RetroMagazine 11 Eng
RetroMagazine 11 Eng
Table of Contents
If there is one thing today that we have got in great quantities in
retrocomputing, it is resources to draw on. The Internet offers us ◊ Apple II Pag. 3
countless opportunities to retrieve documentation, books, magazines, ◊ NES - (un)protected Pag. 8
guides and manuals for our beloved computers. It’s so easy to find both
◊ Pandora's Box EX Pag. 11
digital and traditional material. And then there's the vintage hardware.
◊ The NanoComputer Z80 Learning System Pag. 18
For years, cellars, attics and car garages have been looted and
thousands of famous and widespread 80s/90s computer models have ◊ MAXIM, the arcade room since 1990 - Part 2 Pag. 22
emerged. This is all to the advantage of collectors and enthusiasts who ◊ Retro Interview: discovering new talents Pag. 26
bought them at modest prices, then they repaired and tested them and,
◊ Q&A with Bill Mensch Pag. 28
in some cases, got real in-depth use out of them, perhaps like they used
to, back in the day. Putting together a collection of respectable ◊ Amiga OS 3.2 - Test and installation Pag. 32
hardware does not take much in terms of money, after all, unless you ◊ ZX Master Mind Pag. 34
want to own those few models or peripherals of a certain rarity that
◊ Conversion of a number from binary to digital Pag. 40
have become an expensive investment. Certainly a few years ago the
prices of second-hand computers were (much) lower on average. But ◊ BASIC fractals in 8-bit sauce Pag. 44
with a little patience, a little constant research, a little technical ◊ Amiga, C64 and MS-DOS... shake hands! Pag. 46
knowledge, a little trusted knowledge (for example, subscribing to
◊ The importance of preserving software Pag. 51
Facebook groups or forums specialised in certain brands helps a lot),
all in all, you can also buy up some fun at good prices. Let’s not forget ◊ GALAGA on C64 by Arlasoft Pag. 54
the most important ingredient of all: caution, because fraud by real ◊ Turbo Out Run - justice is served Pag. 56
scammers or speculating sellers is always around the corner. Careful ◊ ListAmiga: top 10 esclusives Pag. 58
attention should be paid to prices that are too low or bids that are too
◊ ZAXXON Pag. 64
tempting.
All of us retrocomputing enthusiasts could limit ourselves to emulators. ◊ Souls Keeper (MSX/MSX2) Pag. 69
Why not? After all, many of these have reached an astonishing maturity ◊ Briley Witch Chronicles (C64) Pag. 70
and with the right resources and settings, achieving a look-and-feel
◊ Cotton 2: Magical Night Dreams (Sega Saturn) Pag. 72
very close to the good old physical machines is basically guaranteed.
But it's not the same - it's not enough: nothing can replace the thrill of ◊ Dragonborne (GameBoy) Pag. 74
touching the plastic or metal of the cases, typing commands on a real ◊ Unmetal (Win/PSVita/PS4/Nintendo Switch) Pag. 76
keyboard, even smelling the overheating of the ICs and CRT monitors,
◊ The Swarm Is Coming (ZX Spectrum) Pag. 78
hearing the noise of the disk drive while loading the programs, admiring
the original colours of the games and so on. Not even the ◊ Empire Earth (PC) Pag. 80
"reproduction" (often absolutely faithful) and the flexibility provided by ◊ Inca Man (Amiga) Pag. 82
FPGA boards such as MISTer and MISTICA can compete with the ◊ Prince Of Persia (Atari XL/XE) Pag. 83
sensations provided by the real machines.
◊ Lufia & the Fortress of Doom (Super Nintendo) Pag. 84
And then, let's face it, the search for old hardware also provides its
share of fun. Dealing daily with the prestigious brands of a now defunct ◊ Magic Castle (PlayStation) Pag. 86
market, looking for models and accessories considered unavailable, ◊ Quest Forge: By Order Of Wings (NES) Pag. 88
discovering computers and consoles that survived for only a few years, ◊ Puzzle Bobble (Amstrad CPC) Pag. 90
following the innovations of modern peripherals that can be connected
◊ Street Warriors (C64) Pag. 91
to old machines and making the user experience comfortable and
efficient. All this is incredibly exciting and fun.
And all this takes time. So much time spent reading forums, attending Contributors to this issue of
groups of users to ask questions and provide answers, downloading and RetroMagazine World (in no particular order):
reading books and magazines that are three or four decades old,
scouring classified sales sites and much more. Of course, there is also a • Alberto Apostolo • Roberto Del Mar Pirazzini
downside: that sense of frustration for all the time that is needed and • Dr. Andrea Q. • Ingrid Poggiali
will probably always be needed in order to be able to deeply study and • Carlo N. Del Mar Pirazzini • Gianluca Girelli
make the best use of the computers that we have managed to • Daniele Brahimi • Roberto Zaffanella
accumulate. Think about it, any 8-bit computer in itself represents an
• Mic the Biker Novarina • Maurizio Diamanti
endless mine of ideas, resources, and possibilities of use both from a
• Francesco Fiorentini • Roberto Lari
software and hardware point of view. One life would not be enough to
• David La Monaca • Giorgio Balestrieri
go into every single aspect of it, let alone dozens of different machines.
• Leonardo Miliani • Alessandro Gatti
Time. The time variable that, even for this small hobby activity of ours,
turns out to be the most precious currency available. • Giuseppe Rinella • Cover & full-page image:
Giuseppe Mangini
• Christian Miglio
• Cover layout:
David La Monaca • Ermanno Betori Carlo N. Del Mar Pirazzini
Apple II
by Leonardo Miliani
After analyzing, in the previous articles, two of the three well and anticipate the needs of people. Jobs had helped
components of the so-called "1977 triad", that triptych Wozniak develop the computer and then convinced his
of computers, all released in the same year, then marked friend to produce some cards to sell to the participants
the history of computer science and opened the way in the Homebrew Computer Club meetings. Seeing the
towards the spread of home and personal computers that good feedback, Jobs realized the potential of the machine
we then witnessed in the following decade. So we could and proposed to Wozniak to get together in business to
not leave out the third member, perhaps even the one start a larger-scale production and sale. In 1976 they
that more than others has really marked a path followed founded a company they called Apple and Jobs made
by many others. We are obviously talking about the Apple arrangements with one of the first open computer stores
II, designed and built by two great "Steve", namely Steve in the area, the Byte Shop, to sell 50 cards of what they
Wozniak and Steve Jobs. called the Apple computer (only after the presentation
of the Apple II, it will be referred to as "Apple 1"). Once
Back in time the agreement was concluded, in a month of work they
To understand the genesis of the Apple II we must first produced the promised cards and the store began to sell
of all go back in time, to 1975. At the time, Steve Wozniak, them for 666.66 dollars each.
an electronics enthusiast, had started attending the
meetings of the Homebrew Computer Club, a club of The development
computer enthusiasts that had formed just that year after With the first money that went into Apple's coffers, Jobs
the Altair 8800 was put on sale. Wozniak had been so and Wozniak began to think about how to improve their
caught up in this new adventure that he decided to design product. Jobs studied the requests, suggestions, and
and build his own computer. The idea remained for a while criticisms of their computer buyers gathered from the
a mere project until, in the middle of 1975, MOS Technology Byte Shop while Wozniak thought about what was missing
released an economic CPU that he, a student without for that computer to run the Atari Breakout game. Jobs
money, could buy: we are talking about the 6502. Thanks understood that people wanted a computer that was even
to this microprocessor, Wozniak managed to make his easier to use. The Apple 1 was offered already assembled
computer, which he began to show at club meetings. And but it was not yet a ready-to-use computer: the buyer
this is where the other Steve mentioned earlier comes in: had to add a power supply, a keyboard, a television and,
Steve Jobs. Jobs and Wozniak had met a few years earlier
and shared some work experiences, including the few
months spent in Atari in 1974 where Jobs had helped
Wozniak make one of the early versions of the video game
Breakout. During these years Jobs had been able to
appreciate the incredible genius of Wozniak's manufacturing
solutions, capable of producing an electronic circuit using
as few integrated circuits as possible (a capacity he had
developed in the past since, being always short of money,
he had to minimize the integrated ones to buy). Wozniak,
for his part, had known the nose for business, the dialectical
arts and the great persuasive ability of Jobs, skills that Fig. 1: An Apple II with the dedicated monitor resting
made him a perfect "business man" able to treat business on the case (photo by Rama & Musée Bolo - source
Wikimedia Commons)
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11 Page 3 of 93
HARDWARE
Fig. 2 - Detail of the expansion slots of the Apple II container, and tilted the front part including the keyboard,
(photo by Erkaha - source Wikimedia Commons) obtaining two results with the latter solution: it made the
possibly, an interface to use a cassette recorder. Wozniak, container more streamlined, because the user had in
for his part, had identified some points to change: he front not the highest part of the machine body but the
wanted the computer to be able to run a Breakout clone lowest, and also the inclination of the keyboard made
game, so since the start of his project, he added sound typing easier, as on a typewriter.
management, a circuitry to connect game-pads and the
possibility of creating colour graphics with commands Technical Characteristics
able to draw easily and directly from the BASIC. The heart of the Apple II is the same as its predecessor,
the MOS 6502 that made the fortunes of many other 8-
Paul Terrell, the owner of the Byte Shop, had on his own bit computers of the time. Chosen for its cost-effectiveness,
made a wooden house to contain the computer, so as to Wozniak has nevertheless been able to build a highly
make it more palatable, so that he would lose that nerdy respected computer around it, capable of being used both
aura of product that had a plain board and make it look at home and in the business environment.
more like a real computer terminal. Jobs was enlightened
by this idea and decided that even their computer should The Apple II does not have a real graphics chip but is able
have an attractive but familiar case, so that even at first to handle a video image of 40x24 16-colour characters
glance it leaked the idea that it was a simple object to in text mode or 280x192 4-colour pixels (later brought
use, like any other device. to 6) in graphic mode. Wozniak exploited a peculiarity of
the 6502, namely to access the memory on alternating
To develop the computer with all these new ideas, the phases of the clock signal. In this way, access to the video
two Steve needed money. Jobs found them thanks to a data by the image generation circuit takes place during
financier, Mike Markkula, who managed to convince with the clock phase that the CPU uses for internal calculations,
his dialectical skills to invest in Apple. Markkula poured thus avoiding interruptions of the video flow that would
$250,000 into the company's coffers: thanks to this occur in the event that both the CPU and the video circuit
money Wozniak carried out the hardware development attempt to access the memory simultaneously. The video
while Jobs thought of the rest. He contacted Jerry Manock, buffer is also not separated from the main RAM: in other
who had previously worked as a calculator designer at contemporary Apple II systems the VRAM is static (SRAM)
HP, to whom he commissioned the construction of the and is separated from the system RAM, which is dynamic
case. Metal (too heavy) and wood (too rough) were (DRAM), because the latter type of memory was at the
discarded, choosing plastic, which allowed to obtain a time less expensive than the former. The defect of the
minimal design characterized by a crossing of curves and DRAM is that it needs a refresh circuit, which continuously
edges. Jobs wanted a container that contained all the accesses it for reading to keep the data stored, otherwise
hardware, including the power supply and the keyboard. it is lost. On Apple II, on the other hand, the computer
the frequency of 1 MHz of the other models, a 5.25” floppy the Apple II with the Apple dos operating system and
drive integrated into the machine body, 128 KB of memory spread by copying from the boot sector of an infected
and the ability to display 80 columns. This model is disk to the computer's memory during the loading of the
replaced the following year by the IIc Plus, equipped with operating system. He then remained resident in memory
a 3.5” floppy drive and integrated power supply. and copied himself to each disk inserted in the player
whose list of files was asked for. The motivation behind
In 1986, the Apple IIgs was introduced, a completely the creation of the virus is quite sympathetic. Skrenta, at
different computer, based on the WDC65C816, a 16-bit the time, exchanged pirate copies of his favourite games
version of the WDC65C02 (but also capable of emulating with his friends but also inserted software that distributed
the 8-bit 6502). This computer remains on the market small "computer jokes", programs that made appear
until 1992 and represents Apple's response to the written on the screen during the games. His friends
Commodore Amiga and the Atari ST but, despite the eventually got tired of it and didn't want to trade games
interesting graphic and audio characteristics that distinguish with him anymore so Skrenta devised the virus so he
it, it will not be able to enter the market of 16-bit home could distribute his jokes even without his friends'
computers due to the overwhelming power of the others knowledge. He then wrote Elk Cloner and inserted it into
on the aforementioned systems. the school computer, making it spread in a silent way.
