RetroMagazine 13 Eng
RetroMagazine 13 Eng
You who don't know what a Game Boy is, raise your hand! and shows them on the screen by scrolling the well-known
Anyone? Well, I was sure of it! Just as I'm sure that the Nintendo logo from top to bottom:
Game Boy Color is in everyone's memory.
2 - inside it contains code that reads the 48 bytes of the For a full description of how logo bytes work I refer you
NINTENDO logo present in the cartridge (offsets ranging to this wonderful article:
from 0x104 to 0x133 of each cartridge): https://catskull.net/gameboy-boot-screen-logo.html
Really amazing!
the graphics data
LD B,$04 ; $0096 and store in Video RAM LD B,$19 ; $00f1
Addr_0098: LD A,B ; $00f3
PUSH BC ; $0098 Addr_00F4:
RL C ; $0099 ADD (HL) ; $00f4
RLA ; $009b INC HL ; $00f5
POP BC ; $009c DEC B ; $00f6
RL C ; $009d JR NZ, Addr_00F4 ; $00f7
RLA ; $009f ADD (HL) ; $00f9
DEC B ; $00a0 JR NZ,$fe ; $00fa ; if $19 + bytes from
JR NZ, Addr_0098 ; $00a1 $0134$014D don't add to $00
LD (HL+),A ; $00a3 ; ... lock up
INC HL ; $00a4
LD (HL+),A ; $00a5 LD A,$01 ; $00fc
INC HL ; $00a6 LD ($FF00+$50),A ; $00fe ;turn off DMG rom
RET ; $00a7
; ===== Nintendo logo comparison routine =====
Addr_00E0:
LD HL,$0104 ; $00e0 ; point HL to Nintendo
logo in cart
LD DE,$00a8 ; $00e3 ; point DE to Nintendo
logo in DMG rom
Addr_00E6:
LD A,(DE) ; $00e6
INC DE ; $00e7
CP (HL) ; $00e8 ;compare logo data in cart not disable the game cartridge, but the Super Nintendo does.
to DMG rom
JR NZ,$fe ; $00e9 ;if not a match, lock up here Always Costis Sideris and always in 2009 managed to
INC HL ; $00eb dump also the BootROM of the Game Boy Color, using a
LD A,L ; $00ec combination of glitches this time both clock and power
CP $34 ; $00ed ;do this for $30 bytes supply, through an FPGA. In this dump he realized that
JR NZ, Addr_00E6 ; $00ef
Page 6 of 78 RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 13
HARDWARE
the check of the logo occurred only for the first half of
Useful links
the bytes and not all 48. Together with it he managed to
dump the content of a second ROM of 1792 bytes present Custom logos
At this address you can find a nice description of
in this console.
the various types of custom logos produced by
some of the developers:
Dr. Decapitator (aka Christopher Tarnovsky: https:// http://fuji.drillspirits.net/?post=87
en.wikipedia.org/wiki/Christopher_Tarnovsky) tried a
BootROM
partial decapping, identifying even 3 ROMs (256, 1792 More information about BootROMs, including one
and 512 bytes) but of the 512 bytes ROM it was not found in a prototype cartridge of Pokemon Stadium
for Nintendo 64, missing in the official release of
possible to obtain any dump (it is possible that it contains
the same:
the CPU microcode or code related to the LCD). http://gbdev.gg8.se/wiki/articles/
Gameboy_Bootstrap_ROM
These are therefore secrets violated after more than a
GBC BootROM
decade. Moreover, in 2012 the patent (https:// More information about GBC's BootROM can be
www.google.com/patents/US5134391) that describes found at:
https://tcrf.net/Game_Boy_Color_Bootstrap_ROM
the functions of the BootROM expired, confirming what
was previously discovered by the reverse engineers.
Once they discovered how the BootROM works, some ATTENTION: LIABILITY DISCLAIMER
developers were ingenious to make the Game Boy read
a custom logo from the cartridge at the usual offset (the The information contained in this article is for
informational purposes only. This documentation is
first stage that allows the display of the logo), but then
not guaranteed to be error-free. If this information
check a second logo (the official one), stored at another
is used to modify your hardware, it is your
offset of the cartridge.
responsibility to take all necessary emergency,
backup, redundancy, and other measures to ensure
The results are similar to the following:
safe use. RetroMagazine World assumes no
The next article will take us to discover the GameBoy responsibility for any damage caused by the use of
Advance protections! the information in this article.
Bibliography
[Ada82] S.Adams, "Control system boosts power", Sinclair User n.5, Aug. 1982,
https://www.sinclairuser.com/005/zx99.htm
[DA98] Data-assette (comm.adv.), Sync n.3, May-Jun 1983, pag.116, https://archive.org/details/syncmagazine-v3_n3
[DA99] Data-assette, "ZX99 User Manual 2K Rom", Interact Software Limited, 1982,
https://archive.org/details/zx99-user-manual
[FIZ21] FIZ , retrieved (2021/08/14) from https://spectrumcomputing.co.uk/entry/1000151/Hardware/FIZ
[FIZ82] Sinclair User n.2, May 1982, (2020/08/19) retrieved from https://www.sinclairuser.com/002/hardwre.htm
[FOR20] Skywave Software, "Sinclair ZX81-FORTH Rom with Multi-Tasking" (2010/08/19) retrieved from
http://zx81.ordi5.free.fr/dominique/download/zx81-forth-h4th.pdf
[MEM93] Fanzine ZXirQLiveAlive n.4, 1993, pagg.7-8, https://archive.org/details/ZXirQLiveAlive_Issue_0304/mode/2up
[SP84] Sinclair Programs n.18, Apr 1984,
https://datassette.nyc3.cdn.digitaloceanspaces.com/revistas/sinclairprograms18-apr84.pdf
[SU83] Sinclair User n.12, Mar 1983,
http://www.retro8bitcomputers.co.uk/Content/downloads/magazines/sinclairuser/SinclairUser_012_Mar_1983.pdf
Analogue Pocket
the revolutionary multi-videogame handheld!
by Franco Bressan
Analogue is a company that has made a name within the in a high quality backlit screen. Other comforts that the
retro community not only for the high price of its devices Pocket introduces is the ability to put the game on standby
but also for the perfect reproduction of the games through and resume directly from where we stopped, in future
FPGAs trying to reproduce the original consoles without updates will also be included the ability to create save
using emulators. states, to recreate the characteristics of the display of
the original hardware and for those who dabble in the
The Analogue Pocket maintains this concept, working development of Game Boy games, Analogue allows you
exactly as the Nintendo's portable consoles and, through to develop new titles with GB Studio that has added the
separately sold modules, Game Gear, Neo Geo Pocket, Pocket among the compatible devices. It also has an
Atari Lynx and TurboGrafx-16 without ever emulating integrated DAW for the production of soundtracks.
anything.
The pocket also works with cartridge adapters from other
But if you want to play GameBoy Color/Advance games, systems such as Game Gear, Neo Geo Pocket, Atari Lynx
why would I choose the Analogue pocket over the Nintendo and many others. A project that does not emulate but is
handheld? in FPGA.
For the main element of the Pocket: the screen.
It mounts a 3 ½ inch LCD screen at a resolution of Among the features the one that amazes the most is the
1600x1440, exactly 10 times the resolution of the original ability to make music. The pocket has a digital audio
8-bit by Nintendo. workstation called Nanoloop. It's a synthesizer and
This allows you to perfectly scale our favorite titles in sequencer designed for music creation and live
high resolution, with faithful color reproduction and all performances. A joy for chiptune lovers.
You can also connect it to your PC, Mac or other through Dock
the Midi cables that you will find for sale separately. - 1080p HDMI output
- Bluetooth and 2.4g support for wireless controller
To finish, you can connect the console to your television - 2 USB inputs for wired controllers
with an HDMI adapter. You can connect 8BitDo Bluetooth - Support up to 4 players (4p Bluetooth, 2p 2.4g, 2p USB
controls wirelessly or controlled via wired USB. wired)
- DAC compatible
TECHNICAL SPECIFICATIONS: - Power Dock turned on by controller
Console
- Compatible with Game Boy, Game Boy Color, and Game
Boy Advance game cartridges
- 3.5" LCD. 1600×1440 resolution. 615ppi.
- 360° display rotation (tate mode)
- Rechargeable 4300 mAh lithium-ion battery
- 6-10 hours of play and over 10 hours of sleep 9
- All buttons mappable
- Stereo speakers
- micro SD card slot
- USB-C Charging
- Original style connecting door For more information and orders please visit the official
- 3.5mm headphone output website: https://www.analogue.co/pocket
Fairchild Channel F
di Leonardo Miliani
In the last article we examined the genesis of home gaming with other former AMF employees, founded Alpex Computer.
devices going to cover all the secrets of what is absolutely Initially the company was dedicated to the production of
the first home console put on the market, the Odyssey of electronic cash registers but business slowly took a turn
Magnavox. Following that thread, in this article we're for the worse and Alpex Computer, in the early '70s, found
going to get to know a little star, in her own way. The itself in full crisis. Another ex-employee of AMF, Wallace
protagonist of our story boasts several records: it is Kirschner, comes up with the idea that a possible way to
reputed to be the first console of the second generation, avoid bankruptcy is to enter the emerging market of
it is the first console to use a microprocessor, and it is electronic video games. This idea comes to fruition when
the first cartridge-based console with interchangeable he sees how the first home video game console, the
ROM memories to load games. We are talking about the Magnavox Odyssey, is enjoying good success, and how
Fairchild Channel F (fig. 1). Atari's Pong arcade is literally blowing up in bars and pubs.
by eliminating the internal speaker and mixing it with the a microprocessor on board allowed the console to be
RF signal to play through the TV. The new unit was called "programmed", i.e., to execute even complex programs:
the Channel F System II. It was also licensed to several the Odyssey moves the rackets on the screen simply by
manufacturers to expand penetration into other markets, following the player's commands, but here there is an
especially Europe (Fig. 8). However, this was not enough "electronic brain" that allows to perform calculations
to recover market share and the console was permanently independently and give the console a primitive form of
removed from the market in 1983, when its games were artificial intelligence sufficient to offer, for the first time,
judged as "antiquated" and the graphics and sound the possibility to play "against the computer" and no
"primitive". longer only against another human player. "Tic-Tac-Toe",
"Baseball" and "Checkers" are examples where the
Commercial failure opponent to beat is moved by the CPU.
