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RETROACTION

ISSUE FOUR SUMMER 2010


ARMALYTE
PSYTRONIK SOFTWARE’S REMAKE LEADS THE WAY AS
WE BLAST OFF WITH OUR FINAL GAMES REVIEWS.
PLUS KENZ FROM PSYTRONIK
JOINS US FOR A CHAT

KILLER APP:
STRIDER ZAKU
WHY CAPCOM’S MEGA DRIVE PORT
OF THE ARCADE HIT IS HAILED WE REVIEW THE NEW ATARI LYNX GAME. PLUS SUPER
AS A KILLER APP ON THE FIGHTER TEAM’S BRANDON COBB AND ZAKU’S DESIGNER,
16-BIT CONSOLE OSMAN CELIMLI, TALK ABOUT THE GAME’S DEVELOPMENT
All good things...
T
here’s no disguising the fact that it’s been a long time since issue three... a
huge amount of time has passed, actually. The sad news is that this is the
last issue of Retroaction—certainly, we need to take a break, at the least.
Times have hit the staff badly and the remaining skeleton crew have limped
across the finishing line. It’s been a long struggle I can tell you, and one, which
has taken its toll on all involved.
What happened? Well, the main problem can be traced back to the magazine’s
roots, back to 2008 when I had a plan to produce a quarterly retrogaming
magazine, full of great articles and content. Not only that, but the magazine
would be produced in PDF with a degree of interactivity never seen before:
hyperlinks, anchor links, bookmarks and more. This unique interactivity was
complemented by high production values. Alas, the high standard we set for the
content and design could not be maintained and timescales began slipping.
The decision to end Retroaction hasn’t been a knee jerk reaction either as
we’ve been dwelling over the future of the magazine for over eight months.
Indeed, issue four was on the brink of not being published at all, but there is so
much good stuff in here that it would be a shame—a crime, in fact—for it not to
see the light of day.
In this issue we have three great interviews: Kenz from Psytronik was only too
happy to discuss his software publishing company, Out-of-Print Archive talked
about their classic videogaming magazine preservation project and Super Fighter
Team discussed their new Lynx game, Zaku, as well as their publishing company.
We also have reviews of the finest independant retro games around: the PC
remake of Armalyte and the new Atari Lynx game, Zaku. Elsewhere, Strider is
given the Killer App treatment, Raid on Bungeling Bay is Retro Respected, ZX
Spin gets Emulator Profiled and more.
While it may be the end of Retroaction magazine, it isn’t quite the end of
Retroaction. The website continues to keep readers up to date on all the latest
news in the world of retrogaming, from new game releases, ezines, podcasts,
magazines, remakes, commercial remakes and much more. That’s not where the
website ends though as we plan to use the website as a home to Retroaction
Extra, a place where we can post our articles: ‘Retro Respects’, ‘Raiders of the
Lost Arcades’, ‘Emulator Profile’, ‘How to Cause A Complete Controversy’ and
more.
We’re completely open to contributing authors, too, so, if you would like to
contribute a homebrew review, article or feature then just let us know. A few
regular users use the forum to post news about new homebrew games, which I
have been eternally grateful for (thanks guys), but feel free to sign up for the
main website to post your news on the front page as well.
The magazine’s future may be uncertain at this time, but together we can
develop the website into a retro hub for news, reviews, articles, interviews and
more. This isn’t the end. This is just the beginning of the next chapter.
RETROACTION
EDITOR,
DESIGNER
Neil Reive

DEPUTY EDITOR
Gnome

CONTRIBUTORS
34COMPUTER
PART FOUR
WARRIOR

CaptainD
Duffman
Alan Leffingwell
8KILLER APP: STRIDER
Gabriel McGrath
24EMULATOR
EMULATOR PROFILE:
ZX
ZX SPIN
SPIN
PROFILE:

“We've had to endure much, you and I,


but soon there will be order again. A new
age. Aquinas spoke of the mythical city on
the hill, soon that city will be a reality and
we will be crowned its kings. Or better
than kings... gods!”

retroactionmagazine.com
twitter.com/retroaction
37RETRO
RETRO RESPECT:
FEUD
FEUD
RESPECT:

13KENZ (PSYTRONIK)
INTERVIEW
28SUPER FIGHTER
Retroaction © The Retroaction team, 2010. All
copyrights have been acknowledged and games TEAM INTERVIEW
are covered solely for educational and criticism
purposes. No part of this publication may be
reproduced in any form without our explicit
written permission. You are free, and
encouraged, to link to the original file for
download from our website. You may also use
pages for preview purposes. We have taken
great care to ensure that what we have
published is accurate, but cannot be liable for
any mistakes or misprints. Retroaction is an
independent publication and websites
mentioned are not affiliated to or controlled by RETRO RESPECT:
us. We are not responsible for the content of RAID ON
these sites or any changes made to them.
20 BUNGELING BAY 39OUT-OF-PRINT
ARCHIVE INTERVIEW
RETRO SCENE News from the world of retrogaming
Nreive interviewed in hardback release and promptly sold
out. The PDF comes in at 33MB and
Commodore Free can be found at the World of
Retroaction’s very own Editor/ Spectrum website. Enjoy.
Due to popular demand among
Designer, Neil Reive, was
some of the Amiga forums around
interviewed for issue 35 of
the net, and to help revive interest
Commodore Free. The interview in the Amiga retro gaming scene,
was pretty indepth and includes Underground Arcade decided to
such topics as Retroaction (of host an Amiga Game-Making
course), what is retro?, emulation competition. All the games were issue details
and more. The issue also has the The MSXDev’09 gaming uploaded to the competition server and download
usual Commodore content, news development competition came to a and are ready to download in LHA link.
and features. Available to close and the winners were or ADF format, complete with read Not only did
download in PDF, HTML, SEQ, Text announced. Dr. Pill from Infinite me files or instructions. Remember Out-of-Print Archive receive
and .DSK (C64 disk image). Go was the big winner, coming away that these games are unfinished. permission to work on all Hugh
check it out. with first place after gaining an Entries for this first (of many, we Gollner’s back catalogue of
83.3% score. Dr. Pill also achieved hope) Amiga Game-making videogaming magazines but they
the following category awards: Competition included X-Mas got an exclusive interview with the
www.commodorefree.com/
“Game with Best Graphics” (shared Disaster, Cornelius Saves man himself.
with Retaliot), “Best Music” and Christmas, Santa Montana, Dwarves Support magazine
“Most Original Game”. Menace from in the Iceland, X-Mas Syman, X-Mas preservation projects, not eBay
TNI finished as runners up and Glass Ball Factory, Sam and Max. scammers.
achieved the “Game with Better Big news at Out-of-Print Archive, Have you noticed that magazine scan
Gameplay” award. British Bob from as the first official release of DVD sellers seem to be breeding on
RELEVO Videogames came fourth videogming magazine back eBay? We have and are really getting
and picked up the “Most Polished catalogue is announced with the sick of it all. These magazines remain
Game” award. As mentioned, second issue of Mega Drive copyrighted to the original publisher,
Retaliot from Video Hazard shared Advanced Gaming, a fantastic whether they are still around or not,
the “Game with Best Graphics” with underrated magazine of its time. and they are definitely not “public
Dr. Pill. A full rundown of the Check out the MAG2 page over at domain” as one seller has laughably
winners along with in-depth scores OoPA for the content highlights, stated. The real kick here is that these
and game downloads can be found scans are not even the work of these
on the MSXDev website. sellers and the majority of them were
Andrew Rollings has kindly done by Mort at his own website at
released a free PDF version of his Zzap Zzuperstore and can also be
book The ZX Spectrum Book – found hosted around various magazine
1982 to 199x. The book, which preservation websites for free. So with
covers over two hundred of the the only cost being the blank DVDs,
finest ZX Spectrum games, was these sellers are making between
previously published at £5.00 and even up to £30.00 profit
www.hiivebooks.com/ with a limited on each auction.

RETROACTION ISSUE FOUR SUMMER 2010 4


RETROSCENE
Well, we think enough is enough gaming consoles. Check out the
and it’s time to hit back. Remember, Raze page at OoPA.
these people have no permission to Not only have Out-of-Print
sell these scans and don’t even have Archive received full permission to
permission from the person who work on all past Newsfield
scanned them. We’ve already reported Publication magazines, but they
hundreds of auctions from many also managed to get an interview
different sellers, however, we all know with Roger Kean, the Publisher/
that this is just the start. eBay may Managing Director at Newsfield.
ignore this as a one off and just warn And an excellent interview it is as
the seller, so this is where you come well, if I may say so myself.
in. If you were a huge fan of these It’s ten years since Deus Ex was
magazines then you owe it to yourself released in North America (the
to report these copyrighted infringing reported that The New Dimension game celebrates its 10th most famous and successful
auctions, again and again. Together, were hosting a Sideways SEUCK anniversary in Europe later this magazine publishing companies.
we can all make a difference. (Shoot-’em-up Construction kit) year) and the innovative first Future Publishing will always have
To make reporting the auctions that game making competition for the person shooter, which fused a place in my heart, mainly due to
little bit easier I have included their Commodore 64 platform. The together elements of action, my first ever computing magazine
user ids, links to their auctions and games were produced and entered adventure, RPG and more remains a being Amstrad Action and one of
example reporting descriptions. by various SEUCK specialists. The classic game as ever. It is certainly my all time favourite magazines,
Report Item -> Counterfeit and judges made their comments and one of my all time favourite games MEGA, both being published by
breaches copyright -> Bootleg and the results have now been and the last great game I ever Future. Some time ago, I managed
counterfeit media -> Media on announced. Taking first place is played, and with its ten year old to track down many of the early
Recordable formats (CD-R, DVD-R, Pour Le Merite (For Merit) from status, officially turns retro, in the Future Publishing staff (including
VHS tape, etc.) Bamse. Taking the runner up spot is eyes of Retroaction. If you love founder Chris Anderson and former
And in the brief description section The Rocket Man developed by Sea Deus Ex as much as I do—as well Editor/Publisher/Group Publisher
write something along the lines of: Software. In third place (second as millions across the globe—then Steve Carey) and got some great
“Copyright infringement of video game runner up) was Syphwyrm from check out Rock Paper Shotgun’s history of the company, some of
magazines without the publishers author Anthony Burns. Fourth place extensive coverage of the game. which you can read in the article.
authorization” was taken by Barney, developed by To celebrate Future Weblink: Retro Future – Celebrating
To make it a bit easier you can report WEC/Cosine. In fifth place was Tau Publishing’s 25th anniversary, 25 Years of Future Publishing
in a batch of ten at a time by using the Zeta from Alf Yngve. For the full Out-of-Print Archive traced the Another plug for a fabulous
auction ref numbers. rundown of the results, entries and birth and rise of one of the world’s article presented by our very own
At the beginning of the year we downloads, visit the New Dimension editor: ‘Back in Time’. ‘Back in
SEUCK compo page. Time’ is a monthly feature where
Out-of-Print Archive announced we look back at the classic video
another exclusive “official” gaming magazines twenty years ago
magazine scan release. This this month. 1990 was a very special
release of Raze issue 1 from time in retrogaming, what with the
October 1990 was scanned by none 16-bit computers takingover the 8-
other than Mort and edited by the bit computers and the emergence of
OoPA team with full permission the 16-bit consoles. ‘Back In Time’
from the publisher. Raze was a looks at all the magazine
short lived multi-format title from happenings at the time, including a
Newsfield Publications (publishers handful of online material to read,
of Zzap!64 and Crash) and covered selected from the various
the 16-bit computers and emerging magazines.

RETROACTION ISSUE FOUR SUMMER 2010 5


RETROSCENE
Games release list Cobra Mission (C64).
It’s been a while since our last issue, so Weblink: noname.c64.org
here’s a selection of some of the games Sgt. Helmet Zero (DS)
released in the past eight months... First time coder, IceVAN, has developed
a DS version of The Mojon Twins’
Realms of Quest III (VIC-20) Spectrum game Sgt. Helmet Zero. Now
Weblink: www.psytronik.com you can carry out daring rescue
The Wild Bunch (C64) missions on the… move with your DS.
gamesplaygames.co.uk/thewildbunch/ The game looks fab, so why not
Manic Miner in the Lost Levels download it—it is free as well, with only
(DS). Well, this is a fascinating a quick registration required.
development. Stuart Campbell Weblink: nds.scenebeta.com
(fantastic journalist and fellow Scot) Lala Prologue (Spectrum)
wrote an article on the lost levels of avoiding the mummies. The game card, Weblink: www.mojontwins.com/ released on tape courtesy of Psytronik.
Manic Miner in Retro Gamer issue 63, map, cover art and download can be Orion Prime (Amstrad CPC) Full details of the game can be found at
featuring never before seen screens found at the Retroworks’ website pages. Weblink: op.cpcscene.com the Dead on Time page at Psytronik.
from various home computer versions, Weblink: retroworks.es/index_en.php Invasion of the Zombie Monsters Adventures In Time (Plus/4)
and this is picked up on by some Bezerk remake (Spectrum, MSX). Weblink: plus4world.powweb.com
ingenious developers who decided to Download link: ippa.se/berzerk.exe Originally presented at the RetroMadrid Superfly DX (Atari Jaguar).
port all these “lost levels”, and more, All Present and Correct fair by Relevo Videogames was a new Weblink: dbug.kicks-ass.net
onto the DS. What’s more is that you (Spectrum) game for MSX and ZX Spectrum called “The original Knight Lore is
can download the Manic Miner in the Weblink: www.bobs-stuff.co.uk Invasion of the Zombie Monsters. This considered by many as a true classic
Lost Levels’ DS ROM for free. Sgt. Helmet Zero is a no frills B-Movie style title is a great looking game…” the game was updated with a
Weblink: headsoft.com.au rescue mission: move in, kill anything arcade shooter that is available to version for the MSX2 (released last year
Miner 2049er Again (Windows) that looks at you the wrong way and purchase in physical form from and was reviewed in issue 3 of
Weblink: acoders.com find the prisoners. The game also takes Matranet and also available to in Retroaction), we now have an updated
COBEX (Cruising on Broadway advantage of the Spectrum 128k’s download emulator format. remake for the PC.
Extra) modified ULA. Full details, instructions Weblink: www.relevovideogames.com/ Weblink: retrospec.sgn.net/game/kl
Weblink: www.tcksoft.co.uk and download can be found at The Uwol – Quest For Money (Mega Color Lines (Amstrad CPC)
Subacautic (ZX Spectrum 128). Mojon Twins’ website… Drive). Weblink: shiru.untergrund.net Weblink: tj.gpa.free.fr
Weblink: www.mojontwins.com Weblink: www.mojontwins.com Kyd Cadet (Spectrum) Donkey Kong remake (PC)
Retroworks have released King’s A team of crack coders—Fano, BBC- Download link Weblink: retroremakes.com/forum/
Valley on the ZX Spectrum. A Iron and MacDeath—have re-released Dead on Time, a fantastic looking Robotz DX remake (PC)
conversion of the 1985 Konami title, the Rick Dangerous on the Amstrad Amstrad CPC shoot-’em-up from the Robotz DX is an updated PC remake/re-
game has the player controlling a CPC128+, making use of the extra makers of Star Sabre, has now been imagining of an Atari ST game called
delightful little character called Vick in memory that the PLUS hardware offers. Robotz. Developed by James at RGCD,
his search for the Mystery Jewels while More details and a DSK download can Robotz DX keeps the gameplay firmly in
be found at the Rick Dangerous 128+ classic territory, what with Alien Breed/
pages at the CPC Wiki. Gauntlet style dungeons gameplay
weblink: cpcwiki.eu/index.php/ action. The game is freely available to
Miles Mad Mission (Spectrum) download, but a boxed copy can be
Download basic pack obtained from the website for a small
Download extended pack fee.
Uwol, Quest For Money Weblink: rgcd.co.uk/robotzdx/
(Spectrum). Weblink: Sir Ababol (ZX Spectrum)
www.mojontwins.com Weblink: www.mojontwins.com
Box Reloaded (Spectrum) Space Invaders remake (PC)
Weblink: elbeyker.blogspot.com Weblink: news.retroremakes.com

