any order how-
ever, a end-of-level guardian must be fought once
the sixth level of a world is finished. At each level,
there are standard disintegrating rocks to destroy
and often enemy ships.

The CD32 version feature special in-game cut-


scenes between worlds and CD-DA soundtracks
composed by Nicklas Renqvist and Niko Nyman
(Slusnik Luna).

A Next Generation reviewer gave it one out of five


Developer Bloodhouse stars, chiefly criticizing its nature as an Asteroids
Publisher Team 17 clone, though he acknowledged that “the graphics
Release date 1995 are much more complex, the music is an added bo-
Genre Shooter nus, and the power-ups add a lot of spice ...”
Mode 1 Player
Amiga Format rated the game 90%, saying:
“As polished Asteroids clones go, Super Stardust
is untouchable. The graphics are extraordinary and
the gameplay matches them.”

Other Releases
Amiga 1992
Antstream 2019
SNES 1993

CD32 MS-DOS

CD32 - Games • 525


Super Street Fighter II Turbo

The fifth iteration of Street Fighter II makes further


changes to each characters’ movelist while rebal-
ancing the game and adding a new Super Meter
(with a Super Combo attack for each fighter), ad-
justable game speed settings, and a hidden final
boss.

Super Street Fighter II Turbo (known in Japan as


Super Street Fighter II X: Grand Master Challenge)
is a 2D fighting game developed by Capcom and
released for arcades (running CPS-2 hardware) in
1994.

SSF II Turbo builds upon Super Street Fighter II:


The New Challengers (a CD32 version was com-
pleted and sent to reviewers, but never appeared)
by adding new moves (such as the Super Combo,
a special technique for all characters that can only
be activated after building up the new Super Meter)
and an adjustable speed setting, allowing players
to ramp up the speed up to a level similar to Street
Fighter II’: Hyper Fighting. This also marks the first
Developer Human Soft in the series to remove the bonus mini-games that
Publisher Gametek occurs between every few consecutive matches.
Release date 1996 Each fighter, along with new moves, also
Genre Fighting have a variety of changes to their gameplay me-
Mode 1-2 Players
chanics (for example, Ken has a wide variety of new
kicks) and a new primary color palette in similar vein
to Hyper Fighting. The game also includes a new
hidden boss, Akuma, who is shown in promotion-
al artwork and the game’s introduction sequence.
This fighter has a variety of powerful moves and

Other Releases
3DO 1994
Amiga 1995
Arcade 1994
MS-DOS 1995
Dreamcast 2000
Windows (Street Fighter 30th Anniversary Collection)

CD32 MS-DOS

526 • Games - CD32


of 1995. It was also one of
America’s top twelve best-
selling arcade games of
1994.

While not as much of a com-


mercial success as previ-
ous iterations of the game,
the original arcade version
was well received by crit-
ics and had a huge impact
on the competitive fight-
ing game “e-sport” circuit.
SSF II Turbo is still played
competitively over 30 years
Akuma has a variety of powerful moves after its original release, and is the oldest
and can only be fought by progressing fighting game that still has an active com-
through the difficult single-player game petitive tournament scene throughout the
without continuing under a certain condi- world.
tion.
A remake of the game, Super Street Fight-
SSF II Turbo allows players to play as ver- er II Turbo HD Remix, was released on
sions of characters from the original Super PlayStation Network and on Xbox Live
Street Fighter II in addition to their regu- Arcade in 2008. Including all characters
lar counterparts in the game by inputting a from SSF II Turbo, the game also features
code for each character. high definition graphics drawn by UDON
Entertainment, arranged music by Over-
The Amiga version differs heavily from the Clocked ReMix, and rebalanced gameplay
Amiga ports of World Warrior and New based Super Street Fighter II X for Match-
Challengers and uses the same quality ing Service.
sprites as the arcade version. It reportedly
suffers from jerky anima-
tion and other shortcom-
ings.
The CD32 port, re-
leased in Europe, included
a new soundtrack arrange-
ment (the Amiga computer
version includes no mu-
sic).

SSF II Turbo went on to


become Japan’s highest-
grossing arcade game of
1994, and sixth highest

some text from giantbomb.com

CD32 - Games • 527


Superfrog

Superfrog is a side scrolling platformer with elements


taken from many other games from the same genre
including Mario and Sonic the Hedgehog.

The objective of Superfrog is to find and defeat a witch,


thus rescuing a princess, whilst achieving smaller ob-
jectives throughout the game, such as finding a golden
key or escaping from captivity in a circus.

There are 24 regular levels, divided into six differently-


themed worlds. The goal of each level is to collect a
set number of coins, and then reach the exit, which will
only open if Superfrog has collected enough coins. Ex-
tra factors of gameplay include a timer countdown and
a number of health points, both of which can be re-
stored by finding bottles of Lucozade among the levels.
SuperFrog can find ‘Destructo-Spuds’ - a short-
range weapon that can be thrown at some enemies or
objects to destroy them. Some enemies can also be
killed by jumping on them. ‘Frog Wings’ can also be
picked up, and allow higher jumps, limited flight, and
can be used to slow falls (although the game does not
Developer Team 17
Publisher Team 17 include fall damage, spikes and other dangers are of-
Release date 1994 ten hidden in pits).
Genre Platformer At the end of each level the player is awarded
Mode 1 Player credits based on the time remaining, amount of fruit
collected and the number of coins collected. These
can be convertered directly to points to increase the
player’s score, or used in a slot machine for potentially
bigger or better rewards. Prizes range from 10,000-

Other Releases
Amiga 1993
BlackBerry 2013
MS-DOS 1994
Windows 2012

CD32 MS-DOS

528 • Games - CD32


-75,000 point bonuses, extra lives, or a
code to skip to the just-completed level
(the only way to acquire them in-game).
The slot machine is fairly complex, with
several ways to win—gambling winnings
for higher rewards, a simpler “Hi-Lo” fea-
ture, or getting three Lucozade cans which
awards the Jackpot prize of points, credits
and the level code.
The Amiga versions include a bo-
nus level between worlds 5 and 6, based
upon the previous Team17 game Project
X, named ‘Project F’. The game plays like Islona re-release
a basic side-scrolling shoot-’em-up, with
the original spaceship replaced with Su- Team17’s earlier games became relative-
perFrog in a space helmet. After complet- ly obscure after the release of the huge-
ing all six worlds, the game ends with a ly popular Worms series, though many
small boss fight against the witch in a cas- remember Superfrog fondly for its solid
tle setting. gameplay, smooth scrolling, cartoon-qual-
ity graphics, and upbeat music by com-
The drink Lucozade is what gives Super- poser Allister Brimble. Although a relatively
Frog his powers, and a detailed bottle is small release by the standards of block-
shown during the intro sequence. Cans buster platformers like Sonic, it was very
are also available as pickups throughout well received and has retained a fan base
levels (providing substantial point bonuses which considers it an excellent example of
among other effects), and the jackpot on the genre.
the gambling machine requires three Lu-
cozade cans. In 2012, Superfrog was released on GoG.
The game was one of the com, this version being the first compatible
earliest to feature product place- with Windows.
ment, particularly a brand with lit-
tle impact on the game (instead In 2013, the 20th anniversary of the game,
of games about brands, or sports Team17 released Superfrog HD, a re-
games with real teams), but not mastered version co-developed by both
the first. Team17 and TickTockGames, formerly
In a reversed scenario, ad- Bubball Systems, the company initially re-
verts for SuperFrog are also sponsible for the MS-DOS port of Super-
present in the earlier Team17 frog in 1994. It was released for the Play-
game Alien Breed. Station 3 and PlayStation Vita, then later
Windows via Steam, OS X, Linux, Android,
Popular Amiga animator, Eric W. Schwartz, and iOS.
provided the animation for the introduction. In May 2016, Superfrog HD was
discontinued by Team17; supposedly due
Islona Software re-released the game in to low sales and negative reception, the
1999 on a multi-compatible CD for the game was removed from PSN, Steam,
CD32 and an Amiga equipped with CD- App Store and Google Play. At the same
ROM drive. The released featured slightly time, the original Superfrog game was re-
different box art. moved from GOG.com.

some text from giantbomb.com

CD32 - Games • 529


Surf Ninjas

Surf Ninjas is based on the 1993 New Line Cinema


movie of the same name. The original Game Gear
version, created by NuFX and published by Sega,
was created as a tie-on for the movie. The video
game was released in August, before the film’s re-
lease, and it was considered the first movie-based
video game to precede the film itself.

The player controls Johnny McQuinn, a teenage surf-


er with martial arts skills. His ultimate goal is defeat-
ing the evil Colonel Chi who threatens his island.

The player character can move left or right through


the level. One button is used to fight the randomly
spawning ninjas in beat ‘em up fashion, while anoth-
er one can be used to enter buildings. The player has
an inventory that can hold only one item at a time.
These items are used to solve some small puzzles
Developer Creative Edge within each stage. The CD32 version reportedly only
Publisher MicroValue featyre one type of enemy in the entire game.
Release date 1994
Genre Beat ‘em up Surf Ninjas is an early example of a video game/
Mode 1 Player
movie tie in. New Line Cinema and Sega of America
established a financial relationship in which a Sega
Game Gear video game would be developed for the
film. Sega of America wanted to have the Game Gear
featured prominently in the film, and would in turn,
partially finance the film. Screenwriter Dan Gordon
said that he wrote action sequences that would both
suit the film and serve as a springboard for the video
game.

Sega began development


of the Game Gear version
of Surf Ninjas when the
writing and story boarding
process for the film had
barely begun.

Other Releases
Amiga 1994
MS-DOS 1994

CD32 MS-DOS

some text from mobygaames.com

530 • Games - CD32


review; The One Amiga #70 (July 1994)
written by Simon Byrin;

SURF NINJAS
Is that a cloud we can see hiding the
sun and spoiling our fun? No - it’s
Flair’s appalling beat-’em-up and Simon
Byrin kicking sand at each other. Hmmm... it’s games like this

N
which brings home the restrictions
ope, never heard of it. Surf Ninjas, that of working on a ‘family’ maga-
is. Presumably it’s one of those straight- zine, and to be honest with you it’s
to-video films which wasn’t deemed good getting me down. Ever since The
enough to warrant cinematic release, or if it was at Publisher: Microvalue
One was launched (way back in Developer:
the flicks then it must have been completely crap. 1987, fact fans), the editorial team In-house
Oh hang on a minute. I’ve just flicked through has managed (often under extreme
the manual and apparently it’s an “hilarious New provocation) to offer opinions on £19.99 Out Now
Line Cinema film.” Right. The plot, as I’ve discov- games without resorting to the
Not Hard Disk instalable
ered, goes something like this: Sixteen-year old kind of profanity you kids use in
Johnny McQuinn has discovered that his roots lie the playground, Whenever games
Joypad
not in Los Angeles with all this surf-loving mates, like Surf Ninjas are featured, the
swapping amusing lines from Bill and Ted films at accompanying text has been ar- Memory Disks
2Mb 1(CD)
every opportunity, but instead in a tiny oriental is- tificially tarted up with flowery
land called Patu-San. It turns out that Johnny is heir adjectives interspersed with the
to the throne and if he journeys back to this island occasional ‘crap’. We’d probably
and sorts out the evil Colonel Chi and his gang of say something like: “This is aw-
Ninjas then he’ll be installed as king. Sounds like a ful. Like Last Action Hero, it’s
load of old nonsense for me, but we’ll preserver for often possible to last for hours
the time being. just holding the fire-button down
Comparisons to Last Action Hero are inevitable whilst waiting for the moronic
— bot are film licenses and both a beat-‘em-ups. Ninjas to wander into your blows.
But perhaps the most obvious similarity between ‘The adventure’ side of things
these ‘games’ is the fact that they’re both lacking is nothing short of pathetic —
in the, er, gameplay department. Coupling surfers someone will request an object
with Ninjas may seem like a bizarre concept but and you’ll miraculously discover
this is our ‘Summer Special’ after all so anything it a few screens away. Brilliant.
vaguely Sea-sidey is welcome. However, we’re not But whereas games like Dizzy
prepared to accept this kind of disgraceful rubbish, are quite sophisticated (at times),
Surf Ninjas is just embarrassing.
even if we are wearing our trunks.
Give an object to someone and
they’ll respond with a single sen-
So here it is in all its glory. tence. Approach them again and
Seeing as though the CD32 they’ll say the same thing. Which
is capable of impressive
graphical trickery, what
is inexcusable. I know very little
with its dedicated sprite about programming but I do un-
scaling hardware and other derstand it’s easy to assign flags
stuff like that, it’s nice to to characters to avoid this kind of
see the technology being pushed with such badly-drawn
repetition. The graphics are laughable and some of the moves
sprites and their four or five frames of animation. Yes!
even more rib-tickling, but for all the wrong reasons. And the
And here’s one for all you gameplay is monotonous at best. Basically, this isn’t very good
concerned parents. Some- at all.” But this time I’m going to go out on a limb because
times, and I’m not quite sure there is one word which sums Surf Ninjas, and I’m going to
when, Johnny will rip out a
Ninja’s heart and hold it out
say it. Even if it costs me my job. I feel that strongly. This game
for all to see. Hmmm... one is utter, utter bol.
for the MPs, dontcha think?
Another quite destructive move is the headbutt which is
Let’s hope not because I don’t want to see this game
effective and quite funny to watch.
in The One ever again. Ever.

magazine article • 531


Syndicate

Syndicate is a cyberpunk isometric real-time tacti-


cal game developed by Bullfrog Productions and re-
leased in 1993 to critical acclaim. It is the first title in
the Syndicate series.

The backstory of Syndicate is contained in the man-


ual, instead of the game itself. Set in a dystopian
future in which corporations have replaced govern-
ments, Syndicate puts the player in the role of a
young executive in a small European Syndicate. The
objective of the game is to spread the Syndicate’s
control globally.

Gameplay of Syndicate involves ordering a one to


four-person team of cyborg agents (who according
to the game’s intro cutscene, are ordinary civilians
who have been captured, cybernetically enhanced
and reprogrammed) around cities displayed in a
fixed-view isometric style, in pursuit of mission goals
such as assassinating executives of a rival syndi-
cate, rescuing captured allies, “persuading” civilians
Developer Bullfrog and scientists to join the player’s company or killing
Publisher Mindscape
Release date 1995
all enemy agents.
Genre Action, Strategy As the player progresses through the game,
Mode 1 Player they must manage the research and development of
new weaponry and cyborg upgrades. The player has
limited funds, requiring taxation of the conquered ter-
ritories. Over-taxed territories may revolt, resulting in
the loss of that territory and requiring the replay of

Other Releases
3DO 1995
Amiga 1993
MS-DOS 1993
FM Towns 1994
Jaguar 1995
Macintosh 1994
PC-98 1994
Windows 2012

CD32 MS-DOS

532 • Games - CD32


that mission. The player begins
the game with pistols, progress-
ing through increasingly de-
structive weaponry that includes
Uzis, miniguns, flamethrowers,
sniper rifles, time bombs, lasers
and the destructive Gauss gun.
In addition, the player can use
items such as medikits to heal
their agents, scanners to locate
pedestrians/vehicles and the
“Persuadertron” to brainwash
the player’s targets into blind
obedience.
During the course of the game, the The Daily Telegraph for the reason that
player establishes worldwide dominance “few games have ever been so keen to
with their established syndicate, one ter- have their protagonists murder civilians,
ritory at a time, while engaging and elimi- burning them with flamethrowers, blowing
nating rival syndicates and putting down them up with rocket launchers and simply
internal mutinies. mowing them down.”

The game appeared in 1993 on the Amiga In January 2012, the DOS version of Syn-
and DOS computers and was subsequent- dicate was re-released, packaged with
ly ported across to a wide variety of other pre-configured versions of the DOSBox
formats. The DOS version used the stand- emulator for both OS X and modern ver-
ard 320x200 256-color resolution just for sions of Windows. In 2015, Syndicate was
the planning and main menus, with the tac- available for free on Electronic Arts’ Origin
tical simulation part rendered at 640x480 platform.
with only 16 colors. The higher resolution
permitted finer detail in the graphics and The game also received an expansion
allowed for the illusion that more than 16 pack Syndicate: American Revoltis (re-
colors were used by means of dithering. released as Syndicate Plus along with the
Similar graphics and same levels design original game), and a direct sequel, Syn-
were used in the Macintosh, 3DO, Atari dicate Wars, in 1996 for the the PC and
Jaguar and RiscPC ports. PlayStation. Several attempts by Bullfrog
to produce another Syndicate game were
The game was critically acclaimed upon all ultimately abandoned. These cancelled
release, with particular praise for the real- games included at least one for the PC
istic presentation, writing and violence of and another for the PlayStation 2.
the gameplay. It cemented Bullfrog’s rep- The game was re-imagined by
utation following its early successes with Starbreeze Studios as Syndicate, a first-
the Populous series and Powermonger. person shooter released for the PC, Play-
Station 3 and Xbox 360 in 2012. A spiritual
Syndicate was included in the 2011 list of successor, Satellite Reign, was developed
the best violent video games of all time by by some of the original staff.

CD32 - Games • 533


Thomas The Tank
Engine’s Pinball Strip Pot
Developer Spidersoft Developer Pixel Blue
Publisher Alternative Software Publisher Fin Soft
Release date 1995 Release date 1994
Genre Pinball Genre Casino
Mode 1-8 Players Mode 1 Player

Thomas the Tank Engine and Friends Strip Pot is an erotic variant of the classic
Pinball is a pinball-based game based on Fruit Machine game. Instead of playing
the Thomas the Tank Engine & Friends for money, winners are treated to FMV
television series. clips of “five of Europe’s most beauti-
ful girls” (as stated on the back of the
Four different tables are included, based
game’s box) disrobing for the camera.
loosely around Thomas, James, Percy
The player’s goal is to successfully strip
and Toby. Up to 8 players can take it in
all five of the models without running out
turns, and there are 3 skill levels and a
of credits.
high score table.
“mobygames.com”
Full screen and scrolling view modes are
available, and the game’s feel is compa-
rable to the Pinball Dreams series, which
is unsurprising as Spidersoft did Pinball
Mania themselves.
“mobygames.com”

Other Releases
Other Releases
Amiga 1994
Amiga 1995
MS-DOS 1996

534 • Games - CD32


magazine review; Amiga Power #51 (July 1995)
by: Mark Winstanley;

STRIP POT What? She’s thirsty? She’s


licking her armpit? What?
I don’t understand.

Even Pol Pot was


more fun.
Runs on: A1200, CD32
Publisher: Guildhall
Authors: Pixel Blue
Plenty of nudge, nudge, but little in the
Price: £15 A1200, £30 CD32 field of wink, wink. Look, just don’t
bother with this, okay?
Release: Out now

H
mm. The dull fruit machine BIKINI
elements of the game first me- Hmm, the photos. Let it be said right now over fur-covered floors or sitting in curi-
thinks, I’ll leave the ‘other’ bit that no marks have been docked because ously ‘70s wicker chairs. So even at the
until later. Don’t fruit machines belong the game’s main feature is photos of na- girlie-picture level, this game’s flawed,
out in the real world, sitting in some ked and semi-naked females. If anyone making it a dull fruit machine bolted
dark corner of a local arcade or friendly buys this and is shocked, then they’re onto a truly insipidly unerotic experi-
hosterly? I’ve always thought so, for stupid, as girls in lingerie lounge across ence. And take no notice of the pack-
without the prospect of winning and los- a box marked prominently with an 18 aging which claims Full Motion Video
ing money, what’s left of the fruit ma- logo. And anyone who buys the game sequences, I didn’t see any and when the
chine experience? to gaze at nudity won’t feel ripped off, Amiga Shopper tech-heads looked at the
Not much, not much at all. With a for many of the models featured (in high CD, they found no MPEG files on it. The
bottomless ‘virtual’ pocket full of dig- resolution) are stark buff naked, with a box lies. We don’t. This game is terrible.
ital money, where’s the drama of los- few touching themselves provocatively
ing a game when you can start another • CAM WINSTANLEY
enough to warrant that age restriction.
one straight away? Without the lure of So if you really feel the need to see pic-
cash prizes, video fruit machines need tures of defrocked females, but are the
to be zappy and amusing, with loads of UPPERS Some of the
sort of wart-covered hairy-palmed so- girls are quite pretty the
features and plenty of sub-games. I still cial inadequate that can’t face visiting a first time you see them,
think the world could turn without any news vendor to purchase a magazine full and the CD32 version uses most of
of them at all, but if they’re punchy and of high quality photographs of this sort the controller’s buttons.
suitably different from real ones, you’ll of thing, maybe this is the one for you.
at least have the excuse of playing them So no points docked for the content, DOWNERS The CD32’s
to get to the sub-games instead of feed- however profoundly sad the premise of £30, even though the
ing your reel-obsessed gambling addic- this game may be. But points a-plenty go changes are minimal. As a
tion. whoosing down the drain for the game sensual experience it fails dismally
Sadly, I’ve never seen a memorable that surrounds them, since the picture and as a fruit machine game it’s
video version, and I’ve seen a lot better sets only change when you get three mildly entertaining for maybe the
than this one. Instead of flashing lights Spin the Wheels, and then only when first five minutes.
and games withing games, you’re merely you get a Go Up or Go Down on the
presented with a gamble/collect option, a wheel - a three in eight chance. So in- THE BOTTOM LINE
nudge option and a ‘special’ feature. In stead of revelling in a bevy of beautiful It takes Europeans to come up with
this case, some of the symbols on each (and frequently not) girlies, you’re more such a dumb idea as an ultra-soft-
reel have little numbers, and every time porn fruit machine. Anyone enjoying
likely to be treated to the same dozen for
you get some, you advance that many it as a game is clearly stupid, anyone
hour after hour.
squares along the feature board. Get a finding it sexually arousing is pat-
CD32 owning saddos can at least
skull and you’re back to the bottom, get ently sick. Here’s the score as a
watch stripping thanks to sequenced game. Religious zealots and moral
a gamble and you could win credits or pictures of the same girl undressing, but
extra nudges, and if you get a camera, crusaders should deduct 20% to ex-

22
A1200 owning saddos have to make do press their self-righteous
you get a photograph.
PERCENT

with shots of nameless models draped indignation at the porno-


graphic content.

magazine article • 535


Top Gear 2

Top Gear 2 (known as Top Racer 2 in Japan) is


the sequel to the 1992 racer Top Gear. The game
was first released for the SNES, before receiving
a Genesis and Amiga release. While more realis-
tic than its predecessor, Top Gear 2 maintained
the arcade-style gameplay the series is known for.

For the sequel, like the original, Gremlin used re-


hashed graphics and gameplay from the Lotus
racing trilogy. However, this game becomes more
realistic, with a damage diagram on the left side
of the screen, slower cars, and the possibility to
upgrade the machine. The cars become more dif-
ficult to handle and the opponents are faster and
tougher than in the previous game. The addition of
weather plays a role, forcing the player to change
from dry to wet tires.

The game takes place in 64 tracks spanning 16


Developer Gremlin (?)
Publisher Gremlin countries, each of which contains four races,
Release date 1994 starting with Australasia and ending at the United
Genre Racing States. Some tracks feature weather effects like
Mode 1-2 Players rain, snow or fog. Each event features 20 racers
for the player to drive against.
After each race, players are given points
that go towards that country’s ladder ranking. The
player must be at the top of the ladder at the end
of the 4 races in order to qualify to move on to the
next territory.

The CD32 received mostly


mixed to positive reviews
from magazines at the
time of release.

Other Releases
Amiga 1994
Genesis 1994
SNES 1993

CD32 Genesis

some text from giantbomb.com

536 • Games - CD32


Trolls

Trolls is a platform game based on the Troll doll


(also known as a Dam doll after their creator Dan-
ish woodcutter Thomas Dam) franchise.

The player takes control of a ‘Troll’ with the goal of


rescuing as many baby trolls as possible—each
level gives the player a set minimum to retrieve
before being able to complete the level.
Initially, the troll have no weapons, and
contact with the enemies costs it energy, but a Yo-
Yo can be collected, which can be used to kill en-
emies. The Yo-Yo can also smash blocks to open
up paths, and tied to a ledge to allow the troll to
swing across a gap.

The CD32 received mostly positive reviews at the


time, where reviewers complimented the graph-
ics and parallax scrolling. Amiga Power gave it a
score of 86% and said in their closing comment;
Developer Flair (?)
Publisher Flair “One of the best CD32 games around”.
Release date 1993
Genre Platformer In 2009 the game was released for Nintendo’s
Mode 1 Player DSiWare platform as Oscar in Toyland; since the
Trolls license had lapsed, all Troll imagery was re-
moved from the game and replaced with Flair’s
original creation Oscar.
Oscar in Toyland received two sequels:
Oscar in Movieland is a port of the original Oscar
(1993) while Oscar in Toyland 2 is a new game.

The Troll Doll were first


created in 1959 and
became one of the
United States’ biggest
toy fads starting in
the early 1960s.

Other Releases
Amiga 1992
Commodore 64 1993
MS-DOS 1992

CD32 MS-DOS

some text from mobygames.com

CD32 - Games • 537


Theme Park

Theme Park is a construction and management


simulation game by Bullfrog Productions. The
player designs and operates an amusement park,
with the goal of making money and creating theme
parks worldwide. The game is the first instalment
in Bullfrog’s Theme series and their Designer Se-
ries.

Starting with a free plot of land in the United


Kingdom and few hundred thousand pounds, the
player must build a profitable amusement park.
Money is spent on building rides, shops, and staff,
and earned through sale of entry tickets, mer-
chandise, and refreshments. Shops available in-
clude those selling foodstuff (such as ice creams)
or soft drinks, and games such as coconut shies
and arcades. Facilities such as toilets, and items
that enhance the park’s scenery (such as trees
and fountains) can be purchased. Over thirty at-
tractions, ranging in complexity from the bouncy
castle to the roller coaster. Certain rides, such
Developer Bullfrog as roller coasters, require a track to be laid out.
Publisher Mindscape
Rides require regular maintenance: if neglected
Release date 1995
Genre Strategy for too long they will explode.
Mode 1 Player The player starts with a limited number of
shops, rides, and facilities available. Research
must be carried out to purchase others. The topic
of research and how much funding goes into it is
determined by the player.
Staff avail-
able for employ-
ment include en-
tertainers, security
guards, mechan-

Other Releases
3DO 1994 PC-98 1995
Amiga 1994 PlayStation 1995
MS-DOS 1994 PlayStation 3 2008
FM Towns 1995 PSP 2008
Genesis 1995 PS Vita 2012
Jaguar 1995 Sega CD 1995
Macintosh 1994 Sega Saturn 1995
Nintendo DS 2007 SNES 1995
Windows 2013
CD32

538 • Games - CD32


ics, and handymen. Lack of staff can cause
problems, including messy footpaths, rides he wanted players to create their dream
breaking down, crime, and unhappy visi- Theme Park. Another reason is he wanted
tors. players to understand the kind of work run-
The goal of the game is to increase ning one entails. Molyneux stated that the
the park’s value and available money so most difficult part to program was the visi-
that it can be sold and a new lot purchased tors’ behaviour.
from another part of the world to start a The story was originally to have the
new theme park. Once enough money player play the role of a nephew who had in-
has been made, the player can auction the herited a fortune from his aunt, to be spent
park and move on to newer plots, located only on the world’s largest and most profit-
worldwide and having different factors af- able theme park. The graphics were drawn
fecting gameplay, including the economy, and modelled using 3D Studio. Molyneux
weather, terrain and land value. stated that each person takes about 200
bytes of memory, enough for them to have
Peter Molyneux stated that he came up their own personality. The team travelled
with the idea of creating Theme Park be- the world visiting theme parks and taking
cause he felt the business genre was notes, and sound effects were sampled
worth pursuing. He said that Theme Park from real parks. Molyneux explained that
is a game he had always wanted to cre- they were going for as much realism as
ate, and wanted to avoid the mistakes of possible. There was to be a feature where
his earlier business simulation game, The a microphone is placed on a visitor and so
Entrepreneur: he wanted to create a busi- the player could hear what they were say-
ness simulation game and make it fun so ing, and multiplayer support was dropped
that people would want to play it. In an in- two weeks prior to release because of a
terview, he explained that the primary rea- deadline. Multiplayer mode would have let
son he created Theme Park was because players send thugs to other parks.

Sega CD PlayStation FM Towns MS-DOS

CD32 - Games • 539


Theme Park received critical acclaim. Critics had similar opinions of other
Reviewers praised the gameplay and hu- versions. Mean Machines Sega described
mour, but criticised console ports for rea- the game as “the most complex Megadrive
sons such as lack of save or mouse sup- game ever created”, and eulogised play-
port. A reviewer of Edge commented that ability and longevity, but criticised the
the game is complex, but praised the detail behaviour of the handymen. CU Amiga
and addictiveness. PC Gamer’s Gary Whit- praised the addictiveness of the Amiga
ta was highly impressed with the game: he version, and called the game “colourful”.
eulogised the fun factor and compared it The visuals were likewise commended by
to that of SimCity 2000. He also praised Jeuxvideo.com on the PC and Macintosh
the “gloriously cartoony” graphics and versions, and the British humour was com-
“exceptional” soundtrack. Theme Park plimented as well.
was named as the PC Gamer June 1994
Game of The Month. Computer and Vid- A Japanese remake of Theme Park, titled
eo Games’s reviewer complimented the Shin Theme Park (新テーマパーク) was re-
“cute” graphics, and described the game leased in 1997 by Electronic Arts Victor
as “fun” and “feature-packed”. The visitors’ for the PlayStation and Sega Saturn. This
and ride animations were complimented version is different from other releases in
by French magazine Joystick. Japan; the game’s style and visuals are
The Jaguar version was noted by changed. Theme Park was remade for
critics as having problems such as slow- iOS in 2011. Items can only be placed on
down and lack of a save option, although designated places, and the game relies on
some liked the graphics and gameplay. premium items. Rides can cost up to $60
The Saturn version was noted as (£46) in real money, and for this reason the
being mostly faithful to the PC original. game was not well received.

540 • Games - CD32


Ultimate Body Blows

Ultimate Body Blows is a 1994 CD32 and DOS


fighting game. It is largely an amalgamation of
Body Blows and Body Blows Galactic released in
1993 by Team17, featuring all the characters and
most of the stages from both games, but using
the HUD and menu interface of the first game. In
this respect, the game is comparable to Midway’s
Mortal Kombat Trilogy, although the gameplay
(and several of the characters) perhaps owe more
to Capcom’s Street Fighter series.

All 22 characters and 12 fighting locations from


the predecessors are now featured in one game.
The control of the characters has been improved
and a few special moves have been added for
each player.
Another improvement is the CD32 control-
ler with its many extra buttons which makes it eas-
Developer Team 17 ier to carry out the individual and special moves of
Publisher Team 17 the characters. Previously Body Blows and Body
Release date 1994 Blows Galactic were played with the limitations of
Genre Fighting an Amiga joystick or even with a PC keyboard.
Mode 1-42 Players
The game offers four distinct game modes: One-
player game, Two-player game, Tournament; 4
or 8 human players can compete in an knock-out
tournament. And Tag Team; a new option where
two players can pick up between 2 and 21 tag-
members per team and fight in the “Tag-Team”
mode against one another.

The CD32 version re-


cieved positive reviews at
time of it’s release.

Other Releases
MS-DOS 1994
Windows 2013

CD32 MS-DOS

some text from giantbomb.com

CD32 - Games • 541


Total Carnage

Total Carnage is a top-down shooter initially


developed and published by Midway in 1992
for arcades. The game is often seen as a spir-
itual successor to Midway’s earlier Smash TV.

Set in the fictional country of Kookistan during


1999, players assume the role of Captain Car-
nage and Major Mayhem from the Doomsday
Squad in a last-ditch effort to overthrow dicta-
tor General Akhboob and his army of mutants
from conquering the world, while also rescuing
POWs held by his military force.

Total Carnage is a multidirectional shooter


where players assume the role of Captain Car-
nage and Major Mayhem across three stages,
each with a boss at the end. Each boss is a
large mutant monster that has a specific weak
point to defeat them.
Developer I.C.E. (?)
Publisher I.C.E. The object of the game is to shoot all
Release date 1994 enemies on screen. Different weapons can be
Genre Shooter collected that will give the players extra power.
Mode 1-2 Players The game shares many gameplay ele-
ments with Williams’ previous title, while also
adding new ones as well including stage scroll-
ing, large enemy vehicles, the ability to collect
and place bombs, and a much wider range of
gameplay scenarios.

Versions for both the Sega


CD and Genesis were in
development, but neither
port were released.

Other Releases
Amiga 1994
Arcade 1991
MS-DOS 1994
Game Boy 1994
Jaguar 2005
SNES 1993

CD32 Arcade

542 • Games - CD32


Total Carnage was created by most of the The Amiga and CD32 versions were cre-
same team behind Smash TV. Mark Tur- ated by UK-based developer Internation-
mell served as lead developer and pro- al Computer Entertainment, with Keith
grammer of the project alongside Shawn Weatherly and Simon Fox acting as pro-
Liptak and Robotron: 2084 co-creator Eu- grammers of the conversion, while Ellen
gene Jarvis. Mortal Kombat co-creator Ed Hopkins and Mike Jary were responsible
Boon was the voice of General Akhboob. for adapting the artwork as well. Weatherly
Originally the game was pro- and Fox stated that the conversion took
grammed to display one of two endings over a year to develop with Midway super-
upon completion of the Pleasure Dome vising its production and the team originally
bonus stage. One ending would feature had plans to integrate elements that were
the women and playable characters from scrapped from the original arcade release
Smash TV and was to be displayed if the but were ultimately discarded in the end.
player collected all the treasures in the Midway provided both artwork and source
dome. A second “bad” ending showed the code of the arcade original to the team
same screen without the women along at ICE, although adapting the former into
with a message challenging the player to the Amiga proved to be difficult, as both
collect all the dome’s treasure. However, a Weatherly and Fox stated that the number
bug in the game caused the “good” ending of colors and animations were reduced to
to be displayed with the “bad” ending text fit the hardware.
no matter how many treasures were col-
lected. The bug was uncovered during the The arcade version of Total Carnage re-
testing for 2012’s Midway Arcade Origins ceived positive reception from critics, but
compilation. In response, Turmell stated it was not successful financially. The ports
that he remembers writing working code were met with mixed critical response,
for both endings, but was not sure why the such as the CD32 version, which received
code was changed. He suggested that he mostly negative reviews on release.
might have kept the bug as a joke on play-
ers and went unfixed in Origins.

Amiga MS-DOS SNES Game Boy

CD32 - Games • 543


UFO: Enemy Unknown

UFO: Enemy Unknown, also known as X-COM:


UFO Defense, is a genre-defining strategy game
developed by Mythos Games for DOS and Amiga
computers. An official remake of the game, XCOM:
Enemy Unknown, was created by Firaxis Games
and published by 2K Games in 2012.

The story of X-COM, set in the near-future at the


time of the game’s release, begins in the year 1998.
The initial plot centers on increased reports of UFO
sightings as tales of abductions and rumors of at-
tacks by mysterious aliens become widespread.
Representatives from some of the most powerful
nations in the world secretly meet in Geneva to dis-
cuss the issue. From this meeting is born the clan-
destine defense and research organization Extra-
terrestrial Combat (X-COM), over which the player
assumes control at the start of the game.

The game takes place within two distinct views,


called the Geoscape and the Battlescape.
Developer MicroProse UK
Publisher MicroProse
The game begins with the player choos-
Release date 1994 ing a location for their first base on the Geoscape
Genre Turn-based tactics screen: a global view representation of Earth as
Mode 1 Player seen from space (displaying X-COM bases and
aircraft, detected UFOs, alien bases, and sites of
alien activity). The player can view the X-COM
bases and make changes to them, equip fighter
aircraft, order supplies and personnel (soldiers,
scientists and engineers), direct research efforts,

Other Releases
Amiga 1995
MS-DOS 1994
PlayStation 1995
Windows 2007

CD32 MS-DOS

CD32 - Games • 545


schedule manufacturing of advanced soldiers who have been killed on a mission
equipment, sell alien artifacts on black will remain dead, but can be replaced with
market to raise money, and deploy X- raw recruits back at base.
COM aircraft to either patrol designated
locations, intercept UFOs, or send X-COM One reason for the game’s success is the
ground troops on missions using transport strong sense of atmosphere it evokes. Sol-
aircraft. diers are vulnerable to alien attacks even
Funding is provided by the found- when armored (a single shot from an alien
ing nations of X-COM. At the end of each has a good chance of bringing a soldier
month, a funding report is provided, where in perfect condition to death), and the use
nations can choose to increase or de- of features such as night-time combat, a
crease their level of funding based on their line of sight, and opportunity fire allows for
perceived progress of the X-COM project. alien sniper attacks and ambushes. The
Any of these nations may quit if the na- course of skirmishes is dictated by the in-
tion’s government has been infiltrated by dividual morale levels of their participants
the invaders. Through reverse engineering on both sides; a low morale can result in
of recovered alien artifacts, X-COM is able them either dropping their weapons and
to develop better technology to combat the fleeing in panic or going berserk and open-
alien menace and eventually uncover how ing fire indiscriminately.
to defeat it.
The game was originally conceived by
Gameplay switches to the tactical
a small British video game developer
combat phase (Battlescape) whenever X-
company, Mythos Games—led by Julian
COM ground forces come in contact with
Gollop—as a sequel to their 1988 science
aliens.
fiction tactical game Laser Squad, “but with
In the Battlescape view, X-COM
much neater graphics using an isometric
combatants are pitted against the alien en-
style very similar to Populous.” The initial
emies. In addition to personnel, the player
1991 demo presented a relatively simple,
may have unmanned ground vehicles that
two-player tactical game then known as
are outfitted with heavy weapons. The
Laser Squad 2, which ran on the Atari ST.
Batttlescape mode is turn-based and each
combatant has a number of “time units”
which can be expended each turn. When
all alien forces have been neutralized, the
mission is scored based on number of X-
COM units killed, civilians saved, aliens
killed or captured and the number of alien
artefacts obtained. Captured live aliens
may produce information, possibly leading
to new technologies and even an access
to psionic warfare.
Instead of gaining experience
points, surviving human combatants might
get an automatic rise (a semi-random
amount depending on how much of the
action in which they participated) to their
attributes, such as Psi or Accuracy. The
Amiga

546 • Games - CD32


has cited the 1970s British television se-
ries UFO as one of the influences for the
game’s storyline. A book by Bob Lazar,
where he describes his supposed work
with recovered UFOs at Area 51, inspired
the concept to reverse-engineer captured
alien technology.
A public demo of the game was re-
leased under the North American version’s
working title X-COM: Terran Defense
Force. Despite numerous changes from
the first demo, the tactical part of the game
remains true to the turn-based layout of
Laser Squad and the Gollop brothers’
earlier Rebelstar series. The AI system of
those games formed the basis for enemy
tactics, with Julian Gollop programming
his own unique algorithms for pathfinding
and behavior; in particular, the aliens were
The Gollop brothers (Julian and Nick) ap- purposely given an element of unpredict-
proached three video game publishers, ability in their actions.
Krisalis, Domark and MicroProse, eventu- The original contract was for the
ally brokering a deal with MicroProse. Ju- game be completed within 18 months. In
lian Gollop was especially happy about it the course of its development, the game
because he greatly respected MicroProse was nearly canceled twice: in the first in-
and believed it was probably the best vid- stance due to the company’s financial dif-
eo game company in the world at the time. ficulties, and the second time under the
Although supportive of the project, pressure from Spectrum HoloByte after it
the publisher expressed concerns that the had acquired Bill Stealey’s shares in Mi-
demo lacked a grand scale in keeping with croProse in 1993. The game was officially
MicroProse’s hit strategy game Civiliza- ordered to be canceled by Spectrum Holo-
tion. The Civilopedia feature of Civilization Byte, but the managers at MicroProse UK
also inspired an addition of the in-game held a meeting and decided to ignore it and
encyclopedia, called the UFOpaedia. All simply not inform Gollop about any of that.
that and the UFO theme was suggested by Thus, the development team continued
MicroProse UK head of development Pete their work without any knowledge of the
Moreland. Julian Gollop’s personal inspi- parent company’s executives, until it was
rations included several traditional games, eventually completed in March 1994, after
in particular, the board wargame Sniper! 30 months in development since the initial
and the tabletop role-playing game Travel- contract. During the final three months,
ler. after Spectrum HoloByte was eventually
Under MicroProse’s direction, Ju- informed of the game still being in produc-
lian Gollop changed the setting to mod- tion, the Gollop brothers were forced to
ern-day Earth and expanded the strategy work 7–12 in order to finish it before the
elements, among them the ability to cap- end of the fiscal year. The overall develop-
ture and reproduce alien technology. He ment of the PC version cost £115,000.

CD32 - Games • 547


The Amiga conversion was done by Ju- a vice-grip on your imagination, and only
lian Gollop’s brother Nick and “it was quite releasing you when it has had enough”,
tough because the Amiga wasn’t quite as the magazine praised its detailed and var-
fast as PCs were becoming at that time.” ied combat system and lengthy gameplay,
The Amiga ECS/OCS version displays concluding “Resistance is futile”.
lower quality graphics than the PC version Amiga ports received lower ratings
and is missing light source shading during than the PC original (which holds an av-
combat missions, but the sound quality is erage score of 93% at GameRankings),
improved; the graphics are better in the according to Amiga HOL database having
AGA Amiga version. averaged scores of 79% on the ECS/OCS
A Limited Edition for Amigas, 82% on the AGA Amigas and 73%
the Amiga CD32 came for the CD32 version. A common point of
with a MicroProse travel criticism for the floppy disk version was the
alarm clock. The alarm need to frequently swap the disks in the
clock on this page was Amiga systems not equipped with a hard
released alongside Mi- disk drive, while the CD-ROM based CD32
croprose’s Starlord. But version does not allow the users to save
the same sticker are the progress of any other game without
used on both boxes, so wiping out the save game of UFO. Nev-
the clocks were most ertheless, a review in Amiga Action called
likely identical. it “easily the most original and innovative
game in the history of the Amiga”, and a
The game was released to great acclaim review in Amiga World called in “the short-
and commercial success, selling more est path to heaven” for a strategy gamer,
than 600,000 units on the PC DOS plat- and a review in CU Amiga of the 1997 bud-
form, not counting the later ports—for the get range re-release called it the “game
Amiga platforms and the PlayStation—and everyone loves”.
re-releases. Half of the game’s net sales Computer Gaming World gave X-
were in the United States, a rarity for a Eu- COM its Game of the Year award.
ropean title at the time. Gollop has attrib-
uted the game’s North American success
to its title (X-COM), as the television series
The X-Files had premiered a year earlier.
More than 400,000 units were sold at full
price, with little marketing from its publish-
er. Together with its sequel, X-COM: Ter-
ror from the Deep, its sales had passed 1
million copies by March 1997. The game
earned the Gollop brothers just over £1
million in royalties. The game became very
popular in Russia, even as there were no
royalties from that market as it was only
distributed there via software piracy.
Computer Gaming World rated X-
COM five stars out of five. Describing it as
“one of those rare and dangerous games
capable of drilling into your brain, putting
Windows PlayStation

548 • Games - CD32


In 2009, Edge called X-COM “the An official remake, titled XCOM: En-
title that first brought turn-based wargam- emy Unknown, was developed by Firaxis
ing to the masses.” It has often appeared Games, led by MicroProse’s co-founder
in top video game lists by various publica- Sid Meier. The game’s prototype was ac-
tions. Computer Gaming World ranked it tually a modernization of the original, with
as the 22nd (1996) and third (2001) best all the classic gameplay features, but
computer game of all time; the magazine’s then gradually evolved into a completely
readers also voted it for tenth place in “reimagined” version. The game was re-
2001. Polish web portal Wirtualna Polska leased by 2K Games for Windows, Play-
ranked it as the 13th best Amiga game, Station 3 and Xbox 360 in 2012, winning
as well as the third most addictive game multiple Game of the Year awards. Julian
“that stole our childhood”; it was also retro- Gollop commented on the game and said
spectively ranked as the eighth best Amiga that “Firaxis did a terrific job with the new
game by the Polish edition of CHIP. XCOM,” although he “would have done
The game also had a big influence things differently for sure. (...) I tried many
on the development team of the role-play- times for many years to get a remake un-
ing video game Fallout. Project director derway, but Firaxis finally did it.”
Tim Cain said they “all loved
X-COM” and that the original
version of Fallout (known as
Vault 13, before the game was
redesigned after they lost the
GURPS license) had a very
similar combat system.

The success of the game re-


sulted in several sequels and
spin-off games, as well as
many unofficial remake and
spiritual successor titles, both
fan-made and commercial. X-
COM: Terror from the Deep
was released in 1995 on DOS,
and for PlayStation a year
later. Julian Gollop himself de-
signed the third game in the X-
COM series, 1997’s X-COM:
Apocalypse, which was also
developed together by Mythos
Games and MicroProse. The
game also received an unof-
ficial sequel in the 1997 ex-
pansion set Civ II: Fantastic
Worlds for MicroProse’s Civili-
zation II, in a scenario set on
the Phobos moon of Mars.

CD32 - Games • 549


Vital Light
Trivial Pursuit: Developer
Publisher
Efecto Caos
Millennium Interactive
The CD32 Edition Release date 1995
Genre Puzzle, Shooter
Developer The Kremlin Mode 1-3 Players
Publisher Domark
Release date 1994 Vital Light is an action game developed
Genre Trivia by Spanish studio Efecto Cao SL.
Mode 1-6 Players
The player character is sent to the planet
Reportedly exactly the same as the RAMROM to complete an arcade game
CDTV release without any upgrades. that no one has beaten before.
While incorporating other play styles, at
its core the game is a shoot-’em-up. Play-
ers control a small paint gun at the bot-
tom of the screen, which can be moved
left or right. Rows of blocks (‘aliens’) fall
from the top of the screen, similar to Tet-
ris, that the player must shoot before they
fall to the bottom. The aliens comes in dif-
ferent colors, and the player must choose
the matching color when shooting them,
similar to Zuma. As the blocks fall at vary-
ing speeds, there are times when an ava-
lanche is set off by a slow block being hit
by a fast moving block above it.
“mobygames.com”

excerpts from review by Computer + Video Games


#150 (May 1994) by Rik Skews;

TRIVIAL PURSUIT
This CD32 version is essentially a repackaged
version of the old CDTV game from about three
years ago. Now we’ve got CD quality music and
sound FX to listen to and photorealistic images to
gawp at. But is this packages any better than the
boardgame?
It succeeds more than most boardgame conver-
sions because of its quality graphics and sound, but
Triv’ fans are hardly going to want to sit around a
monitor, and games fans won’t rate this above the
latest platformer or beat-‘em-up. Nice try though.
This and the CDTV version are the best small-
screen trivia games to date.
Score: 59%
Other Releases
Amiga 1994

550 • Games - CD32


Wild Cup Soccer
Ultimate Super Skidmarks
Developer Teque London
Publisher Millennium Interactive Developer Acid Software (?)
Release date 1994 Publisher Acid Software
Genre Sports Release date 1998
Mode 1-2 Players Genre Racing
Mode 1-4 Players
Wild Cup Soccer is an arcade-style soc-
cer game, released alongside the 1994 Ultimate Super Skidmarks, or Super
World Cup�������������������������������
. It is the second and last en- Skidmarks+, is a re-release and en-
try in the Brutal Sports Series franchise. hanced version of Super Skidmarks. It
In one player mode players can choose was released for Amiga computers with
the Wild Cup or a League system; two a CD-ROM, which is also compatible
player games are restricted to single with the CD32.
‘Unfriendly’ matches. The game contains several new features,
Unlike its predecessor the game uses an including dozens of different vehicles, 24
isometric viewpoint, similar to the origi- tracks, a new 8 car mode for AGA ma-
nal FIFA. A number of vicious moves chines, shared screen mode for up to 4
are on offer, such as lethal head-butts player team racing and user-defined cars.
and shoulder barges. If a game finishes It also improved local and remote game-
drawn, it goes into a ‘Penalty Shoot Out’, play linking, along with several other en-
which involves going round shooting the hancments.
opposition. The pre-match screens in- It also includes two bonus games: Super
clude attacking at defensive play styles, Skidmarks: Farmyard Edition and Super
transfers and the chance to buy items Silly Skidmarks. Both are variations of
such as rocket launchers and shields. Skidmarks and comes with different ve-
“mobygames.com” hicles and sound effects.
“mobygames.com”

Other Releases
Amiga CD32 1994
Amiga 1994

CD32 - Games • 551


Take Boris Verne, a uniquely ordinary guy...
One minute he’s sitting quietly at his 35-bit Excel-
lence Engine home computer. The next he’s being
transported to another dimension by his eccentric
uncle’s Virtual Dimension Inducer!
Imagine how he feels when he emerges from a rip
in the space-time-time continuum until an unknown
dimension...
Encounter weird alien worlds and their even
weirder inhabitants! Guide Boris on an action-
packed chase across the gulfs of space to find a
fabled lost star. Help him find the key to defeating
the evil Golden King who rules his
UNIVERSE!
preview article; Amiga CD32 Gamer #4 (September 1994);

universe

Core’s latest epic adventure actually began life as a


movie script. Sci-fi artist Rolf Mohr unsuccessfully and he’s fully scalable too, wandering across fantastic
hawked his idea around the movie studios, before landscapes with his size varying realistically. As you
eventually deciding to make it a game. Over one progress the game introduces arcade elements includ-
and a half years in development, it could well be ing a docking sequence, first-perspective car chase and
Core’s most spectacular adventure yet. a Flashback-style run and shoot section. Mohr had

L
hoped for more of these to keep closer to his original
ike Giger, Mohr originally trained out as an
storyline, but the production deadline forced them to
architect but later specialised in architectural
be cut although other elements, such as barren worlds,
‘artist’s impressions’ while doing sci-fi book
became enhanced with other members of the team in-
covers in his spare time. The latter connection got him
troducing puzzles and creatures.
involved with the Games Workshop where he did the
The hero of this hugely promising adventure suf-
cover for Space Fleet, while also working on his movie
fers the unlikely moniker Boris Verne. Aside from the
synopsis. Then several years ago Core advertised for
name, Boris is supposed to be your average everyday
an illustrator to work on their Curse of Enchantia ad-
joe - even his uncle is an eccentric who’s invented a
venture. Mohr applied and was promptly brought in
Virtual Dimension Inducer. Our Boris inevitably trips
house. After Enchantia zoomed up the sales charts,
over the thing and is sent tumbling into a parallel uni-
Mohr dusted off his old Universe script and proposed
verse. Here Boris finds himself caught up in the war
that as a game. It would take a year he said. Core gave
between the evil emperor Neiamises and the peace-
him eight months and of course it ran massively over.
loving Mekallen Empire. Boris is to provide the lat-
The main reason for the overrun was a new graph-
ter’s unlikely saviour, but it’s not be going to be easy...
ics system called Super Pre-Adjusted Color (SPAC),
Aside from the arcade sequences, the game is con-
which enabled the A500 to display 256 colours instead
trolled via a slick point and click system which allows
of 32. While this meant the game could be designed
plenty of flexibility over approaching the numerous
for CD32 quality graphics, rather than have an A500
puzzles. The sophisticated feel of game betrays the de-
version touched up for CD32, it imposed heavy techni-
velopers’ experience with Core’s previous hit, Curse of
cal demands. On Universe Mohr was painting the vari-
Enchantia, and seems set to be a huge hit. In the realm
ous scenes (over sixty in all), then scanning them in as
of graphic adventures at least, the CD32 seems to en-
24bit hi-res images before using D-Paint to cut them
joying almost a glut of great games!
down. SPAC forced further retouching to meet its tech-
• Universe is to be released in September by Core.
nical demands.
Mohr is proud of the result with some truly gorgeous
scenes reminiscent of matte paintings from a 1950s SF
movie. There’s also plenty of animation in the back-
drops, on one deso-
lated planetoid an
asteroid goes tum-
bling overhead pos-
ing some intriguing
problems. Rotoscope
animation is used for
the main character

magazine article • 553


Universe

Universe is a a graphic adventure game devel-


oped and published by Core Design. It was Core
Design’s second and last effort in the adventure
game genre after Curse of Enchantia, of which it
was originally planned to be a sequel.

Universe is a space opera that tells the story of


16-year-old Boris, who has been summoned from
modern Earth to another universe, where he is
destined to become its long forecast savior from
evil.
During his journey, Boris will meet various
people and other living beings, some helpful and
some hostile. He will have to solve numerous puz-
zles in order to proceed with the game’s story.

Universe uses a point-and-click user interface. The


Developer Core Design (?) player character is controlled via an icon based
Publisher Core Design control bar that is accessible by pressing the right
Release date 1994 mouse button, which also pauses the game.
Genre Adventure
Mode 1 Player
Universe was notable for its then-unique ability to
display 256 colors at once on a standard Amiga
500, instead of just 32, due to its innovative sys-
tem SPAC (Super Pre-Adjusted Colour). Another
feature never seen before on the Amiga was its dy-
namic music system similar to LucasArts’ iMUSE.
The animations of the sprite of Boris was roto-
scoped; the character is actually a digitized version
of Rolf Mohr—designer and writer of the game.

The Amiga version received


several highly positive re-
views, though, some re-
viewers were more critical,
such as 7/10 from Amiga
Magazine or only 38% from
Amiga Format.

Other Releases
Amiga 1994
MS-DOS 1994

CD32 MS-DOS

554 • Games - CD32


Wembley International Soccer
Developer Audiogenic Software (?)
Publisher Audiogenic Software
Release date
Genre
1994
Sports
Wendetta 2175
Mode 1-2 Players Developer Vortex Design
Officially licensed by the old Wembley Publisher Skills
Release date 1996
stadium, this soccer game is essentially Genre Action
an advanced version of Ocean’s Euro- Mode 1-2 Players
pean Champions.
Wendetta 2175 is a shoot ‘em up game
Gameplay emphasizes one-touch pass-
for one or two players. The game is set
ing, with a picture-in-picture window dis-
in the year 2175 and earth is under at-
played when the player prepare to play a
tack by an alien race.
long pass, which increases the chances
of finding the target player. The game consists of horizontally scroll-
64 international teams are includ- ing levels and levels where the player
ed, with the chance to play a full league controls the ship from behind in a pseu-
competition or a World Cup. Full control do-3D perspective.
over formation and tactics is offered be- CU Amiga Magazine wrote in their re-
fore the match. view that the game “was smooth, profes-
The AGA version was the first floppy- sional, but unengaging”. They still gave
based game to supports a CD32 control- it a score of 73% though.
ler, making it easier to execute moves. “mobygames.com”

“mobygames.com”

Other Releases
Amiga 1994

Other Releases
Amiga 1994

CD32 - Games • 555


Whale’s Voyage

Whale’s Voyage is a sci-fi role-playing game with


trading elements. The story involves a space trav-
eler who has made a bad deal buying a space
ship known as Whale, which turned out to be half-
wrecked. Stranded on the orbit of a remote plan-
et, the traveler and his crew have to find a way to
gain money and outfit the ship so that it will stand a
chance in that dangerous area.

The game’s character creation involves shaping four


crew members. Each is generated at first by select-
ing his or her father and mother, choosing among
humans or an alien species that does not appear
elsewhere in the game. Educational background
chosen for characters determines their class. There
are six classes in total: Soldier, Bounty Hunter, Ara-
nia, Biochemist, Psionian, and Doctor. Depending
on the class, characters gain access to skills such as
Developer neo healing, setting traps, identifying, using computers,
Publisher Flair etc. Each character also has six main attributes that
Release date 1993
can be manually improved in the beginning of the
Genre Role-playing
Mode 1 Player game, increasing the character’s “mutation level”.
In the beginning of the game the player can
only explore one planet, but acquiring money makes
it possible to buy fuel and travel to other planets of
the local solar system. There are six planets in to-
tal, differing in their visual design but all represented
as pseudo-3D mazes set in populated areas, which
are explored from first-person perspective. Combat
takes place in the same area as exploration and is

Other Releases
Amiga 1993
MS-DOS 1995
CD32 MS-DOS

556 • Games - CD32


fairly sporadic, usually involving selecting congratulated the Austrian video gam-
attack options for each player-controlled ing industry. CU Amiga thought the game
character and exchanging blows in a turn- did not inspire confidence in the Austrian
based fashion. The player advances by games market. Amiga Dream gave it a
talking to various characters and complet- score of 85%.
ing their quests. In 1994, the game was voted by
Space travel is menu-based. The readers as #2 Best RPG in 1993 in the
Whale can be ambushed on the way to Amiga Joker magazine.
another planet, which leads to a turn-
based space battle shown on a separate A sequel was released in 1995 entitled
top-down screen. The number of turns is Whale’s Voyage II: Die Übermacht. While
determined by action points of the partici- never originally released in English, the
pants. The player can also outfit the Whale sequel was unofficially translated into the
with better engines and weapons. Trading language in 2018.
plays an important part, since many objec-
tives are based around
amassing money. Buy-
ing items on one planet
and selling them on an-
other for profit becomes
the main source of in-
come.

The game was devel-


oped by the Austrian
company Neo Software
and programmed by
Hannes Seifert and Niki
Laber.

Amiga Format praised


the game, despite de-
scribing it as huge, com-
plicated, and daunting,
and thought it lacked
the depth and immer-
sion of space adven-
tures like BAT 2. Amiga
Power thought the game
offered CD32 owners
something to play other
than pinballers and plat-
formers. Amiga Joker
thought the game was
a successful debut, and

some text from mobygames.com

CD32 - Games • 557


Worms

Worms is the first iteration of the long-running


Worms series of turn-based strategic artillery
games.

Gameplay in Worms consists of actions taken by


between two and four teams of human- or A.I.-
controlled worms on a two-dimensional playing
field. The game is turn-based, with each player
being able to move a single worm per turn. They
then use whatever tools and weapons are avail-
able to attack and kill the opponents’ worms,
thereby winning the game.
Over fifty weapons and tools may be avail-
able each time a game is played, and differing se-
lections of weapons and tools can be saved into
a “scheme” for easy selection in future games.
Other scheme settings allow options such as de-
Developer Team 17
ployment of reinforcement crates, from which ad-
Publisher Ocean ditional weapons can be obtained, and sudden
Release date 1995 death where the game is rushed to a conclusion
Genre Strategy after a time limit expires.
Mode 1-4 Players Environments in Worms are completely
destructible, and almost all weapons cause some
amount of deformation to the terrain. Over time,
this reduces the size of the overall play area,
making defensive positioning increasingly difficult
while simultaneously increasing the danger that
players will fall or be forced off of the map.

