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RETROACTION

ISSUE THREE AUTUMN 2009

GHOSTBUSTERS
THROUGH THE AGES
The legacy, the games, the ports,
the remakes, the sequels

RETROZINES
We take a look at some of the great
retro fanzines, past and present

MOTHER OF ALL
PROJECTS
Clyde “mato” Mandelin talks about the
epic Mother translation projects

BLADE
RUNNER
Westwood Studio’s epic sci-fi adventure.
Plus we chat with Louis Castle, the main
man behind the game’s production
A lot can happen in a matter of months… Eagle-eyed readers
may spot a space left open in the credits mast to the left, and, if
your memory is great, you’ll realise that is where our Deputy
Editor’s name usually resides. Unfortunately, mandatory
military service has caught up with our dear Gnome and we’re
going to have to soldier on... without him for the next few
issues. Don’t despair though as that space in the credits mast
will remain open until his safe return. You may also notice a
new position and new name there; Alan Leffingwell is our Sub
Editor, and is here to sort out our grammar and spelling
catastrophes.
I often see people putting down the homebrew scene or just
ignoring it completely. Since we launched Retroaction back in
February, I’ve even noticed comments stating that these games
are nothing but “amateur crap”. The homebrew scene is a
vitally important part of retrogaming, and helps keep the old
machines alive as new games are released on a variety of
classic platforms. These developers take the time and effort to
make these games so it’s only fair that we cover them with
similar effort and enthusiasm. Besides, you only need to look at
this issue’s selection of games to see that there are some
quality homebrew game releases out there; Skipp and Friends
and Knight ‘N’ Grail are as polished—if not, more so than
commercial releases.
Now, you can’t have missed our front cover which features
Ray McCoy, the star of Westwood Studio’s sci-fi adventure Blade
Runner. Not only do we take an in-depth look at that epic, sci-fi
point and click game, but we also managed to chat with Louis
Castle, the main man behind the game’s production.
A special point of interest in this issue is our eight page
feature on Ghostbusters games. With the recent release of the
next-gen Ghostbusters game and rumours of a third GB film, we
felt it was appropriate to re-visit the franchise’s gaming past.
We spoke to the Mother project lead translator, Mato, about
bringing that classic RPG game to Western audiences. Following
last issue’s “Retro Magazines” article, we have now done one on
retro fanzines. We thought there would be a few decent
publications out there, but we weren’t prepared for the
astonishing passion and quality found in over a dozen e-zines
around the world, past and present.
There’s also the usual mix of regular articles (Raiders of the
Lost Arcades, How to Cause A Complete Controversy, Retro
Respect, Emulator Profile, Weird and Wonderful World of
Retrogaming), plus we’ve got interviews, reviews (homebrew,
remakes) and more. Phew.
Enjoy.

The Retroaction team


3M

RETROACTION 4 RETRO SCENE 39 INTERVIEW:


MUKUNDA JOHNSON
EDITOR, 8 PREVIEW: GEMVENTURE
DESIGNER
Neil Reive 60 MOTHER OF ALL
9 INTERVIEW: PROJECTS
SUB EDITOR TOM LIVAK
Alan Leffingwell 64 RETRO RESPECT:
10 BLADE RUNNER: ROBOWARRIOR
CONTRIBUTORS ON THE CUTTING
Ack
CaptainD
EDGE OF SCI-FI 67 COMPUTER
Duffman ADVENTURING WARRIOR, PART 3
Mark Hall
Matty 14 INTERVIEW: 71 ATARI STE:
Duncan Rule LOUIS CASTLE WHAT COULD
Mohammed Soussi
Richard Tarjan HAVE BEEN
Carl “triverse” Williams 17 KILLER APP:
F-ZERO 73 EMULATOR
"That’s my story, just the way I lived it... PROFILE:
The galaxy I am in today doesn’t appear
on any of our navigation charts; It’s
20 TWILIGHT OF THE STEEM
impossible for me to calculate my return SPECTRUM, PART 2
trajectory. I’ll probably drift in space for a 75 HOW TO CAUSE A
very long time..."
23 RAIDERS OF THE LOST COMPLETE CONTROVERSY:
www.retroactionmagazine.com ARCADES: CUSTER’S REVENGE
ALIEN VS
blog.retroactionmagazine.com
PREDATOR 78 RETRO RESPECT:
Retroaction © The Retroaction team, 2009. All MAGIC: THE
copyrights have been acknowledged and games
are covered solely for educational and criticism 26 GHOSTBUSTERS GATHERING
purposes. No part of this publication may be THROUGH THE AGES
reproduced in any form without our explicit written
permission. You are free, and encouraged, to link 80 RETRO FANZINES
to the original file for download from our website. 35 RETRO RESPECT:
You may also use pages for preview purposes.
We have taken great care to ensure that what we DEFENDER OF THE CROWN 85 THE WEIRD AND WONDERFUL
have published is accurate, but cannot be liable WORLD OF RETROGAMING:
for any mistakes or misprints. Retroaction is an
independent publication and websites mentioned 37 REVIEWS INDEX UNSENSIBLE WORLD OF CANNON
are not affiliated to or controlled by us. We are MOON SOCCER MEETS BULLDOG
not responsible for the content of these sites or
any changes made to them. BLIGHTY

RETROACTION ISSUE THREE AUTUMN 2009 3


RETRO SCENE The latest news from the world of retrogaming

PDROMS Competition v4.01: the results


The recent PDRoms coding #3 Poomania (GBA) #6 GemVenture (Beta) (NES) Nreive interviewed at
competition has come to an end and by Metalvotze. by Tom Livak.
the results have been announced. 1110 points 1000 points J-OMG
Game Card Game Card
#1 Skipp and Friends (SNES)
by Mukunda Johnson, Ken Snyder, #4 Clem the Retarded Elf 2 (GBA) #7 Gears Of Fate (NGPC)
Steven Velema and Hubert by Scott Lininger. by Thor.
Lamontagne. 1065 points 990 points
1325 points Game Card Game Card
Game Card
#5 Shunting Puzzle (ColecoVision) #8 Droplets (GBA)
#2 Factory Bots (GBA) by Philipp Klaus Krause. by Herman Samso.
by Nicholas Scheltema. 1030 points 535 points
1225 points Game Card Game Card
Game Card

I f you want to
find out a bit
more about the
origins of
Retroaction's
design and look
then head over to
Just One More Game, where the
editor/designer is forced to answer
to Cardinal Ximinez in what can only
be described as The Spanish
Inquisition, which nobody expects.
There's also exclusive never-seen-
before pages of an early draft of the
Amstrad Action tribute magazine,
which was the blueprint for
Retroaction's design.

RETROACTION ISSUE THREE AUTUMN 2009 4


RETRO NEWS
Retro Respect: Michael MSXdev'09 begins Retromags acquires even more first issues of
Jackson's Moonwalker retro magazines

T hose dedicated people at


Retromags.com have been busy
the past few months gathering
Scanned, edited, and compiled by
Kitsune, the CBR (Comic Book
Reader archive) can be found here.
together even more first issues of a Admittedly, I hadn’t heard of

T he MSXdev game competition


has been running for six years
now, and despite the deadline for
handful of publications.
The very first issue of Game
Electronic Fun with Computers and
Games, so the download of its first

I t was a sad time for the


entertainment industry on June
25th, and indeed the whole world,
this year's competition being 1st
December 2009, there are already
Informer, which was scanned by
Phillyman and edited by triverse,
was acquired via eBay for $65.50.
ever issue (which can be found
here) is all the more intriguing.
This rare first issue from November
with the passing of Michael Jackson. two games completed for it, Games reviewed in this issue 1982 was scanned, edited, and
Paying tribute to MJ, thousands of Plumber and Castle Tomb. Both include Decap Attack and NHL compiled by Kitsune.
fans purchased his albums and games are available to download Hockey for the Sega Genesis (Mega Videogaming & Computergaming
singles, with most of them re- along with the manual and source Drive), and Micro Machines for the Illustrated is the latest issue 1
entering the charts (his Number code. Just head off to the MSXdev NES. You can find Game Informer magazine to
Ones album has topped the Offical website and scroll down to their #1 at Retromags’ download section. appear. This
UK Album Chart). Ashamedly, I don’t respective gamecard. Here we have the very first issue issue, from
own any of his albums (I was never of Electronic Games Magazine (the October 1983,
really into music in the eighties), but first video gaming magazine was scanned by
even I can recognise the sheer talent published in the United States), s1500 and
that Michael Jackson had as a singer which ran from 1981 to 1985. edited/compiled
and a dancer. He truly was an all
round performer the likes of which
Passion MSX2 contest by triverse. The
magazine can
we will never see again. To pay 1st edition closed be found here.
tribute in some little way, I fired up
Moonwalker on the Sega Mega Drive
and had a great nostalgic multimedia
trip down memory lane...
P assion MSX's recent contest
has come to an end, with two
games entered. The contest is for
Read the full Retro Respect article
the MSX2 and entries come on a
at our Blog page...
ROM with manual and ROM label.
The two entries were the Bejewled
inspired puzzler Shift (by Infinite)
and the shoot-'em-up Equivocal
(by TNI). Although there wasn't
as much interest as originally
hoped, a second contest is
planned for next year.

Download Shift
Download Equivocal

RETROACTION ISSUE THREE AUTUMN 2009 5


RETRO NEWS
Out-Of-Print Archive New retro zines launched C64 Forever

I ’m a great fan of old computer


and videogaming magazines, so W hat is C64 Forever? Well, why
try to explain when the official
site does it so well? “C64 Forever
I was delighted to hear the news
that Out-Of-Print Archive (a embodies an intuitive player
interface, backed by a built-in
Classic videogaming magazine
database containing more than 5000
preservation) was created. To me
C64 game entries, and advanced
(and to many retrogamers, I
support for the new RP2 format,
would think), classic magazines dubbed the ‘MP3 of retrogaming’.”
were as important as the games If you’ve seen the Amiga Forever
themselves. You may have lost package (which you can also get at
many of the magazines you had, the C64 Forever site), then you will
but you can relive them again by be familiar with what’s on offer
browsing through scanned images here.
of the issues. Out-Of-Print Archive The C64 Forever package comes
has opened with a marvellous in two flavours: a downloadable ISO
10th anniversary feature on the image (which you can burn to CD),
Dreamcast, including some fine or the Boxed+Download package
scans of Dreamcast magazine (which comes in a slick looking DVD
pages throughout. The feature is case), plus you get the option to
a great read, and with plans for download the ISO as well. Excellent
similar things in the future, not to stuff. The Download package comes
mention access to thousands of in at £12.20 GBP ($19.95 USD &
magazine scans, Out-Of-Print Classic Video Gamer magazine ZX Shed Reloaded issue 1 14.06 EUR) and the
premier issue Boxed+Download package is £15.25
Archive is the website to visit for
your classic videogaming Z X Shed has returned with a new
look, a new editor, and a new
GBP ($24.95
magazine fix.
A new retrogaming magazine has
been unleashed in the form of
Classic Video Gamer Magazine.
bi-monthly release schedule. As
you’d expect from a Spectrum zine,
USD & 17.58
EUR). Sound
good? Then
The magazine is available to ZX Shed Reloaded covers all things head over to
download in PDF, for a small fee, ZX Spectrum as well as other C64Forever.com
or purchased in print format at the Sinclair platforms. Issue 1 includes where you
Classic Video Gamer Magazine reviews, previews, interviews, can find a full
website. The 20 page issue crams tutorials, programmer's diary, rundown of
in articles on classic games and features, and more. If you are a features,
looks at some of the current Sinclair fan, or just a retrogamer in FAQ,
homebrew offerings. For an general, then you really should screenshots
in-depth review of the launch check it out. You can find issue 1 at and place and
issue, check out triverse’s write up the World of Spectrum website. order.
over at Retromags.com. Also, keep an eye on the WoS ZX
Shed forum and ZX Shed website for
further news.

RETROACTION ISSUE THREE AUTUMN 2009 6


RETRO NEWS
Armalyte remake BOH Orion Prime Robotron 6128
demo
available W hile we’re predominantly retro
here, we’re not totally A fter reporting on the fantastic
Orion Prime teaser in last issue's
news section, it has been announced
I don't think anyone needs any
introduction to Robotron, so I'll get
straight onto the Amstrad CPC
ignorant of indie games, especially if

W e reported
last issue
that Smila and
they have a retro feel to them, and
BOH certainly fits that description.
BOH, which is available on AmigaOS
that the game is now finished and
available to purchase on 3” or 3.5”
disk from the Orion Prime website.
version. The CPC game is a Work In
Progress and can be played online at
or the disk image can be downloaded.
Although the game has been The game is shaping up very well
Stu Ovine are 4, MacOS X, and Windows XP/Vista,
indeed, so let's hope that coder
working on an is an exploration game, mixing programmed in French, there are
plans to translate the game to Lachlan can keep the good work up.
official remake action, puzzles, and adventure
of the classic excellently. With its realistic field of English, Spanish, and German.
shoot-’em-up vision gameplay—by default, you
Armalyte. only see what is in front of your
Well, now there character—the game's developer,
is a playable demo available to Simone Bevilacqua (a.k.a. saimo), Ghost N Zombies
has created a truly unique game,
download, which can be found at
which we don't see often enough.
publisher Psytronik’s website.
Visit the BOH website to find out
more. There are screenshots,
G host N Zombies is a
ColecoVision game developed
by J-P Meola (a.k.a. youki) and is
trailers, videos, demos, images, slated for a Fall 2009 release. The
themes, and more available to game can be pre-ordered by visiting
A Tribute to the Sisters download. And if you like what you the Collectorvision website, where
see, then you can find more details about the Wildfire
why not game and other ColecoVision titles
A remake of Giana Sisters is in
the works for the Amstrad
CPC. Called A Tribute to the
purchase the
game, which
for sale or in production. Hurry
though, because there is a limited
A n R-Type horizontal shoot-
’em-up from coder “fano”. The
comes on production run of games, which are
Sisters, the 128k game is being CD-ROM (in 128k game has been in the works
packaged in the official CBS-
programmed by TFM, with sound DVD case) for a while now, and looks great so
ColecoVision European style boxes.
by Kangaroo Musiqu, and GFX by with a 24- far. You can find out more info and
There's also an excellent interview
Tolkin. Created due to the poor page colour with youki over at download a demo from the
beta CPC version of Giana Sisters, manual? UnNamedGaming, which is where I CPCWiki's entry for the game.
this will be a conversion of the discovered this little gem of a game.
C64 and Amiga version. The
game’s work in progress demo can HOC INIT EXIT
be found at the CPCWiki. You will
need FutureOS to run the game,
though. S aimo has released a preview
demo of a C64 game, that he has
been working on and off since
November 2008. HOC INIT EXIT,
which is Latin for “whatever gets in,
gets out”, is available to download in
D64 format from saimo's webspace.

RETROACTION ISSUE THREE AUTUMN 2009 7


PREVIEW

GEMVENTURE
Words & screenshots by Carl “triverse” Williams

E
ver want to see Puzzle Quest graphics. The core gameplay is tiles to match that give you health The graphics are not that
on NES? Probably not, but if here and that is what matters (hearts) rather than saving up to special at first glance but when
you are a fan of Competition most. The foundation is laid for cast a spell to heal. While you do you realize that this is the NES—a
Bejeweled (as I call it) then you everything else to be added on as have spells, they are mostly system that was technically
will enjoy GemVenture (GV from time and interest permits (it is offensive with a few defensives designed back in 1983 (over 26
now on in this preview). You take tough programming a game thrown in (but you are limited to years ago) and not something that
turns moving tiles around and alone). three spells per character). You is running on the latest
forming matches of three or more Being for the NES I didn’t still attack with tiles (the spiked hardware—the graphics are pretty
after which those tiles disappear expect a whole lot from GV, after ones) and collect tiles for spell good. The sounds included are
and the rest drop down. all, professional teams dropped casting. You only collect the color pretty sparse but that is mainly
Programmed by Tom Livak for the the platform like a hot potato of tiles that your character uses. because of the limited time
recent PDROMS.de competition it years ago. What chance does a Each character uses certain colors available for programming the
came sixth out of the top eight single programmer have at making for their magic spells such as the Beta version for the PDROMS
entries. GV is currently in Beta a game that is going to be good? I Monk who needs 10 White and 5 competition. You do get some
(the version previewed here) but was wrong; GV is simply a great Blue mana to cast restore but sound effects; just don’t expect
don’t let that stop you from puzzle game. You get the core doesn’t use yellow, red or purple anything near a complete musical
playing it. The only things really elements of Puzzle Quest, a mana. You can still collect the score. Expect better sound in the
missing from the final game are similar fantasy setting and of mana not used by your character, game once it is finished.
some play balancing, additional course some incredibly lucky A.I.. it just won’t be added to your If you’re a fan of Puzzle Quest
sounds and player/enemy Fans of these games are going to mana pool. and enjoy competition Bejeweled
just have to deal with that A.I. games then you will definitely like
situation—much like in fighting GemVenture. It’s more than
games where the computer worth the download.
controller fighter can pull off
amazing moves (early SNK DETAILS
fighters were notorious for this) at
just the right moment. In GV
puzzle fans have an A.I. that just Developer: Tom Livak
happens to be able to pull off four Platform: NES
or five matched long chains with a
Weblink: Gamecard
single match at the top of the
screen. Emulator: VirtuaNES
GV is not a rip off of Puzzle Genre: Puzzle
Quest any more than Tekken is a
rip off of Street Fighter II. GV has

RETROACTION ISSUE THREE AUTUMN 2009 8


INTERVIEW TOM LIVAK
Having just played the beta NES.” I put the idea aside at first, tweaking of those.
version of the game, Carl because I was working on other
projects. But when PDROMS R: Do you have an
“triverse” Williams started a contest with puzzle idea of when the
contacted the game’s games as the theme, it seemed final will be
like a good time to revive it. released?
developer Tom Livak for a TL: Not really. I got
little background info... R: Why the NES of all systems? a little burnt out on
TL: Well the NES is what I played the project trying to
Retroaction: How about an [as] a kid, so I have a great deal of get it done for [the]
introduction so fans of fondness for it. A couple years contest deadline, so
GemVenture can understand back I decided to try my hand at I’ve taken a little
the man behind the game writing an NES emulator, and then break from working
better? PDROMS started a contest which on it.
Tom Livak: I’m 28, I live in included the NES. So I thought I’d
Massachusetts. I played a lot of try my hand at NES development. R: Will
NES as a kid, and decided I wanted GemVenture be
to make video games. That got R: How limited were you ported to any
me into computer programming, working with the NES other systems like
and I work as [a] software hardware? Dreamcast or
engineer now. I don’t work in the TL: Well there’s a limited number GBA?
games industry, but enjoy doing of colors allowed on screen at TL: I might try
game work in my free time. once, which required a little bit of porting it to the DS. the best move. If you keep
creativity sharing colors between playing, eventually the patterns
R: How did you come up with tiles. And the NES can only R: Will there be an actual will start to stand out to you.
the concept of GemVenture? display a limited number of sprites cartridge release someday? Generally the best move is one
TL: I don’t know, one day I just at a time, which is why new gems TL: If people were interested in a that damages your opponent, or
thought “I bet I could make a drop in column by column. I was cartridge release, definitely. heals you, or gives you the mana
PuzzleQuest type game on the worried about getting a decent AI you need for your spells. But you
given the low clock rate, but it R: Do you have plans for a can also look at denying your
ended up not being a problem. sequel yet? opponent good moves, or denying
TL: My original plan included a lot them the mana they need. For
R: The current version being a of features that were cut due the instance the goblin needs green
beta, can you give us some length of the contest, like getting mana to use his dodge ability, so it
hints as to what is to change or items that would grant additional can be good to take green mana
be added in the final? bonuses or powers. I might get just so he can’t get it.
TL: There were a couple of things I around to implementing all those
didn’t finish in time for the in a sequel. R: Do you have any additional
contest, namely music and comments you would like to
graphics for the characters and R: Any tips for people that have add for fans of GemVenture?
monsters. The contest deadline never played this type of game TL: I’d love to hear from people
also meant I didn’t get to really before? who enjoyed the game. It’ll
test all the spells and monsters for TL: Mostly you need to get good at encourage me to work on it and
balance, so there might be some looking at the board and seeing future projects!

RETROACTION ISSUE THREE AUTUMN 2009 9


ON THE CUTTING EDGE OF
SCI-FI ADVENTURING
Words & screenshots by
Neil Reive

DETAILS

Developer: Westwood Studios


Publisher: Virgin Interactive
Released: 1997
Platform: PC Windows
Genre: Adventure

RETROACTION ISSUE THREE AUTUMN 2009 10


ON THE CUTTING EDGE OF SCI-FI ADVENTURING BLADE RUNNER

No, it’s not a still from the film, Blade Runner’s gameplay is The KIA is a handy tool for Many familiar landscapes and
but rather a capture of the game’s carried out using the standard organising your clues for easy buidlings will be found in the
fab opening sequence point-and-click method retrieval game. Cold fish, anyone?

I
t’s dusk as we move toward Blade Runner the computer game will endure many events including
the cityscape up ahead. A is a point and click adventure that uncovering a black market gun
vast plain of industrialized, features an original story set in the runner and being framed for the
menacing shapes loom on the film’s universe and same murder of a civilian (forcing him to
horizon. Venting stacks pierce the timeframe. When the game begins, work underground to try and clear
skyline and belch out flames five Deckard (the film’s protagonist) has his name). He will also discover
hundred feet into the sky. A already been sent off on his own corruption within his own police
spinner (car/air vehicle hybrid) assignment and the player will hear department, blackmail and much
flies towards the camera and by. references of his activities more. It becomes clear that, as
The view then cuts into a city throughout the game though they with the film, the replicants in the
where a video advertisement on will never cross paths. The player game are heavy-handed in their
the side of a large skyscraper assumes the role of Ray McCoy, a quest to gain more life.
displays all kinds of products. A rookie Blade Runner, who is given Blade Runner’s main focus is the “You wake up one day and find it’s
spinner again flies by and weaves his first serious crime to solve by his detective work rather than the all been a dream or you wake up
tightly through the spaces between commanding officer, Lt. Guzza. games many puzzles. The player and discover you’ve been asleep all
the towering landscape Replicants are suspected of progresses through a number of the time and the nightmare is real.
constructions as we zoom into a murdering animals which is crime scenes in which they must I didn’t know what it was. I didn’t
dark, gloomy street. It’s peace considered a monstrous crime in the gather evidence. This is primarily a know what I was. A cop dangling
and quiet as the camera moves future when all animals are virtually matter of being observant of the on the short end of a stick or a
slowly in on Runciter’s Animal extinct. surroundings. Clues come in the
Replicant whose memory banks
shop... Playing as McCoy, the player has form of items, photographs,
had run out.” - Ray McCoy
The sequence described above to investigate a number of crime personal interviews or unusual
could easily be mistaken for being scenes using various techniques markings. An ESPER system (as
from the film itself. It is in fact just (searching for clues, questioning
a small segment taken from the witnesses/suspects, researching [the] intro sequence sets the tone for the
game’s fabulous opening sequence police evidence), typical of
which beautifully sets the tone for detectives to gather information. outstanding, well written, and produced
what is to follow. During these investigations McCoy science fiction adventure epic that is to follow

RETROACTION ISSUE THREE AUTUMN 2009 11


ON THE CUTTING EDGE OF SCI-FI ADVENTURING BLADE RUNNER
seen in the film) can be used to course of action to take based on The game’s script is superb, featuring many clever
enhance and enlarge photos, the results. The player’s decision
potentially finding some crucial has a direct impact on the rest of sequences, witty dialogue, powerful emotional characters,
information. Combat in Blade the storyline. and wouldn’t look amiss amongst Hollywood’s finest offerings
Runner is actually quite rare and not The game’s script is superb and
too complicated. There is one features many clever sequences (cut computer controlled characters go
weapon in the game-a standard scenes, set pieces, action scenes), about their own business,
issue police pistol-although different witty dialogue and powerfully completing their own objectives.
varieties of ammunition are emotional characters, all of which While the plot generally begins the
available later in the game. wouldn’t look amiss amongst same every time you start a new
All evidence collected during Hollywood’s finest offerings. The game-there is an animal murder,
investigations is stored in McCoy’s cut scenes in particular advance the McCoy investigates, he discovers
Knowledge Integration Assistant story and character development replicants-it plays out differently
(KIA), where it is organized for easy extremely well. The game is each time. There are numerous
reference later on. One of its basically a five-act story with a lot endings (I have personally seen
functions is performed via the Crime of emotion weaving together the nine) with variations on major
Scene Panel which lists all crime stories of several different themes. All of which are influenced
scenes along with all known characters. Every thing you do has by the player’s actions throughout “I can handle it from here, Slim.
suspects and clues related to it. consequences: the moral dilemma in the game. Why don’t you go buy yourself a
There are also occasions when the killing what may or may not be The expansive voice cast of Blade lolly pop? Something else to suck
player will be able to carry out the human or making a wrong decision Runner deliver their lines on.” - Crystal
infamous Voight-Kampff test (as and having the police hunt you impeccably, bringing their
seen in the film) on suspects. This down. These situations all add to character’s personality to the fore.
involves trying to get an emotional this games deeply emotional Each and every character-of which
response from the subject and to experience. there are many-has their own story,
determine if they’re human or a The game runs in non-linear real- their own characteristics and their
replicant. Once the test is finished time meaning that when McCoy own agenda. Ray McCoy is the
the player must then decide what investigates and gathers clues the disheveled, trench coat wearing

“Whatever is born of mortal birth


must be consumed with the Earth.
To rise from generation free, so
what am I to do with thee.” - Clovis

Character movements are carried Use the ESPER to gather further While many of the locations will
out easily with just the mouse clues—there’s more to these be familiar, others are not so, but,
pictures than meets the eye are interesting all the same

RETROACTION ISSUE THREE AUTUMN 2009 12


ON THE CUTTING EDGE OF SCI-FI ADVENTURING BLADE RUNNER

Your investigations take you down The map is small to begin with, The cut scenes’ visuals are “I’m what you call a survivor. I’ve
to all sorts of buildings, like Early but opens up as you progress astonishing, especially crawled through the slimiest sludge of
Q’s the nightclub through the game considering the game’s age hell and lived to tell the tale. I’ll be
around long after everybody forgets
that you were on the job.” - Guzza
protagonist; Crystal Steele, a cool structure, the Bradbury theatre, arranged throughout. Not only have
exterior and one of the most Animoid Row, the Yukon hotel and Vangelis’ original scores been
effective police officers; Gaff, a the L.A.P.D.’s cylindrical skyscraper. recreated perfectly, new original Gaff (voiced by Victor Gardell):
character originally presented in the Despite not requiring a 3D ones have been produced just for You killed anyone yet? It’s like I said,
film, appears randomly to offer accelerated video card at a time the game. Joe Turkel, Sean Young, retire a human and your career is
advice; Lieutenant Guzza is McCoy’s when it was all the rage, the William Sanderson, Brion James and over, your life too maybe. But we
coarse, overweight superior; Lucy is graphics—especially the numerous James Hong (who starred in the don’t live forever do we?
a troubled teenager who is unsure cut scenes—were innovative for the original film) returned to voice their
whether she is a replicant or a time and succeeded in recreating on-screen characters, adding yet Chew (voiced by James Hong):
human and Clovis is the intelligent the film’s atmosphere. The another layer of authenticity to the Busy, busy. All these distractions all
leader of the renegade replicants. characters are as impressive as the game. day long. Loud bangs, boom, boom,
That’s just the main group of environments and although they Westwood Studios could have boom.
characters as there are also many, may look slightly pixellated close up taken the easy way out and made a
many supporting characters of when you see them moving their typical adventure game by retelling Tyrell (voiced by Joe Turkel):
equal importance to the game’s true fluidity is clearly evident. the film scene by scene. Luckily As I explained to Mr. Deckard earlier,
plot. Other visual effects like rain, they wanted to do something more. I’ve given the Nexus 6 model a past.
Showing a dystopian, heavily coloured lights, lens flares and The fact that they struggled to I’ve given it the purity and innocence
polluted Los Angeles, the game is shadows all add to the dark, moody squeeze the game onto four CDs is of childhood, and all the despair and
notable for its accurate, even feel of the game. testament to just how much detail is joy that comes with a real existence.
lovingly re-created environments. Completing the cinematic quality in this game. With great That’s hardly a death sentence...
Faithfully reproduced locales are so of the game is the sound. Suitably storytelling, superb design, sublime That’s life.
effective by their use of familiar emotional musical scores and aesthetics and faithful performances
landmarks like the Tyrell pyramid satisfying sound effects are all coming together perfectly, this Gaff: Steele is looking for you, and
amounts to a deeply satisfying game Bryant. You’ve been keeping the
that should be experienced by all whole department hopping… you and
Not only has Vangelis’ original score been fans of adventure games and the Guzza.
recreated perfectly, but also new original film. McCoy: You looking for me too, Gaff?
Gaff: Looking... not killing. I’m in a
ones have been produced just for the game good mood today.

