The ZX Spectrum - Commodore 64 Book
The ZX Spectrum - Commodore 64 Book
The
ZX Spectrum Over 190
pages of
8-bit
TM classics
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Welcome to
The
ZX Spectrum
TM
There are a number of reasons why the Spectrum was considered the underdog when
it went up against Commodore’s hugely popular C64. The Spectrum was smaller, had a
flimsier build, didn’t manage to make much of an impact in the United States, and it had a
sound chip that could best be described as adequate (and was certainly inferior to its C64
counterpart). And yet despite all this, the Spectrum remains one of the best-loved home
computers of the Eighties.
Rising phoenix-like from the ashes of Sir Clive Sinclair’s ZX81, the Spectrum quickly
became a hit with gamers thanks to its many arcade conversions, cute hardware design
and a host of incredible games, ranging from Sabre Wulf, to Head Over Heels, Turbo
Esprit and Skool Daze. Many of the UK’s most important soware houses, including Rare
and Codemasters, cut their teeth on the machine, and it was largely responsible for the
rise of the bedroom coders, some of which feature within this very book.
With the Spectrum now well into its thirties, it’s telling that Sir Clive Sinclair’s beloved
machine still retains a passionate fanbase, both in the UK and beyond. Whether you love
Matthew Smith, Ultimate Play The Game, Durell Soware, R-Type or Manic Miner, you’ll
find plenty to enjoy inside this book.
Publishing Director
Aaron Asadi
Head of Design
Ross Andrews
Editor In Chief
Jon White
Production Editor
Hannah Westlake
Designer
Perry Wardell-Wicks
Photographer
James Sheppard
Printed by
William Gibbons, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT
Distributed in Australia by
Gordon & Gotch Australia Pty Ltd, 26 Rodborough Road, Frenchs Forest, NSW, 2086 Australia
Tel: +61 2 9972 8800 Web: www.gordongotch.com.au
Disclaimer
The publisher cannot accept responsibility for any unsolicited material lost or damaged in the
post. All text and layout is the copyright of Imagine Publishing Ltd. Nothing in this bookazine may
be reproduced in whole or part without the written permission of the publisher. All copyrights are
recognised and used specifically for the purpose of criticism and review. Although the bookazine has
endeavoured to ensure all information is correct at time of print, prices and availability may change.
This bookazine is fully independent and not affiliated in any way with the companies mentioned herein.
ISBN 9781785463174
Part of the
bookazine series
54
The 08
ZX Spectrum
Contents 42
28
18 52
OVER 30
a massive impact on the gaming industry Denton Designs from making a great isometric adventure
12 PERFECT TEN: ZX SPECTRUM 30 THE STORY OF MONTY MOLE
YEARS OF There are a huge number of fantastic games for the Spectrum; Monty Mole is one of the most iconic characters of the 8-bit era.
CLASSIC
here are the 10 you shouldn’t be without Creator, Peter Harrap comes out of hiding to reveal his origins
14 AND THE REST… ZX SPECTRUM 36 RETRO REVIVAL: BATTY
GAMING Wet your nostalgia glands with this glorious spread of Spectrum
games. How many of them have you played?
Discover how this amazing Arkanoid clone was actually better
than the real deal and given away for free
16 RETRO REVIVAL: COBRA 38 THE MAKING OF: JUMPING JACK
A look back at the classic shoot-em-up that still holds up as one Imagine Software alum Albert Ball talks Jumping Jack, the
of the greatest (unofficial) movie tie-ins of its generation game that charmed them all
18 THE MAKING OF: HEAD OVER HEELS 42 FEATURE: TOP 25 ZX SPECTRUM GAMES
Jon Ritman reveals how he made one of the most iconic and It’s impossible to name the greatest Spectrum games of all
imaginative isometric games of all time time, but that didn’t stop us from trying…
22 DEVELOPER LOOKBACK: 52 CLASSIC GAME: TRASHMAN
ULTIMATE: PLAY THE GAME Malcolm Evans was a whizz on the ZX81, and proved to be just
Discover how one of the Spectrum’s best developers turned into as good on the Spectrum. Don’t believe us? Play Trashman to
a worldwide juggernaut that’s still going strong today see what we’re talking about
6 | SPECTRUM
30
60
86 74 22
38
64
68 80
8 | SPECTRUM
RETROINSPECTION: SINCLAIR ZX SPECTRUM
sinclair
ZX Spectrum
THE HUMBLE SINCLAIR
ZX SPECTRUM WAS
SMALL AND UNASSUMING,
YET IT MANAGED TO
CONQUER THE UK COMPUTER
MARKET DURING THE EIGHTIES AND WAS
COMMERCIALLY VIABLE FOR OVER A DECADE.
DURING THIS TIME THE MACHINE WON THE HEARTS OF
MILLIONS AND A THRIVING FAN SCENE NOW EXISTS. OVER
30 YEARS SINCE ITS ORIGINAL LAUNCH, MARTYN CARROLL
REVEALS HOW THE 8-BIT COMPUTER OVERCAME ALL THE ODDS
Tech specs
H
aving made a name for himself in the
A trusty Zilog Z80A chip running at
electronics field, releasing everything from 3.54MHz powered the Spectrum. The
pocket calculators to tiny televisions, Sir machine was available with either 16K
Clive Sinclair turned his entrepreneurial gaze or 48K of RAM, and Sinclair BASIC
was provided on a 16K ROM chip. The
toward computers, and in 1978 he launched video display could output 24 lines of
the MK14. It was sold in kit form and proved to text with 32 character positions, and
192x256 pixels for high-resolution
be little more than a programmable calculator, graphics. The Spectrum had very few
but sales of over 50,000 convinced Sir Clive that external connectors. There was TV out,
there was a hunger for computers aimed at hobbyists. ear and mic ports to connect a tape
recorder, and a 28-pin expansion slot
In early 1980 Sinclair released the ZX80, a diminutive home for connecting a wide range of available
computer with a touch-sensitive membrane keyboard and just 1K of peripherals, including joystick interfaces,
printers and Sinclair’s own Microdrive
memory. It too was sold in kit form for £79, but crucially a pre-built storage system.
version was available for £99, opening up the world of computers Sinclair’s Richard Altwasser,
to more general home users who weren’t prepared to whip out a who had previously helped develop
the ZX81, designed the Spectrum’s
soldering iron and start bolting bits together. However, it was the hardware. The ROM code was written
ZX80’s successor, the enhanced and improved ZX81 that really almost entirely by Steve Vickers of
Nine Tiles Information Handling Ltd (a
kick-started the home computing craze in the UK. Released in March small portion was adapted from the
1981 and available for either £49 (kit form) or £69 (pre-built), the ZX81 original ZX80 ROM code written by
clocked up sales of more than 400,000 in a little over 12 months. John Grant), while Sinclair designer
Rick Dickinson created the casing and
Sinclair had devised the ultimate entry-level computer and the British infamous ‘dead flesh’ keyboard.
public were buying into it.
But Sir Clive wasn’t about to stand idly by, counting the cheques
and postal orders that were pouring into his hectic mail order
department. The industry he’d had a hand in creating was moving
fast, very fast, and competitors were queuing up for a piece of the
pie. To compound matters, the cost of components and memory
was tumbling all the time, allowing more manufacturers to tap into the
low-cost computer market that belonged almost exclusively to Sinclair.
Plus, there was the small matter of Acorn beating Sinclair to a lucrative
BBC contract that would ultimately see Acorn computers installed in
classrooms up and down the country. It was time for Sir Clive to dig in
and fight his corner.
» The men behind the Spectrum, Steve
To this end, Sinclair began to mastermind the ZX82 and ZX83 Vickers (left) of Nine Tiles and Richard
models. The former would supersede the ZX81, adding sound Altwasser of Sinclair Research.
SPECTRUM | 9
sinclair
ZX Spectrum capabilities, colour graphics and a moving keyboard to the mix, while
the latter was hoped to seize control of the small business market.
The eventual fortunes of the two machines couldn’t be more
different. The ZX82 was renamed the ZX Spectrum and went on to
become Britain’s best selling home computer. The ZX83, meanwhile,
was launched as the Sinclair QL (Quantum Leap) in 1984 and failed to
make an impression as a business machine. The QL is now regarded
as an embarrassing footnote in the Sinclair story, second only to the
disastrous C5 motorised tricycle (although to be honest, the C5 is
probably more of an epitaph than a footnote).
RAINBOW BRIGHT
In April 1982, long before the QL and C5 tarnished Sir Clive’s name,
the Spectrum was launched in a blaze of publicity at the Earls Court
Computer Show. Shortly after its unveiling, an advert for the new
computer began to appear in specialist computer magazines. It was
» The MK14 was Sir Clive’s first home computer and today is now highly sought after typically text-heavy and very Sinclair, hammering home each of the
by Sinclair collectors. machine’s ‘astonishing’ new features. Topping the list of key features
was the Spectrum’s high-resolution colour graphic capabilities.
Whereas the ZX80/81 were monochrome machines, the Spectrum
» The first Spectrum print ad sang the system’s praises,
even going so far as to include a glowing quote from Sir lived up to its name by outputting seven colours plus black. Sound
Clive himself. support was also included, with the new BEEP command allowing you
to control pitch and duration. The advert went on to reveal details of
a full-size moving keyboard that would replace the plastic membrane
used on the ZX80/81. To seal the deal, the Spectrum came with a very
generous amount of RAM – 16K as standard, with an expanded 48K
» The Spectrum was a fairly simple machine with no
dedicated graphics hardware and limited expansion options version also available.
(photo: Bill Bertram). But what about the price? Would Sir Clive be able to continue his
noble aim of delivering affordable computers to the masses? The
answer was a resounding yes. The 16K model was available for
just £125, and for £50 more you could take home the 48K version.
Compare that to the Commodore 64, which launched in the UK
at £299. Or even better, the BBC Model B, which would lighten
your pockets to the tune of £399. Sinclair had soundly undercut the
competition and looked to have sewn up the market once again.
The advert posed a problem however. The Spectrum simply
sounded too good to be true. All those features for such a competitive
price. There had to be a catch. But before anyone could see the
machine and make up their own minds, they had to suffer Sinclair’s
famously unreliable mail order department. Customers were advised
to allow up to 28 days for delivery, and yet those who’d placed their
orders early typically had to wait between 12 and 16 weeks for their
shiny new machines to arrive. During the latter half of 1982 Sinclair
was reportedly manufacturing 20,000 Spectrums a month and yet was
still unable to meet the huge demand. It didn’t help that a quantity of
machines were earmarked for overseas markets following a steady
» Released in April 1982, European roll out. Things did ease somewhat by early 1983, mainly
the Spectrum went on
to become the UK’s best
because the Spectrum was made available though WHSmiths and
selling home computer. other high street chains.
10 | SPECTRUM
RETROINSPECTION: SINCLAIR ZX SPECTRUM
SPECTRUM | 11
PERFECT TEN GAMES
STARQUAKE HEAD OVER HEELS ATIC ATAC
12 | SPECTRUM
sinclair
SPECTRUM | 13
01 02 03 04
10
sinclair
01
02
03
MATCHPOINT
GREEN BERET
MAX HEADROOM
ZX Spectrum and the rest...
With over twelve thousand Spectrum games in existence, its importance
04 KNIGHT LORE
05 STOP THE EXPRESS as the genesis of modern videogaming cannot be overstated, and many of
06 HIGHLANDER today’s most successful developers cut their teeth on Sir Clive’s finest.
07 STAR WARS
08 BARRY MCGUIGAN WORLD BOXING
09 DUNGEON ADVENTURE
16 17 18 19
10 LORDS OF MIDNIGHT
11 SKOOL DAZE
12 DUN DARACH
13 TAPPER
14 ROBIN ’O’ THE WOOD
15 THE HOBBIT
16 CHUCKIE EGG
17 KNIGHT RIDER
18 SABRE WULF
19 HYPERSPORTS
25 26 27 28
20 TURBO ESPRIT
21 TLL
22 CYCLONE
23 TRAPDOOR
24 YIE AR KUNG FU
25 STARION
26 THEATRE EUROPE
27 COMMANDO
28 SPIKEY HAROLD
29 WAY OF THE EXPLODING FIST
30 ENDURORACER 34 35 36 37
31 PSSST
32 CODENAME MAT
33 FEUD
34 3D DEATHCHASE
35 C5 CLIVE
36 GUNFRIGHT
37 THE SENTINEL
38 HARRIER ATTACK
39 ALIEN
40 CONTACT SAM CRUISE
41 ROLLERCOASTER 43 44 45 46
42 TAU CETI
43 MERCENARY: ESCAPE FROM TARG
44 CYBERNOID
45 TECHNICIAN TED
46 DAN DARE
47 KNIGHT TYME
48 KOKOTONI WILF
49 FAIRLIGHT
50 MANIC MINER
51 LUNAR JETMAN
52 THANATOS 52 53 54 55
53 WEST BANK
54 TRASHMAN
55 CHAOS
56 UNDERWURLDE
57 MIAMI VICE
58 GLIDER RIDER
59 RAMBO
60 CAULDRON II
61 SAI COMBAT
62 WINTER GAMES
63 INFILTRATOR
61 62 63 64
64 SABOTEUR
65 WHERE TIME STOOD STILL
66 BUBBLE BOBBLE
67 RENEGADE
68 EXOLON
69 SPY HUNTER
70 ELEVATOR ACTION
71 STARGLIDER
72 CHEQUERED FLAG
73 WHEELIE
74 AMAUROTE
70 71 72 73
75 DEATHSTAR INTERCEPTOR
76 JACK THE NIPPER
77 COBRA
78 RANARAMA
79 HALLS OF THE THINGS
80 BATMAN
81 DYNAMITE DAN II
82 THREE WEEKS IN PARADISE
83 DALEY THOMPSON’S DECATHLON
84 BOBBY BEARING 79 80 81 82
85 JETPAC
86 ALIEN8
87 TREASURE ISLAND DIZZY
14 | SPECTRUM
05 06 07 08 09
11 12 13 14 15
20 21 22 23 24
29 30 31 32 33
38 39 40 41 42
47 48 49 50 51
56 57 58 59 60
65 66 67 68 69
74 75 76 77 78
83 84 85 86 87
SPECTRUM | 15
» RETRO REVIVAL
COBRA
BLAND MOVIE TIE-INS ARE A DISEASE. MEET THE CURE
HISTORY
With Cobra,
the legendary
Jonathan ‘Joffa’
Smith took
Green Beret and
basically went about injecting it
with videogame steroids, humour
and silliness, and in doing so
created one of the most popular
run-and-gun games to ever grace
the Spectrum.
It depicts a crime-riddled world
where women brandish bazookas,
the police overcome thugs with
headbutts to the face, fire hydrants
are positioned on scaffolding,
weapons are concealed inside
hamburgers and ammo is measured
in rubber ducks.
That’s not to say that Smith’s
game adaptation was unrecognisable
to fans of the movie. Our top-heavy
hero looked like a convincing Stallone,
with black T-shirt, shades and beefy
muscles, and the action was pretty
violent too, with fire being hilariously
dubbed a ‘murder’ button, and
women and prams getting walloped.
You could even find Bridget Nielsen
wandering its stages, who, once
located, followed Marion ‘Cobra’
Cobretti around like a very tall lost
puppy, but made up for her clingy
actions by being a human shield.
With just three levels to beat,
Cobra was short but sweet. The
opening stage takes place in the
gloomy streets of Los Angeles at
night. The second sees Cobretti
escape to the glorious countryside,
and then, mirroring the finale of
the film, the case is closed with a
climactic battle between Cobra and
the psychotic Night Slasher inside a
steel mill.
To complete each stage you must
consume all the burgers and duff
up the enemies using their deadly
ingredients, which included a knife,
a handgun, an extremely satisfying
laser-sighted machine gun, and a
weird magic potion that turned our
hero flashy-invincible for a short time.
But why stop there? Why not have a
burger that transformed him into an
actual cobra?
It’s fair to say the Speccy version
of Cobra paid only tongue-in-cheek
reverence to the movie it was based
on, but let’s face it: compared to the
sluggish C64 and CPC versions, it
was certainly better for it.
16 | SPECTRUM
THE MAKING OF…
HEAD OVER HEELS
The Spectrum had a massive number of excellent isometric
adventures in its library, but few were as inventive, imaginative,
and downright crazy as Head Over Heels. Jon Ritman reveals the
method behind the madness of his surreal Spectrum masterpiece
» There’s something really fishy about this game! Heh heh heh! (I’m » Heels is pretty rubbish when it comes to jumping. Fortunately handy » “Getting that bit-part in Doctor Who was a mistake,” mused Prince
here all week…) items like this put a spring in his step. Charles, as Heels controlled him via a giant joystick.
18 | SPECTRUM
SO NEAR AND
YET SO FAR
The symbiotic partnership
enjoyed by Head and Heels is
central to the game, and you
won’t progress far without
managing to get the pair
together. As if the potential for a
major power-up wasn’t enough
to enthuse players (when Head
and Heels are joined, the pair
enjoy both the speed of Heels
and Head’s jumping power),
Jon added further elements to
urge players onwards. If Head
wanders through the door from
his start point, he’ll see Heels
in the adjoining cell, separated
from him by an impassable
barrier. And shortly afterwards,
the pair cross paths, Heels in
a tunnel and Head on top of it.
“The tunnel was inspired by
a section in Ultimate’s Alien
8, where you come out on a
balcony, able to see a room
that you can’t get down to,”
explains Jon, adding that he
“liked the ‘tease’ element to it,”
and therefore used the same
device to torment players in his
own game!
utterly surreal surroundings. And when and escaping to Freedom, their home DEVELOPER: JON RITMAN WITH
BERNIE DRUMMOND
combined with the game’s then-epic planet. Luckily, Blacktooth prisons appear
RELEASED: 1987
D
elve into videogaming history scale and plentiful (and often infuriating) to be progressive, and teleporters are
and you’ll be met with a puzzles, Head Over Heels was ensured a found near the two creatures’ starting GENRE: ARCADE ADVENTURE
plethora of strange-looking permanent position in the top-list of any locations, so they can begin their quest. EXPECT TO PAY: A FEW QUID
characters, along with a aficionado of 8-bit gaming. When Head Over Heels was released,
healthy population of anthropomorphic For the uninitiated, Head Over Heels back in 1987, almost every publication
animals, out to right wrongs or to steal is an isometric arcade adventure, where from Sinclair User to Zzap!64 was full
Sinclair C5s. The characters in Jon the player guides the stars of the show of praise. But Head Over Heels always
Ritman’s timeless classic Head Over – who both happen to be spies – around felt more at home on the Spectrum and
Heels are a rather unsettling combination various locations, solving puzzles. The Amstrad – the C64 was lumbered, by
» This enemy is fast, but Heels is faster. Out race him, so that » Head leaps towards a tray of doughnuts, claiming his » Falling from great distances isn’t a problem for Head, as he
you can jump onto that switch in the corner. rotundness is down to being ‘big-boned’. has complete control over his movement.
20 | SPECTRUM
THE MAKING OF: HEAD OVER HEELS
SPECTRUM | 21
DEVELOPER LOOKBACK
IN BRIEF
Originally formed in 1982 by brothers,
Chris and Tim Stamper, Ultimate is one
of Britain’s videogame success stories
and is still thriving 30 years later. Initially
creating games for the ZX Spectrum,
Ashby Computers & Graphics Ltd (as it
was then known) later became Ultimate
Play the Game, and finally, Rare. Along
the way, the Twycross-based developers
formed a close partnership with Nintendo
and had a string of hit titles across a wide
range of its consoles. Now owned by
Microsoft, Rare is currently working on
Kinect and new Xbox 360 titles.
22 | SPECTRUM
Ultimate Play The Game
f you owned an 8-bit computer in the Eighties, then chances early commercial efforts, Chris joined forces with his younger brother
I are you had at least one game that boasted the famous blue
and green logo of Ultimate Play The Game on its loading
screen. If you owned any of the Nintendo systems from the NES up
to the N64, chances are you played more than a few games bearing
the Rare logo. And if you’re one of the lucky few to nab an Xbox 360…
Tim, his girlfriend (and later wife) Carole Ward, and an old college friend,
John Latchbury. They even had some transatlantic connections thanks
to their arcade work, with Joel Hochberg of Miami-based Coin-It Inc as
their American contact.
With these basic pieces in place, in 1982 the group formed Ashby
well, you see where this is going. Computers & Graphics Ltd. Funding their early growth by selling
Most developers are lucky to rise to the top in one era of gaming pre-made arcade conversion kits, they worked in the house next door
without stumbling or being swallowed by a faceless rival. And while to their parent’s newsagents in glamorous Ashby-de-la-Zouch, before
Ultimate may now be a part of the Microsoft empire, the company beginning trading under the title Ultimate Play the Game. Chris and
still retains its own identity and acclaim. But, as with most of these John concentrated on the programming, while Tim and Carole handled
stories, things began on a much smaller scale. It was 1980 and the graphics. It was a small but efficient set-up. In an interview with Keith
21-year-old Chris Stamper, then studying physics and electronics at Ainsworth’s Retrogamer fanzine, the Stamper brothers looked fondly
Loughborough University, was bowled over by the emerging world of back on these formative years.
micro technology – and in particular the way that computers could be “They were great times. When we had deliveries we would store
used to control things on the screen. goods in the toilet, on the stairs, in our bedrooms. We had no money
With off-the-shelf home computers still a pipe dream he assembled - when bills came in we all chipped in. The electricity one was always
his own from a kit – the RCA CDP1802 – the fastest machine around huge but we made sure that was paid first.”
at the time. Teaching himself how to program, Stamper created a traffic After six months of mounting debts, in May 1983 Ultimate struck
light management system and was hooked. Quitting his degree course, gold with its first commercial release – a single-screen shooting game
he took a job working on the circuit boards of early arcade machines, for the ZX Spectrum called Jetpac. In an era when computer owners
converting Space Invaders into Galaxian and fixing bugs. When gobbled up any new software, as much for the novelty as for playability,
the ZX80 arrived on the high street, he snapped one up and spent Jetpac delivered both in spades. Fast, furious and enormous fun, it
two years mastering the intricacies of games programming. Finally played more like the arcade machines Chris had worked on as a young
convinced he had a handle on how to create better games than the man than a first effort on a new format, and it set a high benchmark
SPECTRUM | 23
DEVELOPER LOOKBACK
»D
urin
g th
e8
-bit
era
»U
Ult
nde
ima
rw
te’s
urld
tale
ec
ont
nt w
inu
as
ed
unm
the
atc
adv
hed
ent
.
ure
so
f Sa
bre
ma
JETMAN’S for the other nascent British software houses to match. Selling over many of the existing technical titles introducing a more gamesy slant,
TRAILER PARK 300,000 copies, Jetpac ensured that with only one game to its credit, and the launch of Crash, a magazine that shoved the serious side
As far as gaming urban legends go, Ultimate already had a turnover in excess of one million pounds. of computing out of the way and appealed directly to the growing
it’s up there with the gigantic space
dredger in Elite and nude Lara in Its experience in dealing with arcade companies in the US and number of kids and teens hunched over their rubber keyboards. Crash
Tomb Raider. The loading screen and Japan meant that unlike many of the emerging UK developers, scored both Atic Atac and Lunar Jetman highly, awarding Atic Atac
inlay artwork of Lunar Jetman clearly Ultimate combined a passion for technology with shrewd business 92% and Jetman 95% (with a staggering 100% awarded for Value For
shows the moon buggy towing a Money). Thus began a long and fruitful relationship between Ultimate
sense. At a time when many games were still written in BASIC, Chris
trailer – yet it doesn’t appear in the
game. Or does it? and Tim were beavering away in Z80 machine code, making their and Newsfield’s mag. In an exclusive 1987 interview for Crash, Tim
An anonymous player – some still games faster, slicker and more compelling than their competition. Stamper admitted that Ultimate had always had a soft spot for the
point the finger at either Chris or Tim While the image of the naïve bedroom Speccy coder prevailed – no Ludlow-based publication.
Stamper – sent a screenshot into
doubt inspired in part by the eccentric professor appearance of Sir Clive “CRASH always gave us fair reviews,” he told editor Roger Kean,
Crash magazine showing the buggy
hooked up to the legendary trailer, himself – the Stampers were already thinking ahead, and building a “but with some of the other magazines, if we didn’t advertise, the
thus sending thousands of gamers business plan for the next generation of games hardware. product got a bad review – and I was actually told by a few of the
scurrying to spend agonising hours But in the meantime they kept servicing the existing market, and other companies that they thought the problem existed as well. So we
exploring every inch of the freakishly
within two months of Jetpac’s launch they’d added another three steered clear of speaking to anyone, and if they liked the product great,
tough game looking for the space
caravan. Debate raged in letters games to the Ultimate portfolio – the ozone-destroying pesticide game and if they didn’t I wasn’t bothered, because if the sales were there
pages and playgrounds across the Pssst hit in June, with Tranz Am and Cookie following in July. As 1984 people were buying it.”
UK, as gamers boasted that they’d dawned, Ultimate’s output was beefed up to take advantage of the Already the mystique surrounding these gaming alchemists was
seen it themselves.
48k Spectrum and the Jetpac sequel, Lunar Jetman, and Atic Atac growing, cementing their reputation as a company that followed its
made the most of the new processing muscle. own rulebook. They didn’t do exclusives, they didn’t do interviews
Lunar Jetman introduced scrolling gameplay, as Jetman tried to or press visits and they sent out review copies to all the mags at the
get his Moonglider buggy back to base, but Atic Atac in particular left same time, usually right before the game went on sale. This veil of
rival titles in the dust. A vast maze game, it was one of the first titles secrecy wasn’t deliberate – at least not at first. It was simply because
to feature a multi-level game map, with stairs leading up and down, the team was small and incredibly busy, so dealing with journalists
secret doorways linking rooms and trapdoors plunging you down to was not a priority. As time went by though, Tim and Chris realised
the level below. You could even choose one of three heroic characters, that the air of mystery was actually beneficial to the company – giving
So did it exist?
Er, no. An enterprising soul and the choice actually impacted the gameplay by determining which them a sort of Willy Wonka meets Stanley Kubrick allure, the reclusive
disassembled the entire game hidden passageways you could use. The aim of the game was geniuses of the Spectrum world.
code and found not one trace of a simple – find the three pieces of the ACG key (a cute nod to Ashby Between the best-selling games and the almost complete lack of
trailer among the sprite files, thus Computers & Graphics, of course) and escape from the front door of information about the people who made them, Ultimate became one
conclusively disproving the myth. But
did you know about the helicopter the castle. However, the sheer size and complexity of the game made of the first games companies to not only earn brand recognition, with
in Sabre Wulf? That’s real. Honest. it a mammoth undertaking for players. 1984 also saw the computer gamers looking forward to the next release because of the company
We’ve got pictures and everything… magazine trade take notice of the rising popularity of games, with rather than the concept, but also one of the first developers to have a
24 | SPECTRUM
»L
ike
all
ear
ly U
ltim
ate
gam
es,
Sab
re W
SPECTRUM | 25
»S
adl
y, P
ent
agr
am
DEVELOPER LOOKBACK
wa
sn’
t Sa
bre
ma
n’s
adv
ent
ure
.
» Ultimate’s first Filmation game: Knight Lore.
26 | SPECTRUM
HANDHELD WULF
In 2004 Rare made one of its, well, rare forays into its closely
SOFTOGRAPHY
guarded back catalogue by producing a Sabre Wulf game for
Nintendo’s Game Boy Advance. Naturally, many retro fans 1983 1993
drooled in anticipation at the prospect of a portable version of Jetpac (Spectrum, BBC, Vic 20) - Ultimate Battletoads (Mega Drive, Game Gear) – Tradewest
the beloved classic, but Rare had other plans. Atic Atac (Spectrum) - Ultimate Battletoads Double Dragon (NES, SNES, Mega Drive,
Rather than an updated jungle maze romp, the resulting title Pssst (Spectrum) - Ultimate Game Boy) - Tradewest
was more of a traditional platformer – with a small smattering Tranz Am (Spectrum) – Ultimate Battletoads in Ragnarok’s World (Game Boy) – Tradewest
of adventure elements – as Sabreman travelled from village Battletoads in Battlemaniacs (SNES) – Tradewest
to village solving puzzles and going on quests. The meat of 1984 X The Ball (Arcade) - Capcom/Brent Walker/Tecmo
the gameplay involved finding and using a variety of friendly Alien 8 (Spectrum, Amstrad, BBC, MSX) – Ultimate Snake Rattle ‘N’ Roll (Mega Drive) - SEGA/Tradewest
creatures (such as Blubba the bear) to get past obstacles. At the Entombed (C64) - Ultimate
1994
end of each level was the item you were after, as well as the Cookie (Spectrum) – Ultimate
angry ‘wulf’ of the title. He then chased you back through the Knight Lore (Spectrum, Amstrad, BBC, MSX) – Ultimate Monster Max (Game Boy) – Titus
level, leading to some breathless last-minute escapes. Lunar Jetman (Spectrum, BBC) – Ultimate Super Battletoads (Arcade) - Electronic Arts
It was actually a charming and innovative game, and received Sabre Wulf (Spectrum, C64, Amstrad, BBC) – Ultimate Donkey Kong Country (SNES) - Nintendo
favourable reviews, but sales were elusive. For fans of the The Staff of Karnath (C64) – Ultimate Killer Instinct (Arcade) - Williams
franchise, the fact that it clearly wasn’t the Sabre Wulf of old Underwurlde (Spectrum, C64) - Ultimate
1995
was a turn off. For everyone else, the Sabre Wulf brand just
1985 Donkey Kong Land (Game Boy) – Nintendo
wasn’t popular enough to stand alongside the likes of Pokémon
Killer Instinct (SNES, Game Boy) – Nintendo
and other gaming juggernauts. Rare continues to plug away Blackwyche (C64) – Ultimate
Donkey Kong Country 2 (SNES) – Nintendo
at the handheld market though, with Banjo Pilot being another Nightshade (Spectrum, C64, Amstrad, BBC, MSX) - Ultimate
recent update of a past hit for the portable player. Pentagram (Spectrum, MSX) - Ultimate 1996
1986 Killer Instinct 2 (Arcade) – Williams
Ken Griffey JR’s Winning Run (SNES) – Nintendo
Outlaws (C64) – Ultimate
Donkey Kong Land 2 (Game Boy) – Nintendo
Cosmic Battlezones (BBC) – Ultimate
Donkey Kong Country 3 (SNES) – Nintendo
Cyberun (Spectrum, Amstrad, MSX) - Ultimate
Killer Instinct Gold (N64) – Nintendo
Dragonskulle (C64) - Ultimate
Gunfright (Spectrum, Amstrad, MSX) – Ultimate 1997
Imhotep (C64) - Ultimate
Blast Corps (N64) – Nintendo
r.
1987
sho
SPECTRUM | 27
IN THE KNOW
PUBLISHER: OCEAN
DEVELOPER: DENTON DESIGNS
RELEASED: 1986
GENRE: ISOMETRIC ADVENTURE
EXPECT TO PAY: A FEW QUID THE GREAT ESCAPE
On its release the Spectrum magazines showered The Great Escape with medals – a Crash
Smash, a Sinclair User Classic and a Your Sinclair Megagame. High honours indeed, but just
how groundbreaking was the game? Martyn Carroll goes under the fence to find out
W
hen Ocean announced Thankfully it wasn’t to be, as the game camp and built around it one the 8-bit
in 1986 that it was was not a product of Ocean’s in-house era’s most memorable titles.
releasing a game production line. Instead it was created Rather than a series of levels, The
based on the classic by Denton Designs, the highly-respected Great Escape features a single stage (the
WWII film The Great Escape it hardly team behind Shadowfire, Frankie camp) which runs on a strict daily routine.
called for a victory salute (except Goes To Hollywood and the Spectrum To view the monotony of camp life you
possibly of the one-fingered variety). version of Spy Hunter. And it was don’t have to do anything; relinquish the
After all, Ocean had already dragged to merely “inspired” by the movie rather controls and your character will go about
market some appalling licensed products than based directly on it, so there was his daily business. He’ll get out of bed
– Street Hawk and Knight Rider spring no Charlie Bronson digging tunnels or when prompted, then attend morning
to mind – so there was every chance Steve McQueen jumping over fences on a roll call in front of the German officers,
the publisher would make a mess of the motorbike. Denton took the basic plot of before reporting to the canteen for
much-loved movie. a gutsy prisoner caged in a German POW breakfast. In the afternoon the prisoners
28 | SPECTRUM
THE GREAT ESCAPE
are allowed time in the exercise yard, certainly not an exact science however, viewpoint scrolls is also impressive, at
before attending evening roll call and and there’s a degree of randomness least on the original Spectrum version
returning to their huts at the day’s end. about being caught, which only serves (the Commodore 64 and Amstrad
In the privacy of your hut you can start to increase the tension. There’s arguably CPC ports are sluggish in comparison).
to explore your surroundings. There’s a nothing more heart-stopping in any 8-bit Presentation is also spot on, with your
stove in the corner, which, when pushed game than trying to pick a lock or cut a morale depicted by a flag, which rises
aside reveals a secret tunnel. It’s too dark hole in a fence (which takes around 10 and falls, and your score displayed as a
to explore though – you need a torch or seconds) while the alarm bell is blaring row of war medals.
something similar. There’s nothing else and the guards are after your blood. Like the film on which the game is not
here, so you step outside, taking care If you do get caught, the items based (it’s “inspired”, remember), The
not to get caught by the search light that you’re carrying will be confiscated and Great Escape is an 8-bit classic that has
sweeps the camp at night, and sneak into you’ll spend a morale-sapping night in stood the test of time. Even if you’ve
the neighbouring hut. There are no secret solitary. And if your morale hits rock managed to escape several times before,
tunnels here, but you do find a bottle of bottom, control is relinquished and your getting the right gear together and
poison. Maybe you could use that to deal character will shuffle around the camp breaking free is still a thrilling experience.
with the dogs guarding the perimeter like a zombie, following the daily routine. Okay, so if you’re playing via emulation
fence? For now though you need to get Busting out really is the only option and then you’ll want to crank up the speed a
some shut-eye to keep your morale up. there are several avenues of escape, all little, but the sense of atmosphere and
When the next day dawns you begin of which require careful planning and the the spirit of adventure remain tangible to
TURN
to suss out your surroundings. After correct equipment. A bit of good fortune this day. BACK TIME
Following the success of
roll call, instead of going straight to the comes in handy too. The Great Escape, Denton
canteen, you try a couple of nearby doors. The Great Escape’s non-linear began work on a follow-up
One is locked (need to find a key…) but gameplay was a breath of fresh air back that would utilise the same
isometric graphics system
the other is open, leading to a small in 1986, particularly in this genre, and the but feature a completely
room containing the Red Cross parcel. game’s isometric graphical style was just new scenario. The result
One of these arrives each morning and as innovative. For the camp’s interiors the was Where Time Stood Still,
a sprawling adventure for
it’s used by the allies to sneak items game adopts a familiar static approach,
the Spectrum 128k that took
into the camp. On day one it contains a much like Ultimate’s 3D adventures, place in a primitive world,
rather pointless bag of coins, but on day but outside the player is treated to a pitting a party of plane crash
two a pair of wire cutters are waiting scrolling isometric view. Being able to survivors against cannibals,
carnivorous animals and
for you. That’s more like it. Other items explore the camp without having to flick various other things that
are hidden around the camp, including: between multiple screens really builds
E
wanted to eat you. This
a torch, so you can see where you’re a sense of ‘being there’ in a perfectly » The tunnel is not just a sneaky way of travelling around camp, pseudo-sequel is much
you can also hide goodies in it. more linear than The Great
going in the tunnels; a spade, just the realised location. The speed at which the Escape – you simply have to
job for unblocking a caved-in tunnel; a guide the party from A to B
useful lock-pick; and best of all, a German – but there is an emphasis
on teamwork and resource
uniform which lets you explore restricted
management, as you have
areas without arousing suspicion. to switch control between
With what seems like 101 useful the four characters to solve a
items for escaping a prison camp at your series of tricky puzzles.
WTSS is an epic adventure
disposal, you’d think you’d be on your and a perfect companion
way back to dear old Blightly by the end piece to The Great Escape.
of day two. But naturally it’s not that It’s kind of fitting that
the staff at Denton were
simple. There are the German guards involved in Imagine’s
to contend with for a start. They patrol infamous ‘mega-games’,
set routes and operate on a basic line-of- because with WTSS they
ultimately created a game
sight principle, so it’s possible to sneak » It’s a good job there was no CCTV, otherwise you’d end up in » When you’re caught in the spotlight the guards will be attracted that truly deserves that title.
past them when they turn away. It’s the German version of When Good Prisoners Go Bad. like moths around a light bulb. Make sure you’re not spotted!
SPECTRUM | 29
HOLY MOLY:
THE STORY OF
MOLE
Craig Grannell charts the progress of
everyone’s favourite videogame mole,
from coal thief to superhero, with the
help of co-creators Pete Harrap and
Tony Crowther, ex-Commodore coder
Jason Perkins, and SID chip virtuoso
Rob Hubbard
30 | SPECTRUM
HOLY MOLY: THE STORY OF MONTY MOLE
I
an Stewart, managing In a curious case of parallel
director at Gremlin development, Tony’s game wasn’t the
Graphics, was once into only one in the works. Pete Harrap was
double letters for initials, given the same loose brief, but his target
remembers Tony Crowther: “There platform was the ZX Spectrum. With
had been Potty Pigeon in 1984, and the Speccy lacking the hardware tricks
then he came up with the name necessary for full-screen scrolling, Pete
Monty Mole and asked me to write unsurprisingly came up with something
a game using the character.” At the very different, inspired by Manic Miner.
time, Tony was fixated on creating “That was the type of game I enjoyed
scrolling games on the C64, such as back then – a mix of humour, simplicity
Son Of Blagger, and he thought he and ‘how do I get up there before I run
could do something better with the out of time?’ puzzles,” he says.
knowledge he’d since gained.
Through experimentation, Tony got
a larger and faster scrolling platform Down the pit
game working: “Getting the tech right In Pete’s hands, Monty’s Spectrum
was a big challenge, but I had a crude debut also took on a political bent. Pete
sprite running around the map, and placed Monty in a coal mine, making a
integrated a randomly generated maze, daring raid to grab enough fuel to see
which at the time I was fascinated himself through a long, cold winter. This
with.” Once the Monty Mole name was played out against a backdrop of
was decided, the game was moulded
to suit. Tony recalls that with the game
being designed on a big map, anything
that didn’t fit was dispensed with, and
he aimed to include as much variety
as he could. “I did have issues with the
maximum number of sprites, with only
IN THE KNOW
PUBLISHER: Gremlin Graphics
eight allowed on the same line,” he
adds. “So the design worked around
DEVELOPER: Gremlin Graphics/ the number of available sprites, and
Core Design (Impossamole) also motion: I wanted to make as many
PLATFORM: Various
moving parts as possible, with conveyer
RELEASED: 1984–1990
GENRE: Platform belts and crushers.”
EXPECT TO PAY: £1+ per game
DEVELOPER
HIGHLIGHTS
THING ON A SPRING
1985 | C64, Amstrad
JACK THE NIPPER (pictured)
1986 | Spectrum, C64, Amstrad, MSX
SPECTRUM | 31
» Monty On the Run on the Spectrum lacks Rob Hubbard’s » Helpful tip: don’t fall down a mountain and get eaten
real-world industrial action in the UK,
with coal miners striking, urged on by
National Union of Mineworkers leader
stunning C64 tune, but is still great fun. by a yeti!
MONTY IS
Arthur Scargill, who makes a brief
appearance in the game, in caricature
INNOCENT
form. These elements rewarded Pete’s THE SECOND GAME in the Monty
game with a television appearance Mole series might have the furry felon
and led to promises by Gremlin to adorning the cover art and title screen,
but he was barely in the game itself.
make a donation to a miners’ charity. Instead, the hero of the hour was Sam
“The miners’ strike angle was Stoat, determined to free his chum
because my dad was a coal-face from the bowels of Scudmore Prison.
worker, annoyed that he never got Designed by Chris Kerry, the title
a vote on the strike,” explains Pete. dispenses with Wanted: Monty Mole’s
“Miners used to be very democratic, platforms. Instead, action is presented
as a complex isometric 3D maze. In
and it wasn’t fair for my dad to be Vicious streak his coal bucket, before making a break
theory, the aim is to grab a key from
made to strike to satisfy the ambitions Although Tony and Pete mostly worked for the mine, pursued by an angry miner the governor’s office, to open one of
of Scargill, no matter how right he was in isolation – Tony recalls that his game and dodging massive acorns dropped the cell doors in another part of the
about mine closures. He treated the was pretty much done by the time the by a crazed squirrel. A variant was complex; do this several times and
miners as though they were stupid Spectrum version was started, but Pete added to the C64 version, but Pete took you’ll finally locate Monty. In reality,
and couldn’t decide for themselves.” says the first he knew about the C64 the added step of making all the coal much of the game involves avoiding
myriad beasties that kill Sam with the
This being the Eighties, Pete didn’t version was when his game was almost in the Spectrum game invisible if you
slightest touch, and getting hugely
create a typical mine for Monty to finished – there was still time before didn’t first collect the bucket. “I guess frustrated with the insane difficulty of
explore. Although it included a trip shipping to swap a few ideas. I’m a bit cruel,” he laughs. “But I felt it springing Monty.
on a mine cart, dangerous falling According to Pete, a couple of was obvious. How can you collect coal Reviews were mixed, and Pete
debris and, of course, coal, it was also changes were demanded by Ian, who without a bucket?” notes that he had no involvement in its
populated by all manner of surreal and considered the Spectrum version to With Wanted: Monty Mole complete, creation: “I only saw it aer completion
and didn’t like it at all. To me, Monty is
dangerous foes, including demons be “lacking a little oomph”. Pete duly Pete was satisfied, and while he’d have
always a platformer.” Gamers agreed;
and leaping sharks. “The visuals were pilfered Tony’s coal-crushers and added liked more screens and sprites – he poor sales were largely what led to
fun, based on items that could be them to his game, then made them explains that he never found a suitable Pete being asked to work on a proper
used in a mine, scare you, or make more vicious: “I was the one who made spot for a digital version of his head – no sequel to his original hit, the series
you laugh,” he says. “My favourite their movement in the Spectrum version grand plans were cut. “In hindsight, high point that was Monty On The Run.
was the dripping candle, although you random… guilty!” I’d give you a bit of warning on the
wouldn’t get a naked flame in a real Since Pete had decided on the crushers and clues about what might
mine!” It was also decided that the game’s hero stealing coal, that kill you – I was too cruel sometimes,”
Spectrum version should be a flick- component was added to Tony’s game. he muses. “But I remember standing in
screen adventure rather than aping Additionally, Ian felt both games needed WHSmith, looking at my hard work on
Manic Miner’s single-screen approach, some kind of opening screen, and so a shelf, when a nine-year-old walked up
to “allow the player more choice on Pete devised a scene where Monty and said, ‘I want that one,’ which was
where to go next”. Having started sneaks up to a miner’s house and grabs a proud moment.” And on the varying
with what later became the game’s versions that ended up being produced?
» Monty Is Innocent? Perhaps. But the game’s
second screen, a mine entrance, “Tony’s game was excellent, making guilty of being a bit rubbish.
Pete worked up maps and figured full use of the C64’s hardware, and, if
out how they linked together, which I’m honest, it worked better than mine
determined the types of platforms that
were required. The game was very
rapidly put together, taking about three
months in all.
32 | SPECTRUM
HOLY MOLY: THE STORY OF MONTY MOLE
would have if directly ported. But mine jetpack; the other had him driving a
was best. I’m biased!” C5. “The somersault was because I
liked Impossible Mission on the C64
The broken li discouraged you
Going it alone
and wondered how it would look if I
borrowed that for Monty,” admits Pete.
from taking a short cut later on.
With a second game starring Monty
having failed to trouble the charts (see
But other new map-oriented features
were to force gamers to explore: “The
Did I mention I was cruel?