RETROACTION ISSUE FOUR SUMMER 2010 6


KILLER APP:

Words & screenshots by


Duffman

DETAILS

Developer: Capcom
Publisher: Sega
Released: 1989
Platform: Sega Mega Drive

I
n 1990 I was perfectly happy
Genre: Beat-’em-up with my little beige Commodore
64 and its multitude of 8-bit
games, but one trip into to a local
computer game shop changed that.
This computer game shop (home
computers being the dominant UK
gaming platform at the time) had a
certain sleek black console called a
Mega Drive on display. Import video
gaming was just emerging as a big
thing in the UK, and this Japanese
import machine was playing a copy
of a fantastic looking game called

RETROACTION ISSUE FOUR SUMMER 2010 8


KILLER APP STRIDER
Strider. This was unlike anything I ...and the soundtrack kicks in. That’s the moment
had seen or heard before, although I
had read some of the rave reviews that I knew I was playing
the game was receiving in the something truly amazing.
gaming magazines. So having just
come into some money, I was able to dedicated games machine capable of gantries to flip himself up onto
purchase a “modified” official UK achieving arcade quality graphics, higher platforms and even climb up
Mega Drive (which could play import sound and gameplay. My gaming walls.
games) and a copy of a Japanese world would never be the same By slashing open item containers,
import Strider. again. extras can be found in the form of
After stumbling home with said So after reading up on the game, robots, points and extra lives. There
modified Mega Drive and Japanese the plot was revealed: Grand Master are three robots in the game: The
import copy of Strider, I quickly set Meio has invaded Earth with the help Dipodal Saucer, The Terapodal Robo-
everything up, inserted the game of his robotic army of warriors, Panther and The Hawk Robot. The
cartridge, patiently waited a few leaving mayhem and destruction in Dipodal Saucer fires a laser every
more seconds (for the SEGA logo to his path. The world is on the brink time you swing your Falchion. When
appear) and pressed start. As the of collapse. Faraway, a band of you move, the saucer moves with
game begins, an evil sadistic laugh is warriors, known as Striders, send you, taking out any enemy in its
heard from a character as he ascends one of their best men, Hiryu, to face path. Obtaining a saucer turns one
the screen, clutching the Earth, the armies of Meio in an attempt to Hiryu’s life gauge blocks from green
before disappearing at the top. The rid the evil from Earth. to red. If that red block is lost, by
game’s hero then glides onto the top Hiryu starts the game with three getting hit, the saucer disappears.
of what appears to be the Kremlin. lives, but this can be changed to four The Terapodal Robo-Panther can be
Sirens start blaring away, KGB-type or five if you wish. A gauge shows obtained when two of the blocks
soldiers, wielding knife-edge assault three blocks and every time Hiryu is Hiryu’s life gauge are red. When the
rifles, close in on your character, and hit, a block disappears. If all the Panther appears, the red blocks turn
the soundtrack kicks in. That’s the blocks in the guage disappear, a life yellow. The Panther leaps and
moment that I knew I was playing is lost. Points are gained by slicing bounds around the screen, before
something truly amazing. While the and dicing enemies with your sword turning into two saucers. The Hawk
C64 was a great machine with good (called a Falchion). Strider Hiryu can Robot flies around at the top of the
hardware capabilities and excellent run, jump, flip, slide, swing on screen, destroying any enemies,
games, the Mega Drive was a ledges, hang onto scaffolding and before disappearing. Item containers

Catching a lift with Urobolos Hiryu is a true expert in One of the more agile opponents
gymnastics and can perform some encountered in the game,
fine moves complete with jetpack
RETROACTION ISSUE FOUR SUMMER 2010 9
KILLER APP STRIDER
may also provide other useful power
ups like life gauge increases, limited
invincibility and an increase in the
size of the Falchion.
The game itself is staged like an
epic film, quickly moving from one
set piece to the other, from one
location to another, all carried out
to appropriate rousing incidental
soundtracks. Along the way, Hiryu
will fight the enemy in Russia,
Siberia and the Amazon, and face
memorable guardians. Hiryu
doesn’t just fight against the typical and the backdrops are simply rather than the European PAL speed
end-of-level baddies—he has to also wonderful, with some gorgeous of 50hz, and provides a much faster
face off against bosses in the parallax scrolling. The small paced game. One other minor
beginning and mide-points of each amount of sprite glitch—an difference with the Japanese version
level. The first real guardian occasional flicker of the main Hiryu is that Hiryu gives out a “puh” grunt
encountered is Urobolos, who character—is the only negative when he swings his Falchion. Yes,
appears when a group of Russian throughout, and even that doesn’t the cut-scenes are near impossible
delegates leap from their chairs to detract from the overall quality of to follow—unless you’re fluent in
form the frightful caterpillar type the game. The game is very Japanese—but the rest of the game
robot creature. The locations addictive, with fast paced action is in English. Moving on to play the
and set pieces also scenes—the unforgettable “running PAL version is quite a chore as it
play an important down the hill” sequence will get the moves noticeably slower than the
part in providing that heart pumping—rounded off with NTSC version. The saving grace for
great cinematic sleek, professional level design. the PAL version is that the player has
atmosphere to Strider, There are some sensational sound three chances to continue where
from the Russian effects and a menacing main they die off, which the Japanese
wastelands, to Siberia soundtrack throughout which, NTSC version doesn’t offer. In
and the antigravity blended together seamlessly, produce retrospect, the North American NTSC
section of the Ballog an incredibly atmospheric experience. version is the best of both worlds,
character’s airship. With soundtrack titles such as what with having the 60hz speed of
When Strider first came “Raid!”, “Siberian Tunnel”, “Big Run”, the Japanese version, along with the
out, it was regarded as “Gravity Unusual” and “Roaring” the English language cut-scenes.
the “killer app” for the programmers have produced tunes The early nineties truly were the
Mega Drive, providing with a distinctive FM synthesised golden days of gaming, what with
some awesome graphics, sound that sound great played on the emergence of the consoles and
a film quality soundtrack their own (yes, I’ve listened to them their arcade quality games. If you’re
and superb gameplay. on many occasions through the after some 16-bit nostalgia or just
All the fantastic graphical options menu). want to play a game which is a
effects from the arcade, Naturally, the Japanese NTSC classic in every way, then hunt out
such as the black out in version of the game runs at 60hz, an NTSC copy of Strider.
the power station on The game is very addictive, with fast
level two, are present.
The Hiryu sprite is big, paced action scenes rounded off with sleek,
detailed and moves well, professional level design.
RETROACTION ISSUE FOUR SUMMER 2010 10
REVIEW

ARMALYTE
Words & screenshots by Neil Reive

A
ll right, I need to get this Video Games’ Julian Rignall. Need
out of the way right now. I say more?
I’ve never played the But just what is this Armalyte
original Armalyte. Now that’s off all about? Well, on paper, it looks
my chest I can carry on. I haven’t like any other standard left to right
shouted loud about shoot-‘em-ups scrolling space shoot-‘em-up. Due
in the past, despite doing nothing to an alien invasion, you, and a
but playing the likes of possible second player, take a
Salamander and Nemesis in the spaceship through a long narrow
arcades during the 1980s. That’s level full of enemy ships, mini-
going back a bit and they may bosses and a final end-of-level
have been two player affairs, but I guardian, all in an attempt to
still have a fondness for a good old reclaim your outposts. Complete
classic shoot-‘em-up. the level and it’s onto the next
If you were lucky enough to one.
have owned a Commodore 64 then Normally, having moved on to
you may have came across a RPG and strategy games over the
rather spiffing shoot-‘em-up from years, I would stay clear of shoot-
Thalamus Ltd. That shmup was ‘em-ups, but for some reason I
Armalyte and was heralded as one volunteered to take this game on
of the best games of its type on and, I must say, I fell in love with
the C64 and with praise from the the genre all over again. The game
likes of Zzap!64’s Gordon absolutely oozes quality from
Houghton, Commodore User’s every pore.
Steve Jarratt and Computer and If you’re a fan of the original

For some reason I volunteered to take this game


on and, I must say, I fell in love with
the genre all over again
RETROACTION ISSUE FOUR SUMMER 2010 11
REVIEW ARMALYTE
an absolutely fantastic game
wrapped up in an unbelievable
packaged box of delights
and have mixed feelings about this rubbish (I’m out of practice with
remake then fear not, as the shoot-‘em-ups—well, that’s my
programming team have excuse) I can’t confirm or deny
developed the game so that it is this.
configurable to your every desire. Special mention must go out to
Don’t want the new soundtrack the SAS programming team.
playing throughout? Just switch it Stuart Collier (programmer) has
off. Don’t like the new techno done excellent work with the
upgrade announcements? Turn it gameplay: things flow smoothly
off. Want the game full screen or throughout and there are no bugs
windowed? No problem. Virtually to speak of. Trevor ‘Smila’ Storey
everything in Armalyte is (graphics and design) has worked
configurable. his magic on the visuals. The
Some people may complete the game looks amazing with some
game or get bored of playing the truly silky aesthetic work as Smila
game as it is, so how about a has retrofitted and updated every
fantastic achievements and visual in the game. Smila also to the publishers, the game comes
bonuses scheme? If you check out produced the fine looking cover art in a stylish DVD case, along with
Armalyte’s options you will come to accompany the game. To round the full C64 Competition Edition of DETAILS
across the Achievements screen. off things perfectly, Chris Armalyte (in emulator compatible
Here you will find targets like ‘Infamous’ Bailey has produced .D64 format), a brand new one Developer: SAS Designs
Complete Level 1, 2, 3, etc. some fantastic sound effects and hour special “One Man & His Mic –
Destroy 1000x enemy ships, 10x tunes for the remake. Psytronik Software Special” Publisher: Psytronik
bosses, etc. Apparently, there is a Being published by Psytronik podcast, a brand new PC “remix-e- Platform: PC
surprise if all the targets are you can expect the usual load” demo, an Armalyte Jukebox Weblink: www.psytronik.net
achieved, but seeing as I’m pretty professional packaging. According music demo, special artwork
“making of..” presentation, Genre: Shoot-’em-up
Psytronik Software promo videos
and more.
RATINGS
Really, this is an absolutely
fantastic game wrapped up in an
unbelievable packaged box of Graphics: 90%
delights. If you’re either a fan of
the original, a shoot-‘em-up fan or Sound: 87%
just a retro gamer at heart, then
you should really check it out. You Gameplay: 92%
won’t regret it.
Overall: 92%