Only after several starts, in fact, the virus manifested
The spread of Apple II inevitably also led to the problem itself, blocking the system and causing a message to
of clones. During its long life, the Apple II has been copied appear on the screen. The era of bootable viruses was born.
to every part of the world and by many companies, to the
point that it is estimated that about 200 computer clones Conclusions
have been produced, of which only 2 officially authorized The Apple II, despite its relative simplicity, has become
by Apple, the ITT 2020 and the black model produced by an iconic computer, perhaps one of those that have most
Bell & Howell. Many of the clones copied every aspect of marked the history of computer science. In the early
the machine, changing only the label with the logo of the 1980s, it saw the birth of a lot of exclusive programs. In
machine (but often also copying that) and replacing it addition to the aforementioned VisiCalc, many games
with names of fruits such as "Lemon" or "Pineapple". were born or established on the Apple II: we can mention
the adventure "The Oregon Trail", which benefited from
The first virus the color graphics of the Apple II, or the platform game
A curiosity related to Apple is the authorship of the first "Lode Runner", born on an Apple II Plus. The computer
computer virus, the Elk Cloner (figure 5). Developed in was sold in more than 5 million copies and 50,000 copies
1982 by a then-sixteen-year-old Richard Skrenta, it hit a month were sold at its best. It is also the computer that
made Apple's fortunes: suffice it to say that in 1982 the
company was the first computer manufacturer to reach
the goal of a billion dollars in annual turnover. And it was
also the computer that on more than one occasion saved
Apple from bankruptcy, producing gains while Apple III
and Apple Lisa were failing in the market.
If since childhood one of your favorite recreations was to consoles. The purpose for which it was produced concerned
open the toys to see how they were made inside, then the possibility for Nintendo to globally control the games
this column might be interesting for you! released for its platform, effectively avoiding the usage
of "pirate" cartridges and also being able to exclude the
The author is a graduate in Medicine and Surgery but has execution of games from different regions.
always cultivated a passion for electronics and modifying
things. NES was produced in 1983 but the CIC was introduced
I still remember when, armed with a hacksaw, I filed the by Nintendo to protect its intellectual property when the
corners of the slot for the Mega Drive cartridges to be company decided to launch the console in foreign markets
able to also insert the japanese cartridges and shortly in 1985. Probably the decision is linked to the experience
after I literally destroyed the now abandoned Master Atari had with its 2600 VCS which had a drop in sales due
System to try to understand the reaos for the the side to the development of poor quality games by third parties.
comb connector... This protection system is therefore not found in Japanese
consoles/cartridges and not even in the NES 2 or "top-
My curiosity for these things has never passed and over loading model" (NES-101), produced between 1993 and
time it has become a passion to learn the functionality 1995.
of the protection systems implemented in the consoles
released on the market while I was still a kid, especially The chip represents a ROM, so it is not possible to rewrite
those that I had never been able to have. it, and is located inside the console, which acts as a "lock",
combined with a corresponding chip, which acts as a
These systems, hardware and/or software, have been "key", present in the NES cartridges other than the
developed starting from simple implementations up to Japanese ones:
complex algorithms managed by dedicated hardware and
processed by as many devices.
The NES
Let's start with the first console produced by Nintendo,
the Nintendo Entertainment System, (code HVC-001
where the letters stand for Home Video Computer).
3196 - Asia / HK The PIN10 of the chip lock (in the console) is connected
3197 - PAL A (Great Britain, Italy and Australia) to PIN7 of the chip key (in the cartridge) and is able to
3198 - Famicombox lockout chip (found in both cartridges reset the console.
and "Box") PINs 11 and 12 (RESET_SPEED) are used to decide at
3199 - Famicombox coin timer (found only in "Box") what speed to "blink" the reset line (about 0.4s, 0.6s,
with different content depending on the region in which 0.8s, 1.0s each on/off) and then restart the console.
the console and games would be sold.
HOW TO BYPASS IT
HOW IT WORKS Over time, several systems have followed to have reason
Until 2010, no one had been able to publicly document for this protection:
its functions until Segher, a member of the then-known 1) Many third-party developers chose to send a rapid
Team Twiizers (currently known as team fail0verflow), electrical pulse (called a voltage spike) to temporarily
personally documented its characteristics. knock it out and allow the non-Nintendo-licensed program
to run. Nintendo reacted against this "technique" producing
As we have already said, the system consists of 2 parts: a hardware revision of the NES immune to the specific
- a Sharp SM590 4 bit microcontroller (in the console) "attack" (in particular those with the writing "NES-CPU-
that controls the inserted cartridge and acts as a "lock" 11" on the PCB)
- a corresponding chip in the cartridge capable of sending CURIOSITY: apparently older revisions (labeled as "NES-
the chip in the console a code that acts as a "key"; if the CPU-04" on the PCB) were instead substantially unable
key is not valid, the system resets. to support the protection so, if you have to buy a second-
handNES, try to know the hardware revision and look for
The chip pinout is as follows: an "old" one.
2) some developers (such as HES) instead developed a
"dongle" capable of connecting to an authentic cartridge
to bypass the control through it:
5) The chip was subsequently emulated in microcontrollers had smaller cartridges at 60 PINs while those in other
such as the ATtiny13A (in the photo the pins of the countries had 72 PINs:
microcontroller to be connected to the respective pins
on the NES cartridge):
6) Since in some cases the protection system could not Consequently, it was not physically possible to exchange
authenticate even the official cartridges (for example if them between consuls from different regions.
the cartridge contacts were not properly clean), a hardmod Obviously, adapters for both situations were created in a
to disable it is to lift or cut the PIN4 of the CIC: short time to overcome this regional "blockage", including
bypassing the CIC via integrated CIClone-style or an
original Sharp chip taken from an original cartridge:
LIABILITY DISCLAIMER
Two years ago I bought the DX version from the same Fig. 2: Folder structure of the SD supplied with the EX
manufacturer (Home again) and a couple of months ago to be available over time, and in parallel, several alternative
they contacted me to thoroughly test their latest product, versions (clones?) have also been developed by other
the Pandora's Box EX Home. just from the description of manufacturers, in both cases over time they have increased
its hardware characteristics, it was definitely very interesting. the number of games pre-installed and updated the
hardware of the consoles themselves.
For those who are not aware of the Pandora's Box, these
are mini computers of about 19 cm x 12 cm by 2 cm in To date, however, there are perhaps too many versions,
height, originally designed to run an emulator, the Final created by different manufacturers and this can lead to
Burn Alpha, with already installed on board hundreds of confusion, especially for those who would like to get closer
arcade games and Neogeo (those that were found years to this type of product for the first time, so I will try to
ago in the games room coin-ops). make a little clarity to help you better understand this
Several official releases of the same manufacturer (3A- world and untangle yourself in this jungle.
Game Electronic Technology, located in China) have begun
First of all, you should know that Pandora's Boxes are
divided into two types, which differ from each other by
the type of physical connection of the audio/video outputs,
the controllers and the power supply.
The first type called "Jamma", was born with a Jamma
connector and was created to be inserted into a game
room cabinet, which through this single connector,
originally allowed to connect to the PCB arcade board of
the single video game: the video (typically a 15 or 25 Khz
CRT TV), the power supply, the speakers and the joysticks
with all the related buttons including "coin" and "start".
In this way, the Pandora console replaces the physical
card where the single video game was present, however,
making available a large number of items (destined to
grow more and more over time), selectable when turned
on through a menu and using the joysticks themselves
Fig. 1: HW Comparison between EX, DX, and 3D
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11 Page 11 of 93
HARDWARE
but do you want to do... you can not have everything from gaming experience a little less equal to when playing on
life :D coin-ops in the arcade, where Autofire was not expected.
To add more, it should be possible (by reading the On the EX there is an interesting novelty to save the
specifications) to do so through a USB stick, following records, an option not present on the DX and this is a
the instructions found on a video on YouTube, which I great improvement for me.
publish the link to at the end of the paper.
Consider that even if it were possible to add them directly In the Settings menu there is a good number of options,
to the MicroSD, the problem remains that for the first two among which we have the possibility to vary for each
years it is not possible to open the console, otherwise individual game the number of lives and the difficulty of
the warranty will be lost. the game itself. It is also possible to enable a filter to
You will find the link with the video showing the full list improve the graphic performance and one to activate a
of games available on this console at the bottom of the article. sort of scanline, to be used on LCD screens to simulate a
little bit the performance of a CRT.
Among the functions already present on the previous It also allows us to customize the controls of the two
model and maintained here, we have the possibility to joysticks, being able to change the assignment and the
save the game in progress to be able to resume it later, correspondences of the various focus buttons.
always only one slot per game (but only with the "free Pay attention to the option that allows you to select
coin" mode!). Also for some titles, there is the option to between "free coin" and simulated tokens, because if you
activate the Autofire, simply by holding down the focus put free coin you can safely use the usb arcade joysticks,
key. Option that I personally recommend in titles like R- while if you put one of the modes with the simulated
Type to avoid finger cramps, although this makes the tokens (for example 1:1, one token for each time you
press the "coin" button), only the joysticks inside the equipped with LCD panels
boards will work (because they have a particular type of
connection between these and the console). Luckily if LCD = Liquid Crystal Display, it is the acronym that identifies
you are wrong, you can always go back to this menu to any modern flat screen regardless of the connectors it
correct the choice. has and the signals it is able to receive
I would close with a little clarification on the abbreviations
that I have very often noticed creating confusion: 15 Khz = typical working frequency of screens accepting
an RGB, Svideo or composite signal
CRT = Cathode Ray Tube, is the acronym that identifies
the cathode-ray tube of the old computer and TV monitors, 31 Khz = typical working frequency of screens accepting
previous to the (flat screen) models released later and a VGA signal
Fig. 12 - USB arcade joystick with zero delay controller used to test the console
For those who want to buy the Pandora's Box EX by VGA to Videocomposite & Svideo adapter
LeonArcade in Home version with the games pre-installed https://amzn.to/3EufFiL
(remember that the power supply is to be added if you
Audio cable from 3.5" Jack to two RCA Cinch
are not already provided), as always the link is shown at https://amzn.to/3BpxrSk
the bottom of the article, also available for smartphones
3 Cinch RCA female to Scart male adapter
is the AliExpress app to be installed.
https://amzn.to/3nMBV0q
For the Jamma version, be patient and wait until November List with all the games inside this Pandora's Box
EX by LeonArcade
that will really be worth it!
https://bit.ly/EX_games_list
(It could also be that by the time you are reading this
article, it will have already been listed) Italian group dedicated exclusively to Pandora's
Box (all models and genres)
https://bit.ly/Facebook_Pandora_Italia
I hope I have helped you to clarify the ideas about this
wonderful world and if you need, you can subscribe and Direct link to purchase Pandora's Box EX by
LeonArcade
ask for any kind of information about the Italian group
https://bit.ly/Pandora_EX_LeonArcade
dedicated to Pandora's Box, which you can find the link
on the last page.
Fig.2
The NanoComputer
This interesting product entirely Made in Italy was born
thanks to the innovative idea of a valid director of SGS-
ATES: Eng. Mario Scavino. With the collaboration of an
equally valuable group of technicians, from 1979 the
NanoComputer was produced and marketed [NCP20].
Conclusions
The NanoComputer was not the only educational system
put on the market at the time. An overview of the sector
referring to 1981 can be found in the papers written by
Cavalcoli [BIT22a] and Alessandroni [BIT22b] in issue
22 of the Italian magazine Bit.
Bibliography
[MCT20] AA.VV. (2020/08/18) retrieved from
http://museo.dagomari.prato.it/singolo.php?cod=188&ord=1
Fig.6
[NCP20] AA.VV. (2020/08/18) retrieved from
http://compvter.blogspot.com/2015/09/nanocomputer-dalla-discarica-al-museo.html
Fig.7 Fig.8
exploded, so I was literally shocked to see the Bub & Bob five goals, while with one hand we held the steering wheel
dragons in a game room. It was in the back, a bit hidden and with the other the gearbox.
by modern sparkling amenities. I was walking, to pass
the time while my son was playing something: when I saw Pac Man
him I was petrified. A train of memories fell on me all Another authentic piece of history you can find at Maxim
together, memories of beautiful summers spent in Jesolo is PAC MAN. Its yellow Midway cabinet is impossible not
with friends, all around the cabinet, alternating in the to notice and is in an amazing state of preservation. By
games. They had to come and get me because I was not heart I never played Pac Man in its original version, it was
coming out of that corner, and when I left I congratulated always inserted in some other "universal" cabinet. Of
Massimo for having exhumed this masterpiece. course, the game is always that but playing it here is an
added value: on the sides of the screen we will find the
Out Run game instructions and the table with the value in points
Another crazy piece, kept in such a way as to look brand of enemies and bonuses. Driving our yellow ball is also
new, is the vertical cab of OUT RUN. Getting close to this easier here, as control was born for this game and only
coin op is something sacred, it is a gesture that brings to for this one. The coin slot that still reads 25c is priceless.
mind incredible years and emotions never dreamed of.