The basic problem with Channel F was that it was made In truth, interchangeable cartridges were not a novelty
by a company whose primary goal was not to make games. because before that time they had already been used to
Channel F was developed by Fairchild Camera and allow changing the software of some calculators made
Instrument, a multinational company that went all over by various manufacturers, including National Semiconductor,
the place with several subsidiary companies: the Texas Instruments, HP and others, but it was the first
management of the console was entrusted to Exetron, time that such a system was adopted for an accessory
the division responsible for consumer products, which that would be manipulated by thousands, tens of thousands
bought the F8 CPUs from Fairchild Semiconductor, the of people without special care and for who knows how
division dedicated to the production of electronic many times a day. The cartridges were a real unknown,
components and integrated circuits. In fact, the parent a gamble for the designers: no one had data about how
company saw the console as primarily a vehicle to sell long they would "survive" in the hands of children, there
chips to Fairchild Semiconductor. Atari, however, was were no statistics on which to base predictions. For this
born as a company devoted exclusively to the production reason they were studied and designed to be as robust
of video games, and every effort was devoted to the as possible, and equipped with every device to reduce
realisation of the best possible game. And in fact the titles possible damage such as the locking system when inserted
produced for the 2600, despite the hardware limitations or the door to protect the comb of contacts that opened
of the machine, outclassed by several orders of magnitude automatically when they were inserted. But from that
those of the competition, including Channel F: the 2600 idea cartridges have spread so much to be for more than
offered dynamic, adrenaline-filled titles, full of colours two decades the exclusive distribution system for games
and sound effects as well as action-packed, while Channel of all consoles that came after the Channel F, dictating
F offered "classic" games, slow, monotonous, too "calm" law until the mid-90s when CDs and DVDs began to replace
for the hungry gamers of the time who were beginning them as a cheaper and more spacious media. And they
to explore a newly discovered world. The 2600's game never completely disappeared because portable consoles
library grew monthly, while Channel F's was producing a continue to use them to this day.
few dozen titles in 7 years of life: there could be no
comparison. And there wasn't. In short, today Channel F is an ageing lady who nevertheless
turned a lot of heads in her youth.
Legacy
As mentioned in the beginning, the Channel F boasts
several records, including being the first console based
on a microprocessor, specifically the Fairchild F8. Having
In the last issue, I’ve shown you how to reproduce the was because, at a time when computers were huge,
game Planet Raith in GEOS with BeckerBASIC and I told expensive, and required highly specialized personnel,
you the story of its ancestor, King of Sumeria, a game they did not yet believe in this business. For the same
written in 1968 on PDP-8 using the FOCAL language. reason, when the first models of the PDP-1 series were
Unfortunately in that article I was not able to deepen the produced and put on sale, at a price of just over $100,000
topic, so I would like to remedy this with these pages. while computers at the time still cost millions of dollars,
they avoided using the word computer.
The PDP-8
The PDP-8 is a minicomputer with 12-bit architecture The PDP series obtained excellent results and the PDP-
produced by DEC, Digital Equipment Corporation in the 8 had a great sales success, it was in fact purchased by
sixties and, as its name suggests, the eighth project in schools, universities and research centers, especially in
the series DEC PDP, Programmed Data Processor. the United States, recording almost 300,000 units sold.
Thanks to this result the PDP-8 has been compared to
The PDP series owes its name to a curious marketing the Ford T, being the first computer to be mass produced
decision, closely related to the company name. Ken Olson at a cost accessible to (almost) everyone.
and Harlan Anderson founded DEC in 1957 and initially
wanted to call it DCC, Digital Computer Corporation, due Technically, the PDP-8 uses a 12-bit memory address
the intention of building computers. However, the other space, so the basic configuration has a main memory of
shareholders insisted on removing the word computer 4,096 twelve-bit words. Instructions have a 3-bit opcode,
from the company's name and waiting to build them. This so there are only eight instructions.
A little practice...
After having introduced you to the PDP-8 and the FOCAL
language, I want to show you how to practically put your
hands on it and write some simple programs, as if we
were in the late sixties, well before most of the machines
we usually write about were built.
and took the name FOCAL-8. A year later an updated Equipment and instructions
version of the interpreter was released and called FOCAL- Python:
69. This is the version we will use in our tutorial later on. - https://www.python.org/downloads/
A peculiarity of the FOCAL language, or at least of FOCAL- Place yourself inside the folder where you saved the files
8 in its original configuration, is that it does not handle downloaded from github and, to launch the PDP-8 emulator,
strings and accepts alphanumeric values as input, for run the following command:
example to assign values to variables, only to transform python pdp8.py
them into numbers. We will see some examples of this
behavior later. At this point to load the FOCAL interpreter, use the following
Fig. 3 - The PDP-8 emulator in action with the panel in the foreground
numerical value consisting of 4 integers and 4 decimals Obviously, priority is always given to significant numbers.
(unnecessary zeros are suppressed in favor of a space). *TYPE %9.06,1234+9999
= 11233.0000*
Now try typing the following instruction:
*TYPE 23/17, 34+59 Well, for the moment I stop here, I think I have already
= 1.3530= 93.0000* proposed several interesting ideas to begin to explore
this language on your own, of course if you want.
As you can see, we can compute several expressions in
one line by separating them with a comma. Another thing If, on the other hand, you are curious but don't have time
you have probably already noticed is that the TYPE or desire to study it on your own, see you in the next issue
command does not force a carriage return after printing to continue our adventure with the FOCAL language and
the result. To insert a carriage return after each expression to write a first working program.
and at the end of our calculation, we can use the !
(exclamation mark).
*TYPE 23/17,!,34+59,!
= 1.3530
= 93.0000
*
The TYPE command also allows us to specify the format Useful links
in which to display the result. If we want to increase the
Here two links to as many FOCAL manuals.
number of decimals we can use the following notation:
TYPE %x.yz FOCAL-8 PROGRAMMING MANUAL FOR PDP-8/1,
PDP-S/l, PDP-B/S, PDP-8, LINC- 8, PDP-12, PDP-5:
http://bitsavers.informatik.uni-stuttgart.de/pdf/dec/
Where x is the number of total characters in output and
pdp8/focal/DEC-08-AJAB-
yz is the number of decimals D_FOCAL_Programming_Manual_Jan70.pdf
*TYPE %9.06.23/17,!,34+59,!
FOCAL Programming Manual for PDP-S PDP-SIS
= 1.352940
PDP-S/I LAB-S LINC-S:
= 93.000000 http://www.bitsavers.org/
*TYPE %10.05.23/17,! www.computer.museum.uq.edu.au/pdf/DEC-08-
AJAB-D%20PDP-8-
= 1.35294
I%20FOCAL%20Programming%20Manual.pdf
90 Z=Z+D*(X*YB*Z) 30 PLOT 127,87
100 X=XX:Y=YY 40 FOR i=8 TO 32 STEP 4
110 NEXT 50 FOR j=1 TO 4*i
120 GO TO 120 60 LET x=127+INT (2*i*RND) i
70 LET y=87+INT (2*i*RND) i
80 IF POINT (x,y) THEN GO TO 60
90 PLOT x,y
100 LET n=0
110 FOR a=x1 TO x+1
120 FOR b=y1 TO y+1
130 LET n=n+POINT (a,b)
140 NEXT b
150 NEXT a
160 IF n>1 THEN GO TO 250
170 PLOT INVERSE 1;x,y
13. ORIC-1 - Hilbert curve 180 LET x=x+INT (3*RND)1
10 HIRES:PAPER 1 190 LET y=y+INT (3*RND)1
20 DIM S(50) 200 IF x>=127+i THEN LET x=127i+1: GO TO 220
30 CURSET 57,165,1 210 IF x<=127i THEN LET x=127+i1
40 S(0)=5:S(1)=1:SP=2:H=4:V=0 220 IF y>=87+i THEN LET y=87i+1: GO TO 90
50 GOSUB 70 230 IF y<=871 THEN LET y=87+i1
60 END 240 GO TO 90
70 SP=SP2:N=S(SP)1:A=S(SP+1) 250 NEXT j
80 IF N=1 THEN RETURN 260 NEXT i
90 S(SP)=A:S(SP+1)=N:S(SP+2)=A
100 S(SP+3)=A:S(SP+4)=N:S(SP+5)=A
110 S(SP+6)=N:S(SP+7)=A
120 S(SP+8)=A:S(SP+9)=N:S(SP+10)=A
130 S(SP+11)=A:SP=SP+12
140 GOSUB 170:GOSUB 70:DRAW H,V,1
145 GOSUB 170:GOSUB 70:DRAW H,V,1
150 GOSUB 70:GOSUB 170:DRAW H,V,1
155 GOSUB 70:GOSUB 170
160 RETURN
170 SP=SP1:A=S(SP):T=A*H:H=A*V:V=T
180 RETURN
120 while 1:wend 50 gosub200
55 color1,8,l:l=l+1:ifl=8thenl=0
60 ifr=1thendraw1,x,y
70 ifd=1thenx=x+p
80 ifd=2theny=yp
90 ifd=3thenx=xp
100 ifd=4theny=y+p
120 np=np+1
130 next
140 d=d+1:ifd=5thend=1
150 next
160 c=c+1
170 goto30
16. VIC-20 + SUPER EXPANDER JP VIC-1211M (6502, 180 rem sub verifica se np = nro primo
1981) - Barnsley fern 190 rem risultato in r (0=false,1=true)
(arranged by Armando Pavese) 200 ifnp=1thenr=1:goto300
10 hires0:setc6,1,7 210 r=0:dv=3
20 x=0:y=0 220 ifnp/dv=int(np/dv)thenr=0:goto300
30 fori=3500to3500 230 dv=dv+2
40 r=rnd(1)
50 ifr<.01thenx=0:y=.16*y:goto90
60 ifr<.86thent=.85*x+.04*y:y=.04*x+.