RETROACTION ISSUE THREE AUTUMN 2009 13


LOUIS CASTLE
We love the Blade Runner game at
Retroaction, but we wanted to know
more, and there were still some
unanswered questions. There was no
one more qualified to talk to on this
subject than Westwood Studio’s
co-founder, and executive producer on
the game itself...

RETROACTION ISSUE THREE AUTUMN 2009 14


INTERVIEW LOUIS CASTLE
we jumped at it. Our idea
was to do the best job “It was a creative decision to build a story
possible in replicating the within a story so that we could have the player
mood and emotional
impact of the film, which I be in control of their own destiny.”
believe is why we won the
bid. R: So, it doesn’t have Deckard, R: Blade Runner uses a “voxel”
but it does have a completely graphics engine, which produces
R: Did The Blade Runner new story, characters, and some fine looking graphics,
Partnership make any supporting characters all doing especially considering that it
suggestions regarding their own thing with numerous doesn’t require a 3D accelerator
the plot, characters, or outcomes—it’s almost like a card. Can you explain the voxel
the look of the game? movie script. How did it all engine to us?
LC: The Blade Runner come together to form a LC: Well, today we would think of
Partners were very computer game? the Blade Runner world renderer as
involved at the top level LC: It was written as a complete a deferred lighting renderer where
Retroaction: Can you briefly for the game. They specifically did 200 page script by David Yorkin, an the scenes and camera moves were
introduce yourself to our not want something derivative of extraordinarily talented Hollywood pre rendered as geometry and the
readers? shooters and RPGs in the market at writer. That was then expanded by lighting was added in real time.
Louis Castle: Louis Castle, the time. Their primary concern David Leary, our lead designer for Pre-rendered elements were also
co-founder Westwood Studios, was that the game expand the IP Blade Runner into well over 500 layered into the scene in real time
former VP Creative Development for and not simply be a game that had pages and finally reviewed and using a software z-buffer completing
EA, CEO of Instant Action Holdings. the license slapped onto it. It was a tuned by David Yorkin again before the visual effect of millions of
true financial and creative we had the final shooting script. It polygons being rendered in real
R: How did you get into video partnership but we were completely was a massive undertaking given all time. The characters are truly
gaming and, in particular, in charge of how to accomplish the the permutations of game states voxels. The biggest regret the team
co-founding Westwood Studios? broad vision. that were possible in the story had was that we did not have time
LC: I started as an artist intrigued simulation. to optimize the motion capture data
by art on CRTs and learned how to R: The first thing that gamers for all the NPC characters and since
program to animate my work. I did will notice is that there is no R: There are some
some animations for games, got Rick Deckard in the game. Was superb cut-scene
hooked and in 1985 my friend Brett that a decision taken by sequences and a lot of
Sperry and I decided to make a yourselves or a copyright/ great dialogue in there.
game company instead of working request issue made by the BRP? Was it always the
as independent contractors. LC: Deckard is mentioned many intention to give the
Westwood was born! times in the game and can even be game a filmic quality
seen occasionally. It was a creative like this?
R: What made Westwood decide decision to build a story within a LC: Absolutely. We knew
to develop a Blade Runner story so that we could have the from the beginning that
game, especially considering player be in control of their own the fans of the film would
that the film had been released destiny. Very few games that want nothing less than a
over ten years previously? require players to “play the film” visual experience
LC: It had always been my favorite end up having the kind of emotional respectful of the original
film and when we found out that we punch you get from the original film.
had a chance to pitch for the rights work.

RETROACTION ISSUE THREE AUTUMN 2009 15


INTERVIEW LOUIS CASTLE
the voxel budget gets divided over yet I have only managed to find Westwood. Were there
the number of frames, many nine endings. Just how many no plans to develop a
characters were very blocky endings does Blade Runner sequel, or even another
unnecessarily. The voxel technology have? adventure game in the
was capable of some amazing LC: There are forty-seven same style?
visuals. permutations but only seven broad LC: Both ideas were kicked
categories. The difference in the around but the deal for
R: The game features a realistic endings has to do with the random BR2 was too hard to reach
Blade Runner world with selection of which NPCs will be for both sides and other
faithfully reproduced scenes, set replicants and the way the world ideas were put on the back
pieces, and music. Just how simulation plays out in real time. burner with the decline of
long was Blade Runner in There are a few very interesting the Adventure Game
production for, and were there endings around love interests that audience.
any problems during this time? were exceptionally rare. One was
LC: (laughs) Like all games it was in listed as a bug since the tester had R: The game was quite a
production 50% longer than we never seen it and thought it was not commercial success and
expected. In all it was just a bit intended to be possible (I believe it received some good reviews
over two years, which was a long was leaving with Lucy as a paternal from the gaming press. Was the Virgin. Westwood was very
time back in 1997. The problems love interest). completed game what you had attractive to many companies
were more of trying for some really hoped it would be? Was there including Hasbro, Microsoft, Eidos
aspirational goals and simply R: The voice cast for the game is anything you were unsatisfied and others, but ultimately EA
running out of time to do them as vast and was quite unique for with? offered the best deal to Viacom.
well as we might have. That said, the time. Some performers from LC: I always have ideas on how my
we are all proud of the game we the film even reprised their games could have been better but I R: What projects have you been
created. roles for the game—albeit in was and still am very proud of Blade involved with recently, and
cameos. Was this something Runner. what are your future plans?
R: It had been said at the time that was always planned from LC: I am no longer at EA. I am
by many sources that the game the offset? R: Westwood Studios was a now the CEO of Instant Action
features 13 different endings, LC: Yes, we tried to get every respected development studio Holdings, an IAC company. We will
person from the original with a talented team, be making some announcements
film but some could not fit producing such classic gaming soon.
it into their schedule. series as Command and
Others were not Conquer, Dune and Eye of the R: Thank you for taking the
professionally interested in Beholder. Can you tell us why time to speak with us. Is there
reprising their role, but the company was sold off to anything else you’d like to add?
those were very few. EA? LC: Blade Runner was one of my
LC: We were owned by Virgin favorite games to make and play in
R: Blade Runner seemed which was owned by Viacom. my career and I’m thrilled there is
to be a one-off game for Viacom wanted to divest itself of still an interest in the game.

“The problems were more of trying for some really aspirational goals and
simply running out of time to do them as well as we might have.
That said, we are all proud of the game we created.”
- Louis Castle on development of Blade Runner
RETROACTION ISSUE THREE AUTUMN 2009 16
KILLER APP

Words by Mohammed Soussi,


screenshots by Neil Reive

DETAILS

Developer: Nintendo EAD


Publisher: Nintendo
Released: 1990
Platform: Super Famicom
Genre: Racing

RETROACTION ISSUE THREE AUTUMN 2009 17


KILLER APP F-ZERO

T
he year is 1989 and Shigeru Don’t crash into the barriers too A fork in the road. Just follow the Flying cars looks good and make
Miyamoto starts to vision one often as it drains your power other guys for great crashes
of his most ambitious projects
to date. Within the confines of and Dragon Fly (a.k.a. Pilotwings) Nintendo decided to replace Dragon precursor to Mario Kart. It
Nintendo HQ, Shigeru meets his projects. Fly with F-Zero (pairing the game surpassed people’s expectation
friend Takashi Tezuka and discusses This merger enabled Shigeru to with Super Mario World) as the two during the time of its release.
his idea for a futuristic racing game have more time producing his new official launch titles. Nintendo knew F-Zero influenced many Amiga 500/
that would change the race genre project due to the fact that he now that this would drop a bombshell on Mega Drive loyalists to sell off their
forever. After speaking to Takashi, had over 40 devoted staff. Shigeru Sega. The quality of these two systems and spend £300 on the
Shigeru realised that with all the soon approached a young art launches will likely never be Super Famicom. This is merely an
new games planned or in designer, Takaya Imamura, to be the repeated by any other system. example of how much influence the
development for the new Nintendo art director for the game after Let me first of all begin by game had on people.
16 bit Console he would need a recognizing his potential and stating that F-Zero was the first F-Zero takes place in the year
dedicated team to overcome any enthusiasm for his (Shigeru’s) Super Famicom title to showcase 2560 when humanity’s countless
upcoming problems or challenges. vision. Takaya was so shocked that Pseudo-3D graphics and was the encounters with alien life forms
After a few meetings with the Shigeru gave him such an
Nintendo big wigs it was agreed that opportunity and with so much
Nintendo’s various internal research freedom in design considering it was
and development teams would Takaya’s first ever project. The EAD
merge and become a new division development group was set and the
called Nintendo Entertainment team had approximately 15 months
Analysis and Development (EAD). to complete the game in time for
Shigeru and Takashi became the the launch of the Super Famicom.
heads of EAD, making it easier for
them to direct and micro manage Upon completion of the game it was
the teams on the Super Mario World found to be so impressive that

F-Zero influenced many to sell off their systems


and spend £300 on the Super Famicom.
The best advice is to stay in the Argh! My eyes. The goggles, they
An example of how much influence the game had on people middle and don’t stray do nothing

RETROACTION ISSUE THREE AUTUMN 2009 18


KILLER APP F-ZERO
F-Zero very quickly became the defining title
for the Super Famicom,
showcasing the infamous “Mode 7” effects
throughout the universe expanded with different crafts. Each
Earth’s social framework to characters craft has different
astronomic proportions. Trade, capabilities; speed, weight, handling
technology and cultural interchange and shield strength which vary
are carried out between planets. according to which craft you use.
The multibillionaires who earned There are a total of fifteen tracks
their enormous wealth through this divided into three leagues with
intergalactic trade are satisfied with three difficulty levels to choose
their rich lifestyles. Restless as from. As you progress through the
they were though, they also yearned game the tracks start to change and try and beat their best lap records. time, not even in the Arcades. It
for new entertainment to stimulate become more difficult. The tracks During game play you cannot help was revolutionary in every sense.
their lazy lives so a new become extended and obstacles but notice the amazing visuals and F-Zero very quickly became the
entertainment based on the old F1- start to appear in awkward places, backdrops. The speed of this game defining title for the Super Famicom,
series of races was founded. People increasing the challenge. Your complements the entire experience. showcasing the infamous “Mode 7”
were at first outraged with the rivals become more difficult to beat, Both music and sound add to the effects and making it one of the
brutality of the competition but especially when they are tailgating excellent atmosphere and you really most graphically and visually
eventually came to enjoy it and you. During each race you must feel you are living in the F-Zero stunning games of its time. F-Zero
even demand more excitement. finish in the top four in order to universe. Remarkably the game is nearly 20 years old and it still
They soon called these Grand Prix progress through to the next stage only slows down a few times when looks impressive even for today’s
races simply F-ZERO. so watch the energy bar and there are a large number of crafts standards. The title “killer app”
You play the role of our hero remember to top-up your shield on on screen. doesn’t come easily, but I would
Captain Falcon but are not restricted those energy strips. At the time of its release F-Zero certainly consider F-Zero to be one
to just playing him as you can select The time challenge can become was truly the ultimate race game. of them; a true testament to what a
from three other characters, each an obsession as players can always There was nothing similar at the game can do for a system.

With such smooth handling, it’s a Tussles with opposing drivers is Don’t try to be smart and take short One crash too many, and this is
joy to fly around the course common. Just get used to it cuts. This stuff slows you down what happens

RETROACTION ISSUE THREE AUTUMN 2009 19


TWILIGHT OF
THE SPECTRUM
Words by Richard Tarjan, screenshots by
Richard Tarjan & Neil Reive
Spectrum image courtesy of Bill Bertram

We continue our
journey through the
Spectrum’s twilight
years to find out that
there was, and still is,
a thriving homebrew
scene after the
platform’s commercial
demise

RETROACTION ISSUE THREE AUTUMN 2009 20


TWILIGHT OF THE SPECTRUM
In the 90’s, Russian Spectrum 7MHz spec machine. On the other
homebrew games could be hand its main rival, Black Raven 1,
separated into two categories: has been freeware since 2000, after
original games, getting extremely being available for purchase in a
close to the hardware maximum special box with a little user book.
(Star Inheritance, Kolobok Zoom 1- Nowadays Black Raven 1 can be
2, Pussy, Technodrom, Last Hero of bought from the Sinclair Club. For
the Light Force) and PC/Amiga the games of Alex Xor, there is an
games that were re-written and unwritten agreement between
converted to Spectrum (Prince of Spectrumists: nobody will pirate
Persia, Civilization, Dune 2, etc.). them, and after a year the author
Another important conversion will put them into the Public
platform was the Nintendo Crime Santa Claus: Deja Vu (1997, Black Raven 2 (1998, by Copper Domain.
Entertainment System’s Russian by BrokImSoft & Rush I.S.P.A.) Feet) In general, smaller groups
analogue, the Dendy (Ice Climber produced these games, usually a
and dozens of Mario games). The coders did not know that there were developers of the games in question group of friends helping each other
most interesting fact here is that lots of users using their Spectrums will not see any money. Sadly, the out with each one resonsible for
such games were released for the in Europe as hobby machines. This same piracy is prevalent within the their own relevant task in the
ZX Spectrum despite the media was not such a major problem with Russian developed programs too. development process. One example
stating that such things were arcade type games, but games that Legal copies are sold in quite low of the result of this kind of
impossible. used a lot of text were unplayable. volumes compared to the size of the co-operation is the aforementioned
Early programs were of quite This was a shame as, despite some country. Three thousand units sold Crime Santa Claus: Deja Vu game.
poor quality and they were often poor examples, there were some was a good result from a game in Also of note is that this is the only
written in Russian, meaning that good games produced during this the mid 1990s. game which uses the special
they were only playable by users period that were either equal or The most interesting case is 128-colour mode in the two main
who understood the language. better than commercial games probably Prince of Persia. Besides screens. Despite this enhanced
Although the reasoning behind this released on the platform. This trend the original Nicodim and Magic Soft mode, the game doesn’t look as nice
may be easy to understand when is unfortunately still common editions, numerous cracked versions as it does in the 30 colour
you consider that the ex-Soviet nowadays (Anime Story, Sea were available in Russia from Multicolour mode.
Quest). Another World Corp, ChuckaByte,
You may well ask: what are the Omega (Hackers) Group, Phantom
copyright specifics of these Family, Ticklish Jim and Phantasy all
Spectrum games? The answer is had their own versions. Phantasy
that mostly the original commercial also released Prince of Persia on
developers don’t even know of the tape and even promised the Euro-
existence of the ZX-version of these conform Plus D floppy version too.
games. Copyright laws are now All Russian games are now Public
more strict in Russia than in Domain, with only two exceptions.
Europe. Despite the copyright laws One of these games, Dune 2, is a
many Russians are still ignoring very interesting case: it was difficult
them. Many of the original to sell, as it demanded a 256K/

legal copies were sold in quite low volumes...


Star Inheritance (a.k.a. Star Civilization (1997, by Vitaly
Inheritance: Black Cobra,
Three thousand units sold was a good result Kubeckin)
1995, by STEP) for a game in the mid 1990s
RETROACTION ISSUE THREE AUTUMN 2009 21
TWILIGHT OF THE SPECTRUM
Doom, Mortal Kombat, King’s Bounty,
Heroes of Might and Magic, and Worms
were games that all received different versions
Raven 1 and Courier 2: The Lost protection methods.
World came to be. During the Spectrum’s homebrew
In the eighties and nineties, one life in Russia, the same game title
way of advertising games was was often developed by two or three
diskzines. On these disks you could different groups. The final
find works in progress of upcoming appearance of the games produced
games like the previously discussed by these groups could often be quite
Prince of Persia (1996, by Magic Black Raven 2 by Copper Feet. different. For example: Doom,
King’s Bounty (1995, by EJB)
Soft) Worthy of mention is that homebrew Mortal Kombat, King’s Bounty 1, 3,
game developers also published Heroes of Might and Magic and
Demo groups also often make diskzines to ensure that playable Worms were all games that had software to compete in
games. The style of their demos demos of their games would different versions. Often these competitions), there were many
can be easily identifiable in the exclusively available. Some of the groups became rivals as they work in progress games, many of
games. An example of a demo elite groups that released their own competed against each other to see which were never completed. In
group game is Omega Hackers diskzine include: Step CG with who could release the best 2000, one complete game was
Group’s, Mario Islands. Of course, Spectrofon, XL Design with ZX conversion. developed while, in the very next
the best groups only co-operated Format, Mafia with Faultless Sometimes very simple games year, two full versions were
with others of the same Magazine and Rush with Rush are under construction for ages. released. At Chaos Constructions
programming abilities. For Magazine. The game demos on The demo version of Arcaniod was 2004, three full versions and a demo
example, the graphics of Mario these magazines were not copy- announced on Funtop’98; however, were released. While in the process
Islands were given to OHG from protected, encouraging people who the final version was introduced to of developing games, programmers
n-Discovery to develop further. bought the diskzine to pass these the public at the demo party Chaos would often lose source code, and
Demo groups usually consist mostly demos onto their friends. The final Constructions 2001. At Russian have to terminate entire projects.
of teenagers, or people in their early versions of these games (if demo parties (a gathering of This meant that many games were
twenties. At the moment these released) did contain difficult copy programmers who bring their demo never seen by anyone other than the
groups are the leading figures of the people involved with the game’s
Russian computing industry. development...
Copper Feet (a.k.a Vyacheslav
Mednonogov) is one of Russia’s most If you wish to track down any of the
renowned Spectrum coders, and games featured in this article, then
often co-operated with his brother, your best place to start would be
Alexej. Copper Feet also led the World of Spectrum. WoS has a
way in recording details of his superb archive of games, including a
software’s development by keeping vast catalogue of homebrew titles.
diaries of all the games he worked You will need to have a Spectrum
on with Alex Xor. These were emulator that supports the TR-DOS
published by the contemporary Operating System, which can also
(electronic) press. Since these be found on the WoS’ emulator
ancient diaries are now available on pages. Good hunting.
Courier 2: The Lost World (2002, Doom was never completed by
the Internet too, we can read about
by Perspective Group) Digital Reality...
the circumstances of how Black

RETROACTION ISSUE THREE AUTUMN 2009 22


Words & screenshots by Ack

DETAILS

Developer: Capcom
Publisher: Capcom
Released: 1994
Platform: Arcade
Genre: Beat-’em-up

RETROACTION ISSUE THREE AUTUMN 2009 23


RAIDERS OF THE LOST ARCADES ALIENS VS PREDATOR
Unfortunately, this would be the only release much tougher boss, to finally face can be found hidden inside crates
the world would ever see, as Alien Vs. Predator off against the Alien Queen. Levels or barrels, simply found lying
would be populated with large about on the ground, or taken
would never see ports to any console or computer numbers of enemies, many on from enemies who are wielding
screen at the same time. Enemy them.

W
hat could be better than only release the world would ever types ranged from various versions In the game, the island city of
playing a cyborg with a see, as Alien Vs. Predator would of aliens in various stages of San Drad, California has been
machine gun for an arm never see ports to any console or development, including chest placed under quarantine after
as he faces off against horde after computer, and has also not been busters and face huggers, as well Aliens have invaded the area. The
horde of aliens designed by artist re-released on any console service. as soldiers serving the Wayland Colonial Marines are fighting
H.R. Giger? Doing it side-by-side While a Super Nintendo title with Corporation armed with various inside, but they’re entirely
with a Predator Warrior who’s busy the same name would see a kinds of weapons, infected outnumbered and overrun. Major
laying waste to the squads of release a year before it by humans, and automatic gun Schaefer and Lieutenant Kurosawa
Wayland Corporations’ soldiers Activision, it was a completely turrets. Bosses include a Predator are in the thick of things, having
behind you, of course! Alien vs. different animal from its arcade under Wayland control, a Power realized that they’re probably not
Predator made its debut in arcades cousin. The arcade game was also Loader (similar to one used by going to make it out and resolved
May 20, 1994, in Japan, USA, meant to tie into the plot of an Ripley to defeat the Queen in the to taking as many enemies with
Europe, and Asia, and its cabinet Alien Vs. Predator film, but the film Aliens), and, of course, an them as they can, when a set of
utilized CPS-2 technology, an 8- movie deal fell through and the Alien Queen. three Predators shows up, wipes
way joystick, and a three button arcade was left as a standalone. To beat them, various weapons out the oncoming Aliens, and
layout. Control was simple: the A- Alien Vs. Predator was a side and items strewn throughout the propose they work together. Not
button fired your gun, the B- scrolling beat-’em-up, where a few levels can be used, including having much choice, the two
button was for attacks, and the C- players would face off against knives, grenades, flamethrowers, Marines agree. From here the plot
button was for jumping. The game waves of weaker enemies and pulse rifles, food to restore health, has various twists and turns until
could be found configured for two navigate various traps as they and even ammunition to grant the final battle, including Wayland
or three players at a time. progressed through the seven unlimited firepower for the player’s Corporation attempting to seize
Unfortunately, this would be the levels, each ending with its own gun for nine seconds. These items Aliens for use as weapons, and a

All the great beat-’em-ups have some classic Aaaargh! Zombies, or something just as equally Each level is truncated with nice cut scenes—like
mutli-player action, and AvP doesn’t disapoint gruesome. Get ‘em off me, for gawd’s sake this one—which advances the story, as well as
here. Mayhem, violence, blood, guts... adds to the atmosphere of the game

RETROACTION ISSUE THREE AUTUMN 2009 24


RAIDERS OF THE LOST ARCADES ALIENS VS PREDATOR

While there may be some big muffa of weapons Bah! You call that a gun? This is a gun. With an excellent arcade game like AvP, you
available, nothing beats a good knuckle would expect some huge battles with all sorts of
sandwich to the chops alien guardians, and boy, do you get them

shocking “defection” .... Story fast, but weaker character than executed by grabbing an opponent and forth through while fighting the
exposition is mostly done between any of the others, and she fights then putting in specific boss, though certain locales limit
levels, though sometimes snippets with a sword and a pistol. While commands. Characters can also this for the fight. Backgrounds are
of dialogue are said in the levels, the likeness isn’t the same, Maj. use special moves for fighting off beautifully drawn, as are all the
and characters will say different Schaefer is the only character to hordes of enemies that have sprites and effects used, and the
things depending on which have come directly from the surrounded them by pressing two game looks absolutely gorgeous.
characters have been selected. original source material, having buttons at the same time. Both Capcom’s art style would quickly
There are four playable been played by Arnold Predators can be disarmed of their become prevalent in such titles as
characters, two Colonial Marines Schwarzenegger in the film weapons, though they are still Dark Stalkers, X-Men: Children of
and two Predators: Major Dutch Predator. He lost an arm in the quite capable of hand-to-hand the Atom, and Street Fighter Zero
Schaefer, Lieutenant Linn aftermath of the film, and has combat. (or Street Fighter Alpha, depending
Kurosawa, Predator Warrior, and since had it replaced with his The seven levels offer no on where you come from).
Predator Hunter. Each of the four current mechanical piece. Maj. branching paths, making for a very Unfortunately, there is no word
characters feature unique moves Schaefer comes in as the most linear fight. Locales range from city if this game will ever see release
and attacks, though the two powerful, but also slowest, streets to a forest, to the inside of a on anything beyond its original
predators are somewhat similar. character, fighting mainly with his lab. The most unique level in terms arcade origins. Those lucky
The Predator Warrior fights with a bare hands. His cyborg arm has a of design is the third, where players enough to have played the game
spear while the Predator Hunter is built in machine gun. ride on the top of an APC, similar to can attest to the experience. But
armed with a naginata, and both Combat is simple enough, with the one found in the film Aliens, if you haven’t gotten a chance to
use a shoulder-mounted plasma each character having a basic while it makes its way through the try it, and while visiting the local
cannon, though both feature combo they can perform by hitting city streets. Player must use their arcade, or at an arcade auction or
different attacks. Lt. Kurosawa is a the attack buttons. Throws can be weapons to unload on hordes of show, or even in the possession of
aliens that attempt to leap and claw a private collector, if you find it,
there is no word if this game will ever see release on at them from the road. Boss battles play it. Rip through a horde of
generally take place in a large, open aliens and fight to your heart’s
anything beyond its original arcade origins. Those lucky area that players can move back content. You’ll be glad you did.
enough to have played the game can attest to the experience
RETROACTION ISSUE THREE AUTUMN 2009 25
THROUGH THE AGES
Words & screenshots by
Duffman & Neil Reive
Theatrical promo image
© Columbia Pictures