Other Releases
Amiga 1995
MS-DOS 1995
Game Boy 1995
Genesis 1996
Jaguar 1998
Macintosh 1996
PlayStation 1996
Sega Saturn 1996
SNES 1996
Windows (Worms United)

CD32 MS-DOS

558 • Games - CD32


Worms was originally conceived not as a
commercial product, but as a distraction for
creator Andy Davidson, a fan of local multi-
player games like Bomberman and Super
Mario Kart, and his high school friends. It
was initially built using borrowed assets
from Psygnosis’ Lemmings, and the earli-
est version of Worms was known as Le-
martillery as a result. The game eventually
became so popular among the students of
Davidson’s school that it was banned en-
tirely, prompting Davidson to consider the Jewel Case
possibility of having his game published. In
order to make the game more attractive to game; much of their work went into port-
would-be publishers, however, the game’s ing Worms to other game systems, as the
graphics had to be reworked, and thus original Amiga version that Davidson had
Davidson scrapped the original lemmings been working on was by this time fairly
on favor of worms, giving this new iteration well-developed. In total, Davidson esti-
the name Total Wormage. Davidson was mates that he spent about four years of his
so intent on getting his game published life in the development of Worms.
that after high school he decided to forgo
the pursuit of higher education in order to Worms was a commercial success. By
do so. While he continued to work on the March 1996, its sales had reached almost
game, Davidson used the customers of an 250,000 copies, following its release in
Amiga store where he worked as a form of November 1995. Across all its ports, the
playtesting for Total Wormage. game ultimately sold above 5 million units
In one of his efforts to get his game by 2006.
noticed, Davidson submitted Total Wor- Worms was fairly well-received
mage into a competition held by British upon its release in 1995, and many critics
Amiga magazine, Amiga Format. By Dav- commending it for having easy-to-grasp
idson’s own admission, though, his entry yet strategic gameplay, a humorous, light-
into the contest did not accomplish what hearted presentation, and a great deal of
he had hoped, as he neither won nor re- customization options and replayability.
ceived any mention in the magazine. Al- The original version received a great deal
though discouraged by this and a number of positive attention from the Amiga gam-
of failed attempts at garnering attention for ing press, with a large number of review
Total Wormage by mailing copies to pub- scores falling within the ninetieth percen-
lishers and developers, Davidson had one tile. Ironically, Amiga Format, the very
final idea: to take the game to the Euro- same British publication that had failed to
pean Computer Trade Show in London. acknowledge Davidson’s game when he
This would prove to be the turning point in submitted it into their yearly Amiga game
Davidson’s fortunes, as while there he de- competition, issued a glowing post-release
moed the game to Team17, who showed review of Worms in their 1995 Christmas
an immediate interest in it. Team17 offered issue, saying that it “thoroughly deserves
to help Davidson develop and publish the to be a real smash.”

some text from giantbomb.com

CD32 - Games • 559


Will Bridge: Initiation Junior
Developer Will-Bridge (?)
Publisher Will-Bridge
Whizz Release date 1994
Genre Cards, Edutainment
Developer Flair Software (?) Mode 1 Player
Publisher Flair Software
Release date 1995 A continuastion of the Will Bridge series
Genre Platformer that started on the CDTV. As before, it’s a
Mode 1 Player
game that teaches users to play Bridge.
Whizz is a 1994 isometric platform game.
Within the game, “Whizz” refers to the
player character’s magical talents, be-
ing short for “wizard”. Marketing for the
game used it in reference to the slang
term for urination, such as in the adver-
tising slogan “Ever feel the need for a
Whizz real bad? You will.”
Each level is played out against a time
limit, and the paths through the level
aren’t always clear-cut. There are four
different types of doors, each of which
needs a particular icon to pass.
The game was released for Amiga com-
puters with CD-ROM, but it is also com-
patible with the CD32.
“mobygames.com”
Word Construction Set
Developer Lascelles
Publisher Lascelles
Release date 1994
Genre Edutainment
Mode 1 Player

Word Construction Set is an education-


al game from New Zealand intended to
teach children reading skills, spelling
and vocabulary. The object is to con-
struct words from blocks of sound and
patterns.

Other Releases
Amiga 1995
MS-DOS 1994
PlayStation 1997
Sega Saturn 1997
SNES 1996

560 • Games - CD32


Zool: Ninja Of The ‘’Nth’’ Dimension

Zool is a platformer originally developed by Grem-


lin Graphics for the Amiga, and was later ported to
multiple other platforms. Like Superfrog, Zool was
destined to rival Mario and Sonic as the Amiga’s own
icon. The game features extensive product place-
ment from Chupa Chups.

Zool is a platform game, relying on smooth, fast-


moving gameplay. Its protagonist is Zool, a gremlin
“Ninja of the Nth Dimension” who is forced to land on
Earth; in order to gain ninja ranking, he has to pass
seven lands, beating a boss at the end of each of
them.

Obstacles and enemies litter the 2D worlds, and the


game is known for being very difficult. Zool has the
ability to perform jumps, punches, kicks, sliding tack-
les, fire a “magic cannon” weapon and perform 4 dif-
Developer Gremlin
Publisher Gremlin ferent magic spells. The magic spells vary greatly,
Release date 1993 and include an invincibility spell, a fire blast spell
Genre Platformer which kills all enemies on screen, a duplication spell
Mode 1 Player which creates a second Zool, doubling the players
fire power and one that increases his jumping ability.
Zool can also climb walls by clinging onto the wall,
and jumping upwards before clinging to it again.
The game contains a number of embed-
ded minigames, including several arcade games, a
scrolling space shooter and a game accessible only
by making Zool play a certain tune on an in-game
piano or finding certain invisible warp points.

Other Releases
Acorn 32-bit 1993
Amiga 1992
Antstream 2019
Atari ST 1993
BlackBerry 2013
MS-DOS 1993
Game Boy 1993
Game Gear 1994
Genesis 1993
Sega Master System 1993
SNES 1993
Windows (Zool Redimensioned)
CD32 Genesis

562 • Games - CD32


Zool was marketed as a rival to Sega’s
Sonic the Hedgehog. George Allan came
with the idea of Zool as he was criticized on
his previous game Switchblade II for hav-
ing a lack of enemies. The very early name
for the project was Pootz. The soundtrack
by Patrick Phelan overlaps with the Lotus
3 soundtrack and inspired several modern
electro/techno remixes.

The game was heavily hyped upon its ini-


tial release, including being bundled with Jewel Case
the then-newly launched Amiga 1200, al-
though not the AGA version with enhanced Zool Redimensioned, a remaster of the
graphics which followed later. game, was released in 2021. It was devel-
In 2000, the Amiga version of Zool oped by Sumo Digital Academy and pub-
was re-released as part of The Best of lished by publisher Secret Mode on the
Gremlin compilation. Steam platform. The game was based on
The CD32 version has original red the Mega Drive version, which was includ-
book audio tracks by Neil Biggin and has ed as a bonus. Due to legal reasons, the
the option to have both sound effects and Chupa Chups brand and logo that have
music. This and the Acorn Archimedes port been heavily featured in the Zool series
are the only two incarnations of the original as part of their sponsorship, featured in
Amiga version to have this. Most computer the opening title and the first level “Sweet
ports are close to the Amiga original but World” have been removed due to the
the Genesis and SNES ports both feature brand no longer being associated with the
different levels which are structured differ- series.
ently, different background graphics, and
unique bosses. With the exception of the The original Amiga game was released to
CD32 version, all console versions fea- critical acclaim, receiving scores of 97%,
ture the soundtrack of the Amiga original, 96%, 95% from Amiga Computing, Amiga
remixed appropriately for each console’s Action and Amiga Format respectively.
unique sound systems. Electronic Gaming Monthly claimed, “Zool
Two young adult novels based on sports great graphics, but ends up with
the games, entitled Cool Zool and Zool a case of Super Trolland’s disease: your
Rules, were released in 1995. They were character moves much too fast and with
written by Stan Nicholls and Ian Edgin- little control!” GamePro gave a positive re-
ton and published by Boxtree. The Game view of the Game Gear version, praising
Maker’s Companion (APress, 2010), a its “great graphics and sound abound”, as
book on hobbyist game development, con- well as its “crisp” gameplay.
tains step-by-step instructions on how to
remake the original Zool game using Gam-
eMaker Studio.

some text from giantbomb.com

CD32 - Games • 563


Zool 2

Zool 2 is the second game in the Zool series, and


features similar platforming gameplay and copious
amounts of Chupa Chups lollipop product placement
as the original Zool.

When the forces of Krool are wreaking havoc upon


the Nth Dimension with the help from his hench-
man Mental Block, the intergalactic gremlin ninja
Zool alongside his female companion Zooz and their
two-headed dog Zoon, are entrusted with the task
of stopping Mental Block and restore order to the di-
mension.

Zool 2 plays very similarly to its predecessor, Zool.


Both Zool and his female counterpart, Zooz, almost
share the same move set between each other but,
there are some subtle differences with the two char-
acters in terms of their abilities and means of defense.
Developer The Warp Factory
Publisher Gremlin Whereas Zool attacks with projectiles, Zooz is armed
Release date 1994 with an energy whip for close quarters combat, along
Genre Platformer with the ability of shooting projectiles as well. In ad-
Mode 1-2 Players dition, each character is capable of destroying cer-
tain parts of the scenery that the other one could not,
and vice versa, resulting in a slightly different route
through the levels.
As with the original game, the sequel features
several minigames, such as a version of Breakout
which involves using Zoon as a paddle in order to
keep the ball in play by bouncing it upwards.

Other Releases
Amiga 1993
Antstream 2019
BlackBerry 2013
MS-DOS 1994
Jaguar 1994

CD32 Jaguar

564 • Games - CD32


The progression system acts simi-
larly to the original game, which involves
the player in collecting a set number of
items in order to advance into the next
level. The game also features a two-player
mode.

Zool 2 was created by a new develop-


ment team at The Warp Factory, whose
programming staff involved personnel that
previously worked on Harlequin for Grem-
lin Graphics, with only composer Patrick
Phelan returning from the original Zool Jewel Case
crew as George Allan, Adrian Carless and
Tony Dawson did not return to work on sidering it as an improvement over the first
the sequel. Gremlin marketing manager game. It received scores of 93% in Amiga
Nick Clarkson stated that they wanted to Format, 90% in Amiga Computing, 86% in
expand upon Zool’s character and game- Amiga Power and 76% in CU Amiga.
play for the sequel, while producer Peter Other ports of the game received
J. Cook claimed that the team at The Warp similarly positive reception from reviewers,
Factory wanted to stay with a basic theme while the Jaguar version received mixed
following the same gameplay style but reviews from critics since its release and
move towards a new direction via new ide- has sold nearly 11,000 copies as of April
as with larger levels to explore. The team 1, 1995, though it is unknown how many
also reworked Zool’s look for the sequel, were sold in total during its lifetime.
while his female companion Zooz went GamePro gave the Jaguar version
through various changes before release. a positive review, saying that the varied
abilities of the playable characters “push
The Amiga remained the lead format for this game to the top of the Jaguar hop-
the second Zool game, but unlike the first n-bop ranks”. GamePro also praised the
it was not widely ported to the other plat- graphics, stating that “Zool’s Nth Dimen-
forms, only the Atari Jaguar and DOS. The sion is a shiny, inventive world that’s equal
game had originally been planned to be parts candy shop and toy store”, and that
bundled with the CD32 at the request of the Jaguar version is sharper and brighter
Commodore, but when Gremlin Graphics than previous versions of the game. Next
failed to reach the deadline, Zool 2 was Generation called it “still a basic platform
bundled with the Amiga 1200’s Computer game, but one of the best we’ve seen a
Combat pack in 1994. The DOS version of while”. Like GamePro, they praised the
the game was also re-released as part of quality of the graphics, and additionally the
the Windows-based compilation CD Best large number of interesting power-ups and
of Gremlin in 2000. stages. Mike Weigand of Electronic Gam-
ing Monthly assessed it as “a pretty good
When it was originally released for the Ami-
version of the pint-sized ninja character”,
ga, Zool 2 received positive reception from
particularly noting the large levels, though
critics who praised the graphics, sound
he felt the graphics were sometimes “visu-
department and gameplay, with some con-
al overkill”.

some text from giantbomb.com

CD32 - Games • 565


Letters from readers sent to
video game magazines.

CU Amiga Magazine 40 (Jun. 1993)


BackChat

ROLL YOUR OWN


Amiga CD32 Gamer #17 (Dec. 1994)
mail Section
I own an A500+ with a GVP A530
I’,m 14 years old and have never owned Turbo HD incorporating 2Mb Chip RAM,
a computer. Sad isn’t it? My mum says 8Mb 32-Bit Fast RAM, a 68030 ac-
I can have one for Christmas but I celerator with a 68882 Maths co-proc-
don’t know which one to get. There’s so essor plus two floppy drives, and Action
many around I’m baffled! My mates told Replay MKIII and a ROM switcher
me to get a Megadrive but that’s just with version 1.3 and 2.04 ROMS. Hav-
so he can nick my games because he’s ing paid close to £2,500 for the above
got one too. I know the Super Nintendo set-up, Commodore, in their infinite wis-
has better graphics. I’ve heard good dom, bring out the A1200. If I cannot
things about the CD32 but everyone adapt my A500+, which I adore using,
I know says there’s no games for it. I it will mean starting all over with a
bought your magazine and it had some new machines or miss out on all the new
good reviews so I know this isn’t true. software (this reminds me of the STE,
I know you’ll say the CD32 is best but STFM argument).
I’m getting really desperate. Until I bought my A500+, I wasn’t
What should I do? much of an artist. I couldn’t draw for
Chris Cooke, Co. Durham the life of me, but DPaint, MovieSet-
ter and Eric Schwartz changed all that.
Then just as I got used to it all, Com-
Answer from the editorial. - modore stab me in the back. Their con-
Such panic! Such consternation! The answer’s stant redevelopment idea has me com-
easy, lad. Get a CD32, save your pennies and pletely confused and annoyed. I’m all for
then, one day, you’ll be able to convert it to a progress, but releasing three Amigas
regular Amiga too, giving you the best of both
worlds. A MegaDrive can’t run CD games with- in the same price range - the crappy
out an expensive MegaCD add on, and we all A600, the unsupported CDTV and the
know just how poor the games are on that. new A1200 - is going to lose a lot of cus-
tomers. I think I understand why more
people are buying PCs. They may be slow,
bulky and have prehistoric architecture,
but at least they are easily upgradable.
J. V. Lane, Kent

CU Amiga Magazine 99 (May 1998)

CDTV coverage?
Do you have or intend to have a Answer from the editorial. -
special section for Amiga CDTV? No we don’t, and no we won’t!
At the risk of offending those
Jaydee with the not so little black boxes,
CDTV is obsolete technology.
Get with the program Jaydee!

566 • Magazine letters - CD32


Amiga CD 32 #2 (Winter 1994)
Letters

‘Still a dream’
Answer from the editorial. -
I have just purchased a CD32 and I would
Hardware buyers are always paranoid: as soon as
like to say that it is no way underrated. I
you buy your machine someone promises to bring out
have been a keen Amiga user for four years,
something new. Obsolescence is the bane of any gam-
and this is just reward for perseverance and
er’s life! So, as you say, you have to make the most of
support.
what you’ve got, now. Enjoy it while you can and then
I know you get hundreds of letters every
upgrade when you get bored of it.
month saying why one console is better than
If you really want 32-bit CD computing, your best
another but I am sick of hearing that the
bet might be to flog all your existing kit and use the
only advantage the CD32 has over com-
cash to buy an A1200 and CD-ROM drive. Which will
petitors is that is is here now and plenty of
still be able to run your CD32 software.
cheap software is available.
I have seen the 3DO on import. The
games are crap, the video fuzzy, and the
disk accessing considerably slower than an
Amiga floppy drive. Amiga CD32 Gamer #18 (Nov. 1995)
mail Section
The Atari Jaguar has been around for
months and there is only one decent game I’ve heard a rumour and I’d just like
available and the CD toilet add-on still you to shed some light on it if you can.
isn’t available. Like the Falcon, the Jaguar Is it true that when the CD32 is re-
was tipped to be a real Amiga beater and launched it’s going to be completely re-
flopped. Who says the hype surrounding oth- designed? I heard this would not only in-
er consoles is any different? clude the exterior but also the hardware
The Sony PS-X is still a dream, the Sega and workings inside. I was a bit worried
and Nintendo offerings are even further as this might lead to incompatibility of
away from competition, so no one knows how
existing software. One of the big sell-
good they’ll be.
ing points of the machine must be the
Also, I would like to tell everybody to stop
asking for proper CD games. The CD-only fact there’s so much software already
games are in development, and rushing the out there including loads at very cheap
developers will just reduce their overall qual- prices. However if people are afraid of
ity. games not working they’re less likely to
I have seen the various CD32 connection go out and buy the new machine until
kits and they’re all crap. And the price of there’s enough specific software out
the SX-1 is a joke. I have an A600. It has a there for it.
keyboard, disk drive, hard drive and numer- If on the other hand this isn’t going
ous ports. Why can’t just one company make to affect compability then why bother
a CD32 connection kit that uses the CD32
changing things for the sake of it. Or
as the master, instead of the other way
am I just being stupid? Please help.
around. If I had wanted a 16-bit CD-ROM
I could have bought a CDTV. Carl Logan, Macclesfield
Finally, it may seem odd that I bought a
CD32 in Commodore’s time of strife, but I
have complete faith in the Amiga hardware Answer from the editorial. -
if nothing else and Commodore were doing a Humm. Timing is of the essence today! ...the
good job, why Commodore even existed in the rumour you’ve heard is completely true. As
US where there isn’t even an Amiga market far as the extent of the redesigning, we can’t
I will never know. be positive about its impact on comp ability,
Jonathon Herbert, St. Heller, Jersey but I’m sure Amiga Tech and Escom won’t
want to put the new machine’s life at risk like
Commodore did with the Amiga 500+.

CD32 - Magazine letters • 567


Folioworx Player
Publisher COME
Release date 1994
Genre Graphics
Rest of the CD32 Titles Folioworx Player from COME (Corpo-
rate Media) in Hanover is a program
These pages includes CD32 titles that
for displaying photo CDs on the CD32
does not fit in the previous ‘games’
or AGA Amiga computers. The program
pages. Titles listed here includes
has an official KODAK license and can
software tools, reference titles, com-
read both plain Photo CDs (such as the
pilations discs, cover-discs, demos,
golden Photo CD Master discs) and in-
and other miscellaneous titles.
teractive Photo CD portfolio discs.

Mathematik Leicht Gemacht


Developer Amigacenter Dusseldorf
Publisher Amigacenter Dusseldorf
Release date 1994
Genre Edutainment

A German math learning tool.

PhotoLite
Publisher Eureka
Release date 1994
Genre Graphics

PhotoLite is a image viewer for the


CD32. The program supports multi-ses-
sion Photo CD’s and feature different
viewing options, such as landscape and
portrait mode.

COMPATIBLE

568 • CD-ROM titles - CD32


Maximum MODS
Publisher Legendary Design Teclnnologies
Release date 1995
Genre Music

Maximum MODS is a CD-ROM with Video Creator


over 4,200 music modules (241 hours of Developer Almathera (?)
music if played continuously). The disc Publisher Almathera
is intended for use with both the Amiga Release date 1994
and an PC so programs have been sup- Genre Graphics
plied for both machines. Video Creator let users create their own
Maximum MODS comes with a front end music videos. Users can combine im-
program that allows the user to search ages, animations, and 3D graphics with
for names of modules, or specific lengths a music CD and record with a video re-
of time. Also included are several appro- corder.
priate module player programs. Video Creator includes an editor, 3D vec-
“Maximum MODS tor graphics, over 1,000 Images and is
is included here compatible with the FMV cartridge. It can
because of it’s also auto generate videos and has the
inclusion in the ability to add text overlaid on a video.
“cd32.amiga.live” Video Creator, which took over 2 years
list of CD32 titles, to develop, was created primarily for the
so I assume it will
CD32.
boot on a CD32
machine.” “elisoftware.org”

CDBoot 1.0
Publisher Schatzruhe
Genre Tool

CDBoot 1.0 is an A1200 program that


enables users to use around 90% of the
CD32 titles released for the console on
an AGA machine, such as the A1200
and A4000 computer (with AT- or SCSI-
CDROM drive).
Users can create
a configuration file
for each CD, con-
taining information
on the Joypad em-
ulation. It is also
possible to save
the highscore of
each CD32 game.

CD32 - CD-ROM titles • 569


Amiga Workbench 3.0
Publisher Vesalia (?)
Release date 1993
Genre Tool

Amiga Workbench 3.0 is a bootable CD-


ROM where users can use Amiga OS
3.0 Workbench on a CD32.
CD Gold A standard CD32 joypad can also
be used in Workbench; the red button
Publisher Goldtech Computer Systems works like the left mouse button and the
Release date 1994
blue button like the right mouse button,
Genre Miscellaneous
respectively. The direction controls move
CD Gold was a CD-ROM based maga- the mouse pointer.
zine for CD32, CDTV, A570, and any CD The CD contains files from the origi-
Amiga. There was only one issue pub- nal Workbench 3.0 disk and some ad-
lished—the pilot issue. ditional files for the CD32. In total, the
Users can click on different questions CD contains 1MB of data, and does not
and a sound or video clip will play (some appear to have been officially released
with mistakes included). by Commodore or Amiga Inc., but by an
The CD includes interviews, re- unknown German company.
views, PD games and demos, images
and animations, among other things.

Sheer Delight
Publisher Better Concepts
Genre Multi-media

Adult multi-
media disc that
includes over
COMPATIBLE 3,800 images of
women in differ-
ent poses, in-
cluding women
in bathing suits,
lingerie, semi
nude, etc.

570 • CD-ROM titles - CD32


Catus Karaoke Series

Catus released a series of Swedish karaoke titles


for the CD32. In each title, users can choose from a
number of popular Swedish karaoke songs and sing
along with the accompanying text and midi-music. At
least four are known to exist, though the Karaoke Jul
CD has id number CD32-S009 (indicating 9 titles).

Catus, a publisher which were situated in Karlskro-


na—an urban area or tätort, Sweden—had previously
released Karaoke titles on the CDTV. They also sold
hardware, such as a small mixer and a microphone at
around £150. The CDs was priced at £50 each.

Publisher Catus AB
Release date 1994
Genre Party, Music

Krog- Karaoke 1
(“Pub Karaoke”)
CD32-S001
Songs aimed at barflies.

Dansbands- Karaoke 1
(“Dans Band Karaoke”)
CD32-S004
Songs which were popu-
lar with old Swedish cruise
ships passengers.

Fest- och SnapsKaraoke


(“Party and Snaps Karaoke”)
CD32-S008
Songs aimed at parties
where snaps (word for a shot
of a strong alcoholic bever-
age) are served.

Jul- Karaoke
(“Christmas Karaoke”)
CD32-S009
Swedish Christmas songs.

CD32 - CD-ROM titles • 571


Enciclopedia Electronica
Multimediale Grolier
The Guinness Disc of Records:
Publisher Grolier Hachette International
Second Edition Release date 1994
Genre Reference
Developer New Media
Publisher Guinness Publishing A CD32 verson of Grolier’s digital Italian
Release date 1993 encyclopedias which were also released
Genre Reference
on the CDTV.
An updated version from the 1991 CDTV The disc contains all 21 volumes of the
release Guinness CDTV Disc of Re- Italian Grolier encyclopaedia in the inter-
cords. active edition. It includes information on
Like its previous release, it is a digital science and technology, arts, history, ge-
version of the long running book series of ography, contemporary life, sport, with
world records. It includes images, video the possibility of navigating between the
files, sounds, etc. of over 6,000 records. various topics.

572 • CD-ROM titles - CD32


The Grolier
Electronic Encyclopedia
World Atlas
Publisher Grolier Hachette International
Release date 1992 Developer Wisedome
Genre Reference Publisher Wisedome
Release date 1995
The Grolier Electronic Encyclopedia is a Genre Reference
digital version of Groliers print encyclo-
pedia series. It is an updated version of World Atlas is a interactive atlas compat-
the CDTV 1991 release The New Grolier ible with the CD32 and Amiga AGA ma-
Electronic Encyclopedia. This version is chines.
also confusingly called The New Gro- World Atlas is based on Digital Wisdom’s
lier Electronic Encyclopedia on the back Mountain High Maps collection and in-
cover (ed.- but I guess every new version could be cludes information for each country,
called the “New” encyclopedia). such as economics, historical and cultur-
This contains their 21-volume book se- al facts, flags, as well as separate maps
ries and contains images and sound. It depicting major cities, rivers, mountains
also includes a search mode and print- and geographical position.
ing options.

COMPATIBLE

CD32 - CD-ROM titles • 573


CD Exchange Vol 1
Publisher CD Exchange
Release date 1994
Compilations PD and utility disc also compatible with
an A1200 CD-ROM. The utilities include
These pages includes ‘compilation’
music modules, shareware games and
discs released for the CD32, such as
utilities (including the Twin Express
CD-ROMs with PC/Shareware soft-
‘CD32 to PC or Amiga’ program), dem-
ware, games only released on com-
os, animations (including some by To-
pilation discs and compilations of re-
bias Richter and Eric Schwartz), clipart,
released CD32 titles.
fonts and AGA pictures.
None of the data has been archived,
which means that CD32 users can run
programs without the need to transfer
files.

Acid Attack
Publisher Acid (Guildhall)
Genre Games (compilation)

A compilation with 3 previously released


CD32 games; Roadkill, Super Skid-
marks and Guardian.
Each game came on their own CD.

574 • CD-ROM titles - CD32


Alien Breed Special Edition / Qwak

Alien Breed Special Edition 92


Alien Breed Special Edition 92 is a horror action game
released by Team17 in 1992 for the Amiga (and Black-
Berry in 2013). It is an interim between Alien Breed
and its sequel. Gameplay is the same as its predeces-
sor—each level is a maze to be navigated through
while fighting off hordes of aliens.
The Special Edition 92 includes 12 new levels and
several new features: “dark mission” in which only the
glowing blue eyes of the aliens are visible, a level with
no aliens but the destruction sequence already initi-
ated, ability to access levels by means of a code.

Publisher Team 17
Release date 1994

Qwak
Qwak is a 2D puzzle-platform game developed by
Jamie Woodhouse. It was initially released for the
BBC Micro and Acorn Electron in 1989. An updated
and enhanced Amiga version was given a budget re-
lease by Team17 in 1993. This update added several
new features, including a two player mode and ad-
ditional levels.
The object of the game is to guide a green duck
through eighty levels. Fruit and gems can be collected
Review by; for points, and enemies are eliminated with projectile
Amiga User International Vol 8 #6 (Jul. 1994)
egg weapons. There are a variety of power-ups also
Some bright spark at Team 17 re- available.
alised that calling this game Alien
Breed ‘92 would make it seem out
of date in ‘93 and beyond. So they
re-wrote it, adding extra levels
and wotnot, then renamed it. Then,
of course, they converted it to CD.
And added some more new stuff,
apparently.

CD32 - CD-ROM titles • 575


The Big 6

The Big 6 is a collection of six games from the Dizzy


series; Fantastic Dizzy (AGA version), Dizzy: Prince
of the Yolkfolk, Treasure Island Dizzy, Spellbound
Dizzy, Magicland Dizzy and Crystal Kingdom Dizzy.

The Dizzy series were created by the Oliver Twins


(Andrew and Philip Oliver) and published by Code-
masters. It was one of the most successful British
video game franchises of the late 1980s and early
1990s. Originally created for the ZX Spectrum and
Amstrad CPC, the series appeared on multiple home
computer and video game console formats, with over
a dozen games being published between 1987 and
1992.

The series is named for its main character, an an-


thropomorphic egg, called Dizzy for the way he som-
ersaults and rolls around the landscape. The games
Publisher CodeMasters
Release date 1994
are set in various fairytale-like locations and typically
involve Dizzy trying to save his friends and family, the
Yolkfolk, often from the schemes of his nemesis, the
evil wizard Zaks.

Most of the games in the series were platform-ad-


venture games, with an emphasis on puzzle solving,
collecting objects and interacting with other charac-
ters. In addition to these core adventure games, the
Dizzy branding and character also appeared in sev-
eral arcade-style games with unrelated gameplay.

The Oliver Twins eventually fell out with Codemas-


ters because of strained relations, and stopped work-
ing with or for the company. Since intellectual prop-
erty rights for the series were split between the two
parties, with the Olivers owning the copyright and
Codemasters the trademark, this effectively put an
end to the series.

Since the demise of the series in the early 1990s,


there have been numerous attempts to revive the se-
ries. These have included a remake for smartphone
platforms, a Kickstarter campaign, and the publish-
ing of several old games that were thought lost. The
series has also served as the inspiration for other
games, including many fan-games.

576 • CD-ROM titles - CD32


Fantastic Dizzy Treasure Island Dizzy
Originally released in 1991. Gameplay Adventure game originally released in
involves walking Dizzy through the lev- 1989 as the second game in the Dizzy ad-
els, picking up objects and using them to venture series. The aim of the game is to
solve simple puzzles. This enhanced AGA solve various puzzles in order to obtain a
version was only released as part of The boat so that Dizzy can return to his friends
Big 6 CD32 compilation. and family, the Yolkfolk.

Dizzy: Prince of the Yolkfolk Spellbound Dizzy


Adventure game originally released in Adventure game originally released in
1991. Remade for consoles as Dizzy 1991 as the fifth game in the Dizzy adven-
The Adventurer, later remade for mobile ture series. Gameplay is mostly similar to
phones. Also known as Dizzy VI. It was the previous games, combining puzzle-
the sixth game in the Dizzy adventure se- solving and object manipulation with ar-
ries. cade-style jumps and hazard-dodging.

Magicland Dizzy Crystal Kingdom Dizzy


Adventure game originally released in Originally released in 1992. It was the last
1990 as the sixth game in the Dizzy se- title to in the core Dizzy series until the re-
ries, and the fourth adventure-based Diz- lease of Wonderful Dizzy in 2020. Object
zy title. Gameplay involves walking Dizzy of the game is to find the magical crystal
through the levels, picking up objects and treasure which have been scattered all
talking to other characters. over the islands.

CD32 - CD-ROM titles • 577


The Classic Lotus Trilogy

The Classic Lotus Trilogy includes three games based


around the Lotus brand. Published between 1990 and
1992 by Gremlin Graphics, the games gained very
favourable reviews upon release. Original Amiga ver-
sions of the games were created by Shaun South-
ern and Andrew Morris of Magnetic Fields, and then
ported by other individuals to several other computers
and game consoles.

Lotus Esprit Turbo Challenge


The first game in the series
was released in 1990 for 8-bit
and 16-bit computer systems,
the Amiga and Atari ST ver-
sions. The game granted the
player to race a Lotus Esprit
Turbo SE car through 32 cir-
Developer Magnetic Fields cuit race tracks of varying
Publisher Gremlin Graphics scenery.
Release date 1994
Lotus Turbo Challenge 2
The second Lotus game
shifted focus to arcade-ori-
ented gameplay. Being the
first of the series released
for a game console, the fuel
limit and difficulty levels were
dropped, and the lap-based
levels were replaced with
course-based time trials.

“Slightly overpriced in this Lotus III: The Ultimate Challenge


format, but easily the best The third game in the series
driving action you can get for combined the gameplay as-
your CD32, even if only for pects of its predecessors,
the sake of Lotus 1. allowing players to choose
Review score: 80%” between racing opponents of
Amiga Power review (April 1994) Lotus Turbo Challenge or the
arcade-like time trials of Lo-
tus 2.

578 • CD-ROM titles - CD32


Dangerous Streets / Wing Commander

This is a multi-game disc which includes the previ-


ously released Dangerous Streets, and Wing Com-
mander—in an AGA-enhanced version only available
in this compilation. It also includes some demos, such
as a CD32 commercial, a tech demo, Rise of the Ro-
bots trailer, among other things.

Wing Commander
Wing Commander is the first game in Chris Roberts’
space flight simulation Wing Commander franchise by
Origin Systems. The game was first released for MS-
DOS on in 1990 were it was considered a major step
forward for space dogfight games, featuring graphics,
audio, and a story campaign that invited comparison
to the Star Wars films. It has been said that it “raised
the bar for the whole industry”, as the game was five
times more expensive to create than most of its con-
Publisher Commodore temporaries.
Release date 1994
Set in the year 2654 and characterized by Chris Rob-
erts as “World War II in space”, it features a multina-
tional cast of pilots from the “Terran Confederation”
flying missions against the predatory, aggressive
Kilrathi, a feline warrior race.
Wing Commander is a space flight simulation game.
The player pilots a ship which engages enemy ships
of various capabilities. As the title suggests, there will
generally be an AI-controlled wingman which the play-
er can give orders to.
The CD32 version was updated to 256-colors and
CD32 controller support.

Review by;
The One Amiga #65 (February 1994)
£00.00p? Yes, it’s true - anyone
buying a CD32 from now on gets
an extra CD bundeled with it,
bearing Wing Commander and
Dangerous Streets plus a few
show-‘em-off-to-your-mates dem-
os of what the CD32 can do. The
less said about Dangerous Streets
the better.

CD32 - CD-ROM titles • 579


Amiga Game-Power
Publisher Florida Soft
Release date 1994

Diggers / Oscar Includes around 40


PD games, some of
Publisher Commodore International which are needed
Release date 1993
to be loaded from
A compilation of two previously released Workbench.
CD32 titles.

COMPATIBLE

Express PD Galore
Publisher Express Pd.
Release date 1994

Express Pd Galore is a shareware collec-


tion for Amiga/CDTV/CD32. It includes a
menu interface for accessing 190 AGA
and 210 PD software titles (an external
floppy drive and keyboard is needed for
Diamonds & Pearls running these).
Publisher WOD’s Multimedia
Release date 1994

A collection of public domain utilities re-


leased in Germany.

COMPATIBLE

580 • CD-ROM titles - CD32


Overkill & Lunar-C

Overkill
Overkill, originally released for the A1200 in 1993, is a
2D side-scrolling shooter, similar to Defender or Strike
Force. The game takes place in 2690 A.D, where the
player is the leader of an elite fighter corps that tries
to end conflict between two big factions.
The player’s ship can be freely moved on the screen
(and screen can be moved in the left and right—simi-
lar to Defender). The goal of the game is to shoot en-
emies, collect power-ups and rescues civilians.

Publisher Mindscape
Release date 1993

Lunar-C
Lunar-C is unique in that it was only released in this
compilation. The back story revolves around a giant
dreadnought attacking an unnamed planet. The play-
er takes the role of the chosen hero and boards their
flying saucer to eliminate the aliens called Sirians.
The game is a horizontal scrolling shooter. After a
wave of enemies is destroyed, they release a power-
up token. Collecting it will advance the weapon select
Review by; gauge by one step, similar to Gradius. In this way, the
Amiga User International Vol 8 No 3 (Mar 1994)
weapon systems of the player’s ship can be upgrad-
I’ll keep this brief. Overkill is a ed. If the player hits an enemy or a bullet, their energy
very colorful, smooth Defender
clone, which is a pretty chunky
bar is reduced. At the end of each level, a guardian
challenge, featuring three planets awaits that needs to be destroyed in order to advance
on each of six levels before the further in the game.
final encounter. Overkill is worth
£13. Lunar-C is a third-rate imita-
tion of Project X. Team 17 is due
to release Project X on CD for
£14.99. My advice would be to buy
Overkill but forget Lunar-C. But
you can’t. The two are as whole
worthwhile? Just about.

some text from mobygames.com

CD32 - CD-ROM titles • 581


Gamers’ Delight

Text from the packaging;

This CD contains 40 games for the Commodore


Amiga from differing categories. Action, Jump &
Run, Card Games, Puzzles, Strategy Games - a
whole range of computer entertainment awaits!
Gamers’ Delight hold you captivated for hours and
guarantees long-lasting pleasure.
All games are commercial versions - no public do-
main & no demos!
This CD can be run on any Amiga with CD-ROM
drive, CDTV or Amiga CD32 Console with 1 MB
free memory and Joystick/Joypad.

Publisher GTI / Schatztruhe


Release date 1994 Gamers’ Delight is a compilation of 40
games for Amiga machines with CD-ROM,
CD32 and CDTV. All games were developed
by Harald Müller.

Alien Hunter AmiMind

Bomber 2000 Filou Fireball

Flotte Galaga 94 Go Kevin Go

COMPATIBLE

582 • CD-ROM titles - CD32


Happy Monster JumpMan Labyrinth Logik Marble

Mau Mau Missile Mover Moving Multi Zocker

Paint It Patience Patience II Patience III Piece in Space

Pipe Master 2 Rescue Rescue 2 Reverse Rollerball

Rolling Stones Roundabout Senso Skat Snake

Soko Space Bomber 2 Space Dunk Spacer Speed Worms

Stones Walls

some text from mobygames.com

CD32 - CD-ROM titles • 583


The Humans 1 & 2

Humans 1 & 2 includes: The Humans and it’s sequel,


The Humans: Insult to Injury, on the same CD.

The Humans
The Humans is a puzzle-platform game developed
by Imagitec Design in Dewsbury, England and origi-
nally published by Mirage Technologies for the Ami-
ga on May 1992.
The Humans is similar to Lemmings whose objec-
tive is to manipulate the given number of humans,
taking advantage of abilities and tools to achieve the
level’s goal, usually consisting of finding a certain
tool, killing a certain number of dinosaurs or bringing
at least one human to the end point, marked by a
conspicuous colored tile. Each level is independent
of the next, each with its own tools, goal, and set
number of humans allowed per level. The only things
that carry from level to level are the total number of
humans in the player’s tribe and the player’s total
score.
Developer Imagitec Unlike Lemmings, the player can actually
Publisher Gametek control one “Human” at a time, making for precise
Release date 1994 actions easier than in other similar games. As the
Genre Puzzle
player progresses through the game, they get more
Mode 1 Player
“Humans” to join their tribe, usually obtained by
rescuing them throughtout the levels. The players
keeps progressing until they either beat the game
or they no longer have the minimum amount of tribe
members required to pass the level.

The Humans were ported to


several different home com-
puters and consoles, but the
sequel was only released
on MS-DOS and Amiga.

Other Releases
MS-DOS 1993
CD32 MS-DOS

584 • CD-ROM titles - CD32


The Humans was the creation
of former Imagitec Design de-
signer Rodney Humble during
his time working at the compa-
ny in Dewsbury who, inspired
by Psygnosis’ Lemmings and
its puzzle elements, created
and drew his ideas on story-
boards before transferring his
work to the Imagitec program-
mers, developing them further
into a trilogy based upon the
human evolution. Coding on
The Humans The Humans: Insult to Injury
the project started on Decem- Amiga cover art Amiga cover art
ber 1991, with Suspicious
Cargo programmer David Lincoln being respon- The Humans: Insult to Injury
sible for the Amiga version, although design
Following the success of The Humans, a
work originally started on the Atari Lynx under
sequel titled The Humans: Insult to Injury
the working titles Dino Dudes and Dino World.
(also knwon as The Humans 2: Jurassic
Atari Corporation reportedly liked the game and
Levels) was launched in 1992 as both a
commissioned Imagitec with two additional con-
stand-alone release or as an expansion
versions for their Atari Falcon and Atari Jaguar
pack. The Jurassic Levels is presumably
platforms respectively.
named to cash in on the then-current
The Humans’ creation process was over-
Jurassic Park hype.
seen by co-producers Martin Hooley and Simon
It contains 80 additional levels.
Golding, the latter of which oversaw all versions
The objects collected during the first
of the game. Golding stated that the production
game are available from the start, so puz-
was inspired by Lemmings instead of being “a
zles are immediately more complex.
rip-off” but focusing towards “bigger graphics”,
a cartoon-esque feeling reminiscent of short In 1995, a third entry in the series titled
films like Tom and Jerry, more varied levels, Humans 3: Evolution - Lost in Time was
among other features. Lincoln employed Cross released, keeping to the original game
Products’ SNASM programming tool to write the idea but differs from the original entry
code on an editor using a PC before porting it in storyline, gameplay style, and level
to Amiga for testing. Artists Andrew Gilmour and continuity.
Michael Hanrahan drew the pixel art, while com- About a decade after GameTek
posers Barry Leitch and Ian Howe were respon- declared bankruptcy, Deep Silver re-
sible for the soundtrack. Other members at Im- leased a fourth entry for Windows and
agitec were also involved in the title’s production Nintendo DS under the name The Hu-
across every subsequent version released. mans: Meet the Ancestors!, retaining
the same general gameplay style but
The Humans was very well-received by video
improved the graphics and added more
game magazines and garnered praise for the
interactive objects and enemies.
originality, presentation and audio upon its initial
Amiga launch. Other versions of the game have
been met with a more mixed reception from crit-

some text from giantbomb.com

CD32 - CD-ROM titles • 585


Mutation Gold Compilation: Limited Collectors Edition

The Mutation Gold Compilation is a compilation of


5 games by Mutation Software previously released
as stand-alone titles for the A1200; Doodlebug: Bug
Bash 2, Tin Toy In The House Of Fun Adventure,
Tommy Gun, Castle Kingdoms and Cyberpunks. The
original release of this compilation has become ex-
tremely rare.

The Mutation Gold Compilation CD will autoboot on


CD32 systems, but a possible mastering error causes
a problem which results in only the first two games on
the main menu—Doodlebug and Cyberpunks—load-
ing properly. The loading problems have been largely
circumvented and thus resolved under emulation.
Unlike the original floppy releases, the ver-
sions of Doodlebug and Cyberpunks included in this
CD compilation both require a joypad for gameplay.

Publisher Mutation Doodlebug: Bug Bash II


Release date 1998
A side-scrolling platformer.
The goal of the game is to
guide a Doodlebug through
Adrian Cummings and his studio five different levels (with
Mutation Software has started three sub-levels each), killing
re-releasing their games on dif- enemies by jumping on their
ferent platforms. Some are also heads until they eventually
released as stand-alones for iOS make it to the final boss.
devices and can be bought on the
app-store. Many of the games
was also re-released for old sys- Tin Toy In The House Of Fun Adventure
tems, including Amiga floppy and The player takes control of
CD32. These can be bought from a tin-man who has to travel
their web-shop in physical forms. through side-scrolling levels
in order to fight an evil clown.
The Mutation Gold Compilation
The tin-man has four spells
was also released on itch.io as a
to his disposal: creating a
paid downloadable .ISO file. The
temporary platform under his
.ISO was developed and intend-
feet, floating, invulnerability
ed for stock Amiga CD32.
and a smart bomb.

Other Releases
Mutation Gold Compilation (itch.io )
Physical copies (softwareamusements )

586 • CD-ROM titles - CD32


Tommy Gun
A rail shooter with a third person
perspective, where the the tomato,
Tommy Gun, take out enemies one
after the other scrolling from side to
side. Each of the five levels have
their unique setting and enemies.
There is also a two player mode
where the second player takes con-
trol of his sidekick Big Cheese.

Castle Kingdoms
An isometric action game where
the player control a party of five ad-
ventures (knight, princess, warrior,
elf and wizard) who must fight their
way through five castles of evil. One
character are controlled at a time
and the other will follow. Helpful
items such as health and shield po-
tions can be found around the levels.

Cyberpunks
A top down shooter. The player con-
trols three characters—Lead Raa,
Gee, and Bee—simultaneously.
Game play consists of shooting
enemy aliens and locating several
door passes before being able to
move onto the next level.

Amiga stand-alone release cover-art

CD32 - CD-ROM titles • 587


Now That’s What I Call Games 2
Developer Applied Optical Media
Publisher Multi Media Machine
Release date 1993
Now That’s What I Call Games The second compilation disk contains
Developer Applied Optical Media another 100 games, including demos for
Publisher Multi Media Machine other Multi Media Machine titles.
Release date 1993

The first of three compilation disks that


includes different PD games. This title
includes 100 games (50 compatible
with the CD32 controller and another 50
which uses mouse or keyboard).
Many of the games found on the Now
That’s What I Call Games discs were
created with the popular homebrew de-
velopment tools AMOS and the Shoot
‘Em Up Construction Kit.
COMPATIBLE

Now That’s What I Call Games 3:


Games & Goodies
Developer Applied Optical Media
Publisher Multi Media Machine
Release date 1994

The third release contains over 100


shareware games and demos. The CD
also includes short animations and car-
toon clips from Eric Schwartz.

COMPATIBLE

COMPATIBLE

588 • CD-ROM titles - CD32


Project-X Special Edition & F17 Challenge

This compilation contains the updated edition of shoot


‘em up Project-X, which is an easier and debugged
version of the original, and the racing game F17 Chal-
lenge, neither of which had previously been released
for the CD32.

Project-X (Revised Edition)


Project-X is an R-Type style horizontally-scrolling
shooter. The game includes different power-ups the
player can pick up from destroyed enemies. Each lev-
el has a different setting and an end-of-level boss to
defeat.

Publisher Team 17
Release date 1994

F17 Challenge
F17 Challenge is a third-person racing game featuring
real Formula 1 cars and circuits, which represented
Team 17’s first attempt at the genre.
There are two gameplay modes, Arcade and
Normal with 3 difficulty levels. The number of laps is
variable.

Review by; Amiga Power #37 (May 1994)


written by; Stuart Campbell
Annoying shoot-‘em-up and tedi-
ous racer combine to form a thor-
oughly missable double bill. With
a decent version of D-Hero avail-
able on CD32 now, there’s very lit-
tle point in bothering with Project-
X, and there was never very much
point in bothering with F17 Chal-
lenge in the first place.

some text from mobygames.com

CD32 - CD-ROM titles • 589


Top 100 Games CD32
Publisher US Dreams
World of Sound Release date 1994

Publisher US Dreams
Top 100 Games consists of 100 PD
Release date 1994 games, though some of the included
games are incompatible with the CD32,
World of Sound consists of different mu- and won’t start on the machine.
sic tools and editors, samples, music
tracks, among other shareware files.

Text from the cover;


The ultimate sound collection consisting
of the best sound players, editors, utils,
thousands of original scores, samples,
sound fx and midi-data. Push your Amiga
to the limit with the best sounds available
on cd. Create your own “World of Sound” Text from the cover;
with the millions of possibilities and com-
Top 100 games Amiga CD32 is the best
binations.
collection of games available for the Ami-
ga CD32. Great sound and graphics, you
will have hours of fun with the top 100
collection.

590 • CD-ROM titles - CD32


Ultimate Body Blows &
Project-X Special Edition Grandslam Gamer
Publisher Team 17 Gold Collection
Release date 1994
Publisher Commodore International
A Compilation of two games. Ultimate Release date 1995
Body Blows—also released as a stand- A compilation of three previously re-
alone CD32 title. Project-X (Revised leased CD32 titles; Bump ‘n’ Burn, Jet-
Edition)—ECS/OCS Amiga game also strike and Nick Faldo’s Championship
released on a CD32 compilation with Golf.
F17 Challenge.
4 demos of other
CD32 titles is also
included on the
disk are

Lock-N-Load
Publisher NorthWest PD
Release date 1994

A Workbench based CD-ROM with near-


ly 1,000 PD games. It comes with Work-
bench 1.3, 2.0, and 3.0 on the CD. It
Sleepwalker & Pinball Fantasies also includes a Spectrum emulator with
Publisher Commodore International around 30 games and a large collection
Release date 1993 of the Assassin PD disks.
A compilation of two previously released
CD32 titles. This dual-game CD was
bundled with the console in the US and
Brazil.

COMPATIBLE

CD32 - CD-ROM titles • 591


Power-Games
Publisher Media Team GbR
Network CD 2 Release date 1994

Publisher Weird Science


Power-Games is a compilation of over
Release date 1995 500 games for the Amiga, CD32 and
CDTV. The games are stored both un-
The first Network CD disc from Weird packed and as compressed LHA ar-
Sciense were released on a disc com- chives on the CD-ROM.
patible with both the CDTV and CD32.
When booting the CD on a CD32, a
The second disc is not compatible with
graphical menu is displayed where
the CDTV. The Network CDs are mostly
compatible games can be selected and
aimed at networking and enables the ac-
launched by genre. However, some of
cess of CD-ROM on the Amiga by using
the games require either a mouse, a
the CD32 as a slave drive.
keyboard or both.
Network CD 2 is an improved version
The games are mostly freeware and
and have a faster and easier apporach
shareware, with a couple of commercial
to setting up a network than the first title.
demos available as well.
The Sernet program now runs at a “mobygames.com”
far higher speed and includes keyboard
and mouse emulation from the Amiga.
The CD also includes different
images, PD software, etc.

COMPATIBLE

592 • CD-ROM titles - CD32


Amiga CD32 Gamer Issue 1
Spring Special
Publisher Paragon Publishing
Region United Kingdom
First release mid-1994
Final release April 1996
No. issues 22

Over the course of 1994, three CD32 mag-


azines were launched; Amiga CD!, Amiga
CD32, and Amiga CD32 Gamer. The latter
was the most successful, surviving for just
under two years.
Contents:
• Pinball Fantasies
CD32 Gamer was a monthly publication • D/Generation
launched during May 1994 that covered • Trolls
• Donk! Special Edition
the CD32. It was the first Amiga magazine • Alfred Chicken
to include a CD with every issue. As was • Nick Faldo’s Championship Golf
common at the time, the making of the
cover CD was harvested out to Multi Me-
dia Machine who gathered software and
produced a custom front-end for it. This The magazine can be seen as a trend-set-
usually included a few game demos, ani- ter that helped to improve the Amiga mar-
mation’s, shareware, and the best from the ket by showing that CD drives would be a
demo scene. Apart from the game demos necessity.
this was mostly shovelware. Most of the
shovelware was of high quality, featuring
Contents:
work by Eric Schwartz amongst others. • Cannon Fodder
The discs would also include a full ver- • Banshee
• The Chaos Engine
sion of Workbench, including many librar- • Fire & Ice
ies from the 1.3 release to allow certain • Ultimate Body Blows
• Heimdall 2
games to work.
Even with this added padding the
CD hardly took advantage of the storage
capacity, barely reaching 100Mb of soft-
ware on most issues. Issue 2
June - July 1994

Contents: Contents:
• Legacy of Soracil • Legacy of Soracil
• Zool • Zool
• D/Hero • D/Hero
• Lotus Esprit Turbo Challenge • Lotus Esprit Turbo Challenge
• Nigel Mansell’s World Championship • Nigel Mansell’s World Championship
• World Cup Quiz • World Cup Quiz

Issue 3 Issue 3
August 1994 August 1994

some text from bambi-amiga.co.uk

CD32 - CD-ROM titles • 593


Contents: Contents:
• Arcade Pool • Tower Assault
• Jetstrike
• Litil Divil
• Superfrog
• Super Stardust (slideshow)

Issue 4 Issue 5
September 1994 October 1994

Contents: Contents:
• Bubble and Squeak • Beneath A Steel Sky
• Rise of the Robots • Bump ‘n’ Burn
• Wembley International Soccer • Kid Chaos
• Pinball Illusions
• Super Stardust

Issue 6 Issue 7
November 1994 December 1994

Contents: Contents:
• Banshee • Akira
• Clockwiser • Big Red Adventure
• Nick Faldo’s Championship Golf • Disposable Hero
• The Chaos Engine • Emerald Mines
• Trolls • Legacy of Sorasil
• Ultimate Body Blows

Issue 8 Issue 9
January 1995 February 1995

Contents: Contents:
• Kingpin • Super League Manager (slideshow)
• Rally Championships • Base Jumpers
• Whizz • Whizz
• Alien Breed 3-D (slideshow)

Issue 10 Issue 11
March 1995 April 1995

594 • CD-ROM titles - CD32


Contents: Contents:
• Limbo of the Lost • Dragonstone (slideshow)
• Marvin’s Marvelous Adventure • Fears (slideshow)
• Insight Dinosaurs
• PGA European Tour (slideshow)
• Speedball 2 (slideshow)

Issue 12 Issue 13
May 1995 June 1995

Contents: Contents:
• Gloom • Nick Faldo’s Championship Golf
• PGA Tour Golf (film) • Bump ‘n’ Burn
• Jungle Strike (film) • Jetstrike
• Football Glory (film) • Dragon Duel
• R3

Issue 14 Issue 15
July 1995 August 1995

Contents: Contents:
• Base Jumpers • Tower Assault
• Clockwiser
• Kingpin

Issue 16 Issue 17
September 1995 October 1995

Contents: Contents: Playable demos:


• Virtual Karting • Alien Breed 3D
• Alien Breed 3D (slideshow) • Coala
• Worms (slideshow)
• Super Street Fighter II (slideshow)

Issue 18 Issue 19
November 1995 December 1995

CD32 - CD-ROM titles • 595


Contents: Contents:
• The A to Z of CD32 Games • The A to Z of CD32 Games
• Pinball Prelude • Inside the CD32
• ModPlayer 2

Issue 20 Issue 21
January 1996 February 1996

Contents:
• The A to Z of CD32 Games
• CD-ROM Special
• Capital Punishment

Issue 22 unreleased
April 1996

Amiga CD32 Special


Alongside CD32 Gamer, Paragon Publishing launched Publisher Paragon Publishing
a spin-off title called Amiga CD32 Special. The first Region United Kingdom
First release December 1994
edition hardly differed from issue seven of CD32
Final release 1995
Gamer, with the exception that the full version of Lam- No. issues 3
borghini American Challenge appeared on the cover
CD. Rather than being a reprint of CD32 Gamer, issue
2 was a tips special dedicated to the Quik the Thunder
Rabbit.

Amiga CD32 Special 1 Amiga CD32 Special 2 Amiga CD32 Special 3


December 1995 Spring Special Spring Special

text from bambi-amiga.co.uk

596 • CD-ROM titles - CD32


Contents:
Amiga CD32 demos;
• Pinball Fantasies
• Microcosm
Publisher Future Publishing • D/Generation
Region United Kingdom • Whale’s Voyage
First release Spring 1994 Games;
• Fighting Warriors
Final release Autumn 1994 • Fruit Panic
No. issues 2 • Croak
• Velcro Crab
Amiga CD32 magazine was the fourth and • Insectoids
final title to spin-off from Amiga Format.
Amiga CD! Magazine
The previous three (Amiga Shopper, Amiga Issue 1
Power, and Amiga Format Special) had all
been a success. However, the Commodore
Contents:
liquidation would kill the magazine before • Bubba ‘n Sticks
issue 3. • Trolls
• Nick Faldo’s Golf
The first issue, with 92 pages, featured the • Inferno (slideshow)
• PD Games
usual game reviews and tips, but also in-
cluded more in-depth information, such
as an industry commentary on the new
machine and David Pleasance interview.
Reaction to the magazine was positive,
leading to the production of a second issue Amiga CD! Magazine
during Autumn 1994. This expanded upon Issue 2
the coverage of the first issue to provide a
glimpse of the possibilities that CD tech- Contents:
nology provided. There was also the news • Fire & Ice
• Banshee
that the magazine would move to a month- • Heimdall 2
ly publication, beginning with the release • Body Blows
• Microcosm
of issue 3 on December 1st. However, the • The Labyrinth of Time
Commodore liquidation and the relative dif- • PD Games
ficulty in finding new hardware forced the
cancellation of these plans—issue 3 never
saw the light of day.
Amiga CD! Magazine
Issue 3
Contents:
• Guardians
• Skidmarks Contents:
• Nick Faldo’s Championship Golf • Marvin’s Marvellous Adventure
• Lotus Turbo Challenge • Wembley International Soccer
• Pirates! Gold • Bubble ‘n’ Squeak
• Alfred Chicken • Top Gear 2
• D/Generation • Arcade Pool
• Microcosm • Superfrog
• The Chaos Engine • Banshee
• Donk! • Cannon Fodder
• Fire & Ice • Kid Chaos
• Nigel Mansell • PD Games
• Zool 2
• Disposable Hero
Amiga CD32 Magazine • Ultimate Blows Amiga CD32 Magazine
• Pinball Fantasies
Issue 1 Issue 2
• PD Games

some text from bambi-amiga.co.uk

CD32 - CD-ROM titles • 597


The Demo Disc
Publisher Commodore
Game Massive
Release date 1993, 1994 Publisher Amiga Power
Genre Demo Release date 1995
The Demo Disc seems to have been This was released as the coverdisc for
aimed at video game kiosks in a demo the May 1995 edition of Amiga Power
unit where consumers could try games magazine.
or watch advertisements of the console.
Two versions were released; Demon-
stration Disc 1.1 (1993) and Demonstra-
tion Disc 2.0 (1994).
The disc included four games; Robocod,
Pinball, D/Generation and Sleepwalker.
CDXL Action!; 30 second video of differ-
ent video-clips.
DEMO Graphics; series of images.
DEMO Flight; A simple 3D demo.
DEMO About Amiga CD; Plays differ-
ent 3D animated video clips with a voice
over explaining the CD32’s graphics ca-
pabilities.

Text from the introductory screen;


Greeting readers. You’re currently in possession of an
AMIGA POWER CD32 game disk, a valuable piece of limited-
edition plastic that, if stored in mint condition, will
almost certainly attain antique status within the next
decade. Anyhow, you’re probably fed up with CDs promising
you “all new” and “exclusive” demos and featuring that
much-used Chaos Engine demo, so we’ve trying something
different with this one, having held it to our beating
hearts and made it as intensely personal as we could.
Rather than plucking a load of old tat off bulletin boards
or any old demo that softies throw at us, we’ve packed
out the disk with demos or full PD games that we actually
play in the office. Also...
As well as all that “Plenty of demos, loads of top PD”
stuff, which let’s face it, is what every CD promises,
we’ve also got the AMIGA POWER (Sort Of) Interactive All
Time Top 100. Without going into much technobabble, the
Microcosm Demo APSOIATTOH lists what we reckon are the best 100 Amiga
(not just CD32) games OF ALL TIME, pretty much like the
Publisher Psygnosis magazine really. However, thanks to the near-miracle of
Release date 1994 (Sort Of) Interactive CD technology, you can click on
each entry and get either some blurb, or possibly even
Genre Demo
a demo to play. Remember though, that most games in the
APSOIATTOH are Amiga-only, so just because you can play a
Playable demo demo, it doesn’t automatically mean that the full games’s
of the game available on the CD32. We’ve tried to list the ones that
are, but could well have got bored half-way through.
Microcosm. Sorry ‘bout that.
Enjoy.

