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EVERYTHING YOU
NEED TO KNOW ABOUT
SPYRO’S FIERY DEBUT
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F K! S T
L OO
C l a s si c
DEVELOPERS REVEAL
THE TECH THAT POWERED
SONY’S MASTERPIECE LOAD 188
INSIDE THE
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PHILIP
P AND ANDREW OLIVER RETURN TO JOURNEY TO THE FORGOTTEN REALMS’ WE VISIT THE UK’S BIGGEST L
NA
THEIR CHARMING 8BIT ADVENTURE MOST ICONIC VIDEOGAME SERIES RETRO GAMING HOTSPOT
A
FI
LOADING...
DARRAN JONES
Castlevania: Symphony Of The
Night. I have lost count of the
times I have completed it over
the years. I’m also rather partial
DREW SLEEP
Well, it’s my favourite game
of all time: Final Fantasy VIII!
Even today, playing it gives
me butterflies.
NICK THORPE
Just one? That’s tough.
WipEout 3 :Special Edition
brings together the best bits of
the original three games, and I
B Mega Drive and the Saturn, it
took me a little while to warm to
Sony’s first console and I didn’t
pick one up until 1997, two years after
the system’s UK launch. Our relationship
to Strider 2 (it includes Strider). Expertise: love them all, so I’ll go with that. didn’t have the greatest of starts, possibly
Expertise: Breaking the spindle on my Expertise:
Juggling a gorgeous wife, two original PlayStation Owning five Master Systems due to the fact that the bundle I purchased
beautiful girls and an Currently playing: (I sold two)
award-winning magazine Red Dead Redemption II Currently playing: from Currys included Fade To Black, Porsche
Favourite game of all time: SNK 40th Anniversary
Currently playing:
Dark Souls Remastered Final Fantasy VIII Collection
Challenge, Rayman and Croc: Legend Of The
Favourite game of all time: Favourite game of all time: Gobbos – all releases which didn’t live up to
Strider Sonic The Hedgehog
the hype promised by my friends and the
gaming press. The only game I really loved on
my PlayStation was Castlevania: Symphony
Of The Night (in fact, it was one of the main
reasons I eventually decided to buy Sony’s
console). If I’m honest, I just wasn’t in a rush
to embrace 3D gaming.
Eventually, though, my thoughts began
to change, and while I aligned myself with
the N64 for a good part of that exciting
generation I eventually picked up more and
SAM RIBBITS GRAEME MASON JASON KELK more PlayStation games, after being wowed
I’m a big fan of a lot of the Tough choice but I’m going to I enjoyed spending huge
Playstation’s games, but go for Tenchu. Atmospheric amounts of time playing R-Type
by the likes of Tekken 3, Resident Evil 2 and
you know by now that my
favourite is Croc.
sneaky slaughter at its best!
Expertise:
Delta... but not very well. Gran Turismo. The sheer diversity of Sony’s
Expertise:
Expertise: Adjusting the tape azimuth with Jason Kelk console was bonkers and it’s easy to see
Polygons a screwdriver Currently playing:
Currently playing: Currently playing: Warhawk why so many of us did fall in love with Sony’s
Undertale Eternal Darkness: Favourite game of all time:
Favourite game of all time: Sanity’s Requiem Io
32-bit powerhouse. It’s equally easy to see
Croc: Legend Of The Gobbos Favourite game of all time:
Resident Evil 4
why there’s so much excitement for the
PlayStation Classic at the moment (you can
read our early hands-on on page 28). With
that in mind our 16-page PlayStation
y
special report examines
both the tech powering
Sony’s console, as well as
Spyro The Dragon.
Enjoy the magazine!
FEATURED
RED
36 Arcade Perfect:
fect:
Pac-Man
Midway’s stunning cabinet
net for Namco’s
arcade classic remains a thing of beauty
RETRO RADAR
06 Kings Of The Castle
We take to the show floor of Play Expo’s
one-off Blackpool retro show
08 News walls
Armin Hierstetter tells us about retroplace, his ide: Toki
38 Ultimate Guide:
new one-stop community for retro gaming We revisit Tad Corporation’s
ion’s unique
buyers and collectors platformer and find out what’s planned for
the Switch remake
10 The Vault
Christmas is just around the corner, so we 44 Pushing Thee Limits:
take a look at some of the latest stocking Teenage Mutant
utant Hero
filler ideas Turtles
Learn how Probe Soware
ware squeezed
12 Mr Biffo nto the Spectrum
Konami’s NES game onto
This month Mr Biffo wants to tell you about
his new TV show 52 The Making Of:
The Count
14 A Moment With… Scott Adams reveals thee creation of his
Steven Gauntley discusses his fascinating popular text adventure
3D retro projects
56 Classic Moments:
ments:
16 Back To The Noughties h MD
Devil Crash
Nick’s time machine stops off in December All the coolest bits from
m Technoso’s superb
2001. Care to join him? Mega Drive conversion 20
58 From The Archives:
Bits Studioss
We take a look at the British
ritish developer that
Inside The
loved the Game Boy andd licences
PlayStation
Industry veterans, including Mark Cerny, Mike Daily and Chris Roberts
explain how Sony’s debut console pushed the industry forward
REVIVALS 32
18 Double Dragon
Some Atari 2600 conversions weren’t worth
bothering with, as Nick discovers 62 Minority Report:
Gamate
66 Splatterhouse 3 Nick has not heard of any of these games so
Darran’s been getting to grips with Namco’s you know they’re going to be super obscure
brutal Mega Drive exclusive
76 Peripheral Vision:
96 Final Fantasy Tactics NeGcon
Advance We take a brief look at Namco’s super twisty
Who would have thought Square’s strategy PlayStation controller
RPG would be an effective painkiller?
90 In The Chair: The Making of:
Kevin Edwards
The 8-bit coding whiz looks back at his Fantasy World Dizzy
illustrious career The Oliver twins revisit their most popular
game in the Dizzy series
4 | RETRO GAMER
Don’tt forget
Don g to follow us online for all your
y latest retro updates
p
RetroGamerUK @RetroGamer
@RetroGamer_Mag
Mag
R
Retro Gamer
G Magazine
M i @RetroGamerMag
@R
@ G M g [email protected]
retrogamer@futurenet
@f com
68 78
84
4 84
REVIEWS
RE ESSENTIALS
98 Neo
Neo-Geo Mini 102 Homebrew
Jason Kelk returns with the latest hobbyist
retro goodness
106 How To
This month, Doctor Nick is going to tell you
how to spot dodgy counterfeits
46
110 Mailbag
g
Earn our star letter award and win yourself
okazine
a neat bookazine
100 SNK 40th Anniversary
Collection 113 Next
ext Month
Your guidee to issue 189 (Hint: it will feature
100 Soulcalibur VI retro stuff))
RETRO GAMER | 5
GIVE US TWO MINUTES AND WE'LL GIVE YOU THE RETRO WORLD
CONTENTS
6 KINGS OF
THE CASTLE
We head to the show floor of Play Expo
W announced that this
year’s Play Expo
Manchester had
been cancelled, there was much
disappointment. But these frowns
to play on, too, which included some
incredibly rare machines, such as the
FM Towns Marty, Panasonic Q, Pioneer
LaserActive and Sharp X68000. On the
stage there were various competitions
Blackpool’s retro-focused event soon turned upside down when it and tournaments being run all day, with
was announced that a second event some fantastic prizes, alongside the
8 REINVENTING at the Norbreck Castle in Blackpool ever-popular cosplay parade.
RETRO would take place instead. Not only that, As well as all this, a historic ballroom » Arcade games and pinball machines were set to free
Armin Hierstetter on his plans to though: this event would be very much played home to a host of varied stalls, play, enabling everyone to rock up and have a go.
revitalise the retro marketplace a retro-focused affair with the promise selling everything from hand-etched
of more arcade machines and pinball coasters to bartop arcade machines. A because of the controller and the type
10 THE VAULT than ever seen at a UK event before. large part of this room had also been of display they use. I already set the
Need some ideas for your Christmas
shopping? We’ll help you out The Replay team certainly didn’t let granted to indie game developers, high score on sit-down Star Wars and
us down; as soon as you walked into including retro gaming legend Jeff I’ll be going to back to see if anyone’s
12 MR BIFFO the main hall you didn’t know where Minter, who was showing off the beaten it later.”
Our columnist takes a look at the eclectic to look. The room was dominated by new Gridrunner VR, and many of the Going back to the Spectrum Next
range of gaming-focused TV shows a huge arcade, and there was also a Spectrum Next crew, including Jim team, there was a great selection of
Bagley who was showing off the final games to play on the new retro-inspired
14 A MOMENT WITH box design as well as prototype of a home computer including the Manic
Meet the hobbyist creator that’s making
unique pieces of retro artwork Spectrum Next handheld. Miner-inspired Monkey McGee. The
“Apart from the fact this is very man responsible for the music on this
much my target audience, I always game is Paul ‘Sidman’ Hesso, who is
enjoy Blackpool because I get to play very well known in the Commodore 64
some classic arcade games in their community. “The best thing about
true form,” says Jim Bagley when Blackpool for me is meeting all
asked about what he likes about the fellow retro gaming fans and
Play Blackpool. “Stuff like the Star developers,” he says. “It’s all about the
» There was no shortage of classic systems to play
Wars arcade game, Power Drift and community and their feedback can only
on, most of which used authentic CRT TVs. Battlezone can’t be emulated properly help us make our games even better!”
6 | RETRO GAMER
VISIT RETROGAMER.NET/FORUM TO HAVE YOUR SAY RETRORADAR: KINGS OF THE CASTLE
ATTENDEE
COMMENTS
Top top weekend, well done to all the
organisers! Was great to see a few
old faces and a few folk I’d never got
round to seeing before. I think I ended
up playing far more games than usual
too. Definitely the best event in years.
The_Hawk
» The ballroom hosted a large amount of different traders, and the prices were also quite reasonable.
For me the most recent Play Expo
Blackpool was the perfect mix of
“Well, we already knew there was arcade machines, pinball tables and
a gap in the calendar and really wanted indie developers, along with just
to keep our audience satisfied,” Replay the right amount of traders. Plus,
Events’ managing director Andy Brown I entered my first ever tournament
says on this year’s retro gaming- event – highest score on Dragons
focused event. “A lot of people had Lair – and won!
been coming up to me at last year’s @80sNostalgia
events telling me that they preferred it
when we were more retro-orientated, There were so many games I just
so I thought, ‘You know what? Let’s » Asobi.tech’s Rarity Zone features a wide range of » Retro Man Cave (left) and former Commodore UK
couldn’t decide what to play on next!
do it!’” But Andy does have a few obscure and hard-to-find system to play on. marketing manager David Pleasance (right). And there’s just so much amazing
reservations about returning to his stuff here that I couldn’t even tell
roots. “Our original shows were just What would make this event difficult large event, it still seems to keep that you my favourite moment, I just
retro but as they evolved to suit a wider to do is that most of the exhibitors, close community feel. “I think there are loved all of it!”
audience that changed,” he explains. especially the pinball guys, are a few reasons, firstly because it’s very Callum McDougall
“We were worried that after seven volunteers. So it’s unfair to ask them relaxed and enjoyable for all of us,” says
years would it still work and would to do several events a year, as it would Andy, speaking about the atmosphere For me it’s always about catching
we be able to stand out against all the be really difficult for some of them. I of the event. “All the crew know the up with friends from the gaming
other retro-based events going on, our think the best solution is we keep Play venue like the back of their hand, so it community and getting to meet new
own included. I am very pleased to say Blackpool as a more retro-orientated seems to very much run itself and that ones with a bit of gaming in-between.
though that my instincts were right, show, as that seems to be what people in turn allows us to enjoy ourselves. @SlopesGameRoom DJ-ing the
as this hasn’t just been a success, it’s want and it gives it a real point of Even I got to play on some machines afterparty was my favourite moment,
been the most popular show we have difference from Play Manchester.” and have some fun yesterday, and that huge tunes and perfect BGM whilst
ever done in Blackpool!” Andy speaks a lot about how almost never happens! you’re chatting to everyone!
With that feeling in mind, though, important feedback is to Replay, and “People also seem to love the @KingMonkey25
does Andy and the team have any we got a feeling that the community is Norbreck for some reason,” Andy
plans to do it again? “Hmm, the very important to him. Many people like continues. “I’m not really sure why but It was a fantastic weekend full of
honest answer is that I just don’t know. Play Blackpool because, although it’s a it very much has its own special charm retro goodness, many laughs with
– I think the Norbreck itself is retro! It’s a soothing relaxed vibe to it all. My
All the crew know the venue like always great to hear how much people
love Play Blackpool though, so maybe
personal highlights included the
madhouse that was the Digitiser
the back of their hand, so it seems we should do another one? You’ve got
this thought in my head now!”
panel, the impressive array of pinball
machines and Asobi.tech’s selection
RETRO GAMER | 7
DISPATCHES FROM THE FRONTLINE OF RETRO GAMING
NEWS WALL
Reinventing Retro
ARMIN HIERSTETTER DISCUSSES HIS NEW RETRO PROJECT WITH US
owadays, when people So, two years ago, we decided to take
» The market section of retroplace allows you to filter by » User BluemanSL is leading the collection charts with an
system, region and condition. impression selection totalling more than 3,000 games.
8 | RETRO GAMER
THE COOL RETRO STUFF THAT WE’VE HAD OUR EYE ON THIS MONTH
THE VAULT
Zzap! 64 Annual
PICK Fans of last year’s Crash annual will
OF TH know exactly what to expect with the
MONTHE latest offering from Chris Wilkins. The
112-page tome is filled with love for
the Commodore 64 and new art from
Oliver Frey, as well as reviews for all
the latest Commodore 64 games.
Original Zzap! staff such as Julian
Rignall feature, and there’s even a
chance to win The C64 Mini. A great
nostalgic read.
Price: £15
From: fusionretrobooks.com
R t Gamer
Retro G
Subscription
Atari ‘Retro’ Handheld It’s still not too late to remind your
The latest Atari device arrives in handheld nearest and dearest that now is the
form and features 50 preloaded games perfect time of year to get a Retro
that range from the likes of Centipede and Gamer sub. It’s the cheapest way
Adventure to Video Chess and Miniature Golf. to buy the magazine and it features
The selection is a bit of a mixed bag, but the exclusive covers that can’t be found
emulation is decent and the screen looks nice. on the newsstand. Leave this page
We can imagine this being a popular stocking out with a big circle ringed round it so
filler with Christmas just around the corner. they get the hint.
Price: £34.99
From: funstockretro.co.uk Price: From £25
From: myfavouritemagazines.co.uk
12 | RETRO GAMER
FEATURING DIGITISER 2000’S MR BIFFO
COLUMN Here’s my bio… Paul Rose
Paul Rose is probably better known as Mr Biffo – the creator and chief writer of legendary teletext
games magazine Digitiser. These days, he mostly writes for kids TV, but can still be found rambling on
about games, old and new, for his daily website, Digitiser2000.com.
12 | RETRO GAMER
Presented by Hull College, C64Audio.com and the Hull Philharmonic Orchestra
A Symphonic Celebration of
Home Microcomputer Gaming
The Last Ninja is a registered trademark of System 3 Software Ltd Proudly supporting the SpecialEffect and
All other trademarks are acknowledged as the property of the respective rights owner Macmillan Cancer Support charities
14 | RETRO GAMER
DECEMBER 2001 – The
seasonal blitz gives
everybody reasons to
cheer, from Bungie devs
to PS2 owners and even
Dreamcast devotees. Nick
Thorpe reminds us all how
the chaos of Christmas
2001 went down
NEWS
DECEMBER 2001
On 2 December, the energy
company Enron filed for [Xbox] Microsoft would have had a much harder time establishing Xbox without a game of Halo’s quality.
W
of $63.4 billion, it was America’s ho’s bad? Microsoft’s early games fared well, too. Project game offered “those players of a more
largest ever bankruptcy. bad, where bad is Gotham Racing and Amped each got passive persuasion an alternative to
In Argentina, a financial crisis used in the colloquial 8/10 scores and Oddworld: Munch’s the spear and the stealth bomber”.
led to widespread rioting. At the sense meaning ‘jolly Oddysee received 7/10. Bringing up Science fiction fans may have been
beginning of the month, all bank good, actually’. The first batch of the rear was Fuzion Frenzy, which more enamoured with Star Wars:
accounts were subjected to a new Xbox reviews arrived in December received 3/10 and was described as Galactic Battlegrounds, which PC Zone
limit of $250 in cash withdrawals and the clear leader of the pack offering “no imagination, no innovation, awarded 84%. Reviewer Keith Pullin
per week, upsetting the middle was Bungie’s landmark first-person no impact, no fun”. felt that although it was just “Age Of
class. A general strike was called shooter, Halo. Edge elected to award If you liked Microsoft products Empires II with Star Wars graphics”,
on 13 December, and by 19 a full 10/10, an award previously but hadn’t been convinced by the the game was “a coup for Star Wars
December rioting had spread given out just three times. The game console, then you were in for a treat – anoraks” and “a fine RTS game”.
throughout the country, leading was praised for fine control, AI as long as you liked strategy games. He also liked space strategy game
the government to declare a state which “constantly creates situations Civilization III had arrived to claim the Conquest: Frontier Wars, awarding
of emergency. On 20 December, similar to Half-Life’s best setpieces” lives of anyone not already consumed it 82%, and Rhianna Pratchett was
having failed to convince the and multiplayer which surpassed by the previous game. Edge gave the enamoured with Command & Conquer
opposition to join the government GoldenEye as the standard for the game 9/10, praising it for its focus Red Alert 2 expansion pack Yuri’s
to quell the unrest, president genre on consoles. Most of the other on cultural creativity, noting that the Revenge, which she said “renewed my
Fernando De La Rúa resigned. zeal for the style and all-round gaming
On 22 December, passengers experience of playing a Westwood title”
subdued Richard Reid as he in an 80% review.
attempted to detonate a bomb PS2 owners were in for a delightful
aboard American Airlines flight 63 Christmas. Criterion’s arcade racer
from Paris to Miami. The British Burnout was hailed as a “much-needed
man had been radicalised after adrenaline-filled syringe passionately
converting to Islam in prison in the thrust into the exhausted heart of the
early Nineties, and had previously videogame racing community” in
spent time training at a terrorist Edge’s 8/10 review, and it scored 77%
camp in Afghanistan. Reid was in Play. Edge also awarded 8/10 to first-
immediately arrested upon arrival [PC] The problem with playing Civ games is that you [Dreamcast] The Williams sisters have had remarkable party offerings Jak & Daxter and Ico,
in the USA. don’t tend to stop – at least until the next one arrives. careers – and they’re going strong today. and 6/10 to Time Crisis II – something
16 | RETRO GAMER
BACK TO THE NOUGHTIES: DECEMBER 2001
DECEMBER 2001
PLAYSTATION
1 The Italian Job (SCI)
2 The Weakest Link
(Activision)
RETRO GAMER | 17
Double Dragon
LEARN TO PICK YOUR BATTLES
ATARI 2600 1988 ACTIVISION
» RETROREVIVAL
INSIDE THE
OK T
p2urn t
! 8 o
INSIDE
NS DE THE PL
PLAYSTATION
AYSTATION
N
RETRO GAMER | 21
YOU’VE BEEN WIREFRAMED Since the
PlayStation GPU
doesn’t have any hidden
The PlayStation’s graphical hardware was a major step change from previous surface removal functions,
generations – here’s how 2D and 3D scenes were constructed the console actually still draws
polygons that the player can’t
see. Note that you can see
the internals of the well
Here’s a scene from Croc: Legend Of The and what’s behind
Gobbos. Key elements to focus on in this the door.
scene are Croc, the collectable items,
the path on the ground and the objects
further in the distance.
Shading
and colour are
used to provide extra
environmental detail in the
background, around the lava
and on the crate, walls and
well. Gouraud shading is
utilised, giving a smoother
appearance than flat
shading.
The huge
white surfaces here The
show how heavily texture wireframe shows
us that the flat, repeating These flat
mapping is used to add boxes representing
environmental detail. Even in grass areas are made up
of regular polygons. The the items are always
arcades, this was a new form of facing the camera directly,
technology – the first textured Croc himself is irregularly shaped stone path
is achieved by distorting the as they’re 2D objects drawn
3D games had only largely intact, as his in a 3D space. As each object
appeared in 1993. cartoonish appearance polygons, altering the path
without needing extra is represented with minimal
allows for most of his detail polygon usage, this approach
to be conveyed in colour alone. textures.
allows extra detail
However, his backpack and elsewhere.
tail are missing their details,
which were added
with textures.
impressed by this particular demo. huge Ridge Racer fan (I even have the
“It would have been about 1994 arcade machine), I was blown away
and I received a phone call from that it was virtually identical to the
Phil Harrison, someone that I had arcade version, which only appeared
commissioned to write some game a year or so before! They also had a
designs in the late Eighties,” recalls T-rex demo controllable via a gamepad
MARK CERNY
Charles Cecil of Revolution Software. Lead architect, which also looked very cool. Such a
“Phil told me that he was working PlayStation 4 small machine, so much power – it
for Sony and they were planning to was an instant hit with me.” The
launch a new console, codenamed PSX – would famous dinosaur demo was an impressive display
I like to come down to their offices to take a look? of a detailed character that could be controlled in
Of course, I jumped at the opportunity. A few days real time, but Ridge Racer is arguably the more
later they showed a demo of a dinosaur moving in important indicator of the kind of leap PlayStation
3D and we were absolutely blown away.” offered. The arcade game, released in October
“I first saw the PSX at a Sony developer 1993, was revolutionary in its own right thanks to its
conference prior to launch in 1995, they had a few introduction of texture-mapped polygons. That the
demos running – and Ridge Racer,” remembers PlayStation came close to an arcade game running
Mike Dailly, then working at DMA Design. “Being a on considerably more costly hardware, just one
year and two months later, was a minor miracle.