‘Monty Is Innocent’), Pete was asked to ’porters are there because I’m a Trekkie, wrong item. “I loved throwing spanners
design a sequel more in keeping with but I also wanted to create short cuts back then,” chuckles Pete, noting that kit
his original. “Since he’d escaped prison, around the map, and areas you could items were specifically chosen to appear
Monty was on the run,” he says of the only get into one way and then have to useful. But the game was nonetheless
basic concept and name of the follow-up, escape from. As for the broken lift, the far more playable and balanced than
Monty On The Run. But while Pete was first one was to discourage you from Wanted. “It’s my favourite, because I feel
keen to retain the style of Wanted, he taking a perfectly good short cut later I got almost everything right,” affirms
was adamant that it shouldn’t just be on. Did I mention I was cruel?” Pete. “It played exactly how I wanted,
the same game with more screens. “I’d Pete remembers when Ian bought a with just the right amount of humour.”
been disappointed with Jet Set Willy C5, explaining its presence: “I thought:
on that score,” he says. “It lost a lot of ‘Nice, a washing machine with wheels
detail when compared to Manic Miner, – I can use that!’ I wanted to make it do Conversion capers
presumably to make the extra screens wheelies, but couldn’t fit the animations This time, instead of a wildly different
fit. I thought Manic Miner was the better in, so I was stuck with it jumping.” The C64 version, it largely matched the
game – more creative and fun.” jetpack, meanwhile, was a tribute to Spectrum’s, which Pete recalls was
With a mantra that adding screens Ultimate. “Plus I thought strapping a down to fan demands and sales figures:
at the cost of creativity was the wrong jetpack to a mole would give you a fun “The C64 game didn’t do as well as the
direction, Pete let his imagination drive new control method to get used to right Spectrum release, so Ian decided to
Monty On The Run’s development. in the middle of the game.” make the games more similar.”
The map, while still broadly linear, Monty On The Also, Tony had left Gremlin, leaving
offered more scope for exploration. Run sometimes Pete entirely in control of the game’s
New features were added, including frustrated – there direction, which was defined by the
teleporters, a somersaulting Monty, and were abrupt Spectrum’s capabilities. Even so, the
lifts – one of which abruptly crashes, deaths and a pre- games didn’t turn out identical,
crushing the hero. Additionally, although game ‘Freedom due to the C64’s masterful Rob
most of the game remained a traditional Kit’ that made Hubbard soundtrack (see ‘Number-
platformer, two sections were very areas impassable one score’) and some graphical
different: one found Monty piloting a if you’d selected the additions, which Pete says were
MOLEY CHRISTMAS
THE LAST CLASSIC Monty Mole game give value to the Monty Mole concept.
appeared as a Christmas gi for readers The limited amount of time we had to
of Your Sinclair. Issue 25’s covermount develop the game was what led to more
was the exclusive Moley Christmas, having to be done per screen. But that
boasting six single-screen locations also meant we got more time to spend
into which the essence of Monty On tweaking each location, even though the
The Run had been distilled. The game total development time was much less
had an ever-decreasing energy meter, than for previous Monty Mole titles.”
so demanded fast reactions and quick
thinking to solve puzzles and progress
through the Gremlin Graphics HQ,
mastering and duplication plants, the
M1, and the offices of Your Sinclair. The
final location finds Monty delivering the
mag to a newsagent while braving traffic
on a busy road – a cute riff on Frogger.
“We did the game as a favour to Ian
and kept it quite simple, because it was
to be given away on a mag,” recalls » Monty attempts to thumb a lift on the M1 in
Pete. “But we certainly still wanted to Moley Christmas.
» Why Monty can’t settle on this sunny island at the start of Auf Wiedersehen Monty, we’ll never know.
SPECTRUM | 33
» Shark in the mine! Health and safety’s going to have a field day.
This approach might seem a bit Jason, who tells us that Commodore
‘bare minimum’, but Jason remembers sent him, out of the blue, a free
that Gremlin had given Micro Projects machine and disk drive, hoping he’d
“absolutely what I’d have chosen only four weeks to complete the develop games for it. Ten C16 titles
myself” and made the conversion “the conversion. Also, the decision to go were sold to Gremlin by Micro Projects,
better of the two On The Runs.” with high-res Spectrum-style graphics but the company closed by the time
The conversion was done by Micro came after experimentation. the On The Run order arrived, and so
Projects Limited, set up by Jason “We tried using the C64’s twin-pixel Jason teamed with Terry Lloyd, who
Perkins (now director of Curve Studios), multicoloured mode, but it was difficult he remembers was “a big fan of the
Tony Clarke and Mark Rogers. Jason to get anything looking good, and the Monty Mole series and a great graphics
remembers how Pete gave the team deadline meant redoing all of the art artist and level designer”.
level designs and artwork, including wasn’t really an option,” says Jason. With no hardware sprites and only
printouts of Spectrum sprites, which Although the team had the C64’s 16K of RAM available, the game had
were meticulously re-created on the extra memory, it lacked time, and so to be stripped back, without losing
C64, pixel by pixel. Data dumps were ambitious plans to code a full-scrolling its essence. “We established that we
provided for background tile sets, but C5 section had to be abandoned. “But, could only have four moving sprites
these needed amending, as Jason to be honest, the Spectrum game was in on the screen at once, including
explains: “One advantage the C64 had such good shape when we got involved Monty, so went to work filleting the
over the Speccy was its 40-character that it was a fairly straightforward existing levels and reducing the overall
display, compared to 32 on the Sinclair development to get it up and running content,” explains Jason. “We felt
machine. This meant a straight port on the Commodore,” considers Jason. as long as we kept the main control
would have left blank areas at the side
of the screen.” The solution was mostly
“And we were very happy with the
finished game, which was reflected in
system for Monty, maintained the
frantic dodging of moving objects
NUMBER
to centre the 32-character screens of the
Spectrum version and fill the remaining
the reviews. We knew it was good.” and kept the crushers, the conversion
would be possible.”
ONE SCORE
space with additional artwork. “We The team used the same trick as THE C64 VERSION of Monty On The
also made a number of original objects Mini mole with the C64 version, stretching the Run was an impressive, great-looking
– plant pots, wine bottles, traffic cones Jason also worked on another On The edges of the map to fill the 40-character conversion, but it was Rob Hubbard’s
soundtrack – oen considered the C64’s
– that we could place anywhere on the Run, this time for the C16. “That could screen, although major redesigns best – that really set it apart from other
screen to help disguise areas where have been a great home computer, perhaps made that less necessary; games of the day. “It was based on a tape
the duplication of rows looked a bit but Commodore released it without elsewhere, other than Monty, it was Gremlin sent me [of Devil’s Galop] and
obvious,” he adds. hardware sprites. And with the hardware determined that all moving objects they asked me to do something similar,
flopping in the US, the company would only travel horizontally or so I expanded it as much as I could and
dumped it in Europe, meaning there vertically. “It was a simple process to added some additional parts,” recalls
Rob. “The solo in the middle was the
were loads of units around,” grumbles pre-pixel-scroll the moving characters
result of a pitch-bend routine I’d added
at the start of each screen,” says Jason. to the player, and everything was 6502
Although simpler than the other assembler and hard coded in ‘.byte’
8-bit versions, the C16 conversion statements. I basically coded a guitar-
was lauded by the press, with type solo I worked out on a piano until it
Commodore User awarding it a approximated what I heard in my head,
as it were! There was also a third section
at the end, which was a frenetic build-up
to the climax, before the music looped.
Add in the sound effects and the whole
thing was less than 5KB!”
34 | SPECTRUM
HOLY MOLY: THE STORY OF MONTY MOLE
at least, it rated highly, but Zzap!64 outing so at odds with other Monty
slammed the C64 conversion, arguing Mole games that it barely qualifies as an
that “even the most ardent of Monty fans entry in the series (‘Impossamole’), our
is likely to be disappointed”. bug-chomping chum has been silent for
Pete isn’t quick to defend his creation. two decades, but Pete plans to resurrect
“We overworked it,” he admits. “We the character. “I have two Monty games
tried to do a lot more with Auf, and quite in my head. One is a full-on original, with
a lot of it worked, but there were not all-new content. The other is a tribute
enough genuinely new ideas and they to my favourite – On The Run – with
felt a bit forced.” He recalls enjoying tweaks to omit things that now irritate
creating the map – “We got a lot more me,” he reveals. Some changes are to
screens in, with a nice representation of be minor – ditching the cloud lift in the
real European locations” – and liked the second screen, for example – but others
Screen Star and declaring it the sticky platforms that Monty could walk should prove very interesting: “There
“definitive C16 platform game”. Jason on, upside down. But the drunk mode? will be achievements and different ways
remains happy with the conversion, “Yeah, that was contrived… The entire of playing the same map, including
which was completed on time, in just a game was a bit like how Jet Set Willy felt training maps and a multiplayer mode
few weeks. More importantly, it captured to me – it lost a bit of fun and originality that might include Thing On A Spring-
the key gameplay elements of the Monty in trying to add too much.” style slippers.”
Mole series: “The C16 community Still, Pete at least gave Monty some The game was slated for a 2012
was happy as, for once, a publisher breakdancing lessons. “That was due to release on iOS (see harrap.net for
» Monty On The Run was one of the best games in the
was taking the machine seriously and Ben [Daglish] doing such a popping tune. progress), and Pete’s experimenting with series, and remains an entertaining platformer.
control methods to ensure that Apple’s
SPECTRUM | 35
RETRO REVIVAL
BATTY
THE BEST FREEBIE EVER?
PUBLISHER HITPAK
RELEASED: 1987
GENRE: PUZZLE
FEATURED HARDWARE: ZX SPECTRUM
EXPECT TO PAY: A FEW QUID
HISTORY
Imagine picking
up the newest
console magazine
and finding the
latest AAA hit
attached to it.
Believe it or not, that’s exactly what
happened in 1987 when I wandered
down to my local newsagents with
my best mate, Paul, and picked up
the latest issue of Your Sinclair. The
game in question was Batty, and to
Paul and myself it appeared to be little
more than a bog-standard clone of
Imagine’s recently released Arkanoid
– how wrong we were…
While Batty looked and played
similarly to the classic coin-op hit, it
boasted plenty of smart extras that
elevated it above Imagine’s full-priced
effort. The actual visuals were big
bold and chunky and very colourful.
The game’s many aliens actually
retaliated by dropping bombs on you
and there were plenty of cool power-
ups that ranged from extending the
size of your bat, to a handy set of jets
that would conveniently boost you to
the next, tougher level.
For all its solid level design, bold
visuals and gripping gameplay, there
was one element of Batty that lifted
it above all other similar games and
made it untouchable – the amazing
simultaneous two-player mode.
Rather than take turns, each player
simply guarded one half of the screen
and shared a set number of lives
between them. Whilst this cleverly
stopped you from getting your bats
mixed up (although it limited the
amount of power-ups you could
collect) it didn’t help the poor sod
who was unfortunate enough to let
Batty’s ball slip past his defences, as
he normally got a mouthful of abuse
from his team-mate.
Batty didn’t stay exclusive for
very long as it eventually appeared
on a compilation, and at a budget
price. While it lasted though, lucky
Spectrum owners were treated
to something very special indeed.
And to think Elite turned down the
opportunity to publish it…
36 | SPECTRUM
SPECTRUM || 37
JUMPING
JACK
A
lbert Ball is not one of background in computing and worked
the famous Imagine full-time as an electrical engineer, having
Software alumni. Many of gained a degree in engineering from the
the individuals involved University of Salford in 1968. So Albert
with the Liverpool-based company was in his mid-thirties when news of the
went on to bigger and better things ZX Spectrum first began to circulate. “I
following its collapse in July 1984. saw the blurb from Sinclair and thought
People like Eugene Evans, John Gibson, it sounded fantastic,” he says. “I ordered
Ally Noble and even marketeer Bruce one straight away, but as you probably
Everiss have carved out successful know, Sinclair used the proceeds to all of the machine code instructions, and
careers in the gaming industry. Albert, continue developing the damn thing! It realised you could do a lot more at that
» Jumping Jack was renamed on
other machines due to a naming meanwhile, is best remembered for was about six months after I paid for it level. It took me over completely and I
rights issue. his debut game Jumping Jack, and has that I finally got it. It was so frustrating.” was enthralled by it. I had a full-time job
never been interviewed about his work. That frustration is long gone now, as and I was programming in the evenings. I
That's an oversight that clearly needs Albert reflects on the time with plenty got into a lot of trouble with the family for
correcting, particularly as Jumping Jack of humour – and more than a little devoting all of my attention to it.”
is surely Imagine's best game – a simple, surprise that he’s talking about Jumping Albert’s painstaking method of
hugely playable and downright charming Jack after all these years. But when his programming ensured that plenty of
arcade title that's the very antithesis of Spectrum finally arrived in late 1982 it midnight oil was burnt. “I wrote Jumping
the flashy Megagames that contributed was no laughing matter – particularly for Jack by actually poking the machine
to the company's demise. his family. “I became very unsociable code directly into memory locations. I’d
JUMPING Albert lived close to Liverpool in a once I got the Spectrum,” he reveals. “I enter each subroutine and then leave a
JACK 101 village called Lowton, but he wasn’t one taught myself to program and wrote odd gap in case they expanded, which they
QDaring Jack must make of the in-house Imagineers. He had no bits in Sinclair Basic. I then got the data usually did. Of course, I ran out of space
it to the top of each screen sheet for the Z80 and got familiar with so had to re-poke the whole damn thing
by carefully jumping in. After I finished the game someone
though the moving gaps. said to me: ‘Which assembler did you
On the opening screen » In a neat touch Jack can use?’ I didn’t know what an assembler
of the game it’s just Jack run behind the on-screen was. When I found out it blew me away.
scores and lives counter.
and the platforms, but Good God, I thought, it’s magic! It does
on subsequent levels the programming for you!”
more and more enemies All that poking around resulted in
join the fray, adding to Jumping Jack, an arcade game with
the challenge. There are a deceptively simple objective – guide
actually 21 levels in total, stickman Jack to the top of the screen
not 20 as mentioned on
the game’s inlay!
38 | SPECTRUM
THE MAKING OF: JUMPING JACK
SPECTRUM | 39
worried that it might be too easy and I bought the kids new bikes and
it occurred to me that I could double the
number of levels and hazards. Whether told them they were presents from
anybody completed it I don’t know.”
Any determined souls that did
Jumping Jack
manage to finish the game were Albert Ball
rewarded with the final line of a rhyme
which was revealed, a couplet at a
time, after each level. “I put the rhyme
on afterwards as I thought the player cash payment of £2,000. I hadn’t got a
deserved some kind of reward for clue what it was worth really. I got it up
getting to the top of each screen.” to £3,000, which was a decent lump of
After two months of work Jumping money to have at that time. I thought
» “It’s a madhouse!” Albert sums Jack was complete. The game occupied afterwards, when the game took off, that
up the later levels perfectly. precisely 8,818 bytes of memory, if I’d gone for royalties I would have done
meaning that it would run on the entry really well. Still, I bought a 48K Spectrum
level 16K Spectrum. The next step was out of the proceeds – and I got myself
for Albert to attract a publisher. “I sent an assembler as well! I also bought the
it off to four or five software houses kids new bikes and told them they were
including Imagine, Bug-Byte and Virgin presents from Jumping Jack.”
Games. I just put a tape in an envelope The game was released in July 1983.
with a letter saying: ‘If you’re interested Steve Blower was commissioned to
» Every time you jump up a level, make me an offer.’ The next thing I knew produce a comedic cover illustration
another gap opens up elsewhere. I was at work and I got a phone call from and the game retailed for Imagine’s
my wife to say that some people from usual price of £5.50. Glowing reviews
Imagine had come over to the house. soon followed, with Home Computing
They actually turned up on the doorstep. Weekly and Popular Computing Weekly
It turned out that a computer fair was awarding the game 5/5 and 10/10
being held in London the next week and respectively. Crash magazine called it,
Imagine wanted to sign it up right away. "quite simply one of the most addictive
“I went up to Liverpool to see them. I games around and excellent value for
» Run down by a speeding train. really wanted a royalty deal but Imagine money.” Sales were notable too, with
This is not going to end well. had no means of giving royalties at that the game climbing into the multi-format
time, so it offered to buy the game for a top ten chart in November 1983
alongside heavyweight hits like Jet-Pac,
Manic Miner and Imagine’s own Zzoom.
» Lines of a
rhyme are
revealed
between
each stage,
rewarding
players for their
DEVELOPER progress.
HIGHLIGHTS
JUMPING JACK
SYSTEM: Spectrum,
Dragon, Atari 8-bit
YEAR: 1983
RAPSCALLION
PICTURED
SYSTEM: Spectrum
YEAR: 1984
MASTERSPY
SYSTEM: Spectrum, PC
YEAR: 1987
40 | SPECTRUM
THE MAKING OF: JUMPING JACK
H
» Leaper,
aving agreed to purchase published by popular. The VIC-20 version
the game outright, Imagine Argus Press for (pictured here) is more playable
the C16
ported it to the Dragon and and Atari 8-bit, than the later C64 release.
Atari 8-bit without Albert’s was a rather
blatant copy of
involvement (a Commodore 64 Jumping Jack. WACKY WAITERS 1982
version was also mooted but never QImagine released many titles
materialised). For these machines for the VIC-20 and this title
the game was renamed Leggit and from Eugene Evans is the best.
the character of Jumping Jack became Negotiating lethal lifts to deliver
Leaping Lenny. It transpired that Imagine The market was changing. Bug-Byte drinks is far from simple, but it
was forced to change the name because was liquidated soon after and Albert has that quality that drags you
a Frogger clone called Jumpin’ Jack had struggled to gain any interest in his third back for more. Eugene’s Catcha
previously been released for the VIC-20. game, Masterspy. “It was an espionage Snatcha is also good fun.
Buoyed by the game’s success, adventure where you had to solve a
Albert began working on his second title, series of intricate puzzles to sniff out a ZZOOM 1983
an arcade maze game called Rapscallion. mole. I was working on it for years and QThis Spectrum favourite from
This took the best part of a year to things had moved on by the time it was John Gibson features a sim-style
develop and was due to be published by finished and there were no takers. A guy plane control panel, but it’s
Imagine, but the firm’s woes were about from a software company did ring me actually a straightforward shooter
to be laid bare. “A guy at work showed up and said he thought the game was in which you protect refugees
me a magazine article about Imagine really fantastic and he’d like to make me from enemy forces. It’s the little
and its financial difficulties. It was a bit a an offer, but he’d have to put it before details that make it memorable,
shock! So I decided to take the game to his panel of reviewers first. Sadly the often involving innocents meeting
various other places and eventually did a reviewers’ verdict was that the game unfortunate ends.
deal with Bug-Byte.” was too complicated.”
A narrow escape, yet it wasn’t all plain Undeterred Albert created a PC ALCHEMIST 1984
sailing with Bug-Byte. “I did struggle,” version of Masterspy (which ultimately QThis graphic adventure for
says Albert. “I sold it for royalties and I ended up on a PC Plus coverdisk), but the Spectrum features a wizard
was supposed to be paid every three his days as a hobbyist game developer who transforms into an eagle,
months, and it got to more than six were at an end. He has continued to allowing access to otherwise
months before I was paid anything. I code however, and in recent years inaccessible areas of a castle.
kept writing letters and ringing up, and created a railway simulator for Windows While the game suffers from
eventually I had to take legal action. It that allows train enthusiasts to build and jerky scrolling, it’s still an
was sad I had to do that. In total I got just operate their own railways. Looking back enjoyable quest.
over £5,000 for the game.” he is rightfully proud of Jumping Jack
and has fond memories of that period in BC BILL 1984
his life, when he enlisted the help of his QOne of the final games to be
young son to create an enduring classic released by Imagine, BC Bill sees
in the family home. you playing as a caveman who
“The whole thing was quite survives by hunting women and
extraordinary,” he says. “It was like a gathering food. Featuring good
cottage industry at that time, with cartoon graphics, this silly romp
people just like me actually developing was released for the Spectrum,
a game on a stock 16K Spectrum on Commodore 64, Dragon 32 and
which it would be played. I had no BBC Micro (pictured).
idea Jumping Jack was going to be
so popular. I still come across people
today who played the game as children,
or their children played it, and it’s very
nice to hear that sort of thing; to know
that people enjoyed it and got hours of
pleasure out of it. That’s the real payoff,
really. And, to me, that’s worth way
more than money.”
SPECTRUM | 41
TOP 25
spectrum
games OF ALL TIME
JUST BECAUSE THEY'RE AMSTRAD BOYS
DOESN'T MEAN THAT STUART AND DARRAN
DON'T KNOW HOW TO LOVE ITS LESSER 8-BIT
RIVALS*. SO JOIN THEM AS THEY FIDDLE
WITH THEIR KEMPSTON INTERFACES, WAGGLE
THEIR QUICKSHOTS AND LOVINGLY LOOK BACK
AT SOME OF THE SPECTRUM'S GREATEST HITS
* We are joking, of course
42 | SPECTRUM
TOP 25: SPECTRUM GAMES
25 received an extremely
polished conversion on
the humble ZX Spectrum,
24 wonderful Cybernoid
harks back to the good
old days when game
23 deluge of brilliant
platformers and puzzle
games available on the
but it couldn’t compete with this testing was solely the responsibility ZX Spectrum, but very rarely are
monumental epic from Hit Pak. of the developer, shoot-’em-ups these two rather distinct genres
Each level has been beautifully were one of the most popular genres successfully combined.
constructed, there are huge amounts around and games required pixel- Nebulus – which is also known
of power-ups that include a bog- perfect timing in order to proceed. as Tower Toppler or Castelian
standard laser, your typical extender Cybernoid is possibly the toughest depending on whereabouts you
and a handy level warp, and there game in our top 25. It requires insane live – is a wonderful example of this
are also a variety of different options, levels of concentration, dextrous combination of genres and sees you
including a wonderful co-op mode keyboard and joystick skills and the guiding a cute bipedal alien named
that effectively splits the bottom of the patience of a saint. Despite this, Pogo to the top of several towers.
screen into two parts. You monitor Cybernoid always pulls us back Once at the top, these towers must
one side of the screen, while a friend for one more go and remains so then be detonated.
manages the other. polished you can almost see your Working against a tight time limit,
Add in some fiendishly well- face in it. What makes it so essential you’re required to use lifts and handy
put-together levels, some bold, is its jaw-droppingly vibrant visuals, doorways to zip back and forth
cartoon-like visuals and some hellishly intricately designed levels and spot-on through the cleverly rotating towers
addictive gameplay and the end result controls (it has the sort of pixel- – a graphical feat that still manages
is one of the best Breakout clones of perfect precision normally seen in to impress today – in order to avoid
all time. The fact that it was initially platformers). It’s not for everyone, but the tower’s numerous enemies. As
given away for free with Your Sinclair it’s an experience that shouldn’t be challenging to play as it is gorgeous
is absolutely staggering. missed under any circumstances. to look at.
SPECTRUM | 43
TOP 25
spectrum
games OF ALL TIME
Sabre Wulf
QYear: 1984
QPublisher: Ultimate: Play the Game
We’ve been playing Ultimate’s
44 | SPECTRUM
TOP 25: SPECTRUM GAMES
OVED HARD
"BACK TO SKOOL PR
L MANAGED A
GOING, BUT IT STIL
IVITY THAT FEW
LEVEL OF INTERACT
TLES HAVE EVER
OTHER SPECTRUM TI H"
BEEN ABLE TO MATC
spectrum
games OF ALL TIME
Chase HQ
QYear: 1988
QPublisher: Taito
Taito’s wonderful pursuit racer still gets
Jet Set Willy racing games in its lifetime, but Chase HQ showcases
a real eye for detail and technical ability from Ocean.
An almost impractical chasm sat between the arcade
QYear: 1984
QPublisher: Software Projects machine and the ZX Spectrum, and yet, somehow,
Ocean managed to rev the Porsche 928 to pretty much
We’ve all been there, the clunking-out point before flicking a nitro switch and
15 morning after the night
before. In this case, a
jumping that gorge magnificently.
Chase HQ was blessed with an almost perfect home
house party, probably arcade port – easily up there with the likes of Sega
the outcome of a careless exchange Rally and Buggy Boy. It is the quintessential Spectrum
on a popular friendship website, has racing game and was massively popular with Speccy
meant that Willy’s mansion, after owners back in the game’s heyday… so popular, in fact,
being packed to the rafters with beer that Your Sinclair readers went on to vote it the best
guzzlers and winos, has now been Spectrum game of all time.
alcoholically decimated.
And to make matters worse for
FUL
Willy, his lardy housekeeper has QUIRKY AND COLOUR
put her stomping foot down and is "JET SET WILLY'S D HUMOUR
IMAGERY AN
PALETTE, WARPED ES
RENCE OF VIDEOGAM
preventing poor Willy from going to
REVE
bed, recharging the old batteries and CAPTURED THE IR
promising to do something about the OF THE TIME"
mess in the morning.
Matthew Smith’s second house
of pain was a sublime and simple
platforming jaunt that built on the
brilliance of Manic Miner.
Chuckie Egg Kong and Space Panic, Chuckie Egg
is an insanely fast platformer that
had escaped from your local arcade.
It may have only had eight levels, but
QYear: 1984 sees hero Hen House Harry going up they were fiendishly designed and it
Jet Set Willy was released into a
QPublisher: A&F Software and down ladders and leaping across wasn’t until several loops had passed
swathe of high expectancy, both by
Nigel Alderton’s classic platforms in search of eggs, while and the huge caged duck had been
gamers, preying that it would be as
good, if not better, than the original,
and by its publisher, who was hoping
13 platformer is so ingrained
in the minds of BBC
owners that it’s easy to
avoiding the angry hens.
Unlike other platformers of the
time, which were more methodical
released that you began to appreciate
just how expertly crafted they were.
It‘s not one of the Spectrum’s most
to make a shed load of cash – which
forget it started off life as a Spectrum and slower-paced, ‘Eggy Kong’ (as it original platformers, but there’s no
was the reason that the game came
title. Based on some of Alderton’s was originally known) dashed along denying that it’s one of the most
packed with an annoying copy
favourite coin-ops, such as Donkey at a cracking pace and really felt like it polished. A classic in every sense.
protection card.
Jet Set Willy’s quirky and colourful
palette, warped imagery and surrealist
humour captured perfectly the
irreverence of videogames of the time.
And as it was built with the Spectrum
in mind, it is widely considered to
house the finest version of the game.
46 | SPECTRUM
TOP 25: SPECTRUM GAMES
Starquake
QYear: 1985
QPublisher: Bubble Bus
Stephen Crow’s Starquake may share many
TLL
QYear: 1984
QPublisher: Vortex Software
If you’re the sort of Spectrum owner who’s constantly hounded by C64 and
11 Amstrad owners, show them Vortex Software’s amazing TLL and watch
them shut up faster than a superglued clam.
Created by Costa ‘Deflektor’ Panayi, Tornado Low Level (to give it its full
title) is an insanely slick looking title that features some of the smoothest and flicker-free
scrolling you’re ever likely to see on Sir Clive’s humble 8-bit.
Taking control of a Tornado jet, you’re simply required to fly around and participate
in strategically placed missile strikes. There are no actual enemies and nothing to shoot
at; it’s just your fighter, a constantly dropping fuel supply and plenty of hazards – trees,
houses, telephone wires – to avoid.
It sounds simple, boring even, but this couldn’t be further from the truth. TLL requires a
cool nerve, insane gameplay skills and a hefty pair of balls – you have to fly dangerously
close to the ground to bomb your targets – and is not for the faint-hearted.
Those feeling the need for speed, however, will discover a title that’s not only
graphically amazing, but, more importantly, has the actual gameplay to back it up.
Stunning. Simply stunning.
TOP 25
spectrum
games OF ALL TIME
Knight Lore
QYear: 1984
QPublisher: Ultimate
Sabreman returns to
48 | SPECTRUM
TOP 25: SPECTRUM GAMES
Manic Miner
QYear: 1983
QPublisher: Bug-Byte
Manic Miner created
Target Renegade
QYear: 1988
5 many imitators upon its
release way back in 1983,
but none quite managed
QPublisher: Imagine to reach the heights of the original. It
What do you do when you release a hit conversion of a popular is the Spectrum’s best platformer by
SPECTRUM | 49
TOP 25
spectrum
games OF ALL TIME
50 | SPECTRUM
"PLAYING A FUTURISTIC BOUNTY HUNT
ER,
3D DEATHCHASE HAD YOU SWERVING THRO
UGH
FORESTS OF EVER-INCREASING DENSITY
TO
CHASE AND BLOW UP TWO MOTORCYCLIST
S"
1
ck, oka y, rig ht, so de m wit
st wrongs fight ba the game in tan
Micromega Campbell to right pa the act ua l threat, where are the im ag ina tio n.
and wrote the rich
Now if you’re a tree when he compiled enemies in your ga
me? The trees ed
Speccy games The game also featur
hugger, tree surgeon ma ga zin e’s Top 100
yo u say , as in the gre en lea fy
ntl y sw ift scr olli ng and,
ght erved the bri llia
or a puppet you mi of all time list and res things outside? And
these trees, later stages
this brilliantly ht?” with the trees on the
want to avert your number one spot for ing the m gu ns rig akn eck
a game that
you’re giv coming at you at bre
eyes, because this is simple game. Pla yin g a fut uristic bounty an ing en iou s an d visually
ly cau se you , the game is blessed se fou nd you speeds,
mo re tha n like Ad mi tte dly 3D De ath cha lty cur ve
will hunter, fathomable difficu
chainsaw and with the most inanim
ate of ough bountiful forest
s . And
to grab the closest sw erv ing thr was bro ug ht to the ga me
k it int o the ne are st available en em ies : tre es. So yes, to some r-in cre asi ng de nsi ty to chase
me sw itch ed from
stic
profoundly of eve when the ga
oured
hunk of wood. it might sound like a an d blo w up two brightly col da y to nig ht, the me nacing dark
absolutely ple, and enemies rely
Yes, this game does stupid idea in princi motorcyclists. Your sky would cause the
pursuit to
be tw een gre en , blue or black g ab ilities to
nothing for rel atio ns wit h a lot of
we re on ast on ish ing dri vin
be com e a sha de twitchier and
but tons for the ether you s of trees, with
humans and trees, – depending on wh draw you into group destroying those ski
ttish bikes that
y, 9K an d ga me r dealings. on ‘nig ht pa tro l’ – permeated with tha t the En ts dis h out It wa s all in your
Specc
ey thick lines, the hope extra bit harder.
only one word plenty of lofty orang retly, you
Now there really is som e tre e-h urt.
head tho ug h an d, sec
scr ibe 3D De ath chase and it wo uld be fair to say that it didn’t gre ate st asp ect about ld ne ver get angry
to de Th e knew it. You cou
tastic neither. se was the sheer
that word is: trees. really look all that fan 3D De ath cha 3D De ath cha se, tho ugh. With all
ed to have . The whole at
So, out of the billion
or We would have lov sim plic ity of the thing ’s win /los e elements
t were en Mervyn of the game
so Spectrum titles tha been in the room wh pri nci ple of the game wa
s to
so cle arl y de fin ed, unwittingly
should 3D idea to d the game
ever released, why Estcourt pitched his avoid and invade. An becoming one with
nature was
se be con sid ered the cro me ga tho ugh… threw in mo the rship- n doing. A
Death cha Mi occasion ally always of your ow
t so I’m d
zenith of the machine
? After “So then Mervyn, jus sty le bo nu s targets that allowe s ga me , wit h a genius
of the day clear on this. You s. geniu
ma ny ma ga zin es 100 pe r cen t ear n ext ra po int sim ply : genius.
all,
towards the udo-3D Space
you to bly concept… quite
weren’t overly kind want to make a pse Sta r Wa rs fans would proba De ath cha se, we salute you.
eased. t driving a 3D
game when it was rel Invaders game abou find appeal from its
peculiar
ir Us er aw ard ed the e thr ou gh a for est . Oh, okay, so
Sincla bik
and the
game a measly 60%
SPECTRUM | 51
Cyclists
Watch out for cyclists pedalling down
the pavement. Get struck by one and
the collision will cause Trashman to
temporarily limp, slowing him down.
Cars
Despite taking place in a
leafy suburb, the streets
are surprisingly full of
speeding fools, all driving
identical-looking cars.
Customers
If Trashman clears a bin
Dustcart without standing on their grass,
Slowly making its the owner will invite him in
roving that you
P could make
a great game
out of pretty
much any subject if you
approached it in the
way up the road is
the dustcart, which
is where Trashman
for a nice chat. It’s all a bit
Confessions Of A Dustman.
BEST ASPECT
Good clean trashy fun The little things
Thanks to the likes of Manic Miner, Monty Mole and Paperboy, Fusing elements of Frogger with Paperboy, what makes Trashman
working class heroes were well represented in videogames during so entertaining is its design. Its gameplay essentially boiled down
the Eighties, but none of those classic titles captured the spirit of to helping Trashman avoid dangers to clear enough rubbish in an
their associated job as successfully as Trashman. The little touches, allotted amount of time. While this probably doesn’t sound all that
humour and impressive attention to detail in its sedate gameplay interesting on paper, the well-realised streets are what bring the
made it such a joy to play. Graphically it ticked all the boxes too, with whole experience to life. Trashman is full of nice little ideas that make
its top-down viewpoint providing the perfect overview of its colourful it more involving, from naming your dustman and having your bonus
streets. It’s a unique game with timeless gameplay, and that’s why time docked for trampling on well-tended lawns, to getting a peek
it’s a classic. behind the curtains of the bizarre lives of your customers.
IN THE KNOW
PUBLISHER:
NEW GENERATION SOFTWARE
DEVELOPER: MALCOLM EVANS
A BLUFFER’S GUIDE
RELEASED: 1984
GENRE: ACTION
BEST GAG?
What the
press said…
ages ago
THE SEQUEL
Crash, 83%
“Trashman is an immensely
playable game that is very
addictive at first, but I think
that quality might wear off
after a while. Nevertheless,
it’s the best game that New
Generation have produced yet.”
SPECTRUM | 53
y the mid-Eighties, Elite it, but Steve would have done the
When Elite couldn’t
squeeze their
Scooby-Doo cartoon
B Systems’ co-founders,
Richard and Steve Wilcox,
were no strangers to
licence-based videogames. In fact,
their West Midlands operation had
deal. He was very good at tracking
down who owned the rights and
getting the licences even though
the TV and film companies weren’t
attuned to merchandising and rights
firms tell Rory Milne idea of licensing Scooby. It’s highly a great programmer and only a very
how Scooby ended up likely that I would have suggested mediocre designer of graphics, but I
wasn’t a bad games designer. I was
54 | SPECTRUM
THE MAKING OF: SCOOBY-DOO
SCOOBY-DOO
101
QIt has no intensive
platforming – there are
occasional stairs to climb
and gaps to jump, it has no
intensive opponents – foes
are defeated with single
jabs. But Scooby-Doo
is certainly intense and
ensures a constant state of
fight or flight by throwing
multiple hazards at the
player from close range.
SPECTRUM | 55
IN THE
KNOW
PUBLISHER: Elite
Systems
DEVELOPER:
Gargoyle Games
RELEASED: 1986
PLATFORM: Various
GENRE: Platformer
» A moment’s
indecision Crash team coming to do an article, handle it. We thought Microdrives would » A close encounter with a ghoulish foe sends Scooby
comically tumbling around the screen.
allows two taking a photo and us discussing it be popular, but it never happened. Then
ghosts to
spawn above
after. We’d played a couple of demo we started to get pulled on to other
and below sequences and I think the penny was projects. I started work on Paperboy
a mid-level dropping that we’d filled 48K with just C64, Gary left to join Gremlin Graphics,
Scooby.
those. But both Gary and I kept on Andy left, Rich left to pursue other
drawing. Every pixel was plotted with a options so Scooby just fizzled out.”
Kempston joystick.”
As concerns over Scooby-Doo’s
A
fter moving on, Richard
graphics increased, Jon recalls Wilcox realised that his
compression and a Microdrive release ambitious project had
being discussed, multi-loads not being simply been conceived
considered and, finally, Elite’s Scooby too early, but he reveals that its time
gang splitting up. “Multiple loads on may now have come. “It was ahead
cassettes? I think people would have of its time. A few years down the line
killed us! We were so ambitious it was when art teams were much bigger and
crazy; each scene was a mini-film. It machines had more memory we would
needed so much in terms of graphics, have got there. I still don’t think there’s
and although we could make the been a game that has combined the best
backgrounds minimal we just kept going elements of cartoons and games.” original Scooby team were too busy for
overboard on the characters – okay, Back in early-1986, however, Elite held regrets. Jon even jokes about it all now.
I did. We had an opening scene in a the rights to publish a much-publicised “We’d all moved on and Scooby was a
castle room. Scooby was asleep on Scooby-Doo title but lacked a completed dead project by the time we found out
a windowsill, Shaggy in the bed. Full game. Steve Wilcox’s solution was to Gargoyle had been asked to take it over.
screen – both snoring – bang, there’s use the licence to close a deal he had I still show people what we wanted to
48K gone. Next load. Trap door opens, been chasing. “Elite always had a very achieve back then. Now it would be
Scooby falls down. Next load. And simple way of doing things. Acquire the 100 people doing a groundbreaking
» As well as ghoulish opponents so on… We thought the code could rights to a great arcade game, TV show, game. Back then it was four teenagers
on each side, some levels see
compress things, but it just couldn’t film etc and then find the best developer with two Spectrums, a partially working
Scooby attacked from above.
– usually one working on original games joystick and half an A4 pad. Classic.”
rather than well-known names. Gargoyle Unlike Scooby-Doo episodes, the
Games already had a reputation as a early development of Gargoyle’s take on
fine developer and had the additional the animated mutt remains a mystery,
benefit of being local. Elite but Gargoyle artist Stuart
had courted Gargoyle for Cox describes the mid-
some time. When the point of its creation as
opportunity to work being fast-paced without
on Scooby-Doo came being overly stressful. “It
along it was one we just was my first game there
couldn’t miss.” at what turned out to be
Elite artist Jon a really great place
Harrison’s recollections to work. There
of Gargoyle’s Scooby- were only five of
Doo takeover are that the us developing, so
56 | SPECTRUM
his original conception.
Elite didn’t have much from
input, its only concern was scratch.
getting something that partly All the source
filled the brief of the original code from the previous
game to the market as quickly games was hanging
as possible. Roy and Greg had a around so it was just pixels
good understanding of each other, so a case of copying and until they
translation into gameplay was done pasting a lot of the time; we used quite looked right. It's hard
verbally between them. I would describe sophisticated text editors.” to imagine nowadays that
it as an iterative cycle; it would be you could only have two colours in
T
developed, refined and redeveloped.” he processes used to create any one area – on the Spectrum, at least
The experience of Gargoyle’s co- the art for Scooby-Doo were – and the resolutions were very low in
founders ensured smooth progress on equally well established those days. Greg had fleshed out a large
their Scooby-Doo project, which Stuart with Stuart Cox favouring number of the basic Scooby-Doo visuals
describes as a product of evolution digital over analogue tools. “We already, and I was tasked with continuing
rather than planning. “Greg and Roy had an in-house package we called that work and converting the graphics to
were exceptional at what they did. Even ‘Bin Image’ that I used and a Spectrum the Amstrad, creating stuff like loading
in those mid-development stages of Melbourne House art program for [the] screens, title screens, side bar images,
the game it was already shaping up to loading screen. Graph paper was used fonts, and so on.”
be highly playable. A lot of the design sometimes; Greg favoured that method In order to make best use of available
had already taken place. However, we while I usually just pushed and pulled at memory, Greg and Stuart cleverly
never worked to a tightly annotated
form, preferring a more free-form type
of development – we used to play it
constantly and adapt many times.”
As well as experience, Roy Carter
had accumulated a library of adaptable
routines during his years of coding
games. Mark explains how these sped
up Scooby-Doo’s development. “We
used Amstrad PCW’s to do most of the
development, using a CP/M compiler
and serial interface to download directly » Skulls aren’t deadly, but they do require Scooby to jump » Scooby-Doo has eight levels, which loop providing
to the Speccy. Very little was developed over them to make progress. Scooby doesn’t fall down on the job!
CONVERS
right in the middle of Scooby-Doo, but
even before Gargoyle, I’d obviously seen
the PR, adverts from Elite. I wasn’t at the
company when the deal was struck for
us to take over the creation of Scooby,
so can’t really comment on that part, but
certainly I didn't feel any pressure from
the ‘gravity’ of the licence. Obviously it
was a famous name, but licensing in the
industry was new in those days. We did
have to turn it around quickly though.”
In order to speedily satisfy the AMSTRAD C64 C16/PLUS/4
demand created by Elite’s project, coder QAlthough very slightly slower than the QThe more muted colours and blocky QDesigned for the minimal memory of the
Mark Haden worked with Gargoyle original, the Amstrad version of Scooby-Doo characters of the C64 Scooby-Doo are Commodore 16 rather than the Plus/4’s more
co-founder Roy Carter to adapt designs delivers better sound effects and a more understandable given the system’s differing accommodating RAM, this dual-platform port
drafted by Roy’s partner Greg Follis into colourful cast of characters. This allows hardware set-up, but its stripped-back discards more of the original’s gameplay than
on-screen gameplay. “We were told Scooby and his foes to better stand out against gameplay is less so. C64 Scooby has four the C64 version and has less colourful, less
to develop something quickly for Elite. I their backgrounds, which makes responding levels versus eight in the original, and there defined levels and graphics than C64 Scooby-
was helping Roy to code the Spectrum to threats that much easier. Otherwise, the aren’t any ground or overhead hazards. It does Doo. It just about captures the spirit of the
version and in charge of the Amstrad Amstrad CPC Scooby plays exactly like the play a decent rendition of the Scooby-Doo original, but a Plus/4-specific port would have
conversion. Greg did all the game Spectrum game it’s based on. theme tune, however. felt less diminished.
design, [it] remained unchanged from
SPECTRUM | 57
C O M P U T ER
CRACKING Moreedggreaamt ecsartoon-
O
you to focus on timing, judging spaces n the format and genre warning, which, as Stuart reveals, was
between platforms and avoiding hazards. chosen for Scooby-Doo, entirely intentional. “The sneak-peek
» Boxes marked ‘S’ are Scooby Stuart cites familiarity and aspect was a really nice feature; it
Snacks, collecting them provides expediency as guiding added an extra dimension, it allowed
Scoob with extra lives.
SCOOBY AND factors. He puts the game’s multi- for forward planning and strategy. The
SCRAPPYDOO directional foes and static combat down frantic gameplay was all about putting
QIn many ways this is Hi-Tec’s spiritual to an early decision to implement arcade- the player right on the edge of collapse.
successor to Yogi, although Scrappy-
Doo offers more sophisticated visuals. The game was meant to be frantic,
The main gameplay tweaks are that
Scrappy can defend himself with a so danger from all directions was
short-range jab and collect Scooby
Snacks to gain extra lives.
» Mad scientists have imprisoned
Velma in a jar, but Scooby is seconds intended. It was meant to be an all-
THE JETSONS
from freeing her.
POTSWORTH & CO
QOne of the best Hanna-Barbera
games is adapted from one of its least-
remembered shows. Potsworth takes
influences from console platformers
and it requires you to guide the cartoon’s
heroes through five sprawling stages in
order to find an array lost objects.
58 | SPECTRUM
THE MAKING OF: SCOOBY-DOO
DEVELOPER
HIGHLIGHTS
LIGHT FORCE
PICTURED
SYSTEM: Various
YEAR: 1986
HYDROFOOL
SYSTEM: Various
YEAR: 1987
THUNDERCATS
SYSTEM: Various
YEAR: 1987
» Good timing
The seemingly impossible situation the code, 32vs40 columns, and the fact A quick trip online to revisit his game is essential to
player was in and then surviving it gave updating was slower because of the helps inform Stuart Cox’s final thoughts keeping Scooby
safe from foes
great satisfaction.... or a smashed TV increased size of the screen RAM. on his first game for Gargoyle and the that attack in
screen in some cases I am sure!” [But] you could do some quite nice title that ended the long-wait for Elite’s numbers.
The difficulty of Gargoyle’s masking on the Amstrad that you Scooby-Doo. “I've just had a look at
Scooby-Doo was gauged by Mark, couldn't do on the Speccy.” a ‘playthrough’ on YouTube – it does
who playtested the game before it A C64 conversion and a dual-system seems to hold up quite well. Scooby
was shown to Elite for approval. “The port for the C16 and Plus/4 followed, but looks like Scooby, and it’s paced just
feedback did come from either myself Stuart credits these versions to other about right. It was turned around in
or Roy. We didn’t think it was difficult. I developers. “We didn’t create the C16 or double-quick time, so on the whole I » Stuart Cox runs his own IT
business and has recently
was the major game tester, so maybe Plus/4 conversion; I think Elite contracted think it worked well. It could be brutal started getting into retro gaming.