With Ghostbusters
receiving an update for
the current generation
of super consoles and
PCs, we thought this
was the perfect time to
look back at where it
all began: the various
games, ports, remakes,
spin-offs, and sequels
RETROACTION ISSUE THREE AUTUMN 2009 26
GHOSTBUSTERS THROUGH THE AGES

G
hostbusters is a classic with
a long standing legacy. Two
films, two animated TV
series, the ongoing development of
a third motion picture and the
current next generation game are all
testament to that. Released in
1984, the original film follows a
group of ghost exterminators (Dr.
Peter Venkman, Dr. Ray Stanz, Dr.
Egon Spengler and later on Winston
Zeddemore) as they establish their 1986 and ran up until 1991. book shop, Spengler carries out odd ‘containment field’. Later when
“ghostbusting” business and take on Although this new series was based experiments in a laboratory while ghosts start to reappear Spengler
the spiritual ghouls of New York with on the original film, “The Real” Zeddemore, along with Stantz, brings in the help of his four young
hilarious consequences. With the prefix was added to the show due to entertain children at parties. It is students.
combination of a great script, a copyright issues over the Ghost however, not too long before they A third film in the franchise has
great director, talent and actors, the Busters name. This show featured are back into their ghostbusting been rumoured for over a decade
sci-fi comedy film was a great the ongoing adventures of the ways as the ghost sightings in New and has yet to see the light of day.
critical and commercial success. ghostbusting crew as they battled York begin to rise again. Dan Aykrodyd—who co-wrote and
Ghostbusters was easily one of the various familiar and unfamiliar Unfortunately, the film received a starred in the films—had recently
highest grossing motion pictures of ghostly foes. rather lukewarm response from been quoted as saying that the
1984. With great success come Five years after the first film a critics and fans alike which is recent Ghostbusters video game “is
spin-offs, sequels and video games. sequel finally became a reality. probably the reason why the third essentially the third movie.”
Ghostbusters was no exception. The Ghostbusters II was released in film was put into development hell. Despite all this it now seems that
first computer game was out barely 1989 and takes place five years Although a third film may have there is solid evidence that there
a few months after the first film was after the first film. The been well off the radar at the time, will be a third movie. The script is
released. Ghostbusting business has closed The Real Ghostbusters was followed apparently in the works with
Naturally, Columbia Pictures were due to being sued by the city over up by another animated series, Aykroyd, Harold Ramis and Ivan
keen to produce a sequel to their damage caused in the battles Extreme Ghostbusters, which aired Reitman all having an input. The
newfound hit franchise, but due to against their ghostly nemesis, in 1997. Set after its predecessor, plot—which logically must be set
certain disagreements within the Gozer. The crew have all disbanded the ghostbusters lack of work has some time after the second film—is
studio, it was put on hold. Instead, and are making a living elsewhere. caused them to all go their own said to revolve around the original
The Real Ghostbusters, an animated Venkman is a paranormal chat show ways. Dr. Egon Spengler stayed ghostbusting team training a group
television series was created in host, Stanz is the owner of an occult behind to watch over the of young Ghostbusters (which
consist of men and women sporting
new equipment). With the
resurgence of the franchise thanks
to the videogame and news of the
third film, the name Ghostbusters
will be around for some time to
come. That’s enough background
waffle, let’s get on with the actual
games…

RETROACTION ISSUE THREE AUTUMN 2009 27


GHOSTBUSTERS THROUGH THE AGES
GHOSTBUSTERS

Developer: Activision
Publisher: Activision
Released: 1984
Platforms: C64, Amstrad CPC,
Apple II, Atari 800, Atari 2600,
Master System, MSX, NES, ZX
Spectrum.

O
ne of the earliest film We got one. He be slow, we be It’s a good idea to catch as many Try to prevent Mr Stay-Puft from
licences to appear on 8-bit fast... (C64) ghosts on your travels. (C64) appearing. He’s lethal. (C64)
computers was the original
Ghostbusters. Designed and have enough cash to buy side view of the building. Using forces at the Temple of Zuul. If
programmed by David Crane and everything. Careful consideration your two Ghostbusters, it’s time to this happens it means that you will
published by Activision. The is needed. get to work. Traps must be laid not have earned more money that
game’s plot is loosely based on It’s then onto the main map of and followed up with the use of you started with or you do have
events from the film. Controlling New York where most of the proton pack lasers. Aim the beams sufficient credit but fail to sneak
one of the Ghostbusters you have gameplay takes place. The map to trap the ghost without letting two ghostbusters into the entrance
to rid the city of all ghosts and details the buildings in the the beams cross over, as this will of Zuul.
keep the psychokinetic (PK) levels surrounding area and the “Spook kill off one of your team. Catch The C64 version features some
as low as possible. Central” apartments where Zuul’s the ghost and you get paid but if it fine graphics, a great soundtrack—
You begin with a set amount of Temple is marked. If one of the gets away then this will affect the which includes the Ghostbusters
money and have to set up the buildings begins to flash then psychokinetic levels. theme—and even speech. Although
business. You have to purchase a that’s your cue to go and do some When the PK reading rises too the game received a mixed
vehicle and ghostbusting ghostbusting, earning some money high a Marshmallow Man alert will response from the gaming press it
equipment: PK Energy Detector, at the same time. The object of sound and you have to deal with it went on to become one of the best
Image Intensifier, Marshmallow the game is to cleanse the or he will mash over several sellers at the time, paving the way
Sensor, ghost bait, traps, and buildings of ghosts and suck up buildings. If he escapes from your for future film licence games.
ghost vacuum. All these items roamers, which are trying to make efforts then the city and your The Amstrad CPC, Atari 2600,
have their own price and you don’t their way to the temple of Zuul. rating will suffer. Scoring is Sega Master System and NES
From the map, a route may be achieved in two ways: for every versions are all very similar to the
selected and then the screen cuts ghost you catch you get paid a set C64 version with just minor
to an overhead view of your amount ($100) of money. Trapping design, graphical and sonic
vehicle on the road. Roamer a Marshmallow Man will net a differences. The Spectrum 48K
ghosts can be sucked up by bigger bonus ($2,000). version does have sound and the
pressing the vacuum activation at The more ghosts you capture Ghostbusters theme at the
the right moment. the higher your credit rating goes. beginning of the game but this is
Once you reach the haunted The game ends when the all really. Oddly enough because
building the screen then cuts to a Gatekeeper and Keymaster join there is no continuous soundtrack,
the game seems to lack
The C64 version features some fine graphics, something. The 128K version does
feature the rousing movie
Spend the money wisely when a great soundtrack—which includes the theme tune— soundtrack throughout and is an
tooling up. (C64) altogether more pleasing version.
and even speech
RETROACTION ISSUE THREE AUTUMN 2009 28
GHOSTBUSTERS THROUGH THE AGES
THE REAL GHOSTBUSTERS The game features some decent gameplay,
Developer: Data East
coupled with some fine visuals, but it is even better
(ports: Activision) when played with a second player
Publisher: Data East
(ports: Activision)
Released: 1987 guardian ghost and he drops a within a very strict time limit The C64 version is pretty poor
Platforms: Arcade key allowing you to enter the otherwise one of your five lives is with some blocky graphics and
(ports: Amiga, Amstrad CPC, Atari next stage. lost. There are various items frustrating multi-load. The only
ST, C64, Game Boy, ZX Spectrum) There are a whole range of that can be picked up en route to saving grace is the faihtful title
undead creatures just waiting to help your cause. Carried by theme.

W
ith the first film still welcome you as one of their spooks, hidden under oil drums The Speccy game sports
fresh in people’s minds number. In your defense you or protected by circles of rising refreshingly excellent visuals.
and The Real have a gun and an unlimited and falling spikes you pick up Graphically the game couldn’t be
Ghostbusters currently showing supply of ammunition. Shooting bonuses that increase your better, ghosts, backgrounds,
on television it seemed only the various ghouls and undead firepower. You can also recharge characters and they are all
natural to produce a game based creatures merely destroys their your proton beam, get a beautifully drawn and animated.
on the animated series as well. bodies. If you want to trap their temporary coat of invulnerability There are tons of colors on the
You can enter the levels in souls forever (and score lots of or enlist the help of a friendly screen and hardly any color clash
either single player or two player points) then you have to use Slimer who whizzes round your at all. Of course all those
mode. The object is to destroy your proton beam. This weapon head killing off everything it wonderful levels mean a lot of
as many of the various spirits as (which has a limited fuel supply touches. multi-load from the cassette tape.
possible while you make your shown by a decreasing energy The game features some decent Amstrad CPC users got a
way to the end of the ten levels bar) sucks up the last trace of gameplay coupled with some fine mashed game. While the scrolling
to face up against the wrath of a any spectre. visuals. The game is even better sprites and animation were fine,
guardian ghost. Destroy the Each level has to be completed when played with a second player. the colours used negated this good
work. The sound is spot on but the
gameplay is a slight letdown with
poor collision detection.
Strangely, the 16-bit versions
(Amiga and Atari ST) were big
disappointments with
unimpressive graphics and
gameplay making a decidedly poor
effect all round.
The Gameboy version is a
completely different game to the
others and involves working
through puzzle like levels. The
proton pack isn’t used to shoot
ghosts but rather to move
blocks.
Two player mayhem in The Real End of level ghoul. Just try and “Don’t move. It won’t hurt you.”
Ghostbusters. keep your distance.

RETROACTION ISSUE THREE AUTUMN 2009 29


GHOSTBUSTERS THROUGH THE AGES
GHOSTBUSTERS II
of the Spectrum’s The Real
Developer: Activision (Home Ghostbusters game, Speccy’s GBII
computer versions) has a rather disappointingly drab
Dynamix (DOS) colour palette despite it being
perfectly playable none-the-less.
Imagineering Inc. (NES)
Sound and gameplay are more or
Publisher: Activision
less the same as the other 8-bitters.
Released: 1989 All versions do play the same
Platforms: Amiga, Amstrad CPC, however the game lacks any
Atari ST, C64, DOS, NES, ZX elements to give it any real staying
Spectrum power. This brings the game down
Level one: probably the hardest Some pretty impressive digitised somewhat.

F
ollowing the trend of film tie- The DOS version plays very
level of the lot. (CPC) cut scenes. (CPC)
ins at the time Ghostbusters II different to the other home computer
takes three scenes from the the enemy. Each fire ball is limited two to zap Vigo when he emerges. versions. While it does feature
film, works them into sub games and in power and once you’ve drained The 16-bit versions have superb similar locales to Activision’s own
arranges them one after the other. one another must be created. This graphics and sound (there are some game, Dynamix decided to feature
Things pick up once the first level is takes its toll on the statue’s energy great digitised sound effects and of some action scenes based on the
loaded. At the bottom of a deep level. Energy can be topped up by course that trademark title theme. courtroom sequence, a construction
shaft beneath the city streets runs a sending the crowd on the street to The 8-bit versions while all varying site, the shopping mall, a Van Horne
river of slime. The goal is to retrieve pick up slime from dead ghosts. The in aesthetics play the same as each Station and a driving level where you
a sample for analysis. Your fellow fact that the fire balls run out proves other. The Amstrad CPC version has steer the Statue of Liberty.
Ghostbusters lower you on a winch to be an irritating one. Your control some outstanding graphics with As with the DOS version, the NES
while an assortment of spooks give of the ball is much like that of a some bright, colourful sprites and version too is different from the
you a hard time. There are three spaceship in a conventional shoot- backdrops. Sound is also top notch other home computer versions. Here
parts of a scoop the need to be ‘em-up. with some great sound effects and we have a single-player side-
collected, all of which are located The third and final sub-game (set the GB theme. scrolling run-‘n’-gun affair where you
within the shaft. Swinging from side in the isometrically-viewed museum) The C64 game suffers slightly control one ghostbuster through
to side you have to align your feet gives you the task of rescuing Oscar when compared against the vibrant various, frustratingly difficult, levels
with each scoop component to pick it the baby and destroying Vigo the Amstrad graphics but makes up for based on the film.
up. Energy and weapon refills can Carpathian. To return to Earth, this by producing some quality
also be found along the way. Vigo’s ghost has to enter the body of sounds. Following the colourful look
For level two the Statue of Liberty a baby. That baby happens to be
has come to life and is stomping Oscar. Vigo is drawing power from
down Broadway on its way to the Oscar who has been placed in front
Museum of Art. The outbreak of of his painting. You have to abseil
ghouls is a serious danger to the down into the gallery with each
statue’s health so you have to protect ghostbuster then select each one to
her from the attacks. You control a carry out a task: grab the baby and
fireball from the statue’s torch which hide it, kill Janosz and finally another
itself can shoot smaller fire balls at

All versions play the same, however,


and the limited lasting appeal brings Shoot out at the OK courthouse. “Listen... Do you smell
the game down somewhat (DOS) something?” (NES)

RETROACTION ISSUE THREE AUTUMN 2009 30


GHOSTBUSTERS THROUGH THE AGES
GHOSTBUSTERS (Mega Drive) The game’s cut scenes set off the atmosphere
Developer: Sega very well, and the typically manga style visuals
Publisher: Sega are well detailed and colourful
Released: 1990
Platform: Mega Drive / Genesis

W
hile this Mega Drive game Pete has normal speed and mid-level guardian which can be
shares the same name as endurance, Ray is slow with high grabbed with a proton beam and
the first film it is not endurance, while Egon is fast with captured in a ghost trap. Trickier
based on its plot or the related low endurance. This gives the than it sounds as the ghost, as
games. Instead, the MD game a slight strategic element to you’d expect, doesn’t co-operate.
Ghostbusters’ plot could be it. Will you play it safe with Ray’s Each level ends with a major baddie
considered as a continuation of the high endurance? Race through with whose weak spot must be
first film. The Ghostbusters are Egon’s speed? Or will you find a discovered and exploited.
experiencing their quietest period of nice middle ground with Pete? The game’s cut scenes create a
work since they started business The object of the game is to clear wonderful atmosphere and the
until ghost activity begins to pick each level by catching rogue ghosts, typically manga style visuals are
up. The ˜busters are called in to ghouls and other paranormal well detailed and colourful. The
deal with paranormal activity in a entities. For each entity captured sound is excellent with some
NYC tower block. you earn cash rewards which can be fantastic spot effects and of course
Taking control of one of the three used to buy more equipment and the title theme which is recreated
available Ghostbusters: Ray Stantz, weapons. The buildings all have perfectly. My only complaint is that
Peter Venkman, or Egon Spengler their hazards such as flaming floors, the game is rather difficult, but,
(we can only assume Winston must icy pools, flying tables and falling with patience you soon learn how to
have left after the recent drought of chandeliers. The ‘busters can negotiate the levels. MD
work) you head off to the first crouch, jump and fire to get Ghostbusters is a trying but
scene. Each character has their through the many ghoul infested enjoyable mixture of action and
own strengths and weaknesses; scenarios. The levels contain a exploration.

The plot doesn’t follow the films, Where do these ladders go? Sega did everything in those days,
but takes its own direction They go up even printing their own newspaper

RETROACTION ISSUE THREE AUTUMN 2009 31


GHOSTBUSTERS THROUGH THE AGES
NEW GHOSTBUSTERS II

Developer: HAL Laboratory, Inc.


Publisher: Activision
Released: 1990
Platform: NES, GameBoy

N
ow this is a very
interesting game indeed.
Sublicensed to HAL
Laboratory by Activision
themselves, New Ghostbusters II
is a breath of fresh air after the
disappointing “official”
Ghostbusters II effort.
Essentially a run-’n’-gun affair, One ghoul trapped and ready to go Bust the ghosts, rescue the girl,
Ghosts are causing mayhem all loosely based on the film and become a hero
over NYC and they need busting.
Choosing two of the four
activate the trap. Once all the ghosts with your proton beam you scenes. The game does lack
Ghostbusters you enter the level
ghosts in the room have been can still move around a little while variety through the levels as
(which is viewed from an overhead
captured an arrow points you to the avoiding other ghosts although you’re just catching ghost after
perspective) and chase down the
exit door and to the next room. not too far as to lose them. ghost in room after room.
ghosts. You take control of the lead
The 16 levels consist of offices, Pausing the game brings up your Regardless of this monotony the
Ghostbuster and use their proton
subway mazes and trashed art score and remaining lives. Each game is designed very well and if
pack to stun ghosts. Once stunned
museums. These are filled with ghost caught increases your score you’re a patient gamer then this
you can then summon the second
nasty creepy blob ghosts, floating which can gain extra lives. will satisfy you. Strangely, the
(AI controlled) Ghostbuster to
heads and more. The levels are The games features bright and game was only released in Japan
based loosely on the second colourful visuals with the and Europe and never saw the
Ghostbusters film and that’s characters sporting small bodies light of day in North America.
probably to its benefit considering and large heads. They are
the shallow home computer refreshingly nice to look at though
versions. and suit the game. One strange
If a ghost touches one of your oddity however is that due to
characters they become number of colour limitations
unconscious for a moment. The Winston’s character is a shade of
game is over once you’ve lost all blue.
the proton pack energy or traps. The GameBoy version is a
Thankfully the second AI faithful port of the NES game with
controlled Ghostbuster is immune only graphical compromises and
to damage. While latching onto slight changes regarding cut-

The game’s cut scenes set off the atmosphere very well,
and the typically manga style visuals
Choose two ‘busters, although
they all have the same skills are well detailed and colourful
RETROACTION ISSUE THREE AUTUMN 2009 32
GHOSTBUSTERS THROUGH THE AGES
EXTREME GHOSTBUSTERS upper ledges..
EXTREME GHOSTBUSTERS:
While each character has their own ECTO-1
Developer: Light and Shadow abilities and skills they all have the
Production usual run, jump and shoot moves Developer: Magic Pockets
Publisher: Light and Shadow available. One particularly handy Publisher: Light and Shadow
Production move is the 360 arc shooting that is Production
Released: 2001 produced while pressing fire and Released: 2002
Platform: GameBoy Colour pressing left or right—similar to Platform: GameBoy Advance
Turrican’s rotating laser weapon. You

I I
f you are a huge fan of the can also jump towards the edge of f the Ghostbusting effort on the
original film’s cast and have never platforms and your character will hang GameBoy Colour disappointed
even seen the animated television on and pull themselves up. many then this surely more skilful manoeuvres to get around
series then you may be immediately The character’s lifespan is shown than makes up for it. Again based them.
disappointed by what’s offered here. by three bars at the bottom of the on the animated television series, The platform sections are the
Gone are Pete Venkman, Ray Stanz screen and if they are hit by a ghoul Extreme Ghosbtusters: Ecto-1 game’s real meat and bones and it
and Winston Zeddmore. Instead you then one bar disappears. Proton follows the exploits of a new group happens to do them quite well.
are presented with a new group of energy is also limited, requiring an of ghostbusting heroes led by Here you control either Eduardo or
rookie Ghostbusters who are under the accurate shot throughout. Extra original ‘buster Egon Spengler. Kylie switching between them with a
training of Egon Spengler - the only proton packs can be picked up along The game’s intro details how the quick button press. The buildings
character from the original films. the way. ghostbusting group was about to go contain many ghouls and phantoms
A vampire ghost is causing While the game looks and sounds
on vacation when Garret and Roland that you have to take out, as well as
paranormal problems downtown and adequate enough it’s the little niggles
mysteriously went missing. bonus items and puzzles.
it’s up to your new recruits to get that bring it down. For starters the
Following on from this mystery Gameplay is very smooth with
down there and do some busting. animation of the characters is clunky
strange paranormal events begin some great arcade elements.
Controlling one of the four and movement around upper ledges is
filtering into the Ghostbusters HQ Eduardo and Kylie can both run,
characters—Kylie, Garett, Roland or quite treacherous as you may fall
like a famous portrait disintegrating jump, bomb and arc their proton
Eduardo—you take to the city buildings despite the fact that you were still
into a burst of screams and a city gun in 360 angles (as with EGB on
in search of ghost bats, ghouls and standing on top of a solid level. If you
other anomalies. The game is block invaded by a horde of nasty the GBC). While the car driving
can forgive it for it’s faults and learn to
designed as a traditional platform phantoms. Egon asks Eduardo and sections aren’t exactly exciting they
play around these flaws then Extreme
shoot-‘em-up, with walls, ladders, Ghostbusters can be quite enjoyable. Kylie to take Ecto-1 to the scene do their job very well by providing a
and investigate. nice change of pace in between all
The first action part of the game the platform level blasting.
actually involves driving the Ecto-1 The game is full of wonderfully
(the ghostbusters vehicle) as you colourful visuals which are faithful
travel to your destination. It’s a to the television series in every
standard bird’s eye perspective of way. Great use of cut scenes are
your vehicle as you speed up the used to advance the story along
road avoiding vehicles, roadblocks with some smooth animation
and other hazards. Time does tick making this a delight to play. The
away but with time bonus pick-ups soundtrack is also suitably
along the way this doesn’t really atmospheric and spot effects are
pose a threat. The real threat excellent throughout. A quality
comes later when the roads product and one that GBA fans
becomes more and more choked-up cannot afford to miss out on.
with cars, which requires some

RETROACTION ISSUE THREE AUTUMN 2009 33


GHOSTBUSTERS THROUGH THE AGES
GHOSTBUSTERS Remake GHOSTBUSTERS II
Remake
Developer: Trevor (Smila) Storey
and Scottige Developer: Park Productions
Released: 2006 Released: 2007
Platform: PC-Windows Platforms: PC, Mac, Linux
Weblink: Gamecard Weblink: Developer’s website

A s the game loads the credits


appear over a spooky green
slime background. A see-through
F ollowing on from the superb
Ghosbusters remake in 2006,
the Ghostbusters II remake is a
silhouette of Slimer slowly ascends mixed bag. If you thought that
the screen followed by a pounding the original game’s Van Horne
remix of the Ghostbusters title section was frustratingly difficult
theme by Xentrix. This is the then you obviously haven’t played
moment that you feel that you are this version. Unfortunately, it
about to experience a truly unique doesn’t get any easier from there
remake. either.
By now we all know the plot of The character graphics are fine
the film and the gameplay of the with some great digitised profile
original Activision game so we’ll pics of the Ghostbusters. Profiles
get right down to the nitty gritty. aside, the characters are a bit stiff
The game has been updated with to move. Each level is intersected
some slick visuals and sounds; it is by a selection of cut scenes which
simply wonderful to look at and to advance the story before play
listen to. The use of sampled begins again. There is also the
speech here and there is an odd use of speech and another
absolute joy. While the animation faithful recreation of the title
of the characters themselves is a theme. There’s no denying that
little stiff they are decent enough. the visuals and sound have clearly
I would argue that this remake is benefited from this update but it’s
even easier to play than the a shame that the gameplay
original version due to the hinders all the good work done
smoothness of the game map. here.