This was all the more impressive considering
» [PlayStation] As well as what other 3D-capable consoles offered. “At the
providing amusing bonus time, the only remotely comparable hardware
games for demo discs, Net
Yaroze launched a fair few was the 3DO, but that was just too expensive
coding careers. from the get-go and outside of PCs with the newly
» [PlayStation] Even
fangled graphics cards the PlayStation was a game
subtle lighting can add a changer,” says Paul Hughes, who worked at EA
lot to scenery, as seen on and Warthog during the PlayStation years. “The
the fighters in Tekken 3’s
theme park stage. Sega Saturn was probably its closest rival but was
a real bugger to program – you really had to get
deep down and dirty to get close to PlayStation.”
This assessment is confirmed by Chris Roberts,
who worked on Sega’s console prior to moving
22 | RETRO GAMER
It’s easy to mix
2D and 3D elements
on the PlayStation, and
you can see that the sea,
sky and clock tower in the INSIDE THE PLAYSTATION
background are all true
polygonal objects, albeit
simple ones.
RETRO GAMER | 23
» [PlayStation] The powerful 3D instructions
used to create Crash Bandicoot’s lush scenery
were initially kept from PlayStation developers.
“THE REAL STEP CHANGE HERE this was that despite the PlayStation’s strengths, its
WAS THE SWITCH FROM real-time rendering capabilities paled in comparison
to what was possible in the VFX industry. “We had
ASSEMBLER TO C” C H R I S R O B E R T S extensive experience of 3D computer graphics.
What I knew, due to polygonal resolution, texture
mapping, memory footprint and all that stuff was
adds. “Nonetheless it was still a boon to be that overall the 3D quality of the PlayStation in the
able to offload texturing, lighting and blending scheme of computer graphics would be pretty lame
to the GTE and video to the MDEC processor.” looking,” says Lorne, and he’d know – both he and
For David Perryman of Attention To Detail, these Oddworld Inhabitants cofounder Sherry McKenna
idiosyncrasies had to be corrected by hand when had worked on visual effects in the film industry.
working on Rollcage. “I spent time stitching “To the gamer, it was a novelty to have 3D. On the
together polygons. The engine we’d developed PlayStation, the first Tomb Raider was the best
was unbelievably fast, but the nature of it meant usage of extremely limited computer graphics at
that a lot of design work was needed to ensure the the time. They really did a lot right to get the best
polygon meshes transitioned well between profiles. image quality you could get in those days.”
Otherwise there was a tendency for it to split as it
switched between levels of detail. This was visible However, Lorne and the team at
to the player as holes appearing ahead.” Oddworld Inhabitants wanted to make
Though the PlayStation’s graphics hardware something that looked good – not just
was revolutionary, it wasn’t perfect. “The lack good for a videogame. “For me it was
of perspective correction and Z-buffering on the like, ‘Our graphics can be much better than the
textured polygons (something which the later 3D rendering of the day, but it’s going to have to
Nintendo 64 featured in hardware) could make be played in 2D.’ When I told my partner that she
things visually very ugly with fighting polygons and was like, ‘What the hell are you talking about, it’s
warping textures,” says Martin, whose observation going to be a 2D game? We do 3D graphics,’ and
was common amongst our interviewees. “Solving I was like, ‘Trust me,’” recalls Lorne. Fortunately,
it in software was possible, to a certain extent, the market for such an approach was proven early
but [it was] extremely polygon expensive.” Chris on in development. “We were in production and
Roberts adds to that the unusual graphical memory already running on Abe’s Oddysee when Donkey
setup, which was split into texture pages. “The Kong Country came out, and it was like, ‘Oh,
VRAM was also a bit of a chore – when developing perfect – they just showed us a couple more tricks
the original WipEout, the team had opted to write that we could learn from.’ They made the same
a visual VRAM editor so that the artists could choice – they said, ‘If we prerender the characters
hand-place textures and colour palettes,” he and the backgrounds, we’ll get that really
explains. “The tool was nice enough but 3D look but it’ll just be being pushed as
it was a unnecessary job for the artists sprites.’ We could prebuild everything
so it wasn’t long before we knocked in Maya, we could render it out in
together an automatic allocator.” whatever resolution we wanted, and
Of course, the PlayStation still then we could scale it down to make
offered 2D games, and even some it fit.” Many devs would ultimately
devs working with 3D graphics use some amount of prerendering
chose to exploit the hardware’s 2D for their games, although often this
capabilities. The primary reason for PAUL HUGHES would be mixed with real-time 3D. This
Cofounder,
Warthog Games
24 | RETRO GAMER
INSIDE THE PLAYSTATION
» [PlayStation]
Ridge Racer was an
incredible technical
feat in 1994 – a
cutting-edge arcade
game in the home.
» [PlayStation] Four
PLAYSTATION
years later, Namco
improved its shading
and texturing, while
doubling both the
WITHOUT PLAYSTATION
vertical resolution and How Connectix and Bleem almost liberated your
framerate. PlayStation games
The pace of technological progress during the late Nineties meant that
shortly before the turn of the century, it became possible for sufficiently
powerful computers to emulate the PlayStation – and two companies
actually released commercial emulators.
The first was Connectix, a big player in the Mac soware market which
had a major success with its Virtual PC emulation soware. The Virtual Game
Station was released in 1999 and boasted high compatibility and speed for its
time. Sony Computer Entertainment, unhappy with anything that could cause
it to lose control of its platform in such a fashion, sued Connectix and won
a temporary injunction halting Virtual Game Station sales. However, courts
increasingly found that Connectix’s behaviour had been legal and in 2000, Sony
bought Virtual Game Station and shut it down for good.
The other competitor was bleem!, a company with a flagship product
of the same name, which emulated the PlayStation on PCs and used 3D
graphics cards to enhance games with higher resolution graphics and texture
smoothing. The company also announced bleemcast!, a product which
would allow Sega’s competing Dreamcast to run PlayStation games. Sony
was similarly litigious regarding bleem!, suing for trademark and copyright
meant real-time 3D elements on top of prerendered infringement but losing on both counts, before launching a patent infringement
backgrounds, as seen in the Resident Evil and Final suit that bleem! was unable to financially defend itself from. The company
Fantasy series, though occasionally games like folded in November 2001, by which time it had released discs that enabled Gran
Klonoa used prerendered sprites on real-time 3D Turismo 2, Metal Gear Solid and Tekken 3 to run on the Dreamcast.
backgrounds as well.
Though few other parts of the PlayStation were
as revolutionary as its graphics hardware, the rest
of the console’s design was still driven by smart
choices. The MIPS CPU was generally well liked,
with Mike commenting that, “I still have the full
MIPS ROM I wrote somewhere, and MIPS remains
my favourite chip/assembler to this day!” Chris was
also a fan. “I was already pretty familiar with 32-bit
ARM assembler, so in some ways the MIPS and
Hitachi processors in the PlayStation and Saturn
were a small step backwards, but both of these
were fun processors.” However, he does note,
“The real step change here was the switch from
assembler to C which vastly improved development
in general.” The sound processor was much like the
SNES sound processor developed by Kutaragi. It
was capable of generating music from compressed
digital samples, but could play 24 channels
RETRO GAMER | 25
“WITHOUT THE CD STORAGE, WE
WOULD HAVE HAD TO COMPRESS THE
ASSETS CONSIDERABLY” C H A R L E S C E C I L
» [PlayStation] CD-ROM
storage allowed for the
detailed backgrounds, speech
and video sequences of
games like Broken Sword.
RETRO GAMER | 27
NEVER OVERESTIMATE
THE SIZE OF PLAYSTATION
The PlayStation Classic is hitting shelves right now –
we go hands on with the mini console
We’ve been fascinated by Sony’s first allowed hobbyist coders to make their own
venture into the world of plug-and-play PlayStation games. Many of these appeared on the
retro consoles ever since its initial demo discs of Official PlayStation Magazine, and
announcement, as there’s a huge potential launched the careers of a number of developers.
market for the system, but the original Still, not everything was wholly transparent, as
hardware presents some unique challenges. Sony initially seemed reluctant to let developers
We were able to get a little bit of hands-on fully exploit the PlayStation’s graphics hardware.
time with the PlayStation Classic just before “The powerful 3D math engine was hidden behind
we went to press, and can present our first a library, which meant that anyone serious about
impressions here. creating virtual worlds needed to have the real
As a miniature representation of the documentation leaked to them,” says Mark. “Luckily
PlayStation, the PlayStation Classic is very that happened rather early on in the development of
accurate. The details of the original are carried Crash Bandicoot, and we were able to create some
across with great care – everything is sized amazing environments and characters!” The same
proportionately, and even the rarely-used Gran Turismo, WipEout or Tony Hawk’s Pro thing happened to Chris and his team in Liverpool.
expansion port is represented. In fact, the text- Skater, all of which would have been licensing “I remember a Sony conference in London that
based buttons suggest the system is fashioned nightmares, and we’d guess that Crash and happened while we were working on WipEout 2097,
aer the earliest models of the system. The Spyro didn’t make the cut due to the availability and one of the presenters was talking about the
controllers are authentic recreations of the of their remasters. However, the lack of any COP2 instructions (responsible for 3D vector maths)
PlayStation’s original digital controller – apart Tomb Raider representation is a surprise, and and how you shouldn’t call them directly. I recall
from their USB connectors, they’re externally we’d expected PaRappa The Rapper, too. shifting uncomfortably in my seat since we’d been
indistinguishable both in look and feel. The The PlayStation Classic includes a virtual using these pretty much non-stop from the outset,”
cables are of a good length, too. The boot memory card for each game in the library, he confirms. “I’ve no idea why this restriction was
screen includes the familiar booming bass of meaning that you won’t have to worry about there or where our COP2 instruction list came from,
the original machine’s boot screen, and the memory-hungry games like Final Fantasy VII but Sony did eventually make these public.”
system menu is fashioned aer the original crowding out your other saves. Each game can What’s more, eventually the machine was so
memory card/CD player interface (though it’s also store one suspend point, which is created well documented that it became possible to get
the colourful Japanese and later export version, by hitting the reset button. The system outputs by without the help of Sony. “By the time I got to
not the original grey export version). at 720p over HDMI, and each game is presented actually code a game on the PSX – and not just
The 20 games included in the collection in its original 4:3 ratio with what appears to be mess with a dev kit, I had moved to Visual Sciences
makes for a pretty eclectic mix. There’s solid a simple bilinear filter, providing a so image. and it had been out for a while, so you didn’t really
representation of the key third-party franchises There are no display options, so common need Sony for tech support. I got vast amounts of
from the PlayStation years, some of the better CRT-style effects such as scanlines are not info from the net,” recalls Mike. This enabled him
first-party games and then some surprise available, nor are enhancements such as the to take a very creative approach to increasing the
inclusions – most of which are welcome, such texture smoothing offered on PS2. It appears amount of development hardware available to his
as Mr Driller and Wild Arms. We’re surprised that there’s a mixture of PAL and NTSC versions colleagues. “I reprogrammed an Action Replay
that some of the games were chosen over their included, as some of the games showed into a dev kit, and even did a snapshot cart for it.
superior sequels (Destruction Derby and Twisted Sony Computer Entertainment Europe splash I was able to give all the artists ‘dev kits’ via a £10
Metal in particular), but almost every game screens upon start-up, and others showed Sony cart so they could see their art on the TV, and even
included is at least solid – the only game we’d Computer Entertainment America. QA were able to get one and used it when the
really single out as a bit of a stinker is Battle Our brief taste of the PlayStation Classic has
Arena Toshinden. There are some high-profile answered some questions, but we’ll hold off a
omissions, though. It’s no surprise not to see full verdict of the product until we can get an
extended look at the machine.
LOOK OUT
FOR A FULL
REVIEW IN
ISSUE 189
28 | RETRO GAMER
» [PlayStation] The PlayStation’s ease of use and
wide install base made experimental games such as
PaRappa The Rapper possible.
RETRO GAMER | 29
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ǔǔƺȸƺȇƳɀ(בƺƬƺȅƫƺȸِזא
THE M A K IN G O F
R
topping
to
by
original
o
p
good
g
was far from a given in the Eighties.
That’s not to say that developers
were adverse to following-up chart-
titles, but this approach was tempered
b the knowledge that sales of a well-reviewed
game would typically eclipse those of a
poorly-reviewed sequel. That said, a follow-up with
write-ups could potentially attain bestseller
clone, as Philip explains. “It was pretty obvious
from Treasure Island Dizzy being so successful
that we had a lot of Dizzy fans, but Fast Food was
a weird kind of accident,” the developer says of
the Dizzy spin-off. “We loved Pac-Man, and so
one Friday night, we just said, ‘We could knock
out a Pac-Man game really quickly, we can have
it finished by Monday morning if we just knuckle
status,
st and 8-bit coders Philip and Andrew Oliver’s down!’ And that’s what we did. But the reason
Treasure
T Island-set successor to Dizzy had done just Dizzy was popular was because of the adventures,
that.
th But as popular as their titular hero Dizzy’s first and we wanted to move Dizzy on. We wanted to do
tw adventures had been, the twins next put their
two the biggest, best Dizzy adventure that we could.”
The plan had to wait, however, as the twins’ next
IN THE
THE three games were non-Dizzy projects. But once they
had cleared their slate, they looked to a favourite
KNOW BBC Micro title for ideas on how to begin Dizzy’s
PUBLISHER: third adventure – Fantasy World Dizzy. “Dizzy being
CODEMASTERS locked in a dungeon came from Castle Quest for
DEVELOPER: the BBC,” Philip says. “It was an interesting game
THE OLIVER TWINS
where you started in a single
g room where y you had
RELEASED:
1989 been imprisoned, and d you had to get out, and we
PLATFORM: just thought that was a really nice intro. But we
AMSTRAD CPC, VARIOUS also needed to lock Dizzy in a single location to
GENRE: teach players to pick an object up and take it where
ADVENTURE it needed to be used. If we had allowed
» [Amstrad CPC] Certain obstacles in Fantasy World Dizzy require precise
people to explore too much, they might
timing, such as this malfunctioning portcullis. not have realised whatat they had to do.”
32 | RETRO GAMER
THE MAKING OF: FANTASY WORLD DIZZY
CONVERSION
CAPERS How the different versions of
Fantasy World Dizzy stack up
AMSTRAD CPC
QAs it was designed for the Amstrad,
it’s not surprising that the CPC original is
top-notch. Its environments are designed
around the chosen four-colour palette, so
they look great. Responsive controls make
the game’s platforming a joy, and its lively
tunes are never repetitive.
ZX SPECTRUM
QConverted by the Olivers, the Spectrum
iteration is as close to the original as you
could expect. On the downside, there’s a
little colour clash, but the game has more
» A more complicated plan for Fant
asy World Dizzy’s beanstalk is deta colours on the Sinclair systems than on the
the game’s design documents. iled in
CPC. The Spectrum 128K version also has a
spoken welcome message.
The Olivers wanted to encourage players to
explore, and so they designed a bigger world for COMMODORE 64
their latest Dizzy project. “Our belief was that if we QLike the first two Dizzy adventures, the
were going to improve on Dizzy and Treasure Island C64 Fantasy World was ported by Ian Gray.
Dizzy then we needed to be a little bit bigger, but This adaptation is a faithful one, although it
also a little bit richer in every aspect of the game,” turns the upside-down Australian stage the
Philip considers. “So everything had to be better, right way up. It adds a border graphic and
we had to improve every area. There had to be death animation that the original doesn’t
more interesting locations, more narrative and have, though, and it sounds great.
more characters.”
But rather than making these additional
characters opponents for Dizzy to overcome, the
AMIGA
QThe team that brought Fantasy World
twins instead decided to give him allies that could
Dizzy to the Amiga, ST and DOS delivered
help him solve puzzles. “While working on Treasure
everything you could hope for an upgraded
Island we were surprising ourselves, because by
conversion. All three versions have much-
being clever we could actually get a lot in, so we put
improved visuals, more collectibles and
in some enemies,” Andrew says of the characters
extra screens, but the Amiga port is the
in Fantasy World Dizzy’s predecessor. “But they
best thanks to its superior soundtrack.
were just things to kill, and we wanted a game that
was about puzzle-solving, not killing, so for Fantasy
World Dizzy we said, ‘We need to make characters ATARI ST
QIn-game music quality aside, the ST
that are obviously Dizzy’s friends,’ so we made
them look like Dizzy.” Fantasy World Dizzy is identical to the
As well as handing out advice and items, one Amiga version. As with the Commodore
of Dizzy’s friends – the eternally sleepy Dozy – also port, the new levels in the ST game contain
added a pinch of humour, which Philip insists pick-ups that net you points. There aren’t
wasn’t inspired by a deckchair related ‘accident’ that any new puzzles in them, either, but they do
Andrew had. “We had the idea that Dozy would test you with some tricky platforming.
be at the furthest edge of the map, and so we had
to make sure that there was something there that DOS
stopped players going any further,” Philip reasons. QThis is the poor cousin of the 16-bit
“So we decided to make it a pier. It was Dozy at the versions in terms of audio – there’s single-
seaside, so why not stick him in a deckchair? That channel chiptune music pregame and
made sense. Not that I’m referencing the fact that I sparse sound effects in-game. Otherwise,
did this to Andrew! I mean, I did h horrifically injure it replicates its Amiga and ST counterparts,
Andrew in a deckchair once, but tthat’s another including their cutscene interactions
story. So when we put Dozy on the th end of the pier, between Dizzy and his friends.
we just thought, ‘Hah! Wouldn’t it be funny if
you could kick him in?’ We didn’t have room for
more graphics, but it didn’t need any more, we
just moved the sprite to kick him off!”
RETRO GAMER | 33
GUIDE TO FANTASY
CROSSING THE
WORLD
BROKEN BRIDGE
QFind a boulder and the bone, and then swap the
bone for the boulder next to the Armorog. Zoom past
the hawk, drop both boulders into the water under the
broken bridge to raise the floating platform, and then
use that to cross the water.
ESCAPING
DUNGEON THE CALMING THE DRAGONS
QGet the sleeping potion from Dozy – he’s three
QBribe the troll with the apple, and he’ll tell you to screens to the left of the broken bridge. Once you have
throw the jug of water on the fire to put it out. Next, done that, drop the potion next to the wide-eyed dragon
walk through the fireplace, give the stale bread to the in order to slip your way past him. Take the dragon egg
hungry rat and he will run off, leaving a clear path to from the Cloud Castle to the dragon’s lair to get past
the dungeon exit. the lair’s inhabitant.
This one act of amusing violence aside, the ideas for Fantasy World Dizzy’s puzzles. “We
Olivers wanted Dizzy to be a pacifist focused on wanted to make the puzzles relevant to a story,
puzzle-solving in order to avoid overcomplicating and the Looney Tunes cartoons set out very clear
his latest adventure. “Dizzy was not about combat,” objectives,” Philip recollects. “So in Tweety Pie,
Philip asserts. “We had done that in Super Robin Sylvester had to catch the bird. But the thing that
Hood and Ghost Hunters, and this was deliberately made the comedy was that what you thought
a non-combat game. We also wanted to have would happen didn’t, and Sylvester’s failure opened
the fewest number of buttons, because having up other opportunities.” Andrew agrees, and
another button would make the game twice as explains how these opportunities inspired the twins
complicated. The idea of somersaulting and landing to link their game’s puzzles together, “We thought,
on something’s head was not a concept that we ‘What we’ve got to do is link opportunities together
had thought of – we hadn’t seen Super Mario Bros so that when you do one thing it will enable
at that point.” something else.’ That was a chain, and it became far
» The Olivers are listed in 2019’s
Guinness World Records Gamer’s Edition But while Philip and Andrew hadn’t yet more interesting when you had a chain of events.”
as the most prolific 8-bit developers. encountered Nintendo’s seminal platformer, the Many of Fantasy World Dizzy ’s chained puzzles
» The Olivers’ original map for Fantasy World brothers had been exposed to classics from a boiled down to unlocking access to more of the
Dizzy shows a right-way-up Aussie section. different medium, and these helped inform their game, but the Olivers decided to compliment these
with a core challenge that channelled a classic
34 | RETRO GAMER
THE
TH
HE
E MAKING
MAKING OF: FANTASY WORLD DIZZY
RESCUING DAISY
QGet the rug from the dragon’s lair, then jump your
way up the beanstalk, and then from cloud to cloud
until you reach the lofty Cloud Castle. Throw the rug
over the daggers so that you can cross them, and
then finally pull the lever to lower the lift and free
your beloved Daisy.
fairytale. “Obviously the big chain of events in everything look interesting, but it also
Fantasy World Dizzy was Jack And The Beanstalk,” played differently because we changed the
Philip points out. “So you needed the cow and controls around so that ‘up’ was ‘down’. We
had to swap it for a magic bean, plant it, grow a were putting the market down there, so we
beanstalk and climb it to get into the Cloud Castle needed a shopkeeper. It was the other side
so that you could rescue Daisy and get out.” of the world, so we made him an Aussie
Andrew qualifies his brother’s summation, “But and put one of those hats on him with duing
elopment notes suggest sub
» Fantasy World Dizzy’s dev a drugged apple.
you would be thinking halfway through: ‘Why do corks on strings! It was a cheap trick, but it with
the game’s wide-eyed dragon
I need a bucket?’ You thought you had beaten the provided comical entertainment.”
puzzle by planting the magic bean, but that didn’t Perhaps less amusing was that the twins were
work. The bucket was empty, but there was water. under pressure to complete Fantasy World Dizzy
So very quickly we could make little stories out of in time for the festive sales period, and although
key-and-lock puzzles chained together.” it wasn’t reviewed until the new year, the quality
of Dizzy’s previous adventures ensured that this
iven that their game’s puzzles relied didn’t affect his latest game’s sales. “It was pretty
RETRO GAMER | 35
Pac-Man
DEVELOPER: Namco YEAR: 1980
ere’s a truly iconic cabinet
net for a truly iconic
arcade game. The basic shape of the original
Japanese Puckman cabinet et has been retained
H for the game’s export release,
ease, but Midway’s total
artistic redesign made the machine e more striking. Yellow is
a colour that catches the eye pretty ty easily, especially when
contrasted with black, and the Pac-Man
c-Man n cabinet certainly
sticks out from across any crowded ed arcade. Bold, cartoonish
side art shows off Pac-Man and one of his ghostly pursuers,
albeit in forms that are a long wayy from the art we recognise
today. The bezel art plays off the in-game
n-game maze design,
and the simple control panel consisting
sisting of a single central
joystick and start buttons is inviting
ng to all players.