598 • CD-ROM titles - CD32


Cancelled
Adrenaline Factor
Cancelled Titles Developer Mirage Technologies
Genre Shooter
These pages includes CD32 titles that
were never released commercially. Adrenaline Factor is a fast paced isomet-
Because of the low number of copies ric action game where the player control a
released on many of the CD32 titles, machine-gun wielding robot destroying de-
it may be possible for some of these structible environments and enemies. The
to have been released in very small game was released as Bedlam in 1996
numbers. for MS-DOS, Macintosh, PlayStation and
Windows.
Some of these entries may be incor-
rectly included, such as a game like The game was originally called Adrenaline
NHL Hockey, which had numerous Factor and was a planned CD32 title. The
different versions by different devel- game was previewed in 1995 via Genera-
opers. tion 4, Amiga Action
and Amiga Power
magazines, but its
believed that the
game was cancelled
Aggression due to Commodore’s
Developer Bloodhouse bankruptcy in 1994
Genre Shooter and the rising popu-
larity of other plat-
Shoot ‘em-up game which was in develop-
forms of the time,
ment for the A1200 and CD32.
such as the PlaySta-
tion. It is unknown
article; Amiga Pro Magazine 32 #1 (June 1994) how far the game
had got by the point
AGGRESSION: The of cancellation.
meanest horizontal
scrolling shoot-em- “gamesthatwerent.com”
up ever. It features
95% ray-traced graph-
ics with 512 colours
on screen. Full screen Benjamin And The Alien Incident
multiplayer scrolling and huge sprites Developer Bloodhouse
make use of every available clock cycle Genre Adventure
in a 1200. The CD32 version and 1200
Developed by Housemarque and released
are almost identical since the 1200 ver-
sion is harddisk installable.
as Alien Incident in 1996 for the MS-DOS.
The CD32 version features more The game is a humorous 2D point-and-
animation and music since the internal click adventure game which consists of
sound capabilities or RAM are needed traditional inventory based puzzles and
for the music, the sound effects are better multiple-choice conversations.
than those of the 1200. The unreleased Amiga version was refer-
enced in CU Amiga in April 1994.

600 • Unreleased Games - CD32


Baldies
Developer Creative Edge Software
Genre Strategy The Big End / The Big Engine
Baldies is a real-time strategy game devel- Developer The Hidden
oped by Creative Edge Software and origi- Publisher Supervision
Genre Racing
nally published by Atari Corporation for the Mode 1-4 Players
Atari Jaguar in 1995. Later ports were re-
leased for Macintosh, Windows, MS-DOS, Designed as a top-down/isometric racing
PlayStation and Sega Saturn. game featuring formula one cars and real
Conceived and written by Creative Edge tracks, The Big End was scheduled for re-
Software founder David Wightman, Baldies lease at Easter 1995. Initially, the game
originally started as a project intended for was due to appear on AGA and CD32 ma-
the Amiga platforms in early 1993 and was chines, with a cut-down A500 version to
set to be released by Mindscape before possibly follow later.
publishing duties were transferred to Gam- The game was being developed by the
eTek instead, however this early version three man team The Hidden; Craig How-
of the game was never officially released ard, Will Bell and Simon Leggett.
for unknown reasons until it was convert- The Big End would feature weather
ed and completed on the Jaguar CD. The variations, where the player would be en-
Amiga incarnation of the game featured couraged to visit a pit-stop and change
different visuals from the final version. tires if rain begins when in a race.
In various online interviews, Wight- It would be possible to choose from
man stated that his development company 20 different racing teams—each with a
obtained development kits for the Jaguar unique racing car that responded differ-
from Atari Corporation and that program- ently to each other.
ming of the unreleased Amiga version was The Hidden was also in contact with Com-
directly converted to the Jaguar CD, as modore where they proposed a four-way
90% of its code was written in the Assem- multi-player adapter for the CD32, which
bly programming language, and rewritten would give them four player simultaneous
in order to work with the Jaguar’s multi- mode for their game.
chip architecture.
Ports for the 3DO Interactive Multi-
player and Amiga CD32 were also in de-
velopment but never published.

images from Amiga CD32 Gamer #5

CD32 - Unreleased Games • 601


article; Amiga Format #77 (November 1995);

The
Amiga has
Atrophied Underpinning Interect’s commit-
ment to the Amiaga is their plan for
three more games.

N
ew Amiga software de- COMPLETE DEDICATION
veloper, Intersect Devel- Even more impressive is Inter-
opments, have pledged sect’s commitment to the Amiga “Amiga programmers are the
themselves to the cause of innova- scene: “We are completely dedi- most talented around,” enthused
tive, AGA-specific programming cated to the Amiga and everything Giles Hunter, MD of Guildhall.
techniques in games. it stands for...” “They care passionately about the
Their first game, a horizontally Despite being relatively unheard machine they program. That’s why
scrolling shoot-’em-up going by of, Intersect have been around for they come to us. They know that
the name of Atrophy will feature, over nine years in one hardware we treat them as people and not as
they claim, “AGA techniques and programming form or another. numbers the way the big boys do.”
hardware tricks never seen before”. In their correspondence with us Atrophy should be finished by
Rather than be concerned with they mentioned that talks were in mid-October, in time for a Christ-
the millstone of programming for progress with a publisher. mas release. Three other projects
OCS/ECS machines, Intersect have Format can exclusively reveal are currently “under construction”.
opted to squeeze every last ounce that the publisher, barring any mis- We’ll bring you the details as and
of power out of the, up till now, haps at the last hurdle, will be none when we get them.
sadly under-utilised AGA chipset. other than Guildhall.
Format received a video of sev- Guildhall, the people responsible
eral levels of the game in play. The for bringing top grade, innovative
scrolling was impressive, as was games to the UK Amigas, such as
the size of the main player-control- Skidmarks, Super Skidmarks, Road-
led sprites, the parallax scrolling kill, Guardian, Fears, and Gloom,
and the use of colour. reflects the spirit of Intersect.

602 • magazine article


Atrophy
Developer Intersect
Publisher OTM
Genre Shooter
Mode 1-2 Players

The game began life as Atrophy in 1995


and was originally scheduled for release
on A1200/4000 (floppy/CD) and CD32 by
Guildhall in late 1995. Game design and
coding was done by Trevor Mensah and
Frank Tout. Graphics were also by Tout
and music was by Lee Smith.
Bitter internal fighting within the de-
velopment team regarding game design
Mensah claimed he had found some un-
(predominantly graphics and music) and
documented features of the A1200 and
up-front royalty payments resulted in the
had exploited them to make the game a
game’s release being continually delayed.
ground-breaking technical tour de force.
Reportedly, central to the internal fighting
There was just one small hitch, however—
was team coder Frank Tout, via message
apparently not all A1200s sold had AGA
posted on EAB (English Amiga Board).
chipsets with these undocumented fea-
Amidst all this, the game’s publisher
tures.
changed—OTM replaced Guildhall as the
Reportedly, Atrophy made use of a
publisher, although Guildhall maintained
unique game engine that was developed
the distribution rights—and a new release
over about 5 years by Intersect, and was
date of March ‘96 was set.
quite conducive to a game being written
Around mid-1996, the internal fight-
around it in a short period of time. While
ing came to a head after the team missed
Atrophy was being coded, Intersect appar-
yet another release date, which triggered
ently had utilized the same game engine
a mass exodus of team members from In-
and were in the early stages of develop-
tersect Development (Mensah and Smith).
ment of 4 other games (Neyok, Phasic
The breakaway team members wasted no
Distortion, Alternate Futures and Domin-
time and almost immediately joined forces
ions).
with Dan Hammonds to work on a new
game, Enigma, under the guise of Centil- Atrophy would be a shoot-‘em-up that
lion Software. This left Frank Tout as the would take place inside the head of a per-
sole remaining coder of Atrophy, which re- son. The player would have to save his
sulted in OTM cancelling the game. Other sanity by completing six large levels, with
than the name changing to Atrocity, noth- each being based on a madness, such as
ing more was heard of the game and it phobias like hydrophobia and agoraphobia.
never saw the light of day.
The game would include 10 HAM-8 pic-
tures (16.7 million colours) with 100MB+
worth of graphics in total for the game.
Over 3Mb of sound tracks. 12 mid- and
end-level bosses. Over 5,000 frames of
animations, simultaneously two-player
mode and random enemy patterns.

CD32 - Unreleased Games • 603


article; Amiga Power #57 (January 1996);

ATROPHY
The big metal thing you
get for winning at bowls,
we’d say.
Runs on: A1200
Publisher: OTM
Authors: Intersect
ETA: February

“W
ell, the poor old
A500 can’t do 16
million colours, can
it? There’s no HAM mode.” eresque monster — based on the
We haven’t a clue. Please stop (The little flying shield thing from works of HR Giger — and the giant
talking about the technical specifica- R-Type. You see, we are immensely space vampire.”
tions of your game. Please. knowledgeable in the right areas.) Scissors.
“Sorry. We tend to do that.” “...and when you pick up a new “It starts easy, obviously, but later
Frank Tout, the co-programmer weapon, you don’t loose the old one. on we throw things like random al-
of the game, is telling us why Atro- That was the trouble with Project-X; iens — they stick to their basic pat-
phy, a new shoot-‘em-up. He seems pick up, say, the plasma cannon, and tern, but they might turn left at the
enormously pleased with getting it to you lost most of the others. Point- end instead of right, or something.
run incredibly quickly and smoothly, less.” You can trade in your weapons to-
as well he might, for the graphics Indeed. We are reminded by your kens to buy an extra life, but we ex-
are larger than a loaf of bread, but description of the appallingly fever- pect you to succeed by skill alone.”
he KEEPS TRYING TO TELL US ish converging-bullets mania of, for Not a problem, my friend, we
WHY. example, R-Type 2. can assure you. Unleash your best
“It’s in hi-res, you see, and runs in “Yes. That’s it.” — we shall beat it without pausing
50 frames.” Joy. Tell us more, but remember for a hurried lunch. Anyway, you’ve
Tee-hoo. that we have a Roger Whittaker re- clearly been working on this for a
“But you don’t want to know that. cording here and will play Mexican dozen years. Why haven’t we heard
We based it on Nemesis. You can see Whistler at full volume if you try to of you before? Where you biding
it in the weapons selection, and the mention ‘t-states.’ your time? Waiting for exactly the
intense fury thing.” right moment TO STRIKE?
English. Thanks the saints. DURHAM TOWN “No, actually we’ve written the
“You get guns, diagonal guns, “There are six huge levels, each game in about four months. We in-
plasma cannon, bombs, rockets, mul- themed on a different phobia — that vested five or so years in writing the
tiplies...” of being underwater, for example, or engine to be the most powerful avail-
of falling.” able for the A1200. The standard
But not of onomatophobia or A1200, of course. We don’t believe
triskaidekaphobia. in having to buy accelerators just to
“What?” get a game working. The finished en-
It would, we assume, be difficult gine’s so powerful we’re now work-
to base a level around certain words ing on five games at once using it.
or the number 13. Although giant They’re all in different genres, obvi-
flapping numerals might give pause ously.”
for... What attractive news. Although
Quite. we fear you used the word “engine”
“There are mid-level bosses and with malice aforethought. EAT
end-of-level ones like the Gig- WHISTLE.
• JONATHAN NASH

604 • magazine article


Bazooka Sue
Developer Starbyte Software Boo!
Genre Adventure
Developer The Conversion Company
Bazooka Sue is a point-and-click adven- Publisher MicroProse
ture game with gameplay similar to the Genre Platformer
LucasArts SCUMM games. The game was Boo! is an unreleased platform game set to
released for the German market in 1997 for be published by MicroProse for the SNES.
MS-DOS, but was due an Amiga release An Amiga and Genesis versions were to be
much earlier. released after the SNES version was com-
The game was first mentioned in 1992 as plete.
being a new SCUMM-style game with a The game would be about a teenager who
protagonist described as a cross between dies and becomes a ghost. Stages in the
Kim Basinger and Miss Piggy. game would take place in various parts of
It seems that without access to Lu- a house, with the final two stages taking
casarts’ SCUMM engine, development was place in Limbo and the planet Pasturyz.
drawn out and would go on for many years. For the most part, the gameplay
Even once the CD32 had come about, would be standard side-scrolling platform-
there was talk of the game being released ing, though the player would periodically
on the platform. However, the Amiga was be allowed to take control of other charac-
starting to fade and Starbyte would move ters, such as Frankenstein monster and a
onto other platforms, with 1995 seemingly vampire.
seeing their final Amiga release. Krisalis
Software was also listed During the waning stages of the 16-bit era,
as having some kind of Micropose had financial problems, which
involvement in the game led to the cancellation of several titles, in-
at various points in the cluding Boo!.
press around 1994 time. VHS footage of the SNES version
Overall, it seems surfaced in 2016 and the game was far
plausible that the enough along that it was previewed and
DOS title was much was the cover feature of the February 1995
of what the Amiga issue of One Amiga. According to Stuart
game would have Whyte, who was the producer of the game,
been like—even it was 80% complete.
“snescentral.com”
likely featuring the
same graphics port-
ed over.
“gamesthatwerent.com”

CD32 - Unreleased Games • 605


Biosphere
Developer Bullfrog Productions Dino Worlds
Publisher Electronic Arts
Developer Millenium
Genre Strategy
Genre Puzzle, Strategy
Biosphere was released in 1996 for MS- Dino Worlds was in development for the
DOS as Genewars. The game is a real- Amiga, due for release in September 1993,
time strategy game similar to Command & with later releases planned for SNES, Sega
Conquer. Mega Drive and Mega CD. No version of
The game seems to have started in mid- the game was ever completed.
1991 as an Amiga title, and later planned According to Kevin Mullard, a programmer
for the CD32. of the game, the gameplay would include
puzzle, strategy and adventure game ele-
ments.
The player would assume the role of
Cyberwar a lone Tyrannosaurus Rex trying to escape
Developer SCi Games the slowly approaching ice age. This would
Genre Action, Mini-games involve a trek through varying terrains pop-
Cyberwar is based on the movie The ulated by different dinosaurs, each with
Lawnmower Man and is set after its end- their own aims and attitudes. Some of the
ing. Gameplay consists of different mini dinosaurs would also be able to join the
games. player.
Progress through the game would
The game was released for MS-DOS, PC-
be achieved via a combination of puzzle
98 and PlayStation.
solving, like laying trees across chasms to
make a bridge, and strategy, such as bat-
tling rival groups of dinosaurs.
The interface would be a simple
Daughter of Serpents point-and-click system, with a range of
Developer Eldritch Games different commands the player could give
Genre Adventure each dinosaur, from choosing what to eat,
A graphic adventure game with a point- fight and build structures. Each dinosaur
and-click interface released in 1992 for would also have their own personality and
MS-DOS. The game was planned to be if neglected, or mistreated, it would wander
ported to Amiga by December, but was ul- off and do it’s own things.
timately never released. When the game was previewed in
issue 55 (April, 1993) of The One maga-
zine, the game had eight species of dino-
saurs to encounter, including humans.
Frontier: First Encounters
Developer Frontier Developments
Genre Action, Simulation

The third part of Elite series. Released for


MS-DOS in 1995.

606 • Unreleased Games - CD32


Dracula Final Over: Arcade Sports Cricket
Publisher Psygnosis Developer Team17
Genre Adventure Genre Sports

Final Over is an unpublished Amiga game


prieview; Amiga World
Vol 10 #11 (November 1994) written by Alan Carter that was supposed
Bram Stoker’s Dracula to be published by Team17 in May 1995.
Bram Stoker’s Dracula has been in the works The game was to be part of Team17’s mini-
forever. Contracts at Psygnosis suggested that franchise Arcade Sports series, which they
the Amiga version might finally emerge as a started after the success of Arcade Pool.
hybrid of two earlier, artistically less-than-suc-
cessful Dracula games: the sideview Sega beat- Regarding the game, Martyn Brown—co-
’em-up and the IBM Wolfenstein-3D-like, free founder of Team 17—said, “We had a
scrolling action adventure.
Unfortunately, the Sega game won out. (The cricket game in development that looked
IBM would at least have been a relative novelty like Sensible Soccer, only Cricket. Basi-
on the Amiga.) There’s not much to it. The ap- cally the developer went AWOL (it was in
peal of the quasi-realistic character and the se-
pia-tone backdrops will last about five minutes. the days of freelance) and never had the
Then the monotony of the laughter, the disem- bottle to finish it. It was pretty good too, just
bodied sounds, the oddly mincing movements, not finished enough to publish! Alan Cart-
the rival opponents, and the unlikely challenges
begin to set in. Score: D. er was his name. I called his home once
to ask his whereabouts and his Dad said,
‘Ooh, sorry mate, I think he’s ****ing you
around, he’s a waste of time’. A shame re-
ally, it would have sold well in the UK”.
Evasive Action “exotica.org.uk”

Developer Particle Systems


Genre Action, Simulation

A flight sim that allows players to pilot his-


torically accurate planes from WW1 and
WW2, modern day fighters from present
day for WW3, and space ships for WW4.
Released for MS-DOS in 1994. prieview; Amiga Format #70 (April 1995)
FINAL OVER —
ARCADE SPORTS CRICKET
Team 17
01924 291867
Mighty Max Willow, leather, floppy disk, CD. It’s all
Developer Cryo here as Team 17 take on the might of
Publisher Mindscape Graham Gooch’s Cricket in Final Over.
Genre Racing It includes all the usual jiminy crickety
options — county and national teams,
Mighty Max is a 16-bit platformer with shots galore and Team 17 claim there will
shooter elements released as The Adven- be ‘dashes of subtle humour’. Due in the
tures of Mighty Max in late 1994 for the next few weeks, AGA and CD32 only.
SNES and Sega Genesis. An Amiga ver-
sion was planned but fell through.

CD32 - Unreleased Games • 607


Creation
Developer Bullfrog Productions
Genre Strategy
Mode 1-? Players

Creation was a real-time strategy game


in development by Bullfrog Productions. It
would be a spin-off of their Syndicate se-
ries of real-time tactics games. It was in
development for DOS, PlayStation, Sega
Saturn and CD32, before being cancelled.

Creation takes place in the Syndicate


Wars’ time frame. Earth’s oceans have
been destroyed by centuries of war, fish- to enter a psychotic frenzy, as well as at-
ing, and pollution. The remaining marine tracting Cetacea to consume their tendrils.
life has been transported to planet Cre- The submarine is equipped with lasers
ation, terraformed by Earth probes. It turns and explosives, and the player can be
out that the planet is not lifeless; there aided by dolphins, who have the ability to
are fungi that are deadly to the marine life control unmanned machinery telepathi-
transported from Earth. Fungi samples cally. In early versions, fish can be taken
are returned to Earth to be analyzed, but back to base, bred, and a device can be
the Syndicate realizes that it can use the attached to them, enabling the player to
fungi as a weapon, and send ships to ex- control them. Dolphins can be deployed
ploit them. The Syndicate purchases the via an overview screen. Multiplayer sup-
planet, and decides to destroy the player. port with up to eight players competing
In an attempt to stop their drug-harvesting against each other was also planned.
programme, an appeal for help is sent, but
this attracts mercenaries and pirates who Creation had been the title of previous
were previously unaware of the planet. Bullfrog titles Populous, Power Monger,
Ships are sent to Creation to collect the and Magic Carpet. Bullfrog co-founder
fungus drug and resell it on Earth. and managing director Peter Molyneux ex-
plained that there was a tradition to name
Players control a submarine in first-person each special game Creation. The one that
perspective. Gameplay involves exploring became Magic Carpet came to be be-
the ocean, where players encounter ma- cause Bullfrog designer Glenn Corpes had
rine life such as dolphins and whales. Play- an engine which resembled Magic Carpet,
ers could also encounter Syndicate instal- but it was slow. Molyneux suggested that
lations, such as genetic laboratories and he set the game underwater so that the
research bases, as well as their cyberneti- speed did not matter, and also came up
cally-enhanced creatures called G-Sharks. with the idea of having cities and intelligent
The world’s fungi causes Earth’s marine life fungi competing for the world’s resources.
Development was progressing slowly, and
speed became a non-issue, so the project
became Magic Carpet.
Development of the second un-
derwater game named Creation began in
late 1993, and the development team was
led by Phil Jones. It was set for a sum-

608 • Unreleased Games - CD32


was “shaping up to be an epic”. According
to Bullfrog, those who had seen the en-
gines of Magic Carpet and Magic Carpet 2
noticed their resemblance to film taken un-
derwater, and as the idea of a game with
existence’s eco-systems had already been
mer 1994 release. Development was discussed, it was “fate” that the elements
aided by a group of researchers from the be merged. The amphibious vehicles were
University of Surrey, who studied animal designed using 3Ds Max. The game was
life’s reactions in relation to the environ- also going to feature a map editor.
ments they evolved in. To get the under-
water scenery correct, Jones worked from In 1997, it was decided that “Sub games
library pictures. By January 1994, Creation don’t sell,” and Creation was cancelled.
was a base defence game, in which the Molyneux commented: “I think it’s a real
goal was to defend against other bases, shame that it was killed, because it could
and there were around ten species of fish have been something very impressive.”
which took around 80 to 120 kilobytes of He also stated that he believed the cancel-
memory. The game used the same graph- lation was because many people thought
ics system as Magic Carpet, and as Magic that Bullfrog should focus on games that
Carpet evolved, Creation’s graphics were they knew would be successful, and want-
backwards-engineered. An idea being ex- ed them to concentrate on Populous 3
plored was the possibility of linking Cre- instead of “the unknown quantity of Cre-
ation and Magic Carpet together: Magic ation.” Creation had been in development
Carpet would have had the player be able for MS-DOS, the CD32, the PlayStation,
to jump into the water, and it would detect and the Sega Saturn. According to Cor-
whether Creation was installed and load pes, the project had been in jeopardy be-
it if so, with the world being based on the cause nobody was able to explain what
Magic Carpet one the player had just left. the game was about, and there was little to
Coming out of the water would send the distinguish Creation from other submarine
player back. games. The project leader left, and the
By 1995, the project was led by Guy team did not insist the project continued.
Simmons. Alex Cullum joined as the level Electronic Arts at some point suggested
designer later that year, and the game was making the game into a screen saver. Cre-
using a modified Magic Carpet 2 engine. ation’s level scripting language was devel-
He stated that the limited draw distance of oped and used in The Indestructibles.
the engine worked well for an underwater This was not the last time a game
game. At some point after Simmons took called Creation was attempted: a project
over, he, Corpes, and Bullfrog co-founder by Lionhead Studios (a successor to Bull-
Les Edgar travelled to Loch Ness to go frog and co-founded by Molyneux) as of
into a submarine for research. They re- June 2002 was codenamed Creation.
turned with ideas including a growth algo-
rithm to simulate fungi development, and
a simulator to reproduce fish movements.
By June 1996, the game was anticipated
by Génération 4 for a fall release.
By late 1996, Creation was near
completion. Bullfrog believed the game

CD32 - Unreleased Games • 609


article; Amiga Power #33 - ‘Things to Come’ (January 1994) by Stuart Campbell;

Populous, Schmopolous,
that’s what we say. This
is really our sort of thing.

Looks kinda sweet,


doesn’t it? Fingers
crossed, everyone.

DENNIS &
GNASHER
Game: Dennis And Gnasher ferent from the norm.
Publisher: Alternative They certainly started off “Why aren’t there more games set in a cake shops, Gnasher?”
ETA: Christmas on the right foot with the “Gnash gnash gnashee gnash.”
press release accompany- “Of course. Stupid of me. Sorry.”
Briefly: Ooh, lord. Looks like things ing the demo screenshots. Did you The Creators Speak: What? Den-
are going to get pretty rough on the know, for example, that 6.94% of nis The Menace has been on the go
Christmas charts front this year. Beano readers aged 11-14 (there for over 55 years. Surely the creators
We’re going to have Mortal Kombat are 14-year-olds who still read the must be dead by now? Oh God, I feel
battling it out with Body Blows Ga- Beano?) regularly buy CDs and a lawsuit coming on...
lactic and the budget-released Street computer games? Nope, neither did
Fighter 2, Cannon Fodder will be we, and quite frankly we’re at some- Verdict so far: You’ve seen as
locked in a ‘who’s the bloodiest?’ thing of a loss as to what to do with much of this as we have (except
contest with T2 The Arcade Game, our newly acquired knowledge. Er, you haven’t read the press release,
and now there are going to be TWO anyway, back to the game. Oh no, I suppose), so we’re going to have
cartoon Dennis The Menace games hang on, we don’t know anything to reserve judgment on it for a little
hitting the streets at the same time. about the game. Better do some while yet. After the non-appearance
In the red-and-black striped cor- more Beano-related facts, then. of Universal Monsters, though, it’s
ner, there’s Britain’s own master of Did you know that the Beano and definitely nice to see the old isomet-
mischief Dennis from the pages of the Dandy sell over 318,000 copies ric arcade adventure making a bit of
the Beano, backed up by his trusty EVERY WEEK? That’s 1,272,000 a comeback. We’ll see if Dennis And
dog Gnasher in a Knight Lore-style per lunar month, or 16,536,000 — Gnasher is a fitting tribute.
arcade adventure from Alternative, over 16 MILLION — • STUART CAMPBELL
while in the, er, other red-and-black copies a year!
striped corner stands that sickly little If you were to “You’ve seen
cutesy blond kid who stars in the out- lay all the co- as much of
now movie version of the popular pies of the Be- this as we
American TV cartoon series of the ano sold in a have”
same name, in a licensed game com- year end to end,
ing very soon from Ocean. Phew. you’d probably have
While Ocean’s effort looks like enough spare time to
being a pretty traditional platformer, think of a rather better gag
Alternative have gone for the in- than the old ‘laying lots of
frequently seen isometric 3D look, things out end to end’ one,
and promises something a bit dif- that’s for sure. Look, we’ve only got the four screenshots, all right?

610 • magazine article


Dennis and Gnasher
Developer Alternative Software
Genre Action-adventure

Dennis and Gnasher was a game planned


for release on Amiga and PC systems. The
game would be based around the Dennis
the Menace and Gnasher characters from
a long-running comic strip in the British
children’s comic The Beano. The comic
stars a boy named Dennis the Menace
and his Abyssinian wire-haired tripe hound
Gnasher.

The game would be set within Beanotown,


a large environment with characters from
the comic having their own house for the According to the game’s project director,
player to explore. The aim of the game Richard Naylor, the game would include
would be to locate four of Dennis’ friends 1,500 screens of graphics.
who have mysteriously disappeared, and
to find them before his Dad catches up It seems most of the details came from
with him. a press release given to the magazines
Enemies would consist of Wimpy at the time, where Amiga Power’s Stuart
Walter and his gang of Softies. Dennis Campbell seemed to bemoan the lack of
were to have Minnie the Minx, Roger the details about the actual game, and that
Dodger and Rasher (his pet pig) to help the screens were in fact just static screen-
him out and solve various puzzles within shots they were provided. That became
the game. Finding Gnasher, the player clear when the same screens came across
would be able to control him with a dog other magazines.
whistle and get him to bite through areas The One suggests that the game
of the landscape to access other routes was started in July 1993, and was due for
in and out of the town. Within the game release in December 1993–which coin-
would also be an array of weaponry such cides with the January 1994 coverage.
as catapults and stink bombs to defeat en- Although some magazines said the
emies with. game was now available, no reviews of the
game would surface.

A prototype of the DOS version resurfaced


in 2021 and was released online. The pro-
totype can be played on DOSBox, but is
reportedly quite bugged and clearly unfin-
ished, so it may crash occasionally. If the
title screen is run long enough, a demo will
play and show some of the gameplay. The
prototype can be downloaded from the
gamesthatwerent.com website.

MS-DOS prototype screenshots

some text from “gamesthatwerent.com”

CD32 - Unreleased Games • 611


preview article; CU Amiga #57 (May 1994);

Toby Simpson is
currently beavering
away on a follow up to
Diggers. CD AMIGAgets
the first look.

DIGGING
DEEPER
T
oby Simpson has spent the of the warriors laying siege to their
last six months developing a capital city, ripped the whole city
game that can only really be up into twenty four large chunks of ing authority ship, and in fact one of
described as a bigger and better than land, and floated them several thou- the biggest problems you’ve got is
the word’s first true CD32 game. sand feet into the sky, nicely out of that you can only really do one jour-
“It’s difficult to describe it as a harm’s way since the planet Zarg ney at a time, so you need to mine
sequel because I wouldn’t,” begins had not invented much in the way enough fuel to get you from land to
Toby from his Millennium office. “I of flying machines at the this point. land. On top of that you’ve got the
would describe it as another game And that’s were the Flinards stayed. added problem of people like the pri-
that happens to operate in the same “Only recently, the Zarg Mineral vateers, an alien race who just appear
world as Diggers. A sequel would Trading Authority, who effectively — they know you’re there, it’s public
imply a logical progression from the run the planet are beginning to get knowledge — and they know you’re
original game, which this isn’t. It’s a a bit upset about the rising cost of going to be mining jewels- They
completely new storyline.” mining the planet, purely because all can’t be bothered to do it themselves,
the jewels near the surface have been so they appear, steal everything in
WAY OUT MAN mined. Thus they have to mine fur- sight, and then run off again.”
Diggers had a fairly ‘way out there’ ther and further down. What they re-
plot. For this game, Toby’s gone WHAT DOES IT LOOK LIKE?
ally want is one of these flinard ma-
even further, creating a complete his- You have to agree that it certainly
chines, because then all they have to
tory for the game environment and looks a lot better than Diggers. Some
do is bring the ground up to them.”
then selecting this chapter for the ac- would say that Diggers looked a lit-
tual game. HARD LIFE tle flat and uninteresting, something
“If you look at this game as be- There lies the story. The upshot of all Toby has taken to heart. “From a
ing the present day, then the original this is that you have to travel from display point of view, this is much,
Diggers game happened about a 120 planetoid to planetoid in a small much more colourful. We have in
years ago, and the business leading prototype flying machine. Toby has, excess of 300 colours on the main
up to this game started about 2,000 of course, built in some problems. game screen at any given time. This
years ago when the rather peaceful, “Life is made a little more difficult game uses 256 colours for all its base
scientific, friendly good guys were by the fact that fuel efficiency wasn’t graphics, and all the panels and stuff
getting attacked quite violently by top of the priority list on this trad- like that have their own palettes, plus
the Quarian Empire, the big ugly the background sprites and the sky
green guys in Diggers. also have their own colours. Which
“The Finards weren’t aggressive looks quite pretty. All of the real
at all, only defending themselves, graphics are being put in now, all of
and so started losing a lot of their the animations and graphics for the
land. So they sat down in their labs shop are present, and it really looks
and decided to try and work out a nice. There’s this two headed crea-
system. They finally invented this ture that works in the shop who looks
thing called the Flingarian Machine, really weird, twitching and swinging
which, much to the astonishment his head round — it’s really good!”

612 • magazine article


BIG IS BEST
If you still aren’t drooling with excitement, Extractors:
this will help.
“Let me tell you something about the The Hanging Worlds Of Zarg
size”, enthuses Toby. “There are 24 levels, Developer Millennium
and each level has at least 70 full screens Publisher Millennium
in the game, apart from the 25th level, the Genre Puzzle
Flanargian Capital which is something re- Mode 1 Player
ally special. That is quite unique, as any
player who get that far will discover. Diggers 2: Extractors was developed by
“There are four different terrain types, Millennium Interactive and published by
which are very, very different. In the origi- Psygnosis in 1995 for MS-DOS. The game,
nal Diggers game, there was a little differ- initially called Extractors: The Hanging
ence in style between the terrain types, but Worlds Of Zarg, was originally in develop-
perhaps not that much really. It just looked
ment for the CD32, but ended up not being
a bit different. In this game, they are dra-
matically different.”
feasible due to not having enough memory
As far as I was concerned, the problem to run the game effectively. It was problem-
with Diggers was that it was aimless, some- atic to load levels and run them, with ev-
thing Toby is keen to rectify. “You have erything happening on screen.
much more interaction with the map itself, The MS-DOS is said to be almost
because the primary aim of the game is no identical to what the CD32 version would
longer just to dig. Digging is a side thing,
be like.
something you will have to engage in order
to complete your actual mission which is The game is similar to the first game, but
to de-activate the machine and find enough includes more levels, more tools, and more
fuel to carry on. challenges. The game objective is to unite
“With this in mind, the maps have been the 25 Hanging Worlds of Zarg. There are
designed by placing the fuel and the ma-
3 types of extractors, each with their own
chine at opposite ends, effectively forc-
ing the player to go through certain areas,
abilities: the digger, the strongest, and the
which means that we can spend a lot more teleporter.
“mobygames.com”
time designing really beautiful maps that
we know the player will see.
“One of the things we had in Diggers
was that we designed some really stunning
maps which players never saw because they
learnt they could walk onto the screen, do a
bit of digging, and then move
onto the next level, which
potentially got a bit repetitive.
The player wasn’t seeing all the
things we’d laid out, because they
didn’t maybe need to.”
It’s sounding good so far but
is still a few months off
completion. You’ll just have
to shoulder your spade and
wait. (CU)
CD32 screenshots from different
video game magazines

CD32 - Unreleased Games • 613


article; Amiga Action #73 - ‘Blue Print’ (August 1995);

Hyboria
Conan the Conqueror
The latest in a long line of 3D iso-
metric games is about to reach these
shores. All they way from Finland,
and is based on a book by Robert
E Howard written in 1936, Conan
The Conqueror doesn’t have a pub-
lisher yet, but Monoceros Develop-
ments hope to get Conan out on the
A1200 and CD32 by December. ANDY
SHARP looks like something out of
the Dark Ages, and his pathetically
slurred speech is more or less remi-
niscent of Arnold Schwarzenegger at
his most lucid, so we decided he was
the best equipped AA team member As you can see from the art-
to give this muscle-filled treat the work here, plenty of time and
once over. effort has gone into creating a qual-
ity product. These numerous shots are
Billed as an action/adventure game, you first task is from different parts of the first level, and it looks pretty im-
to escape the dungeon into which Conan has been pressive at this early stage. The full game will include several
thrown. Throughout these dark catacombs you will other levels which will take you through the entire weird and
battle the inevitable enemies and meet allies who wonderful world of Conan.
will help you out if you speak to them. They will
give you as much information as you require or as Other stages will take
many useful items as you can handle. you through the cata-
combs, into a castle and
back outside to freedom.
It’s by no means a brisk
stroll in the park as
Conan has to overcome
many mind-bending
puzzles and obstacles in
his quest to regain his
crown which was stolen
in a great battle against
Tarascus’s army.

Between each of the successfully completed levels, an illustration will


appear on screen accompanied by some rather atmospheric music.
Incidentally, the music and sound effects are only part of this opera-
tion which have been worked on over here in Blighty. The graphics,
programming and animations were handled by the 10-strong team
at Monoceros Developments in Finland. What’s with these Scan-
dinavian types and the Amiga? Digital Illusions, Unique Develop-
ments, Monoceros. Where will it end?

614 • magazine article


As you can see from this rather unsubtle screen-
shot, the programmers are not particularly on
the ball when it comes to good old political cor-
rectness. Mind you, neither are we. Er, so here As well as Conan The Conquer,
goes then... Go on Conan my son, get stuck in Monoceros are beginning work on
and give her one from us. another project, an all action shoot’em-
up going under the title of Xenocide. Again they hope to
produce a fast, addictive and playable game and hope to
find somebody to publish it. If any is interested in publish-
ing Conan The Conquer, phone Anthony Putson.

The beauty of Conan is that it can be hard drive


installed on any A1200 with 2Mb of Ram, so
frustrating disk swapping is avoided. For the CD
versions the fun-loving Scandinavian program-
mers are hoping to use real speech to enhance
the game’s appeal. They are also interested in
finding someone to assist in their games develop-
ments of the future. If you are seriously inter-
ested, then contact Monoceros Developments.

The Conan sprite will look every inch the part as


he wanderers heroically through the many graphi-
cal scenes which have been lovingly created by
the programming team. As you can see, even in its
Project Hyboria: Conan the Conqueror
unfinished state, the catacomb section of the game Publisher No-one as yet
looks as though it will provide an impressive back- Team Monoceros Developments
drop. We’ll endeavour to bring you a full review
Release TBA Inspected by Andy
of Conan just as soon as it’s ready for release, so
you’ll have to hold your horses for a while yet.

magazine article • 615


Hyboria: Conan The Conqueror Inferno
Developer Monoceros Developments Developer Digital Image Design
Genre Action-adventure Publisher Ocean
Genre Shooter
Hyboria would be an 3D isometric licensed
game based on the 1936 short story Inferno (or Inferno: The Odyssey Contin-
Conan the Conqueror by Robert E. How- ues) is a space combat simulator developed
ard, which would featured the cult swords by Digital Image Design and published by
& sorcery character Conan the Cimmerian Ocean Software in 1994 for MS-DOS. It is
(aka Conan the Barbarian). a sequel to the 1992 game Epic.
Previewed in Amiga Action, Hyboria was Inferno continues the story-line of the
planned for a Christmas ‘95 release de- Raxxon—Terran conflict that began at the
spite having no publisher at the time of time of Epic. The premise offers more plot
print. Ultimately, the game was never com- developments than the original game: the
pleted/released for the A1200/CD32 or PC. player takes the role of a Terran pilot who
is ambushed by the Raxxons, and trans-
Graphics artist Jussi Löf released a beta
formed surgically into one of their own. The
version of the game online. However, this
protagonist escapes and vow to eliminate
version has a problem with collision detec-
the Raxxons once and for all.
tion and so it doesn’t seem to be possible
to exit the first room. A version for the Amiga and CD32 was
It’s likely that another version exists trailed in early 1994, however this version
with further rooms. was not released. Similarly, a port for the
Atari Jaguar was also reported to be under
development but never came to fruition.

Download links images from MS-DOS


Amiga (.HDF file)
Amiga (.LHA / HD file)

MegaMorph
Developer Psygnosis Limited
Genre Shooter
Micro Machines II
A first-person perspective arcade-style
Developer Cryo Interactive Entertainment
Genre Racing, Shooter shooter, similar in concept and gameplay
to Microcosm and Novastorm.
A racing game released as Micro Machines MegaMorph was announced for the CD32
2: Turbo Tournament in 1994 for Genesis and FM-Towns; but after the demise of
and later for MS-DOS, SNES Game Boy Commodore in 1994, the CD32 version was
and Game Gear. A CD32 version was due shelved and the game was only released
in 1995. in 1994 for the Japanese FM-Towns.

616 • Unreleased Games - CD32


MegaRace
Developer Cryo Interactive Entertainment
Genre Racing, Shooter

A racing game with pre-rendered 3-D Enigma


graphics and over twenty minutes of FMV. Developer Centillion Software
Released in 1993 on the MS-DOS, and Genre Shooter
in 1994 on the 3DO and Sega CD. Soft- Enigma was created by developers who
ware Toolworks were working on an Amiga quit Intersect Development and the game
CD32 version of the game, intended for re- Atrophy after infighting between the em-
lease in November 1994, but it was never ployees. The game was in development
released. by Trevor Mensah, Lee Smith and Danny
Hammond. It would be a similar shooter to
Atrophy, but completely rewritten.
Mutant League Football The game, just like with Atrophy, were
Developer Mutant Productions never released. Some reasons were (re-
Genre Sports portedly by Mensah) threats of injunctions
A sports game designed using the Madden and countless letters received from Frank
‘93 engine, and feature a different take on Tout’s (the sole employer of Intersect De-
football, where the games resemble a war velopment after everyone left the compa-
as much as a sporting competition. ny) solicitors made the developers scepti-
cal that a publisher would want to release
Released in 1993 exclusively on the Sega
the game for fear of action (despite it being
Genesis.
unfounded, the game was re-written which
could be proven by access to the sources).
But the main reason was Mensah, who
Mutant League Hockey was in the midst of his degree course and
Developer Mutant Productions was losing interest and time to complete
Genre Sports the game.
Only 4 levels out of the 8 promised
A spin-off of Mutant League Football. Re-
were developed. A scripting language for
leased in 1994 exclusively for the Sega
the game were created, which allowed
Genesis.
the musician, Smith, to create all the alien
waves and essentially script the logic of
the themed game levels.
Nova Storm
The game would be an AGA title, but it’s not
Developer Cryo
Publisher Mindscape
known if an CD32 port was ever discussed
Genre Racing by the developers. It would be played with
50FPS, 300 on-screen colors and feature
Novastorm, sequel to Microcosm, is a a rail multi-layered parallax effects.
shooter developed by Psygnosis in 1994.
Released for PlayStation, DOS, FM-Towns
(as Scavenger 4), 3DO and Sega CD. A
CD32 version of the game was intended
for release in November 1994.

CD32 - Unreleased Games • 617


preview article; The One #72 - ‘Work In Progress’ (September 1994);
by: Simon Byron;

W
hen I was, oooh 14 or so, “If you’ve seen Gauntlet,
I used to make regular Chaos Engine, Jurassic
Park or, dare I say it, Al-
trips round to my ‘mate’s’
ien Breed, then you’ll have
house in order to play on his com- a pretty good idea of how
puter. I didn’t like him very much, the arcade sections will
but feigning friendship for a cou- work,” states Rico. “We
ple of hours a day seemed a small reckon that these arcade
price to pay for unrestricted access sections will make up
50 percent of the overall
to his computer. A little mercenary,
game — although you will
I know, but I was young, wide-eyed be able to skip them if you
and reckless. Or was it spotty, ugly want to concentrate on
and friendless? I always get the two strategy.”
confused. Anyway...
A particular favourite of ours was
However, it was a bloody good The reason for this embarrassing
a Cinemaware game called Defender
game. It was basically a strategy affair reminiscing is Team 17’s recently
of the Crown. You could only get it
with a few arcade sections chucked announced epic entitled King of
on disk (which my mum would nev-
in for good measure, set during the Thieves, which is being developed
er buy me because we were too poor.
days of Robin Hood (Circa 1200 — by Andreas Tadvic and Rico Hol-
Indeed, we had to have our baths in
history fans — Harry). Your ultimate mes, the duo behind the excellent
the outside toilet, often while other
aim, I think, was to become the King Alien Breed games. And it’s got
members of my extended family
of England and your successes and much in common with Defender
emptied their bowels — if we were
failures were depicted by occasional of the Crown, see? But will it have
lucky) and it was billed as an inter-
animated scenes — hence the inter- any luurve scenes? It’s an important
active movie. Which of course it
active movie monicker. The best of question, and one which causes those
wasn’t.
these animations, though, was the charged with making a good impres-
one which popped up whenever you sion with King of Thieves to pause
Having conquered the
came across a sultry young lady who for a while.
arcade genre, the team you fancied marrying. It was taste- “I hope so,” says Marcus Dyson,
behind the Alien Breed ful stuff: you’d view her from be- Team 17’s Development Coordina-
games has decided to hind as her dress slipped off and the tor, eventually. “Will it, Rico?”
have a go at writing a two of you start indulging in a little “You’re a dirty old man,” laughs
strategy game - an entirely but of horizontal jousting in front of Rico, KOT’s graphic artist. “We’ll
different beast, and one the fire. Of course you saw nothing just have to see what we can do with
naughty at all (in fact, I’m sure I’ve MPEGging. Would Mick [Team 17’s
which has always proved
embellished the events somewhat) MD] pay for an, erm, model?”
unpredictable. Simon but for your hot blooded males like Unfortunately, the numerous sug-
Byron asks some pretty us it was the equivalent of flicker- gestions for what kind of love scenes
difficult questions... ing through, ahem, ‘men’s interest’ the game could include become too
magazines. lewd and puerile to print in a fam-

PROJECT: King Of Thieves


PUBLISHER: Team 17
DEVELOPER: Rick Holmes (Graphics); Andreas Tadvic (programming)
INITIATED: May 1994
RELEASE: Easter 1995

A WHOLE NEW
BREED
618 • magazine article
These very early sprites were created so Rico and Andreas could decide how the
main character will look. “We were hoping to have a guy carrying a longbow,”
explains Rico, “but it would have been too unrealistic. At the moment the hero
throws knives during combat, but, like most things to do with the game at the mo-
ment, this could easily change.

ily magazine. So it’s on to more pro- ally be better than any salvia-swap-
fessional matters. Like what on earth ping anyone’s ever likely to have
is the game about? participated in — and this, as a re-
sult, reduces the chances of spread-
MAGNA CARTA ing horrible diseases. Y’see, it’s all
“It’s set in mediaeval England,” been carefully thought out to make
begins Alan Bunker, Team 17’s PR the world a better place.”
geezer and driving-force behind “It’s something we want to pass the progression of the game from ini-
some of the racier suggestions dur- on to couples so they can sit in front
tial design to finished product.
ing our earlier conversations, “and of a monitor and share each other’s
So who came up with the original
has strategy elements similar to the company while having fun... and in
idea? “It was me, me I tell you —
‘Risk’ boardgame, where players the end, it’s all safe and goo-free,”
just like the concept for Alien Breed
strive to conquer as much of the map suggests Marcus.
and the design of every other game
as possible.” According to Rico, the arcade sec- myself and Andreas have done!”
“There’ll be the option of arcade tions will work “really well,” and at
blurts Rico. “Sid Meier gets ‘A game
quests when they become available this stage, these segments are chang-
design by Sid Meier’ all over his
in the time-line,” adds Rico. “So you ing all the time.
games — I get nothing!”
can expect some great sub-games “We were considering a sword- “But he does get paid a lot,” sug-
when you go a-killing.” slashing kind of affair within the gests Marcus.
“Yes, we’re planning to incorpo- castles, but then we realised that
rate Operation Wolf-style sections this could prove duller than the
where the player has to storm ships Bournemouth Conservative Confer-
and the like to pillage them for mon- ence (just a bit of politics to show
ey,” Marcus chips in. “The important that we’re socially aware). So we’re
thing in King of Thieves is not to to- reconsidering this bit — but trust
tally destroy the ship as this will ob- me when I say we’ll come up with
viously cause it to sink and loot will something totally zappy and action-
be lost.” packed!”
“These gameplay elements — “I hate to mention our pedigree...”
and there will be more, including interjects Alan, PR-ishly.
storming castle scenes which will “...Well, there is a very good
have a perspective similar to Laser chance that Rico and Andreas will
Squad — demonstrates the amount provide something to keep arcade
of flexibility and the level of effort fans occupied for many an hour, con-
that is going into the creation of the sidering their past record.”
game,” explains Alan. “We’re hop- It’s worth pointing out that King The Team 17 boys in all their, ahem,
ing to make King of Thieves the most of Thieves is still very much in its ‘glory’. That’s Marcus Dyson on the
complete, competent and fun game infancy. It’s due for release around left, and Alan Bunker on the right. The
to play out of bed. We want to be en- Easter next year, and this is the first reason why we haven’t got any picture
vironmentally friendly, so we’re en- of several Work in Progresses you of Rico is because he was taking the pic-
couraging people to become celibate can expect to find in The One. Over ture, obviously. But don’t worry girls
and play King of Thieves instead of the coming months you’ll witness — we’ll endeavour to get a piccy of the
graphic artist for the next WiP.
snogging. This game alone will actu-

magazine article • 619


“Yes, he does,” agrees Alan. cessful. You should feel at home with
it whatever type of game you play.”
JIMMY CARTER I think all really successful games
King of Thieves is a bit of a depar- are a combination of two or more
ture from Team 17’s slick arcade genres,” muses Marcus. “When I
offerings. Considering the fact that worked on Amiga Format we were
Rico and Andreas are best known for always taking the rap for being a
their action-packed blasteramas, it’s strategy game fan’s mag, but it was
surprising to discover that they’re never really the case. There have
confident about maintaining their always been many Amiga owners
impressive track records — even who are fans of management/RPG
though designing a ‘strategy’ game games, but equally there have also
is fairly new to them. been lots of arcade/platform enthusi-
“We’ve never done a really in- asts. Amiga owners are not generally
depth game like this before,” says so short sighted as to adhere to one has been done deliberately in order
Rico. “I’ve always had a thing for type of game only. I believe good ar- to give Rico and Andreas plenty of
mediaeval/fantasy games, but noth- cade games still have a market, just time. King Of Thieves will be a huge
ing like Dungeon Master or Eye Of as good strategy games do, and King release for us and we have no inten-
The Beholder. I prefer it to be sim- Of Thieves will provide that by of- tion of screwing things up by rushing
ple, fun and balanced — which, fering the best of both worlds...” it along. And a game with so much in
hopefully, is how King of Thieves “...And because we have so much it has to be tackled head-on with eve-
will turn out in the end.” time with King Of Thieves, it means ryone behind it 100 percent. It’s been
“For a strategy game, it will have we can really focus on the gameplay a while since our dynamic Swedish
a surprisingly large variety of arcade and ensure it gets well,” adds Alan. duo have done anything new, but
sections,” adds Marcus. “I mean, “The game was originally sched- the wait will be worthwhile. Aaagh,
we’re not talking SSI stuff here.” uled for a late ‘94 release, but it will don’t you just hate clichés?”
“We have found it a little difficult now spill over into next year — this With the strategy element appeal-
adjusting to this kind of game,” ad-
mits Rico, “but mainly because the Rather than leaving you staring at a blank screen while the next
idea for King of Thieves is really section of the game loads, Rico has created a number of inter-
great in my head and I have a lot of mediate screens which will pop up whenever the
difficulty communicating my ideas. game accesses additional data. These screens
This game also requires the input are drawn directly into the computer, and
of more than one person for the de- take three or four days each to finish.
sign. I guess I’ll get more help when
there’s more game on the table.”
“We’ve never said that we’d only
write arcade games — it’s something
that we’ve been branded with rath-
er than choosing as an identify. So
we’ve done arcade games that have
put the opposition to shame — who’s
to say that we’re not equally as good
at producing other genres?” Who in-
deed?
The amalgamation of three genres
— strategy, shoot-‘em-up and beat-
‘em-up — could potentially be dis-
astrous, but Rico is sure that a liberal
sprinkling of that ‘Team 17 magic’
will see them through.
“We incorporated Ping-Pong into “I used to draw on to paper and then scan the artwork in,” explains Rico, “but
Alien Breed and that worked!” he now I find it much easier just to work directly on the computer.” The results,
laughs. “Hopefully, it will be suc- as you can see here, are truly amazing, and when Marcus describes some of the
graphics as “works of art,” he isn’t exaggerating.

620 • magazine article


ing to more mature gamers, will the
Like most games, the
game include more ‘adult’ elements, background graphics are
like explicit violence and stuff? constructed from a series
“Personally, I reckon there should of blocks. “These blocks
be loads of gore and genuinely will form the forest,” offers
shocking material,” admits Rico, Rico. “The hardest part is
linking them together, but
displaying a disturbing side to his
when everything is running
usually placid personality, “but then smoothly, adding additional
it might get censored...” animations and tweak-
“That’s the problem — there ac- ing things is no problem.
tually is censorship in computer This will form one of 15 or
games,” elucidates Marcus. “Games so arcade levels when it’s
complete.”
now have a little logo on the box
advising people what age group it is
‘suitable’ for. And that can limit your stages, our programmers are given so many people’s ideas are incorpo-
potential market.” pretty much a free rein as they’re rated that Team 17 games very rarely
“That said, nobody’s ever said the ones who are the most creative, disappoint. King Of Thieves is very
‘No’ to anything I’ve done so far,” know exactly what can be achieved much a Rico and Andreas inspired
continued Rico. “Except when Alien and exactly what they’re aiming game, but other members of the
Breed II got censored and the man- for.” company will no doubt begin to get
gled bodies were removed. That was “Yeah, then we come along a little more deeply involved later on. One
a real bummer.” Er, quite. later and ask them to start all over other key difference at Team 17 than
again, completely revamp their stuff at other software publishers is that
WHORESON CARTA and cause headaches all round,” ideas are actually listened to, and
With Rico and Andreas both based jokes Alan. “After all, games devel- quality of product is genuinely the
in Sweden, Team 17 gets to see any opment was never meant to be easy! most important thing!”
progression only once in a while — “But seriously, Team 17 is unique “This is our most ambitious
but that suits both parties. in that games receive inspiration and project yet,” Marcus confides.
“I try to show as little as I can get input from many parties: marketing “Too bloody right it is,” adds Rico.
away with...” smiles Rico. and PR people, game testers, MDs, “You may be surprised from the lit-
“...But that suits us,” counters project management people and, of tle that’s been seen so far that there’s
Marcus. “Particularly in the early course, programmers. It’s because already a damn sight more backstage
stuff gone into the graphics than any
of the Breed games.”
“They are awesome, though,”
concludes Marcus. “You’ve seen
some, we’ve seen more, and some
of the things Rico has come up with
for King Of Thieves are truly works
of art.”
And that’s about it for this month.
In our next behind the scenes look at
King of Thieves, we’ll be focussing
more on development problems, and
how the in-game features are coming
along. As I mentioned earlier, this
is the first of, ooh... literally many
looks at this ground-breaking game,
the next of which will be in a couple
“The knights are only in there for test reasons,” says Rico, “to give an idea of months. See you then.
of how the game will end up looking. We haven’t got the arcade part up
and running just yet — realistically, I think we’re about four weeks away
from a working version.”

magazine article • 621


preview article; The One #74 - ‘Work In Progress’ (November 1994);
by: Andy Nuttall;

A WHOLE
NEW BREED
R
eaders of the September is- Yes, those crazy, wacky Swedes have been at it again!
sue of The One will remem- King of Thives is shaping up to be... well, a game, and
ber the first part of our Work Andy Nuttall was there at Rico’s house to check it out.
In Progress on King of Thieves. Al-
ready well-known for their superb
(Actually, Andy phoned Rico from North London. You’ll
blast-’em-up Alien Breed. Andreas just have to use your imagination.)
Tadic and Rico Holmes are plunder-
ing and looting more distant shores PROJECT: King of Thieves
for their next project. PUBLISHER: Team 17
DEVELOPER: Rick Holmes
Of course, we know most of you
(graphics); Andreas Tadic
who did read it were probably stand- (programming).
ing in Smith’s at the time, so here’s INITIATED: May 1994
Rico Holmes, the artists behind RELEASE: Easter 1995
KoT’s graphics, to, ah, fill you in.
“The actual game, right from the In the main text, Rico wails about his
start, was meant to be based along problems with drawing sprites — al-
the lines of Risk,” he says. “Or, as though as you can see, he has no such
loth as I am to say it — and please worries with backgrounds. “Look-
don’t put it into print — some- ing down from the side he looks flat
against the screen. It looks like you’re you with newer and more fabulous
thing like Defender of the Crown.” viewing him from the side, rather graphics as Rico churn them out, and
Hmmm, too late. than from the side and above.” Surely there’ll be a few tales of woe and
Defender of the Crown, for the you’re just being picky, Rico?
excitement from the boys along the
latecomers, was an early case of
the Crown, Rico didn’t consider that way. Hurrah.
AMANT (All Mouth And No Trou-
game to be an inspiration. “Funnily Rather unfortunately, (for me at
sers) which appeared around 1987;
enough, my inspiration for the game any rate) Rico hasn’t read the first in-
a strategy game with hardly any
came from playing Pirates Gold; stalment yet. “I haven’t had a chance
gameplay but a decent line in graph-
which is such a diabolical game!” he to,” he explains. “Of course, being
ics. Rico and Andreas intend to have
laughs. And ‘scoop’ Nuttal pounces. out in Sweden we don’t get too many
their cake and eat them, because
Er, can we print that then? “Ah, British magazines, but I did see it in
they’re planning on varied gameplay
I’d probably get hung, drawn and Copenhagen airport for £9.50. So
to complement the fab graphics.
quartered if you did! Oh s**t, it does I thought ‘forget it!’ I had a quick
“In King of Thieves during your
have a really weird atmosphere, read, for as long as they would let me
strategic conquest of England vari-
through, so it was quite inspiring. in the store there.” (Why, Andy, you
ous quests will come up,” explains
Despite being diabolical.” complete arse, didn’t you send them
Rico. “The quests mean that you can
I’m determined that the King of a complimentary copy? — Simon.).
go on one of many arcade sequenc-
es: attacking the castle with catapult, Thieves WiP will be more interesting ROY CASTLE
dropping rocks from balconies, or than the long-running (and increas- Since we left him two months ago,
going on a midnight raid on the vil- ingly boring) Sensi World of Soc- Rico has been working on the castle
lages.” cer diary that finished recently. For level, a sort of Chaos Engine-y part
Although the underfying story of a start, it’s bi-monthly, so hopefully of the game in which your charac-
the game is similar to Defender of until its release we’ll be providing ter, the King of Thieves, runs around

622 • magazine article


slaying early medieval baddies. “It’s been sheared off at one set level. It’s the game that way. For the King of
not completed,” he admits, “but a method which works in the castles, Thieves character, he’s got a bando-
the whole engine is working there. and it works in the villages were you lier of throwing knives. Basically,
Once that’s ready we can just pump just shear off the houses. But in the he’s chucking daggers at people, so
in other modules to it. To date I’ve forest it just looks like you’ve got a you get a feeling of shooting a bit.”
been doing various things on the load of tree stumps, instead of trees! The KoT character is your guy,
arcade-style levels, graphics-wise, So it looks like we’re going to have your hero, and you follow him
and we’ve got quite a few varieties to kill that one altogether, unfortu- throughout the game. But, curiously
on the single castle setting.” nately. It took a hell of a lot of work for such an integral part of the game,
There are two types of arcade as well. neither Rico nor Andreas has though
game here: offensive and defensive “I had thought about doing some- of a name for him so far. “Well, we
— the offensive being the perspec- thing with poplar trees, or little fir could call him Rico,” he jokes. “I
tive arcade section of the game, like trees, so their tops wouldn’t be cut quite like that. I really hadn’t thought
the castle. When you win a battle in off. “But it would all start to look a about it — you’ve just given me a re-
the strategy section, you can then little Scandinavian...” ally good idea!”
actually wade in and take the castle How about Bonsais? He even shows up in the Risk-
using tried and trusted arcade shoot- “...or — yes Andy, how amusing style strategy scenarios. “Getting
’em-up techniques. — Japanese. Hardly old English, back to... oh, I’m reluctant to say it,
“Basically, a castle’s a castle.” though!” he laughs. because people are bound to label
Best quit with the technicalities now, The pair are unlikely to create it a Defender of the Crown clone.
eh Rico? “Most of the castle graph- another level to replace the Forest, But you know how you played Ce-
ics are generic,” he continues, “but simply because they don’t want too dric of Ivanhoe in, er, that game, or
each will have something which is many levels of a similar type in the whatever you choose your character
distinctive. I’ve worked on a vil- game. “Otherwise people are bound to be? In King of Thieves you have a
lage level as well; a medieval-cum- to label it a Chaos Engine copy, or set hero. He starts off as a pirate. And
Tudor hamlet which you can wander even Alien Breed. Rumours which then he bandies together with all his
around. I had been working on a For- we’re still hearing, for some rea- lads, and suddenly you’ve got a con-
est level, but that didn’t quite work son,” Rico moans. quest of England.”
out.” In Chaos Engine and Alien Breed,
From the previous WiP you may the main characters are firing lasers BARBARA CASTLE
remember a screenshot containing a and other weapons — but in middle Because it’s set during feudal times,
number of blocks making up some England they couldn’t be doing that, the ultimate goal of KoT is to re-
forest-type graphics. Some grass, and obv. So what exactly are they using, gain the crown, which is held in a
a few tree trunks, that sort of thing. then? “We were originally going dragon’s cave right at the end of
“Yeah, tree trunks — you’ve got it to have him running around with a the game. The only person who can
exactly,” enthuses Rico. “If you look sword, and hacking ‘n’ slashing, but get through the portals of the cave,
at the castle level, everything has you don’t really get an arcade feel to which are magically held, is the cur-

“The Chaos Engine-style thing covers both the village [pictured here]
and the castle,” explains Rico, “and we’ll have a Prince of Persia-style
type level as well. Then there will be other arcade-style sequences for “...And then there’s also an Ork Attack-type of
when you’re attacking. For example; the catapult section has you’re game,” he continues, “where you’ve got a load of
knocking the crap out of a castle. It’s based on a Tanks-style game, blokes climbing up your castle wall, and you have
where you’re shooting across a landscape that’s four of five screens to defend it by dropping oil and rocks on them
wide, and you’ve got the wind and angle to take into account...” before they reach the top.

magazine article • 623


rent er, King of England — so you
have to slay him too. Once every-
one else is defeated, then you get a
chance to go into the cave, and that
section will be like, say, Prince of
Persia, or Flashback; that kind of
thing.
“Such a level will involve get-
ting past the traps, solving the puz-
zles and then getting right down to
the actual dragon,” Rico explains.
“You’ll have a scrap with him, and
then you’ll get the crown if you win.
Jim Sachs was responsible for the graphics for Defender of the Crown. Was he any
And, er, that’s the game, basically.”
kind of inspiration for Rico years ago? “No, he never was, actually, I loved Defender
There’s a kind of inherent prob- of the Crown, because it was good for the time, but graphics-wise, not really. They’re
lem with games which have tried just done Defender of the Crown 2, for the CD32, and do you know what they’ve
to do something along the lines changed? Instead of having to beat everybody, you’ve got to beat everybody within
of Prince of Persia of Flashback. a time limit and collect some ransom money. It’s exactly the same game.”
Simply put, they’re not always very
grounds, scenes, pictures and large “Take the face, for instance. To get
good. And since we’ve been spoiled
animations yes, but tiny sprites no. someone with a heroic-looking face
by the quite brilliant rotoscoped ani-
We’ve got a couple of other lads at in about six pixels is a bummer.
mation featured in Flashback, it’s
the office doing graphics; I’m go- There’s also the human-like move-
very difficult to readjust to the likes
ing to have a words around and see ment within a few frames, so you’ve
of Impossible Mission 2025 (to name
if there’s anybody who can do the got maybe four or five frames to play
a game at random) which in compar-
sprites for the game. around with in any direction. We’re
ison looks remarkably unrealistic.
“At the moment they’re look- definitely going to have to increase
How will the final section of King of
ing very flat, and we’ve got to don that, though, because it just isn’t
Thieves shape up?
something so they actually fit in with enough.
“I’ve experimented with rotoscop-
the backgrounds rather than standing “And then there’s the angle that
ing a long time ago,” Rico reveals.
out from it. That’s one of the things I he’s standing at. You’re looking at
“It’s nice, but it’s very hard to tie
want to do this week.” him from a 45 degree angle from
all the frames together. You get one
Surely, though, if Rico can pro- above, so he’s going to be foreshort-
sequence of frames when he’s walk-
duce artwork like this around the ened. And I really do want to avoid
ing, and then one when he’s jump-
page, it can’t be too hard to knock those really horrible short fat lit-
ing; but tying those two together so
up a few sprites. Can it? “There are tle blokes you end up with in many
the character moves fluidly is very
so many things in sprites
difficult. I was very impressed with
which have to be spot
what Delphine did with Flashback.
on,” he says.
They spent an awful long time doing
that, and I’m aiming to do something
as good for King of Thieves.
“But I’ll admit to you — and I’ll
admit to everybody now — that do-
ing sprites is just not my forte. Back-

“We’ve got a ship-to-ship attack, when


you’ve got to smash their ship with
a huge ballista. It will be a bit like
Operation Wolf, that sort of thing.
Without blowing my own trumpet, that
one looks pretty good.” And this is the
background. Apparently, although this
pic used 256 colours, loads of action is
overlayed in the game, as well as layers
of parallax. Blimey.