85*y+1.6:x=t:goto90
70 ifr<.93thent=.2*x.26*y:y=.23*x+.
22*y+1.6:x=t:goto90
80 t=.15*x+.28*y:y=.26*x+.24*y+.44:x=t
90 plot(25*y)/1.45,9025*x
100 nexti
110 wait198,1
120 text:end
240 ifdv<=sqr(np)then220 10 hires1:setc1,2,6
250 r=1 20 dims(20)
300 return 30 a=0:d=./3:x=48:y=148
40 fori=1to3
50 a=a+2*d
60 s(0)=140:sp=1
70 gosub100
80 next
85 wait198,1:text
90 end
100 sp=sp1:l=s(sp)
110 plotx,y
120 ifl<=5thenh=l*sin(a):v=l*cos(a):
x=x+h:y=y+v:plottox,y:return
130 l=l/3
140 forp=sptosp+3:s(p)=l:next
18. C64 + Simons' BASIC - Il fiocco di neve di Koch 150 sp=sp+4:gosub100
(con il contributo di Armando Pavese) 155 a=ad:gosub100
10 hires0,1 160 a=a+2*d:gosub100
20 dims(20) 165 a=ad:gosub100
30 a=0:d=π/3:x=128:y=168 170 return
40 fori=1to3
50 a=a+2*d The third part of this column stops here, but the success
60 s(0)=140:sp=1 that we have found so far lets us hope that we will have
70 gosub100 other interesting listings to offer you in the future, in order
80 next to bring you back to BASIC programming and to your
85 wait198,1:nrm beloved 8-bit microcomputers.
90 end
100 sp=sp1:l=s(sp) So, if you have any interesting ideas or hints for the
110 plotx,y,1 column, please send them along with a few lines of
120 ifl<=5thenh=l*sin(a):v=l*cos(a): information and/or instructions to our official email box:
linex,y,x+h,y+v,1:x=x+h:y=y+v:return [email protected].
130 l=l/3
140 forp=sptosp+3:s(p)=l:next All submissions will be viewed and given due consideration
150 sp=sp+4:gosub100:a=ad:gosub100 and, as always, the best and most intriguing will get the
160 a=a+2*d:gosub100:a=ad:gosub100 honour of publication in future issues of the magazine.
170 return
In the previous article, published on RMW #34-IT (RMW#12- (high byte) [Note: on C64 the locations have decimal
EN), we introduced the 8563 chip (also called VDC) that address 785 and 786;]
is that part of the system dedicated to the management - once the LM routine has been executed, it places the
of the screen in 80-column mode. result in FAC1 before returning to the calling program;
- the calling program places the result in the variable
We learned that, unlike the VIC (chip 8564) used for the "W" (in the case of the example) or prints it directly on
standard 40-column mode, it is not possible to access the screen if an instruction of the type "PRINT USR(K)"
the VDC directly with the PEEK and POKE commands of is used.
BASIC but it is necessary to use machine language and
refer to two specific memory locations: 54874 (address Let's start by reporting the complete code of the machine
register, $D600) and 54875 (data register, $D601). language routine, the first part of which (about writing
registers) was commented on issue 34:
Through them, in fact, we will have access to the 37
registers of the chip and their manipulation will allow us F0B00 LDY #$00
to act on its 16KB RAM, independent of the system RAM. F0B02 STY $FF00
We have also seen how to write data to memory through F0B05 STA $D600
these registers: you have to enter in 54874 the number F0B08 BIT $D600
of the register you want to interact with, and when bits F0B0B BPL $0B08
6 and 7 will take the value "1" (managed by the system), F0B0D STX $D601
you can store a value in 54875. This will force that value F0B10 RTS
to be passed into the register pointed to by 54874. This F0B11 LDA #$00
mechanism was useful for reprogramming the basic C128 F0B13 STA $FF00
character font and obtaining a "Japanese-like" one. The F0B16 JSR $AF0C
associated code has been commented on in the above F0B19 LDA $16
F0B1B STA $D600
mentioned issue 34, to which we refer for further information.
F0B1E BIT $D600
Functioning of the I/O locations is the same also in the F0B21 BPL $0B1E
case of the 8563 register read operation: simply, when F0B23 LDY $D601
bits 6 and 7 go to "1", just read the contents of 54875 F0B26 LDA #$00
which will contain the desired register value and "pointed" F0B28 JMP $AF03
from location 54874.
Let's see how. As reported in the previous paper, we chose to store the
routine in the cassette buffer, which starts at location
The following code, taken from the book "Commodore 2816, (hexadecimal 0B00). For those unfamiliar with
128 Oltre il Manuale", makes use of the BASIC "USR" C128, we report the procedure for inserting programs
function. into memory using the machine language "monitor":
- type the BASIC command "MONITOR";
This command, used to implement a user-defined function - insert the first line by typing "A F0B00LDY #$00",
by expanding the set of routines of the C128, when called followed by "RETURN". The editor will translate the code
with a syntax such as "W=USR(K)" behaves as follows: directly into machine language by calculating the memory
- places the value of "K" in floating point accumulator occupancy in bytes and entering the correct next line number.
number 1 (named "FAC1");
- transfers the control to a machine language routine Note that the address "F0B00" indicates that we are
written by the user and stored from the address defined writing to memory in "bank 15", "F" in hexadecimal (see
by the (decimal) locations 4633 (low byte) and 4634 the bibliography for more information);
Page 26 of 78 RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 13
SOFTWARE
- Once all the code has been entered, press "RETURN" to 15 print "registers content 8563":print
exit the editing mode, save the program with the command 17 for k=0 to 36
S "RR8563" 8 F0B00 F0B2B then exit the monitor by 19 : print "register",k,usr(k)
pressing "X" (RETURN). Note that the last byte of the 21 next k:print
code is inserted in the location F0B2A, but to store it in 25 print "you want to write in the registers"
a binary file you must increase this address by 1 byte. 27 input "of chip 8563? (s/n)";r$
29 if r$="n" then stop
Omitting what happens in the program between locations 31 input "write in register (0/36) ";n
F0B00 and F0B10, already examined above, let's try to 33 input "the data: ";d
understand how the reading process works assuming we 37 sys 2816,n,d
want to read the contents of register number 3 of 8563: 39 goto 25
- we take the start address of the read subroutine (0B11,
the bank number is not important in this case) and separate The program takes care of loading into memory the
it into its components "0B" (decimal 11) and "11" (decimal previous LM routine typed and saved through the machine
17). These values, in the form low byte and high byte, language "MONITOR" (line 7). Then, after setting the
should be set with POKE 4633.17 and POKE 4634.11 to pointers to the routine (line 13), the contents of all registers
tell the "USR" routine where to jump; of the 80-column chip are printed to the screen. Finally,
the code allows us, if we want, to write some values in a
- we call the routine with the command "USR(3)". The register of our choice and check what happens.
value "3" (this is the register we want to read from) will
be inserted into the FAC1 accumulator; Now that we have learned how to read and write to the
chip's memory, we have a whole new set of possibilities
- at this point the LM program invokes the system routine in front of us, including fast memory block transfers or
"GETADR" (JSR $AF0C), which converts the value of FAC1 doing (monochrome) 80-column graphics. As you probably
into a two-byte integer. The low byte is stored in decimal already know, the BASIC graphics primitives of the C128
location 22 ($16), the high byte in the next decimal location. only work in 40-column mode, but now that we've figured
We are only interested in the first one because it represents out how to access the VDC screen we can write our own
the register number with which we are interacting, so the routines to have fun with.
instruction "LDA $16" takes the register number (3) and
puts it in the I/O location $D600; So see you in the next issue of RMW to explore new
opportunities!