RETROACTION ISSUE THREE


ONE SPRING
AUTUMN
2009
2009 34
RETRO RESPECT

Words by CaptainD,
screenshots by Neil Reive

DETAILS
Developer: Cinemaware
Publisher: Cinemaware
Released: 1986
Platform: Amiga (various ports)
Genre: Strategy

RETROACTION ISSUE THREE AUTUMN 2009 35


RETRO RESPECT DEFENDER OF THE CROWN

Plan your attack and conquests Jousting can be over before it That’s you, that is. Also shows the The many cut scenes look great
from the map screen begins if you’re not up to scratch year, your income, and treasure and add to the atmosphere

D
efender of the Crown was the masses (who soon came to game play on its head with you in many—including myself—Defender
Cinemaware’s first game, in realise that the game was, in fact, the role of the man in Lincoln of the Crown remains their
a landmark of videogaming virtually impossible unless you Green. definitive contribution to the
for that reason and many others. started the game in the right There are four characters to gaming world.
Inspiring the imaginations of many position!) and the arcade choose from: Wilfred of Ivanhoe, This game has since been
game players at the time and for sequences are simple but fun. Wolfric the Wild, Cedric of reinvented and re-envisioned,
years afterwards, it’s an Jousting is very addictive, Rotherwood, and Geoffrey usually by Cinemaware
irresistible combination of arcade despite the fact that few are Longsword. Each one has different themselves, for various systems.
sequences and strategy, all rolled actually good at it. Sword fighting abilities in Leadership, Jousting, It just goes to show that the
into the heraldic atmosphere of can bring rewards in the form of and Swordplay, which leads to a strong appeal of the original game
Saxon / Norman England. money or, sometimes, an affair— slightly different game experience and its concept is as strong as
The most immediately perhaps even marriage and with each character. Although, like ever. Thanks to the generosity of
memorable thing about DotC are alliance with one of the other most self-respecting adolescent Cinemaware putting the originals
the graphics, which were Saxon lords. Of course, anything is boys of the time, I couldn’t up on their site for free download.
absolutely wonderful for the better than letting the nasty possibly accept playing a hero With the aid of an emulator, you
time—not just part of the game, Normans conquer England called “Cedric”—it just wasn’t can relive those glory days of
but a true work of art. The completely... but the game can’t right! saving England from those pesky
astonishing visuals play a key part be won unless you defeat them Although Defender of the Crown Normans.
in taking you back to the age of and unite the land. Manning the came out for the 8-bits as well,
heraldry and chivalry. The music catapults becomes easy once you one thing that made this game
too is good (even on the ST’s learn the trick to it, but bashing really stand out from the crowd
humble Yamaha sound chip) and down those walls never really gets was in showing a generally
the game play, while often simple, old. Robin Hood only has a cameo unacquainted public just what the
is extremely compelling. The role in the original game, though 16-bit machines could do. It
strategic planning part of the Robin Hood: Defender of the certainly set a new standard for
game was accessible strategy for Crown would later turn the classic graphics and using cinematic
techniques, which laid the
groundwork for much of what
The strategic planning part of the game was modern gamers take for granted.
This isn’t a cut scene, it’s live
accessible strategy for the masses Even though Cinemaware released gameplay. Just look at the
some great games after this, to
and the arcade sequences are simple but fun. shadows

RETROACTION ISSUE THREE AUTUMN 2009 36


REVIEWS
38 SKIPP AND FRIENDS
SNES
41 KNIGHT LORE MSX2

42 KNIGHT ‘N’ GRAIL C64

RETROACTION REVIEW POLICY WHAT WE’VE BEEN PLAYING THIS SEASON 43 KUIPER PURSUIT
ZX Spectrum
There are many homebrew games released every NEIL: SKIPP AND FRIENDS
month, never mind every few months, so how do we 44 R0X Atari ST
cover them all? The simple fact is that we can’t. Plus,
45 NANAKO IN CLASSIC
we don’t feel that it is practical to have our writers use
their valuable time by playing and reviewing bad JAPANESE MONSTER
games, just to moan about them. No, we would rather CASTLE Amstrad CPC
tell you about great games. So, it’s unlikely that you
will ever see a bad homebrew game reviewed here. 46 LA CORONA ENCANTADA
That’s not to say that we will be hyping up the MSX, ZX Spectrum
games that we do review, though. You won’t see the
likes of 98% ratings here—in my opinion, no game is DUFFMAN: INFECTION 47 BINIAX 2 ZX Spectrum
worth that, not even commercial classics—but what
48 INFECTION C64
you will see is a fair and honest opinion based on what
the reviewer has played, not what they expect or want. 49 GOMMY: MEDIEVAL
So consider any rating of 80% and over as great. Only
DEFENDER ZX Spectrum
the truly remarkable games will ever achieve a rating
of 90% or more. 50 INTERNATIONAL SOCCER
PC Windows

MARK: SUDOKU MASTER 51 SHIFT MSX2


DETAILS / RATINGS BOX
52 LEGION OF THE DAMNED 2
This is where you will find all the information and C64
ratings on the game: developer, publisher, platform(s),
download link(s), video clip(s), and genre. 53 FACTORY DAZE
Four game components are rated individually as a ZX Spectrum
percentage Here’s what we look for in each:
GRAPHICS: Colour, animation, scrolling, collision- 54 KUNG FU II PC Windows
detection, design, and speed.
MATTY: GOMMY... 55 POOMANIA GBA
SOUND: Music, spot effects, and speech.
GAMEPLAY: Movement, control interface, difficulty,
design, and fun element. 56 BERZERK REDUX C64
OVERALL: What we honestly think of the game, be it
praise or a good kicking. 57 RAMBO PC Windows
Occasionally, a game comes along that generates a
58 SUDOKU MASTER
mixed response from gamers. The “Not so fast...” box
Amstrad CPC
is our writers’ opportunity to butt in and voice their
opinion on a big review. 59 BIOHELL ZX Spectrum

RETROACTION ISSUE THREE AUTUMN 2009 37


SKIPP AND FRIENDS
Words & screenshots by Neil Reive

T hree happy little bunnies


(Skipp, Apple and Wedge) are
on a camping trip when they are
solve puzzles and find the exit with
all three characters alive and well.
Moving the characters around
which stuns enemies. Wedge has
a laser weapon to take out the
enemy as well as a barrier to
suddenly abducted by nefarious couldn’t be easier: the “d-pad” distract enemies with. The on-
astronauts and taken aboard a controls movement, “A”/”X” makes screen status bar will show you
spaceship. It’s unclear what the use of a primary ability, “B”/”Y” a who has what ability and the
astronauts have in mind for them secondary ability, “L” switches number of times they can use it.
but they’re not going to sit around between characters, pressing “R” For example, if Apple uses her
to find out; they’re going to escape and using the directional pad cardkey talent then this will deduct
from the spaceship and make their allows you to look around a level one point from that ability. Careful
way home. freely. If you prefer, you can use of abilities is required
If you’re familiar with the reconfigure the controls via the throughout. DETAILS
platform/puzzle game The Lost emulator options. After the successful completion
Vikings - which was available for Each character has their own of each level, a password is given
various platforms in the mid- special skills and abilities. Skipp which you can use at the title Developer: Mukunda Johnson,
Ken Snyder, Steven Velema,
nineties - then you’ll know all to has the ability to rocket propel screen to resume the game with.
Hubert Lamontagne
well what to expect with Skipp and himself across the floor and can This does mean that you will
Friends: Unexpected Journey. also use explosives to take out probably never re-play earlier Platform: SNES
Using the combined talents of chunks of wall. Apple can use a levels, making the game’s lifespan Weblink: Direct Download
Skipp, Apple and Wedge, you have cardkey to open locked doors in shorter than it could be. If you
to negotiate through the levels, addition to being able to scream, can’t complete a level due to Emulator: ZSNES
incorrect use of abilities, or Genre: Puzzle
something else, then you can just
press “start” followed by “select”
to restart the level. RATINGS
I had a great time playing this
game and I’m sure everyone else
will too. Skipp and Friends had me Graphics: 90%
glued to the screen and it’s had my
attention more than any other Sound: 89%
game in the past few months. The
Gameplay: 92%
game also won the recent PDROMS
coding competition (see our news
section for the full story). This
Overall: 91%
truly is a game for anyone who is Action, puzzles, humour—it
Watch out for that evil astronauts, Hurrah! We’ve got to the exit looking for something a little has the lot
Apple different, or truly excellent.

RETROACTION ISSUE THREE AUTUMN 2009 38


MUKUNDA
AND
FRIENDS
Having experienced the excellent SNES game
Skipp and Friends, we felt it was appropriate to
have a few words with the main man behind it all
Retroaction: Please tell us a The project was inspired by a
little about yourself and your game Hubert Lamontagne wrote
previous game developments. for the Megazeux system (there is
Mukunda Johnson: I’m someone a link to it on my blog). I’m not
from Texas who is somehow in really sure why I chose the SNES.
India now. I’m 19 years old now I guess inside I was kind of craving
with still too much to learn about to do some more SNES
computers and programming. I development.
made a few games before Skipp
and Friends; a notable one is a There were three other guys
GBA game called Super Wings involved with the game. Who
(mukundazone.com), which was did what and how did it all
entered in the PDROMS compo last come together?
year, and also won first place. I Hubert Lamontagne gave me the
think Super Wings turned out even concept for the game, drew the
better than this one. It was also characters, and helped create the
my first game to have a musical music for the game. Steven
soundtrack. Velema wrote most of the music
and helped get the sound effects
How did the Skipp and Friends: together. Ken Snyder made the
Unexpected Journey game “level complete” and “failure”
come about? What made you fanfare and also animated the
decide to develop it for the characters for me. If it weren’t for
SNES?

RETROACTION ISSUE THREE AUTUMN 2009 39


INTERVIEW MUKUNDA “EKID” JOHNSON
Ken doing the animation on the puzzle games. I went through a
last day, the characters probably bunch of ideas but none of them
would have still been stickmen seemed worth developing further.
(smiles). Thankfully, Hubert Lamontagne
gave me the idea of “The Lost
What kind of software/ Vikings” type of game.
hardware was used to develop
Skipp and Friends: Unexpected Was there any time during the
Journey? game’s production that you
I used the cc65 toolkit for thought “hey, this could be
assembling and linking 65816 released on cartridge and sold
(SNES CPU) code, TASM (table- to the public like the Mega
driven assembler) to assemble Drive/Genesis games Beggar One of the development tools used
SPC700 code (music player!), Prince and Legend of Wukong.” to create the Skipp and Friends
A Work-In-Progress build showing
Visual Basic 6.0 to create the level Hmm, not really. I didn’t/don’t the early form of match stick men level design
editor, and a bit of Visual C++ to really consider it a quality game for the characters
create the music conversion enough to be worth the struggle of
program. I have a flash-cartridge selling it. I usually don’t continue Mostly just people being Thank you for taking the time
from Tototek that I used to test developing my games after the impressed, I guess. I haven’t seen to speak with us. Is there
the game on my SNES. competition is over. I think my any interesting articles yet. Last anything else you’d like to add?
time is better spent learning new year, Joystiq had an article about I’d like to thank all of the people at
How long was the development things. Super Wings, and also listed it in #mod_shrine who certainly helped
period? Were there any its “2008’s best homebrew” thingy. out with creating Skipp and
problems during the process? Has there been any interesting Friends but somehow didn’t make
The development period was about feedback on Skipp and Friends: What’s next? Are there any it in the credits.
5-6 weeks. The main problem was Unexpected Journey, or, other game projects in the
trying to find a concept. I’m not indeed, any of your other pipeline?
experienced at all with making games? I mostly find my inspiration Skipp and Friends: Unexpected
whenever there is a competition Journey is available to download
starting. So basically I just have a from either Mukunda Johnson’s
random decision whether to website ( mukundazone.com/ )
develop something or not. I do or from the PDROM.de site
have a couple unfinished PC games ( www.pdroms.de/files/2175/ ).
that I’d like to complete, but I’m Super Wings, as well as
not sure if I ever will. Mukunda’s other projects, are
also available from Mukunda
Is there any advice that you Zone.
can give to other budding
developers out there? Thanks to Mukunda Johnson for
Yeah, get some sunshine once in a allowing us use of the Skipp and
Mukunda developed Super Wings while (smiles). Friends development images.
on the Game Boy Advance, which The Lost Vikings: the main
also won the PDROMS.de coding inspiration behind the concept of
competition last year Skipp and Friends

RETROACTION ISSUE THREE AUTUMN 2009 40


KNIGHT LORE
Words & screenshots by Duffman

S
abreman has been cursed revolutionary isometric progress. Solving the puzzles features superb visuals and such
and has to contend with the perspective. Developed and involves using the surrounding features improvements as:
depressing fact that at every released by Ultimate Play the items. For example, if there’s a different palettes for day/night, an
sundown he transforms into a Game on the Spectrum, Amstrad platform that you can’t quite in game map that shows locations
“wulf” until sunrise. But that’s CPC, MSX and the BBC in 1984, reach, there may be a table or visited, improved music, torch
nothing, because if he fails to find we now have an MSX2 remake chair nearby that you can push animation and much more. Knight
a cure within 40 days he will courtesy of Retroworks. As with into position to aid the jump. On Lore has a huge playing area with
become a “wulf” forever. the original game the remake has the other hand, you could drop some diabolical puzzles to test the
Saberman’s only hope is to travel you controlling Sabreman as he one of the objects you’re carrying mind. Fans of the original will not
to “Knight Lore” castle in search of treks through Knight Lore’s and stand on it. There are also be disappointed.
the aging wizard Melkhior who isometric world searching for lots of dangers like spikes, guards,
holds the cure to his curse. The ingredients to the magic potion ghosts, bouncing balls and sinking
route to Knight Lore is beset with that he must take to Melkhior. paving stones to contend with. DETAILS
dangers though and it will take Each room is a different screen There is also the problem that you
great skill to make it through to depicting a part of the castle. have a 40 day time limit and each
the end. Each room is displayed in night you change into a “wulf”. Developer: RetroWorks
The original Knight Lore is marvelous, colourful 3D. Many of Although you can still play the Platform: MSX2
considered by many to be a true these rooms are booby-trapped or game in “wulf” form, it does make
Weblink: Gamecard
classic game. Knight Lore was the have devious puzzles which must it slightly harder to avoid enemies.
first of it’s kind to use the then be dealt with before you can This slickly packaged update Emulator: BlueMSX
Genre: Arcade Adventure

RATINGS

Graphics: 92%
Sound: 80%
Gameplay: 84%

Overall: 85%
Many obstacles are encountered, Mmm, I spy a crystal ball. How can It’s not a good idea to get in the A good old fashioned hard
some are easy to overcome while I reach it, And being a “wulf” and way of spiked balls. I did, several nosed adventure game
others require some thought all? times. It’s not pretty

RETROACTION ISSUE THREE AUTUMN 2009 41


KNIGHT ‘N’ GRAIL
Words & screenshots by Neil Reive

A
n evil curse descended upon ducking or climbing out of harms way.
a knight and his loved one. But it’s not all about fighting and
In a flash she was taken avoiding enemies. The game is full
away. Vowing to rescue her from of clever little puzzles and obstacles
her predicament the knight seeks which must be negotiated
help from an archmage so that he successfully. Along the way you
can wield both a sword and will encounter numerous rhyming
armour. The only catch is that he rune stones that give clues to the The standard weapon is the sword There are the occasional puzzles
has to retrieve the “vessel of mission at hand. There are weapon that flies straight ahead. Luckily, it and obstacles to negotiate too
restoration”, the very same goblet power-ups that can be obtained. returns back like a boomerang
that will help return his love to her Each power-up grants you with a
true self. different attack method. Doorways atmosphere. The lighting effects of
DETAILS
You control the knight through his to further sections are not always the torches hung on the walls are
mission and, with his rather large open and those that aren’t require especially impressive. The main Developer: Wide Pixel Games
sword, have to traverse through the the destruction of a post or the turn knight sprite moves around
Publisher: Psytronik Software
different areas moving left, right, up, of a switch. smoothly, making him a joy to
or down. Along the way the knight While dragon heads (that shoot at control, and you soon find yourself Platform: C64
will have to overcome all manner of you out from the sides of walls) and leaping around and climbing ladders
Weblink: Gamecard
beasts and enemies. The knight has spitting snakes (that crawl along the with ease. The sterling work done
an energy bar which is depleted bit castle floors) are the first enemies on the visuals is matched with a Price: Deluxe Disk £12.99
by bit as he is hit. This can be you’ll encounter, the real danger brilliantly moody soundtrack which Budget Disk £ 8.99
replenished by picking up extra comes from each enormous guardian makes good use of the C64”s Download £ 1.99
energy power-ups that can be found monsters. It is here that your skills capabilities. The sound effects are Genre: Platform Adventure
throughout the game. will be put to the test so you’d better spot on with their accuracy.
The knight is armed with a have an agile knight who is quick on Quality is apparent in every
limitless supply of swords—which the draw. aspect of Knight “n” Grail although RATINGS
conveniently return just like a The first thing that strikes you you won’t have much opportunity to
boomerang—that you can throw about Knight “n” Grail is its truly appreciate this when in the thick of
horizontally or diagonally to dispatch stunning appearance. The use of the action. Not only do your Graphics: 94%
foes. You can also take evasive dark, foreboding colour helps give reactions get a real workout but the
Sound: 92%
action when necessary by jumping, the games lands a true touch of puzzles add great depth that requires
mystery, creating plenty of a bit of thought as well. Gameplay: 90%
Overall: 91%
Looks, sounds, and is,
brilliant.
KUIPER PURSUIT
Words by Matty, screenshots by Duffman
however since the ship is only able to
go a certain distance in each direction
(re-enforcing the idea that this is a
long, thin asteroid belt rather than

J
onathan Cauldwell’s new title we’re talking about videogames is some kind of cloud of stones). Why
Kuiper Pursuit is quite a departure whether they are fun to play and how Spalding’s ship can’t leave the belt
from the usual platformers and long they keep being fun to play. isn’t explained but perhaps it’s his
scrolling arcade games he produces. There’s a teeny-tiny bit of plot to suicidal dedication to duty. There’s
There is however a familiar twist from explain what the hell is going on. also no control over the velocity—the
the darling of the modern ZX British space-ace Winston Spalding ship boosts itself up to speed any further. This is probably as far
Spectrum indie scene. Shortly before spots some enemy fighters automatically and the player’s task is down the road this game is ever going
the game was released, Cauldwell (nationality/home planet unknown) to dodge the asteroids which come to get. And that’s, as I’m sure
announced on the World of Spectrum massing in the Kuiper Belt whilst he’s hurtling towards them and to shoot Winston Spalding might say, a bally
forums that he was working on a on a routine patrol around the edge of the enemy ships (two at a time) as shame.
game using a 3D technique he’d the solar system and, assuming that Spalding chases them through the
developed which would be a great deal they’re planning some sort of attack, deadly space-boulders.
less sophisticated than most of his flies into the belt to take them down. That’s about it really. Unlike
games. The game was quote by When you load the game up Deathchase there don’t seem to be
Cauldwell as being “a deliberately (following an excellent piece of title any levels or any sorts of bonuses. DETAILS
simplistic affair. Pick it up, play it, put music by Yerzmyey) you are faced When shot, the enemy ships simply
it down”. Kuiper Pursuit was the game with a “3D” into-the-screen view replace themselves. Whilst this game
Developer: Jonathan Cauldwell
in question. Guess what? He was showing numerous rocks which start is quite challenging and fun for a bit, it
right. flying towards you as your speeds up. soon gets repetitive and is crying out Platform: ZX Spectrum
Now, some of you reading this A square blue box in the centre of the for a few extra features to add
might already be feeling prejudices screen acts as a sort-of crosshair something to the gameplay and keep Weblink: Gamecard
against it and if so shame on you! indicating the direction the ship is things interesting. Simple games are Emulator: ZX Spin
Some of the best games ever written both travelling and shooting in. There all very well but this is a little too
are simplistic—Robotron, for instance, are bars for the amount of shield simple—it needs something at least Genre: Shoot-’em-up
or Pac-Man—so let’s not hold that power the ship has and for how warm equivalent to Pacman’s fruit bonuses
against it. What matters, rather the the ships lasers are (fire them or Robotron’s last human family to
only thing that really matters when continuously and they overheat and make things a bit more interesting. RATINGS
need to cool down before they can fire Not that there isn’t much to enjoy
again). An indicator displays the here—the 3D technique is effective
current score and a box on the right and very fast. Another nice touch is Graphics: 62%
hand side of the screen relays that enemy ships sometimes appear
messages to you based on what’s from behind the player (we never saw Sound: 75%
happening. That’s it. This is an that in Deathchase!). There’s the
uncluttered display for a simple, frustrating sense here that Kuiper
Gameplay: 61%
uncluttered game. Pursuit needed only a little more work
As for the gameplay itself, this is before it was worthy of joining the Overall: 57%
rather like 3D Deathchase only with up ranks of its prolific developer’s other Worth a shot, but this could
and down as well as side-to-side titles. Sadly, Cauldwell has said that
movement to contend with. There
have been so, so much better
he has little intention of developing
isn’t total freedom of movement the game or even the 3D technique
RETROACTION ISSUE THREE AUTUMN 2009 43
R0X Words & screenshots by Duffman

T
he crew of a military ship are Atari STE. The idea was to use
on their voyage back home Deluxe Galaga as inspiration for the
from a successful mission when game. However, El-Tel had to leave
disaster strikes. Someone had left the project and development came to Two player mode shenanigans
the holo-projection unit running a a halt. Thankfully help came in the and bonuses to be picked up along always help a game’s lasting
appeal
“skin-flick”movie on loop while they form of TomChi and together he and the way, giving bombs and extra
were all in stasis. This was bad Heavy Stylus finished the game, lives.
news; not only was there no one winning at the Outline 2009 There is a handy on-screen
there to enjoy the movie, more demoparty event held May of this display which shows how long the
importantly this had left the ship’s year. current r0x wave is, your current
batteries drained after a few Now, I know what you’re score, smart bombs available, ships
thousand years of constant energy thinking—especially looking at the that you have, and any EXTRA letters
drain. So the ever efficient onboard screenshots; r0x is a shoot-’em-up? that you have. Collect the whole set DETAILS
computer followed standard protocol Well, no. While r0x still requires of letters and you will gain an extra
and jettisoned all non-expendable skill and nerves of steel to navigate life. Smart bombs are limited and
crew members, leaving only the levels, what we have here is are used only in clearing away the Developer: Heavy Stylus (RGCD)
Commander Perez alone. Perez basically a survival and rescue screen in crisis situations. & TomChi (NoExtra)
awakes from his deep sleep in mission. You need to fly your ship Additionally there’s a two player
Platform: Atari STe
uncharted space, alone and about to through space, avoiding r0x Battle Mode where you square off
hit a massive meteor storm. (fragments of rock speeding through against another player in an effort to Weblink: Gamecard
The development of r0x actually space), while rescuing fellow crew rescue 20 floating crewmen. Emulator: STEEM
goes back to the beginning of 2008 members who are floating around We certainly don’t see a lot of
when two coders (Heavy Stylus and surviving by their spacesuits only. homebrew games on the ST— Genre: Arcade Adventure
El-Tel) began a joint project on the There are also treasures to be found certainly not in the last year or so
anyway—so it was a joy to hear of
r0x. The only thing that worried me RATINGS
was that whenever I am greatly
anticipating something, I am usually
disappointed. Not so here. r0x is a Graphics: 93%
fantastic game and is something so Sound: 92%
refreshingly different from what we
are used to seeing here at Gameplay: 88%
Retroaction. With fantastic visuals,
sound and gameplay r0x amounts to
a professionally produced package
Overall: 89%
The r0x and obstacles start to fly Kaboom! A quick press of the fire that I whole-heartedly recommend An all round excellent game
by at warp speed as the end of button and a bomb blasts all retrogamers play. Absolutely of survival and rescue
level approaches. Whooosh! everything on screen brilliant.

RETROACTION ISSUE THREE AUTUMN 2009 44


NANAKO IN CLASSIC JAPANESE MONSTER CASTLE
Words & screenshots by Duffman

H
aving been available on the favourite gaming character) as she
Spectrum for at least a year, ascends the levels of the tower,
Nanako in Classic Japanese ever closer to rescuing her sister.
Monster Castle finally makes it to Each level requires you to jump,
the Amstrad CPC thanks to The build boxes to climb onto or use the
Mojon Twins. The story involves heads of your enemies to climb
Nanako’s younger sister, Mya, who higher. Nanako can lift and drop
has got herself into a bit of bother boxes around so that they build
involving dark magic and the Heun steps to higher levels.
Tower. The evil that resides in the The enemies consist of various
evil tower wasn’t too happy with types of Karakasa—robot type The leaning tower of pizza boxes it
Mya and blocked her attempts to drones that patrol back and forth may be, but it’s your only way up
leave the tower. Consequently she on certain platforms on each level.
DETAILS
took refuge in the top of the tower, The Karakasa are deadly to the
25 levels up. Naturally Nanako touch, although when they freeze jumping can get quite frustrating.
became very concerned of her they can be used as a step-up to Thankfully a password is given Developer: The Mojon Twins
sister’s whereabouts and tracked higher platforms. Some advanced after the successful completion of
Platform: Amstrad CPC
her down to the Heun Tower where techniques—like dropping a box in each level. This makes returning to
she begins her effort to rescue mid air—are vital in reaching the the game easier to handle. Despite Weblink: Gamecard
Mya. higher platforms. Timing jumps the precision jumping required, the Emulator: WinAPE
You, the player, control Nanako are equally important. game does play very well. This
(who has become The Mojon Twins’ All this intricacy and precision means that the mistakes you make Genre: Platform/Puzzle
along your way can only be
attributed to your own actions (or
non-actions). The graphics are
RATINGS
colourful and detailed. Everything
moves around smoothly. Sound,
Graphics: 89%
while nothing exciting, is
nevertheless adequate for the Sound: 85%
game.
Another solid game from The Gameplay: 84%
Mojon Twins. I’m beginning to
wonder how long they can keep up Overall: 84%
Nearly there now, just watch out Need to build a block of steps to this run of great releases. It goes A fine platform / puzzle
for that Karakasa get by this bit hybrid.
without saying that I’m looking
forward to their future games.