Squeezing that steering wheel is a total shock, it's the
beginning of a journey through time. There is a detail in
this cabin that takes your breath away: at the top of the
steering wheel there are two ashtrays, of the chrome ones
that were riveted a posteriori. They are like graffiti in a
cave, only the symbol of an era in which the arcades were
constantly wrapped in smoke: you lit your cigarette,
started the game and put it there, while its lazy white
column gave you that unique atmosphere. Right on that
shelf we find the drawing of the map that branches off,
placed there to make us understand the roads that we
could take, but it was almost impossible to distract
ourselves to look at it. But it guided us towards the final
Super Sprint
Also in the area we find another piece from ninety, a game
that has enjoyed generations of players: SUPER SPRINT.
The Atari cabinet certainly does not go unnoticed: its size
and the three staggered steering wheels are impossible
not to notice. Here too we find ourselves in front of an
almost perfect cabinet, with only a little paint missing on
the coloured bases near the buttons to participate in the
challenge.
I think that if this cab could talk he would tell us about
millions of punches received when, turning the steering
wheel wildly, he was going to clash against some obstacle,
losing positions.
Page 24 of 93 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11
RETROINTERVIEW
Time Traveller
A very fresh New entry is a very special cabinet, which I
have honestly seen yes and no a couple of times in my
life, or Time Traveller. It is the first holographic video
game produced, as described in "The illustrated history
of electronic games". The story was created by Rick Dyer,
former creator of Dragon's Lair, and published by Sega
in 1991. And just like its illustrious and famous predecessor,
Time Traveller is also an interactive film game on LaserDisc.
Something similar to what happened in America in We had the pleasure of meeting Frida Katarina as a
the 1950s where nuclear energy was seen as the graphic designer using Commodore 64, creating her
future. In fact, you think that they sold as a game for drawings in PETASCII and this is her retro-interview!
children a mini nuclear laboratory containing real
radioactive minerals considered today the most Greetings to all the friends of RetroMagazine!
dangerous game in the world omitting swords, bows,
My name is Frida Katarina. Thanks for inviting me
slingshots, rockets, air guns etc.. that is, games that
by their intrinsic nature were born to injure. to this interview. I was born in Sweden in 1981. My
first computer was not my own, but my cousin’s.
Today we have hyper-powered computers with She had a Commodore 64 in the 1980’s and I was
amazing computational and graphical-sound allowed to play games on it.
capabilities, very easy in the predetermined use of Mostly I liked the music very much. I later moved on
various programs (many times preset by the to consoles (NES, S-NES) instead of computers to
manufacturers) but strangely a bit difficult for those play videogames, but I never forgot the unique SID
who want to use the computer outside the pre- music of the Commodore 64.
established schemes. So you are having a kind of
retro renaissance where we find new graphics, Many years passed and I somehow discovered SLAY
Page 26 of 93 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11
RETROINTERVIEW
[chips designed for more complex microcomputer systems]. This meant that I understood the needs of real systems
in real-world implementations. While we were working at
N: The 6502 has become the foundation of many MOS, Chuck, Wil Mathis, our app guy, and I were eating
microcomputer systems, and if you look at books about atArby's one day, and we talked about doing something
contemporary programmers, they often talk about the beyond PIA. And they said, "We'd like to put in a couple
quirks of the architecture and instruction set of the 6502 of timers. We'd like a serial port, ”and I said,“Okay, we're
compared to other processors. What drove these design going to need more log selection lines. ” And our notes
decisions? ended up on an Arby napkin. I left after eating and I
BM: Rod Orgill and I had completed some microprocessor designed it. Then I had to redesign it to make it more
projects before 6501/6502. compatible with the PIA. I also made some changes at
In other words, Rod and I already knew what happened Apple's request. The interesting thing about the GO-
in a set of instructions. And the lower cost was the key. AHEAD is that it's the most popular chip we sell today.
So we looked at the instructions we really needed. And
we figured out how to have addressable registers using N: After MOS Technology, in 1978 you founded The
zero page (the first 256 bytes in RAM). So you can have Western Design Center, where you created the 65C816
one byte for the operating code and one byte for the CPU. The creators of the arm processor give a visit to
address and the code is compact and fast. There are WDC the confidence to design their own chip. Remember
limitations, but compared to other processors, page zero that visit?
was a big problem. BM: Yes! Sophie Wilson and Steve Furber visited me and
told me about the development of a 32-bit chip. They
N: Many pages of those programming books are dedicated wanted to bypass what Apple was said to be doing. But
to explaining how to use the versatile VIA chip (interface I was finishing 816 and I didn't want to change horses.
adapter) and its two I/O ports, built-in timers, a serial So when they were successful with arm, I cheered for
scroll register and so on. Why so many functions? them because it wasn't something I wanted to do. But I
BM: I had worked on the previous PIA chip at Motorola. left them with the idea, "Look, if I can do it here, there's
N: Why do you think the original 65x series is still popular, Fig. 5 - Il microcomputer MENSCH™ (codice
especially among people who build their own personal W65C265QBX) è un piccolo computer a scheda
computers ? singola (SBC), 1,25" x2.25", che utilizza
il System on a Chip (SoC) W65C265S MCU,
BM: Pure Love! There is a love for this little processor that inventato e progettato da Bill Mensch.
is undeniable. And the reason is that we filled it with love
while we were designing it. We knew what we were doing.
Rod and I knew from our previous experience with the
Olivetti CPU and other chips. And from my work with I/O
To know more about su Bill Mensch:
chips, I knew how computers were used in the real world.
People want to work with 65x chips because they are https://en.wikipedia.org/wiki/Bill_Mensch
accessible. You can trust them and their technology.
https://www.embeddedcomputing.com/technology/
storage/2017-top-embedded-innovator-bill-
mensch-ceo-and-founder-western-design-center
Hyperion Entertainment CVBA has released in May this There is an improved user interface that allows window
year the AmigaOS 3.2 for all Amiga based on 68k. resizing from any border, window iconification and
A new version of the famous operating system that presents customization of the title of the workbench bar.
100 new features, many updates that cover the system Zoom in on a window by holding down the shift key and
components and a series of bug fixes present in the clicking on the zoom gadget on the window.
previous version 3.1.4. Off-screen windows are a configurable default setting.
The result of 2 years of intense work by a team of sixty There is a look of the most recent menus and it is possible
people who helped produce this new piece of Amiga history. to customize everything through the interfaces in the
The full version is available on CD ROM and contains all "PREFS" folder.
Among the tools and utilities I point out HDToolBox that
can now work from read-only media where necessary.
INSTALLATION ON WINUAE
Kickstart disks and ROMs for all machines produced, Basic A1200 Configuration + 8mb Z2 RAM
allowing users to install AmigaOS 3.2 on multiple different 3.1 KS ROM (from the Amiga Forever package) – We could
types of Amiga at the same time. have used the 3.2 ROM directly from the CD but for this
test we limited ourselves to a faster test.
A downloadable version is also available in digital format. 100 MiB hardfile, with boot priority set to -128 and
You can buy it all here: controller set to “UAE (uaehf.device), in“RDB COMPLETE
https://www.hyperion-entertainment.com/index.php/ ”mode
where-to-buy/dealers Image of the CD mounted as a .iso image, which I had
created from my CD.
Let's take a look at some of the features of Amiga OS 3.2 Let's make sure the box “CD/DVD drive with CDs auto-
that immediately jump to the eye. mount” is checked.
Integrated ADF management: a long-awaited feature
because it allows the user to create, mount, insert and
eject ADF files.
Basically those images are handled as a physical floppy
disk, and you can mount an image to the workbench by
simply double-clicking on it.
They can be managed by shell with a wide set of options
available.
Access to these mounted disk files requires very little
memory and you can also mount multiple ADF images at
the same time.
We proceed and follow the questions that the installer This is it. The version we see has a low resolution and few
asks us. I have chosen default settings and click “yes” colors on the screen, but is all settable from the menu of
for GlowIcons. preferences (we know the language in Italian).
The copy has been very fast and will automatically mount
all the disks quickly and automatically. Interesting if you want to use RTG emulated as the
PICASSO96 that allowed me to go in 1920 x 1080 and
installed quickly and without problems.
ZX MASTER MIND
by Roberto Zaffanella
black, green. The 8-colour variant adds orange and brown. The top right displays the "Fit Codes" which are the
Compared to the colors of the boxed game, the colors number of secret codes remaining after each attempt.
used by the program are those of the ZX Spectrum: blue,
red, magenta, green, blue and yellow. The black and white The program guesses the secret code
colors are used only for key codes. The program is the decoder and the player is the encoder.
At the beginning of the game the player has three
Game modes and options of the "ZX Master Mind" program possibilities to choose the secret code:
The following options are available from the program menu: 1) Choose a color for each position
• Player guesses the secret code randomly chosen by the 2) Use the “R” (Random) option to generate a random
program secret code
• The program guesses the secret code chosen by the player 3) Use the option "H" (Hidden) to not enter your secret
• Demo Mode – The program guesses a random secret code code but write it on a sheet.
• Instructions
Below the menu is the score for the games played between
the player and the program.
The "X" option quits the game and returns to the menu. After entering the secret code, the program will start
For options “B” and “F”, see paragraph: “Options F and B” playing the first attempt to which you will have to provide
a key code.
The "X" option quits the game.
Option "F" will be discussed in the paragraph: "Options
F and B"
3) Compare your Attempt Code with each of the Fit Codes. Codes and each box is set to zero.
Anyone who generates a Key Code other than the one
obtained by the player is discarded.
4) The program plays one of the remaining Fit Codes.
5) The program repeats the procedure from step 3).
Now, given that each Fit Code has the same chance as
the other Fit Codes to guess the Secret Code, in case you
don't guess it, based on the Key Code received many or In this case, the "4 blacks" box will be increased by one.
less Fit Codes will remain for the next attempt. The operation is repeated by keeping the first Fit Code
The objective of the algorithm is to keep, in probabilistic fixed and switching to the second Secret Code.
terms, the fewest number of Fit Codes. Also here, based on the Key Code obtained, the
Obviously, the luck component cannot be eliminated and corresponding box will be increased.
retains a significant role. The process is repeated for all Secret Codes.
First version of the algorithm When finished, the values in the boxes will indicate the
I developed this version in 1985. It is the "Simula" routine number of Fit Codes that would remain if the first Fit Code
included in the old lists that I report in the images below. were played and the Key Code was the one for the box itself.
In the current program this routine has been improved. For example, if box 2 Blacks and 2 Whites (=2 Bianchi,
A copy of the Fit Codes list is used as a list of possible N.ed.) contains 3, it means that if you play the first Fit
Secret Codes. Code and receive 2 Black and 2 White as the Key Code,
For each Fit Code, a score is associated that is determined the remaining Fit Codes for the next play will be 3.
as follows: it is simulated to play the first Fit Code and it (Obviously if the secret code is not guessed)
is assumed that the Secret Code is the first on its list. At this point, the algorithm associates the maximum value
Based on the generated Key Code, all Fit Codes compatible (MAX) found in the table with the first Fit Code.
with the Key Code are counted. The number obtained is MAX is therefore the maximum number of Fit Codes that
added to the score of the first Fit Code. can remain if the first Fit Code is played.
This operation is repeated assuming that the secret code The algorithm now repeats the same process for the next
is the second from the list obtaining a new number to be Fit Code, obtaining its MAX.
added to the score of the first Fit Code. Keep it up until the end of all Fit Codes.
Once all the Secret Codes have been completed, the All Fit Codes will now be checked. The one that will have
second Fit Code is passed and the simulation for all the the lowest MAX value, will be elected Best Code.
Secret Codes is repeated to obtain the score for the second If other Fit Codes have the same MAX, these will also be
Fit Code as well. Best Codes.
The above procedure is repeated for the remaining Fit Codes.
At the end, the Fit Codes with the lowest score will be The basis for processing Fit Codes can be extended to all
chosen Best Codes. codes (1296) by competing Fit Codes with inconsistent
If there are multiple Fit Codes with the same score, they codes, (codes that cannot be the secret code). Well,
will all be elected to Best Codes. sometimes inconsistent codes have a lesser MAX than
This algorithm guesses the Secret Code on average at that obtained by Fit Codes, and therefore can be played
4.54 attempts. Result obtained from 1000 games played. leaving a smaller number of Fit Codes for the next attempt.
If part of the Fit Codes and some inconsistent codes
Enhanced version receive the same value as MAX, only the former will be
A copy of the Fit Codes list is made and this is considered elected to Best Codes as they also have the ability to
the list of Possible Secret Codes. guess the secret code.
Now it is simulated to play the first Fit Code in the list and As the processing time increases based on the number
that the Secret Code is the first in the respective list. In of processed codes, the use of the algorithm should be
this case, since the two codes are identical, the Key Code limited to avoid excessive waiting times that may bore
will be 4 blacks (=4 neri, N.ed.). the player.
For each Fit Code, a table is defined in advance as the If the program is a decoder, the algorithm is executed if
one in the figure below that contains all the possible Key the fit codes are less than or equal to 317.
