Fusion CPC v2
Fusion CPC v2
CONTENTS
6 JEWEL WAREHOUSE — REVIEW 26 THE FREY ARCHIVE
Fusion goes hunting for jewels in this puzzle, Amtix Issue 9 — The Fifth Axis. Roger and Oli talk
platform game. through the insspiration for this cover.
48 MY NAME IS SID
The FUSION team say a little about their favourite
SID tunes
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I’ve always loved an underdog and Sir Alan
Sugar’s Amstrad CPC is a prime example.
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Fusion
Game : Chase HQ
Year : 1989
Publisher: Ocean Software
5
REVIEW JEWEL WAREHOUSE
Jewel Warehouse
was coded by the
talented Egochip and
sees you take Amy on
a journey through 42
charming levels with
the aim of collecting
all the jewels that the
Cyborg Queen has
mischievously stashed
and scattered throughout
her warehouse. In all, limit. Sounds straight forward on the conveyer belts and even
there are a whopping doesn’t it? Things are never blocks which when placed
four hundred and sixty- that easy — there are conveyer in the right place, will allow
two jewels to collect. belts that pull you in the you to safely cross spikes or
direction you do not want to provide a bridge across gaps.
go; platforms that break up There is no lives system
The game is presented in (thinking Manic Miner here!); in Jewel Warehouse — when
beautiful MODE 1 graphics, spikes that burst through you’re scorched by the flames
each level represented by a the platforms that kill you on or impaled by the spikes or
single screen — the aim of impact and flames that block run out time, you’re given the
each one is to simply claim your way. And we still cannot chance to restart the level
all the jewels and get to the work out what those spiky or quit the game. If you do
exit within a very tight time blobs are that prevent you complete the level with ten
taking certain seconds or more left on the
routes! clock, then the game does
As always in reward you with a bonus jewel.
these types of When the game first
game, there are loads you can pick from any
ways to solve of the 42 levels provided by
every problem the game, this is quite a nice
— you can pick touch as it means you can
up water to ex- resume your progress on the
tinguish flames;
find a special Above & Right: The early levels
boot that will of Jewel Warehouse going from
allow you to go the simple first level to the rather
in any direction more challenging seventh level.
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level you finished at or even
jump ahead and see all the
levels the game has to cover
— remember the aim is to
collect all the jewels so it does
not matter what order the
levels are completed.
A mention has to go to the
music that plays throughout
when playing — it is catchy
and not too annoying.
Jewel Warehouse has that
really addictive one-more go
quality as you try to figure out
how to complete level.
This is one of the best
games to play if you are an
Amstrad fan.
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Article by Colin Bell
Roland is one of computer gaming’s oldest mascots and yet most people, including a lot of
you CPC fan boys and girls out there, will never have heard of him? He should be up there with
the other 8-bit greats, Mario, Alex Kidd, Dizzy, and yet he’s never quite managed to achieve the
same level of success and fame. So why is this? Join Colin Bell now as he sets out to find out
what happened to Amstrad’s unsung hero.
It all began back in 1984 where to coincide with the launch of the new Amstrad CPC home
computer range, Alan Sugar, the CEO of Amstrad and Luis Dominguez, a game designer and
latterly the president of Amstrad’s Spanish division, set about developing a recognisable
mascot who would feature in, and help promote, their in-house software titles. It was also
believed that a mascot would give Amstrad that crucial edge over main rivals Sinclair and
Commodore who by this point were already established on the market.
The result was a character named Roland, who is often credited as being named after
Amstrad’s system designer Roland Perry. Now Roland led a rather varied, and some might say,
intriguing life with a CV that rivals any of the iconic 8-bit era mascots.
He starred in a total of eight official releases, the first two being Roland on the Ropes and
Roland in the Caves which were included as part of an Amsoft twelve pack that was initially
bundled with the CPC 464 upon release. Most Roland games were actually just ports of other
previously released games that had already made an appearance on the ZX Spectrum and
Commodore 64 a year or two prior. The Roland range of games tended to be of good quality
with most making good use of the Amstrad’s delightful colour palette.