RETROACTION ISSUE THREE AUTUMN 2009 45


LA CORONA ENCANTADA
Words & screenshots by Duffman

T
here’s an old legend that MSXDev08 competition by the your character will need to reach colourful palette and the other a
Kings of the old country of Karoshi Corporation, coming third upper platforms to progress. Levers legacy mode, featuring the earlier
Hyoth wore special crowns overall but winning the individual can also be used to gain access to Spectrum-esque graphics that
that gave them power to reign over awards “Game with the Best Music” other areas so look out for these. were used to. Well this may be all
the land. The evil Royal Advisor and “Game with Better Gameplay”. I did play an early version of La ‘fine and dandy’, but just what is
ordered one of his servants to steal The game was later updated into a Corona Encantada—the MSX ROM the gameplay like? Well, I found it
such a crown and, ignoring version which could be purchased in that was entered into the difficult but not too frustrating that
warnings, put the crown on his the form of an MSX cartridge. The MSXdev08 competition—and must you can’t progress a bit at a time.
head. As soon as the crown was Speccy port was also included on a admit that I was a little Overall, a fine game that rewards
placed onto the head of such an special mini-CD with extra disappointed. Although I hadn’t patience.
unworthy wearer a terrible curse material. Now, we have the much time to play the game either
was unleashed onto the kingdom. updated, final, final MSX version (which is why it wasn’t reviewed
The result was that the fool servant available to download for free. for issue 2). This seems to have
was transformed into golden coins La Corona Encantada is a classic worked out for the better as the DETAILS
and the future Queen was frozen in platform game where the player MSX version has been updated
ice. Only by retrieving all 20 coins needs to travel across various levels substantially. Developer: Karoshi Corporation
can you gain access to the Royal to retrieve 20 golden coins, all the So just what have they changed
Advisor, who has the crown and the while avoiding the numerous with the MSX version? Well, the Platform: MSX, ZX Spectrum
key to your fiancée’s freedom. enemies and obstacles. One thing ROM image comes with two Weblink: Gamecard
La Corona Encantada was that you will have to master is modes: one with enhanced visuals
originally developed for the jumping. This is essential because that take advantage of the MSX’s Emulator: BlueMSX / ZX Spin
Genre: Arcade Platform

RATINGS

Graphics: 91% / 84%


Sound: 78%
Gameplay: 83%
Overall: 84%
A nice bit of classic 8-bit
Jolly, juming fun on the While you can also enjoy the The ZX Spectrum version is almost
platform adventuring
(enhanced) mode on the MSX... Legacy mode in all its monochrome identical to the MSX Legacy
glory... version

RETROACTION ISSUE THREE AUTUMN 2009 46


BINIAX 2
Words & screenshots by Duffman
shed it’s game over.
Let’s not beat about the bush;
the first thing you will notice about
the game are the images, which,
had the game been produced in the
80s or 90s, wouldn’t look out of
place in our regular “How to Cause

N
anako (The Mojon Twins’ have released their ZX Spectrum
rather scantily clad heroine) 128k interpretation on the classic A Complete Controversy” feature.
is tired of the constant game Biniax. The Twins haven’t Despite this rather risqué aspect of
fighting over the surrounding land, just converted the classic game the game, the actual gameplay is of
so she decides to seek advice from over as is though—they’ve forged excellent quality and the addition of
the ever-knowing Oracle on what to it with an interesting plot and the plot doesn’t feel as out of place
do about the situation. The Oracle some eye candy visuals to as it may suggest. So it’s another
It’s best to hover around the top of great game from The Mojon Twins
tells her that, rather than having produce Biniax 2. the screen and take out elements
the land around her suffer further The play area is divided into five to add to their ever-expanding
to either side
bloodshed, she can resolve the by seven squares, randomly filled catalogue.
problems by having the leaders by a pair of elements. These you can only move into a square
take part in an ancient game elements consist of two colours. that contains an element with
created by the Gods themselves. Players take control of Nanako— either red or blue within its
colours. When Nanako takes over
DETAILS
The rulers of the surrounding land who also starts off carrying a colour
will therefore abide by the rules element—and have to match a an element, that same coloured
and the outcome of the game. similar colour element with their element is then carried to use on Developer: The Mojon Twins
Swiftly following up their own. This is achieved by moving the next move.
Platform: ZX Spectrum 128k
Amstrad CPC conversion of Nanako over the same colour This may sound all so easy, but
Nanako in Classic Japanese element. For example, if Nanako is the screen moves down every so Weblink: Gamecard
Monster Castle, The Mojon Twins holding a red/blue element then often which makes you think Emulator: ZX Spin
strategically about which elements
to take over—you don’t want to be Genre: Puzzle
stranded at the bottom of the
screen when it is about to move.
To win a level there are a certain
RATINGS
amount of elements which need to
be matched—this is shown at the Graphics: 84%
bottom of the screen. If the
player manages to achieve the Sound: 76%
target figure then it’s off to the
next level. If the player fails then Gameplay: 88%
you lose an item of clothing. You
see, Nanako doesn’t have lives. Overall: 86%
With no blue elements available it If you reach the target score on a Instead she has to give up an item An excellent puzzle / strip
looks like you lose an item of level, then your opponent has to of clothing when she loses. If she thingy
clothing. Oh dear “lose” an item of clothing hasn’t got any more clothes to

RETROACTION ISSUE THREE AUTUMN 2009 47


INFECTION
Words & screenshots by Duffman

I
f you find that there is I’ll take it from the top. The
something amiss with this issue game can be played with up to four
of Retroaction: blank pages or players, against a mix of either one, Ewww, a multiple infection move. Yes, I’ve won a game at last.
40 pages instead of 80, then please, two or three opponent (which can be And they’re mostly my balls! Phew. Patience will be rewarded
don’t be alarmed. This isn’t our either humans or computer A.I.).
fault. Rather the blame should be Each player starts the game with an
placed on Virgin Mastertronic, equal amount of board pieces its own when played against a
“Games That Weren’t” website, and (coloured balls) and they have to human player. The computer A.I. is
this fearsomely enjoyable game. clone them around the playing quite difficult and a worthy
Yes, another puzzle game, but an area. To do this, the player clicks opponent, but there’s nothing quite
incredibly addictive one with an their coloured ball and then the area like playing against a friend and
interesting story. Infection was which they wish to clone to. If an infecting them.
originally slated for release in 1989 opposing ball is within two squares Players can use either the
on many home computer platforms away then it is possible to land next keyboard or a joystick. The game DETAILS
but due to its name and timing it to it and “infect” it, cloning your ball seems to have been designed for
was held back. Over the years the at the same time. use with a joystick since it plays
Developer: Virgin Mastertronic
game started to appear over the Each infection or clone will gain best with one (vs. the keyboard).
internet on many platforms except you points. The player with the There are also a variety of options Platform: Commodore 64
for (it seemed) the C64. Until now. most points when every area is to prolong the game’s replayability. Weblink: Direct Download
Infection is a rather intriguing game filled is the winner. You can also Players can be given time limits in
where players win by literally edit the board, adding blocks to the which to make their moves, giving Emulator: WinVICE
infecting their opponent’s board playing area to extend the games the game a further strategic Genre: Puzzle
pieces. variety. The game really comes into element. There’s also a game clock
option that can be set to expire
after a given period of time. RATINGS
While puzzle games aren’t
renowned for their excellent visuals,
Infection is a great game, with some Graphics: 89%
colourful graphics and neat cloning
animation effects. Sound is also of Sound: 88%
quality with music written by David Gameplay: 92%
Whittaker. And with some wickedly
addictive gameplay Infection
mounts up to one fantastic
Overall: 90%
And we’re off... Will you hold back You can even edit the board, package. Fiendishly addictive and
and clone your territory, or attack although thare’s not much room infectious puzzler
the opposition? here

RETROACTION ISSUE THREE AUTUMN 2009 48


GOMMY, MEDIEVAL DEFENDER
Words by Matty, screenshots by Duffman

G
ommy, Medieval Defender is a Spectrum game that’s pleasing on boulders and soldiers can’t pass
new title from Retroworks, a the ear and simply lovely to look at. through (when boulders are
Spanish coding group. The So what about the important dropped on them they roll either
game is very similar in style to a thing? Well, the game plays very left or right until they can drop
very old Spectrum title, Creative similarly to the aforementioned Orc again) forcing the enemy to move
Sparks’ 1984 classic Orc Attack. Attack. Gommy runs back and around them. The enemies do speed
Both games feature a player- forth, picking up boulders which are up later on and additional threats
controlled character running left and deposited to his left and right and such as lightning bolts on levels set
right at the top of a wall who has to throws them at the enemy soldiers at night-time (the gaming area is
throw boulders down at malevolent attempting to climb the walls. displayed in black and dark blue with
creatures trying to scale the wall and Everything moves a character block the lightning illuminating the player,
storm the castle. at a time although this suits the the boulders and the bad guys when
The generally high quality of action quite well and Gommy and it strikes; a nice touch) and spear-
many latter-day Spectrum indie his boulders move at a fair old. firing cannons help make things a DETAILS
games means that this sort of thing Various pick-ups appear on the little tricker later on. For much of
is expected but Gommy more than battlements which Gommy can (go the time I was playing this game the
rises to the challenge. The first thing figure) pick up in order to affect biggest threat of Game Over seemed Developer: RetroWorks
that strikes you when you load up gameplay in various ways. After to come from having to fire Gommy Platform: ZX Spectrum
Gommy is the quality of the completing a number of levels from his cannon at the end of level
presentation—everything looks and Gommy will be faced with a bosses. This lack of feeling any real Weblink: Gamecard
sounds terrific. The graphics are guardian monster which he must pressure or of having your back Emulator: ZX Spin
beautifully drawn and highly defeat by launching himself at it against the wall and having to
detailed. Colour is used superbly from a cannon (?). If he misses the fighting a desperate fight against the Genre: Arcade Adventure
whilst a jolly in-game tune creature on this stage he loses a enemy hordes means the game
accompanies the action. This is a life (?!), gaining a life when he doesn’t have that addictive “one
destroys it. more game” feel that simple arcade-
RATINGS
As mentioned earlier Gommy style games like this need if they’re
runs back and forth rapidly enough; to break out of the merely “okay”
I wish I could say the same about category to become “excellent”.
Graphics: 90%
the enemy soldiers. Maybe I’ve Overall Gommy is an Sound: 81%
been playing these games for too entertaining little game especially
long and become a bit too deft with for kids and beginners, but it just Gameplay: 62%
the old fingers but I just felt they needs to be a bit tougher and a bit
were rather slow and lacking in
challenge. A feature Gommy has
more willing to make experienced
gamers break out into a sweat. If it
Overall: 68%
that its older inspiration didn’t is could have managed this it might An enjoyable game which could
various barriers which appear on have had gameplay to match its have been more challenging
the walls and which both the superior presentation.

RETROACTION ISSUE THREE AUTUMN 2009 49


INTERNATIONAL SOCCER
Words & screenshots by Neil Reive

L
et me just say that I am a many other miscellaneous movements are pretty limited with done if EHIS was used as the
huge fan of Emlyn Hughes features. In addition to all that only pass, shoot and slide inspiration. Yes, I know this is a
International Soccer and while EHIS has player management available. Additionally, having the remake of IS and as such the
this is a remake of its predecessor, aspects with league, cup and goalkeeper controlled by the review should focus on that, but it
International Soccer, I was very season fixtures. player—instead of the computer’s would have been a better project
much looking forward to it. That’s IS the remake is—just like the A.I.—is extremely frustrating. After all round if a little more time had
the problem with anticipation; original—a simple arcade game of the final whistle a young woman been spent on the development of
you’re always due for a let down. football. The view of the pitch is presents the winning team captain the game. So, Doc FrankN, when is
If you don’t know International side-on as seen normally on TV. with the trophy and that’s about it. the EHIS remake going to be
Soccer, it was an influential football You can play against the computer Upon loading the game up my released?
game released on the Commodore A.I. or against a second human ears were greeted by a faithful
64 by Andrew Spencer in 1983. player. Each team can select a rendition of the EHIS menu music
Audiogenic came along and took different colour kit: red, yellow, which resulted in a wave of
DETAILS
the basics of IS and improved on blue, grey, white or orange. nostalgia running through me.
every aspect of it, producing Emlyn The remake consists of a one-off Other effects like graphical touches
Hughes International Soccer for the friendly type game (two teams face and sound effects were also lifted Developer: Doc FrankN
C64 in 1988—essentially a remake off against each other), which is from EHIS which begs the question:
Platform: PC Windows
of IS in itself. EHIS features super played out over two halves, lasting why not just remake EHIS in the
realistic ball and player movement, three minutes each (computer first place? Weblink: Download
advanced techniques (‘5-direction’ time). Ball movement is quite Don’t get me wrong, IS is Emulator: N/A
passing/shooting), sidestepping, unusual as it seems to fly through polished, well programmed and
barging, heading, back heels, lobs, the air and drop suddenly like a accurate to its source material but Genre: Sports
diving headers, sliding tackles and plastic ball would. The players’ so much more could have been
RATINGS

Graphics: 81%
Sound: 76%
Gameplay: 71%

Overall: 72%
Smack! A thunderbolt shot Chaos as a cross ball is sent Get in there! Gooooooooooaaaaaaa Faithful remake that should
rebounds off the goalkeeper and towards the far corner of the goal. aaaaaaaaaalllllllllllaaaaaaaggggh!! please fans of the original
the players run around dazed Did it go in? Not telling

RETROACTION ISSUE THREE AUTUMN 2009 50


SHIFT
Words & screenshots by Duffman

T
here seems to be some sort of is done by moving the on-screen
puzzle fever in the past few cursor over one of the lines,
months, what with the vast pressing down on the designated
quantities of puzzlers released fire button and moving the
across many different formats. Shift directional pad horizontally or
itself is a reworking of Bejeweled— vertically. When you have moved
which is a popular game among the row to where you want it simply Things are made more difficult The Time Attack levels take place
developers it seems—and was release the button you depressed to when new colours are introduced over a number of locations
to the game
entered into the recent Passion select the row. The catch is that
MSX2 competition over at groups must contain a minimum
passionmsx.org. number of matches, which is shown down. If you manage to reach the
In Shift, you literally “shift” rows at the start of the level. If this target score then you will be taken
of gems up, down, left, or right, number is not met then the move to the next level which will vary in
hoping to match up a group of will revert back. DETAILS
shape and difficulty to the last. If
similar colours. This group can There are two game modes: you don’t manage to achieve the
match up either vertically, Normal and Time Attack. In Normal target score before the time runs Developer: Infinite
horizontally or a combination of mode you will play through levels out, it’s game over. In Time Attack
both. The bigger the group, the trying to achieve the stated target Platform: MSX2
you play through a chosen level
bigger the score. Matching the gems score before the timer bar runs until time runs out. Time bonuses Weblink: Direct Download
can be obtained to extend the level. Emulator: BlueMSX
OK, we’re getting puzzle
saturation here, but this is an Genre: Puzzle
enjoyable game and shouldn’t be
dismissed just because it’s yet
another puzzle game. As you’d
RATINGS
expect from an MSX2 game, the
visuals are slick and colourful. Graphics: 89%
While sound is limited—although not
really necessary for this type of Sound: 77%
game—the gameplay is smooth and
trouble free, resulting in an Gameplay: 83%
enjoyable game. It looks good, it
plays good and it’s rare to see an Overall: 85%
outing for the MSX2. What more do
It’s just a matter of shifting the Later levels include some A fine Bejweled variant
you want?
lines into a position that creates a interesting patterns and shapes
group of matching colours

RETROACTION ISSUE THREE AUTUMN 2009 51


LEGION OF THE DAMNED 2 close combat action but have a short has the Double Dragon brawler
Words & screenshots by Duffman range. Micheal on the other hand look about it. Not sure what I
has a shotgun which is great for mean? Take a look at the

A
fter the defeat of the evil Kit romp, which gained a very long range attacks but has a long screenshots here for a good idea
vampiress Stryxia, the people respectable 84% in our second reload rate. of what looking like Double Dragon
of Hameria village built a issue) the New Dimension guys One thing that makes LotD2 so is all about. The sound is also up
church at the exact position where have produced a sequel. This time good is that all important two- to scratch with a great title theme
she was slain. Centuries passed, Anthony Burns has chosen Double player mode. It’s a well known and some fine spot effects. While
the village prosepered, expanded Dragon as his inspiration for Legion fact that games are usually always this may all seem like a retread of
and was swallowed up in the growth of the Damned 2. better when played with two the first game—LotD1.5 if you
of the neighbourhood, resulting in a One or two players embark on a players. LotD2 is no exception. will—it is still an essential
big city. One thousand years after skull-crunching, baddy-bashing trek Taking a mate through the thug download for any side scrolling
the death of Stryxia gang warfare is through the city, an industrial estate infested city landscape is great fun beat-‘em-up fans.
rife. After a particular nasty fight and the city outskirts. Along the and not only can you watch each
(cause a lot of bloodshed over evil way you’ll take on some of the worst other’s backs but you can double
Stryxia’s grave) she is resurrected bad guys you’ll ever see: Vampire up on the fire power against the
from the dead and is ready to cause Thugs, Vampiresses, Shotgun enemy. Believe me, you will need DETAILS
even more strife this time around. Thugs, Attack Dogs, Wolves and the extra hand as the game is as
Only two heroes, Starr and Michael, various other evilness. Luckily Starr tough as those old boots that
Developer: The New Dimension
step forward to stop the evil Queen and Michael have brought along Stryxia died in all those years
Stryxia. some useful weapons to defend ago. Platform: Commodore 64
Following on from Legion of the themselves against the hordes of The graphics are suitably grim Weblink: Direct Download
Damned (the Golden Axe inspired attacking evil. Starr has her with blood splattered effects
sideways Shoot Em Up Construction throwing knives, which are great for throughout. The game certainly Emulator: WinVICE
Genre: Beat-’em-up

RATINGS

Graphics: 82%
Sound: 81%
Gameplay: 84%

Overall: 83%
She’s behind you! Oh, no, she’s Even the dogs have taken a dislike It’s even better, and slightly A large, tough challenge, best
not. Oh, yes, she is... and so on to you in this suburb easier, with two players. Twice the suited to two players
mayhem, as well

RETROACTION ISSUE THREE AUTUMN 2009 52


FACTORY DAZE
Words & screenshots by Duffman

T
imes are hard for high-class produce a certain quota of toys two. If you miss the quota then it’s a
food restaurants and people required by the bosses (shown warning from your boss.
are moving towards the before the level begins). For Things start to get very hectic
cheaper option that fast food take example, level one might require when other stamping machines
away outlets offer. Some four toys out of a batch of five kits decide to break down—you can tell
businesses are thriving in the with two different toys needed this as the toy icons appear on the
current climate such as major toy (shown in different colours for front of it and the lights on it flash
manufacturers who produce the convenience). away. This now means that you have
toys which come with children’s The toy kits start moving down a to move up and down between the
meals sold at said fast food take conveyer belt where the stamping two broken machines, adjusting them
away outlets. The demand for the machines are waiting to configure to the correct toy. If there are
toys however is having an adverse the toy kit to its programmed several different toys to produce
effect on the manufacturing design. However, one of the (needing four machines to control)
machines of these toy companies. machines is playing silly beggars so then things start getting really hairy. DETAILS
As a result toys start to get you have to manually set the The graphics look good with no
improperly assembled or even design. If the machine is set to visible colour clash and everything
broken. One of these companies green then it will stamp the green moves along smoothly. The Developer: Bob Smith
decides to hire someone to keep an design onto the kit whether the kit soundtrack is impressive and sets the Platform: ZX Spectrum
eye on one of their machines and is green or not. If the kit is green tone for the game very well. The all-
keep the sales quotas on track. then that’s OK, if the kit isn’t green important gameplay is as addictive Weblink: Gamecard
That someone is you. then that’s one mistake made. It’s as any other game. This game is Emulator: ZX Spin
The purpose of the game is to down to you to makes sure the definitely recommended to download.
stamping machines are switched to Genre: Puzzle
the correct design as the kit goes
by. This is achieved by moving the
keys/joystick right and left to make
RATINGS
the corresponding toy image
(colour) appear.
Once you get the toy kits through
Graphics: 87%
the broken stamping machines the Sound: 84%
rest of the factory process is more or
less done for you as the toys are Gameplay: 88%
made without any intervention. The
toy kits continue down the process Overall: 87%
until they are shipped into the back A great game, but can get
Here you’re in control of three of a delivery van. If you achieve the Customer requirements must be
frustrating quickly
machines, and things are starting level’s quota then you will go to level met or there will be trouble
to get hectic

RETROACTION ISSUE THREE AUTUMN 2009 53


KUNG FU II
Words & screenshots by Duffman

I
t’s an age old story: boy meets the game and completed it.
girl, boy loses girl, boy kicks Looking at the screenshots you may
some ass, boy rescues girl. be thinking of Kung Fu Master, and
How many times have we seen this you wouldn’t be far from it. Kung
plot turn up in video games? And Fu II is the sequel to Kung Fu which
A flurry of kicks so fast that they Aaargh! A knife thrower. Quick
yet it’s a classic because it works so appeared on the NES, which, in
just appear as blur on the screen jump or get it in the gut
well in gaming terms. Here, your turn was based on the Kung Fu
Kung Fu Master must travel through Master arcade original.
platform levels full of martial arts If you’ve played Kung Fu Master To help your mission, your kung
experts in order to defeat the evil or even Kung Fu then you will know fu master can perform a variety of
Mr. X and save his girlfriend. what to expect throughout these moves including punches, kicks,
If you read issue 1 of Retroaction levels. As soon as the game begins jumps, leg sweeps, etc. If you
then you should know that Kung Fu nasty henchmen start ascending on miss-time a kick or fail to respond, DETAILS
II was entered into the “Sequels your character from both sides so the enemy can grab and place you
That Weren’t” category in the Retro it’s a good idea to keep moving and into a hold which requires you to
Remakes 2008 Competition and look sharp. Your character’s health wriggle out of by moving the Developer: Gary Gasko
won. That was a very nearly bar is displayed on screen and joystick left and right rapidly. Platform: PC-Windows
finished version, labelled as v0.9 on decreases after every hit he takes. Naturally, the levels become more
the title screen, so it’s good to see If your health falls all the way difficult as you progress through Weblink: Direct Download
that Gary Gasko has gone back to down, then a life is lost. them—maybe a little too difficult— Emulator: N/A
and there’s a nasty end of level
Genre: Beat-’em-up
guardian at the end of each level to
dispose of as well.
The gameplay is still a tad RATINGS
frustrating as the earlier version
was, and hasn’t been made any
easier. The visuals are good with Graphics: 87%
some fine colourful graphics. The
sound effects are reasonably Sound: 89%
handled. The game will be a huge
challenge for anyone familiar with
Gameplay: 86%
the genre and certainly a very
daunting one for any new-comers. Overall: 86%
Kerpow! The henchman goes One of the end-of-level guardians. A fine sequel to a classic
flying, as does his blood This one is particularly nasty beat-’em-up

RETROACTION ISSUE THREE AUTUMN 2009 54


POOMANIA
Words by Duffman & Neil Reive
screenshots by Duffman

I
wasn’t sure if I would get supported platform anymore. connecting the ‘start’ to the ‘end’ many humorous touches
permission to review this game NR: OK, so maybe it is retro. Just. before time runs out. Once Fatarse throughout. It’s a puzzle game, so
or not, so I went straight to But don’t be coming here asking flushes, no other pipe can be laid sound isn’t essential, but what is in
the horses mouth for some about Xbox 360 or iPhone down. there is good enough. It’s the
answers. coverage. NR: Then what happens? playability, however, that sticks out
DU: Chief, quick question. DU: You’ll get no argument from DU: Well if you’ve managed to here and it is intense.
NR: This better not be about Biniax me there. However, I do want to complete the pipework then it’s off NR: OK, I’ll tell you what, if you
2. I already said you could review review the GBA game Poomania for to the next level. Other wise it’s can get a review of the game to me
it. issue 3. game over. within the next half an hour, I’ll put
DU: No, it’s not about that. Do you NR: I take it you’ve played the NR: Anything else worthy of a it in the next issue.
consider the GBA retro? game? mention?
NR: No. DU: Yup, as you know it’s a DU: Well, there’s the strategy
DU: Why not? humorous take on the classic element. You can go to where you DETAILS
NR: Well, for one, it’s not that old, computer game Pipemania. Paul want to lay the pipe and delete the
and second, it’s still a supported the plumber is in deep... trouble, as wrong ones until the right one
platform. Fatarse Fritz has just made his way comes up. This costs time so you Developer: WiDDY, Ragnarok,
DU: Still supported? How? to the outhouse and the pipe work may want to plan ahead instead by Fieser Wolf, Razor-96
NR: The DS has a GBA cartridge hasn’t been repaired yet. laying pipes that you will connect Platform: GBA
slot on it, so essentially, it is a NR: OK, sounds like a laugh. How up along the way.
Weblink: Gamecard
supported platform. does it compare with Pipemania? NR: So how about the graphics and
DU: Ah, but the recent DSi version Does it have the same sort of sound? Emulator: Visual Boy Advance
has dropped that GBA slot, so you gameplay/interface? DU: The graphics are great with Genre: Puzzle
could say that the GBA isn’t a DU: Sure it does. You use the
directional pad to move the cursor
around, press “A” to lay a piece of RATINGS
pipe, and press “B” if you need to
remove a piece. The pipes are
dispensed from a container on the Graphics: 87%
left hand side of the screen. The Sound: 81%
bottom most piece is the one you
can currently lay. Each piece Gameplay: 80%
consists of a corner, crossroad, or
straight pipeline. However, the Overall: 81%
wrong piece invariably turns up at A good little puzzler with a
Some of the later levels force you Ah, a completed line of pipework.
the wrong time. You need to humorous touch
to lay the pipework in a certain No mess here, then
way, weaving around rocks
complete the pipe work by

RETROACTION ISSUE THREE AUTUMN 2009 55


BERZERK REDUX
Words & screenshots by Duffman

A
lert! Alert! Kill the human! consists of four exits (either open or Evil Otto will appear. This happy conversion of a good old fashioned
And with that you need to run closed), a random number of robots smiley chappy (which looks just like shooter, right down to the nostalgic
pronto, kill any robots that and an electrified maze of walls. a smiley face) bounces along the electronic speech, sound effects,
get in the way and escape. That’s While early (white) robots are slow screen towards your character and restrained graphics and gameplay.
about all there is to the plot but and don’t retaliate much, later is invincible so avoid it at all costs. Again the game is extremely
what a fiendishly addictive game it screens have some hyper (red) Players will quickly discover that addictive and with a high score table
is. robots hell-bent on destroying you. running is a good tactic in general you’ll keep coming back for more.
Berzerk was originally an arcade Amusingly, the robots are pretty as the later screens can get quite Fans of the original won’t be
game released by Stern Electronics docile as they occasionally collide congestive (what with robots and disappointed. The arcades aren’t
in 1980. It was eventually ported to with each other, getting themselves gunfire coming in from all dying off, they’re right here on the
a few home consoles at the time: killed in the process. The early directions). Commodore 64!
Atari 2600, Atari 5200 and the GCE screens ease you in with their With so much happening on
Vectrex. Thankfully, Martin Piper minimal difficulty and if you take screen and careful negotiation of the
thought it would be a good idea to out all the robots in any one screen screens needed (as the walls are DETAILS
give Bezerk the ‘Redux’ treatment you will get some bonus points. electrified), it is a welcome relief
(brought back and restored) so After destroying all of the robots it’s that the controls are super
retrogamers can experience one of then time to run onto the next responsive and that any errors made Developer: Martin Piper
arcade gaming’s finest moments on screen to discover what awaits you are purely down to player error. The Platform: C64
their C64. there. game is fast and furious and
Weblink: Gamecard
Gameplay is fairly simple: you The speed and danger of the demands players have quick
control the stick figure humanoid game does pick up as the game reflexes in order to get the most out Emulator: WinVICE
who must avoid or kill the robots progresses, and if you take too long of it.
Genre: Shooter
and escape to freedom. Each screen in one particular screen then the Bezerk Redux is a great

RATINGS

Graphics: 47%
Sound: 81%
Gameplay: 90%
Overall: 88%
A superb conversion and
Shoot the robots, run, escape. Watch out on later areas, though, Don’t get too close to the robots or
arguably better than the arcade
Can’t get any simpler than that, as the robots start shooting back, it’s dying time
but what an addictive game... and there’s also Evil Otto to avoid