RETROACTION ISSUE FOUR SUMMER 2010 12


An interview with
Jason ‘Kenz’ Mackenzie
We’ve always been very supportive of the
homebrew retro scene, and after playing
the likes of Armalyte, Sub Hunter and
Knight ‘n’ Grail, we decided to find out more
about Psytronik, the publisher of these fine
games
INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE
“Binary Zone quickly grew to become the leading UK
supplier of C64 PD software and I ended up with over 4000
members from around 20 different countries.”
involvement with it? you tell us more about this
K: Cosine is a still-active demo crew publication?
that produces demos and games for K: At that time most of the “off the
various retro-computers to this very shelf” C64 magazines had either died
day. You can find out more about the or were in serious decline so I decided
Cosine members and releases on their to release a “replacement” magazine
website (www.cosine.org.uk) ... I was with the help of various friends and
invited to join Cosine back in the 90’s contacts. I was very lucky to have
by Jason ‘TMR’ Kelk and did a few bits some great writers on board including
and bobs for demos (a few graphics Jason “TMR” Kelk who was the editor
and lots of scroll-text waffle if memory of the magazine for the first six issues
serves). Before being in Cosine I was before handing me the reins for issue
in a group called Computer World seven onwards—although he remained
(named after the Kraftwerk track) with on board as Executive Editor for all the
some of my chums from school and remaining issues (he now writes the
Retroaction: Can you please K: Well, back in 1988/1989 I used to then I joined the UK demo group Homebrew pages for Retro Gamer
introduce yourself and tell us how buy PD software from ‘Wicked PD’ Xentrix. After that Binary Zone took magazine don’t ya know). Other
you got into retrogaming? which was a PD library run by up all my time and then years later I Commodore Zone writers included
Kenz: Greetings Programs! My name Compunet duo Ian and Mic. I loved joined Cosine on a largely inactive Andy Roberts (one-time member of
is Jason ‘Kenz’ Mackenzie and I’ve receiving their demo disks through the basis. Apex Computer Productions and
been into retro gaming before gaming post and I even typeset some of their regular Commodore Format writer),
even became retro! It all started for PD catalogues for them using the Mac R: During the mid/late nineties, Andrew Fisher (Commodore Force /
me many aeons ago with a Sinclair at the place I used to work. Anyway, you produced a fantastic looking Retro Gamer writer), Warren
ZX81, I then moved onto a Speccy, Ian & Mic eventually decided to close zine called Commodore Zone. Can Pilkington (Zzap! 64 Tips contributor),
Amstrad CPC, Commodore 64, Amiga Wicked PD in order to concentrate on
500 and Amiga 1200—I then decided writing games. By this time I had
the Commodore 64 was the best of amassed quite a few contacts who I
the bunch and have supported that swapped demos with and had built up
system ever since. There are a few quite a big collection of demos and PD
other computers lurking around here games myself. I decided to set up my
as well (Commodore Plus/4, Acorn own PD library to carry on where
Electron—and I even recently Wicked PD left off and so Binary Zone
discovered the delights of the VIC- PD was born. I slapped an advert in
20). Commodore User and it all went a bit
bonkers! Binary Zone quickly grew to
R: Before we discuss Psytronik, become the leading UK supplier of
I’d like to go into the various retro C64 PD software and I ended up with
goings on that you’ve been over 4000 members from around 20
involved with over the years. different countries.
Binary Zone is something many
people will have heard over the R: You have also been involved
years. Can you tell us a little bit with Cosine. For the benefit of
about Binary Zone and how it our readers, can you give a little
came to be? more detail on the group and your

RETROACTION ISSUE FOUR SUMMER 2010 14


INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE
working on a television
programme called BITS? What
happened there?
K: [laughs] That was a mad few years
of my life! Basically, I was a huge fan
of the show as it was about computer
games and was presented by three
lovely young ladies (Aleks Krotoski,
Emily Newton-Dunn and Emily Booth).
I produced a website devoted to the
show called “The Bits Grab Fest” and I
kind of got adopted by the show after
a while. I was featured on the show a
Alf Yngve (SEUCK legend), Jon Wells Although the magazine is no longer and what inspired you to come up few times getting up to various retro-
(C64 coding hero responsible for many produced you can buy scanned with the idea? Will One Man and computing shenanigans and I became
CZone covermount treats) and not versions of all the issues on the his mic ever return? their unofficial “retro researcher”. I
forgetting Ferris, the CZone mascot! Commodore Zone 10th Anniversary K: Shucks! You’re too kind [smiles]. helped out the team by supplying
The magazine was released in A5 CD-ROM which is available in the BZ OMAHM came about after the demise them with emulator software that they
booklet form which made it easier to Retro Store (www.binaryzone.org/ of the popular Slay Radio show “The used for various features on the show.
post than a bulky A4 mag. To keep retrostore/). Z-Show” (pronounced the Zee-Show) One of my proudest to moments was
costs down the pages of each issue And talking of Commodore Zone, which I used to co-host with my good to be featured in the end credits of the
were in black & white so the mag one thing I’m planning to do at some chum Boz. The show ended when Boz very last show...! I was also lucky
could easily be photocopied in bulk. point in the future is to re-publish all moved to Sweden and as I had enough to be invited to the Bits series
Each issue was presented with a the issues in the form of two books. neither the time or equipment to do a 5 launch party which is where I met
coloured-card cover that was hand- Commodore Zone Volume 1 will regular online radio show I decided to Emily Booth for the first time. I asked
laminated using that clear covering contain issues 1-8 and Volume 2 will release a series of irregular podcasts Emily if she wanted an official website
film (I still have nightmares about contain issues 9-16. Each issue will instead. As I love retro computer
covering all those mags in that darned be completely re-typeset as some of music I came up with the idea of
stuff). The mag lasted for 16 issues in the early issues looked a wee bit releasing a series of one-hour shows
total and the final issue contained a ropey due to the very limited facilities dedicated to either a specific
massive 76 pages and sported a we had access to at the time. I computer system or retro musician.
professionally printed full-colour cover haven’t actually announced this The shows proved to be rather popular
featuring the TV presenting-babe anywhere so this is a little bit of as I seemed to get the right balance
Emily Booth from ‘Bits’! A highlight of exclusive info for your mag. It’s going of music, waffle between tracks, trivia
each issue was the celebrity to take me a loooong time to redo all and humour. There are currently 10
interviews. Over the 16 issues, we the issues of the mag so don’t hold shows available which can all be
interviewed many 8-bit heroes your breath—but it WILL happen at downloaded from
including Ben Dalglish, Rob Hubbard, some point as it’s something I really www.binaryzone.org/podcast/... Will
Simon (Mega Apocalypse) Nicol, want to do. OMAHM ever return? Oh yes! Series
Manfred (Turrican) Trenz, Martin 2 is currently being planned but at the
Galway, Dave ‘Ubik’ Korn and Tim R: One Man and his mic is an moment I don’t actually have a
‘Miserable Bugger’ Follin amongst absolutely fantastic retro podcast. working microphone as the one I used
others. Can you tell our readers about this for the first 10 shows is busted. I’m
planning to buy myself a nice new mic
“As I love retro computer music I came up with the idea of in the New Year so look out for “One
Man & His NEW Mic” in 2010!
releasing a series of one-hour shows dedicated to either a
specific computer system or retro musician.” R: What’s this I hear about you The BITS girls

RETROACTION ISSUE FOUR SUMMER 2010 15


INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE
“Psytronik Software started in 1993 when
Jon Wells was looking for someone to
publish his game Sceptre of Baghdad.”
K: There are now 16 games available tapes duplicated in bulk. I still have
on the Psytronik label. These are to stick on all the tape labels and
Sceptre of Baghdad, Archetype (+ assemble the tape inlays though—
COPS III), Sub Hunter, Psykozone, although these were professionally
Shoot ‘Em Up Destruction Set, Escape printed which saved a lot of time (and
From Arth, Mayhem in Monsterland, printer ink!) and allowed me to
Creatures, Creatures 2, Armalyte, Joe produce the unique double-sided
(featuring enhanced SEUCK games by Gunn (Gold Edition), Knight ‘n’ Grail, “reversible” Wild Bunch tape inlays.
Alf Yngve). I then released The Shoot The Last Amazon Trilogy and
‘Em Up Destruction Set which was a Wanted:The Wild Bunch. These are R: There has been some fantastic
compilation of four games, again by all Commodore 64 titles and there are cover artwork produced for
Alf Yngve. The sales of the 1993 / two VIC-20 titles also available— Psytronik games. Who does the
1994 releases weren’t very impressive Carling the Spider and Realms of work on these and how is it done?
and then we spent about three years as I think the poor quality of the Quest. Releases for other systems K: The artwork for the original
dossing around in Soho doing photo- packaging let them down. At the time are also planned, including Star Sabre Psytronik releases (Sceptre of
shoots and whatnot for her website, I only had access to very limited 128K and Dead On Time (Amstrad Baghdad, Archetype, The Shoot ‘Em
the now sadly defunct “Bouff.tv”. It equipment and no budget whatsoever CPC) and Armalyte (PC CD-ROM). Up Destruction Set and Psykozone)
was a tough job but somebody had to and so had to present the games with was produced by Alf Yngve who is a
do it (grins). Don’t worry Bouff-fans, photocopied inlays that were literally R: How are the game tapes and brilliant comic artist. These were
Emily will be bouncing back onto the put together using scissors and a disks manufactured, by yourself coloured for the 2008 versions by Jon
internet soon on her new official glue-stick. Now flash-forward 15 or a specialist company? Wells (although I did the colouring for
website (www.emilybooth.net) which years to 2008 and Jon Wells contacted K: All the tapes and disks are SEUDS using PhotoShop). The
I’m currently busy working on. me via email and asked if I would be manually duplicated by hand by little artwork for Sub Hunter was rendered
interested in helping him to release old me (an immensely time- in 3D by Jason Kelk and I added the
R: Tell us about Psytronik his C64 conversion of the Speccy consuming process!) and all the
Software and why you decided to budget title The Wild Bunch. As I’d games are packaged using high-
launch an indie software really enjoyed working with Jon in the quality glossy packaging. The tape
publishing house. past I jumped at the chance and version of The Wild Bunch was
K: Psytronik Software started in 1993 designed the tape inlay for Jon in professionally mastered, as there
when Jon Wells was looking for PhotoShop. As I now had a tape inlay were a lot of pre-orders for the game
someone to publish his game Sceptre template I decided to re-design the so it saved a lot of time to have all the
of Baghdad. The game was meant to tape inlay for Sceptre of Baghdad in full
have been published by Atlantis colour to see how the Psytronik tape
Software but they had sunk without a SHOULD have looked. Various people
trace (ho-ho. See what I did there). saw (and loved!) the new Sceptre inlay
The 8-bit commercial software scene and urged me to re-release all the
was dying out at this time so I came Psytronik games with new packaging—
up with the idea of launching a new and so I did. Psytronik Software was
software label to release commercial officially reborn in 2008.
games for people like Jon. Sceptre of
Baghdad was the first Psytronik R: How many games are available
release and this was followed by the and on what machines are they
Archetype and COPS III twin-pack for?

RETROACTION ISSUE FOUR SUMMER 2010 16


INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE
“I dropped [John & Steve Rowlands (Apex Productions)] a
line to see if they would be interested in doing a 15th
anniversary [Mayhem in Monsterland] release—they were.”
logo and water effect etc. The picture Wild Bunch disk was produced by me
for Escape From Arth was rendered in (the tape inlay is directly based on the
3D by Mat ‘Preferred Image’ Recardo original Firebird version) and the
based on a design by Alf Yngve (and artwork for Realms of Quest was
an idea from me to make them “look produced by Bry Henry who also
like the guys from Halo”). I produced produced all the illustrations featured
the Mayhem in Monsterland artwork in the 36 page Realms of Quest
using the original release as a guide manual. The actual tape inlays, disk
and a picture of Mayhem given to me inlays, disk sleeves and labels are all
many years ago by Steve Rowlands. produced in PhotoShop by me and
Trevor ‘Smila’ Storey produced the feature elements of the cover artwork
stunning artwork for the Psytronik re- along with game screenshots, game
releases of Creatures, Creatures 2 and info and review blurb, etc.
Armalyte—and it must be said I
reckon his artwork for Creatures and R: Explain the various editions glossy instruction sheet. The range in the future. If you own the IP
Creatures 2 are even BETTER than the that the games come in (Digital, Premium Disk Editions are my of an existing title then I’d also be
original Oli Frey artwork (*shock!*). Budget and Premium Disk) and favourites! The floppy disk is interested in re-releasing it on the
Trev also produced the artwork for Joe what gamers can expect from presented in a proper 5.25" plastic Psytronik label. The procedure for
Gunn and Carling the Spider. The each of these packages? disk box (similar to the ones used by submitting a game is extremely
gorgeous cover-art for Knight ‘n’ Grail K: The Digital Download versions of Ocean Software and System 3 et al simple, just email your game to
was painted by Håkon Repstad who the Psytronik titles are designed for back in the day). Each Premium kenz@binaryzone.org and I’ll be in
had always dreamed about having his people who either do not have the release features a full colour disk inlay touch.
artwork used on a commercial C64 original hardware to play the games inside the clear plastic box and the
game [smiles]. The artwork for The on or for people who disk is presented in a glossy disk R: There have been special re-
want to transfer the sleeve (the same as the budget releases of Mayhem in
games onto the version) complete with the label and Monsterland, Armalyte, Creatures
original hardware instructions. It took me MONTHS to and Creatures 2. Tell us some
themselves. These find the 5.25" disk cases but it was more about these intriguing re-
can be played on certainly worth it, as the Premium releases and can we expect to see
emulators and you Editions look stunning. further similar releases?
are supplied with K: I was extremely fortunate to be
both the tape and R: Can anyone who develops a able to re-release Mayhem in
disk version of the game send it in to you? What is Monsterland, Creatures, Creatures 2
game (as .tap and the procedure for submitting and Armalyte on the Psytronik label. I
.d64 files games? actually helped out John & Steve
respectively). The K: If anyone out there has produced a Rowlands (Apex Productions) with the
budget disk new title for the Commodore 64, VIC- production of a promo-video for
versions feature 20, Commodore Plus/4, ZX Spectrum Mayhem back in 1993 and so I
the game on a or Amstrad CPC then I would be dropped them a line to see if they
floppy 5.25" disk happy to consider it for publication on would be interested in doing a 15th
presented in a the Psytronik label. I’m also anniversary release—they were. So a
glossy full colour interested in PC titles—either new or deal was struck and the Mayhem
disk-sleeve with a retro related—as I would like to re-release came about in a relatively
colour label and a develop the Psytronik PC software short space of time. The IP for the