- once bits 6 and 7 of $D600 go to 1, we can automatically
read the contents of register "3" by taking it from the
next location. This value will be loaded into the register
of chip 6502 named "Y";
This tutorial is intended for those who, like me, since I instead, with the advancing of years and technology, when
was a child, has always dreamed of creating a videogame we want to write programs of a certain length, the choice
for the legendary Commodore 64, but has never been is almost forced to use modern IDEs, such as the famous
able to realize it for lack of sufficient knowledge of BASIC CBM prg Studio, that you can download from this link:
and especially notions, at least basic, on the programming https://www.ajordison.co.uk/download.html and that
of graphics and sounds of the C64 itself, which I will deal will facilitate our work in game programming.
more in this Tutorial.
on the Web.
and entering the full path, where the executable (exe)
file of the emulator is located, in the "Emulator and path" CHAPTER 1:
field. SCREEN MEMORY
The C64 screen is essentially a rectangle consisting of
The emulator I normally use is VICE; if you don't have it, 25 rows (0 to 24) and 40 columns (0 to 39). It is possible
you can download it from here:
https://viceemu.sourceforge.io/index.html#download
Fig. 1
to divide this rectangle into 1000 (25 x 40) boxes (see
Fig. 1) in each of which you can place any Petscii character,
be it a letter, a number, or a graphic symbol. Each box
corresponds to a memory address according to the scheme
shown in Fig. 2 (next page).
Then go to FILE -> New BASIC Project and a window like The numbering begins with the square in the upper left
this will open: corner (1024) and ends with the square in the lower right
corner (2023). Note that the boxes belonging to the same
In the field "Exe Name" we will have to insert the name column differ from each other by 40 units. All the characters
of our project for ex. "Project1"; in the field below we will on the keyboard correspond to a number between 0 and
have to insert the name of the file in Basic that then, once 127. If you add 128 to the
finished, will be compiled, creating in this way the .prg above numbers, you have
file that will be possible to execute directly on the emulator. the same characters, but
The two check-boxes below we can leave: the first one is in reverse.
for adding the possibility to insert one or more Sprites, To be able to see all the
the other one is for modifying the C64 characters. characters and codes
Then we press OK: in this way we have created a new (Screen Code)
Basic Project and we have personalized it with a new name corresponding to them,
of the project and of the file that will contain our program you can use CBM prg
in Basic. Studio, by clicking on the
TOOLS -> SCREEN EDITOR
menu, a screen similar to the Fig. 3
WHAT IS AND WHAT ISN'T THERE
In this Tutorial, as it is specified in the title, I will deal one in figure 3 will open.
essentially with the programming of graphics and sounds
with Basic v2, in order to write a complete game. If now, for example, we want to make any of the Petscii
characters appear on the screen, we can use the instruction:
I won't deal with the basics of the programming in Basic POKE A, B
v2, for which you refer to the various manuals in circulation Where A indicates the address corresponding to the box
in the rectangle and B represents the code of the
RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 13 Page 29 of 78
SOFTWARE
Fig. 2
corresponding character. store the color with which the character should be displayed
If for example we write: POKE 2023,0 in each box on the screen.
a @ (character corresponding to 0) would appear in the These addresses go from 55296 to 56295; so if for example
lower right corner (Fig. 4); while if we write: POKE 1024,128 we wanted to color the snail in the lower right corner in
a reverse @ (0+128) would appear in the upper left corner black we would have to write: POKE 56295,0
(Fig. 5). Where the 0 represents the black color code.
Fig. 4
Fig. 6
Fig. 5 Through a simple formula, we will be able to place any
In another region of RAM, there are other addresses that character anywhere on the screen, knowing only the row
and column. 50 ca=32: rem stores the code of the car.
The instruction with the general formula is as follows: space used to delete the ball
POKE 1024+ROW*40+COLUMN,CHARACTER 60 co=1:ri=1: rem initializes the initial
position of the ball
While to color it we should use this other formula: 70 dx=1:dy=1: rem initializes the horizontal
POKE 55296+RIGA*40+COLUMN,COLOUR and vertical increment
80 pp=ri*40+co: rem calculates the initial
For example, if we wanted a little red heart to appear on position of the ball
line 13 and column 0 (remember that column 0 is the 90 co=co+dx:ri=ri+dy:np=ri*40+co: rem updates
first column on the left) we would have to write a little the position of the ball
program of only 2 lines and give RUN: 100 if ri>23 then dy=1: rem check that the
10 POKE 1024+13*40+0.83 ball does not go beyond the line 24
20 POKE 55296+13*40+0.2 110 if ri<1 then dy=1: rem check that the
ball does not go beyond line 0
120 if co>38 then dx=1: rem check that the
ball does not go beyond column 40
130 if co<1 then dx=1: rem checks that the
ball does not go beyond column 0
140 poke sm+np,p: poke cm+np,ko: rem prints
the ball and colors it on the screen
150 poke sm+pp,ca: pp=np: rem delete ball
and update initial position
160 goto 90: rem restarts the cycle from
line 90
Trick: to write "on the fly" a small program like the one
just seen, but also larger, without going through the IDE, As you can see, each line has been duly commented
it is usually not convenient to write it directly on the (comments can also be omitted when copying the code,
emulator. It is better, instead, to write it (all in lowercase) just read them and understand what the program does,
in a text file (txt) and then do the copy/paste on the emulator. line by line). Then press the PRG button at the top. If no
mistakes were made, you should find your PRG file ready
A FIRST EXAMPLE: A BOUNCING BALL to run inside the folder you have chosen as default for
Now that we have figured out how to display the characters projects. If you have already connected VICE to the IDE
on the screen, let's try to beat on CBM prg Studio a little via the settings, just press the button immediately to the
program that displays a bouncing ball on the screen. Let's right (->) to run it directly on VICE.
create on CBM prg Studio a new Basic Project and let's
call it "Example1". Then rename the file "Main.bas" to
"Ball.bas". In this case we can remove the two check
marks below, because in this first example we will have
neither the need to use sprites, nor the need to change
the standard C64 characters. Now we type the following
program:
10 print"{clear}": rem clears the screen
20 sm=1024:cm=55296: rem initialize variables
screen memory and color memory
30 p=81: rem stores the code of the ball
character
40 ko=7: rem memorizes the color code of
the ball (yellow)
RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 13 Page 31 of 78
SOFTWARE
We all know that a SID file cannot be played on a real C64 csdb.dk/release/?id=109000).
or an emulator... But if you want to listen to it, how would Specifically, here I tried to run the SID file of the famous
you do it? game OUTRUN, which you can find here: https://csdb.dk/
Well, there are several ways to do this: a rather simple sid/?id=4154.
one is to directly transform the SID into an executable
PRG file, via the PSID64 tool: Executing such a file, through the Sidplayfp tool (https://
http://psid64.sourceforge.net/. csdb.dk/release/?id=210057), it is necessary to look
among the properties of the file (through the menu FILE
But we're used to getting our hands dirty with code, so -> PROPERTIES) and especially focusing on the following
I'll present here a short program, which will serve our values:
purpose. - Init address: $B219
- Play address: $B069
It's good to specify that it's not possible to do this from - Number of songs: 2
Basic, but you must use Assembly; in this case I used
Basic only to load the ASM code (and the SID) in memory You can see that this SID has an Init address different
and execute it. This method will work with almost all SID from $1000 and that it has 2 tracks.
files (they can be downloaded, for example, from https:// Then we must try to relocate it as close as possible to the
hvsc.c64.org/), but not with all of them. address $1000, using the aforementioned SIDRELOC, by
typing from the command line:
sidreloc p 10 out_run.sid
To change the track, in case there are more than one (in
our case we have 2), just go to change the value in line
110 after the digit 169 (OpCode LDA in decimal), in this
case from 0 to 1, or you can also directly change the value
of the location 49153 through a POKE:
POKE 49153.1
and re-run the code with RUN.
Lines 200 and 210 before exiting, reset the volume of the HVSC - High Voltage SID Collection:
SID, acting on Register $D418 of the audio chip, while - https://hvsc.c64.org/
the last DATA of line 240 (-1) is simply a control byte for
SIDRELOC:
exiting the loading of the Assembly routine into memory, - http://www.linusakesson.net/software/sidreloc/
starting at location 49152 ($C000). index.php
The resulting D64 file can then be easily run on the SID of the game OUTRUN:
emulator or copied to floppy (or other media) to be started - https://csdb.dk/sid/?id=4154
from the real C64.
The entire editorial staff of RetroMagazine World
Enjoy listening! thanks and appreciates the work of the Facebook
group "RetroProgramming Italia - RP Italia" - A
division of "RetroCampus" Associazione Culturale
and thanks them for their kind contributions.
Nith: Hi Bas, Thanks for your time. Tell us a little bit about
yourself. When did your work as a retro-developer start?
And when I started the project I also thought it would be On the music and sfx, I worked hard together with NM156
fun to create a MAME like port, using the same keys and to make the most out of it. So I hacked into the goattracker
keep the coin in also in the game. player and directly fire up patterns in a free voice while
Obviously this lead to... also porting the intro. Initially a the music plays on the other 2 voices. In case music is
pretty heavy extra task, but also fun to do. off, the sfx are divided over all 3 voices, for getting even
The whole game including the intro is bitmap based, no more back from the sfx's. In 2 player, we had to settle
charsets are used, only bitmap plotting and sprites. To with 1 voice for music and each player a dedicated voice.
make the animations manageable, I coded an sequencer, NM156 (frantic freddy 2) did a great job, creating a whole
which can run through functions in batch order with given span of patterns for a lot of different balls amount popping
parameters. or falling as well as recreating all music tunes from scratch.
Initially this was made to setup the level backgrounds, Hend (wild woods) helped me out a great deal with mocking
but this was later also very useful for creating the intro up the graphics, added a lot of great stuff, and kept a few
animations. of my original design also in.