RETROACTION ISSUE THREE AUTUMN 2009 56


RAMBO
Words & screenshots by Duffman

E
veryone has seen the original rocket launcher) can be picked spray of machine gun fire. Being
film and played the original up. These are best used in able to only fire in eight directions
game from Ocean, right? different situations as the less means that you are open to a
Seeing as the film was remade, noisy ones don’t attract so much stray bullet from the enemy all too
why not the game as well? Well, attention from the enemy. often. I would have hoped that a
Mick Farrow must have thought the The enemy will shoot at Rambo remake may have provided some
same thing as he has produced just on sight so you are constantly sort of improvement over this
that, based on the speccy version under pressure to keep on the limitation.
of Rambo: First Blood Part II. move. It’s all too easy to get As Rambo moves around, the
Controlling our muscle bound surrounded and shot down like a screen scrolls in the same direction
hero, your mission is to traverse wild animal being hunted by and is done so very smoothly. The
the jungles of Vietnam in search poachers. When Rambo takes a graphics are reasonably done with
of American POWs to rescue. hit, he goes down fast with a life some over the top blood splatters
DETAILS
Rambo begins his five level lost—no energy bar here (which as the enemy are mown down.
mission at the south of a POW perhaps could have been less The music is appropriately
camp where the Viet Cong begin harsh). With three lives in total atmospheric. In the end the game Developer: Mick Farrow
swarming around him like flies. you’re going to need your game to is just too frustrating to enjoy the
Platform: PC Windows
Initially Rambo is armed with a be in top form to complete your beautiful aesthetics, which is a
knife, a bow and arrows. Along mission. shame, as there has obviously Weblink: Gamecard
the way other weapons (a One thing that bothered me been a lot of work from a talented Emulator: N/A
machine gun, grenades and a was the lack of a 360 degree coder put into this remake.
Genre: Shooter

RATINGS

Graphics: 86%
Sound: 87%
Gameplay: 68%
Overall: 72%
Good effort, but maybe needed
You have two choices: fight or run, The machine gun can shoot out You can’t run too far without
a reboot rather than a remake.
but you can’t hide bullets at a rapid pace having the enemy track you down

RETROACTION ISSUE THREE AUTUMN 2009 57


SUDOKU MASTER
Words by Mark Hall, screenshots by Duffman
play throughout, with the music
being calm and ultra soothing,
serving to relax the player rather
than disturb them. Strangely
enough, all the usual sound based
bells and whistles you’d expect from

W
hilst the Sudoku craze is devices then the CPC is a good place a puzzle game have been omitted?
currently sweeping the to get your Sudoku fix. Reviewing a Suduko game is
newspapers and next gen Sudoku Master is simple to pick difficult. It’s no fun to watch or to
portable hardware across the globe, up; you’re presented with a nine-by- read about someone else playing it.
an 8-bit programmer has been nine grid which is divided into a nine You just have to experience it for
locked away busy programming a three-by-three block formations. The yourself. All I can say is that I
new version of Sudoko for the rules for Sudoku couldn’t be simpler. thoroughly recommend Sudoku
Amstrad CPC. All you have to do is fill the empty Master, without hesitation, to any
Like many of the early 8-bits, the squares so that each row, column and So many levels to complete; you’ll CPC owner or person interested in,
CPC still survives through its small, smaller 3x3 block contains all the be playing for some time or curious about Sudoku. Download
but dedicated community. Sudoku numbers 1 to 9 with no repetition today!
Master, from Olivier, is a stylish and allowed. A portion of the puzzle is medium, hard and evil. The easy
exciting 8-bit take on this next already filled in and you’ll need to use difficulty setting is at the high end
generation puzzler. If you’ve never the existing information to deduce of what most would consider a DETAILS
heard of Sudoku, you’ve either been where all the missing numbers must beginners skill level. New players
locked in a closet for the last five go. might struggle. The inclusion of a
years or just woken from a deep Navigating the board takes a bit hint option might have helped a Developer: Binary Sciences
coma. Sudoku is a basic, no frills, of getting used to but the controls little. Platform: Amstrad CPC
crazy puzzle game based around are well thought out. Normally Sudoku Master is a competent
Weblink: Gamecard
logic. This isn’t the first attempt at Sudoku puzzles have around five package. The visual elements of
a Soduko game on the CPC but trust levels of difficulty, allowing a real Sudoku Master are excellent, with Emulator: WinAPE
me - Sudoku Master with its 128 beginner to get into the game. This all the numbers appearing clearly
Genre: Puzzle
levels of puzzles is the only version version only has four: easy, and recognizably. The board is
you’ll probably ever need. large enough that you won’t find
For those already into Sudoku, yourself accidentally putting the RATINGS
you’ll have a great time playing the numbers in the wrong place. The
CPC version. You’ve probably only possible gripe with the graphics
already got several favourite ways is that mode 0 wasn’t used so the Graphics: 82%
to play (newspaper, Web browser or colour can seem a bit sparse. This
even on the iPhone). There are is a comparatively minor complaint, Sound: 74%
literally hundreds of different ways however, and at least the
to play the game, most of which are background default colour of bright Gameplay: 89%
free. Because of this, the CPC blue can be changed to something a
version might only appeal to the little more soothing on the eyes. Overall: 87%
already established CPC community, As usual, there is little that can A great conversion of a
but if you’re not on the go a lot and Playing Sudoku on the CPC is be said about the Amstrad’s audio. classic puzzle game
don’t have any of the new next gen surprisingly easy In truth, it’s ‘OK’. Pleasant tunes

RETROACTION ISSUE THREE AUTUMN 2009 58


1983. The games parser is “staccato ridges of skyscrapers,

BIOHELL extremely simple, with the most


common commands being NORTH,
EAST and DROP BOWEL MEAT.
There’s none of the sophistication of
Magnetic Scrolls (one of the big text
cubeblocks and grim concrete
tenements, tower upon tower upon
tower”, and from a surgical facility
“the walls are a sterile puke green”)
help re-enforce the squalor.
Words by Matty, screenshots by Duffman adventure developers from the Fortunately, this degenerate
1980s) to be found here. Further atmosphere is lightened by the
removing sophistication is the lack of game’s sense of humour: one of the

W
hen sci-fi writer Andy location it’s made clear that it’s not a any sort of EXAMINE command locations is a “zombie hairdresser”
Remic decided to promote nice place. The other locations in the meaning that any objects found have where the player finds zombies busy
his new novel Biohell he game do nothing to change that to be taken at face value. If the getting pink rinses. One of the first
decided to do so via the highly initial impression. Players take on game tells you a “SILVER GUN” is in objects I found is the distinctly
unusual route of not only writing a the role of ‘Franco’ who is a room then that’s all there’s going untempting “Porky Pauper Brain
videogame himself to “accompany” it accompanied by two other to be to it. If you try to EXAMINE Burger”. Some locations are
but to write the game on the ZX characters, Keenan and Pippa (who things (as most seasoned gamers will illustrated by pictures which,
Spectrum platform. Naturally the don’t seem to do much except have at first) you get the rather-odd although very simple and whose
Speccy community applauded him for interject every so often to tell the reply “that would show you’re a bright Spectrum colours seem
this bold move although I’m not sure player off for not slaughtering transmogrified pile of rancid flesh, inappropriate, are nonetheless
what his publishers thought. zombies). Everywhere you go in the sir” which seems to be this game’s welcome.
Let’s not let that get in the way of game seems to be run-down and version of “you can’t do that”.
a review of the game in question. ruinous and if it isn’t filled with Sophistication, however, isn’t the
Also called Biohell it’s a text zombies then it’s filled with human point of Biohell. At heart this is an DETAILS
adventure (as they were called back remains. exercise in atmosphere and it’s here
then, they generally go under the From what I can gather Franco’s that this game works. Play it for a
slightly-pretentious name of mission is, as his two accomplices while and you start to feel you need Developer: Andy Remic
“interactive fiction” these days) keep reminding him, to kill zombies. a bath; every location feels fetid and Platform: ZX Spectrum
written using Incentive’s Graphic Don’t get the impression that this is soaked in grease and blood and
Adventure Creator utility. The some kind of text-based version of Weblink: Gamecard
Remic’s often highly effective
setting for this game is simply called Doom. At it’s heart, Biohell is a descriptions (the first location has Emulator: ZX Spin
The City and from it’s very first puzzle-solving text adventure where
the player has to explore various Genre: Adventure
locations, find objects and work out
what to do with them.
Despite being a new game Biohell RATINGS
doesn’t follow the current Spectrum
indie tendency of trying to match or
outclass the presentation and coding Graphics: 59%
of the Spectrum’s golden era. This
game actually feels quite old- Sound: 10%
fashioned and despite the Gameplay: 52%
preponderance of gore, violence and
swearing (this game isn’t suitable for
kids although you should have got Overall: 57%
You know it’s not going to be a that from my earlier comments) it Scooped out brains, zombies on Simple puzzle-solving with
good day when the least of your reminds me more than anything of the loose... Command? Run like the offal and “baths of pus”
worries are numerous fires early text adventures from around clappers. Not a choice, eh?

RETROACTION ISSUE THREE AUTUMN 2009 59


MOTHER OF ALL
PROJECTS
Words & screenshots by Ack

W
hat is Mother?, I hear for the Nintendo 64DD.
many of you asking. Well Development of the game was
the word Earthbound will cancelled in 2000. Mother 3
trigger a response from many of eventually surfaced on the Game
you. Mother is role-playing game Boy Advance in 2006, albeit only in
that was released on the Famicom in Japan. Nintendo was not intending
Japan in 1989. It was due to get a to localize the game for the West so
release in the West in 1990 but this fans from Starmen.net began their
was put on hold indefinitely. A own localization of the game. Two
sequel, Mother 2, was released in years of hacking, translating and
Japan in 1994 and this time the coding later, Mother 3 was
West did receive a translation in translated. Thanks to that teams
1995 under the familiar English title effort, with the game’s ROM and
EarthBound. The Mother and appropriate patch you can now play
EarthBound series have since gone the game in English.
on to become some of the best Mother 1+2 is a compilation
loved RPGs of their time. release of Mother and Mother 2 for
In 1998 a fan translation group the Game Boy Advance. Released in
called Neo Demiforce purchased the 2003, the package contains the
Beta cartridge of Mother and started Mother game that was planned for
a project to finish the English English translation (including
translation of the game. That changes and tweaks) and the
project was completed and to Mother 2 game is essentially
distinguish it from the previously EarthBound translated to Japanese.
released Earthbound, the game was This compilation is also a Japan only
called Earthbound Zero. release, giving fans another
In 1997 Nintendo began work on opportunity to localize the package
Mother 3 which was to be released for the Western World.

RETROACTION ISSUE THREE AUTUMN 2009 60


INTERVIEW MATO
Retroaction: In general, would prologue. Are you expecting to downloaded in the first six
you say the response to your release more notes of months?
translation of Mother 3 has individual sections in the near M: Apparently the hosting service
been very good? Do you feel it future? (AWS) we used for the patch has
was worth the time and effort M: I don’t know about the near weird logs or limitations or
spent on the project? future—I still have a few other something, so we only saw how the
Mato: Yes, it looks like fans really projects I want to get off my plate first few weeks went. I think we
enjoy it, and more and more it first before I resume the stopped paying attention after that
seems like people who’ve never translation notes. But I definitely and then later realized that old
played the games before have want to continue with them at logs get deleted or something. I
gotten into the series because of some point. After the patch was know we were past 100,000 early
Mother 3’s translation. The project released, I realized I wanted a on, so the total is probably
itself was a fun (although grueling) break from Mother 3, so that’s somewhere between that and
experience, so I’m glad to have partly why the notes are taking so 200,000.
been a part of it. long. I think they’ll be pretty
interesting though. R: Why the decision to move
R: What would you say was the onto the first title from Mother
most difficult part of R: Do you know if series 1+2 for Game Boy Advance?
translating Mother 3? creator Shigesato Itoi is aware Do you have any concrete
M: Reprogramming the game was of your efforts to translate details about the Mother 2
definitely the most difficult part of Mother 3, and has he made any section being translated?
the project. As for the actual statements you know of about M: I was basically just playing
translation itself, I’d say the sheer the project? around with different games and
amount of text to be translated M: Yes, I’m almost 100% certain found that the Mother 1 part of
was the most daunting thing. That he’s aware of the project. He Mother 1+2 was very easy to hack,
and trying to make the text sound hasn’t said anything on the so I thought I’d give it a go. I know
decent in translation. subject, at least not in public and Jeff is still very interested in
not to us. working on the Mother 2 part, but
R: You’ve already released R: Do you have any precise he’s gotten a lot busier since the
translation notes for the figures on how many times the Mother 3 patch was released.
project on Mother 3’s intro and translation patch was

Applying the patch couldn’t be any All the instructions are included in Once succesfully patched, you can
easier... the translation pack... then enjoy the game in English

RETROACTION ISSUE THREE AUTUMN 2009 61


INTERVIEW MATO
Geek” and the eventually to been thinking about making a site
“Giygas”, and in the NES prototype or a page that lists the differences
they called him “Giegue”. I think between Mother 1, EarthBound
there are a few other minor things Zero, and the Mother 1+2
like item names that also have translation. There are already sites
continuity, but it’s not obvious that list the graphical changes, but
because the NES prototype the text changes and translation
changed things around. mistakes are more interesting and
numerous.
R: While working on Mother 3,
you released a video of bizarre R: Have you conferred at all
The character naming screen in its ...and the same character naming glitches and bugs that resulted with Neo Demiforce (a fan
original Japanese... screen in English. Hurrah as hacks and translations were translation group that found
done to the game. Are you the beta cartridge of the
R: What has the public to like that. The added ending encountering similar problems unreleased translated version
response been like to your sequence is also much nicer than in Mother 1, and do you plan on of Mother 1 in the late 1990s
decision to translate Mother 1? the original ending, which was just releasing video documentation (they managed to dump the
M: I’ve actually been kind of rolling credits. These definitely so the public can see them? ROM for public access, calling it
surprised at it—the response was added more to the game. These M: With Mother 1, there’s very EarthBound Zero) about the
bigger than I expected. Among don’t really affect the translation little hacking to be done, so there project?
fans, the first game is kind of itself, though. Some of the haven’t been any crazy glitches at M: Demi (who basically is Neo
overlooked. But people seem censoring and changes seem kind all so far. So I don’t think there’ll Demiforce) actually worked with us
excited by it, so I hope the of bizarre, though. be a video like that. If we ever on the Mother 3 translation, so
translation can live up to work on the Mother 2 portion, I’m we’re in contact.
expectations. R: Do you personally prefer the sure there’ll be plenty of crazy
initial Japanese release, or the glitches with that though. R: How near to completion is
R: The version of Mother 1 used version presented in Mother your translation patch of
in the GBA compilation is said 1+2? R: Do you have plans to release Mother 1? Can you estimate a
to be based on a Japanese M: I prefer the Mother 1+2 version translation notes for Mother 1 potential release date at this
translation of the edited because of the gameplay additions, upon completion? time? What more do you need
version made up for the the added ending, things like that. M: I’m not sure yet, but I have to do on the translation?
original planned American Mostly the ending though—if I had
release by a Nintendo played Mother 1 as a little kid and
employee at the time, Phil made it all the way to the end only
Sandhop. Do you feel to see scrolling credits I probably
Sandhop’s changes had a would’ve broken a controller.
positive impact on the game?
How has it affected your R: Have there been many
translation? instances where you’ve felt it
M: Some of the gameplay changes necessary to make a change for
have been nice, the ability to run continuity’s sake in Mother 1?
was added to the unreleased U.S. M: Right now the main thing is how
version of the game, and then it to spell the antagonist’s name: Itoi
was included in the Japanese intended it to be Gyiyg,
The beginning of Mother 3 in ...and translated to English
Mother 1+2. Japanese fans seemed EarthBound changed it to “The
Japanese...

RETROACTION ISSUE THREE AUTUMN 2009 62


INTERVIEW MATO

M: When I first announced the contacted us, though they’re about either the Mother 3 or now, but if we do, I’d like to
project, I expected it only to be a definitely aware of all of this. Mother 1+2 English make our tools and hacks
few months, but then the project Reggie’s (Reggie Fils-Aimé, COO, translation projects, where do compatible with other languages.
wound up taking low priority as I Nintendo of America –ed.) even you suggest they look? Because of technical reasons,
started things like EarthBound talked about the translation M: mother3.fobby.net/index.php translating EarthBound into other
Central and version 1.1 of the project in the past. I don’t expect is the development blog, so if you languages has been hell, but it
Mother 3 patch. It’s still not high any contact at this point, but if want to see how much work went would be a LOT easier to translate
priority, but it’ll probably be a few for some reason they ever want into the project, that’s the place Mother 1+2’s Mother 2 because it
more months until I have it, they’re free to use or have my to check out. was programmed differently.
something to release. I also want translated script and other mother12.net is where I post
to have the patch include basic materials, no charge at all, no updates about the Mother 1+2 R: Is there anything else you
menu/item/enemy/etc. strings attached. translation project. feel our readers should know?
translations for the Mother 2 EarthBound Central M: I find it amazing that almost
portion of the game, so that’s R: Which of the three Mother (earthboundcentral.com) is 15 years since EarthBound’s
partly why it’ll take a little while games would you say is your probably the best place to watch release, the game is more
longer. favorite? for news about both projects, popular than ever. Maybe it was a
M: EarthBound/Mother 2. I like though. case of being before its time, or
R: Several months ago, the feeling of adventure it has as maybe it’s because the game and
Square-Enix sent a cease-and- you travel all over the world and R: Are you aware of any its fans have some kind of
desist letter to the members see different places. projects to translate these creativity feedback loop going on.
of Chrono Compendium, games into other languages The Mother series was inspired
threatening legal action to R: What other translation besides English? by Dragon Quest—Shigesato Itoi
anyone found making Chrono projects have you worked on basically enjoyed Dragon Quest
Trigger ROM hacks. Have you in the past? M: We’re currently working with but said to himself, “I can make
ever received any similar M: Here’s a not-up-to-date list of teams around the world to this more interesting.” Now that
action from Nintendo? Have my translation projects, both translate Mother 3 into nine other kids who played EarthBound have
they made any statements professional and hobbyist: http:// languages. I’m hoping to be able grown up, I wonder if EarthBound
regarding your translation tomato.fobby.net/translations/ to do the same with the Mother 1 might inspire some of them in the
projects whatsoever or ever part of Mother 1+2 eventually. same way and help create
contacted you about them? R: If readers are interested in We’re not working on the something along those same
M: No, Nintendo has never discovering more information Mother 2 part of the game right lines.

RETROACTION ISSUE THREE AUTUMN 2009 63


RETRO RESPECT SEUD:
SHOOT-EM-UP
DESIGNER
Our very own Gnome tries his hand at developing
games, thanks this ingenious software, and
reports back with some encouraging details…

F
rom The Quill, to GAC, to PAW, Shmups that can scroll vertically or
to The 3D Construction Kit, to horizontally, be incredibly varied, or
Sensible Software’s Shoot-’Em- even feature bosses that take up a
Up Construction Kit and even STOS, third of the screen. Shmups you could
accessible, cheap, powerful and actually sell; possibly even with the
professional quality game creation help of SEUD’s publishers themselves.
utilities were pretty common during But, how is this sorcery possible
the golden era of the home computer. (eh, how?), I pretend to hear you ask.
Happily, some things never die as Well, I haven’t got the faintest idea
Jonathan Cauldwell has taken it upon really. All I know is that SEUD
himself to keep the tradition going and manages to deliver on its promises
actually give even more power to the and that the coding behind it must be
average 8-bit retro loving gamer with of the highest quality. Also that it
game design aspirations. He first probably is one of the best things to
Words & screenshots by released the jaw dropping Platform ever hit the Spectrum, and that had it
Game Designer in 2004, then the appeared 20 years earlier it would
Carl “triverse” Williams freeware and ever evolving Arcade have sold in the hundreds of
Game Designer, and finally the aptly thousands.
named SEUD. Importantly, SEUD even lives up to
DETAILS SEUD, which stands for Shoot-Em- its claims on user friendliness and
Up-Designer, in particular is almost ease of use. A mere thirty minutes
GAMECARD
Developer: Hudson Soft
obviously a tool that lets people with after loading it up, and with only a
no programming skills whatsoever brief look at the documentation, I
Developer:
Publisher: Cinemaware
Jaleco produce some rather impressive managed to come up with something
shmups for the ZX Spectrum. Scrolling actually resembling a shmup. Granted,
Publisher:
Released: Cinemaware
1988
shmups (or shooters, or shoot-‘em- it was nothing I’d ever want to share
Released:
Platform: 1986
NES ups, or anything else that manages to with anyone and most of the graphics
get the point across) that look as if a looked like, err, generic box shaped
Platform:
Genre: Amiga (various ports)
Arcade professional programmer had crafted thingies, but it was there and it played
Genre: Strategy them in pure Z80 machine code. decently. And no, I’m nothing close to

RETROACTION ISSUE THREE AUTUMN 2009 64


RETRO RESPECT ROBOWARRIOR

R
oboWarrior: an obscure Soft in Japan and even share
and often overlooked the same game universe).
action puzzle game, RoboWarrior is more of a single-
released in America by Jaleco player experience vs.
on the NES. What does that Bomberman’s multiplayer
sentence mean to you? slant. In RoboWarrior you set
Probably nothing as out on the planet Altile with the
RoboWarrior didn’t exactly intent to stop the evil Xantho
receive anywhere near the empire which has attacked and
same following that it’s distant taken over an innocent world
cousin Bomberman did (both for their evil needs.
were programmed by Hudson Piloting your ZED (Z-type
Earth Defence) cyborg you must
take out the Xantho empire and
RoboWarrior features a clear play Aargh! it’s the Blob. Run for it
return Altile to its former glory.
area with bright graphics
While you have unlimited
firepower with your pulse
weapon, you are severely the blocks you must destroy to one way to go through a level).
limited with bombs. These are advance (see the irony there?). While not the most complex
needed to destroy the blocks The blocks come in varying game ever, RoboWarrior is still
that are constantly blocking colors and designs but all have a hard game. Not because it is
your path through the game. the same qualities, they are in cheap (at least till you got to
You can replenish your bombs your way and need to be blown the bosses). When fighting
by either killing enemies or up to continue. There are two bosses you will realize that your
picking up bomb tiles (which types of levels: Ones that loop pulse weapon is pretty much
are fairly rare) that are under and ones that dont (which useless and that you will have
require you to find required to take some hits from the
items). Additionally a level can bosses to place bombs near
be completely dark though you them. Keeping that in mind,
can find candles or lanterns to you will need to make sure that
light them up. You will always you stock up on bombs before
be required to get a Chalice and leaving a level (there is no
a Key to finish a level. On the indication that the next level is
levels that loop you will need to a boss fight). Speaking of the
find the required items (helpful bosses, some people don’t know
because you can’t go back after that the NES was using multiple
advancing the screen and sprites moving together to
sometimes there are more than make larger enemies than the

Take a look at the snake boss in RoboWarrior;


The boss guardians are tough, but You can clearly see the legacy of it is scary, and dangerous, but it is a work of programming
not impossible Bomberman in the level design
art in that, technically, it shouldn’t be on the screen
RETROACTION ISSUE THREE AUTUMN 2009 65
RETRO RESPECT ROBOWARRIOR
RoboWarrior is what I like to call the first
survival action game in the US;
you have to collect supplies to continue

lanterns as your back up. Some (not just a pop but a resonating
items are in the same place sound effect that gives them
every time you play. The ‘bite’ like a real bomb). The
majority are randomly placed, enemies are pretty much the
making it hard to form much of same, they change out maybe
a strategy other than blow it up three times but the same type
if you can. There will be times of enemy acts the same, no
in the later levels that you are matter what graphic he has on
The technically impressive snake Showing great use of the NES color simply stuck in maybe a quarter any given level.
showing some impressive moves palette of the screen and with no Jaleco picked up a really
bombs (this can happen many a good game with RoboWarrior
hardware was technically game in the US. You have to time, even when keeping bombs and it’s too bad it wasn’t as well
capable of doing. Take a look at collect supplies to continue on, at max as much as possible). received as Bomberman. If you
the snake boss in RoboWarrior, bombs being the most used The music of RoboWarrior is are into survival type games, at
it is scary for one, and item. You will need to keep an great for the time it was made; least give RoboWarrior a shot,
dangerous, but it is a work of eye on your constantly dropping it is not as good as Tommy you may just find out that you
programming art in that health (you are a cyborg Tallarico’s works for the Mega like it. Too bad we have gone
technically, it shouldn’t be on constantly using energy). Run Drive/Genesis, but really what through at least four console
the screen. out of candles in a tunnel (or a can compare to his work? Sound generations and no one has
RoboWarrior is what I like to dark level) and you are simply effects are great also. Bombs gone back or even attempted a
call the first survival action in trouble with very rare have volume to their explosions remake of this great game.