I just played too much! Developing that out to someone else. I would guess sometimes, though, so maybe a few
on the Speccy was quite quick with a we’d have given them access to all the extra Scooby Snacks scattered around
good library of routines on hand; the graphics, though. I’m pretty sure we for extra lives might have balanced
whole start to finish took around 12 didn’t do the C64 version either.” out some of the unforgiving sudden
weeks. Gargoyle was paid a fixed sum Reflecting on Scooby-Doo now, appearances of ghosts! But if people
to get something to market that Elite Mark Haden offers an honest still look back on it fondly then
was happy with, so commercially just appraisal of the platformer. that’s very nice indeed.”
delivering was considered a success.” “It’s a good game; it’s
The reception of Gargoyle’s Scooby- a bit ‘samey’ but all Thanks to Richard
Doo was uniformly good despite development was done Wilcox, Jon Harrison,
comments that the game didn’t play like for the Speccy and Steve Wilcox, Stuart
» Mark Haden operates
Dragon’s Lair as had been advertised. there’s only so much Cox and Mark Haden. a bespoke software firm
“I think the criticism was fair; it was possible in 48K!” developing high quality plug-ins.
never going to fulfil the hype generated
ND
by Elite,” Mark acknowledges. Stuart
agrees and explains why the game
YDOO A
SCOOB TTIC MYSTERY!
was successful anyway: “There was
always going to be a bit of a story around
ve Scooby
THE A
Scooby-Doo because of Elite’s failed
’s interacti
start, but it really was a fun arcade game. Could Elitenally get released?
It also looked like the cartoon, so I was cartoon fi
pretty sure that anyone playing it would
enjoy it.” Elite artist Jon Harrison offers Like all classic Scooby-Doo cartoons, the story of Elite’s cancelled Scooby game ends with a
a balanced assessment of the game, “I revelation. The ambitious project may have stalled decades ago, but project leader Richard Wilcox
won’t deny it hurt a little as the game that feels the idea could be kickstarted – especially since artist Jon Harrison has kept all his work for
came out was so simple – but it came the game. “I think all the Microdrives do still work,” Jon reveals. “I kept loads. My wife says I’m a
out, so fair play to the guys at Gargoyle.” hoarder – I call it free lo insulation! I don’t have a Microdrive anymore, unfortunately – but I would
like to get hold of one just to see the content again.” Of course, having the assets to resurrect the
A
s well as the original, project is one thing, but there’s also the small matter of securing the rights to Scooby-Doo and
Gargoyle also developed finding a publisher. Could Elite’s Steve Wilcox be the perfect man for both jobs? Well he’s more
the Amstrad version of focused on promoting Gargoyle’s Scooby-Doo at present, but he at least seems open to the idea.
Scooby-Doo, which as “You can play Gargoyle’s version of Scooby-Doo on modern devices with the recently launched
Mark points out was a process of Recreated ZX Spectrum,” Steve explains. “Though we do still hanker aer a conclusion to the
taking the rough with the smooth. ambitious version that Rich, Andy and co worked on … perhaps they’ll get it crowdfunded.”
“The worst case with porting Speccy
games to the Amstrad was the screen
SPECTRUM | 59
IMAGINE SOFTWARE
A FAIRY TALE
BEGINNING
THAT ALL
ENDED IN
TEARS. WHO
COULD HAVE
IMAGINED IT?
60 | SPECTRUM
COMPANY PROFILE: IMAGINE SOFTWARE
M
ark Butler (a salesman) in recent years. Imagine, however, did
and Dave Lawson (a not struggle with the task of spreading
programmer) met at the its good word, and deftly, if occasionally
increasingly successful unscrupulously, played the media game
Liverpudlian software company Bug Byte, to win.
which also nurtured the talents of Manic A teenage employee who had proven
Miner creator Matthew Smith. Not long himself as somewhat of a programming
after beginning their tenure, a divergence prodigy had taken an in-house job at
from managerial policy prompted the Imagine and was the subject of an
pair to leave Bug Byte and start their own ingenious marketing ploy to increase the
software house known as Imagine. public profile of his impetuous employers.
Lawson had already put together a game His name was Eugene Evans, and
that would be used as Imagine’s launch ‘somehow’ the tabloids got hold of his
title: an addictive space-based shooter for remarkable success story.
the Spectrum 16K and Commodore Vic 20 The Daily Star carried the headline
that was entitled Arcadia. ‘£35,000 WHIZ KID’; referring to rumours
With the proceeds from the that Evans was on such a salary at
outstanding success of Arcadia and Imagine when only 16-years-old. It
the subsequent Spectrum titles making was suggested that he already owned
headway on the good Imagine name, a flashy sports car despite being too
earnings rapidly skyrocketed, prompting young to even drive it. This entire media
the new industry hot-shots to relocate buzz was a ruse that was designed
into professional premises, whilst taking to improve Imagine’s standing in the
on staff and pouring funding into new software developers’ community and
projects. Their former boss, Bruce Everiss ease any concerns that distributors might
was brought in as a general manager, have about dealing with a group of such
allowing Lawson and Butler the time to fledgling programmers.
indulge themselves in the flamboyant, And its unconventional marketing
playboy lifestyles that they had been strategies didn’t stop there. After the
building towards. gaping void in the availability of computer
Back in the early days, many were the games in 1982, developers were bustling
software developers that easily entered and ready for the following holiday season.
the market due to their technical expertise, 1983 was set to see the most savage
but quickly suffered from a lack of competition the UK games market had
business and marketing proficiency; not ever seen, and Imagine was determined to
unlike the tornado of ‘dot com’ companies come out of it smelling of green.
IN PUT FLAGRANTE
Another potentially lucrative deal with publishers Marshall
Cavendish also caused perturbing chest pains for the
In brief: Retro Gamer recounts the
increasingly troubled company. Imagine had taken a playboy lifestyle of the ill-fated, dynamic,
£200,000 advance for supplying games to accompany its renowned Liverpool software house,
new computer-based partworks publication, Input. Imagine, and its spectacular collapse
The deal was for fortnightly multi-format cover tapes right in front of a TV film crew. Formed
containing computer games, but Imagine was late in by Mark Butler and Dave Lawson
delivering the reportedly substandard goods. Marshall (above), Imagine appeared to have it
Cavendish demanded that its advance payment be all. As time progressed, the arrogance
and extravagant lifestyles of its two co-
returned, which left a gaping hole in Imagine’s already
founders cost the company dearly and
Swiss-cheese finances. A statement by Imagine in Sinclair it eventually closed its doors within two
User stated that Marshall Cavendish had requested years of the company forming. Its story
‘average’ games, while the ones supplied were just too remains a valuable lesson for software
good, so the deal was called off! companies the world over.
SPECTRUM | 61
IMAGINE SOFTWARE
NOT SO JOLLY MEGA GAMES, MEGA PROBLEMS “BY THE TIME THE IMAGINE TEAM WAS
In an attempt to reduce its In an unprincipled attempt to stymie rival
burdens, marketing rights to
Imagine’s back catalogue were developers in the run up to Christmas ESTABLISHED AND THE PLUSH OFFICES
sold to London based publishers, ’83, Imagine booked up all the cassette STOCKED FROM FLOOR TO CEILING WITH THE
Beau Jolly, which then distributed duplication time at Kiltdale, the largest tape
the newly acquired titles through duplicator for the software industry at the time. HIGHEST OF HIGHTECH, IT WAS TIME FOR THE
Mastertronic’s budget range and
in compilations. In an interview
Since games stayed in development right up LAWSON AND BUTLER SHOW TO BEGIN WORK ON
until the eleventh hour, it would be impossible
for Crash magazine, Beau Jolly’s
Managing Director, Colin Ashby, for Imagine’s rivals to make the Christmas THE MASTERPIECE THEY HAD ENVISIONED
admitted to not being very happy
with deal.
rush. This was an ingenious idea that hinged SINCE DAY ONE”
on one minor point: for the conspiracy to pay
He was also under the
impression that the agreement
off, Imagine had to achieve unprecedented mega games were set to retail between £30 capture a unique event in the life of the British
included investment in new sales during, and after, Christmas 1983. This and £40, assuming Imagine could afford to software industry, though it was not quite the
developments, most notably, the was just in time for the global software order the massive quantities from the Far one Lawson might have hoped for.
mega games. industry to begin crumbling, and Imagine was East required to get the manufacturing costs
Dave Lawson and Ian forced to hire an entire warehouse to store all down. Coupled with the extended software FINANCIAL ALCHEMY
Hetherington had been putting
together a lifeboat for themselves its unsold cassettes. development times and additional manpower Imagine’s tape replication ploy certainly didn’t
in the shape of a new company Whether or not Imagine’s ploy to ground necessary to get the two proposed projects pan out as it had hoped and the thousands
called Finchspeed, however, that rival house’s duplication requirements was off the ground, the software hot shots were upon thousands of extra copies it had ordered
was concentrating on completing successful is difficult to say. The boom was far going to need some serious financing. to deliberately congest the duplicators now
the mega games and putting
greater than expected, with literally hundreds In 1983, the BBC began filming a series of had to be shelved – and money was rapidly
them out for the forthcoming
Sinclair QL computer. These were of different software titles flooding the shelves, programmes called ‘Commercial Breaks’, the running out.
developments insinuated to be causing serious concerns that despite the new documentary was to follow the trials Imagine was already beginning to topple
part of Imagine’s resuscitation deal massive sales figures, profit was spread so and tribulations faced by various companies behind the scenes, even while the BBC
with Beau Jolly, but apparently that thinly that many software developers were and individuals that were trying to introduce camera crew was being installed and opening
was never the intention.
unlikely to survive the winter. new products to the high street. One of the shots of plush offices swollen with expensive
By the time the Imagine team was BBC’s concepts was to closely examine the hardware and management arriving for work
established and the plush offices stocked from burgeoning software industry, and Imagine in lavish cars were being filmed. An incident
floor to ceiling with the highest of high-tech, was picked out as suitable candidates for the included in the BBC2 program showed a
it was time for the Lawson and Butler Show cameras to stalk. board meeting discussing the slow progress
to begin work on the masterpiece they had At first, Imagine’s management team of the mega games and ways to keep the
envisioned from day one. They believed that were more than a little reluctant to allow distributors on side with teaser advertisements,
the limits of the cassette-based systems had the film crew into their studio, saying there when an eagerly anticipated phone call is
been reached, and the only way forward was were far too many sensitive projects under snatched up by the apprehensive
in the shape of their ‘mega game’ concept. development to allow filming. However, once Financial Director.
The launch titles, Psyclapse and Bandersnatch, it was discovered that Ocean was also taking He had apparently been waiting for a call
would be vastly superior games to anything part in the program, Imagine’s vanity won regarding the £2 million investment capital
» One of the compilations Beau Jolly
managed to release after buying up some that had come before as they would be through and it agreed to take part. Dave needed to move the over-hyped mega games
failing Imagine property. supported by additional hardware packaged Lawson saw it as the opportunity to record forward. The sunken look on his face as he
with the game. On average, an 8-bit computer the birth of the next-generation of computer dropped the receiver back onto the phone
game at the time cost around £7, while the games for posterity, and indeed it would gave a clear indication to everyone as to the
GAMES REVIEWS
GAMES REVIEWS
FINEST HOUR
ALCHEMIST
An enthralling blend
of action, adventure ARCADIA AH, DIDDUMS SCHIZOIDS STONKERS
and role-playing that IMAGINE/INDESCOMP 1982 IMAGINE 1983 IMAGINE 1983 IMAGINE 1983
not only captured » Written by Dave Lawson himself, » Ah, Diddums was a darkly surreal » Touted as a ‘3D breathtaking » Put together by John ‘Grandad’
the... well, imagination Arcadia formed the foundations on game. You, a big fluffy teddy bear, visual experience’, Schizoids presents Gibson, Stonkers was a war strategy
of the players, but which Imagine was built. An addictive, must escape from the toy box to an initially impressive visage as the game without all the finicky scenario
provided an inspiring fast-paced Space Invaders clone comfort a crying baby. Should the geometric vectors of space debris setups that ate up the gameplay of
showcase of the (featuring the evil Atarian Empire) was baby be silenced, however, Mother spin smoothly around the black hole many other tactic based games; it
Spectrum’s abilities for just what the home computing scene will appear to turn off the lights, so at the centre of the screen. The slick got right down to the good stuff. It
the generations that needed. Anyone who had ‘ummed’ the rest of the toys (who don’t like 3D graphics, however, were small appealed to veterans of the strategy
followed. A special and ‘ahhed’ about buying a computer the dark) are determined to stop compensation for the irritating control genre, while the intense, non-stop
edition ostentatious was reassured that they’d made the teddy from escaping. All in all this of the ‘space-dozer’ that you had action of the battles brings the game
‘gold’ cassette was right choice. The Spectrum and the was a pretty good game, with some to use to attempt to move garbage close to being an action title, making it
even released, which Vic 20 became serious contenders impressive graphics and plenty of into the black hole. It was absolutely equally accessible to fight junkies like
is well worth hunting overnight, all thanks to Imagine. 85% sound. 73% rubbish. 45% us. 84%
down on eBay.
62 | SPECTRUM
COMPANY PROFILE: IMAGINE SOFTWARE
nature of the call, and as the meeting drew only lead to second-rate products, while the abruptly left for America seeking venture
BAD REP
to a close, he stressed that no more financial Guild of Software Houses told the press capital to save Imagine (although it was The mounting
commitments were to be placed without his that the move was potentially damaging to more likely a trip to hunt for investors for uncertainty of
express permission. the industry. Imagine only took notice when their new enterprise, Finchspeed) when the mega game’s
Up until this point, the film had threats from high street retailers to cease Cornhill Publications and VNU Business Press future was depicted
by a brief outing
concentrated on Imagine’s impressive vision stocking its products forced the desperate simultaneously petitioned the High Court to with Imagine’s
and doubly impressive public profile, reiterating developers to about turn on its price revision have Imagine wound up for non-payment of sales rep in the
the tabloid stories of millionaire teenager only two weeks after the initial announcement; debts. These petitions went unopposed, and BBC2 Commercial
programmers and presenting action scenes of which cost an equal amount of credibility as it as the BBC camera crew and several Imagine Breaks program,
as she met with
the Imagine motorbike team speeding around did quick sales. staff returned from their lunch on 29 June
an apprehensive
the Isle of Man. The sudden and unexpected In retrospect, this drastic marketing 1984, they found the doors to the company distributor regarding
change of direction depicting the company as tactic was the death knell for Imagine. One locked as agents of the bailiff moved in. The a vast quantity of
a brave face on an extremely tenuous situation magazine that had carried a lot of Imagine’s BBC even had difficulty reclaiming two of the unsold games. In
perfectly exemplified its shifting fortunes. adverts was Crash, which, whilst remaining cameras that were inside when the company true Imagine style,
rather than tackle
The meeting scene was interspersed with truthful, pulled no punches in reporting was occupied. the problems at
views of a representative from Kiltdale, the the goings on that lead to its outstanding Mark Butler returned from racing his hand, she brushed
cassette duplicators Imagine had booked up payments, reportedly receiving more than Imagine sponsored motorbike around the them aside to
for the Christmas period, anxiously pacing the a couple of warnings not to print anything TT races covered in bandages after (rather concentrate on
lush carpet in reception, waiting to collect the pejorative. Naturally, those warnings were ironically) crashing at the exact same time as pushing the next
big sale: the mega
£50,000 owed for the stranglehold ploy… included in Crash’s reports! his company collapsed, watching stunned and game she had
Neither Crash, Kiltdale nor any of the other distraught as his beloved Ferrari was loaded apparently been
THE MEGA-GAME’S UP creditors owed money had any success in onto the back of the repo-man’s lorry. promising the
As its difficulties compounded, Imagine contacting the upper echelons of Imagine In less than two years of trading, the distributor for some
time. Her abortive
suddenly caused an uproar by drastically other than a very despondent, antagonised whirlwind life of the Imagine software house
attempts to explain
reducing the retail price of all their games, Bruce Everiss, who was not a signatory and came to a dramatic and spectacular end. the revolutionary
including new releases, to £3.95; meaning therefore unable to write any cheques. He aspects of these
that many retailers who were still holding vast was quoted in a Crash article as saying that THE NAME OF THE GAME new titles – that
unused stocks of Imagine titles were going he had looked through the company’s finance The banner of Imagine, along with much of its she had never even
seen – clearly put
to lose a considerable investment. The official records when the directors had disappeared workforce, was resurrected by David Ward of the distributor on
line on the price drop was that Imagine was and found there had never been a VAT return Ocean when he bought the name and much edge, particularly
enjoying such success that it was able to or any kind of financial control at all. His final of the equipment from the liquidators following when she let slip
return some of its profits to its loyal customers, appearance on the BBC2 documentary is the winding up of the company. that the cost would
be nearly seven
when in fact it was desperate to shift as much of him showing the crew around an inactive, Despite its self-inflicted quandaries, Imagine
times that of the
of its inactive inventory as possible to pay off almost ransacked office where workers were will be remembered for providing some average computer
some of its escalating debts. watching ‘American Werewolf in London’ or truly spectacular titles in its short lifespan, game. He was polite
What Imagine wasn’t prepared for was the having fire extinguisher fights to pass the rather than the unfortunate happenings that for the cameras, but
abrupt and very public admonishment from time. According to his Crash interview, “…the surrounded its existence. noticeably kept her
at arms length.
across the industry. Other software houses company is up shit street.” The label, and much of the talent that was
immediately put out statements insisting Then, right in front of the BBC cameras, fostered, went on to enjoy prolific careers,
they would not be following suit as the new matters came to a head. Dave Lawson and ensuring that Imagine’s legacy would be more
Imagine price tag was unrealistic and could Ian Hetherington (the Financial Director) than just scandal, avarice and misfortune.
SPECTRUM | 63
Flower-picking, warring wizards and devastating incantations. Retro Gamer grabs
its spell book, heads for the herb gardens and prepares for a battle to the death.
S
ometimes it’s possible to spot Unlike Kojima’s siblings, the while the two brothers had a variety
a classic game from a mile off. Pickfords’ creations didn’t have hi-tech of deadly spells at their disposal, they
Often critically acclaimed and weaponry, advanced combat training couldn’t actually use them until they had
filled with incredibly innovative or computer skills to rely on; they acquired the correct ingredients (each of
ideas that practically jump out at you, simply resorted to good old-fashioned the 12 spells required two components).
its pedigree is there for all to see and spellcraft to solve their problems. For Therefore the early stages of Feud had
admire and you can usually guarantee you see, Learic and Leanoric were two you frantically searching the countryside
that it’ll be popping up in classic game rival warlocks with a hatred for each for suitable herbs and roots that could
polls several years down the line. Other other that was so great even Noel be used to create the many potent spells
» Look out! it’s your wayward brother. He’ll times though, despite initial high praise, and Liam Gallagher would blush.
fling spells at you if you dawdle, so move a game can sometimes slip below Feud begins when the two warring
away as quickly as possible.
the radar, only to be lost to all but the brothers are at the end of their tethers,
most ardent of gamers. The Pickford and finally realise that they’re never going
IN THE KNOW brothers’ Feud is one such game. to be able to get along with each other.
Often jokingly referred to by the Therefore they decide that the only way to
Pickford brothers – Jon created the solve the issue is by competing in one last
original design, while Ste worked on the fight. This time though, instead of turning
visuals – as ‘gaming’s first deathmatch each other into animals or taking out their
against a computer opponent’, Feud anger on the simple villagers they decide
remains a refreshingly enjoyable romp to fling spells until the vanquished brother
PUBLISHER: BULLDOG
that has weathered the last 20 years is resting in the cold hard ground.
MASTERTRONIC exceptionally well and shows no sign of And thus begins one of the tensest
DEVELOPER: BINARY DESIGN getting stale. It also came up with the idea gaming experiences ever created for an
RELEASED: 1987 of featuring sibling rivalry in a videogame 8-bit micro (or 16-bit if you were lucky
GENRE: ACTION ADVENTURE long before Kojima got in on the act with enough to own the Amiga version). » Dozy villagers will often annoy you by getting in your way. Get
EXPECT TO PAY: A FEW QUID Metal Gear Solid’s Liquid and Solid Snake. What’s interesting about Feud is that revenge by turning them into zombies.
64 | RETRO
SPECTRUM
GAMER
CLASSIC GAME: FEUD
SPECTRUM | 65
RETRO REVIVAL
DYNAMITE DAN
TICK, TICK, TICK, BOOM!
PUBLISHER: MIRRORSOFT
RELEASED: 1985
GENRE: PLATFORM
FEATURED HARDWARE: SPECTRUM
EXPECT TO PAY: A FEW QUID
HISTORY
It’s funny to
think that when
Dynamite Dan
was released in
1985, UK gaming
magazines were
already predicting
the death of the platform game.
The best of the breed was the
previous year’s Jet Set Willy – a
squillion-selling hit from the alien
mind of Matthew Smith – but the
market had since stagnated thanks to
dozens of cheapo clones attempting
to replicate Smith’s infernal code.
The nadir was Jet Set Willy II, an
embarrassing sequel that added
some extra screens and bugger all
else. Thank the good Lord then for
Dynamite Dan, a platformer released
at the same time as Jet Set Willy
II that was a far worthier carrier of
Miner Willy’s mantle.
Like Jet Set Willy, the game takes
place in a mansion inhabited by all
manner of meanies. The typically
irrelevant plot reveals that the
dastardly Dr Blitzen, an evil genius
with designs on world domination,
owns the mansion. It’s up to top
secret agent Dan to pilfer the plans
to a deadly ray-gun from Blitzen’s
safe; to gain access he must find
eight sticks of dynamite scattered
around the house. Blitzen’s retreat
is massive, but there’s a handy
lift, which Dan can use to access
each floor, and a wooden raft that
transports him through the mansion’s
sewer system. The player is given ten
lives to get the job done, but it’s not
nearly enough.
It’s easy to get excited about
Dynamite Dan, even when revisiting it
now. The graphics are highly detailed,
smoothly animated and super
colourful, with barely a hint of the
dreaded colour clash. Each screen is
alive and it makes you wonder how
programmer Rod Bowkett managed
to cram so much stuff into the
Speccy’s tiny brain. It’s a very tight,
very smart piece of programming: a
product from that magic period when
developers were finally beginning to
master Sir Clive’s machine.
It would be wrong to suggest
that the game saved the platformer
from an early death, but it reignited
an ailing genre. Dynamite Dan lit the
fuse in more ways than one.
66 | SPECTRUM
RETRO GAMER | 67
SPECTRUM
On the trail of
MIRE MARE – the mythical Sabreman game that surely jumped for joy and kissed the
dog-eared Sabre Wulf poster on their
never saw the light of day. Some believe it exists; wall. The rumours were true – Mire
Mare did exist. And, incredibly, it was
others claim to have actually played it. Martyn Carroll playable! But why wouldn’t Ultimate
release such an impressive game if it
dons his pith helmet and boldly goes in search of the was complete? It was because of US
Gold, apparently.
truth behind the most intriguing of retro tales It’s well known that at the
beginning of 1986, the Ultimate
I
picked up the trail to Mire Mare inevitable that Mire Mare would name and back catalogue were
later than most. I played, and never see the light of day.” sold off to US Gold. According to
adored, nearly every Ultimate So that was that. There was no this insider, Mire Mare was actually
game on my old Spectrum, Mire Mare. All that remained was completed before Gunfright – the
but I never managed to complete the A2-sized cover painting, which last Ultimate game the Stampers
a single Sabreman adventure. I Leigh grabbed from Tim Stamper’s worked on – but the pair wanted
therefore didn’t see the finish screens personal artwork folder and scanned to hold it back as a “grand finale”
to Underwurlde, Knight Lore or for inclusion on the website. before they left the Spectrum
Pentagram, all of which mentioned behind and moved over to the NES.
the mysterious Mire Mare, so the THE REVELATION However, the Stampers learnt that
promise of this new Sabreman game The investigation would end right US Gold was more interested in
completely escaped me. here were it not for an interview that whacking out the old Ultimate hits on
That changed when I first visited appeared on the Ultimate Wurlde fan the Kixx budget label than marketing
the official Rare website in the late site in 2002. Site owner Rob Uttley new, full-price games. “This really
Nineties. The site, put together by was contacted by someone who upset the team,” he revealed, “so
former Your Sinclair contributor claimed to have worked for Ultimate when US Gold approached Chris and
Leigh Loveday, featured a lovely in a marketing role and was willing to Tim asking where this planned Mire
retro section that looked back to the share some inside secrets. This was Mare title was, as they would like
firm’s ACG/Ultimate days. And it big news, as former Ultimate staff to put it out on the Kixx label, they
included a ‘Limbo’ page where a rarely went on record. Even bigger were told that it was not finished –
» According to Rare’s Leigh Loveday, Tim Stamper was few of the games that never made news was this anonymous person’s although it basically was.”
bemused that anyone would want to see this cover art. it were mentioned. Headlining this revelations about Mire Mare. This was riveting stuff. We now
page was the fascinating story “It does exist,” he told Rob. “I had a semi-plausible reason for why
of Mire Mare. Leigh revealed that have seen it, I have played it, and it it was never released, and another
some work had been done on was a corker!” reason to moan about US Gold.
the game and that it was to have At this point, anyone with any Surely it was just a matter of time
more in common with Sabre Wulf, interest in Ultimate would have before a copy of the game surfaced.
Sabreman’s debut, than the later
isometric adventures: “The basic
game design and cover art were
both completed, but when the actual
Why wouldn’t Ultimate
coding aspect became entangled in
the chaos of the company’s hectic
release such an impressive
career-peak schedule, it became game if it was complete?
68 | SPECTRUM
TRAIL OF MIRE MARE
Mire Mare:
An artist’s
impression
If Mire Mare had been released,
what would it have looked like?
Speculation is tricky as the only
known fact is that it was to hark back
to the top-down style of Sabre Wulf.
Hopefully it would have retained the
vibrant colours of Sabreman’s debut
rather than a drab monochrome
display, and would have featured scrolling, instead of
a flick screen approach. It’s conceivable too that the
gameplay would evolve from a simple collect-’em-up,
into a more structured adventure with specific, usable
objects and NPCs that may help or hinder Sabreman.
The title alludes to a swamp setting, and the
cover art shows a fiery pit with what appears to be a
phoenix in the flames, suggesting an environment that
features both humid, tropical jungle and arid, volcanic
scenery. Additional clues may possibly be found
in Tim Stamper’s ‘Land of Ultimatum’ map, which
came with the Collected Works release. The first four
Sabreman games are all referenced, and there’s also a
series of volcanoes, which must surely relate to Mire
Mare. Surrounding these volcanoes are several named
locations – Stone Hills, Dark Mountains and Mount
Sol. Maybe these were to feature in Mire Mare?
Based on this educated guesswork and speculation,
graphics artist Jarrod Bentley (Crystal Kingdom Dizzy,
Turbo The Tortoise, Ghost Castle games) has mocked
» If Mire Mare had been released, we’re guessing up a screen showing how Mire Mare might have
– all right, hoping – it would look a little like this. looked on the Spectrum…
SPECTRUM | 69
I also got hold of his email address mentioned the guy’s name and his
Getting in touch with and, in May 2008, sent him a quick
message saying that I was looking
claims. The Stampers had left Rare
by this point so he wasn’t able to ask
ex-Ultimate staff isn’t easy. Getting for additional information about Mire
Mare. At first he seemed slightly
them directly, but he quizzed some
of the old boys at the company and
them to speak is even harder annoyed that I’d tracked him down,
but then agreed to answer my
they were all in agreement with Huw
– no one remembered this guy or
questions. Unfortunately, he added saw anything to support his claims
nothing new and simply referred me regarding Mire Mare. The whole thing
back to the Ultimate Wurlde interview. was clearly a hoax.
But at least I now had his name.
Getting in touch with ex-Ultimate THE RESUMPTION
staff isn’t easy. Getting them to speak Fast-forward to 2012 and
is even harder. However, I managed unsurprisingly no new Mire Mare
to make contact with Huw Ward via details have come to light. I’m positive
the Friends Reunited website. At the that the claims of a playable game are
time, Huw was Rare’s head of testing, untrue, but I’m still keen to discover
and he’s been involved in QA roles specific details about the game’s
since the early days when he was design – plot, location, objectives and
Ultimate’s original game tester. He’s so on – and determine whether any
one of the company’s longest-serving actual coding was done. The next
» Sabreman in Gandalf guise gets to grips with employees, and he also happens to step was to find out who might have
mystic runes in Pentagram. be Carole Stamper’s brother. He’s a worked on Mire Mare.
very credible source. To focus my search, I needed to try
Huw wasn’t prepared to grant to determine when the game would
us a full interview, no doubt due to have been in development. The Mire
his links to the Stampers and his Mare name was first revealed in 1984,
continued employment with Rare, but yet Ultimate continued to release
I was able to put this questionable Spectrum games until 1987, Bubbler
marketing guy’s name to him. His being the last. Thankfully, a brief
reply wasn’t entirely surprising. He’d news item in the June 1987 issue
never heard of him, and revealed that of Sinclair User dates it. “Ultimate
Ultimate never employed anyone in still exists,” went the text. “What
what could be classed as a marketing with Bubbler being moderately OK,
role. And as for Mire Mare, Huw we now have top secret news of
doesn’t remember seeing a single upcoming games. First up will be
graphic or line of code. Mire Mare. Nobody at US Gold knows
» Mark Betteridge was responsible for the technically I later contacted Leigh Loveday, anything about it and Ultimate is, as
impressive but tough-as-nails Cyberun. who still works at Rare, and usual, locked away in a bunker and
70 | SPECTRUM
ON THE TRAIL OF MIRE MARE
SPECTRUM | 71
MYSTERIOUS
FIGURES OF GAMING
Over the years, Retro Gamer has spoken to dozens of UK
gaming people, but a few have remained defiantly distant.
Here are just some of our most wanted interviewees…
Chris and Tim Stamper >
Wanted to discuss: Everything Ultimate
Ah, the supremely secretive and talented Stamper brothers. The pair
have been interviewed at length before – memorably in The Games
Machine in 1988, and in Edge ten years later – but most of these
concentrated on Rare rather than the early Ultimate days. When they
were both still at Rare, RG editor Darran bugged them so much that
Chris eventually agreed to answer a few questions for the Spectrum
Legends feature in issue 29. It was hoped that once they’d dispensed
with the day-to-day running of Rare they’d be more open to
interviews, but the exact opposite is true. Please, Messrs Stamper,
kindly gift us an afternoon of your time!
72 | SPECTRUM
left to right: Tim Stamper, Carole Stamper, Chris
» The photo from The Games Machine’s article. From » A few pranksters have placed fake Mire Mare auctions on
e, Paul Byford, Stephen Stamper and Kevin Bayliss.
Stamper, Rachel Edwards, David Wise, Mark Betteridg eBay over the years. Here’s one of the more recent ones.
Stampers made a complete break and 2009 and was involved with the years, particularly in conversation
from Ultimate at the end of 1986 Donkey Kong Country series and with their own employees. Trevor
when they moved to Twycross and many handheld titles. went on to tell me that he was lead
set up Rare. Ultimate was never I naturally began by asking him programmer on the 2004 Game
talked about at Rare. Occasionally about his chat with Tim. “Shortly Boy Advance title Sabre Wulf, and
I would come across something after joining Rare in 1995,” he told revealed that at one stage the game
from Ultimate; I recall finding a code me, “I thought it would be the perfect was going to be called… Mire Mare!
printout titled ‘Adventure Game’, opportunity to ask Tim about Mire “The development team was asked » This is the very first, little-seen Rare compa
ny
logo, kindly provided by Paul Byford.
which turned out to be the source for Mare. Asking Tim about Mire Mare to think of a name for the game. I
Sabre Wulf. I also recall an occasion and Chris about the Lunar Jetman remembered Mire Mare and thought
when someone commented that US ‘trailer’ was one of those things many it would be a good opportunity to
Gold was bringing out a collection new Rare employees did at that finally get it released to the public. So,
» Former Rare programmer Trevor Attwood quizzed
of the old Ultimate games. Tim time, because we all grew up playing this and other names were forwarded Tim Stamper about the Mire Mare mystery.
looked at Chris and said: ‘That’s the Ultimate’s games. Anyway, Tim’s to the management team. Initially,
end of that, then.’” answer was that some of the design Tim and Chris thought it was a good
had been completed on paper and idea, but it was later rejected because
THE REALISATION the game was going to
That would seem have a worldwide release
to be the end of this
investigation too.
Whoever was responsible and the name wouldn’t
have any weight outside
It would be great
to hear what the
for the post-Stamper games of Britain. Also, Mire Mare
didn’t represent the new
Stampers had to say
about Mire Mare,
was probably involved GBA game, which was
intended to be a reboot of
but that’s unlikely
given their apparent
with Mire Mare the franchise and hence
contain elements from the
reticence to talk about original Sabre Wulf game.”
the Ultimate days. I was about to give the cover artwork had been done, but According to Trevor, Rare was
up when I read a post on the World nothing else. Basically, no software hoping that the rebooted Sabre
of Spectrum forum where a member existed. Over the years I worked there, Wulf would be a hit and mark the
mentioned that one of his friends I saw a few other employees asking resurrection of Sabreman as a major
worked at Rare and had personally Tim the same question, and his IP on other platforms. Unfortunately,
asked Tim Stamper about Mire Mare. answer was always the same.” the game wasn’t the big seller they
I asked if the poster would put me That seems pretty conclusive. If hoped for and our pith-helmeted
in touch with his friend, and a few the Stampers did indeed hide the hero was retired once more, with a
hours later I was exchanging emails existence of Mire Mare from US Sabreman game in development for
with Trevor Attwood, a programmer Gold, it’s improbable that they’d the Xbox cancelled in 2005. “Sabre
who worked at Rare between 1995 continue the pretence after so many Wulf on the GBA was probably
the closest Mire Mare ever got to
release,” observes Trevor.
So that really does conclude
the investigation. There truly is no
finished Mire Mare code sitting on
an old drive in a dusty cupboard at
Rare HQ. For those Sabreman fans
and Ultimate aficionados who live
in hope of one day finding this ‘holy
grail’, the trail ends here.
SPECTRUM | 73
In the chair with...
MATTHEW
SMITH
AFTER YEARS IN THE WILDERNESS, THE CREATOR OF
MANIC MINER AND JET SET WILLY IS BACK LIVING AT
THE FAMILY HOME IN LIVERPOOL WHERE HE CODED
THOSE TWO SPECTRUM CLASSICS. MATTHEW SMITH
AND HIS MUM GAVE PAUL DRURY A UNIQUE THROUGH
THEKEYHOLE EXPERIENCE. HERE ARE 13 SCENES FROM
A LOST WEEKEND
He learned to read himself, sitting in his pram. You’d be wheeling
‘T
his room was piled high with papers and the
dog was always coming in and pissing on them,’ him down the road and he’d be reading the adverts in the shops. If
explains Matthew. he didn’t know a word, he’d ask what it was. At three he could read
‘That’s a lie!’ protests his mum. ‘My dog was very good.’ a newspaper. That was his party piece: Look Matthew’s reading the
‘Right, I must have been doing it myself,’ says Matt. paper!’
‘It was more likely to be one of the cats,’ suggests mum. ‘Now I’m 42 and I’m not allowed to climb a ladder in case I fall off
‘It must have had an enormous bladder, then,’ he mutters. and hurt myself,’ observes Matt, dryly.
The three of us are standing in the room where Jet Set Willy was Mum waves the remark away. ‘Well, that’s your mother.’
written. The workstation which once housed a TRS-80 Model 3, a
five-meg hard drive and a Spectrum, has been replaced by a glass
display cabinet. Four porcelain swans, heads bent, sit atop it. And ‘Oh yes, he was one of these self-contained kids that you want to
we’re trying to determine which of the family pets urinated on the say, “Go out and play with your friends.” But no, he was happy with
maps of Willy’s mansion. his own company. Which to a mother isn’t a particularly good thing.’
‘Anyway mum, they were your cats.’ Mum and Matthew exchange a glance and a smile.
Mum suspects that Matthew never really liked any of her animal ‘He’d show me these drawings, but not knowing what a computer
» Matt at his JSW workstation, complete
friends. ‘I left that Labrador here one day and Matthew tried to swap game was, it didn’t mean anything. I mean, they didn’t really exist.’ with a Tandy Model 4 and a homemade
it for an Alsatian.’ Matt nods. ‘I was working out how to make games before I had cable to squirt the code over to his
trusty Spectrum.
He chuckles, sheepishly. ‘I tried to take it for a walk and it just a computer, scribbling on graph paper at the back of the class. My
wasn’t a walking dog. So I tried to swap it for one that was.’ first game design was actually Jimmy Carter in a rowing boat being
chased by rabbits.’
I begin to speculate whether this was an early indication of his
‘His problem was he was born totally brilliant,’ says mum. slightly surreal game design tendencies, before Matthew points out it
We’re sitting round the kitchen table now, sharing Guinness and was based on an actual incident where the US President was subject
watching the ashtray fill up. to an unprovoked attack from a killer swamp rabbit while out fishing.
‘When he went to school at four, they gave him a reading ‘I drew the graphics for that, but there was no way to program it.
age of 13 and a half. He sailed through There weren’t really computers at the time.’
primary school doing what he wanted ‘His stepfather bought him his first computer,’ interjects mum. It’s
to do. That’s not necessarily good. the only time the man who also gave Matthew the surname Smith
is mentioned.
‘That was the Tandy in 1979,’ confirms Matt. ‘I’d first seen Space
Invaders in the leisure centre where they filmed the stadium scenes
for Chariots Of Fire. They couldn’t get enough extras so they had to
use cardboard cutouts. That machine is what got me thinking. When I
got my TRS-80, I thought, right I’ll play some Space Invaders, but I just
couldn’t get a good version. That was a motivation…’
I open up the draft of Adrian Robson’s book, Miner Willy – From
Rags To Riches at the page featuring Delta Tau One, Matt’s first
published game.
‘Ah, my version of Galaxian, yeah. In machine code in 4K. On a
» We noticed this master copy of Jet Set Willy
II underneath a Guinness can on Matt’s desk.
1 MHz machine. You don’t want to go there. And you certainly don’t » The original Manic Miner cover from
He’s promised not to tape over it. want to play Galaxian.’ when Smith was still at Bug-Byte.
74 | SPECTRUM
IN THE CHAIR WITH MATTHEW SMITH
be. It was his from start to finish.’ We’re all in the front room, next
to the desk that a 16-year-old Matt must have jumped up from,
clutching that precious code before dashing outside. His very own
‘eureka!’ moment.
‘Every now and again I’d take it over to Bug-Byte and meet up with
Chris Cannon and Steve, some friends from Tandy. Not that often,
maybe two or three times. It only took eight weeks.’
So was it all yours, Matt? Did they offer you any feedback or
He wipes the remains of some Guinness from his top lip and grins contribute ideas?
like a Cheshire Catweazle. ‘Nah, all the suggestions had been talked about previously, before
‘I wrote it, showed it all my friends in the Tandy shop and sent it to I started, with Alan Maton. He came up with the name. The game
Molimerx in Bexhill-on-Sea. They were the only publisher of TRS-80 we were talking about was a lot more like Space Panic. There would
games back then. I got a letter of acceptance back saying they’d stick have been digging and going up and down ladders and stuff. I think I
it in their catalogue, though I think they accepted everything. The got the jumping thing working first and decided that was enough. A
catalogue was about that thick…’ jumping game is simpler to do. And I said, “Look, I can make ladders
Matt holds up his fingers to indicate telephone directory girth. you can jump up!” As it happens the platform game I’m doing at the
‘It retailed at £14.95, which was pretty much the normal price and I moment for phones has proper climbing…’
think they paid 20 per cent of retail. I got a cheque for close to 50 quid
so that means they sold, what, fifteen copies?’
Matt squints at the screenshot and reads the ‘© M. Smith’ aloud. ‘He was going to have a year out before he went into sixth form
‘Maybe I should have chased them for a second cheque,’ he muses. just to have a go at it and of course success came like that, almost
overnight.’ Mum shakes her head and taps the ash from her roll up.
‘The instant success and the instant money did worry me at that age.
So when did you realise that your lad had talent? Money can be a dangerous thing. Too much too soon. Mothers see a
‘Oh I always knew he had something, that he had great ability,’ says broader picture.’
mum proudly. Matthew throws his head back and looks at the ceiling. ‘I say not
‘I think it was when I was putting cheques into her bank account enough and not soon enough.’
because I didn’t have one myself,’ offers Matt.
‘You never did that!’
‘Alright it didn’t happen, I wasn’t there.’ ‘Of course I was worried you were doing too much partying,’ says
‘That £3,000 you made from Valhalla…’ mum. ‘All these hangers on saying, “Are you coming for a drink?” and,
‘Styx,’ Matthew corrects her. “Are you buying?”’
‘That went on a new computer and a ski trip for you and Patrick,’ Matt leans against the door to the lounge. The very same lounge
mum reminds him. where he wrote Jet Set Willy. By this time, the largest room in the
Ah, the Italian holiday where the first sketches for Manic Miner whole house had become Matt’s office space and also his unofficial “THE
were pencilled into that red notebook? They both nod and begin to roll
up fresh cigarettes.
staging area.
Matt nods. ‘Had half the world in this room. Starting with Alan
INSTANT
‘Patrick was the son of a family friend, the family that first introduced behind me, prodding me, saying, “Go on, do another screen…”’ SUCCESS
us to Wallasey,’ remembers mum. ‘He had the same wacky sense of
humour as Matthew.’
‘At that point, Matthew had lost his individuality, his freedom,
everything really, to them. He was the goose that was going to lay
AND THE
‘He’s a hypnotherapist in Kingston on Thames now,’ observes Matt. the golden eggs.’ INSTANT
‘I was property.’
But Matt, you were a director of the company. Surely the idea of MONEY DID
‘I remember when he finished Manic Miner,’ says mum. ‘He copied setting up Software Projects was that you could no longer be pushed WORRY ME
it on to this tape, put his coat on and ran off to take it where it should around or ignored?
AT THAT
AGE. MONEY
CAN BE A
DANGEROUS
THING. TOO
MUCH, TOO
SOON.
MOTHERS
SEE A
BROADER
PICTURE”
MATTHEW SMITH’S
» ‘Not as good as Bill Hogue’s’, concludes Matt of his Galaxian clone Delta Tau One. » Matt in his new computer room. ‘I’ve taken to sleeping on the sofa again, just like the old days.’ MUM
SPECTRUM | 75
In the chair with...
MATTHEW SMITH
‘That was the plan,’ he says, forcing a smile. ‘But 33 per cent is a
minority share. I was still on my own.’
Mum has her own theory. ‘By the time he’d done Jet Set Willy, he
was tired, he needed a break for a while, but the pressure was on to
do the next game. Anything creative can’t just be churned out to order,
but the money went to Alan’s head.’
Matt looks at his mum. ‘To be fair it went to everyone’s head.
Absolutely everyone’s.’