RETROACTION ISSUE FOUR SUMMER 2010 17


INTERVIEW PSYTRONIK SOFTWARE: JASON ‘KENZ’ MACKENZIE
C64 Creatures games and Armalyte is mix-e-load music demo and a “making I’m delighted to be able to present this PC version of
actually owned by my good friend of the artwork” demo. What’s great
Andy Roberts and he gave me about the PC version is Trev & Stu Armalyte as the first Psytronik PC CD-ROM release and
permission to re-release them on the worked closely with the original
Psytronik label. I was amazingly lucky creators of the game to make sure the
hopefully people will be happy with the result...
to be able to re-release games like gameplay was absolutely perfect (Rob due to the SID chip as I’m a massive K: No problem at all, it was fun! I
Mayhem in Monsterland and Levy actually submitted about seven fan of SID music. Funnily enough, I would like to end by sending a
Creatures, and I guess it’s all thanks pages of notes during the production always thought the Spectrum was a massive thanks to everyone who has
to me being in the retro scene for so of the PC version). I’m delighted to “prettier” machine and I recently helped and supported all my mad
long and for picking up such great be able to present this PC version of re-sprayed my old yellowing C64 and retro schemes over the years—Binary
friends and contacts along the way. Armalyte as the first Psytronik PC CD- gave it a ZX Spectrum style Zone Interactive, One Man & His Mic,
Stay tuned to www.psytronik.com as ROM release and hopefully people will makeover—to see the result head on Commodore Zone and Psytronik
there’s plenty more to come! be happy with the result of all the over to www.binaryzone.org/ Software couldn’t have existed without
hard work done by S-A-S Designs and specadore64.php the help of a LOT of people over the
R: The classic C64 shoot-’em-up, Cyberdyne Systems. As for the retro game I keep years. Cheers guys ‘n’ gals! I’ll see
Armalyte, is being remade for PC, returning to it has to be Uridium on you all ... IN THE FUTURE!
with a demo currently available on R: Which retrogaming system is the C64—which was the game that
Psytronik’s website. How did this your favourite and what retro made me buy a C64 in the first place!
remake come about and what can game do you keep coming back Relevant weblinks
we expect from this release? to? R: Kenz, thank you for taking the
K: Trev & Stu of S-A-S designs have K: As you may have guessed from the time to talk to us. Is there All Psytronik games, news and info
been busting to do a PC remake of Psytronik catalogue my main retro- anything else you would like to can be found at:
Armalyte for a while now and as soon love is the Commodore 64—mainly add? http://www.psytronik.net/
as Andy Roberts (who owns the IP)
and the original game creators Dan Commodore Zone, One Man and
Phillips and Robin Levy (Cyberdyne
His Mic and other great retro
Systems) gave them the thumbs-up
goodness cand be found at:
they got busy with their PC
conversion. The end result is a http://binaryzone.org/
stunning update of the original C64
game featuring amazing new graphics Follow Kenz's updates at:
and sonics. All eight levels of the http://psytronik.blogspot.com/
game are present along with a special

Kenz’s ZX Specadore 64 Psytronik software has been featured in many publications, including Micro Mart and Retro Gamer

RETROACTION ISSUE FOUR SUMMER 2010 18


RETRO RESPECT

DETAILS
Words & screenshots by
Developer: Will Wright
Gabriel McGrath
Publisher: Br∅derbund
Released: 1984
Platform: C64 (other ports)
Genre: Shoot-’em-up

Developer: Cinemaware
Publisher: Cinemaware
Released: 1986
Platform: Amiga (various ports)
Genre: Strategy
RETRO RESPECT RAID ON BUNGELING BAY
“Defence network computer. It only appeared on three platforms, but its development
New. Powerful. They say it got
smart... a new order of directly led to the creation of Sim City, which led to
intelligence. Decided our fate in The Sims—the biggest selling PC game in history
a microsecond... extermination. I
was born after, in the ruins. MSX). But its development directly “base” between sorties.
Grew up there. Hiding from the led to the creation of Sim City, which In the case of Raid on Bungeling
H-K’s. Hunter Killers… built in led to The Sims—the biggest selling Bay, your base of operations is an
automated factories.” Kyle Reese, PC game in history. But hang on… aircraft carrier, in the middle of an
Terminator, October 1984. how did we get from “remote- ocean. Pressing fire will start the
“The War Machine. Directed controlled weapons of doom” to rotors, whilst pressing the joystick
by an Artificial Intelligence. Day virtual dollhouses? Let’s go back to forward starts your forward
and night, these factories churn 1984… movement. Left and right turns the
out an endless armada of remote- “The Bungeling Empire continues copter in the appropriate direction.
controlled weapons of doom. the course of war…” so begins the The fire button has dual roles, with
Their ultimate aim is clear: the RoBB game manual for the fast presses to fire the machineguns,
final destruction of civilisation as Commodore 64. And indeed, the and slow presses to drop one of nine
we know it.” Box art, Raid on Bungelings were a consistent foe in (replaceable) bombs.
Bungeling Bay, October 1984. early Broderbund games. In the The gameplay view is top-down
Twentyfive years ago, I was too Lode Runner series, you were and player-centred, in the style of
young to watch The Terminator in challenged to steal the Empire’s gold arcade games like Time Pilot. The
the cinema. But I was old enough to reserve. In Choplifter, you were world scrolls smoothly in eight
play Raid on Bungeling Bay on my tasked with rescuing hostages taken directions. You’ll fly over islands,
Commodore 64. Both were tales of by the Bungelings. And that game which are dominated by six factories.
“technology gone wrong”. Both used had many similarities with Raid on Each contributes to the Bungling
the memorable imagery of a robotic Bungeling Bay. Empire’s war effort by manufacturing
skull, with glowing eyes. And both Both titles feature a helicopter, parts for the enemy’s battleship.
were the first small step in a billion with strong momentum in its Your mission is to take each factory
dollar franchise. movement. Both feature a mixture of out, by bombing it repeatedly. In
No, Raid on Bungeling Bay never air-based targets to shoot with a some cases, the factory requires
got a sequel. There’s no massive machinegun, and fortified buildings more than nine bombs. This means
RoBB fanbase. And it only appeared to “bomb” from above. And both dashing to your carrier to refill, and
on three platforms (C64, NES and titles require the copter to return to returning to finish the deed.

Stealing bombs from the Your carrier. Your home Factory destroyed!
enemy’s airbase

RETROACTION ISSUE FOUR SUMMER 2010 21


RETRO RESPECT RAID ON BUNGELING BAY
The white jets swap their cannons for
air-to-air missiles. And the gun
emplacements are now rebuilt very
quickly. If that’s not bad enough,
they also start alternating between
bullets and deadly homing missiles.
Outrunning a missile is challenging,
but possible... as long as your craft
is in good condition.
RoBB throws many simultaneous
problems at the player, but you
Your carrier is under attack! Enemy battleship launched! If you’re gonna die, at least take always know what’s going on.
out a factory! There’s a simple radar in the lower
left corner (a la Wizard of Wor), and
Your other main target is the these low-level enemies provide 100 percent damage, and your craft a status bar (“Your carrier is under
enemy’s shipyard. Here, you can little resistance. will start spiralling out of control, attack”) on the bottom of the screen.
see their battleship slowly coming The real danger comes from the before smashing to the ground/ocean The changing colour of the screen
together. Bombing the shipyard enemy’s anti-aircraft guns and jets. below. It’s incredibly satisfying if border gives you an almost
will set back the vessel’s The gun emplacements are you’re able to crash your helicopter subliminal indication of how much
construction—giving you more time positioned near factories, so it’s into a factory, or even better, the trouble you’re in. This is a very
for other priorities. This is an important to take them out before a enemy battleship. A successful clever touch. You may be
important point—if you only attack bombing run. In time, the AA guns kamikaze attack is the equivalent of overwhelmed at times, but never due
the factories, the battleship will be are rebuilt, so it’s a case of destroy about five bombs. And the act of to a lack of information.
launched before you complete the the factory, and get outta there—fast. wrestling with the joystick, while If you lose all your lives without
mission. And once this happens, it Enemy aircraft come in two colours— your damaged helicraft veers about… wiping out all the factories, the game
heads straight for your carrier, white jets attack your copter, whilst is a fantastically intense experience. is over and your mission a failure. If
firing homing missiles. black jets will bomb your carrier. Initially, Raid on Bungeling Bay is you destroy all six factories, the
RoBB is therefore a balancing You’ll need to take out the former to fairly easy. But once you’ve Bungeling Empire will surrender, and
act, between attacking the preserve yourself—and the latter to destroyed your first factory, things you win (even if they’ve launched
factories, and bombing the shipyard preserve your base of operations. start getting mean. More and more their battleship). This reveals a
to delay the battleship’s Your helicraft has a damage black jets will attack your carrier. newspaper front page describing
construction. But the Bungeling rating—out of 100. This can only be
War Machine has appropriate repaired by landing on your carrier.
defences for its manufacturing At 50 percent damage, your
base. The roads between each helicraft’s top speed is reduced and
factory are patrolled by tiny tanks. the screen border turns yellow. At
The straits between each island are 80 percent, you slow down further,
patrolled by armed vessels. Yet and the border turns red. Exceed

If you died as you destroyed the final factory,


the headline will commemorate your
sacrifice (and this was two years
before games like Bubble Bobble
featured alternate endings)
RETROACTION ISSUE FOUR SUMMER 2010 22
RETRO RESPECT RAID ON BUNGELING BAY
Raid on Bungeling Bay’s sprites and background are
functional rather than dazzling. But the game’s visual
kick is one of scope, rather than detail

your heroics, and amazingly—it game map together. As he was Will


changes depending on the outcome playing with the map editor he’d Wright’s game
of battle. If you died as you developed, he had a thought. “What really lived on—in
destroyed the final factory, the if other people liked to make their a 16-bit console
headline will commemorate your own little worlds?” As you may classic. As Julian Rignall
sacrifice (and this was two years know, the designer in question was remarked at the time, EA’s
before games like Bubble Bobble Will Wright. And despite his Desert Strike is similar in concept
featured alternate endings). Once success with RoBB, Wright’s idea of to Raid on Bungeling Bay. The
you’ve read the newspaper, there’s a a city-building game on the helicopters move with a comparable
parade in your honour… complete Commodore 64 failed to excite momentum, and again, one can
with cheering crowds, a motorcade Broderbund. They wanted him to tackle the numerous targets in any
and fireworks! add clear winning/losing events to order you like. As far as unofficial
Raid on Bungeling Bay’s sprites the game. He wanted to create “a remakes are concerned, I’ve only
and background are functional rather playground, like a train set”. And seen three completed. There’s a
than dazzling. But the game’s visual Broderbund decided not to release great flash remake called
kick is one of scope, rather than the game. Four years later, Wright Chopraider, an XNA game called
detail. It was one of the first formed his own publishing Exisled and a freeware PC remake
Commodore games with a “world” to company. Its first release, Sim City by Australian programmer Jason
explore via eight-way scrolling. And was a big success. And its spiritual Brown.
the planet you patrol is huge, successor The Sims has been a Raid on Bungeling Bay may not
spanning ten screens across by ten phenomenon. have had the same obvious cultural
screens down. Sound is less A few games have appeared since impact as that other big
impressive… with no music and only RoBB with loosely similar design and entertainment release (hello Arnie)
basic sound effects. But these are gameplay. Thunderforce 2 on the in October 1984, but it’s a great
only minor issues. Mega Drive/Genesis, and Zone 66 game. And, as RoBB celebrates its
The designer of Raid on Bungeling (PC) are two examples. But eight 25th birthday, it well and truly
Bay spent some time putting the years after its release, the spirit of deserves some “Retro Respect”.

Surrounded by enemy aircraft You’ve made the papers! Now that’s an ending!

RETROACTION ISSUE FOUR SUMMER 2010 23


ZX SPIN: EMULATOR PROFILE
Words & screenshots by
CaptainD

T
he ZX Spectrum was one of
most famous 8-bit
computers of all time, so it
was only natural that we would
profile one of the best ZX
emulators around.
ZX Spin turns your humble PC Heels. Just why did we
into a high-powered ZX love the Speccy?
Spectrum—oh wait that should be Games, of course—lots
the other way around. Still, of them, and some real classics. time I’ve used ZX
despite amazing advances in So, to relive those heady days Spin, and for the
technology, few computers have of 8-bit excitement, we could most part it works
inspired the sort of love that the either try to buy an extant very well. ZX Spin
dear old Speccy seems to have, machine at a car boot sale, find a emulates a whole
what with its slow tapes, rubber bootlegged Russian model, or use range of Spectrum
keyboards, power packs that kept an emulator. Since the first two machines, from the humble 48K and disk (.dsk) format, can be
falling off, disk drives that used options have already been covered model to the +3 (3.0 inch disks— found all over the internet. You
disks no other computer could use in previous issues of Retroaction, why?!), through to 256-colour may have to check that the game
and insanely slow tape decks that I’ll tackle the latter. models. If you’re technically you’ve chosen is right for the
took a whole five minutes to load There are quite a few ZX minded, you can play around with particular model you’re emulating
Match Day 2, Taipan or Head Over emulators around, but for a long all manner of settings, including a at the time, but basically if you
debugger, but for me it’s enough choose the Spectrum +2 (128K,
From colour-clash to epilepsy-inducing loading screens, to be able to play the games and incidentally a game I owned
it’s all there if you want it (though games naturally again. Spectrum games, which many years ago), you should be
come in both tape (.tap and .tzx) okay with pretty much everything.
load much faster than they did with the old tape deck).
If you have fond memories of the
Speccy, you’ll get a lot of
enjoyment from the ZX Spin emulator.
With a simple drag and drop inducing
action, the games work well and loading
without any annoying adverts, screens, it’s
though the joystick emulation all there if
could be better, that’s something you want it
I’m sure will be addressed in (though games naturally load
future versions. The ZX Spin much faster than they did with the
emulator is very stable—I’ve never old tape deck).
had it crash on me, even running The five main functions of ZX while others are not so. The
under the troublesome 64-bit Spin are identified by five buttons ‘save current screen’ function
Vista—and with very few at the bottom left of the emulator enables you to save a
exceptions it has ran every Speccy window: pause/resume, open file, snapshot of the current screen, the surface of what ZX Spin can
game I’ve tried on it perfectly. start/stop tape, enable/disable either in .bmp, .scr or .gif formats. do and it really needs to be tried
From colour-clash to epilepsy- keystick and mute/un-mute There are great options available out to discover all its treats.
sound. There is also a in the recording menu, including If you have fond memories of
plethora of various other video and audio recording the Speccy, you’ll get a lot of
functions—some usual, capabilities, making it easy to enjoyment from the ZX Spin
record your gaming feats emulator. For those interested in
or favourite Speccy tune. emulating custom systems,
But this simply scratches creating videos of old games and
hacking through the hardware
setting the options are all there—
but for those who, like me, just
want to relive some gaming
memories with the minimum of
fuss, the program is set up to be
extremely simple to use.