624 • magazine article


video games. I want him in realistic proportions,
but still looking right.
WINDSOR DAVIES
It was about this point that I remembered I was
having a fine chat with somebody in Sweden.
Obviously, you may be forgiven for thinking,
but normally when you speak with somebody in
Scandinavia or wherever, their English is slightly
damaged, if not entirely broken. Rico’s English
however, struck me as particularly bloody good.
Better than mine, some might say.
“I am English, you fool!” laughs Rico. Oh, how
embarrassing. “I’ve been living out here for, oh,
god knows how many years. I had been working
with Andreas for a couple of years before we’d
even met, and one day we thought it was about This rather, ah, solid-looking Strangely, Rico has never stud-
time we got together — so I came out here. man is Andreas Tadic, who ied art formally. In fact, he used
“We had a terrible party that night; or a big we’ll be speaking to quite a lot to be a builder. “I did go to study
for the next instalment of King art, but I dropped out of the
party, anyway. I met my girlfriend there, and I of Thieves. Rico would like to course after two weeks because it
thought; ‘Wow. I’m staying,’” mention that his state of the art was crap. It wasn’t teaching me
From next week onwards, Rico and Andreas are birthday present, which An- anything. Just about everything
to be working on the real core of the game; the dreas bought him a week ago, I’ve done I’ve taught myself.”
strategy section. In a couple of months’ time, we’ll was a VIC-20. With Frogger Including, it seems, the curious
bring you part three of the Work in Progress, by and everything. ability to grow small plants out
the top of one’s head.
which time the whole game should be shaping up
pretty damn nicely.
See you then, er, then! •

AND HERE’S ONE I


PREPARED
EARLIER...
B
efore crating his stun-
ning 24-bit colour images,
Rico begins by sketching
their outlines. When we spoke “The object of one of “These gates are the “Well, Macbeth had
to him, he had a whole load of the many quests is to re- entrance to one of the witches to advise him,”
trieve Excalibur,” Rico final levels,” says Rico, says Rico, cryptically.
sketches which were waiting to explains. That will be “only accessible when You can see the resem-
be coloured and painted, and here one of the arcade sec- you’ve conquered all of blance between the
are three for you too look at. “I tions, with the sword Britain.” Basically, you sketched witch and the
always sketch directly to compu- at the end of the level. have to be the last man coloured faces we print-
ter now,” he says, “but they look “It will be needed later standing to get in, and ed two months ago.
like pencil sketches anyway be- in the game, but to say some pretty nifty work These sketches are all to
why would be to give far with the old throwing be completed and paint-
cause I work on a 24-bit colour too much away.” knives is necessary be- ed up in 256 colours —
board with a drawing tablet.” forehand. so we’ll try to bring you
them next time.

magazine article • 625


Mental Mayhem
Publisher Gremlin

article; Mean Machines Sega #22 (August 1994)


King of Thieves
FLIPPIN’ MENTAL
Developer Team 17 • New Game
Publisher Team 17 • By Gremlin
• Megadrive
Genre Role-playing, Action
Gremlin’s sequel to Zool is
King of Thieves would be an action adven- now masquerading under
the name of Mental Mayhem and
ture with strategy elements. It was planned should be hitting our screens some
to included several different gameplay time in October. Details regarding
styles, including a top-down perspective the Ninja From The Nth Dimen-
sion’s return are opting for a more
similar to that seen in Chaos Engine. arcade/ adventure slant than before,
The game was referenced to in the manual with the player getting to grips with
a series of object-related puzzles as
for Alien Breed 3D II - The Killing Grounds, they scour the scrolling play area.
and was previewed in video game maga-
zines, such as The One and The Games
Machine.
Martyn Brown posted some information re-
garding cancelled and unfinished titles on Super Kick Off 3
his blog on March 30th, 2007, and had this Developer Anco Software
to say about this unfinished title: Genre Sports
“An Amiga game by Andreas & Rico
Part of the Kick Off soccer series. Kick Off
(Alien Breed, Project X, Superfrog, etc.)
3 and the updated Kick Off 3: European
featuring Alien Breed style play with a Pi-
Challenge, both released in 1994 for the
rate theme. Ultimately this wasn’t really
Amiga, was planned to be ported over to
going anyway despite fine incidental art by
the CD32. The ‘Super’ in it’s title may be
Rico. Again, I think this title came at a bad
indicative of it being an enhanced version,
time when we found ourselves having to
and not just a simple port.
raise the bar a little more and it was go-
ing to be so-so; something I was desperate
to avoid given our history over the previ-
ous 5-6yrs. I can remember falling out with
Rico about it pretty badly at the time, but
fortunately it was very short-lived and we
moved on to bigger and better things after
that (actually I think it was X2).”

626 • Unreleased Games - CD32


Lost Eden
Developer Cryo
Publisher Virgin
Genre Adventure

Lost Eden is an adventure game devel-


oped by Cryo and published by Virgin In-
teractive in 1995 for MS-DOS, Macintosh,
3DO, and CD-i. It is set in a world where
humans and dinosaurs coexist.
A CD32 version was also due for release
in 1995 and several different Amiga maga-
zines released preview articles about the
CD32 version before it’s cancellation.
In an April 1995 article in The One
magazine, Andy Nuttall interviewed Rimmi
(the designer and Project Manager of the
game), who commented on the CD32 ver-
sion; “The biggest limitation with the CD32
conversion was with the speed of the pro-
cessor. It’s very slow, in comparison with
the PC. Especially we have worked a lot on
image compression, and to decompress
immediately we frankly need something a
bit faster. But, we rewrote the compression
routine many times to optimize it.”
Rimmi further explained that “The
Amiga version will be very close to the PC
version. Of course, the story will be the
same, the characters’ speech will be the
same, and the graphics are the same. I
find, actually, that the graphics on the CD32
looks better than the PC, mainly because
you look at them on a video monitor or a
TV; but on a PC you have VGA monitors,
and you can see the pixels. On a video
monitor the pixels tend to be more blurred;
more blended, and so look smoother.”

CD32 - Unreleased Games • 627


preview article; Amiga CD32 Gamer #57 (April 1995)

Limbo
by Tina Hackett;

system

analysis
Tina Hackett, your devil in
disguise, casts her soul into
Limbo forever to take a look
at what certainly promises to
be one helluva game from new You’ll meet some very strange characters Hallucinogenic worms in tequila. Hmmm,
developers Tri-Logik Studios during the course of the game a very weird pastime

T
he recent ECTS was a plat-
form for quite a few new
Amiga releases. One such
title could be found on the
Rasputin stand and at first glance it
looked to be your rather average ar-
cade adventure fare.
Animations will enhance the game, like The inventory screens are tucked neatly
Called Limbo of the Lost, it’s a this imaginative drowning scene away at the bottom
first project for Kent-based develop-
ers, Tri-Logik Studios. When I first the following plot: The Mary Celeste seems to melt the flesh off their
saw the game, I must admit I wasn’t is en-route to Italy when a strange bones. They tussle for the book one
particularly gobsmacked. But having mist engulfs the ship, sending the of them is holding and the crew flee
seen the previewable version dem- navigation into turmoil. Eventually, in terror, managing to only grasp on
onstrated fully, I am rather optimistic the ship runs aground on an island to one page from the book.
for the future of this up-and-coming that doesn’t appear on any sea chart. After telling the tale he dies and
team. Briggs, the Captain, sends a party Briggs continues his search. He
It’s an adventure game that has ashore, but when they don’t return comes across the temple and cau-
a passing resemblance to Another he sends another group to look for tiously goes inside. Hidden from
World in its graphical style and ap- them. Again, they don’t return. A their view, he hears the horsemen tell
proach. And what does look particu- storm brews up and he gives orders his shipmate, Johnson, that the book
larly appealing about the title is its to abandon ship. He then sets off is God’s book of creation and having
historical storyline. Based on the himself to see what’s happened to been moved from the sacred altar by
factual events of the Mary Celeste, his crew, and stumbles across one a mortal, they are now able to use it
it uses this historical background and of the shipmates lying in the under- to reverse the creation of earth.
the mystery surrounding it to create a growth, barely alive but able to re- They then kill Johnson and ride
highly atmospheric game. count the previous days events. He away. Briggs ventures further and
As no-one knows what happened tells of how they came across an an- sees a ghostly apparition of John-
to the crew of the ship, they’ve creat- cient temple, and finding a beautiful son who tells him the horsemen do
ed one particular fantasy-based end- book written in a strange language not know the page is missing and
ing that makes an excellent storyline they agree to take it back to the ship. without it they cannot perform their
for the game. But as they lift the book, from a evil deed. He begs Briggs to find the
An unusual and original touch will dark opening in the temple four fig- book and free their souls from Lim-
be the addition of a video which will ures emerge mounted on horseback, bo, where they are condemned to
accompany the game and provide and they attack with a force that spend eternity as slaves. Biggs steps

628 • magazine article


of the Lost
into the portal and the game beings.
You play the unseen guardian to Captain Briggs, direct-
ing all the action via a point ‘n’ click mouse system. The
inventory and all the information you will need will be
kept at the bottom of the screen so as not to interfere with
the main play area, and the mouse icon can be changed
according to the action you want to carry out.
There are many weird and wonderful characters you’ll
come across in Limbo of the Lost. Some may be good,
others bad, and you’ll have to find out about those that
will help you on your quest and those that will just hinder
— or even kill you. The main character, Briggs, will also
talk to you, explaining an object you may want to know
about. He may not agree with you though, and could nag The game is littered with rather gory tongue-in-cheek
touches that will add humour
you if you take too long over a decision.
A range of animations will be added to the game. There
are quite a few nasty ways to die and these are accompa-
nied with some rather grisly scenes such as a drowning!
Characters will also be animated and fully-interactive en-
vironments will ensure some thorough gameplay.
Sound effects are rather promising at this stage too.
Speech will be used throughout and all the characters will
have different voices such as deep sinister speech for the
four horsemen or a slow, demented drawl for one of the
monsters. So far, all of these have been well implemented
and a good range of realistic sound effects will provide
atmosphere.
The final version won’t be ready until October but
we’ll be bringing you updates on what looks like being an
original and atmospheric adventure.

Steven Bôvis, responsible for the graphics, has created


some very imaginative characters for the game, including
Cranny the Cook and Grunger the Gate Keeper

Watch out for hidden traps that will lure you to your doom

magazine article • 629


Limbo Of The Lost

Limbo of the Lost is a point-and-click adventure game


developed by the British three-person development
team Majestic Studios and published by G2 Games
in Europe, 1C Company in Russia, and Tri Synergy in
North America. This was Majestic Studio’s only game
released before they closed down. The game is infa-
mous due to its poor quality and excessive plagiarism
of in-game backgrounds and other content.

Limbo of the Lost follows Benjamin Briggs—the real


life captain of the Mary Celeste—as he explores Lim-
bo. Players act as an omnipresent guide for Briggs
during his adventure.
Captain Briggs is portrayed as entomophobic,
having a fear of insects. Throughout the game, he
must confront his fear in order to complete puzzles
and progress further. The existence of the player is
acknowledged by the game’s characters (described
Windows 2007 version
as a “spirit guide”), and during the final sequence the
player, rather than Briggs, becomes the puzzle-solv-
ing protagonist. Briggs complains to the player from
Developer Majestic Studios
Publisher G2 Games, time to time regarding his feelings of the surroundings
Tri Synergy and what he has been asked to do. If the player does
Release date 2007 not move the mouse for a period of time, Briggs will let
Genre Adventure the player know about it.
Mode 1 Player
In the early 1990s, Steve Bovis and Tim Croucher
developed the initial idea for the game, Limbo of the
Lost. Bovis and Croucher created a demo of graphical
text adventure game for the Atari ST. The duo showed

CD32

Other Releases
Windows [.ISO] 2007
CD32

630 • Unreleased Games - CD32


the demo to publishers, who were inter- the Amiga version bear a close resem-
ested only if the game was finished. After blance to their associated concept art,
unsuccessfully trying to expand the devel- the characters in the final product bear
opment team, the pair shelved the project nearly none. The reason for the change in
because publishers were no longer inter- the characters appearance is believed by
ested in making games for the Atari ST. some to be because the team did not have
In 1995, Bovis, Croucher and new any strong 3D modelling ability, so they
team member Laurence Francis began were forced to use whatever existing mod-
working on the game again, this time as els they could find that were close enough
a point-and-click adventure for the A500. to their original designs.
Grandslam Entertainment-owned publish-
er Rasputin Software agreed to publish the In 2003, after learning PC and 3D devel-
game, and Limbo of the Lost was ported opment tools, Bovis returned to Limbo of
to the A1200 and CD32. Limbo of the Lost the Lost. With Croucher and Francis he ar-
was never published, since demand had ranged publication of the game in Europe
fallen for games for the A1200 and CD32. in late 2007 by G2 Games. In 2008, Tri
The developers released a few im- Synergy announced it would give Limbo
ages of their Amiga prototype that were in- of the Lost widespread release in North
cluded in a preview in Amiga Computing America. By June 2008, copies of the re-
88 (July 1995). A demo was released on lease could be found only on eBay and at
one of the two cover CDs that came with a small Asian retailer.
Amiga CD32 Gamer issue 11 (Apr 1995). A bonus DVD that came included
The scenario of the final version is with the Windows release elaborates more
similar to the planned Amiga version and on the plot than the game itself. The DVD
also shares some of the same characters also includes images, sound records and
as the prototype. While the characters in concept art.

The game was released to overwhelm-


ingly negative reviews. Polish video game
magazine CD-Action gave the game a -1
out of 10 for the first time in the magazine’s
history.
In 2010, UGO included the game
in the article “The 11 Weirdest Game End-
ings”, commenting: “One thing that sure
as hell wasn’t stolen was the game’s cra-
zy ending, which must be seen to be be-
lieved.”
One of the developers pretended to
be a fan of the game with the username
FABLE and discouraged people from us-
ing guides due to how “disrespectful” it
would be to the developers for their hard
work for creating the puzzles. Things es-
calated so much that the same developer
using the username MSTUDIOS on the fo-
rum backed himself up. The site owner no-
Comparisons between the concept art, Amiga and
final release.

CD32 - Unreleased Games • 631


Limbo of the Lost The Elder Scrolls IV: Oblivion
ticed that both accounts have the
same IP address, but MSTUDIOS
said that FABLE is a play tester and
Majestic Studios only has one com-
puter for “safety reasons.” The site
owner didn’t believe this reasoning
and locked the thread.

On 11 June 2008, GamePlasma


posted an article showing certain
places in Limbo of the Lost were
identical to the game The Elder
Scrolls IV: Oblivion.
After this revelation, other
investigations into the game dis-
covered environments and assets
taken from numerous other games,
including Sea Dogs and World of
Warcraft, while the cursor was taken
from the game Black & White 2.
Certain places in Limbo of
the Lost also resembled portions of
Thief: Deadly Shadows. The game
depicts its lead character walk-
Enclave
ing near the gates of “Famine”,
“Drought” and “Disease”, which is
identical to Thief’s “Keeper Library”.
The Bonus DVD included
with the Windows release also in-
cludes plagiarism in the form of
videos taken from the CryEngine 2
demo and the Pirates of the Carib-
bean game released in 2003.
Return to Castle Wolfenstein
When the plagiarism was first
discovered, many were incredulous
that the developers could actually
get away with such blatant copy-
right violation. Some posited that it
may be an ARG (Alternate Reality
Game).
On 12 June 2008, publisher
Tri Synergy announced they had
stopped distribution of Limbo of the
Lost while investigating allegations
of plagiarism. Tri Synergy said they
had no knowledge Majestic Studios
used other games’ work without per-

632 • Unreleased Games - CD32


mission and said they had contacted Ma- and Mr. Francis adhered to this contractual
jestic Studios for a response. clause.
Several sources believe that Steve
On 24 June 2008, Majestic Studios were
Bovis deliberately stole copyrighted con-
quoted as saying:
tent from other videogames. Bovis was
“In response to the shocking notifica-
also quoted before the release saying:
tion that some alleged unauthorized cop-
“My job is to put the game together and
yrighted materials submitted by sources
create all the visuals, coding, sounds,
external to the development team have
models, marketing and basically make the
been found within the PC game Limbo of
game flow and work. As well as manage
the Lost, we [the development team] have
and try to motivate the team. A job that is
given our consent and full cooperation to
hard enough at the best of times!”
both publishers who are recalling all units
All of the background in Limbo of
from all territories immediately. [...] To the
the Lost are static images. Thus, all that
best of our knowledge, no one at Majestic,
the artist needed to do to create them from
[European publisher] G2Games or [North
another game’s assets was to play the
American publisher] Tri Synergy, Inc. knew
game and take a screenshot, then manip-
about this infringement and knowingly
ulate that screenshot in a graphics editor,
played any part in it.”
such as Photoshop, as necessary.
On 30 July 2008, Tim Croucher and Lau- One element of Limbo of the Lost’s
rence Francis announced their departure game design that is particularly surprising
from Majestic Studios with the following to note is that some puzzles are plagiarized
statement: directly from other games. For instance, in
“Due to the behaviour of certain mem- the screenshots comparison of Limbo of
bers of the Majestic Studios team, Mr. T. the Lost versus Enclave. The screenshots
Croucher and Mr. L. Francis would like to clearly show a plagiarized environment,
announce their departure from Majestic but beyond that, the puzzle associated
Studios; and would like it known that they with the environment itself is stolen. The
have severed all connections, ties and screenshot used for this puzzle is the only
links with the remaining members of the screenshot in the entire game, as far as
Majestic team. has been discovered, that is flipped hori-
“Mr. Croucher would like it known that zontally (the reference image from Enclave
his input responsibility for Limbo of the was also flipped to show the correlation).
Lost was: research, some vocal acting and All other screenshots throughout Limbo of
puzzle design. the Lost are used verbatim in their original
“Mr. Francis would like it known that his in-game orientation.
input responsibility for Limbo of the Lost
was: original opening theme and intro mu- The ending hinted at a sequel with the ti-
sic, character scriptwriting for Darkmere, tle Limbo of the Lost II: Flight to Freedom,
puzzle design and voice acting, particu- but obviously this wasn’t going to be made
larly that of B. S. Briggs. because of its reception and the closure of
“Neither Mr. Croucher nor Mr. Francis Majestic Studios.
had any say or control over: graphics, ren-
In 2008, shortly after its release, fans cre-
dering, coding or game screen design.
ated Macarena of the Missing which they
“As far as both Mr. Croucher and Mr.
described as a “A bootleg demake of Lim-
Francis were aware, all submitted mate-
bo of the Lost”.
rial was to be original; both Mr. Croucher

some text plagiarized from;


lotl.fandom.com, crappygames.miraheze.org

CD32 - Unreleased Games • 633


Run Ball
Developer Light Shock Software
Magic Carpet Genre Sports
Developer Wookiesoft Run Ball was a basketball game in devel-
Publisher MarkSoft
opment by Italian software house Light
Genre Puzzle
Shock Software. The game was worked
Magic Carpet is a 3D flying Peter Moly- on, almost entirely, by co-founder Massi-
neux game developed by Bullfrog Produc- miliano Calamai.
tions and published by Electronic Arts for The game had gameplay similar to that of
MS- DOS in 1994. A DOS expansion pack SNK’s Windjammers. The title was only
and a version for PlayStation and Sega partially completed, with only one charac-
Saturn was released the following years. ter fully animated and designed, an Amiga-
The CD32 version, which were in develop- based tool for managing player animations
ment at some point, never materialized. and backgrounds, and a small demo run-
ning on PC.

Pitfall: The Mayan Adventure


Developer Activision
Genre Action-platformer

A side-scrolling multi-platform action-plat-


former first released in 1994. It is the fourth
installment in the Pitfall! franchise. The
players assume the role of Pitfall Harry Ju-
nior—the son of the protagonist of previ-
ous entries in the series.
Versions for the 3DO, CD32, Atari Lynx,
screenshot from
PlayStation and Sega Saturn were an- Amiga CD32 Gamer #13 (June 1995)
nounced but never released.

Psycho Pinball Skitchin’


Developer Ocean Software
Developer Activision
Genre Sports, Racing
Genre Action-platformer
A inline skating racing game developed
Pinball game with gameplay in the style
and published by Electronic Arts for Sega
of Pinball Dreams and Pinball Fantasies.
Genesis in 1994. The game is derived both
Features three main tables and an addi-
in technology and in design from the Road
tional fourth bonus table.
Rash series.
Versions released in 1995 for MS-DOS
Although Ocean signed a deal to release
and Genesis.
an Amiga conversion of the game, it never
appeared.

634 • Unreleased Games - CD32


Surf System Tong Dynasty
Developer System 3
The Surf Systems hardware is a pro- Genre Action-adventure
totype controller developed for the
CD32 by Surf Systems. The system Tong Dynasty was reportedly an ambi-
includes a board (snowboard or surf- tious project developed specifically for the
board) that connects to the joyport. CD32. Gameplay would combine a Ninja-
style arcade adventure with close-in com-
Two mini-games were developed for bat sequences similar to Street Fighter.
the controller; Biff Boardin’ and Sur- The game was planned for a Winter 1994
fin’ With Biff. They came on a single release.
disc. Players would control the char-
acter by balancing on the board or
via the controller.
J.R.R. Tolkien’s The Lord of the Rings,
Vol. II: The Two Towers
Developer Interplay Productions
Genre Role-playing

A role-playing game following the second


book in Tolkien’s Lord of the Rings trilogy.
It is a direct sequel to J.R.R. Tolkien’s The
Lord of the Rings, Vol. I, released in 1991
for the Amiga. An Amiga version of Vol.II,
and a second sequel, were canceled.
The game was released in 1992 for MS-
DOS, PC-98, and FM Towns. A CD32 ver-
sion was planned for a 1995 release.

X-COM: Terror from the Deep


Developer MicroProse
Genre Strategy

Terror from the Deep, with the working title


UFO 2: Terror from the Deep, is a sequel
to X-COM: UFO Defense and the second
game in the X-COM series, this time taking
the war against a renewed alien invasion
into the Earth’s oceans.
The game was released in 1995 for MS-
DOS, then later for PlayStation and Win-
dows

CD32 - Unreleased Games • 635


article; The One #78 - ‘Work in Progress’ (March 1995);

WHAT’S NEW,
...and I always though that
‘amusing’ game titles were
reserved for The Hidden.

PUSSYCAT?
Team 17 bring you the game
which causes small boys to
titter, and Andy Nuttall to, er,
titter. Damn.

PROJECT: Pussies Galore


PUBLISHER: Team 17
DEVELOPER: Amber Developments:
Andy Coates (Programming); Matt Bell
(Graphics); Allister Brimble (Music);
Wanton (Disk system, apparently)
INITIATED: May 1994
RELEASE: April 1995

I
’m putting forward my disclaim-
er for the name now,” says Kenny
Grant of Team 17, very firmly. “I
am not responsible for the name Pus-
sies Gallore.” Fair enough, but it is,
I have to admit, a name which has
raised more than a few giggles in the
rather puerile-at-times offices of The
One. So where did it come from?
“Well, it’s obvious, isn’t it,” he
mocks. “It’s got cats in there, and... er,
they’re galore. I have asked Martyn
what inspired the name, but he was in I reckon a better name for this game would be
“Natural Born Kittens”...
a drunken stupor at the time, and he
just said something that sounded like idea of a platform game with cats in it,
‘thpbbbpthth.’ So I’ll give you the would you seriously go for it?
same answer.” “God, that’s putting me on the spot.
Although the two guts collectively Er, looking at the artwork devised
known as Amber Developments, re- by the Amber guys, I would have
sponsible for, ah, Pussies, have never gone with it, yes.” Kenny counters.
planned anything for Team 17 before, “The drawings were really nice, even
they have programmed other games though Matt, the artist, hadn’t really
separately, “But I don’t think they done anything computer-based be-
want to say what it is, to be honest,” fore.”
laughs Kenny. Well, at least we know By all accounts, or at least, Kenny’s,
it’s not the gamular travesties Last Ac- the game’s changed quite a lot since
tion Hero or Total Carnage. So what- the early design anyway, although he’s
ever it is, it can’t be that bad. quite reticent to tell me how. Not ex-
Amber became involved with Team actly forthcoming with the old info is
17 because they got talking with Mar- he, our Kenneth? “It’s to do with the
tyn Brown down at an Amiga show. way Boris manipulated the kittens,”
“They took him some diagrams, he explains carefully, after a lot of
showing how they expected the game coaxing. “Let’s say it was different.”
to be, and basically he liked the idea Ah. Boris? “Boris is the name of the
and took it from there,” Kenny de- main character. He’s a bit of a street-
scribes. wise alley cat, and his girlfriend’s
So, Kenny. If you were the Direc- called Doris. The game’s about a
tor of a popular games publisher, and chap called Evil Eric, who was once
somebody came up to you with the the great ruler of the universe. He’s Boris the cat, in-between ‘manipulating’ the
kittens. Sinister...

636 • magazine article


Pussies Galore
Developer Amber Developments
steadily growing old, and he becomes jealous of the Publisher Team 17
youthfulness of all the kittens throughout his land. Genre Platformer
So, as his last, and most diabolical scheme, he de-
cides to abduct every last kitten in the land.” Pussies Galore would be a platform game
He does this, apparently, by using the one thing in which the player takes the role of the al-
that most of the kittens care about: rock music. He ley cat Boris, who must rescue kidnapped
records an album, the kittens eagerly buy it; it shoots
kittens from the magician Evil Eric.
to number one, but little do the kittens know that the
music contains evil incantations played backwards The game would consist of four
behind the music. “When they hear it, they’re sucked worlds, each of which would be divided into
through the hole in the CD into an alternate dimen- smaller missions. Missions would require
sion,” he laughs. Boris to rescue trapped kittens, locating
“The player’s role is, of course, Boris. In a way
certain special objects, or simply finding
he’s quite averse to kittens, he doesn’t like them very
much, but he has to rescue them otherwise Doris is the exit. Boris would also be able to com-
going to nag him to death.” Good to see Team 17 mand the rescued kittens to perform differ-
producing ‘PC’ software nowadays, if you see what ent actions, such as crawling through small
I mean. gaps, or completing electrical circuits, for
“The game starts as Boris buys the album, sits in
example.
his comfy chair to listen to it, and then...” Kenny
makes a disgusting slurping noise at this point, in- The game was being developed by Matt
dicating that young Boris has been ‘sucked’ through Bell and Andy Coates from Amber Devel-
the hole in his CD. I hope it wasn’t in the CD player opments. This would be Amber Develop-
at the time.
So where, pray, does Doris come into it? “We
ments’ first game
don’t really know. Where do women come in, some- The game was advertised in the ATR man-
times? Us blokes can’t do without them, probably,” ual, and was planned for release in March/
he bluffs, scrabbling for ideas. As you might tell,
April 1995. It was also heavily advertised,
Kenny was recently married. “Anyway, we’ve yet to
finalise where Doris comes in.” receiving several preview articles in com-
So the final game, then. If it’s a platformer, is it the puter magazines at the time.
standard type, where you have to bounce on heads? Martyn Brown, Team 17’s Development
“No, you’re shooting,” he says. It’s interesting to
note that the boys decided to use the shooting method
Director, posted some information in mid-
of dispensing with enemies, because lots of people 1995 regarding the games cancellation:
thought Pussies would be Superfrog 2. Why? Search “We dropped this. Unfortunately the
me; and, indeed, Kenny. game just wasn’t going anywhere and we
“It’s not intended to be,” felt that it was not worth releasing for the
he says, “It’s just some
people decided to
sake of it. We had spent 12 months on it,
think that.” but c’est la vie.”

...but perhaps
that’s me just
being ‘catty’.
sorry.

CD32 - Unreleased Games • 637


Space Junk
Developer Imagitec
Genre Adventure

Space Junk was to be an ambitious title


by Imagitec, who were asked by Atari to
produce a space adventure game for their
new Falcon platform. Due originally for re- Most of the design was created by
lease back in June 1993, the game was the team, with inspiration from books, films
to feature over 200 locations with digitised and comics of the time. One of the biggest
backdrops, between 60-100 fully animated inspirations it seems would be the UK com-
characters and each complete with speech edy Red Dwarf, with Space Junk aiming to
samples. Imagitec was also using puppets/ feature similar humour and style through-
masks to create the characters and anima- out. The game itself would also aim to
tions of the game characters. have the feel of classic Lucasarts SCUMM
adventures, but with realistic graphics and
Lead designer on the project was Nigel other styles of game play blended in at dif-
Kershaw, with Shelagh Pickford and Dawn ferent points of the story.
Whitehead-Binns creating the plaster
heads and sculptures for the game. Ma- The rough plot detailed in magazines indi-
rie Fox and Sharon Dunsford were tasked cated that the player would take control of
with producing background work and char- a space pilot, a spaced-out dog called Ran-
acters using airbrush and gouache paint, dolf, who travels around the galaxy hauling
which were later scanned to PC. other people’s “junk” with his partner—The
Nigel came up with the idea of Space Righteous Dub. A collision strands him on
Junk specifically to make use of puppets in a planet, where he must try and escape,
a game. He also didn’t like the idea of us- rescue his partner and complete a series
ing clay models for animating, and wanted of jobs, trades and tasks. Everything is set
to avoid that route completely. The team in the world of the Federation galaxy, pop-
of artists would create characters in latex ulated with strange creatures where cor-
rubber, animate and then digitise—a pro- ruption is rife.
cess they named “Imagimation”. One Atari magazine had also the
The process would start off with following blurb to describe more of the
everything initially storyboarded, before back story: “The Federation is on its knees,
being constructed. When Dawn had man- crippled by social upheaval and financial
aged to get a plaster representation of a recession. It is a chaotic time, a time when
head from their process, it would be sent men of low moral fibre, little integrity and
off to Soft Options, who would create latex nauseating skin complaints can make
and foam based masks for the actors to a fortune. In other times, they may have
wear when animated and digitised into the been called smugglers, pirates, thugs,
game. mobsters, bandits, hoodlums or traffic war-
The Imagitec team would them- dens, but now they all go by the moniker of
selves act out the particular sequences … Space Junk.”
and roles to be digitised into the game.
The main protagonist Randolf would be
Over time, Imagitec had an entire room full
moved around the landscape by clicking
of latex masks and other creatures intend-
onto different areas, interacting with dif-
ed for use within the game.
ferent objects and characters. The player

638 • Unreleased Games - CD32


Space Junk went past its planned June
1993 release date—by which point the At-
ari Falcon had sold in relatively small num-
bers and the general support of the sys-
tem was weak. It was reported by French
magazine Joystick in November 1993 that
could choose actions and interact with the Imagitec decided to move the game onto
game by using a SCUMM-like menu sys- other platforms. Work continued on the
tem, but with more of an icon-based ap- Mega CD version, with a lot of compro-
proach. When the player would interact mises due to the limited palette and other
with a particular character, the game would platform limitations.
switch to an animated sequence featuring One of the platforms to be moved
the digitised latex puppets and various op- onto was the Atari Jaguar, Atari’s next plat-
tions to speak to them. form after Falcon. By this time, it was also
There were also planned to have reported that Space Junk was going to be
a 3D polygon space sim sections as Ran- released on the CD32 platform, as well as
dolf travelled to different planets, as well PC (due for release in February 1994). But
as a number of sub games, where the in the end, the game never appeared on
player could play cards against creatures, any platform.
play arcade machines in a bar or gamble
in a casino. According to Sega Force, the Martin Hooley, CEO of Imagitec, in later
game was going to be huge, with many years would suggest that the game was
character confrontations and path choices. completely cancelled after it became clear
that the Atari Jaguar was going to flop and
Although it seemed to be lined up initially that they wouldn’t get their investment
as an exclusive for the Falcon, Imagitec back.
decided to add the new Sega Mega CD to The Mega CD and CD32 versions
the line up early on when discussing the were likely cancelled for similar reasons
game with Sega Force magazine in 1993. of platform failure, though this hasn’t been
completely confirmed.
Over the space of a year, the game
would be featured in several magazines, The Atari Falcon version has been re-
with preview screenshots, photos of the leased online and is available for down-
masks/process and features that talked to load. No build of the CD32, PC, Atari
Imagitec about the game. Jaguar or Sega Mega CD versions have
surfaced. It isn’t fully known if the CD32
The amount of work involved with the pro- and Jaguar versions were ever actually
duction of masks and digitisation had been started, though it is believed that the PC
heavily underestimated by the team, re- and Mega CD versions were.
sulting in delays. The mask and costume
process was very time consuming and
costly overall, and there still was a lot of
work left to do. Many character sequences
still needed to be filmed, and many back-
grounds and part of the game story had to
be completed and digitized up.
Atari Falcon Preview Demo Version

for more information on the game, visit;


“gamesthatwerent.com”

CD32 - Unreleased Games • 639


article; Sega Force (June 1993);

North of the Watford


Gap the sun shines,
the bids sing, the ice
cream vans play The Lambeth
Walk and thirtysomething
game developers strut their
funky stuff in latex animal Shots from the Mega Drive version of Humans.
masks! Bemused, bewildered What dreams are made of... There’s a CD version nearing completion and
and bewitched, ADRIAN PITT The plaque on the door said ‘Dream two further Humans games are planned.

and MAT YEO toddled off to Weavers’. Nice name. Kind of exotic.
Dewsbury to meet Imagitec, Fairy tale-like. Hans Christian An- Debating Society? What if... oh for
guys and girls with big ideas, derson would’ve been proud. Christ’s sake, man! You are a Deputy
‘Well,’ I thought I, ‘if it’s true, and Editor. You are supposed to have an
big bank balances and a fetish
they are indeed weaving what they ounce of confidence. It is assumed
for all things rubber. you’re able to cope with difficult situ-
claim, maybe they’d put that loom
Ade takes up the story... of theirs into full tilt and dream up a ations at the drop of a hat. I opened the
route to Imagitec! door and stuck my head around...
Feature! I tentatively knocked on the door.
I could see Matt was embarrassed for
Okay, I’d had enough! This was
definitely not Imagitec. This was a

‘E
xcuse me. Any idea which me. What if I made a fool of myself? model agency. The girl on reception
of these corridors leads to What if I interrupted a meeting of was immaculately dressed. Not a hair
Imagitec? The girl from the Meat Purveyors and Fish Wives’ out of place. Lipstick perfect.
Sunshine Supertan Centre peered ‘Sorry,’ I mumbled, ‘Any ideas
around the door. She seemed a little where Imagitec is?
flustered. ‘Sorry, love, no idea. Have ‘Yer ‘ere,’ she smiled, ‘It’s
you tried the next floor up?’ Adrian and Mat from SEGA
We had. And the floor above that FORCE isn’t it? Our saviour!
and the floor above that. Chartered They’re here
accountants, chiropodists, solicitors,
So, why Dream Weavers? That’s
broom cupboards — we’d banged
the functional side of the com-
on and into many doors. We were
pany, the big boys who deal in
stumped.
dishing out the green crinkly stuff.
This couldn’t be the wrong adress.
Hidden away in a room just a bit bigger than a Bit of a fancy name, ‘cos the real
It may have been a hot and humid Fri-
broom cupboard lie a plethora of latex masks for dream weaving lies with Imagitec
day afternoon when i jotted the details Imagitec’s new Mega-CD game, Space Junk. itself, the creative guys who work
down but I was still in charge of my
flat out to turn their dreams into
faculties. There was no way I’d mis-
Latex is a bril- reality.
take a ‘2’ for a ‘5’. If David Bowie liant medium as While I reflect on just how
could blaze a trail through a dusty lab- it picks out facial corny that last statement was, let’s
yrinth, I was adamant two ‘intelligent’ movement. Many
of the Imagitec
embark on a guided tour of the
journos from No Man’s Land could
staff posed for the building with President of Imag-
dig their way out of this rabbit warren. masks and took itec, Martin Hooley and Product
Mat had the defeatist look, A kind part in the filming Manager, Rick Scott.
of ‘let’s sit in the lift and flick nut brit- of Space Junk. It’s
all done in-house.
What a strange place! To proclaim
tle at each other’ expression.
it a ‘maze’ is an understatement. I
‘We can’t go back yet,’ I wailed,
half expected Richard O’Brien
‘I’ve a four-page feature to trash out
to pop out from behind a pot plant
when we get home. Plus, I don’t reck-
and screech, ‘This is a skill game.
on I can stomach another British Rail
You’ve got three minutes from the
cheeseburger so soon!’
moment i close the door’.

THE NORTHE
640 • magazine article
This handsome chappie is Nigel ‘Pig’ Kershaw.
Hidden away in a room just a bit bigger than a He’s the designer of Space Junk. The pose
broom cupboard lie a plethora of latex masks for doesn’t fool us. We reckon he’s pretending to
This luverly lady is Marie Fox. She’s the senior design. Great looking game, though, Nigel!
Imagitec’s new Mega-CD game, Space Junk. storyboard artist at Imagitec. She busily draws
the characters and backgrounds for many of
As you move from room to room, their games with the help of her talented team.
you become aware there’s more talent
in this building than Albert Einstein, the past five years, their development
William Shakespeare and Andrew system’s grown as their workload
Lloyd-thingy put together. Managers, grown.
designers, programmers and musi- Their schedule for ‘93 includes
cians all have a nook or cranny to call further products on Sega and Nin-
their own. tendo formats, as well as work on
the PC CD-ROM and the new Atari
Well developed! machines, the Falcon and Jaguar.
Imagitec believes all software should They’ve recently been approved as a
be produced in-house. Then, if there’s Mega-CD developer. Sega were im- Imagitec employ a group of computer artists
a cock-up, they’ve only themselves to who all have a room to call their own. Here’s
pressed by their work, to say the least. one working on a Sega game. Tidy desk, huh?!
blame. Sound’s good in theory, and
in practise, it’s working well. After a ‘No!’ to shovelware
shaky start (ie, Wheels of Fortune), And so they should be. Imagitec don’t
they bounced back with the glorious belive in the concept of ‘shovelware
Gadget Twins (80%, issue 15) and products’. The belief that ‘if it worked
Mega Drive Humans (83%, issue 16). on the Mega Drive, stuff it, let’s keep
They’ve a finger in almost every it the same for the Mega-CD’. That’s
computerised pie, have Imagitec. the lazy gits’ approach. If a game can
Their software development studios be enhanced and embellished on oth-
cater for all three Sega machines, as er formats, Imagitec’ll do it, no two
well as SNES, Game Boy, Amiga, ways about it. Consider it done!
Atari et al. There are computer tools Imagitec aren’t ‘just another soft-
and PCs as far as the eye can see. Over ware house’, they’re a design and
development company who want to
This mean and moody make, and I quote, ‘Excellent, origi-
guy is Rick Scott, Imag- nal product’. That’s why Imagitec de-
itec’s Product Manager signers are involved with their crea-
tions from conception to completion,
to tweak and correct any flaws and
ensure the game progresses in line
with the original specification. How
does specification come about in the
Whereas this mean and A selection of pics from that cute and incredibly
moody git is an animatr-
first place? colourful game, Gadget Twins. Another game
onic Space Junk puppet! Martin explained. ‘We all tend to Imagitec drew-up on storyboard first.

ERN LIGHTS
magazine article • 641
come up with ideas for games, so we light, the full-blown design document all about and the artists have a huge
have brainstorming sessions to see and storyboards are committed to.’ range of equipment at their disposal.
if any of those ideas are viable. We A lot of effort’s taken to ensure prod-
Art works
strive to create a base design which ucts are graphically outstanding.
is then tailored to suit the varying Rick showed us the storyboards for a Imagitec currently employ 11 full-
specifications and capabilities of the game they’re planning, with a work- time computer artists and they’re all,
system the product’s being developed ing title of Drack Pack. He said, ‘De- well... normal! I’d imagined 50-year-
for.’ signing and storyboarding a product old chainsmokers in Arran sweaters,
is a costly and time consuming proc- with high foreheads and round spec-
I’ll tell ya a story ess, but the effort’s worth it. There are tacles. Wrong! These guys wear jeans,
Those ideas that get through make fewer mistakes at the end of the day.’ T-shirts, listen to Depeche Mode and
their way to the storyboard and design The 20 storyboard pics for Drack Nirvana, crack jokes, drink gallons of
department. At Imagitec, they don’t Pack, a mock-up of the first level, coffee... all the things we get up to.
race into a project willy-nilly. Game took around two months to produce.
levels, characters, backgrounds... in Imagitec’s computer artists closely Puppet on a strin?
fact, all visuals start life on story- follow the style and design of story- Swigging the final dregs of tea out of
boards. boards. Care and attention’s what it’s Imagitec’s ‘special occasion’ mugs,
Martin told us, ‘Putting our work
on storyboards first is very important.
It means we have complete control of
everything at source.
‘Our designers get together for
a design brief. They come up with
ideas of how all the characters are to
be drawn and painted. This gives the
whole concept a visual representation.
The characters take form, they’re giv-
en personalities.
‘This brief is then reviewed. If
The Space Junk backgrounds are air-brushed then
the potential for a game is still there, digitised.
a storyboard artist sketches up the
visuals and further design points are
discussed. This rough presentation is
evaluated for its potential, possible
target terms and viability.
If at this stage it’s given the green

The main character in Space Junk. He’s a spaced-out


Rastafarian dog called Randolph. Shaggy, eh? The
masks were made by the same guys who produce the
characters for the TV programme, Splitting Image.

The Gadget Twins started life in a brain-


storming session, then as storyboards,
then found their way into the hands of
Now you see the masks and costumes in full computer artists!
effect. Here are two characters from the CD
game, Space Junk. It’s up to you to choose the
most fitting way of communicating with them!

One of the storyboard artists hard at work on a secret


project. Remember when you play an Imagitec game,
it’s been on a board!

642 • magazine article


Mat and I were led into a room jam- Ring of confidence
packed to bursting with latex masks Again, Space Junk’s visuals were first
of various weird and wonderful crea- drawn on storyboards and backgrounds
tures. Our eyes lit up and we could air-brushed. Character design were
tell from Martin’s expression that the transformed into latex by Soft Options.
story behind this little lot was some- Posing for the masks is a painful
thing special. process! Plasticine sculptures first
In early 1992, Imagitec were looking cover the sitter’s face, then a clay
for a new angle to CD gamesplaying. you think the likes of Sewer Shark and
jacket’s placed over that. The cavity Night Trap are impressive, wait till
They’d thought about animating clay between the Plasticine and the clay is
models, a process used in many popular you clock a load of this! No wonder
injected with latex. That’s left to dry Sega signed on the dotted line!
children’s TV programmes, but decided then pulled off.
that was a little messy. They plumped Imagitec’s other CD baby is a new
Rick told us, ‘That’s the really pain- version of Humans. There are more
for different route — puppets! ful part. You find bits of eyelash and
Yep, it may sound strange, but for levels and longer animated sequences
moustache stuck inside the masks!’ throughout.
their first Mega-CD game, Space The masks are returned to Imagitec
Junk, Imagitec are incorporating pup- where Shelagh Pickford paints them Total control
petry, creating characters in latex rub- and designs the Space Junk costumes. Fret not, the Dewsbury dudes haven’t
ber, animating them and digitising the As with their other products, Imag- forgotten t’other machines. There are
action. They call it Imagimation. itec have complete control of how the two more Humans games to complete
Martin admits, ‘We knew noth- masks are painted and what the cos- the triology. Humans in Space and Hu-
ing about making latex puppets.’ But tumes looks like. mans in the Holy Grail receive their
he knows a man who does! In fact, a As Martin says, ‘This again cuts out debut on the Mega Drive, with other
whole team of ‘em at Soft Options, all the fiddly bits. We don’t have to go formats to follow. There’s an alterna-
the company responsible for the Split- on to improve how Space Junk looks. tive to chess with MD Ragnarok and a
ting Image puppets. We know how we want it to look from 16-bit game based on the hugely popu-
the start!’ lar TV show, American Gladiators.
Many of the guys and girls Martin and Rick are adamant they’re
at Imagitec played the char- going to push the Mega-CD to the lim-
acters for Space Junk during it. Martin said, ‘Gameplayers’ expecta-
filming, which takes place at tions will be high. They’ll expect more
a studio just down the road. filmesque products. We can’t deal in
Martin and Rick have yet to shovelwhare.’
star! So, if Space Junk’s successful —
what next? Martin smiled, ‘Space Junk
Spaced-out, man! will be the first in a whole new genera-
Space Junk is huge game. It’s tion of products from Imagitec. It’s my
an interactive roleplaying af- dream to buy our own film studio, then
We’ve mentioned ‘em enough, now, here’s one in the flesh, fair, with numerous character
as it were! A storyboard for one of the Humans games. we can have TOTAL control!’
This one is Humans in Space, available on Sega machines
confrontations. You decide Imagitec certainly know where it’s
by the end of the year. which path to take when faced at. Their first step into the CD market’s
with dilemma after dilemma. massive for such as small company
Ladies and gentlefolk, boys and ghouls, make way for the You play a spaced-out dog
President of Imagitec, Mr. Martin Hooley. He set up the
but the concept’s really come together.
company over five
called Randolph and meet Mat and I can vouch for that! They’ve
years ago. They such delightful creatures as proved you don’t have to be big to be
make ‘em young Droogs, Snaggers, Slurges beautiful. Their working methods are
these days! and Squinks. Again, all these impressive... yet there’s just one thing
characters have been drawn, they’ve overlooked - a few arrows in
coloured and given their indi- the corridor and a bigger sign on the
vidual personalities. door next time, lads!
Martin describes Space Junk As Mat and I bade our farewells,
as ‘a black, off-the-wall com- the girls from the Sunshine Supertan
edy in the style of Red Dwarf. Centre tipped us a wink. ‘There’s more
A live RPG, Lucasfilm™ esque, going on in that place than meets the
Coming soon to the Mega Drive, Ragnarok. The clever scrolling adventure’. It will eye,’ mused Mat. Sadly, we couldn’t
bods at Imagitec have even had boards and pieces made
appear on several formats; we stop to find out, ‘cos as we all know,
for the game. We’ll have some to give away in a mega-
competition soon. Look out for Human figures, too! saw the Mega-CD version. If time and British Rail wait for no man!

magazine article • 643


preview article; Amiga Action #48 - ‘Blue Print’ (September 1993) by Steve McNally;

THE SEVENTH SWORD


OF MENDOR
Explore the Dark Side of
your soul in an eternal
Is that a sword in
your scabbard or quest for power.
are you just really
pleased to see me?

T
Not everyone in the land of Ar-
here is a somewhat worrying curann will be happy to see you.
small number of games ap- This refugee from Star Wars
pearing at the moment that wants to know the password.
take advantage of the more pow- not well. An evil
erful Amiga 1200. Owners of this force was emerg-
machine will no doubt be pleased ing — the force of
to hear that the forthcoming The a man who had sold
Seventh Sword of Mendor will ap- his soul to the Dark
pear in both standard 64 colour and Side to satisfy his
enhanced 256 colour Amiga 1200 fanatical search for
versions. power. His name was Medric and stroyed. It is your job to return the
The storyline behind the game is this became a name that meant magical Seventh Sword before it’s
your usual swords and sorcery tale, death to anyone who resisted his too late.
in this case set in a land known will. The game is at a very early stage
as Arcurann. The inhabitants of Terrified by this news, an emer- in its development at the moment
this land have been given Seven gency meeting of the Great Council but the finished version should
Swords by the Gods to protect their of the Seven Sword — the Sword contain such delights as a full
kingdom from external attack. The of unity — was stolen. Without medieval musical score, digitised
land is divided into Seven Realms, this, Arcurran is wide open to at- sound effects and character speech
each with its own sword contain- tack from Wonghar and, as a result, and atmospheric scene graphics.
ing magical power. In this protect- the peaceful existence they have Of course, all of this is just embel-
ed environment, each of the Seven become accustomed to will be de- lishment and of no real importance
Realms flourished, coexisting with but the actual
each other in perfect harmony. Each character in your
game itself
On the absurdly named conti- party has his or her
sounds just as
own inventory screen
nent of Wonghar, though, all was through which you can appealing.
see what’s in their, er,
inventory.

Traveling to new planets at the


speed of light, there’s no time to
stop at the Little Chef for pancakes.

644 • magazine article


The Seventh Sword of Mendor
Some of the features that will be in- Developer Grandslam
corporated are the ability to interact with Publisher Grandslam
more than 100 creatures, a complete 3D Genre Role-playing
world for you to explore (not just caves The Seventh Sword of Mendor would be
and dungeons), as well as around 100 dif-
a party-based fantasy role-playing game
ferent spells to cast, several unique paths
through the game and a user-friendly with many similarities to Might and Magic
point and click control interface. III: Isles of Terra. The player would control
The game will be out around October. a party of adventurers tasked by the Prince
of Mendor to find the stole Seventh Sword
of Unity—an artifact of great importance.
The game was to make heavy use
of digitised speech and graphics with real-
time combat sequences.
The game stared development in Hungary,
1992, for Amiga computers, with Thala-
mus as publisher. It received several pre-
view articles in Amiga magazines, includ-
ing Amiga Format (Nov. 95) and The One
(Nov. 93). The game was planned for both
AGA machines and the older Amiga ma-
chines, with a CD32 version also rumored
to appear.
The game was moved to PC com-
puters after Commodore went bankrupt,
and a playable demo was released for MS-
DOS in 1995. The game was discontinued
after Grandslam went out of business and
no full version was ever released for any
PROJECT: The Seventh Sword of Mendor platform.

HOUSE: Grandslam RELEASE: Oct ‘93 “MrFlibble@dosgamesarchive.com”

TEAM: In House PRICE: £TBA


COMMENTS: It is difficult to say at this stage
whether or not The Seventh Sword of Mendor
will be any good or not so let’s just say that it
would appear to have massive potential. It has
enough features to keep the interest level high
while you discover them all and a good enough
storyline to draw you in during the initial learning
period. All too often, big colourful affairs like this
are let down by dire playability. If Grandslam give
this aspect the attention it requires and deserves
then be prepared for a swashbuckling, sword-
slashing extravaganza. Everyone is attempting
to get in on the RPG act at the moment. Let’s
hope Grandslam get it right.

INSPECTED BY: Steve


MS-DOS screenshots

CD32 - Unreleased Games • 645


article; Amiga Format #73 (July 1995)
by Stephen Bradley;

X-Fighter isn’t as good as Shad-


ow Fighter. Or Mortal Kombat
II. That’s fighting talk that is.
Steve Bradley goes 10 rounds
with a new beat-em-up.

X-Fighter CD32
X-FIGHTER CD32 A Minion Of Death
strikes a crushing
Publisher blow on to the
hapless chap
Thalion with a chain.

Price
TBA
Versions
CD32
Release date
June

Graphics 5 out of 10
Very average, but then
this is the CD32 and we
For a CD32 beat-em-up, X-Fighter is far from graphically slick, and the
expect a lot better. scrolling is hardly smooth, yet it’s easy to get the hang of the moves.
There are eight groups of four fighters and each member of each team
Sound 6 out of 10 has the same basic moves. Got it?

N
No music - give thanks.
Howls, grunts and thwacks ow here’s an odd fellow. My The recent resurgence of the Amiga
are fine. pugnacious foe is somewhat beat-em-up genre has seen the cart
stand-offish. I move forward, conversion of Mortal Kombat II and
Addiction 7 out of 10 ready to kick the blighter in the mid- Gremlin’s quirky Shadow Fighter
certainly a game which riff. Still he refuses to move. ‘I’m in take centre stage while Rise Of The
will occupy the battler here,’ I bravely suggest to myself, Robots fell dismally at the first hurdle.
for the odd hour. inching forward, ready for the kill
Playability 7 out of 10 until, blow me, if I’m not one the Scantily clad
Easy-to-use one-button end of a one-hit combination, losing X-Fighter positions itself between the
fighting action. the match in the process. ‘Oh fiddle- caps, a Street Fighter clone without
sticks,’ I cry in anguish as my ribs the slick graphics, a flickery-screened
Overall verdict cave into my chest. yet reasonably playable number. The
Gameplay beats presenta- Eight groups of fighters here, split backdrops are extremely dull and very
tion by three falls and a into teams of four — 32 battlers in poorly animated. You’re scrapping on
submission. all. Each member of the team has the a pavement by the docks, barrels lit-
same set of manoeuvres, the idea pre- tering the background, though as you
sumably being that you get to learn a would expect, a scantily-clad woman

70%
team’s characteristics and then take sits atop the bonnet of a red Ferrari. At
on other teams. Or something. Thais, least I think it was a Ferrari.
Jets, Bouncers, Greasers, Ninjas Or perhaps you’re in goods yard
Mercs, Hunters, Minions of Death — with an HGV perched calmy behind.
thems are your gangs a-la Guys and Whatever, they’re well below the
Dolls, only I don’t remember Marlon standard of say, Elfmania, as is the
Brando having a machete. So basi- jerky scrolling, which for a CD32
cally you get eight different fighters. game is unforgiveable. Don’t show

646 • magazine article


X-Fighter
this game to your mates with SSFII on a SNES. Publisher Thalion
They’ll rip you to shreds. Genre Fighting
And the plainsome visuals lead the pad basher to Mode 1-2 Players
feel less empathy with the characters than with the
more rounded MKII and colourful Shadow Fighter. X-Fighter was in development by Kwok
Each team has super combo moves which can in- Man. The game, originally called Mad
volve up to six directional taps before boshing the
fire button — not particularly easy to pull off in the
Fighters II, was originally created as a
heat of battle, but then complaint can be levelled sequel to Mad Fighters I. It was a Street
at most beat-em-ups. The standard manoeuvres are Fighter II inspired beat-’em-up released as
easy to learn with practice — a tap, tap and a tap. shareware.
Swords, cables, chains, enormous fists, flashing In 1995 Mad Fighters II would be-
bolts. All the usual gadgets are included and in some
bouts you can simply bash a long chain into your
came a commercial game in the form of
hapless opponent from a safe distance, winning the X-Fighter CD32. The game was complete
bout at a canter. and was due to be published by the Ger-
But despite X-Fighter’s shoddy appearance, the man company Thalion and review copies
gameplay is just about good enough to overcome were sent out to magazines. The reviews
presentation. If only it wasn’t up against the far slick-
er Shadow Fighter, if only it was smoother and had
were positive with 70% in Amiga Format,
parallax scrolling. 60% in Amiga Power, 85% in CU Amiga
and 85% in The One.
In the end, the publication of X-Fighter nev-
But the guy on
the left has got er went ahead. Kwok has reportedly lost
a sword. That the original game, so the only way to re-
can’t be fair.
Why haven’t I cover the game now seems to be through
got one? the review copies, if any still exist.
However, a demo from The One is
still available and can be downloaded from
the link. Kwok has also released the A1200
version Mad Fighters II as public domain.

Download links
Mad Fighters II (A1200 version)
X-Fighter (The One demo version)

CD32 - Unreleased Games • 647


Urban Strike
Developer Ocean
Genre Shooter

Urban Strike is the third game in the Strike


X2: No Relief series, after Desert Strike: Return to the
Developer Team17 Gulf and Jungle Strike. It is a helicopter
Genre Shooter based shoot-‘em up, mixing action and
A sequel to Project-X. Like its predecessor, strategy, retaining its predecessor’s core
it’s a horizontal (and sometimes vertical) mechanics, and expanding on the model
scrolling shoot-‘em up. with additional vehicles and settings.
The game was released in 1996 exclusive- The game was initially released for the
ly for the PlayStation. Sega Genesis in 1994, with following ports
for the Game Boy, Game Gear, and SNES.