Mum returns from upstairs holding a page from a large sketchpad. Mum has headed off to bingo for the evening and we’re crouched
It’s from 1984 and is entitled: ‘Optimal Design for Home Computer round the laptop watching the walkthrough of Manic Miner. Suddenly
using available components by Matthew from Earth.’ The screen Matt notices an anomaly – the Bug-Byte amoebatrons are gone, but
resolution is marked as 320x200. A side-on view suggests a joystick the Software Projects’ logo doesn’t appear on The Warehouse screen.
could be attached in place of a keypad. There’s a cartridge port, with ‘Ah, this could be a very late Bug-Byte version, or a very early
a slot that looks all ready to accept Interface One-sized carts. It looks Software Projects version,’ he says, with a knowing wag of his finger.
uncannily like a prototype for Nintendo’s original Game Boy, which ‘With Bug-Byte, I’d take the tape myself up three floors to the tape
didn’t appear till five years later. Did you show this anyone, Matt? duplicators. They had a whole floor at Canning Place. They’d stick my
‘Oh no. This is all secret. I had a planner’s chest full of secret cassette on their posh tape deck and played it loads and loads of times
designs,’ he says. onto one big master, these massive ten-inch reels and they used that
This reminds mum of another enterprising chap. ‘That bloke who to copy at high speed onto cassettes. That master would be going
won The Apprentice said he’d always admired Alan Sugar since his over the tape heads all day, so when it wore out they’d come and get
dad had bought him an Amstrad and he’d played Jet Set Willy. Oh, I me to make a new tape. I’d get the latest version off the Tandy and
felt a tingle of pride when I heard that,’ she beams. squirt it onto the Spectrum and that became the new master. And I’d
Matt is less than enthused. ‘Every time I see bloody Alan Sugar I change things. Quite often. That’s how bugs disappear! I don’t think
think you owe me 10p for every one of those phones you sold with there are any bugs in Manic Miner because of that. Loads in Jet Set
my game on it.’ Willy. That wasn’t released, it escaped…’
» Left to right: » Little Matthew in his Mum ignores him. ‘You know we had all sorts of press round back He relights his roll up and continues. ‘Jet Set Willy was almost done
childhood bedroom. Close your eyes and
you can see the colours, man… » Matt then. Thames Television rang him up and asked him to go on Tiswas, when we set up Software Projects.’
at Nottingham’s Screenplay Festival but he never did.’ You mean the mansion was all sketched out?
in 2005, talking to your curly haired
correspondent. » Available on your ‘I was too busy by then,’ says Matt. ‘Or too closeted.’ ‘Nah, that didn’t really happen. I’d do a level and stick it next to that
mobile soon?
76 | SPECTRUM
IN THE CHAIR WITH MATTHEW SMITH
one and then do another. That’s why the map doesn’t really make any
sense. It was never drawn as one in the first place.’
That explains the odd architecture but what about the possessed
Swiss Army knives, the deadly puddings, the pig metamorphosis and
the array of inanimate objects brought disturbingly to life?
‘That could be the mushrooms,’ he suggests.
‘Cake!’ Matt declares definitively, while holding up his half-eaten » Some screenshots of one of Matt’s
unfinished platformers, Oh Diana!.
doughnut triumphantly. All these loose ends. I press him further on his most famous lost
When I explained Retro Gamer readers had posted questions game, ‘Miner Willy Meets The Taxman’, a ten-level horizontal-scrolling
for him online, he immediately signed up for our forums and is now platformer for the Speccy, not to be confused with the Commodore
pondering such quandaries as, ‘Cake or Death’, which cheese to serve 64’s Megatree.
at retro gaming events and just who is the greatest Timelord. ‘You’d start in modern times and then go back through various
He takes an especially long time considering whether he’s ever periods of English history. A Tudor level, a medieval one, something
been embarrassed by his cult status, before deciding, ‘I enjoy it is the with the Celtic tribes in, back to the Romans, who were the first
simple answer. I can’t think of any embarrassing situations it’s put taxmen.’ He taps the side of his head. ‘It’s still all up here.’
me in. I mean I’ve had people say [he adopts a high-pitched squeak]
“Matthew Smith! Sign this piece of paper for me!” Someone even
asked me to sign their Spectrum once.’ Mum’s back from bingo, having bagged £100. We’re all toasting
Erm, that was me Matt. Does that make us all sad fanboys? her success with the last of the Guinness quickly followed by a fresh
‘I’m just saying I’ve never done it to anyone else,’ he winks. bottle of red. The mood is upbeat, until mum puts down her glass.
‘You know, it is bad that Matthew now has nothing. You’d think
somewhere, in all these websites and talk about him, he should have
Matt reaches for his lighter. ‘Let’s see, how much can I say…’ some money.’
I’m trying to get some details on the mobile phone game he’s There’s an awkward silence. I try to fill it by rambling on about how
alluded to, but things remain vague. many people out there still care about Matthew, want to know he’s
‘I haven’t thought about it for a while. I’ve got three different versions okay, wonder what he’s going to do next. Matt mumbles, ‘Yeah,’ and
of the main characters, according to what the artistic and legal they both smile.
imperative is,’ he says mysteriously. He faffs around for five minutes, ‘Who’d have thought that nearly 30 years after there’d be all this
changing the hard drive of his PC at one point, and finally gets a set of interest in those early computer games,’ mum says. ‘I suppose for
sprites up on screen, including an undulating caterpillar and a waltzing them it’s history. For us it’s just a few days ago.’
pig apparently balancing a milk bottle on its snout. ‘Not exactly It goes quiet again. ‘Coffee anyone?’ she asks.
something from my back catalogue, but very similar in style. Could
be ‘Mooner Wally’.’
I completely miss the point of this copyright-skirting name The next morning, Matt shows me the photographs that mum
change and ask if a game around flashing might expose Matt to a has carefully kept alongside various press cuttings of Matthew from
little controversy. the Eighties. There’s one of him as a baby splashing in a sink, another
‘My first thought was having him go to the moon, but a guy who of him with his first bike and some magazine shots of him at his
shows his arse – yeah!’ workstation during the development of Jet Set Willy. He passes
He laughs loudly and continues to giggle when I show him some me one of himself at seven, in pyjamas, staring wide-eyed into the
screenshots that Retro Gamer’s own Richard Burton discovered distance. Behind him are swirling patterns, like giant rainbow fish or
buried in Matt’s old website. peacock feathers perhaps.
‘Oh Diana!. Ah, that was a platform game in Flash; based ‘Yeah, my dad painted my bedroom wall with all these colours.
on a character done by a Sri Lankan comedienne I met on this Psychedelic,’ he smiles, with the same twinkle in his eyes.
programming forum. Nah, never got finished.’ Before I leave, he gives me a little souvenir. It’s a sketch his sister
Michelle did of Matt, sprawled on a sofa, surrounded by overturned
cans of lager, half-eaten tins of beans, computer manuals, crumpled
fag packets, a half empty bottle of British sherry and some little
scribbles of ladders and platforms.
‘She was at art college when I was coding Manic Miner. Yeah, I
imagine that’s how she found me some afternoons.’
I say I’ll get it framed and call it ‘After Tracey Emin’s Bed’. He laughs
and then suddenly notices the picture includes the family cat sitting on
top of the settee.
‘Now does that cat look like it has a bladder big enough to soak four
inches deep of paper right through?’
R-TYPE
ASTONISHING SPECTRUM OWNERS SINCE 1988
HISTORY
There are a
great many
superb arcade
conversions
available on the
ZX Spectrum,
but one of our
favourites is this stunning port of
Irem’s hit shoot-’em-up that came
out in 1988.
Programmer Bob Pape recently
revealed the creation of his epic
conversion in an online book called
It’s Behind You: The Making Of A
Computer Game. It’s a fascinating
look, not only at the creation of Bob’s
epic conversion, but also of his time
in the games industry and the many
other games he worked on. It also
explains why the original version of
R-Type was missing the eighth and
final level. In short it’s an essential
read and I recommend you head
on over to Bob’s site now at www.
bizzley.com and download it.
Even with the hindsight of Bob’s
account of how he pulled off all
the graphical trickery found in his
conversion, R-Type remains an
astonishing adaptation, accurately
capturing all the major points of the
game and marrying them to smooth
scrolling and large, detailed sprites.
The multiload is a pain, but it
remains an incredible achievement
that captures all the thrills and spills
of the original arcade game. Huge
bosses including the mothership on
the third level, excellent hit detection
and accurate use of the Force
power-up makes R-Type an amazing
Spectrum blaster that deserves to be
in everyone’s collection. R-Type was
apparently quite rare where Bob lived,
but I have fond memories of playing
it in the Poole arcades before nipping
around to my friend’s house and
continuing the fight against the Bydo
enemy there. Thanks Bob, you’re
the best.
78 | SPECTRUM
COMBAT LYNX SIGMA 7
SABOTEUR II
DEEP STRIKE
HARRIER ATTACK THANATOS SCUBA DIVE TURBO ESPRIT
FRO M TH E
Durell Soware
As software houses go, Durell couldn’t paths, he gained a degree in quantity
INSTANT EXPERT
surveying and landed a job at the Oxford
claim to be the most prolific, exciting or The company name comes
from one of the middle names
Regional Health Authority. In his role as a
T
he sum of £100 is important in it. Why didn’t it blow up?’ Piracy was programmers could understand great shortage of hospitals to be designed!
the history of Durell Software, definitely a problem, but the reward was how the games worked. So I left my job, bought an Oric and
and no, it has nothing to do with just a bluff really.” But what about those In-house programmers were on basically went to work in my bedroom like
a salary, but they were also paid a
the cash reward that the company special Durell-branded blue cassettes that royalty of 50p per game sold.
a maniac. My start-up capital was the cost
offered to anyone who dobbed in a identified legitimate copies? They must Harrier Attack was bundled with
of the Oric, and that was all the money
dirty pirate. Funnily enough, when Durell have been expensive. Robert laughs again. the Amstrad CPC464, adding I had in the world. So I wrote the first of
is mentioned these days, the topic almost “It was simply that our tape duplicator had another 100,000 units to the our games for the Oric to generate some
game’s already stellar sales figures.
always turns to this infamous £100 reward, some blue tapes! That was it. Nothing income. They were pretty crap, but they
Despite releasing games on
so we began by asking Durell founder conscious there at all.” multiple formats, the Spectrum sold really well as there was absolutely
Robert White about it. Did any playground Forget the reward – £100 is important emerged as Durell’s lead platform. nothing available for the computer at the
Robert puts this down to Mike
pirates do jail time for ripping off Turbo because that’s the capital Robert used to Richardson’s skill with the machine.
time. I could hardly not sell a game.”
Esprit? Was the office inundated with illicit start up Durell in 1983. With the money Saboteur was the only Durell
tapes and anonymous tip-offs? “It was an he bought a shiny new Oric-1 computer game to receive a sequel. Staffing up
absolute hoax,” he laughs. “You wouldn’t and taught himself how to program it. Prior According to Clive Townsend, it The very first Durell games were Lunar
was simply down to the success
go prosecuting some kid, would you? No to this, his background was somewhat of the first game. Lander and Asteroids for the 16K Oric.
one contacted us anyway. The only thing less technical. He actually qualified as Turbo Esprit is often held up as They were sold via mail order and as the
we got were people phoning up and saying an art teacher but soon discovered that the precursor to the GTA games, orders stacked up, Robert quickly realised
things like, ‘I’ve been playing Combat Lynx half the population had too. ”I remember yet DMA Design’s Mike Dailly has that he didn’t have enough hands to write
told us that the chief inspiration for
and I landed my helicopter in front of a applying for one job and there were 800 GTA was the Syndicate games. programs and run the company at the
tank and the tank drove straight through applicants,” he says. Switching career same time. He needed skilled staff, so he
80 | SPECTRUM
SABOTEUR FROM THE ARCHIVES: DURELL SOFTWARE
SPECTRUM | 81
FRO M TH E
Durell’s Scuba Dive proved it was possible to create Although Clive’s Spectrum version of Death Pit was cancelled, the
gripping game concepts out of almost any type of scenario. game had an obvious influence on sections of Saboteur.
It was inspired by the team’s love of diving.
82 | SPECTRUM
FROM THE ARCHIVES: DURELL SOFTWARE
Amsoft label. The deal was done and school to pursue games
Harrier Attack became one of the games SABOT3UR? writing full-time. Later,
bundled with the computer. “Alan is a The full story behind the third after attending school
smart businessman,” says Robert. “You Saboteur game would require in Cambridge for several
an article in itself, so we’ll briefly
don’t get a lot out of Alan Sugar. It was summarise the reasons why months, it was my turn to
nice to shift an extra 100,000 copies you’ve never had the chance to drop out. I rented a crummy room in a
play it. The first attempt was made
through Amstrad, but he was on a very by Mike Richardson shortly before
shared house in Taunton with Nick and
tight budget. I doubt in the end if he even Durell sold its games to Elite. A we each worked on new games in the
paid 10p a copy. It wasn’t a great deal for design was drawn up and Mike Durell Software attic.” Nick’s game was
created a bunch of sprites and
us, but it was a nice little extra.” even some mocked-up screens, the impressive biplane shooter Deep
For the BBC Micro, Robert looked to a but development ceased when Strike, while Julian was responsible for
couple of young programmers who had the sale went through. Clive the utterly bizarre – but in a good way –
Townsend later started work on
previously written games for the Acorn his own Spectrum sequel under Fat Worm Blows A Sparky.
machine. Nick Wilson and Julian Todd the title Saboteur 3D. A demo
was produced but Clive decided
were two school friends who grew up to shift development to the PC New recruits
just 20 miles away from Durell’s offices instead. The game then went More fresh faces soon appeared. Simon
in Taunton. “We sold Durell one game for through various iterations during Francis was a college kid who impressed result was Saboteur, a solid-gold smash
the Nineties before being placed
the BBC Micro called Mineshaft,” says on the back burner around 1998, Robert with a dungeon game he’d written that went on to sell more than 100,000
Julian, picking up the story. “Then we where it remained. More recently, for the Dragon 32 called Pit Fiend. He copies and become Durell’s second
Clive was speaking to a developer
ported Combat Lynx from the Spectrum about resurrecting Saboteur 3,
joined the company in early 1985 and bestselling game after Harrier Attack.
to the BBC over many weekends in but once again it didn’t work reworked Pit Fiend as Death Pit for the While Saboteur was assailing the
Nick’s bedroom. When that was done, out. “Sadly the developer didn’t Amstrad CPC, then authored the Dune- charts, Mike was busy fine-tuning his
actually set up the company as
Nick dramatically cleared his desk in the he’d planned, so nothing was ever inspired Spectrum game Critical Mass. most ambitious project yet. “It was
middle of the week and dropped out of done,” reveals Clive. “I still have Another new starter was budding Z80 Robert who suggested that I should do
an extensive design document,
though, so if there
programmer and martial arts enthusiast a driving game,” he says. “He wasn’t
are any serious Clive Townsend, who happened to live very specific. It was also his idea to tie
unreleased Saboteur
Here’s a glimpse at Mike Richardson’s retrieved
producers out on Durell’s doorstep in Taunton. He it in with Lotus.” With the basic concept
many others, were recently
3. This screen, and there, they should
from Mike’s old Microdrive cartridges. get in touch!” hung around the offices and was initially in place, Mike went off and created the
So one day we employed as a graphics dogsbody. Spectrum classic Turbo Esprit. Making
may get to play
a new Saboteur
His first two games as a programmer the game’s 3D cities come to life was
game, and there’s – a platformer called Chicken and the no mean feat for Mike. “I’d just done
even a chance that Spectrum version of Death Pit – were Combat Lynx, so I was keen to use a
Clive’s Saboteur 3D
demo for the both canned, but it was a useful learning similar type of 3D system. There were
Spectrum may experience as he acquired enough lots of tricks I used to get the speed up.
surface. “I found a
load of Microdrive
machine code knowledge to bring alive It was all done using a lookup table so
cartridges, but his ‘pet project’, an arcade adventure he’d there were no 3D calculations. I really
none had Saboteur named Ninja. “Clive had a great visual had to use every available bit in the
3D on them,”
he says. “I’m sense and one day he came in with some Spectrum to do it.”
starting to suspect graphics of people who could punch and Turbo Esprit sold 50,000 copies, and
that it was on a stuff,” remembers Robert. “I said, ‘That while it couldn’t match the success of
Spectrum +3
disk, so I’ll have to would make a great game, so let’s come Saboteur, it proved that the firm could still
check the loft…” up with a storyline and put it together.’” produce sizable hits in a marketplace that
That’s exactly what they did, and the had become much more competitive. Yet
SPECTRUM | 83
FRO M TH E
THREE TO AVOID
Saboteur Jr [1986]
Okay, so there was no actual game with
this title, but we can’t think of a better way
of referring to the Commodore 16 version
of Saboteur. Featuring minute graphics and
dozens of samey screens, it was a sorry
affair all round. At least Plus 4 owners
received a version based directly on the
Spectrum original.
Sigma 7 [1987]
This misguided space romp was made up
of three mini challenges: a Zaxxon-style
shooter, a Pac-Man maze game and a
puzzle section. None were particularly bad,
but they failed to hang together as a
complete title. The isometric graphics
were good, though, so maybe it’s worth a
look for that reason alone.
CONCENTRATES SOLELY ON
THIS YEAR, AND RON JEFFS
BUSINESS SOFTWARE.
FOR THE SPECTRUM.
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FROM THE ARCHIVES: DURELL SOFTWARE
Ron Jeffs’s Harrier Attack started off on Oric, Clive Townsend being manhandled by a ninja in this
before finding success on other 8-bits. memorable photo, which appeared in Crash magazine.
our budget and compilation business. We you’re good at something, seeing your programmers, and I know it is impossible
had no significant regrets about the deal work on shop shelves, getting amazing
HARRIER DOWN to hassle them, as you simply annoy them
we did for the Durell catalogue and would feedback from people enjoying your work, When RG interviewed Mike and yourself. Being relaxed is pretty much
probably have done it again if we had our and getting paid well for it as a bonus.” Richardson about Turbo Esprit in your only option, whether you like it
issue 36, he revealed that he’d
time over.” Saboteur creator Clive Townsend, who formed a new company called or not. I would like to meet Robert
With the games gone, Robert spent now runs mobile developer Incognito Durell Games and was working again now that I have
on Harrier Attack II for the PC.
the next two years developing his Games, remembers his coding colleagues The game, which married the
experienced the
Insurance Master program. The bold with fondness: “I think we were all sad classic 2D gameplay of the other side of
move to stabilise the company paid off when Durell stopped making games, but original with slick 3D visuals, was business. I am
made available to download in
and it continues to trade to this day under I’m proud to have worked with such a October 2007 after three years in fascinated that
the name Durell Solutions. “We’re still talented bunch of people. Robert was development. It bombed. he pulled it off and
“It was a complete disaster,”
developing and selling insurance software, brilliant. It was a very relaxed atmosphere, says Mike. “I think I sold
made a living out of
20 years on. It doesn’t make a lot of and as we didn’t actually have design something like six copies. I try not us kids. He paid 50p per copy sold, and
money, but it never makes a loss. I’ve kept specs for our games, we didn’t really to think about it too much. The I got cheques totalling several thousand
main thing I learnt was not to try it
a lot of people employed for a long time have deadlines either! Many of the again. Before I did Harrier Attack II pounds, so he was very honest. He could
and I feel quite good about that.” game designs grew organically, which I would hear other programmers easily have not paid me anything.”
saying how it was possible for a
meant they were finished when they Robert himself feels that it’s important
game to sell millions or none at
Looking back were finished. I’ve had lots of fun in the all, and I didn’t believe it. How to look forward more nowadays than back
Durell has now been around for 27 years, industry since, but often big business and is it possible to sell nothing of to the company’s heyday, yet despite
anything? Now I know I can do it.”
and while only the first four years focused red tape can get in the way of creative After that harsh lesson, Mike this there are still reminders of his firm’s
on gaming software, the place holds development. If only more bosses were went on to work for Electronic gaming legacy all around him. Cover art
happy memories for those ambitious like Robert.” Arts, helping out on the PC from various Durell hits adorns the office
versions of Burnout Paradise and
young programmers who plied their trade Julian Todd of Fat Worm fame also the latest Harry Potter game. He walls, he keeps in regular touch with
in sleepy Somerset. “They were the best remembers Robert as a decent and has since joined up with his former many of his old employees – indeed, Ron
Durell colleague Nick Wilson at
years of my working life,” says Mike honourable boss: “He barely interfered. iPod/iPhone game developer Jeffs still works with him – and the £100
Richardson. “There’s no feeling like finding Today I do a little bit of management of StarByte Software. His current he used to buy that first Oric is still there
project is a racing game called sitting on the company balance sheet.
Black Mamba 3D.
Above all that, Durell’s classic games
are still remembered and revered by too
The stunning Thanatos remains one
many people to ever let them fade into
of Durell’s best Spectrum games.
obscurity. “I think at Durell we had a lot of
really original ideas,” he acknowledges,
before regaling us with an appropriate
tale. “Just yesterday I was on site talking
to a potential customer and he said,
‘You’re not the Durell who wrote Harrier
Attack, are you?’ And I replied, ‘Yeah,
that was us’, and then his partner came
in and piped up, ‘Saboteur! That was a
great game!’ So yes, it’s still a lot of fun.
I guess people have fond memories of
our games, and I do too.”
SPECTRUM | 85
The Collector ’s Guide
SINCLAIR ZX
86 | SPECTRUM
THE COLLECTOR'S GUIDE: SINCLAIR ZX SPECTRUM
SPECTRUM SPECTRUM | 87
The Collector ’s Guide
» No Spectrum software
collection would be complete
without at least a few of
Ultimate’s classy titles.
WHY IT’S COLLECTABLE If you have a Spectrum on your wanted list then and drew attention to this fact in his listing, thereby
the good news is that you’ll have no problem picking increasing interest and driving up the final price.
In its lifetime the Spectrum was the inexpensive one up second-hand. The later 48K models, with the Also coveted by collectors is the Spectrum 128
computer that was accessible to everyone. Now, blue-coloured keys, are in abundance, and working computer. It may not be as easy on the eye as the
for a collector, it is much the same. Hardware and examples can be picked up at a reasonable price. original, thanks to it adopting the comparatively ugly
software are available in abundance, and with very (Note that a common fault with the original design is a keyboard and casing style introduced with the Sinclair
little outlay you can pick up a working machine and a broken keyboard membrane, resulting in one or more QL, but it has resonance with fans as it was the last
ton of software. On eBay right now, for around a fiver, keys refusing to work, but this fault is easy to fix – see true Sinclair Spectrum to be released before Amstrad
you could buy enough copies of Sinclair-published www.rwapsoftware.co.uk for more details.) For the took over the operation. And speaking of Amstrad, the
titles like Computer Scrabble and Make-A-Chip to more serious collector there’s always the rarer issue 1 later +2 and +3 models, with their respective tape and
construct a habitable dwelling. But it’s not just a case version, which includes either 16 or 48K of RAM and disk drives, are also worth considering if you’re looking
of collecting for the sake of it, or because you owned is easily identifiable thanks to its lighter, grey-coloured for a quick and easy way of loading software and
or played a Spectrum in your youth. There are several keys. In addition, the lower the serial number, the would like a Speccy with a proper keyboard.
very good reasons why it’s a great platform to start more valuable the machine as enthusiasts look to So there are a variety of models available to suit
collecting for. acquire one of the first Speccys to have rolled off the both your budget and collecting needs. And once
First off, the original rubber-keyed model really is a production line. There was a memorable case on eBay you have the hardware, you have access to the
thing of beauty. Thanks to its diminutive and distinctive a while back where a buyer won an issue 1 Spectrum platform’s vast software library. It’s loaded with gems,
design, it still looks lovely, and you can’t honestly say for £97 and then sold the same machine a couple including some fantastic exclusives like Back To Skool,
that about many of its boring beige rivals. If you’re a of weeks later for £332. The reason for this healthy Deathchase, Avalon and Chaos. Then there are the
collector of 8-bit computers then the original Spectrum profit? The canny buyer noticed that the machine he’d classic titles that began life on the Spectrum before
just has to be in your possession. It’s a design classic. bought had the very low serial number 001-000184 being ported across to other machines, such as Manic
88 | SPECTRUM
THE COLLECTOR'S GUIDE: SINCLAIR ZX SPECTRUM
Miner, Ant Attack, The Lords Of Midnight, Turbo Esprit individual Spectrum titles in total, making it a very and various Level 9 adventures all featured elements
and Head Over Heels. The machine is also home to realistic collection target, although a few of the later that were exclusive to the disk version. Magnetic
some fine coin-op conversions including Bomb Jack, titles, like Martianoids and Bubbler, are not as common Scrolls went one further and ditched tape completely
Chase HQ, Rainbow Islands, Renegade and R-Type. so you’ll need to fork out for them. It’s surely worth it, for all of its Spectrum games bar The Pawn, so classic
There’s a ton of top licensed stuff too, like The Trap as a complete Ultimate collection is a wonderful sight, adventures like The Guild Of Thieves and Jinxter are
Door, Dan Dare, Tai-Pan, Cobra and The Great Escape. with the impressive big box releases like Sabre Wulf, only available on disk.
Beyond acquiring the best games, or the ones you Knight Lore and Alien 8 forming the centrepiece. And One of the greatest joys of collecting Spectrum
remember from way back when, there are some nice to finish off the collection in style there’s one final thing software is that you never really know what you might
mini-collections to aim for. An excellent one is the you need to add, but more on that in a few pages… find. If you were to take a chance on a closed box full
range of early games published by Sinclair that sported Ultimate sadly never released any games that took of games you’ll probably find all of the usual suspects
the iconic colour ‘flash’ motif. Most also featured advantage of the Spectrum 128’s extra capabilities, like Horace Goes Skiing and RoboCop, but lurking
striking inlay art. There were 38 cassette titles, plus but a number of developers did and some of the early at the bottom might be that Ultimate game you’ve
a further ten on cartridge, making a rather fitting 128K-only games are attractive to collectors. You’ll been searching for. Or, just maybe, there might be a
48 in total. The carts are particularly collectable and certainly see more interest around the 128K versions super-rare, possibly self-published title that has yet
command decent prices, as they were the only games of Ghostbusters or Three Weeks In Paradise than to be archived at the awesome World of Spectrum
released for Sinclair’s Interface 2 add-on. Of the ten, the standard 48K releases. The same goes for +3 (www.worldofspectrum.org). The website currently
the four from Ultimate are the most sought after. disk versions. Most software houses put games out holds details on more than 10,000 games, yet that
Which brings us nicely to Ultimate and its Spectrum on disk, but in the vast majority of cases they were number includes around 1,000 that are thought to
legacy. The renowned software house released exactly the same as the tapes, only with less painful exist but have yet to be found in the wild. If even more
games for most 8-bit computers, but the Spectrum loading times. There were a few exceptions, however. people start collecting for the Spectrum then maybe,
was always its primary platform. There were 17 North & South, Shadow Of The Beast, Golden Axe collectively, we can fill in all the gaps. Happy hunting.
SPECTRUM | 89
The Collector ’s Guide
THE PERIPHERALS
» Microdrives have a deserved
reputation for unreliability, but in
1983 they were a cost-effective
method of saving data.
ZX INTERFACE 1 & 2 Using cassette tapes to load and save data was
slow, yet speedy random-access disk drives were
cartridges, effectively turning the computer into a
plug-and-play console. Being able to connect two
To keep costs down, the original Spectrum prohibitively expensive, so the idea of a small and joysticks was a great idea and gave it an edge over
was rather sparse around the back; there was relatively cheap tape-loop cartridge system seemed competing joystick interfaces offered by the likes of
no standard serial connector, joystick port or like a typically astute Sinclair solution. Sadly, the Kempston and Fuller, but the cartridge slot was only
cartridge slot. Besides the TV and tape sockets, device suffered from months of delays and when able to deal with software up to 16K in size, thereby
there was just an exposed edge of the motherboard it was eventually released, users discovered that ruling out the vast majority of games designed for the
to which various peripherals could be connected. But the tape in the cartridges could easily stretch or 48K Spectrum. The ROM carts were expensive too, at
this was all part of Sinclair’s grand plan, as in 1983 the snap, thereby destroying precious data. It was also two to three times more than the equivalent cassette
company released the ZX Interface 1 and 2. These revealed that if the Spectrum crashed when writing version. Punters weren’t prepared to pay the extra just
official add-ons were designed to make the Spectrum to a cartridge the Microdrive would continue to whirl to cut out a few minutes of loading time.
a more complete machine. away and erase all of the data. So the reliability of the At the time of their release, neither interface could
Sitting snugly beneath the computer, the Interface 1 system was far from sound, yet the cartridges were be described as a must-have, as there were third-
peripheral was a real box of tricks. It provided the cheap, so all the user had to do was make additional party peripherals available that would probably suit
user with an RS232 serial connector for plugging in backups to one – okay, maybe two – further carts to your expansion needs better. But now, for the Sinclair
external devices like printers and modems, and a safeguard against data loss. enthusiast, these iconic add-ons are compulsory parts
network connector for creating a LAN of up to 64 Shortly after the release of the Interface 1 and of any Spectrum hardware collection. Key to their
Speccys, presumably in a bid to get the computer into Microdrive, Sinclair unveiled its second add-on. The appeal is that they perfectly complement the design
more classrooms. But the interface’s real draw was Interface 2 was a much simpler affair aimed at the of the original rubber-keyed computer, so when all
that it enabled you to connect up to eight of Sinclair’s Spectrum’s swelling number of gamers. It featured of the official components are hooked up together, it
Microdrive storage units. twin joystick ports and a slot for plugging in ROM really looks the business.
90 | SPECTRUM
THE COLLECTOR'S GUIDE: SINCLAIR ZX SPECTRUM
01. Kempston
…AND THE REST Joystick Interface
■ Every serious Speccy gamer needed
a joystick, and in the early days there
were several competing standards. The
Kempston interface quickly emerged
as the most popular and was supported
by many commercial games. Once you
had the interface, you just needed to add
a Competition Pro or Zip Stick and you
were away.
02 02. Multiface 3
■ This amazing device needs little
introduction. Romantic Robot released
several Multifaces over the Spectrum’s
lifetime, but it was this version,
specifically designed for the +3, that
01 was indispensable. With a touch of the
magic red button you could back up your
tape games to disk and more besides.
Absolute bliss.
SPECTRUM | 91
The Collector ’s Guide
TOP 5 GAMES TO PLAY
Dynamite Dan Nodes Of Yesod
■ Despite being overshadowed by Manic ■ Yes, it’s a bit like Underwurlde, but Odin’s
Miner and Jet Set Willy, Dynamite Dan was homage to Ultimate stands the test of time.
an aural and visual explosion of colour and With exploring, dodging the red spaceman
sound that was chock full of nice touches. and hunting for hidden rooms, Nodes was
Tremendously playable and highly addictive. arguably more gratifying than Underwurlde.
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The Collector ’s Guide
TOP 5 RAREST PAL GAMES
MacMan In The Treasure Caves RoboCop 3
■ There were four MacMan titles released by ■ Ocean’s third RoboCop game suffered
Macmillan in total, and any one of them could have a similar fate to US Gold’s third Indy game:
featured as they’re all insanely difficult to find. Two that of being released in a time when the
things made the MacMan games the rarities they Spectrum was becoming commercially
are: they sold poorly and they’re educational games. unviable. It was a reasonably good game but
not a patch on the first two RoboCop games.
Ballbreaker II Indiana Jones And Specvaders Beach Volley Sly Spy: Secret Agent
■ Another CRL rarity, but this one The Fate Of Atlantis ■ Hewson’s Specvaders was released ■ You would think that a game touting ■ While the re-release of Sly Spy:
is entirely down to poor sales ■ The third and final instalment of early in 1983 amid an avalanche of sand, sun and ball games with scantily Secret Agent is as common as muck,
due to its banality. The sequel to US Gold’s Indiana Jones trilogy of Space Invaders clones. Despite the clad beautiful people sounds like a the original Ocean release is a real
Ballbreaker, an isometric Breakout games arrived in 1992, well into the choice, no one game stood out and cracking aernoon’s entertainment. tough one to locate. Quite why that
clone that hardly set the world alight twilight years of the Spectrum. dominated the sales. Sadly, Specvaders Released by Ocean in the depths of should be is anyone’s guess, as it
itself, suffered from brain-numbing Despite playing well, it sold in such was largely anonymous and not helped winter 1989, it barely registered in was a great game and actually sold
slowness and a dodgy isometric disappointing numbers that its status by uninspired visuals and poor sales. the sales department. Once again, reasonably well; certainly well enough
perspective. Strictly for the collecting as an instant collectable and rarity was Finding a copy will cost you a pretty commercial failure triumphs in creating to warrant resurrecting it for the budget
completists only… virtually assured. penny. Just ask Steve Brown… a collectable. release treatment.
94 | SPECTRUM
THE COLLECTOR'S GUIDE: SINCLAIR ZX SPECTRUM
Special thanks to ‘WoSers’ Jarrod Bentley, Andy Startin-Bailey, Craig Stevenson, Tony Barnett, Albert
Valls, José Manuel, Bernardo Iborra and Steve Brown for their invaluable help with the feature. SPECTRUM | 95
The Collector ’s Guide
THE SINCLAIR ZX SPECTRUM GAMES YOU NEED TO OWN
Gryzor
180
Gyron
3D Starstrike
Gyroscope
Abadia Del Crimen, La
Hall Of The Things
Academy
Harvey Headbanger
Ad Astra
Head Over Heels
Airwolf
Heartland
Alien 8
Heavy On The Magick
Alien Highway
Helter Skelter
Alien Syndrome
Herbert’s Dummy Run
Android 2
Feud Highway Encounter
Antics
Hobbit, The
Ant Attack
Combat School Horace Goes Skiing
Arcadia
Commando Hydrofool
Arc Of Yesod
Confuzion Hysteria
Arkanoid 2: Revenge Of Doh
Cybernoid Hypersports
Astro Marine Corps
Cybernoid 2: The Revenge Ice Breaker
Atic Atac
Cyclone Ikari Warriors
Back To Skool
Daley Thompson’s Decathlon Indiana Jones And The Fate Of Atlantis
Barbarian
Dan Dare
Bard’s Tale, The
Dark Side
Barry McGuigan’s World Championship Boxing
Dark Star
Batman
Deathchase
Batman: The Caped Crusader
Deflektor
Batty
Deus Ex Machina
Bionic Commando
Dizzy
Bomb Jack
Don Quijote
Booty
Doomdark’s Revenge
Boulder Dash
Draconus
Bounder
Dragontorc Match Day II
Bounty Bob Strikes Back
Driller
Brian Bloodaxe
Druid Into The Eagle’s Nest
Bruce Lee
Dun Darach Jack The Nipper
Bubble Bobble
Dustin Jetpac
Bugaboo (The Flea)
Dynamite Dan Jet Set Willy
Cabal
Dynamite Dan 2 Jinxter
Captain Blood
Elevator Action Joe Blade II
Capitan Trueno, El
Elite Knight Lore
Castle Master
Enduro Racer Knight Tyme
Cauldron
Enigma Force Kokotoni Wilf
Cavelon
Exolon Kwik Snax
Carrier Command
Fall Guy, The Laser Squad
Chaos
Fairlight Leaderboard
Chase HQ
Fantastic Voyage Lemmings
Chuckie Egg
Fantasy World Dizzy Lords Of Midnight, The
Cobra
Fat Worm Blows A Sparky Manic Miner
Codename Mat
Feud Marsport
Combat Lynx
Firefly Match Day II
Flying Shark Maziacs
Football Director Mercenary
Football Manager Midnight Resistance
Footballer Of The Year Mikie
Frankie Goes To Hollywood Monty On The Run
Full Throttle Movie
Gauntlet Mugsy
Ghost’N Goblins Myth: History In The Making
Glider Rider Nebulus
Great Escape, The New Zealand Story, The
Green Beret Night Shi
Deathchase Gunfright North & South
96 | SPECTRUM
THE COLLECTOR'S GUIDE: SINCLAIR ZX SPECTRUM
SPECTRUM | 97
ZX S
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Com mod
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From the makers of
The
Commodore 64
Over 190
pages of
8-bit
TM
classics
The ultimate collector’s guide
$MBTTJDHBNFTt%FWFMPQFSJOUFSWJFXTt3BSFTUSFMFBTFT
Welcome to
The
Commodore 64
TM
It’s hard to believe that it’s been over 30 years since the venerable Commodore 64 was
first released. For us, it seems like only yesterday that we were playing genre-defining
games like Raid Over Moscow Uridium, Paradroid and Wizball, flicking through issues of
Zzap!64 and arguing blindly with our Spectrum and Amstrad-owning chums over who
had the best machine. Some things never change.
While over three decades have now passed since the Commodore 64 made its debut, it
remains a truly remarkable home computer, trailblazing its way through history thanks
to its incredible SID sound chip, phenomenal library of classic games and huge support
from both the US and European markets – a real rarity at the time.
In the Commodore 64 Book, we celebrate everything that was, and still is, brilliant about
the machine, its games, and the people that made them. Whether it’s looking back at
some of the incredible music created with the SID chip, chatting with developers about
how iconic games were made, or simply reliving some of our favourite C64 experiences,
there is plenty within these pages to keep Commodore fans satisfied. Read on and enjoy.
Publishing Director
Aaron Asadi
Head of Design
Ross Andrews
Editor In Chief
Jon White
Production Editor
Hannah Westlake
Designer
Perry Wardell-Wicks
Photographer
James Sheppard
Printed by
William Gibbons, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT
Distributed in Australia by
Gordon & Gotch Australia Pty Ltd, 26 Rodborough Road, Frenchs Forest, NSW, 2086 Australia
Tel: +61 2 9972 8800 Web: www.gordongotch.com.au
Disclaimer
The publisher cannot accept responsibility for any unsolicited material lost or damaged in the
post. All text and layout is the copyright of Imagine Publishing Ltd. Nothing in this bookazine may
be reproduced in whole or part without the written permission of the publisher. All copyrights are
recognised and used specifically for the purpose of criticism and review. Although the bookazine has
endeavoured to ensure all information is correct at time of print, prices and availability may change.
This bookazine is fully independent and not affiliated in any way with the companies mentioned herein.
ISBN 9781785463174
Part of the
bookazine series
106
The
Commodore 64
Contents 162
118
OVER 30
creation of Commodore’s magnificent home computer mowing and turn it into a cracking C64 game
112 PERFECT 10: COMMODORE 64 132 DEVELOPER LOOKBACK: OCEAN SOFTWARE
YEARS OF The Commodore 64 had an insane amount of good games Find out how a Manchester-based publisher became the king of
CLASSIC
available for it. Here are ten classics you should play first arcade conversions and videogame licences
114 AND THE REST... COMMODORE 64 138 CLASSIC GAME: IMPOSSIBLE MISSION
GAMING Give your nostalgia glands a workout by allowing them to savour
some of the greatest Commodore 64 games of all time
It was one of the C64’s first ground-breaking games , and
remains amazing fun to play. Here’s why
116 RETRO REVIVAL: WORLD GAMES 140 THE MAKING OF: ALLEYKAT
One of the best sports games available for the Commodore 64, An unlikely hybrid of racing game and scrolling shooter, Alleykat
largely thanks to its impressive variety and all-round weirdness was Andrew Braybrook’s stunning sequel to Uridium
118 THE MAKING OF: BOMBUZAL 144 FEATURE: TOP 25 COMMODORE 64 GAMES
We talk to Tony Crowther and David Bishop about designing the We’d need an entire book to list every great Commodore 64
devious puzzle game that became a hit for Image Works game. Instead, we’ll simply highlight the best titles to ever appear
on the machine. Enjoy
112 FEATURE: THE SID CROWD
The Commodore 64 was famed for its incredible sound 154 CLASSIC GAME: URIDIUM
chip. Musicians look back and reveal how they made the The Commodore 64 had plenty of great shoot-em-ups, but
Commodore 64 sing Andrew Braybrook’s classy blaster was easily one of the best.
104 | COMMODORE
122
170
COMMODORE | 107
» The C64’s
function keys are
typically used
for controlling
a program or
activating often-
used routines.
J
three or four voice chip that has all ust months later, however, The graphics were still a key part; it was Thanks to Jack Tramiel’s keen eye
the fundamentals of a synthesiser impressive sales of the going to be a home computer so it had to for market trends, Albert next found
keyboard?’ So we essentially copied a VIC-20 saw the pair switch have entertainment features.” himself reworking a variant of the 6502
lot of the things that were done in those from games console design The sound chip that Bob Yannes was processor used in the VIC-20 so that its
keyboards; we didn’t look at audio chips to home computer development. working on was just as important to the successor could handle more memory.
from our competitors,” says Albert. “Within six months, everyone saw it entertainment credentials of the VIC- “Jack would come in once a month and
But Albert and Bob still needed to was going to be a computer. It was 20’s successor – although its advanced we’d give him a report. 64K RAM chips
get the go-ahead from Jack Tramiel to clear that the VIC-20 was a wonderful nature was causing a few headaches. were just becoming available, and Jack
develop their respective chips, which success – it sold, I think, close to a million “It was the first time something like said: ‘Listen, put 64K into it. Everyone is
they secured with the support of Charles units. So we said: ‘Rather than doing a that had been done on a chip”, explains going to be producing that RAM, it’s
SID MAESTROS The six musicians who made the C64 sing
ROB HUBBARD BEN DAGLISH MARTIN GALWAY JONATHAN DUNN DAVE WHITTAKER MATT GRAY
MEMORABLE GAME: MEMORABLE GAME: MEMORABLE GAME: MEMORABLE GAME: MEMORABLE GAME: MEMORABLE GAME:
Master Of Magic The Last Ninja Wizball Platoon Glider Rider Last Ninja 2
QAt times, the QPreferring QLikely QA late QPerhaps the QLike Jonathan
arrangements to freelance remembered arrival to the busiest of all Dunn, Matt Gray
of Rob rather than work as much for professional SID SID musicians; arrived late to
Hubbard’s SID in-house, Ben the amazing music scene, Dave has gone the SID tune
compositions Daglish was sounds he Jonathan Dunn on record to say party in 1987,
make them sound almost nothing if not prolific during coaxed out of the SID chip as took over from Martin Galway that he has wrote tunes for but he made up for lost time
orchestral, although quite how his C64 days. Ben produced for his compositions, there’s no when he left Ocean Software over 400 C64 games. Dave’s with epic compositions for the
this is possible given just three over a hundred SID tunes, doubting that Martin Galway in 1987. Jonathan’s first gig SID tunes have a uniquely likes of Driller. An exclusive
synthesiser voices to work which typically get described made the C64 sing. Martin’s at Ocean was side-scroller ‘electronic’ sound reminiscent contract with System 3 and
with remains a mystery. Rob’s as ‘feel-good’, but his often- Wizball title tune sees the C64 Platoon, for which he created of the music that pervaded the arguably Matt’s finest SID work
Master Of Magic score spans understated work on The rock out to the synthesised a memorably atmospheric title pop charts of the Eighties and followed with his Last Ninja 2
multiple musical styles and Last Ninja proves this to be strains of a weeping guitar with tune. His body of work has a typified by his upbeat Glider soundtrack. Matt is working on
techniques to great effect. something of a generalisation. keyboard accompaniment. distinctive, clean sound. Rider title music. remastering his work.
INSIDE THE COMMODORE 64
VIDEO CHIP
INSIDE THE COMMODORE 64 The low-down on the C64’s key components QThe multi-coloured
sprites that define C64
gaming are produced
CASSETTE PORT and managed by the
QSlightly redundant in the US RF MODULATOR VIC-II. Albert Charpentier
where the preference was for QAlthough the C64 has a video port that designed this custom
RAM
QTypically filled to its 64K
capacity when in the hands of
a seasoned games developer,
the C64’s RAM is best thought
of as a largely empty space
used to load software into.
ROM
QEssentially the C64’s permanent
storage space, in gaming terms,
the ROM stores the BASIC language
used to load games and the font
used to display commands like SOUND CHIP
‘LOAD’ and ‘RUN’. QInspired by synthesiser
keyboards rather than the
computer sound chips that
had come before it, the C64’s
revolutionary SID chip was
CPU given three ‘voices’ by its CONTROL PORTS
QThe 6510 CPU puts the ‘64’ in C64. Unlike the creator Bob Yannes. QTechnically for all sorts of peripherals, the
Spectrum or BBC’s CPUs, the 6510 can manage C64’s twin control ports were designed for two
64K of RAM by disabling access to BASIC and joysticks and the two-player gaming that would
everything else stored in the C64’s ROM. allow. The ports also support mice and paddles.
COMMODORE | 109
product and not focus on selling the old
stuff. I got the first silicon right before
Christmas and then I found a bug in the
video chip that wouldn’t allow the sprites
to smoothly move over the background.