For more information, and to download


the latest version of ZX Spin, visit http://
www.zxspin.co.uk/
ZAKU
Words by Gnome, screenshots by SFT

T
he Atari Lynx was an
impressive piece of
hardware, that due to
some minor design-flaws failed
to set the world on fire. It only
managed a distant third place
during the first handheld
console wars, though, despite
its less than stellar sales and
handfull of released games,
strangely remains alluring to
this day. Oh, yes, and it's been
my all time favourite console
for years, so, uhm, good news
everyone! There's a new Lynx
game available: Zaku...
REVIEW ZAKU
Zaku is a horizontal shoot-'em-
up (or shmup) in the vein of Air
Zonk, that is easily the best genre
offering the console ever managed,
but more on that later. After all,
the first thing that impresses about
the game is its packaging and the
apparently amazing production
values. The box looks and feels
exactly like the ones the official
Lynx releases of yore used to
sport, comes complete with an recover the code of the Rarity 9 spectacular, but is definitely on par
excellent, full-colour, 30 pages long program. I love it. Really do. with the average Lynx game. Then
manual and—most impressive of As for the game itself, well, it is again, it's the graphics of the
all—a proper Lynx cartridge, unlike as mentioned a horizontal scrolling game that set it apart. They are
anything the homebrew/indie shoot-'em-up that plays quite a bit really impressive, sporting huge
community had produced so far. It like Air Zonk with a few extra sprites, vibrant colours, cartoon
is a proper Lynx cart. A proper 4 touches. Players fly from left to aesthetics, some intriguing 2D
meg Lynx cart, which, to be right while either avoiding or effects and, above all, top quality
honest, was quite a rarity even destroying a variety of surreal parallax scrolling. What's more
DETAILS
during the console's heyday. enemies and collecting power-ups. they are incredibly varied making
Then again, Zaku is far from an Zaku herself is a versatile little excellent use of the cartridge's 4 Developer: PenguiNet
ordinary game. It is a shmup with character. She can fly, charge up megs of memory.
a tongue-in-cheek plot, that's shots, use her rapid fire abilities, Admittedly, the genre Publisher: Super Fighter Team
actually amusing and that's even fire her back blaster and even use competition was never that great Platform: Atari Lynx
rarer in the world of video gaming, a devastating yet highly protective on the Lynx, but Zaku is by far the Weblink: zaku-lynx.com
let alone in the world of shoot-'em- personal force field; the clapping best shmup for the console, even
ups. Zaku, the game's titular shield. The game is quite tactical beating the venerable Zarlor Genre: Shoot-’em-up
heroine, you see, besides being as far as shmups go and most Mercenary. I'd say it easily makes
one of the few non-sexualized enemies, especially bosses and it into the top 5 Lynx games ever
gaming leads, is fighting against sub-bosses, require different released, and is a mandatory
shovelware, uninspired games and strategies to overcome them. purchase for all Lynx owning retro RATINGS
greedy publishers by attempting to Soundwise Zaku might not be gamers.

Graphics: 96%
Sound: 78%
Gameplay: 84%

Overall: 91%
A killer-app released 20 years
too late

RETROACTION ISSUE FOUR SUMMER 2010 27


Super Fighter Team — besides
sporting an absolutely brilliant name
— is possibly the only indie
developer for retro platforms that
has managed to impress the
mainstream gaming media with,
among other excellent releases, its
shiny new cartridges for the Sega
Mega Drive / Genesis and the Atari
Lynx. To complement our review of
Zaku, here are Brandon Cobb
(president, Super Fighter Team) and
Osman Celimli (president,
PenguiNet; Zaku designer /
developer) to discuss both the game
and Super Fighter Team...
INTERVIEW BRANDON COBB & OSMAN CELIMLI
impossible. Success came from to dig into the framework of a role
following my dreams. That is the basis playing game and build it up into
of the company. something stronger. Instead of
spending time directing programmers
RA: What was the central idea to bugs and suggesting ways to fix
behind Super Fighter Team and its them, I was able to spend more time
projects? designing neat little features and
BC: 1). To embrace classic machines enhancements. I got in there pretty
that the big companies have deep, building up my drive as we built
abandoned. up the game. It may never enjoy the
2). To introduce some of Taiwan’s best amount of success that Beggar Prince
software to the rest of the world. has, but it will always have a special
3). To bring about in our customers place in my heart.
the same wonderful feelings that I
experienced the first time I played my RA: Of the specialist press’
favorite video games. reaction?
BC: Never in my life could I have
RA: Beggar Prince and Legend of imagined how huge the press would
Wukong are two absolutely be. It was overwhelming. I smiled
excellent Sega 16-bit games. Are every time I saw the name “C&E Inc.”
you proud of them? in print alongside ours, because they
BC: Beggar Prince was our first inspired me to start the whole thing;
Brandon Cobb (president, Super Osman Celimli (president, commercial project, and a huge they fueled the dream.
Fighter Team) PenguiNet; Zaku designer / undertaking, considering. The original
developer) Chinese version of the game was rife RA: Did they sell well enough to
with bugs and we had no contact with boost your morale?
Retroaction: Care to introduce us some of our core members include: its programmer. Just when our guys BC: Back before it all started, I
to Super Fighter Team and its Derrick Sobodash, Yu-Chen Shih, Kim had finished with all the remember sharing my ideas with a
members? Biu Wong and Guoqing Xie. reprogramming, we split from our close friend. He thought I was a bit
Brandon Cobb: Super Fighter Team publisher and went it alone. Every daft when I told him, “If I’m able to
is the future of classic gaming. We RA: When, and how, did you guys hurdle you can think of was thrown in reach just ONE person who loves
partner with top game companies start? front of us, but we vaulted over them these games as much as I do, I’ll be
across the world as well as gifted BC: As a child, I owned no video all to land squarely on the finish line. satisfied.” Since our humble
independent developers, and in game systems. Instead, I had an The sleepless nights, the aggravation, beginnings, we’ve reached thousands.
between it all we also find time to Apple II and later, a PC. When Street the wondering when and if we’d ever
churn out our own original titles. Our Fighter II came along and changed finish... I could write a book about it RA: What are
goal is to always deliver the highest the world, everyone I knew was all. But the game shipped. It shipped, you looking
quality product at the most convenient playing the hell out of it. I wanted to and it shipped on
price—or, in some cases, as freeware. do the same. Thing is, there wasn’t an time—just like all of
I founded the company in May of official PC version yet, so I picked up our games have. And
2004. I wear a plethora of hats, on a fighting game out of Taiwan the world reacted in
ranging from directing and delegating called Super Fighter. It was, quite a way never before
to designing and lead testing, in simply, “my” Street Fighter II. In the seen from the
addition to countless others. I’m also years to follow, I wanted to share the release of a new
the company’s official snack eater, game with the world and express my game for a classic
which as you can imagine is a highly gratitude to the company that made machine.
sought after position. it: C&E, Inc. Eventually I was able to Legend of
Though we employ a different sized accomplish both goals, something my Wukong gave me an
team for each individual game project, friends and family had thought exciting opportunity

RETROACTION ISSUE FOUR SUMMER 2010 29


INTERVIEW BRANDON COBB & OSMAN CELIMLI
You can’t just take a brilliant Lynx machine, a game I had very fond complements every strength of the
game and stuff it uncomfortably in an memories of on the PC. For whatever Lynx hardware, running smoothly the
odd-shaped, orange case made of dull reason, I decided to try working with entire time. You’ll quickly and easily
plastic. You’ve got to add some the Lynx hardware, and picked it up become charmed by and helplessly
panache while keeping the original very quickly with help from Björn addicted to this game.
spirit alive. Hold a copy of Zaku up Spruck and Karri Kaksonen. So there OC: A game that just tries to be a
next to any game that Atari produced really wasn’t any incentive in terms of game, I think that is what’s most
for the Lynx, and you’ll see what I Lynx nostalgia on my part, I just grew important.
mean. In fact, some of our customers to enjoy working with the machine.
have even commented that they feel RA: Care to tell us the story behind
our packaging is superior to BC: I’ve always wanted to have some the development of the game?
Atari’s. hand in the creation and release of a OC: I started Zaku when I was 14, and
new game for the Lynx, ever since I the game shipped when I was 20.
RA: Could you name some of first set eyes on the machine. That’s six years of development when
your collective favourite classic you’re going to be changing as a
games? RA: And why go for a side- person. In reality, Zaku started out as
BC: Alone in the Dark, Quest for scrolling shoot-’em-up? “Let’s just try and replicate Air Zonk on
Glory III and IV, Gobliins 2 and BC: That’s the sort of game that the Lynx,” then “Well this is kind of
Goblins 3 (PC); Earthbound grabbed Osman’s attention, at the working out, so let’s put some
(SNES); Star Blazer, Neuromancer time. I believe it was a fine choice. placeholder characters in there,” and
(Apple II). The Lynx had a handful of shooters eventually “We have something here,
produced for it during its time on the let’s try to finish it and add as much
RA: What about your favourite market, but none of them really made originality as we can to the concept.” By
game systems? you want to jump up on the table and far, the most difficult thing for me was
for when releasing a new game or BC: The Genesis and Lynx are both do a little dance. I danced when I first to continue working on the game while I
updating / translating / finishing high on the chart, but that goes saw Zaku, that’s for damn sure—and was coming up with ideas which,
an unknown classic? without saying. Aside from those two, I’m not even the biggest fan of shoot- frankly, I felt were far superior to and
BC: One word: perfection. I’ve had a deep love for the original ’em-ups. much more original than Zaku. But I
black and white Gameboy for longer OC: When I started working on Zaku, said the game would get finished, and it
RA: By the way, I do think it’s than I can remember. The newer I was a big fan of Air Zonk, and many did, so that’s satisfying in itself. I enjoy
wise to focus on the games’ incarnations of the machine were of the parallels between the two are the process of designing and developing
packaging. Would you mind telling never able to deliver the same kind of pretty obvious. I’m not a big “shmup” games, and continue to do so because
us how you make it? Oh, and why magic, where software was guy either. But I’m glad I chose the of that.
would be nice too. concerned. I’m interested in the 32X, side-scrolling shooter genre, since you On a more technical note, we used a
Osman Celimli: Heh, that was at least from a hardware perspective. have lots of creative
Brandon’s domain. I actually got to sit Oh yes—and the Super A’can makes freedom in it, and there’s a
back and watch, for once. for a nifty doorstop. big focus on having the
player pick up the game
BC: It’s not overly complicated: RA: So, why chose the Atari Lynx quickly. It’s an enjoyable
you’ve just got to be able to find a as a platform to develop for? thing to work with.
print house that’s crazy enough to OC: I originally was interested in
churn out custom cardstock boxes for developing something for the RA: How would you
you, in miniscule numbers, for a low GameBoy, since it was, and still is my describe Zaku? What
price. You find one of those, you’re favorite console. But I couldn’t find would you say are its
set. [smirks] any simple tutorials to get acquainted most important features?
We take the packaging design as with how the machine works. Later BC: Zaku is a 4-megabit
seriously as we take the development on, I came into possession of a Lynx game card packed to the
of the game. They’re all equally after discovering that Chip’s Challenge brim with challenges, humor
important parts of the same whole. was originally developed for the and best of all, fun. It

RETROACTION ISSUE FOUR SUMMER 2010 30


INTERVIEW BRANDON COBB & OSMAN CELIMLI
combination of Epyx’s original background artists. We’d set deadlines for it, too. When he contacted me, I
development kit on the Amiga, Bastian and work towards them effectively. It’s was still in high school, and at this
Schick’s BLL, and some of our own a project you do in your spare time, and point, I would never want to negotiate
tools. Pixels were laid out in Microsoft life has to come first, so organizing anything with my sixteen year old self.
Paint, and the code was written in things is particularly important. But But hey, it seems like things worked out
Microsoft Notepad. The notable thing is Zaku shipped, and things worked out in for both of us.
that while nearly all of the engine and the end.
libraries were new, and written by us, RA: What were the major
we decided to use Epyx’s HSPL sound RA: How did Super Fighter Team influences behind Zaku?
engine. This is the same audio system get to hook-up with PenguiNet? OC: Again, the influence from Air
used in the Lynx’s early titles such as BC: I frequent a few message boards Zonk is pretty obvious, and one of
Chip’s Challenge or California Games, that focus on Atari’s machines, including the biggest challenges I had during
which I think is something. I spent the Lynx. One day I ran across a development. I liked Zonk’s basic
many hours hand-converting the MIDI’s discussion regarding a new Lynx game gameplay mechanics, the charge
my brother sent me into Epyx’s SPL that was in the early stages of shot, fire boots, etc. Those are
scripting language, since their development; in fact, it was only a easy for the player to pick up, and I
conversion program wasn’t very programming exercise at the time. I think can be used really creatively.
effective. There was a constant effort to took a look at the public demo, and But it seemed like they were tossed
give good results for the player, even if immediately realized the huge potential aside to constantly grab power ups
it meant more work for us. it had. Wasn’t long after that I and charge Zonk’s super attack. I
The overall development process contacted Osman and offered our prefer having the player creatively
wasn’t particularly special. I tried to publishing services. He wasn’t sure use the tools they start with, like in
keep things organized, particularly which way he wanted to go, at first. Rocket Knight Adventures or Mole
when we brought on additional However after a friend of his showed Mania. So the design we went with was with. I think we succeeded in that
him a copy of Beggar Prince, he realized sort of a compromise between these regard. If you want to get into game
the kind of quality we could bring to the two ideals. There’s lots of art design, development in the long run, which I’d
production, and we became partners in pacing techniques, and throwbacks to like to do, the best way is to make
the quest to bring Zaku from concept to other things I enjoyed like Sonic CD and games. That’s why Zaku exists, to make
completed game. Gunstar Heroes. But the game really sure I can control this stuff, since that
OC: I’m pretty amazed Brandon went was mostly made from all the stuff my isn’t easy. Now that the game is out, I
friends and myself used to come up can look over what people enjoy and
with when we were young, along with get bothered by, and use that to
some of my own adventures in improve what I work on next.
dreamland.
RA: Are you happy with the final
RA: What were the goals you set to release?
achieve? OC: I’m very satisfied with how Zaku
OC: I think it’s important to focus on turned out.
simple fun as a first project. Zaku was BC: I’m over the moon about it.
by no means a small undertaking, but
I’m glad we focused on making the RA: We must admit it is a technical
game enjoyable rather than exclusively masterpiece with excellent
focusing on a technical achievement or graphics. Any idea as to how this
story. So for me, the real drive was not was possible on the now humble
only what Brandon mentioned, but to Atari handheld?
try and make the game simple and not BC: The Lynx is capable of stunning
come off as overly prestigious to results. A developer just needs to have
players. Something it seems many and exhibit some drive in order to
small team games seem to have issues showcase them. We’re not wizards; we