Pac-Man’s impact was such that hat the game and
character have become emblematic atic of the Eighties and
are now enduring pop-culture mainstays.
ainstays. Books were
published on how to succeed at the game, top players
gained fame for their achievements, nts, and the brand was
thoroughly merchandised with a tie-in cartoon, breakfast
cereal and even a novelty single. The cabinet itself is
part of that, too – over the years the Pac-Man n cabinet
has been recreated, miniaturised d and turned into toys,
alarm clocks and more.
Pac-Man fact
QPinky’s behaviour suffers from a bug – if
Pac-Man is facing in any direction other than up,
Pinky will attempt to reach the space ahead
of him. If Pac-Man is facing up, Pinky’s
target will still be ahead of Pac-Man,
but four tiles left of where it
should be.
STANDOUT MOMENT
Four to the floor
The relentless pursuit of the ghosts,
followed by the tide-turning moment as
you guide your hungry hero to a power
pellet, is the core thrill of Pac-Man. But
if becoming the hunter is an enjoyable
moment of empowerment, more
enjoyable still is the occasion in which
you not only scarf down a power pellet,
but manage to munch on Inky, Pinky,
Blinky and Clyde in quick succession. Not
only do you get a brief moment of respite,
but the last in the chain will earn you
1,600 points, vital for topping the high
score table and earning yourself some
significant bragging rights.
SYS
SYSTEM
Y TEM
SUPPLIED BY
ARCADE
CLUB
ULTIMATE GUIDE:
Back in the late Eighties and early Nineties, platform games were all
the rage,
rag but they were mainly found on consoles, so when Toki arrived
in the arcades it really stood out from the crowd
Words by Kieren Hawken
D
eveloped in 1989 by Tokyo-based arcade In the game’s story, Toki was a once a tribal leader
developer TAD Corporation, Toki was who was living happily on an island somewhere in the
undoubtedly the company’s biggest hit. South Pacific. This all ends tragically when the beautiful
The game was originally known as JuJu Miho, a tribal princess who Toki is madly in love with,
Densetsu (meaning Legend Of JuJu) in Japan, and is kidnapped by the demonic witch doctor Vookimedlo.
the game was picked up in the west by US coin-op The wicked shaman takes Miho to a vast golden palace
distributors Fabtek which chose to rename the game on the top of a volcano where he keeps her captive. He
Toki. While the word JuJu has connotations related to then casts a spell to transform all the human inhabitants
African origins – notably as a spiritual belief system – of the island into various animals and beasts so they are
Toki can be attributed as a Maori word for axe. unable to defend themselves against him. Toki himself is
transformed into an ape, but Vookimedlo’s spell doesn’t
work as planned and Toki retains all the knowledge of
his former self. He also discovers that, as a result of the
transformation, he now has special powers that include
the ability to shoot projectiles from his mouth. Toki
then sets off on a quest to defeat Vookimeldo, rescue
princess Miho and undo the curse which has befallen
his beautiful island. The intro to the game even reveals
some of this story.
To reach Vookimedlo’s golden palace, Toki must
traverse six lethal levels that take in different parts of
the island, including the jungle, deep lakes, icy caves
and the lava spewing volcano itself. There’s nobody
who can help poor Toki, either, as Vookimedlo has
turned all of Toki’s former friends against him. There
are two ways that Toki can kill these enemies: either her
by shooting projectiles from his mouth or jumping on
HERBAMO
» [Arcade
[Arcade] The American football helmet acts like a shield, letting
their heads. Most of them require multiple hits and d will
you sustain
susta several hits before it disappears. fight back in different ways, such as launching
38 | RETRO GAMER
SHARTOESI
ULTIMATE GUIDE: TOKI
WEBSTAMITE
COMMODORE 64 NES
QThe only 8-bit computer version that ended QTaito’s 1991 NES port, like so many others on
up being released by Ocean, this C64 cartridge the system, makes quite a few changes from
isn’t particularly pretty but does a decent job of the original arcade game. The graphical style is
replicating the original. However, it is missing the quite different, some of the level maps have been
full intro sequence, only has one music track and modified and you now have a health bar making
is missing an entire level. it much easier.
ATARI ST IPHONE
QConverted by Ocean France the ST port is QPerhaps the most obscure port of all is this one
incredibly impressive indeed. In fact, it’s pretty released by Magic Team for the iPhone in 2009.
hard to find any fault with it at all as it features It’s a pretty faithful reproduction of the game that
excellent graphics, a cracking rendition of the rather unusually displays the game in portrait
soundtrack and gets the original gameplay mode with a large virtual controller in the bottom
almost perfect. third of the screen.
KILLER HARNAS
GARNIDARE
IVOR
TIMAGON
RETRO GAMER | 39
BOSS RUSH BOLORAGOG
QThis giant Easter Island-inspired character
acter
appears at the end of level one and throws
ws
small apes at you (named Geeshergam)
repeatedly until you manage to hit him
enough times to kill him.
ZORZAMOTH
QThere’s only one tactic that works
on level four’s antagonist and that’s
to crouch down and shoot his slow
moving feet. Stop him moving and
you’ll win pretty quickly, otherwise it’s
’s
almost immediate death for you.
MORGULVAR BASHTAR
alifornia
QLooking like a mutated California QIf you are going to beat stage five
Raisin, all you need to do to beat then you’ll need to give Bashtar a
level three’s final foe is stay on heart attack. Duck or jump to avoid
oot
the far left of the screen, shoot his flying limbs then get as close as
right at him and then jump when you can to that pulsing organ and
he swings his long limbs at you. blast away.
KALGATROBE
THORPEDO
PENGAFIN
40 | RETRO GAMER
ULTIMATE GUIDE: TOKI
RAMBACHA
QThe level two boss is much harder than an
you’d expect, mainly due to the random m
element of where he appears, meaning
there is no set pattern. The trick here is to
FLYING SHARDU
just keep on moving from one side to the he
other, while avoiding its eyes.
G
iven how successful Toki was in
the arcades of the time, it was only
natural that home versions would start
springing up all over the place. It was UK
coin-op conversion specialist Ocean Software that got
in on the act first, and it started heavily advertising its
ts
home computer ports of the game in 1991. Handled d
by Ocean France, it was the impressive 16-bit Atari
ST and Amiga versions that were first out the door.
However, the three 8-bit versions suffered a range
of different fates, with only the Commodore 64
conversion making it out the door. First, there
BUNGATARAS
ARMOREL KEMIN
RETRO GAMER | 41
RAKTURA
Q&A D SCOTT
WILLIAMSON was the 128K ZX Spectrum port, which was
previewed in the July 1991 issues of both Crash and
Your Sinclair. Coded by Special FX, it’s unclear why
this version was never finished, but it’s likely the
We sit down with the programming powerhouse to dwindling market for ZX Spectrum games is to blame
talk about converting Toki to Atari’s Lynx with all of Ocean’s last releases for the machine taking
place in that year. The Amstrad version, like the rival
How did you end up working for Why does Toki work so Commodore 64 port, was due to be a cartridge game
Atari and landing the job of porting well on the Lynx? to take advantage of the newly released GX4000
Toki to the Lynx? Coin-ops were huge console. Allegedly, the team completed one level of
Getting a programming job with Atari in in the late Eighties and the game and then ran out of ROM space, but it’s far
1987 was my dream job. I was originally arcade games like APB, Pac-Land, Hydra, more likely that the failure of the console put paid to
hired to work on the Atari-badged Sega Xenophobe, Road Blasters, STUN Runner thi
this port. The C64GS cartridge also had the advantage
Genesis, but aer that deal fell through I and, of course, Toki were real hot and of being compatible with the home computer, while
ended up writing White Water Madness on you couldn’t play anything like them at Am
Amstrad didn’t have the same luxury. The CPC+
the still in-development Atari STe. I also home. Well, until the Lynx came along ran
range of computers had also failed to set the world
wrote some digitised sound drivers and with its unlimited scalable full-colour alig
alight in the midst of more powerful competition and
tools for 2600, 7800 and Atari 8-bit then sprites, specialised scrolling hardware and the
these cartridges couldn’t played on the original, and
Atari and Epyx came to an agreement advanced sound. It was able to bring those tec
technically inferior, CPC models.
on the Lynx. Everything about the Lynx games home at a quality never seen before
T
was so new and amazing, I leaped at the – and it was a handheld, too. There were hen there are the console ports of
opportunity to work on it and dug in deep. some games on the Lynx that even the Toki, which again provide us with an
Atari gave me the title of head of developer Genesis and SNES couldn’t do and that was interesting set of stories. The first two
support for the Lynx so I pretty much got pretty exciting. The Lynx’s hardware was versions to arrive in 1991 were Taito’s NES
to pick my own projects. I loved arcade just really well suited to arcade games and I translation and Sega’s Mega Drive remix. The first of
games so it’s easy to see why I picked Road think Toki proves that. which tried to stay fairly close to the arcade game while
Blasters, STUN Runner and Toki! the second took a totally different route altogether by
The graphics in Lynx Toki are giving a completely different game that just followed
gorgeous, how did you get them the same themes. The 1992 Atari Lynx port came next,
looking so good? programmed by D Scott Williamson, who also did the
I employed another old CRT TV trick that I
had also used in Road Blasters and STUN
Runner called mid-screen palette switching.
Without this technique, the Lynx can only
display 16 colours on the screen at any
one time. But I soon found that with some
clever timer programming I could create
WOBALIN
an ‘HBlank’ interrupt that would allow me
to change palette colours partway down
the screen or on every scanline. I think
I managed to get 48 unique colours on
the screen at once, trebling the number
of colours allowed on the screen in one
frame. I’m rather proud of the fact that the
early Lynx emulators did not handle this
timing precisely and they were a glitchy
mess as a result!
» [Arcade] The most powerful power-up that you can find in the
game is the lethal fire breath.
CREEPAVORE
42 | RETRO GAMER
» [Switch] Toki’s remade adventur
Expect a review in a future issue.
e should be on sale now. ULTIMATE GUIDE: TOKI
» [Arcade] The jungle level features some of the most annoying and
TOKI REMASTERED
Pierre Adane and Philippe Dessoly are part of the team at Microids
hard to kill enemies in the game. which is responsible for the new Nintendo Switch remake
highly impressive conversions of STUN Runner and Do you know what happened to What technical challenges during
Road Blasters, it stayed remarkably close to the original the Xbox 360 version that was first development have you encountered?
source material and maintained the Lynx’s reputation announced back in 2009? PA: Remain the most faithful to the original
as a handheld arcade machine. It later turned out this PA: Only part of the first level was as possible.
wasn’t the only version Atari had up its sleeve, however, completed. It was developed on Unreal PD: The most technical challenge is the
as Images Software were also coding an Atari 7800 blueprints and sadly there were some inner time spent! Making the design alone is
conversion, that was found and recovered from a hard struggles between the guys that led to a very long, time has changed and the way
drive in 2014. There are several things that are peculiar standby position. we make videogames has changed, too.
about this: first, the 1993 copyright date, when all 7800 I had to check that nothing was missing
production had ceased the previous year; it was also Why remake Toki? Were you fans of and completely recreate all the characters
PAL-only, despite the US being the system’s most » Pierre Adane (top) and
the original arcade game? and environments.
popular market; and finally, the port seems to be pretty Phillipe Dessoly PA: I was a big fan of Toki from the very
much complete. It’s been speculated that perhaps (bottom) are big fans of beginning. When the original game released Have you made any notable changes
Toki and both worked at
this was part of a planned 7800 relaunch as a budget Ocean France. in arcades I was working at Ocean France or revisions from the original for
console, a bit like the Atari 2600 Jr, along with other big where we met. By chance, Toki was one this remake?
name titles such as Rampart, Steel Talons, Pit-Fighter of the games adapted by us for the Atari PA: The visual aspect is the most important
and Road Riot 4WD. We might never know the truth, ST and Amiga. I was working on Pang, so evolution in this version.
but we should all get to purchase and play this highly I didn’t work directly on Toki but I had the PD: I wanted the game to look like a
impressive conversion very soon thanks to homebrew pleasure to follow its development. When cartoon, so I started to redesign all the
and prototype publishers Beta Phase Games. the opportunity of developing a new version characters in that way, then I created
Another lost version of the game is the one showed up, I was immediately thrilled by environments and then, of course, I
announced for the PC, PS3, Wii and Xbox 360 back in the idea. Furthermore, working again with redesigned the animation as a cartoon.
2011. This remake of Toki was being programmed by Philippe was a great pleasure.
Golgoth Studios and after missing its release date it was PD: I also discovered Toki at Ocean France, Why choose to debut the game on
never heard of again. The reasons for this cancellation I was already a big fan of arcade games Nintendo Switch and are there any
are unknown. Fans eager for a Toki remake don’t need but I had never heard about Toki. I had just plans to release this remake on
to fret, though. Microids is the latest company to finished the game Ivanhoe when I started other platforms?
take up the mantle, and this much-awaited ed to convert arcade games. Starting with Toki PA: We naturally choose the Nintendo
remake should finally be out just as you was a great opportunity and I have spent Switch because it is perfect for this kind
get to read this very article. many hours playing this game! When I was of game. The ease of use of this device fits
offered the chance to work on Toki’s remake, perfectly with the game’s spirit.
I immediately said yes! I knew that I would PD: As Pierre said, the Switch appears is
be able to improve it with my own style, perfect for this kind of game. I really hope
especially working again with the Mr Nutz we are able to adapt Toki to other platforms
team (Pierre and Raphaële Guesqua). too, but it is up to Microids to decide.
KATYEROWS
CATECORMOS
SHOSHANU
RETRO GAMER | 43
» PUSHING THE LIMITS
Teenage Mutant
Hero Turtles
Given the popularity of the cartoon, could the
humble Spectrum handle this behemoth franchise?
PLATFORM: ZX SPECTRUM DEVELOPER: PROBE SOFTWARE/IMAGE WORKS RELEASED: 1990
he short answer is ‘yes’; and the The game is split into two main parts: a
Lag-free
Given that the Speccy is having to deal
with such impressive graphics, you’d
think this would slow the game down.
But not only do our Turtle heroes run
fast, the game keeps up the speed
even with a very busy screen.
Smooth 3D scrolling
The way the game moves as you
make your way from one side of
the screen to the other is a beauty.
Walled backgrounds slowly scroll as
you run, fight and jump around until
you reach your goal.
M A K I N G O F
THE
r a ny f
fa n of re tro games
e is a n inc re d ib le place fo
Europe’s biggest ar
cad
erta k in g, too . W e speak to
n in g it is an in c re d ible und
to visit - and run x a ctly ho w it’s done
alm e r to find ou t e
found e r A ndy P
pe
Words by Nick Thor
46 | RETRO GAMER
THE MAKING OF: ARCADE CLUB
RETRO GAMER | 47
Despite that, where there’s demand, Arcade Japanese games, VR, PCs, consoles – we cater to
Club adds capacity. “If say for instance Pac-Man what the audience wants.
or Space Invaders is particularly popular, even if Most of the newer arcade games found at
people can’t get past the first few levels, we’ll add Arcade Club are Japanese games, so you’re unlikely
more cabs. We did have three Defenders in here at to find anything that you could easily run across
one point because it was particularly popular with in your local bowling alley. “We actually fly out
40-somethings that wanted to relive their youth.” to Japan, we source everything ourselves,” says
What’s more, there have been very few games Andy. “We want to be on the cutting edge all the
that have escaped once being put on the Arcade time.” That’s something that can’t be achieved by
Club most-wanted list. “Discs Of Tron and I, Robot sticking exclusively to what’s available domestically,
were two difficult ones but I’ve got a source for which Andy attributes primarily to the amusement
those now, they’re buried in a friend’s storage but industry’s lack of focus on videogames. “It’s
» As well as gaming, Arcade Club offers food options, and you can he’s said once he gets to them they’re ours, which always redemption, the ticket machines now. The
even enjoy your meal on a cocktail cabinet. is fantastic.” Still, certain games aren’t feasible to industry’s going that way and I feel it’s a bit of a
run. “Everybody keeps saying about the R-360, mistake, because they’re just aiming for kids with
drawing eight 80-amp feeds, and there’s that but the problem with that is that it needs X-raying these tickets, it’s a little bit manipulative and it’s not
surge of turning the machines on – we don’t want every six months or so to look for microfractures in the spirit of gaming, it’s in the spirit of money,” he
to have to turn them on individually because that in the subframe and stuff. They were a bit of a explains. “I know that’s what business is there for
would take far too long. We’ve spent many, many nightmare to keep going back in the day, and I but at Arcade Club, we have to make money, fine,
thousands just on wiring and infrastructure.” think the duty cycle at Arcade Club would mean it but I feel like we can do it in a fair way. It’s hard to
Additionally, since a business of Arcade Club’s kind would potentially be broken more than it would be balance, but I think I’m doing it.”
is somewhat unusual, some people struggle to working. It also needs an attendant, which means it The business end of things is an interesting
grasp it. “It’s very difficult to get it through to the needs to be fully staffed, which needs a wage.” subject – conventional wisdom says that the arcade
council sometimes that it’s not a gambling arcade business isn’t the place to be today, and Andy has
– there won’t be any fruit machines – because they ne interesting facet of Arcade Club said himself that there are better ways to make
don’t have a videogame arcade category anymore,”
Andy says. “But we had a great guy on planning
who loved arcades, which helped – he actually said,
‘Do you have Tron?’ That was the magic key.”
The roots of the Arcade Club games collection,
which now numbers over 250 games, can be
found in Andy’s own long-term collecting hobby.
However, the selection has been balanced for
O is that although it has a huge roster
of retro arcade games, it is not
exclusively retro-focused. “I think
people will get bored of Pac-Man,” says Andy. “A
lot of people will turn up, play Pac-Man and Space
Invaders, realise how hard they are, be put off and
then never visit again. For those sorts of people
you need to do something different, so we have
money. “It’s not a booking system at Arcade Club,
which means you’re never guaranteed on your
numbers. Summer was hard for us, we had the
World Cup and the heatwave together, so we saw a
massive dip in numbers,” Andy confesses. “Luckily
we’re structured so we could get through that, but
we wouldn’t have got through that if it had lasted
three months. We would’ve had major problems.
quality and commercial appeal. “I targeted cabs,
some of which I had anyway, like Space Invaders,
Pac-Man, Galaxian, Star Wars, Robotron and
Defender. I just went for triple-A titles, the best of
the best, because I thought if we’re gonna do it,
we’ve got to do it with triple-A titles.” The long-
term build-up of Arcade Club’s collection has also
been a major factor in the quality of the games
available, according to Andy, simply on financial
grounds. “If I was starting it now, straight away
I’d run into a brick wall of, ‘It’s £1,000 for Pac-Man,
it’s £1,600 for Donkey Kong’ – there’s better ways
to make money nowadays with an investment.
Everything’s just gone ridiculously priced.”
48 | RETRO GAMER
THE MAKING OF: ARCADE CLUB
floor.
for the completed second
» This is a previous layout
PANIC PARK
QThis offbeat Namco game gives each
player a lever with which to control a
IKARI variety of minigames, some of which
WARRIORS vary by season. Because the levers
QAlthough SNK’s Eighties hit directly clash with each other, you’ll quite
has been converted to home often physically jostle for position with
platforms and often quite well, your opponent in a way that would be
the game’s rotary joystick has impossible to replicate on console.
never been replicated, which
makes aiming significantly
more difficult. The cabinet
at Arcade Club features the
correct controls, allowing
you and a friend to blast the
baddies properly.
CHO CHABUDAI
GAESHI! 2
QThat title roughly translates as ‘Ultra
Overturning A Table In Anger! 2’ (according
to Google, that is) and that’s your goal.
The game places you in an anger-
inducing scenario, then requires you
to slap your hands on the table before
QUICK & CRASH overturning it violently, scoring you on
QThis is a shooting gallery game which the destruction you cause.
uses real, physical objects – and as a
result, there’s a real pleasure to be taken
in the destruction that occurs as you
blast a mug to pieces. Time Crisis II on
PlayStation 2 features a simulation of the
game, but it’s just not the same.