Since there are so many animations happening on screen Some nice features we added with help of Hend was
I also decided to use a sprite overlay on the playfield, in creating level dedicated press for each 3 levels and
which some animations take place like the falling bastards fantastic drawing on the end screen pic.
that pop out of the ballons and the floating points. these
animations are also platted into this overlay. In 1 player, All with all, it was a long time developing, but I am glad
2 overlays on top of each other, in 2 player, each player it all worked out in the end.
has its own overlay, giving a slight color clash between
points and falling bastards, but I found this acceptable. Tips from me for anybody who wants to do similar projects.
In order to manage all animations, I use a 4 page animation - make a playable proof of concept, that doesnt need to
array with 255 slots, keeping track and performing all be good looking, but must work properly for the better
animations outside the IRQ, while the gameplay itself part of it. You can always find music or graphics artist
stays inside the IRQ, letting the gameplay being unaffected that help out, but too many projects end up on the "we
if a lot of animations happen at the same time. will finish this one day" when the point of complexity gets
too big. N: Thank you for all the responses and your valuable time.
- don't hesitate to do big modification ones you notice Before you say goodbye, tell us about your future plans.
you took a wrong path in coding, better to change course
in time then do it at the end. Since I only am familiar with the c64/6510 as retro
- make little side projects to test out stuff and get to know machine, I will not develop anything for other platforms.
scripts you use from others. In my case I spent a lot of
time diving into digi/sample playing, using Lasse's Bitops Next project will be a racer but this is very early in
Fastloader and hacking into the Lasse's goattracker development.
routine to control play speed and play on the fly patterns
while the music is playing.
- reiterate your code frequently to optimize in speed or
size. Most of the time, the proof of concept is great, but
looking back at some code a year later, changing your
perspective, might bring you onto ideas to improve old
code immensely.
GB: What consoles and/or microcomputers have you I'm a serial 'copier' of the first hour, when you typed the
had and which ones would you have liked to have? endless lists from PaperSoft to be clear, but I've always
Page 38 of 78 RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 13
RETROINTERVIEW
been a curious person, and for this reason I learned basic abandonware and gaming in general, I thought I would
stealing here and there, following the Jackson courses share this great passion of mine with the rest of the world.
and reading the manuals of the various machines. Only On February 14, 2014, I created the page and wrote the
many years later, after a long break, I approached html first post, the rest is history. The page had an incredible
and php and started making sites for friends and others. boom (in 2014 we were still counting on the fingers of
Some time later I also did a Flash Mx course for the same one hand pages and Facebook groups dedicated to
reason, which I then used to 'program' small flash games. retrogaming), in a short time I found myself with 1,000
members, then 5,000 and after two years we were already
GB: Do you have your own collection of consoles and at 45,000. A success that literally left me speechless.
microcomputers?
GB: Was it born as a group or did you create it from the
Over the years it is hard to carry around all your belongings beginning as a thematic page?
especially if, like me, you have gone through several
removals, divorces, cohabitations and so on, but something SalaGiochi1980 started directly as a page, at the time
I managed to keep. I have a C64, which unfortunately (we're talking 2014) it seemed like the best choice.
since a couple of months has started to act up and does
not turn on anymore, my legendary MSX Philips VG8020, GB: To date SalaGiochi1980 has almost 90,000 "likes",
two AMIGA 500, one working and the other with a broken how long did it take to reach this result?
drive, two NES with several cartridges in tow, PS1 with a
myriad of CDs, PS2 and other material. Slowly I'm trying SalaGiochi1980, as I said above, has been online (on FB)
to buy back what I would like to keep in my collection, since February 14, 2014, so that's 8 years, 8 years of
like the Vic 20, GameBoy, Master System and more. hard work, passion, joys, sorrows and you name it.
GB: Let's talk about SalaGiochi1980: how did the idea GB: When did you realize the game was starting to get
come about? serious?
My approach to life has always been 'semi-serious', and
After a lifetime spent on video games, including also even in this adventure I did not want to change form.
managing several sites and forums dedicated to Things that are too serious eventually tire those who do
them, but also those who watch, see, listen... I would not and many others that I can not mention not to risk filling
like it to become a job, but always and only as a fun way an entire A4 sheet. THANKS GUYS, from the deep of the
to spend my free time. I have a job that pays my dues heart. To all of you!
already and keeps me out of the house for 8/9 hours a day.
GB: Let's talk about costs and revenues (if you'd like
GB: How many games did you talk about on the page? and if there are any). How much does it cost to run a
project like yours? Are there any forms of revenue?
So many. I've lost count for quite some time now, but I
keep my own archive to repost from time to time, since As above, a passion has no price, there are people who
not everyone can read the many posts we make every day. spend $100,000 on a used Michael Jackson sock!!!
Revenues? Good question. From FB and INSTA absolutely
GB: Besides Facebook, you're also on Twitch and Youtube: nothing. With YT and TWITCH you pay your fiber bills and
how do you manage to find the time to do everything a few accessories (cam, mic, pad...) per year. If people
and run the family? Do you have people helping you or think they're going to make money by streaming retrogaming,
do you manage everything by yourself? they'd better look elsewhere. And it's definitely not my
main purpose anyway.
You can find the time for your passions, often stealing it
from your affections and your little spare time. The first GB: What do you appreciate in the "old" games that you
period of SalaGiochi1980 I was alone, but then I had at notice missing in the modern ones, let's say from 2010
my side several friends who helped me to manage to today?
everything, and I will never stop to thank them (see Tiz,
Lighting, Meo...). At the moment a dear friend of mine, The games of yesteryear have heart, imagination, fantasy,
MRAndread, helps me in the daily publication on FB, and straight to the point, but above all fun, an element that
joins me in conducting several columns that we do live titles from millions of dollars, with a script worthy of
on Twitch. During the theme nights many other friends Hollywood, will never be able to recreate.
are always ready on Discord or on cam to give a valuable GB: How do you choose the games you talk about? Do
hand including the legendary Duncone from Malta, Andrea you favor one feature in particular or do you assign equal
Pipo, EnriMassa, Marco Turrican, Simobol, MarcoVana treatment to all of them?
I don't have absolute preferences, although I have my evolution, to keep up with the times.
favorites ahahahahah. Let's say that I like to range a bit
between all machines and genres without distinction, MtB: Tell us about the wonderful initiative of the video
from the Stone Age to the PS2 (just to give me a limit), greeting for the first year of SalaGiochi1980.
but sometimes I also crossed the line.
Ahahahahahah, I had completely dismissed that. And in
GB: The reborn development of games on old-timey fact I don't remember much, but it's also been 7 years.
systems: what do you think about it and who is your I’m getting old, give it to me :-).
favorite programmer, if any.
MtB: The first year was a whirlwind of names that, thanks
It's great to see how rich and lively the undergrowth of to SalaGiochi1980, made friends and created
indie developers is. It's something that makes our beloved collaborations. Tiz, Clax, myself, Edi, Padova and the
machines even more valuable, and allows us to exploit legendary Lightning DJ. How do you remember that period?
them much better than thirty years ago. I always try the
new titles for all the machines, it's something I really love, It was a great time, we were really a team and many good
especially when there are remakes of great classics that friendships were born that continue to this day. We used
can be compared with the versions developed at the time to wait until the evening when we came home to chat with
(read GnG and Commando of Nostalgia for Commodore each other to exchange opinions, tips and anything else.
64… and many others). A developer? Do not make me And we didn't only talk about retrogaming! The absolute
name names... Well, let me just say one because I love state of grace for SalaGiochi1980.
his work and I also interviewed him on Twitch: Antonio
Savona. MtB: Last question: tell us about the legendary weekly
leaderboards and the fantastic chaos they could create.
GB: If you could create a video game, what would you
like it to be like? The famous Top Fans that was published every Saturday
afternoon at 4 p.m. It was a real struggle to get the top
In a word: F U N N Y! spot because the app rewarded the people who interacted
the most with the page, comments, likes, shares and
GB: Plans for the future: where will SalaGiochi1980 go? more. I remember the challenges between us to the last
comment in order to climb up the rankings and see our
Good question, but unfortunately I don't have a crystal name at least in the top ten. Such good times! Thanks for
ball. What I can say is that, within my possibilities, I will reminding me of them! Hi Mic, always on top (fans)
try to carry on with the same passion, perseverance and ahahahahah!
fun as now.
With the memory of the Top Fans ranking, our interview
Hi Alex, this is Mic the Biker or as someone called me ends. We thank Alex for allowing us to peek behind the
"Haggar". I remember perfectly the birth of SalaGiochi1980, scenes of Salagiochi1980 and we express our appreciation
practically I started to publish my passion online just for his efforts in keeping alive the passion for retro
because of you. I wanted to ask you a few questions. informatics that unites us, and we wish him ever greater
and more important successes. For those who want to
MtB: How has SalaGiochi1980 changed over the years? know more, in the box dedicated to the links we publish
the addresses of the Facebook page, Twitch and Youtube.
Hi Michele, it's always a pleasure to chat with you. Overtime
SalaGiochi1980 has undergone many changes, but the Useful Links:
leitmotif has always remained the same: the first place
is the passion for this fantastic world, everything else is - https://www.facebook.com/salagiochi1980/
- https://www.twitch.tv/salagiochi1980
in the background. Now we give much more space to live
- https://www.youtube.com/user/salagiochi1980
on Twitch and videos on the tube, but it is a natural
RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 13 Page 41 of 78
RETROHISTORY
Although this system never enjoyed the heights of popularity He also founded and ran VideoSoft, a video game
like Atari, Nintendo, or Sega, it was a pivotal step in an development company for the Atari 2600 in the early
entire industry because it offered for the first time cartridge 1980s, when the console became the market leader.
circuits strong enough to withstand physical shocks and Unfortunately, the company only released one, a technical
thousands of insertions without damage. The main fear tool called the Color Bar Generator.