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11 Page 37 of 93
SOFTWARE
If the fit codes are less than or equal to 50, the algorithm played are 4 different colors.
considers all 1296 codes for processing. How many attempts does the program need to guess the
Same mode as above when the player is the decoder and secret code?
selects option “B”. At most 5. The average is 4.47. The program could do
By choosing a code that is not a color repeated 4 times better, but the waiting times for the elaboration of the
as the first attempt, a maximum of 317 Fit Codes remain codes would be extended as explained above. In rare
and therefore, unless the case is above, on the second cases and only if the initial attempt is of type 1123, that
attempt the algorithm can be executed. is with a single repeated color, it may take 6 attempts as
When the number of Fit Codes decreases in subsequent in the example below.
attempts, 50 will be a good compromise to extend the
use of the algorithm to all 1296 codes with the possibility
of having inconsistent codes as Best Codes.
Master Mind was the one that I worked for the longest
because of the goal of making a program that could play
better than a good human player, I really liked it.
From this I would have tried to learn the best game
strategies to become better or better among friends. :-).
You'll be sure to guess the secret code on the fourth try. I didn't know how far I could go, but I soon realized that
On the fifth try, if in the same situation the first code it wouldn't be easy to pursue my goal. The code developed
Page 38 of 93 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11
SOFTWARE
516 data 566 rem "MONTH"
01111110,00000010,00010100,00011000,00010000,00010 568 data
000,00100000,00000000 00111110,00100010,00111110,00100010,00111110,00100
518 rem "I" 010,00100010,00000000
520 data 570 rem "DAY, DAYTIME"
00000010,00001100,00011000,00101000,01001000,00001 572 data
000,00001000,00000000 00111110,00100010,00100010,00111110,00100010,00100
522 rem "U" 010,00111110,00000000
524 data 574 rem "TA"
00010000,01111110,01000010,00000010,00000100,00001 576 data
000,00000000,00000000 00011110,00100010,01010010,00001100,00001000,00010
526 rem "E" 000,00100000,00000000
528 data 578 rem "RO"
00000000,00111110,00001000,00001000,00001000,00111 580 data
110,00000000,00000000 00000000,01111110,01000010,01000010,01000010,01111
530 rem "O" 110,00000000,00000000
532 data 582 rem "N"
00001000,01111110,00001000,00011000,00101000,01001 584 data
000,00001000,00000000 01100000,00000000,00000010,00000010,00000100,01111
534 rem "KA" 000,00000000,00000000
536 data 586 rem "KO"
00010000,01111110,00010010,00010010,00100010,01000 588 data
110,00000000,00000000 00000000,01111110,00000010,00000010,00000010,01111
538 rem "KI" 110,00000000,00000000
540 data 590 rem "SA"
00001000,00111110,00001000,00111110,00001000,00001 592 data
000,00001000,00000000 00100100,01111110,00100100,00100100,00000100,00001
542 rem "KU" 000,00000000,00000000
544 data 594 rem "SI"
00011110,00100010,01000010,00000100,00001000,00010 596 data
000,00100000,00000000 01100000,00000000,01100010,00000010,00000100,01111
546 rem "KE" 000,00000000,00000000
548 data 598 rem "SE"
00100000,00111110,01001000,00001000,00001000,00010 600 data
000,00100000,00000000 00100000,01111110,00100010,00100100,00100000,00011
550 rem "VOICED SOUND MARK apex" 110,00000000,00000000
552 data 602 rem "SO"
01010000,01010000,01010000,00000000,00000000,00000 604 data
000,00000000,00000000 01000010,00100010,00000010,00000100,00001000,00010
554 rem "SU" 000,00000000,00000000
556 data
01111110,00000100,00001000,00011000,00100100,01000 Useful links
010,00000000,00000000
558 rem "SEMIVOICED SOUND MARK point" https://en.wikipedia.org/wiki/Positional_notation
560 data
https://www.masswerk.at/misc/vic-1001-
01110000,01010000,01110000,00000000,00000000,00000 kana.html
000,00000000,00000000
562 rem "YEAR, PERSON'S AGE"
564 data
01000000,01111110,00001000,00111110,00101000,01111
110,00001000,00000000
So, are you all ready? Hands on your keyboards and enjoy
typing! It could be a great way for you to get back to the
old days when you used to spend whole afternoons typing
games and programs from your favourite books and
magazines.
[$g] - greater symbol: > for the limitation of 1 character per directory and the
[$l] - smaller symbol: < maximum of 5 levels... :-)
[$b] - colon: :
[$h] - backspace
[$s] - space
[$d] - current date
Example: prompt RMW$b$n$g will produce as prompt:
RMW:A>
10 screen1:color7,0:cls:dr=0
20 reada,b
30 ifa=255andb=255then80
40 ifa=255andb<>255thendr=0:reada,b:goto60
50 ifa=254thendr=0:readc,d:pset(c,d):goto20
60 ifdr=0thendr=1:pset(a,b):goto70
65 ifdr<>0thenline-(a,b)
DRAW string - draw a figure 70 goto20
LINE [(x1,y1)]-(x2,y2)[,color[,B[F]]] - draw a line or 80 locate10,10:print"amiga":locate14,14:print"gwbasic on c64"
rectangle 90 i$=inkey$:if i$="" then 90
PAINT (x,y) - fills a figure with the current color. The 100 data 255,1,35,11,58,11,58,33,113,33,113
coordinates must be inside the figure that you want to fill. 101 data 11,125,11,136,22,136,94,127,94,127,56
PSET (x,y) - draws a point at the specified coordinates 110 data 64,56,62,54,53,54,52,56,45,56,45,65,35
111 data 72,35,11,254,2,37,69,255,1,33,72,33,10
- Sound controls 120 data 126,10,138,22,138,95,86,95,86,100,82,108
SOUND frequency, duration - plays a note of the indicated 121 data 78,113,74,116,68,125,60,129,60,140,10
frequency for the specified duration 130 data 140,10,109,9,109,9,81,13,75,20,69,21,65
PLAY string - allows you to play the melody specified in 131 data 25,58,30,55,33,54,33,54,30,56,26,58,22
<string> using the musical notes according to the Anglo- 140 data 65,21,69,14,75,10,81,10,108,11,109,11
Saxon notation and a series of commands to raise/lower 141 data 139,40,139,40,118,48,118,52,114,52,95,50
the octaves, insert pauses, diesis... 150 data 92,50,82,65,69,65,57,62,55,59,55,62,58
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11 Page 49 of 93
SOFTWARE
unreadable and unusable losing all its data and its economic www.mediafire.com/.../9516rjbkjr.../life.prg/file...
value and thus not being able to be restored for the
absence of a backup copy transferred. Let us also not forget that dumpare together with sharing
A distinctive discourse must be made with regard to the allows us to compare the memories between those who
preservation of the original and pirated software: the lived those times and thus be able to reconstruct and
original software needs greater care and attention as it document a past that otherwise would be lost by those
is much less widespread, difficult to find and above all who have not lived it.
difficult to transfer than the pirated one. In short, it is right to preserve every single disk that is
It contains protections, digital signatures, graphics and original or pirated because it is a piece of history that, in
original hi-score, usually containing the names of the addition to individual data, also preserves a historical
programmers, which very often in pirate copies are totally and cultural context that deserves to be handed down to
altered if not eliminated altogether. all those who come.
On the other hand, however, pirated copies also have their Very often I hear someone say that "it's all online!
dignity as they collect the ingenuity of the other side of everything has been dumped!" actually it would be fairer
the coin: hacking. to say "they dumped everything!"
Yeah, because somebody took the trouble to do it, and
We can find the elegance of unlocking a protection with alas, there's so much that hasn't been dumped yet.
cracking, or the introduction of a pirate distributor, the Just follow GTW64 (https://www.gamesthatwerent.com/
trainer to make the game easier, often decisive in those gtw64/) and discover new discoveries with amazement
games that, due to some bugs, can not be played entirely, every month!
without counting the alternative loading screens, the Do you know the story of Duffy Duck? It took 18 years to
demos, the improvements to the game if not even the preserve this game! It doesn't matter if you think it's ugly
expansions of the levels. or dull: it deserved to be preserved and handed down!
There are many versions, revisions, compilations and Read the story: https://www.gamesthatwerent.com/gtw64/
various collections, even amateur ones, of programs or daffy-duck/
games that deserve to be preserved and documented.
Even the most anonymous or the most insignificant At this point you could answer "But now the most important
diskette/tape can conceal something that had been lost things have been preserved!".
track of or memory of: lately I have told of a game called I don't agree! Even minor games or programs have equal
"LIFE" and written by Cees Kramer (the author of Tic Tac dignity and it is precisely because of this distorted idea
Toe and Snoopy) of the RadarSoft of 1984 of which he that many games languish stacked in the accumulator
had completely forgotten the existence and which was collections where they will remain stored until maybe
dumped by an old cassette labeled "cassette 1" https:// some empty cellars will put them back around or at worst
they will be able to landfill them (without thinking that in them (https://sourceforge.net/p/vice-emu/feature-
reality perhaps the data in the meantime will have already requests/366/ )
deteriorated!)
I would have many other examples to do and I also feel
I can give you an example of this from my personal guilty not to mention the work of many other Italian and
experience: no one has yet remembered the PHM expansion foreign friends who dump, test, rename, scan and document
disk Pegasus for C64: Advanced Battle Disk. in many ways (reviews, videos, podcasts, interviews)
I had an auction on Ebay for this record and I wanted to everything that encloses the universe of retrocomputing
buy it to dump it! the Auction skyrocketed and in the end but I fear that I could be celebratory and then at the end
there was no way to buy it! of the day I prefer to talk with facts rather than words!
Since that time it has been years but the buyer has never
dumped it or if he has he has not shared it!! I apologize for being so long!!
GTW was not even aware of it and kindly after my report I will be forgiven soon by releasing the aforementioned
an entry was inserted for this game not dumped! To date Dumps Amiga along with other dumps made by Francesco
it is not yet found!! Galluccio, an exquisite person who I would like to thank
Want to talk about Italian software??? Together with publicly for the invaluable help he gives us and the great
Roberto in the last year we have preserved many applications generosity: not least that of having shared the dumps of
that were not found! his Amiga diskettes: among which there are many goodies
Even the heroic friends of Ready64 had failed to bring to never seen around.... yet another demonstration that
light many applications of the Lions that are now available dump is always the right thing!!!
to everyone on the Dump Club 64 website.
Greetings to all!!
Alberto Teodoro (who is not only an exquisite person but Alessandro
also one of the most authentic and generous enthusiasts
I have ever met) was the first to dump the Basotter (a
program to expand the controls of the BASIC C64 to allow
the management of the plotter 1520 written by Giorgio
Chiozzi).
Roberto for his part is giving blood to dump all the ribbons
of the ARMED. You should see it as he regulates the azimuth
of the Datassette or as he erases the traces of the purchase
of the CUTE32 from his wife (who if he knew I think at
least would have reserved a cup of polonium tea for him
in the morning).
It seems impossible but there are not a few historical piece of history. Galaga, we said earlier, is a fixed-screen
video games that never saw the light of day on Commodore shooter, a very common game mode in the early eighties,
64, or at best they were made in such a basic way that where managing scrolling could be a big problem. We
they were put in a corner almost immediately. Arcade have the task of piloting a starfighter that moves in the
games that have linked their name to history, writing the lower part of the screen, limited in its movement to the
foundations in the early eighties, and continuing in the right and left directions only. The goal of each level is to
years immediately following. Games that, if you think defeat all the aliens of Galaga, who will arrive in formation
about it, are fully accessible to the immortal 64K machine, from the top and sides of the screen. Here the dynamics
especially if you think in modern terms, but they probably of the game are similar to Galaxian: after deploying, the
weren't so trivial at the dawn of Commodore's eight-bit aliens will dive towards the player, also shooting at us.
home. Galaga is part of these games: approximately in Contact with bullets or aliens will result in the loss of a life.
1982 it was converted for a “bread bin” still to be discovered.