RETROACTION ISSUE FOUR SUMMER 2010 31


INTERVIEW BRANDON COBB & OSMAN CELIMLI
text in the manual. that one. As well, we were fortunate
RA: How about some comments on BC: By that of course, he means he enough to acquire half the back catalog
the game’s video game related created a bunch of original artwork for of Panda Entertainment last year. They
plot? the manual, then did the layout. Talk produced some of Taiwan’s finest PC
OC: I feel that, especially in comparison about dedication, eh? games of the early to mid-1990’s, such
to other industries, the game industry as Sango Fighter and Crazy Dodgeball.
has to hold the record for terrible RA: How has the wider retro (and We’re already in the process of porting
business decisions and failures. Bran indie) gaming community reacted their assembly code over to C, for
and his cronies are idiots, I don’t think to the release of Zaku? multi-platform consideration.
anything is more appropriate than them OC: The response to the game has
attempting to take over an already been very positive, which is great. But I RA: Are there any ideas for
stupid market. With the way the game think more importantly, people are developing retro-styled games for
simply love the machine and we weren’t industry works now, Zaku’s plot is letting us know not only what they modern platforms? Or perhaps for
about to settle for an amateur result pretty feasible. Nothing makes sense in enjoyed about the game, but what digital distribution of Super Fighter
when we knew we could make the it, and we try to make fun of all of it, they’d like to be improved. Which is Team’s games?
system truly shine. Had Atari followed even the retro collectors, since there extremely helpful. BC: We’ll support the mobile phones a
the same approach, perhaps their really is just too much to laugh at. BC: They dig it! Zaku is scoring high bit, like Nokia’s N series, as they’re
machine would have enjoyed more BC: Think of the great crash of 1983. reviews all over the place, and that’s among the greatest such devices on the
commercial success. Think about any time that companies very inspiring for us. Especially after all planet. Aside from that there isn’t much
OC: You have to put in the effort, since have flooded the market with bad the hard work and sacrifice, it’s of a “modern platform” plan. Our focus
players will notice it if you don’t. I’m not games. We won’t succumb to that. We’ll wonderful to know that people are is on retro: producing new games for
an amazing programmer, and Zaku isn’t rise above. Tailoring a story to that end going ape over the game. classic systems.
a perfect game, but there was a is only quite fitting, don’t you think?
constant attempt to add “one more RA: Are there any plans for a RA: Is there anything, anything at
layer” of polish or creative use of the RA: And, really, how did you sequel? For another Lynx game all, you’d like to add?
hardware if we could make the game manage to come up with an perhaps? BC: Believe in yourself and in your
play better by doing so. Things like the authentic Lynx cartridge? BC: I’d love to have another go at the abilities is the key to pushing through
gradient background and camera OC: Hah, that was another one of those Lynx. We’ve been kicking some ideas the clouds of doubt and turning your
panning during Emp’s battle. They may things I just got to watch. around, but there’s no definite plans as dreams into a reality. The only thing
have added a week or two to BC: Had ‘em made up from scratch, of of yet. stopping you, is you.
development, but it’s worth it to learn course. No one’s going to have the OC: I really enjoyed working on Zaku,
how to do the effects, and let the player plastic mold for a Lynx game card lying and with the Lynx platform. It’s great
enjoy them. But I have to credit the around, not even Atari. Those molds are fun to design things for Zaku’s world,
Lynx designers here too, it really was a expensive, but hey, you only live twice! since you really can do whatever you
great machine to work with. Gotta go for the gusto, otherwise want. But at this point, I’d like to try
there’s no point in even considering it at something more original. Although if we
RA: And let me congratulate you on all. I mean what’s the alternative— did go through with a sequel to Zaku,
a female lead character! Any shipping the game as a naked PCB? Lynx or not, I think there’s lots to tweak
comments? That would just be silly. to make the mechanics more fun. Right
OC: The decision to make Zaku a girl now though, I’d like to take a break.
was actually contributed by my father. RA: What about the excellent box After all, it’s been six years.
He was looking over some of the early and manual?
designs for the character and BC: Derrick designed them, I wrote RA: So, what does the future hold?
mentioned that I should make one of most of the text. It was a real gasser. Should we expect more impressive
them (which ended up being the design Kim Biu added in the final touch: the releases for retro machines?
we chose) a girl. I kind of just went with little holder inside the box in which the BC: We’re planning to release another
that, there wasn’t any real thought game card is placed. Hats off to him for new role playing adventure game for
behind it. that! the Genesis / Mega Drive this year. I
BC: Score one for women’s lib! OC: I added the pictures to Brandon’s can’t tell you how jazzed I am about

RETROACTION ISSUE FOUR SUMMER 2010 32


Previously on Computer Warrior… Bobby Patterson had
discovered the secret code that allowed him to enter his
home computer and play software games for real. Bobby
had been chosen by the Warlord, the grim guardian of the
electronic flux, to battle the dark forces that controlled
the computer’s Nightmare Zone. Bobby had at last won
his epic battle and returned home safe in the knowledge
that he had helped save the real world against the evil of
the Dark Forces.
Words & scanned images by Neil Reive
original images © IPC Magazines

F
ollowing on from the previous trap the rogue without too much
stories, this fourth part of the trouble. It’s then off to the Gunship
story involves some major where Gru is hiding out, before
changes to the plot and the way the tracking down Gor for a final
comic strip is written: Eagle readers showdown. With the successful
themselves were given the chance to capture of Gor, all the Dark Forces
appear in the stories. The author at are now contained within the
this time is unknown, although the electronic containment cube. The
artwork is recognisable as work by Warlord thanks them for their
Mike Dorey, who remained as Artist help, but Bobby replies that this
throughout the story arc. shouldn’t happen again. The
Upon returning to reality, following Warlord hopes that is the case
his epic win against the Dark Forces, and sends the two back to their
Bobby tries to get his life back to reality.
normal. However, Bobby and his best When the Warlord becomes
friend Martin can’t relax yet as the gravely ill, however, he brings
Warlord drags them both in to the Bobby back into the computer’s
computer’s realm. A weakened realm for an ultimatum. The
Warlord explains to them that the evil Warlord is dying and he tells Bobby
of the Nightmare Zone are imprisoned to put on the Warlord robes and
inside an electronic cube, except for replace him when he dies. Bobby
three who would not come peacefully. refuses and the Warlord passes
Gor, who Bobby faced in the second away, leaving Bobby trapped inside
test, and his brothers Gru and Gurrt, the computer realm. His only escape
are taken refuse in the game world of is by putting on the robes of the
Thunder Blade. The Warlord states Warlord and taking on the power of
that he is too weak to pursue them, the title. An audible crack echoes
and asks that Bobby and Martin hunt through the Warlords chamber; it’s
them down. Bobby and Martin track the containment cube of the Dark
down Gurrt in an enemy chopper and, Forces cracking. Feeling that he has
with their combined skills, manage to no choice, Bobby puts on the robes
RETROACTION ISSUE FOUR SUMMER 2010
COMPUTER WARRIOR, PART FOUR
and helmet of the Warlord and the of playing games for real with no THE GAMES
power that comes with it surges serious consequences. He makes the
through him. He quickly rushes over decision to continue as Warlord and Thunder Blade
to the containment cube, grabs it and let other players experience the
crushes it into tiny fragments. It is computer realm. Besides, with the Developer/Publisher: Sega
over and Bobby wills himself back to Nightmare Zone now non-existent, Platform: Arcade (with various ports)
his own reality. what harm is there? The players Released: 1988
Back in reality, Bobby reflects on would return home safely whether
One of Sega’s biggest arcade games of
his time in the computer realm and they win or lose. 1988 where you take control of the titular
ponders whether he is being too hasty Andrew Porter of Prestwich, ThunderBlade chopper in a third person
in abandoning the role of Warlord and Manchester is chosen as the first Eagle shoot-‘em-up. Taking place in an unknown
the opportunity to realise the potential reader to take part in Indiana Jones and location, the plot revolves around the fall
the Last Crusade, taking on the role of of the government and the rise of an evil
Indy in search of rare artefacts. dictatorship, who plan to take over the
Warlord Bobby explains to Andrew that country.
Using ThunderBlade’s guns and
the game is to be played for fun only,
missiles, you need to take out the
with a winner’s prize of a free copy of enemy’s tanks, helicopters, battleships,
the game and a loser prize of taking etc. The missions take place over four
home the experience of playing the levels, including war torn city landscapes,
game for real. Andrew progresses caverns, jungles, and aircrafts. The game
through levels one, two and three was ported over to most home computers
before winning the game quite Before he can deliver his first courtesy of US Gold.
comfortably. Warlord Bobby present, Dave is shot down on top of a
congratulates Andrew before sending rooftop by a shotgun-wielding gnome. Indiana Jones and the Last
him back home. One of his three lives is gone already Crusade
The next Eagle reader, Dave Dawson and it isn’t too long before Dave loses a
of Plymouth, is summoned by Warlord second. Following a further incident, Developer/Publisher: Lucasfilm Games
Bobby to take part in the Christmas the reindeers break loose from Dave’s Platform: Mega Drive/Genesis, Amiga,
festivities of Slay Ride. Dave takes on slay and he is sent pummelling towards Amstrad CPC, Atari ST, Commodore 64,
the ground and loses his last life. DOS, Game Boy, Game Gear, MSX, NES,
the role of Santa and needs to delivery
Sega Master System, ZX Spectrum
presents to every house in Happytown, Bobby commiserates Dave and is
Released: 1989
while fending off attacks from evil ready to send him back home when
gnomes and goblins with only a water two Dark Force creatures appear from There are various versions of Indiana Jones
pistol to defend himself. nowhere claiming Dave for the and the Last Crusade (two separate
Nightmare Zone. Bobby can’t believe version on the NES alone), but the comic
what is happening, but the Dark strip focused on the arcade adventure
Forces explain that there game from Lucasfilm Games. The game —
involving action and puzzle sections —
takes place over five levels, taking Indy to
Utah caves, a circus train, venetian
catacombs, Castle Brunwald in Austria, a
Zeppelin and the quest for the Holy Grail
itself.
The Sega versions received moderate
success, critically and commercially. The
various home computer conversions were
handled by US Gold, also with varying
success.

35
Slay Ride (fictional)

Turbo Outrun

Developer: Sega-AM2
Publisher: Sega
Platform: Arcade (with various ports)
Released: 1989

Turbo OutRun was initially released in the


arcades around 1989 by Sega and was
quickly ported to many home computers
and consoles by US Gold (with the C64
version getting the most praise). The
must be a original arcade cabinet sit-down version
natural balance to all things. As there included the usual steering wheel, 2-gear
is good, there must also be evil. the first two Dark shifter (Low/High) and 2 Pedals
Warlord Bobby may have defeated the Forces creatures also disappear. (accelerator and brake).
Dark Forces and banished them to the Bobby still can’t take this in as he The player is tasked with driving a
far reaches of the electronic flux, but thought he had destroyed the Ferrari F40 across the United States in 16
he can never destroy them totally. containment field that held the Dark stages, from New York City to Los Angeles
with various cities in between. As the title
Warlord Bobby can’t believe this and Forces imprisoned. He walks over to suggests, the game enables players to
takes action against them using his the shattered remains of the make use of limited turbo boosts
power. However, as Warlord Bobby containment cube, picks up a throughout the races.
yields the two Dark Forces into fragment and sees the horrified face
submission, another creature appears of Dave Dawson trapped within. Ghouls ‘n Ghosts
unseen from Bobby and takes Dave Feeling distraught that Dave Dawson
away. As Bobby looks on in horror, is trapped in the Nightmare Zone, Developer: Capcom
Bobby invokes a right to challenge the Publisher: Capcom
Dark Forces in a games playing contest. Platform: Arcade (with various ports)
If Bobby’s team wins five games, Dave Released: 1988
Dawson is set free, but if his team loses
five games then he himself will swap Capcom’s classic Arcade sequel to Ghosts
‘n Goblins received many conversions to
places with Dave. The Dark Forces home computers and consoles. US Gold
can’t believe he is offering himself to handled the home computer versions,
them and happily agree to the terms of part in the next challenge against the while Sega, undoubtedly astonished
the challenge. Dark Forces. The game chosen is everyone with their conversion to the Mega
The first game challenge is Turbo Ghouls ‘n’ Ghosts where Leigh plays Drive/Genesis, which looked stunning and
Outrun and Warlord Bobby summons as the brave Knight Sir Arthur as he one of the console’s early “must have
Robert Cook of Upminster to take part attempts to rescue his bride-to-be games”.
in the game. Robert’s task is to race from the King Demon. After a Similar to the first game, Ghouls ‘n
Ghosts features Knight Arthur, who must
across America, from New York to Los stuttering start, losing two lives, Leigh
traverse through a number of platform
Angeles. From stage to stage, Robert finally gets the hang of the game and stages, defeating all manner of deadly
gives a flawless race, choosing the succeeds in rescuing the maiden. demonic creatures with his range of
correct transmission and optional extras Warlord Bobby congratulates Leigh weaponry, in an attempt to rescue the
throughout. He finally defeats the Dark and sends him safely back home. souls stolen by the evil Loki, including that
Forces driver easily and game one goes That’s now two games won against of his lover.
to Warlord Bobby’s team. the Dark Forces and Bobby wonders
Leigh Woodall of Kings Lynn is what will happen next…
summoned by Warlord Bobby to take To be continued…
36
RETRO RESPECT
Words & screenshots by
CaptainD DETAILS
Developer: Binary Design
Publisher: Mastertronic
Released: 1987
Platform: ZX Spectrum
(other ports available)
Genre: Adventure