Very quickly, Jerry Lawson became a member of the died a month later in Santa Clara, California, at the age of 70.
computer industry's greatest legends, including Apple symbol for all African Americans and as one of the modern
founders Steve Jobs and Steve Wozniak. For the record, fathers of the video game.
Jerry, who was visibly unimpressed with Wozniak, turned
him down for a job at Fairchild...
A bit of rarity
(rummoging here and there)
Do you see it parked there? Right next to it. The opponents or control and attack in front of or behind
legendary DeLorean from Back to the Future is ready the R-9, so you can fire in both directions! What's
to take us to the end of the Eighties, precisely in more, the Force Device absorbs the less powerful
1987. In that year, R-Type arcade machine arrived shots of the opponents, becoming a real shield. A
and the horizontal scrolling shooter will not be never
brilliant idea, united with a dynamic that allows it to
the same. A real revolution in the history of shoot
be exploited in an intelligent way, reducing that
em ups. In fact, this monster game follows an infallible
spasmodic need to shoot faster and faster. Thanks
market rule: it succeeds once in a lifetime. Let's start
to this mix, the fun is elevated: R-Type is incredibly
with our travel friends, with our coin in our pocket.
fun! Unlike its predecessors, it is not enough to
Entering the arcade room and seeing the cabinet,
memorize the enemies’ paths: here you have to use
the genius of H. R. Giger, aka the creator of Alien and
the disposable resources in an appropriate way to
the greatest exponent of organic biomech style,
the level in which we are or looking to the series of
cannot fail to come to mind. However, what the hell
enemies coming. If the game had already stopped
is this game? Mysterious object branded Iren, it has
here it would have been enough to annihilate his
managed to arrive with its charm intact to the present
competitors but…
day, as well as its immortal R-9 battleship that made
school in the genre’s design. A strictly horizontal
Beam is coming!
shoot em up with an arsenal that can be upgraded
As if that were not enough, R-Type also adds another
with four different types of weapons, out-of-scale
element: the Beam! Hold down the fire button and
graphics in the true sense of the word and fantastic you will see an energy bar charge up. Once at
sound. Until that day, nothing had gone that far: maximum, the R-9 will release a devastating beam
there was a row behind the cabin even with no one capable of resolving situations at the edge of the
to play with it! However, apart from the unseen human. Think about how revolutionary was: you had
graphics and the mad sound, was there really anything to think in a matter of seconds the real benefit due
else? Absolutely yes. It was since the dawn of the to the time lost to load the weapon and the real
first shooters that no major novelties were introduced. damage caused to the incredible enemies. Here, I
First of all we have the Force Device, the famous wanted to stop right here. Never before enemies
sphere that doubles the firepower, that become a seems escaped from a nightmare: the first huge
must from that day and. We can throw it against monster, the biomechanical heart as big as the whole
screen, is like a nightmare we dreamed. For the first
time the enemies, the monsters, are a backbone of
a game, fundamental for the genre evolution. Malignant
biomechanical creations, chilling, ancestral, original
and very, very large. Terrifyingly big. The final
guardians show off mercilessly annihilating full screen
dimensions! The R-9, which until a few moments
before seemed immense, becomes in no time a grain
of sand in front of the majesty of the xenomorphs,
just to pay another tribute to Giger.
are different: they go down with a few shots, but the genre. R-Type extinguished the old concept of
must be fired at a tiny weak point. A contest of nerves, shoot'em up, changed it, made it evolve and made
because the giants in question shoot. How furious it better. I still remember the frenzy of playing it, of
we have been, how many tokens we have thrown rotating with friends to pass the levels. In addition,
into this hallucinating coin op, if only to see what I remember how anxiously we were waiting for news
the graphics were like later on! about possible conversions for our home computers
Of course, like all shooters, it's not a perfect game, or consoles.
the genre itself can't be. However, the shoot em up
is the essence of arcade rooms! The difficulty of the And arrived Katakis
game is well calibrated. We assume that, when you Every Zzap! issue was probed line by line in search
become skilled, you can finish it after a few games of confirmations which, given the galactic success
without ever dying. Problems arise when you are of the game, were not long in coming. News of a
killed and have to restart from a previous point too conversion for the Commodore 64, my home computer
far and, above all, without armament! In this condition, at the time, began to leak. Activision announced the
it is impossible to win. But we didn't give up: another making of the game with great emphasis. However,
coin, we have to pass that damned level. We have while we were waiting, on Zzap! Number appears a
all played this game at least once; we have all review of a Rainbow Arts game called Katakis.
participated in our own way to make it an immortal
masterpiece and a crossroad for the genre. Nothing Thunder and lightning, this is R-Type with a different
was the same after him. In 1987 its impact was like name! A legal dispute arose and the title was withdrawn
the monolith of “2001 a space odyssey”: it elevated from the market. In the meantime, we had all some
Rtype on ZX Spectrum
Rtype on Commodore 64
the programmers managed to make the graphics
pirated copies of it, and it was a great game. Activision sector splendid. The good processor speed allowed
saw the prowess of Factor 5 team, which developed for smooth and precise gameplay. The final rendering
the game, and hired them for the 1989 Amiga was indeed very colorful, with limited block effect
conversion. Therefore, shortly after, Rainbow Arts and gorgeous detail. A dear friend of mine had the
was able to release Katakis , changing its name in Spectrum and, although we used to stick between
Denaris. Soap operas were in vogue at the time, even c64 and spectrum users, this time I made a standing
in our industry! ovation.
We don’t need the DeLorean today, because we are you can emulate them almost anywhere. And the
going to know a new one for our beloved Commodore same goes for the remaining old glories of the past.
64. It is now well established that the retrogaming In contrast to this, I find it stressful to manage next
world is no longer just a dusty room for old nostalgics. gen consoles, from Play 4 and Xbox one onwards.
What was initially viewed with sympathy as a movement You turn them on and there is already an update of
of elders who evoked old glories, today has exploded a few giga waiting for you. Ok, but what is there to
into something new. A wave with the strength of a update continuously? After that, I inserted the game
Tsunami made up of new and fantastic games, which disk, because I got the physical edition in store,
is ridden by the mighty old 8 and 16 bit platforms, which cost me less than the digital one. Magically,
now in better shape than ever. Here, The Age of not even the time to see an image and on the screen
Heroes is part of this new videogame stream. appears that warns of a 30 giga update to start the
game. What did they put on the disk then? And it is
continuous, between DLC, other updates, upgrades.
Then the game after a week broke me and I threw it
in a corner.
Maybe I understand...
I begin to understand the situation! If I have half an
hour and I want to relax for a moment, retrogaming
exactly does what it was created for more than 40
years ago: have fun! Everyone noticed that, and the
development of new games is now no longer a rare
While the new consoles limp, thanks to a not so bright fact but a solid reality. Today we see games for our
historical period and an electronic components crisis old electronic gadgets that if they had come out in
never seen before, the old gen gets new and shows their day would have given us a lot of fun, and in
a great physique. The new entertainment systems some cases, we would have screamed at a miracle.
are almost at a standstill, while the old glories gain Therefore, here we are to see this funny Hack n Slash
more and more space in the hearts of fans, even that takes RASTAN as inspiration. Psytronik is a
under 40. Of course, I'm a fan, I grew up with these guarantee: it has always accustomed us to good
systems and I love them but objectively they have games with great dynamics. The Age of Heroes is
several advantages. Taking the good Commodore no exception: it was released a couple of years ago
64 for example: never received a system update in but, being part of this "back to the future", perhaps
40 years. His games? Pick them up, load them up not many will know. The team that took care of the
and play. You can do it on the original machines of game is a top one: programmed by Achim Volkers,
the 80s, on the reissues in a mini or maxi format or graphics by Trevor 'Smila' Storey, while the sound
Page 50 of 78 RETROMAGAZINE WORLDENGLISH YEAR 3 ISSUE
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GAME TESTING
is a guarantee thanks to Saul Cross. The story tells level up. Like any good self-respecting RPG, killing
us that an evil specter is sending his legion of the enemies accumulate points, which will make us
damned across the frozen wastes, mountains and advance and become stronger. The visual effect that
sacred temples. It will be us, fearless protagonists accompanies this increase is great, and is perhaps
with a Joystick in hand, who will have to remedy this the best thing about this aspect of the game. When
mess, traveling and fighting to eliminate the ghost you level up, we recover all the energy, and also will
and the bad legions. After all, we are the descendants add a little more. I was disappointed with the way
of the warriors of light: can we refrain from fighting? points are stacked to advance: only melee kills against
enemies give points. If we use magic, nothing happens,
much less killing a boss. There are some bugs in the
game, or at least I thought they were. It happens
that I land slightly too high to hit enemies, I couldn't
hit them even getting down. Sometimes the bad guys
walked through me without hurting me, which isn’t
so bad for me! Nothing so serious as to affect the
playability, after all, even a sacred monster like
Rastan for C64 had some problems. The game is
available in different formats: they range from the
standard cassette, to a special edition on clamshell
The game tape (limited to 50 copies and I think already finished).