The version in question has practically nothing to share At the top of the lineup are four great aliens called Boss
with the original game room: it was monochrome and the Galaga: to destroy them you need two shots. These are
ships were composed of letters and cursors. The years the stinkers who, using the attractive beam, capture the
passed, forty to be precise, and with today's knowledge player's ship. After doing so, they return, with the prisoner,
and means we have in our hands an almost Perfect Pixel. to the top of the formation, causing us to lose a life. But,
in the case of other available lives, we can redeem ourselves
by shooting down the Boss Galaga who keeps the captured
ship: doing so while he launches towards us will make
the captured ship join the one in use. So we have a powerful
double fighter, with double firepower. Be careful, because
if we destroy a Boss Galaga with the prisoner while he is
in formation, the fighter will side with the player and act
like an alien. Some enemies can transform into new types
of aliens, with different attack patterns, one of which
takes the form of Galaxian's flagship. Phases are indicated
The story by symbols located at the bottom right of the screen,
Let's brush up on the textbooks: Galaga is an arcade while enemies become more aggressive as the game
game, like a fixed-screen shooter. It saw the light in 1981 progresses. The third level and then every four of us will
thanks to Namco, while in North America it was released
by Midway Manufacturing. The game was born as a sequel
to Galaxian, released in 1979, Namco's first big hit in the
arcades. As in any respectable shoot 'em up, we have the
arduous task of destroying the villains on duty, in this
case the aliens Galaga. Obviously the task will not be the
simplest since we will have to slalom between enemies
and bullets. Some of them can capture our ship through
an attractive beam, but we will see later how to turn this
situation in our favor. Probably, this brief summary, for
almost all the readers, is a triviality but let's not forget
the younger ones, who perhaps have just discovered this
Page 54 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
have a bonus level: here the aliens fly in a pre-established player mode. Two players side by side to defeat the alien
formation without firing a shot. hordes but the usual three lives to be divided in two,
competing for the best score. This factor is not to be
Finally on Commodore 64 underestimated since the last life can only be lost by the
It took 40 years, but finally the “bread bin” has its Galaga player with the lowest score. Needless to say, this mode
conversion, and it's something crazy. We have to thank raises the quality of the game to levels impossible to
Arlasoft for this show. Reading their website they imagine: gameplay increases while longevity skyrockets.
immediately give us the answer to the question: why did Two players side by side, there is nothing better in a video
they have to spend 40 years? The reason is simple, that game!
is the aspect ratio of the eight bits of Commodore. The
arcade version has a screen height of 288 pixels, while Biker thoughts
the C64 only allows 200 pixels. The author calls into Unbelievable guys, Galaga after 40 years hits hard as if
question the NES version, which was once a masterpiece he had just come out. A shoot 'em up with an ultra simple
and exploited an area of 224 pixels: the idea was to "open" and immediate game dynamic, but for this reason immensely
the upper and lower edges. Once this first obstacle has fun right from the start. The game is constantly improving,
been overcome, another not insignificant obstacle arises: you can download it for free at the link https://
the number of sprites. The NES version, due to its technical arlagames.itch.io/galaga-c64. Updated versions are
limitations, was not very fluid in the movements of the released that gradually solve some small problems of
formations. Hence the second flash of genius, or do not youth, such as some mirroring of the sprites in the upper
use sprites for enemies in formation. In doing so, thanks and lower edges, or some bullets that remain on the
to a modified version of Shallan's multiplexer, the sprites screen. The flicker, which can happen when the screen is
available are many and usable for enemies on the move. saturated with enemies and bullets that by chance are
The game was compiled in Kickassembler, with the help arranged in a row, is an insurmountable limit of Hardware
of Sublime Text, Charpad and Spritepad. but honestly it has not yet happened to me. We thank
those who, like these guys, are giving a new youth to the
It may have taken 40 years but experience teaches, so Commodore 64, bringing out incredible and definitely
in this conversion we find the mode that ensures Galaga unthinkable games in the eighties. It may have taken 40
an almost infinite longevity, that is the cooperative two years but it was definitely worth it!
But there have been games that have made us say a lot
"take that!" to our proud friends who own these consoles,
games that only we in the great Commodore family could
enjoy.
Lionheart
Let's start immediately with a big shot, with one of the
most spectacular titles ever released on Amiga, which
showed what could really be obtained by squeezing the
hardware available, and how much that hardware still Ruff'n Tumble
had so much to give, despite carrying on its shoulders a A real delight, however, wrapped in a great veil of sadness,
certain amount of years. this was Ruff 'n' Tumble.
To think that this title came out when Amiga had been on The title in fact saw the light precisely in the year in which
the market for eight years, makes it even more incredible, Commodore's bankruptcy was declared, the Amiga era
as a monument to the Thalion boys who made it. was therefore over, as was the 16-bit era in general.
Lionheart is an amazing action/platformer to say the least. At the end of the year 1994, Sony released its Playstation
The graphic appearance gives you the Stendhal syndrome, and the rest is history.
a quantity of screen colors never seen before, excellent But in the game there was no trace of such sadness, on
and abundant perspective parallax, moving clouds, the contrary, what it offered were massive doses of fun,
exceptional water effect. And again, monsters of all sizes destructive fury and pure adrenaline.
are beautifully made and impeccably animated. Ruff 'n' Tumble is a truly exceptional platformer/shooter,
The music is no less, epic and dramatic, extremely evocative with a sparkling graphic outfit and music that exalts as few.
and of superfine quality, perfectly in line with the rest of Four worlds divided into different areas full of evil beings
the production. to be eliminated mercilessly, while we pursue our purpose,
But Lionheart is not only appearance, there is substance namely the collection of the number of marbles necessary
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to be able to access the next level. Not before defeating I renew the invitation to turn up the volume to believe,
the hostiles but wonderful bosses at the end of the level. the music is something exceptional.
Playability is dedicated to the frenzy, with simple and If you want to enjoy so much beauty, without worrying
effective mechanics, such as the progressive exhaustion about having to survive the murderous fury of insects of
of weapons regardless of their use, thus encouraging us any species, don't worry! Go to Spotify and you will find
to quickly destroy everything that happens within reach. the complete soundtrack of Apidya, then tell me for how
The music, which pumps properly, helps to keep a high many titles of the time it happens.
rhythm, frenetic and without pauses. Try to listen to "Techno party" without getting excited
Frenzy, however, combined with the exploration of vast and standing still, I tell you immediately that you are
and well-studied maps, full of secrets to be discovered, destined to fail.
which highlight how the level design has been taken care Recommended at maximum volume, in the car including
of in every detail. your elbow outside the window.
All this combined with a difficulty trending upwards but
never unfair, makes Ruff 'n' Tumble an explosive and
moving greeting to our beloved Friend.
Apidya Darkmere
There is a very specific reason why Apidya can and should I love Darkmere very much.
be on this list. I still remember the magazines that announced the release
The title is the most classic of the horizontal slider shooters. in advance, on those photos I literally spent the hours.
We will not have to deal with alien spaceships or Once the game came out, I spent many more in his company.
environments that recall past wars. Speaking of the dear good old days with proud owners
In fact, we will play a bee and our enemies will be very of Amiga like me, this title has never been among the
hateful insects and other animals to be eliminated, which classics that are mentioned. The same happens in the
populate the different environments in which we will different rankings of the best games on Amiga that happen
venture, with the sole purpose of destroying us. to read, or that are found on YouTube.
Apidya is a title of the highest quality, graphically excellent, In my opinion, this is completely inexplicable.
with many enemies present at the same time on screen, Darkmere is a wonderful action/rpg.
also of considerable size (in particular the bosses at the Graphically it is a real pearl, one of the best aged Amiga
end of the level) and all this without the slightest slowdown titles. I mean, if a title came out today with a Darkmere-
or hindrance of any kind. grade pixel art, it would gather open-stage applause.
Various settings and really well made, playability without Three huge levels to explore far and wide, full of things
particular defects, difficulty quite high as per tradition to do, people to talk to and monsters to eliminate.
for the genre of belonging. The whole adventure is pervaded by a dark and gloomy
Let's face it, however good it is, Apidya does not invent atmosphere, as few have seen on Amiga and beyond.
anything and both Amiga and the "rival" consoles certainly The first level, the village, from this point of view is an
do not lack excellent exponents of the same genre, so authentic masterpiece.
what has this particular title that others do not have? To Walking through the dark and semi-desert alleys with the
understand it (but you already know it of course) you will constant whistle of the wind as a background, entering
have to turn up the volume without any restraint! the wonderful and welcoming houses (who has never
Already because all the music, from the intro to the wanted to stop a little in front of those hot crackling
accompaniment during the short loads, up to those of fireplaces?), with the constant sense of oppression and
each stage, are the work of the master Chris Huelsbeck. imminent danger that accompany us is priceless.
Darkmere, however, is far from perfect. The clashes with dialogue with) and others by Sonic (the gameplay is quite
the monsters we will encounter (orcs, dragons, barbarians similar, as well as some settings).
with a strong resemblance to Goro by Mortal Kombat, I mean, nothing original but incredibly well done. It is no
number of arms apart) are nothing to be missed, on the coincidence that the developers were the guys from Kaiko
contrary. The difficulty is not very high, the slowness of (incorporated by Ocean), the same ones from Apydia and
the opening of the inventory if too full (really annoying), who therefore knew what they were doing.
loadings not very fast. Mr Nutz is fast, colourful to the point of touching the
All these defects, however, do not in the least affect the psychedelia (see the bonus levels, also inspired by those
beauty of this adventure that actually lasts too little. Not present in Sonic, but not only those), technically impressive
that it is short, even so Darkmere takes his time to be and not at all short.
finished, the truth is that he would want more and more. It is one of the best platforms on Amiga, this is certain,
Darkmere is an adventure to be lived at least once in a inexplicably snubbed by critics and (often) the public.
lifetime, enjoying every single pixel. I bet once you're I remember that it did not enjoy great consideration from
done, you'll come back every once in a while to take a the press, perhaps thanks to the fact that the days of
walk through the village's dark alleys and into its beautiful Amiga were then numbered, the few titles that came out
homes. at the time were obviously not of great interest.
Finally, without wanting to spoil anything, watch out for Mr Nutz also shares with Darkmere (and many other titles)
the sensational final twist! the strange fate of a too forgotten game, certainly not
celebrated enough.
For those who do not know it, or vaguely remember it, if
you love it, run and retrieve it.
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present. Starting from the aesthetic aspect, Benefactor our way, including end-of-tier bosses.
at first glance may not be of great impact, it is not as The first peculiarity immediately evident is that the scrolling
spectacular as Lionheart for example. It's all very small, of the levels takes place from right to left, unlike how we
from our alter ego Ben E. Factor (the name of the are used to in any title that develops horizontally. Nothing
protagonist) to the settings, with everything in between. useful but not even disturbing, just a little weird.
In reality everything turns out to be extremely well cared Another aspect are the controls, to drive our robot we
for, divinely made and even better animated. I don't expect will have to use joysticks and mice, with the first we will
the latter to be anything but trivial, when anything on the move the Walker back and forth, with the mouse we will
move is made with a handful of pixels. The small size of manage the scope and fire.
everything means that the levels are in fact quite extensive Technically speaking, our robot is made really well, the
even though they occupy few screens. animations are excellent, the movement of the head (with
The sound is definitely of good workmanship, with music two beautiful machine guns connected to it) that "follows"
and effects always right. the viewfinder is a real touch of class.
Speaking of gameplay, Benefactor is hard. Very difficult The enemies are well made, from tiny (compared to us)
as well as satisfactory. men to vehicles, there is some disproportion here and
As we progress through our adventure, the levels will be there but nothing tragic.
bigger and more intricate, the puzzles to solve more and The settings are not very convincing instead, everything
more complex and the enemies more numerous and fierce. is a bit too dark and chromatically monotonous, certainly
In addition to all this, however, Benefactor is a rather contributes to making everything gloomy and oppressive
punitive platform, the jumps will have to be calibrated to (we are still at war) but in a short time it is tiring and
the pixel, not at all easy when everything is so tiny. anonymous.
Hence that love/hate mentioned at the beginning. The sound is very accurate, the absence of music is an
If you have patience and firm nerves, Benefactor offers ideal choice given the general atmosphere, the sound
pure fun and extreme satisfaction. effects are excellent, particularly satisfactory the noise
It is very likely, however, that your joystick will not survive of our deadly machine guns.
your fury. Small note: the possible presence of an expansion of
memory to 2MB, allows the reproduction of additional
sound effects, including radio communications with the
Walker.
Walker has a great flaw, unfortunately: a superhuman
and totally absurd difficulty to say the least.
I don't think there was ever anyone who completed this
game without cheating. In fact, I doubt that anyone has
ever passed the second level by playing "clean."
Despite this, I spent hours and hours playing Walker, the
satisfaction and the sense of omnipotence that driving a
hyper destructive robot gave away, were priceless.
The joystick+mouse controls (with a little imagination)
really made me feel like a robot pilot, for those like me
who grew up on bread and Goldrake was no small feat.
If the level of apocalyptic difficulty does not scare you,
Walker Walker absolutely deserves to be tried, even just for that
Walker is a particular title. sense of drunkenness that you feel only driving a devastating
This is a shooter and horizontal scrolling, with some metal giant.
features that differentiate it from any other title.
The protagonist is the Walker that we will be called to
pilot, a highly destructive robot, aesthetically inspired by
the ED-209 present in Robocop (the bad robot in short).
At the helm of our fearsome vehicle, we will face four
levels set in different places and times. We will start in
Berlin in 1945, Los Angeles in an indefinite future, the
Middle East in our day and finally still in the future in an
unspecified place.
The goal is to eliminate anyone and anything we meet on
Agony maybe not even after and I'm not just talking about Amiga.