So where did it all go wrong for Roland? Well a clue may lie in the above paragraph where we
highlight the fact that most of the games, especially the earlier titles, were all just ports of
other previously released games. Or perhaps it may down to the inconsistencies within each
of the game’s storylines. Whatever the reason, let us take a look back at Roland’s adventures
and see if we can shed any further light on the matter...
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Roland on the Ropes — Indescomp
This game marked the start of Roland’s illustrious career and saw him take up the guise of an
‘Indiana Jones’ like adventurer who finds himself lost in a dark vast tomb full of 8-bit nasties
such as ghosts, mummies, skeletons,
rats, acid drops and vampires!
The aim of the game? To ascend the
many ropes, collecting treasures along
the way, and work your way to the top
of the map and find the exit in order to
progress to the next level. Now to be fair
for 1984 the graphics were decent and
helped even more so by the good use of
the Amstrad’s gorgeous colour palette.
The later levels of the game however are
extremely difficult and almost feel like
they are nigh on impossible to complete
but overall the challenge of the game is
well balanced. Sadly however the game
does suffer from a constant flickering and jerky scrolling which detracts from the gameplay
and becomes rather annoying after a while.
The game is also a port of an earlier ZX Spectrum and C64 game by Indescomp called ‘Fred’
and is near identical. All that said however, Roland on the Ropes will always be seen as a CPC
classic that introduced many a child of the 80s to computer games, this big child included!
Roland’s second outing — this time our intrepid adventurer is back, although now he
resembles an insect and has taken up the
role of a time and space traveller whose
machine has sadly broken down leaving
him stranded on an alien planet in the
year 2464 AD. Confused? Stay with me, it
gets better!
You have, according to the games
instructions, also been gifted a ‘special
kind of power that aides you when
exploring alien planets’ and to make
matters even worse you’ve fallen into a
large dark cave with flesh eating plants
and a hungry pterodactyl!
The aim? You guessed it, use your
special powers, which by the way is the
ability to leap like a super human flea, and make you way back to the surface, avoiding the
deadly plants and pterodactyl along the way. Again the game is yet another Indescomp ZX
Spectrum port this time of a game called Bugaboo the Flea.
Still, the games looks colourful and bright making good use of the Amstrad’s palette but
to be honest actually getting anywhere in the cave feels like a matter of sheer luck, and the
reward for getting out the cave? Well, you rather clumsily fall into another and start the whole
process all over again, Oh! the Joy!
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Roland goes Digging — GEM Software
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Roland on the Run — Epicsoft
The fifth game in our series, not unlike the new Terminator movie, simply dismisses all of
Roland’s previous outings and takes us
back to his Amsoft roots. Because you see,
after all this time it transpires that Roland
and his colleagues have in fact been held
hostage at Amsoft HQ for months but
have now hatched an ingenious escape
plan to catch the 16:45pm freight train
to Brentwood where they’ll escape to a
small village just outside of Guildford. No,
seriously, this is the plot!
The only thing standing in their way
includes jumping from a moving train and
an extremely busy road full of cars and
lorries which they must cross in order to
reach salvation. Yep you’ve guessed it, the game is a rip off of the arcade classic Frogger.
The game only has one screen, but it’s a nicely drawn and colourful screen. Sound effects
however are woeful, some of the worst I’ve ever come across on the Amstrad and sadly that’s
about it! Roland on the Run is viewed as the worst game in the series, although I would have
to argue that award goes to Roland in the Caves because, I actually really enjoyed it (Just
don’t tell anyone!)
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Roland in Time — GEM Software
Having escaped Amsoft in Roland on the Run, our intrepid hero is free once more to put
on his time traveling hat. And this
time his preferred time travelling
mode of transport is a red phone
box. Wait, this all sounds a little
familiar? In fact the intro screen
music which is a blatant rip off of the
Doctor Who theme confirms what you
were thinking. Thank goodness for
lackadaisical 1980s copyright.