After a great loading screen, and a selection between We then have two versions on disc, one inexpensive
a male or female warrior, we begin our journey. Here and one premium. The top remains the Collector’s
we are, struggling with a side scrolling arcade, armed Edition box set with the disc game, soundtrack CD,
only with a sword and a spell. As in the best tradition poster, keychain, badge and stickers! I'll post the
of the genre, enemies will attack in waves from both link for details on how to order physical versions as
sides, trying to make life difficult for us. The graphics well as download from csdb.
are very good: they use the black color very well to https://psytronik.bigcartel.com/product/the-age-
create high contrasts and satisfying backdrops. The of-heroes-c64
sprites are well animated and the sound is great. https://csdb.dk/release/?id=176388
The feeling is nice: it’s practically like going back in
time. Obviously, the game’s dynamic is that, it cannot FINAL JUDGEMENT
be otherwise. I appreciate the willingness to insert GAMEPLAY: 90% You can't think about Rastan while
some variations, such as in the second level: here playing it, but luckily the game is not limited to that.
we will find a boss to eliminate. Very nice, both for The action is not lacking and it is well calibrated:
the atmosphere and to give more depth to the game, slashing is always a great pleasure.
the idea of the paper map that shows us the levels LONGEVITY: 75% Like most of this genre of games,
that are blocked or not. once finished it will rarely be reloaded. Too bad,
My joy is always at the top when I face these old since only by finishing it, the difficulty initially
school gems. What surprised me positively is the conceived by the programmers is activated, a real
initial difficulty, quite easy: you get to the first boss challenge to try again!
without great problems. Of course, the dynamics are
always the same: you go on, you jump, you use the
ropes to go up and down and you hit enemies with
your sword. If you are thinking “Like in Rastan!”, you
are right. I believe that the developers took the
famous arcade as an example to follow, making the
initial approach easier. This is due to some feedback
from players in beta testing. Therefore, the development
team decided to unlock the hardest level only after
completing the game.
One aspect that I liked is that in the game you can
RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 13 Page 51 of 78
GAME TESTING
Year: 2020
THE SHADOWS
Publisher: Double Sided Games
Genre: RPG
Platform: Amiga
OF SERGOTH
Website: https://
doublesidedgames.com/shop/
commodore/commodore-amiga/
the-shadows-of-sergoth/
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» Gameplay 80%
Classic but fun game system.
It's a dungeon crawler and
going after monsters is fun.
Nice spells present.
» Longevity 75%
The game is nice to be played
but the dungeons are not
challenging, you risk ending
the adventure too soon. Funny
RPG, can increase experience and then The adventure is playable and linear the creation of the party.
Year: 2022
PUZZLE BOBBLE
Developer: Bas Scheijde (aka
Acied)
Genre: Puzzle Game
(COMMODORE 64) Platform: Commodore 64
Website: https://csdb.dk/
release/?id=213965
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» Gameplay 99%
Simple, balanced and fun in all
its game options.
» Longevity 95%
32 levels in single is a nice
challenge... but in double and
with the different game
options it becomes eternal.
1994 Commodore's 8-bit machine was 4. Infinite levels (levels in order but
already on its way to sunset. infinite).
The project was long and ambitious. The two-player version gives this title
Bringing back to an 8-bit machine the eternity!
look of the game as faithfully as possible The author in the initial loading has
seemed impossible and instead. included a trainer that allows you to
skip some levels.
It's all beautiful and has everything us
Puzzle Bobble fanatics are looking for! What more can you say? It's Puzzle
Everything works great. I loved the Bobble, one of the most playable titles
graphics, colorful and animated really ever made. Fun in single player, never
great. There's even a home screen with predictable difficulty level and practically
Neo Geo written on it. eternal.
Download it and support the new
Graphically a jewel indeed. Unthinkable developer scene.
for such an "old and limited" machine.
Even the sound seemed appropriate Fun fact. This version uses some loading
and pleasant, perhaps slightly screens where the future projects of
underwhelming compared to the this incredible development team are
graphics, but perfect in context. presented.
I almost forgot… Don't miss the
The game supports both joystick, pad interview with Bas Scheijde in this same
and paddle. There is a fun two-player issue.
tournament mode that is done with the I'm going back to the game.
corresponding number key:
1. Random (random levels) by Ingrid Poggiali
2. Random Endless (infinite random
levels)
3. Levels (levels in order of play)
Year: 2021
WIZARD
Developer Daniel Savage
Genre: RPG/Puzzle/Action
Platform: Nintendo 64
OF THE BOARD
Website: https://mega.nz/file/
h35G0A5b#zOA2MQtH_BwOaU
_btPDiceXnudm60APAqvvJMKC
SYfA
Page 56 of 78 RETROMAGAZINE WORLDENGLISH YEAR 3 ISSUE
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» Gameplay 80%
A mix of fps, puzzle, chess and
action game. Well structured
levels.
gear. Hostile. with the demons will only come towards Challenging control system at
The Smiley Spitters, strange yellow the middle of our journey, after we first.
monsters that shoot projectiles, and already understood what to do. A plus
so we will be forced to move fast to point. It's rare to find homebrews that » Longevity 90%
avoid them. The bullets are slow but guide you perfectly through the Decidedly well-balanced
difficulty of the game and its
definitely lethal. mechanics.
duration.
The Blue Demons, huge demons that A N64 controller is recommended if
will chase you relentlessly if you enter you play in emulation to have the correct
their field of vision. You have to hide key mapping available. The game has
and plan. They must be knocked out been released in PAL and NTSC versions
with three shots. and works perfectly on real hardware
Demon Queen floats on the board via Everdrive.
staying away from the player but The puzzles are not complicated to
shooting projectiles. Hostile. finish but offer a balanced difficulty
The control system seems shaky at and, once completed, a nice feeling of
first, but once you understand the victory.
controls everything becomes a blast. Conclusion.
The character moves with the D-pad Wizard of the Board is a great gaming
or with the joystick lever while with the sensation. It feels like we're back in
C pad we move the cursor. Frenetic in the golden age of N64 titles especially
case of enemy assault, but fun. with the design style. I liked the
Despite being a completely different progression of the levels with the short
genre, Wizard of the Board reminds us interlude movies (which according to
of another Daniel Savage game from the creator are inspired by Puyo Puyo),
2020, Lunar Assault 64 (a nice shooter they help make the game more than
title). It has distinct levels and just a series of levels.
intermediate dialogues that explain It has a decent length for a homebrew
the story, the setting is reminiscent of game and definitely looks more complex
the lunar world already seen in the than some recent or past N64 titles.
shooter and even the enemies resemble The only down note is on the audio
space monsters. Who knows maybe compartment; it is not exactly the best
the creator of the game will make a one… but it’s a small note.
related saga. We'll see. Overall a very good game that can be
Combining chess, puzzle games and completed in about 1 hour of play.
FPS is ambitious but definitely unique. Well-deserved win at the 64BREW Game
Elaborate and complex to get familiar Jam 2021 competition.
with the game mechanics, but fun.
It is not punitive. The confrontations by Carlo N. Del Mar Pirazzini
SILVER VALLEY
Developer: Enriquez Ruiz
Genre: Action/Metroidvania
Platform: Sega Master System
Website: https://
www.smspower.org/Homebrew/
SilverValley-SMS
The homebrew scene of the Sega There are a couple of minor issues
Master System, the Sega 8-bit console, from a design standpoint, though.
is very alive and active and over the Enemies, for starters, almost all seem
years has given us some very unique to be "damage sponges" aka leathery
and captivating titles. and require several hits to kill. This
happens right away from the first
One of them is Silver Valley, an action game world and, in some cases, can
that we will define in a modern be daunting and hostile.
Metroidvania key.
It's easy to die or get hit repeatedly
Actually, the title presents a variety without killing the monster in front
of different elements that don't of us. Sure, infinite continues are
categorize it in a specific genre, but present but it gets frustrating. I would
for convenience and especially for have preferred to see a different
vision it recalls classics such as system of increasing the power of
Castelvania or Metroid. weapons and less possibility to
continue. It would have given me the
The story is very classic. Freeing our appearance of a more "complete"
protagonist's world from evil. End. game.
But I don't want to be hard on Silver
The development style of the game Valley, because it's obviously a project
is a combination of the Konami and born out of passion by its creator and
Capcom classics of the time and some it's also an admirable effort.
typically British titles that we often
saw on the Amiga world.
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» Gameplay 90%
The control system is complete
and allows us to do whatever
we want. Excellent
characterization of some levels
and the variety of the game.
» Longevity 70%
It could have been done better
in terms of difficulty and
definitely lacks a more solid
"structure" for weapons and
damages to inflict on enemies.
Year: 2022
Editor/Developer: Konami MSX
KNIGHTMARE
e HOFFMAN AMIGA
Genre: Shoot em up
Platform: Amiga
Website: https://
hoffman.home.blog/
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» Longevity 90%
It's difficult but it keeps you
glued to the joystick like few
others.
Year: 2021
Developer: lvcabral
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GAME TESTING
of R-Type, but nothing. With amazement the ability to change, in the main menu,
and wonder I saw that the ship, when the color of the shield and the shape OUR FINAL SCORE
I held the joystick in the back position, of our ship, with profiles that are
came wrapped in a shield that protected unlocked upon reaching certain scores. » Gameplay 85%
me from bumps and enemy gunfire. Initially you have to get familiar
with the game mechanics
The music in the game has a techno
completely reversed than usual.