They had to redo the masks and run the
entire chip through the process in the
[chip] fab downstairs. They did that over
the Christmas vacation. They got us
the chip around the first of the year. We
» Albert is currently involved in developing electronic » The AV Jack is on the left, while the serial port on the
devices for the renewable energy market. right handles devices such as printers and disk drives. carved up a VIC-20 case to fit everything
in and painted it up – it was insane!”
going to get very cheap and it would touches on the architecture and work up By the January 1982 CES, the
be a great marketing position.’ The 6502 the software. Dave Ziembicki was the VIC-40’s name had changed and Jack
could only address 64K, and that had to technician. Bob Russell basically took Tramiel had received a demonstration of
be ROM, RAM, video stuff and so forth. the VIC-20 software and remade it for the ‘C64’ and approved its presentation
So that started the design of the 6510 the VIC-40. We put the two joystick at the show. “I think that Jack
where you could bank-switch pieces of ports on for two-player games. I loved understood that if the presentation
memory around [to] access the hidden games – so even though it was going was mediocre you would never be
32K of RAM underneath the ROM.” to be a computer I still wanted it to be a able to win back that excitement. If
Of course, three custom chips and good games machine!” the demonstration software wasn’t
64K of RAM don’t make a computer, right he would have probably
G
and so Albert started on a circuit board ood progress was being pulled it from the show. I liked
» As you’d expect, this lights up
to accommodate these and other made, but a decision by Jack the name change since it when your Commodore 64 is turned
components. As more engineers joined Tramiel in late-1981 would distanced it from the VIC-20 on. Don’t accidentally unplug it!
the project, their prototype became see Albert and his engineers – the C64 was going to be
known as the VIC-40. “It was the working around the clock to finish so far superior. I remember
VIC-40 initially because the VIC-20 had the VIC-40 by the New Year. “Jack that CES very well – it was
20 characters on the screen versus the really wanted us to have something at a whirlwind! We were
VIC-40 which was going to have 40 the January CES in 1982. We worked introducing this product
characters, “ Albert continues. “The like maniacs. The SID chip was a little bit that we had just spent 18
VIC-II chip was done, but Bob was still behind schedule, but Bob Yannes was months developing, and
working on the SID. So I started working killing it and Bob Russell was trying to it was just fantastic. We
on the PCB and getting the schematics get the software done. Marketing did showed two things. I
and everything ready for that. When Bob not learn about the VIC-40 until probably remember one side of the
finished up the SID he started working November. I think Jack was worried that booth was showing the
with Bob Russell to put together the final they would get excited about this new C64 doing computer-like
C64 COMPARISON CHART The key stats of the C64 and its UK competition
UK Launch Date September 1982 April 1982 December 1981 June 1984
Processor 6510 @ 0.985 MHz Z80A @ 3.5 MHz 6502 @ 2 MHz Z80A @ 4 MHz
Display modes 320x200, 160x200 256x192 160x256, 320x200, 320x256, 160x200, 320x200, 640x200
480x500, 640x200,
640x256
Sound 3-channel synthesiser Internal speaker 3-channel sound chip 4-channel sound chip
Joystick Ports 2 0 2 1
110 | COMMODORE
INSIDE THE COMMODORE 64
A
team became the nucleus of an s part of its production locate and approve parts, and do testing. and people liked it!”
industrious company-wide effort to get process, the C64 received I was handling all aspects of C64 When asked to look back at the C64,
the C64 into production. “Basically the a distinctive brown case, engineering between the US and Japan. Yash Terakura offers a succinct and
team was expanded, we got a lot of help which Albert remembers The housing was made based on the humble analysis of the system. “The
from the manufacturing team in Santa as being the most expedient production PCB. The mould was the design was pretty much limited to the
Clara. Yash Terakura was very important design choice. “Yash Terakura took same as the VIC-20 – just with a simple availability of electronic parts; we had to
in that role. He was moving [the C64] my PC board – that went right into colour change – and it was done in Hong design with what we had and we had
out of the lab – out of the prototype manufacturing. Yash was involved in Kong, but the injection was done in to make it cheap. It was fun designing a
– and getting it into manufacturing in putting it in the case. Yash did work Japan. I did work with a design engineer computer in the old days. I can safely say
Japan. Charlie Winterble was running at the periphery during the PCB in Japan, Mr. Nishimura, on details such that I did my best at that time.”
with our designs and working with the development, but his job was mainly as ventilation and the locations of the Albert Charpentier’s final words on
rest of the company so that we could to get the whole thing moving into input/output ports. Mitsumi was the the C64 are to give credit to the late, and
manufacture it. Charlie was essentially Japan because the higher volume [keyboard] supplier; we used the [VIC- great, Jack Tramiel and reflect on the
a project manager for the whole thing. manufacturing of cases was all in Japan. 20] keyboard.” millions that the system defined home
Commodore had a PCB line in The VIC-II video chip got pretty hot, so Although he didn’t have a hands-on computing for. “Jack Tramiel simply gave
Santa Clara where the C64s when we put it in we had a little foot that role in the production of the C64, Jack us free reign to do whatever we needed
were built initially. I stayed up came down and that touched on the Tramiel did manage its costs and curbed to do, and we executed. I give Jack a lot
there for a few weeks while chip – this would act as a heat sink. That Albert’s desire for more expensive parts. of credit; he gave us that target price,
they brought it up and became part of the FCC shield. The only “I remember working with [Jack]; he’d which we had to hit. It was him who had
case that was available that we could come in every two weeks or so and the guts to say 64K. He felt he could
actually use was the VIC-20 case, so we’d go over the bill,”recalls Albert. “It still hit the price point that we needed
» An essential we modified that. We had to go was always a fight because I wanted to hit, which is obviously why we were
device for anyone quickly, and it was available to put a better quality something in. He fighting over pennies every day. The
that loves
playing games. and the right size. We went through every penny on that bill. C64 just took the world by storm at that
essentially gutted He was figuring on making millions, price. I really feel that it introduced so
the inside, but and I remember him saying to me: ‘It’s many people to computers that may not
the outside a million pennies, if you don’t want a otherwise have been introduced to them
was still million pennies I’ll take [them]!’” as quickly as they were.”
pretty much In keeping with Jack’s cost-conscious Thanks to Albert and Yash for telling
the same.” approach was a fateful marketing the story of the C64.
COMMODORE | 111
commodore64
PERFECT
TEN GAMES
The Commodore 64 has a staggering selection of great games across a number of different genres, so
choosing a top ten was always going to be a tricky process that required a lot of thought. Below then are a
selection of the best games on the system. How many of them have you played?
01
02 03 04
112 | COMMODORE
PERFECT 10
05 06 07
08 09 10
06 We featured a Making Of
article on Dennis Caswell’s
games, and chances are that Commodore 64 owners and horror genre but, while others MANSION
COMMODORE | 113
01 02 03 04
10
Loved by all who were fortunate enough to
01 ARCHON commodore own one (and coveted by those who weren’t)
02 HARD HAT MACK
03 JOHN MADDEN FOOTBALL 64 Commodore’s C64 is one of gaming’s greatest
04 SKATE OR DIE!
05 WORMS?
06 KUNGFU MASTER
07 RICK DANGEROUS
and the rest... success stories and boasts a stunning array of
classic titles. How many did you own?
08 WIZBALL
09 YIE AR KUNG FU II
16 17 18 19
10 TURRICAN
11 STREET FIGHTER II
12 OUTRUN
13 A VIEW TO A KILL
14 DOUBLE DRAGON III
15 THE NEW ZEALAND STORY
16 ROBOCOP
17 CAULDRON
18 ZAK MCKRACKEN
19 BACK TO THE FUTURE
25 26 27 28
20 GHOSTBUSTERS
21 PARADROID
22 LAZY JONES
23 TRON
24 YIE AR KUNG FU
25 SMASH TV
26 MAYHEM IN MONSTERLAND
27 JACK THE NIPPER
28 ARNIE
29 G.I. JOE
30 FORBIDDEN FOREST 34 35 36 37
31 DIEHARD
32 DIZZY
33 ALIEN 3
34 EXOLON
35 LAST NINJA 3
36 RTYPE
37 ROBOTRON 2084
38 GOLDEN AXE
39 LAZER SQUAD
40 RAINBOW ISLANDS
41 M.U.L.E 43 44 45 46
42 1942
43 GHOULS ‘N GHOSTS
44 LITTLE COMPUTER PEOPLE
45 STREET FIGHTER
46 VIGILANTE
47 WONDERBOY
48 ALICE IN WONDERLAND
49 CARGO
50 CHOPLIFTER
51 STRIDER
52 RYGAR 52 53 54 55
53 THE ADDAMS FAMILY
54 IMPOSSIBLE MISSION
55 RUSH’N ATTACK
56 BATMAN
57 CHUCKIE EGG
58 METAL GEAR
59 CASTLEVANIA
60 720 DEGREES
61 EXILE
62 LETHAL WEAPON
63 CJ’S ELEPHANT ANTICS
61 62 63 64
64 STARFOX
65 NINJA WARRIORS
66 XOR
67 GUN SMOKE
68 RAMPAGE
69 DAN DARE
70 BELOW THE ROOT
71 TERMINATOR
72 SANXION
73 RETURN OF THE JEDI
74 XENON
70 71 72 73
75 DEMONS OF OSIRIS
76 NINJA SPIRIT
77 PROJECT FIRESTART
78 THUNDERCATS
79 LEGEND OF KAGE
80 ACE OF ACES
81 DIEHARD 2
82 AFTERBURNER
83 GRYZOR
84 ZAXXON 79 80 81 82
85 WONDERBOY: MONSTER LAND
86 SUPER HANGON
87 RAMBO III
114 | COMMODORE
05 06 07 08 09
11 12 13 14 15
20 21 22 23 24
29 30 31 32 33
38 39 40 41 42
47 48 49 50 51
56 57 58 59 60
65 66 67 68 69
74 75 76 77 78
83 84 85 86 87
COMMODORE | 15
» RETRO REVIVAL
WORLD GAMES
AROUND THE WORLD IN 80 JOYSTICK WAGGLES
» PUBLISHER: EPYX
» RELEASED: 1986
» GENRE: SPORTS
» FEATURED HARDWARE: C64
» EXPECT TO PAY: A FEW QUID
HISTORY
World Games for
the C64 marked
a departure from
previous entries
in the Games
series, moving
from events
you’d see in the summer and
winter Olympics to more diverse
and, arguably, interesting fare.
The idea was that you travelled
around the world, experiencing
eight varied and sometimes
decidedly quirky events, many of
which had not been immortalised
on 8-bit computers before. While a
couple were fairly straightforward
– weightlifting in Russia and slalom
skiing in France – the remainder were
extremely leftfield: barrel-jumping on
a German lake, perilous cliff-diving
in Mexico, log-rolling in Canada,
bull-riding in the USA, caber-tossing
in Scotland and sumo wrestling in
Japan. A varied selection to be sure.
For gamers increasingly jaded by
traditional sports titles, World Games
provided something genuinely new,
even if the control methods were
tried-and-tested (methodical left/right
movements to build speed in barrel-
jumping mirrored skating events in
Winter Games, for example). But
what took World Games to the next
level was its programmers clearly
having a blast while making the
game, peppering each event with
cute graphical touches that you only
noticed after extended play.
Some were apparent only if you
did nothing – a weightlifter checking
his grip, a slalom skier digging his
poles into the snow – but many were
essentially rewards for failure. Cliff-
dive into the bottom of the shallow
pool, rather than rapidly surfacing,
and a watching bird covers its face
with a wing, not daring to look at your
diver’s misfortune. Likewise, take too
long to set down a particularly heavy
set of weights and you’re treated to a
cartoon skit that wouldn’t look out of
place in a Warner Bros. cartoon.
It’s the mark of true gaming
genius when a game’s as much fun
when you fail as when you actually
succeed at it. This is one of the
reasons the Games series – at least if
we ignore everything that came after
the excellent California Games – was
such a huge success and remains
compelling and fun multiplayer
gaming today.
116 | COMMODORE
COMMODORE | 117
Tread soly, for you tread on their bombs. Andrew Fisher talks to
Tony Crowther and David Bishop about designing the devious puzzle
game that became a hit for Image Works
he press hyped the formation project. “Mirrorsoft got in touch with me to weekends when I was at Tony’s house in
of Mirrorsoft’s new Image see if I could do the C64 version of Fernandez Sheffield. We went back and forth for a while
Works label like a football team Must Die. The Atari ST version was underway, but, pretty soon, we had a structure for the
announcing its new signings and they had nobody to do the C64 version. I game and went from there. Normally, our
of the season. The Bitmap Brothers changed the game a little, as a C64 was not combined ideas were stronger as a result of
became stars thanks to Speedball, but an Atari ST.” collaborating – it was a fairly natural part of
the partnership of Tony Crowther and So where did Bombuzal spring from? Tony IN THE making our games. Tony is super creative as
David Bishop joining the label was also says, “We had just done Zig Zag, and I had KNOW well as being a black belt code ninja.”
big news at the time. They had previously a few ideas on how to improve the look of PUBLISHER: The aim of each level in Bombuzal was to
worked together for Mirrorsoft, creating Zig the 3D. So, we bounced ideas off each other, IMAGE WORKS detonate all the bombs without being blown
Zag – an isometric C64 game combining I started work on the code and David was DEVELOPER: TONY up or falling off the tiles. As the complexity
mazes, shooting and puzzles. working on completing the design. I had not CROWTHER & increased, more types of tile and bomb
DAVID BISHOP
As David remembers, “Bombuzal was our seen any other games with logic problems were added – riveted tiles could survive an
Christmas present to John Cook at Mirrorsoft. like this before, so it was all exciting stuff. RELEASED: 1988 explosion, switches altered the level layout
We were due to deliver another game and did We had not been green-lit by any company, PLATFORM: VARIOUS and tiles with slots allowed the bombs to
Bombuzal in our ‘spare time’ in parallel and so we weren’t doing it for money, it was our GENRE: PUZZLE be moved. The most unusual idea was that
delivered two games at the same time when pet project.” David enjoyed the collaborative the game could be viewed in two different
he was expecting just the one that had been process. “I remember we threw the initial ways, a top-down 2D view and an isometric
commissioned.” Tony talks about the other idea around during one of the 3D view.
118 | COMMODORE
THE MAKING OF: BOMBUZAL
Tony is super creative, as well as being Realtime Associates independently developed the N64 budget game
Charlie Blast’s Territory. This removed the step counter but added the
a black belt code ninja ability to jump. The multiplayer had extra types of bomb, and Capture
Mode saw players capturing territory with their bomb blasts.
David Bishop on Tony Crowther
» The first level of Charlie’s
explosive adventure
“Tony and I liked isometric games,” says Jeff’s level exploded to leave behind a llama.
David. “Although Bombuzal was easier to play Jon takes some prompting. “I do remember
in top-down mode, Tony was able to add the designing a single level that basically had
isometric view fairly easily so we decided to my name as the playable area – a bit naff, I
keep both views and give players the choice. know. I’m guessing there was an editor but I
We also felt that the isometric view would remember nothing about it.” Andrew Braybrook
screenshot better and allow us to show off the also draws a blank, but he contributed to the » Kid Klown thinks carefully before
characters that appeared in later levels in their 130 levels that made up the game. blowing himself up
best light.” Tony agrees. “The editor was 2D David admits, “One of the first things we
but the game was 3D, and I believed the 2D did was spec out an editor that I could use to
was easier to play. The levels were designed design levels during the week and then bring them to a few people we knew in the industry
in 2D so they may have lost some of the up to Sheffield at the weekend. I was (am – pretty quickly we got some great levels back
expected view. As it happens we ended up still) not very technical, so it needed to be so we decided to cast the net a little wider.
using the map that was a tiny 2D view.” something a non-coder could use. Tony did We also came up with a cunning plan to send
Pre-release hype announced that several such a great job with the editor we realised disks to all the editors of the magazines that
gaming celebrities had designed levels. These that we could maybe give it to a few additional would likely be reviewing the game when it
included Jeff Minter, Andrew Braybrook, Geoff people to design some levels for us. We made was published. Our rationale was that any
Crammond, Dave ‘Ubik’ Korn and Jon Ritman. copies of the editor on C64 disks and gave editor that had designed a level for a game
would at least give it a half-decent review!”
Zzap!64 and Your Commodore were among
» David Bishop, co- the magazines that contributed. ACE magazine
designer of Bombuzal.
joked it could start a trend: “Imagine a level
of Dungeon Master designed by Christopher
Lee, a planet from Oids by Neil Armstrong, or
an area of Batman by Adam West.”
Tony laughs when asked if he still has the
editor. “It will most likely be on a disk in the
loft eroding. But to be honest it was nothing
complicated, and could knock an editor
» Bubble the droid prepares to up in no time. Oh, hang on… I
sacrifice himself to complete
the level. just did for the last project
I worked on! Getting
the guest level
COMMODORE | 119
designers was fun, I remember helping
Jeff Minter with his level. I think I visited him
at home, but can’t remember much more than
that.” Passwords were given every few levels,
allowing the player to restart at that point. The » Gary Liddon and Gary Penn created the Zzap64! level
(larger than the map display can show).
later SNES version was more generous with a
code for every level. Among the codes were
Ratt, Bish and Lisa, Tony’s wife. The C64 take the plunge to move to 16-bit on the next
version started with a message “Dedicated to project, Phobia. That was the project [when] I » Tony Crowther (known as oss started programming while
RATT on Compunet) created
Frank Revill” – Lisa’s father who sadly passed said goodbye to the C64.” As for the challenge the graphics, including the studying German at Sheffield
away during the creation of Bombuzal. of 16-bit, David remarks, “We did Bombuzal loading screen. University, and in 1982 he
This was Tony’s first 16-bit game, so he originally on the C64. I do remember thinking joined Alligata Software.
called in programmer Ross Goodley. Tony that the ST and Amiga were like a whole new There he met Tony and they worked together
says, “I didn’t do the code, I just did world for us to creatively explore. In terms of a over a number of years. “There were no
the graphics. It was a big change technical learning curve, one of the things that particular tricks involved in the Amiga version
from working with four makes Tony such a talented engineer and has of Bombuzal since the hardware was well
colours. But this kept him at the top of his game even today capable of handling the project in a fairly
did make me (he’s now at Sumo doing great stuff there!) straightforward fashion.” says Ross. “The ST
is his ability to master hardware architectures version was somewhat more of a challenge,
really quickly.” as the hardware had no real support for
scrolling or audio sample playback. Scrolling
was handled by maintaining a circular frame
buffer that was dumped to the display file
every frame, using an offset from the start
of the buffer to create the scrolling effect.
Sample playback involved using a fast interrupt
to constantly modify the volume setting of
the, frankly, rather poor audio chip with which
the ST had been burdened. Code was shared
between the Amiga and ST versions, but since
the video and audio hardware on the two
platforms was so dissimilar the fact that they
shared a main processor was of less help
than I might have liked.”
Tony says, “I think from the
idea to up-and-running was
around two weeks. So things
were moving fast, getting the
guest level designers up and
running was the biggest delay.
We presented the finished game
120 | COMMODORE
to Image Works and they loved it – so we did unadulterated classic everyone should own”
get paid!” David recalls it took three months in – and the full game was free on issue one’s
total. “I mentioned John Cook earlier, he was, cover disk, before ELSPA clamped down on
and still is, a good friend and someone who I magazines giving away complete games.
respected and with whom I enjoyed working C&VG mentioned a monochrome Spectrum
– he gave Tony and I free reign in terms of the version at the end of its review – the Spectrum
games we did for Mirrorsoft/Image Works. We was also listed in advertisements – but it was
also enjoyed working with the other key people never released. The PC version was hampered
at Mirrorsoft, especially Jim Mackonochie, one by the way the EGA 3D display flick-scrolled.
of the industry’s true gentlemen who sadly Tony says, “I didn’t know anything about the
passed away earlier this year.” SNES and PC versions; it was just one day I
Reviews were incredibly positive, with an saw it in a magazine and thought ‘cool, they
ACE rating of 919 (out of 1000) and Zzap! have retained my graphics from the Amiga’.
calling it “the cutest puzzle game on the C64”, Not sure why the changed the name to Ka-
awarding a Gold Medal and 97%. A month blooey.” David adds, “John did tell us about
later, the Amiga version gained a Sizzler with the name change – we had no say in that but
92%. The only dissenting voice was CU understood at the time that Bombuzal would
Amiga, handing out a miserly 49%. Amiga not be a strong name in the US for whatever
Power was much more enthusiastic. Stuart reason.” Plans for a sequel, mentioned
Campbell’s review in issue 0 (the preview alongside the Amiga Power review, fell » The first level of the game
as it
appears in 2D and 3D.
issue) scored 84%, calling it “a genuine, through. This would have had ladders allowing
It was an excellent design that did not access to layers of platforms and enemies
to defeat. Although David and Tony fail to
get the recognition that it deserved recall much detail, the project was abandoned
with the closure of Mirrorsoft after Robert
Ross Goodley
Maxwell’s death.
Bombuzal ’s legacy included two spin-
DEVELOPER off games and PC remake Bombzuka by
HIGHLIGHTS xCept, entered in the 2006 Retro Remakes
ZIG ZAG competition. David and Tony are still in the
SYSTEM: C64 industry, but Ross has moved away from
YEAR: 1988 games. His opinion on Bombuzal ? “I thought
FERNANDEZ then and still think that it was an excellent
MUST DIE design that did not get the recognition that
SYSTEM: C64, AMIGA
YEAR: 1988 it deserved. An outstanding action-puzzler
that would give a great sense of satisfaction
PHOBIA PICTURED
SYSTEM: C64, AMIGA, when a hard thought-out level finally ‘clicked’,
» Bad guy Sinister always turns left, and the slotted tiles let » A reference to the magazine Your Commodore (CBM stood
ATARI ST a game that had that ‘just one more go before
you move bombs around. for Commodore Business Machines). YEAR: 1989 bedtime’ factor.”
KABOOM! ATARI 2600 PSYCHO PIGS UXB C64 CRACK DOWN MEGA DRIVE SPY VS SPY ATARI 800
QDefusing a bomb with a bucket full of water QInfamous for US Gold’s risqué advertising QThis lesser-known Sega arcade game QMike Riedel’s original game of espionage
may seem easy at first, but the pace and campaign, this was based on arcade game resembled Gauntlet with its two-player (based on the MAD magazine comic strip)
difficulty soon climb in this Activision hit by Butasan. Each level sees one or two players maze action. In each level, secret agents Ben featured two devious types of bomb to attack
Larry Kaplan. The Mad Bomber throws huge trying to blow up the other pigs by direct and Andy must thwart mad scientist Mr X your rival spy with. The small bomb can be
numbers of bombs down the screen, which contact with a thrown bomb or getting caught by planting bombs and escaping before the placed as a trap in the embassy’s furniture,
must be caught with the moving buckets in the explosion when the bomb’s timer runs timer expires. Large red X’s show where to blowing up when the other player searches.
(controlled by the paddles) before they hit out. The frantic bonus round sees the player place them. The Mega Drive conversion was The time bomb is trickier to get right but blows
the ground. kissing the pigs that pop up. available on the Wii’s Virtual Console. up the whole room…
COMMODORE | 121
Neil Brennan Ben Daglish Jonathan Dunn Martin Galway Fred Gray Jon Hare
» Age: 45 » Age: 43 » Age: 41 » Age: 43 » Age: 55 » Age: 43
» Occupation: Senior » Occupation: Musician » Occupation: » Occupation: Freelance » Occupation: Care » Occupation:
software engineer and programmer Executive producer audio director worker/admin worker Games designer
» URL: majitek.com » URL: ben-daglish.net » Favourite composition: » Favourite composition: » Favourite composition: » Favourite composition:
» Favourite composition: » Favourite composition: Total Recall (title) Wizball (title) Madballs (title) Oh No!
Samurai Warrior/ Trap » All-time favourite SID: » All-time favourite SID: » All-time favourite SID: » All-time favourite SID:
Usagi Yojimbo » All-time favourite SID: Spellbound One Man Sanxion (sub-tune 2) Parallax
» All-time favourite SID: Masters Of Magic » Favourite record: And His Droid » Favourite record: » Favourite record:
“Anything by » Favourite record: Backfired » Favourite record: Wish You Were Here Everyone Is
Rob Hubbard” Domino Theory (Masters at Work) The Flat Earth (Pink Floyd) Everybody Else
» Favourite record: (Weather Report) (Thomas Dolby) (Barclay James Harvest)
The White Album
(The Beatles)
The SID chip was revolutionary, its chip-tune charms. Rather than tell the story of
SID ourselves, this feature brings together 12 top
and the musicians that made it sing talents from the C64 days, who reveal their memories
about how they laid the groundwork for videogame
soundtracks for years to come.
laid the foundation for modern videogame music.
Why was the SID chip great?
Craig Grannell rounds up a dozen SID stars to find Rob Hubbard: It was one of the first sound chips, and
music evolved as the games were being pioneered.
out their thoughts on the evolution of SID music A whole culture developed around the C64 and the
people involved with it.
Martin Galway: It was the most advanced sound
I
» The MOS Technology 6581/8580 SID n the battle for 8-bit supremacy, the SID synthesiser of its time, had unique features not found
(Sound Interface Device) was a behemoth in chip became the C64’s main weapon. elsewhere, and was designed with an approach
the days before sampled digital audio.
While other platforms offered more speed completely different to its rivals, which gave it a unique
or better graphics than Commodore’s sound quality.
reliable bread bin, the SID brought the Chris Huelsbeck: The designers upped the ante, going
earliest examples of high-quality videogame beyond the norm, which was a cheesy digital style put
music to home gaming. As the years into early arcade machines and computers. Yannes
went by, relatively simple ditties gave way to hugely wanted to create a real synth, and he went on to build
complex compositions, created by programmers and synths for Ensoniq. I recall he’d originally planned
musicians that became 8-bit celebrities: Hubbard, to put eight SIDs into a case with a keyboard, but it
Galway, Whittaker, Huelsbeck and many others. A came out too noisy, but Commodore jumped on it. The
great soundtrack could sell a game, and, increasingly, design had a real filter, three oscillators, and sounded
the SID sold the platform, with gamers drawn to so much better than anything that had come before.
122 | COMMODORE
THE SID CROWD
Rob Hubbard Chris Huelsbeck Graham Reyn Ouwehand Martin Walker Dave
» Age: 53 » Age: 41 ‘The Mighty » Age: 36 » Age: ‘DialogueGuru’
» Occupation: Musician » Occupation: Bogg’ Marsh » Occupation: “Stopped counting” Whittaker
» Favourite composition: Videogame composer/ » Age: 43 Record producer » Occupation: Composer, » Age: Old
Sanxion sound designer » Occupation: » URL: reyn.net sound designer, » Occupation: Head of
» All-time favourite SID: » URL: huelsbeck.com Electronics test engineer » Favourite composition: technical writer audio, Traveller’s Tales
Rambo » Favourite composition: (team leader) Deadlock » URL: » URL: ttgames.com
» Favourite record: Starball » Favourite composition: » All-time favourite SID: yewtreemagic.co.uk » Favourite composition:
“Too many to list” » All-time favourite SID: Bits of different tunes Nightdawn (sub-tune 2) » Favourite composition: Glider Rider
Monty On The Run » All-time favourite SID: » Favourite record: Armalyte (title) » All-time favourite SID:
» Favourite record: Aztec Challenge OK Computer » All-time favourite SID: Master Of Magic
Please (Pet Shop Boys) » Favourite record: (Radiohead) Delta (in-game) » Favourite record:
Dirty Boy (Cardiacs) » Favourite record: Equinoxe (Jean
Close To The Edge (Yes) Michel Jarre)
Ben Daglish: It was the first sound chip you could got, the more the music developed, which is a great was, by comparison, bereft of support for easy
do groovy things with. Before that, you got a square device and a good incentive to keep playing! programming. But Ocean’s development manager
wave with a bit of an envelope, but with SID you’ve Neil Brennan: It was certainly a relative joy to David Collier shoved a C64 in my face and said,
got all sorts of lovely sounds. It was my first proper compose for the SID ‘beepatron’ after the horrible ‘Program for this instead!’ I guess I was obliged at
electronic instrument and was groundbreaking. deficiencies of the Z80’s ‘clickatron’. White noise, that point!
Jon Hare: The C64 was the first games machine that filters, ring mod… all lovely. I would have killed for RH: I had a strong background in analogue synths
could make anything that sounded even remotely like one more channel, though. and started playing music when I was a kid. I started
music. It had a unique sound of its own, which made Fred Gray: At first, I was more intrigued with the
it seem very futuristic at the time. It’s the biggest leap C64’s sprites, and so my original music driver didn’t
in videogame sound I can remember.
Martin Walker: It could be frustrating working
fully exploit the SID’s capabilities. It wasn’t until
I heard amazing things others were doing that I
“We laid the
within the SID’s limitations, but that’s what taught
you to make the most of what you had – good advice
decided to write a more comprehensive driver. I
always thought gameplay was the most important groundwork
generally in life! For me, the most special aspect of the
SID was its ring modulation and sync features, which
allowed me to create metallic, ‘speech-like’ sound
part of a game, but the SID intensified this with
music. A good example is in the Mutants maze – it’s
like having a clock ticking in your brain. I think all
for videogame
effects, such as the ‘Meanwhile!’ so many gamers
commented on in Hunter’s Moon.
SID programmers aimed to play psychological games
with their listeners, especially Martin Galway with
sound. That it’s
Graham Marsh: I liked having three voices built in.
Previously, I’d used the Spectrum and had to use an
his moody pitch bends and thumping beats.
still honoured is
add-on box to do proper chords. The SID improved
games no end – just play Castle Of Terror to feel the
How did you get into making music for
the Commodore 64? a testament to
atmosphere good sound and music can create. Aztec
Challenge used music progressively – the further you
MG: I was working on the BBC Micro, which was
used in schools. I didn’t think much of the C64 – it what we did” Chris Huelsbeck
COMMODORE | 123
PLAYBACK For SID playback, SIDPlay is suitable
doing games and eventually specialised in audio,
since most of it was so bad.
HVSC AND SOASC for most, but emulation isn’t entirely BD: I was at school with Tony Crowther, and he asked
accurate. Binary Zone (binaryzone.org) me for the music to the death march for a game. I
offers CDs of SID recordings, but Stein
wrote out the notes and he then asked for some Jarre. I
Eikesdal’s Stone Oakvalley’s Authentic
SID Collection (www.6581-8580.com) started thinking I could write stuff myself – and I did.
aims to offer the High Voltage SID Dave Whittaker: I started with making VIC-20 games
Collection (hvsc.c64.org) in MP3 and progressed to other major formats, eventually
format. “The project records SIDs on specialising in just audio.
real C64s, with no attempts to improve FG: As I was discovering the C64, I was also trying
the sound, bar subtle noise reduction,” to sell VIC-20 games to Tim Best. He liked the mood
says Stein. “The result is a 150,000-
of my crude games, which he said was down to
plus MP3 archive of music.”
Stein says his aim was to provide the music. One day, he told me to forget the VIC-20
the “sound as it would have appeared if and that we were off to Imagine – he wanted me on
you connected a C64 to a modern audio board to compose music for C64 games. I became an
system”, and although he’d been happy in-house music programmer, and it was a dream come
with SIDPlay, he changed his mind in true. All the musical experience I had at that time
2006: “I found a site that showed the was with cheesy cabaret bands, but I loved music and
severe differences between emulation
programming. It was easier than playing live and I got
and real hardware, and this made me
search for more authentic recordings.” to show off my creativity.
On discovering that no one had MW: I’d done some programming at university and
» For when SIDPlay isn’t authentic enough: SOASC. converted the HVSC, he did it himself. had six C64 games published. But I’d been a musician
for years before getting the programming bug, and so
EPIC SOUNDTRACKS SAMPLE CITY I created music and effects for my games. It seemed
a natural progression to offer those services to others.
Jonathan Dunn: I was at college studying music
and programming, and I combined the two things,
sending demos to publishers. Before I knew it, I was
getting commissioned and got an in-house job at
Ocean. Initially, I intended to go to university a year
later, but I never went.
Reyn Ouwehand: I’m not a programmer, and so it
was SoundTracker that got me hooked, years after
» [C64] Miami Vice: epic soundtrack; awful game. » [C64] Turbo Outrun offers a successful mix of samples and SID. Hubbard was done making his classics. I was involved
Many SIDs were short loops and ditties due to memory At the time, samples proved divisive, with some SID with demo groups – Blackmail, Scoop Designs – and
limitations, but by utilising cunning looping techniques composers considering them a technical feat, but not one through them I got hooked up with System 3 and Boys
or applying lengthy soundtracks to relatively simple C64 with any real musical merit. Today, the low fidelity of C64 Without Brains, which led to commercial work.
games, SID musicians occasionally unleashed an epic. samples sticks out like a sore thumb, but top composers CH: I always loved synth music and wanted my own
Hubbard’s fantastic Pink Floyd-inspired 12-minute in-game nonetheless managed to use the technique to add to their synth, but my family couldn’t afford one. I was also
Delta soundtrack remains a stunning piece, regardless of SIDs in a meaningful manner. Witness Hubbard’s rocking interested in videogames, read about the C64, and was
its chip-tune nature, and it isn’t alone. Galway’s ambient guitars in Arcade Classics and Skate Or Die, the crunchy
taken in by the description of the sound chip. It took a
Miami Vice and intense Parallax, Matt Gray’s filmic Driller, percussion in Galway’s Arkanoid, the loops behind the SID
and Wally Beben’s 26-minute piece for Tetris stand out from in Huelsbeck’s To Be On Top, and Jeroen Tel’s funky, sample- year to get the machine, and my gran gave me the last
the crowd. And then there’s the Last Ninja series – while its infused Magical Sound Shower update for Turbo Outrun. All 50 bucks! Soon after I started programming, a friend
tunes are only a few minutes long, they helped in making the great examples of SIDs where samples add character rather needed sound for his new game, Planet Of War, and so
games seem like more than they were. than detract from the synth sounds. I worked on that.
LIFTED BY MUSIC COVER VERSIONS What would you say your main
influences were when creating music for
Commodore’s machine?
RH: I had many musical influences from all kinds
of things, but there was a lot of electronic synth pop
music in the Eighties that everyone copied.
NB: I was heavily interested by David Sylvian’s band
Japan at the time – and yes, it really shows!
MG: I spent my formative musical years listening to
loads of electronic music, such as Jarre, Tangerine
» [C64] Comic Bakery: great if you ignore everything bar the music. » [C64] Exploding Fist’s main theme is based on Dance Of The Yao People. Dream and Thomas Dolby. This affected my
As Ben Daglish notes, C64 music was appreciated, and C64 game tunes often ‘appropriated’ tunes by chart-topping compositions, although as I’d I grown up listening to
sometimes a composer’s output could be so good that acts and synth legends like Jarre. Some covers, however, rock and roll and enjoyed fiddly guitar solos, it was
people would buy games primarily for their soundtracks. are more obscure. Daglish’s popular Cobra theme, for natural for me to try to emulate those too.
Hubbard classics graced iffy arcade conversion Commando, example, is taken from the movie, and the main theme from BD: My parents ran a folk club, and as a baby I
the mediocre Knucklebusters, budget failure Rasputin and Neil Brennan’s Exploding Fist is lifted from Dance Of The Yao
was famously bounced on the knee of various folk
rubbish shoot-’em-up WAR, lifting these turkeys from the People from Phases of the Moon. Many famous Hubbard
mire. And even with divisive games like Delta, gamers tend tracks are also borderline covers: Delta is Philip Glass’s luminaries. I played in orchestras and listened to
to agree that Hubbard’s music is sublime. Similarly, Galway’s Koyaanisqatsi sped up, International Karate borrows from lots of heavy metal in my teens, and then electronic
sterling efforts for Ocean ensured that Miami Vice, Comic Ryuichi Sakamoto’s Merry Christmas, Mr Lawrence, and stuff. It all sort of merged together. You do make
Bakery and Highlander weren’t complete disasters. Luckily, Zoids and Master Of Magic are based on Synergy tracks. distinctions between genres and styles, but it’s all
anyone today with a hankering to play these tunes can However, due to the nature of the SID and C64 composers, notes, really. And that’s part of being a professional
circumvent the games and just load the music in SIDPlay. even these tracks take on a life of their own. musician: you do what the job calls for. But I
suppose ‘orchestrally folky’ was my natural state.
124 | COMMODORE
THE SID CROWD
lot of electronic synth pop music and swap players with Rob Hubbard for a couple of
different formats.
in the Eighties that everyone MG: I had an all assembly language, no fancy editors,
hard-work approach to putting in tune data. This
allowed me to custom-modify program code for each
copied” Rob Hubbard tune, but slowed development considerably. Complex
tunes could take a month to complete.
JH: For a lot of the Wizball music, Martin got Chris
MW: My main influence was the SID chip itself, since instruments – the SID to play lead guitar and me to play bass, and then
this determined what I could write. chip had a sound all of its own. transposed our music on to the C64.
RO: I was raised in a very ‘amusical’ household, NB: The SID is pretty limited. I loved synths when MG: I also used a Seiko synthesiser that was lying
and my influence was mostly what other SID they sounded like new instruments you hadn’t heard around the office, but it wasn’t closely connected,
musicians did. I also think the SID’s sound was of yet, but I was never satisfied by what we got on the technologically – it was just a keyboard I could
very significant. It really has its own style – and the C64. It didn’t help that every C64 seemed to have its rehearse on. My code was my own, and I believe
phrasing of melodies is so SID. own unique filter values. There can’t have been much I invented the fast arpeggiation technique for
GM: My first Bogg Album was cover versions of quality control in the SID chip factory! mimicking chords, first released in Kong Strikes
chart songs, but Bogg Album 2 was all original stuff. DW: I just treated it as a restricted synth – you couldn’t Back in 1984.
I was listening to Depeche Mode, John Foxx, Gary really emulate any ‘real’ instruments. GM: I started off using DATA statements, playing notes
Numan and Human League, so was influenced by MW: Drums were feasible by changing between on my synth, and converting them into
them. I suppose my music had a certain style. I liked noise and other waveforms ‘on the fly’, but in general numbers from the C64 Programmer’s Reference Guide!
to mess around with odd chord changes, or weird the sounds were out and out synth-like in nature, so Hundreds of lines of numbers, all hand-coded in
out completely with ring mods. Music has to be I went with the flow. Given that most games were BASIC! Later, I got a version of Hall & Oates’ Maniac
stimulating for me to listen to it and I’m always futuristic shoot-’em-ups, synth music was the perfect that played on interrupts. I was so amazed at music
trying to work out what’s going on. Once I work it choice anyway. playing in the background while I typed BASIC
out, I’m bored with it. BD: I went for trying to get ‘realish’ instrument sounds, routines that I found out which program created it and
FG: I can’t say I had many influences, although I but there were definitely two camps: got a copy. That was Master Composer, which I used
did like to borrow from the classics – I owe Bizet big people like me, and those into pure SID. Often, for everything after that.
time for Foxx Fights Back! But most of my music was those sounds became the basis of a piece, but I’m MW: I just started entering data and creating the music
purely me: I’d get a tune in my head and work on it, into notes. I don’t care what they’re played on. in situ, so I could hear right away how the final result
sometimes for days, trying to get it how I heard it in Generally, I’d come up with the tune and notes, was going to sound. I’ve always been disappointed
my head. Sometimes I’d strip them down into small, then play with settings until everything sounded when composing on one platform and rearranging the
repetitive tunes for high-score tables. But I must admit halfway decent. The one exception was Deflektor: music on another with its own set of limitations. With
Mike Oldfield inspired the Mutants main tune! I came up with a really nice cowbell sound and only one C64, I couldn’t play games while working on
decided I had to write a piece around it. ‘TOK TOK the music, but I’d sometimes record it to cassette and
Did you consider the SID a synth, or were TOK-N-TOK!’ You gotta do something with that, right? play that alongside to make sure it fitted well. Also,
you trying to ape real-world instruments JH: What was great about the SID was it being a with the tiny amount of RAM I was allocated, every
in your compositions? crossover instrument between techie bleeps and byte counted, so I often used polyrhythms – two loops
FG: I often imagined orchestral pieces or rock regular electro-synth music. It’s interesting in the of slightly different lengths that played against each
arrangements, but rarely tried to emulate individual SID’80s band I play in that Mark Knight’s electric other, resulting in long sections of evolving music
COMMODORE | 125
before they repeated, but using very few bytes. become a games designer, and so I started assembly
NB: I’d meet with Fred Milgrom, who’d brief me programming and made myself a player. When
regarding what he was after. I’d then hide in my making tunes, I’d usually play around with a bass
bedroom with a four-track cassette recorder and lots line, play with cool sounds, make a beat or something,
of keyboards and guitars. A couple of days later, I’d and develop a melody over it. I think my music is
play him my ideas and we’d choose which to port to more melody-driven than the background – the
the C64. I’d transpose my four polyphonic tracks into background’s kind of interchangeable. Regarding the
three mono ones in the music language I’d written and sound itself, an important thing with SID is pulse-
implemented for the C64. width modulation, which makes one voice sound very
FG: I’d find the backbone of a tune on the keyboard, fat, like when you detune a few normal synth voices
but most arranging was done on the C64, tweaking and play them together. Almost everyone used that to
note and effects data. I used my own drivers and got enhance their sounds, and I had that figured out very
interesting original effects by using pitch envelopes, as early. When Galway did his arpeggios, I was already
in Nodes Of Yesod. When I rewrote my driver, I made thinking about altering the frequency very fast to get
great use of ring modulation, as shown in Mutants. a chord impression. When I heard his Ocean Loader, I
RO: I’d studied piano, so I mostly composed on the coded that stuff in and it made a huge difference.
piano and then put the notes in the computer. But BD: I did it all in my head. I used to sit down with
I’m a bad programmer, so I had to wait for others the text editor and type notes out. If things got very
to create players and routines for me, which was a complicated, I’d maybe grab an instrument and see
hassle. I think it was easier for Hubbard and Galway what something sounded like, but generally it was
to make C64 music, because they were very good from the head to the page. Tony Crowther wrote a
programmers. Sometimes, I got to play the games. nice driver for me to type in things like ‘C2, 10, D2,
I custom made music for Last Ninja 3, and when 13’, and we adapted it to add structural stuff – loops,
Cyberdyne made a game, we stayed in this house and phrases – and define different sounds. I worked with
worked together, trying to make the music in sync. But that and other drivers at Gremlin, before I wrote
mostly you’d get a fax detailing what was needed: the my own, which then made it easier to port code to
number of levels, and maybe what kind of atmosphere different platforms.
» There are many great C64 remixes, but Reyn
Ouwehand’s live Wizball is mind-blowing. Watch
there should be.
via www.youtube.com/user/ReynOuwehand or CH: When I got the C64, I played games for a year What are your thoughts regarding
download the mix at remix.kwed.org. and programmed a little BASIC. But I really wanted to samples within SID tunes?
RH: Sampling used too much CPU to be practical,
“I imagined orchestral pieces or rock but it was a new effect. It was limited, but it did add
something to get away from the ‘generic’ SID sound.
arrangements, but rarely tried to CH: Samples were a discovery I had in my early days
at Rainbow Arts. I was researching new ways of
enhancing SID sounds and discovered Digidrums. The
emulate instruments – the SID chip main program was BASIC and there were assembly
routines for the playback of the drums. I found
had a sound all of its own” Fred Gray how the drums were triggered and played with the
program and realised you could activate SID voices
behind the drums. That gave me the idea to combine a
» Top SID composers matched SID tune with sampled drums. With a friend, I hacked
great music with quality sound effects,
together a sampler on the C64 user port, sampled
such as the metallic noises and blasting
sounds in Martin Walker’s Hunter’s Moon. my own digi drums, had my own playback routine
and combined that with my player. We had this cool
stuff laying around for a few months, waiting for a
game to put it in, and I imagined the reviewers would
go bananas when they heard it. And then Galway’s
Arkanoid came out just before we released our stuff!
His technique was based on the same principle as
126 | COMMODORE
THE SID CROWD
128 | COMMODORE
THE SID CROWD
“I sometimes imagined that a MG: I’m amazed that they’re still getting referred to.
Most gamers of the era are my age, and regard this
thing as a way to remember their childhoods. But there
larger tune was in there, but are younger ‘retro enthusiasts’ who like the sound of
early gaming chips! I’m not sure what it all means.
only three notes at any one time Maybe there’s an innocence that was lost when more
powerful systems came out.
could get out” Martin Galway JH: It’s nice that SIDs are remembered, but a little sad
they’re regurgitated. I wish people would focus on
creating their own amazing new thing and just listen
to old stuff for inspiration. But, overall, it is flattering
better musician than I’d otherwise have been. I hated people even care.
the limitations, but the C64 made me work harder, GM: I’m amazed that people are still interested. I
to distil the necessary essence of a song down to the abandoned the C64 around 1987 and don’t entirely
smallest number of constituent parts. understand the C64 scene now – things have
moved on. I’m not complaining, though. It’s nice
What are your thoughts on the longevity to be remembered.
and continuing popularity of music for JD: I love the fact that people are still interested enough
the Commodore 64? to remix my old work. If you’d told me 20 years ago that
NB: I find it a bit hard to believe. My life’s moved people would be doing this, I wouldn’t
on so far that it’s like it happened to another person. have believed you.