This time Roland has been
stranded on Earth by his evil arch
nemesis Maestro and the crystals
needed to power his time machine
have been scattered across different
time periods in history. Your task is
to visit these periods in time, collect
the crystals, fix your time machine and get back to the present to confront Maestro. The
game is essentially a platformer with a Manic Miner feel to it. There are fifty three screens
in total each with their own enemies and puzzles to solve. Decent graphics with rather
annoying repetitive music that will drive you crazy after a very short while. One of the more
challenging in the series.
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Conclusion
So there you have it, a real mixed bag of games starring our chameleonic hero Roland. It’s
a real shame that a company like Amstrad with its marketing power didn’t give Roland the
treatment he truly deserved and provided him with a universal look and feel. No, instead
what we got was eight rather mediocre games that just had the original back story re-written
to fit around the Roland character, and it’s clear to see why he never reached the dizzying
heights of some of his other mascot rivals.
As for these days, no one has seen Roland in a long time. I like to think he’s out there
somewhere, still traveling the cosmos, raiding tombs or sailing the Seven Seas in search
of treasure. Or perhaps he lives happily retired now in that small village just outside of
Guildford free from the clutches of Amsoft. Either way Roland, gaming’s most inconsistent
mascot, we salute you!
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Article by Colin Bell
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Amstrad MP-3 Television Tuner
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Amstrad CT-1 Radio/Alarm Clock
Similar in size
and shape to
that of the MP-3
TV Tuner, the
Amstrad CT-1
radio alarm clock
was yet another great little add-on that fits nicely under the CTM640 / 644 colour monitor.
The unit featured three different wave bands, Long wave, Medium Wave and FM. A small tuning
display indicated what frequency the tuner was currently at. A three way selector switch to swap
between each band and a volume slider was also present. In the center of a unit a classic 80s style
red LED display acted as the clock alongside several adjacent buttons for setting the time / alarm.
The alarm could either be set to on / off or auto.
Power was obtained directly from your standard 220/240V wall socket while a small white wire
that hung out the back of the unit acted as the antennae for the radio. Once again, like the MP-3 TV
Tuner the CT-1 doesn’t actually interface with the CPC itself and there is no way of controlling the
unit via the computer. Sound quality was perfectly decent although one minor issue was that the
monitor did cause slight interference to the signal, especially when set on the Medium Wave band.
Overall a perfectly dent decent radio alarm clock and a nice addition to your CPC.
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Amstrad JY1, JY2 & JY3
A total of three official Amstrad joysticks were released, the JY-1, JY-2 & JY-3. The JY-1 was the first
and was your standard black plastic affair with a contoured grip and thumb
operated fire button. The quality wasn’t great so
the JY-1 was soon replaced by the slightly smaller
yet more robust JY-2 model. The JY-2 featured a
second trigger fire button and had a smaller base
which made it easier for holding in your hand.
Movement was also sharp and responsive.
Both the JY-1 & JY-2 models featured a unique
built in 9-pin socket on the base which allowed
you to connect a second joystick for gaming with a
friend although you were hard pushed to actually
find a game that supported this feature.
Another reason for this unique built in socket
was to help boost sales of Amstrad’s own joysticks.
Rather cleverly, or sneakily, Amstrad only fitted the CPC range with one joystick port which had two
different ground signals. Connecting one joystick to the CPC would forward a second ground signal
to the in-built socket on the joystick which in turn allowed you to connect up your second joystick.
Not a bad idea in terms of cost cutting and innovation, however sales of the Amstrad joysticks
were poor due to the quality with most users opting for a more reliable third party joystick that
were becoming more increasingly available.
The JY-3 was the last of the official Amstrad joysticks released and was essentially a Cheetah
Annihilator with a slightly modified grip. Again the quality and robustness were poor and I actually
recall breaking the shaft of this joystick myself whilst waggling away furiously locked in a grapple
as Hulk Hogan against Sergeant Slaughter in Ocean’s WWF game. Ah, fond memories.