Treating Agony like any other game is completely out of Very rare case in which it is preferable to attend a game,
place, it must be said. rather than play in person, so that you can enjoy so much
Agony is an experience, it is the game that becomes a magnificence in every detail, without having to worry
pretext to spread art and beauty. about anything else.
First of all, let's deal with the formalities: Agony is a shot Agony is the video game that puts itself at the service of art.
'em up with horizontal sliding, nothing particularly original, What a wonder.
except the possibility of casting spells thanks to the scrolls
collected during our adventure, an unusual element for
this genre. Premiere
It is not very long with its six levels, at the end of which On the platform side, Amiga offers excellent titles in large
we will clash with the final boss. quantities, Premiere is definitely among them, with a
The difficulty is medium/high, more difficult in the second touch of originality that does not hurt.
half, nothing excessive anyway. The protagonist of the story is Clutch Gable, a young film
Agony was developed for Psygnosis by Art&Magic guys, editor who one night, falling asleep during his turn, is
the name was never more suitable. robbed of six films by a mysterious character.
That said, Agony is a disarming beauty. Our task is to recover them obviously, completing the six
Whatever you see and hear in Agony leaves you speechless. necessary levels, which are nothing more than sets of six
Starting from the home screen, an image of fine films, each belonging to a different genre. We will start
workmanship, accompanied by wonderful and heartbreaking from the set of a western film, continuing with the silent
music. one in black and white, the horror film, the cartoon, the
The owl that we will find ourselves "impersonating" is sci-fi film and finally the one set in the Middle Ages.
something impressive, animated in a sublime way. The Technically Premiere is really well done, not a miracle but
enemies we will face are no less, their animations are he has nothing out of place.
certainly less complex and refined, but the generous size, The cartoon-style graphics are colourful and everything
their variety and the design, to say the least, inspired, is animated excellently, from the protagonist with his
makes them just as spectacular. The bosses at the end dancing tuft to the different enemies we will meet. The
of the level are majestic to say the least. themed settings are impeccable and perfectly make the
What about the backdrops? Sublime, real moving pictures, atmosphere of each film.
technically impressive. Numerous levels of parallax, all The music, also themed with different genres, are made
animated excellently. From the stormy sea in the first very well, very enjoyable.
level to the waterfalls of the second, then continuing Premiere is a classic 2d platform but with two levels of
through dark and intricate forests to the dramatic burning depth, we can go from one level to another to avoid
trees of the final level. obstacles, enemies, reach levers and more. In each level
Everything about Agony is highly spectacular and evocative. we will have a single weapon to shoot down the damn
The music tracks that accompany our adventure are of enemies, which will change depending on the set.
rare beauty. The levels are really huge and to be explored far and wide,
Connecting your Amiga to a stereo is imperative, turn up activating levers, avoiding traps and taking advantage of
the volume and enjoy the epic and majestic music, even the different steps that will lead us from the set of the
from this point of view Agony gives us emotions and pure joy. film to the backstage and vice versa.
Never before have you seen and heard anything like it, Concluding each level we will face the boss on duty,
clashes that will prove to be real mini games, not always
of immediate understanding.
I remember it wasn't easy for me to figure out how to
defeat the first boss. Surely it was not fast, in fact losing
all lives we will be forced to repeat the entire level to be
able to face it again.
Finishing Premiere takes a good amount of time and is
not at all simple, but doing it is a real pleasure.
Some defects it has, for example for some enemies it is
difficult to understand on which "plane" it is (in particular
the flying ones) and often for this reason they will hit us,
with consequent waste of energy. Some of the many levers
that we will have to operate, indistinguishable from the
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others, hide traps that will damage us, a somewhat "unjust" virtually infinite, like any beat'em up that respects.
mechanism if we want. Everything a game like this has to have, Shadow Fighter has.
But I mean, let's not talk about anything excessive. We waited for years for a beat'em up like this on Amiga,
Premiere absolutely deserves to be (re)played, it's fun, among a thousand sufferings, we were finally listened to
visually delicious and as challenging as it gets. Absolutely by the very Italian Naps Team, who from Sicily explained
to be recovered. to everyone how to do it. They did not invent anything
and it was not necessary to do it, they limited themselves
(it is done to say) to realize the game that we all wanted,
showing a technical mastery that more coveted studies
could only dream of. Shadow Fighter was the game I had
always wanted to be able to play in my bedroom, which
I did for several months without interruption. Naps Team,
wherever you are, I will never stop loving you.
Shadow Fighter
When it comes to the best games on Amiga, it's impossible
not to include Shadow Fighter.
In addition to being an excellent beat'em up to meetings
from any point of view, Shadow Fighter has made all of
us lovers of this genre happy who, for a long time, we
suffered the absence of such an exponent who was up to
the task. Even for this list, we've come to the end.
Sixteen selectable characters (plus two "hidden"), each
with a different fighting style, special moves in large The invitation is always the same, come and visit us on
quantities and highly spectacular. our website and social channels and tell us what we have
Never before has Amiga seen such a well-crafted, varied blatantly overlooked, among the best exclusive Amiga.
and frenetic fighting game that it finally overcame the In the meantime, I'm gonna go get a new joystick, goddamn
trauma of that obscene Street Fighter 2 conversion. Benefactor!
Graphically impeccable, the characters are beautifully
crafted, large and well characterized. The internships are Greetings to all of you and AMIGA FOREVER!
really curated and full of animations, without forgetting
the perspective floor much admired in the Capcom
masterpiece.
Even on sound you can't say anything, really good music
as well as sound effects.
But it's gameplay that's the real highlight of Shadow Fighter.
The variety of fighting styles and special moves of the
different characters ensures hours and hours of fun.
The historic limit of the only usable button, an obstacle
for a fighting game (we were already used to the six
buttons of SF2), is easily circumvented. It is incredible
the amount of special shots and not that each character
can perform using a single button, until that moment
nothing like this had ever been seen on Amiga.
Played in single exalts, thanks to an artificial intelligence
that will give you a thread to twist, in company becomes
ZAXXON
by Christian Miglio
A good morning to you, friends of Retromagazine World,
today your Elder wears a space pilot's helmet and with
his starfighter flies in search of the enemy AI of the entire
universe called Zaxxon!
even if perhaps a small reduction in scrolling has occurred. Shooting on the walls and force fields to observe the exact
The manoeuvrability is valid, you soon enter the mood of point where we are hitting, graphically you can see the
the isometric view and the inverted vertical controls as impact of the bullets and then adjust the position of the
in flight simulators. shuttle by continuing to shoot, so you can see where the
The original game was released in both cassette and bullets no longer impact and thus ensure safe passage
cartridge. through the force field or wall that is. This operation
In Italy the game was published in newsstands with the becomes increasingly difficult with increasing levels, but
following names: Space Mission, Plane's fight, Zax Laser the test of fire should almost always ensure a safe passage.
and appeared in the magazines Machine Language C64,
Formula 64 and COM 64 all in 1985. Second Phase or Outdoor Space
Attack Strategy
Once you have learned how to manoeuvre the shuttle in After crossing the last wall of the first citadel , we pass
an excellent way, which as mentioned above is the only into outer space, where we will have to destroy the fighter
first-impact difficulty to overcome, it will be possible to planes. Most planes move with fixed patterns, but some
start developing a "scheme" to cross each of the three of them will track your shuttle trying to shoot or collide
sections. with it. The aim is to get out of Stage 2 as quickly and
Zaxxon is a game that must be played with an "attack" painlessly as possible, shooting as many planes as possible
approach, not on the defensive, especially in the two citadels. to get a bonus. Identifying the pattern with which aircraft
The second phase, the one in space, is the hardest, it will move is the most costly strategy.
be better to try to survive than to try to score points. You will need to learn to survive the air duels in outer
Destroying Zaxxon will be easier if we know where to place space, without losing your shuttle. If we destroy 20 fighter
ourselves ,how to strike and where. planes, we will be rewarded with 1,000 bonus points.
You have to have good flight ability. Generally it is better This score includes any aircraft on the ground that could
to try to fly low when we are on the strongholds while it be destroyed before reaching Stage 2. In any case, we
is better to change altitude often when we are in outer space. always destroy fighter planes. It is usually a great strategy
to change altitude immediately after hitting one, to avoid
First phase being hit by his last shot.
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can start waiting for it before its arrival. We put the shuttle
at 2 ½ notches on the altimeter and in the middle of the VFD portable video game (1982/1983) published by Bandai:
second hexagon from the left. We start shooting the robot This game has a unique mode to recreate the 3D effect –
as soon as it appears on the screen and we can score a
couple of quick hits directly on the missile. Then we follow
the movement of the robot, maintaining a constant flow
of rounds in the direction of the missile. To eliminate it,
we'll have to hit it a total of six times. With these maneuvers
we'll have to be able to destroy it before it launches the
- It was the first arcade game to be advertised on television, I couldn't tell you more than this!
with a commercial produced by Paramount Pictures for
$150,000. Have fun Starfleet Pilot!
- Vernon Kalanikaus holds the official cabin record for Goodbye friends to the next review!
this game with 4,680,740 points recorded on 15/03/1982.
The Elder's Corner… It’s here!
- A unit of Zaxxon appears in the 1983 movie ‘WarGames’. Let's Rock!
Page 68 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
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Year: 2021
Developer: Oniric Factor
SOULS KEEPER
Genre: Platform/Action
Platform: MSX/MSX2
Website: https://www.oniric-
factor.com/?product=souls-
keeper-cartucho
The boys of Oniric Game are special. animated correctly and smoothly.
A collective of Spanish and South Vibrant and engaging sound.
American programmers who really Nice to see and hear.
love retro consoles and retro At the level of gameplay we are faced
computers. You can see it in their with a game that requires a lot of skill
products. and attention.
Year: 1997
CHRONICLES
Platform: Commodore 64
Website: https://
sarahjaneavory.itch.io/briley-
witch-chronicles
Before I even started playing the new After a beautiful animated introduction
JRPG-inspired game for C64, Briley Witch the game starts and puts us immediately
Chronicles, I knew I was about to see in front of some small puzzles to introduce
something special. us to the mechanics.
Are we looking at the best role-playing Much of the game takes place in the village
game ever on C64? Let's take it easy. of Maepole, but there are other places to
The author. Sarah Jane Avory began visit and explore, accessible via a world
developing at age 11 on her VIC 20. She map. The characterization of the gaming
has made her passion for his work by environments is impressive and contains
starting a prolific collaboration with a considerable amount of secrets to
software houses such as Gremlin or Core discover and explore.
Design... among her titles we can mention
Thunderhawk for Sega Mega CD and From the top as in the classics of this
Playstation and the legendary Jaguar genre like the Final Fantasy series for Nes,
XJ220. On Commodore 64 she has made the control system is a good combination
numerous titles including Zeta Wing, of joystick and keyboard. The first allows
SoulForce, Santron and many others. the characters to move while the keyboard
gives us the opportunity to access the
In the meantime she has also become a menus.
successful author of books, including the The latter system allows us to view the
saga of the witch Briley and her cat Smokey. status of the characters, the equipment,
This title for C64 is based on the first four the objects, the game setting (difficulty),
novels in the saga, Spirit of a Witch, Storm the save and the curious reminder option
Grey, Dark Secrets and Lies in the Dark. that gives us access to some "tricks" to
The Briley Witch Chronicles is a paranormal remind us how to proceed.
fantasy series of carefree training with a
dose of danger and a splash of love, which In the menu we will also find the status
is very reminiscent of a style also seen in of Briley and Smokey and the various
Buffy the Vampire Killer or other teen series. characters that will be added to the party
(we can reach up to a group of 5 people
The game begins when Briley Forester is even if the protagonist and her cat will
torn from her world and dumped in the always be present).
village of Maepole. Trapped in this strange Also interesting is the system of sub-
magical universe, she discovers that she quest where we will have to free hidden
is a witch and that her black cat Smokey foxes all over the enchanted world.
has a word and is a grumbler who knows The combat system is in turns, as in the
more and more about men. classic JRPG of the story (Final Fantasy
for example) allowing the group to fight
Here she begins her adventure, trying to up to six creatures simultaneously.
understand her powers and how can This gives players time to strategize, using
return to home. Obviously the terrible objects and potions during the fight. Since
Whitehead family, who hate witches and the game is based on novels we will not
magic and who put a bounty on her head, find the classic D&D monsters. The
oppose her path. creatures are made up of credible
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opponents of the real world (animal or jewelry. It is a role-playing game for NES
human). or Master System developed for C64. OUR FINAL SCORE
Even the little Smokey joins the clashes Animated in a superb way and demonstrates
» Gameplay 98%
and will acquire, like the other characters, that the little Commodore could (and does)
skills as he acquires experience (some like have the opportunity to compete head to
Perfect game control system.
the Double Slash, are fundamental). head with the great Japanese consoles of
Simple and easy to use. Nice
The entire game rewards the experience the same era if the developers of the time story and side quests.
not only through clashes, but also by had the knowledge and skill of Mrs. Avory
completing small tasks or quests. For today. » Longevity 95%
example, a successful delivery. Characters The level of detail shown is, in my eyes, 20 hours to finish it in a
have no levels, all their stats increase at surprising. "complete" way, 7 if you want
different speeds depending on the experience Structured floors and walls and decorations, to make a direct speed run...
gained. animated fire and highly detailed character Whatever path you take it will
There are also several small and simple portraits. keep you glued to the screen.
mini games to add variety to everything. Speaking of those portraits, how the hell
As already mentioned, there are also several did they do that?
secondary missions with varying difficulty
(ranging from simple deliveries to this much At the top of an impressive technical
more elaborate). compartment is a very intricate and sprawling
plot that will totally capture you. It is worth
Since Briley is a witch, magic is part of this noting that while this title is inspired by the
title. The spells are the most varied. From JRPG genre and closely follows it by showing
simple healing to powerful attacks with a style similar to the most famous titles of
elementals. You can also combine potions. the genre, it has a truly British style in the
Briley herself gets like any witch who use of dialogues and quests. This thing is
respects a magic grimoire and all her spells a perfect combination, because it mixes
are contained within it, with descriptions two genres often at the antipodes between
and the required reagents. them.