RETROACTION ISSUE ONE SPRING 2009 66


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, a
grim guardian of the electronic flux, to
battle the dark forces that controlled the
computer’s Nightmare Zone. Now
Bobby had returned to the real world
to a scene of disaster…
Words & scanned images by Neil Reive
original images © IPC Magazines

F
ollowing straight on from the
second story arc (which ended
on 22nd October 1988) the
third story arc involves Bobby team within the comic strip. We can
squaring off against members of the however recognise that the artwork
Nightmare Zone’s dark forces. was produced by Mike Dorey whose champion, Skullaxe, a skeleton
While the first two story arcs were work remained present throughout creature. The Warlord explains the
pretty epic—some might even say this story arc. game’s goal: 50,000 points. Bobby
drawn out—the third arc is much As Bobby returned home after settles into his command chair and
shorter with only five contests in becoming the Ultimate Warrior he takes control of a turbo force vehicle
total and was only published for a discovered that his parents had which is far below on the planet’s
little over a year (29th October been killed and that his hometown surface and viewed by a satellite
1988-2nd September 1989). The had been obliterated. The Warlord link. After Bobby takes the lead
author of Computer Warrior at this appeared to remove any of Bobby’s Skullaxe goes axe happy and swipes
time is unknown as the publication concerns. The devastation is but an at Bobby, misses and destroys his
had stopped crediting the creative illusion to show Bobby what would control panel. Realising that he
happen if the Nightmare Zone’s Dark must do something to balance the
Forces were to escape the computer advantage that his opponent now
realm and enter into the real world. has Bobby lures Skullaxe into
The Warlord disperses the illusion another swipe. This time it’s
and Bobby runs back inside of his Skullaxe’s controls that are
house to see his parents alive and destroyed. Bobby finally uses a
well. As he enters his bedroom he support shuttle to fly down to the
notices that the Warlord has left surface, realising the only way to
something for him: the first continue the race is from the driver’s
challenge game, Roadblasters. seat.
When Bobby materialises inside As the race continues both Bobby
the computer’s realm he is and Skullaxe take and lose the lead
introduced to the first dark force on numerous occasions. As the two
67
COMPUTER WARRIOR
contestants head for the finish line Computer Warriors that Bobby had The games:
they are neck and neck. Skullaxe competed against to become the
has the faster car and pulls away. In Ultimate Warrior. Bev, Floyd, Roadblasters (1987)
response Bobby turns his rotating Gummer and the rest are reported Developer: Atari
cannon backwards and fires all missing which urges Bobby to Publisher: Atari Games
Platform: Arcade
barrels, giving him valuable recoil continue practising as he feels that
(ports: Amiga, Amstrad
that propels his vehicle past the the only way to free them is to win CPC, Atari Lynx, Atari ST,
finishing line ahead of Skullaxe. The these challenges. C64, NES, Mega Drive, ZX
Dark Force champion is incensed, The Warlord brings Bobby into the Spectrum)
claiming Bobby a cheat and swipes computer’s realm and shows him the
his axe again. Just as the axe helicopter named Thunder Blade. A 1987 arcade game from Atari.
The aim of the game is to race
comes down though he disappears. Bobby’s Dark Forces opponent, through 50 rallies, while fending
The Warlord appears to warn Bobby General Gor (a horned, reptilian off attacks from various enemy
that Skullaxe was the weakest of the humanoid) soon appears and makes vehicles. Throughout the race, the player
Dark Forces and that greater his presence felt. The Warlord has the ability to change vehicles, but they
challenges lay ahead. explains to Bobby that he must must keep their fuel topped up or it’s game
over. Luckily, fuel can be gained along the
Back at home Bobby gets in some complete three warzones with his
way by picking up appropriate power up
practice on his next challenge, five lives. After an encouraging start icons or reaching a checkpoint.
Thunder Blade, when he sees a Bobby loses a life as he veers off the first stage. Fortunately, Bobby Enemy vehicles consist of Stingers,
television news item about several course and into a skyscraper. makes better progress through the Command Cars (which have bullet proof
missing teenagers. It’s the Another two lives are lost when the second warzone and destroys the bumpers), Cycles, and Rat Jeeps, who all
final fortress, all without losing a do their best to thwart your race. Not
gunship proves to be a much more
surprisingly, US Gold handled the home
formidable opponent. Through grit single life. As Bobby takes on computer conversions.
and determination Bobby eventually General Gor’s airship in the final
destroys the gunship and finishes battle he loses a fourth life. General ThunderBlade (1988)
Gor attempts to ram Bobby’s Developer: Sega
Publisher: Sega
Platform: Arcade
(ports: Amiga, Amstrad
CPC, Atari ST, Commodore
64, DOS, MSX, Sega
Master System,
TurboGrafx-16, ZX Spectrum)

One of Sega’s biggest arcade


games of 1988 where you take
control of the ThunderBlade
chopper in a third person shoot-
‘em-up. Taking place in an
unknown location, the plot revolves around
the fall of the government and the rise of
an evil dictatorship, who plan to take over
the country. Using ThunderBlade’s guns
and missiles, you need to take out the
enemy’s tanks, helicopters, battleships, etc.
The game was ported over to most home
computers courtesy of US Gold.

RETROACTION ISSUE THREE AUTUMN 2009 68


COMPUTER WARRIOR
The Deep (1988)

Developer:
Cream Corporation
Platforms: Arcade
(ports: Amiga, Atari ST,
C64, ZX Spectrum)

The Deep is an arcade game—


although I don’t recall seeing it at
all—and was ported over to home
computers by US Gold. However, I
can’t find any reference of it other
than it does exist on the
Thunder Blade but Bobby fires off a in a submarine to summon him for last hostage to board the ship. Spectrum. What I can make out, you are
missile destroying the General Gor’s the next test: The Deep. Bobby is Bobby isn’t pleased at how the lives in control of a ship in the ocean, fending off
airship in a huge explosion. The shown his boat and told of the of the warriors were risked like that; all kinds of attacks from sea life, as well as
explosion rips into Thunder Blade as objectives: defeat the Dark Forces’ he demands that the Warlord release enemy submarines and warships. Extra
well. Thinking that he has lost his submarine, surface fleet and rescue one of them as proof of his promise weapons can be picked up by destroying
subs and collecting the appropriate flags
final life Bobby reappears in the hostages trapped on an island. This to eventually set them all free. The that they leave behind. A nd that’s about
Warlord’s keep disappointed. The time there is only one life to Warlord transports Bobby back to it… Probably why no one has heard about
Warlord congratulates Bobby on his complete the game with. The Dark the real world where Martin is still this game.
win, explaining the explosion of the Forces champion, Admiral Two-Face, waiting. Thinking that the Warlord
airship didn’t actually destroy the shakes hands with Bobby and seems would not release any of the Zak McKracken and the Alien
Thunder Blade at all. pleasant enough, until his head warriors, Bobby is surprised to see Mindbenders (1988)
As Bobby spends time on a swivels around to reveal a mutated Gummer appear in the water. They Developer:
rowing boat fishing with his friend, evil face on the other side. Bobby Lucasfilm Games
rescue Gummer and help him on his
Publisher:
Martin French, the Warlord appears progresses through the game well, way home. Lucasfilm Games
taking out enemy submarines and As Bobby practices for the next Platform: Commodore 64
torpedoes with practised skill. As test, Zak McKracken and the Alien (ports: Amiga, Atari ST, DOS, FM
Bobby finishes off the last submarine Mindbenders, the Warlord appears to Towns)
he picks up the first of the hostages, tell Bobby to watch out for changes
A hugely influential graphical
and is surprised to see that it is in the test. Bobby ponders this as adventure game from Lucasfilm
Floyd. Floyd explains that all the he walks down the stairs to find his Games (now known as
hostage boats are carrying Computer parents acting strangely, tipping him LucasArts). The game takes place
Warriors: Bev, Gummer and the off that the fourth test has already in 1997 (nine years into the future—
others. Two-Face made it so that begun. After discovering the first well it was when the game came out) and
the world’s populous is getting stupid.
they became the hostages and if any clue, “ put a sock in it,” Bobby There’s something afoot here, or to be
of them are blown up then they die begins to make progress by using more precise Aliens.
for real. With Floyd helping at the the fish bowl as a teleporter. Bobby There’s only one person who can stop
guns the enemy missiles are blown reappears in a toyshop and hears a them and that is Zak McKracken, a tabloid
away, making way for the second toy phone ring. He answers it to news reporter for the National Inquisitor.
hostage boat to reach safety. The He finds some people who are willing to
hear Vyle, the fourth Dark Forces
help out in his mission, and they must
hostage, Gummer, thanks Bobby for champion (a reptilian/dinosaur discover the alien defence mechanism, so
saving him. Floyd attributes creature) on the other end. Bobby they can repulse the alien threat. However,
Gummer’s change in personality to battles through the various locations the parts are spread all over Earth and
spending time in the Nightmare before finally reaching the “end of need to be tracked down.
Zone. Eventually Bobby rescues all the line” where Vyle awaits. Bobby
the hostages. Bev ends up being the manages to escape the clutches of
RETROACTION ISSUE THREE AUTUMN 2009 69
COMPUTER WARRIOR
Vyle, finds the transmitter (the one double lose his armour through Forgotten Worlds (1988)
that is making the world stupid) and carelessness with the enemy. The Developer: Capcom
destroys it, winning the game. double then tries something else: he Publisher: Capcom
Platform: Arcade
While Bobby is back in reality he turns his gun towards Bobby to tell
(ports: Amiga, Amstrad CPC, C64, Mega
takes part in an arcade competition him that the information he gained Drive/Genesis, Sega Master System,
and reaches the semi-finals. Bobby was that they could kill each other. Turbografx-16, ZX Spectrum)
takes a bathroom break and the Bobby loses a life and they start
Warlord appears to bring him into taking pot shots at each other, Evil has spread over the planet of Dust
the computer’s realm for the final totally ignoring the enemy. They are World and it’s your job to go in and sort
things out. A one or two player arcade
contest. The final game is Forgotten both shot and each of them lose a shoot-‘em-up, where your character flies
Worlds and the fifth champion of the life. With another sneaky move the around the screen with the aid of a handy
Dark Forces is none other than a double lowers his weapon and walks backpack. The five levels consist of
double of Bobby. As the Warlord up to Bobby concealing a rock and shooting down enemy adversaries,
explains, the Dark Forces created a manages to knock Bobby over. Just collecting power ups, and picking up
currency (which can be used to purchase
computer-generated entity that as the double goes in for the final
weapons).
could match Bobby move for move. blow Bobby manages to regain his Play takes place across many side
The game starts with both Bobby composure and fires, taking out his scrolling landscapes, which feature
and his double progressing through evil doppelganger for good. guardian bosses to defeat. To help with
the game evenly matched. As they Upon returning to the Warlord’s your quest, you have some very nifty
moves to take out the enemy; namely,
both make their way to a weapon keep Bobby is congratulated on his experiences of the Nightmare Zone
the 360 degrees shooting ability. US Gold
shop Bobby’s double knocks him victory but is more concerned with and computer realm have been handled the home computer ports (with
over, takes his credits and spends the Warlord’s promise. Bobby wiped from their memories. Bobby development from Arc Developments),
them on weapons, armour and proceeds to demand that the materializes back to reality while Sega produced the Mega Drive and
information. This only makes Bobby Warlord release all the Computer discovering that he was disqualified Master System versions, and NEC Avenue
more determined and he sees the Warriors that have been trapped in from the arcade competition he was later produced a version for their
Turbografix-16 system.
the Nightmare Zone. Reluctantly the taking part in (he still managed to
Warlord delivers on his promise and leave with a hundred pounds for
the Computer Warriors appear from reaching the semi-final round).
a shimmering hole that comes from Feeling elated for the first time in
nowhere. As they appear it becomes ages Bobby tells Martin that the
clear that their memories of the burgers and shakes are on him.

RETROACTION ISSUE THREE AUTUMN 2009 70


ATARI STE:
WHAT COULD HAVE BEEN
Words by CaptainD, screenshots by Neil Reive,
Atari STE images by vitaflo & ijustwanttouploadphotos

T
he Atari STE (the E standing of the STe are easy to pinpoint. The The extra hardware of the STE value). This could have been a
for “Enhanced”) was released new operating system (TOS v.1.62) made it possible to do a lot more notable enhancement, one that ended
in 1989. This could have (and had a host of compatibility problems though it had its limitations. The the taunts of Amiga owners whose
perhaps should have) marked Atari’s with previous ST games. This had STE’s BLITTer chip enabled chunks machines had had much better
resurgence in the 16-bit computer the effect of isolating a number of of memory to be thrown about graphics chips. Sadly the number of
market which was still the dominant existing owners because users without needing to use the CPU. colours possibly on-screen at any
computer game market at the time. couldn’t play many existing This was frequently used to get rid time remained restricted to 16 in low
The STE boasted some extra standard ST games on their STE. of the horrible black border sported resolution (320x200). The taunts
features (some of which had the Secondly, the failure to sell enough by ST games. This was actually continued although later on
potential to seriously challenge the machines coupled with Atari’s possible without the BLITTer chip developers would find tricks to have
Commodore Amiga) compared to reluctance to send out many but it used so much CPU time that it 32 or more colours on screen
the standard ST/STF/STFM models. development machines meant that was difficult to do without either simultaneously.
Sadly, this machine never even for a long time the only games you slowing down the screen refreshes In response to the failure of the
began to live up to its potential and could get for the STE were in fact too much or causing a rather nasty STE, Atari developed the MegaSTE to
it remains a machine that is known identical to the games available for flickering effect. The STE also be more of a business model. Having
to those few who didn’t actually own the ordinary ST. Why pay for the supported hardware scrolling which a faster CPU (a Motorola 68030
an ST or Amiga. extra features that were never meant that smooth scrolling on fast- running at 16MHz instead of the
The main reasons for the failure used? paced games was possible for the normal STE’s 8MHz) meant that the
first time. new model was geared towards
DMA chips allowed sampled sound running processor intensive business
to be replayed at up to 50KHz mono / software rather than gaming
25MHz stereo and made it possible to software. This was faster than the
use digitised music (again this was Amiga’s 7.1MHz which was about the
already possible but not without only thing we STE owners could really
overloading the Motorola 68000 CPU). boast about. Very few packages truly
The available colour palette was made use of the MegaSTE’s abilities
increased from 512 (3 bits per RGB though if the software was compatible
value) to 4,096 (4 bits per RBG at least the faster processor speed

for a long time, the only games you could get


Team, from Impact Software, was Obsession (Unique evelopments) for the STe were in fact identical to the games
a Sensible Soccer type game for was another early STe dedicated
the Atari STe game available for the ordinary ST
RETROACTION ISSUE THREE AUTUMN 2009 71
ATARI STE: WHAT COULD HAVE BEEN
Falcon (sporting far superior graphics, The Atari STE had a short and
sound, a 32-bit CPU and an ultra- somewhat inglorious life. The
trendy DSP chip) had already been commendable efforts of certain
around since 1992, but didn’t live up companies to keep the STE going
to its promise. Through a combination were a case of too little, too late
of ineffective advertising, though not through any fault of their
compatibility problems, dubious own I might add. I myself coded â•“
hardware decisions and shifting or started to code—a few ST/STE
market tendencies, the Falcon was games that never saw the light of day
quickly pushed to one side. Atari though I can’t claim that they were
Sleepwalker (Ocean Software) was Sleepwalker had you in control of a focused all their attention on their close to the quality of Obsession, et
one of the few dedicated STe games dog as you safely guided your new console; the Jaguar. al. Still, the STE definitely has a
from any of the big companies sleepwalking owner around town If more games had made use of place in my heart and I think I can
the STE’s abilities, maybe the decline speak the same for anyone who ever
was easily evident. The MegaSTE constricted by financial objectives, of the ST gaming industry would have owned one. In these days of consoles
seemed to be a replacement for the made some STe-only games with been slowed down. Kick Off 2, with ruling the game sales charts it’s nice
older Atari TT model. Though it never varying success. Perhaps the most the borders erased using the BLITTer to reflect on a time when, not only
truly took off, the Motorola 68030 and ambitious of these titles was Hero 2 and with sound effects played through did computer games for various
later microprocessors of the same which in addition to being an STE the DMA chips, would probably have systems sell, but also a time when ST
family became the basis for several only game was also the only ST game looked and sounded as good as the and Amiga owners automatically
new independent breeds of ST- ever (as far as I know) to need 4Mb Amiga version. The much-maligned became hardened enemies.
compatible computers like the of RAM. Street Fighter 2 port would have
Medusa, Hades and a host of other Very few big companies ever benefited hugely from BLITTed sprites
machines which usually came out of released STE-only games. The 1993 and hardware scrolling—would the
Germany. Even today the “Atari comic relief game Sleepwalker by SNES owners have been quite so
Coldfire Project” (a volunteer Ocean Software was the best-known smug if that had been the case?
development group that has produced (and perhaps the best). Of course, Perhaps it wouldn’t have made any
many advanced ST clones) remains consoles slowly started to eat up the difference but I’m sure that everyone
active (http://acp.atari.org). video game market, so game sales on who ever owned an STE will have
After a time some STE games did the Atari and Commodore computers wondered about that question...
ifnally come out. The market was not were inevitably going to suffer—the probably at the point they decided it
considered big enough to produce ST market just went downhill quicker. was time to get a PC, Mac or console
games just for the STe but ST games Eventually, but not before the whole of some kind.
did begin to appear with expanded ST market had died out, several new
options for the STE. These generally developers sprang up producing
simply had better music and sound dedicated STE games—notably Team
effects which alone didn’t persuade (Impact Software, 1995), Obsession
many people to upgrade if they had a and Substation (Unique
normal ST. Public domain and Developments, 1994), Power Up (MC
shareware developers, less Software, 1998). By then the Atari

Public domain and shareware developers,


less constricted by financial objectives,
Power Up by MC Software on the
made some STE-only games with varying success Atari STe

RETROACTION ISSUE THREE AUTUMN 2009 72


STEEM: EMULATOR PROFILE
Words by CaptainD, screenshots by Neil Reive

T
he STEEM Engine is an hardware specifications for different
amazing PC program from models. Disks came in difference
Anthony and Russell Hayward specifications: programs such as
that, though it stands for STE FastCopy3 made it possible to extend
Emulator, actually emulates any ST the normal 720K floppy by
system. While previous emulators formatting the disk with extra tracks
such as GEMulator focused on / sectors per track. American and
making applications that followed European programs systems and
conventional Atari programming programs could have major Smashing fun on STEEM with
rules work, STEEM goes a step differences. None of this appears to Shufflepuck Cafe
STEEM’s Disk Manager in use as the
further by making almost every game stop the STEEM Engine’s progress;
disk images are swapped around
and demo written for the ST work as I’ve tried it on a number of games
well. without finding one that wouldn’t extremely simple as the process is
Achieving this accuracy of work. Even the old MIDI sequencers relatively fool proof. The first thing cursor. Pressing the Pause/Break key
emulation is no mean feat as are reported to work perfectly you need to do is unzip the STEEM will return control back to Windows’
commercial programmers, as well as happily under the environment. All package and TOS file (The Operating mouse cursor, while STEEM continues
shareware / freeware developers, three screen resolutions are System) into a folder of your choice. in the background.
delighted in using unconventional supported, so applications that only Once you run STEEM for the first So, how do you actually play the
methods to push the Atari harder and ran in medium or high-res aren’t a time, a welcome message will appear games? The program uses ST disk
faster than the original specification problem. where you are asked to select the images with an “.ST” extension,
allowed for. There were several Getting started with STEEM is TOS file (choose TOS 1.02). which are available from a huge
Although, you can also configure variety of places on the net—STEEM’s
STEEM for use with a virtual hard website has links to hundreds of
drive, that’s basically the emulator them. There are also instructions on
set up ready to start running ST. how to make your own disk images
Click on the play button to start the from original ST disks. The
emulation. With Atari’s TOS up and possibilities for Atari fans are
running (with its familiar green practically limitless. Once you have
desktop), your mouse has now the ST disk images available, you
locked into the program as you need to save them onto your hard
control the emulated Atari ST mouse drive, preferably in folder where

I’ve tried [STEEM] on a number of games without


STEEM boots up and you’re greeted Populous running on STEEM finding one that wouldn’t work. Even the old
with the familiar green desktop of
the Atari ST MIDI sequencers are reported to work perfectly
RETROACTION ISSUE THREE AUTUMN 2009 73
EMULATOR PROFILE STEEM
The true classic games remain just as playable as ever, memory size, and monitor type can
and when you play them on STEEM, they look, also be adjusted to suit your needs.
The controls—joystick and
sound, and play just like they did in the old days keyboard—are fully customisable,
and there is even support for
STEEM is located. Running games is there are the usual functions such as cartridge image functionality.
simply a matter of dragging the disk “Reset” (pressing the red circle However, all this just scratches the
image onto STEEM’s window and button with the left button will cause surface of STEEM’s abilities and
away we go. a cold reset, while a right button functions as there are countless more
Of course, there are occasions press will produce a warm reset). features within this package.
where you might not want to mirror There’s the highly useful “Load/Save Though the emulator hasn’t been
the ST’s specs exactly, like when a memory snapshot” function (camera updated for quite a while, and
game is loading or unpacking. and chip button), where you can save doesn’t claim to work with Vista, it
Happily, you can toggle the CPU and retrieve your progress in a has no noticable problems with it
speed, the ST’s 8MHz, and whatever certain game or program. You can (once DirectDraw was disabled).
your computer can cope with. So take screenshots during play of any Admittedly, some games, which were
with a modern PC unpacking the game with a click of the “camera and fondly remembered, look and sound
largest of games should take seconds screen” button—although this can be pretty bad, but that’s part of the
at most. configured so just a key press is unique joy of retrogaming. Anyway,
Joysticks can be configured, as needed. This will save a BMP image the true classic games remain just as
most games for the ST would be onto your STEEM’s screenshot folder, playable as ever, and when you play
fiddly to play without a joystick, or, and with third party FreeImage them on STEEM, they look, sound,
since the most optimistic efforts at library (also available from STEEM’s and play (lack of digital joystick
using an analogue joystick to website), you can choose other aside) just like they did in the old
emulate a digital joystick may well image formats such as JPG, PNG, and days. Populous, Shufflepuck Cafe,
fail, keys can be configured instead. more. Supercars, Xenon 2... they all remain
In fact, a bewildering array of ports The Disk Manager allows you to instantly playable and it certainly STEEM is closed-source
and devices can be configured if you control and configure all the disks on didn’t feel like over a decade since freeware.
so wish. the emulated ST, including disk they were last played. Somehow,
So what else can STEEM do? Well, images, hard drives. The CPU speed, even the epilepsy-inducing flicker in The authors are Anthony and
Kick Off inflicts nostalgic feelings... Russell Hayward.
Because the STEEM Engine always
runs in a window and simply resizes Steem is available for Windows
the contents to whatever window size and Linux.
you use, Vista’s curious incapability
to run in 320x200 resolution is no The UK and USA versions of TOS
problem at all. 1.02 and 2.06 are available for
If you own a PC, have fond download from the STEEM
memories of the Atari ST (any website.
model) and want to relive those
happy days, the STEEM Engine is a The Official STEEM Website:
priceless piece of software. Even http://steem.atari.st/
better as freeware, it’s genuinely
Super Cars running smoothly in Kick Off running in STEEM with
without price.
STEEM irritating flicker and all

RETROACTION ISSUE THREE AUTUMN 2009 74


How to cause a
COMPLETE
CONTROVERSY

Words & screenshots by Ack

DETAILS

Developer: Mystique
Publisher: Mystique
Released: 1982
Platform: Atari 2600
Genre: Erm...

RETROACTION ISSUE THREE AUTUMN 2009 75


HOW TO CAUSE A COMPLETE CONTROVERSY CUSTER’S REVENGE

I
n 1980, a group of Atari Mattel employees. Others were Beat ‘Em & Eat ‘Em, and Custer’s breasted Native American woman
employees, fed up with businesses that had no business Revenge. All three would be apparently tied to a post. Once
working conditions and being in the market at all, like labeled “Swedish Erotica,” the the player made it across the field
wanting to see if they could make Quaker Oats’ short-lived video name of a popular adult film series to Revenge, they would then have
it on their own, broke off and game division. by Caballero. to quickly press the fire button on
formed Activision, the first third- One of these businesses was a Of these, Custer’s Revenge the joystick to cause Custer to
party game developer in video company that produced would attract the most ire. thrust into her, gaining points in
game history. Atari made an pornography, Caballero Control Players controlled General George the process.
attempt in court to shut Activision Corporation, under parent Custer, who was killed in the Because the woman makes no
down, failed this attempt, and the company American Multiple Battle of Little Big Horn in 1876 movements and has her hands
floodgates opened to every other Industries. When Caballero while fighting a force of Sioux, forced behind her, and because
corporation or random joe who’d decided to get in on the video Cheyenne, and Arapaho warriors. the line “she’s not about to take it
been eying the lucrative video game industry, employees formed In the United States, the battle is lying down, by George! Help is on
game industry, and third-party a small subsidiary company named often referred to as Custer’s Last the way” appeared on the back of
developers rushed in to make as Mystique with the sole purpose of Stand. The subject is bizarre for a the packaging, several women’s
much money as possible. Some creating video games for adult pornographic game, and the plot rights groups such as Women
companies included people with audiences, and the porn game was not much better. In Custer’s Against Pornography and the
industry knowledge and born. Mystique would only make Revenge, Custer must cross a field National Organization for Women,
experience, such as Imagic, it for a year, forming in 1982 and while arrows are being fired at as well as the American Indian
composted of former Atari and dying out in the video game crash him. Custer is mostly nude, Community House, protested
of 1983, but they left a legacy wearing just a hat and neckerchief against the game.. When the
that has since helped to cripple as well as a pair of boots, and is game was given a demonstration
the game industry for years, even also sexually aroused. His reward at the New York Hilton in October,
though they produced only a for making it across is to proceed 1982, around 250 members of
handful of games: Bachelor Party, to have sex with Revenge, a large- these groups, as well as members
of the Racial Justice Committee of
the National YWCA, appeared to
protest it, specifically for its rape
connotations. Protests by these
groups occurred in other sections

OK, we’ll give this thing a go Ouch! Bloody arrows falling from
then... the sky are lethal to our naked
little chum

members of the Racial Justice Committee of the


The game’s artwork shows exactly National YWCA appeared to protest it, Nevermind, we’ll try again.
what you’re in for. It does exactly Hurrah! We’re finally there... All
what is says on the tin specifically for its rape connotations the way from one side to the other

RETROACTION ISSUE THREE AUTUMN 2009 76


HOW TO CAUSE A COMPLETE CONTROVERSY CUSTER’S REVENGE

Ahem. Yes, well, I think we all Oh, a different level, eh? What do Wait a minute... Isn’t this just the
know what’s going on here. Move we do on this one, then? same as the last level?
along...