A
rather well known game
about different-shaped blocks
falling down the screen was
once described as “brilliantly simple,
simply brilliant”—or something like
that, anyway. That sentiment has
rarely been demonstrated quite as
well as Mastertronic’s classic game
Feud—a game that would seem to be
ripe for a remake, yet somehow no-
one’s ever seemed to be able to do a
good job of it. It was the first
release on their “Bulldog” label and,
while that was a worthy label for
budget games, perhaps they peaked
too soon—I don’t remember any
other game released by Bulldog
reaching quite the level of popularity
of Feud. Released way back in
1987, it’s still a much-loved part of
gaming history.
RETRO RESPECT FEUD
Coded by The Pickford Brothers This is done on a split-screen display Coded by The Pickford Brothers (who were involved
(who were involved in the creation of so you can, if you were sneaky
a myriad games for the 8 and 16-bit enough, spy on what your opponent in the creation of a myriad games for the 8 and 16-bit
computers and consoles), it was a was doing—of course, they can do computers and consoles), it was a game of elegant simplicity
game of elegant simplicity; you and the same to you.
your brother are wizards, have a bit On what seems quite a large how you could play the game, and a those days, scrolling game maps
of a feud going on, and try to kill game map you can find ingredients lot of scope for devious strategy; were virtually unheard of), the game
each other. Oddly enough this was such as Feverfew, Burdock, Ragwort reversing your opponent’s controls simply consists of gathering herbs,
one of the games that my sister and and Bog Weed (yes, Bog Weed)— when they are in a dangerous area is bringing them back to your cauldron
I played repeatedly—apparently, some easy to get to, while others are always great fun, and watching to create spells (once you had the
controlling warring siblings is good far trickier. Each combination of two fireballs and lightning strike the right combination of ingredients),
for real-life family relations. ingredients for a spell tends to enemy never gets old. and using those spells to inflict the
The game’s characters are the two require a lot of travel, and there can The graphics are very good, bold maximum effect against your
brothers, Learic and Leanoric, who be other dangers besides your and chunky to avoid the dreaded brother.
never seem to think that it would be brother to be avoided. Naturally, the colour clash, and the sound effects Ported to various other systems,
a good idea to just get along. You more powerful spells require more are okay. This definitely isn’t a game Feud for the ZX Spectrum alone
can play against the computer, but legwork and cunning to gather the that aims to wow you with aesthetics managed an estimated 180,000 sales
the real pleasure of Feud is playing necessary herbs—but the end result though; the focus is on game play, (an astonishing figure for a home
against another human (or in the is definitely worth it! which it has in bagfuls. Played in a computer in the late eighties). It
case of my sister, partly human). You have a range of spells—twelve flip-screen area (of course, back in remains a much-loved game and, in
in fact—to aid you or clobber your some ways, unequalled. Who would
hapless sibling: Teleport, Protect, have thought that gardening (well,
Sprites, Zombie, Swift, Freeze, searching a garden to gather herbs
Doppleganger, Invisible, Reverse, to create spells to blast your brother
Heal, Fireball and Lightning. Twelve into subatomic particles, which is
might not seem like a great deal but almost the same thing) could be so
there is a great deal of variety in much fun?!

38
RETROACTION ISSUE FOUR SUMMER 2010
Out-of-Print Archive is a
magazine preservation project
that restores classic
videogaming magazines back
to their former glory. We
caught up with the co-founders
of the project to discuss
magazine preservation,
scanning, editing and gaming...
OUT-OF-PRINT ARCHIVE
Retroaction: Can you please OSSM issues I had from back in the people would be able to enjoy these
introduce yourselves to our day, while also buying up missing issues classic video game magazines for many
readers? on eBay with the plan to scan the full years to come, since it can be
Andy De Wilde: I’m Andy De Wilde set. extremely difficult to find them on
(meppi), 33 years old and live in CW: I came into magazine preservation auction sites, and even then, storage
Belgium. several years ago after doing many quickly becomes a problem. As does the
Carl Williams: My name is Carl searches for Gamefan issues on Google volatile nature of magazines
Williams (triverse), I am 33 and living that I was missing (figuring eBay surely themselves.
in the great state of Arkansas (we can’t be the only source of this great The reason this site was created was
just got running water to most of the magazine). I have many issues of this due to the clashing of ideals as well as
state so that makes it great, ya’ll). great magazine, among many others the incompatibility of the vision behind
(and have been fortunate enough to be the site that we used to be part of.
RA: Tell us how you initially got able to get in contact with many of the Sometimes you just need to break away
into magazine preservation? people responsible-to name one would to realize your own dreams.
ADW: I first got into magazine be a disservice to the rest but you know CW: Yes, we officially opened the
preservation about three to four who you are). The road to today has “doors” on September 9th, 2009. This
years ago when I came across a been rocky but adversity makes us who is the same day that the Sega
partially scanned issue of the Official we are today. Dreamcast made its debut in North
Sega Saturn Magazine online; I Magazine preservation started for America and was very significant in the
believe it was issue 32. me at an early age, though not birth of Out-of-Print Archive itself. We
I thought to myself “man, I loved scanning. My father taught me from an have tried to turn adversity into
that magazine back in the day. Too early age to take care of my stuff but as something better for magazine
bad I don’t have more of these”. time went on (and about 7,000 miles preservation as a whole and think that
That same week, I came across a involving 13 moves over nine years or with OoPA, we are succeeding in many
couple of Mean Machine scans done so) resulted in some damage to my ways (the stats don’t lie, our readers
by Mort, which were a revelation to magazines. Scanning them and like what they see). The whole site,
me as I used to read the French preserving them digitally has quickly from day one is set up to put focus
Joypad magazine when Mean become a bit of second nature to me squarely on the magazines, where it
Machines was published in the UK. I (and following meppi’s lead, it is slowly should be, not on the member releasing
then realized that one of my becoming an art for me). it (though they are important also).
favourite magazines got its RA: Can you tell us what Out-of-
inspiration from Mean Machines, Print Archive is all about and the RA: The OoPA website looks
and so I became an instant fan. reasons behind it? fantastic and is arguably the best
Flash forward a couple of months ADW: The most important reason for preservation site design we have
and I had started scanning the four creating this site was to make sure that come across. Just how is the
OUT-OF-PRINT ARCHIVE
website put together and “we have heard criticism about the colour scheme, layout, or
has there been any
problems along the way? simply the fact that we used HTML and how archaic it is. To
ADW: Thank you very much. You
have no idea how much that means to
those naysayers, I must say, OoPA is so far, a resounding success”
us. The website has been created by
using good old HTML coding. What this threw everything else out. This process database kind of way so that it would
means is that it lacks the flash of went on from the beginning up until the be easy to find certain interviews,
certain other sites (pun intended), but very last day before the site went live. reviews, etc. Yet again, Carl came up
at the same time it gives us more CW: Thank you for the compliment with the idea of having the thumbnails
control over the little details, which we there; it really does mean a lot to hear link up to actual online articles as well,
have been able to tweak until they felt that people like the layout. OoPA came which just goes to show one of those
just right. to be after many, many messages small changes that had a great impact
It has certainly been a bumpy road between meppi and myself trying to for how the site works.
as the site had been worked on, on and figure out the best way to make it The idea to have online articles,
off, for just over a year before it “work” and the trials and errors that we which were readable to anyone at any
launched. The way we started off was encountered. It was a fun experience time, came from thinking about how a
that I would just started coding the and one that would never come to simple thing as a magazine in CBZ form
pages until I hit a brick wall and fruition had meppi not been so created hoops for people to jump
couldn’t for the life of me find a way to dedicated to it. through, if they wanted to read a
work out the problems a particular Things took almost a year of certain article. So we wanted to tear
design created, be it visually or of a planning and implementing various down that wall and make it so that
navigational nature. That’s where Carl ideas to get OoPA to the point it is now. anyone with a basic internet connection
came in. He took what was an average Sure, we have heard criticism about the would be able to enjoy the magazines,
looking fan site, looked at it from a colour scheme, layout, or simply the even the people using Dreamcast
different perspective and more often fact that we used HTML and how consoles to browse the web.
than not came up with ideas, which not archaic it is. To those naysayers, I must Naturally, due to the way bandwidth
only fixed the problem, but at the same say, OoPA is so far, a resounding works on both ends, we had to scale
time changed the foundation of how the success; we have readers spending two down the size of the online scans
site was put together. It was a meeting and a half plus hours reading content considerably, as well as having to select
of the minds. We kept what worked and here. That sounds like we are a success which pages we feature as we simply
to me. can’t put every single one online like
this.
RA: All right, own up, whose CW: The foundation was all Andy; he
fantastic idea was it to have each had things set up with beautiful artwork
magazine release accompanied by and design choices already laid out in
online preview content (reviews, his initial revealing so many months
interviews and features), and ago. I simply helped in pointing out
explain why it was thought of in the things I felt needed changed to either
first place? make it easier to navigate or look nicer
ADW: If I’m not mistaken, I think I’m (having heard from a lot of members of
to blame for that. At first we had the other sites and their feelings about
little previews at the bottom of each things also influenced some of the
magazine, but those weren’t linked to comments made).
full size pages. They were basically the The final design was the hardest to
prettiest looking pages from the get created though; we were in that
magazines, with lots of colourful phase of adding more things trying to
artwork. Then we would have selected figure out how to make it even easier.
articles from each magazine put up in a We learned rather quickly that less is

RETROACTION ISSUE FOUR SUMMER 2010 41


INTERVIEW OUT-OF-PRINT ARCHIVE
more and went back to that themselves have to be done in For editing the pages, I use GIMP
philosophy and held back on adding separate parts, since quite a lot of 2.6, which allows me portability as I
features. magazines don’t fit on a regular can keep the files on a memory stick
The preview pages that are scanner plate. So once all the parts and a copy of portable GIMP for
selected are there as a showing of are scanned they are put together and various OS’s and I am not tied to a
respect, that we are not simply checked for any inconsistencies computer or having to learn three
putting magazines up as files for between the sections. Once a page different editing programs. The user
someone to download, burn to a DVD- has been put together again, it is interface of GIMP can be daunting at
R or archive in some other manner, rotated to correct possible first but once you realize that you only
and forget about. The previews are crookedness of the page. Then the use eight to ten of the available
made available so that readers can page is cleaned up, digitally removing options, it becomes a lot easier.
get a taste of the magazine before all the dust, dirt, creases and any Saving at a quality setting of nine
downloading (when at a newsstand, other imperfections such as white in GIMP works out great for
most people will thumb through a pages turning yellowish over time or quality and final file size, and that
magazine before making a purchase, black pages fading to grey. is what I use.
not just look at the cover). The choice This can take anywhere from 3-45
in articles is made to help spread the minutes per page. Once the editing is RA: The magazine releases
word about these magazines and to done all the pages will be colour come in CBR or CBZ format.
allow people to read some of the corrected so they match up to the So for users new to these
content before downloading a large original version as close as possible. formats, can you explain what
file. If we could, we would post the CW: As far as preparation, there isn’t they are, the software needed
complete contents up, but as Andy a lot to do other than get the to view them and the reason
has mentioned, it would just be too magazine, pick your file format for using it over other
much on bandwidth so we have to go (before editing, many go with TIFF but magazine compatible formats
with the best or most interesting remember, that file format gives you like PDF?
articles in each issue. about a 30+ meg file PER PAGE), ADW: All our releases come in
make sure you have the necessary CBZ, which is basically a zip file of
RA: Quality edited magazine scans hard drive space. One tip (something I which the .zip extension is
is quickly becoming OoPA’s forte. wished I would have gotten sooner) is changed into .cbz so that
Can you tell us exactly what is to use a “matt black” piece of specified programs can distinguish
involved in getting a magazine construction paper (this will keep magazines from regular zip files.
release up on OoPA, from bleed through from seeping through We pack the CBZ file up in another
preparing it for scanning to finally and will help keep the page uniform zip file so that the name won’t get
releasing it live on the website? on the scanner). After all of that, distorted by the upload server. So
ADW: Well people have their own start scanning. I use a thick wedding you only have to unpack the
preferred way of doing things, so I can magazine my fiancée has laying original zip file to get to the cbz.
only speak for myself here. There around (no matter which, there are To view the CBZ file, you can
isn’t much preparation done before usually more than one within reach) to use Cdisplay or ComicRack on
the scanning itself, besides finding a lay on top of the magazine I am Windows and Comicbooklover on
better copy of certain magazines that scanning (this helps keep “shadows” OS X. If for some reason you don’t
are damaged beyond repair. and blurriness from showing up in the want to use these programs, you
Most of the time, the scans scans). can always unpack the cbz file as
you would a zip and view the
original jpgs. The choice for CBZ is
“The previews are made available so that readers can get a due to several reasons. CBZ
taste of the magazine before downloading (when at a newsstand, readers are most of the time much
lighter to use than a PDF viewer,
most people will thumb through a magazine before making a which helps on older systems. Also
purchase, not just look at the cover).” PDFs are a bit more proprietary and