EXTENDED PLAY
Andy Palmer explains the work involved in keeping classic machines alive
Wa the maintenance of the
Was hole components. If you looked at the circuit
arcade machines something
arc board, you’d recognise resistors, capacitors, chips
(with 16-to-17-year-olds allowed as long as they you were knowledgeable of and etc as a classic design for a circuit board. But if
are with an adult) on Thursday and Friday. prepared for before opening
pre you look at a modern one, the components are
So what does the future hold for Arcade Club? Ar
Arcade Club? so small that it’s very hard to tell capacitors from
A new location has just been announced, based It’s something I’ve tinkered about resistors, and the board’s lacquered over as well.
in Kirkstall, Leeds and due to open in early 2019. wit
with over many, many years. There’s
We also discover that a third floor is in the works people
peo out there that are far more You’ve got two full-time technicians. How
for Bury. “We’ve found that the Japanese floor can knowledgeable
kn than myself. We have did you find them?
get a little bit chaotic, so what we’re doing is we’re a fantastic TV engineer,
en we have a great engineer Julian, our CRT tech, actually came into the
going to turn that floor into a dedicated Japanese with Mark as well, and we’re taking on some more shop when we still had a few of the computer
floor, drop the VR and PCs down a floor and set engineers soon. But the maintenance side of it I shops le, and came in for a networking job.
up a more loungey console-type area,” says Andy. wasn’t quite ready for, because there is a lot more On his CV it said he used to work at a TV repair
“I’ve always wanted to do a console area for people maintenance than anyone would think on these shop, so I interviewed him at the arcade and he
but if you can’t keep on top of it, people tend to start machines. A lot of the time you’ll pick up one repaired three monitors that me and Mark had
resetting things. It needs stewarding, so to speak, it of these machines and it’s 20-30 years old, and been Googling and going through Randy Frum’s
needs somebody there to make sure everything’s either it’s not been switched on for 20-30 years or flowcharts trying to fix. But because he knows
okay.” Additionally, it will free up space for some of it’s been switched on infrequently. Once you ask the theory of monitors and it’s in his blood, if
the more popular attractions. “We find that VR can them to do a duty cycle of 14 hours, that’s the real you like, he was able to suss out exactly what
be a little bit queuey sometimes, especially on a test for the machines, especially the monitors, and was going on without using those flowcharts.
Friday night, so we need to add more,” says Andy. they will fall down. Whenever we buy a machine So I said, ‘Would you like the job? It’s not in the
off a collector, very rarely they’ll last three or four computer shop, it’s in the arcade,’ and he was
ow about long-term plans – Arcade hours without something going wrong because very grateful that his knowledge that he thought
RETRO GAMER | 51
THE MAKING OF
THE
ADVENTURE
CONTINUES
Though Scott never fully le adventure
game writing behind – since the demise
» [Apple II] That flagpole looks sturdy enough to hold your weight, surely.
of Adventure International in 1985, he has
produced several text adventures, including
are spread out across several days, forcing you to a sequel to Pirate’s Island – in January
plan ahead. Key events happen on different days and 2018, together with his wife Roxanne, he
certain actions can only be carried out at night, which launched Clopas LLC, which now has a
means you’re going to have to find a way to stave off dozen employees. Their first project is Escape
sleepiness. There’s a palpable tension when the words, The Gloomer, based on the book Mossflower,
‘It’s getting darker,’ and, ‘You’re getting very tired,’ the second in the Redwall series. “It’s been an
appear on screen, an ominous reminder that the Count incredibly fun ride,” says Scott. “The game is a
will soon rise, and you are on the menu. “I was giving ‘Conversational Adventure ™’, which is a fusion
them fair warning,” protests Scott. “ I wasn’t trying to of standard text adventures (puzzles), interactive
make the player feel tense but it was interesting how, in fiction (heavily story-based) and some extra
doing that, it brought out that emotion.” special bits we’ve added. It’s fully voice acted,
music scored with sound effects and contains
RETRO GAMER | 53
GREAT SCOTT!
More adventures from the mind of Scott Adams
PIRATE ADVENTURE
1978
THE
OF SORCERER
CLAYMORGUE
Q‘Say YOHO’ and suddenly you’re elsewhere…’
Scott’s second adventure introduced a quest
CASTLE
1984
element as you leave London, build a ship and QThe 13th of Scott’s ‘classic’ adventures,
head for the mysterious Pirate’s Island. this adds some interesting spellcasting to the
treasure hunt.
ADVENTURELAND
1978
GHOST TOWN
1981
QInspired by the original Colossal Caves, which QSet in an apparently deserted settlement in the
Scott played on a mainframe computer at work, Old West, this is one of Scott’s favourites, and
his debut release was the first to bring text also one of his toughest challenges, as you try to
adventures to the home micros of the day. locate treasures and avoid jail, or worse.
IN THE
KNOW
PUBLISHER:
» [VIC-20] The Count is dedicated to Alvin Files, who reverse-engineered
Adventure International Scott’s game engine and wrote Pyramid Of Doom.
DEVELOPER:
Scott Adams playtesting,” he smiles. “It was extremely important
RELEASED: to have multiple people play it and sometimes they’d do
1979
things and I’d think, ‘Wow, I hadn’t thought of that! So
PLATFORM:
Apple II, Atari 8-bit, VIC-20 what should happen if they do that next time?’”
GENRE: This approach helped instil The Count with a
Text adventure satisfying logic. Try climbing the sheets holding a
lighted torch, for example, and you’ll soon remember
cotton is flammable. Yet for all the atmospheric period
detail, we can’t resist challenging Scott on one glaring
DEVELOPER inconsistency. Exactly what is a solar-powered oven
HIGHLIGHTS doing in the 19th century? What inspired him to make
ADVENTURELAND this Count some kind of environmental visionary?
SYSTEM: TRS80 “I feel I’m using a gift God gave me,” he giggles.
YEAR: 1978 “That’s my ultimate inspiration. I had an oven because
SPIDERMAN it was a kitchen and then because of the day/night
SYSTEM: C64 cycle, I thought, ‘I could play with this’. I wanted
YEAR: 1984
to throw people off the tracks, until they get that,
RETURN TO PIRATE’S
ISLAND 2 ‘Aha!’ moment.”
SYSTEM: PC There are many such moments in the game and
YEAR: 2000 just as many mulling over possibilities which end up
being clever red herrings. We regale Scott with our
many futile attempts as a child, playing on the VIC-20
cartridge version, of trying to block the air vent and
prevent a nocturnal visit from that marauding bat, much
to his amusement. He also chuckles when we remind
him of the awful cigarette-related pun near the climax
of the game. “I smoked for ten years, then quit cold
turkey when I was 24,” Scott adds. “Smoking was still
very popular back then and I didn’t think it was a good
thing so I just wanted to make a little anti-smoking
rch 1981. statement… and throw in a horrible joke. Remember
al Computing magazine in Ma
» This ad appeared in Person as the pirate. He actually had this was a comedy not a horror story!”
ntlinger posed
Scott: “My friend Tony Bre
is his own facial hair, too.” Scott laughs again and it’s clear the affection we have
a gold front tooth and that
for The Count is shared by its author. He names it, along
with Pirate Adventure and Ghost Town, as one of his
» Your corresponden
t with Scott in Florid
a. He had us at SYS
32592.
54 | RETRO GAMER
THE MAKING OF: THE COUNT
THE INHERITANCE
2013
QScott’s Christian faith is central to this
adventure, which includes the complete text of
the Bible to aid in puzzle-solving. He hints that a
‘Conversational Adventure ™’ remake is planned.
THE HULK
1984
QThe first in the Questprobe series, based on
Marvel characters, it certainly raised the profile
of Adventure International, and taught everyone
that if in doubt, bite your lip.
three favourites of the ‘classic’ adventures he wrote in but I did have a religion and my deity was myself. Back
the late Seventies and early Eighties, and we wonder if then, I had selfish motives. I wanted to make money.
the game influenced the many titles that would follow. I wasn’t putting other people first when I was writing
“Oh yes, it definitely helped me develop my game my games but I’m glad they touched people in positive
engine,” he agrees. “I was always stretching myself and ways and looking back, that makes me happy.”
I felt The Count was more logically consistent than what Scott’s wife Roxanne, who, along with his grandson
I’d done before. It was also something of an apology for Nathan, has been sitting with us at the table as we
Secret Mission, which was also time-based but was far reminisce, nods in agreement. “I’ve only discovered
too rapid. That’s my least favourite game because I think how much his work has affected people by reading all
I did a disservice to players by making it too hard. The the fan mail he’s been sent over the years,” she says.
Count was me making up for that… and it made me “And he still gets it! People write about the impact his
think about what ‘winning’ a game meant. I mean, I was games had on them growing up and that really opened
giving people a story with some unhappy endings.” my eyes. That’s when I realised I needed to champion
him, in fact, kick him out of his comfort zone and start
CLASSIC MOMENTS
Devil Crash MD
PLATFORM: MEGA DRIVE RELEASED: 1991 DEVELOPER: TECHNOSOFT
oo Katan is driving, steering his way around System). Comprising an Apricot PC, an assembler,
58 | RETRO GAMER
FROM THE ARCHIVES: BITS STUDIOS
TIMELINE
1989 QBits Studios is founded by Fouad
‘Foo’ Katan.
T
1996 QOriginal game Nihilist is released for
primary platform and R-Type sold more developer was also the only third-party development Windows PCs.
than 700,000 copies. Argonaut handed Bits house ever used by Irem Corporation, with single-player
1999 QR-Type DX is launched for Nintendo’s
the rights to develop Loopz for the NES. The platformer Saigo No Nindou being released only in
Game Boy Colour.
developer then went on to create Robin Hood: Prince Of Japan for the Game Boy.
Thieves, T2:Terminator 2 – Judgment Day, The Amazing By now, Bits was firmly established as a Nintendo 2000 QBits is listed on the AIM market on the
Spider-Man, Castelian, Last Action Hero and R-Type II developer. “We’d formed lots of strong relationships London Stock Exchange.
for the Game Boy. “Bits was also producing the Game with console companies but Nintendo was top for us,”
Boy development kit,” says Gina Jackson who joined says Foo. “We became very close, and I could never QThe wonderful Warlocked is released the
in 1992. “I was taken on at the company because I had speak more highly of Shigeru Miyamoto.” The love Game Boy Colour.
finished a masters in render programming and I’d done for Nintendo’s consoles saw Bits develop Dream TV, 2001 QVirtual Athlete and Lab Rat enter
a lot of stuff with 3D Studio, but when my machine was Genocide 2 and The Itchy & Scratchy Game for the online space under the subsidiary
rendering, I’d be soldering boards to make the dev kits company Gamesmagnet, the latter
that were being sent all over the country.” attracts 40,000 players.
Gina began at Bits just before it moved from Harrow
to Cricklewood, London. “It was an insane place above 2002 QDie Hard: Vendetta is released for Xbox,
a newspaper distribution centre,” Gina recalls. “There PS2 and GameCube.
was always this flirting worry that if the newspapers
QBits’ turnover is £994,000.
ever caught fire, we’d all be doomed.” While this
was taking place, however, the developers continued 2003 QRogue Ops is released as Bits Studios
creating games and demos for Foo to take to publishers turnover is revealed to be £1.7 million.
for future commissions. The company was growing fast.
“T2: Terminator 2 – Judgment Day had been a turning 2005 QConstantine is released as the company
announces the development of The Man
point for us and it allowed us to accelerate our growth,”
With No Name, aimed for 2006.
Foo says. With great graphics and challenging levels that
provided varied gameplay, the side-scroller had indeed 2006 QBits Studios closes its doors.
reviewed well, drawing upon scenes from the movie
» [Game Boy]Unlike the console versions of the game, Alien 3 on the Game
Boy was more about solving puzzles and exploring.
RETRO GAMER | 59
We wanted the
developers to feel that
» [SNES] It could have
been good but we’d
they owned the games
have rather nailed
our tongue to a car,
allowed it to speed
they were making
Foo Katan
away and smashed out
head with a hammer
than play Itchy &
Scratchy again. platform,” Foo explains. “But even though it caught the
imagination Philips pulled out. I still think we could have
pulled it off with more resources and time but it didn’t
quite work that way.”
It wasn’t the only axed game. Others included Riqa,
a game commissioned by Nintendo that would have
the SNES. In each case, the games were made by introduced a rival to Lara Croft by providing a new
ever-larger, dedicated teams rather across departments. heroine in a third-person setup, and the first-person
“We wanted the developers to feel that they owned the shooter Die Hard 64 (which emerged in 2017 in a
games they were making,” Foo says. playable early form albeit with incomplete levels).
Even so, there were undoubted gems that did see
alking to those developers, it’s clear there the light of day. Aside from R-Type DX in 1999, the new
» [SNES] Bits Studios produced the SNES and Mega Drive versions of Mary
T was good camaraderie between the staff.
Lead tester Stephen Hallett was only on a
three-month contract but says he stayed
for two years “mainly because of the people”.
Composer/sound designer Paul Weir also talks of high
millennium brought the ace real-time strategy Warlocked
for the Game Boy Color, a masterpiece of knights,
wizards, tight levels and secrets which, annoyingly,
was only released in the US. Bits also dabbled in online
gaming with Virtual Athlete and Lab Rat. Both used
Shelley’s Frankenstein, the development of which involved a video shoot. quality devs while Gina was struck by how diverse the proprietary 3D Amber technology developed by Bits’
company was. “When I left at least 25 per cent were technical director Jerome Muffat-Meridol and they were
women, there were lots of non-whites and many people released under a new Gamesmagnet subsidiary. “Virtual
from a working class background,” she says. “It was a Athlete was a pioneering online game but the market
setup that you don’t see these days.” wasn’t ready for it and I feel we were ahead of our
It meant there was joy when a game did well and time,” says Foo. “We didn’t have the financial power to
sadness when one failed. A major blow was New take it forward.”
Day, one of the games which formed a joint venture Indeed, finance was an ongoing issue. “Like many
between Bits Studios and Philips Media. Due for release independent studios at the time, Bits was always
in 1999, it was ambitious – set to feature 60 real-life struggling to make ends meet and it was in a constant
characters and filmed at the Roundhouse in Camden, battle to win publishing deals for original or licensed
north London, using 16 digital cameras on a 360-degree IP,” explains Neil Dejyothin, who joined as Bits as web
blue screen circular stage. Huge amounts of money was manager and PR in 2001. “They were unfortunate with
poured into the game, yet it ended up being canned, two Game Boy Advance projects codenamed Jet Riders
» [Mega Drive] No Escape was based on the 1994 movie and it was much to the disappointment of those working on it. and Wizards which were cutting edge at the time and
published by Sony Imagesoft for the Mega Drive, SNES and PC. “New Day would have had lifelike characters looked and played fantastically. I believe Bits came close
and it was being earmarked for Philips CD-ROM to convincing Nintendo to take on Jet Riders to be Wave
60 | RETRO GAMER
Race, but in the end Nintendo decided it didn’t want to at Bits for four years, recalls having to do
put the franchise on a handheld system. Wizards was all of his work on this game before having
the natural successor to Warlocked, and as far as I can access to any of the movie audio – “I was
remember, Bits came very close to sealing a deal to do quite pleased on watching it, how close I
a contract to convert this into a Lord Of The Rings title, got in some instances,” he says – but he
but ultimately that ended up with EA.” says he was left to get on with the job.
“The studio itself was quite a dive,”
its was luckier in bagging the first person he continues. “It was in an old converted
Neil Dejyothin
QWhen Neil left Bits Studios in 2003, he became
the lead QA at Electronic Arts, before working up
the ladder at Sports Interactive, maker of the iconic
Football Manager series. He progressed from Lead
QA to Head QA to assistant producer, producer and
senior producer, finally leaving in 2017 to become a
project manager for PlayStation where he continues
to work today on big name games such as The Last
UNFULFILLED AMBITION NINTENDO Of Us and Gran Turismo.
QShahid Ahmad led the axed New Day project and called
alled QAlthough Bits Studio developed
it one of the most ambitious in videogames history but relationships with major gaming platforms, its allegiance
it wasn’t the only one. Riqa had a female lead to rival lay with the consoles produced by Nintendo. Bits Studio
Lara Croft but development took too long while Wizards made a name for itself developing titles for the Game
was promising to push the boundaries of the Game Boy Boy and it also developed for the NES, Gamecube and
Advance handheld. Nintendo 64 (the latter’s games were sadly canned).
RETRO GAMER | 61
INTERESTING GAMES
YOU'VE NEVER PLAYED
MA T E
GA like Sega and
If titans ldn’t come
Atari couoppling the
close to t y from its
Game Boeties handheld
early Nin e Taiwanese
throne, thoration and its
BIT Corp ever really
Gamate nhance, did it?
stood a c e
nny Dimalin
Words by Jo
■ This brawler is easily the most often levelled at beat-’em-ups, often highlights the Gamate’s weakness.
technically impressive game that (but not in this case) unfairly: that This game was released in 1994, and
you will find on the Gamate, and all you do is walk to the right, press the Game Gear had already had an
also the most enjoyable to play. It’s a the attack button a few times, then amazing port of one of the best beat-
decent attempt at an arcade-style repeat that over and over until you ’em-ups ever in Streets of Rage II, and
beat-’em-up on hardware that’s die or reach the end of the game. while beat-’em-ups were still (and
obviously not built to host such a There’s a few different types of would continue to be) something
game. Right from the outset, you enemy in each stage, but honestly, of an underrepresented genre on
can see that it looks a lot better than you never really have to switch up the Game Boy, it was getting pretty
any other game on the system – even your strategy, even for the bosses: fun (though obviously severely cut-
if the character animations are jerky just make sure you hit them before down) ports of fighting games like
the backgrounds look amazing, they hit you, and keep repeating that Battle Arena Toshinden and Samurai
like ancient tapestries, albeit ones until they finally fall over, flash and Shodown. Meanwhile, Bao Qing Tian
rendered in only four different vanish. Despite that, though, you’ll is apparently pushing the Gamate to
shades of green. likely end up playing it for quite a its absolute limit, and offering a game
Also right from the start you’ll see while, and having a good time along that, while decent enough and fairly
that it falls foul of a criticism that’s with it. It’s a game that’s, more fun to play, still feels like it’s getting
or less, completely carried by the a lot of goodwill simply by virtue of
strength of its graphics and music, being such a miraculous technical
which is also of a higher quality than feat on its host hardware. You could
you might expect. even call it pity. While the Game Boy
As well as the great backgrounds, would go on to last another seven
the sprites are pretty big, and though years in one form or another, and
they only seem to have a few frames even the Game Gear might have
of animation each, they don’t suffer made it, if only it had better battery
from the flickering that plagues a life, the Gamate’s finest hour was
lot of Gamate games. Again, it far also the final nail in its coffin, serving
overshadows any other game with to make it all the more clear that it
which it shares a system in terms of was a system on its last legs, that had
» [Gamate] Bao Qing Tian must have been a lavish
quality. But while that’s the greatest no hope of long term survival, either
production by Gamate standards if these fullscreen strength of Bao Qing Tian, it’s also against its competitors, or in general.
pixel art cutscenes are anything to go by.
62 | RETRO GAMER
MINORITY REPORT: GAMATE
IN FOR THE
LONG HAUL
QThough starting you
off with six lives might BEAUTIFUL
seem a bit too generous, ARTWORK
the stages in Bao Qing QThe minimalist,
Tian are pretty long, and tapestry-like
theres a few of them to backgrounds do a good
get through before you job of providing aesthetic
see the ending. cues, where more
detailed backgrounds
might have made the
action slower, or harder
to follow.
■ An absolutely shameless copy of ■ It’s not clear where the eponymous ■ Despite the title, there’s no ■ Though it doesn’t seem to be a
the Mega Drive version of Mickey ‘monster’ comes into proceedings, but questions to be answered here. direct clone of any particular game
Mouse: Castle Of Illusion, right down this is just a competent clone of the Instead, it’s a Street Fighter II-wannabe as far as we can tell, Cosmic Fighter
to pressing the jump button twice to Atari 2600 game Pitfall!. There only fighting game, with eight selectable is a simple single-screen shooting
execute the bum attack, and even the seems to be a few repeating screens, characters. It’s not a patch on the game that’s very reminiscent of the
cluster of sparks that pop up when you with extra enemies and hazards added arcade ports seen on the Game Boy kind of games that were released
kill an enemy. The main differences are on each cycle, but it’s inoffensive or Game Gear, but it’s not completely on 8-bit microcomputers in the early
that instead of Mickey’s iconic ears, enough. If you know that game, you terrible, either. The cast is very odd, Eighties. Each stage has you killing
the protagonist has a messy hairdo, know this one: you just go right, though, alongside four human pugilists, birdlike enemies and avoiding their
and unfortunately, they didn’t steal the avoiding traps and wild animals, and there’s also a dragon, a fish-man, a fire, until there’s none left and you go
stage designs from Castle Of Illusion, collecting treasure, though there’s not chicken-man, and most bizarrely of all, to the next, very slightly harder stage.
as Punk Boy’s stages are terrible. much of it about. a bare-breasted cow-woman. Primitive, but not necessarily bad.