I got a call from a fan in Denmark a few years RO: In the end, it’s nostalgia. We all grew up, but
back, and it’s one of the most surreal experiences with the internet we can stay in our childhoods a
of my life: ‘Commodore 64 still rocks in Denmark!’ little longer. For me, personally, I see SID remixes as an
BD: It’s great. When I wrote the tunes, I imagined exercise. I respect the original SID and imagine how it
orchestras and rock bands, and now remixes would sound today if the composer were in
are being done like that. It’s such a gas playing the studio. It’s nice when Galway or Daglish tells me my
stuff I wrote 25 years ago with SID’80s and remix is pretty much what they had in mind
making it sound good. Sometimes, when I look when they composed their SID.
back with my 25 years of musical sophistication CH: Until recently I never thought about it. I focus on
[laughs], I sometimes think ‘Oh my god’, but my career to get to the next step and live off my work.
they were good tunes with good melodies. People enjoy But we all laid the groundwork for videogame music
a good song they can sing. If you can pull that off on and sound, and being part of a pioneer phase is very
stage, it’s great. cool. That it’s still honoured by the fans is a testament
DW: It’s nice people still take an interest, but it is a long to what we did back then.
time ago!
MW: I’m touched people not only remember, but still
take the trouble to email me with their thanks for the Special thankyou to: Stein Eikesdal (a.k.a. Stone Oakvalley):
enjoyment my music has given them over the years. www.6581-8580.com, Warren Pilkington (zawtowers.org.uk), Manus
I’m particularly chuffed with the remixes I’ve heard. Buchart for their help with images.
COMMODORE | 129
RETRO REVIVAL
HOVER BOVVER
THE GRASS IS ALWAYS GREENER…
PUBLISHER: LLAMASOFT
RELEASED: 1984
GENRE: ACTION
FEATURED HARDWARE: COMMODORE 64
EXPECT TO PAY: A FEW QUID
HISTORY
If there’s one thing
I like about the
colder months, it’s
that I don’t have
to mow the lawn.
You see, I get hay
fever, and not just
any old hay fever but the kind that
makes me think someone sneaked
into my bedroom late at night, filled
my sinuses with liquid concrete,
and then used my head for bongo
practice until dawn. Clearly, partaking
in an activity that flings considerable
amounts of pollen directly into my
nostrils isn’t something I welcome.
Strangely, though, things I
tend to dislike doing – driving and
playing tennis, for example – are
often the videogame subjects I’m
most drawn to. Therefore, it should
come as no surprise that I’ve spent
a fair bit of time immersed in Jeff
Minter’s superlative mow-’em-up,
the superbly named Hover Bovver.
Ultimately, it’s the larger-than-life
elements within games that make
them more interesting than the
humdrum nature of reality. For
example, careering around a corner
at ridiculous speeds in OutRun 2 is
significantly more fun than pootling
down the A331, wondering whether
you should take the exit to Frimley,
because there’s usually a bit of a
queue at Camberley. And so it is
with Minter’s videogame version of
mowing. Instead of tediously pushing
the mower back and forth across your
lawn, while the sun tries its level best
to melt your eyebrows, Hover Bovver
gives you a turbo-charged mower,
an angry neighbour to avoid (it’s his
mower that you’ve, er, ‘borrowed’),
a gardener to evade (should you
accidentally mow over the flowers),
and an ‘attack dog’ to keep loyal (or
he attacks you rather than your foes).
It’s not like these things don’t
exist in real life – while I’m unlikely
to fling myself around winding
country roads at 90 mph, OutRun-
style, I could spice up my mowing
experience by antagonising the dog,
stealing my neighbour’s mower and
then careering headlong into every
flowerbed in sight. It might not help
my hay fever, but the ensuing chaos
should at least take my mind off of it.
130 | COMMODORE
COMMODORE | 131
DEVELOPER LOOKBACK
OCEAN SOFT
t was one of the largest and most respected games So, on his return to Britain in 1982, he set up Ocean Software as
132 | COMMODORE
WARE But why Manchester? “I can’t remember why Ocean set up offices
in Manchester” says Gary Bracey, former development director at
arcade licences being secured – many of which were absolutely dire.
“If you forget that Knight Rider/Street Hawk period then Ocean will
Ocean who started at the firm in 1985. “Both Jon and David were always be remembered with fondness,” laughs Mark Jones (a graphic
from Liverpool but I think they believed Manchester had a more designer who spent two years at Ocean) recalling the terrible state of
credible commercial perception than Liverpool, due to the left wing those two games.
image it portrayed at the time. Image was certainly important. David Jones, starting at Ocean in January 1987, worked on some of
and Jon were marketing people first and foremost and built the the developers more classic games from Total Recall, Gryzor and
company on their creativity and drive to succeed. But while it may have Wizball to Arkanoid, Vindicator and Rambo III. By this time, Ocean
been outwardly perceived as a well-oiled, professional organisation, was establishing its brand and sales were buoyant. Ocean, with a £10
inside, Ocean was a ball of sheer energy, running on the power of the million turnover, was employing 62 staff and had sold three million
developers’ talents and the managers’ enthusiasm and beliefs.” games for a range of computer formats. It had also snapped up
The in-house talent at Ocean began to grow substantially, but Ocean Imagine Software – one of the high-profile casualties of a downturn in
was also proud of its external resources, which included Jon Ritman sales in the mid-Eighties. Imagine, based in Liverpool, had a reputation
and Bernie Drummond, Denton Designs, Sensible Software and for producing excellent games for the 8-bit machines with Renegade
Digital Image Design which produced some of the finest flight sims and Yie Ar Kung Fu just two of the classics.
the market had seen. But those early days of games development at But in that pursuit of excellence, financial control had gone by
Ocean were a real seat-of-the-pants affair, according to Bracey. the wayside, so Imagine – and its international reputation – was
He said the games gestated at the whims of the programmers and cemented with the Ocean brand and became devoted to arcade
artists’ creative freedoms were encouraged, but indulgences had to be games, in particular conversions from Konami coin-op titles such as the
reined in due to that ever-present threat of slippage. aforementioned Yie Ar Kung Fu and Hypersports.
Yet many of those early games were hardly ground-breaking, even This meant Ocean was getting bigger than ever, in both financial
though they often carried big names from Knight Rider through Street and influential terms. Not only was it able to tap into the vast talent
Hawk, to Hasbro’s Transformers. at Imagine Software, its own programmers were starting to knock
That’s because Ward believed the key to good game sales was out some outstanding titles and they were beginning to really enjoy
to make it recognisable to consumers. This led to scores of film and themselves. Jones certainly recalls being impressed by the firm when
COMMODORE | 133
DEVELOPER LOOKBACK
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OCEAN’S he went for an interview in December 1986. “My interview, which I He says: “The programmer of Wizball was also new and lots of
FREELOAD attended with my mum because I’d never been on a train on my own stuff I’d created was left out. All I see when I look at it is what it could
Nobody liked loading games from let alone gone to a different town, was relaxed,” he says. “Gary Bracey have been. The programmer left the project a month before it was due
tape and all were grateful to Paul
Hughes for creating Ocean’s
was very friendly. The general feel of the place was that we all wanted to be completed and it had to be handed to Paul Owens to finish.”
Freeload which quickened the to do our best and produce games that were as good as we could Although Ocean developed many original titles, film licences
process and provided protection make them.” were king. Videogaming was still in its infancy, although movie
against piracy. The first Ocean Ocean rewarded this work by crediting the programmers, artists merchandising had been prevalent ever since Star Wars became
game to use Freeload was Wizball
on the Commodore 64 in 1987. It
and musicians on the games themselves, a rarity at the time, and this a multi-million spin-off industry in 1977. But until Ocean appeared,
replaced a previous tape loader, helped to motivate the staff. making the game-of-the-film was still relatively unheard of. Some
displaying a picture and, on the C64, Jones says: “These games were going out with our names companies had tried it and been bitten - Atari spent $22 million on ET:
playing music as the game loaded. on them as well as the Ocean or Imagine name. You wanted them The Extra Terrestrial only to end up with a terrible game and extremely
The loader came complete with
an excellent tune, created by Martin to be good. If not just for the good of the company but for selfish low sales. Ocean was determined to do it right.
Galway, Peter Clarke or Johnathan reasons too. If it had ‘Mark R. Jones’ on it, I didn’t want anything to Bracey said: “At first, you could get the licences themselves
Dunn. “They were all prolific look rubbish.” relatively inexpensively as the movie companies hadn’t yet realised
musicians,” Hughes says. “You just While the programmers toiled at their keyboards, Bracey and games the potential income that could be generated so we snapped them
asked for a new piece for the loader
and they’d oblige.” producer Lorraine Broxton wandered around, taking an active interest up. Eventually, we were building such a strong track record in terms of
When Ocean released its budget in what was going on, what was new and what had been changed. sales for licensed games, that I started to get flooded with scripts from
label, Hit Squad, the games were Other games programmers also took regular screen breaks to see movie companies actually wanting us to license their titles. That meant
duplicated by Ablex in Birmingham. what others were doing. key titles like Batman weren’t that hard to acquire.”
A cheap duplication machine was
used which couldn’t duplicate Jones says: “You couldn’t just sit there at your computer screen One of Ocean’s best movie licenses was Robocop – Bracey’s
Freeload at high speed and Hughes from 9.30am till 5pm. Sometimes it would get to the stage where favourite. “The box-office was pretty good for this low budget movie,
had to slow the loader down, which you’d been looking at a game for so long, you couldn’t tell if it was any and we produced a first-rate game based on it. We then went on to
led to Jon Dunn having to write
good or not. It meant everyone was aware of what everyone else was sub-licence and produce the game on all other formats including the
new loading music. “His original
tune was too short and ran out doing – if you’d produced something bad, there would be no beating new NES console system and an actual coin-op machine. The game
before the load finished,” about the bush.” sold millions of units in all of its entities and it was probably one of the
Hughes laughs. Jones’ first project was Wizball. He had never produced an most lucrative titles Ocean ever had – I seem to recall that the licence
animated sprite before so gained help from Simon Butler and Ronnie was not terribly expensive.”
Fowles, who’d just finished the graphics for Short Circuit and were in But there were some mistakes. Artist Brian Flanaghan says: “We
the late stages of Arkanoid, both for the Spectrum. “They explained went after some crazy stuff, like Michael Jackson’s Thriller for the NES
to me how to use the in-house Ocean animation program. This was and there was mention of a U2 bid – neither came to fruition. “There
an amended version of Melbourne Draw with animation capabilities,” was also Radio Flyer, a licence apparently based around a popular
Jones says. But he is still not happy with the result, despite the game American child’s ‘pull kart’ thing. After reading the script, it turned out
achieving both a Crash Smash and Sinclair User Classic. the film was about child abuse! Great gaming material there. Obviously
134 | COMMODORE
» W rcade
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» Left to right: Top man; Gary Bracey was software director from
1985 to 1995. Brian Flanagan: Co-founder; David Ward created
Ocean and raked in the cash. He is now boss at iFone, which
makes games for mobile phones. Graphic genius; Artist ,Simon
Butler, worked on loads of Ocean games including NOMAD, Miami
Vice, Total Recall, Navy Seals and Addams Family
the game was axed before anything was programmed.” But of all But despite their hard work, the programmers were always last to
the games which stick in the mind, Bracey says his biggest error was find out about the new movie tie-ups and so would engage in a little
Hudson Hawk. “That was easily the worst license I acquired,” he says skulduggery. Jones says: “The first we would hear about the latest OCEAN AND
cringing at the memory. “The film turned out to be a dreadful, self- deals was when film companies would send scripts, photo stills and
indulgent pile of crap and the game was no better. The problem was promotional material.
AMSTRAD
When Amstrad decided to produce
that the script was one of the best I had ever read. Unfortunately, what “It would always do us good to have a discrete nose round Gary its ill-fated GX4000 console, it knew
ended up on the screen was a far cry from the script I had been given. Bracey’s desk when he wasn’t there – I can say that now, I’m sure he it needed some big names to back it
up. And at the time – 1990 – Ocean
Thanks Mr Willis!” knows – everyone did it!”
was the top software house and the
Yet Ocean came in for widespread criticism for its film licences, Arcade licences were equally important to Ocean. Between 1983 two companies soon came to a deal,
with many branding them formulaic platformers. The company always and 1992, half of all the games Ocean released were based on along with Gremlin, Titus, Loricel, and
contested that it was what people wanted and the games certainly coin-ops or films. And they threw up their own problems, mainly Domark.
Amstrad gave the companies
continued to top the charts – Bracey notes confidentially that during for the programming staff. Ocean’s bosses would approach their
free reign to create any game they
his nine years at the company, Ocean generated more than 100 chart programmers with the latest state-of-the-art, all-singing, all-dancing wanted, the only stipulation was that
number ones. arcade machine – telling them their next project was to convert it to the packaging had to follow a pre-set
Although Bracey has admitted the majority of games weren’t the humble Spectrum, C64 or Amstrad. format. Ocean then knocked out
a series of games although, sadly,
anything special, he puts that down to the sheer quantity of titles As Simon Butler recalls, “It was a challenge, but also a major pain.”
many were straight ports of existing
Ocean produced, yet firmly believes there were many gems which hit Many of Butler’s games were coin-op conversions or film licenses. CPC titles, only sold at vastly
the mark – not least Batman, which had many sub-games, Robocop He worked on titles spanning almost all of Ocean’s lifespan from inflated prices.
3, enhanced by its driving and shoot-’em-up sections, Addams Family, The Never-Ending Story, Platoon, and Combat School, to Total Recall, But then, money was the
important thing. Sir Alan Sugar
a massive platform game, and Hook, a true adventure game. And Darkman, and the Addams Family and all had to be faithful to the film said as much at the launch. “We
he points to the solid hits F-29, Battle Command, Push Over, Sleep or arcade, a difficult task. don’t just see this as Amstrad
Walker and Wizkid, as notable, original 16-bit games. It was a challenge also faced by graphic designer Bill Harbison, who fighting Nintendo and Sega,” he
Nevertheless, film licences were the most important and the need joined Ocean in March 1988. said, talking about the battle for
console dominance. “We see this as
to get them out at around the same time as the movie put a lot of “I was really proud of my coin-op conversion of Chase HQ,” he says Amstrad, together with companies
pressure on Ocean’s staff, who were often given very strict deadlines. when we asked him about his excellent conversion. “We had the such as Ocean and others who want
This would mean some heavy stints for the programmers and it arcade machine of Chase HQ so I could copy the graphics, although to make some money and who do
was not unknown for some of them to work a shift far in excess of 24 we didn’t have the technology to strip the graphics from the arcade not want to be dictated to, fighting
against these people.”
hours to get the game finished and down to the duplicators. board so I played the game with one hand and had a pencil in the Ocean’s Burnin Rubber game
Any laughter that would usually emanate from down below in other to make sketches. Batman was easier, the only difficulty being was created specially for the GX4000
the basement would quieten during these tense periods of time. I had little reference material to draw the Batmobile convincingly in and was bundled with the machine.
Programmer Paul Hughes said: “The in-house crew had some 3D and couldn’t get it right – even with a week to go to completion. Ocean also created games for
another 8-bit inspired console, the
absolutely incredible talent that didn’t blink at the thought of working 72 Luckily some Batman toys were available. I bought myself a small Commodore 64GS. Unfortunately,
hours straight and then driving to the duplicators with the master.” Batmobile and used it to draw the finished sprites.” that too ultimately failed.
COMMODORE | 135
DEVELOPER LOOKBACK
» C fun m
om ult
a
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Sch yer
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ith
“OF ALL THE GAMES WHICH STICK
IN THE MIND, BRACEY SAYS HIS
BIGGEST ERROR WAS HUDSON
» Ocean worked on a number of
impossibly slick platformers. The
HAWK. ‘THAT WAS EASILY THE
Addams Family was one of its best. WORST LICENCE I ACQUIRED,
THE FILM WAS A PILE OF CRAP’”
While developing a game, staff would wear many hats including masses. And the threat of the big American and Japanese companies
those of storyboard artist, producer, character designer, game designer, was brushed aside, with Bracey saying Ocean was excited and not
MAGAZINES and copywriter. Butler says: “We got involved in many parts of the scared by the challenge.
“Everyone hated us,” says
Jonathan Smith - but was that the game and we cared for them. It rankled when we were pipped to Ocean had spent a couple of years in the early Nineties worrying
case? Certainly, the top computer the number one slot in the charts or when we missed out on a plum about how the industry was going to develop. But around 1994, it set
magazines of the 1980s and early licence or franchise.” up a new in-house development team, Tribe, and head of software
1990s thrived off Ocean – if only
Much of that was because Ocean’s greatest rival, US Gold, was development Ian Turnbull decided a professional, structured way of
because of its advertising.
Gary Bracey says: “Obviously, we breathing down their necks, even though Ward and Woods had a working was needed if Ocean was to make the massive jump from
spent a small fortune advertising in large stake in the company. From time to time, the two companies 8/16-bit to 32/64-bit.
magazines and so they were wary worked together, particularly on compilations, bringing together the Separate teams were created, each having a team leader, lead
of upsetting us too much. But in
best of both firms in treats such as They Sold A Million including programmer and designer. Games were developed off-screen six
general, if one of our games sucked
then they said so and were equally Ocean’s Daley Thompson’s Decathalon and US Gold’s Beach Head. months before any coding began and by 1996 there were 80 Tribe
enthusiastic if the title warranted it.” But in every other respect, the pair were at war. When they became staff members. But in that same year, French firm Infogrames
Mark Jones agreed: “From my concerned there were budget houses flogging software for £1.99 as came sniffing and snapped up Ocean. It retained the Manchester
experience the magazines loved
Ocean. They were always nice and
opposed to full price, they each set up rival low-price labels, US Gold office for development until Infogrames bought Gremlin in 1999 and
friendly when they came round. forming Kixx and Ocean creating The Hit Squad, to sell old games first programming was moved to Sheffield. Not long after, the Ocean brand
Every now and again you’d get a at £2.99, later at £3.99. was dropped. GT 64 Championship Edition for the Nintendo 64 was
mag come in and do the rounds, Bracey said: “There really was serious rivalry between Ocean and the last game by Ocean in 1998.
having a look at what was in
development. They’d sit down
US Gold. We wanted to be the best and wouldn’t rest on our laurels. Flanagan said: “The initial feeling when Infogrames took over was
and you’d talk them through what But as time passed and we entered the console era then I think our good. We had a new shiny building, and this strange French megacorp
you were doing, what stage the main competitors became companies like Acclaim – though the was going to put lots of money into the company. But then certain
game was at and what was to competition and desire to be the best remained.” games weren’t released. I was working on The Shadow for the SNES
be done. Ocean were always
given good write-ups when the
Competition extended inwards too. Butler says: “There was a and Mega Drive and had designed the sprites and a large proportion of
magazines were previewing games. sense of camaraderie at Ocean but also a healthy sense of competition the backgrounds. I also designed the game and was the lead artist but,
We’d do what we could for the between the various teams; to top the animation, to better the sadly, the game was never released as the filmed bombed massively.”
magazines, providing screenshots graphics or, in the coder’s field, to have more sprites, bigger sprites - Many of the old Ocean guys – and gals – have not gone away
and sometimes demos for them to
take away.” for your code to be better or faster.” completely, however. As well as most being involved in the
There were some problems, “But it got harder with the 16-bits,” adds Jones. “Instead of a industry in some way, they also chat on the forums at –
however. Bracey says: “There few hours putting pixels in the right place to make a character die www.theoceanexperience.co.uk.
were one or two journalists who convincingly on the 8-bits, you spent double the time making sure the Jones added: “It’s sad in a way that the Ocean name has gone
just hated Ocean and we knew that
they would always give us a poor shading was correct or light was coming in from the same place.” but good in another. I guess it means it will always remind misty eyed
score no matter what the game As time went by, Ocean adapted to the changing market conditions. 30-something gamers of a time when games didn’t have to rely on
genuinely deserved.” Games switched from being programmed by a few to being tackled by fancy FMVs and flashy graphics in order to impress.”
136 | COMMODORE
SOFTOGRAPHY
1983 Double Take (Spectrum, C64) 1991
Royal Birkdale: Championship Golf Mutants (Spectrum, C64) Toki (Spectrum, C64, Amiga, Atari ST)
(Spectrum) Tank (Spectrum, C64, Amstrad) Navy Seals (Spectrum, C64, Amstrad, Amiga,
Digger Dan (Spectrum) Tai-Pan (Spectrum, C64, Amstrad) Atari ST, GameBoy)
Island Of Death (Oric) Head Over Heels (Spectrum, C64, Amstrad, Double Dragon (Spectrum, C64, Amstrad,
Armageddon (Spectrum) Amiga, Atari ST) Amiga, Atari ST)
Rescue (Spectrum) Road Race (Spectrum) Total Recall (Spectrum, C64, Amstrad, Amiga,
Pogo (Spectrum) Super Bowl XX (Spectrum, C64) Atari ST)
Android 2 (Spectrum, C64) Combat School (Spectrum, C64, Amstrad) Battle Command (Spectrum, C64, Amiga,
Eco (Amiga, Atari ST) Atari ST)
Rollerball (C64)
Smash TV (Spectrum, C64, Amstrad, Amiga,
Atari ST)
1984 1988
Simpsons: Bart Vs The Space Mutants
Gift From the Gods (Spectrum) Gutz (Spectrum, C64) (Spectrum, C64, Amstrad, Amiga, Atari ST)
Gilligan’s Gold (Spectrum, C64, Amstrad) Typhoon (Spectrum, C64, Amstrad) Hudson Hawk (Spectrum, C64, Amstrad,
Robotics (Spectrum) Cabal (Spectrum, C64, Amstrad, Amiga, Atari Amiga, Atari ST)
Eskimo Eddie (Spectrum, C64) ST) Darkman (Spectrum, C64, Amstrad, Amiga,
Hunchback (Spectrum, C64, Amstrad) Emilio Butraguemo 1 (Spectrum, C64, Atari ST, NES, Game Boy)
Amstrad) Terminator 2: Judgement Day (Spectrum,
Bruce Lee (Spectrum)
Operation Wolf (Spectrum, C64, Amstrad, C64, Amstrad, Amiga, Atari ST)
Mr. Wimpy (Spectrum, C64) Amstrad GX4000, Amiga, Atari ST) WWF WrestleMania (Spectrum, C64,
High Noon (Spectrum, C64) Rambo 3 (Spectrum, C64, Amstrad, Amiga, Amstrad, Amiga, Atari ST)
Cavelon (Spectrum, C64) Atari ST) Addams Family, The (Spectrum, C64,
Moon Alert (Spectrum) Phantom Club (Spectrum, Amstrad) Amstrad, Amiga, Atari ST, SNES, Game Boy)
Daley Thompson’s Decathlon (Spectrum, Firefly (Spectrum, C64) Elf (Amiga, Atari ST, PC)
C64, Amstrad) W.E.C. Le Mans (Spectrum, C64, Amstrad)
Chinese Juggler, The (Spectrum, C64) Batman – The Caped Crusader (Spectrum, 1992
Kong (Spectrum, C64) C64, Amstrad, Amiga, Atari ST) WWF European Rampage Tour (C64, Amiga,
Transversion (Spectrum) Psycho Soldier (Spectrum) Atari ST)
Bangers and Mash (C64) Track & Field (Spectrum) Cool World (C64, Amiga, Atari ST, NES, Game
Spellbound (C64) Daley Thompson’s Olympic Challenge Boy)
(Spectrum, C64, Amstrad) Robocop 3 (Spectrum, C64, Amiga, Atari ST,
1985 Madballs (Spectrum, C64, Amstrad) NES)
Hunchback 2: Quasimodo’s Revenge Moonshadow (C64) Spacegun (Spectrum, C64, Amiga, Atari ST)
(Spectrum, C64, Amstrad) Where Time Stood Still (Spectrum) Epic (Amiga, Atari ST, PC)
Kong 2: Kong Strikes Back (Spectrum, C64, Hook (C64, Amiga, Atari ST, SNES, NES, Mega
Amstrad) 1989 Drive, Game Boy, Game Gear)
Match Day (Spectrum, C64, Amstrad) Red Heat (Spectrum, C64, Amstrad, Amiga, Lethal Weapon (Spectrum, C64, Amstrad,
Neverending Story, The (Spectrum, C64, Atari ST) Amiga, Atari ST, SNES, NES, Game Boy)
Amstrad) Chase HQ (Spectrum, C64, Amstrad, Amiga, Parasol Stars: Rainbow Islands II (Amiga,
Daley Thompson’s Supertest (Spectrum, Atari ST) Atari ST, PC, Game Boy)
C64, Amstrad) Operation Thunderbolt (Spectrum, C64, Pushover (Amiga, Atari ST, PC, SNES)
Pud Pud in Weird World (Spectrum) Amstrad, Amiga, Atari ST) Sleepwalker (C64, Amiga, Atari ST)
Rambo (Spectrum, C64, Amstrad) Robocop (Spectrum, C64, Amstrad, Amiga, Wizkid (Amiga, Atari ST)
Frankie Goes to Hollywood (Spectrum, C64, Atari ST, GameBoy)
Amstrad) Run the Gauntlet (Spectrum, C64, Amstrad, 1993
Tornado Low Level (Spectrum, C64) Amiga, Atari ST) Dennis The Menace (Amiga, Amiga CD32,
Roland’s Rat Race (Spectrum, C64) Beach Volley (Spectrum, C64, Amstrad, SNES, Game Boy)
A Fi$tful of Buck$ (C64) Amiga, Atari ST) Jurassic Park (Amiga, NES, Mega Drive, Sega
Cosmic Wartoad (Spectrum) Batman – The Movie (Spectrum, C64, Master System, Game Boy, Game Gear)
V (Spectrum, C64, Amstrad) Amstrad, Amiga, Atari ST, PC) Ryder Cup Golf (Amiga)
New Zealand Story, The (Spectrum, C64, Shut-It (PC)
Amstrad, Amiga, Atari ST)
1986 Retee 2 (Amiga)
Untouchables, The (Spectrum, C64, Amstrad,
Platoon (Spectrum, C64, Amstrad, Amiga, Amiga, Atari ST, NES, MSX)
Atari ST) Emilio Butraguemo 2 (Spectrum) 1994
Street Hawk (Spectrum, C64, Amstrad) F29 - Retaliator (Amiga, Atari ST, PC) Inferno (PC)
N.O.M.A.D. (Spectrum, C64, Amstrad) Voyager (Amiga) Eek The Cat (SNES)
Nightmare Rally (Spectrum) Jungle Strike (Amiga, Amiga CD32)
Donkey Kong (Spectrum, C64, Amstrad) 1990 Kid Chaos (Amiga)
Superbowl (Spectrum)
Shadow Warriors (Spectrum, C64, Amstrad,
Great Escape, The (Spectrum, C64, Amstrad) Amiga, Atari ST) 1995
Gryzor (Spectrum, C64, Amstrad) Robocop 2 (Spectrum, C64, Amstrad GX4000, The Raiden Project
Nexus (Spectrum) Amiga, Atari ST, GameBoy) Mr Nutz (Amiga, Sega Mega Drive, SNES,
Miami Vice (Spectrum, C64, Amstrad) Rainbow Islands: Bubble Bobble 2 Game Boy)
Helikopter Jagd (C64) (Spectrum, C64, Amstrad, Amiga, Atari ST,
Highlander (Spectrum, C64, Amstrad) GameBoy) 1996
Transformers (Spectrum, C64) Midnight Resistance (Spectrum, C64,
Amstrad, Amiga, Atari ST) Break Point (PlayStation)
Hunchback II (Spectrum, C64, Amstrad) Cheesy (PlayStation)
Hunchback – The Adventure (Spectrum, C64) Puzznic (Spectrum, C64, Amstrad, Amiga,
Atari ST) Tunnel B1 (PlayStation, Sega Saturn)
Cobra (Spectrum, C64, Amstrad) World Rally Fever (PC)
Sly Spy: Secret Agent (Spectrum, C64,
Mailstrom (Spectrum) Amstrad, Amiga, Atari ST) X2 (PlayStation)
Laser Sprite Generator (Spectrum) Chase HQ 2: Special Criminal Investigations Zero Divide (PlayStation)
It’s A Knockout (Spectrum, C64, Amstrad) (Spectrum, C64, Amstrad GX4000, Amiga,
Knight Rider (Spectrum, C64, Amstrad) Atari ST) 1997
Batman (Spectrum, C64, Amstrad) Narc (Spectrum, C64, Amstrad, Amiga,
Atari ST) (I-War) (PC)
Army Moves (Spectrum)
Plotting (Spectrum, C64, Amstrad, Amiga, Jersey Device (PlayStation)
Parallax (Spectrum, C64)
Atari ST) Total Drivin (PlayStation)
Pang (Spectrum, C64, Amstrad GX4000, Multi-Racing Championship (N64)
1987
Amiga, Atari ST)
Wizball (Spectrum, C64, Amstrad, Amiga, Night Breed (Spectrum, C64, Amstrad, Amiga, 1998
Atari ST) Atari ST)
Short Circuit (Spectrum, C64, Amstrad) Fighters Destiny (N64)
Adidas Championship Football (Spectrum, Mission: Impossible (N64)
International Match Day (Spectrum, C64, C64)
Amstrad) Wetrix (N64, PC)
Adidas Championship Tie-Break (Spectrum)
Mario Bros (Spectrum, C64, Amstrad) Viper (PlayStation)
Lost Patrol (Amiga, Atari ST, PC)
Starace (C64) Zero Divide 2 (PlayStation)
Ivanhoe (Amiga)
Match Day 2 (Spectrum, C64, Amstrad) GT 64 Championship Edition (N64)
Shadow Of The Beast (C64, Amstrad, Amiga,
Slap Fight (Spectrum) Atari ST)
Flashpoint (Spectrum) Burnin Rubber (GX4000)
Top Gun (Spectrum, C64, Amstrad)
COMMODORE | 137
our mission – should AGENT 4125 ROVER BALL
Y you choose to
accept it – is to
infiltrate the base
of professional full-time
megalomaniac Professor
The hero of Impossible
Mission goes by the name
– or, rather, number – of Agent
4125. It doesn’t roll off the
tongue like 007, and kind of
As well as droids, the player
must also be wary of these
Prisoner-inspired electrified
black balls that guard some
of Professor Atombender’s
Elvin Atombender.
Atombender is threatening to gives the impression that the rooms. Far more aggressive
perform genocide through the administration he’s employed than the droids, most will
hacking of national security by is either heavily overstaffed annoyingly hone in on 4125
computers in order to launch or rubbish at spy training. killing him on contact.
a nuclear missile strike. We
have traced Atombender to
his underground silo and have
assigned you the impossible
mission of putting a stop to PROF. ELVIN
his plan. This mission will be ATOMBENDER DROIDS
tough, this mission will be With the name Atombender, Atombender COMPUTERS
fraught with danger and this you could argue Elvin was has a series If you’ve found an ‘init lift’
mission will self-destruct in six destined for a gainful career of security droids patrolling or ‘snooze’ code then you
hours, so get your skates on. as an evil mastermind, or a his underground base to can upload it to one of these
Oh, and make sure you take a
superhero. Elvin is the balding attack any unwanted visitors, computer terminals to either
short minute break after four
hours – we really don’t want
spectacle-wearing villain of the such as you. These Dusty reset the lifts or put all the
Bridget from HR breathing piece. From his underground Bin-style droids have various machines inside that room into
down our backs. You know stronghold he’s trying to hack attack types: some will chase temporary sleep mode. This
how she gets. global security systems to the player, others behave makes searching objects in
launch an attack on the world. erratically and some fire lasers. well-guarded rooms far easier.
138 | COMMODORE
WHY IS IT A CLASSIC? IMPOSSIBLE MISSION
POSSIBLE MISSION?
It’s just impossibly good Your mission, debriefed… briefly
A solid C64 classic, Impossible Mission wowed gamers and critics on Despite what its title insinuates, your mission was actually pretty
its release thanks to a mix of great visuals, slick animation, and James straightforward. Agent 4125 has just six in-game hours – with each
Bond-style spy themes (although the game was said to actually have death docking ten minutes off the time limit – to find the nine parts
been more inspired by the movie WarGames). On top of this, the
game also had that all-important one-more-go quality, brought about
of a password that will gain him entrance to Atombender’s control
room. 4125 must venture throughout the evil professor’s labyrinthine
What the
by a six-hour deadline looming over the player and the fact that the
game’s level layouts regenerated – it’s the game that kept on giving.
underground hideout and search his furniture (Atombender is a little
careless it would appear) for the 36 puzzle pieces and then decipher
press said…
Impossible Mission is essentially the thinking person’s platformer, the nine-letter password. With the code cracked, entry to the control ages ago
and remains the ultimate espionage action game for the C64. room is granted and the game is finished.
STANDOUT MOMENT #1
IMPOSSIBLE MISSION
Zzap!64
Mouthy megalomaniac Impossible by name… You’re looking at one of
For many fans, the best moment of Impossible Mission was Elvin’s Owing to the random generation characteristic of Impossible Mission, the greatest programs
unsettling audio welcome at the start of the game. “Another visitor. the droid types, rooms and password pieces would be scattered ever written. The graphics,
Stay a while… staaaay forever!” the wanton Professor cackled as around Atombender’s lair during the loading process, completing the animation, sound, speech
the player began their mission. Arguably one of the most memorable game could either be relatively easy or nigh on impossible depending and gameplay combine
bits of digitised speech to appear in a C64 game, it served as a chilling on what sort of mood luck was in that day. However, the Atari 7800 perfectly to create a
and telling greeting to the mission, and also filled the player with a NTSC version did come with a nasty glitch that rendered its account fabulous atmosphere.
sense that Atombender’s foreboding underground lair has been a of the mission sometimes impossible. This version was notorious
mausoleum for a number of spies in the past – quite possibly 4,124 of in that it would generate the puzzle pieces beneath the computer
them, in fact. terminals, which made them irretrievable. What we think
It might be one of the C64’s
NAME’S 4125, AGENT 4125…
26 years on Impossible
Mission still manages to
impress and feel fresh. As
Zzap!64 rightly said, it’s
a visual and audio treat
wrapped around some
great everlasting gameplay.
COMMODORE | 139
An unlikely hybrid of racing game and scrolling
shooter, Alleykat was Andrew Braybrook’s technically
stunning sequel to Uridium. Mike Bevan looks behind the
starting grid with its talented developer
t’s 1986 and programmer game to the next,” Andrew muses. “I rims of orbiting space-stations. It’s
I
Andrew Braybrook is riding just got on with coding…” a sort of cross between Formula
a wave of popular support “As Uridium was doing well, it gave One and the setting for Halo, with
buoyed by two high-profile me confidence, and I was keen to grandiose names for each event like
games for the Commodore 64, push the boundaries of what I could Superspin Chase, Astro Classic and
the Zzap! Gold Medal-winning do on the C64. I wanted to scroll the Zero-G Hurdle. The Alleykat season
Paradroid, and the space-themed whole screen, have shadows on comprises of 32 courses packed with
ALLEYKAT 101 shooter, Uridium. Just one year after all the objects and have less linear obstacles and hazardous opponents,
QAlleykat is a unique his first original C64 title, Gribbly’s gameplay so the player could each requiring a certain number
mixture of futuristic racing Day Out, Andrew has become choose their route through the of laps to conquer. The goal of the
and shoot-’em-up action. one of the most acclaimed and game. As I wanted to do game is to complete enough races
Players fly a transforming recognisable talents programming something different again, I picked a and accumulate the prize money to
craft across obstacle- on Commodore’s machine. With scrolling racing game.” enter the legendary Alleykat Final, the
strewn courses blasting Uridium he will soon be the recipient In Alleykat, players take the role of ultimate galactic racing challenge.
hazards and robotic of two prestigious Golden Joystick an inter-planetary racer negotiating With its unusual isometric
enemies, trying to survive awards, receiving a prize for a series of courses built around the viewpoint and eye-catching
long enough to complete Arcade-style Game Of The Year, and
the required number of becoming the first C64 coder to take
laps. The goal is to win the title of Programmer Of The Year.
enough prize money to Unsurprisingly, expectations are sky
enter the season’s final high for his next offering, Alleykat.
race and become Given this background, we want to
Alleykat Champion… find out if he was at all anxious about
equalling his previous projects, and
matching the silky-smooth arcade
feel of his smash-hit shoot-’em-up. “I
didn't feel too much pressure as I had
» Crossing the finish line at high speed to go » Andrew apologises for making you fly through this giant
different presentation ideas from one around again for another lap. skull at the beginning of the final race…
FOURK DUO-PADDLER
100 POINTS 250 POINTS
FIN-PULLER BARROW-PADDLER
100 POINTS 200 POINTS NUTS 250 POINTS
140 | COMMODORE
THE MAKING OF: ALLEYKAT
» The slimmer Glide mode allows you to fly faster and negotiate tricky narrow gaps…
ONE-TRACK
300 POINTS
ORBITER
500 POINTS
COMMODORE | 141
neat little touch
appears to have
come from a certain
Stringfellow Hawke…
“I’d probably been watching a lot
of Airwolf on TV and noted that they
didn't keep the guns out all the time
for aerodynamic reasons, so I had
a speed-limited guns mode and a
IN THE faster mode without the side guns,”
KNOW Andrew reveals. “The game also
PUBLISHER: Hewson spends time pulling the guns in to
Consultants perform the loop, as I didn’t want to
DEVELOPER: Graftgold deal with bullets going up in the air
RELEASED: 1986 or backwards. If the guns were out
PLATFORM: it redeployed them when the loop
Commodore 64 was done. The control mode is one
PLATFORM: Racer / of the things that takes the longest to » Slalom races award extra points for flying between and under obstacles.
Shoot-’em-up get right. I needed three-dimensional
movement from a 2D stick and one of the last race. The construction of concept of ‘lives’.
button for firing. It worked pretty well the tracks allowed me to have more You can also
and I was quite pleased with it.” space for eight graphic styles.” strengthen your
Andrew developed a clever Indeed, Alleykat players could ship against
algorithm which meant that races expect to come up against a variety attacks by collecting the energy
never played out quite the same, of environments from jungles blocks on the ground, increasing your
meaning players couldn’t simply and courses strewn with flimsy capacity for the next race, so you can
learn the map layouts to prevail. ‘shatter-rock’ to monolithic ‘hardwall’ take more damage.”
“The tracks were created partially levels and the ultra-nasty Skulnia
randomly,” he reveals. “I set the challenges. There was also a ne key strategy in Alleykat
variation in distances between
rows of graphics, for example the
fences, and also set the possibility of
clear space versus blockages. I had
whole and destroyed versions of the
welcome amount of freedom in the
events that you could enter en-route
to becoming Alleykat champion. “It
didn't seem necessary to do all 32
levels every season, so I just gave the
O was to try and take out as
many of the dangerous
obstacles as possible in
early laps before switching to glide
mode to finish with a fast time. “The
background pieces to update the map player more choices the better they changing track as the race goes on
as the game progressed. The chance did,” says Andrew. “You earn more was important,” Andrew agrees.
of any background being destroyed prize money and you can enter more “Also collecting too many energy
by a bullet was also controlled, from races. The season stops not when pickups wastes them, so you have
» Pulling Uridium-style
loops can help keep you
one shot taking it out every time all you crash, but when you can’t afford to think about the later laps too. The
out of trouble. the way to the indestructible skulls any more races, so I got rid of the other vehicles in the game can knock
down scenery for you so it isn't
always the best plan to just take them
out quickly. I reckon that I should
have battle-scarred the landscape
where vehicles were destroyed,
not just the main player. With lots
more sprites I'd leave smoke and
fires and do explosions and debris
flying everywhere. I liked the fact
that for the last race you have to go
through the mouth of the skull at the
start, and continue to negotiate the
background carefully. The algorithm
always left a way through and
the other vehicles started knocking
the pieces down to help you.”
142 | COMMODORE
THE MAKING OF: ALLEYKAT
SPACE RACE STAR RIDER TRAILBLAZER GALAXY 5000 KINGDOM GRAND PRIX
QThis was Atari’s second coin-op QThis rare laser-disc coin-op was QStarting life on the C16, Shaun QReleased for the NES, Galaxy 5000 QReleased on the Sega Saturn in
after Pong, and took the form of a sort developed by Williams Electronics Southern’s two-player racer took was a light-hearted isometric racer Japan, Raizing’s unique shooter is the
of interstellar drag-race. Two players and Joust creator John Newcomer. place on a colourful chequer-like with overtones of Marble Madness. only other game we know that feels
competed in heading up the screen in It featured spectacular pre-rendered playfield. It’s sequel, Cosmic One or two players could compete similar to Alleykat. Only here you race
rockets, trying to avoid contact with courses, over which animated futuristic Causeway, introduced obstacles and in a field of four ships with limited competitors and battle giant bosses
hordes of dot-like ‘meteors’. motorcycles were superimposed. Space Harrier-like bosses. firepower to knock out opponents. while trying to maintain your speed.
Alleykat features some of the » On the harder race events a good strategy is to let the » Collecting the ‘E’ letters keeps your energy topped
Gravo drones knock down the scenery for you. up, preventing premature destruction.
fastest scrolling ever seen in a C64
game, particularly when going full
speed in Glide mode. “The scrolling
is running at the full 50fps, and 60
on the US version,” says Andrew.
“The top scroll speed in the game
was eight pixels-per-frame so it was
rebuilding 900 characters every
frame. As the race completes it scrolls
even faster, just because it can!”
Andrew reveals how he put a lot of
time into Alleykat ’s sprite animation, wasn’t until I met up with other game matches up to someone’s
particularly the ship, its crash programmers at Zzap 64! Towers expectations, which are your
animation, and the scary Katerkiller, after the game was finished that previous game plus 50 per cent at
with which collision meant instant we discussed multiplexing the least,” he admits. “That becomes
death. “The sprites took a while sprites, which I used in Morpheus unachievable however hard you
because I wanted wacky designs and Intensity. Each game took me work. I always tried to do something
and smooth animation. The large longer and longer to do… Alleykat different to avoid direct comparisons,
number of frames for the vehicles and took six months.” The game’s name but it happens. The Zzap!64 review
player did leave me with less different also caused trouble in the USA due team certainly polarised. We got
objects, but animation sales notifications and
gave life to them, so it
was worth it. There was
I just gave the player royalties every month,
but I don’t remember us
no sprite multiplexing;
the bullets were all done
more choices the better ever adding up the total
sales per title. It’s likely
with character graphics.
Having a ‘shadow’ sprite
they did that Uridium did better.”
But overall Andrew
» Andrew Braybrook is widely
regarded as one of the C64’s
Andrew Braybrook most talented coders.
for each vehicle meant still seems to regard
I had four objects from eight sprites, to similar sounding title by Synapse Alleykat as one of his finer moments
and as I was using the full screen as a Software. “We got told that the US on the C64, and it’s a game that we’d
play area it left bare spaces at times.” publisher didn't like the name and urge those who like the sound of it to
“The Katerkiller used all six wanted to change it, we were never try at least once. “I liked the crash
remaining sprites, at the expense told why. It was lamely called effect for the main ship, it sat well
of not having shadows,” continues Demolition Mission over there.” with my ‘make a big entrance and
Andrew. “I really notice that. It Despite is technical a bigger exit’ philosophy,” he
wizardry, Alleykat arrived chuckles. “I was happy with
to a slightly more muted most of it, just disappointed
DEVELOPER
reception at C64 review that people could progress HIGHLIGHTS
magazine Zzap!64 than by just flying fast up the GRIBBLY’S DAY OUT
Andrew’s previous games. side of the track and firing SYSTEM: Commodore 64
We wonder if Andrew was a lot. The speed of the YEAR: 1985
at all perturbed by reviewer scrolling made it difficult PARADROID PICTURED
Gary Penn’s admission to being to control realistic attacks on the SYSTEM: Commodore 64
disappointed with the game, despite player.” Then with a twinkle in his eye YEAR: 1985
the gushing praise from fellow Andrew delivers one last thought: URIDIUM
» It might look quiet at the moment, but carnage is just
staff member Jaz Rignall. “It’s “No-one attempted to write this on SYSTEM: Commodore 64
around the corner… more to do with whether your new the Spectrum, though, did they?” YEAR: 1986
COMMODORE | 143
TOP 25
C O MM O D O R E
6 4 G A M E S
OF ALL TIME
You would need a seperate book in order to list every single
fantastic game that was released for Commodore’s classic 8-bit
home computer. As that’s not really possible, we’ve decided to do
the next best thing, by highlighting 25 firm fan favourites. How
many of the following popular games have you played?