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Amstrad DDI-1 / FD-1 - 3” Floppy Disk Drive
The Amstrad DDI-1 / FD-1 was an external floppy disk
drive that was released for the original CPC 464, 664
& 6128 micro range. The drive came in two parts, the
interface (DDI-1) and the drive (FD-1). The drive unit
was a rather large and bulky affair with a built in power
supply and took CF2 Compact Floppy 3” disks. It was
fast when loading software and nice and quiet when
in operation. The interface connected the drive to the
expansion socket located to the rear of the computer
via a ribbon cable which had a parallel connector for
attaching a second drive. Two drives was the maximum
the Amstrad could handle.
The drive could be operated in two modes, either
under AMSDOS, the Amstrad disc operating system
which was already loaded onto the ROM located within
the interface or under CP/M, an operating system that
came on a separate disk. The disks themselves were
very well protected with the magnetic media protected by a metal shutter and encased within a
hard rectangular plastic casing. The disks could be inserted into the drive on either side making it
possible to use the both sides with a single sided disk drive. A total of 180 Kilobytes could be stored
on either side of the disk giving the user a total of 360 Kilobytes of storage capacity.
An external disk drive was never released for the latter CPC 464 and 6128 Plus model range
and sadly due to the different socket types used on the new models the older DDI-1 / FD-1 was not
compatible.
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Let me set the is all excited about some excitement when I found out
Article by Colin Bell
scene — it’s a rainy new game that came with that Lemmings was due to be
Saturday afternoon the A3000, a game called ported to all the 8-bit systems
back in 1991 and I’m Lemmings. Needless to say, including the Amstrad.
up in my friends attic the rest of that afternoon But, as fate would have it,
surrounded by several was spent making these it would be a long time before
networked BBC Micros, green haired cute little I would ever play Lemmings
Masters and a shiny characters, climb, float, on the CPC — some 26 years
new computer called an bomb, bash, block, build, later in fact, as in the end
Acorn Archimedes A3000. mine and dig. Oh, and my Amstrad was sold for a
Now I should explain, my blow up! I was hooked! new Sega Megadrive in early
friend’s father worked 1992 just a few months shy of
in the Computer Science Now at this time I didn’t have Lemmings being released. And
department at Glasgow a fancy next gen computer, I the rest as they say is history.
University so hence all the still had my beloved Amstrad Below: The colourful artwork of
Acorn machines. My friend CPC 464. So imagine my the Amstrad CPC Disk inlay.
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sound playing throughout each
level and looked to have stayed
true to the 16-bit original.
Now there are a few
differences, the first one is as
you might expect the size of
the game. The 16-bit versions
feature over 160 levels
whereas the Amstrad only
features 60 which are divided
into four sub categories — Fun,
Tricky, Taxing and the most
challenging, Mayhem.
Some of the more complex
levels and puzzles have also
been trimmed down but
overall there is still more than
enough challenging action to
Above / Below: Yippeee! as
they say in Lemming land!
that I’d never actually seen this keep you occupied. The second
game in action on the Amstrad difference is the number of
I had to wait until 2016 and to be honest I was half lemmings, as the most you’ll
until we finally met when expecting a ZX Spectrum port, ever see on the screen at one
Lemmings made it into my but my oh my, I could not have time is 20 whereas the 16-bit
ever growing Amstrad CPC been more wrong! Lemmings versions can handle 50 plus.
collection, and it was even the on the CPC was a game that The third difference is the
disk version. Bonus! made full use of the Amstrad’s control method — the CPC
It suddenly dawned on me colour palette, had music and version does not support a
20 FUSION
Above and below: Is that a
bird? Is that a Boeing 747? No!
It’s Iron Man Tal on a quest!