X-It Virtual Chess


Developer Data Design Interactive Developer Titus
Genre Puzzle Genre Board
X-It, working name of Zonked, is a puzzle Virtual Chess is a feature-rich computer
game viewed from above, where the ob- chess simulation game with features such
ject is to create a path to walk through to as rotating chess board and pieces, FMV
the exit, by moving blocks around a walled cut-scenes and limited lighting techniques.
arena. The game was released in 1995 for MS-
Published by Psygnosis and released in DOS and Windows.
1994 for the Amiga and MS-DOS.

XTreme Racing World Cup Golf


Developer Silltunna Software Developer Arc Developments
Genre Racing Genre Sports

Amiga exclusive racing game released in A golf game taking place on Puerto Rico’s
1995. The game utilizes real 3D environ- Hyatt Dorado Beach Golf Course with 15
ments, as opposed to the sprite-based Lo- types of tournaments to choose from.
tus and the unshaded polygons of World The game was released in 1994 for 3DO,
Circuit. CD-i, MS-DOS, PlayStation and Sega Sat-
urn. The game is also known as World
Cup Golf: Hyatt Dorado Beach on some
platforms. U.S. Gold planned to release a
CD32 version in 1995.

648 • Unreleased Games - CD32


Ultimate Dizzy
Developer Codemasters

A title in Codemasters’ Dizzy video game Other titles mentioned on different


sereies called Ultimate Dizzy was report- sources, but with limited information;
edly due for a 1995 release on the CD32.
Not much information on this version
was found, but a compilation pack called 5 Bubble Trouble
Game by Audiogenic.
Pack Dizzy, or the Ultimate Dizzy Collec-
tion cartridge, was scheduled for release Cecil and his Chopper
in Q4 1993 for the NES. The compilation Some sort of puzzle game by 21st Century.
would contain Wonderland Dizzy, Panic
Dizzy, Mystery World Dizzy, Go! Dizzy Go! England World Cup ‘94
and Dizzy the Adventurer. Game by Grandslam.

AmigaJay created an unofficial compilation


Fist
for the CD32 called The Ultimate Amiga Role-playing game by Supervision.
Dizzy Collection CD32, which includes 11
Dizzy games; Treasure Island Dizzy, Fast Genesis
Food Dizzy, Fantasy World Dizzy, Magi- Game by Flairsoft.
cland Dizzy, Kwik Snax, Spellbound Dizzy,
Bubble Dizzy, Dizzy Panic, Dizzy Prince of Harry the Hairy Hermit
Game by Rasputin.
the Yolkfolk, Fantastic Dizzy and Crystal
Kingdom Dizzy.
NHL Hockey
AmigaJay CD32 rar. file (indieretronews.com) Game by Ocean.

Return to the Lost World


A game where the player would take part in a dino-
Zool 3 saur adventure with stop-motion animated figures.
The game was in development by Mirage.
While there have been quite a few attempts
to bring Zool another game, to date there
1886
have been no Zool project beyond Zool 2. No information found other than the title.
The 2005 game, Ninjabread Man, original-
ly began development as a planned third First Contact: An Alien Adventure
entry in the Amiga Zool series; not much No information found other than the title.
is actually known about the pitch, though
John Doe
it is believed that Zoo Digital Publishing No information found other than the title.
weren’t impressed by the tech demo and
pulled the license. The Legacy
“zool-the-alien-ninja-from-the-nth-dimension.fandom.com” No information found other than the title.

Monopoly
No information found other than the title.

CD32 - Unreleased Games • 649


Biing!:
Other Amiga Versions Sex, Intrigue and Scalpels
reLINE Software
These are games that received an 1995 (Amiga)
Amiga computer release. The CD32 Simulation
versions was most often planned to An erotic hospital-man-
be straight ports, with little to no dif- agement simulation
ferences from the original. where the player must
build a hospital.

1869
Max Design GesMBH
The Big Red Adventure
1992 (Amiga)
Simulation, Strategy Dynabyte
1997 (Amiga)
A strategy and econom- Adventure
ics trading game where
Point-and-click adven-
the player is managing a
ture game and the se-
trading company during
quel to Nippon Safes.
the golden age of clipper
ships.

Ambermoon BloodNet
Thalion Software GmbH MicroProse
1993 (Amiga) 1994 (Amiga)
Role-playing Role-playing
The second part of the A cyberpunk-themed
unfinished Amber tril- role-playing game with
ogy. Officially, only the standard point and click
German edition of Am- interface.
bermoon was released.

B-17 Flying Fortress Burning Rubber


MicroProse Software Harlequin
1993 (Amiga) 1993 (Amiga)
Simulation Racing
A simulation of the Burning Rubber sees the
heavy bomber of World player racing through
War II. 25 historically Europe and America in
accurate missions must a variety of cars.
be flown and survived to
complete a tour of duty.

650 • Unreleased Games - CD32


Body Blows Galactic Club Football:
Team17 The Manager
1993 (Amiga) Teque London
Fighting 1994 (Amiga)
Amiga exclusive follow- Simulation
up to Body Blows. Play- A managerial game
ers can choose between where the player be-
twelve fighters to play comes the manager of
as. a third division English
football team.

Cannon Fodder 2 COALA


Sensible Software BitFusion Virtual Realities
1994 (Amiga) 1995 (Amiga)
Action, Strategy Action, Simulation
The basic gameplay of Amiga exclusive heli-
the sequel remained the copter action game. The
same as the first title, player can choose be-
where the player guide a tween an AH-64 Apache,
team of soldiers through MI-35 Hind or the Mi-28
a succession of levels. Havoc to pilot.

Darkmere
Captain Dynamo Zero Hour Software
Codemasters 1994 (Amiga)
1992 (Amiga) Action-adventure
Platformer
A fantasy action-adven-
A vertically scrolling ture game which was
platform game where released to very positive
the goal is to collect as reviews among critics
many diamonds as pos- and gamers alike, unlike
sible in each stage. it’s sequel, Dragonstone.

Civilization Desert Strike


MPS Labs Electronic Arts
1992 (Amiga) 1993 (Amiga)
Strategy Action, Shooter
Sid Meier’s Civilization The first game in the
is a turn-based strategy Strike series. The player
4X video game originally controls a helicopter from
developed and pub- an overhead, isomet-
lished by MicroProse in ric perspective through
1991. several missions.

CD32 - Unreleased Games • 651


DreamWeb Empire Soccer
Creative Reality Graftgold
1995 (Amiga) 1994 (Amiga)
Adventure Sports
A point-and-click cyber- A humorous soccer
punk top-down adven- game originally devel-
ture game featuring ma- oped for SNES and re-
ture themes and a dark leased on the Amiga as
plot. Empire Soccer 94.

Dune Fantasy Manager


Cryo Interactive Playtime Software
1992 (Amiga) 1994 (Amiga)
Adventure, Strategy Simulation
A CD32 version was due in Amiga exclusive soccer
1994 and was reportedly manager game based
almost completed before on a british TV show that
being eventually shelved. was broadcasted at the
A CDTV version was also time of its release.
planned at some point.

Elfmania Flashback
Terramarque Delphine Software
1994 (Amiga) 1992 (Amiga)
Fighting Action-platformer
A 2D fighting game A cinematic platformer
where the player have that incorporates ele-
to buy and use different ments of platforming,
characters in order to shooting, and problem-
win the game. solving.

Embryo Flimbo’s Quest


Beyond Arts Euphoria
1994 (Amiga) 1990 (Amiga), 1991 (C64)
Shooter Platformer
A 3D first-person shoot A 2D platform game
‘em up that bears sem- where the player con-
blance to flight simulation trols Flimbo through
games, but is described seven distinct levels,
as pure mayhem without collecting scrolls to open
any emphasis on realism. the next level.

652 • Unreleased Games - CD32


Flight of the Hired Guns
Amazon Queen DMA Design Limited
Interactive Binary Illusions 1993 (Amiga)
1995 (Amiga) Action role-playing
Adventure A game set in the year
A graphical point-and- 2712, in which the play-
click adventure game er controls four merce-
inspired by Monkey Is- naries selected from a
land and the Raiders of pool of twelve.
the Lost Ark movie.

Formula One Grand Prix Jurassic Park


MicroProse Ocean Software
1991 (Amiga) 1993 (Amiga)
Racing Action, Shooter
The first installment Based on the film. Game-
of Geoff Crammond’s play features a bird’s-eye
Grand Prix series. The view in exterior levels,
game includes all 16 in- but switches to a first-per-
ternational GP circuits of son shooter perspective
1991. when entering buildings.

Graham Gooch Cricket Last Ninja 2


Audiogenic Software System 3 Software
1993 (Amiga, C64) 1990 (Amiga), 1989 (C64)
Sports Action-adventure
Graham Gooch Cricket, Sequel to the 1987
or Graham Gooch World game The Last Ninja.
Class Cricket, was en- The plot of the game
dorsed by former Eng- continues from the after-
land cricketer Graham math of the events of the
Gooch. prequel.

Herewith the Clues Last Ninja Remix


Domark System 3 Software
1990 (Amiga) 1990 (Amiga)
Adventure Action-adventure
A detective game re- An updated version of
leased for the Amiga, Last Ninja 2. The dif-
Acorn 32-bit and Atari ferences includes a
ST. A CDTV version was short intro, some minor
also planned at some graphic changes and a
point. remixed soundtrack.

654 • Unreleased Games - CD32


Lost in Mine Master Axe
Wookiesoft Axe To Grind
1995 (Amiga) 1997 (Amiga)
Sports Fighting
A side-scrolling puzzle Master Axe: The Gen-
board game developed esis of MysterX is a
by Polish developer fighting game where the
Wookiesoft. A CD32 player pick a character
version was apparently and fight 1-on-1 with an-
planned. other character.

The Lemmings Chronicles Mortal Kombat


DMA Design Limited Midway Manufacturing
1995 (Amiga) 1993 (Amiga)
Puzzle Fighting
A version for the CD32 Mortal Kombat were
was planned, titled All only ported to and re-
New World of Lem- leased for OCS Amigas.
mings. The game is sim- There were rumours of a
ilar to the predecessor. CD32 version but no ev-
idence of it ever existing.

Lionheart Mr. Nutz: Hoppin’ Mad


Thalion Software Neon Studios
1992 (Amiga) 1994 (Amiga)
Platformer Platformer
Platform hack’n’slash An Amiga exclusive title
gameplay similar to in the Mr. Nutz series.
Rastan. The player pro- A Mega Drive port was
ceed through the scroll- also planned at some
ing world cutting down point.
enemies with a sword.

Liverpool FC No Second Prize


Arc Developments Thalion Software
1992 (Amiga) 1992 (Amiga)
Sports Racing
Soccer game released A polygon based motor-
as Liverpool: The Com- cycle racing game. One
puter Game by Grand- of the first games to fea-
slam Video for the Ami- ture video-style replays.
ga.

CD32 - Unreleased Games • 655


North Polar Expedition Psycho Killer
Virgin Games Delta 4 Interactive
1992 (CDTV) 1992 (CDTV)
Adventure, Edutainment Adventure
Edutainment title re- Adventure game re-
leased exclusively on leased for the CDTV
the CDTV. and MS-DOS.

Overdrive Reunion
Psionic Systems Amnesty Design
1993 (Amiga) 1994 (Amiga)
Racing Strategy
A topdown racing game A strategy game where
similar to Micro Ma- players must manage
chines. Includes 20 the resources and de-
courses across five dif- velopment of a space
ferent terrains. colony.

Pinkie Robinson’s Requiem


Data Design Silmarils
1994 (Amiga) 1994 (Amiga)
Platformer Role-playing, Simulation
Amiga exclusice plat- Gameplay consists of
former. A CD32 version first-person roleplay-
of Pinkie was completed ing with the emphasis
and reviewed, but was placed on character
never released. modeling and survival.

Primal Rage Ruff ‘n’ Tumble


Atari Games Wunderkind
1995 (Amiga) 1990 (Amiga)
Fighting Platformer, Shooter
A versus fighting game A platform run and gun
taking place on a post- game. It was the only
apocalyptic version of game made by Wun-
Earth where players derkind, a group within
control one of seven Renegade Software.
large beasts in battle.

656 • Unreleased Games - CD32


Second Samurai Space School Simulator:
Vivid Image The Academy
1993 (Amiga) CRL Group
Action, Strategy 1988 (Amiga), 1988 (C64)
Sequel to the 1993 Ami- Action, simulation
ga game First Samurai. Sequel to Tau Ceti.
Gameplay combines Mindscape planned a
hack and slash with puz- CD32 version due for
zle-solving. release in 1995.

Shaq Fu Spherical Worlds


Delphine Software 4-Matted
1994 (Amiga) 1993 (Amiga)
Fighting Shooter
2D fighting game where A multi-directional shoot
the player control former ‘em up in the vein of
professional basketball Alien Breed where play-
player Shaquille O’Neal. ers control a small spher-
ical droid which needs to
destroy enemy robots.

SimLife Star Trek:


Maxis Software 25th Anniversary
1993 (Amiga) Interplay Productions
Simulation 1994 (Amiga)
A complex game in Adventure, Simulation
which players can cre- A combination of a point-
ate their own ecosys- and-click, side-scrolling
tems, animals or vege- adventure game and a
tables, then watch them first person starship sim-
eat, evolve, mate, or die. ulator.

Simon the Sorcerer II Super Loopz


Adventuresoft Audiogenic Software
2001 (Amiga) 1995 (Amiga)
Adventure Puzzle
The Amiga version was A revamped version
planned for release in of Loopz. A CD32 ver-
1995. Epic Interactive sion was completed and
Entertainment secured scheduled for release
the rights and released in 1995, but was never
it on CD in 2000. sent for mastering.

CD32 - Unreleased Games • 657


Super Street Fighter II: Tower of Souls
The New Challengers Black Legend
Freestyle 1992 (Amiga)
1995 (Amiga) Role-playing
Fighting An isometric role-playing
A CD32 version was ap- game where the player,
parently finished and as Treeac, has to con-
reviewed, but were can- quer the seven floors of
celled in favour for Super Baalhathrok’s tower.
Street Fighter II Turbo.

TFX
Town With No Name
Digital Image Design
1997 (Amiga) Delta 4 Interactive
Simulation 1992 (CDTV)
Adventure, Shooter
A flight simulation game
where the player can fly An interactive cartoon
with F-117A, Eurofighter arcade game released
2000 or F-22 Superstar for the CDTV and MS-
in various scenarios as DOS.
a UN fighter pilot.

Tiny Troops Tracksuit Manager 2


Phoenix Interactive Alternative Software
1997 (Amiga) 1996 (Amiga)
Strategy Sports, Simulation
Real-time strategy game, Soccer management
with gameplay similar to game where players
Command and Conquer can take part in the main
and Cannon Fodder. European Cup competi-
tions.

Tornado Turbo Trax


Digital Integration Arcane Entertainment
1993 (Amiga) 1995 (Amiga)
Simulation Racing
A combat flight simula- A top-down racing
tor game. It was one of game. The player com-
the first flight simula- peting against five other
tions to offer head-to- competitors across a
head online dogfights. variety of different sur-
faced tracks.

658 • Unreleased Games - CD32


Uridium 2
Turning Points
Graftgold Creative Software
On-Line Entertainment 1993 (Amiga)
1994 (Amiga) Shooter
Compilation, Strategy
A sci-fi side-scrolling
A compilation of Dr. Tur- shoot ‘em up and the
can’s wargame strat- sequel to the 1986 C64
egy games: Waterloo game Uridium. It retains
(1989), Armada (1989) the same setting and
and Gettysburg (1990). gameplay of the pre-
quel.

Turrican III K240


Factor 5 Celestial Software
1993 (Amiga) 1994 (Amiga)
Action-platformer Strategy
Originally designed for Working title was Utopia
the Genesis as Mega 2 and it was the sequel to
Turrican, but were com- the 1991 game Utopia:
pleted and released a The Creation of a Nation.
year earlier for the Ami- Only released for Amiga
ga. computers.

TV Sports Baseball Virtual Karting


Acme Interactive OTM
1992 (Amiga) 1995 (Amiga)
Sports Racing
An arcade oriented A go-karting simulation
baseball game part of game with 3 different
the TV Sports series. It circuits and several dif-
was also released as Bo ferent viewpoints—both
Jackson Baseball. 2D overhead and 3D.
Amiga exclusive.

TV Sports Boxing
Watchtower
Acme Interactive
1991 (Amiga) CyberArts
Sports 1996 (Amiga)
Shooter
A comprehensive simu-
lation boxing game. It A topdown arcade ac-
was also released as tion game. A CD32 ver-
ABC Wide World of sion was scheduled for
Sports Boxing . release in 1996, along
with the AGA version,
but it never materialized.

CD32 - Unreleased Games • 659


Homebrew
Catacomb 3-D: The Descent
Developer id Software, Ares
Aftermarket and Publisher Ares
Release date 2016
Hombrew CD32 Releases Genre First-person shooter
Mode 1 Player
The Amiga have always had a large,
active and loyal userbase. Some of In 2016 Ares created a port of Catacomb
which are developers who still designs 3-D—a first-person shooter first released
new games for the platform. And some in November 1991 for MS-DOS. The
of these games have been printed and game was originally created by id Soft-
released on physical CDs. ware as a prototype of the Wolfenstein
3D engine.
These pages includes noteworthy titles
that were released after market for the An unofficial port of Catacomb 3-D was
console. Most of these titles were re- first mentioned on the EAB forums in
leased in limited numbers, but some 2015 with talk about the open version
are still available outside of the used of the game going open source the year
game market. previous, was set a challenge to port it
But this is just a very small rep- over to the Amiga as it only used 16 co-
resentation on what’s being developed, lour graphics.
modded and released for the CD32. The port by Ares was released
There are numerous other homebrew as an “officially licensed relese” for the
games, hacks, remakes and updated AGA Amigas, CD32 and their Kickstarter
version of older games readily avail- project, the indieGO! retro ‘console’. The
able online. game was released on CD and came in
a DVD-Case with a 12 page booklet with
Links included on the pages goes to
histroy and info about the game.
websites, web-shops selling the game
file or physical copies, or download
links if a developer have made a file
free for download.
note; some of these links, as
with every link found in this PDF, will
get broken and removed over time. I do
not own these links.

Download links;
Physical version (aeros-os.org)

662 • Homebrew - CD32


Land of Genesis
Developer Maurizio Gemelli
Publisher ClearWater Interactive
Release date 2001
Genre Action platformer
Mode 1 Player

Land of Genesis is a platformer/shooter


AlarCity
created by Maurizio Gemelli and pub- Developer Pixelglass
lished in 2001 by ClearWater Interactive Genre Action role-playing
for AGA and Amiga CD machines. Mode 1 Player

Land of Genesis, clearly inspired by Tur- AlarCity is a multi-directional shooter


rican, feature 5 large levels, 3D rendered which has been in development for sev-
intro video, 512 colors on screen, 180 eral years. A demo was released in 2017
different enemies, parallax scrolling and which were later made into a standalone
transparent backgrounds version available for download on the
Gemelli, a former demoscene developer Pixelglass website.
for the Amiga, spent three years pro- A physical edition was planned until the
gramming Land of Genesis. The game publisher Bitronic (ex. Amiga.net.pl) dis-
was distributed on CD only and required appeared.
a high-end Amiga (at least 68020 with The objective of the game is to survive
4MB, but most optimal with a 68040 with as long as possible against an increas-
8MB Fast RAM). ingly large mob of enemy blobs! Players
The game received positive reviews by can kill enemies to level up, recieve XP
Amiga users, but was criticized by some orbs and upgrade their character, collect
for the extreme difficulty (though, an coins and gems to purchase Weapon
‘easy’ difficulty option is available). and Element Upgrades as well as other
“gamesnostalgia.com” useful items.

Download links;
HDD version (LHA)
CD version (ISO)

CD32 - Homebrew • 663


Inviyya
Developer Tigerskunk
Publisher poly.play
Release date 2021
Genre Shooter
Mode 1 Player

A horizontal shoot-‘em-up developed es-


ArtPazz pecially for the line of Amiga computers.
Developer itch.io Inviyya features 6 unique organic levels
Publisher Retream each with its own enemies and bosses,
Genre Puzzle different weapon upgrades, 3 layer par-
Mode 1-8 Players allax scrolling and music and sfx.
ArtPazz is a puzzle game where the A CD32 version is available as both a
player has to piece together the tiles of physical (polyplay.xyz) and a download-
an image. The size and the shape of the able version (itch.io).
tiles can be adjusted, which allows to set The game should work on every exist-
the difficulty to anything from to tremen- ing classic Amiga (including the Amiga
dously easy to hard. Mini), with at least 512k Chip and any
The player can also add images other form of 512kb extra RAM (chip,
and tunes by putting them into the ap- slow or fast), PAL or NTSC).
propriate drawers.
The game was programmed using
AMOS Professional and the ALS (AMOS
Layers System).

Download links;
website

Download links;
Physical version (polyplay.xyz)
Downloadable version (itch.io)

664 • Homebrew - CD32


Legend Of Falconia:
25 Years Anniversary Collectors Edition

The original 1995 Ger-


man release came on
4 disks and included a
manual.

Legend of Falconia is a fantasy adventure game for the


Developer F. Röchter Amiga and MS-DOS, available in German and English.
Publisher a1k.org The interface is a hybrid of both text adventures and graph-
Release date 2021 ic adventures: players can type in commands and see a
Genre Adventure text description of where they are and what they’re doing,
Mode 1 Player
but there is also mouse control with a LucasArts-style ac-
tion bar, and graphics showing the players location.

Frank Röchter, the pro- The player take on the role of an estate agent working for a
grammer, coded this firm that plans to buy up plot with an old, run-down house.
game when he was only The firm want to knock the house down and build a super-
17 years old. market on the land. The firm already sent out one agent for
this deal, but they disappeared without a trace.

When released, the game received a 2 sided review in a big


German Amiga Magazine in 1995 with very good critics, but
since they published it in their Public Domain Corner, nearly
no one (only about 10 people) bought the game. The English
version was never released because it was believed that no
one wanted it at the time. The game was nearly unknown,
the only traces being a demo video on Youtube and an entry
in MobyGames related to the DOS Version.
The developer of the game, Frank Röchter, were
tracked down and asked if he wanted the game re-released,
which he was very surprised by. The game was translated to
English and sold as a nonprofit a1k Fan-Project with all the
earnings going to a charity. It was released in a box with 4
disks, a copy of the original handbook and a CD-ROM ver-
sion compatible with the CD32. Around 80 copies of the 25
Years Anniversary Collectors Edition were created.
some text from mobygames.com, blog.amigaguru.com

CD32 - Homebrew • 665


Defender of the Crown:
Extended Collector´s Edition
Developer Cinemaware Retro
Publisher Cinemaware Retro
Release date 2018
Genre Action-adventure
Mode 1 Player
The Kiwi’s Tale
The CDTV release of Defender of the
Developer Denton Designs Crown is also compatible with the CD32
Release date 2014 console. In 2018 Cinemaware Retro re-
Genre Action-adventure
Mode 1 Player
re-reased the game in an ‘Collectors
Edition’ version. Cinemaware Retro also
The Kiwi’s Tale is a platform game in- released similar ‘Collector’s Editions’ of
spired by the The New Zealand Story. Rocket Ranger and Wings.
Developed for the The Retro Remakes The Collector’s Editions includes the
2008 competition, it tells the story of Nik, game CD—compatible with the CD32—
a kiwi whose friends were abducted by along with two other CD’s, three post-
an alien sheep, envious of the kiwi being cards, a poster, a sticker, manual, among
the icon of New Zealand. So Nik must other things.
travel through New Zealand to rescue
them. The games could initially be bought
from Cinemaware Retro website retro.
The game has many similarities with The cinemaware.com, but after several cus-
New Zealand Story, but has also new tomer never received their items, even
features. There are fifteen stages in total. after years of waiting, the delivering and
At each stage, Nik has to search for his sales of the games were handed over to
abducted friends who are caged, while dragonbox.de.
using a crossbow and arrows to defeat Sven Vößing, who seems to have
enemies. Some creatures ride flying ve- been the man responsible for several
hicles, and as in The New Zealand Sto- of the Cinemaware Retro re-releases,
ry, Nik can fly them if killing the enemies had problems following through with the
without destroying the vehicle. orders. Giving little information and re-
“mobygames.com” sorting to excuses for delayed packages
made many customers and people in the
Amiga community distrust Cinemaware.
Cinemaware Retro was apparently not
Vößings full-time job, but something he
did in his free time, which may have been
a reason for all the mismanagement in
the beginning. It was most likely not a
scam, just Vößing taking more work on
than he could handle.
Download links;
Download version (mega.nz)

666 • Homebrew - CD32


Rocket Ranger: Extended Collector´s Edition

Rocket Ranger is an action-adventure game devel-


oped and published by Cinemaware and first re-
leased in 1988.

Extended Collector’s Edition of Rocket Ranger is lim-


ited to 500 units, comes in classic big box and has the
following items included:
• Different versions of the game on CD-ROM;
• 7″ Vinyl with the theme music;
• 3 postcards with images from the game;
• Rocket Ranger Poster;
• Blueprint Poster;
• Rocket Ranger Sticker;
• Printed Manual.
The versions included on the CD ROM are:
• Amiga version with a new Intro—compatible with
CD32, Amiga with CD-Rom and PC and Mac (built-in
emulator).
Developer Cinemaware Retro • C64 Version—Running on PC and Mac (built-in Em-
Publisher Cinemaware Retro
Release date 2018
ulator).
Genre Action-adventure • DOS Version—Running on PC and Mac (built-in
Mode 1 Player Emulator).
• Rocket Ranger—NES, Apple IIgs, Atari ST and FM-
Towns for use on an emulator or .iso to burn (only for
FM-Towns).

Rocket Ranger was voted


Best 16-bit Graphics of the
Year at the Golden Joystick
Awards. In 1996, Computer
Gaming World declared Rock-
et Ranger the 45th-best com-
puter game ever released.

Download links;
Physical version (dragonbox.de)

Amiga

some text from mobygames.com

CD32 - Homebrew • 667


Powerglove Reloaded

Powerglove Reloaded is an Amiga remake of the 2014


C64 title Powerglove. Later PC versions were made
available as well. The remake features improved
graphics, a larger game map, deeper game mechan-
ics and boss fights.

The game is set in an age where fossil fuels have been


exhausted, and the Earth’s power needs are supplied
by thermal reactors under both the north and south
poles. Unfortunately, an explosion has knocked out
the north pole reactor, and without the power supplied
from the reactor, billions are at risk of dying. The player
character are sent in to engage the reactor’s backup
systems and restore the power supply.

Powerglove Reloaded is a run ‘n’ gun game where


players must guide their character through a complex
network of transport tubes, locate the six control dia-
monds and destroy rogue robots in their path.

The Windows, Linux, and Mac OSX versions of Pow-


Developer Lazycow, Cyborgjeff
erglove Reloaded are available for free, whereas the
Publisher RGCD.DEV, itch.io Amiga version of the game is priced at $2.99.
Release date 2018 The physical copy of the Amiga CD version
Genre Platformer, Shooter includes ADF/DMS versions, Windows/Mac/Linux
Mode 1 Player builds, the OST and it’s bootable on CD32 and CDTV.
Also included with the physical copy is the manual,
vinyl RGCD and Lazycow stick-
ers, pin buttons, postcards and
an A3 poster.

Powerglove Reloaded also


includes a Classic Mode,
which turns it into the old ver-
sion graphically with the origi-
nal levels.

Download links;
Website (lazycow.de)
Downloadable version (itch.io)
Amiga

some text from mobygames.com

668 • Homebrew - CD32


Tiger Claw

Tiger Claw is a modern update of the 1984 C64 game


Bruce Lee. Throughout its 24 screens, four stolen
magic scrolls must be retrieved to finish the game.
Each screen is littered with platforms and lad-
ders. Enemies randomly appear on screen which
can be avoided or kicked out with karate chops. Not
all screens are immediately accessible; Entrances
to some screens open if the player have disposed a
certain number of enemies or killed a mid-level boss.
Also, some platforms initially seem out of reach. By
collecting special masks the hero gains extra abilities
like double-jump or wall-jump to traverse further into
the game.
Tiger Claw is also highly customizable, and in-
cludes a multi-player versus’ mode, difficulty options, a
training mode, among other options.

Originally released exclusively on C64 cartridge by


RGCD for backers of the C64 in Pixels Kickstarter (Fu-
sion Retro Books, 2016), then ported to Windows, Ma-
cOS, Linux and the Amiga in 2018.
Developer Lazycow, Saul Cross The physical copy of the Amiga CD version
Publisher RGCD.DEV, itch.io includes ADF/DMS versions, Windows/Mac/Linux
Release date 2014, (Amiga) 2015
Genre Platformer
builds, the OST and it’s bootable on CD32 and CDTV.
Mode 1-4 Players Also included with the physical copy is the manual,
poster, map, little vinyl stickers and badges. The boxed
version was available for a limited
time at the RGCD shop.

The Amiga, Linux and Win-


dows version includes a
Classic Mode, which lets us-
ers play the game with C64
graphics and sound.

Download links;
Website (lazycow.de)
Downloadable version (itch.io)
Amiga

some text from mobygames.com

CD32 - Homebrew • 669


Tanks Furry
Developer Project R3D
Publisher CDLabel
Release date 2016
Projekt: Lila Genre Shooter
Mode 1-4 Players
Developer AMIworx
Publisher Ares Tanks Furry is a multi-directional shooter
Release date 2016 with gameplay similar to the 1985 Fami-
Genre Action-platformer
Mode 1 Player com/NES game Battle City.
The player takes control of either Cap-
Projekt: Lila (“Projekt: Purple”) is an ac- tain Hound or Lieutenant Greywolf, and
tion-platformer developed by AMIworx, must fight off the invading mole tanks.
creators of the Tales of Gorluth series. The player can go through the campaign
It were released, along with a few other single player or co-op.
titles, to promote Ares’ IndieGO! console.
The player takes control of one of two
Players take control of Lila, a cyborg tanks in a top down battle. The level is
warrior, who must face a corrupt govern- won by destroying every enemy tank.
ment. Lila was damaged during her es- The player can also pick up power-ups
cape from the government and cannot and rescue civilians.
run and shoot at the same time (shoot- The game includes over 40 mis-
ing while jumping or falling is possible, sions, several themed zones such as
though). In order to repair herself and woodlands and deserts, five types of en-
gather information, Lila must collect the emy tanks and different game endings.
logic units (so-called “eBrains”) of her
adversaries. The game was initially created for the
RetroKomp 2015 Game Competition
The gameplay and the graphics was in- were it was awarded second place in the
tentionally made in the style of the 8-bit GameDev category.
Mega Man series, but adds parallax
scrolling in pursuit levels. A physical version is available to buy
through a Polish web shop. Included with
the game CD is a floppy disk, a DVD box,
color printed instruction, and three stick-
ers.

Download links;
Physical version (kryptobay.eu)

Download links;
Physical version (aeros-os.org)
Downloadable version (aminet.net)

670 • Homebrew - CD32


Reshoot
Reshoot R
Developer Richard Löwenstein
Publisher AMIworx Software Developer Richard Löwenstein
Release date 2016 Release date 2019
Genre Shooter Genre Shooter
Mode 1 Player Mode 1 Player
Reshoot is a 2D horizontal bullethell Reshoot R is an updated version of Re-
shooter developed for AGA Amigas. The shoot and is billed as “more louder, col-
game also feature joypad support. The orful, playable and spectacular” than the
game was coded in pure assembler lan- original. Reshoot R includes power-ups,
guage for faster 50fps gameplay. new music and soud-effects, different
The object of the game is to beat the levels and end-of-level bosses.
high-score by surviving as long as pos- The physical release of Reshoot R was
sible with only one life. available as three separate releases:
The game was released as download- Pure Edition (two floppy disks and a
able and on physical media. The “Deluxe manual), Signature Edition (CD-ROM
Edition” came with a CD in a DVD case and a manual), and Classic Floppy DISC
along with a 16 page manual booklet. Edition (CD-ROM, manual and a bonus
Reviews of Reshoot from players have disc with the making-of Special and the
been mostly mixed to negative. The one- soundtrack).
life play mechanic, the graphics and mu- Reshoot R have received more positive
sic are what is most often met with most reviews from players than it’s previous
criticism. incarnation.

Download links;
Download links;
Physical version (amigastore.eu)
Physical version (amigastore.eu)
web-shop (amigashop.org)
web-shop (amigashop.org)

CD32 - Homebrew • 671


Tales Of Gorluth: Dungeon Of Reminiscence

Tales of Gorluth III: Dungeon of Reminescenc is the


third and final chapter in Patrick Nevian’s Tales Of
Gorluth series. The game was released on both Ger-
man and English along with a “very emotional and
thrilling story about YOU and your way back to your-
self”.

The player control a character in an overhead-view


with gameplay similarities to The Legend of Zelda.

The first game in the series, The Tear Stone Saga,


was released in 2014 to mixed reviews from Amiga
users at the time. The game was created in Back-
bone—a game creation kit for AmigaOS 3.x—which it
received criticism for by some. Backbone is infamous
in some Amiga circles for being an outdated and sys-
tem resource heavy program that can cripples some
games made with it, giving them jerky scrolling and
low frame rates.
Developer AMIworx The third game seems to have received more
Publisher AMIworx
positive reviews than the two previous entries. The
Release date 2021
Genre Action role-playing game was still created with Backbone, but most found
Mode 1 Player it running at mostly acceptable speed.

Dungeon of Reminiscence was released on a CD com-


patible with both the CD32 and an Amiga CD-ROM
computer. The CD also includes updated versions of
the first two instilments in the series, Tales Of Gor-
luth: The Tear Stone Saga (2014) and Tales Of Gor-
luth: The Legacy Of The Travelling Magician (2016).

Dungeon Of Reminiscence is
planned to be remade in the
Scorpion Engine, which will
improve the frame-rate expo-
nentially.

Download links;
Physical version (Phénix Noir Recordings)
website (amiworx.de) CD32

672 • Homebrew - CD32


Tiny Little Slug
Developer Makigai Studios
Publisher APC&TCP
Release date 2020
Heroes Of Gorluth Genre Platformer
Mode 1 Player
Developer AMIworx
Publisher AMIworx Tiny little Slug is a platformer where the
Release date 2018 player take control of a slug. The game
Genre Role-playing is based on the Metroidvania genre—
Mode 1-2 Players
where the goal it to find artifacts in four
Heroes Of Gorluth is a spinoff of the thematically diverse worlds and gain
Tales of Gorluth series. It was also the new skills to overcome obstacles.
first Gorluth game developed for the The slug can climb on walls and
CD32. ceilings. The slug can not harm enemies
Heroes Of Gorluth is a side-scrolling 2D in the game, but have to work out how
action platformer with RPG elements. It to get around them. The game feature
includes boss fights and 5 worlds with three big end bosses, where the slug will
over 15 levels. need to redirect their own power against
them to win.
The game, along with the main games,
were created using Backbone. As such, The game is available either on CD, flop-
it has received some backlash from Ami- py disks or as a download file. A basic
ga users regarding gameplay speed and Amiga 500 is sufficient to play it, though
unreliable collisions detection. more expanded 68k Amiga systems or a
CD32 are also supported.
“amigashop.org”

Download links;
Physical version (Phénix Noir Recordings)
website (amiworx.de)

Download links;
Physical version (amigashop.org)

CD32 - Homebrew • 673


SkillGrid
Developer Retream
Publisher RGCD.DEV
Release date 2019
Genre Shooter
Mode 1 Player
Sharks! SkillGrid is an endless score-attack verti-
cal shoot-‘em up developed by Retream
Developer CD32 Allianz
Publisher Amiga Future for AGA Amigas, featuring frenetic, tacti-
Release date 2000 cal gameplay and comprising of a vari-
Genre Action ety of different sub-games, boss battles
Mode 1 Player and in-depth scoring mechanics.
Sharks!, developed by Christian Steiner, SkillGrid feature three-layer parallax
was initially developed for ECS Amigas. variable-speed scrolling, 8-bit alpha
The AGA version was completed a short channel transparencies and real-time
time later. palette changes, highscore saving and a
The shareware demo was released for prog-rock music score.
the CD32 and sold independently on The physical versions of SkillGrid were
self-burned CDs. The game was made available in two versions; a basic CD-on-
available in 2000 and could be bought ly version that came with an auto-boot-
for DM30. A year later the full version ing jewel-cased CD, including a 16-page
was released on a multi-disc. manual, a vinyl RGCD sticker, postcards
The aim of the game is use a diver to and two disk labels (for use on user cre-
collect treasures from the seabed and ated floppie disks).
bring them to the boat. The player must The deluxe version also includ-
also avoid sharks that swim around. In ed a packet of four button badges, an
later levels other marine animals appear, A3 poster and the game on two floppy
such as an electric eels and jelly fish. disks—all presented in a plastic clam
After 3 or 4 successfully complet- shell box complete with custom made
ed levels, the player will enter a bonus foam insert.
round where the goal is to catch falling The game is also available to buy
treasure. as a downloadable .ADF/.ISO image to
use via emulation or on real hardware.

Download links;
Webshop (rgcd.bigcartel.com)
Downloadable version (itch.io)

674 • Homebrew - CD32


Worthy
Developer PixelGlass
Publisher Amiga.net.pl
Release date 2018
Genre Puzzle, Action
Mode 1 Player Wiz: Quest for the Magic Lantern
Worthy is an Amiga action puzzle game Developer Mutation Software
compatible with most Amiga systems, in- Publisher Mutation Software
cluding A500, A600, A1200, CD32, etc. Release date 2020
Genre Platformer
The player takes the role of Aldo—a Mode 1 Player
young prince whose goal is to impress
beautiful princess Ruby—who throws Wiz: Quest for the Magic Lantern is a
himself into the middle of the castle in 2D side-scrolling platform game. Wiz,
order to retrieve the stolen trinkets sto- the last elder wizard, is set on a quest to
len by the evil battle-mage Malek. find the Magic Lantern. Using his book
Aldo must go through 40 mazes where of magic and spell potions, he must tra-
assigned number of diamonds have to verse hazardous paths to finally restore
be collected. The dungeons are full of light to where dark magic has prevailed.
levers, hidden traps and three types of Heroes Of Gorluth is a side-scrolling 2D
guardians that have to be avoided in or- action platformer with RPG elements. It
der to reach the goal. includes boss fights, 5 worlds and over
Worthy was released on CD, floppy disk 15 levels.
and as a digital version. The game was written on an A1200 in
“mobygames.com”
68k assembler.
The physical copy come as a boxed 3.5”
floppy, or USB stick with 3.5” disk label
for user created disks.
“mobygames.com”

Download links;
Physical version (softwareamusements)
Downloadable version (itch.io)

Download links;
website (pixelglass.org)
Downloadable version (pixelglass.org)

CD32 - Homebrew • 675


Putty Squad

Putty Squad, the sequel to Putty, was developed by


System 3 and published by Maximum Games and
Ocean Software. It was originally developed for the
Amiga 1200, but that version was not released until
the end of 2013; prior to that date the SNES version
was the only one to be released.

Putty Squad is a platform game in which the player


controls the amorphous blue blob, tasked with rescu-
ing imprisoned putties. The player’s putty can stretch
in a variety of ways: sideways to cover ground faster,
squash flat to absorb pick-up items, stretch upwards
to climb, morph a fist to attack, or inflate to float up-
wards.
Amiga AGA release Putty can collect stars that increase his attack
power: at first increasing the potency of his punch,
but later allowing him to blow darts, electrocute en-
Release date 2013 emies or throw bombs. This star power is reduced
Genre Platformer
every time Putty is hit by an enemy.
Mode 1 Player
The Amiga version of Putty Squad, although left un-
published until December 2013, was completely de-
veloped in 1994 to the point of demo versions being
issued to magazines for release on cover disks, and
Amiga magazines were also sent full review copies
of Putty Squad, for which it received critical success.
Amiga Format awarded a “Format Gold”. Amiga Pow-
er awarded 91%, highlighting the varied level shapes,
masterful animation, influence from the Mario games
(using a stunned enemy as a projectile weapon, secret

The Amiga version of Putty


Squad was finally released
19 years after the first reviews
appeared, following a recon-
struction effort by the English
Amiga Board’s Galahad. The
game may be downloaded
from the System 3 website.

Download links;
MS-DOS Demo
Amiga AGA Remake
Amiga AGA Remake (System3.com)
CD32 Version (whdload.de)
Amiga AGA remake SNES

676 • Homebrew - CD32


doors, items hidden in blocks) and con- Sega-16 user who got a hold of a working
sistent game logic. Several instant-death prototype and dumped the ROM in Octo-
situations were criticised: the bottom of ber 2015.
the level is often difficult to distinguish, and The PC MS-DOS version was pro-
falling through it kills Putty. Several ene- jected by System 3 in late 1995 and demo
mies can also instantly kill Putty. CU Amiga versions were issued to magazines for re-
awarded 94%, highlighting the fluid control lease on cover disks, much like the Amiga
and movement of Putty, balanced learning version. The PC version was improved in
curve, presentation, and good use of the several ways, including CG introductory
Amiga’s AGA palette. This critical success, cutscenes prior to the levels. But due to
but lack of a published version, has made lack of interest from publishers, the PC
Putty Squad one of the most sought-after version never went beyond demo state
Amiga titles before its release in Decem- and was not even finished by the devel-
ber 2013. oper unlike the other unreleased versions.
A Sega Mega Drive version was re-
portedly completed in 1995 and reviewed A source port/remake version of the game
in several European magazines which was released for PlayStation and Nintendo
were sent full review copies, like Span- systems in 2013 and 2014. An HD port of
ish Hobby Consolas (#45, June 1995) and the game was released for the Nintendo
German GAMERS (August 1995 issue), Switch in 2017 under the new title Super
but the game remained unpublished due Putty Squad.
to Ocean’s diminishing support of the con- The remake received very critical
sole and lack of interest from retailers. Pro- reviews, scoring a 38/100 on Metacritic,
totypes of the game was known to exist, with reviews stating that the game has not
although none of them had been leaked been improved for the more modern con-
into the public domain, making it a sought- soles. However, the 3DS version had a
after title in the scene of Mega Drive unre- more favourable response, with a 54 out
leased games. It was finally released by a of 100.

In 2015, homebrew developers


Psygore, Galahad, Earok & Co-
detapper released a CD32 ver-
sion compatible on a stock Ami-
ga CD32, with a CD32 specific
control scheme, trainers and a
high score saving to NVRAM.
The CD32 version though,
is reportedly not completely fin-
ished and includes some glitch-
es in later levels and missing an
ending.

CD32 version

CD32 - Homebrew • 677


Other noteworthy
aftermarket CD32 releases;
This is a small selection of noteworthy unof-
ficial CD32 ports and collections. These were Hunter CD32 - 25th Anniversary Edition
not released on physical mediums available for Type Port
purchase, but made available for download. Created by AmigaJay
Users can download the games for free, then A port of an Amiga disk game
burn the game files on an CD for playing on published by Activision in
their own CD32 console, or on an emulator. 1991. The port also feature
Many of the links for these titles can be hard to CD32 joypad support.
find, as they have been removed by the origi- Hunter is an early 3D action-
nal posters, often due to infringement claims. adventure game in which the
Please visit unofficial-cd32-ports.blogspot.com player navigates around a se-
and www.indieretronews.com for more infor- ries of islands. The combina-
mation about CD32 hacks and ports. tion of the game’s 3D graphics
and sandbox-type gameplay
has been subsequently com-
pared to Grand Theft Auto III
Jaguar XJ220
and similar sandbox games,
Type Port such as Far Cry 2.
Created by Earok
A port of a pseudo-3D racing
game released by Core De-
sign for the Amiga in 1992 and
Eric Schwartz Collection
Mega-CD in 1993.
Type Collection
The CD32 port includes sev- Created by Earok
eral updates from the original A collection of more than 80
game, including shorter load animations created in the late
times, live action intro upgrad- 1980s through to the early 2010s
ed to HAM 8, menu music and by Eric Schwartz—a distin-
easter eggs. guished Amiga artist. Video clips
download link (unofficial-cd32-ports.blogspot.com) included are of Amy the Squirrel,
Flip the Frog, Sabrina and the
Red Shetland characters.
All animations can be watched
Turrican Anthology individually, playlists of select
Type Port animations are also available
Created by Earok Many of the video clips have
A compilation of the Turrican been converted to Anim5 in
triology—a series of run and order to run within the RAM
gun platform games created limitations of the CD32.
by Manfred Trenz. Also in- download link (unofficial-cd32-ports.blogspot.com)
cluded are bonuses such as
music through Hippo Player,
demo versions, PD Turrican/
Pang mash up and an intro
from a cancelled Turrican 3D
project.

678 • Homebrew - CD32


Rally Championships
Type Port
Created by Earok
A port of Rally Championships Where Time Stood Still
—a rally game developed by Type Port
InSide Team and published by Created by Galahad/Scoopex
Flair Software in 1994 for MS- Release date 2014
DOS and Amiga. A CD32 ver- Genre Action-adventure
sion was planned and a demo Mode 1 Player
of the game was released be- This is an unofficial reverse-
fore it was cancelled. engineered version of the At-
In the game, players can buy ari ST version of Where Time
different rally cars, such as the Stood Still. It is for the most
Lancia Delta of Toyota Celica, part a 1:1 conversion, but with
and drive it on different loca- a new comic book style intro
tions in time races. Players can sequence and improved mu-
collect credit on the race tracks sic.
which can be used for repair- Where Time Stood Still is an
ing their car, improve it, or buy isometric action-adventure
new cars. The main goal is to game originally released by
win every championship. Ocean in 1988 for the Sinclair
Spectrum 128K, MS-DOS and
Atari ST. The game was pro-
duced by Denton Designs as
Time Gal a follow-up to The Great Es-
cape from 1986.
Type Port
Created by ReImagine Games The player must guide a par-
ty of four plane crash survi-
A port of Time Gal—an inter-
vors—the pilot, Jarret, and
active movie game developed
his three passengers—to safety, avoiding di-
and published by Taito and
nosaurs, cannibals and natural dangers, while
Toei Company, and originally
also ensuring they are sufficiently rested and
released as a laserdisc game
fed during the long and difficult journey.
in Japan for the arcades in
Objects including weapons and first aid
1985. It was later ported to
kits can be collected. Each character has their
the Sega CD for a worldwide
own distinct behaviour—one becomes hungry
release.
easily, while another is only really competent
The port includes all sixteen while his fiancé survives. Although the ultimate
levels from the original game, aim is to save all four characters, the player
different difficulty levels, a can continue while at least one is alive.
special ‘Anime Mode’ for a
Download version (whdownload.com)
more cinematic experience
and five different static ending
screens.
download link (pixelglass.org)
download link (unofficial-cd32-ports.blogspot.com)

CD32 - Homebrew • 679


The Great Giana Sisters

The most popular story behind this game is that after


the success of the NES platformer Super Mario Bros.,
a small development team called Time Warp Produc-
tions offered to create a version of the game for popu-
lar home computer systems, such as the Commodore
64, but Nintendo was not interested in releasing Mario
on anything other than the NES. Because they had
already mostly finished creating the game to demon-
strate their concept to Nintendo, Time Warp finished
the project and replaced all the graphics with original
ones, renaming the game The Great Giana Sisters.
The game was released in 1987 for multiple plat-
forms, and was very quickly withdrawn from shelves
due to threats of legal action from Nintendo, due to the
obvious similarities to their flagship title. These threats
of legal action also lead the ZX Spectrum version of
the game to be scrapped, despite nearing completion.
Download links; Due to the short time the game was on shelves, legiti-
Amiga 1988 mate copies of the game are extremely rare, and are
Atari ST 1988 prized by video game collectors.
Commodore 64 1987 Unofficially, the game has been cloned on Win-
iPhone 2012
dows, DOS, Linux, Mac OS X, AmigaOS 4, NetBSD,
AROS, MorphOS, and Symbian OS. An unofficial
clone of the C64 version was also made
for the Nintendo DS.

Upon its release, The Great Giana Sis-


ters received strong critical praise and ac-
claim from the gaming magazines across
Europe. Zzap!64 described the game as
Commodore 64
“amazing” and concluded with the overall
opinion that Great Giana Sisters was “a
fabulous, compelling and constantly re-
warding arcade adventure”.

The scroll screen melody of the game was


composed by Chris Huelsbeck, which has
become one of the most popular video
Amiga game soundtracks of all time. It has re-
ceived over 50 remixes on the popular
music arrangement resource Remix64.
The music of Great Giana Sisters was
featured in the live orchestra concert Sym-
phonic Shades held in Cologne, Germany
on August 23, 2008.
Atari ST
some text from giantbomb.com

680 • Homebrew - CD32


Giana Sisters: Special Edition
Type Hack
Created by Reimagine Games The Legend of Kyrandia
Release date 2016
Genre Platformer Type Port
Mode 1-2 Players Created by Earok

Giana Sisters: Special Edi- The Legend of Kyrandia: Book


tion is an unofficial hack of One is a 2D point-and-click
the original Amiga version. adventure game, and the first
It includes mostly cosmetic game in the Fables & Fiends
changes, such as 200 new series. It was developed by
tiles and frames of animation, Westwood Studios and pub-
updated sound effects, the lished by Virgin Games in Au-
intro from the 2009 Nintendo gust 1992.
DS version, among several The game was released on
other additions. several systems, including the
The CD32 version should run on any stock con- Amiga, MS-DOS, FM Towns,
sole. In addition, the game should run on ex- Mac and PC-98. A CDTV
panded consoles, such as those containing an version was also planned at
SX32 or SX-1 board. some point.
The CD32 port by Earok support saving to
NVRAM and includes the audio track and the
animated intro converted from the PC DOS
version, joypad support and game maps—
viewable from the selection menu, among sev-
eral other inclusions.

Not an official package.


Created by Retrophase.co.uk who makes re-imagined handmade boxes
Flashback
for public domain games. Type Port
Website (pixelglass.org) Created by Earok
Downloadable version (pixelglass) A port of the 1992 science fic-
tion cinematic platform game
Flashback: The Quest for Iden-
tity.
Stunt Car Racer The port includes joypad
Type Port support, speed corrected
Created by Codetapper cutscenes, level selection and
A port of Stunt Car Racer—a the CDXL intro from the 2013
racing video game developed remake.
by Geoff Crammond. download link
(unofficial-cd32-ports.blogspot.com)
The port includes joypad sup-
port, new tracks and a “Turbo”
patch.
download link (unofficial-cd32-ports.blogspot.com)

CD32 - Homebrew • 681


article; Amiga CD32 Gamer #20 (January 1996)
by: Lesley Jordan;

David vs Goliath If you study the specifications of the super-consoles,


It’s my party.......and I’ll cry if I want to. Yes, this may be a very you are likely to come across a few surprises. This is be-
lame opening to a feature, but it just about sums up how most CD32
owners are feeling right now. Their machine has been pushed into
cause the PlayStation and Saturn seem to have taken a few
obscurity following the barrage of new machines on the scene and leaves out of Commodore’s book, using technology that
the question on everybody’s lips is “Can my CD32 still give ‘em a the CD32 has used for years.
good run for their money?”. New contributor Lesley Jordan finds out. Since the birth of Amiga family, all of their machines
have utilised a multi-chip design. This means that a set
of custom chips take some weight off the main processor,

S
o, they’re here at last. Each one professes power taking control of key areas such as graphics and sound.
that will make your toes curl, graphics to make This is what makes the consoles so amazingly fast; their
your eyes bulge and sound tracks to make you array of custom chips. So far, it has taken until now for
grow more ears. Yes, the super-consoles are upon us and the other major hardware developers to catch up with the
don’t we know it. CD32. Even though many of the older consoles use cus-
Several companies have released their machine over the tom chips in their design, Commodore have been using
past few months, including Sony with their PlayStation this technology since day one. Why, then, has the Amiga
and Sega with its Saturn. Both machines are very impres- family of machines fallen from grace?
sive, incorporating the very latest arcade technology and The similarities do not end there. Both the PlayStation
backed by a barrage of games, including Daytona USA for and the Sega Saturn are only 32 bit, just like our own dear
the Sega Saturn and the amazing Destruction Derby on the CD32. Double speed CD access seems to the norm with
PlayStation. If you have somehow managed to miss all the most of the super-consoles and guess what, we’ve got that
hype for these games you must have been living on the too! We can play audio CDs, GCD (audio CDs with graph-
moon for the past few months. ics) and photo CDs just like the big consoles. MPEG (or
All this seems to be leaving the CD32 somewhat in the the ability to play video CDs) isn’t standard on any of the
sidelines. How can the CD32 stand up to this onslaught of present machines, but is optional, just like our FMV cart.
mega machines! There’s one simple answer; the CD32, if The only downfall the CD32 has is the inability to con-
pushed, CAN and WILL produce games of super-console trol the audio coming from the CD player. Okay, it can mix
standard- But to make this possible, software houses will audio and sound effects in a limited way, but cannot fade
have to start to develop for the CD32 again - something music tracks in or out or produce echo like the PlaySta-
which isn’t too likely at the moment. tion can. This adds realism and atmosphere to its games,
such as echoing the CD sound track as you pass through
the tunnels in Wipeout. The lack of stereo channels on the
CD32 is not such a loss. The PlayStation has 24 and the
Sega Saturn has 32 were as our machine only has four.
If these four are used cleverly, however, the difference is
almost indiscernible within games. Who needs massive of

Despite its undoubt-


edly superior power
as a games console the
CD32 has largely had to
make do with tradition-
al ‘computer’ games.
Had Commodore not
had these problems it’s
likely more CD-specific
titles like Microcosm
would have been forth-
coming. Unfortunately
the likes of Mega Race
and Novastorm never
happened.

682 • magazine article


Phillips’ entry
into the interactive
arena has largely
ignored the arcade
side of things and
concentrated more
on classic puzzlers
(7th Guest) and cin-
ematic adventures
(Burn Cycle). High
cost and the low
mainstream appeal
audio channels? Not us! of many of its titles
Games often make or brake a new platform, as can the have proven to be
size of the user base. Luckily, both these are well estab- its Achilles heel.
lished in the UK and a wide range of games are readily
available. Admittedly, these are mainly made up of ports
from the 1200. New games are hard to come by on the tion and Escom have pulled a few surprises in the past,
CD32; a lot of the developers have trouble programming haven’t they?
for the machines as Commodore were reluctant to release In the mean time, I would like to see developers pre-
many guide lines or reveal what their new machine was serving on the CD32. It still has some life in it yet and
capable of. could still give the consoles a run for their money. In the
Both the Sega Saturn and the Sony PlayStation use not to distant future we would all like to see games akin to
third-party development systems (usually based around a Ridge Racer and Virtua Cop on the CD32, or maybe ports
powerful Pentium PC and some clever electronics) that of similar games off the PC, but this is all down to the
developers use to programme new games. On the CD32, publishers and developers getting together an seeing that
things are much harder. The CD32, although much un- there still is a market for CD32 games. This could be the
used, does have texture mapping facility. When used this easiest and quickest way for software houses to show the
can created graphics like the tunnelling effect seen on potential of the CD32.
Gloom, the recently released Doom clone. This technique
is used frequently on the PlayStation and the Saturn and

Stunning games
like Destruction
Derby have fired
the public’s imagi-
nation and helped
make the Playsta-
tion’s launch the
biggest event the
industry has seen
in recent times.
Years of research
and shrewd mar-
keting make it a
formidable player
in the field.

used a little more on the CD32, it could enhance games to


the point of giving the new giants a run for their money.
So the CD32 isn’t here forever; no machine is, come
Every console fanatic loves machine statistic, so the ta-
to think of it (How many people do you know who still
ble on these pages will give you some idea of what each
use a Vic-20 or Spectrum?). Just bear in mind where the
machine is capable of. From the head to head table it is
consoles of today is in two or three years time. There has
obvious that a few of the new consoles have an advantage,
got to be losers for there to be winners so it’s up to Escom
but the older ones like the CD I, are lagging behind the
to realise what they’ve got and get things right for once.
CD32. Lets face it, the CD32 is getting on a bit now and
has been around since 1993 and is still just managing to
hold it’s own with even the newest machines. If Escom
wants it to stay that way then I’m afraid that the CD32 is
not the long term answer. Maybe CD64 would be the next
step? There have been rumours that Escom are thinking
about releasing an updated CD32, but that is only specula-

magazine article • 683


3DO was the first of
the next generation of
games machines to go
on sale. Its unprecedent-
ed franchising strategy
made it an interesting
prospect but Sega and
Sony have eaten up
much of its potential de-
velopment support. The
new M2 could give it a
new lease of life but it’s
going to be tough.

Sega have been strung


by Sony in the first bat-
tle of the Titans follow-
ing the demise of 16-bit
gaming. Their insistence
of pushing other hard-
ware platforms (Mega-
CD, 32X etc...) has meant
too little time being spent
on the Saturn in terms of
both hardware develop-
ment and marketing push.
Could flop big style!

Neo-Geo has never been


a widely used system sim-
ply because of the price.
Carts will set you back up to
300 notes for games which,
in these enlightened times,
look dated to say the least.
The hardware is identical
to that contained within the
countless SNK arcade ma-
chines you see but would
never consider playing.

HEAD TO HEAD
Specifications: CD32 Saturn PlayStation 3DO CD-I NEO-GEO
32 Bit Yes Yes Yes Yes Unknwon No (16 bit)
64 Bit No No No Add On No No
Processor type: 68020 RISC RISC RISC 68070 Custom
CD Drive Speed: 150-350k 150-350k 150-350k 170k (I) 170k (I)
Sound: 4 Channel 32 24 Unknown 8 Channel 13 Channel
FMV: Optional Optional Unknown Optional Optional No
Max Colours: 16.7 16.7 16.7 16.7 16.7 4096
Memory: 2meg 2.5meg 3.5meg 3meg 1.5meg 2meg
Resolution: 1024x512 1024x512 1680x860 640x480 768x560 Unknown
CPU Speed (MHz) 14 14 33 12 15.5mhz 12mhz

TABLE
684 • magazine article
Hardware & Accessories
Hardware & Accessories
These pages consists of different types of hardware released for the CD32.
Hardware includes official Commodore releases, third-party, after market and
cancelled devices.
Since the CD32 is almost an Amiga computer, a lot of third-party accessories
are compatible with the system, but only hardware that is specifically aimed for
the system is listed here.
The CD32 also received hardware which could transform it into a home com-
puter, adding several vital connectors, such as parallel ports, VGA and RGB
ports, floppy disk drives and HDD connectors.
A lot of hardware were not ‘plug-and-play’ and would need modifications
by the user in order to install the device on a stock CD32. This could mean
soldering, moving wires, or “destroying” the case to make room for a board or
a new wire connection.