Spells need magic stitches to be cast, each There's thickness, lots of thickness. There
spell consumes different spells depending is work and knowledge.
on their power. The implementation of the keyboard is also
Briley during the adventure can earn and a gem and is very useful for controlling the
equip several items (even the Smokey cat). menu.
Obviously some items are specifically for
the witch while others are for Smokey and The game can be played in several ways.
the other characters. With a speed run that ends in about 7 hours,
avoiding a lot of side quests, or in about
After this overview of what we find, let's twenty hours following the whole plot
see what we "see".. let's talk about perfectly. In both the ways the game is
substance! hilarious and rewarding.
The game is a colossal job! It takes more What else to say... We can answer the long-
than 600 kb and to play it in real hardware standing question "is this the best role-
we will need some additional "objects" such playing game for C64?". Yes, we are faced
as an EasyFlash cartridge or the latest with a new way of approaching this type of
update on the Ultimate cartridge (update game and we are faced with a new starting
arrived with version 1.0.2., ndN). Obviously point for this genre on C64.
it runs perfectly in emulation on VICE or
on C64 mini or Maxi. Sales in these weeks have been positive
and the author is already at work to continue
The game is sold on the author's itch.ito the saga. We can't wait!
page (you can find it in the description) at
the fantastic price of 9.99 in .crt format. by Carlo N. Del Mar Pirazzini
The cover of one of Sarah Jane Avory's
Technically, we're looking at a piece of novels on which the game is based.
COTTON 2: MAGICAL
Year: 1997
Editor: Tecmo
Developer: Success
Halloween... Rays of white light across and the little puffy lobsters are
the screen, flaming scarlet dragons incredibly cute! As each level flows
roar from the wand, frozen bright blue through multiple scenario segments,
enemies bounce off the walls, and in the eyes never tire. Populated with
general many things explode and well animated and hand-drawn
shatter in ways that seem "oh-so- creatures that seem to come straight
painful but oh-so-cute." This little out of The Nightmare Before
haunted fairy tale offers many Christmas , the world of Cotton has
opportunities to use, abuse and master left me breathless for joy.
your techniques, all in a world so Demons who take off their top hat fly
beautiful that you will blissfully drool around the world, Jack O'Lanterns
all the time... who vomit vegetables flying in the
Sometimes you know something sky, Venus's flytraps chew on Cotton's
special awaits you. Maybe it's the broom, and winged demons from hell
bright, lively cover. Maybe it's the nice hurl their pitchforks through the sky's
free 12-month calendar packaged skies. But even if they are demons of
inside. In that case, you'd be right: hell, they are so elegant that you can't
Cotton 2 is really something special. help but want to embrace them! I
Yet another excellent Saturn shooter, guess what I'm saying is that the
yet another available only in Japan... game takes on a dark tone but
but not ordinary in any way. Quite somehow keeps it carefree and fun.
true, the Cotton series is a typical Eyes are just a single sense; it takes
Turbo shooter, full of personality but more than just living room light games
not overly unusual; however, the to conjure up a truly magical world!
episode of Sega Saturn is much more! While the original Cotton used what
Since the first game got its fair share might best be described as a strange
of fame, the developer Success mix of rock/techno/pop, this version
immediately began to reassemble a takes a more synth-classical approach
cute, but gloomy, fairytale world. to the soundtrack. This translates
In Cotton 2, take control of the into melodies that demonstrate an
adorable "Cotton" witch (or, once the incredible wealth of themes, but still
game is over, her exuberant rival contemporary in nature. Maybe the
Appli). best part is that the music never
Accompanied by your almost naked repeats. The levels are long, but the
fairy friend Silk, who doesn't really musical tracks are even longer.
do much but yells at you during
intervals, you'll float and fight through Unfortunately, you can't play the
fog-covered castles, gentle green hills songs directly from the CD and there
and even the depths of the ocean. is no music test mode to unlock... In
No, flying in the water doesn't make all seriousness, from the introductory
any sense, but it looks really great theme, to the final theme, passing
Page 72 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
through the music in the options menu, pitchforks that are thrown at you by
it's a magical experience like no other. the infernal demons? Just take the OUR FINAL SCORE
But in today's world, everyone knows pitchforks in midair and throw them
that sweet images and sounds alone, back at them! In addition, you can » Gameplay 95%
although important, are not enough to actually tear the heads off the dragons Rich in combinations, special
create a truly exceptional shooter. and throw the cute and confused weapons, bonuses, visual
The thing that stands out in Cotton 2, pumpkins against the decapitated effects. You will never get tired
and I mean it really stands out from all bodies. Now, if this isn't nice, I don't of it.
the aspiring Rtype-Thunderforce- know what is. Forgive my exuberance,
» Longevity 90%
Gradius, is the engaging gameplay. but this game is exactly this: exuberant! Not easy to play but it's
It's really very easy to learn and learn, beautiful, absurdly beautiful!
The depth of the technique involved but it's abnormally deep and crazy fast
here simply drowns the competition. and... well... fun!
Cotton may have "only" five different
weapons, but the depth of this game I'd be remiss if I didn't mention chain
lies in the way those weapons are used. combos. When you hit an enemy with
Let's start digging. Not only can you a powerful shot, it remains trapped in
tap the A button for a quick dose of a sphere of energy. For example, you
eye-pleasing pain, but you can also hit something with a stream of fire and
perform special attacks! Double tap it becomes a ball of fire. You can then
and fire: drop a rolling bomb. Press pick up the fireball and throw it! As it
back and then forward for a concentrated bounces off enemies, it accumulates
explosion of blazing fire, impetuous "chain strokes" (and sometimes even
wind or so on. Back and forth? A diffused sets fire to those enemies!).
shot in Contra style, whether it's a Since innovative controls make this
multitude of light rays or ice splinters. game completely different from the
And that's just scratching the surface. competition, anyone who expects to
play "a nice Gradius" will die quickly
Now let's dig a little deeper. Not content and miserably.
to carry a single weapon at a time, Almost no enemy in this game can be
Cotton carries an escort of up to three. killed with a single shot (normal). You
Why is that? Press C to unleash your need to use your special attacks. Cotton
currently brandished weapon in a single herself is pretty big, which makes it
ultimate attack: crimson red dragons, hard to dodge everything on screen.
gigantic glowing rays, huge tornadoes, You need to use the grab and combo
or ice storms filled with fragments. So, chains feature to protect yourself.
you have two weapons left. Fortunately,
replacements are plentiful (as well as If you're a fan of platformers and
upgrades to increase your basic shooting shooters, then this little witch tale offers
power). plenty of opportunities to use, abuse
and master your techniques, all in a
Is that it? Of course not! Dig deep and world so beautiful that you'll blissfully
you will discover a source of creativity. drool all the time. It may not be the
See, even if he looks like a shooter, he best game of all time, but Cotton 2 is
thinks Cotton 2 is a platformer! As you unique and worth every shiny penny.
make your way through each level, you Try it on a real Saturn or emulation…
can actually grab and launch enemies it's worth it!
at the push of a button. If you touch
the button repeatedly, you can beat by Ingrid Poggiali
your enemies to death with the bodies
of their friends! Tired of dodging the
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 11 Page 73 of 93
GAME TESTING
Year: 2021
Editor Spacebot Interactive
Genre: ARPG
The Game Boy would not have been At least the game has a slightly more
the very first portable system with complex story than the norm, but it
interchangeable games, this honor still manages to capture the
probably goes to the Microvision that atmosphere.
precedes the GB of 10 years, but it The fantasy world of the game is the
has certainly been by far one of the typical one and the style is exploration
most influential. Still today there are seen in other titles of the genre Action
those who love the old gray brick of Rpg, perhaps nothing innovative at
Nintendo, so much so they can do first impact but each area of the game
everything through its directional demonstrates a depth of action and
cross and its two buttons. a plot able to glue us to the screen of
Just think of Kenobit, alias of Fabio the small laptop.
Bortolotti, who uses it to make music
and does it really well. The presentation of the game is good.
There are also those who develop Simple but impactful title screen. The
new games and do so in a very optimal graphics are composed with the
way. canonical 4 shades of green and
resemble the Final Fantasy graphics
Dragonborne is one of these new titles for characterization and cleanliness
for the small handheld, which received during the game. In fact, to be honest,
a physical version on a cartridge and the sprites are very inspired by the
a digital one on its new release. soft Square series and it can only be
But how does it work nowadays a a good thing.
game designed for an already
underpowered hardware in 1989? The combat system looks more like
The story of the game opens with the the original Pokémon series, with our
disappearance of the protagonist's character on the left side of the screen,
father and the Dragontooth bandits while a large and impressive enemy
who attack the village. At this point sprite occupies the right side. Very
it will be up to us to dress up as the detailed enemies that make the clashes
hero, clean up the village and find out pleasant to look at.
where our father has gone.
Our main character is a boy with a The sound section does not shine in
special connection to the mythical the music scene of the games for this
dragon people. console. The music is pleasant but
Normally a cliché plot like this would repetitive and the sound effects are
be negative nowadays, but very functional. Overall above average
Dragonborne is an intentionally retro but you could do a little bit more.
born game and GB games were not Dragonborne might seem like a typical
known for their deep and complicated console role-playing game of the time.
plots. Cities to visit, enemies to fight, puzzles
Page 74 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
» Gameplay 85%
Simple but effective control
system. Excellent for this type
of console.
» Longevity 75%
Not difficult but fully in line
with the genre of the game to
which it belongs.
to solve and so on. All the usual things. becomes enjoyable to explore.
But the fundamental aspect of gdr, the I liked the simple game system and the
level growth, is missing. graphic search, slightly less the sound
You do not gain experience by defeating but it is not decisive.
enemies or level up.
If you have a Gb you can not not order
It's actually more like an adventure on the site this little jewel.
game than a traditional JRPG, but with
a turn-based combat system. As we P.S. The game is available (with the
progress through the game we will gain same graphic setting) also in PC format.
new items that are critical to overcoming You can find it on Steam.
obstacles and will have to solve some
simple puzzles. by Ingrid Poggiali
The puzzles themselves are the simplest
type and it is understandable if you
think about the hardware on which this
game runs. Many boil down to simple
puzzles with block movement or multiple
trial and error style puzzles. Interesting
the implementation of the exchange
of objects with some non-playing
characters in the game. This allows
our character to commit to redeeming
some objects that are crucial to the
success of his search.
Concluding thoughts.
Dragonborne is a pleasant adventure
game developed with two things in
mind: the native hardware and the type
of player.
It is not as complicated as some games
of the same genre but at the same time
Year: 2021
Developer: UnEpic Fran
UNMETAL
Genre: Stealth Games
Platform: Windows, Playstation
Vita, Ps4 and Nintendo Switch
Website: https://
www.epicgames.com/store/it/p/
unmetal
Page 76 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
» Gameplay 85%
Nice game dynamics and
simple, fun stealth gameplay.
» Longevity 80%
Some bosses are pretty tough
and certain non-sense
moments will have you asking
"why?".
laughs to make poor Jasse live. Knowing Technically it is a tribute to Metal Gear
how to use the recovered items at the with well made retro graphics and a
right time and with the correct timing large sound compartment.
to move forward in the game will become The Fox dubber, or the "Bat Dad" of
essential. youtube, is memorable. Definitely trash
The gameplay works really well with but effective.
the plot and the humorous dialogues. In conclusion, if you are looking for a
It's fun to understand the sneaky different, irreverent and "particular"
scenarios and puzzles while non-sense game, UnMetal deserves to be installed
dialogues will ease the tension to solve on your devices.
the puzzles (memorable description of
the moat before the challenge with the by Carlo N. Del Mar Pirazzini
grenade man).