144 | COMMODORE
TOP 25: COMMODORE 64 GAMES
Super-cute
hero Rockford Barbarian:
The Ultimate Warrior
became so QYear: 1987
QPublisher: Palace Software
popular that Even without that infamous cover, starring a scantily-
clad page three model, Barbarian: The Ultimate
he infiltrated 22 Warrior was always going to be a rip-roaring success.
Heavily inspired by Frank Frazetta’s stunning fantasy
the pages of art and Conan The Barbarian, Palace Software dreamt up a
beautifully brutal fighter that, in addition to still playing brilliantly,
Zzap!64 also managed to offer a sense of danger that, even now, can’t
be beaten.
magazine We are of course talking about the infamous decapitation
move that would immediately end a battle should you get the
timing right. While tough to pull off against later computer, or
human, opponents, the sense of satisfaction it offered remains
unmatched. Steeped in atmosphere and with a rich sense of black
humour – the goblin booting a head off screen never fails to raise
a smile – Barbarian remains an excellent fighter and one of the
best 8-bit brawlers on any system.
COMMODORE | 145
TOP 25
C O MM O D O R E
6 4 G A M E S
OF ALL TIME
Leaderboard
QYear: 1986
QPublisher: Access Software
With many in the gaming world
146 | COMMODORE
TOP 25: COMMODORE 64 GAMES
Delta
QYear: 1987
QPublisher: Thalamus Ltd
When it came to shoot-
’em-ups the C64 was
17 untouchable. Thanks to
its super fast scrolling, it
was able to recreate an arcade-like
experience that its 8-bit peers often
COMMODORE | 147
TOP 25
C O MM O D O R E
6 4 G A M E S
OF ALL TIME
Buggy Boy
QYear: 1987
QPublisher: Elite
Considering how popular arcade
conversions were on the 8-bit systems,
14 only two conversions have actually made
your list. The first is Elite’s port of Tatsumi’s
Buggy Boy. The second… Well you’ll find out in a couple
of pages.
What’s interesting about Buggy Boy is that while
it struggles to capture the bright and breezy cartoon
visuals of the original arcade game, it nails the actual
gameplay, delivering a conversion that feels like
Tatsumi’s popular racer, even if it isn’t identical. Perhaps
realising that the C64 was never going to accurately
recreate the thrills and spills of Tatsumi’s racer, Elite
instead tried to make the best possible racer that it could
– the end results were impressive to say the least.
Dave Thomas’ slick coding allowed for some
brilliantly precise handling that made controlling
your buggy a lot of fun. The scrolling was extremely
smooth as well, and it ran at a great speed, delivering
Last Ninja 2 an excellent off-road racing experience that few other
games could match. It may have only boasted five
QYear: 1988
QPublisher: System 3 courses, but the finely honed gameplay kept you going
back for more.
There was more to The
Last Ninja ’s hit sequel
15 than just a change of
scenery and location,
much more. For starters, it was a
massive graphical improvement
Trenz delivered a stunning masterpiece that
over the already impressive original,
with detailed locations from John
effortlessly improved on his original game and made
Twiddy that perfectly captured the
atmosphere of New York. Technically
the jaws of non-C64 owners drop to the floor
impressive, skyscrapers soared
ever upwards, levels were packed
with detail and the Last Ninja
Turrican II: Turrican II is trashy, excessive,
over-the-top, but most of all is fun.
available in the arcade games that
Manfred so loved, and featuring
148 | COMMODORE
TOP 25: COMMODORE 64 GAMES
Kik Start II
QYear: 1987
QPublisher: Mastertronic
Kik Start was a huge success for Mastertronic,
proving that a £1.99 game was just as good
10 (and sometimes better) as a full-priced release.
Shaun Southern’s sequel blew the already
excellent original out of the water, delivering far better
visuals, more courses, and best of all, an utterly superb
level editor.
Gameplay-wise Kik Start ’s sequel is very similar to
the original, with you (and another player in the excellent
COMMODORE | 149
TOP 25
C O MM O D O R E
6 4 G A M E S
OF ALL TIME
Bubble Bobble
QYear: 1987
QPublisher: Firebird
24 years after its original
release and we still can’t
7 believe that Ste Ruddy
was able to cram Taito’s
hit coin-op into the C64. Even after
he revealed all in issue 95, it remains
a phenomenal achievement, even if it
Bruce Lee Thrust isn’t quite as arcade perfect as many
made it out to be at the time.
QYear: 1984 QYear: 1986
In 1987, though, Bubble Bobble
QPublisher: US Gold QPublisher: Firebird
on the C64 felt like a revelation. Ste
A Bruce Lee game about collecting lanterns sounds Like many hit 8-bit Ruddy’s conversions was simply
150 | COMMODORE
TOP 25: COMMODORE 64 GAMES
Impossible
Mission
QYear: 1984
QPublisher: Epyx
Armalyte Even today, Elvin
Atombender’s infamous
QYear: 1988
QPublisher: Thalamus Ltd
5 taunt “Another visitor.
Stay a while… Staaaay
Armalyte is further proof that the C64 was the computer to own
forever!” sends a tingle of excitement
if you loved shoot-’em-ups. From its metallic-tinted visuals to its
6 awesome boss designs, everything about Armalyte screams epic.
down our spines. Created by
Dennis Caswell in 1984, Impossible
Coded by Dan Philips and John Kemp, with graphic duties by Robin
Mission was an atmospheric romp
Levy and a punchy soundtrack from Martin Walker, Armalyte is a gorgeous
that saw Agent 4125 leaping and
game that calls to mind classic arcade hits such as Nemesis and Salamander.
somersaulting his way through Elvin’s
More importantly, however, Armalyte ’s game design is every bit as
labyrinth-like complex in search of
meticulously designed as its scintillating visuals. Enemies are cleverly placed,
missing password pieces that, when
offering a stiff, but not overtly unfair, challenge, while the actual level design is
assembled, would allow the agent
superb, offering plenty of areas where pinpoint movement is just as important
access to the main control room.
as shooting accuracy. Power-ups are also of a high standard, and while they’re
It’s not an easy task, though, as
not original, they all pack a meaty punch and are extremely satisfying to use.
the diabolical genius has scattered
Armalyte may not be very innovative, but it’s an expertly crafted shoot-’em-up
the pieces all over his lair. Worse still,
with a timeless quality to it. The fact we still regularly play it is all the proof of its
vicious robots guard many of the
excellence that you need.
lifts and platforms, and Agent 4125
must either athletically leap over
them or deactivate them via the many
computers found on each screen.
Add in a strict six-hour time limit
(with every death knocking ten
minutes off the clock) and Impossible
Mission became a frantic race against
time. Numerous ports and sequels
followed, but Agent 4125’s original
adventure remains his best.
COMMODORE | 151
TOP 25
C O MM O D O R E
6 4 G A M E S
OF ALL TIME
152 | COMMODORE
TOP 25: COMMODORE 64 GAMES
Paradroid
QYear: 1985 play-fields that allow you to droid called the Influence Device, stronger opponents. Even the
QPublisher: Hewson become totally immersed in the and has the task of destroying linking isn’t easy, though, as you
Andrew Braybrook’s on-screen action, and prove to all the other droids found on the need to complete a surprisingly
Paradroid is a your non-C64-owning friends spaceship’s 20 decks. All the other complex mini-game first, which
1 masterpiece, there’s no
other way to describe
its sheer brilliance. Like
Wizball, The Sentinel and
that they had backed the wrong
horse. There are no niggles in
Paradroid, no annoying little bugs
to distract you from its absorbing
droids are far more powerful
than your little Influence Device,
as noted by the up to three digit
numbers found on their sides. In
gets harder and harder as the
droids get stronger and stronger.
It’s also worth nothing that linking
to stronger droids isn’t without
many other games in this gameplay; just a coherent, well comparison, the Influence Device its risks. Fail to successfully
list, it’s based upon the simplest of put together world that draws has a rating of just 001, meaning it ‘link’ and your host droid will be
ideas, but Braybrook managed to you in to its murky depths and can easily be taken out by virtually immediately destroyed. Fine if
make everything about it feel so refuses to let you go. Andrew was every other droid. you’re already in another droid,
much more epic. As with Wizball, a fervent arcade player back in Fortunately, while the Influence but not so good if you’re the
at first Paradroid appears to be the day – he still owns the original Device isn’t too hot in a gunfight, Influence Device, as it immediately
nothing more than another simple- coin-op of Rainbow Islands – so it does have the handy ability to results in the game’s end. As a
looking shoot-’em-up. Look deeper, it’s no surprise to learn that both take over another droid by ‘linking’ result, Paradroid features a great
though, and you’ll discover that it’s Uridium and Paradroid have the to them. Once ‘linked’ to a droid risk and reward system where
so much more than that, offering sort of slick presentation that was – of which there are 23 distinctive you have to gauge the best way
a healthy blend of different genres abundant in the popular arcade types – the Influence Device earns to dispose of each droid that
that not only manage to keep the games of the time. In short, all the skills and firepower of the you encounter.
gameplay fresh and exciting, but Paradroid is the arcade game you droid in question, making its task Highly influential, its possessing
most importantly, keep you going never got to play. Play it you will, far easier to complete. It’s worth mechanic has featured in
back for more. though, because from the moment noting, though, that you can everything from Space Station
This is partly down to Paradroid sinks its claws into you, only control a droid for a limited Silicon Valley to Messiah and
Braybrook’s exceptional skill it refuses to let go. amount of time, so Paradroid Mind Jack. Paradroid, for us, is the
as a coder. As with Uridium, Paradroid is set on a huge requires you to play aggressively, zenith of C64 gaming, and is a title
Paradroid ’s coding is faultless, multi-tiered spaceship that is constantly hunting down weaker that every gamer, C64 owner or
delivering impossibly slick overrun with hostile droids. The droids with your weaponry of otherwise, needs to play.
scrolling and brightly designed player takes control of a unique using your ‘link’ powers to control
COMMODORE | 153
ek! A super
154 | COMMODORE
WHY IS IT A CLASSIC? URIDIUM
FLUID CONTROLS
What the
Speed, focus and a strong foundation A manoeuvrable Manta press said…
Uridium arrived in 1986, before R-Type-style shooters with weapon Around the time of Uridium’s release, most C64 shoot-’em-ups had
upgrades invaded the C64, and so it might seem simple. However, craft little different from the Space Invaders laser cannon – you could ages ago
Andrew Braybrook’s Paradroid follow-up has plenty to engage the move left, right and fire, and if you were lucky, you might also be able to
arcade-oriented gamer. First, it’s fast: at top speed, dreadnoughts move up and down a bit. By comparison, Uridium’s beautifully animated Zzap!64 (94%)
zoom past and you need lightning-fast reactions to survive. Secondly, Manta is hugely manoeuvrable, with a number of cruising speeds, and “Uridium is truly an
the game is focused: it has its aims and achieves them with style and the ability to flip over to chase hostile aliens and fly at an angle, in order impressive game,
polish. Finally, the foundation is strong, frantic and fun, so much so to squeeze through gaps between shields and communications devices immaculate in both its
that Uridium was followed by Uridium+ on the C64 and an impressive, that litter the dreadnought surfaces. Only by mastering the Manta will execution and conception.
expanded but still action-packed Amiga sequel, Uridium 2. you make any progress in Uridium. The Manta is very
responsive indeed and is a
pleasure to control, skilful
handling providing a similar
joy to that of Defender.
BONUS SEQUENCE
C&VG (10/10)
“Andrew Braybrook’s
Uridium is simply the best
64 game we’ve seen
since Fist. It’s good-looking,
sounds great, and the
action comes thick and fast.
If you’re a 64 owner and
Death from below Don’t be a quitter you don’t rush out and grab
this game, there’s no hope
Much like Andrew Braybrook’s previous games, Gribbly’s Day Out and We suspect that Andrew Braybrook perhaps quaffed a little too much
for you.”
Paradroid, Uridium isn’t an out-and-out shooter – you can’t just wade in, coffee while putting together Uridium, our evidence being its bonus
all guns blazing, and hope to make it to the end of each level. Instead, section. Whereas Jeff Minter’s Batalyx – another 1986 C64 shooter
you must map out each dreadnought in your mind, memorising danger with a bonus round – plonks you in ‘psychedelic noodling land’ if you What we think
areas, escape routes, clusters of Manta-destroying comms towers and fancy a break, Uridium’s end-of-wave respite comes in the form of a Uridium might seem a
shields, and the location of the primary landing strip that enables you bonus game. Instead of enabling you to relax, it keeps the tension high, controversial choice for these
to infiltrate the dreadnought’s onboard system and blow it to kingdom taking the form of a simple fruit machine-style timing test: at each ‘level’ pages, and it’s fair to say that
come. Later levels are especially devious, with maze-like surfaces that you hit fire to hopefully select a chunky bonus rather than quit and it today feels a little basic
require particularly skilful flying. return to the game proper. and at times unforgiving. But
the gameplay mechanics are
great, and the combination of
STRANGEST CONVERSION
fast-paced shooting/survival
PLAYER REWARDS
COMMODORE | 155
THALAMUS
156 | COMMODORE
COMPANY PROFILE: THALAMUS
BRAIN STRAIN
The Thalamus logo stood for quality, with the
company specialising in tough shoot-’em-ups and
platformers, particularly on the C64. The escalating
costs of developing for new machines saw the firm
close its doors after just seven short years. Andrew
Fisher looks back at the diverse range of programmers
and the aftermath of the company’s bankruptcy…
N
ewsfield director Roger Kean quite separate. Newsfield never applied
remembers, “Visitors to the any pressure to give good marks to any
London computer game shows game, let alone Thalamus ones. It was
at Earls Court and Olympia in never even mentioned. They were quite
late 1985 to early 1986 often suggested happy as long as we could back up any
that Zzap!, particularly, ought to publish rating we awarded with reasons for doing
games, so the pressure to do something so.” Gordon did come under pressure
about it came at first from the reviewers once, but more on that a little later.
Julian Rignall and Gary Penn. In the end, Someone else was needed to work
it was me who finally said Newsfield alongside Andrew Wright though. “The
could do it and found a software other Zzap! staff writer, Gary Liddon,
publishing house, and then went on was of course a coder, and spent a lot
» Pieter Opdam (at the back) meets John and Steve Rowlands on
to persuade the other directors. It was of his spare time slogging away on a the Thalamus stand, PCW Show 1989 (courtesy of Jason Kelk).
obvious to us that we would need to C64,” continues Roger. Gary had worked
poach someone with development and at Domark before joining Zzap! and was
» The Hits, a great compilation of early
marketing experience, and Andrew more than happy to tell us how he got camped out in the flat Penn and Liddon Thalamus games.
‘Flathead’ Wright (a regular Ludlow visitor the Thalamus gig. “I got my place at shared.” This flexibility on deadlines and
in his role as Activision’s PR manager) Zzap! through sheer force of will and lots the urge to polish a game would become
seemed ideal and was interested.” of enthusiasm rather than on the basis a Thalamus hallmark. Gary remembers,
Many in the industry had doubts of talent,” he admits. “To be honest I “We offered loads of feedback to Stavros.
about the label’s independence from fitted better in game development and To be honest, I think that may have been
the magazines that would review its Thalamus was a great step into that a bit of a pain in the arse for him. I later
products. EMAP, Newsfield’s main rival, industry. Andy Wright was a good friend ended up a programmer and it’s great
was selling off its software label Beyond. who was working at Activision as a PR getting external feedback on what you’re
Roger continues, “We rented premises guy, but was really unhappy and wanted working on; however, that feedback needs
in London. Admittedly, these were in the to do something else. I had a lot of time to come at the right time and place. I’m
same building as the London editorial for the high-ups at Newsfield having not sure how much Stavros was helped
team for LM Magazine, but then those faith in a 19-year-old and a 20-year-old on Delta and Sanxion by a daily deluge
people had little to no interest in games to set up and run a games publisher. It’s of suggestions on what would be good in
or the people putting them together. crazy on the face of it but worked out well the game.”
Obviously, as a wholly owned subsidiary, for everyone.” Stavros called it Rainbow Warrior after
the Newsfield board kept tight reins on the bonus sections, but Gary suggested
» The Thalamus Star, a response to US Gold’s
the Thalamus operation, but only from changing the name after the sinking of the ‘History in the Making’ ads.
a management point of view. As to the THE HELSINKI HEX HERO Greenpeace ship. So the first Thalamus
Zzap! editorial people, they enjoyed no The fledgling company attended the release became Sanxion, with Jon
more or less advance information than 1986 PCW Show as part of the Newsfield Twiddy’s Cyberload, Mat Sneap’s loading
they were used to getting from other
developers at the time. Indeed, Gary Penn
stand. “Julian got chatting to this tall,
thin streak from Finland with the unlikely
screen and Rob Hubbard’s soundtrack.
Eager for a follow-up, work started on
IN THE KNOW
Thalamus was formed in 1986 as
famously rubbished one Thalamus game Greek-sounding name Stavros Fasoulas, Delta, another horizontally scrolling shoot- the software label of Newsfield,
famous for its computer magazines
(Delta) in a review.” who had the better part of a C64 game ’em-up, with the backgrounds drawing such as CRASH and Zzap!64. With
Ex-Zzap! editor Gordon Houghton ready,” recalls Roger. “Julian kept on inspiration from Nemesis and Salamander. several key Commodore 64 titles
under its belt, it looked to expand to
continues the story. “The relationship raving about it and invited Stavros up Gary regards it as his favourite Thalamus 16-bit machines and the Spectrum
between Newsfield and Thalamus to Ludlow after the computer fair ended. game. “I can see it polarises opinion, and in the late 1980s. The liquidation of
was perfectly professional, as far as I Penn and Liddon also admired the game, can completely understand why some Newsfield in 1991 and the rising cost
of development left Thalamus with
remember. They certainly didn’t feel like while arguing that it still fell short of being people can’t stand it. I really like the low funds and many unreleased titles
the same company; in fact, I didn’t know a winner. Stavros himself still wanted to music and it hypnotically merged with before it closed in 1993. The name
was revived for Thalamus Publishing,
they were until someone told me. On an add a deal more complexity, a process the gameplay. For me Rob’s contribution which released a book of Oliver Frey’s
editorial level they kept the two companies which took a few months while he to that game almost equals Stavros’s. We artwork in 2006.
COMMODORE | 157
THALAMUS
PUBLICITY
The logo was one memorable
aspect of Thalamus. Roger says, “I
thought Oliver’s logo was brilliant,
simple but with so much impact.
It looked great on T-shirts.” Oliver
describes it in The Fantasy Art Of
Oliver Frey: “I wanted something
that indicated sensitivity and a
determination to win, and an eye
gazing into a distant, imagined
future or past.” The Thalamus
Club offered merchandise like
watches and free pencils during
its short existence. Another
collectable is the psychedelic
‘Fuzzy’ given away with Creatures.
Former Newsfield writer Richard
Eddy joined the company to
handle PR.
The box artwork was also used
for adverts, with distinctive white
borders. The ‘Thalamus Star’
adverts resembled a tacky tabloid
front page, with bizarre headlines » Displaying its Thalamus Europe logo, the disk box for Nobby The
(‘Aliens stole my brain’) and facts Aardvark (C64). » Nobby sails past the wreck of the Titanic in his one-aardvark submarine.
about forthcoming releases.
The ‘Gold Rush’ promotions for
got on really well with Rob and felt he newly recruited producer Paul Cooper public that was distinctive and did them
Hawkeye and Armalyte each
had special golden cassettes went the extra mile for us. I’d say some of was on hand to work with potential no harm. So I’m pretty proud to have
distributed, which could be his best work is in the Thalamus games candidates. Gary Liddon had left to join been involved in that and I’d say that firm
returned to Thalamus for a prize. we worked on.” Electronic Arts, while Andrew Wright had footing we left the company on seemed to
The third game in the Stavros trilogy gone back to Activision. Gary states, “The work as a lightning rod for some great up
was Quedex – The Quest for Ultimate trigger was being refused a profit share and coming talent in the games industry.
» Thalamus made great loading screens and Sanxion’s was no exception. » Clyde’s friend is sliced up by Mr Chainsaw in the excellent Creatures.
158 | COMMODORE
COMPANY PROFILE: THALAMUS
» Armalyte was one of the best shooters on the C64, even if it was similar to Irem’s R-Type. » Platform shoot-’em-up Hawkeye received very mixed reviews.
COMMODORE | 159
THALAMUS
of suggestions to the Rowlands, Andy American flag for the opening of Camp great graphics but difficult gameplay.
ended up heavily involved in both games Wotadump. A simple enough concept, Graphic artist Metin Seven worked
– from writing the manuals to designing but a sound one. John also worked on alongside Pieter. Metin recalls, “It was
the graphics. the Arsenal FC football game, viewed like a dream signing a contract with
John Ferrari decided to take up from the side when other games had Thalamus. They had become a respected
programming to fill the winter months adopted the overhead Kick Off-style view. name in the games business. I’ll never
when he wasn’t working as a builder. Sadly, John died in 1996. forget when Paul Cooper came over
» Maximus collected Acme crates to
assemble a vehicle, enabling him to get to
After producing numerous budget titles Thalamus published more titles for to the Netherlands for a few days, and
the next level of Summer Camp. for Codemasters, John came up with the Amiga and ST, but they were less during that weekend we signed the
the enjoyable Summer Camp. Maximus well received. The 16-bit conversion of contract. When the game was released
Mouse had to get to the Moon via a Creatures failed to make much impact, it received reviews ranging from bad to
series of single-screen sections to find an and Pieter Opdam’s Venom Wing had satisfactory, and the satisfactory ones
were published in Zzap!64 and The
Games Machine, both magazines from
GAMES REVIEWS the Newsfield publishing company, who
were the owner of Thalamus.” A dispute
between Pieter, Metin and musician
Ramon Braumuller over the difficulty level
saw the team split up. “Thalamus did pay
a sum of money that corresponded to the
proceeds they had estimated, but we have
never checked what the actual proceeds
from all Venom Wing sales were. Ramon
and I used our share of the proceeds to
travel to Britain and attend the Personal
Computer World show together with
Pieter.” Pieter would go on to work at
HEATSEEKER SNARE RETROGRADE Team 17 on projects including Worms,
C64, 1990 C64, 1989 C64, 1989
» Programmer Paul O’ Malley’s » A temporal portal hides a maze with » John and Steve Rowlands’ rock-hard
sequel to his earlier game Arac has an the promise of a rich reward at the end blaster has a very clever weapons
environmental theme and an unusual of it. Programmer Rob Stevens took upgrade system. The first step is
style. The player controlls a Leg as it elements of Tron’s light-cycle game collecting cash and the ‘planet busters’
hops around the rainforest. On top is and created some fiendish puzzles. from the surface. Then it’s vertically
the Ball, which can be thrown out to kill Jumping, shooting aliens and hitting scrolling platforms as you head down
enemies and, more importantly, absorb switches are made more difficult by the ducts into the core. With the planet
heat from fires. This heat can then be the snap 90° turns of the screen as in ruins, the hero flies off to confront a
passed on to giant Plants, which open you move. Shiny graphics and great huge mothership that is destroyed by
their leaves to protect the forest against music from Martin Walker round out the shooting it to bits. A challenging game
acid rain. experience, underrated at the time. that is brilliantly presented.
81% 90% 95%
160 | COMMODORE
COMPANY PROFILE: THALAMUS
» Creatures 2 was a truly stunning sequel, and proved just what could be achieved on the Commodore 64 in skilled hands. » More frosty shenanigans with the aptly named Winter Camp.
COMMODORE | 161
What links a heavy
metal album, a
James Cameron film
and a mainframe
computer? They
all helped inspire
Andrew Braybrook
to make Paradroid,
and he looks back to
its creation and the
games that followed
with Andrew Fisher
162 | COMMODORE
THE MAKING OF: PARADROID
showed two robots ‘interfacing’; the lyric sheet usually did strip down the last game. Things » Oli Frey’s original
had the blueprints. like the scroll routine, sound player, input artwork for issue seven
of Zzap! (with thanks to
“I had tried to draw some real ship graphics routines and movement routines would be Roger Kean).
but found it difficult to get a good look in multi- saved, possibly tweaked and tested before
coloured graphics mode. I tried single-colour starting the new game,” he explains. “That
mode and that dictated a scale of the graphics bought a bit of time to think about designs.
that also didn’t suit trying to look real, so the I had a book of fonts and had inherited a
whole idea of the game being a radar-driven multi-character printing system from Gribbly’s
map was born. Quite possibly the movie Aliens that allowed me to make letters out of two
had an influence on the look,” says Andrew. characters high graphics, or 2x2 for capital
One routine made things complicated. “The letters. I needed a more futuristic font and
robot graphics are only shown on-screen if set about drawing one from the book. I had
they would be visible by line of sight from the bought a couple of editors for the sprites and
player, another Survive feature. The function character sets; that made life a lot easier as it
to efficiently work that out was interesting to was quicker to create the graphics.” Lots of
write with only three registers. We had the paper was used during production. “We did
COBOL code to refer to, but it took a while to write a lot of stuff down, diagrams, formulae,
get that right. I also remember a mysterious that kind of thing, as we were just coding with
crash which took me three days to find.” the Spectrum and the C64, and they weren’t
Interestingly, Paradroid was built around well suited to loading up multiple applications
existing code that Andrew had available. “We at once. So a pad of paper was always handy.”
COMMODORE | 163
» The re-worked graphics of Heavy Metal Paradroid, released on
the Rack-It budget label.
» The lights go out when all the robots on a deck have been dealt with.
T
» This transfer game is
deadlocked at six-all, the he 24 robot types had a small fought for control of a circuit board. Success improved Competition Edition. Who was
player must try again on a portrait shown when the gave the player access to the new robot and behind that? “The marketing department, I
new layout.
consoles were accessed. “I had failure destroyed the current robot – meaning would suspect. Once the game has been out
a budget for the number of sprites game over if that was the Influence Device. for a while then they try and mop up the non-
available, so I set about designing a system “I needed a way of balancing the game so believers with a bargain.”
R
to reflect images in multi-colour left to right that it would be difficult to move too far up
to save images, and there is some re-use. I the hierarchy of robots in one go. The transfer eturning was easy, thanks
wanted to group them by the top digit of the game switches the emphasis from many to those copious notes. “As
three-figure ID number, and having about against one to one-on-one in an instant. It just long as you’re still using the same
three different robots per series seemed about all came together and worked in one go. That development gear then you stay
right. I had to vary the features of the robots doesn’t happen all the time, but it just worked. familiar with the process, so it’s not so difficult.”
with speed and weaponry and that tended to Steve even used it again in one of his games.” Andrew continued tweaking Paradroid, resulting
suggest designs.” Class 883 was familiar to There were eight Robo-freighters to in a third version. “The Heavy Metal edition
viewers of Doctor Who. “I’m a big fan, it was conquer, starting with Paradroid – which gave came about as I was doing Morpheus about
just a nod to [the Daleks]. That became a bit the game its name. Itsnothardenuff, the last two years later. I wanted to try out the graphics
trickier when I wanted to put them into the ship, repeated. “The ships still get harder, it’s look and Paradroid was sitting there – so I
16-bit version. We did draw the full graphics all algorithmic, but the layouts of all the ships redrew every character in multi-colour mode in
but bottled it at the 11th hour and changed are the same as the maps do take up a fair that style and switched the graphic mode over.
them. I had also done a Dalek game for the amount of space. Each map is made of 4x4 I decided to use the style in Morpheus and I
mainframe, just with made some other speed
» Game over. Static, the
Command Cyborg as
transmission is terminated, and
letters for graphics, so
I had a fondness for The end of my C64 games was also tweaks in Paradroid and
got it running at a higher
a chance to enter your initials. the movement and
the brutality of them.” the end of the lone programmer era frame rate, so I figured I
should show everybody.”
Testing feedback Andrew Braybrook, on the transition to 16-bit Steve Turner took
changed the controls. inspiration from Paradroid
“I had a couple of failed control modes, all character blocks and the ship has 16 maps. (see Droid Dreams boxout) and Graftgold
to do with firing. I started with a separate I could only get to about the fourth ship, so I created a 16-bit sequel. “After we had done
gunsight that you optionally move about. But figured it was tough enough, and anyone who Rainbow Islands on the Amiga and Atari ST
whilst it could hit a static target quite easily, got through eight ships was going to be some I was looking for a new title. We had a lot of
there was no way you could hit a moving kind of superhero.” the tools developed for the map building so
target, and you had to stop moving so you’re a Oliver Frey’s striking Zzap! cover celebrated it seemed a good fit for the code we had.
sitting duck. The second method had a floating the Gold Medal review. “I didn’t like our box Dominic Robinson had written a game core
gunsight in front of the player, but that meant art at all, it looked so toy-like, but the robot on system that gave me a ready-made interface to
you have to move straight at that cover had power. I tried to the hardware.” Was it an easy transition? “We
the thing you’re shooting persuade them to let us use were keen to write on 16-bit. The big transition
at; again making you an that artwork but they wouldn’t. was going from character-based backgrounds
easy target, and you’ll crash into It was such an honour to make to bitmaps, which I had used on Lunattack and
your target if it proves impervious the cover anyway, and the image on the Dragon 32, and Steve had used on the
to your firing.” was so good. The Spectrum, so we knew what the plot routines
Colliding with game graphics are had to do. The code was lovely; all those
another robot in supposed to aspire to registers. It gave us a real freedom.”
transfer mode the art, not the other way round.” “The biggest change, and I didn’t twig it at
launched the excellent The following Christmas a the time, was that the end of my C64 games
sub-game. Uridium and Paradroid was also the end of the lone programmer era.
The player double-pack launched, After that it was a team effort. I usually had
and robot featuring the someone else help out with the sound
164 | COMMODORE
THE MAKING OF: PARADROID
WE ARE THE ROBOTS These are the droids you are looking for
COMMODORE | 165
ALL HANDS ON DECK
Andrew Braybrook gives insight into Paradroid’s ship design
OBSERVATION
1 The two halves of the observation deck are
accessed from different lifts, and both must
RESEARCH
5 “Generally crew
droids here.
be cleared of robots to shut the deck down. Possibly sentries too.”
AIRLOCK
2 The airlock’s main features are the four
energisers at one end and the single lift at
the other. It is usually sparsely populated.
11 MID CARGO
REACTOR
4 “You would generally find crew and
maintenance droids here. Since the crew
droids would not be heavily armed they would
only act as a staging point to larger robots.”
ENGINEERING MAINTENANCE
13 “Crew and maintenance
droids will mainly be in
attendance here. Messenger
14 “A high percentage of
maintenance droids
with some lower level ones in UPPER CARGO
droids might be here too.” case of emergencies.”
6 “The cargo is mainly battle droids, so expect a
contingent of dangerous droids.” The same is true
for the vast mid cargo deck below, often including the
883 patrolling among the cargo containers.
effects and music, but apart from that I did the I wanted to keep those. It was important to was concerned. The raiders were a mechanism
vast majority of the graphics and the coding. keep the overall feel of the original.” to speed up progress towards the end of the
That gives you confidence in the code; you Andrew explains why the decks scrolled ship when there aren’t so many robots about.
know exactly what is going on all the time. I vertically and abstract droids became proper There was also a bonus pirate ship that you got
did do some Paradroid 90 graphics, but I had graphics. “The ST wasn’t keen on horizontal at the end if you had completed all the ships and
to become a team leader too.” That team scrolling. We did have a full scrolling version on collected all of the Graftgold keys. It was only a
included Dominic Robinson and artists John the ST, but it didn’t look pretty enough. It took small ship, but very tough.”
Cumming, Michael Field and John W Lilley. a lot of memory to prepare all the combinations
DEVELOPER Would Andrew have changed anything?
Jason Page created the sound. “When of the graphics blocks. That decision didn’t go HIGHLIGHTS “Paradroid 90 was as good as it could have
I started at Graftgold, I was mainly a down too well with the Amiga crowd! We MORPHEUS been. If we had done another Amiga version
programmer but moved into the audio side of had enough space to do the animations, and SYSTEM: C64 then it would have scrolled in all directions
things. For music, I’d write the original using having 16 colours on-screen it seemed right to YEAR: 1987 and run at 50 frames a second. There were
NoiseTracker. I’d then type in all the data as draw the graphics in a real style. We did try the INTENSITY difficulties so we’d have used a different
PICTURED
hex into the Graftgold audio player code. After blueprint style but it looked weak against some publisher in hindsight.” Andrew reveals Gary
SYSTEM: C64,
Paradroid I wrote a new sound routine and of the prettier games of the time.” ZX SPECTRUM Foreman was close to completing a PC Engine
editor, which we used in future titles.” Did the The robot line-up changed, joined by new YEAR: 1988 version with a two-player mode; development
original influence him? “Oh yes. Hence there human raiders. “I wanted there to be some URIDIUM 2 was halted by Hewson’s bankruptcy.
being lots of warbling sounds and such like. familiarity with the C64 content, it was a 16-bit SYSTEM: AMIGA Paradroid 90 became Paradroid 2000 on
They were iconic C64 Paradroid sounds, so implementation of the same game as far as I YEAR: 1993 the Archimedes. “We just thought it sounded
166 | COMMODORE
THE MAKING OF: PARADROID
BRIDGE
3 “There was only ever one 999 and it would always be on the bridge.
That gives the player the choice of when to go and tackle the 999
and an opportunity also to decide where they want to take it to use it for
maximum effect. The far left-hand lift leads to the reactor and from there STORES
the player can access the left-hand side of the ship.”
7 The starting deck is chosen at random, and the
player will often find themselves on this deck.
Lower level robots help to ease them into the game,
allowing an early transfer. “You should also find that
some robots are completely unaffected by some
weaker guns. That means that blowing away all the
easy robots first isn’t necessarily a good plan.”
STATEROOMS
10 QUARTERS
8 “Being the passenger
quarters, there will mainly
be low level servant and
cleaning droids here.” Crew
quarters on Deck 10 will have
a similar variety of robots.
12 ROBOSTORES
VEHICLE HOLD
15 “There could be droids
packed ready for battle
being transported here.” The SHUTTLE BAY
REPAIRS
shuttle bay and vehicle hold
contain smaller vehicles,
purely a cosmetic touch but
16 “You can fire up the
shuttle engines to help
destroy passing robots in 9 “You could find any
robots here being
adding to the atmosphere. Paradroid 90.” repaired or cleaned.”
really futuristic. This was 1991 or 1992 and whole thing. I didn’t have a lot of graphics and bug fixes. Andrew notes, “I do hope he’s
2000 seemed a long way away,” says Andrew work to do as they were just ported from the talking about his own bug fixes, because I am
Catling. “My childhood heroes were people Amiga.” Does he still play Paradroid ? “Luckily, not aware of any bugs in my code! The Heavy
like David Braben, Orlando, Geoff Crammond some amazing archivers have managed to Metal edition was running at the improved 25
and Andrew Braybrook so it was a dream preserve all of my old games, so I’ve been frames per second.” Reinhard and Johannes
come true to make games. Coin-Age had a playing them again recently. I think Paradroid Prix started the open-source Freedroid project,
deal with Graftgold to convert their games still stands out as one of the best, mainly which recently launched on Android.
to the Arc. I’d just finished The Last Ninja for because of the timeless design.” The original Paradroid appeared on the
Superior Software when they got in touch.” Fans help Paradroid live on. “We get people C64 DTV joystick and Wii’s Virtual Console.
“The 68000 code was adapted from asking if it’s okay to do a remake for their Would Andrew himself ever go back? “I am
Rainbow Islands. I decided I’d rewrite university project, and it’s not really up to us considering writing something new that retains
everything from scratch rather than try to any more. I don’t think people realise how the retro feel of Paradroid. I would probably
translate it. I wasn’t familiar with 68000 but I much detail is in a game, so most never get try to make it a shorter game as Paradroid
could get the gist of how things worked and completed,” says Braybrook. Among those 90 would potentially take about 3 hours to
how the data for the different droids was used. that were completed were a two-player play all the way through. It would have
I was quite pleased with the transfer game, Amiga PD version and Ovine’s Project to be something new though, maybe
as that was the first time I’d used recursion in Paradroid on PC. Paradroid Redux by the game I would have written
ARM assembler and it was quite an elegant Jorma Oskanen is an ongoing C64 without hardware restrictions.”
solution. It took three months to rewrite the project, with a faster frame rate We can’t wait.
COMMODORE | 167
RETRO REVIVAL
ALIENS
“IT’S COMING RIGHT AT US”
HISTORY
With today’s
cutting-edge
aesthetics, it’s
hard to ever
imagine that we
could once get
scared senseless
by a humble 8-bit computer game.
Nevertheless, Electric Dreams’
wonderfully chilling adaptation of
James Cameron’s Aliens did just that
– and how.
Alright, so the likes of F.E.A.R.,
Condemned and the Silent Hill
franchise have presented terror in a
whole new, far more realistic way,
but it’s amazing to think that playing
Aliens was so intense that there was
a time when I couldn’t even load it up,
let alone play it, unless my bedroom
lights were on.
Despite being incredible basic
to look at, Aliens dripped with
atmosphere and was quite unlike any
movie conversion of the time, and not
just because it was so bloody good.
The first-person view used in the
game perfectly matched the moment
in the film when the pumped-up
marines start exploring the deserted
base and, as the game progressed, it
managed to capture all the terror and
confusion of the movie in a way few
other titles have managed.
Taking control of one of six
soldiers, including Ellen Ripley,
your aim was to search the narrow
corridors of the abandoned base
to find out what happened to all
its inhabitants. As you made your
way through the claustrophobic
rooms, your ears were treated to an
incredibly eerie soundtrack – all jarring
notes and jangling bleeps – that made
the hairs on the back of your neck
stand up; it made you wish you’d
invited a friend to share the fear.
As scary as this initial exploration
was, nothing could compare to
when you finally tracked down one
of your xenomorphic foes. A once
slow beep from your scanner would
continually rise in pitch and frequency
as you drew ever closer to the alien
nightmare. Take too long firing or,
worse still, miss and the terrifying
foe would rapidly move towards you,
filling your ears with that painful alarm
and your viewing screen with static.
It may well be true that “In space no
one can hear you scream”, but when
you’re playing Aliens on your own it’s
quite a different matter…
168 | COMMODORE
GAMER || 169
COMMODORE
RETRO
For composing,
the Commodore 64
was my first
instrument. You
could think of
sounds that didn’t
exist and then
create them! ”
Ben thinks outside
the beige breadbin
FAMOUS FOR
BESTSELLING GAME
SID music I ’ve no idea!
FIRST JOB
BEST HOLIDAY
G o l f c a d dy 18 t h b i r t h d ay p a r t y
CURREN T JOB a t a c a m p s it e i n Pa r i s .
Mu s i c i a n a n d p r o g r a m m e r T h a t wa s a p r e t t y
FAVOURI TE FILM
w i c ke d h o l i d ay.
T h e Ma g ni fic e nt S eve n WHO YOU WANT TO BE STRANDED WITH
FAVOURI TE ALBUM
S ay i n g t h e w i fe a n d k i d s
D o m i n o T h e o r y by i s t o o b o r i n g , s o I ’ l l h av e
We a t h e r R e p o r t J o e Z aw i nu l , t h e ke yb o a r d
p l ay e r fo r We a t h e r
FIRST COMPUT ER R e p o r t . T h e o n ly m a n t o
C64 h av e p l ay e d w it h M i l e s
BEST GAMING ACHIEVEMENT D av i s a n d t h e H it l e r
T h e T r ap d e m o Yo u t h G r o u p .
1 4 5 2 3 5 - 4 6 74 6 5 4 6 5 4 6 5 4 6
SEX NAME
M Ben Daglish
DATE OF BIRTH PLACE OF BIRTH
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
170 | COMMODORE
Ben Daglish What cherished games would you take to the island?
had been pushed as far as it could go. Well, has the flute?
Ben Daglish provided the soundtrack to Has the piano?”
For Ben, the trusty 64 was not just a machine to re-
your 8-bit youth, creating hundreds of interpret tunes; it was a unique musical instrument in itself.
The wonderful Sound Interface Device chip inside the beige
memorable tunes for the Commodore beast was pulsing with possibilities, and Ben was going to
make it sing. Yet his musical upbringing was considerably
64. Here he tells Paul Drury about music, more traditional. His parents ran a folk club in Ealing and the
legendary singer Martin Carthy once bounced Baby Ben
mushrooms and making the SID sing on his knee between sets in the mid-Sixties. The family
left London while Ben was still in nappies and moved to
Stannington near Sheffield. There, among the hills of the Peak
District, his mother taught him how to play penny whistle, and
T
he inspiration for my music?” muses his precocious musical talent began to grow. Folk, jazz and
for £19.95 bangs his bony fingers down on the keys of the
nearby upright piano. “Oooh, that’s a nice little
sequence,” he grins, and he’s off into the music
Trivia
Ben recently did an interview
my back and was hanging out with all the
rockers, participating in all those things you
did in the Eighties…”
of his mind. for the Wii Channel, declaring Bless you, Diane, though the influence of
his love of Impossible Mission
To say music is an integral part of Ben’s life is on the Virtual Console. Nintendo
another schoolmate would have an even greater
sometthing of an understatement. The walls of sent him a Wii for his trouble. bearing on Ben’s future direction. In the year
his charming Derbyshire home are adorned with above him was one Tony Crowther, a name
all sorts of weird and wonderful instruments, familiar to Commodore gamers everywhere as
which he’ll often grab nonchalantly and begin strumming, the creator of Blagger, Monty Mole and Captive, although at
beating or blowing. Our interview is frequently punctuated this stage he was still tapping out simple programs on the
by him bursting into scat versions of different game tunes, school’s BBC Micro. And that was partly thanks to Ben…
whether the inescapable Tetris song or something from his “I won a BBC computer for the school by writing this
own illustrious back catalogue of videogame music. That’s essay on how computers could be used in schools in the
why we’re here, of course. Even if you don’t recognise future,” explains Ben in a high-pitched geek voice. “I wrote a
the name Ben Daglish, those of you who had a C64 in the page and a half of crap and was amazed that a few months
Eighties will almost inevitably have blasted, bounced or later, this 16K BBC Model A arrived. It was the only one in
burrowed to Ben’s rhythm. school and they kept it in the library. Because I’d won it, I was
“For composing on, the Commodore 64 was my first allowed to come in at lunchtime and play on it. So was Tony,
instrument,” he smiles. “It was the first time I was able to do because the bloke who ran the library knew Tony had already
stuff that was more than I could purely conceive in my head. started mucking about with computers…”
I could think of something that I couldn’t play… and then play The librarian-cum-software publishing entrepreneur was
it! You could think of sounds that didn’t exist and then create a chap called Ian Warby, who proceeded to recruit a select
them! You could break out of just what you could do with crew of schoolboy coders and released their output under the
your fingers. People would ask me back then if the SID chip banner of Aztec Games. “We must have done 20-odd titles
COMMODORE | 171
Ben in acti on
and they sold loads,” says Ben. “Almost every school in the it without seeing the game. ‘You want generic martial arts
country had something from us. We never made any money music? For the day after tomorrow? There you go…’”
ourselves, but every six months, Ian would take us all out for Which reminds us of his work on The Last Ninja,
172 | COMMODORE
INTERVIEW: BEN DAGLISH
On Daglish
in the arse. Piddly f**king ‘booo’ – there you go. Then they’d
say, ‘No, we want it a bit more atmospheric.‘ Christ…” Daglish on Daglish
Ben grimaces before gurgling through some more of his
Here’s what Retro Gamer has to
best spot sounds. He openly acknowledges that he can’t
We asked Ben to pick his three favourite
say about Ben’s compositions…
remember half the work on his long list of credits, partly tunes from his extensive repertoire of
because he was never told the name of the game in the game music
first place, but he does recall fondly some of his
collaborations with Tony. QTHE LAST NINJA:
“Tony is the most naturally gifted programmer I’ve ever THE WASTELANDS
known, and I’ve known a lot,” he smiles. “Trap was the I’ve always been amazed by the
classic one. I saw the game from its conception. We had this reaction it’s had. I think it’s because
idea of putting in the demo at the end. The idea was always all the bits come together really
to hide it away but then it turned into this ten-minute opus. nicely. I find it heartening that people
Possibly it was a shame that it was hidden away but then it see the point of the tunes out of
was a good reward for finishing the game. William Wobbler context, listening to them not as
Darran Jones they’re playing the game.
was another one. That was the first time I did a separate
Not owning a C64 when I was a
child meant that the only times soundtrack for a cassette, using an early Korg synth. An
QTRAP
I heard Ben’s work was when I ultra-bouncy tune that went so well with the movement
was over a friend’s house. That Because of the orchestration. I got
of the character…” timps, a string section… When Chris
all changed, however, when forum member
Markopoloman played a CD of his greatest hits And he’s up at the piano again, banging out the jaunty [Abbot] arranged it as an orchestral
on the way back from the last Retro Fusion tune and thrusting his chin back and forth like Quagmire from piece, it was a good one! My biggest,
event. Even now I can’t work out how he made Family Guy. Those were heady days indeed and none more hardest, longest piece, as it were. I
the C64 sing, but I’m glad he did.
so than when he got to collaborate with one of his heroes. wrote a nine-voice arrangement and
“I was doing the music for Auf Wiedersehen Monty for Tony [Crowther] used the joystick ports
Gremlin and as Rob Hubbard had done the original, they to synchronise the C64s.
thought it would be nice to have him come in on it too.