CD32 Keyboard TOMS CD32 Keyboard


Publisher Commodore (?) Publisher TOMS
Type Keyboard Type Keyboard
Release date 1991 (?)
The TOMS CD32 Keyboard is designed
An official CD32 branded keyboard. It for use with the CD32. It appears to be
looks similar to the A3000/A4000/CDTV a customized PC keyboard adapted for
keyboard, but with a grey colour scheme use with the console. It has the layout of
to match the console. The keyboard con- a standard PC keyboard rather than an
nects to the CD32’s AUX port. Amiga keyboard (ie, it has F11 and F12,
The keyboard was released in very lim- but no “Help” key).
ited numbers, though some speculate The keyboard plugs into the CD32 AUX
that it was never officially released. The port.
few that appear on auction sites are of- “bboah-hardware.com”
ten very costly.

686 • Hardware - CD32


CD32 AUX Extension
Publisher TOMS
Type Keyboard accessory
Release date 1994 Dust cover
A splitter for the AUX serial port on Type Miscellanious
the CD32. This splitter allows both
In the 80’s and early 90’s, people often
a keyboard and a sernet cable to
had—and even used—dust covers for
be plugged in simultaneously.
their electronics
“bboah-hardware.com” systems. The dust
cover would most
often be made of
hard transparent
plastic.

CD32 Keyboard Interface An after market


dust cover were
Publisher TOMS
Type Keyboard accessory released by Ret-
Release date 1994 ronics and can be
bought from the
A keyboard inter- amiga-shop.net.
face designed for
use with the CD32.
It allows it to use
PC 101/102 AT
keyboards and still
allows use of the
AUX socket. CD32 Carry Case
“bboah-hardware.de” Type Miscellaneous

A soft black carry case with a shoulder


strap, and a flip-top with two straps to
keep it shut. Has a white badge on the
bottom right that reads “Amiga CD32”.
Not known if this was an official product.
Bigfoot CD32 “cd32.amiga.live”
Publisher Micro R&D
Type Power supply unit

The Bigfoot CD32 is a replacement 250


watt power supply. It is fan cooled and
includes overload and short circuit pro-
tection as well as accessory connectors
for powering
things such as
hard drives.
“bboah.de”

Bigfoot 2000
the A2000 version

CD32 - Hardware • 687


Competition Pro
Publisher Honey Bee, Competition Pro
Type Controller
Release date 1994

review; Amiga CD32 Gamer #2 (Jun. 1994) Competition Pro produced joypads for
several systems, all of which improved
on the stock joypads in various ways.
This joypad is very similar to a Genesis
pad, except with 4 buttons and two shoul-
der buttons, as well as turbo switches for
all of them, and a slow motion button.
PROPLAY JOY The controller was popular with CD32
At last! Competition Pro an- owners due to the improved quality of
swer the prayers of every CD32 owner with a the directional pad compared to the stan-
slick new joypad. Up until now, CD32 owners dard CD32 joypad. It is also compatible
have faced the dilemma of either struggling with with Commodore and Amiga computers,
their ugly, awkwardly shaped CD32 controller, Atari XL/ST, Amstrad CPC, MSX, among
or losing its six button capability to use a nor- several other platforms.
mal Amiga joystick. Now Competition Pro have
There are two versions of the controller,
provided the perfect solution. Based on their
popular Mega Drive/SNES peripheral, the new
one with “Competition Pro” labelled on it,
joypad has been comprehensively reworked for and the other has the Honey Bee’s logo.
the CD32. Not only does the pad support all six Otherwise, they seem identical.
fire buttons, these are properly annotated with the “computinghistory.org.uk”
icons for playing music CDs (fastforward, etc)
which are also properly colour co-ordinated to
the original CD32 pad design. Each of the but-
tons have their own, individual autofire setting
and a pause-based slow-mo facility is included
as well. The pad is solidly constructed, its col-
our perfectly complements the CD32 itself and,
miracle of miracles, it’s very comfortable to hold.
Stylish, robust, packed with features and a de-
light to use this could very well revolutionise the
way you play CD32 games! Price: £19.99.

688 • Hardware - CD32


Communicator
Developer Eureka
Publisher Eureka
Release date 1994
Genre Expander

The Communicator is an external unit that links the


CD32 to the serial port of an Amiga or PC computer
and allows the computer to see the CD32 as a stand-
ard CD-ROM (though it provides very slow data trans-
fers compared to a locally installed CD drive).

The Communicator connects to the CD32 AUX port


and gives the console MIDI-In, MIDI-Out, MIDI-Thru
connectors. Three status LEDs indicates ‘MIDI Re-
ceive’, ‘CD32 Send’ and ‘Host Send’.
Three version of Communicator was re-
leased, including a ‘Lite Version’ which lacks the
MIDI and keyboard connectors and the status
LEDs.

The Communicator can read PhotoCD’s (with


supplied software, such as Photolite), make FMV
or audio presentations and view various image
file formats, such as GIF and PCX, straight from
CD. It can also view AGA images on a non-AGA
machine. The Communicator also has support
from Scala and MediaPoint, allowing users to use
audio or MPEG tracks in multimedia creations.

The first version of Communicator have data


rates up to 115200 bps and an A2000 keyboard
connector.
The Communicator II CD improved user
interface and included programs such as a ‘vir-
tual CD’ concept that enables users to config-
ure the Communicator to automatically boot the
most used program. The hardware have an de-
tachable RJ11 (telephone type) connector serial
cable, more reliable transfers with data rates up
to 210000 bps, better compatibility with ISO-
9660 CDs and A1200, A2000, A3000 and A4000
keyboard connectors.
Communicator III seems to be similar to
its previous version.

some text from cd32.amiga32.com

CD32 - Hardware • 689


magazine article; Amiga CD32 #1 (1994 Spring), written by Jason Holborn;

We all know that the CD32 can play


some great games, but did you know
that it can play movies as well? Ja-
son Holborn gets all square-eyed
with Commodore’s new FMV mod-
ule.

M
ovies on your CD32? The FMV module may look like SEEDY MOVIES
Is this Holborn chappie the dictionary definition of a boring
Playing a VideoCD disk is just as
mad? Or is he simply little box, but the electronics inside
easy as playing an audio disk. All
referring to the good old are formidable. To produce those
you have to do is to place the Vid-
tie-in lark, some software house Full Motion Video movies there’s
eoCD disk into the CD32’s drive
paying a movie studio obscene a 40MHz video decompression
and switch on. After a couple of
amounts of cash to turn a block- engine, backed up with a 28MHz
seconds a menu screen appears
buster flick into a second-rate plat- Digital Signal Processor (DSP)
listing all the MPEG tracks. Most
former that sells millions regardless solely responsible for decoding
movies have only two tracks — an
of the fact that it’s as exciting as a the audio. It’s worth pointing out
introduction sequence (the movie
package holiday to Scunthorpe? that although a VideoCD disk does
company’s own trailer) and the
(quick pause to catch breathe). No, contain a CD quality soundtrack,
film itself.
far from it — after years of specu- it’s encoded along with the video
Surprisingly, although only two
lation and rumour, the boffins have signal. You cannot, therefore, play
tracks are available from this menu
finally worked out how to squeeze the sound track on a standard (non-
screen, most VideoCD films are ac-
a movie onto a compact disc. FMV equipped) CD32.
tually split up into a whole series
What’s more, your CD32 is at the Installing the FMV module is
of tracks, each of which marks the
forefront of this technological leap. straightforward enough — after
beginning of a major sequence in
Before you get all excited and removing the plastic backing plate
the film. Although you can’t make
try to cram that old VHS tape from the rear of your CD32, all
use of this feature from the menu
of Carry On Camping into your you have to do is to slide the FMV
screen, you can instantly access
CD32’s drive (a word of advice module into the space beneath the
any available tracks whilst the film
— the tape won’t fit!), it must be CD32’s own electronics until the
is running by pressing the two se-
stressed that a standard CD32 isn’t FMV unit clicks into place. With
lection buttons on the two far cor-
capable of playing this new breed the module now in place, your
ners of the CD32’s hand controller.
of ‘VideoCD’ films. The key to the CD32 is ready to enter the new age
This is one aspect of VideoCD that
CD32’s role in this up-and-coming of VideoCD.
really leaves the standard VHS vid-
market is a £200 add-on recently
eo deck for dead. Instead of having
launched by Commodore.

690 • magazine article


to haphazardly wind a video tape SOUND IN MOTION When such a device does arrive
forward until you reach the section (at an affordable price, of course!),
If VideoCD sounds like a dream
of the film that you want to watch, you can kiss goodbye to VHS —
come true, be warned it’s not with-
VideoCD gives you almost instant until then, however, I very much
out a few flaws. It’s certainly not
access. doubt that most people will ditch
going to spell the death of both
The advantages of VideoCD their VHS deck quite yet. Most
conventional VHS video and au-
don’t just stop here, either. Vid- people will probably prefer to use
dio CD disks for quite a while yet.
eoCD films are far superior to the a VideoCD player in conjunction
For starters, VideoCD is held back
VHS counterparts for a number of with a VHS recorder, allowing
by the same limitations as normal
very good reasons. For starters, the them to play prerecorded VideoCD
audio CDs — you can’t write to
picture quality of a VideoCD title films but still going back to VHS
a VideoCD. Okay, so we’ve got
is miles better than any standard if the need arises (having to miss
used to this where audio CDs are
VHS video player I’ve had the dis- Home & Away to go to a party, for
concerned, but the big consumer
pleasure of using. Even a decent example). This is certainly what
electronics companies are fooling
SuperVHS video deck would be I’ve done!
themselves if they think that we’re
pushed to come close to VideoCD VideoCD’s also seem to be
suddenly going to dump our faith-
and then of course you’ve got the rather suspectable to dust and fin-
ful old VHS videos now that Vid-
advantage of a CD quality sound gerprints, certainly more so than
eoCD has arrived. After all, what
track. The other great advantage a standard audio CD. I guess it
would we record that episode of
of a VideoCD is the quality of its has something to do with the vast
Home & Away on? Missing just a
freeze frame — because VideoCD amount of information that is
single episode of this fine example
is digital, pausing a film produces a packed onto a VideoCD. It’s there-
of Australian drama would drive
rock-solid image with none of the fore very important that you keep
me crazy!
loss in picture quality you’d expect VideoCDs clean — if you perma-
I’m sure that it’s only a matter
from a VHS video recorder. nently scratch a VideoCD disk then
of time before the same boffins
you might as well throw it away as
that have brought us VideoCD will
you’ll never get it to play again!
come up with a recordable version.

THE FUTURE OF HOME ENTERTAINMENT?

A
lthough Commodore are helping lead the way
with their FMV unit, they certainly didn’t invent
the VideoCD standard. The electronics required
to transform the CD32 into a VideoCD player is based
around a chip set called ‘MPEG-1’ (MPEG is short for
Motion Picture Experts Group) which has been accepted
as an industry standard by virtually every consumer elec-
tronics company in the world. Technics has announced
plans to develop VideoCD players, while both 3DO
and Phillip’s CDi are to have add-on modules similar to
Commodore’s FMV unit. VideoCDs should play equally
well on any of these units and this seems likely to ensure
a reasonable level of support. Record companies in par-
ticular are quite excited about producing videoCDs featuring their top groups. Techies are also quite excited
about the prospect of games using FMV, although to be honest until software houses increase their support
for CD32 specific games, the prospect of games developed for FMV module CD32s is remote.
All in all, the FMV is a remarkable piece of technology and should do CD32 sales no end of good — after
all it’s by far the cheapest way to play VideoCDs. If you’ve got the cash to spare and are interested in high
quality movies then it’s a bargain.

magazine article • 691


AT THE MOVIES

A
ll the talk of how wonderful VideoCD and the CD-32’s own
FMV module is all well and good, but the success of Vid-
eoCD lies in the availability of VideoCD disks. Although it
seem certain that most of the industry will put its money (or should
that be products?) where its mouth is, VideoCD is going to have
to gain acceptance from the consumer (that’s us) if support is to
remain in the long term.
The quality of VideoCD titles certainly doesn’t seem to be a
problem with most of the top movie studios and the music indus-
try jumping onto the VideoCD band wagon wholeheartedly. Al-
ready big names such as Paramount, Disney and Columbia have
expressed a commitment to VideoCD and it seems only a matter of
time before the rest follow suit. If all goes well, we should see even
blockbuster movies such as Jurassic Park eventually finding their
way onto VideoCD — just think, you’ll be able to hear the Tyran-
nosaur’s blood-curdling roar in CD quality!
The price of individual VideoCD titles could fluctuate between
the various manufacturers but it sees that the industry may well
eventually settle on a ceiling price of £19.95 with £15.95 being
the norm. With most VHS movies costing £12.95, that extra £3 is
definitely good value for money. • JH

VIDEOCD FILM GUIDE Wayne’s World

S
Party on dude! Wayne and Garth may not be everyone’s
o you’ve got your FMV cartridge but nothing to show idea of the average American teenagers but they certainly
it off, other than a free demo disk showing Commo- know how to have fun. This film is absolutely dire.....
dore’s dreadful Xmas ad. Jason Holburn provides a NOT! Highly recommended.
run-down on (some of) the movies available now. Rating ★★★★★

TOP GUN Beverly Hills Cop


Tom Cruise stars along side Kelly McGillis in this rip- The storyline may be rather weak, but Eddy Murphy is as
roaring adventure that sees Cruise set in the role of Mav- sharp as ever in this cops and robbers epic set in the glam-
erick Mitchell, a daring young US Navy fighter pilot out our of Beverly Hills. As always, Murphy makes this film
to become the best. with his usual mixture of quick-witted one liners.
Rating ★★★★★
Rating ★★★
( ★★★★★
— Art Ed & Ed.)
Naked Gun 2 1/2 Raiders of the Lost Ark
Leslie Neilson stars in this sequel to the original Naked The man with the hat is back and this time he hasn’t
Gun that is packed with the same fatal combination of brought his dad! Harrison Ford stars in this VideoCD ver-
quick-witted one liners and the sort of visual gags that sion of the original Indiana Jones movie which sees Ford
will make you cringe. (I though this was tops! Priscilla’s up against the might of the Nazi SS as they race to find the
beaver has never looked better! — Art Ed.) Ark of the Covenant.
Rating ★★★
Rating ★★★★

Indecent Proposal Indiana Jones and the Temple of Doom


Would you pay one million dollars to sleep with Demi Not exactly the best of the Indiana Jones movies, but
Moore? And we do mean sleep, this dreary over long tale Doom is rip roaring stuff nonetheless. A definitive must
serving as a perfect cure for insomnia. for all Harrison Ford fans.
Rating ★★
Rating ★★★

692 • magazine article


Full Motion Video Module
Publisher Commodore
Type Video
Release date 1994
Analogic Disk Drive
The Full Motion Video (FMV) module
is an MPEG decoder card that installs Publisher Analogic
into the expansion port in the back of Type Expander
the CD32. It allows the CD32 to play Release date 1996
full screen animations and sounds, The CD32fWSI Expansion Module was
such as MPEG video, VCD movies and designed for the Wall Street Institute Lan-
CD-i Digital Video. Final Gate and Can- guage School and released in 1995. In
non Fodder (which gives an FMV intro 1996 Analogic started selling re-branded
sequence) is one of few games on the versions of the expansion module.
CD32 that take advantage of the FMV
The floppy drive unit is a Sony FDD,
module, though it is not required.
housed in a cream coloured plastic,
The FMV module limits the maximum which connects to the expansion port,
possible amount of Fast RAM to 4 MB. and sits on top of the right side of the
It can be used with the SX-1 but not with CD32. It also has a second connector
the DCE SX32 / SX32 Pro. that points into the expansion bay, which
Two versions of the module exists: ‘Sil- is used for a real-time clock (contained
ver case’—the generally available mod- on a separate PCB), a printer port, and
ule that was sold through retail—and a an RGB video port (though as a 15-pin
‘black case version. The black version is connector).
rare, as it was intended for game devel- According to cd32.amiga.live, it
opers. seems that the expansion module inter-
The module, released in 1994, was sold fere with the CD32 controller somehow,
for £199 (nearly the price of the console making any game that requires more
itself). than one button unplayable.
“bboah-hardware.com” “cd32.amiga.live”

CD32 - Hardware • 693


magazine article; Amiga CD 32 #2 (1994 Winter);

You may be quite hap-


py with your games
console, but how
would you like to have
a real computer? Nick
Veitch assesses your
options...

Paravision SX-1
T heROM-based
benefits of having a CD-
games consoles
The way out of this Catch-22
situation for the CD32 owner is to
up the SX-1 and a through-port for
any current (ie FMV) CD32 expan-
must be obvious to you. Games turn their machine into an Amiga. sions, or any future ones. This is de-
can have two-channel 16-bit au- At the heart the CD32 is really finetly a good thing. Now you don’t
dio, and feature almost unlimited just another Amiga. With CD- have to get MPEG on CD, you can
amounts of graphics and anima- ROM support and the amazing source MPEG files yourself. There
tions. There’s no doubt that CD- Akiko chip, it is actually a sort of are plenty of MPEG shorts floating
ROM-based software is the wave Amiga+. But at the same time it around on the internet.
of the future. lacks some of the things that home On the outside of the case, the
But if you are just using CD computer owners take for grant- most immediately important port
technology to play games, you are ed — such as space to put a hard is the floppy connector. This ena-
only realising a small percentage drive, a floppy disk drive and a se- bles you to use a standard Amiga
of its potential. There is so much rial port. external floppy drive (which is rec-
more you can do with CD-ROM This is where the Paravision ognised by the system as DF0:),
applications. SX-1 comes in. First impressions which means that you can now
Also, being a console that sup- are not that good. This expansion boot from floppy. Not only does
ports only CD-ROM, the CD32 is module of the future looks like it this enable you to load up Work-
cut off from the great wealth of was styled by the bozo that put bench, but you can also run stand-
floppy disk-based software that together the CD32. It is, to say the ard Amiga disks (even games) just
has been the real impetus behind least; inelegant. The case is rectan- like an A1200.
millions of Amiga sales across the gular and flat, apart from the odd The floppy drive is not included
globe. screw or connector sticking out. with the SX-1, so I advise you to
While the Amiga market is still Still, luckily for the editor, you buy one at the same time. You don’t
predominantly floppy-based (only shouldn’t always judge something need anything fancy, and most
2% of Amiga Format’s readers by it’s looks. drives cost around £40-50. If you
have a CD-ROM drive) it is more One side of the case is open, want a mouse, this can be plugged
reasonable for software companies where the SX-1 connects to the into the normal controller port.
to keep on pushing disks as op- CD32. There are actually two edge The next essential item is a key-
posed to discs. connectors here — one to connect board. The SX-1 has a connector

694 • magazine article


for a PC-AT style keyboard. The picture (and neither does any other
logic behind this is that such key- console using these outputs) and
boards are cheaper and easier to very few people can take advan-
obtain. Unfortunately, they also tage of the S-Video socket, because
lack the special Amiga keys. While it is not a common feature on Brit-
you can still reset the CD32 with the ish TV sets. The RGB output gives
reset button, you cannot use many you the clearest possible picture,
of the hotkey shortcuts that every providing you also get a monitor. The RGB connector gives you the best pic-
ture, if used with an Amiga monitor.
other Amiga user can. You can still Of course, these days, no com-
use a standard A4000 keyboard in puter is really complete without a
the side connector, but these are hard drive. There was no way of
about £40 more expensive than an adding such a drive to the CD32
AT keyboard (£80! Can you be- — until the SX-1 came along. The
lieve it!). Having said that though, SX-1 is equipped with not one, but
the quality of the Amiga keyboards two hard drive interfaces. There
have improved quite a bit — if you are two sockets, one for an internal
intend spending long hours typ- drive (a subminiature IDE connec- The hard drive connector can be used to
ing, the Amiga keyboard certainly tor) and one external IDE drive. add an external IDE mechanism. These are
a lot cheaper than SCSI mechanisms.
seems more responsive than a The internal drive can be mounted
cheap AT one. inside the surface of the SX-1 it-
For those of you wishing to link self, and draws its power from the
up to a printer, or use ParNet to link expansion, so you won’t need an-
up to another Amiga, or use a sound other power supply.
sampler, or any number of other In order to remain completely
things, there is a fully functioning compatible, the SX-1 has two
Amiga standard parallel port situ- socket-mounted ROMs contain-
ated at the rear. This is all you need ing a copy of the A1200 Kickstart.
to connect up to a whole range of These could be updated at a later
peripherals, and something which stage to keep abreast of the latest
the CD32 has sadly lacked. in Workbench technology. There is
There is also a serial port for mo- also a SIMM socket in the unit, al-
dems (or other serial devices) but, lowing more memory to be added.
bizarrely, this uses an IBM stand- Finally, but still important, is the
ard 9-pin D-type connector, instead clock module. The CD32 (like the
of the usual Amiga 25-pin one. Of A1200) has no clock module. This
course, very few serial devices module means that your CD32 al-
need the extra pins, but it does ways knows the time — useful for The insides of the SX-1 are very densely
packed: there is a lot to fit in. As well as all
mean you’ll have to go hunting for date-stamping files. the ports, there’s a keyboard translator, the
IBM serial cables instead of Amiga If you have a CD32 and you clock, the ROMs, a SIMM connector and
ones. It also makes connecting up would like to use it for more than the hard drive interface.

the SX-1 to another Amiga for se- just playing games, this is the only
rial data transfer slightly harder, as way to go. It is not the most attrac-
you’ll probably have to make your tive-looking device in the known
own null-modem cable. Amiga universe, but it
A useful addition is the RGB does its job well. Paravi- PARAVISION SX-1
socket. This gives you a much sion are already working
cleaner image when used with a on a new version with DISTRIBUTOR : CALCULUS (0543) 418666
standard Amiga monitor. The CD32 even more options, so PRICE : PLUS £199.95
£49.95 (KEYBOARD),
does have quite a few output sock- this is a product with a £48.99 (DISK DRIVE)
ets already, but the RF and com- future. RATING : 88%
posite ones don’t give a very clear

magazine article • 695


CD32 ProModule
SX-1 Publisher Elsat
Type Expander
Publisher Paravision, Microbotics, Hi-Tech Release date 1995
Type Accelerator
Release date 1994

The SX-1 is an an expander that con-


nects to the expansion port of the CD32
and provides it with much of the capability
of an A1200. The SX-1 provides the fol-
lowing expansion ports;
• 25pin Parallel Port
• 9pin Serial Port
• 23pin RGB Video Port
• External Floppy Drive Port The CD32 ProModule from Elsat is an
(for up to 3 drives) expansion unit which gives the CD32
• 2.5” IDE Connector much of the capability of an A1200. The
• 37pin External IDE Connector ProModule sits under the base of the
• Keyboard connector (compatible with CD32 unit and is joined at the rear of
both Amiga and PC keyboards) the case with an included block connec-
• 72pin SIMM slot. tor. The FMV cartridge can also be used
• Karaoke / Audio Input. with the ProModule installed.
• Pass Thru for FMV module.
Up to 8MB of additional RAM can be
The SX-1 has been made by three com- added and the unit has support for an
panies. Microbotics inititally made them, optional 68882 (PLCC) FPU at up to
but were bought out by Paravision, who 50Mhz. The unit includes an internal
themselves were in turn bought out by 3.5” floppy drive configured as DF0: and
Hi-Tech. a battery backed up clock. The unit also
“bboah-hardware.com”
provides the following expansion ports;
• 25pin Parallel Port
• 25pin Serial Port
• 23pin RGB Video Port
• External Floppy Drive Port
• 3.5” IDE Connector
A standard PC type AT keyboard can be at-
tached to the left of the module and it has
the option to use an external power source
such as an A500/A1200 power supply.

FRONT

BACK

“bboah-hardware.com”

696 • Hardware - CD32


SX-32
Publisher DCE
SX-32 Mk II
Type Accelerator Publisher DCE
Release date 1995 Type Accelerator
Release date 1996
The SX-32 is an ac-
celerator which ba- The SX-32 Mk-II was an updated ver-
sically converts a sion of the SX-32 and includes an im-
CD32 to have similar proved memory controller (still limited to
specs to an A1200. 8MB) which is more
It includes a battery tolerant with SIMM
backed up clock and specifications, and
the following expan- a socket for a 68882
sion connectors; FPU. The PCB is a
• 25pin Parallel Port little over half the
• 25pin Serial Port size of SX 32 Mk1.
• 23pin RGB Video Port
• 15pin VGA Monitor Port
• External Floppy Drive Port
• 37pin External IDE Connector
• 2.5” Buffered IDE Connector (with
enough space to mount a 2.5” Hard Drive)
• Keyboard Connector (both Amiga and
PC keyboards can be used) SX-32 Mk II Pro
The unit supports DMA transfers at up to Publisher DCE
4MB/sec by using the Akiko chip. Type Accelerator
Release date unreleased
The device comes as two pieces: A U-
connector that has all the ports on it, and A Pro model of the SX-32 Mk II was
sticks out the back of the system a little, planned for release. It would be similar
and the expansion board itself, which as the MK II, but with a built-in MPEG
connects to the U-connector, and fits in- decoder.
side the CD32 (this removes the ability
to use the FMV module).
The card is very large, and the
console case must be removed to install
the device. It may also be needed
to re-route some cables
to provide clearance.
“bboah-hardware.com”

CD32 - Hardware • 697


magazine advert;

Single chip microprocessor - Battery-backed real time clock - 50 MHz 68030 MMU
makes a PC keyboard emulate for system time keeping and processor chip - the top-of-
an AMIGA keyboard automatic file time and date the-range 030 processor
stamping

Configuration
jumpers - for
keyboard type,
FPU speed and
512 KB Auto- memory speed
config™ ROM - selection
for Power-on
Confidence test-
ing and system
initiation PGA socket -
for optional 25
or 50 MHz 68882
floating point
Buffered IDE co-processor
interface - for
an internal
2.5” hard drive VLSI (very
and an external large scale
IDE/ATAPI de- integration)
vice (with op- logic ar-
tional adapter ray chip #1
cable) - implements a
fully asynchro-
nous accel-
erator design

Hard drive fit-


VLSI logic ar-
ting area -
ray chip #2
accommodates
- provides the
a standard or
CD32/SX32 with
superslim 2.5”
the full range
IDE hard drive
of system func-
tions of an A
1200

Instrumentation quality, multiplayer Amiga custom chips - to control the 72 pin simm socket -
PCB - with gold plated edge connectors parallel, serial and floppy drive parts for industry stand-
for the highest reliability and for system timing functions ard 32-bit memory
simms of 1 to 64 MB,
80ns or better
15 pin SVGA monitor connector - for mult-
isync monitors (all screen modes) or SVGA
monitors (VGA-compatible screen modes)

25 pin paral-
23 pin diskette
lel port - for
connector - for
printers,
up to three DD
digitisers and
or HD diskette
samplers
drives

23 pin video
25 pin serial
connector - for
port - for mo-
RGB monitors,
dems, printers
SCART TV’s and
and digitising
genlocks
tablets

All SX 32 external ports and connectors


are fully A 1200 compatible

698 • magazine article


CD32 Connection Kit
Publisher Brian Fowler Compute
Type Expander
SX-32 Pro Release date 1994

A kit which allows the user to connect


Publisher DCE
Type Accelerator other Amigas to the CD32, with the in-
Release date 1996 tention of sharing its CD-ROM where the
user can send and receive files to and
The SX-32 Pro turns from the CD32. It is also possible to con-
the CD32 into an ac- nect a modem to it.
celerated A1200. The
Pro model includes The kit consists of a black serial cable
all the abilities of which connects to the CD32 and a grey
the regular SX-32, cable which connects between it and the
though since it’s no sending/receiving machine.
longer limited by the The black cable has a male 6-pin
68EC020 in the CD32, it supports up to connector at the CD32 end and a female
64MB memory. 6-pin connector and 25-pin male con-
nector at the other end.
The SX-32 Pro includes a 68030 running The kit came with a floppy disk
at either 25 or 50 MHz as well as a sock- containing Terminus and other software
et for a 68882 FPU, and supports DMA required for it to operate.
transfers using the CD32’s Akiko chip.
“bboah-hardware.com”
It is similar to the previous SX-32 models
and connects to the rear expansion con-
nector into the place of the FMV module.

CD32 - Hardware • 699


Power 32
Publisher HDP Electronics
Type Extender
Release date 1995

The Power 32 is an external box that


plugs into the rear expansion connec-
tor and provides additional interfaces to
the CD32, including the ability to install
a HDD. interfaces includes;
The HDD is intended to be placed ex- • parallel DB25 female, Centronics
ternally and a small cutout at back • video DB23 male, analog RGB
side exists to feed through a IDE rib- • external floppy DB23 female
• internal 40 pin IDE header
bon cable. An external power supply is
(for a 3.5” hard disk)
needed to power the HDD. The Power
• 5 pin DIN connector
32 is also genlock compatible but it has (for an IBM-AT keyboard)
no passthrough connector for the FMV
module. “amiga.resource.cx”

Cabletronic Accelerator
CD32 Interface Expander Publisher Cabletronic
Publisher TOMS Type Accelerator
Type Expander
An accelerator re-
Release date 1996
leased by the Italian
The TOMS CD32 Interface Expander is publisher, Cabletron-
a simple expansion unit that provides ic. The accelera-
two connectors; a video DB23 male ana- tor are believed by
log RGB and an external floppy DB23 some to have been
female connector. The unit is a slim ex- designed for use in
ternal box that plugs into the rear expan- information kiosks.
sion connector. The accelerator board connects to the
No passthrough connector are present, back of the console and includes a VGA
making it incompatible with the FMV video output and 4MB Fast RAM.
module. Only a handful of these boards are
“amiga.resource.cx”
known to exist (but rare doesn’t always
mean valuable).

700 • Hardware - CD32


Indivision AGA 4000 MK2/MK2cr
Publisher Individual Computers
Type Video
Indivision AGA 1200/4000 Release date 2012

Publisher Individual Computers The Indivision AGA


Type Video Mk2 A4000/CD32
Release date 2008 is the successor
to the Indivision
Indivision AGA
AGA A4000. It
4000 is a flicker-
can be used with
fixer and scan-
the A4000 (desktop version, there’s the
doubler compat-
Indivision AGA Mk2 A1200/4000T for use
ible with both
Indivision AGA 4000 with the A4000T) and the CD32, other
the CD32 and
Prototype board Amiga models are not supported.
A4000 (the pro-
totype board is white, the final version The Indivision AGA Mk2 feature a DVI-
has a blue PCB). The Indivision AGA I connector instead of the usual VGA
1200 is not compatible with the CD32. It socket. DVI-I provides digital as well as
provides VGA output, and clips onto the analog signals, making it compatible with
‘Lisa’ video chip (no soldering required). modern TFT displays, older TFT displays
with analog input and CRT monitors (the
It provides a few
latter two with a VGA adapter).
additional features, Indivision
like optional scan- AGA 1200 Upgrades from the previous model in-
lines, support for cludes output pixel clock up to 135MHz
super hi-res modes, (previous model; 71MHz), the data rate
highgfx support up reaches more than 480 MBytes/s peak
to 1024x768 pixels performance (previous model; 330
and 60 Hz for all MBytes/s peak); 16 MBytes framebuffer,
screen modes. entirely addressable (previous model;
“bboah-hardware.com” 12 MBytes).
The MK2cr model is a cost reduced ver-
sion designed for the A1200 and A4000T.
“bboah-hardware.com”

CD32 - Hardware • 701


Terrible Fire
Accelerator Cards
Developer Stephen Leary TerribleFire 330
Type Accelerator
Release date 2018
Stephen Leary, also known as TerribleFire, is a
The TF330 is an accelerator and expan-
software engineer from Glasgow who created
sion card for the CD32 console. The
a series of open source accelerator boards for
card converts the CD32 into essentially
different Amiga and Atari systems. The boards
an overpowered A1200.
were reportedly sold nearly at cost.
The controller provides a full Motoro-
TerribleFire’s first accelerator board was the
la 68030 (including MMU) clocked at
TF520—a proof of concept board for the Amiga
50Mhz, 64MB or 128MB of Fast RAM,
mostly designed to see if it could be used with
and a fast 2,5” IDE interface for HDD or
Xilinx CPLDs (complex programmable logic de-
CF/SD cards.
vice) (a PLD is an electronic component used
to build reconfigurable digital circuits). The card connects into the CD32 expan-
From there TerribleFire created the more sion bay and is attached by means of a
advanced TF530 board with the main goal to ‘Riser’ card, such as the Kipper 2k.
have it as cost efficient as possible.
Late 2020, some elitist pissant went irate after
TerribleFire excluded Poland from countries he
sold his boards to—because of mail trouble and
missing packages, among other problems. The
pissant started cloning TerribleFire’s popular
TF536 boards and started selling them himself,
all while threatening to do the same with every
new board TerribleFire introduced.
The pissant managed to get his wish of
getting TerribleFire enraged, which led Terrible-
Fire to purge everything; his youtube tutorial
channel, his github project page and discontin-
ued developing new boards for sale—he would
only create boards for friends and people in
his local amiga user group (he re-uploaded his TerribleFire 328
github page after some time though).
Publisher AmigaStore.eu

The CD32-compatible TF328 provides 8


MB of Fast RAM and a 2.5” IDE interface
for hard disk drives or
TerribleFire 360 CF/SD cards.

Type Accelerator
Release date Prototype

The TF360 is a prototype board by Ter-


ribleFire. It is powered by a Motoroloa
68060 running @70MHz and 128MB
Fast RAM.

702 • Hardware - CD32


Wicher CD32
Publisher 7-bit
Type Accelerator

Wicher CD32 is an Amiga CD32-com-


patible memory card providing up to 11.5
MB Fast RAM (via 16-128 MB SIMM72
modules) and IDE 2,5” hard drive sup-
port. It includes ClockPort connector al-
lowing further expansion with additional
peripheral devices.

KTRL CD32+ Gamepad


Publisher daemonbite.com
Type Controller
Release date 2019

The KTRL CD32+ is an after-market


CD32 controller, developed and re-
leased in 2019 by a Finish software and
hardware developer.
The controller is designed for the CD32,
but will also work on an Amiga computer.
The buttons can be freely mapped be-
tween each other (the d-pad, left, right,
down and start buttons are not configu-
rable), they can also be set up for turbo
fire. This means that the user can map
the jump function from [up] to an action
button, or rearrange the action buttons
as one see fit.

CD32 - Hardware • 703


CD32 Game System 030
Publisher Commodore
Master ISO Type Accelerator
Release date unreleased, 1993 (prototype)
Publisher AsimWare Innovations
Type Software A 68030 accelerator card for the CD32
Release date 1995 which was never released.
AsimWare’s Master ISO was one of the
few CD-R and CD-RW writing software
tools commercially released for Amiga
computers. Original price for the soft-
ware was $550.
Master ISO can create standard ISO
9660 CD-ROMs and Red Book Audio
CDs; CD-DA, MAUD, and AIFF files. It
can also be used to clone a HDD or CD,
and create CDTV and CD32 bootable
CDs (a developer licence from Com-
modore/Escom was initially needed—a
CD Error Rate Counter
special trademark file). Publisher Commodore
The Amiga needs to be equipped with Type Miscellaneous
Workbench 3, a SCSI controller, 1.3GB The CD Error Rate
HD space, 16MB RAM, and a CD re- Counter board was
corder. part of a larger test
Known CD-ROM drives it supports in- station at Commo-
cludes the Yamaha CDR100, Pinnacle dore West Chester.
RCD-202, Philips CDD-521, and CDD- This particular board
522. is specifically for
AsimWare’s AsimCDFS 3.0 software testing the CD32’s
(comparable to DAEMON Tools) could CD drive, but other
be used to mount a disk or CD image parts of the station
to a virtual drive to confirm that the ISO might also be for
works before burning it to a CD-R. other models. The
Other software tools released by station comprised of a big box Amiga,
Asimware Innovations includes Texture a parallel port card that expanded the
Heaven 1 and 2 and PhotoCD Manager. Amiga to have several parallel ports,
and then each of these special purpose
cards plugged into one of those extra
parallel ports.
This card connects to the monitor port
on the CD drive. It’s a 4 bit interface that
sends CD error information from a Sony
drive controller chip in the CD drive.
“bboah-hardware.com”

704 • Hardware - CD32


CD1200
Developer Commodore
Type Storage medium
Release date Prototype

The CD1200 was originally planned to allow the


A1200 to use CD-ROMs as well as having CD32
compatibility. This included the additional chunky
to planar chip known as the Akiko which the CD32
used. The CD1200 however used a slightly differ-
ent locking mechanism compared to the CD32,
as it uses magnetic disc locking.

Following the launch of the CD32, Commodore


had made it clear that there was always the inten-
tion to release an official CD drive for the A1200
and A4000. The demonstration of the CD1200
model at the CeBIT ‘94 show was a fulfillment of
this promise. Unfortunately for Commodore it also
became the last project to be demonstrated be-
fore the company filed for liquidation. Numerous
writers picked upon the fact that its appearance at
the show was a last minute decision, highlighted
by its omission from the press information. The
story on these events has never fully come to
light, it is known that many Commodore execu-
tives were critical of the absence of FMV support
for the CD1200. In particular, Commodore UK
managing director, David Pleasance commented
in several magazines that he disliked the idea of
selling a CD drive that would never support FMV.
This could have delayed its announcement until
the last minute.

Two variants of the CD1200 are known to exist—


a grey and a off-white model. It is likely that the
grey model was an early prototype while the white
model is a later version. Only 9 prototypes are
said to have been made.
some text from bambi-amiga.co.uk,
bigbookofamigahardware.com

CD32 - Hardware • 705


magazine review; Amiga User International (July, 1994);

A1200 owners are


in for a big treat this
summer! AUI has got
hold of the official
add-on for the A1200,
and Gary Fenton
used this as an ex-
cuse to play CD32
games all day!

ule to be used - if it’s really technically


possible that is.

CD1200
Wiring Up
The back of the CD1200 has 6 sock-
ets which seems a lot for a glorified
CD player. The audio output from the
1200 must be diverted to the CD1200
where it’s mixed with CD music and
sound and then output using a pair of

I
stereo phono sockets at the back. This
t’s white, well built and extremely you can do that a new interface board is where you plug your TV or hi-fi into
good looking. Am I talking about must be installed inside the 1200. for sound. I very much recommend
me? No, not this time, but the new The interface board looks like any that anyone with a CD32 or CD1200
CD1200 from Commodore is every- other expansion board for the 1200 output link the sound to a hi-fi because
thing to shout about. I remember get- and even includes a SIMM socket for the quality is fantastic, especially
ting excited about the A570 CD drive adding extra RAM. One of the chips when these days a lot of games give
for the A500 and look what happened on the interface is AKIKO which is you stereo sound effects and CD music
to that. (Oh really? ED) the very same one you’ll find inside a at the same time!
According to sales figures and Gal- CD32. As I said earlier, the CD drive is con-
lup charts, CD32 is a success compared AKIKO is the latest version of the nected to the 1200 via a short cable,
to the old CDTV system. Anyway, Gary/Gail custom chip which addi- called the data cable. Don’t ask why,
CD technology is BIG, and the many tionally provides hardware chunky to that’s quite obvious! The last cable to
thousands of 1200 owners should soon planar conversion. And so what? Well, protrude from the C1200 is the power
have the chance to join in the fun. this chip allows the CD32, and now supply. Oh no, not another stupid brick
It’s been a difficult decision over any 1200 with the CD1200 drive, to to lay slumbering by your feet. Yes,
the last year to choose between buying produce texture mapped graphics like I’m afraid so, folks. The 1200 simply
a CD32 and an A1200. After all, it’s those seen on many PC games. It’s no doesn’t have enough juice to power the
technically possible to upgrade either way as fast as a 486 PC doing chunky
machine to perform like the other. The graphics, but it’ll do it faster than an
trouble was knowing which machine 040 processor!
would be able to be converted into the When it comes to expanding further
other first. As it happens the A1200 is and adding an FMV video module
first (officially) and the CD1200 turns then, I’m afraid, the similarities with
the 1200 into a fully fledged CD32 - the CD32 stop here. It doesn’t appear
well, very almost. possible to add such an FMV module
onto the CD1200 or the internal inter-
Interface Board face board. This means that CD mov-
You can place the CD1200 anywhere ies like Star Trek VI and The Naked
you like, it doesn’t have to be placed Gun won’t be seen running on any
next to the 1200, as long as the 2 foot CD1200’s this year. Maybe a 3rd party
The interface which fits underneath the trap
cable will reach(!). This cable connects developer has plans to produce a new door inside a 1200. Note the SIMM slot for ex-
the 1200 and the CD drive but before interface which allows the FMV mod- tra RAM.

706 • magazine article


CD drive - and I’m not surprised with tracks, fast forward, pause, do an intro Conclusion
a pathetic 25 Watts PSU! scan, repeat, random play, program a This is the add-on that 1200 owners
If the thought of keeping everyone play list, see how much of the track have been waiting what seems ages
awake in your house at night with the has been played and how much more for and thankfully we know for sure
sounds of Microcosm and Oscar is too to go in minutes and seconds, and the that this item really exists! The audio
much for you, then you can plug your graphics are cool too! quality is as good as any regular CD
headphones into the minijack socket We were given a Workbench pro- player, and arguably better than some
provided. A volume control allows you gram which does the same thing and of the cheaper ones on the market. The
to vary the volume according to your lets you play CDs while you multitask CD games out at the moment are fan-
ear drum’s tolerance. and get on with other things that you tastic and outshine the games on other
do on your 1200. I’m not absolutely platforms like CD-i and MegaCD.
Playing Games sure if this Workbench program comes The CD1200 looks good too which I
So, does the CD1200 play all the with the CD1200 but I’ll be surprised think is important and you’ll impress
games that are out there for the CD32? if it doesn’t. all your friends when you put the drive
No. Just kidding - it sure does play
through its paces.
‘em all, all those we tried worked fine.
Commodore can’t give a definitive
The only problem is that some games
price or even a launch date for the
require the multi-buttoned CD32 con-
CD1200 at the time of writing. We can
troller for special game functions. You
guess that it’ll be well under £200, per-
can get by with just a regular joy-
haps as low as £149, because the full
stick and I tried it and totally enjoyed
blown CD32 is only £250. And if the
playing Fire And Ice from Graftgold
price is much higher then, of course,
(highly recommended!) However,
it would be more economic to buy the
there are now joypads like the Gravis
CD32 itself! The CD1200 could, we
on the market that can be bought quite
are told, even be on sale before the
cheaply.
summer is out... Keep an eye out for
Microcosm also worked a treat and
this little baby, it’s a real gem and cer-
I played that for oooh, ten minutes! Its
tainly one of Commodore’s best ever
graphics are totally stunning and show
add-ons! Which is a bit ironic with the
what can really be done with 650 meg- Yes, that’s definitely an Akiko chip I see there!
situation as it is. But by the time that
abytes of CD storage space. Animation
it’s available we hope that the crisis
spooled off the CD drive as smoothly
will have gone away and all the 1200
as eating a Galaxy chocolate bar, both
owners will be rushing out to buy this
being sexy if your girlfriend does it!
great CD drive. AUI
Ahem!

CD-ROM
Because the 1200 has a keyboard and
possibly a hard drive, you can use the
RATINGS
CD1200 as a CD-ROM which gives
CD A1200
you access to thousands of programs FEATURES 90%
and tonnes of data, like the Fred Fish PERFORMANCE 95%
collection and all those PD compila- VALUE FOR MONEY ???
tions out there. It’ll also read PhotoCD Let’s see what’s inside the CD1200. Oh, it’s a, LOOKS 95%
pictures providing you have the right erm, thing! I think I’ll play Zool now. Where
software. I have an EX module for does this bit go? Overall Rating 94%
Scala and a PD program which reads
and displays PhotoCD pictures, and
they are stunning to say the least!

I Hear Music
Chuck your favourite music CD into
the CD1200 and party all night! Using
the CD player program built into the
CD1200’s ROM you have total con-
trol of the music tracks. Better than The data cable to the CD drive projects from Stuff the cables into the back and you’ll be
any normal CD player, you can skip the back of the A1200. Where else? ready for business in no time!

magazine article • 707


Bundles
In addition to the initial standard retail release, Com-
modore released three bundle versions of the Amiga
CD32. These special releases were limited to the UK
market and basically differed in the games that ac-
companied the system. The bundles came in an outer
box with different artwork, but the inner cardboard box
were of standard Commodore box design.
Some of the games included with
the bundles were unique to it’s bun-
dle and came with a ‘not for resale
separately’ text on the CD, such as
The Chaos Engine that came with
the Spectacular Voyage bundle.

For more content on Amiga bundles, please visit bambi-amiga.co.uk.

Launch bundle
• CD32
• Controller
• Operating System Software

The Amiga CD32 was launched in Europe dur-


ing 1993 and was shipped to the United States
and Canada a year later. The CD32 launch pack
shipped with the basic unit and one joypad. No
games were included.

Unnamed bundles

The CD32 was also sold bundled with other


games, such as an NTSC bundle that came with
the double disc Sleepwalker/Pinball Fantasies (a
sticker on the box pointing out the bundle).
Another bundle which were regularly sold
came with the double disc Diggers/Oscar (includ-
ed with most other bundles).

708 • Bundles - CD32


article; TheOne Magazine #67 (May 1994) Spectacular Voyage
• CD32
BUNDLE OF FUN
• Controller
T here’s a wise old adage in the games busi-
ness which says “one good bundle deserves
another”. Okay, there isn’t. But what a fine way to
• Operating System Software
• 6 games;
introduce a story about the new CD32 Spectacu- The Chaos Engine
lar Voyage pack, announced just after the Amiga Microcosm
1200 pack which we featured in last month’s Double disc: Dangerous Streets / Wing Commander
news. Okay it’s not. But we were desperate. Double disc: Diggers / Oscar
Spectacular Voyage is a showcase for two of
the best CD32 titles so far. Psygnosis’ Microcosm
is already a legendary CD game and although it
has its critics, its technical quality does mark
it out as something of a landmark. Renegade’s
Chaos Engine has already wowed Amiga users in
its 1200 incarnation. Now it has its chance to do
the same for CD32 twiddlers.
While stocks last, Commodore will include the
four games from the existing bundles in the Spec-
tacular Voyage. That’s six titles and one state-of-
the-art 32-bit CD console for £299.99, Find us a
better bargain than that and we’ll be impressed.
This is the third CD32 pack, following the un-
named Diggers/Oscar bundle which launched the The Spectacular Voyages pack (1993)
machine last September, and the Christmas bun- was an early CD32 bundle. It included six
dle Dangerous Streets (with Dangerous Streets games and was priced at £259. The FMV
and Wing Commander). Spectacular Voyage is in module could be included in the bundle
the shops now.
for an extra £199.

Dangerous Streets
• CD32
• Controller
• Operating System Software
• 6 games;
Double disc: Dangerous Streets / Wing Commander
Double disc: Diggers / Oscar

One of the first CD32 bundles, it takes its name


from the beat-em-up game Dangerous Streets.
The inclusion of Dangerous Streets was met
with derision by the press. Many reviewers had
given Dangerous Streets terrible scores (Amiga Power rating it just 3%) and
were surprised that with a slew of powerful rival consoles about to hit the mar-
ket, Commodore would choose to show off the abilities of its machine with a
poor game. The other three games were basic A500 conversions.

CD32 - Bundles • 709


Critical Zone
• CD32
• Controller
• Operating System Software
• 7 games;
Double disc: Diggers / Oscar
Liberation: Captive II
Project-X (Revised Edition)
Ultimate Body Blows
Microcosm
Cannon Fodder

Critical Zone was the final CD32 bundle to be released (late 1994). Commo-
dore US had entered liquidation, and Commodore UK (with the aid of Amitek)
was left to market the machine.
The bundle itself retailed for £230, a considerable saving in consider-
ation of the fact that the console and games would have cost a total of £463 if
they had been sold separately (sale prices are based upon the Silica Systems
catalogue).

Special Reserve bundles


In 1996 Special Reserve created two CD32 bundles to sup-
port the Amiga CD games market. By selling an upgraded
CD32 unit fitted with the SX-1 expansion unit, the company
were hoping to attract Amiga users who were encountering
difficulties locating the Amiga 1200.
“bambi-amiga.co.uk”
Super Amiga CD SX-1 Bundle 2/0
£480
• CD32
• SX-1 Expansion Module
• Standard PC keyboard
advert (dec. 1994);
• Amiga mouse
• CD32 joypad
SUPER AMIGA CD SX-1 BUN-
• External 880k disk drive DLE
• Critical Zone bundle Games ALL THE POWER AND FLEXIBILITY
OF AN AMIGA A1200 COMBINED
Super Amiga CD SX-1 Bundle 2/60 WITH THE CAPABILITIES OF A CD32,
£598 RUNS AMIGA OR A1200 DISKS AND
• CD32 AMIGA CD32 CD’s. INPUT IS FROM
• SX-1 Expansion Module
KEYBOARD, JOYPAD OR MOUSE
INCLUDED, OR ANY AMIGA JOYSTICK,
• Standard PC keyboard
PLAYS AUDIO CD’S VIA ON SCREEN
• Amiga mouse
DISPLAY, CAN BE UPGRADED WITH
• CD32 joypad EXTRA MEMORY, INTERNAL HARD
• External 880k disk drive DRIVE AND FULL MOTION VIDEO
• 64MB 2.5-inch HDD CARTRIDGE
• Critical Zone bundle Games

710 • Bundles - CD32


Region Variants Amiga CD32 (NTSC)
The standard CD32 has The CD32 was released in Canada in limited quanti-
three video outputs; the RF ties after it debuted in the UK, but was never sold
coaxial port, S-Video port publicly in the USA.
and composite video. The The NTSC CD32 feature the same video ports as the
RF port carries audio, but the standard PAL version.
two others need audio from The user can choose to boot in either NTSC
the red/white RCA output. or PAL mode in the boot menu (accessed by plug-
ging an Amiga mouse into port 2 and holding both
buttons down while turning the system on).

Amiga CD32 (SECAM)


A SECAM version of the CD32 was released in France. Instead of the regular 4-pin Mini-
DIN S-Video port, it has an 8-pin Mini-DIN port. The four extra pins carry R,G,B, and
CSync (and according to some sources, S-Video and audio signals as well). This probably
came with an appropriate (and proprietary) Peritel (SCART) cable. The RF modulator on
the French model was also removed.
SECAM (“Sequential Color and Memory”) was one of the
three major analog color television standards, the others
being PAL and NTSC. Like PAL, a SECAM picture is also
made up of 625 interlaced lines and is displayed at a rate
of 25 frames per second. However, the way SECAM proc-
esses the color information, it is not compatible with the
PAL video format standard.
“cd32.amiga.live”
S-VIDEO SECAM

Amiga CD32 (PAL-M)


A company called PCI were the official distributor of
Amiga products in Brazil. The CD32 released by PCI
were modified to output PAL-M video (presumed to be
a NTSC motherboard with a PAL video modulator).
PAL-M is the analogue TV system used in Brazil. It is
unique among analogue TV systems in that it combines
the 525-line 30fps System M with the PAL colour encod-
ing system (using very nearly the NTSC colour subcar-
This cropped picture was the only image I found of
rier frequency), unlike all other countries which pair PAL this CD32 release. The box itself (if it’s genuine)
with 625-line systems and NTSC with 525-line systems. is interesting as it has a different design than the
original CD32 box.
“cd32.amiga.live”

CD32 - Console Variants • 711


CD32 After-market
Variations StarGames Slot-machines
The CD32 was officially only on In the late 1990s to early 2000s, slot machine
market a little over seven months, manufacturer StarGames utilized a stripped
but the hardware were later used down CD32 motherboard in many of their
in other forms. slot machines. Machines confirmed to be op-
erating on CD32 hardware includes Hawaiian
Delight, Leprechaun Luck, and Mister Magic.

article; Amiga CD32 Gamer #19 (Dec. 1995)


Drivers license application
Commodore is Back! In the mid to late 1990s, some vehicle reg-

T
istries in Canada utilised CD32 systems for
he company may be dead, but Com-
interactive multimedia testing for drivers li-
modore lives on this month thanks
to the launching of a new range of cense applications.
Multimedia PC’s from Escom.
Before its unfortunate demise, Commo-
dore built up a strong reputation within the
industry due largely to its machines two out- CD32 Tower
standing attributes - high-powered perform-
ance and unbeatable prices. Escom have con-
Eagle was one of the companies allowed to
tinued this trend and the Commodore range sell Amigas under their own brandname. They
of Premium PCs are extremely competitively made several revisions of different Ami-
priced and feature all the latest PC wizardry ga models that they sold, such as the Eagle
and gadgetry. As a result the new range is 4000T—a towerkit designed to rehouse an
certain to sell - pushing Commodore back A4000 motherboard.
to the fore of the computer industry where
it rightly belongs. Freddie Mercury may not The CD32 Tower was developed as a tow-
have wanted to live forever, but the Commo- er solution for the CD32 console. Drives,
dore faithful will be pleased to know that the power supplies and
future of the worlds most famous computer other peripherals
brand name looks likely to live on and on and were housed in a
on!
case, which turned
the CD32 into a mini
tower. The CD32 was
placed on top of the
case and connected
with a ribbon cable.
The CD32 Tower
never went into pro-
ductions.
“www-cd32--allianz-de”

712 • After-market Variations - CD32


magazine article; Australian Commodore and Amiga Review
Volume 11 #8 (August 1994);

CD32 Offers Home Banking in USA


•Canadian
VanCity Saving Credit Union, a major Taurus Ventures is a registered commer-
financial institution, made it’s cial hardware and software developer for
The TVi Modem/InfraRed Receiver was
developed by TVi’s hardware engineering
first public announcement of it’s revolu- Commodore Business Machines, and uses team, and to the best of their knowledge is
tionary new home-based banking system. AMIGA computers in virtually all aspects unique in the AMIGA CD32 community.
Named “TeleView”, this system is aimed at of company operations. The TVi Modem/IR device has been grant-
the average VanCity member, and requires Our close relationship with Commodore ed “Commodore Approved Product” status
no special computer knowledge to operate. has grown even stronger due to Commo- by Commodore International. The Modem
Taurus Ventures Incorporated (“TVi”) is dore Canada’s Western Regional Manage- is an external 2400 baud Hayes compatible
developing the easy-to-use TeleView bank- ment sharing the same address. This en- device, which attaches to the CD32’s aux-
ing system for VanCity. sures that TVi stays abreast of all the latest iliary/keyboard port. It is small, light, and
Taurus Ventures brings to it’s projects a AMIGA technology and developer news. compact and is styled to complement the
combined experience of 30 man-years in Commodore Canada has expressed the ut- CD32’s case design.
the areas of software engineering and de- most confidence in the success of both the The InfraRed Receiver will accept sig-
sign, authoring system design, embedded TeleView software and the TVi Modem. nals from the original CDTV Remote Con-
systems, database management systems The TeleView software was developed troller or can be adjusted to accept signals
development, games coding and porting, using the “C” language and TVi’s pro- from a variety of third party remoter con-
graphics and animation production, and prietary software libraries, “HKLib” and trol units. The TVi Modem/IR unit has a
project management. “MediaLib” which allows their develop- keyboard pass-trough to accept text input
TVi is based in Burnaby, B.C. Canada, ment team to rapidly create any variety of from a standard AMIGA keyboard while
often referred to as “Silicon Valley North” new applications for the CD32 or AMIGA the modem is in use.
due to the large number of computer hard- computer platforms. TVi plans in the fu-
ware and software firms that the area has ture to port their libraries for use on PC,
attracted. TVi intends to be the preeminent Mac, CD-i, or 3DO platforms, giving Tau-
producer of interactive GUI-based applica- rus Ventures a much stronger market ad-
tions. TVi offers a full-service approach to vantage.
development, working closely with the cli-
ent from proof-of-concept demonstration
system and initial design specification to
final production, manufacturing, support
and distribution. TVi Modem / Remote
TeleView uses the Amiga CD32
CDROM console as it’s host, as well as In 1995, Taurus Ventures Inc in Burnaby, BC devel-
custom GUI application software and a
custom external modem developed by TVi.
oped the VanCity Direct TV system based on the
The system is operated by a wireless infra- CD32 for the VanCity Credit Union.
red remote control unit (or the included The software allowed users to do a variety
CD32 game controller) and allows users to
do a variety of common financial transac-
of common financial transactions, including bill pay-
tions, including bill payment, transfer of ment, transfer of funds between accounts, online
funds between accounts, up-to-the minute account statements and balances, interest and in-
online account statements and balances,
and interest and investment rate queries.
vestment rate queries.
The TeleView software resides on a It features a custom modem,
CDROM, and uses the TVi Modem to call
the financial institution.
also designed by TVi, and a
The AMIGA CD32 is an excellent deliv- hand-held remote controller
ery system for applications like TeleView for entering alphanumeric
due to its amazing versatility. The CD32
achieves its versatility due to mainly to its
characters (and operating
custom chipset and the AmigaDOS true the banking software).
multitasking operating system. The CD32
can play Audio CDs, CD32 or CDTV en-
tertainment software, and with an optional
Full-Motion Video cartridge, it can play
MPEG movies. When connected to the TVi
Modem and a standard phone line, the AMI-
GA CD32 becomes a versatile computer
appliance capable of doing telecommunica-
tions, homeshopping, multi-player gaming
or any other use that requires information
to be sent or received from a remote site.

CD32 - After-market Variations • 713


Kwizoke Plus Karaoke & Entertainment System
The Kwizoke System is essentially a
CDTV equipped with a Roland SC7
soundcard, secured in a beer and lout
proof box. It was aimed for use at bars—
or similar places where people are under
the influence.
The basic system, which retailed
for £1000, was programmed to play MIDI
files from CDs made by Music Machine
themselves, and display the song lyrics
on screen in the Karaoke fashion.
Kwizoke Plus is an updated version of the
Kwizoke System and seems to be a modi-
fied CD32.
The original Kwizoke System was created
by John Blackburn after he was asked to
create a karaoke system. He bought up a
large stock of CDTVs and modified them
to create the system.

Camel Racer Gangster Pursuit


Publisher MMMgroup Publisher MMMgroup
Release date 1998 Release date 1998
Genre Casino Genre Casino
Mode 1-6 Players Mode 1-6 Players

Camel Racer is part of the CD32/Kwiz- Gangster Pursuit is the second of two
oke Plus Karaoke & Entertainment Sys- games created for the Kwizoke System.
tem. The game plays exactly like Camel Rac-
The title is a lottery game where players er, but with different graphics.
can bet on camels. It is random on what Players race gangsters carrying a bomb
camel wins the race. who must walk as far as possible without
tripping over and detonating the bomb.

714 • After-market Variations - CD32


article; Amiga User International - Volume 09 No 06
AUI Field Report (June 1995);

Carry on Mark Blackham sings,


off-key but with gusto,

Karaoke
in praise of an Amiga
pub entertainment
system.