RETROACTION ISSUE FOUR SUMMER 2010 42


INTERVIEW OUT-OF-PRINT ARCHIVE
not a format that everyone will be “We were blessed to receive permission from both Hugh Gollner
able to use, while CBZ is just a folder,
filled with jpgs, compressed to a zip and Roger Kean to release the back catalogue of magazines
file and renamed. So anyone can
easily get to the pictures even if they
that they published through Maverick Magazines and
don’t have the correct software. Newsfield Publications respectively”
CW: Andy has given several choices for
the major operating systems and sure, articles we post, or by download. systems. There are no limits to what
this requires an additional download, Having a specific day for releases anyone can download, besides the 30
much like PDFs would, but CBR/CBZ accomplishes a couple of things. For minute waiting period between files,
files are free and very simple to make (I one, fans don’t have to constantly come which is Hotfile’s own limit.
have seen some free PDF creating here looking for the newest release only CW: We don’t use torrents here and
programs and they were lacking to say to be discouraged when there isn’t one. have no plans to do so. This is because
the least). Some people mention that Second, we eliminate unneeded posts of comments made by many copyright
PDFs offer many additional features like and updates, like weekly updates owners we have been in contact with
searchable text and security in “locking” (which is redundant and a waste of that feel adversely towards torrents. We
the PDF to keep people from taking out resources), this eliminates having to are working to make Out-of-Print a legal
individual pages. While nice features, notify any sites wishing to check out our magazine preservation archive on the
for the most part, people need to stuff since they can just stop by on Internet and are working very closely
realize, we do not own these magazines Fridays and are up to date. with the owners of many of these
and will not take such actions. magazines. We have nothing but
RA: How are the magazine release respect for everyone involved and we
RA: How do visitors know when a downloads offered to users? Are heed their advice, listen to their
new magazine release has been there any limits to what visitors can comments and appreciate their hard
made available? download? work and dedication. That is why we
ADW: Whenever a new issue or a CW: We use file hosting services online have many of the rules in place that we
special feature goes live, a news post to host the files, rather than having have.
will appear on our news page as well as them on our own servers. This
on the forum. eliminates the biggest cost in running a RA: You mentioned working with
CW: When we first started here at site like this: bandwidth. We are a the publishers there and OoPA have
OoPA, we had a haphazard schedule for 100% open community, so you can already secured permission from
releases—pretty much when one was come to www.outofprintarchive.com some publishers to release their
done and ready to go, it was released. and download magazines and never back catalogue. Can you explain
While this is fine, we decided to try have to type in your e-mail address or why gaining that permision from
something different: release new issues anything of a personal nature. the publishers is an important
on Fridays. Fans can come here on ADW: We chose to use Hotfile to factor for OoPA?
Friday and find out what is available and distribute our scans, since, at this time, ADW: Yes, indeed. We were blessed to
enjoy it, either online, through the they offer one of the most user friendly receive permission from both Hugh

43
Gollner and Roger Kean to release the future that you can share with our scanned and put up on the site.
complete back catalogue of the readers? Further permission from CW: Yes, we are more than happy to
magazines that they published through other publishers, perhaps? accept magazine donations from
Maverick Magazines and Newsfield ADW: Well, work is certainly members (as of this writing, we are
Publications respectively [publications proceeding on getting more issues working with many members to bring
such as Mega Drive Advanced released from both Newsfield releases out that would otherwise
Gaming, PC Player, Zzap!64, Crash Publications as well as Maverick probably never be released). We enjoy
and more – ed.]. The reason why we Magazines. It just takes a bit of time hearing from members that enjoy the
think it’s important to involve the to get them looking just right in digital magazines, though, so if you have
original publishers in our attempt to from. As for permission from other time, come into the forums and
preserve their past work is because publishers, we certainly are in talks introduce yourself (though, remember,
we feel it’s the right thing to do. with one and are pursuing others as this is not a requirement).
When it comes down to it, they are well, but I’m not sure if it’s the right As Andy mentioned, we do try and
the ones who have the right to decide time to disclose any further details. maintain a certain level of releases
how their work gets treated. To One thing I can say is that if here at OoPA. We do what we can to
exclude them from this process would everything goes through, it will be a work with the person wishing to help
do a disservice to everyone who big change for us. And the way that out as much as possible so that their
originally worked on these magazines. this particular publisher’s work will be releases are as great as they can be.
If they feel that we can do it in a way preserved might be a bit different
that is satisfactory to them and in a than what you’ve seen from us in the RA: If a new user did want to help
way that preserves not only the raw past. scan old magazines, what settings
content, but also the feel and CW: Everything will be revealed on should be used (quality, DPI,
standards of the original version, then the OoPA news page and in the dimension, etc.)?
we know that we’ve done our job. forums. Other than this, I can’t ADW: A JPG quality of “nine” in
Naturally, it’s not always easy to comment at this time. Photoshop is preferred; other
get permission straight away or even programs sometimes use different
get into direct contact with publishers, RA: Can anyone contribute to settings. So I’d say a size of 1.5 to
as there are so many variables. Many OoPA? If so, what can they do to 2.5 MB for a JPG file with a width of
of them are also hesitant at first to help out? 1920 [pixels]. PDI at 300 always. As
work with people who claim to do ADW: Absolutely! We do reserve the for dimensions, the absolute limit is
something like this without wanting right to review scans to make sure a page width of 1280, but these are
something in return. that they are of a certain quality mostly exceptions. We prefer to
In the end, the only way to show before they get released. We also have at least 1440, or better yet
them who we are is to stay true to our don’t accept monetary donations of 1600 or 1920.
word and continue on the way that we any kind. We have no interest in CW: This is a good question. As far
set out when creating this site. gaining anything from the work we do, as scanning, it is best to use 300
besides the feeling that we helped in DPI (you may have to play with the
RA: With permission to release preserving a piece of gaming history. settings in your software to find this
various magazines, do you have The one thing we do accept for setting but most scanners are
any juicy releases/news for the donation is magazines, which will be default at 150 DPI). Some

RETROACTION ISSUE FOUR SUMMER 2010


contributors I have worked with these Dreamcast only publications as
over the years have done 600 DPI, an anomaly as well, which I hope them and help preserve them. For
which is fine—just make sure you people will understand. that alone, I am eternally grateful to
are prepared for the size of the files CW: Unless it is a Dreamcast specific him.
you will be creating. Some people magazine, or an official release that The second one would certainly be
who have scanned stuff, that I have we have been given permission to CVG168 [Computer & Video Games -
edited, save in BMP or even TIFF release, our December 1999 cut-off ed], which starts off the Paul Davies
(while TIFF is basically a RAW image date still stands. Keeping with our era of CVG. This magazine, along with
file, it also creates a scan that is current cut-off date is out of respect hundreds of others, was donated by a
about 30mb per page). for current publishers, or copyright different Richard from Holland.
The width depends on the original holders, that may be offering back CW: The most recent one is my
file in question, we try to release order services (some work with answer here. It is an easy out of sorts
magazines in 1920, which makes for distributors, others do it in house). but it is true. We put so much work
a beautiful release with very little This was a choice led by many points into the site, the releases and just all
artifacting that you will see in lower of advice from various sources and is around making things the way they
resolutions. 1280 is about the held by us here at OoPA. Steps are are that we have to be selective in
minimum width that will yield a nice being taken to get permission from what we release (believe me, if we
looking release. If you are scanning publishers to release newer could, we would be releasing more
at 300 DPI, resizing to 1920 will be magazines and the fans of OoPA will every week). All of the releases we
no problem and make for some be the first to know when this are fortunate enough to post are
great quality releases. happens. special and deserve their time in the
If anyone has any questions, we limelight.
are more than happy to help if we RA: Which OoPA magazine scan
can. release are you most proud of and RA: Mort, arguably the pioneer of
why? classic magazine scanning, has
RA: How old do the magazines ADW: My personal favourite one has donated some Nintendo Magazine
have to be? I imagine there are to be the MAXIMUM set. Not only is it System scans to OoPA. Can you
rules concerning the uploading of a totally brilliant magazine in every tell us a little bit more about this
recent publications? way, but I received the issues I was partnership and whether we can
ADW: Absolutely! New magazines will missing from none other than Richard expect to see further scans from
under no circumstances be scanned, Leadbetter [former editor of Mort (or other scanners) at OoPA?
unless the publisher gives us written MAXIMUM, Official Sega Saturn CW: We are proud to have friends like
official permission to do so. We draw Magazine, Mean Machines, and more Mort that are willing to help with the
the line at the millennium. So – ed.] himself who donated his project like he has. It is an amazing
anything starting with the year 2000 personal issues to me so I could scan show of love for magazine
isn’t eligible to be scanned, unless it’s
one of the few Dreamcast specific
publications, which ran from 1999 up “I received the issues [of Maximum that] I was missing from none
till 2002. Due to how the system other than Richard Leadbetter himself who donated his personal
perished so suddenly—and might I
add, way before it’s time—we treat issues to me so I could scan them and help preserve them.”
45
INTERVIEW OUT-OF-PRINT ARCHIVE
“Keeping with our current cut-off date [December 1999] is That’s indeed not an easy question to
answer. Back in the day I bought tons
out of respect for current publishers, or copyright holders,” of magazines each month and the
ones I loved most were EGM, Joypad
preservation that Mort has shown in issues makes it easy to not read the (French), CVG and OSSM. While EGM
his generosity, not only to OoPA but to same issue more than once a week or game me more of a glimpse into the
other magazine preservation sites two). I can’t forget EGM and future since I live in Europe and
(such as World of Spectrum and surely Gamepro; those magazines were what worldwide releases were something
many others that are specially got me into gaming magazines in the that only existed in our dreams at the
focused). first place (though my father used to time, still I would have to pick CVG as
Mort has definitely helped motivate subscribe to Electronic Games in the my favourite. I only got OSSM four
a lot of people to do some form of 80s and I would sit in his lap as he issues before it was discontinued so I
magazine preservation; I have nothing would talk to me about the various can’t count that one.
but respect for his amazing amount of games being reviewed). As I got older, I connected to CVG in a big way
work. We are definitely going to be I discovered Video Games and during the Paul Davies years as the
releasing more of Mort’s scans and will Computer Entertainment and the editor. Reading about how the crew
do whatever we can to work with him general writing style was more fell in love with the Sega Saturn and
and anyone else wishing to donate mature, less flash or attempts at its incredible library made me decide
magazines in the future. I have done being the first to release information, to give Sega another chance at the
a lot of research on magazine but rather focusing on giving a very time where I was starting to get jaded
preservation, met many great people level headed view on whatever game by all the junk coming out for the
through that work and made a few was being covered (the trade show PSone and the lack of releases for the
friends in the process and I look coverage rocked in VG&CE). I have N64. Ed Lomas in particular was
forward to continuing for years to been fortunate enough to meet, someone who’s opinion I trusted
come. Just drop us a message and online, most of the core staff that 100%. After getting my own Saturn
let’s talk. worked on VG&CE and they have all that respect only grew.
Who knows, our next special might been as cool as I imagined them years My favourite game of all time is a
be Mort himself and how he got ago. question which is a lot easier to
started. Favourite videogame of all time? answer: NiGHTS into Dreams.
ADW: Yes, indeed. As I already Well, that has to go to Robo Warrior. I
mentioned, it was Mort’s work that got love that game. I have been playing it RA: Thank you for taking the time
me started in the first place. So off and on for years (since the first to speak with us. Is there
seeing him donate several sets of his day I saw it at the local Payless-in anything else you’d like to add?
work was a very, very nice surprise to northern California, Payless is more ADW: Thank you for the interesting
say the least. There will certainly be than a shoe store, they are more like questions, it’s been fun talking about
more scans from Mort as well as other K-Mart). Great game, a little all this and it brought back some fun
scanners coming in the following monotonous but still fun and scary memories for me. One thing I would
months. (when you are down to about two like to add is if you enjoy video game
minutes of health left, no bombs and a magazines, please support the
RA: What is your favourite classic screen full of obstructions at about publishers and people who work on
videogaming magazine and, while three hours into it, tell me your heart them. The last couple of years have
we’re on the subject of favourites, doesn’t start racing and beads of been very hard on the industry and it
videogame of all time? sweat start forming on your doesn’t seem to be getting better
CW: This is not an easy question to forehead). Don’t knock it till you play anytime soon. So if you’d like to enjoy
answer. I have several that I really it and truly understand it for what it video game magazines for many years
like. The top has to go to Gamefan is. to come—just like you can with the
though; I find myself re-reading them ADW: Retro Gamer without a doubt. ones from past decades—please
several times a year (having over 60 But seriously, I know what you mean. actively support the industry.

RETROACTION ISSUE FOUR SUMMER 2010 46


SUBSCRIBE Missed an issue of Retroaction?
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TO RETROACTION
No, not the magazine, the 2. Read the latest articles Issue one contained:
• Retro Remakes Competition 2008
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subscribe to Retroaction... all the usual regulars) only at • Computer Warrior, part 1
Retroaction website. • Interview: John Wilson (a.k.a. the Balrog)
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Team)
news on games, ezines, 3. Contribute to the website • Retro Respect: Jill of the Jungle
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Retrogaming: Sensible Train-Spotting
• Emulator Profile: DOSBox
• Six homebrew reviews

Issue two contained:


• Building Classics (The Build engine)
• Retro magazines
• Twilight of the Spectrum, part 1
• Interview: Ken Silverman (Author, Build engine)
• Interview: Simon Ullyatt (Cronosoft)
• Interview: Stephen 'Mort' Stuttard
• Retro Respect: Hexen
• ...Lost Arcades: X-Men: Children of the Atom
• Retro Respect: Buck Rogers: CtD
• Emulator Profile: MAME
• ...Complete Controversy: Night Trap
• 20 homebrew reviews

Issue three contained:


• Sci-Fi Adventuring: Blade Runner
• Ghostbusters Through the Ages
• Retro Fanzines
• Twilight of the Spectrum, part 2
• Atari STE: What Could Have Been
• Interview: Louis Castle
• Interview: Tom Livak
• Killer App: F-Zero
• Raiders of the Lost Arcades: Aliens vs. Predator
• Retro Respect: Defender of the Crown
• Retro Respect: RoboWarrior
• 20+ homebrew reviews

47
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