At the same time a line of energy placed edge and is addictive, while the sound
under the screen went down and there FX fits well with it, never giving the idea » Longevity 95%
I understood the absolute stroke of of taking away a voice. Ultimately a Once you understand the game
genius, which is that to get ahead in game outside the logic of the genre mechanics, it's almost
impossible to disengage from it.
this game you have to study more the that will appeal, for this very reason,
defensive phase than the offensive one. even to those who do not particularly
In fact the only way to survive is to use like to shoot everything that moves on
the shield not only as a defense, but the screen.
also to collect enemy bullets, to be
used later against them. In a few minutes by Michele Novarina
the game takes over, you can't tear
yourself away from it!
Year: 1994-2021
MEGA TURRICAN
Editor: Data East/Strictly Limited
Genre: Platform
Platform: Sega Megadrive
DIRECTOR’S CUT
Website: https://
store.strictlylimitedgames.com/
products/mega-turrican-
collection-mega-drive-preorder
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GAME TESTING
Year: 2022
Editor: Second Dimension
MAIDEN
Super Nintendo
Test on: Sega Megadrive
Website: https://second-
dimension.com/store/eyra-the-
crow-maiden-sega
Page 66 of 78 RETROMAGAZINE WORLDENGLISH YEAR 3 ISSUE
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» Gameplay 70%
The classic platformer. One key
jumps, one key hits, one key
throws the crow. Nothing
more.ù.
» Longevity 70%
It may seem repetitive in the
long run.
long run it gets repetitive and can even Available as a digital download and
be boring. soon in a physical version..
Year: 2021
Story: linear, an evil dragon has but neat game, sound made only of
kidnapped our pet. effects and a robust playability.
Gameplay: classic and fun with 100
levels to tackle full of traps and Recommended for lovers of the
enemies. platformer/puzzle genre. It may not
be a milestone but it brings a lot of fun.
A beautiful adventure for Atari's 8-
bit console. A console that often went
unnoticed but that found itself fighting
the battle with two giants of its era,
the NES and Master System.
» Gameplay 80%
Simple and very eye-catching
in level design.
» Longevity 80%
It's not easy and, in some
places it's really maddening,
but you'll find yourself
replaying it over and over
again.
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GAME TESTING
Year: 2022
ROBOT JET
Developer: Tomasz Mielnik e
Kamil Wolnikoswski
Genre: Platform
ACTION
Platform: Commodore 64
Website: https://
carrion64.itch.io/robot-jet-
action
» Gameplay 85%
Immediate and without too
much to think on how to move.
The robot moves smoothly.
» Longevity 85%
As many as 35 levels and a
good dose of difficulty that will
keep you glued to the joystick.
Year: 2004
» Gameplay 80%
It's a pleasure to play with.
» Longevity 80%
Not too complicated nor too
simple. A good compromise.
Page 70 of 78 RETROMAGAZINE WORLDENGLISH YEAR 3 ISSUE
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GAME TESTING
Year: 1991
CRISIS FORCE
Editor: Konami
Genre: Shoot'em up
Platform: Famicom/Nintendo
NES
By 1991 it was clear that the days of to the form with a cannon on the tail
Nintendo's glorious 8 Bit platform part. Pressing the A key again will
were numbered. transform it into a ship with four
combat turrets on the sides.
Despite the quality of the games of
the rival Pc Engine and Megadrive The graphics in this game are
and the arrival of the new Super PHENOMENAL! Crisis Force was often
Nintendo, some developers did not called "the AXELAY of FAMICOM" by
seem so convinced to surrender to the magazines of the time, and rightly
the age of the small console. so I might add.
Konami, Capcom and Enix were still Konami achieved a level of detail and
making great titles for the Nes. technique worthy of 16-bit, in terms
of multiple scrolling backgrounds and
Crisis Force is an example of them. large sprites. Custom chips inside the
One of the greatest vertical scrolling cartridge made this feat possible. The
shoot em ups ever released on this first time I saw the game in action I
console. was shocked. I had never seen anything
like it on the NES/Famicom. The same
The story is typical: 199X, Tokyo goes for the audio department that,
invaded by a robotic alien force. A
boy and his girlfriend take off in their
Falcon fighter planes to stop the threat.
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» Gameplay 95%
It is a Konami title. Simple in
gameplay but fun. The ability
to transform ships during the
game makes it appealing.
» Longevity 90%
Seven levels are a nice
challenge. The difficulty level is
high but enjoyable.
Year: 2012
It's a rainy Friday night and I'm out of the 90s, the golden age of the
obsessively playing Classic Kong that 16-bit machine.
Nith handed me to test out.
The tagline "How high can you go?"
I don't know the golden era of these we find between levels hints at how
games (I'm very young), but thanks mesmerizing and playable this title
to the passion of my father and the is. We always want to get to see more
friendship of "uncle" Nith, I got lost and tackle the same levels with the
in them. Literally in love. difficulty rate increasing at a dizzying
pace.
I was saying I'm obsessively playing
this Bubble Zap game for the Super I was glued to it for hours and I must
Nintendo because I'm stubborn and have cursed all the languages I know
I love this title. every time poor Mario got killed. But
I'm still here.
A quality game, it doesn't look like a
last generation homebrew but a title
to put in the showcase with the other
gems for this console.
The game system is the one you all OUR FINAL SCORE
know (I actually just recently, but I've
been reading up on it) and it's brilliant, » Gamepley 90%
simple and punishing if you're not You have to be precise in
careful. jumping, hitting and getting the
timing right... but the controls
are perfect!
This Super Nintendo version is really
enjoyable. Bright and nice graphics. » Longevity 95%
That uses very well the colors of the The grade I gave speaks for
console and seems to come straight itself.
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Year: 1987
This game brought back some vague And what about the gameplay? Moving
memories of a particular first-person the crosshairs of a gun is not optimal
shooter with crosshairs, underrated with a joystick or buttons, although
and never converted for any home the satisfaction of having taken out
machine: I'm talking about Empyre the enemy one second before time
City or more commonly Street Fight expires is really enjoyable.
(not to be confused with the legendary As I said, the game is a scrolling one
fighting game), set in the America of and you have to search the entire
the gangsters of the 20's. But neighborhood for even more protected
something, the Commodore 64 has enemies: from the most unthinkable
brought home, although not at the shelters to hostages! As in Empire
levels of the latter, that is its clone, City, there's a bandit who shields
named Prohibition and signed by himself with a beautiful woman; this
Infogrames. is surely the scene that impressed
As the name implies, the setting is me the most in the original coin op.
among the infamous American It's one of those games that, even
neighborhoods and precisely during once you get to the end, you are
the years of Prohibition. The objective tempted to play every now and then
of the game is to kill every gangster as a panacea especially after a stressful
that crosses our path, or rather, look, day at work to let off steam. While I
since we'll use the crosshairs of a was trying it, I was afraid it might be
gun. At regular intervals one of the a little bit repetitive but it’s not, there
gangsters will appear at the corners, are small changes in enemies and
at windows, on roofs and even in a environments going forward.
manhole! All we have to do is shoot Loading from a cassette is not even
him. Up to here it might seem like a long, just enough time for a coffee or
child's play (in every sense)! tea or maybe a nice drink even though
it would not be very suitable given
The screen is not fixed as in the old the title.
arcade booths with infrared guns, but
scrolling, and the direction to take is Last but not least: Infogrames is a
dictated by the arrows that appear brand that has always produced good
at the bottom of the screen. We will titles, even if not many have had the
have only five seconds to find the spotlight and, like any game that has
enemy and fill him with lead. received little attention, Prohibition
Fortunately, the five seconds can be deserves a second chance.
renewed by pressing the spacebar,
which will make us jump to the ground We always look for the bright side, OUR FINAL SCORE
to avoid the first enemy shot, but this because even in the thickest darkness
will cost us energy, represented by there is a glimmer of light! After almost
some bullets. two years of pandemic and a significant » Gameplay 70%
slowness in recoveries, I wish those Killing gangsters with one
The sound of the game is very in quarantine a good recovery and a second to go is satisfying!
reminiscent of that of the gangster return to normal life.
movies of the 20s, with music that » Longevity 60%
was probably very popular at the by Daniele Brahimi Not long, but you'll play it game
time… Like nowadays summer hits. every now and then.
Year: 2018
Platform: Discord
Link server: https://discord.io/
retro_multiplayer
Link Social: https://linktr.ee/
retromultiplayer
Today the discord server has more You will meet a community of
than five hundred members and enthusiasts that has practically
has been joined by a Facebook become a family that meets on a
group and page, an Instagram and daily basis to share and relive
Twitter profile and a Youtube and together the endless passion for
Twitch channel on which have been the magical world of retrogaming.
uploaded more than one hundred
videos including tutorials and
by Querino Ialongo
event nights. Some posters of events
organized by the community
In fact, Retro Multiplayer users, in
addition to meeting in the evening
Page 76 of 78 RETROMAGAZINE WORLDENGLISH YEAR 3 ISSUE
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GAME TESTING
Before the closure of the issue, Giuseppe sent us another beautiful image, and it would be a
crime not to share it with you. Artwork by Giuseppe Mangini inspired by the game Knightmare.
Gianluca Girelli
RetroMagazine World-Eng
Year 3 - ISSUE 13 - FEBRUARY 2022
Chief Editor
Francesco Fiorentini
Managing Editor
David La Monaca
Editing Manager
Marco Pistorio
Web Management
Giorgio Balestrieri