QDEFLEKTOR
Rob’s just the best and I felt completely unworthy. I had A corking bit of rock with great cowbell.
this little office and we just crammed in it and jammed That was the reason it came out as it
on the keyboards for three days. I don’t remember did. I’d discovered how to do this really
sleeping. Jammed, drank and toked… and magically good cowbell sound.
this piece appeared.” There must be a good 20 remixes
By this stage, Ben had become the in-house music out there. I love the dub reggae one,
man at Gremlin, lured away from freelancing with the and Reyn’s [Ouwehand] version with
Paul Drury
Try playing a game with the promise of his own studio, an Atari ST and the best the ‘Day Ohs’ is beautifully done.
sound off. It’s just not the musical gadgets 1986 had to offer. He got to work with
same, is it? Growing up as I
such talented programmers as Colin ‘Fungus The
Ben reg ale
anoth er fros mus hiswith
did with the C64, Ben’s work is
inextricably linked with so many great gaming Bogeyman’ Dooley, Shaun Hollingsworth and Pete Harrap,
memories, yet his musicianship means those and he talks fondly of his soundtracks for Federation Of Free
tunes stand up on their own merits. And you
must witness him playing live. He really does
Traders, Dark Fusion and Cobra. instru m ent collection
put the ‘mentalist’ into ‘multi-instrumentalist’… “We were the Gremlin lads, getting pissed every night at
the pub across the road,” laughs Ben, “and it was great… for
a year. You can tell with the music when it becomes a job,
writing stuff by rote rather than being inspired. The company
had grown, there was a lot of work and I was handling it
all. I was knocking them out. When I was knocking them
out ten at night till four in the morning it still felt creative and
COMMODORE | 173
» Firelord benefited hugely from
Readers’
Ben’s atmospheric score.
Questions
QDrewbar: For me, The Wastelands
from The Last Ninja is the peak of C64
music. Where did the inspiration for
this sound come from?
From the Orient! [laughs] A famous
composer once said it was nothing
to do with visual inspiration,
like seeing a beautiful sunset or
something. Music’s a completely
separate thing. The inspiration for
music is simply ‘Does it sound good?’
QNecronom: Which SID tune by
someone else is your favourite?
My favourite ever was Masters
Of Magic, which I thought was Rob.
[Ben jumps up and starts playing it] I
only learned recently that he’d ripped
it off from some American soundtrack
composer from the mid-Eighties, which
I was most disappointed by. He did a
brilliant arrangement anyway.
QDoddsy: Do you ever wish some dance
act would nick one of your riffs?
F*ck no. Actually a bit of Last Ninja
got used on a record by DragonForce.
He took the guitar solo note for note.
I get 20p per album or something. I
don’t think they sold enough to cover
the postage but yeah, they asked our
permission. I get lots of people asking » William Wobbler was one of
me if they can use a bit of my music in many collaborations Ben did
things so if a dance act wants to, then with old mate Tony Crowther.
fine, but I’m not sitting waiting in hope.
QNorthway: Seriously, what did you
put in the teapot when you did the
music for Kettle?
I did do a lot of mushrooms at school
but it was just hash in those days. You
can’t compose when you’re tripping out
bohemian, but now it was trying to do it nine to five… I found
I was going home at night and not listening to music. Plus I
We jammed,
your face. Well, you can and you think
it sounds wonderful when it’s actually
shit. Drugs contribute to my general
didn’t like working in an office. Suddenly, there were all these
blokes in suits talking about shipping boxes and they’d no
drank and toked for
outlook on life but I’ve never written
better stoned or not stoned. And yeah,
I’ve tried both ways.
idea what was in the box. It turned into a business and I didn’t
enjoy it any more.”
three days and this
QDRS: Have you ever considered going
back into programming game music?
Feeling his creativity was being stifled and not enjoying the
new corporate ethos at Gremlin, he left the company, but he piece appeared”
As soon as you could stream real didn’t quite leave game development just yet.
music from a CD, that was the end of
the programming side of game music.
“This is hidden history,” winks Ben. “There’s nothing on Ben explains how to mix business and pleasure
the net about this.” He lights another roll-up and proceeds to
As soon as sampling came in with
the Amiga, that’s when the rot set in. tell us the strange tale of lost arcade game Septima. was trying to get a court case together for ages but it didn’t
Actually, I’m currently involved in a “A complete chancer called Stuart Firth managed to con a come to anything…“
project with Jon Hare called Sensible machine from Silicon Graphics, this big projector system off Thoroughly disillusioned, Ben left games and began doing
Soundware. We’ll be distributing various
some other company and borrowed money from here, there music for theatre with his partner, Sarah. He briefly rejoined
bits of music we’ve both done, old and
new. Not necessarily just games music and everywhere, with this crazy idea to build an arcade game. the fold in 1992, working on 16-bit RPG Legends Of Valour.
but stuff associated with it from our time It had a big semi-circular console with up to seven players This was followed in 1997 by considerable input from Ben and
in the industry. shooting guns at a screen the size of this wall. Spaceships Sarah on witty adventure Touche for US Gold. The company
QThe Master: Who is your favourite were coming out of the screen at you and you had to blast was duly impressed and was very interested in an idea he and
Doctor Who? them, like 3D Space Invaders, basically. I remember doing the Sarah pitched for a point-and-click adventure called Gadzooks!,
Got to be Tom Baker. That question is
really, ‘Who was Doctor Who when soundtrack in Wales with a studio engineer that used to be in set in Elizabethan London, until a buyout by Eidos abruptly
you were 12?’ isn’t it? And the best that T’Pau. Anyway, we had it running in an arcade in Portsmouth ended the project. Ben now earns a crust through numerous
never was, Brian Blessed! in a cubicle the size of this room for a couple of weeks in musical enterprises and web design work, and thanks to his
about 1988 or ’89 and we showed it at a trade show in involvement in the Back in Time events and the marvellous
Blackpool. Sega loved it and wanted to buy it. They bought SID’80s, who do stirring live versions of old game music
the prototype from us and some of us went over to Japan for including his own, he is a familiar face at 8-bit musical events.
evaluation. Sega said, ‘Lovely. We’ll have a hundred,‘ and we “When I was writing those tunes, in my head I was
thought, ‘That’s it, our fortune is made!’ Then suddenly they writing for a rock band or string quartet and making the best
said, ‘No thanks, we don’t want it.’ The money they’d paid arrangement I could on the C64, so to have them performed by
for the prototype just about paid off our debts, but we had no rock bands is great. Playing live to my constituency – 50-year-
money to build another one. We were stuffed. Two or three old folkies and 30-year-old geeks! And I am King Geek!“
years later I saw a game by one of Sega’s subsidiaries: a four We’ll see you all down the front at a gig soon, then. All hail
or five-player shooting game almost exactly the same. Stuart to the king…
174 | COMMODORE
Ben Daglish’s INTERVIEW: BEN DAGLISH
02 Fable XBOX
I was very impressed watching Fable. I didn’t
Pac-Man was great and this Defender clone
was perfect. Swish, lovely… I spent hours, days,
really looked like he was running before
Prince Of Persia and stuff came along. The
weeks playing this. Stunning. In terms of the animation just made us go ‘Wow!’ We could
play it that much but I watched the kids playing accuracy it was a beautiful bit of programming. sit and watch him run around for ages. Stay a
it a lot and it’s just beautiful. Did they choose while, stay forever!
good or evil? Both! They played it through twice
and I think they liked being bad most. A great
05 Day Of The Tentacle PC
I liked all those LucasArts games but Day Of 08 Tetris GB
game. Really lovely. The Tentacle in particular. That was the one. Because it goes ding, ding-ding-ding, ding-ding-
03 Doom PC
We’d all played around with 3D engines but
Cracking plot and great clues. This is just the
ultimate point-and-click adventure.
ding, ding, ding, ding… for years! One of the
few games that even now, ten years later, I can
dig out a Game Boy, stick some batteries in, turn
Doom was the first that really made you go,
’Woah, this is the future of computer gaming.’
06 The Sentinel C64
The pillars, the hills, what was it called… ah
it on and I’m right there. I can play it all the way
to the end, see the spaceship going off and the
And to be honest it still is the future. We haven’t yes, The Sentinel! Killer idea, killer everything. guys doing the legs. Yeah, Tetris!
01 02 03
04 05 06
07 08
RETRO GAMER || 175
COMMODORE
» RETRO REVIVAL
» PUBLISHER: US GOLD
» DEVELOPER: ACCESS
» RELEASED: 1984
» GENRE: SHOOT-’EM-UP
» FEATURED HARDWARE: C64
» EXPECT TO PAY: £5
HISTORY
Raid Over
Moscow was
the videogaming
equivalent of
Hollywood
movies such as
War Games or Red Dawn. Released
amid Cold War tensions in the early-
Eighties, it fed on Western paranoia
of a perceived Soviet nuclear threat.
In reality, the Soviet Bloc was
already crumbling, and the Cold War
was about to end under Gorbachev’s
leadership and reforms, post-1985.
Luckily, the Carver brothers, creators
of the huge-selling Beach Head, were
willing to give us one last chance to
defend the freedom of peace-loving
Americans everywhere, by travelling
to Russia and blowing Moscow
to smithereens.
Raid Over Moscow followed a
similar path to Beach Head, splitting
progression into a number of linked
sub-games. As a heroic stealth
fighter-pilot manning an orbital space
station it was your job to prevent
Soviet nuclear strikes on a number
of major American cities, by blowing
up the missile control bunkers on
Russian soil.
During the Asteroids-style launch
sequence, many a would-be stealth
pilot, who hadn’t read the instructions
revealing that you needed to press
F7 in order to open the hangar doors,
probably spent forever flying their
craft into the staff canteen instead.
However, once airborne a Zaxxon-like
isometric shoot-’em-up sequence
led you to the missile silos. After a
required number had been destroyed
and the US saved from nuclear
obliteration it was then onto Moscow
for the final showdown.
After blasting your way into
the Kremlin, the final stage was
a Discs Of Tron clone, where you
bounced projectiles off a wall into
the backs of robots keeping the
Kremlin’s nuclear facility operational.
Success would reward you with the
on-screen detonation of the plant,
which incidentally seemed to take
out about half of the surrounding
city. Such is the price of capitalism.
Raid Over Moscow may well be
a Cold War relic, but like all of the
Carver’s polished products it’s still a
fascinating game.
176 | COMMODORE
RETRO GAMER | 177
SECURITY ALERT
OMNICRON CONSPIRACY ASTRO CHASE SPY VS SPY
FRO M TH E
T
wo independent film producers to consumers – and there were more newcomer publisher, this was a major
running a fledgling videogames distribution and production channels for On 28 October, Rockford officially turning point, because it meant Richard
turns 25 – that was the date in
company have just turned down videogames than movies. 1983 when First Star Software and Billy were no longer funding FSS out
a quarter of a million dollars. This, Inspired by Fernando’s award, the bought all rights to Boulder Dash of their own pockets.
from Peter Liepa. Since then, the
perhaps surprisingly, will prove in the long new company was named First Star game has appeared on almost
During the following year, FSS
run to be a shrewd financial decision, and Software (FSS hereafter). Richard and every major videogaming platform. began cranking out products for various
not, as it might seem on the face of it, a Billy subsequently, in Richard’s words, When Warner bought half of platforms. Panic Button, a game where
crazy one. 1982 is turning out to be quite a “left Fernando to do whatever he felt like First Star Software, the games you assemble products on a multi-level
company chose three properties
year for Richard Spitalny and Billy Blake. doing, while Billy and I provided him with to work on. Of these, Spy vs Spy manufacturing line, was designed as a test
Just a few months earlier, Billy the equipment he needed and a salary”. and Superman both had three for a young programmer. Richard recalls:
releases, but Wonder Woman
discovered the manager of a computer The first game Fernando devised was never got further than being a logo
“He’d moved to the USA and was still in
retail store he co-owned was something Astro Chase, where you pilot a ship around on FSS stationery. school. I gave him the idea for the game,
of a genius. Fernando Herrera had won a cordoned-off section of space that’s Today, First Star Software which is based on an I Love Lucy routine
a $25,000 prize from Atari for My First littered with planets, blow up alien craft mostly makes Boulder Dash where Lucy and Ethel are trying to keep up
games for various platforms, and
Alphabet, created to test his two-year-old and try to stop deadly mines from reaching is becoming increasingly interested with chocolate candies on a conveyer belt.
son’s vision after major cataract surgery. Earth. Although basic and somewhat in download and mobile markets Since the programmer had a TRS-80 at the
such as XBLA and Apple’s App
The prize’s name? The Star Award. frustrating to play today, Richard says Store for the iPhone.
time, the game was only initially released
Something clicked; Richard and Billy, tired it caught the eye of the largest single for that platform.”
of lengthy movie production cycles and investor in Commodore: “He loved it, and Next, the Q*bert-like BOiNG! became
being at the mercy of studios, realised we were immediately offered $25,000 for FSS’s sole Atari 2600 release. “It was
that in six months they could potentially the C64 rights. Since we were funding created by a husband and wife team, and
go from a game concept to selling it FSS and hadn’t released the game, I said was going to come out under a publishing
178 | COMMODORE
BOULDER DASH FROM THE ARCHIVES: FIRST STAR SOFTWARE
agreement with Atari, but never did,” time he’d enter or leave the military facility, and butter, and has stood the test of time
recalls Richard. “We were working on a everything he carried was inspected, and remarkably well. BY THE
version called Jump, to tie in with the Van it took a long time to prove the disks didn’t “It’s easy to learn but tricky to master, NUMBERS
Halen song, but that never happened.” contain military secrets!” which ensures it appeals to a large cross- 3 The number of Superman games
Richard says the game was ready for By this point, FSS had a solid collection section of people, and you can return to First Star Software created.
release before Q*bert arrived, but various of titles, but 28 October 1983 was the caves to try different solutions, collect 4 The number of official Boulder
delays meant it didn’t appear until 1983. date that changed the fate of the company more diamonds and beat your scores,” Dash arcade games created to date.
Luckily, no such delays affected Herrera’s forever: it was the day FSS purchased says Richard. He also remembers Peter 27 The number of years that
second FSS title, Bristles, a kind of cross all rights to Boulder Dash from Peter being a reliable, solid developer: “He First Star Software has been
between Elevator Action and Pac-Man. Liepa. “The game was submitted to us never worked for FSS. He was an in business.
before it was completed, and although independent developer doing everything 50 The percentage of First Star
Monkeying around the graphics weren’t great, the gameplay on his own. He designed the games, Software that was, for a time,
owned by Warner.
The next FSS title initiated wrote the code, created his
25,000 Fernando Herrera’s Star
a long-standing working
relationship with Jim Boulder Dash is easy to own graphics
and music. And while Peter Award prize money from Atari in
dollars for My First Alphabet, which
Nangano. Flip And Flop
somewhat resembles learn, so it appeals to a large did not ‘contribute’, if you
will, to the company itself,
inspired First Star Software’s name.
250,000 How much First Star
Q*bert crossed with Atari’s
Road Runner coin-op and cross-section of people Boulder Dash has certainly
been a huge part of FSS for
got for licensing Astro Chase to
Parker Brothers, ensuring an easier
has Flip the kangaroo RICHARD SPITALNY, FIRST STAR SOFTWARE COFOUNDER the past 25 years; even today, financial ride… for a time.
jumping around isometric it’s our cornerstone.” 1,300,000 The sum in dollars
platforms to reach marked tiles, while was excellent,” remembers Richard, Continually thinking of ways to expand a company paid to First Star
avoiding a zookeeper. When he’s done, the who was taken in by the “mix of ‘mental FSS, two major deals were sealed by the Software to license rights
to Boulder Dash and a then-
viewpoint flips and the level is traversed gymnastics’ needed to figure out the company in the mid-Eighties. The first unreleased sequel. The company
again by Flop the monkey. Richard recalls solutions, in combination with the need for would prove be short-lived: the coin-op defaulted after making a hefty
Jim was “very talented and a key person quick reflexes and precise movements.” rights to various FSS properties were initial payment and the rights
at FSS for years,” and that Flip And Flop Richard recalls all Boulder Dash’s sold to Exidy, resulting in some rather reverted to FSS.
was submitted while Jim was in the gameplay and cave designs came from odd arcade games that were based on
military: “He worked in a secret facility, Peter, with some initial help from Chris modified Atari consoles. More important
tracking the world’s nuclear submarines. Gray, and FSS merely asked for subtle was the sale of 50 per cent of FSS to
One time, he asked me to please stop changes, such as the single-screen bonus Warner, the thinking being that FSS
stamping ‘CONFIDENTIAL’ in red on the caves and varied colour palettes. The would have access to the American
disks we were exchanging, because every game subsequently became FSS’s bread giant’s channels, expertise and IP, along
COMMODORE | 179
FRO M TH E
[Commodore 64] My First Alphabet not only netted its [Commodore 64] Boulder Dash was a huge success for First Star
creator $25,000, but inspired First Star’s formation. Software. This is Boulder Dash II: Rockford’s Revenge.
180 | COMMODORE
FROM THE ARCHIVES: FIRST STAR SOFTWARE
negatively impacted gameplay. Also, we provided gamers with a new set of Liepa-
tried to include too much in the game, so
THE MYSTERY designed caves, but little else, and then
there were lots of ‘ideas’ and ‘things’ but OF BOULDER a bizarre sequel with bas-relief graphics
none were done very well.” DASH III (see: ‘The mystery of Boulder Dash III’)
Sequels to Spy vs Spy and Boulder After Boulder Dash and Rockford’s did little more than make people impatient
Dash kept FSS going well into the Eighties, Revenge came Boulder Dash III, for what they really wanted: the ability to
a markedly different game that
however. The former series wowed disappointed many with its garish, fashion their own caves.
reviewers with The Island Caper, stranding confusing, bas-relief graphics and Richard says he recalls designing
poorly conceived cave layouts. (It
the adversaries on a desert island and building Boulder Dash Construction
nonetheless Sizzled in Zzap!64,
surrounded by shark-infested waters. suggesting that the reviewers Kit very well: “It was something we’d
“We knew that Simulvision, Simulplay had scoffed a few too many Jelly wanted to do, but at the ‘right time’,
Babies that day.)
and the Trapulator were all well received It takes an emailed screen grab which for us was after Rockford’s
by players, and so it seemed only logical for Richard to remember Boulder Revenge. We felt that by then there were
to build on the success of the first game Dash III – he initially confuses enough fans who really understood the
the game with Boulder Dash
in the series and to reuse the underlying Construction Kit – whereupon he game inside and out and that they’d enjoy
engine, which would mean we could reveals why it feels like the odd creating and sharing their own caves.”
one out in the original 8-bit series:
come to market sooner than with another it’s a clone, albeit an ‘official’ one. Lots of time was spent making the kit viewpoints to defeat security systems and
all-new game or approach,” says Richard. “It was created by a licensee as intuitive and easy to use as possible, grab your prize.
As with Spy vs Spy, Boulder Dash in Sweden: American Action AB. and it was released to rave reviews. Of “All three of these games included
It was an official release, since we
had several sequels in relatively quick were paid for it and approved it, course, it also put paid to any subsequent groundbreaking elements, both in
succession. Richard notes that “once but it was not designed by Peter home Boulder Dash games – bar terms of unique gameplay and story,
Liepa nor First Star Software,”
you’ve found something that ‘works’, explains Richard. “As I recall, they
disappointing conversions of Rockford, by but unfortunately they were created
the key is to keep adding to the brand, came to us with a finished ‘clone’ then the third Boulder Dash flirtation with as we were leaving publishing, in an
to the experience”. Arguably, it took and we worked something out to the arcades – and with the third Spy vs attempt to focus solely on development,”
make it official. Proper credits and
three attempts before Boulder Dash fully legal notices were included, and Spy game being a letdown, FSS’s blazing says Richard. “The problem ended up
managed this. First, Rockford’s Revenge we received an advance against light was for the first time starting to dim. being that both Epyx – for Omnicron
royalties and a continued revenue
share, such that the title could
Conspiracy – and Intracorp – for Security
come out in the mutually agreed to The road to nowhere Alert – were themselves, struggling
territories. However, First Star itself The last few years of the Eighties were as publishers.” The original agreement
never published the game.”
a turbulent time for First Star Software, with Epyx was to deliver Omnicron
which had previously enjoyed almost Conspiracy, Spy vs Spy: Arctic Antics and
constant success. Things began to unravel Boulder Dash Construction Kit across
starting with the ambitious Omnicron numerous platforms, which FSS had
Conspiracy, a science-fiction graphical never done before for a publisher – the
adventure game for 16-bit platforms, company had previously self-published or
somewhat along the same lines as licensed platform rights to a third-party
familiar LucasArts productions. Around that handled the ports. “As it turned out,
the same time, FSS worked on two other due to the inevitable submission-review-
original titles: one-on-one fighting game revise-resubmit-review and approval
Millenium Warriors and the noteworthy, process between developer and publisher,
innovative Security Alert, which has you in this particular case due to shortcomings
breaking into various establishments, at both FSS and Epyx, we pretty much
using both side-on and overhead got eaten up alive,” recalls Richard, sadly.
COMMODORE | 181
FRO M TH E
THREE TO AVOID
Superman [1985]
Plenty of ambition doesn’t necessarily make for
a great game, as this first crack at Superman
proves. A quick read of the manual suggests
there’s plenty to do, but when you load the
game, you find a collection of dull mini-games
with unresponsive controls, sparse sound
effects and uninspiring graphics. Tynesoft’s
later attempt is better, although still no classic.
DEVELOPMENT DEPARTMENT.
SPY VS SPY GAME RELEASED.
SHORTCOMINGS AT BOTH
FSS’S RESURGENCE.
182 | COMMODORE
FROM THE ARCHIVES: FIRST STAR SOFTWARE
Towards the end of the Eighties, First Star Even today new Boulder Dash games are
Software returned to original properties, being made by First Star Software. Long
such as Security Alert. live Rockford bless him.
During this time, Richard was minority impressive XMAS 2002 edition for the PC inventory risks, marketing expenses and
owner and senior/executive VP product and the pretty Boulder Dash Rocks! for THE CHANGING time to market. The original Boulder
development for Imergy, a company that various handheld systems.
FACE OF BOULDER Dash is on Virtual Console, and Richard
DASH
did several Star Trek interactive titles for Major changes to FSS’s most is aiming to see Rockford infiltrate XBLA,
Simon & Schuster, such as Star Trek famous property have been echoed in From cave-mite to miner to strange DSiWare and PSP Go. This reliance on
cat-like thing, the appearance
Omnipedia, Star Trek: The Next Generation the company itself. These days, it only of Boulder Dash’s protagonist digital distribution also, perhaps inevitably,
Interactive Technical Manual, and Star Trek: develops games with full development has changed more often than resulted in games for the iPhone, with
Madonna’s – surprising for
Captain’s Chair, along with an interactive partners. “We do not pay royalty First Star’s ‘mascot’. “We love
the original Boulder Dash and a tweaked
CD-ROM based on The Joy Of Cooking, advances. All development is handled the original Rockford,” affirms Boulder Dash Rocks! on the App Store.
and various extranet sites for companies and financed by the developer,” explains Richard, “but over the past 25 Despite all this new technology, Richard
years, it seemed like a good idea
such as GE and Clairol. Richard. “We provide the IP, game design to have him evolve as technology remains very aware that his company
But gaming was in Richard’s blood, and documents and a [producer] for the improved and expectations for began in 1982 and now spends an awful
in-game graphics increased. Also,
it wasn’t long before he was drawn back project. The developer is responsible for with Boulder Dash appealing to
lot of time reworking a 25-year-old game.
into the industry. code, art, music, QA, and so on. We then female players, we introduced “But I find the increased interest in retro
arrange for distribution or co-publish with a Crystal – Rockford’s sister – which gaming very interesting,” he says. “I think
appears successful when noting
The comeback kid strong partner for a given platform, and we the number of Crystal ‘avatars’ it says something about the fact that while
After almost a decade of laying dormant, share royalties on a 50/50 basis.” for Treasure Pleasure and Pirate’s we enjoy 3D graphics, extreme realism
FSS sparked back to life. The re- For FSS, this streamlined approach Quest online high-score tables.” and huge, alternate worlds, we still crave
emergence was driven by long-standing provides the opportunity to compete on games that are easy to get into and that
Japanese partner Kemco wanting to a level playing field with industry giants. can be played in short sessions.”
develop the original Boulder Dash for Online try-and-buy, Flash games via We ask how hard it is to snare new
phones in Japan. When this proved DotEmu’s EasyRetro portal – currently gamers with old properties, without
successful, the more ambitious Boulder Boulder Dash: Arcade, but soon also Astro annoying those who loved them when
Dash EX was created for the Game Boy Chase, Bristles and Flip And Flop – and they first appeared. “That’s an interesting
Advance, offering extended gameplay, download networks and mobile platforms question, and we had our heads handed
including a multiplayer battle mode and the have proved fruitful for FSS, reducing to us by our most die-hard fans when we
ability to rotate the screen. “Although the previewed Boulder Dash for iPod,” laughs
game didn’t do as well as it could have, Richard. “Our intention was to release the
Boulder Dash EX convinced me Boulder game with its original caves but updated
Dash could be updated while remaining graphics. Well, let me tell you, when those
true to the game’s core principles and screenshots came out, the forums lit up,
appeal,” says Richard. letting us know, in no uncertain terms, that
Although new Boulder Dash features this would not stand!” In the end, a retro
are divisive, Richard thinks they work mode eventually became the default.
nicely if you approach the games with an Much of FSS’s future depends on the
open mind; he cites slower boulder drops success of its Flash and iPod games,
and a ‘Zen’ mode that removes the timer, along with upcoming productions for
enabling players to amble about caves at XBLA. But Richard says FSS’s prospects
leisure to figure out solutions. And with aren’t entirely reliant on the past: “We
this new Boulder Dash arsenal, there’s do have one or two new game ideas that
been no stopping a reinvigorated FSS. we’re playing with, which, if they come
Since 2002, we’ve seen numerous games to fruition, will be the first all-new games
based around the property, including the from us in many, many years!”
COMMODORE | 183
The Collector ’s Guide
184 | COMMODORE
COMMO
Commodore’s 8-bit
computer is more
popular than ever and
highly collectible. The
following guide reveals
the best it has to offer
WHY IT’S COLLECTABLE value and appreciate it more because it’s a physical ups. Games such as Wasteland even went as far as
object. This is no different when it comes to computer including false entries in the associated booklets to
The first thing to realise when considering games or videogames. In contrast to today’s fairly confuse possible cheaters!
collecting for the Commodore 64 is that it uniform publishing world, there were quite a number Not everyone has the same reasons for collecting,
isn’t like Pokémon; you most certainly cannot of titles during the 1980s that had standout packaging and quite often they overlap. Many collectors tend
catch them all. With an estimated 10,000 or more or utilised a particular eye-catching style, such as the to focus on particular genres, certain companies, or
commercial titles released over the years, it adds up Infocom adventures, Electronic Arts’ gatefold album merely games they recall playing when they were
to a hell of a lot of games to track down. When taking homages or Broderbund’s curiously hexagon-shaped younger. Needless to say, this proves to be a fairly
that into consideration, along with accurate emulation box for Centauri Alliance. popular approach, especially given the aforementioned
via Vice and CCS, and the availability of devices such The other main argument to this point is that perceived impossibility of obtaining everything
as the SD2IEC and 1541 Ultimate to play game images there were a lot of complex games released for the ever released. The timeline of the C64 means that
on real hardware, just why should people go to the C64, straddling genres as diverse as RPG, strategy, many of the kids who were battling alien invaders or
trouble of collecting originals? adventure and tech-heavy simulations. Each game’s conquering foreign lands now have children of their
It is, admittedly, a very good question, and one with packaging – especially their manuals – were a vital own, and for some it’s a way to introduce what they
very good answers. First, there’s the tangibility aspect component of the experience, and without them you loved to a new generation.
to owning a set of cherished games; to be able to hold would often be left swimming in the dark, not knowing Some people just like to collect in general. Others
them in your hands, look at them and treasure them. what to do. Sure, they may be scanned and made will often focus on rare and hard to find titles in order
Today, for so many people, a collection may amount available for reference, but it isn’t quite the same as to digitally preserve for distribution online. Myself?
to no more than an uncountable number of MP3s or flicking through a thick paper-based book or glancing Well, I can honestly say all three of those apply and
video files stored upon a hard drive, whereas with a over large-sized printed maps, and they would more more, although I’m lacking in the children department
vinyl album or CD, a video tape or DVD, you tend to often than not be used for the copy protection look- currently. Sometimes there’s nothing like the thrill of
186 | COMMODORE
THE COLLECTOR'S GUIDE: COMMODORE 64
the chase, or suddenly discovering a game you never RPGs and strategy titles came from the US, where RPGs? The Bard’s Tale trilogy, Ultima 4 and Mars
knew about before and enjoying it. Games are still owning a disk drive was a way of life, and most of Saga. Action adventure? The Last Ninja, Project
written for the C64 even today, the format thriving well the great arcade-orientated titles and quirky concepts Firestart and Mercenary. Strategy? Laser Squad,
after Commodore’s bankruptcy, and although many came from Europe. Hence compared to Spectrum and Storm Across Europe and Germany 1985. Simulation?
are made available for free, some are published (by Amstrad owners, C64 users literally gained the best of Gunship, Project Stealth Fighter and Silent Service.
the likes of Cronosoft and Psytronik) for money, and in both worlds. Adventures, as it turned out, were split Sports? Microprose Soccer, TV Sports Football and
many cases, the entry fee is well worth paying, such down the middle. On one hand there was the genius Leaderboard. Doesn’t fit a genre? The Sentinel, Citadel
as with Newcomer or Knight ‘n’ Grail. nature of much of Infocom’s output, balanced against and Little Computer People.
Regardless of all the arguments, there will always the tight, compelling works of Level 9 (Gnome Ranger The relatively small amount of space here doesn’t
be some people resolutely stuck to collecting only and Scapeghost) and Magnetic Scrolls (The Pawn and allow for a full dissection of the vast number of quality
through digital means; if anything, it’s a great way to Guild Of Thieves). Whichever way you saw it, there titles available, and there are many, many more for
try before buying if you’re serious about collecting wasn’t much on any of the other 8-bit computers to each genre listed above, collated in the list at the
games you also want to enjoy playing. So, if you are match them, and the versions released were just as end of the article. The lack of regional lockout means
still here, and still keen on acquiring C64 games, then good as the corresponding 16-bit incarnations. buying games from abroad is relatively simple, and
where should you begin? The answer to that really lies If adventures were not your thing, then there was thankfully the majority of the best foreign titles were
in which genres you enjoy, because there is nothing bound to be something else. Fighting games? IK+, released in the UK, or the import versions work fine on
that the C64 doesn’t hold in spades, and a lot of the Way Of The Exploding Fist and Barbarian. Racers? PAL machines; Retro Gamer even has some handy
time collecting for the format will not set you back Pitstop 2, Turbo Charge and Revs. Puzzlers? Zenji, advice over the page to help with this.
much money in the process. Sokoban and Pipemania. Platformers? Impossible So what are you waiting for? Fire up the
The most noticeable dichotomy, however, was Mission, Mayhem In Monsterland and Monty On Commodore 64, turn on the disk drive and dive into a
that most of the resource hogs such as simulations, The Run. Shooters? Armalyte, Turrican, and Wizball. world of endless possibilities…
COMMODORE | 187
The Collector ’s Guide
THE PERIPHERALS
THE DISK DRIVE the other corner resides the Excelerator+ produced by
Evesham Micros, a clone drive that was every bit as
issues when loading American games on a UK C64,
but this isn’t specifically because of the difference
If there is one piece of hardware that you good as the official thing, and perhaps even better in in television standards. In actual fact, the speed and
absolutely, positively need to play and collect some respects. timing of the disk drive is directly controlled by the C64
C64 originals in this day and age, it’s the Due to Commodore’s insistence on sticking with a itself, and an NTSC machine runs at just over 1MHz
Commodore’s external disk drive. Most of the serial communication system, the speed of an ordinary whereas a PAL one runs at just under 1MHz, hence
popular, collectable and in-demand titles were released disk drive is not that fast. Thankfully a few enterprising any copy protection or fast loader requiring extremely
on disk (thus avoiding the long loading times of tape), companies released kernal replacements such as precise timing during the boot process will fail if run on
and there are plenty more that were unique to the Dolphin DOS, or cartridge-based fast loaders such the ‘opposite’ machine.
format. Given that one will set you back around as little as the Epyx Fastload, Cinemaware Warpspeed, and Caveat emptor, and all that; it certainly pays to do
as £20 today – as opposed to the £150+ you would those present on Datel’s Action Replay. Most original your research, especially if you also want to play the
have to pay during the 1980s – then there’s really no games published after 1984 came with a fast loader as games in question once you’ve had them shipped over
excuse either. standard, but for using with your own disks – or indeed from the US. Strategy, RPG and simulation games
The original 1541 model can be discounted because any game without one – these options certainly take from the likes of Origin and SSI are almost certainly
of its bulky nature, weight and temperamental drive the strain out of waiting. compatible in the UK, along with releases by Synapse
latch mechanism. The 1571 model is excellent, but Speaking of fast loaders, a cautionary word should and Broderbund. Activision games are more than likely
you cannot take advantage of the extra features unless be given if you are looking to import disk-based to work, but games from Electronic Arts, Epyx and
you have a C128 or are running disks created using Commodore 64 games. Thankfully, all bar one of the Interplay tend to be around 50/50 on their chances.
a 1571. This leaves two main options on the table. major C64 markets you are likely to buy from use PAL, Furthermore, anything from Accolade is pretty much
Commodore’s own 1541-II is solid, reliable, easy to with the exception obviously being the US. While right out. If in doubt, ask for advice online at places
open and clean, and does what it says on the tin. In there are no regional lockouts, there may be some such as Lemon64.
188 | COMMODORE
THE COLLECTOR'S GUIDE: COMMODORE 64
COMMODORE | 189
The Collector ’s Guide
TOP 5 GAMES TO PLAY
The Sentinel Mayhem In
■ All powerful. All seeing. All Monsterland
absorbing. The Sentinel is arguably ■ The last great game of the original
Geoff Crammond’s finest moment, era, Mayhem In Monsterland showed
full of atmosphere, challenge and the consoles that a humble 8-bit
strategy across 10,000 levels. computer could produce a platformer
just as good as they could.
190 | COMMODORE
THE COLLECTOR'S GUIDE: COMMODORE 64
Oil Barons
Castlevania The Simpsons Arcade ■ If you’re going to make a
■ Konami NES games? On the C64?! ■ This one surprises many people. computer-assisted board game,
You betcha. While not as good, it was Why Konami chose not to release it then this is how to do it. Just look
certainly a cheaper way to play the in Europe is a mystery. At the time at it! The C64 kept track of all the
game, and is guaranteed to make it was a decent conversion, and still facts and figures, leaving players to
people double-take your shelves. holds up fairly well today. concentrate on strategy.
COMMODORE | 191
The Collector ’s Guide
TOP 5 RAREST PAL GAMES
The Great Bounty Bob Strikes
Giana Sisters Back (disk version)
■ Infamous even today, it isn’t ■ The tape version is easy to find but
as hard to find as you may think. both US and UK disk versions are like
Nonetheless, obtaining a copy of this hen’s teeth. The US version is also in
SMB clone, especially on disk, may demand from 5200 owners, as the
still run you a pretty penny. box is identical.
192 | COMMODORE
THE JEWEL IN THE CROWN
Big, brash boxsets were much more a Nineties console
creation, but there are some snazzy-packaged C64
games out there. One such example is the Mercenary
Compendium Edition…
The Games
■ Inside, this special edition pack contains the
original Commodore 64 version of Mercenary as
well as the Second City expansion, along with a
short novella that, if you read it closely, offers some
hints about how to succeed in the game.
The Map
■ A large-scale map plots out the main attractions
of Targ’s main city, providing interesting details and
facts not mentioned in the game, as well as one
or two in-jokes. It’s essential for planning a way to
escape the planet with your pockets full of loot.
Special thanks to Mark Ambrose for kindly allowing us to use his Commodore 64s and Jason Kelk for his TIB drive COMMODORE | 193
The Collector ’s Guide
THE C64 GAMES YOU NEED TO OWN
Hitchhiker’s Guide To The Galaxy, The
Action Biker
Hunter’s Moon
Alien 3
Hyper Sports
Alien Syndrome
I, Ball
Aliens (UK Version)
IK+
Alter Ego
Ikari Warriors
American 3D Pool
Impossible Mission
Ancipital
Impossible Mission 2
Apollo 18
International 3D Tennis
Archon
International Soccer
Arkanoid
IK+ Into The Eagle’s Nest
Armalyte
Iridis Alpha
Arnie
CJ’s Elephant Antics Iron Lord
Atomino
Combat School Ivan ‘Ironman’ Stewart’s Super Offroad
Avenger
Crazy Comets Jumpman
Ballblazer
Creatures Juno First
Barbarian
Creatures 2 Kamikaze
Bard’s Tale, The
Cyberball Katakis
Barry McGuigan’s World Championship Boxing
Cybernoid Kikstart 2
Batalyx
Dan Dare
Batman: The Caped Crusader
Dark Side
Battle Chess
Death Knights of Krynn
Battle Command
Defender Of The Crown
Battle Valley
Diamond Mine
Beach Head
Doomdark’s Revenge
Beach Head 2
Dragon Wars
Below The Root
Dragonsden
Beyond The Forbidden Forest
Driller
Bionic Command (UK Version)
Dropzone
Blue Max
Druid The Last Ninja 2
BMX Kidz
Eidolon, The
BMX Simulator
Elvira 2 Knight ‘N’ Grail
Bobby Bearing
Emlyn Hughes’ International Soccer Koronis Ri
Borrowed Time
E-Motion Laser Squad
Boulder Dash
Encounter The Last Ninja
Bounder
Enforcer Last Ninja 2, The
Bounty Bob Strikes Back
Entombed Leaderboard
Bruce Lee
Exile Legacy Of The Ancients
Bubble Bobble
Fiendish Freddy’s Big Top O’ Fun Lemmings
Buck Rogers: Countdown To Doomsday
First Samurai Little Computer People
Bug Bomber
Fourth Protocol, The Lode Runner
Buggy Boy
Frankie Goes To Hollywood Lords Of Chaos
Cabal (UK Version)
Gauntlet II Lords Of Midnight, The
California Games
Gauntlet III Lotus Esprit Turbo Challenge
Centauri Alliance
Ghostbusters Magic Candle, The
Champions Of Krynn
Ghouls ‘N’ Ghosts Mancopter
Chip’s Challenge
Grand Prix Circuit Maniac Mansion
Choplier
Great Giana Sisters, The Mars Saga
Citadel
Green Beret Master Of Magic
Gremlins Mayhem In Monsterland
Gribbly’s Day Out Mega Apocalypse
Guardian Mercenary
Guild Of Thieves Microprose Soccer
Gunship Mission Elevator
Gyruss Montezuma’s Revenge
Hacker Monty On The Run
Hardball Moon Patrol
Hawkeye M.U.L.E.
Head Over Heels Myth: History In The Making
Entombed
H.E.R.O. Nam/Vietnam
194 | COMMODORE
THE COLLECTOR'S GUIDE: COMMODORE 64
Navy SEALS
Nebulus
Space Rogue
Space Taxi
Collector Q&A
Neuromancer Speedball
In addition to his insane knowledge of the system,
Mat Allen also has a rather impressive collection…
Newcomer Speedball 2
Night Shi Spelunker ■ What drew you to start
Ninja Spirit Spindizzy collecting for the C64?
OutRun Europa Spore Actually, you could say
Pac-Land Spy Hunter I started right from the
moment I got a C64 because
Pac-Mania Spy Vs Spy I’ve barely let go of anything
Pang Star Paws in more than 25 years.
Paradroid Starcross There’s probably an inherited
packrat gene from my father
Parallax Steg The Slug
somewhere in the mix!
Park Patrol Storm Across Europe
Pastfinder Stormlord ■ How long have you been
Pawn, The Strike Fleet collecting so far?
During the Nineties, I went
Pistop 2 Stunt Car Racer
on a bit of a pursuit via various mail order firms to fill a
Platoon Summer Games 2 lot of gaps in my collection, so that’s probably when it
POD Super Pipeline 2 really began. The cartridge interest started in 2000 when
Powerplay Super Sunday I worked on the C64 section for the Digital Press website.
Project Firestart Supremacy ■ Why did you buy the games you have so far?
Project Stealth Fighter SWIV Originally it was to acquire games I hadn’t bought or
PSI-5 Trading Company Tank Attack played during the Eighties, especially on disk as I was
Raid On Bungeling Bay Tass Times In Tonetown a late owner in that respect. Later on it was games I
only just discovered, and games that needed digitally
Raid Over Moscow Tau Ceti preserving for projects such as Gamebase64.
Rainbow Islands Temple Of Apshai Trilogy
Revenge Of The Mutant Camels Tenth Frame ■ What advice do you give to potential collectors?
Don’t go wild, unless you’re trying to fill a lot of gaps at
Revs Tetris
the same time. With so many games out there, pick and
Rick Dangerous They Stole A Million choose the ones you wish to obtain, be it titles from a
Robocop 3 Thing On A Spring certain company, genre or style. My original criteria was
Rocket Ranger Thrust most games given over 80% in Zzap!64 that I didn’t own!
Rodland Time Machine
■ What is the cornerstone of your collection?
Rollaround Times Of Lore That’s like asking to pick a favourite child. Obtaining the
Samurai Warrior Toy Bizarre Crystal Castles prototype cartridge was a coup. Double
Scapeghost Tracksuit Manager Dragon on cartridge and Gauntlet III are up there as well.
Scarabaeus Trailblazer ■ What would you say is the hardest game to find
Sentinel TRAZ that you’ve bought?
Sentinel, The Turbo Charge I’ve got quite a few one-offs here, mostly on cartridge.
Seven Cities Of Gold Turrican Getting some of the Japanese MAX and Polish titles was
a lesson in good fortune, and being in the right place at
Shadowfire Turrican 2 the right time. And I must say thanks to Andy ‘Thalamus’
Sheep In Space TV Sports Football Roberts for selling me the copy of Gauntlet III.
Skate Or Die Ultima 4
■ What is the most you’ve spent on any one title?
Slayer Untouchables, The
Surprisingly not that much, compared to other systems
Sleepwalker Uridium I collect for. The most was probably £150 for one of the
Slicks Warhawk Dinamic cartridge titles. There have been a few others
Smash TV Wasteland approaching that figure, but that is the highest.
Space Crusade Way Of The Exploding Fist, The
■ What are you still missing?
Whistler’s Brother I’m still looking for an original of Chuck Rock. If it even
Who Dares Wins 2 exists, as no one I know even owns it. Aside from that, a
Wings Of Fury Japanese C64 as well.
Wizard
Wizard of Wor
Wizball
World Games
Zak McKracken And The Alien Mindbenders
Zenji
Zig Zag
Ziods
Zolyx
Spindizzy Zone Ranger
Zork
COMMODORE | 195
Two legendary computer formats
celebrated in one book
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