64 | RETRO GAMER
MINORITY REPORT: GAMATE
■ Yet another clone of a game from ■ GP Race represents a noble ■ Marauder’s a fairly decent military- ■ Obviously, any Game Boy wannabe
another system, Fantasy Travel is a effort, to attempt an into-the-screen themed shooting game. There’s not worth its salt needs a block-sorting
knock-off of the NES Rescue Rangers Formula 1 racing game on the humble much in the way of power-ups or puzzle game, and the Gamate has
game, a staple of 99-in-1 pirate Gamate. Unfortunately, it all adds up to scoring mechanics, and the only real Jewelriss, which is basically just
cartridges. If you don’t know, it’s a not much more than hubris and failure. gimmicks it has are the need to keep Columns, but with a lot of aesthetic
cute platformer in which you play The game is incredibly slow, the cars refuelling by flying over destructible fuel touches stolen from Dr Mario and
as a squirrel who can pick up and seem to take up half of the entire barrels, and a screen after each life or Tetris. It does have one original touch,
throw boxes at their enemies. A nice width of the road, and they flicker like stage telling you how many you shot of though: after you’ve cleared 200
touch in this particular version is the crazy whenever there’s more than one each enemy type. Despite (or maybe jewels (incorrectly referred to in-game
option to play as a male or female of them on the screen, and it’s just no thanks to) its simplicity, though, it’s a as ‘lines’), the game just abruptly
squirrel. Probably the most competent fun at all. It’s commendable that Bit game the just works, and is definitely ends. So there’s no possibility of a
platformer we’ve seen on the Gamate. Corporation tried, though. worth a play. marathon session. Strange.
RETRO GAMER | 65
Splatterhouse 3
SO EXPENSIVE, BUT SO GOOD
MEGA DRIVE 1993 NAMCO
» RETROREVIVAL
Sometimes a game takes a little while to click, and the third
Splatterhouse title is one such game for me. I first picked it
up around five years ago and paid the princely price of £45 for it.
It was a little sun-faded (as many Japanese Mega Drive games
are), but I’d always wanted to play it so I took the plunge.
It turned out to be a solid decision because Namco’s Mega Drive exclusive is
actually a very impressive scrolling beat-’em-up that has all sorts of neat ideas
in it. The best is the introduction of nonlinear level design, which allows Rick to
amble around the huge haunted mansion at will. The doors of each room remain
locked until you’ve dispatched a set number of beasts; you can then choose to
go wherever you like, which gives Splatterhouse 3 a great sense of place as you
gingerly explore the large house.
Time is also important in Splatterhouse 3 as it directly affects the four possible
endings you’ll get at the end of the game. Take too long mashing monsters, for
example, and your son might get killed, or maybe your wife Jennifer will turn into
a mindless monster, or perhaps both of them will die. Wanting to avoid those
grim endings will spur you on, allowing you to savour one more unique aspect
of Splatterhouse 3:Rick’s transformation into a monstrous version of himself.
Monster Rick can not only chuck weapons at enemies, but he can also pull off a
gruesome attack that lets him strike surrounding beasts with the flesh from his
body. It’s not very nice to look at, but it’s very effective.
Add in some suitably atmospheric cutscenes and Splatterhouse 3 proves itself
to be an incredibly polished game, and easily the highlight of Namco’s short-lived
horror series. Just be aware that today it’s now ridiculously expensive and you’ll
be hard-pressed to find a copy for under £100. Be sure to pick it up if you do find
it for a low price, though. You may end up being pleasantly surprised by Namco’s
brutal ghoul-filled brawler.
LARGELY RESPON NSIB
SIBLE
LE FOR
ELECTRIFYING THE RPG G GENRE,
EXPANDING IT INNTO A WHOLE NEWEW
AUDIENCE, THIS S LEGEN
NDARY SE
ERIE
RIE
ES
IS STIL
LL PR
ROVIN
NG POPULLAR TODAY.
Y.
JOIN US AS WE RE
ETURN TO ONE
OF THE MOST TR ROUBLEED TOW
WNS
IN THE FORGOTT TEN REAALMS
Words by Graeme Mason
68 | RETRO GAMER
» [PC] A quest to so
lve the region’s iro
n crisis leads you
to a labyrinthine mi
ne.
arround the
around t Forgotten Realms. At gamers involved in the combat and tactics s – get them
the time it was the most popular
the both to appreciate the sides they don’t normally do.”
D&&D ca
D&D campaign setting, and it also BioWare would later build its reputation on the power
featuured a mass of material from
featured of storytelling – think Star Wars Knights Of The Old
which hB BioWare could draw from, with Republic, Mass Effect and Dragon Age – and that
the downside
doww being a relatively small began with Baldur’s Gate, over 20 years ago.
area in w which to base the game. The
main cityity aand focus of this area was its aldur’s Gate is the story of a mage
en all it needed was a lead designer
title; then named Gorion and his young orphan
at the he
helm. “When
“ people ask me how did charge, controlled by the player. Along
I become me a lead designer, I say I decided I was with childhood friend, Imoen, the orphan
gonna be one, went we away, did all the work, and they grew up in Candlekeep, a walled fortress situated just
said, ‘You
‘You’re
You’re the lead designer!’” laughs James. “If south of the fabled titular city. The mystery begins with
you’re
you rre passionate abo about something, pursue that, and the player ushered out of their home by Gorion, who
Dungeons
Dun & Dragonss had been in my life since I was refuses to reveal the reason for the hasty exit. Upon
1 years old. Baldur’ss Gate
11 e was the chance for me to leaving, they are ambushed and Gorion is murdered;
present what I thougthought ht would be a great Dungeons & soon the player is embroiled in a political
politi imbroglio
Dragons s style RPG.” while investigating a chronic iron shortage and trying
In addition to James,
Jame es, almost every employee at to discover who is behind the death of their guardian.
BioWare was also a fan f of the famous tabletop game. It’s an intriguing and absorbing tale that leads to some
While this passion is clearly evident in the finished surprising revelations and fascinating characters. Yet
games, at the time n one of the team actually had
none depth of story alone was not what sold Baldur’s Gate
any programming i or art experience. But they knew to the masses.
how to create an evocative story, they knew all about For years, RPGs had remained, typically, stoicall
stoically
R
RPGs, and they knew exactly the sort of game they turn-based, even with popular series suc as
eries such
w
wanted to play. James continues, “I’ve always felt Interplay’s own Fallout.t And turn-based
tu fans, like it or
hat you can go too far in the story direction, and also
th
that not, this method
thod of play was what many perceived
to
oo far in the exploration and combat direction. If you
too ass holding the genre back. Baldur’s Gate e became a
m
marry those together, you get something that gets bridge between turn-based and real-time, the old and a d
an
th
he power gamers involved in the story, and the story
the the new, unfashionable and the fashionable. “Thatt
RETRO GAMER | 69
From the lawfully good to the chaotically evil
SAREVOK
QHalf-brother of Gorion’s Ward, Sarevok
escaped his demonic father’s sacrificial ritual
when it was interrupted by Gorion and the
Harpers. Adopted by a member of the Iron
Throne, he becomes the main antagonist of “I PLAYEDD WA
ARCRAFT 2
Baldur’s Gate, determined to kill his fellow
Bhaalspawn and ascend into Godhood himself. AND STARCCRAFT
MORE THAAN YOU
IMOEN
QThe main character’s childhood friend, CAN IMAG
GINE”
Imoen is an expert thief, thus valuable James Ohlen
throughout the Baldur’s Gate campaigns. An
eternal child at heart, Imoen is forced to grow
up fast during Baldur’s Gate II after being
was me and Ray [Muzyka],” remembers James.
tortured by Irenicus, then arrested by the
“Ray was a big fan of turn-based games, the Gold
Cowled Wizards for unlicensed magic use. Tsk.
Box games, and my favourite genre was real-time
strategy – I played Warcraft 2 and StarCraftt more than
MINSC you can imagine. So it came from having to have a
QOne of Baldur’s Gate’s most memorable real-time game that satisfied fans of that genre, but » [PC] The player
characters, Minsc is a neutral good ranger, and also satisfied turn-based fans.” The result was tactical can assign
weapons, armour
slightly unhinged thanks to his strange love for pause, where the player could pause the action before and so on from this
giant space hamster, Boo, actually a normal and during a battle, allocate weapons, target enemies character screen.
sized and very ordinary hamster. Named after and even quaff potions to buff up their party members.
the Russian city, Minsc is possibly the most Then you’d unpause, and let the decisions take effect,
quotable character in the entire series. for better or worse. “Maybe I shouldn’t say it,” reveals
James nervously, “but I was never a fan of Fallout
2 I lliked
and Fallout 2. iked the story and the world, but the
JON IRENICUS fact it paused and took turns ns for moving, I never liked
QBaldur’s Gate II’s chief antagonist, the mage
that. RPGs are about immersing you in their world, so
Irenicus, captures the lead character and the closer you get to the feeling of real, the better.”
experiments on them and Imoen in order Despite James’ convictions, the decision was not met
to divulge the mysteries of their demonic with universal praise; but his philosophy paid off when
ancestry. An elf by birth, he was cast out of his Baldur’s Gate was released to almost total acclaim and
home city thanks to his insane power-hungry sales far in excess of Interplay’s expectations. has
attempt to become a god. » Chris Avellone
As Baldur’s Gate sold in its thousands around ma de a career for
Gs.
the world, sucking gamers into a time warp where himself writing RP
KHALID suddenly it was 3am in the morning and they were still
QEschewing his valiant and determined engrossed in its world, BioWare was already at work
portrait, Khalid is a half-elf fighter, member on its expansion. “We were always going to have
of a prestigious group of adventurers, the Tales Of The Sword Coast,” says James. “It wasn’t left
Harpers, and actually a rather nervous over material, we just needed an expansion to make
chap. Married to fellow Harper, Jaheira, he extra money.” Given no one had any idea how big
unfortunately meets an untimely demise at the Baldur’s Gate was going to be, the add-on was a little
hands of Jon Irenicus in Baldur’s Gate II. by-the-numbers. “It wasn’t much, as we didn’t stretch
ourselves. It was okay, but Baldur’s Gate II was when » [PC] Seeking
some healing in a
we knew we had to have something that would blow
KORGAN BLOODAXE everyone away.”
away. BioWare’s
B original plan for Baldur’s
temple in Baldur’s
Gate II.
QNot every party member has to be a good
guy. A chaotic evil bezerker dwarf, Korgan
can be found at the Copper Coronet Inn when
his personal quest is accepted. Worth having
around, not just for his combative abilities, but
also the banter between him and any good
characters in the party.
ALLESSIA
FAITHHAMMER
QA Cleric of Helm, Allessia is a do-gooder,
bound to protect the innocent and serving
the public, kind of like a medieval RoboCop.
Hearing of the troubles in Baldur’s Gate, she
travels there in Dark Alliance II, and has a neat
range of magical attacks at her disposal.
VAHN
QArcane Archers are known for their ability
to land an arrow onto a pinhead, often
with additional magical effects. Arriving in
Baldur’s Gate at the wrong time, Vahn is
soon knee-deep in the political and social
upheaval of the famous city and up against
Eldrith’s Dark Alliance.
THE
THE HIS
HISTORY
STOR
TORY O
OF:
F: B
BALDUR’S
AL
LDUR’S
DUR GATE
e
» [PC] Parts of th
me
map would beco
game
available as the
progre sses.
RETRO GAMER | 71
» [GBA] The Game Boy Advance version of Dark Alliance
provides many interesting variations from the original game.
options
ti andd more fleshed-out
fl h d t rel relationship
l tii hi arcs. A
the Forgotten Realms is a huge world, so just sticking
And
d
“DARK AL
LLIAANCE WAS
to the area around Baldur’s Gate didn’t feel right.”
The sequel’s expansion, Throne Of Bhaal, effectively
ALWAYS PRESSENTED
replaced the proposed third Baldur’s Gate game as far
as BioWare was concerned, although Interplay itself
AS AN ACT
TION-
continued d the idea together with Black Isle Studios.
After the critical acclaim and success of Baldur’s
RPG TITLEE WITH
Gate II,I BioWare, loathe to move away from the role- MINIMALL DIA
ALOGUE”
playing genre for which it had now made its name, Chris Avellone
began pitching alternative stories to Interplay based on
the Forgotten Realms setting, utilising a new game
engine. As attractive as the Infinity Engine was, its busy with Neverwinter Nights, s a completely new
time had clearly come, and Neverwinter Nightss was story and style of gameplay was pitched for the
the next proposed chapter. Sadly, Interplay’s money PlayStation 2 console, a market that was proving too
troubles were never far away, and it was eventually large to ignore. Within the publisher, and its in-house
published by Infogrames, under its Atari label. But developer, Black Isle, there was a feeling that it was
elsewhere, the Baldur’s Gate e story was taking a new lagging behind in terms of console titles. “Console
direction, one that would reach a new audience once game sales during that period were a big part of the
more, away from the dedicated PC fanbase. business,” explains Chris Avellone, codesigner on the
Despite the cancellation of the PlayStation port of first game in this fresh direction. “And the fact that
Baldur’s Gate, e Interplay didn’t abandon the idea of a Interplay and Black Isle didn’t have titles in the console
console version of its famous series. With franchise space was setting the company back. Dark Alliance
rights held by the publisher and, in any case, BioWare was intended to combat that.” While a game in the
style of the original Baldur’s Gatee could have worked,
» [PC, above] Baldur’s a focus on combat, exploration and linear gameplay
Gate II contains some was what Interplay decided would work best in terms
new faces in addition to
old friends. of its chief motivation: sales. “I did have the concern
that by using the Baldur’s Gate e name, it would have
» [PS2, right] Kromlech the connotation that it was a deep role-playing game,
the dwarf attacks a horde
of undead in Dark Alliance. and it also implies a strong city connection,” continues
Chris. “To me, however, Dark Alliance e was always
presented as an action RPG title with minimal dialogue,
which made sense.”
72 | RETRO GAMER
THE HISTORY OF: BALDUR’S GATE
ANKHEG
BAG OF
HOLDING
QFor those adventurers obsessed
with loot, this magical bag is a must
given it can stack an amazing 100
items inside its soft folds.
ELIXIR OF
HEALTH
QThis ubiquitous brew restores
precious hit points in an instant,
making it a vital addition to any
adventurer’s backpack.
WAND OF MAGIC
MISSILES
QThis trusty wand can be used
by any class, making it a good
alternative to ranged weapons for
rogues or clerics.
ROD OF
RESURRECTION
QHas Minsc gone off and got himself
killed again? No problem! One wave
of this rod and any deceased party
member is brought back to life.
HELMET
QComing in all shapes and sizes,
» The BioWare team capable of developing the engine and tech h where
h helmets offer little in the way of AC.
midway through They do, however, protect against
the development of we couldn’t do so internally.” The Snowblind engine
Baldur’s Gate. presented a top-down isometric view of the action, critical hits, meaning warriors
with a fully rotatable camera, and enabled two players should always wear one.
to battle together within the game’s locations. “It was
pretty smooth, and multiplayer was fun and easy to MAGIC RING
hop in and out of,” recalls Chris. “And this will sound QCarry more loot! Move faster!
crazy, but the water physics in the game made it fun Look like you’re wealthy! All
just to run around in the water – you could literally boot of this and more can be yours,
up a level and have fun jumping and running circles with a band imbued with potent
in the water.” Unfortunately, for many Baldur’s Gate magical properties.
fans, the payoff was a plot and characterisation that
was as shallow as many of the puddles that were so
enjoyable to jump into, with little motivation or story
SLING
QWizards aren’t exactly fond of
» Jam
Jamees
es Ohle
behind its three lead characters. Black Isle, as with the
Ohlenn has
has hand-to-hand combat, but they can’t
recently left BioWare other games, supported development where it could,
to work on a D&D book. use bows either. Answer: this nifty
as Chris explains. “Our support for Dark Alliance e was
sling for when the spells run out.
largely me on narrative production and QA. In short, I
made suggestions, but mostly worked on the script.”
Dark Alliancee is the tale of three adventurers, each
with unique abilities and weaknesses. Human Vahn
COMPOSITE
is an archer, adept at eliminating enemies with his LONGBOW
QStronger and more flexible than
Q
enchanted arrows, yet weaker at melee combat.
a standard longbow, these are
Adrianna is an Elven sorceress, with the ability to
e
essential for taking down enemies
unleash devastating magical attacks, while Kromlech,
a a distance.
at
the obligatory stout dwarf, delights to engage in
hand-to-hand combat, preferably with a battleaxe or
mountainous sword. Each character must take on BASTARD
the Dark Alliance, a mass of evil created upon the SWORD
death of Eldrith The Betrayer, a Sword Coast QThe ‘sword-and-a-half’ can be
used one-handed, leaving the other
hand free to wield a shield for some
extra protection.
CHARACTER
DIALOGUE
BOX
QThis window is where all the
dialogue and interactions take
place. It also updates statuses, and
can be set to one of three sizes.
commander tainted by the poison of foolish pride. even though I wasn’t happy, it could have been worse.
In a maddened frenzy, Eldrith gathered her forces to Dark Alliance taught me that trying to finish your
attack
at Baldur’s Gate, a vainglorious attempt to seize work early at Black Isle just opened you up to more
the walled city. It failed, and with her dying breath revisions. I remember writing a pass of the storyline,
ature of
she
sh cursed it, and all who lived inside. Now, as one or being pleased with it, then suddenly the studio head
impressive fe
tacu lar spell effects are an two of the three characters, the player must take on and others at Interplay began a series of bizarre
S ] Sppec
» [PS2 e.
A liance ennggiinne
D rkk Al the perils of Baldur’s Gate and save the city from the suggestions about what they thought would work
Snowblind’s Da
resurrected evil of Eldrith and her devilish Dark Alliance. story-wise.” In the case of Dark Alliance, there’s no
The story of Dark Alliance serves to move the action doubt that the tenet ‘less is more’ applies. Its levelling
swiftly from one location to another, with frequent up, frequent battles (even more fun in co-op) and
pit stops at the city itself, usually to rearm and flog looting require just a loose framework of story to hang
all the spoils from the various battles. Gameplay is on over its relatively short running time. “I thought
streamlined so that the experience rarely became there were just enough levels to make each new area
onerous. Recall potions allow the player to warp you encountered exciting without the player getting
straight back to the Elfsong Tavern where they can exhausted of the area you were just at,” notes Chris.
sell items and weapons, pick up new gear and learn of “I think if we’d dragged out the environment levels,
potential new missions. Each location presents a linear people would have gotten tired of them.”
procession from one point to another, killing anything
in the way, and saving at the frequent save point altars. he success of Dark Alliance on the
The game’s simplicity (which also includes a truncated PlayStation 2 led to subsequent
level-up system) nonetheless hit the spot with console releases on the Xbox and GameCube.
» [PS2] Arcane Archer Vahn fires off a clutch arrow at some evil gamers more orientated towards action-heavy games. While these differed little – the
lizard men in Dark Alliance. “The story wasn’t balanced well,” bemoans Chris, Microsoft console improved the visuals slightly, with
“with too much coming out towards the end. But the latter console going the other way – the Game Boy
74 | RETRO GAMER
THE HISTORY OF: BALDUR’S GATE
T
Advance port three years later offers a substantially Despite proud assertions of a new direction by Black into the vein of nostalgia, and
nd really connected with
different experience. Gone is the, frankly unnecessary, Isle producer, Kevin Osburn, Dark Alliance delivered a it.” For designer James Ohlen, the first Baldur’s Gate
jumping mechanic, along with the experience meter, startlingly familiar experience to its predecessor. The in particular proved a massive learning curve for the
and most of the game’s conversational choices. game’s engine was as elegant as ever, with some fledgling developer, but a valuable one nonetheless.
Smaller levels and a more interactive Baldur’s Gate minor improvements in environment interactivity. New “All of us were learning, and we were learning from
(the player can talk to most of its populace, and even monsters, weapons and missions were a given; how each other, and from Black Isle, who had more
take on minor side missions for them) help make these would differ, and be used differently, to the first experience than us. It helped form what I know about
this version just as enjoyable, despite its brevity. game was what counted, and here there was little videogames today.”
Only the lack of recall potions and character choice change. Of course, this was not necessarily a bad Today, the Baldur’s Gate series lives on thanks to
counts against it, although the ability to save the game thing, and given its strong sales, it’s clear fans were former BioWare programmer Cameron Tofer and
whenever you want to is a welcome addition. quite happy to lap up more of the same. And the game his company, Beamdog. By releasing the enhanced
Dark Alliance was a big enough hit for Interplay to did at least offer some flexibility and variety with its versions of the original games, along with the other
commission a sequel on the PlayStation 2 and Xbox. workshop feature, where characters could take base infinity engine titles, and related games such as
Released in 2004, Dark Alliance II took the safe path of weapons and modify them with rune stones and other Neverwinter Nights, Beamdog has capitalized on
virtually retreading in the steps of the first game, with various gems to create magical weapons. the same nostalgia that made Baldur’s Gate such
a few minor enhancements. With Chris Avellone busy a success in the first place. Tuned in to work on
elsewhere (most notably on Snowblind’s Champions et it’s impossible to look at the release modern hardware, there’s never been a better time to
Of Norrath), David Maldonado took the lead design of Baldur’s Gate: Dark Alliance II rediscover the world of Baldur’s Gate. So what are you
reins as Black Isle Studios developed the sequel, albeit without considering the background waiting for? There are evildoers who need their arses
not in total agreement with Snowblind, as a lawsuit turmoil at the time. Interplay, bought out handed to them! Adventurers, roll for initiative!