A
miga-based karaoke? It’s the well-known phrase portrayed by
not a talent which gives your some cutesy computer graphics - and
computer prestige, but it does games like Bingo, HiLo cards, horse
give you street cred. John Blackburn, of racing and pub darts.
Bolton-based company Music Machine, Put this humble system in a pub or
probably doesn’t give a damn about club, mix liberally with alcohol - and
computer snobs, although his back- you have incredibly successful enter-
room programmers are prone to argue tainment!
about the merits of one platform over
another. His company makes pub enter- HISTORIC AMIGA
tainment systems based on Amigas. The John Blackburn has an undeniable pedi-
machines work well, entertain the punt- gree in the Amiga world. He got his
ers, and have attracted the business of Living proof that an Amiga and a good
start selling the classic Commodore Pet idea can go a long way.
firms like Thomas Cook travel - and that - “long before IBM compatible and all
means serious profits. that crap”. He even remembers flying to AMIGA HEADCOUNT
When AUI called on the family-run Hannover in the Commodore “Pet Jet” The back room of Music Machine’s three
business at its new premises in a con- for the launch of the Vic20. floor building is stuffed to the gills with
verted mill, John was sealing another John was running a pub when the Amigas. All the key staff working on
deal to supply one of his £3000 Amiga eighties karaoke boom hit the UK. He MIDI files, quiz questions, CD construc-
karaoke system to Cyprus. bought a system and saw profits double tions and programming, use A4000 040s.
He claims to sell the systems in over instantly. With his wife and long-time CDTV’s lie about the surprisingly
15 countries around the world - mainly music making partner, Chris, he decided tidy shelves in various proud states of
to British pubs, especially those setting to take the karaoke machine on the road. use, while CD32’s yawn open, awaiting
up in resorts catering for British tourists. Someone asked him to make a system the gold CDs which are recorded on site.
like his. He did, and based it on a CDTV Yet another A4000, backed by an
CDTV SINGS - which holds the clever guts of an A500 array of multi-gigabyte hard drives is
Music Machine’s ‘Kwizoke’ system inside its stereo component-like case. linked up to a CD recording unit. The
is essentially a CDTV equipped with Just when things were going sweetly, system is there to record the MIDI and
a Roland SC7 soundcard, secured in a Commodore began to hit rocky ground. song lyrics files onto a ‘gold’ CD. Thou-
beer and lout proof box. Never one to miss an opportunity, sands of the files can fit on a single CD.
The basic system, which retails for John says he bought Commodore’s It appears that the tenacity of the Amiga
£1000, is programmed to play MIDI mothballed stock of CDTVs and com- has rubbed off on the company. John
files from CDs made by Music Machine ponents - lock, stock and barrel. Blackburn describes Music Machines
themselves, and place the song lyrics on Despite the thriving sales of Kwiz- as “the street-fighters of the karaoke
screen in the infamous karaoke fashion. oke, John is always looking for new business.”
Kwizoke Plus is an advanced version uses for the CDTV and Amiga products. With Blackburn’s tough attitude to
that includes pub games like “Katchy- He showed AUI a prototype coin oper- success, and a willingness to get its
phrazes” - where people have to guess ated stand-up version of the “Kwizoke”, hands dirty, the Amiga can still take on
combined with a CD32-based arcade the computer heavyweights. AUI
game player. While the arcade games
are being played, the system can simul-
taneously run a karaoke or pub game
session in the new room.

THOMAS COOK IMPRESSED


An executive at Thomas Cook saw the
system working in a pub and reckoned
it would go down a treat at staff training
nights - quizzing staff on travel related
questions. The resulting quiz produced
by Music Machines led to a gigantic
The CDTV menu screen for a publican or host leap in sales by staff, so Blackburn is The quiz system was adapted for use in Tho-
to choose which game the punters are to play. devising another for them this year. mas Cook staff training nights.

magazine article • 715


Scala WS500
Publisher Scala
Release date 1996

The Scala WS500, also known as Scala


Workstation 500, is basically a stock PAL
CD32 and SX-1 inside a rackmount en-
closure. The rack mounted case also in-
cludes a power supply which is different
from the standard CD32 power supply
and is autosensing between European
and US style power sources.
The unit was designed for use as
a kiosk, presumably to run presentation
software.
A dongle that
was needed to allow
the Scala presentation uct for the Amiga computer were a video
software to run was titler and slide show authoring system.
also included. Succeeding versions of the program
added features such as animation play-
Scala Inc. is a digital signage business back, more effects and the ability to in-
founded as Digital Visjon in 1987 by Jon teract with multimedia devices through a
Bohmer, a Norwegian teenager. Their programming language called “Lingua”.
first product, which was named Info- It is claimed that Scala almost
Channel 0.97L, had hotels and cable TV single-handedly rescued the Amiga busi-
companies as their first customers. ness market in Europe, and Commodore
Scala was one of the most suc- even agreed to let Scala re-box some
cessful Amiga based businesses and Amiga models, starting with the A1200,
was recognised as the brand leader to sell as a Scala branded machine.
among companies providing digital sig- There were even rumours that Scala de-
nage software solutions. Their first prod- velopers in Scandinavia were working to
create a Workbench 4 operating system
from scratch.
Scala released re-branded
A4000’s and Amiga CD32s as
Scala workstations and built
A1200 tower systems to use as
Scala InfoChannel Players (a mul-
timedia point of information broad-
casting suite).
In 1996, due to the bankruptcy
of Commodore, Scala left the Ami-
ga platform and started delivering
the same applications under MS-
DOS.
some text from;
blog.a-eon.biz, bigbookofamigahardware.com

716 • After-market Variations - CD32


fWSI
(WallStreet Institute Expansion)
“A learner paced, interactive multimedia,
communicative course.”

From 1994 to 1997, Sylvan Learning Sys-


tems used CD32 systems in their Wall
Street Institute learning centres. Main fea-
tures included software with voice tone
recognition and interactive activities fo-
cused on listening. The CD32 consoles
had a floppy disk drive unit attached, with
a clock unit for saving students’ progress
and sharing them with teachers. Data was
stored in a central database and the sys-
tem offered an advanced multimedia en-
vironment with statistics. It was replaced
with Siemens Scenic PCs running Win-
dows after some years of intensive use
and a very strong stock of spare consoles
and pieces.
Analogic started selling the fWSI disk
drives, but with their Analogic branding
At least 4 courses, split between 12 discs,
(most were sold with the ‘CD32fWSI’ stick-
were used for this type of education;
er still glued inside the unit). It’s not clear if
‘Threshold’, ‘Survival’, ‘Waystage’ and
these were made specifically for Analogic,
‘Upper Waystage’. Accompanied with the
or if they are returns from the Wall Street
discs were course books.
Institute that have been rebranded.

some text and images from;


cd32-allianz.de

CD32 - After-market Variations • 717


Cubo CD32

A second iteration of the Cubo was re-


leased as ‘Laser Gate 2’. The CD32 con-
sole was connected to an interface con-
tained in a metallic shell. The front of the
case included a volume knob, ‘reset’ but-
ton, head-phone socket and status LED.
The Cubo circuit board was fitted inside
the console, compared to the first version
In 1995—the year following Commo- which had the board outside. The case of
dores’ official demise—CD Express, a the CD32 console was modified some for
Milanese company, struck a licensing making rooms for the new cables and cir-
deal prior to Commodore’s liquidation. cuit boards.
The side of the case includes sev-
CD Express used the CD32 as a basis for eral connectors; ‘Hopper’ (controls ticket
an arcade machine called CUBO CD32. prizes, among other things), ‘Alimen-
Inside these machines, stock CD32s were tazione’ (power supply), ‘Generali A, B’
hooked up to an external circuit board (general connectors), ‘Joystick’ (standard
which essentially acted as a converter to connectors) and ‘Touch Screen’ (for con-
route all the input and output into a stand- necting the main game screen).
ard JAMMA connector for use in an arcade The system also feature sensors
cabinet. that will check if the arcade door is closed.
Two versions of the console were cre- The hardware of the second iteration was
ated. The first versions included only the professionally assembled, with reportedly
console and the external circuit board con- hi-quality components.
nected to a plastic base. The console lay
in a shelf enclosed in a standard 2-player
arcade cabinet.
Laser Gate 2

FRONT

The software was provided on CD-


ROM.
Cubo games will work on a
regular CD32 system, using the trig-
ger joypad buttons for “insert coin” and
“start”

SIDE

718 • After-market Variations - CD32


Only a small number of games were devel-
oped for the Cubo CD32, all of which are
original games created by CD Express and
mostly with italian localization. These games
were reportedly priced between 1,000 and
2,5000 French francs ($144 - $360);

Laser Quiz Harem Challenge


Laser Quiz is a trivia/ A clone of Taito’s 1981
‘pub quiz’ game. Sev- Puzzle Bobbly (Bust-
eral different versions A-Move) puzzle game
of this game were Qix. The objective
released, including is to draw lines that
Laser Quiz Greece, close off parts of the
and Laser Quiz Italy. rectangle to fill in a set
Laser Quiz 2 was an amount of the play-
Italian release. field.
Lucky Strixx feature
the same gameplay.

Odeon Twister
Odeon Twister 1 and 2
are mini-game compi-
lations.

Laser Quiz 2 El Dorado

Candy Puzzle
A clone of Taito’s
Puzzle Bobbly (Bust-
A-Move). The game is
a tile-matching bub-
ble shooter with 500
levels. Odeon Twister 2 Magic Number

Laser Strixx Laser Strixx 2 Lucky Five Magic Premium

CD32 - After-market Variations • 719


Socrates
The Socrates (Socrates Interactive Pa-
tient Education System) console was es-
sentially a rebranded Amiga CD32 sold CD32x
by Dental Medical Technologies in the
US to dental offices. The Amiga logo was The Odiham, Hampshire-based compa-
replaced with a badge that reads “Inter- ny Index Information, led by Mick Tinker,
active Patient Education”. wished to use the Amiga’s multimedia ca-
pabilities for point of sale devices. They
The CD32 variant is NTSC and was pro- required a cheap Amiga-based system
duced in January 1994. It has the flap re- for their displays at the London Museum
inforced with a hinge and under it a warn- of Transport. These devices would be
ing text reads (DO NOT STARE INTO BEAM available for the public to use at specific
DO NOT TOUCH THE LENS). locations. In an attempt to work around
Dental Medical Technologies continued the licensing problem, Index Information
making Socrates systems, although they developed the CD32x (“CD32Expan-
were no longer based on the CD32. sion”)—an expansion sold to the profes-
sional multimedia market that provided
the CD32 console with the interfaces
found in ‘real’ Amigas.
The CD32x is a modular unit that contains
a remote control fault detection (using a
watchdog timer that monitors hardware
and software failures) and volume con-
trol. This allows any system or software
failure to be detected over a network. The
CD32x expansion board features the fol-
lowing interfaces:
• 2 x Serial ports
Socrates: (one 25-pin and one 9-pin)
Interactive Patient Education, Program 1 • Parallel port
• Stereo I/O jacks
Publisher Network One
• twin RJ45 network junctions
Release date 1994
Genre Multi-media
• Video compatible RGB port
• Composite output
The Interactive Patient Education, Pro- • Amiga floppy disk port
gram 1 is a multimedia CD-ROM re- • SCART connector
leased for the Socrates console. It was (mounted at the front of the unit)
used as an interactive kiosk in dentists’ • Memory expansion bus for use of
waiting rooms. standard SIMMs (4MB maximum)
The system can also have a number of
optional extras, such as an internal gen-
lock to mix TV and computer signals and
an MPEG card.
“bambi-amiga.co.uk”

720 • After-market Variations - CD32


magazine article; Amiga Shopper #37 (May 1994);

Amiga Multimedia in Action


Graeme Sandiford reports on the revolutionary
use of Amigas in multimedia presentations at the
London Transport Museum.
The London Transport Museum has just a high-quality internal RGB genlock
reopened its doors, after a nine-month and a BNC connector for composite
£4 million redevelopment. This re-devel- video input.
opment is intended to be the next step
in the evolution of museums, and what’s The exhibits have their own AVIDS
more, the Amiga has played a starring (Audio Visual Interactive Displays).
role in this step forward. These includes a touch-screen moni-
tor, which is connected via hidden
Museums have long been associated with cabling to its own console in another room. This is an example of a typical screen you’ll
find at most of the Hyper-Museum’s exhibits.
dark and musty corridors, a place for only A console, linked in this manner, provide
the most scholarly of individuals to visit. information about the exhibit it’s placed
The London Transport Museum and the in front of. This information can be in the THE EXPERIENCE
people involved, Mick Tinker, Technical form of text, audio or digitised images and There are a number of advantages visit-
Director of Index Information, and Rob diagrams. If the screen is left unmolested it ing a Hyper-Museum over your common
Lansdown, Head of Communications and will follow a set programme. However, if or garden museum. One of the best ones
Display, hope to change this, making a you touch the screen you are given control is that your explorations are non-linear —
visit to the museum a fun and informative of the display. You can jump between dif- you can skip the parts you find boring and
experience for everyone. The vast amount ferent areas by pressing the buttons next, gain immediate access to further informa-
of information contained in the museum previous and so on, which are hyper- tion of topics. The tube system map, for
should be made accessible, and learning linked to the next or previous page. You example, contains the different layouts of
about the past should truly be an ‘experi- can also switch languages at any time by the London Underground since its con-
ence’, both visual and audible. The result pressing the flag icon. The languages cur- struction. You can travel along the routes
is a brand new concept come true with a rently are French, German and Spanish, and through time. At any point you can
bit of help from computers — the Hyper- with Italian and Japanese to follow. call up information or photographs that
Museum. relate to the construction of the lines or
The CD32 consoles are also used to play
the different stations. While you are in this
WHY THE AMIGA? different sound effects. They work particu-
area you can move forward or backwards
But why choose the Amiga as a platform larly well when simulating the sounds of a
though the station’s history, and when you
for launching this new concept for a bright- moving train. It has been taken beyond the
return the map is automatically updated so
er future for many museums to come? One simple playback of sounds, there are ran-
that all the new lines appear.
major reason is the price. The Amiga, and dom elements that can be programmed and
in particular CD32, can offer a great deal occasional breaks. The samples are crystal The combination of graphics, sounds, vid-
of multimedia power for a lot less than a clear. At one point I was quite embarrassed eo footage and simulations really brings
similar equipped single PC or Mac. The when I was told that the chirping birds I the past to life. The museum has a wonder-
price of a similarly specified single PC unit was looking for were actually produced by ful hands-on feel to it, and is definitively
is about £2200, compared with the custom- a console. Some of the sounds actually use worth a visit even if you are not interested
ised CD32 unit’s price of £600. That’s a two consoles to produce quadraphonic ef- in public transportation. It’s the future of
substantial amount of money being saved, fects. Two of the most popular exhibits are museums — a more interactive future!
especially as the current network compris- the simulators — these give visitors the op-
es 61 units, with even more to be added lat- portunity to find out what it’s
er. The network itself is pretty impressive. like to drive a variety of un-
derground trains. Behind these
At the moment there are two types of ex- simulators are 4000/040s, each
pansion units of the CD32x and CD32xg. equipped with 18Mb of mem-
The CD32x unit provides the standard ory and 1Gigabyte hard drive.
Amiga ports (RS232 Serial, Parallel, The animated scenes were cre-
RGB, floppy disk and stereo audio out). ated from actual underground
In addition it also adds the following maps, so the routes you travel
ports - RS232 AuxSerial, Stereo audio in, are real. They were created as
2 networks ports, 4Mb SIMM memory 3D objects and rendered in
expansion socket, control for triple stereo Real 3D 2. The images took
mixers, Watchdog timer, SCART connec- over 2 months to render, but
tor and a connection for MPEG (FMV). In the results are very realistic.
addition to these features CD32xg also has
An animation frame from one of the museum’s
Underground Train Simulators.

magazine article • 721


magazine article; Amiga Pro #1 (June 1994);

CD32x
Larry Hickmott comes out of
the closet with a finger raised
in defiance at the supposed
superiority of the PC, to tell
you about an expansion unit
for the CD32 that is just per-
fect for all AV professionals

W
ith the size of the like CD32x for professional AV, the deci- CD32x is a modular unit that houses a
blinkers that some sion was made to release CD32x into the micro-processor providing remote moni-
AV professionals market place. However, before we get too toring, fault detection and volume control.
are wearing, is it any far down the track, let me dispel a few These were essential qualities that Mick
surprise they keep on thoughts you might be having. CD32x is Tinker felt were needed in an AV system.
insisting on plumping for the more expen- an expansion unit built by a professional During an informal meeting of AV profes-
sive and less suitable PC platform for their AV company, for AV professionals and en- sionals recently, Mick spoke of how essen-
multimedia presentation? Maybe someone thusiasts. It is not an expansion unit that tial it is for units in a network to be able
should tell them about CD32x from Index is going to turn your CD32 into a 1200 to be monitored and controlled so that they
Information. For those wondering what the beater. can be managed and maintained efficiently
x stands for, let me enlighten you with a CD32x integrates compact disc sound and promptly. Utilising CD32x’s network-
tale about an expansion unit that is already and vision, in a 19 inch rack mounted unit ing ability, if a failure is detected by the
proving to be a great success. Yes, the ‘x’ that is filled with expansion possibilities. network, the failure will be reported within
stands for expansion, and the CD32x is the Within a few minutes of playing with this seconds to the central monitoring machine.
first expansion unit for CD32 to see the expansion unit, I could see that CD32x An example of where this would be useful
light of day. is not a compromise like the PC when it is during an emergency within a building,
comes to AV. It is a system that has been where all the machines or just individual
THE STORY BEGINS built from the ground up with AV in mind. machines, can be silenced. Software up-
The story of CD32x began when Commo- The casing for the unit is steel, a strong dates and usage logging can also be carried
dore ditched CDTV. At the time develop- base for the rigorous pounding that units out with ease.
ment was well underway at the London tend to suffer in the world of AV. It is prob- To integrate CD32x with other units in a
Museum Transport on an Amiga-based ably the only off-the-shelf, custom designed network and other types of AV equipment,
platform to control its audio visual dis- delivery platform, that embraces much of CD32x boasts two serial ports, one 25-pin
plays. The reasons for choosing the Ami- the technology required for multimedia. and a one 9-pin, a parallel port for both in-
ga are many but a significant one is cost.
The Amiga is made for multimedia and
AV, while the PC is not. For the latter to
become compatible it requires a lot of ex- MULTIMEDIA - WHAT IT’S ALL ABOUT
tra hardware that costs money, lots of it. AS THE term suggests, multimedia is directories. story boards, product an-
When CD32 happened along, because all a mixture of different forms of media, nouncements, learning aids, point of sale
the ports from CDTV had disappeared, combined together in a single presenta- and much more. The main wow factor
an expansion unit was needed so the Mu- tion. The types of media include - ani- with multimedia is the interactive con-
seum could attach the displays to CD32. So mation, sound, graphics, live video and tact between man and machine.
CD32x was born. much more. With the advent of CD, a No longer is the audience a passive
The reason for choosing CD32 for the delivery format that can hold hundreds participant and although many in the
expansion unit is simple. I’ll let Mick of megabytes of data, multimedia has business sector quite bluntly refuse to
Tinker, the person responsible for the de- become much more veritable. CD has acknowledge the fact, there is no doubt
sign of the CD32x, explain, “Many of the also helped make interactive multimedia among professionals who know their
qualities that make CD32 such a successful presentations cheaper with a CD costing MPEG from their RGB, that the Amiga
home entertainment system, also make it less than a 600Mb hard disk! is leading the way with software like Me-
the ideal commercial multi-media player”. Some examples of the type of appli- dia-Point and Scala taking advantage of
There is ow more than 60 CD32xs in- cation that are suited to multimedia, and cost effective hardware like CD32x that
stalled in the London Transport Museum. this is just the tip of the iceberg, are site is perfect for AV.
Because there is nothing else available

722 • magazine article


- A New Generation
“The professionals whose job it is to jug-
gle million pound budgets around are well
happy with CD32x. It does the job they
want and it doesn’t break their budgets.”

One of the main uses for a system like CD32x


is multimedia. This includes being attached to
touch-screens like this one from the London
Transport Museum

put and output to and from displays, stereo perhaps digital video from a Laser Disc. Other items of interest inside CD32x in-
input and output and twin RJ45 network- Another optional extra is the much vaunted clude a memory expansion bus, so that up
ing junctions. These expansion ports en- MPEG full-motion video card. This slots to 4Mb of memory using industry standard
able you to network two or more CD32x into the other main component of CD32x, SIMMS and watchdog time which moni-
units, interface with Laser Disc, touch CD32 from Commodore. The by-product tors unit activity for software or hardware
screens, printers and more. Other ports in- of MPEG, full motion video, opens up failures. Should a failure occur, it is re-
clude a video compatible RGB port, com- many opportunities because it conforms to ported immediately to a control unit which
posite output (CD32) and a front mounted a universal white book standard that many enables you to reset a unit or in the case of
SCART connector, so whether the unit is publishing companies are conforming to. mechanical failure, ensure a replacement
on site or part of a battery of units in a con- With the MPEG card, you can even play is taken care of quickly.
trol room, the output from it can be easily CD-i movies! Overall, CD32x is one hell of a unit.
accessed. CD32 mounts on top of the expansion The testing I put it through is nothing com-
CD32x also comes with a standard Ami- unit into two buses, one for CD32 itself pared to the torture testing it is currently
ga floppy disk drive port. This enables you and another for the optional MPEG card. undergoing at the Transport Museum. Al-
to patch software on CD or custom boot the The mounting point is flexible, so that the though meant for professional use, it could
easily be used in a network at home by the
“...CD32x is not a compromise like the pc when multimedia enthusiast. I found it useful for
it comes to AV. It is a system that has been built dragging PhotoCD files off CD and on to
my hard drive. The other uses are infinite.
from the ground up with AV in mind.” What more can I say? The profes-
unit for a specific task using software from unit can be slotted in at an angle and then sionals whose job it is to juggle million
floppy disk. In case you are wondering, yes seated in the slot provided for it on top of pound budgets around are well happy with
you can connect a keyboard to the CD32 so the unit. A change of players can be ac- CD32x. It does the job they want and it
it could be used as a computer, but there is complished in seconds. Sometimes it’s the doesn’t break their budgets. More than
no hard drive interface. small additions to a product that make a that, it’s a compact unit that takes up less
difference, CD32x has a few of these too. rack space than if a computer unit was
FULL MOTION One is auto-switching power supply. This used. It just makes me wonder why some-
As well as the standard features, CD32x means that anyone taking it to the United one hasn’t come up with it earlier. Yet
also has a number of optional extras avail- States or any other country that doesn’t someone did didn’t they? Their name was
able. One is an internal genlock which use 240 volts, can be sure of still having Commodore, the product CDTV, the result
enables you to mix a vide source from a compatible power supply. The voltage - it was killed off. What was that about PC
the unit with either a live video signal or range of the internally mounted ‘brick’ is users wearing blinkers?
between 90 to 264 volts with a frequency
This is a serious piece of hardware simply bris- range of 47Hz to 440Hz.
tling with features for the professional user

CD32x
MANUFACTURER COMMENTS
Index Information The only CD32 console on the mar-
ket. It’s tough and packed with fea-
tures for industry use - not really for
DISTRIBUTOR the home user, though.
Index Information With Genlock - £725 + VAT
With MPEG - £615 + VAT
PRICE Both - £890 + VAT
£450 + VAT CD32 for it is £250

magazine article • 723


CD32 Games List
This is a list of the different games released on CD-ROM for the console.
The list includes a checklist for collectors (C (cart) I (info/manual) B (Box)).
R = Rarity. The score is taken from the Project CD32 website (https://cd32.amiga.live/index.php)

Title R C I B pg
Akira 4 362
Alfred Chicken 2 364
Alien Breed - Tower Assault 6 371
Alien Breed 3D 5 372
All Terrain Racing 6 369
Arabian Nights 3 365
Arcade Pool 4 365
Banshee 3 373
Basejumpers 9 372
Battle Chess 6 373
Battletoads 8 376
Beavers 9 374
Beneath a Steel Sky 6 382
Benefactor 8 387
Brian the Lion 8 375
Will Bridge: Initiation Junior - 560
Brutal Football 5 386
Bubba'n'Stix 5 390
Bubble and Squeak 8 391

Bump'n'Burn 2 374
Cannon Fodder 4 395
Castles 2 2 398
Cedric and the Lost Ceptre 8 392
Chambers of Shaolin 8 393
The Chaos Engine 1 400
Chuck Rock 4 404
Chuck Rock 2 5 405
Clockwiser 9 392
The Clue! 7 405
D-Generation 2 406
Dangerous Streets 6 408
Darkseed 6 412
Death Mask 5 409
Deep Core 4 409
Defender Of The Crown II 9 152
724 • Games list - CD32
Title R C I B pg
Dennis 7 410
Der Clou 7 405
Diggers 5 415
Disposable Hero 7 411
Donk 9 416
Dragonstone 6 417
Emerald Mines 6 416
Exile 5 418
Fears 8 442
Fields of Glory 7 421
Fire & Ice 4 431
Fire Force 3 430
Flink 8 432
Fly Harder 9 433
Frontier - Elite 2 3 422
Fury of the Furries 6 434
Global Effect 4 430
Gloom 4 443
Guardian 3 445

Gulp! 7 445
Gunship 2000 7 446
Heimdall 2 6 448
Hero Quest II - Legacy of Sorasil 8 449
Humans III - Evolution Lost In Time 9 450
The Humans 8 584
Impossible Mission 2025 4 452
International Karate+ 8 451
International Open Golf Championship 9 450
Sensible Soccer: International Edition 3 511
James Pond 2 3 454
James Pond 3 5 455
Jetstrike 5 453
John Barnes European Football 4 453
Jungle Strike 5 456
Kid Chaos 7 429
Kingpin 8 428
The Labyrinth of Time 5 460
Lamborghini - American Challenge 5 461
Last Ninja 3 7 462
Legends 8 465
Lemmings 5 465
Liberation - Captive II 3 470
Litil Divil 6 466

CD32 - Games list • 725


Title R C I B pg
The Lost Vikings 7 468
Mag !!! 4 473
Manchester United 7 471
Marvin's Marvellous Adventure 3 472
Mean Arenas 3 473
Microcosm 2 474
Morph 4 476
Myth 8 472
Naughty Ones 6 477
Nick Faldos Golf Championship 2 477
Nigel Mansell's World Championship 2 478
Oscar 3 479
PGA European Tour 4 481
Pierre le Chef is... Out to Lunch 6 480
Pinball Fantasies 4 482
Pinball Illusions 5 483
Pirates! Gold 6 485
Power Drive 9 484
Premiere 7 486

Prey - An Alien Encounter 7 484


Quik 4 486
Rise of the Robots 3 490
Roadkill 5 496
Sabre Team 5 497
Seek & Destroy 5 498
Sensible Soccer 2 510
The Seven Gates of Jambala 7 499
Shadow Fighter 6 502
Simon the Sorcerer 5 506
Skeleton Krew 5 519
Sleepwalker 6 516
Sleepwalker & Pinball Fantasies 5 591
Soccer Kid 6 514
Soccer Superstars 7 518
Speedball 2 7 512
The Speris Legacy 6 517
Sports Football 2 369
Star Crusader 8 520
Striker 4 518
Strip Pot 6 534
Subwar 2050 3 521
Summer Olympix 7 519
Super League Manager 9 523

726 • Games list - CD32


Title R C I B pg
Super League Manager 9 523
Super Methane Bros 7 523
Super Putty 7 524
Super Skidmarks 7 522
Super Stardust 8 525
Super Street Fighter 2 Turbo 9 526
Superfrog 5 528
Superfrog (Islona) - 528
Surf Ninjas 9 530
Syndicate 5 532
Theme Park 6 538
Thomas the Tank Engine & Friends Pinball 9 534
Top Gear 2 7 536
Total Carnage 2 542
Trivial Pursuit - The CD32 Edition 6 550
Trolls 6 537
UFO - Enemy Unknown 5 545
Ultimate Body Blows 4 541
Universe 7 554

Vital Light 4 550


Wembley International Soccer 4 555
Whale's Voyage 3 556
Wild Cup Soccer 6 551
Word Construction Set 9 560
Worms 4 558
Zool 3 562
Zool 2 1 564
Gloom 3: Zombie Edition 6 444
Ryder Cup: Johnnie Walker 5 496

CD32 - Games list • 727


CD32 CD-ROM List
This is a list of CD32 non-games, compilation discs, etc.

Title Category R C I B pg
Black Viper AmigaCD-ROM Games 7 375
Erben der Erde AmigaCD-ROM Games 8 420
Fightin' Spirit AmigaCD-ROM Games 6 428
Kang Fu AmigaCD-ROM Games 9 459
Pinball Prelude AmigaCD-ROM Games 8 481
Ultimate Super Skidmarks AmigaCD-ROM Games 7 551
Wendetta 2175 AmigaCD-ROM Games 5 555
Whizz AmigaCD-ROM Games 8 560
Magic Island: The Secret of Stones AmigaCD-ROM Games - 471
Sixth Sense Investigations AmigaCD-ROM Games 9 499
Acid Attack Compilation Compilation - 574
Alien Breed SE & Qwak Compilation 5 575
Assassins Compilation 3 232
Assassins 2 Compilation 3 232
Assassins 3 Compilation 3 232
Assassins 4 Compilation 3 233
CD Exchange Vol 1 Compilation 5 574
The Classic Lotus Trilogy Compilation 5 578
Dangerous Streets & Wing Commander Compilation 3 579

Diamonds & Pearls Compilation - 580


Diggers & Oscar Compilation 1 580
Express PD Galore Compilation - 580
Game Massive Compilation 5 598
Gamers' Delight Compilation 5 582
Games & Goodies 3 Compilation - 588
Grandslam Gamer Gold Collection Compilation 7 591
Lock -N- Load Compilation 4 591
Now That's What I Call Games Compilation 4 588
Now That's What I Call Games 2 Compilation 7 588
Overkill & Lunar-C Compilation 5 581
Power Games Compilation 5 592
Project X & F17 Challenge Compilation 4 589
Project-X & Ultimate Body Blows Compilation 9 591
Amiga Game-Power Compilation - 580
Mutation Gold Compilation: Limited Collectors Edition Compilation - 586
The Big 6 Compilation 8 576
Top 100 Games Compilation 7 590
Demonstration Disc 1.1 CD32 Demos 5 598

728 • Games list - CD32


Title Category R C I B pg
Demonstration Disc 2.0 CD32 Demos 7 598
Microcosm Demo CD32 Demos 5 598
Camel Racer CD32 misc. 7 714
Gangster Pursuit CD32 misc. - 714
The Grolier Electronic Encyclopedia CD32 Reference 9 573
1001 Girl CD32 Tools 9 244
Amiga Workbench 3.0 CD32 Tools 3 570
CDBoot 1.0 CD32 Tools - 569
Communicator CD32 Tools 10 689
Communicator II CD32 Tools - 689
Communicator III CD32 Tools - 689
Dansbands Karaoke 1 CD32 Tools 5 571
Enciclopedia Electronica Multimediale Grolier CD32 Tools - 572
Guinness Disc Of Records - Second Edition CD32 Tools - 572
Insight Dinosaurs CD32 Tools - 211
Insight Technology CD32 Tools 3 211
Mathematik CD32 Tools 3 568

Multimedia Toolkit CD32 Tools 3 227


Network CD CD32 Tools 7 235
Network CD 2 CD32 Tools 4 592
PhotoLite CD32 Tools 4 568
Sexual Fantasies CD32 Tools 4 244
Sheer Delight CD32 Tools 7 570
Socrates CD32 Tools 8 720
The Grolier Electronic Encyclopedia CD32 Tools 7 573
VanCity Direct TV CD32 Tools - 713
Video Creator CD32 Tools - 569
World Atlas CD32 Tools 7 573
World of Sound CD32 Tools 6 590
Your Privacy Assured CD32 Tools - 244
Folioworx Player CD32 Tools 8 568

CD32 - Games list • 729


UAE (Ultimate Amiga Emulator)

UAE was the first Amiga emulator to appear and re-


mains the most popular. Bernd Schmidt conceived of
an emulator that could run Amiga software when he
found that such a task was widely believed to be im-
possible. Schmidt had written previous programs for
Amiga, and was further motivated by the desire to not
lose games, demos, and sound modules to switching
operating systems. UAE was released in 1995 and
was originally called the Unusable Amiga Emulator,
due to its inability to boot. In its early stages, it was
known as Unix Amiga Emulator and later with other
names as well. Since none of the popular expansions
E-UAE 0.8.27
configuration and control fit any more, the abbreviation no longer stands for
anything, and the software is simply known as UAE
— this occasionally gets backronymed as Universal
Emulator Amiga Emulator, Ultimate Amiga Emulator or Ubiqui-
Developer Multiple individuals tous Amiga Emulator.
Platform DOS
Windows Thanks to the original authors’ desire to promote
Macintosh Amiga emulation, the source code was released un-
Amiga, etc.
First version 1995 der the General Public License. This allows anyone
to develop the code and port it to different platforms.
This has resulted in versions being ported to Win-
dows, MacOS, MacOS X, Amiga DE, and even the
AmigaOS itself.

UAE was almost entirely unusable in its UAE also provides an RTG-compatible “vid-
first releases, but slowly and step by step, it eo card” for the Amiga side of the emula-
fleshed out its support of the Amiga chipset tion which is tailored for display on the host
and by the end of 1997 was able to emulate hardware, so as not to be limited to the emu-
an Amiga 500 at a quality and speed that lation of the original Amiga video hardware.
were sufficient for productivity use and for
many games. The most active fork is the Windows port
A major improvement was made in WinUAE; current versions of this still con-
2000 by Bernd Meyer with the use of a JiT tain bugs and compatibility issues.
(Just-in-time) compiler, which significantly
A copy of UAE can be downloaded from
improved the emulation speed, to the extent
hundreds of emulation sites (such as Ret-
that average PCs could now emulate some
roGames). However, the downloading of an
Amiga software faster than any real Amiga
Amiga ROM image is illegal. If one do not
could run it. UAE can use as much of the
have access to a real Amiga, but want to
host’s power in native mode as possible,
remain on the right side of the law, a legal
or balance it with other requirements of the
ROM image can be found on Cloanto’s Ami-
host OS, or to accurately reflect the origi-
ga Forever CD.
nal speed, depending on a user’s choice.
winuae link

text from; wikiwand.com, bambi-amiga.co.uk

730 • Emulation
Amiga Forever

For many years it was considered impossible to emu-


late the Amiga—the hardware was considered too ex-
otic and alternative platforms (Windows PCs, Apple
Macs) were too slow to recreate the experience. The
release of UAE in 1996 was a milestone in Amiga his-
tory. However, it was greeted with hostility by Amiga
users and businesses. It was feared that the emula-
tor would encourage mass piracy and kill the Amiga
market. Amiga Technologies, the ESCOM funded
subsidiary, reacted with some wariness to its launch.
However, one company saw an opportunity to sell the
Amiga to former owners who had migrated to other
platforms, and even people who had never previously
used an Amiga. In 1997, Cloanto Italia, better known
for their Personal Paint art package, licensed the
Amiga software code, patents and trademarks and
Emulator
launched an official Amiga emulation environment.
Developer Cloanto Although there was a fear that an emulator could
Platform DOS hasten the decline of the Amiga market, Cloanto and
Windows Amiga International (the Gateway subsidiary) could
Macintosh profit from the market that it had created and provide
Amiga
First version 1997
a legal way for users to run an Amiga emulator, with-
out resorting to warez sites.

The first version of Amiga Forever was released in 1997. The


compact disc case contained a CD-ROM, an Amiga floppy disk Amiga Forever 2006
and an Amiga boing ball sticker for the user’s machine. The CD-
ROM contained an early version of UAE (Ultimate Amiga Emu-
lator) for DOS and Mac platforms, Fellow for DOS and a selec-
tion of Amiga Kickstart ROM files and Workbench disks. These
covered the most common versions of the operating system,
Kickstart 1.1 to 3.0. The current version of the operating sys-
tem (at the time), Kickstart/Workbench 3.1, as well as the CDTV
and CD32 ROM images were also notable by their absence. The
Amiga floppy disk contained the Amiga Explorer software that
would allow the user to transfer their own software to the PC
through a serial cable connected to a PC or Mac.
The Amiga Forever emulation CD was updated at regular
intervals over the years that incorporated new and updated con-
tent. The company currently sell three variations of the Amiga
Forever package:
• Premium edition: physical package containing the Plus Edition CD and two DVDs.
• Online edition: a downloadable installer for Windows systems.
• Plus edition: a downloadable ISO image containing Windows and platform-neutral con-
tent, for CD writers.
text from; bambi-amiga.co.uk

Emulation • 731
C64DTV
Publisher QVC
Release date 2004

The C64 Direct-to-TV, called C64DTV for


short, is a single-chip implementation of the
Commodore 64 computer, contained in a
joystick (modelled after the mid-1980s Com-
petition Pro joystick), with 30 built-in games.
The design is similar to the Atari Classics 10-
in-1 TV Game. The circuitry of the C64DTV
was designed by Jeri Ellsworth, a computer
chip designer who had previously designed
the C-One—a single-board computer cre-
ated in 2002 as an enhanced version of the The official games for the unit are mostly a mix
C64. of Epyx and Hewson C64 games.
Tulip Computers (which had acquired the Built-in games;
Commodore brand name in 1997) licensed • Championship Wrestling
• Cyberdyne Warrior
the rights to Ironstone Partners, which coop- • Cybernoid
erated with DC Studios and Mammoth Toys • Cybernoid II: The Revenge
in the development and marketing of the • Eliminator
• Exolon
unit. Released in late 2004, QVC purchased • Firelord
the entire first production run of 250,000 • Gateway to Apshai
units and sold 70,000 of them on the first • Impossible Mission
• Impossible Mission II
day that they were offered. • Jumpman Junior
• Maze Mania
There exist multiple versions of the C64DTV. • Nebulus
DTV1 (NTSC) comes with 2MB ROM. DTV2 • Paradroid
• Pitstop
is a revised version for the European and • Pitstop II
world markets (PAL) and appeared in late • Ranarama
2005. The ROM has been replaced by flash • Speedball
• Summer Games
memory in these devices. However, the • Super Cycle
DTV2/PAL version suffers from a manufac- • Sword of Fargoal
turing fault, which results in poor colour ren- • Uridium
• Winter Games
dering. In the DTV3, a problem with the blit- • Zynaps
ter was fixed. PAL exclusive;
• Alleykat
Since the internal circuit board has exposed • California Games
solder points for floppy-drive and key- • Head the Ball
board ports, hardware modifications of the • Marauder
• Mission Impossibubble
C64DTV are relatively simple. • Netherworld
The DTV also contains software-
NTSC exclusive;
flashable memory and a number of tools • Bull Riding stage (World Games)
have been released to compile programs • Flying Disk stage (California Games)
into DTV-compatible flash images and load • International Karate
• Silicon Warrior
it onto the DTV. • Sumo stage (World Games)
• Surfing stage (California Games)

732 • After Market Consoles


THEC64 Mini
Developer Retro Games
Publisher Koch Media
Release date 2018

THEC64 Mini is an unofficial Linux-based


console that emulates the Commodore
64, released in 2018 by UK-based Retro
Games. Retro Games was founded in 2015
by Darren Melbourne—co-developer of the
C64DTV, Paul Andrews and Chris Smith.

THEC64 Mini takes the form of a half-scale THEC64Mini can, with a USB keyboard, be
C64 computer. The console’s decorative used as a normal C64 for programming BA-
keyboard is non-functional. SIC and assembler-programs. After that it
The console is plug-and-play and in- can be saved or loaded to an internal D64
cludes HDMI output at 720p 50 or 60Hz, two image.
USB ports that support the connection of
joysticks, gamepads, mice, USB sticks and Included with the console is a USB Compe-
keyboards. And a save feature that includes tition Pro-style joystick, HDMI cable, a USB
four save game slots for users to save their power lead (power adapter is not included)
progress. and a ‘Quick start’ manual.

Players can choose between 64 included Neither THEC64 Mini nor the following
C64 games (from Epyx, Gremlin Graphics, Commodore consoles by Retro Games fea-
Hewson, Thalamus and The Bitmap Broth- tures any of Commodore’s trademarks—the
ers), selected from a carousel. Commodore key on the original keyboard
It is also possible to load new software is replaced with a THEC64 key, and Retro
ROMs into the console, which uses emula- Games can call neither product a “C64”—al-
tor x64 (as part of VICE) to run software, and though the system ROMs are licensed from
has a built-in graphical operating system. Cloanto Corporation.
Games included;
• Alleykat • Jumpman • Trailblazer
• Anarchy • Mega Apocalypse • Uridium
• Avenger • Mission AD • Who Dares Wins II
• Battle Valley • Monty Mole • Winter Games
• Boulder Dash • Monty on the Run • World Games
• Bounder • Nebulus • Zynaps
• California Games • Netherworld
• Chip’s Challenge • Nodes of Yesod
THEC64 Mini exclusive;
• Confuzion • Paradroid • Armalyte: Competition Edition
• Cosmic Causeway • Pitstop II • Creatures
• Cyberdyne Warrior • Ranarama • Cybernoid: The Fighting Machine
• Cybernoid II: The Revenge • Robin of the Wood • Farming Simulator: C64 Edition
• Deflektor • Skate Crazy • Hawkeye
• Everyone’s a Wally • Speedball 2: Brutal Deluxe • Hunter’s Moon
• Firelord • Spindizzy • Hysteria
• Galencia • Steel • Nobby the Aardvark
• Gribbly’s Day Out • Street Sports Baseball • Rubicon
• Heartland • Summer Games II • Skool Daze
• Herobotix • Super Cycle • Snare
• Highway Encounter • Temple of Asphai Trilogy • Speedball
• IO • The Arc of Yesod • Star Paws
• Impossible Mission • Thing on a Spring • Uchi Mata
• Impossible Mission II • Thing Bounces Back

After Market Consoles • 733


THEC64 THEVIC20
Publisher Retro Games Publisher Retro Games
Release date 2019 Release date 2020

The full-size THEC64 (also known as THEVIC20 is a “Limited Edition” version of


THEC64 Maxi) are built to scale with the THEC64 and are modelled after the VIC-20
original C64 and includes a functional key- computer. It includes a functional keyboard
board. Enhancements include VIC-20 emu- and comes with a matching joystick.
lation, four USB ports, and an upgraded
micro-switch joystick. THEVIC20 has three switchable modes—
boot straight into original VIC-20 BASIC,
Both THEC64 and the mini console can be C64 BASIC, or switch to the Games Car-
switched between “carousel mode” for ac- ousel and play one of the built-in games
cessing the built-in game library, and “clas- in 50Hz or 60Hz, with optional CRT filters/
sic mode” in which the machine operates screen modes.
similarly to a traditional C64. USB storage
can be used to hold disk, cartridge and tape THEVIC20 includes is a mix of 64 VIC-20
images for use with the machine. and C64 titles, most of which were previous-
ly released for THEC64.
Players can choose between 64 included
C64 games, most of which are the same as
THEVIC20 exclusive;
the mini model. • Abductor • Headbanger’s Heaven
• Andes Attack • Laser Zone
THEC64 exclusive; • Arcadia • Martians
• Attack of the Mutant Camels • Bewitched • Matrix
• Bear Bovver • Blitzkrieg • Mega Vault
• Destroyer • Brainstorm • Metagalactic
• Gateway to Apshai • Catcha Snatcha • Psychedelia
• Gridrunner • Connect 4 • Snake
• Hover Bovver • Encounter • Starquest
• Iridis Alpha • Frantic • Subspace Striker
• Planet of Death • Frog Chase • Tank Battle
• Psychedelica • Gridrunner • Traxx
• Silicon Warrior • Harvester • Wacky Waiters
• Street Sports Basketball • Hell Gate • Zor.
• Sword of Fargoal • Llamas Battle at the Edge of Time

734 • After Market Consoles


THEA500 Mini
Developer Retro Games
Release date 2021

THEA500 Mini is the fourth console from


Retro Games emulating Commodore com-
puters. This is similar to THEC64 Mini—
a compact reimagining of the Amiga 500
home computer, featuring emulation of not
only the original A500 but also the AGA of
the A1200.
Players can choose between 25 in-
cluded Amiga games, selected from a car-
ousel, or load game files from a USB stick.
The console emulator is not power- Games included;
ful enough to run many Amiga games, es- • Alien Breed 3D
pecially CD32 and AGA games, which may • Alien Breed: Special Edition 92
• Another World
cause graphical glitches, game speed is- • Arcade Pool
sues, and input lag. • ATR: All Terrain Racing
• Battle Chess
The console is plug-and-play and includes • Cadaver
• California Games
HDMI output at 720p 50 or 60Hz, three USB • Dragon’s Breath
ports and a save feature that includes four • F-16 Combat Pilot
save game slots. • Kick Off 2
• Paradroid 90
The keys and floppy disk drive are • Pinball Dreams
non-functional and purely aesthetic. The • Project-X: Special Edition 93
‘Power’ LED lights up when the machine is • Qwak • Simon the Sorcerer
• Speedball 2: Brutal Deluxe
turned on. • Stunt Car Racer
• Super Cars II
Included with the console is an optical USB • The Chaos Engine
“Tank-style” Mouse, USB CD32-style game- • The Lost Patrol
• The Sentinel
pad, HDMI cable, a USB power lead and a • Titus the Fox
‘Quick start’ manual. • Worms: The Director’s Cut
• Zool: Ninja Of The ”Nth” Dimension
Reviewers of the The A500 Mini emulator
have noticed input lag in some of the includ- The console uses the open-source Amiberry
ed games when using the gamepad. But 3.3 emulator to run games. Users found that
most were positive to the presentation and Amiberry was not mentioned on the console
build/look of the console and it’s interface/ credit scene, nor by Retro Games. Amiberry
game menu. Negatives were on the quality is on a GPL3 license, which means that soft-
of the gamepad, games incompatibility, not ware using Amiberry are under the same li-
enough USB ports (for mouse, keyboard, cense requirements as it’s source, meaning
joystick and USB stick) and the underpow- that Retro Games are required to open it’s
ered hardware when compared to the initial source code for the public (which would give
price of $140. Several reviewers found the users the ability to run their own versions
console not worth it’s price and urged the of Amiberry on the console). Retro Games
audience to seek alternative options for run- eventually released the source code, but
ning emulated Amiga games. many users found this to be underhanded
on their part.

After Market Consoles • 735


Commodore Computers Commodore PET Series
Release December 1977
Commodore started as a typewriter Discontinued 1982
manufacturing company before becom- Graphics Monochrome character graphics
CPU type MOS Technology 6502
ing successful selling pocket calculators. RAM (base) 4–96 KB
OS Commodore BASIC 1.0 ~ 4.0
In 1976, Chuck Peddle at MOS Tech- Price US$795 (“$3,555” 2021)
nology created the KIM-1—a small
6502-based single-board computer. The Commodore PET is a line of comput-
After Commodore purchased ers produced starting in 1977 by Com-
MOS Technology, Peddle convinced modore International. A single all-in-one
Jack Tramiel—Commodore founder—to case combines a MOS Technology 6502
enter the home computer business. microprocessor, Commodore BASIC in
read-only memory, keyboard, computer
At the West Coast Computer Faire Com- monitor, and, in early models, a cassette
modore unveiled the Commodore PET deck.
microcomputer. That year the Apple II
and TRS-80 was also unveiled. Unlike The name was suggested by Andre Sou-
many of the companies, Commodore son after he saw the Pet Rock in Los
was able to start world wide distribution Gatos, and stated they were going to
in months instead of years. make the “pet computer”. It was backro-
nymed to Personal Electronic Transac-
The VIC-20 debuted in June of 1980 at tor.
the Computer Electronics Show as an
inexpensive home computer with colour. Following the initial PET 2001, the de-
Between 1981 and 1985 it had sold more sign was updated through a series of
than 2.5 million units. models (PET 2001, 2001-N and 2001-B
series, CBM 3000 series, PET 4000 se-
By 1982 PET sales were declining with ries, CBM 8000 series and SuperPET
increased competition and Commodore SP9000) with more memory, better key-
decided to refresh the line with what board, larger screen, and other modifica-
Commodore called the CBM-II line. tions. The systems were a top seller in
These machines came in many different the Canadian and United States educa-
configurations including ones that did not tion markets, as well as for business use
have integrated monitors. in Europe.
In 1982, Commodore introduced the Although the machine was moderately
Commodore 64 as the successor to the successful, there were frequent com-
VIC-20. Commodore shipped some- plaints about the tiny calculator-like key-
where around 22 million C64’s, making it board, often referred to as a “chiclet key-
the best selling computer of all time. board”.
The Commodore Plus/4 was released in
1984. Although Commodore considered
the Plus/4 its flagship model, it never
sold well and was finally phased out in
1988.
The Commodore 128—the natural suc-
cessor to the C64—would be Commo-
dores last 8-Bit computer; after this they
would produce only 16/32 Bit Amiga’s
and IBM PC clones.

736 • Commodore Computers


Commodore SuperPET SP9000
Release 1981
Graphics MOS 6545 (80×25 monochrome)
CPU type MOS Technology 6502 and Motorola 6809
RAM (base) 96 KB
OS CBM BASIC 4.0

The SuperPET SP9000, also known as Micro-Mainframe or


MMF9000, was primarily designed with universities and scientists
in mind. It was the last in the PET series and was virtually un-
known outside the academic/development sector in those days.
The SuperPet was basically a CBM 8000 computer with ROMs
for programming languages, it also had three character sets,
and an RS-232 for use as a terminal.

Commodore Educator 64
Release 1983
Discontinued 1994
Graphics VIC II (320 x 200)
CPU type MOS Technology 6510
RAM (base) 64 KB
OS Microsoft BASIC 2.0

The Educator 64, also known as the PET 64 and Model 4064,
was sold to schools as a replacement for aging Commodore
PET systems. Schools were reluctant to adopt the C64
“breadbox” design due to theft or vandalism of the smaller,
more exposed components. The 4064 designation fol-
lowed in line with the PET’s 4008, 4016 and 4032 models
as a 64 KB 40-column model.

Commodore CBM-II
Release 1982
Discontinued 1984
Graphics VIC-II (320 × 200, 16 colors) or 6545 CRTC
CPU type MOS Technology 6509
RAM (base) 128 or 256 KB
OS Microsoft BASIC 4.0

The Commodore CBM-II series was a short-lived range


of 8-bit personal computers and was intended as a fol-
low-on to the Commodore PET series.
The CBM-II has two incarnations, the P series (P = per-
sonal, or, home use) and the B series (B = business
use).

Commodore Computers • 737


Commodore VIC 20
The VIC-20 was the first computer of any de- Release 1980 (VIC-1001) Japan / 1981
Discontinued January 1985
scription to sell one million units. It was de- Graphics VIC (176 x 184 3-bpp)
scribed as “one of the first anti-spectatorial, CPU type MOS Technology 6502
non-esoteric computers by design...no longer RAM (base) 20 KB ROM
OS Commodore KERNAL/BASIC 2.0
relegated to hobbyist/enthusiasts or those with Price $299.95 (“$890” 2021)
money, the computer Commodore developed
was the computer of the future.”
The VIC-20 was intended to be more economi-
cal than the PET computer. It was equipped
with 5 KB of static RAM and used the same
MOS 6502 CPU as the PET.

Commodore 64
Release August 1982
Discontinued April 1994
Graphics VIC-II
CPU type MOS Technology 6510/8500
RAM (base) 64 KB
OS Commodore KERNAL/BASIC 2.0
Price $595 (“$1,670” 2021)

The C64, listed in the Guinness World Records as the


highest-selling single computer model of all time, was
an up-market version of the VIC-20 (same casing, in-
terfaces and sockets), but with a MOS 6510 proces-
sor and 64 KB of RAM which was unusually large at
the time for a model of this price range.

Commodore SX-64
The Commodore SX-64, also known as the Ex- Release 1984
Discontinued 1986
ecutive 64, or VIP-64 in Europe, is the name of Graphics VIC-II (320 x 200, 16 colors)
a family of portable computers based around CPU type MOS Technology 6510
the C64 architecture. Although not all models RAM (base) 64 KB RAM + 20 KB ROM
OS Commodore KERNAL/BASIC 2.0
made it to distribution, the SX-64 did; and is
considered the first full colour portable compu-
ter. It priced at $995 (equivalent to $2,595 in
2021) when it was first released.
The SX-64 features a built-in 5” composite
monitor and a built-in 1541 floppy drive. The
machine is carried by its sturdy handle, which
doubles as an adjustable stand.

738 • Commodore Computers


Commodore 16
Release 1984 The C16 was intended to be an entry-level compu-
Discontinued 1985
Graphics TED (320 × 200, 121 colors)
ter to replace the VIC-20. A cost-reduced version,
CPU type MOS Technology 7501 or 8501 the Commodore 116, was mostly sold in Europe.
RAM (base) 16 KB RAM
OS Commodore KERNAL/BASIC 3.5
The C16 and C116 belong to the same family as the
Price $99 (“$260” 2021) higher-end Commodore Plus/4 and are internally
very similar: 24 to it (albeit with less RAM – 16 KB
rather than 64 KB – and lacking the Plus/4’s user
port and Three plus one software).
The C16 was a major failure in the U.S. and was
discontinued within a year, but it sold reasonably
well in Europe and Mexico as a low-end game
machine.

Commodore Plus/4
The Commodore Plus/4 was aimed at the busi- Release 1984
Discontinued 1985
ness oriented part of the personal computer Graphics TED (320 × 200, 121 colors)
market. The “Plus/4” name refers to the four- CPU type MOS Technology 6502
application ROM resident office suite (word RAM (base) 64 KB RAM + 32 KB ROM
OS Commodore BASIC 3.5
processor, spreadsheet, database, and graph-
ing); it was billed as “the productivity computer
with software built-in.”
Internally, the Plus/4 share the same basic ar-
chitecture as the lower-end C16 and 116 mod-
els, and is able to use software and peripherals
designed for them. It is incompatible with the
C64’s software and some of its hardware.

Commodore 116
Release 1984 The Commodore 116 (C116) was part of Commo-
Discontinued 1985
Graphics TED (320 × 200, 121 colors)
dore’s low-cost 264 series (which also included
CPU type MOS Technology 7501 or 8501 the C16 and Plus/4). Commodore intended it as a
RAM (base) 16 KB, upgradeable cheap Sinclair ZX Spectrum competitor, hence the
OS Commodore BASIC 3.5
Price £99, (“£163” 2022)
small case and rubber keyboard. It sold 51,000 units
in Europe between 1984–1985, with roughly 44,000
sold in Germany.
The C116 uses an advanced version of Commo-
dore BASIC (v3.5), meaning the three 264-series
models were not software or hardware compatible
with the earlier C64.

Commodore Computers • 739


Commodore 128
Release 1985
Discontinued 1989
Graphics VIC-II E (320×200, 16 colors),
MOS 8563 (RGBI 640×200 16 colors)
CPU type MOS Technology 8502
RAM (base) 128 KB
OS Commodore BASIC 7.0
Price 6495 SEK

The C128 was the last 8-bit home computer that


was commercially released by CBM.
The C128 is a significantly expanded successor
to the C64, with 128 KB of RAM in two 64 KB
banks, and an 80-column color video output.

Commodore 900
Release Unreleased
Graphics 16-bit (1024×800 pixels graphics / text-only display)
CPU type Zilog Z8001
RAM (base) 512 KiB
OS Coherent

The Commodore 900 (also known as the C900, Z-8000, and Z-


Machine) was a prototype microcomputer originally intended for
business computing and, later, as an affordable UNIX worksta-
tion. It was to replace the aging PET/CBM series. The C900’s
case is similar to the Amiga 2000’s but slightly larger.
Only fifty prototypes were made and sold as develop-
ment systems before the project was cancelled.

Commodore PC Series
Release 1984
Discontinued 1993
Graphics GCA (640 x 200), SVGA (800 x 600), Hercules monochrome
CPU type 8088, 80286, 80386-SX, 80386
RAM (base) 640 KB to 2 MB according to models
OS All the available PC operating systems

The Commodore PC compatible systems is a range of


IBM PC compatible personal computers introduced in
1984 by CBM.
Incompatible with C64 and Amiga architectures, they
were generally regarded as good, serviceable work-
horse PCs with nothing spectacular about them.

740 • Commodore Computers


INTRODUCING THE COMMODORE 128.™
It’s here. And it’s going to make a lot of then, even take it to a higher level. ming errors on-screen with the error in
Commodore 64™ owners very happy. A reverse field.
There’s more than a bigger memory.
personal computer with a 128K memory    There’s also a new faster disc drive.
and 80-column capability that’s still    There are a lot of extra features With a separate “Burst” mode that can
compatible with all the peripherals and we didn’t forget. Like a handy numeric transfer up to 3,000 characters per
over 3,000 programs designed for the keypad for data-entry efficiency and second. Just in case you’re a speed
Commodore 64. accuracy. demon.
   In fact, the new 128 is almost like    An expanded keyboard that puts    “Thanks for the memory!” You’re
getting three computers in one. That’s more commands at your fingertips for welcome. And the expandability. And the
because it can run as a 64, a 128 and easier programming. So you can be compability. And versatility. And for mak-
in a CP/M™ mode. Or it can even be a whiz at using more varied graphics ing it all very affordable. After all, one
expanded to a full 512K memory. And and text. Or a musical genius playing of the other things that should go into a
that’s about as “personalized” as a per- full three-part melody in any tempo you more intelligent computer is a price that
sonal computer can get. It’s intelligence set. And there’s even a “help” key that makes sense.
that can match your own versatility. And comes to your rescue, listing program-
ONLY COMMODORE AMIGA
MAKES ALL THIS POSSIBLE
   When you first see a Commodore    The potential of the Commodore
Amiga you’ll be amazed at how much it can Amiga doesn’t stop there. Commodore
do. After you’ve seen its capabilities you Amigas has thousands of software pack-
won’t be surprised that over a million Com- ages available as well as a huge range of
modore Amigas have been sold worldwide. supporting magazines.
   That’s because Commodore Amiga is    The Commodore Amiga 500 and 2000
the world’s most advanced home and small make so much possible you’re limited only
business computer. It is also the leader in by your imagination.
specialised applications such as Desktop.    For further information and your near-
   It talks, animates, educates. Whether est Commodore dealer phone (008) 023
you’re nine or ninety, student or teacher,
Commodore Amigas has the software to
aid learning. As well as these applications,
it offers a wealth of entertainment with the
latest hi-tech video games. JSA COM 0406
Amiga Computers AMIGA 1000
Release July 1985
Amiga is a family of home comput- Discontinued January 1987
ers introduced by Commodore in 1985. Chipset OCS
CPU type Motorola 68000
The original model is one of a number RAM (base) 256 KB
of mid-1980s computers with 16- or 32- OS AmigaOS
bit processors, 256 KB or more of RAM, Price $1,495 (“$3,600” 2022)
mouse-based GUIs, and significantly The A1000, originally marketed as the Ami-
improved graphics and audio compared ga, is a computer released by Commodore
to previous 8-bit systems. This includes in the Amiga line. It combines the 16/32-bit
the Atari ST—released earlier the same Motorola 68000 CPU which was powerful
year—as well as the Macintosh and by 1985 standards with one of the most
Acorn Archimedes. Based on the Mo- advanced graphics and sound systems in
torola 68000 microprocessor, the Amiga its class, and runs a preemptive multitask-
differs from its contemporaries through ing operating system that fits into 256 KB
the inclusion of custom hardware to ac- of read-only memory and shipped with 256
celerate graphics and sound, including KB of RAM.
sprites and a blitter, and a pre-emptive
The A1000 has a number of character-
multitasking operating system called
istics that distinguish it from later Amiga
AmigaOS.
models: It is the only model to feature the
The Commodore Amiga series is sepa- short-lived Amiga check-mark logo on its
rated into three generations that dem- case, the majority of the case is elevated
onstrate an improvement in processing slightly to give a storage area for the key-
power and graphic capabilities. At each board when not in use, and the inside of
stage, the custom chipset were upgrad- the case is engraved with the signatures
ed from the Original ChipSet (OCS), to of the Amiga designers (similar to the Mac-
the Enhanced ChipSet (ECS), and finally intosh); including Jay Miner and the paw
Advanced Graphic Architecture (AGA). print of his dog Mitchy. The A1000’s case
was designed by Howard Stolz.
After their demise, Amiga Technologies/
Amiga International continued to distrib- The A1000 was sold exclusively in compu-
ute the A1200 and A4000T machines. ter stores in the US rather than the vari-
ous non computer-dedicated department
When the Amiga moved from America to and toy stores through which the VIC-20
Europe the Amiga name was unknown. and C64 were retailed. These measures
To create a recognizable market pres- were an effort to avoid Commodore’s “toy-
ence Commodore chose to place great- store” computer image created during the
er emphasis upon their own name as a Tramiel era.
means of marketing the machine. This
is immediately recognizable with the
greater emphasis placed upon the Com-
modore name as a recognizable brand.
In Europe the Amiga was seen as a de-
scendent of the C64 rather than a clean
break from the past. This had its advan-
tages and disadvantages—it created an
immediate market presence based upon
the Commodore 8-bit market. However,
it downplayed its role as a business ma-
chine.
“bambi-amiga.co.uk”

Amiga Computers • 743


AMIGA 2000
Release March 1987
Discontinued 1991
Chipset OCS
CPU type Motorola 68000
RAM (base) 1 MB
OS AmigaOS 1.0
Price $1,495 (“$3,600” 2022)

The A2000 was introduced as a “big box” expandable variant


of the Amiga 1000 but quickly redesigned to share most of its
electronic components with the A500 for cost reduction.
The A2000 was the first Amiga model that allowed ex-
pansion cards to be added internally and feature five
Zorro II card slots and four PC ISA slots.