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21
22
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Game : Gryzor
Year : 1987
Publisher: Ocean Software
23
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Game : Pit Fighter
Year : 1991
Publisher: Domark
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To be fair, most 8-bit With a score of 91%, it was a offset the action-figure in
Article by Roger Kean
games promised sure cert for the cover, which the foreground,’ Oli recalls.
rather more visual gave Oli a headache in coming And he has his back to the
excitement in the blurb up with a marvellous graphic. would-be magazine purchaser,
than they were capable of ‘I took comfort from the notion not usually recommended
delivering on the screen. that Professor Chronos had by distributors. ‘But I thought
The Amstrad version of created a time machine, upset turning the tables on usual
Fifth Axis from French the time continuum — very design concepts would work.
software house Loricels Star Trek, thank you! — and his Once you have taken in the
was produced by Activision. creation having done the dirty glowing globe and its alien
The Amtix! reviewers on him has scattered artefacts inhabitant, it makes the threat
enjoyed the game’s all over the shop, which of all the stronger and then you
‘striking’ animation, sound course he must collect. And of see the man about to deliver
and ‘marvellous graphics’. course, just about everything a blow to it. It makes him an
in displaced time is out to understated hero’, Oli argues.
get him.’ ‘In my time I’ve done
The result might be illustrations for disco
labelled a ‘Disco Dance advertisements and had a
of Death’, laboratory wealth of sketches of dancers
background delivered in motion I could adopt.
in broad dark strokes The real trick, though, is to
of indigo set against make the picture busy, cram
the harsh under in the detail and by careful
lighting from squares positioning of elements within
in the floor which the frame disguise the fact
illuminate our ‘hero’ that gravity doesn’t have a lot
and the varied to do with what’s going on!’
robotic creatures The printed result shows
arrayed against Oli’s skill with the dynamics of
him. figures in action and lighting
‘I wanted a effects which both separate
striking contrast the characters as well as
and took the enfolding them in the same
risk of using space — or is that a space-time
a very bright continuum?
pink globe as Left & Right : The eye is drawn
the object to the rather pink, and I suspect
that draws pulsating, robot brain with amazing
the eye to lighting effects from below.
26 FUSION
Amtix Issue 9 – The Fifth Axis
FUSION 27
27
The story behind...the...
I’m joined by Philip
& Andrew Oliver,
AKA The Oliver Twins.
They are extremely well
known to the Amstrad
retro community having
developed so many of
their best selling games
for these computers. So
who or what made them
adopt the Amstrad CPCs
and make so many games
for them and when and
why did they move on?
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Above: The Twins, both of them!,
looking very smug with their
No redesign was required, it a new publisher, Interceptor
brand new Amstrad CPC 664s. was very clear what we were Software. This started a short
expected to do. School work relationship with them as
got in the way a little! they were setting up a budget
batch in May 1985. These had AO: We’d have been lost label, called Players, and they
a disk drive and were brilliant without MAXAM ROM compiler published Magic Maths, Magic
computers. Sadly we couldn’t that fitted on the back of the Clock and Killapede. Sadly
afford to have all three and Amstrad allowing us to write the money was terrible, so
immediately sold two of them Z80 code. Maxam combined we needed to find another
to friends Ivan and Jon Paul. with the build-in disk drive publisher that would pay
Jon Paul would use his to learn and a great keyboard made better.
to code and produce music for this a fantastic development
many of our games whilst Ivan computer. We had to learn CW: I’m guessing that’s
helped in producing the SPAM Z80 assembler, having where your relationship with
(SPectrum-AMstrad [Also Monty only just mastered 6502 Codemasters started?
Python reference]) Link cable assembler on the BBC B. We AO: Yes, we met them at
allowing us to develop games were lucky enough to find a ECTS (Electronics & Computers
on the Amstrad and send them small flipbook which showed Trade Show) in London in
to a Spectrum. each of the instructions. I September 1986. We showed
say lucky, because coding them our previous games,
CW: Was it hard to change was so specialist and without just the boxes, and pitched
from BBC game development the internet finding such a Super Robin Hood from a
to the Amstrad? specialist book was hard. single sheet of handwritten A4
PO: It was made easier PO: Sadly by the time we’d paper. They liked the idea and
by having Firebird wanting completed Easy Art and Panda convinced us to write this for
to publish both Easy Art and Sprites, Firebird pulled out of them.