(presumably concerning licensing issues with its self- totally by Titus Interactive in 2001, was struggling, as
titled engine) was brought against Interplay. Set not was its new owners, whose solution was to begin
long after the events of the first game, Dark Alliance II shutting down its various satellite studios, including,
sees Baldur’s Gate and its surrounding areas once eventually, Black Isle. By the time of Dark Alliance II’s
more in the grip of fear. Eldrith and her Onyx Tower release in 2004, the studio was practically no more.
may be history, but the three heroes who defeated Chris Avellone had already left Black Isle in 2003,
her have disappeared, and further dastardly enemies disenfranchised with the cancellation of Baldur’s
stalk the land. Once more, a band of adventurers Gate III, but still has fond memories of the entire
make the journey to Baldur’s Gate seeking fame Baldur’s Gate franchise. “I think Baldur’s Gate and
and fortune, and perhaps also to discover the fate of Dark Alliance captured and delivered on a nostalgia
their forebears. Cleric of Helm, Allessia Faithhammer, and absence in the market,” he notes. “People had
treasure hunter dwarf Borador and mysterious moon played the SSI Gold Box games and loved them, but
elf Ysuran Auondril are three of the five characters that there wasn’t anything to replace them…until Baldur’s
can take this mission to rid the land of its troubles. Gate happened. It wasn’t just a good game, it tapped » [PC] Beamdog’s Enhanced Edition of Baldur’s Gate II released in 2013.
RETRO GAMER | 75
neGcon
Fact
QThe neGcon is also compatible
with a very small number of
PlayStation 2 games, including Ridge
Racer V, WipEout Fusion and Tokyo
Road Race (known in Japan
as Battle Gear 2).
amco’s home conversion of Ridge button and two face buttons are now analogue
Blazing aer the trail set by Naughty Dog’s Bandicoot came this adolescent
purple dragon. Spyro The Dragon was a smash success, but what was it
that made the game such a firestarter?
Words by Adam Barnes
78 | RETRO GAMER
ULTIMATE GUIDE: SPYRO THE DRAGON
RETRO GAMER | 79
» [PlayStation] Each of the worlds had their own aesthetic and
Toys For Bob’s design director, Toby Schadt purposefully avoided familiar level tropes like ‘ice world’ or ‘fire world’.
on resurrecting Spyro’s first three games
Why have you decided to focus on the original
PlayStation games?
Because it’s the classic trilogy that started it all! There are a
variety of reasons as to why now is the right time to remaster
the first three Spyro games, but the most important is the
fans. The love and appreciation for Spyro hasn’t gone away, and
we wanted to create a love letter back to the fans with this remaster that
unleashed the dragon in a significant way.
,ļĹĻÇĹvTĮļĹ
The colourful creatures you will meet
around the Dragon Realms
SPYRO
Feisty and fiery, Spyro has just
enough attitude to make him
likeable, but the right amount of
heart to become the hero. He’s
young, too, which means he’s not
quite the powerful dragon that he
could grow up to be.
SPARX
Tagging along with Spyro, the two
became close friends after the
purple dragon rescued Sparx
from a bird. The dragonfly has
a fondness for butterflies, but
also protects Spyro from harm -
essentially acting as a life meter.
LINDAR
You could say that it was Lindar who
caused all the dragons in the Dragon
Realms to be turned to statues,
since his interview with DNN
– Dragon News Network – in
the opening taunted the game’s
villain by saying he was “no
threat”, and that he was “ugly”.
THE BALLOONISTS
Without the wingspan of a
full-grown dragon, Spyro can’t do
much more than glide. As such,
he should rely on the various
balloonists of the world who can
take him to different homeworlds
– once certain requirements are
» [PlayStation] A subtle, but brilliant, addition to the engine met, of course.
was how even if a gem wasn’t rendered in the distance, its
glimmer could still be seen to entice the player.
in lower polygonal quality and one to render THE DRAGONS
T
the closer spaces in much better detail, T
There are 74 different dragons to be
transitioning between the two seamlessly rrescued throughout the game (with
as and when they were needed. Nowadays ssix of them being rescued twice,
this is a common technique to maximise aactually), each offering either
visual fidelity, and back then Insomniac was a pearl of wisdom to help the
something of a pioneer with this tech. This pplayer understand the game’s
engine would become an integral part of the aabilities, or just an opportunity for
game’s design and would allow players to S
Spyro to talk smack to his elders.
see far into the distance a help to ascertain
the gaps that they were looking to glide TOASTY
across. Without this engine powering the Toasty is said to be one of Gnasty
game, Spyro The Dragon would have had Gnorc’s most devious henchmen.
to be a different experience entirely; there The truth is, however, it’s just
would have been no option for floating a sheep in a contraption,
islands with secret treasure or long distances likely exacting revenge for the
to traverse as part of platforming. Even punishment the fluffy livestock
the bright, cheery tone would’ve felt more have had to endure from dragons
oppressive and grim if it had suffered the
same dark fog of early 3D and likely not have Spyro’s engine would over the years.
GNASTY GNORC
become the popular PlayStation mascot it
ultimately ended up being. become quite inventive, The game’s villain. Gnasty Gnorc
Of course this would have all been for
nothing if the character of Spyro couldn’t essentially using two was exiled after he tried to steal
the dragons’ treasure. He then
match the qualities of the environments. For
that, Charles Zembillas took control separate engines enacted a plot to exterminate
the dragons – which he would’ve
gotten away with, too, if it wasn’t
for that pesky Spyro.
RETRO GAMER | 81
ucky
What elements went into the plucky
young drago n that made him an
enduring success?
The way that Spyro slightly
turned his head and the
This tuft of horns is a great design camera zoomed in close while
choice, almost as though the designerer he dashed really created a
had styled them as a fauxhawk – justt sense that you were steering a The unlimited,
like any teenager would with their hair.
air
air. rampaging creature. unrestricted freedom to
glide as part of an inherent
character moveset was a
first for the 3D platformer,
A great deal of time a necessity when the main
was spent on animating character is a dragon.
Spyro, with his raising
and lowering eyebrows
in particular helping
to give him that
cartoonlike feel.
to shake up the tried-and-true formats that the PlayStation before and considering the
platformers
l tf usually
ll came with
ith att th
the ti
time. ttechnical
h i l stresses
t th
thatt ensued
d ffrom this,
thi
Gone were the concepts of the snow stage, Insomniac certainly didn’t take the easy way
the desert stage, or the jungle stage, and out with Spyro The Dragon.
instead a much more original style that was But then this was a developer looking
all the more mystical and in keeping with to prove itself. Disruptor had been a
the fantasy theme was implimented. The ‘successful’ failure, proving the technical
starting world of Artisans, for example, was skills of the studio but struggling to garner
a fairytale landscape, while the second zone, any commercial acknowledgement for it.
Peace Keepers, provided a more battleworn Spyro, conversely, was met with immediate
environment. It was unique, and only helped positivity, releasing in 1998 to praise from
Spyro stand out all the more. most publications, a top-tier position in the
sales chart (just below Tomb Raider, as it
ut more than that, Spyro happens) and a space in the gaming mascots
» [PlayStation3] In 2011 of the initial design, brought on because The Dragon shunned hall of fame. Ultimately going on to sell
Spyro headlined a new game
called Skylanders: Spyro’s of his work creating the look of Crash traditional stage-by-stage almost 5 million copies across the lifetime
Adventure, which featured Bandicoot – Naughty Dog and Insomniac platforming gameplay in of the PlayStation, the character might have
cute toys figurines that could were both close developers, physically and favour of something more looked like just any another platforming
then be used in the game.
socially. This was how the Disneyesque look akin to Super Mario 64’s level of choice. mascot, but few games have had the lasting
was formed, with Charles’ concepts used Rather than leaping into pictures, however, appeal of the purple dragon. And while
to define both the appearance of Spyro and Spyro would travel through a warpgate – Insomniac Games has since outgrown the
his various cohorts, but also the animations with a neat effect of seeing a 2D plane series, the demand to see them back in the
the characters used to express that cartoony projecting the skyline of the destination – to driving seat of the franchise never really went
vibe. It was Kirsten Van Schreven that travel without noticeable loading screens away. Perhaps if Spyro’s revitalised new look
would take control of the design of the to individual stages. The openness of its turns out to be a winner, that’s something
different worlds, however, and she saw fit gameplay was unlike anything seen on that fans might just get to see.
82 | RETRO GAMER
» [Playstation] While the original didn’t put as much emphasis
on story, you still got a sense of the young, cheeky Spyro.
ULTIMATE GUIDE: SPYRO THE DRAGON
SPYRO 2: GATEWAY TO SPYRO: YEAR OF THE SPYRO: SEASON OF ICE SPYRO 2: SEASON OF
GLIMMER/RIPTO’S RAGE DRAGON With the success of a Spyro trilogy firmly FLAME
Riding on the success of the original meant The third and final of the original PlayStation established on home consoles, Universal saw fit Following up in 2002 was the obviously-titled
Insomniac had cause to polish the weaker trilogy released in 2000 was also Insomniac’s to push the teen dragon a little further, handing GBA sequel, Season Of Flame. The game
aspects with this 1999 sequel. The overall design last of the franchise before the studio moved on the reins to new series developer Digital Eclipse leveraged the same isometric viewpoint and was
remained mostly the same, but with a greater to new projects. It brought with it a heap of new and transitioning the series over to a handheld critically well received. Though it didn’t sell quite
emphasis on story and characters that was mechanics, key among them being the ability to system for the first time. Season Of Ice released as well as its predecessor, the two were fairly
admittedly lacking in the previous game. play as different characters. in 2001 on the Game Boy Advance. popular – selling a combined 1.5 million copies.
SPYRO: ENTER THE SPYRO: ATTACK OF THE SPYRO ORANGE: THE SPYRO: A HERO’S TAIL
DRAGONFLY RHYNOCS CORTEX CONSPIRACY Developer Eurocom – which had already
2002 also saw the release of the first console This was the third of the GBA trilogy, releasing in Crash Bandicoot and Spyro had enjoyed a friendly developed PS2 and GameCube games for Crash
Spyro not restricted to a Sony platform. Released 2003, and again developed by Digital Ecplise. It rivalry – Naughty Dog and Insomniac would play Bandicoot – was brought on board with this
on GameCube and PS2, Check Six Studios and followed the same template as the original two each other’s games. This culminated in another 2004 release. It leveraged the open world nature
Equinox Digital were pressured to release a GBA games with the same isometric viewpoint, GBA Spyro game, a crossover title released in of the series by adding in slight Metroid-like
game in time for Christmas, and the move to new but it was the last Spyro game to be released 2004 that featured Crash’s nemesis Neo Cortex progression, requiring backtracking in a manner
tech meant it suffered from a lot of flaws. under the Universal brand. as the main antagonist for Spyro. far beyond the hunting for hidden gems.
SPYRO: SHADOW LEGACY THE LEGEND OF SPYRO: THE LEGEND OF SPYRO: THE LEGEND OF SPYRO:
Despite releasing only on Nintendo DS in 2005, A NEW BEGINNING THE ETERNAL NIGHT DAWN OF THE DRAGON
this game takes place after the events of A Hero’s This 2006 entry was the start of a supposed Futurama’s Billy West replaced David Spade as Though the new trilogy offered a sense of growth
Tail. Developer Amaze Entertainment leveraged reboot – a new trilogy for the franchise with the voice of Sparx, but it was otherwise business to Spyro as a character – here he was a teenager
the touchscreen capabilities of the DS handheld Krome Entertainment at the helm. This was as usual for the second part of Krome’s new – none of this improved the quality of the game.
by empowering Spyro with spells, which were more combat-oriented than any other game in trilogy. Interestingly, the GBA game (by Amaze Despite this clever concept of having Spyro grow
activated by drawing the necessary symbol on the series and featured Gary Oldman and Elijah Entertainment) is a standalone 2D adventure with throughout the three games, the reception of
the console’s bottom screen. Wood as voice actors. Metroid influences and a solid combat engine. these titles saw the end of the core Spyro games.
w e nt w r o n g w ith one of
you w an t to kn ow what
When
t hy pe
yp d ga
g m es of th e N in et ie s, yo u go to
the mos
m us Black ley te ll s u s a b out the
the source. Sea
n d triu m p h s o f T re spasser
trials, tribulations a by Ian Dransfield, interview
Words
by Nick Thorpe
RETRO GAMER | 85
It was the most
miserable thing
professionally I could
have ever imagined
Seamus Blackey
of FMV thanks to the CD format saw to that in a and relationships were often fractious – but the s per the AMD contract, in
big way. But Seamus – thanks to his time at Looking work continued. Slippages occurred, as they would October 1998 Trespasser
Glass – wanted a different approach: one about with any ambitious gaming project, but there was released. Time has popped
the player, their story, and making their own way in was little understanding forthcoming from the on the rose-tinted specs, and
things. Something that now, 20 years later, sounds movie-centric DreamWorks management. All the there’s a loyal, dedicated fanbase for the game still
about right for most big FPS productions. Back in same, development was chugging along, making going strong to this day, doing wonderful things
1998 it was tantamount to mutiny. progress, and with more time Trespasser was for it and banding together as a community like
The idea was to build a game around the concept going to live up to the hype that Seamus had been only truly great fans can. But none of that changes
of not strong-arming the player into doing anything whipping up in the games press. Enter AMD. the fact that Trespasser was terrible. Near-enough
specific. An overarching goal? Sure. A closed-in “We had the physics engine, we had the sound broken, it had been hyped to ludicrous levels,
walkway littered with waypoints and instructions system for the search engine,” Seamus says. “We released at the wrong time, rushed out the door,
telling you precisely how many steps to take at had an event-driven story that was going on that and left to rot in the cells after summary trial by
any given time? Not quite. The concept was player handled all sorts of permutations. We had actors for public opinion. The game sold 50,000 copies, or
agency and it was central to the entire idea behind one of the very first times, playing new characters thereabouts, and by all reasonable thinking should
Trespasser: “I wanted to build a team around that in a game. We had Minnie Driver. We had Richard have been entirely forgotten by 1999. Yet here we
concept,” Seamus says, “It turned out that the deal Attenborough. And we took it very seriously. We are, still talking about Trespasser.
of being at DreamWorks was that I could have the tried to write a really good story that was deep and But why? Well, in short, it had some
money to do that if all I did was Jurassic Park.” revealed more things about Jurassic Park. phenomenally good ideas for what could be in –
It wasn’t long until the differences between “At that point, it was the biggest picture that had what should be in – games of the post-arcade era.
working at a game studio with plenty of releases ever come out, and so Steven and Universal giving No lives and energy bars, no HUDs and onscreen
under its belt and a movie studio with a small us the opportunity to do that was a big deal, and we hovering indicators, or scores and credits: just a
games wing became apparent. Executives and took it seriously. It was very exciting… right up until realistic simulation of a fantasy setting, offering
management types with zero gaming knowledge we had this AMD deadline.” the sort of immersion you literally could not get in
got on Seamus and his team’s back almost from Seamus doesn’t remember the specifics, but any other medium. Trespasser is still talked about
the get-go. A lack of understanding permeated, a deal was signed with AMD that tied Trespasser because it brought together so many then-unique,
HIGH AMBITIONS
for the machines required to run them
The games that were made infamous
86 | RETRO GAMER
THE MAKING OF: TRESPASSER
SPASSER
UNREAL
QIt sold plenty, and ended up bein
he
g the
e, but
m ire,
mpir
foundation on which Epic built an emp
ng by
b one simple
at launch Unreal was hamstru
ld
fact: to get it looking as good ass you wou
n ded
ouu need
nee ed too
been promised it would lookk,, you
d a C
PC capa ble
remortgage your house too affor
a
h
he
lly worked in the gam e’ss
of running it. This actually
favour, in hindsight.
ONTRIBUTIONS
FORGOTTEN C easy to poke fun at Trespasser for what it did wr
ong, but
It’s ovations
it was a game of many inn
88 | RETRO GAMER
THE
THE
EMMAKING
AKING OF:
OF: TRESPASSER
TR
PINE VALLEY
QFamous as a level that neared com
pletion before being
as the basis of
scrapped, Pine Valley was actually used
I think a lot of the stuff was a good idea, and Trespasser’s demo version before it was
released. It ended up
owing to the number
being pulled from the game, reportedly
a lot of people would copy those good ideas and of bugs in some puzzles in a geotherm
al power plant the
been hard at work
then made it work right player would enter. Some modders have
restoring what they can of this little curio
.
Seamus Blackley
Dennis Nedry had sabotaged a few backends at had been so successful there that I was arrogant,
DreamWorks on his way to buy some shaving and I screwed up pretty badly. I made myself into
foam. Nevertheless, as Seamus says, you don’t the guy writing all the physics, which was a huge
ship something innovative unless it’s perfect – and research project, and I did well. I got pretty far
Trespasser, not to hammer the point home too compared to the teams of people who did it later,
much, was far from perfect. and all by myself... but it was while I was also
But that wasn’t down to a lack of ability or effort: running a project. That’s ludicrous. It was a horrible
“All of the guys who were able to do this were guys experience for the team to go through, I am sure.
who had PhDs and master’s degrees in electrical “I learned a lot, and as a result we have Xbox,
engineering and physics and math, because it’s to be frank. I mean, that’s the trade. Upset about
hard,” Seamus says, “Not today, where you have Trespasser? Go play Halo.”
an engine and you have a card, and everybody It might sound like a joke, but Seamus is just TEST LEVEL
QMaking its way to the final game, the Test Level survived
suurvived
knows the card and how much memory and all this being pragmatic here – Trespasser wasn’t what it
stuff and it’s all solved.” should have been, it was mauled by the press and a culling purely because it is just that – an area for the
thhe devs
v
public, sold very few copies, and contributed to the to mess about and try out all of their systems in a control
he relative simplicity of utilising downfall of DreamWorks Interactive. It was, by all environment. We the players are able to access it byy using the he
a physics-based engine in the fair measures, a failure. But it added so much to level select cheat – though remember cheating is badd and and you
creation of a modern game is the world of gaming both directly and indirectly – shouldn’t do it – and there’s actually a fair bit of fun too be had
had
worlds away from what the from the features borrowed by other titles, latterly just shooting all the guns and playing giant dominoe oes.s.
DreamWorks team had to deal with. Countless turned into expected, base level elements that
elements – rendering, clipping, ballistics, anything don’t even raise an iota of surprise these days;
you can think of, it all had to be invented by Seamus through to Microsoft’s entry to the world of console
and his coworkers. The end product might have gaming. Without Trespasser and its huge, public
been a rush-job, but the groundwork Trespasser failure, we probably wouldn’t be in the situation
laid didn’t go unnoticed. Many post-1998 tiles owe a we are today – Seamus recognises this, and is
debt of gratitude to this high-profile failure. magnanimous about it all.
“It’s weird and screwed up,” Seamus says, “I There is still a part of him, though, that looks
mean, I think a lot of the stuff was a good idea, and back on Trespasser and wonders… what if? “It’s
a lot of people would copy those good ideas and pretty good to bookend things, you know? I had
then made it work right. That’s something that I the experience of getting to bookend the Duke
think we’re really proud of. Everyone on the team controller issue on Xbox, where we reissued a
should be really proud of that, and I think they are... new Duke controller. That was one of the things I
“Now, that said, I was an idiot and I ran the team didn’t enjoy about Xbox, but now it has a happy
PLANTATION HOUSE elopment
terribly,” he continues. “I had been very successful ending. I think the happy ending on Trespasser
QThis level – scrapped
early on in Trespasser’s dev
at Looking Glass because we had guys around is that it’s coming around. It’s like Kipling said: y s to
ling, hidden valley forr player
– also included a huge, rol s dro pped,
who would ship a lot of games, and when I went ‘Everything turns out all right in the end. If it’s not such a lovely are a wa
explore. It’s a mystery why and a
to build my new team in Los Angeles, I didn’t all right yet, it’s just because it’s not the end yet…’ a mix of performance hits
though it’s fair to assume blame.
have that structure around and I really needed it. I or something like that.” yer were at least partly to
lack of direction for the pla mus a
t of a demo released by Sea
Plantation House was par re.
early version is out the
couple of years ago, so an
KEVIN EDWARDS
From Acorn Electron to PS Vita, Kevin Edwards has coded for many
classic computers and consoles. He takes time out from creating Lego
games to discuss his long career, baseball and a familiar webslinger
Words by Andrew Fisher
90 | RETRO GAMER
» Equipped with a 28M
B(!) hard drive and co
BBC Master 128 devel processor, this is Ke
opment machine. vin’s
RETRO GAMER | 91
to create the machine code. The source was
SELECTED TIMELINE spread across multiple files which were loaded and
assembled one at a time from disk using a simple
GAMES overlay technique. For Crazee Rider and Galaforce 2 I
QATOMIC PROTECTOR [1983] BBC MICRO used a BBC Master 128 with turbo coprocessor and
QGALAFORCE [1986] , BBC MICRO, 28MB Viglen hard disk which was connected via the
ACORN ELECTRON user port interface. This allowed me to build the game
QCRAZEE RIDER [1987] BBC MICRO, image very quickly on the Master 128 and deploy the
ACORN ELECTRON game to the second computer for testing. The data
QGALAFORCE 2 [1988] BBC MICRO, transfer time was really quick – less than five seconds,
ACORN ELECTRON if I remember correctly. This allowed me to edit source
QMAGIC JOHNSON’S FAST BREAK [1990] NES code and run images at the same time.
QSILVER SURFER [1990] NES
QWOLVERINE [1991] NES Did you just start coding, or would you plan it » [BBC Micro] Kevin found and released the previously unseen
Amnesia, a scrolling platform game.