AMIGA 500
Release 1987
Discontinued 1991
Chipset OCS
CPU type Motorola 68000
RAM (base) 512 KB
OS AmigaOS 1.2

The A500 is the first low-end version of the Amiga computer. It


contains the same Motorola 68000 as the Amiga 1000, as well
as the same graphics and sound coprocessors, but is in a
smaller case similar to that of the Commodore 128.
The A500 proved to be Commodore’s best-selling
model, particularly in Europe.

AMIGA 2500
Release 1987
Discontinued 1992
Chipset OCS
CPU type Motorola 68000
RAM (base) 3 MB (up to 9 MB)
OS AmigaOS
Price €3,300 (“$6,700” 2022)

The A2500, similar to the A1500 is not a distinct model,


but simply a marketing name for an A2000 with a different
base configuration. The configuration of an A2500 includ-
ed a 14.3 MHz Motorola 68020 or 25 MHz 68030-based
accelerator card. 68020 versions were referred to as
A2500/20, and 68030 versions as A2500/30.

744 • Amiga Computers


AMIGA 1500
Release 1990
Discontinued 1991
Chipset OCS
CPU type Motorola 68000
CPU type 1 MB
OS AmigaOS 1.3
Price £999

The A1500 is a variant of the A2000 and was sold in the


UK. The model designation was not officially sanctioned by
Commodore International.
As the only significant difference A1500s could be
upgraded into A2000/HDs by addition of a hard disk
controller (and associated drive).

AMIGA 3000
Release 1990
Discontinued 1992
Chipset ECS
CPU type Motorola 68030
RAM (base) 1 MB Chip, 1-4 MB Fast
OS AmigaOS 1.3 – 2.04

The A300 is the successor of the Amiga 2500 and features


improved processing speed, improved graphics rendering,
and a new revision of the operating system.
To emphasis the A3000s capabilities as a high-end work-
station, two operating systems were included:
The newly released Kickstart/Workbench 2 and the
the Unix System (SVR4) V operating system.

AMIGA 3000UX
Release 1990
Discontinued 1992
Chipset ECS
CPU type Motorola 68030
RAM (base) 2 MB Chip. 4 MB Fast
OS AmigaOS 1.3 – 2.04
Price $4,998 (“$9,900” 2022)

The 3000UX was released with Amiga Unix, a full port of


AT&T Unix SVR4, installed along with AmigaOS. The sys-
tem is otherwise equivalent to the standard A3000, once a
right-click initiates a boot to Kickstart.
It failed to find a niche in the competitive Unix
workstation market of the early 1990s.

Amiga Computers • 745


AMIGA 3000T
Release 1991
Discontinued 1992
Chipset ECS
CPU type Motorola 68000, 68040
RAM (base) 1-2 MB Chip, 1-4 MB Fast
OS AmigaOS 2.04
Price $4498 (“$9,373” 2022)

The A3000T is closely related to the Amiga 3000, al-


though it came in a tower case which offered greater
expandability.
The specifications closely resemble the horizontal-
cased A3000, but the motherboard had been heavily
redesigned.

AMIGA Amiga 500+


Release 1991
Discontinued 1992
Chipset ECS
CPU type Motorola 68000
RAM (base) 1 MB
OS AmigaOS 2.04
Price 799 DM (Germany, end of 1991)

The A500+ is a revised version of the original A500. The A500+


featured minor changes to the motherboard to make it cheaper to
produce than the original A500. It was notable for in-
troducing new versions of Kickstart and Workbench,
and for some minor improvements in the custom
ECS chips.

AMIGA 600
Release 1992
Discontinued 1992
Chipset ECS
CPU type Motorola 68000
RAM (base) 1 MB
OS AmigaOS 2.05

A redesign of the A500+, it adds the option of an internal hard disk


drive and a PCMCIA port. Like the A500, the A600 was aimed at
the lower end of the market. Lacking a numeric keypad, the A600
is only slightly larger than an IBM PC keyboard, weighing approx-
imately 6 pounds. It shipped with AmigaOS 2.0, which was
considered more user-friendly than earlier versions of
the operating system.

746 • Amiga Computers


AMIGA 1200
Release 1992
Discontinued 1996
Chipset AGA
CPU type Motorola 68EC020
RAM (base) 2 MB
OS AmigaOS 3.0 – 3.1
Price $599 (“$1,157” 2022)

The A1200 was launched a few months after the A600, us-
ing a similar slimline design that replaced the earlier A500+
and A500. Whereas the A600 used the 16-bit Motorola
68000 of earlier Amigas, the A1200 was built around
the 32-bit Motorola 68EC020. It has a similar hard-
ware architecture to the CD32.

AMIGA 4000
Release October 1992
Discontinued 1994
Chipset AGA
CPU type Motorola 68EC030, 68040
RAM (base) 2 MB Chip. 2–4 MB Fast
OS AmigaOS 3.0

The A4000 is the successor of the A2000 and A3000. The


system design was generally similar to that of the A3000,
but introduced the AGA chipset with enhanced graphics.
The SCSI system from previous Amigas was replaced
by the lower-cost Parallel ATA.
Two models were released: A4000/040 and
A4000/030.

AMIGA 4000T
Release 1994
Discontinued 1996
Chipset AGA
CPU type Motorola 68040, 68060
RAM (base) 2 MB Chip, 4 MB Fast
OS AmigaOS 3.1

A4000T is a tower version of the A4000 targeted as a


high-end video workstation. Using the AGA chipset, it was
originally released in small quantities with a 25MHz Mo-
torola 68040 CPU, and re-released in greater numbers
by Escom in 1995, after Commodore’s demise, along
with a new variant which featured a 50MHz Motorola
68060 CPU.

Amiga Computers • 747


Specifications Memory
A4000/40 - 2Mb 32bit Chip/Display ram 4Mb Fast ram expandable 16Mb
Microprocessor
A4000/30 - 2Mb 32bit Chip/Display ram 2Mb Fast ram expandable 16Mb
A4000/40 - Motorola 68040 at 25MHz
Workbench v3 featuring
A4000/30 - Motorola 68EC030 at 25MHz
Multitasking v3 Operating System, Compugraphic outline fonts, PostScript Output
Interfaces
Support, MSDos 720K/1.44Mb Disk reader, up to 256 colour Workbench Screens
One serial & one parallel port
Graphics & Video
External floppy drive port
Advanced Graphics Architecture (AGA) Chips
Stereo audio output for hi-fi or monitor
New 256 colour screens, new 262,144 Ham8 colour screens from 24 bit
RGB monitor / video port
palette of 16.8 million colours, resolutions from 300x200 up to 1280x512
Mouse & joystick game ports
15-31KHz scan rates with mode promotion for de-interlacing screens
Internal AT IDE Hard Disk interface
Supports 15KHz 1084 Monitors & MultiSync monitors
Storage
x4 performance increase over ECS chips
120Mb IDE Hard Drive
New sprite features: 16, 32 or 64 bit wide screen independent pixel resolution
1.76Mb/880K High Density Floppy drive
Backward compatible with ECS and original chip sets
2x3.5” Slimline drives (1 used)
Expansion
1x5.25” mounting bay
4 autoconfig Zorro III expansion slots, 3 PC/AT slots in line with Zorro III for use
Audio
with audio & video digitisers
4 voice, 8 bit digital audio with stereo output

For a supplier near you call


(008) 805 067 (outside Sydney metro area)
or (02) 428 7666
A4000T
magazine review; Amiga User International (“AUI Test Drive”) (July, 1994);

The Amiga world has showing through the back of the


machine is the AudioVideo mod-
been waiting a year for
ule. This provides a regular 15Khz
this machine to arrive, RGB video output socket, a pair of
packed with similar phono sockets for audio, plus an
hardware found in the additional headphone socket in the
shape of a minijack. Being modu-
desktop 4000s, plus lar, we are led to believe that this
extra bits, and some board can be replaced with other
surprising modifica- boards providing different outputs
tions. Gary Fenton depending on the users needs.
The Disk module gives the
gets out his screw- 4000T a dedicated SCSI 2 inter-
driver ready to reveal face and connections to floppy disk
the secrets of this new drives. An external SCSI 2 con-
nector pokes out the back of the
Amiga.
machine while a long ribbon cable
wraps itself around the inside ready
Isn’t she a beauty? to be connected to various internal

S
SCSI devices.
tanding half a metre tall We just happened to have a fast
with its high profile looks SCSI 2 drive lying around which I
and the god-like Amiga wired in to the tower. Using Disk-
badge, the A4000T is a mighty Speed 4.1, the machine only ob-
sight to behold. The mysterious ly- tained a maximum of 1.7 mega-
ing beneath its steel exterior have bytes a second transfer. Something
long been anticipated and finally, was wrong with my setup and it’s
with its arrival on UK shores, AUI probably down to the dip switches
have seized this opportunity to found on the underneath my hard
bring you the review many have drive. Sadly we didn’t have enough
been waiting for. time to spend getting it to work at
Sparing no time I whipped the full speed, but Commodore told us
casing off to find out what exact- The front door swings open to reveal the
that they’ve obtained 3.5Mb a sec-
ly is inside this beast. Unlike any power, reset and audio buttons, and the front
ond using a Micropolis hard drive
drive bays.
other Amiga I found the 4000T to
be modular in design. There was an4000/040. The CPU module can be
Audio Video module, a Disk mod- removed and replaced with other
ule, an Input Output module, and amodules when available, such
CPU module. At this stage I was soas GVP’s 40mhz 040 or UUL’s
curious that I took these modules promised 060 board. The standard
out for a closer inspection. CPU inside the 4000T is a 25Mhz
68040. One would have expected
Modular at least a 33Mhz one for the mon-
The CPU module is called the ey. (I’m told that a 33Mhz 040 is
A3640 which, I believe, is the not much more than £10 extra!)
very same one used in the current Sprouting off the motherboard and The internal speaker near the base, just under
the front fan.

magazine article • 749


The Disk module: Floppy drive and
SCSI connections.

The back: Power supply and Input Output standard memory modules which
The back: Keyboard, external SCSI 2, Audio module connectors. can easily be installed and removed
Video module output, and lots of blanking plates. when needed. Desktop 4000s
Spacious can only hold 4Mb SIMMs (up
and 4.5Mb a second using a Max- There’s so much room inside the to 16Mb of fast RAM), while ac-
tor drive. It makes a big difference 4000T that you could almost hang cording to a jumper on the 4000T’s
when compared to normal SCSI chandeliers inside which automati- motherboard, the tower can utilise
drives which gives about 1Mb a cally go on when you remove the 8Mb SIMMs. If this is true then it
second. casing. Hmmm, perhaps not, but can be expanded to 32Mb using
One unusual thing we noted was you can certainly fit five internal the provided slots. (The jumper ac-
that the very end of the SCSI cable 5 1/4 inch drives. Three fit hori- tually says “SIMM Size” followed
was attached to the Input Output zontally right at the top at the front by a 1 and 2Mb setting and a 4 and
module, presumably allowing even while another two fit vertically in 8Mb setting).
more SCSI devices (scanners?) to the middle. There is heaps more
be plugged into the 4000T using an room (enough for a football team?) Fresh Chip
external port. right inside the centre of the ma- The custom chips which populate
The Input Output module is chine but no mountings are pro- the tower are called Super Buster,
firmly fixed to the rear of the vided. Lisa, Alice, Paula, Ramsey, Gary,
4000T (more like welded!) which Even more room appears vacant and Bridgette. I don’t know why
connects to the motherboard via above the internal power supply Gary has been used because that
two ribbon cables and to the Disk for a miniature nuclear reactor, chip died with the original chip
module with another cable. It pro- but it shouldn’t be necessary. The set. It must be a typing error on the
vides the usual serial, parallel, PSU provides a meaty 250 watts motherboard! Bridgette is a new
mouse and joystick ports which is of steam which is 100 watts more chip exclusive to the 4000T and
common with all Amigas. than the PSU of desktop 4000s. It does something very clever, I’m
Judging by the blanking plates has its own fan which blows air sure, but I don’t know what! Com-
covering holes at the back of the out while another fan mounted at modore couldn’t provide me with
machine, and bearing in mind that the front sucks air in providing an
this is a modular beast, I imag- essential and refreshing stream of
ine that other boards will become cool air running through the tower.
available allowing more than one Deck-chairs are a brass band are
parallel and serial port. Consider- extra if want to climb inside on hot
ing most PCs have had two serial days.
ports for many years, I’m a little
vexed that the 4000T hasn’t two as RAM It Up!
standard. Oh well, I look forward Four SIMM slots can be found be-
to a new I/O module then! low the Zorro slots near the top of
the machine. SIMMs are industry The Audio Video module: RGB video, audio,
and headphones.

750 • magazine article


What else? This machine is the flagship of
Amiga computers and it actually
The IDE controller built into the
looks very much the part! Power-
motherboard of 4000 desktops is
ful from the inside out, it’s not hard
also built into the 4000T’s mother-
to realise the potential oozing from
board. You can plug up to two IDE
every crevice. I’ll end by echo-
drives into this interface, and don’t
ing the cries I hear from around
forget the seven drives that can be
the Amiga community - I WANT
plugged into the SCSI interface!
ONE! AUI
Powerhouse or what?
Yet another interesting feature is
the internal speaker. No, it doesn’t
make “beep” sounds like a PC’s RATINGS
internal speaker, but instead deliv- A4000T
The video, Zorro and PC slots. Top right;
ers a whopping 0.25 watts of mono FEATURES 95%
SIMM slots. Amiga sound! It’s a good idea if PERFORMANCE 95%
that information before this issue you don’t have any external speak- VALUE FOR MONEY 89%
went to press. Maybe it’s a Video ers of your own wired up to the Overall Rating 94%
Toaster chip? Not. tower. And if you don’t want any
Price: Starts from around £1899
sound at all, press the audio disa-
Double Vision ble button at the front of the 4000T
One, two video slots? No, let me and a little light will go off and so
count that again. One, two. Yes, too will the sound.
this baby has actually got two Does this Amiga have AAA
video slots! You know the 4000T graphics, some people may ask.
means business now, what with No, but it does have Workbench
virually all 4000s sold in America 3.1 instead, not much of a consola-
being used in the video industry, tion but it’s a another step nearer.
these two slots will come as a ma- There are no obvious differences
jor benefit to those who live, work, to Workbench 3.0, but because no
and breathe video. manuals were supplied with our re-
Other slots include five Zorro III view model I am unable to find any
slots and four PC slots including a moderate changes.
dedicated PC slot. There are eight
Conclusion
guides and rear blanking playes for
internal boards. Two of these are So is the 4000T is disappointment
taken up by the Audio Video and or monument of Amiga technolo-
Disk modules leaving space for six gy? Put it this way; it was no more
full size boards. than what I was expecting apart
from the extra video slot and mod-
ular bits. A 33Mhz 040 woudn’t
have gone amiss, but the tower
looks a lot better when compared
to Macs and PCs than the desktops
4000 did. It’s still a lot of money
for a computer but you can’t com-
plain when the only alternative is a
Mac or PC!

Inside the tower with the casing removed. Behind the front panel.

magazine article • 751


Title System Category pg

Title System Category pg

A.M.C.: Astro Marine Corps C64GS Game 80

index After the War C64GS Game 78

Air Warrior CDTV Game 138

Akira CD32 Game 362


These pages lists games mentioned in this PDF Alfred Chicken CD32 Game 364
alphabetically for easy searching. Alien Breed 3D CD32 Game 372

Alien Breed: Tower Assault CD32 Game 370

Games; Alistair in Outer Space CDTV Game 140

The first list includes every game released All Dogs Go To Heaven (Talking Electric Crayon) CDTV Game 140

commercially for one the four Commodore Amiga CD Football CD32 Game 369

consoles. Arabian Nights CD32 Game 365

Arcade Pool CD32 Game 365

Compilations; Aspar GP Master (aka: Grand Prix Master) C64GS Game 80

CD-ROMs or packages that came with two or ATR: All Terrain Racing CD32 Game 366

more full release games on one or more CDs.


Avenger MAX Game 48

BadLands C64GS Game 81

Educational Titles; Banshee CD32 Game 373

Multi-media CD-ROMs which contained little BASE Jumpers CD32 Game 372

Batman C64GS Game 82


to no video game play. These titles were often Battle Chess CDTV Game 141
digitised versions of books, encyclopedia, etc. Battle Chess CD32 Game 373

Multi-Media; Battle Command C64GS Game 84

Battlestorm CDTV Game 142


Different titles with interactive presentations Battletoads CD32 Game 376
and similar formats. Beavers CD32 Game 374

Shareware, disk-magz, etc.;


Beneath The Steel Sky CD32 Game 378

Benefactor CD32 Game 387


CD-ROMs that contained libraries of PD/ Billiards MAX Game 48
Shareware games, discs that came with maga- Black Viper AmigaCD Game 375
zines and demos. Bowling MAX Game 48

Brian The Lion CD32 Game 375


Unreleased Titles; Brutal Sports Series: Football CD32 Game 386
Games and CD-ROM titles which were at one Brutal: Paws of Fury CD32 Game 388

point in time in development of some capacity, Bubba ‘n’ Stix CD32 Game 390

or only a rumour. Bubble and Squeak CD32 Game 391

Bump ‘N’ Burn CD32 Game 374


Homebrew After-Market Games; Cannon Fodder CD32 Game 394

Games which are sold, or shared freely, by cur- The Case of the Cautious Condor CDTV Game 142

rent developers and publishers. Casino Games CDTV Game 144

Castles II: Siege and Conquest CD32 Game 398


Hardware; Cedric And The Lost Sceptre AmigaCD Game 392

Hardware from different first- and third-party Chambers of Shaolin CD32 Game 393

developers—some of which are still being de- Chaos Engine, The CD32 Game 400

veloped and sold today. Chaos in Andromeda: Eyes of the Eagle CDTV Game 144

Chase HQ 2 C64GS Game 85

Other Systems Chuck Rock CD32 Game 403

The CD32 or CDTV console repackaged and Chuck Rock II: Son of Chuck CD32 Game 405

sold as a different product. Most of these were Classic Board Games CDTV Game 143

Clockwiser CD32 Game 392


produced after Commodore’s bankruptcy. Clowns MAX Game 49
Also includes the different Commodore Cover Girl Strip Poker CDTV Game 146
and Amiga computer series released, and after- Curse of RA, The CDTV Game 143

market clone products. Cyberball C64GS Game 84

D/Generation CD32 Game 406

Dangerous Streets CD32 Game 408

Dark Seed CD32 Game 412

Death Mask CD32 Game 409

Deep Core CD32 Game 409

Defender of the Crown CDTV/32 Game 149

752 • index
Title System Category pg Title System Category pg

Defender of the Crown II CDTV/32 Game 152 Liberation: Captive II CD32 Game 470

Dennis CD32 Game 410 Litil Divil CD32 Game 466

Der Clou! CD32 Game 405 Log!cal CDTV Game 158

Die Stadt Der Löwen CDTV Game 172 Loom CDTV Game 162

Diggers CD32 Game 414 Lost Vikings, The CD32 Game 468

Disposable Hero CD32 Game 411 MAG!!! CD32 Game 473

Donk!: The Samurai Duck! CD32 Game 416 Magic Island: The Secret Of Stones AmigaCD Game 471

Double Dragon C64GS Game 86 Manchester United Premier League Champions CD32 Game 471

Dragonstone CD32 Game 417 Marvin’s Marvellous Adventure CD32 Game 472

E.S.S Mega CDTV Game 145 Mean Arenas CD32 Game 473

Emerald Mines CD32 Game 416 Microcosm CD32 Game 474

Erben Der Erde: Die Grosse Suche AmigaCD Game 420 Misadventures of Flink, The CD32 Game 432

Exile CD32 Game 418 Mole Attack MAX Game 52

Falcon CDTV Game 153 Money Wars MAX Game 52

Fantastic Voyage CDTV Game 154 Morph CD32 Game 476

Fears CD32 Game 440 Murder Makes Strange Deadfellows CDTV Game 159

Fields Of Glory CD32 Game 421 Myth C64GS Game 90

Fightin’ Spirit AmigaCD Game 428 Myth CD32 Game 472

Final Gate, The CD32 Game 421 Narco Police C64GS Game 88

Fire & Ice CD32 Game 431 Naughty Ones CD32 Game 477

Fire Force CD32 Game 430 Navy SEALs C64GS Game 91

Fly Harder CD32 Game 433 Nick Faldo’s Championship Golf CD32 Game 477

Frontier: Elite II CD32 Game 422 Nigel Mansell’s World Championship Racing CD32 Game 478

Fury of the Furries CD32 Game 434 Omega Race MAX Game 53

Global Effect CD32 Game 430 Oscar CD32 Game 479

Gloom CD32 Game 443 Pang C64GS Game 94

Gloom 3: Zombie Edition AmigaCD Game 444 PGA European Tour CD32 Game 481

Gorf MAX Game 50 Pierre Le Chef Is ... Out To Lunch CD32 Game 480

Guardian CD32 Game 445 Pinball Fantasies CD32 Game 482

Guldkorn Expressen C64GS Game 88 Pinball Illusions CD32 Game 483

Gulp! CD32 Game 445 Pinball Prelude AmigaCD Game 481

Gunship 2000 CD32 Game 446 Pinball Spectacular MAX Game 54

Guy Spy and the Crystals of Armageddon CDTV Game 145 Pirates! Gold CD32 Game 485

Heimdall 2: Into the Hall of Worlds CD32 Game 448 Power Drive CD32 Game 484

HeroQuest II: Legacy of Sorasil CD32 Game 449 Power Pinball CDTV Game 159

Holiday Maker CDTV Game 154 Prehistorik CDTV Game 164

Hound of the Baskervilles, The CDTV Game 158 Premiere CD32 Game 486

Humans 3: Evolution: Lost In Time... CD32 Game 450 Prey: An Alien Encounter CDTV Game 164

Impossible Mission 2025 CD32 Game 452 Prey: An Alien Encounter CD32 Game 484

Indiana Jones And The Last Crusade CDTV Game 156 Psycho Killer CDTV Game 165

International Karate + CD32 Game 451 Quik the Thunder Rabbit CD32 Game 486

International Open Golf Championship CD32 Game 450 Radar Rat Race MAX Game 54

James Pond 2: Codename RoboCod CD32 Game 454 Raffles CDTV Game 166

James Pond 3: Operation Starfi5h CD32 Game 455 Read With Astérix: Astérix And Son CDTV Game 170

Jetstrike CD32 Game 453 Rise of the Robots CD32 Game 487

John Barnes European Football CD32 Game 453 Road Race MAX Game 55

Jungle Strike CD32 Game 456 Roadkill CD32 Game 496

Jupiter Lander MAX Game 49 RoboCop 2 C64GS Game 92

Kang Fu AmigaCD Game 459 RoboCop 3 C64GS Game 93

Kickman MAX Game 51 Ryder Cup: Johnnie Walker CD32 Game 496

Kid Chaos CD32 Game 429 Sabre Team CD32 Game 497

Kingpin: Arcade Sports Bowling CD32 Game 428 Satan C64GS Game 95

The Labyrinth of Time CDTV/32 Game 460 Sea Wolf MAX Game 56

Lamborghini: American Challenge CD32 Game 461 Seek and Destroy CD32 Game 498

Last Ninja 3 CD32 Game 462 Sensible Soccer: European Champions (92/93 ed.) CD32 Game 510

Last Ninja Remix C64GS Game 89 Sensible Soccer: International Edition CD32 Game 511

Le Mans MAX Game 51 The Seven Gates Of Jambala CD32 Game 499

Legends CD32 Game 465 Shadow Fighter CD32 Game 502

Lemmings CDTV Game 160 Shadow of the Beast C64GS Game 96

Lemmings CD32 Game 465 Sherlock Holmes: Consulting Detective CDTV Game 167

index • 753
Title System Category pg Title System Category pg

SimCity CDTV Game 168 Will Bridge - Advanced Competition / Haute CDTV Game 178
Competition
Simon the Sorcerer CD32 Game 504
Will Bridge - Competition / Competittion CDTV Game 178
Sixth Sense Investigations AmigaCD Game 499
Will Bridge - Intermediate / Perfectionnement CDTV Game 178
Skærmtrolden Hugo C64GS Game 95
Will Bridge - Bidding / Encheres CDTV Game 178
Skeleton Krew CD32 Game 519
Will Bridge: Initiation Junior CD32 Game 560
Slalom MAX Game 56
Winzer CDTV Game 179
Sleepwalker CD32 Game 516
Wizard of Wor MAX Game 58
Snoopy in The Case Of The Missing Blanket CDTV Game 170
Worms CD32 Game 558
Soccer Kid CD32 Game 514
Wrath of the Demon CDTV Game 182
Soccer Superstars CD32 Game 518
Xenon 2: Megablast CDTV Game 180
Space Gun C64GS Game 98
Zool 2 CD32 Game 564
Space Wars CDTV Game 174
Zool: Ninja Of The ‘’Nth’’ Dimension CD32 Game 562
Speed / Bingo Math MAX Game 57
Zool: Ninja Of The ‘’Nth’’ Dimension CD32 Game 562
Speedball 2: Brutal Deluxe CD32 Game 512

The Speris Legacy CD32 Game 517

Spirit of Excalibur CDTV Game 171


Compilations
Star Crusader CD32 Game 520 Title System pg
Striker CD32 Game 518 Acid Attack CD32 574
Strip Poker Live CDTV Game 172 Alien Breed Special Edition / Qwak CD32 575
Strip Pot CD32 Game 534 Big 6, The CD32 576
Subwar 2050 CD32 Game 521 C64GS Cartridge C64GS 103
Summer Olympix CD32 Game 519 Classic Lotus Trilogy, The CD32 578
Super Alien MAX Game 57 Cubulus & Magic Serpent CDTV 224
Super League Manager CD32 Game 523 Dangerous Streets / Wing Commander CD32 579
Super Methane Bros. CD32 Game 523 Diggers / Oscar CD32 580
Super Putty CD32 Game 524 Funplay C64GS 104
Super Skidmarks CD32 Game 522 Funplay & Powerplay C64GS 104
Super Stardust CD32 Game 525 Global Chaos CDTV 225
Super Street Fighter II Turbo CD32 Game 526 Grandslam Gamer Gold Collection CD32 591
Superfrog CD32 Game 528 Humans 1 & 2, The CD32 584
Surf Ninjas CD32 Game 530 Mutation Gold Compilation: Limited Collectors Edition CD32 586
Syndicate CD32 Game 532 Overkill & Lunar-C CD32 581
Team Yankee CDTV Game 173 Power-Games CD32 592
TeleGames CDTV Game 246 Powerplay C64GS 105
Terminator 2: Judgment Day C64GS Game 100 Project-X Special Edition & F17 Challenge CD32 589
Theme Park CD32 Game 538 Shiftrix & Lettrix CDTV 226
Thomas The Tank Engine’s Pinball CD32 Game 534 Sleepwalker & Pinball Fantasies CD32 591
Tie-Break CDTV Game 179 Super Games Pak CDTV 233
Toki C64GS Game 99 Ultimate Body Blows & Project-X Special Edition CD32 591
Top Gear 2 CD32 Game 536

Total Carnage CD32 Game 542


Educational Titles
Town With No Name CDTV Game 175
Title System Category pg
Trivial Pursuit CDTV Game 174
12 Centuries of Art - Palermo CDTV Reference 215
Trivial Pursuit: The CD32 Edition CD32 Game 550
A Bun for Barney CDTV Education 184
Trolls CD32 Game 537
A Long Hard Day On The Ranch (Discis) CDTV Education 195
Turrican CDTV Game 176
American Heritage CDTV Reference 214
Turrican II: The Final Fight CDTV Game 177
American Vista Atlas CDTV Reference 213
UFO: Enemy Unknown CD32 Game 545
Barney Bear Goes Camping CDTV Education 185
Ultimate Basketball CDTV Game 182
Barney Bear Goes to School CDTV Education 185
Ultimate Body Blows CD32 Game 541
Caplex CDTV Reference 208
Ultimate Super Skidmarks AmigaCD Game 551
Cinderella: The Original Fairy Tale (Discis) CDTV Education 194
Universe CD32 Game 552
Cinemabilia CDTV Reference 217
Vindicators C64GS Game 102
Cinque Anni Di Ansa Sport dal 1988 al 1992 CDTV Reference 217
Vital Light CD32 Game 550
Deutschland Kompakt CDTV Reference 215
Wembley International Soccer CD32 Game 555
Deutschland Kompakt 2 CDTV Reference 215
Wendetta 2175 AmigaCD Game 555
Dodici Anni Di Gazzetta Ufficiale CDTV Reference 217
Whale’s Voyage CD32 Game 556
Dr. Wellman CDTV Reference 218
Whizz AmigaCD Game 560
Enciclopedia Electronica Multimediale Grolier CD32 Reference 572
Wild Cup Soccer CD32 Game 551
Enciclopedia Italiana Grolier CDTV Reference 208
Will Bridge - Advanced / Standard CDTV Game 178

754 • index
Title System Category pg Title System Category pg

Enciclopedia Italiana Grolier Edizione 1994 CDTV Reference 209 Camel Racer CD32 Misc. 714

Fakta Leksikon CDTV Reference 208 Catus Karaoke - Dansbands- Karaoke 1 CD32 Music 571

Fremdsprachenrätsel Spanisch 1 CDTV Education 192 Catus Karaoke - Fest- och SnapsKaraoke CD32 Music 571

Fun School 3: for 5 to 7 Year Olds CDTV Education 187 Catus Karaoke - Jul- Karaoke CD32 Music 571

Fun School 3: for the over 7s CDTV Education 187 Catus Karaoke – Krog- Karaoke 1 CD32 Music 571

Fun School 3: for the Under 5s CDTV Education 186 CD Gold CD32 Multi-Media 570

Great Cities of Our World Florence CDTV Reference 214 CD Remix: The D.J. in a Box CDTV Music 221

The Grolier Electronic Encyclopedia CD32 Reference 573 CD Remix: Version II CDTV Music 221

The Guinness CDTV Disc Of Records CDTV Reference 216 CDTV Burn-In #2 CDTV Misc. 246

The Guinness Disc of Records: Second Edition CD32 Reference 572 Dinosaurs for Hire CDTV Arts/Leisure 200

Heather Hits her First Home Run (Discis) CDTV Education 197 Fractal Universe CDTV Arts/Leisure 203

Heroic Age of Spaceflight CDTV Education 190 Frankfurt 1992 CDTV Music 239

Homèo-CD CDTV Reference 218 Gangster Pursuit CD32 Misc. 714

The Human Body CDTV Reference 218 GardenFax - Fruits, Vegetables & Herbs CDTV Arts/Leisure 202

The Hutchinson Encyclopedia CDTV Reference 209 GardenFax - Garden Plants CDTV Arts/Leisure 202

Il Dizionario – Multilingue CDTV Reference 210 GardenFax - Indoor Plants CDTV Arts/Leisure 202

Il Dizionario – Say it in English CDTV Reference 210 GardenFax - Trees, Shrubs, Roses & Conifers CDTV Arts/Leisure 202

Il Guinness Dei Primati 1994 CDTV Reference 216 Jubiläumsdisc 20 Jahre Commodore CDTV Misc. 247

Illustrated Holy Bible, The CDTV Reference 212 Mendelssohn - Symphony No. 2 - Hymn Of Praise CDTV CD+G 247

The Illustrated Works of Shakespeare CDTV Reference 212 Music Maker CDTV Music 221

Insight: Dinosaurs CDTV Reference 211 Musicolor CDTV Music 222

Insight: Technology CDTV Reference 211 Sexual Fantasies CDTV Multi-Media 244

Japan World CDTV Education 188 The Connoisseur: Fine Art Collection CDTV Arts/Leisure 203

Language TV: English CDTV Education 190 Women in Motion CDTV Arts/Leisure 201

Le Monde – Les Chronologies Du Monde 1944-1991 CDTV Reference 218 Your Privacy Assured CDTV Multi-Media 244

Learn French With Astérix CDTV Education 189

Mathematik Leicht Gemacht CD32 Education 568 Tools


Mind Run CDTV Education 184
Title System pg
Moving Gives Me A Stomach Ache (Discis) CDTV Education 195
CD + MIDI CDTV 247
Mud Puddle (Discis) CDTV Education 196
CDBoot 1.0 CD32 569
My Paint CDTV CDTV Education 191
Communicator CD32 689
The New Basics Electronic Cookbook CDTV Reference 217
Communicator II CD32 689
The New Grolier Electronic Encyclopedia CDTV Reference 210
Communicator III CD32 689
The Night Before Christmas (Discis) CDTV Education 196
Folioworx Player CD32 568
North Polar Expedition CDTV Education 191
Interoffice CDTV 246
Ordicode CDTV Education 188
MAX BASIC MAX 60
Paper Bag Princess, The (Discis) CDTV Education 194
Maximum MODS CD32 569
Pinocchio CDTV Education 190
Mini BASIC I MAX 60
Scary Poems For Rotten Kids (Discis) CDTV Education 197
Multimedia Toolkit CDTV 227
Sherlock Holmes On A Disc CDTV Reference 212
Music Composer MAX 61
Sprachrätsel Englisch 1 CDTV Education 192
Music Machine MAX 61
Sprachrätsel Englisch 2 CDTV Education 192
Network CD 2 CD32 592
Sprachrätsel Englisch 3 CDTV Education 192
Pandora’s CD CDTV 227
Sprachrätsel Französisch 1 CDTV Education 192
PhotoLite CD32 568
Tale of Benjamin Bunny, The (Discis) CDTV Education 198
Sheer Delight CD32 570
Tale Of Peter Rabbit, The (Discis) CDTV Education 198
Ten on Ten CDTV 245
Thomas’ Snowsuit (Discis) CDTV Education 198
Video Creator CD32 569
Timbres de France & Monaco CDTV Reference 216
Visible Solar System MAX 58
Time Table of History - Business, Politics & Media CDTV Reference 214

Time Table of History - Science and Innovation CDTV Reference 214

World Atlas CD32 Reference 573 Shareware, disk-magz, etc.


World Vista Atlas CDTV Reference 213
Title System Category pg

17 BIT - Phase Four CDTV PD Coll. 231


Multi-Media
17 BIT - The Continuation Disk CDTV PD Coll. 231
Title System Category pg 17 BIT Collection CDTV PD Coll. 230
1001 Girl CDTV Multi-Media 244 Amiga CD32 CD32 Disk-Mag 597
Advanced Military Systems CDTV Arts/Leisure 200 Amiga CD32 Gamer CD32 Disk-Mag 593
Amiga Workbench 3.0 CD32 Multi-Media 570 Amiga CD32 Special CD32 Disk-Mag 596
Animals in Motion CDTV Arts/Leisure 201 Amiga Game-Power CD32 PD Coll. 580
Beethoven - Symphony No. 9 CDTV CD+G 247 AMOS PD CD CDTV PD Coll. 235

index • 755
Title System Category pg Title System pg

Assassins CDTV PD Coll. 232 Amiga CD Football CDTV 259

Assassins 2 CDTV PD Coll. 232 Angel of the City CDTV 250

Assassins 3 CDTV PD Coll. 232 Animated Colouring Book CDTV 262

Assassins 4 CDTV PD Coll. 233 Aquaventura CDTV 268

CD Exchange Vol 1 CD32 PD Coll. 574 Armalyte 2 C64GS 108

CDPD CDTV PD Coll. 234 Athens & Sparta CDTV 267

CDPD II CDTV PD Coll. 234 Atrophy CD32 602

CDPD III CDTV PD Coll. 234 B-17 Flying Fortress CD32 650

CDPD IV CDTV PD Coll. 235 B.A.T. C64GS 108

Come - Corporate Media CDTV Demo 239 B.A.T. CDTV 268

Commodore Amiga CDTV - Hören & Sehen CDTV Demo 238 Baldies CD32 601

Commodore CDTV / Amiga 600 / Amiga 600 HD - Info CDTV Demo 239 Barbarian 3 C64GS 109

Demo Collection, The CDTV PD Coll. 236 Bargon Attack CDTV 268

Demo Disc, The CD32 Demo 598 Battlestorm C64GS 108

Demo II CDTV PD Coll. 236 Battletoads CDTV 268

Diamonds & Pearls CD32 PD Coll. 580 Bazooka Sue CD32 605

Express PD Galore CD32 PD Coll. 580 Benjamin And The Alien Incident CD32 600

Fred Fish Collection CDTV PD Coll. 244 Big End, The / The Big Engine CD32 601

The Fred Fish Collection On-Line Version 1.4 CDTV PD Coll. 229 Big Red Adventure, The CD32 650

The Fred Fish Collection On-Line Version 1.5 CDTV PD Coll. 229 Biing!: Sex, Intrigue and Scalpels CD32 650

The Fred Fish Collection On-Line Version 1.6 CDTV PD Coll. 230 Bill & Ted’s Excellent Adventure CDTV 268

The Fred Fish Collection On-Line Version 1.7 CDTV PD Coll. 230 Biosphere CD32 606

The Fred Fish Collection Version 1.0 CDTV PD Coll. 228 Blockbusters CDTV 250

The Fred Fish Collection Version 1.1 CDTV PD Coll. 228 BloodNet CD32 650

The Fred Fish Collection Version 1.2 CDTV PD Coll. 228 Bloodwych C64GS 108

The Fred Fish Collection Version 1.3 CDTV PD Coll. 229 Body Blows Galactic CD32 651

The Fred Fish Collection Version 1.4 CDTV PD Coll. 229 Boo! CD32 605

The Fred Fish Collection Version 1.5 CDTV PD Coll. 229 Brides of Dracula CDTV 270

The Fred Fish Collection Version 1.6 CDTV PD Coll. 229 Bubble Ghost C64GS 108

The Fred Fish Collection Version 1.7 CDTV PD Coll. 229 Bubble Trouble CD32 649

Fred Fish Vol.1 CDTV PD Coll. 230 Buggy Ranger C64GS 108

Fred Fish Vol.2 CDTV PD Coll. 230 Burning Rubber CD32 650

Game Massive CD32 PD Coll. 598 California Games C64GS 109

Gamers’ Delight CD32 PD Coll. 582 Cannon Fodder 2 CD32 651

Kickstart Public Domain Nr. 1-550 CDTV PD Coll. 230 Captain Dynamo CD32 651

Lock-N-Load CD32 PD Coll. 591 Cardinal of the Kremlin, The CDTV 270

Microcosm Demo CD32 Demo 598 CDTV Disc Jockey CDTV 264

Network CD CDTV PD Coll. 235 CDTV Karaoke: Successi Italiani Vol.1 CDTV 267

Now That’s What I Call Games CD32 PD Coll. 588 Cecil and his Chopper CD32 649

Now That’s What I Call Games 2 CD32 PD Coll. 588 Challenge Golf CDTV 270

Now That’s What I Call Games 3: Games & Goodies CD32 PD Coll. 588 Civilization CD32 651

Psygnosis Demo CD (Planetside demo) CDTV Demo 241 Classic Collection, The CDTV 275

Read with Asterix CDTV Demo 239 Club Football: The Manager CD32 651

Saar AMOK CDTV PD Coll. 236 COALA CD32 651

Top 100 Games CD32 CD32 PD Coll. 590 Composer Quest CDTV 265

VidDISC CDTV Demo 238 Crazy Bikes C64GS 109

Welcome Disk CDTV Demo 238 Crazy Cars 2 C64GS 109

World of Sound CD32 PD Coll. 590 Creation CD32 608

Crime Does Not Pay C64GS 110

Unreleased Titles Cult Of The Severed Head CDTV 250

Cyberwar CD32 606


Title System pg
Darkmere CD32 651
1869 CD32 650
Daughter of Serpents CD32 606
1886 CD32 649
Dawnscape CDTV 250
18 Classical CD+G Titles CDTV 267
Dennis and Gnasher CD32 610
A.G.E. (Advanced Galactic Empire) CDTV 268
Desert Strike CD32 651
Addams Family, The C64GS 108
Dick Tracy C64GS 110
Adrenaline Factor CD32 600
Dino Worlds CD32 606
Aggression CD32 600
Dominion CDTV 254
Air Traffic Controller CDTV 250
Dracula CDTV 254
Ambermoon CD32 650

756 • index
Title System pg Title System pg

Dracula CD32 607 Jekyll And Hyde CDTV 252

Drakkhen CDTV 270 John Doe CD32 649

DreamWeb CD32 652 Jurassic Park CD32 654

Dune CDTV 260 K240 CD32 659

Dune CD32 652 Karaoke Christmas CDTV 267

Dungeon Master CDTV 260 Karaoke Hits I & II CDTV 267

Elfmania CD32 652 Karaoke Hits vol. 1 - 20 CDTV 267

Embryo CD32 652 Kick Off 2 C64GS 111

Emergency Languages CDTV 266 KIM CDTV 267

Empire Soccer CD32 652 King of Thieves CD32 618

England World Cup ‘94 CD32 649 Last Ninja 2 CD32 654

Enigma CD32 617 Last Ninja 3 C64GS 112

Epic Space Flight Simulator – Epic CDTV 270 Last Ninja Remix CD32 654

Evasive Action CD32 607 Lawnmower Man, The CDTV 254

Extractors: The Hanging Worlds Of Zarg CD32 612 Learn English With Astérix CDTV 263

Fables & Fiends: The Legend of Kyrandia CDTV 271 The Learning Company CDTV 275

Falcon C64GS 110 The Legacy CD32 649

Family Drug And Poison Information System CDTV 266 The Lemmings Chronicles CD32 655

Fantasy Manager CD32 652 Limbo Of The Lost CD32 628

Fascination CDTV 260 Lionheart CD32 655

FidoFax CDTV 264 Listen CDTV 264

Final Over: Arcade Sports Cricket CD32 607 Litil Divil CDTV 271

Fire & Forget II C64GS 110 Liverpool FC CD32 655

First Contact: An Alien Adventure CD32 649 Living Book Series CDTV 264

Fist CD32 649 Lost Eden CD32 627

Flashback CD32 652 Lost in Mine CD32 655

Flight of the Amazon Queen CD32 654 Lunar Rescue: The Colossus Incident CDTV 255

Flimbo’s Quest CD32 652 Mad TV CDTV 271

Formula One Grand Prix CD32 654 Maelstrom CDTV 271

Frontier: First Encounters CD32 606 Magic Carpet CD32 634

Fun School 4 CDTV 263 Many Roads to Murder CDTV 254

Future Wars: Adventures in Time CDTV 261 Master Axe CD32 655

The Games CDTV 270 The Maths Collection CDTV 264

The Games: Summer Edition C64GS 110 McGee CDTV 275

The Games: Winter Edition C64GS 110 MegaMorph CD32 616

Garfield: Big Fat Hairy Deal CDTV 270 MegaRace CD32 617

Garfield: Winter’s Tail CDTV 270 Mental Mayhem CD32 626

Gazza II C64GS 111 Mickey’s 123’s: The Big Surprise Party CDTV 275

Genesis CD32 649 Micro Machines II CD32 616

Gobliiins CDTV 260 Microcosm CDTV 261

Golden Axe C64GS 111 MIDI Music Machine CDTV 265

Graham Gooch Cricket CD32 654 MiG-29 Fulcrum CDTV 272

Grand Prix – World Circuit CDTV 272 Mighty Max CD32 607

Hard Drivin' C64GS 111 Mind Run II CDTV 264

Harry the Hairy Hermit CD32 649 Monach Notes CDTV 266

Herewith the Clues CDTV 261 Monopoly CD32 649

Herewith the Clues CD32 654 Moonwalker C64GS 112

Hired Guns CD32 654 Mortal Kombat CD32 655

Hook C64GS 111 Mr. Nutz: Hoppin’ Mad CD32 655

Hutchinsons Encylopedia (Version 2) CDTV 266 Multimedia Birds Of America CDTV 266

Hyboria: Conan The Conqueror CD32 614 Murder off Miami CDTV 259

IK Deluxe (aka: International Karate Deluxe / IK++) C64GS 111 Murder, Anyone? CDTV 254

Independent Soccer Disc CDTV 265 Mutant League Football CD32 617

Indoor Sports CDTV 271 Mutant League Hockey CD32 617

Inferno CD32 616 Nam 1965-1975, ' CDTV 272

Insight : Living Body CDTV 266 NHL Hockey CD32 649

International Karate Plus CDTV 271 Night At The Races, A CDTV 268

J.R.R. Tolkien’s The Lord of the Rings, Vol. II: The Two Towers CD32 635 Ninja High School Comix CDTV 264

Jack Nicklaus Golf CDTV 262 Ninja High School Comix CDTV 265

James Pond 2: Codename Robocod CDTV 271 No Second Prize CD32 655

index • 757
Title System pg Title System pg

North Polar Expedition CD32 656 Space Rogue C64GS 113

Nova Storm CD32 617 Space School Simulator: The Academy CD32 657

Orcus C64GS 112 Spherical Worlds CD32 657

Our House CDTV 265 Spy vs. Spy CDTV 262

Overdrive CD32 656 Spy Who Loved Me, The C64GS 113

Pac-Mania CDTV 272 Star Trek: 25th Anniversary CD32 657

Pinball Dreams CDTV 272 Starglider 2 C64GS 113

Pinkie CD32 656 Study In Scarlett, A CDTV 266

Pitfall: The Mayan Adventure CD32 634 Subbuteo C64GS 113

Plan 9 From Outer Space CDTV 272 Super Kick Off 3 CD32 626

Plotting C64GS 112 Super Loopz CD32 657

Pool – Archer Maclean’s Pool CDTV 272 Super Street Fighter II: The New Challengers CD32 658

Primal Rage CD32 656 Surf System CD32 635

KGB CDTV 271 Terminator, The CDTV 259

Pro Tennis Tour 2 C64GS 112 TFX CD32 658

Pro Tennis Tour II CDTV 272 The Baby File: Conception to Birth CDTV 263

Prohibition C64GS 112 Their Finest Hour CDTV 274

Psycho Killer CD32 656 Thexder CDTV 274

Psycho Killer II CDTV 259 Time Table of History: Arts & Entertainment CDTV 267

Psycho Pinball CD32 634 Tiny Troops CD32 658

Pussies Galore CD32 636 Tong Dynasty CD32 635

Putty C64GS 112 Tornado CD32 658

Puzznic C64GS 113 Tower of Souls CD32 658

Quiztime! CDTV 263 Town With No Name CD32 658

RAF Hendom Museum Series CDTV 266 Tracksuit Manager 2 CD32 658

Rainbow Collection Platform Arcade CDTV 262 Treasure Quest CDTV 259

Rampart C64GS 113 Treehouse, The CDTV 264

Reach for the Skies CDTV 273 Trump Castle CDTV 274

Read With Astérix: The Black Gold CDTV 263 Turbo Charge C64GS 114

Read With Astérix: The Secret Weapon CDTV 263 Turbo Trax CD32 658

Return Of Medusa, The CDTV 273 Turning Points CD32 659

Return to the Lost World CD32 649 Turrican II C64GS 114

Reunion CD32 656 Turrican III CD32 659

Rick Dangerous II C64GS 113 TV Sports Baseball CD32 659

Road to the Final Four: NCAA Basketball CDTV 259 TV Sports Boxing CD32 659

Robinson’s Requiem CD32 656 Ultima VI C64GS 114

Ruff ‘n’ Tumble CD32 656 Ultima VI: The False Prophet CDTV 274

Run Ball CD32 634 Ultimate Dizzy CD32 649

Scientific Atlas: Astromony CDTV 266 Universal Monsters CDTV 256

Scientific Atlas: Human Evolution CDTV 266 Unreal CDTV 274

Scientific Atlas: Psychics CDTV 266 Urban Strike CD32 648

Scientific Atlas: Zoology CDTV 266 Uridium 2 CD32 659

The Sea Beast and Barnacle Bill CDTV 259 US History CDTV 267

Second Samurai CD32 657 Vendetta C64GS 114

The Secret of Monkey Island CDTV 262 Venus The Flytrap C64GS 114

Senny and Foo CDTV 259 Video Creator CDTV 265

Sensible Soccer CDTV 273 Virtual Chess CD32 648

The Seventh Sword of Mendor CD32 644 Virtual Karting CD32 659

Shadow of the Beast CDTV 273 Voice FX CDTV 265

Shadow of the Beast II CDTV 273 Watchtower CD32 659

Shadow of the Beast III CDTV 273 Wayne Gretzky Hockey II CDTV 274

Shaq Fu CD32 657 Wild Streets 114

Sign of Four CDTV 259 Wing Commander 274


Silly Putty CDTV 273 World Cup Golf 648
SimEarth CDTV 273 Wrath of the Demon 114
SimLife CD32 657 X-COM: Terror from the Deep 635
Simon the Sorcerer II CD32 657 X-Fighter 646
Skitchin’ CD32 634 X-It 648
Space Junk CD32 638 X-Out 114
Space Quest III CDTV 274 X2: No Relief 648

758 • index
Title System pg Title System Category pg

XTreme Racing CD32 648 CD32 Connection Kit CD32 Accessory 699

Zool 3 CD32 649 CD32 Game System 030 CD32 Accel. 704

CD32 Interface Expander CD32 Expander 700

Homebrew After-Market Games CD32 Keyboard CD32 Keyboard 686

CD32 Keyboard Interface CD32 Accessory 687


Title System pg
CD32 ProModule CD32 Expander 696
AlarCity CD32 663
CDTV A577/CD577 CDTV Storage 311
ArtPazz CD32 664
CDTV Flash Memory CDTV Expander 300
Catacomb 3-D: The Descent CD32 662
CDTV RAM CDTV RAM 297
Defender of the Crown: Extended Collector´s Edition CD32 666
CDTV Remote Control CDTV Controller 129
Eric Schwartz Collection CD32 678
CDTV RGBtoHDMI Expansion CDTV Expander 312
Flashback CD32 681
CDTV SCSI CDTV Storage 311
Giana Sisters: Special Edition CD32 680
CDTV SCSI CDTV Storage 311
Heroes Of Gorluth CD32 673
CDTV to SCSI Interface CDTV Storage 311
Hunter CD32 - 25th Anniversary Edition CD32 678
CDTV-Kick CDTV Accessory 301
Inviyya CD32 664
CDTV-Kick CDTV Accessory 301
Jaguar XJ220 CD32 678
CDTV-Kick CDTV Accessory 301
Kiwi’s Tale, The CD32 666
CDTV-SCSI CDTV Storage 310
Land of Genesis CD32 663
Cheetah Annihilator C64GS Controller 72
Legend Of Falconia: 25 Years Anniversary Collectors Edition CD32 665
Communicator CD32 Expander 689
The Legend of Kyrandia: Book One CD32 681
Competition Pro CD32 Controller 688
MultiMAX Cartridge MAX 61
DCTV CDTV Video 292
Powerglove Reloaded CD32 668
DCTV RGB Converter CDTV Video 294
Projekt: Lila CD32 670
Disk Drive CDTV Storage 288
Putty Squad CD32 676
Dust cover CD32 Accessory 687
Rally Championships CD32 678
Elbox CDTV/2 CDTV RAM 296
Reshoot CD32 671
External Hard Disk Drive CDTV Storage 310
Reshoot R CD32 671
FMV (Full Motion Video) Module CD32 Accessory 690
Rocket Ranger: Extended Collector´s Edition CD32 667
Game Controller CD32 Controller 347
Sharks! CD32 674
Genlock Module CDTV Video 291
SkillGrid CD32 674
HD CDTV CDTV Storage 310
Stunt Car Racer CD32 681
Honey Bee CD32 Controller 688
Tales Of Gorluth: Dungeon Of Reminiscence CD32 672
Indivision AGA 1200/4000 CD32 Accessory 701
Tanks Furry CD32 670
Indivision AGA 4000 MK2/MK2cr CD32 Accessory 701
Tiger Claw CD32 669
JoPort CDTV Accessory 298
Time Gal CD32 679
Keyboard CDTV Controller 287
Tiny Little Slug CD32 673
KTRL CD32+ Gamepad CD32 Controller 703
Turrican Anthology CD32 678
Master ISO CD32 Software 704
Where Time Stood Still CD32 679
Megachip CDTV RAM 297
Wiz: Quest for the Magic Lantern CD32 675
Melody CDTV CDTV Audio 299
Worthy CD32 675
Memory Card CDTV Expander 291

NTSC Video Module CDTV Video 290


Hardware PAL Video Module CDTV Video 290

Power 32 CD32 Expander 700


Title System Category pg
Remote Control Adapter CDTV Accessory 298
1084S-D2 CDTV Monitor 289
RocGen+ CDTV Video 294
AdIDE 40 (Prima) CDTV Storage 310
SCART Module CDTV Video 290
AdIDE 44 (Novia) CDTV Storage 310
SCSI-TV / SCSI-TV/570 CDTV Storage 301
Analogic Disk Drive CD32 Accessory 693
SX-1 CD32 Accel. 694
Bigfoot CD32 CD32 Accessory 687
SX-32 CD32 Accel. 697
BigRAM CD CDTV RAM 296
SX-32 Mk II CD32 Accel. 697
BigRAM CD8 CDTV RAM 296
SX-32 Mk II Pro CD32 Accel. 697
Blizzard CDTV CDTV Accel. 300
SX-32 Pro CD32 Accel. 698
Brick-Ette CDTV Accessory 298
TerribleFire 328 CD32 Accel. 702
Brick, the CDTV Accessory 298
TerribleFire 330 CD32 Accel. 702
Cabletronic Accelerator CD32 Accessory 700
TerribleFire 360 CD32 Accel. 702
CD Caddy 2-Pack CDTV Accessory 288
TOMS CD32 Keyboard CD32 Keyboard 686
CD Error Rate Counter CD32 Misc. 704
Trackball Controller CDTV Controller 287
CD1200 CD32 Accessory 705
Turbo CD CDTV Accel. 300
CD32 AUX Extension CD32 Accessory 687
VD-4 Amiga CDTV Video 294
CD32 Carry Case CD32 Accessory 687

index • 759
Hardware
Title System Category pg

VDAmiga II CDTV Video 294

Voice Master CDTV Audio 299

Wicher CD32 CD32 Accel. 703

Wired Mouse CDTV Mouse 286

Wireless Mouse CDTV Mouse 286

Other Systems
Title System Category pg

AMIGA 1000 Amiga Computer 743

AMIGA 1200 Amiga Computer 747

AMIGA 1500 Amiga Computer 745

AMIGA 2000 Amiga Computer 744

AMIGA 2500 Amiga Computer 744

AMIGA 3000 Amiga Computer 745

AMIGA 3000T Amiga Computer 746

AMIGA 3000UX Amiga Computer 745

AMIGA 4000 Amiga Computer 747

AMIGA 4000T Amiga Computer 747

AMIGA 500 Amiga Computer 744

AMIGA 600 Amiga Computer 746

AMIGA Amiga 500+ Amiga Computer 746

C64CGS C64GS System 118

C64DTV Emu. System 732

CD32 Tower CD32 System 712

CD32x CD32 System 720

CDTV CDA-1 CDTV System 314

CDTV CDA-2 CDTV System 314

CDTV-II (CDTV-CR / CDTV-500) CDTV System 316

Commodore 116 CBM Computer 739

Commodore 128 CBM Computer 740

Commodore 16 CBM Computer 739

Commodore 64 CBM Computer 738

Commodore 900 CBM Computer 740

Commodore CBM-II CBM Computer 737

Commodore Educator 64 CBM Computer 737

Commodore PC Series CBM Computer 740

Commodore PET Series CBM Computer 736

Commodore Plus/4 CBM Computer 739

Commodore SuperPET SP9000 CBM Computer 737

Commodore SX-64 CBM Computer 738

Commodore VIC 20 CBM Computer 738

Cubo CD32 CD32 System 718

Drivers license application CD32 System 712

FWSI (WallStreet Institute Expansion) CD32 System 717

Kwizoke Plus Karaoke & Ent. System CDTV/32 System 714

Laser Gate 2 CD32 System 718

Scala WS500 CD32 System 716

Socrates CD32 System 720

StarGames - Hawaiian Delight CD32 System 712

StarGames - Leprechaun Luck CD32 System 712

StarGames - Mister Magic CD32 System 712

THEA500 Mini Emu. System 735

THEC64 Emu. System 734

THEC64 Mini Emu. System 733

THEVIC20 Emu. System 734

TVi Modem CD32 System 713

Wonder TV A6000 / A6060 CD32 System 319

760 • index
copy/paste by
DaddaRuleKonge

You might also like