The entire game takes place in flashback,
while the hero tells his story. While he
remembers things or invents them in
a healthy way, the gameplay changes.
There are even completely hidden areas
that can only be “remembered” by
completing object puzzles from other
parts of the layer. This can affect
everything and change the course of
the game.
The game has a very strange feeling
of "Trolling", with some choices that
seem to work but then eventually do
not work, ruining the long-term plans.
In almost all cases, this strange feeling
does not lead to devastating
consequences even if it leaves us
baseless and confused.
The game system is correct although
a reconfiguration of the control keys
is preferable to avoid chaos on the
joypad.
THE SWARM IS
Year: 2021
Developer: Minilop
Genre: Action
COMING
Platform: ZX Spectrum 48k and
128K
Website: https://minilop.itch.io/
swarm
Page 78 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
» Gameplay 90%
Customizable control system
with both keyboard and
joystick. Simple to play and
well developed.
» Longevity 95%
Huge game. Various maps,
great variety of fights and
opponents to blast. Not only is
it reminiscent of the
aforementioned Alien Breed or
Space Hulk, but it is as frantic
as a Doom with a top-down
view.
Year: 2001
Developer: Stainless Steel
EMPIRE EARTH
Studios
Music: Ed Lima, Steve Maitland
Editor: Sierra on-line (Sierra
Entertainment)
Genre: Real Time Strategy
Platform: PC
In 1997, a young team of developers, each one follows its own plot that
Ensemble Studios, published Age of takes up the main historical events
Empires, the first of a successful series (excluding the Russian campaign,
that will soon be acquired by Microsoft. totally imaginary).
Rick Goodman, producer of the series, The expansion "The Art of Conquest",
began working on a more ambitious developed by Mad Doc Software, adds
project, and in 2001 Sierra a new era, the space age, revealing
Entertainment (at the time Sierra on- only a change of textures and models,
line) published Empire Earth. with the only innovations represented
by new units and campaigns, the latter
This title has many features in common are a Roman, a peaceful one and an
with Age of Empires, adding others Asian. Units are also assigned special
from the Civilization series, namely abilities.
boundaries and all historical eras.
» Gameplay 70%
The game offers a good
campaign, expanded by the
expansion, and skirmish, as
well as an unfailing multiplayer
mode. The AI, while not really
affecting the gameplay
experience, remains a bit
lacking.
» Longevity 80%
The campaign provides about
twenty hours of play, but the
skirmish, multiplayer, as well
as playable civilizations and
elements from different titles in the the expansion pack, provide
good replay value.
right way, also winning the "Game of
the Year" award in 2001.
Year: 2021
INCA MAN
Editor: Amiten Games
Genre: Platform
Platform: Amiga
Website: https://amiten.itch.io/
inca-man
A year really full of new releases for 1 mb of Ram (OCS, ECS, AGA). It also
Amiga this 2021. Lots of developers works well in emulation.
have set our Amiga on fire often It features 30 levels with increasing
creating masterpieces, other times difficulty, a classic single-player mode
giving us pleasant games. and the ability to double play both
cooperatively and in the much more
fun VERSUS way (stealing diamonds
will ruin friendship… you are warned!).
» Gameplay 75%
Easy to master and to play.
» Longevity 70%
Gradually increasing in
difficulty but very monotonous
over time.
Page 82 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
Year: 2021
PRINCE OF
Developer: Rensoup
Genre: Action/Platform
Platform: Atari XL/XE
PERSIA
Website: https://atariage.com/
forums/topic/298914-
unicorns-season-prince-of-
persia-for-the-a8/#comments
However, this did not stop the AtariAge Who could have expected it from an
guys from facing the challenge. 8bit system born in the late 1970s. OUR FINAL SCORE
This makes us understand that retro
With the additional help of other systems when exploited with current
developers always on the forum of technical knowledge, are eternal
» Gameplay 95%
It was a masterpiece when it
AtariAge, Rensoup (the developer) machines. came out and remains the
has produced something surprising same even in this version that
and for the undersigned, after a day Run to download it and play with it. technically is the most
of testing and intensive gameplay, is The game obviously runs on real enjoyable ever.
one of the best versions of the game hardware, but if you want you can
so far. Personally, I think the art style also test it in emulation with Altirra.
» Longevity 90%
It's Prince of Persia. The
goes beyond just the original version In both cases it is an experience to degree of challenge that
for Apple II, but also the 16-bit be had. pleases us old retrogamers of
computer versions. yesteryear.
by Carlo Nithaiah Del Mar Pirazzini
DOOM
Platform: Super Nintendo
» Gameplay 70%
Very linear game system and
not too customizable, but
interesting in some aspects.
» Longevity 70%
The additional quest gives a
few more hours, you'll play it in
one go until the end and then
store it in your collection... and
that's it.
tilesets for the various dungeons and '94 and' 95, cancelled at the last moment
cities, so a dungeon will be visually due to the generational jump between
identical, in terms of tiles and colors, the 16-bits era and the next.
to the next dungeon.
In conclusion, it is not a perfect game,
Characters have a rigid level progression but a pleasant one. Maybe not the best
path, with no choice as to what powers of its kind on the Nintendo 16-bit
they get, what attribute bonuses they platform, but it will give you a few hours
get, or anything else. Instead, any of fun.
customization of your group members
is done through the objects. In addition I especially loved the pathos of history
to standard weapons and armor, there and some choices like the cursed objects
are accessories that can provide attribute needed in some game points.
enhancement, increase the power of To be tried.
certain spells, or increase damage
against certain types of enemies. by Roberto del Mar Pirazzini
Year: 2020/21
One of the most interesting things developers went ahead and released
that Sony did with the first Playstation (very calmly) a fully playable version
was to release NET YAROZE, a at the beginning of this 2021 (we also
consumer-level game development talk about it on our youtube channel
kit, aimed at students and amateurs in a mini video review).
who wanted to get into the production Admittedly we are looking at a new
of titles. title for PS1.
Even if the games produced were not At first glance it seems quite simple:
at the level of those of the big houses, we will cross random dungeons,
some were developed really well. choosing a character chosen from
Among the titles that we remember different classes (Knight, Wizard,
developed with this kit we remember Archer and Warrior). The main
Devil Dice. objective is to reach the 20th floor of
A title of NET YAROZE that the castle, where an evil sorcerer
unfortunately never saw the light of awaits us.
day at the time of its development But as we climb the various floors,
was the role-playing game that we our level will increase and we will find
present in this review: Magic Castle. new objects, spells and equipment
Developed mainly at the end of the that will make our lives “easier”.
90s (1997) it was overshadowed due One aspect of the game is the ability
to the lack of a publisher for to control the camera with the right
publication. analog stick; something that was not
However, the same Kaiga Team common at the time.
Page 86 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
» Gameplay 85%
In four is a lot of fun. Nice
game system and camera
support.
» Longevity 60%
Nice to play but not to be
underestimated. Some points
are really hard.
The graphic style is pleasant, with still monsters are real exterminators and
today appreciable cell shading and nice we find them right away.
animations.
Beautiful soundtrack that changes The game is freely downloadable from
dynamically depending on the game the developers site (you can reach it
environment, another anomalous feature by searching on your favorite search
in an "independent" game. engine), but if you want to support the
Initially we will be really weak and we developers you can buy the soundtrack
will have to be very careful during the in digital format or CD.
clashes and in equipping the character
at its best. Magic Castle is a good title, perhaps
not really suitable for the casual gamer
Several hidden areas are present and and more specific for those who want
will thank us by donating some essential something stronger.
items for the success of our quest.
A quick tip: for beginners I would by Carlo Nithaiah Del Mar Pirazzini
recommend the use of the archer. The
other characters are manageable once
properly upgraded, but from the
beginning to go far, it is advisable to
have a weapon at a distance.
Year: 2015
QUEST FORGE:
Editor: PIKO Interactive/
Ludosity
Genre: RPG
PLatform: Nintendo NES
Page 88 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
» Gameplay 90%
A different control system that
excites and makes you think.
» Longevity 90%
9 Worlds to explore.
I guess that's enough.
the enemy's HP since the previous Start – Select a statistic to update and
challenge ended. confirm.
Once you have earned 50PX, the player
will be able to improve the following Quest Forge reminds us a bit of the
features: classic Zelda and the aforementioned
S. Speed needed to start the first round Mana, but I also found similarities with
of combat the Ultima series and I particularly
V. Vitality, increases health during the liked this one.
clash
P. Power, increase the damage of our There are 9 levels to explore and many
weapon hidden objects to recover.
W. Weapon, show the current weapon Technically it is minimalist but effective.
by upgrading it. The graphics on Nes in this genre of
games is certainly superior in many
As these abilities increase, you will cases, but here it performs its function,
notice that our opponents' PX will be as well as the audio department.
less and less and it will therefore be
more difficult to raise our characteristics. The strength of the title is the gameplay
The player can press the "A" button thanks to the particular control system
during the collision when in contact that requires attention and stimulates
with the enemy to fill the power meter. different approaches to clashes from
The higher the counter at the start of the classic "attack, press the button,
the fight, the more damage Nils will do. massacre, take the coin".
The controls are those of the standard I really enjoyed this approach system.
NES. The maps are really big and the game
Movement with the directional cross. is really huge.
A – The player makes a sword appear Maybe a little monotonous monsters,
with a flashing meter. You can press it but it doesn't affect much.
the moment you come into contact A nice product that I recommend you
with the enemy. recover.
B – We will use the Super Shield but it
has a physical duration (it is consumed). by Carlo N. Del Mar Pirazzini
Select – We will scroll through the stats
when you level up.
Year: 2021
Developer: Collettivo CRAZY
PUZZLE BOBBLE
PIRI
Genre: Puzzle game
Platform: Amstrad CPC
Website: https://
crazypiri.itch.io/puzzle-bobble
This version features 100 levels set Unfortunately the two player mode
as in the arcade version, the backdrops is missing, which greatly increases
are a repetition of 7 screens of which the overall longevity of the game.
OUR FINAL SCORE
6 of these are a tribute to the iconic
Taito titles. We will find the picture of I really liked the innovative method
of recording your scores online through » Gameplay 85%
the QR code generated by the game It's Puzzle Bobble, one of the
itself at the end of the game. The code most playable puzzle games in
history.
can be sent to developers.
» Longevity 75%
In conclusion, I can only advise you Too bad the lack of a two-
to quickly download this jewel in .dsk player version, which really
format and test it on your machines lowers the interest threshold
or in emulation. after a while. I also found
some of the stylistic choices in
the levels repetitive. But full
by Carlo Nithaiah Del Mar Pirazzini
sufficiency.
Page 90 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
GAME TESTING
WARRIORS
Genre: Beat 'em up
Platform: Commodore 64
This issue's cover is in black and white, but the full colour image was too good to pass up. So we thought we'd
attach it as a poster. Artwork by Giuseppe Mangini inspired by the game Galaga. Enjoy it!
Page 92 of 93 RETROMAGAZINE WORLDENG YEAR 2 ISSUE 11
Time, space and place... My fatal combo!
Referring to David's opening editorial, the lack of time is a common problem
for all retro enthusiasts, but are we sure that it is the only problem that prevents Disclaimer
us from fully enjoying our passion?
RetroMagazine World as an aperiodic
magazine entirely ad-free is a non-profit
Personally, I agree with his final comment, we will always lack the time to give project and falls off any commercial circuit.
full satisfaction to our impulses. Marco Pistorio also talked about it in an editorial All the published material is produced by
a few issues ago, even if we would dedicate an average of 5 minutes to try each the respective authors and published thanks
of the games developed for one of these machines that we love so much, it to their authorization.
would not take a lifetime to see them all. Not to mention that they are still RetroMagazine World is licensed under
developing new ones. And I'm only mentioning games, otherwise 5 minutes the terms of: Attribution-
would be a waste... NonCommercial-ShareAlike 4.0
International (CC BY-NC-SA 4.0) https://
creativecommons.org/licenses/by-nc-sa/
But thinking about it, it's not only the lack of time that afflicts the poor retro- 4.0/
enthusiast. Let's say that someone is only interested in collecting, without
This is a human-readable summary of
necessarily having to use. Here comes into play the second variable: space. I (and not a substitute for) the license. You
challenge anyone to have the necessary space to keep in a proper way all the are free to:
jewels that he owns or would like to own. It would take a huge place, a real
museum, so many are the variety and combinations that have characterized Share — copy and redistribute the
material in any medium or format
the home computing from the 70s to 90s. Nowadays all this heterogeneity has
been lost. Is it a good or a bad thing? Probably this reflection would deserve Adapt — remix, transform, and build
space too... Good material for a next editorial. upon the material
Francesco Fiorentini
RetroMagazine World-Eng
Year 2 - Issue 11 - NOVEMBER 2021
Chief Editor
Francesco Fiorentini
Managing Editor
David La Monaca
Editing Manager
Marco Pistorio
Web Management
Flavio Soldani/Giorgio Balestrieri