of the nation, and many video going out of business in 1983. sex with Custer, who was now tied
game retailers refused to stock the The rights to its games, including to a pole. But due to complaints,
item, while others kept it hidden those that weren’t yet finished, the ongoing protests against
behind sales counters and only were then sold to Playaround, a Custer’s Revenge, and the overall
allowed its sale if specifically company formed from the people negative opinion of the original
asked for by name. In a letter who had worked at Mystique. game, Playaround decided against
published in 1986 by Andrea Playaround opted to release releasing the title in the US, and it You what? It’s a different level
Dworkin, it was even alleged that alternate gender versions of their was only put out in European because the background colour
Custer’s Revenge had led to the games, so instead of playing male markets. has changed?
gang raping of multiple Native characters often after females, it Custer’s Revenge would have a
American women. For their part, would be female characters after major impact on video game number of releases and the
Mystique spokesmen maintained males. To do this, they designed history, albeit unintentionally. number of games manufactured.
that the sex in the game was double-ended cartridges, featuring First, it would help the first real And third, Custer’s Revenge was
completely consensual. one version on each end. Custer’s anti-video game protest also the first game to actually be
Inevitably, Atari ended up being Revenge would see this change in movements that have continued helped by controversy. Mystique’s
pulled into the fray when the games Westward Ho! and on to this day. Two, because of other games averaged 40,000
protestors began blaming them for General Retreat. Westward Ho! the trouble given Atari, a certain sales. Custer’s Revenge sold twice
allowing the game to be published played exactly the same as Japanese company named as many, even with all the bad
on their console (which was Custer’s Revenge, except this time Nintendo that had been watching press, because the public was
actually something they had no Revenge would wave her arm in the situation decided it would be a more aware of the game. This
control over after they lost the front of her and call Custer over. good idea to regulate what games would be the start of a trend that
case against Activision). Atari That way, the company could appeared on their console when it continues on and has even become
then took Mystique and American claim she desired the intercourse was eventually released, so they a business strategy for some
Multiple Industries to court, so they wouldn’t get into trouble. created strict rules about the games.
claiming wrongful association and General Retreat reversed the
that the two companies were gender roles, so that this time
unlawfully profiting off Atari’s Revenge had to cross a field while members of the Racial Justice Committee of the
name and trademarks. Mystique cannon balls were fired at her. National YWCA appeared to protest it,
wouldn’t last much longer anyway, She would then proceed to have specifically for its rape connotations
RETROACTION ISSUE THREE AUTUMN 2009 77
RETRO RESPECT

Words & screenshots by Duncan Rule

I
f you consider yourself a bit of a enchantments. These decks are then
geek, or you grew up during the played off against one another in
‘90s (or both), then you’ll most order to determine a victor. The skill
likely have encountered the trading in the game comes from the use of
card game Magic: the Gathering at strategy and an understanding of
some point on your travels through what both you and your opponents’
the realms of geekdom. Magic was decks are capable of, and herein lays
created by Richard Garfield and the real fun of what appears to be a
introduced on general release by very simple game on the surface.
Wizards of the Coast in 1993. With the popularity of Magic
Probably the most popular and well- exploding at an exponential rate
loved of all trading card games (TCG during the mid-’90s, it was only a
or CCG for Collectible Card Games), matter of time before Garfield’s game
Magic draws upon classic high-fantasy made the transition to the electronic
type role playing games (such as medium. The first Magic computer
Dungeons & Dragons) for its subject game was Magic: the Gathering -
matter and setting. The game pits Battlemage, which appeared on the
two or more players (acting as PlayStation and subsequently the PC
wizards) against each other in a fight in 1996 and 1997 respectively. This
to the death (accomplished by was a curious hybrid of Magic-esque
lowering your opponent’s life total to game mechanics in a more
DETAILS zero or less, causing them to run out straightforward action/strategy
of cards, or an assortment of less- world. Battlemage was closely
Developer: Microprose
frequently seen special conditions). followed by MicroProse’s Magic: the
Publisher: Microprose Players construct decks of cards Gathering on PC in 1997.
Released: 1997 based around two core card types: Unlike Battlemage, MicroProse’s
lands, which are used to draw power effort (incidentally the last game the
Platform: PC Windows or “mana” (needed to cast spells), great Sid Meier would ever work on at
Genre: Strategy and spells, which encompass all other MicroProse) was more or less a
card types in the game, such as straight conversion of the card game
creatures, sorceries, artefacts and itself to the electronic format. And

RETROACTION ISSUE THREE AUTUMN 2009


RETRO RESPECT MAGIC: THE GATHERING
what a conversion it is; if you’ve ever see what you’re going to attempt.
enjoyed a game of Magic with actual It’s still a worthy adversary however,
cards but either couldn’t be bothered and with a huge library of pre-made
with, or couldn’t afford to keep up decks coming with the game (in
with the ever-changing tournament addition to any you create yourself)
legal card list and constant expansion there are endless gameplay variations
sets, this is the game for you. As to be had.
long as you’re at least somewhat The game screen is split into two
familiar with the rules of Magic, you’ll halves horizontally, one area for each
be able to come to grips with the player’s hand, in-play cards, library,
game immediately. Thankfully, graveyard and life total. Your view of
annoying little mechanics, sub-rules your opponents half is of course
and more complex stuff are taken limited, as you can only view cards
There is also a single player Let the battle commence, big time
care of by the game engine so you they currently have in play, their life
campaign option
only have to worry about what you’re total and their graveyard (cards
seeing on screen. removed from play), much the same
The game itself is divided up into as a real game of Magic. (legal) combination of cards you reached the insane prices of today.
various separate components that Magic: the Gathering also features wish. Despite the fact that the game Admittedly the graphics here
operate as a cohesive whole through a single player campaign mode for was released in 1997 (and an aren’t exactly that amazing (even for
the main title screen. If you’re just those looking for something a little updated version with extra cards in the time) but this is after all just a
after a quick game or two, you can more in depth. This places players in 1999), many of the later expansion card game and so can’t be judged too
fire up the Duel mode and pit yourself the plain of Shandalar; an overhead sets of the time are missing from the harshly. That said, all of the
in a battle with either a computer (randomly-generated) role-playing game, with the latest cards available wonderful original artwork featured
controlled opponent or another world that players must traverse coming from The Dark expansion set. on the real cards (painted by top
human player. Playing against the while defeating ever more powerful All of the cards from the early core fantasy artists) is here and certainly
computer is a somewhat different enemies and wizards via battles in sets are present which means the livens things up a bit (not to mention
experience from a casual game of the form of games of Magic. You dream of many a Magic player will providing a great sense nostalgia).
Magic against friends as it will mostly begin with a random selection of come true when they realise the The game also features support for
try to damage you any way it can cards and can acquire more by cards that are on offer. Many of those network play via the included
each turn without biding its time to defeating enemies and purchasing included in this game are long out of Manalink program but I haven’t
them in the various cities that litter print in their physical form and can go managed to get this working myself
the game. Shandalar also includes a for hundreds if not thousands of as the game dates from the earlier
selection of dungeons and quests to dollars to collectors due to their rarity Windows days and takes a bit of
be accomplished which give the game and power in-game. Magic: the fiddling with to get working on
an extra role-playing edge. Gathering, however, lets you use any modern systems.
One of the greatest aspects of the of these in your deck - for free! Fancy This game really is mandatory
game (at least for old-school Magic: a deck with four copies of Black Lotus playing for anyone interested in
the Gathering fans) will be the in it? Go right ahead! This feature of Magic: the Gathering, TCGs in
included “deck builder” which the game is even better in 2009 than general, or even just strategy
surprisingly enough allows you to it was back when the game was games. It can be tricky to track down
construct your own decks with any released and these cards still hadn’t and will require a small amount of
work on your part unless you happen
This game really is mandatory playing for anyone to be using a particularly ancient PC.
There are several game options The results will be well worth the
interested in Magic: the Gathering, TCGs in general, effort. Magic: the Gathering is a truly
along with many variatons of cards
available or even just strategy games forgotten classic.

RETROACTION ISSUE THREE AUTUMN 2009 79


RETRO FANZINES
Words & screenshots by Neil Reive
images © respective publication

Retrogaming
Retrogaming
enthusiasts
enthusiasts have
have been
been
creating
creating their
their own
own
publications
publications for
for over
over
20
20 years.
years. We
We took
took aa
look at some of these
look at some of these
retrogaming
retrogaming
magazines...
magazines...

RETROACTION ISSUE THREE AUTUMN 2009 80


RETRO FANZINES

Z
ines, often coming in various disappeared. There were many
guises (fanzine, ezine, diskmags released during the 1980s
diskzine), are publications and 1990s. So many in fact that we
produced by a fan (or fans) of a don’t have time to mention them
particular subject. Fanzines mainly all.
consist of printed or digital The rise of the internet meant
publications and are traditionally that anyone with the appropriate DTP
distributed free of charge to a fairly or HTML software and design skills
small readership. could produce zines for worldwide
A diskzine, or diskmag, is a publication. These HTML or PDF
magazine distributed in electronic zines are largely better designed
form to be read using computers. than their fanzine descendents and
This format of publication was most include more pictures, colour and
prevalent during the 1980s and images.
1990s. They are quite a different Retrogamer (not to be confused
breed to print or digital magazines in with the commercially available Retro
that they are published on a disk and Gamer that launched in 2004) started
can only be accessed by using it in out in 1995 and ran for 28 issues. The Originally a small black and white
conjunction with the computer it was multi-format fanzine included articles, photocopied magazine, Computer issues of its predecessor, Retrogaming
developed for. Reading a diskmag interviews and reviews on a variety of Scene changed its name to Times, that comes to over 140 (1997-
involves navigating an onscreen computers and consoles. The RG Commodore Scene. The appearance present) total issues. The monthly
menu system. The media used for fanzine website contains links to back of its printed pages evolved through HTML zine covers all computer and
this type of magazine ranges from issues which can be purchased for a the years, from photocopy style pages console games with articles, reviews
cassette tape, diskette, and CD. small fee. The magazine’s editor, to digital format. After a drop in and more. The newly acquired
Since the appearance of the Keith Ainsworth, also wrote the Retro subscribers the magazine ceased with domain (www.retrogamingtimes.com/)
Internet, diskmags have virtually pages column for a couple of years issue 52 in 2007. A selection of past also promises to house all back issues
during the late 1990s in the issues and content can be downloaded in their archive section.
commercial mag Computer and Video from the CS website. The German print based Amiga
Games. One of the longest running zines Future, initially published by IPC and
Commodore Zone was a print- must surely be Retrogaming Times created by APC&TCP (a former user
based magazine devoted to the C64 Monthly, which is (at time of writing) group) in June 1998, is still being
and was created in 1995 to fill the void notching up its 62nd issue. With 80 produced today. The prominently
left by the demise of UK based C64 games based magazine is geared
mags. Each issue came in the form of
an A5 booklet featuring news, games
reviews, PD reviews, interviews,
tutorials and much more. After
coming to an end in 2001, 16 issues of
CZ had been produced in total, each
coming with a special covermount
disk. A special Commodore Zone 10th
Anniversary CD-ROM is available from
the Commodore Zone website
containing all scanned issues,
covermounts and more.
Computer Scene was another C64
magazine produced after the demise
of the commercial mags in 1995.

RETROACTION ISSUE THREE AUTUMN 2009 81


Amiga for issue 10. The magazine through subscription as print
was available by subscription, but a only, subscribers were also given
selection of the back issues can be a PDF version for each issue, all
downloaded in PDF from their of which were later made
website. With the release of issue 26 available to download from the
the makers announced that they Retro Review website.
would cease publication. Classic Gamer Magazine was
MyAtari was an online magazine for initially a print base magazine
Atari enthusiasts published between that began in 2003 and covered
October 2000 and February 2005 with all things retrogaming. Volume
over 60 issues released. The one of the magazines (six
magazine contained the usual mix of issues) is available for purchase
articles, reviews, news and tutorials. on CD from the magazine’s
Each issue is archived online and can website. The second run of the
be downloaded from their website to magazine (volume two)
towards the new generation of Amiga view offline as HTML. contained two PDF issues which
users who have upgraded their Lotek64 is a German based are both available to download
machine with memory, graphics cards magazine for older game consoles and from the CG website for free. No
and processors. Each issue comes home computers. Because of its wide further issues have been
with a covermount CD which has even popularity, the Commodore 64 is the produced since.
included some commercial games. main focus for the articles but other MagazineZX was a bimonthly downloaded from the Speccy.org
The bi-monthly magazine is still systems are not excluded. Lotek64 Spanish ZX Spectrum PDF magazine website.
running and is available through was first published in 2002, is released from Speccy.org. The first issue was RetroRevival was a multimedia
subscription at their website quarterly, and is still running today’s launched in July 2003. The magazine retro magazine that, not only featured
(amigafuture.de/). issue 29 (March 2009) being the latest ran for 16 issues, with the last one a healthy dose of retrogaming, but
Total Amiga was a printed Amiga edition. The printed version is released in January 2008. The that also included retrofilms, retroTV
magazine published between October available to purchase while the PDF magazine covered all aspects of and retromusic. The retrogaming
1998 and April 2007. The magazine version can be downloaded for free. Spectrum computing from games and features weren’t just the usual games
covered Amiga news, reviews, hints, Both editions can be found at reviews, to news and hardware reviews either, they included articles
tips and tutorials. Initially, the lotek64.com. features. All back issues can be on MAME arcade cab building, gaming
magazine went under the name ZX Format covered the ZX loft conversions and more. Launched
Clubbed until its name change to Total Spectrum and ZX81 Sinclair in August 2003, the magazine went on
computers. It featured news, reviews,
articles, interviews and more. The
magazine ran for 11 issues
beginning with a special 20th
Spectrum anniversary issue in the
summer of 2002 and ended on April
2007 with issue 11. All issues can
be found on the magazine’s
website.
Retro Review was a multi-format
print-based subscription magazine
that was launched in 2003 and ran
for five issues. The magazine
featured articles, reviews,
interviews and much more on all
things retro. Although available

RETROACTION ISSUE THREE AUTUMN 2009 82


released. The magazine has recently
resurfaced after a four-year absence.
All CPC Oxygen issues including
the yearbook can be found at their
website.
Zzap!64 has had two community-
produced tribute magazines (issue
107 appeared in 2002 and The Def
Tribute to Zzap!64 in 2005). Issue
107 covered some of the happenings
since the commercial magazine’s
demise in 1994 and reviewed a
handful of homebrew games. The Def
with an old fashioned fanzine Tribute to Zzap!64 included a feature
until August 2005, producing four photocopy style front cover. Their on Zzap!64, interviews with some of includes news, reviews, articles and
issues in that time. RetroFusion, 13th, and most recent, March 2009 the original staff, retrospective more. Although in print format, the
which could be seen as the spiritual issue (which arrived almost a full year articles, news and more. Both issues magazine is also available to download
successor to RetroRevival, was then after issue 12) has been completely can be downloaded from for free from The World of Spectrum
launched with issue zero in December redesigned. The main difference Zzap64.co.uk. website. After disappearing following
2005. This printed magazine featured being the magazine’s change to a APoV (Amiga Point of View) is issue 3 in 2007, the publication
much the same content as landscape orientation. predominantly a games magazine with returned in July 2009 as a bi-monthly
RetroRevival but was backed by CPC Oxygen is the home of the features reviews, articles, interviews publication containing the same old
Gamestation, and was on sale from Amstrad Action scanning project and and more. Issue one was released in mix of Spectrum content previously
their stores nationwide. This was responsible for getting all 117 December 2003, issue 2 in July 2004 provided.
publication too was cut short, ending issues online. Not only that but they and issue 3 came out in November The Gamer’s Quarter magazine was
with issue two. have an HTML magazine which started 2008. With such an irregular release a quarterly publication which ran from
ZX Spectrum Files (which can be in January 2002 as a monthly zine schedule, it is unclear whether further 2005 to 2007. Each issue was
found here) is a quarterly PDF which later went quarterly. The issues will be produced. All three PDF produced as a downloadable PDF
magazine in Spanish which was magazine stopped for a time with issues can be downloaded for free at although a book/magazine edition was
launched in January 2005 featuring issue 13 (Spring 2005) before making apov.abime.net. also made available to purchase. Each
news, reviews, articles and more. a comeback with issue 14 in February Video Game Collector was issue contained indepth articles and
Initially, the magazine was designed 2009. A 2004 yearbook was also essentially a price guide and checklist features on all manor of retrogaming.
for major video game systems and All back issues, PDF and printed, are
games from Atari to Xbox, with
almost 10,000 games listed and
priced. However, the magazine,
which was launched in 2005 also
included articles, reviews,
interviews and more. With the
last issue released in 2008 it
seems as though the magazine
has ceased publication. Past
issues can be ordered through
their website.
ZX Shed is an irregular
released ZX Spectrum
magazine which started out
around 2005. Regular content
NintendoAge price guide, and sections including Generation Retro,
much more. This e-zine is Arcade, Consoles, Micros, Retropinions
still running and has—at time and News Pix’n Love. The A5 mook
of writing—amassed 22 can be ordered from their website for
issues. The PDF issues are •9.00 EUR.
available to download from Bytemaniacos is a Spanish PDF
their website. fanzine covering 8-bit systems and
Video Game Trader is a bi- features a landscape design layout.
monthly print/digital There have been six issues produced so
magazine devoted to classic far, with each one containing news,
video games and the systems articles, reviews and more. The issues
that play them. Launched in are not dated, but seeing as issue one
2007, VGTrader contains reviews, covers retrogaming conventions in 2007 own tribute magazine which included a
articles, interviews and more. Each it is safe to presume that it premiered in retrospective article on the history of
still available to download or purchase issue also contains the Video Game that year (also the PDF file properties the magazine, interviews with a
respectively from their website. Trader price guide which contains over state October 2007). The last issue, handful of staff members, game
Commodore Free, which launched in 6,000 prices for games and consoles. no. 6, was released in November 2008. reviews from the past decade, articles
2006, is truly a unique magazine as it is Subscription to either PDF or print The issues are available to download and more. The magazine can be
released in PDF, HTML, D64 (C64 disk format is available on the website. from their website. downloaded here.
image), SEQ (ASCII file format) and Older issues can be read online with RGCD, today’s only published Classic Video Gamer Magazine
text format—surely a first in magazine Flash Player software. discmag, was launched in 2007 and (ClassicVGM), which was recently
publication. As the title might suggest, SCACOM (Stefans Commodore contains reviews on indie games and launched in May 2009, is a print/digital
Commodore Free is a free magazine Amiga Computer Online Museum) is homebrew games on old computers. magazine that covers all retro console
devoted to all things Commodore, with the name of a Commodore magazine Each issue is released as an ISO file systems with articles, reviews and
articles, reviews, interviews and that began in 2007. One version is (which you can burn to CD) or as lite more. The PDF and print versions are
tutorials appearing in each issue. published in English and the other in download archives (which can be both available to order from the
Current and back issues can be viewed/ German. While the English edition viewed as HTML files). All five issues website.
downloaded from their website. lasted four issues, the German version produced so far can be downloaded for Many zines have come, and just as
NintendoAge, which started in is still running after 13 issues. The free from their website. many have gone. One thing is
September 2007, is a free monthly English version was quite irregular C&A Fan is a Polish magazine certain; as long as retrogamers have
e-zine that focuses on everything where as the German version is dedicated to Commodore’s two most the desire to write about retro games,
Nintendo. Most of its content is bi-monthly. Both versions of the popular computers: the C64 and the zine format will survive in one
produced by the Nintendo community magazine are free to download in Amiga. Also known as Commodore & form or another.
and features articles, interviews, the archive or PDF formats. Amiga Fan, the magazine has been
Retro is the name of a multi-format running since 2007 and issue 4 has
retrogaming magazine from recently been released. You can
Germany. Launched in 2007, the download the digital version of the
magazine is still running with its magazine from here.
most recent, issue 12. It is Amigahellas caters to the Greek
available in print form from retro- Amiga community and features
magazin.de. Back issues in PDF content on new software, demos,
format, along with a CD-ROM, are meetings, games and technical
also available to purchase. articles. Yes, it’s in Greek, but if there
Pix’n Love is a French retrogaming is enough interest, the authors will
mook (magazine/book) that is release the articles in English. The
published quarterly. The mook, magazine can be downloaded here in
which launched in 2007, contains low-res or glorious high-res PDF.
over 100 pages, has its own regular Amstrad Action also received its

RETROACTION ISSUE THREE AUTUMN 2009 84


THE WEIRD
THE WEIRD AND
AND UNSENSIBLE WORLD OF
WONDERFUL
WONDERFUL
WORLD OF
WORLD OF CANNON MOON SOCCER
RETROGAMING
RETROGAMING
MEETS BULLDOG BLIGHTY
Words & screenshots by Duffman
images © respective publication

Sensible
Sensible Software
Software
mashed
mashed up up their
their two
two
popular
popular games,
games,
Sensible
Sensible Soccer
Soccer and
and
Cannon
Cannon Fodder,
Fodder, for
for
various Amiga
various Amiga
magazine
magazine coverdisks
coverdisks
during
during the
the 1990s,
1990s, with
with
hilarious
hilarious
consequences.
consequences. We We
pick
pick up the trail of
up the trail of the
the
coverdisks
coverdisks toto
re-discover
re-discover works
works of of
brilliance
brilliance

RETROACTION ISSUE THREE AUTUMN 2009 85


WEIRD AND WONDERFUL WORLD OF RETROGAMING

F
ollowing up their earlier of Soccer the classic football game
efforts on Mircoprose Soccer, was merged with simple, but
Sensible Software developed rewarding, management elements.
Sensible Soccer for the Amiga in While today’s generation of younger
1992. The game featured a gamers are fighting over FIFA 23 or
zoomed out bird’s-eye view of the Pro Evo 17, they are really fighting
pitch, enabling you see a large over second and third place.
portion of the pitch: where your Nothing comes close to SWOS’
immediate teammates were, where perfect blend of arcade/strategy/
the opposition were—this is vital for management aspects.
playing a successful passing game. I still remember trying to coax
The control method was realistic. my best friend into playing Sensible
If you turned sharply you would Soccer. Once the game had
lose the ball from your feet and if started, he jokingly asked where Punting the ball up high on the Watch out for the craters, as they
you aimed a shot at the corner the guns and choppers were. Yes, moon pitch can be dangerous
flag—by accident, of course—then Sensible Soccer looks similar to
damn it, the ball would go towards Cannon Fodder—which he was
the corner flag. There was no referring to—as they both used the moments of wit with dark sombre War is hell and that is
computer assisted shooting to spoil same graphics engine. moments. Who can forget the demonstrated here.
the realism here. Cannon Fodder is an excellent, “Boot Hill” where you see more and While there were numerous
Constantly discussed amongst real time strategy game with a more tombstones appear, or the follow ups for Sensible Soccer and a
gamers as being the best football wicked dark sense of humour. names of the dead that slowly sequel to Cannon Fodder, Sensible
game ever, Sensible Soccer, was Humorously enough the game was scroll up the screen every time you Software liked to play about with
improved upon by several sequels, criticised for glamorising war. That finish a mission. What about the their titles and weren’t afraid to
reaching its zenith with Sensible couldn’t be further from the truth screams of pain as one of your muck around for the sake of some
World of Soccer. In Sensible World as Cannon Fodder contrasts colleagues lies mortally wounded? good humoured fun. Four spin-
offs, based on these two popular
Sensible Software titles were
produced in the early nineties. All
were given away as covermounts
on some of the more popular Amiga
magazines at the time.
What better way to top those
two excellent games than by
mashing them together in a hybrid
of football and violence? Sensible
Soccer clashed with Cannon Fodder
in Sensible Soccer 92/92 Meets
Bulldog Blighty (a.k.a. Sensible
Soccer: England vs Germany) in
Amiga Power’s January 1993 cover
Footballing hijinks from 1914, Don’t adjust the screen, it’s Guiding Graham’s Giftless Grafters disk. This is your chance to re-play
complete with exploding grenade authentic monochrome 1966 style to victory over Germany in 1993 that England vs Germany match of
used as the ball TV picture 1993 or to go back to 1944 and

RETROACTION ISSUE THREE AUTUMN 2009 86


WEIRD AND WONDERFUL WORLD OF RETROGAMING
play a variation on that match. You appeared on the Amiga Action
can even relive the classic world cover disk in March 1993. The idea
cup match of 1966 (which is played is to win by scoring a goal—first to
in an authentic monochromatic score wins. The twist to this demo
format). is that you can be either a team
Arguably, the most interesting comprising of apples or oranges,
option of the three is the 1944 capably supported by pears in goal.
game. Two teams of soldiers play It’s some sight, seeing apples and
out the 1944 match and it doesn’t oranges playing a football match.
have yellow or red cards. It does The only downside to this spin-off
however use an unstable hand is the rather short life span of the
grenade in place of the ball. These game. If you’d rather play a
changes aside, the match plays as traditional match then you can play
normal. The odd way the grenade as Norwich City against the might Manchester United score against Apples and Oranges go face to face
bounces around may be a little of Manchester United in this rather the footballing might of... Norwich as the Pears tend the goal
disconcerting to begin with but you one-sided battle.
only need to panic when the Returning to the Cannon Fodder pitch, fighting against football
grenade starts to glow. This means meets Sensible Soccer theme, players with a bad attitude. To
that it will explode, in short order, Sensible then developed another make matters worse, an army DETAILS
taking any nearby soldiers with it. mini game, this time for Amiga helicopter will close in on your
A free kick is then given to the Format’s Christmas Special in men, dropping bombs, making you
team who suffered the casualty and 1993. Cannon Fodder - Amiga constantly keep on the move until Developer: Sensible Software
any players that are lost in action Format Christmas Special (a.k.a. the mission is completed. The Platform: Amiga
are lost for the duration of the Cannon Soccer) features two levels second level, as the title might
match. Do try not to get them all “Land of Hope and Glory” and “It’s suggest, has your soldiers Emulator: WinUAE
blown up! Snow Time”. The first level has you negotiate up a snowy landscape Weblinks:
The wackiest spin-off released controlling a group of soldiers as with the mission being to destroy
Cannon Fodder - Amiga
was UnSensible Soccer, which they make their way over a football everything in sight: buildings, Format Christmas Special,
helicopters, people. Total mayhem. Amiga Format, issue 54,
Released a year later as Amiga Christmas 1993 coverdisk
Action’s 1994 Xmas coverdisk, was
Sensible World of Moon Soccer Sensible Soccer 92/93 Meets
(a.k.a. Sensible Moon). Here, the Bulldog Blighty, Amiga Power,
football match takes place on the issue 21, January 1993 coverdisk
moon and features such elements
as low gravity and moon craters. Sensible World of Moon
Soccer, Amiga Action, issue 65,
While the low gravity isn’t too much
Xmas 1994 coverdisk
of a problem to deal with, the
craters certainly are. If the ball Unsensible Soccer, Amiga
bounces onto one of the craters it Action, issue 42, March 1993
will veer off at a random angle coverdisk
Kaboom! An explosion rips open The chopper hunts you down as causing endless amounts of
the pitch as you gun down the the villagers get massacred
confusion. A superb idea that could
goalkeeper. Who needs fan riots?
have been taken further.

RETROACTION ISSUE THREE AUTUMN 2009 87

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