QSPIDER-MAN/X-MEN: ARCADE’S REVENGE on paper first?
[1992] SNES I love planning and writing code on paper first. It’s very
QPLOK [1993] SNES tempting to jump in and start coding straight away. But than others. Defender was truly amazing and has
QEQUINOX [1993] SNES something I learnt early on is that you should never to be one of my all-time favourites. I also enjoyed
QSPIDER-MAN/VENOM: MAXIMUM CARNAGE rush things without thinking first. Sit down and plan Galaxians, Galaga, Star Force, Fantasia, and Moon
[1994] SNES, MEGA DRIVE with the big picture in mind, not just the little thing you Cresta. Basically, I’m a big fan of shoot-’em-ups.
QKEN GRIFFEY JR PRESENTS MAJOR LEAGUE have in your head at that moment. I have lots of notes Simple, mindless blasting!
BASEBALL [1994] SNES for Crazee Rider which includes handwritten source
QVENOM/SPIDER-MAN: SEPARATION ANXIETY code, diagrams and general information. A lot of this is What made you develop a motorbike game?
[1995] SNES, MEGA DRIVE on Twitter as people seem really interested. I wish I still Superior Software’s Overdrive was a massive seller on
QINCOMING FORCES [1998] PC had the documents for my other projects, but I guess Beeb and Electron, a very basic car racing game that
QINCOMING: THE FINAL CONFLICT [2002] PC they were recycled years ago. had no corners. You simply had to dodge the cars as
QX2: WOLVERINE’S REVENGE [2003] XBOX they came down the screen. Superior were desperate
QLEGO STAR WARS: THE VIDEO GAME Did you come up with any special techniques for a new racing game that featured realistic corners,
[2005] PC when working on the BBC Micro? but it had to work on the Electron, too. I took up their
QTHE CHRONICLES OF NARNIA: THE LION, THE Each game has its own set of technical challenges challenge and worked on the road technology first as
WITCH, AND THE WARDROBE [2005] PC which must be overcome. Galaforce was all about this was the most important aspect of the game. I
QLEGO STAR WARS II: THE ORIGINAL TRILOGY performance. The software sprite routines had to be managed to get this going quite quickly using a clever
[2006] PC fast, so code optimisation was really important for this edge update technique and tried it on the Electron to
QJUICED 2: HOT IMPORT NIGHTS [2007] PS3 game. Also, memory was tight so I had to pack the see if the performance was good enough – the Elk
QLEGO ROCK BAND [2009] PS3 level and pattern data as small as possible. runs much slower than the Beeb. The speed was
QTHE LORD OF THE RINGS: ARAGORN’S QUEST great so proper production began. There were so
[2010] PS3 Galaforce drew heavily on arcade games, what many car racing games around it was decided that a
QLEGO PIRATES OF THE CARIBBEAN: THE were your favourites? motorbike would be more original. You could also bash
VIDEO GAME [2011] 3DS I played many of the early arcade games, some more into the side of other riders and knock them out of the
QLEGO HARRY POTTER: YEARS 5-7 way – well before Road Rash did it. It was a technical
[2011] 3DS, VITA challenge and a nice break from shoot-’em-ups. The
QLEGO STAR WARS III: THE CLONE WARS game was well received, especially by Electron owners.
[2011] 3DS
QSPY HUNTER [2012] 3DS, VITA Did you have any unreleased BBC games?
I started many games that were abandoned very early
in development, from isometric adventures to 3D
wireframe arcade simulations. In most cases I created
the basic technology required and then struggled to
make it into a fully-fledged game. However, two titles
did become well-developed demos. Storky (1985) was
a sideways-scrolling game influenced by arcade title
» [BBC Micro] Galaforce was born from Kevin’s love of shoot-’em-ups like Moon Cresta, and, obviously, Galaga.
92 | RETRO GAMER
IN THE CHAIR: KEVIN EDWARDS
GALAFORCE 2 SPIDERMAN & KEN GRIFFEY JR LEGO ROCK BAND INCOMING FORCES
BBC MICRO VENOM: MAXIMUM PRESENTS MAJOR PS3 PC
QThere were several CARNAGE SNES LEAGUE BASEBALL QBuilding your band and rocking QAfter saving Earth from alien
improvements for this sequel, QThis beat-’em-up alternates SNES around the world, this is the invasion in Incoming, the sequel
including bosses, bonus items and play between the characters QThe Nintendo-owned Seattle perfect combination of Harmonix sees you as the alien defending
an alternating two-player mode. (with cameos from other Marvel Mariners team in-game has rhythm action and TT Games’ their homeworld from the invading
Kevin has released the source heroes). Cutscenes are based on Ken and Nintendo employees as sense of humour. Easy settings Humans. Fast-paced 3D shooting
code on GitHub, with a YouTube comic book panels, additional players, with other teams similarly let all the family play, and famous with a variety of vehicles ensues,
teaser video of Galaforce 3 for the flourishes to the comic book themed (Boston has Cheers bands (Queen, Blur) are included and GOG.com has a great-value
BBC, released this year (to mark feel are the ‘visual sounds’ as an characters). The big-hitting Home in Lego form to play through the bundle of both games designed to
Galaforce 2’s 30th anniversary). enemy is hit. POW! Run Derby mode is a great addition. eclectic 45-song soundtrack. work on more modern PCs.
Fast Freddie. The player controlled a basketball-kicking basically involved obfuscating 6502 code that loaded
stork that had to avoid the scrolling scenery and air- and decrypted the main game code and data. The
based baddies and missiles that were trying to knock obfuscated code was hidden behind some robust
him out of the sky. Sadly, I haven’t located any of the decryption code that used some of the system’s 6522
disks and I can only guess that the game is lost forever. VIA timers to decipher itself. If someone tried to hack
Amnesia was located and made available on popular the code by changing it in any way it would break the
BBC Micro website stairwaytohell.com. The game was decryption process and fail to reveal the obfuscated
abandoned for various reasons, the main one being the code correctly. It proved so successful that many of the
BBC market was in serious decline by 1988 and it didn’t top publishers asked me to protect their titles, including
make commercial sense to continue. Ocean, Imagine, Superior Software and US Gold. I
reworked this system and enhanced it over the years.
Another string to your bow was tape protection I also protected Exile for Superior Software and was
software. How did this come about? fortunate enough to see the game a few weeks before
One of my school friends was Paul Proctor, who everyone else. Exile is a remarkable game that has to
converted many Ultimate Play The Game titles to the be one of the best Beeb games ever created.
BBC Micro – including Sabre Wulf, Knight Lore, Alien 8,
NightShade, Lunar Jetman and Cookie. Because piracy You were known for your tight protection code
was a big issue, he wanted to protect his games for your games. Which game’s code took the » Kevin in 1987, interviewed for A & B Comp
uting magazine.
from being copied from tape to disk. At the time BBC pirates the longest to defeat?
owners distributed copied software on disk as it was NightShade, I have only heard of a handful of people
so quick and easy to do. The idea was to make the that claim to have cracked it – mostly using hardware Did you get extra payments from the Play It
tape to disk transfer process difficult for the average devices. It was particularly nasty and had multiple Again Sam compilations?
user, thus slowing down the rate at which games decoder stages and lots of pitfalls. A few years ago Yes, I got a proportion of the full royalty. So if I had one
would be copied. I’d deprotected many games and I helped the emulation community out as they were game out of four, I got 25 per cent of the royalties.
knew the techniques other people were using, and still unable to emulate the code. A massive technical
devised a more secure way of protecting code. This [forum] thread was started on startdot.org.uk about How did you make the jump from home
NightShade’s protection and the outcome was that computer to NES and SNES?
they could finally run the protection code successfully In late 1987 I realized that the Beeb market was
under emulation. The cycle timings for the 6522 starting to collapse – home computer and software
VIA had to be perfect for it to run correctly and they sales in general were slowing down quite rapidly. I
managed to nail it. considered developing games for the Amiga, ST and
Archimedes but I didn’t see much of a future for those
Did you ever go to the duplication plants to help machines either. Around that same time Paul Proctor
master the games? was working for Tim and Chris Stamper (at Rare) on a
No, I never got the chance. The last thing I did was new console called the Nintendo Famicom. This was
create the ‘Master Maker’ Disk. This disk saved out a of course the NES when finally launched in the US and
cassette image of the protected game. The duplication Europe. [I thought], ‘If the Stampers were investing
staff would boot the disk and record a single master time and effort on consoles, then maybe I should do
tape from it. After testing, this was then ‘bulk-copied’ something similar.’ I knew someone who owned a local
by their duplication machines and boxed up. I think development studio, Software Creations, and heard
Ablex did the mastering for most of the Ocean, they were building a team to work on the NES. I went
Imagine and US Gold titles. down to meet everyone and find out more and
» [NES] Silver Surfer is infamous for its ridiculous difficulty – pretty much
anything on the screen will cause the hero to fall off his board.
RETRO GAMER | 93
Most of the time, as
long as you aren’t being
really stupid, there are
no problems
Kevin Edwards
SECURITY
BLANKET
Kevin utilised rock-solid
protection for his games
» [SNES] Kevin cites Spider-Man as one of the best Marvel heroes you could utilise in videogames.
got offered a job there and then. When the SNES produced and designed by an American, Brian Ullrich,
was released we started development for that, too. who was a massive baseball fan. He worked at
Software Creations with us and made sure we created
Did you love working with the SNES? the best possible baseball game for Nintendo. Hard
Yes, it’s my all-time favourite console platform. Great work, but happy days!
hardware with plenty of display modes and hardware
sprites. Powered by a 16-bit 6502 processor, too – the With the hype surrounding this year’s Spider-
last platform where the whole game was written in Man game on PS4 in mind, what was it like
» The Ultimate BBC games, converted by Paul Proctor and assembly language. working with the character (and other Marvel
with tape protection by Kevin.
superheroes) in the Ninteies?
Matt Godbolt created Javascript emulator You have basketball and baseball games in your Working with other people’s intellectual property
jsbeeb, and getting games protected by back catalogue – were you a fan? can be the best and worst experience. You are often
Kevin to run on it was a challenge. Matt I wouldn’t say I’m a big fan of either, really. I did get the bound by guidelines that tell you what you can and
says, “Timings are incredibly important for chance to go to see the Lakers play in Los Angeles, can’t do. Most of the time, as long as you aren’t being
accurate emulation. Games programmers which was an awesome experience. Baseball is way really stupid, there are no problems. Spider-Man and
would take advantage of timing subtleties and too slow for me. Wolverine are two of the best Marvel characters
undocumented side-effects of instructions. that you could choose for a videogame. They have
Anti-copy mechanisms were often the most Are you proud of the Ken Griffey Jr baseball awesome abilities and this allowed us to make great
sensitive to this. The 6502 CPU in the BBC game, developed in the UK? games. The hardware in the Nineties was 2D sprite-
Micro had a number of bugs too – [some] Yes, very proud. I worked with an amazing team based so we were quite limited with what could be
game protection systems would use this to of people on that project, including Ste Pickford done. Rendering Spider-Man’s swinging web using
their advantage to try and prevent reverse- who was in charge of all the art. The game was sprites was a fun challenge.
engineering of their code bases. Kevin Edwards’
protection was the undisputed king – using The Incoming games were 3D shooters for the
interrupt timings, various hardware timers and PC, a big change of direction for you. What was
even the self-modifying decryption code itself to your role on these titles?
generate the keys to decrypt the game.” My role was to get the game running on lots
James Bonfield, renowned BBC hacker, talks of different 3D graphics cards and work around
about Kevin’s protection on Exile. “Kevin was problematic drivers/hardware. I was also tasked with
the king of copyright protection and the only optimising CPU and GPU code paths. This included
game author that truly defeated all my attempts. making use of multimedia processor extensions
He had the bright idea of encrypting using the where possible. Incoming was in development just
1MHz hardware timer values, the code doing the as affordable 3D graphics cards were appearing for
encryption, and the program counter. This means PC. Hardware vendors were competing against each
that the code cannot be modified, it cannot be other to sell their cards. However, they desperately
moved (it is position-dependent) and it cannot be needed 3D games that showed off their products.
easily simulated due to the real-time nature of Rage Software came along and supplied a copy of the
the hardware clocks. Truly a genius.” game that was bundled with the graphics card. Rage
» [SNES] Despite working on baseball games, Kevin wasn’t a fan. received a fee and the graphics card companies got
94 | RETRO GAMER
YOU ASK
THE QUESTIONS
Kevin answers the questions
Do
D you have any unusual stories you can share?
Countless
C hilarious stories that cannot be told for legal
you’re dying to ask
re
reasons and to avoid embarrassing the parties involved.
RORY MILNE: Why did the
I do
d remember the time someone was sent flying
powerful Silver Surfer keep dying
ac
across the room because they connected a console,
in his NES game?
powered
po by a non-isolated 110-volt transformer, to an
ea
earthed TV monitor. Fortunately, they weren’t injured
and
an eventually saw the funny side of things once they’d
p
picked themselves up off the floor. Remember it, Tony? The game design was provided to
us and we never dealt with Marvel
Recently
R you have been preserving old BBC directly… unfortunately, lots of people
disks.
d Has it been a challenge going back to struggled and it became known as
machine
m code? one of the hardest NES games. Angry
I sstill have all of my BBC Micro disks from the mid- Video Game Nerd’s video [review of
E
Eighties and recently started to transfer them to the PC Silver Surfer] has been viewed over
– these disks are 30-plus years old now and in a poor 5.5 million times on YouTube!
st
state. The problem is that magnetic media fails over
tim If they have been stored in poor environmental
time.
co
conditions they begin to deteriorate and even develop
in and the team design Ken m
mould which makes then difficult or impossible to NORTHWAY: Wasn’t Galaforce a
» BriaJrn Ullrich’s flowcharts helped Kev
Major League Baseball.
re Fortunately, I have been able to recover the
read. rather close ‘tribute’ to Galaga?
Griffey
source code and data for most of my early games as
well as other documents and software I worked on. I
something to give their customers on day one. was also the custodian of Paul Proctor’s source code
Everyone was a winner! backups for his Ultimate conversions. Paul’s disks were Galaforce was certainly influenced by
in a bad way, but I managed to recover the source Galaga, Star Force and several others.
You returned to working on Marvel properties code for Knight Lore, Alien 8, Cookie, Lunar Jetman It wasn’t a port of any particular game,
with X2: Wolverine’s Revenge on Xbox – what and NightShade. A bit more work was necessary to and had a lot more variety in terms
did you make of the hardware? get them assembling under emulation. I have made of aliens, flight patterns and logic. I
The first Xbox was a really nice console to develop for. videos of these games assembling for YouTube and wanted to create something that was
However, the GPU was quite limited and only allowed Twitter (@KevEdwardsRetro). I still remember how to fresh, fast and fun.
you to create very simplistic vertex and pixel shaders. program 6502 machine code!
Those chunky Duke controllers were terrible, too, thank
goodness for the [smaller] ones. It was a lot easier to Would you ever release new BBC games?
program than the PS2, which often required you to Yes, if I ever get the time! I have already converted DRS: Do you think the BBC Micro
roll your sleeves up and do very low-level hardware the source for Galaforce 2 so it can be assembled would have been more successful if
programming. I’m not saying PS2 was bad, it was a on a PC using modern-day development tools and it wasn’t so focused in education?
very capable platform, but Xbox was a relatively simple deployed directly to an emulator. My long-term plan is
step for anyone that had written PC games. C and to release BBC and Electron versions of Galaforce 3. It’s
C++ arrived with PS2 and Xbox which made game a straightforward shoot-’em-up, but I need to rework
development so much easier. all the levels and alien pattern data, which is the most The BBC created a specification list for
time-consuming part of the entire project. The coding is their Computer Literacy Project, with
Your most recent job is at Traveller’s Tales. Is it the easy bit and probably won’t need much more work! the intention of getting the machine
fun working on the Lego games? in as many schools, colleges and
Lego mixed with massive IP is an awesome What games do you play to relax? universities as possible. Acorn created
combination. How often do you get the chance to I love playing Mario Kart with my children. Yes, they the [successful] prototype but it wasn’t
work with great franchises such as Star Wars, Indiana beat me every time. I’ve never been a good gamer! cheap to build. The BBC Micro was very
Jones, The Incredibles, Pirates Of The Caribbean, Lord successful with over 1.5 million sold.
Of The Rings, Batman, Marvel superheroes and Harry Do you see a future for retro gaming? Had the price been lower I’m sure more
Potter? The Lego games are so much fun to create and I can’t see it ever going away. The catalogue of retro people would’ve bought it. As it was
it’s great to work on games that people recognise and games gets bigger by the day. Everyone enjoys playing twice the price of the competitors it
have bought themselves. the games from their childhood. was out of the reach of many.
PICKS OF
THE MONTH
DARRAN
Castlevania Requiem:
Symphony Of The Night &
Rondo Of Blood
Not the greatest love
letter to two classic
games, but still great fun.
DREW
Tetris Effect
We didn’t get time to fully
review it for this issue, but
my first impressions of
this synesthesia puzzler
are positive as heck.
98 | RETRO GAMER
REVIEWS: NEO-GEO MINI
WHAT’S IN
THE BOX!?
ALL VERSIONS
Art Of Fighting
Blazing Star
Fatal Fury Special
Garou: Mark Of The Wolves
King Of Fighters 2000
King Of Fighters 2002
King Of Fighters 95
King Of Fighters 97
King Of Fighters 98
King Of The Monsters 2
Kizuna Encounter
Metal Slug
Metal Slug 2
» [Neo-Geo Mini] It’s hard to deny the value here – original Metal Slug 3
carts like this cost more than the Mini. Ninja Masters
Puzzled
a USB power bank. You can also hook Real Bout Fatal Fury
the machine up to a TV, using a mini Samurai Shodown II
HDMI to HDMI cable (not included with Samurai Shodown IV
the Neo-Geo Mini). You have the option Samurai Shodown V Special
for 4:3 or 16:9 output, and there’s an Sengoku 3
option to correct for overscan. However, Shock Troopers 2nd Squad
the image quality on a TV is very poor, Super Sidekicks
with soft pixel edges that only get worse The Last Blade 2
if you turn on the additional filter. We Top Players Golf
actually had better results with original » [Neo-Geo Mini] The international edition does have more genre variety than its Japanese counterpart. World Heroes Perfect
hardware via a direct SCART connection,
INTERNATIONAL
with no external upscaler. There are also states per game, or use the built-in whopping 23 in the Japanese version). VERSION ONLY
no options for scanlines or borders, for virtual memory card to save games the The international version does come off 3 Count Bout
those of you that enjoy those. old-fashioned way. The system behaves better thanks to a greater mix of genres, Blue’s Journey
Playing on a TV with the built-in as a Neo-Geo AES would, so you get but it does also go a bit overboard by Crossed Swords
controls isn’t ideal, so the Neo-Geo Mini the console features, such as difficulty including all six Neo-Geo entries in the Football Frenzy
supports up to two optional controllers selection and training modes where Metal Slug series. It’s also a shame that Ghost Pilots
designed after the Neo-Geo CD joypads, applicable. It’s worth noting that if you we miss out on Top Hunter and Twinkle King Of The Monsters
which retail separately for £24.99 each. get the Japanese machine, the games Star Sprites, both of which are excellent. Last Resort
These are well constructed, but flawed. will stay in Japanese even if you set the Unlike the previous Neo-Geo X system, Magician Lord
Like the stick on the unit itself and unlike system menu to English. there’s no way to expand the library, so Metal Slug 4
the original Neo-Geo CD pads, the Then we need to talk about the you’re stuck with what’s on the device. Metal Slug 5
Metal Slug X
thumbstick has an analogue feel. What’s games themselves. They’re mostly of a It’s a struggle to know who to
Mutation Nation
more, the button layout has actually been high quality, though some choices are recommend the Neo-Geo Mini Robo Army
altered from the original Neo-Geo CD baffling – we’ve got no idea why the to. It’s not truly portable, and it’s Shock Troopers
layout, which is sure to irritate purists. original Super Sidekicks or Art Of Fighting underwhelming on a TV. It will struggle
Fortunately the emulation itself is are included when their superior sequels to please the arcade perfectionist Neo- JAPANESE
good, as we didn’t notice any major were available, and the same goes for Geo fanatics because it has a few faults VERSION ONLY
issues when comparing the games to Top Player’s Golf over Neo Turf Masters. too many, and the price is very high for Agressors Of Dark Kombat
a real system. You can save up to four There’s also no third-party licensing here, the more casual retro gamer. We’ve Alpha Mission II
so the selection of games is restricted really enjoyed it as a desktop distraction, Burning Fight
to SNK’s IP. This isn’t the problem that it but with just a little extra care it could Cyber-Lip
would be on other systems since SNK have been much more than that. King Of Fighters 2001
owns most of the Neo-Geo library, but it King Of Fighters 2003
King Of Fighters 94
would have been nice to see the likes of In a nutshell King Of Fighters 96
Puzzle Bobble and Windjammers. It’s a cute device with some great King Of Fighters 99
Variety is a problem, though that’s games, but the poor TV output, Ninja Commando
mostly inherent to the Neo-Geo subpar control options and some odd Real Bout Fatal Fury 2
library. Although there are 40 games game choices mean that it’s not the The Last Blade
» [Neo-Geo Mini] Super Sidekicks is fun, but its sequels
included, 15 of them are one-on-one must-have device it could have been – Top Hunter: Roddy & Cathy
are better and they’re not on the Mini. fighting games (and that goes up to a especially given the price. Twinkle Star Sprites
RETRO GAMER | 99
RETRO ROUNDUP
WE LOOK AT THE LATEST RETRO-RELATED RELEASES
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*DPHUƖ
DEMAKES GALORE
D
Demakes take existing games Mario’s most recent Odyssey at it least demonstrates that a more
a
and pare the design down to adventure received some attention involved reworking is potentially possible.
something which would potentially
s with two platform-based reworkings There’s a lot of love for the fantasy
work on an 8-bit or 16-bit system,
w offering different takes on the source consoles among the 70 entries and even
so the Demake Jam is, possibly
s material, while Super Plumber Boi’s instructions for an intriguing live action
» [PC] Taking aim at the virtual bad guys u
unsurprisingly, a competition where instead went back to the first Super version of Pokémon Snap, all of which
with Metro Cop.
d
developers take their favourite Mario outing for inspiration, converting can be found at the competition’s page
g
games and consider how they can be the graphics to black and white to make via Kikstart.me.uk/demake-jam-2018.
m
made to work after a significant drop them even more retro. The famous On a related note, Jon Burton of
in processing power. plumber’s brother also got to do some Traveller’s Tales recently posted a video
It does have to be noted that there are ghost busting in Muigi’s Lansion and to his YouTube channel Game Hut about
s
some dreadful puns among the titles, another Nintendo franchise Splatoon was possible ways to implement a game
fo
for example Low Knight and Delunky remixed multiple times, with Spraytoon similar to PlayerUnknown’s Battlegrounds
aare reworkings of indie darlings Hollow sporting some very impressive pixel on retro hardware like the Sega Mega
KKnight and Spelunky respectively while art. Fox McCloud took to the skies Drive. A 16-bit version of PUBG will
TThieves At Sea is a top down RPG-style once more, although his trusty Arwing probably never happen, but this video
re
rendition of Sea Of Thieves which was dismantled for a couple of visually shows some of the thought processes
ssimulates how Rare’s game could look simplified shooters. behind creating such a demake. Jump
if running on the Game Boy Color. And Also for fans of blasting aliens is through Kikstart.me.uk/pubg-md-theory
» [PC] Bio Evil 4 plays like
e Metal Slug hadh a
wwe had to smile at the exploration-based Ticaruga, a stripped back 2D rendition for his video and there’s plenty of other
baby with Res
esiide
denntt EEvil 4. LLow Mem Sky which looks to be less of level one from Ikaruga for the TIC80 interesting behind-the-scenes discussion
divisive than its muse was… at least fantasy console. It’s not ideal, and of games from Jon’s impressive back
when it was originally released. lacks a few important mechanics, butt cat
catalogue on the channel.
NEW GAMES NEEDED
If you have a homebrew project you would like to see featured then
please contact us at: [email protected]
» [C64] By day, a
brave adventurer.
By night, the
same thing…
but hairier.
» [NES] Seeing
the enemies
despite the
trees in a
REMEMBER
There’s been a few false starts over the
years, but the C64 finally has a conversion
of Ultimate’s classic isometric adventure We recently had a natter with Chris Cacciatore about
Knight Lore. Guide Sabreman around a Nebs ’N Debs to find out where the inspiration for
dark, foreboding castle in search of the six his colourful NES platformer came from and his
magical objects that, when placed into the answers were something of a surprise
wizard Melkhior’s cauldron will free him of the
enchantment which sees his body transformed Where did the idea for How has the feedback been
into a werewolf each night. Nebs ‘N Debs originally from NES gamers so far?
Time really is of the essence, since Sabreman come from? Great! Starting with winning
only has a mere 40 days and nights to complete A piece that I pixelled for my second place at the 2016
this magical purification spell before the curse’s daughter’s first birthday in NESDEV competition and up
effects become permanent. Kikstart.me.uk/ 2015. I did the alphabet and to and after our successful
knight-lore-c64 will lead you to the castle. with each letter a kid with Kickstarter campaign the
an animal on their head. The support we have received
characters Nebs and Debs has been positive. I post from
came from the letter ‘S’ and animated GIFs regularly on Morphcat
ADVENTURE
Ramsbottom Smith And The Quest For The
into an octopus. I think that
was because I could make
an octopus look a bit better
personal favourite – and these
helped get the word out. There
is also a lot excitement in the
game Bana Nana. Seeing how
they tied together their build
process with Python scripts
Yellow Spheroid is the first game in 30 years in a compacted space – 24 by NESDEV community right inspired me to try similar
from venerable adventure game developer 24 pixels. now. There are awesome approaches, but with the Ruby
John Wilson of Zenobi Software. It’s a text games in development, being scripting language. The easier
adventure originally developed for the Spectrum, Who was involved and released, or Kickstarted at this it is to add stuff to your game,
but, with help from Gareth Pitchford, the magic roughly how long did it take very moment! Nebs ‘N Debs is the easier it is to experiment
of Gilsoft’s PAWS adventure creation tool and to create? certainly riding that wave. and make it better.
the CP/M operating system, it’s been converted Anders Gullmarsvik, artist;
to run on a range of machines including the Kaela Camille Agustin, artist; And is there anything you Finally, do you have
Amstrad CPC and SAM Coupé. Heather Klinger, packaging would have done differently any future projects that
» [Amstrad CPC]
Kikstart.me.uk/ramsbottom-smith is a good Exploring the design and layout; with hindsight? our readers might be
starting point for those all-important download contents of an Chris Cacciatore, programmer I knew that focusing on the interested in?
ottoman rather
links, as well as a little more information about than getting
and project lead; Richard ‘kulor’ asset pipeline would be Yes, our next project is
the game itself. dressed. Armijo, sound and music. important, but I should have codenamed Janus. It is an
It took 2.5 years to make. spent even more time on it. action adventure game for
The NES is an old system and the NES about a protagonist
is ignorant of modern game who wields a slingshot.
assets – for example PNG tile This title will definitely use
sets and palettes, music and more sophisticated cartridge
sound effects in the form of hardware than Nebs ‘N
Tracker files, and JSON level Debs which had to fit
data from a level editor. So within 40 kilobytes. We are
transforming and stuffing these contemplating using expansion
assets into a NES game…well, audio as well. Release timeline
it requires work! is one-to-two years. There will
» [NES] There’s a nasty surprise incoming
Early in development I be more to say about it once
for these enemies. watched Miau and Nicolas Nebs ‘N Debs is released!
MISSION: LIFTOFF
PLATFORM: THOMSON TO8/TO8D/TO9+ DEVELOPER: DATASCUD DOWNLOAD: KIKSTART.ME.UK/LIFTOFFTO8 PRICE: FREE
Working for Space And International him to whiz around the landing site to
Mecha-Industrial Ventures isn’t gather parts or fuel as needed – carrying
» [Atari 8-bit] Taking time to gather some a great job: it doesn’t have much the weight of a significant chunk of
glittering prizes near the level exit. in the way of safety procedures spaceship without issue – and as a
in place, and it sends operatives bonus it comes with a laser cannon for
out in ships that are only a few dealing with the unfriendly natives. If
harsh missions away from scrap. there’s time, and the pilot is feeling brave,
It, therefore, doesn’t come as much of a items will appear that can be collected
surprise to one operative when, having for points or, more rarely, an extra life.
» [Thomson] Every now and then a skull-like boss suffered problems which resulted in his We probably don’t have to point out
appears, spewing forth bullets.
craft coming down with a bump on an that Mission: Liftoff has been heavily
unidentified world, his SIMIV-issued inspired by Ultimate’s classic 1983
» [Atari 8-bit] Somebody really had a thing transportation promptly falls apart. release Jetpac, but not slavishly so.
didn t they?
for chalices, didn’t
Stranded in the middle of nowhere and The development took over four years,
completely out of contact with dispatch, with the aim being to show what the
the only way to escape is to reassemble Thomson hardware is capable of and
the rocket, gather some fuel capsules the results are indeed impressive, with
and then limp between the worlds of some well-designed graphics and
the solar system. sampled sound effects to enjoy. More
The rocket will survive a few hops importantly than that, however, is that
» [Th
[Thomson] The locals are keeping an eye out as the before collapsing and needing further it’s a good, playable rendition of the
ship comes together.
work, but the supplies of fuel are at least original game, starting off easy with
sufficient – although the lifeforms on the difficulty taking a while to build up
each planet that will be visited during until things become enjoyably intense
this trek won’t exactly be pleased to somewhere between the first and
see an invader crashing through their second boss battles.
atmosphere. That’s where the pilot’s
personal jet pack comes in. It allows >> Score 92%
HOW TO...
FORGET... It’s clear to see from the outside that Puzzle Bobble’s
» Be particularly vigilant when label is different from the legit Metal Slug – the colours are
buying Game Boy Advance wrong and the label is made from a different material to the
games – pirate games are others. Puzzle Bobble was commonly bootlegged due to its
incredibly common on this small size and popularity. www.mvs-scans.com is a great
particular platform. resource for checking labels and boards.
» If you’re unsure about what
you’re buying, request a look at
the PCBs. Sellers of high value
or commonly counterfeited
items will often oblige. REAL
FAKE
FAKE
DOOM
STUFF
“Too many Doom things to
mention. Sometimes, I will find
something as we are archiving, and
I will think, ‘How am I even holding
this thing?’”
PAID: €0
DANGEROUS
DAVE AND
COPYRIGHT
INFRINGEMENT DISK
“The original, and only one. Again, it’s
WOLFENSTEIN
3D ZOOM EDITION
SHAREWARE
“It took me forever to find this! It is
sealed and in perfect condition. I
traded some stuff for it.”
PAID: €0
BARGAIN HUNT
Your guide to the rising world of retro prices
THE COVER STAR PLAYSTATION
With the PlayStation Classic hitting stores,
it seems like an appropriate time for us
to revisit the legendary Sony console.
Fortunately, despite the renewed popularity,
prices of the original console remain relatively
low, probably due to the backward compatibility
of the PlayStation 2. Expect to pay between £10 and
£20 for a console and controllers, and £30 to £50 for a
decent bundle with games. The more compact PSone tends to
command a premium, especially if it comes with the neat five-inch
LCD screen – perfect for authentic retro gaming on the go.
BALDUR’S GATE
Despite shipping in one of those notoriously fragile big cardboard boxes,
Baldur’s Gate sold so many copies that there are still plenty out there.
Expect to pay as little as £10 for one in acceptable condition, with up to
£25 for one in superior nick.
NAMCO NEGCON
This unique controller is swiftly becoming collectable. Despite its obscurity it remains
available at decent prices, with an unboxed neGcon generally achieving prices in the
range of £10 to £20. If you like your PlayStation racing games, the neGcon is worth
forking out a few quid for.
STAR LETTER
THE 8BIT KING
Dear Retro Gamer, delighted to read about Stormlord
I just read the recent making of again and I’d love to see a bigger
Stormlord in issue 186 and it made article on him. This is what I love
me remember just how great about your magazine – it reignites
Raffaele Cecco was during the fires I thought had long burned out.
Eighties so thanks for that. I grew Thanks for the memories,
up with an Amstrad and every James Baker
single game he released became
an essential purchase for me. His Glad you loved the feature
games always looked fantastic James and thanks for the
on the CPC, with my personal kind words, it’s very nice of » [Master System] We briefly covered Wonder Boy In Monster Land in issue 186.
faves being Exolon, Cybernoid and you. Have a retro book for
Stormlord. Needless to say I was brightening up our day. My brother, a keen adventure game THE GOOD OLD DAYS
player but not a usually a fan of strategy Dear Retro Gamer
titles, also played and it was good Paul Rose’s (aka Mr Biffo) point about
watching the troops change formation coming of age when computer games
as they marched and fought their way and middle age collide with each
across the 3D battlefield. I also enjoyed other has hit the nail on my head and
the feeling of not knowing what was could explain my reluctance not to
going on over the horizon and awaiting be attached to the latest games. As
the arrival of messenger riders with the Paul pointed out what’s happening
latest news (often inaccurate or out of now is that games are just another
date!) from the front line. mass entertainment medium along
Indeed, even today I strongly feel with movies, music and TV, throwing
that Turcan’s software had arguably everything all at once at us rather
the best pre-radio communication than making something that’s akin to
system ever programmed into a game getting excited as watching your first
and still look back on the franchise with movie in the cinema. To cut a long
fond affection! story short, my reasons for agreeing
Stuart Hardy is basically that I miss the effort that
was made in making a game and its
Thanks for getting in touch with us, artwork from scratch.
Stuart. We’re not massively familiar Cisko Kidd
with the series, but it certainly
» [Amstrad CPC] We’ve already spoken to Raffaele about his career in the past, but never say never. looks interesting. We’ll do a little Thanks for getting in touch. A lot
bit of digging and see if we can of it probably comes down to age
arrange an interview. if we’re honest. When you’re in
your mid-forties like Darran is, it’s
THE STRATEGY KING SHORT AND SWEET hard to get excited about the latest
I would love it if Retro Gamer ran a Dear Darran,
feature on the Battlescapes franchise Can you please do an in-depth article on
of strategy games by Dr Peter Turcan Wonder Boy In Monster Land and Black
from the late Eighties and Nineties. Belt for the Sega Master System. The
I bought all the titles and spent many latter was an amazing scrolling fighter
hours poring over the laminated maps and one-on-one fighter at the time. It
supplied with the games to plan my also has an interesting backstory.
next move. Although some people Nick Moudios
found inputting all the orders a chore,
for me it was actually a blessing, for I If we can get access we’ll certainly
was learning to touch-type at college cover Wonder Boy, Nick. As for
when the games were released and Black Belt, we’ve already got plans
» [PC] Stuart is a big fan of the games developed by
they quickly helped me to become the for that one. Look out for it in a » [Xbox One] Games like Red Dead Redemption 2 highlight
Dr Peter Turcan. We’ll try and track him down. top of my whole class! future Lost In Translation. just how much work goes into making them.
CONTACT US
Snail Mail: Retro Gamer,
Future Publishing, Richmond House,
33 Richmond Hill, Bournemouth,
Dorset, BH2 6EZ Future PLC Richmond House, 33 Richmond Hill,
Bournemouth, Dorset, BH2 6EZ
We’re doing our very best to I was dumbstruck and spent ages Subscriptions
0ȅƏǣǼƺȇȷɖǣȸǣƺɀ[email protected]
feature your game collections in playing Destruction Derby and my ÈkȒȸƳƺȸǼǣȇƺۭƺȇȷɖǣȸǣƺɀ0344 848 2852
the magazine. If you do want to love of gaming came flowing back. Is
ɮƺȸɀƺƏɀȒȸƳƺȸǼǣȇƺƏȇƳƺȇȷɖǣȸǣƺɀ+44 (0) 344 848 2852
ȇǼǣȇƺȒȸƳƺȸɀۭƺȇȷɖǣȸǣƺɀwww.myfavouritemagazines.co.uk
appear in the Collector’s Corner there any chance of you guys doing a xƏǕƏɿǣȇƺɀxƏȸǸƺɎǣȇǕ(ǣȸƺƬɎȒȸSharon Todd
it’s worth bearing in mind that we piece on Destruction Derby, as I will Circulation
need nice quality images, as ones never forget what brought my love of RƺƏƳȒǔzƺɯɀɎȸƏƳƺTim Mathers
Production
that are typically suitable for use on gaming back. Head of Production Mark Constance
websites don’t translate well when Please keep up the superb work, ¨ȸȒƳɖƬɎǣȒȇ¨ȸȒǴƺƬɎxƏȇƏǕƺȸ Clare Scott
ƳɮƺȸɎǣɀǣȇǕ¨ȸȒƳɖƬɎǣȒȇxƏȇƏǕƺȸ Joanne Crosby
used in print. Get in touch if you’d Kelvin Courtney Digital Editions Controller Jason Hudson
like to be featured. Production Controller Vivienne Calvert
áƺƏȸƺƬȒȅȅǣɎɎƺƳɎȒȒȇǼɵɖɀǣȇǕȅƏǕƏɿǣȇƺȵƏȵƺȸɯǝǣƬǝǣɀƳƺȸǣɮƺƳǔȸȒȅ
I knew the times were a changing pretty top notch as well. XǔɵȒɖɀɖƫȅǣɎȅƏɎƺȸǣƏǼɎȒɖɀًɵȒɖɯƏȸȸƏȇɎɎǝƏɎɵȒɖȒɯȇɎǝƺȅƏɎƺȸǣƏǼƏȇƳٖ
or have the necessary rights/permissions to supply the material and
and I liked where they were going ɵȒɖƏɖɎȒȅƏɎǣƬƏǼǼɵǕȸƏȇɎIɖɎɖȸƺƏȇƳǣɎɀǼǣƬƺȇɀƺƺɀƏǼǣƬƺȇƬƺɎȒȵɖƫǼǣɀǝ
to take me. Jay T Bossert ɵȒɖȸɀɖƫȅǣɀɀǣȒȇǣȇɯǝȒǼƺȒȸǣȇȵƏȸɎǣȇƏȇɵٖƏǼǼǣɀɀɖƺɀƏȇƳٖȒȸƺƳǣɎǣȒȇɀȒǔ
Tomb Raider. The manipulation of ȵɖƫǼǣƬƏɎǣȒȇɀًǣȇƏȇɵǔȒȸȅƏɎȵɖƫǼǣɀǝƺƳɯȒȸǼƳɯǣƳƺƏȇƳȒȇƏɀɀȒƬǣƏɎƺƳɯƺƫɀǣɎƺɀً
» Sam’s love for Croc is as passionate as Nick’s for Sonic, or Drew’s for denim
social media channels and associated products. Any material you submit
Spencer Guest Lara, the puzzles and just a fresh jackets… or Darran’s for promo codes. ǣɀɀƺȇɎƏɎɵȒɖȸȒɯȇȸǣɀǸƏȇƳًƏǼɎǝȒɖǕǝƺɮƺȸɵƬƏȸƺǣɀɎƏǸƺȇًȇƺǣɎǝƺȸIɖɎɖȸƺ
Destruction Derby! The first take on the genre. nor its employees, agents, subcontractors or licensees shall be liable for
loss or damage. We assume all unsolicited material is for publication unless
game released on any console Alexander Graham Great art style and music, multiple ȒɎǝƺȸɯǣɀƺɀɎƏɎƺƳًƏȇƳȸƺɀƺȸɮƺɎǝƺȸǣǕǝɎɎȒƺƳǣɎًƏȅƺȇƳًƏƳƏȵɎƏǼǼɀɖƫȅǣɀɀǣȒȇɀِ
or computer that enabled you James Harvey Tekken 2, it was the first game paths for character progression
to smash your opponents, and Gran Turismo. It was the first I fell in love with and became (so multiple playthroughs) and a
reward you for it! The two-player game I ever pre-ordered and read obsessed with as a franchise. An decent story. Plenty of secrets, too.
link-up was great also. It’s a shame every paragraph of text written improvement over the first in every Brilliant game.
the sequel was a bit overdone. about it before release. It changed way, and a roster that can’t be beat.
Definitely an all-time classic! the game for the racing genre @SamRibbits91
– visuals like we’d never seen, a Stephen Farrell I’d have to go with the Playstation’s
Phil Ping literally unbelievable replay mode Vandal Hearts. A great tactical best 3D platformer. Croc: Legend
Metal Gear Solid. No game and ridiculous depth. NOTHING game that reminded me heavily of Of The Gobbos of course! I can only
before it had that level of detail or could compare. Shining Force on the Mega Drive. assume a remake is on the way.
31
O EC
D
FF E
ERMB
ENER
D 20
S 18
FROM £12.50 EVERY 3
MONTHS (€104 /$111 PER YEAR) FROM £14.99 EVERY 3
FROM £12.50 EVERY 3
MONTHS (€73 /$93 PER YEAR) MONTHS (€104 /$151 PER YEAR)
ALSO INSIDE...
Sonic Adventure, The Bluffer’s Guide To Detective Games, Jaguar,
Space Station Silicon Valley, Jungle Strike, Peter McConnell
LIBERTY OR DEATH
» Around a quarter of a millennium ago, a humble
North American colony got into a bit of a tax dispute
with the home base. The result was a full rebellion,
which you get to play out in this strategy game, leading
the Americans to victory against those darned… who
were the antagonists again? Drat, we seem to have
forgotten. Our memory is slipping with age
01 02 03
» Oh yes, it was the British. That would be » A good, wholesome American family » Revolutionary leader George
us, then. If there’s one lesson we should celebrates its hard-won freedom. The dog Washington becomes the first president of
probably have learnt from this, it’s to keep was actually a fearsome tracker, sniffing the USA, despite his reluctance to accept
our beaks out of American political affairs. out hidden redcoats, and was awarded a the post, and leads a unified nation with
Sometimes we just can’t help ourselves, medal. The baby, being useless as babies skill. He is later considered amongst the
though, you know? tend to be, didn’t assist in the war effort. greatest of American presidents.
04 05
» The constitution can cause problems and wasn’t perfect the » So let’s hear it for America, a country in which liberty and
first time round, but, hey, that’s what amendments are for, right? justice are the birthright of all citizens. And hey, Britain was a
It’s certainly better than having an uncodified constitution. A reformed nation for the experience, never again colonising far-
country without proper rules of government would descend into off lands and wreaking havoc upon the local… hang on, that’s
chaos quicker than you can say – oh wait, that’s Britain again. not right, either. Sorry about that, Commonwealth nations.