Panda Sprites, so we knew publishing both of them :-(. PO: This took about a
exactly what was required. Thankfully we were able to find month and was a massive
FUSION 29
Left: Tht Bubble Dizzy loading
screen with an in-game
screen of Jon’s graphics.
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sales of games for the Amstrad
had started to decline and we
felt that after Christmas many
shops would seriously reduce
their support for the computer.
Sadly all good things come
to an end, it was sad and we
wished it didn’t have to end as
we’d got really good at making
games for it!
AO: We moved onto the
NES console, back to 6502, and
Philip took to designing further
games for the Amstrad and
worked with other developers
to create them. Our last Above: Robin Hood: Legend
game under our design for you feel about it now? Quest — check out the tights!
the Amstrad was Robin Hood: PO: Those computers
Legend Quest, coded by helped us go mainstream and Amstrads!
Lyndon Sharp, at the end of launch our careers. We feel PO: We certainly couldn’t
1992. A great game, but sales lucky to have chosen to move have made more effort
were poor, and the Amstrad to the Amstrad when we did. to make the most of the
CPC faded away after a good They were brilliant computers opportunity the Amstrad CPC
run of 8 years. for the time and are fondly computers gave us and we’re
remembered by all those that very proud of all the games
CW: So did you play many had them. we created for them. We’re
Amstrad CPC games, and if so AO: I recently judged the also delighted that people
what were your favourites? Amstrad Eterno awards and remember them fondly over
PO: We were too busy I was amazed by what the 30 years after they were
to play many games but we Batman group achieved with released!
did have a great selection of Pinball Dreams. It’s staggering
games on our BBC, which also what the Amstrad was capable CW: Thanks again gents
had a disk drive. of, it was certainly far more for taking the time to speak
AO: However, we than we thought possible. to me.
often played Bomb Jack, Imagine if that had been
Commando, Ikari Warriors, released back in the mid 80s. Below: The Amstrad CPC would
Chase HQ, Spin Dizzy & Green It would have sold a lot of have been nothing without Dizzy!
Beret.
FUSION 31
Article by Al ‘Xyphoe’ White
HOMEBREW
HEROES
10 — Relentless (Psytronik Software 2013)
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9 — Vector Vaults (Albertoven 2016)
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7 — Galactic Tomb (ESP Soft 2018)
34 34 FUSION
6 — The Adventures Of Timothy Gunn (CNGSoft 2018)
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35
5 — Baba’s Palace (Rafa Castillo & John McKlain 2017)
36 36 FUSION
3 — Megablasters (Odiesoft / Radical Software 1994)
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37
1 — Pinball Dreams (Batman Group 2019)
Some may question the point of pinball games on home computers and consoles. What
can beat the real and physical sensation of whacking those pinballs, with all the vibrations,
noises and naughty tilts of the table? Pinball Dreams on the Amiga went a long way to change
those attitudes, and it’s rightfully regarded as a classic. It was also regarded as impossible to
convert to humble 8-bit computers. The Batman Group doesn’t listen to such opinions! You
have to see and play this to believe. Not only have they managed to fit in everything found
in the original, but to do so with it running at a liquid smooth 50fps with stunning graphics,
music, physics and highly responsive controls is absolutely sensational. They truly have
achieved the impossible and I don’t think we’ve seen something so ambitious running better
on any other 8-bit home computer.
38 FUSION
Amtix Issue 2 – Marsport
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Game : Head Over Heels
Year : 1987
Publisher: Ocean Software
FUSION 41
popping the tuneful result
Adam Peters was on the covertape of the next
Article by David Crookes
a staff writer on issue.
Amstrad Action between There were jaunts to
October 1991 and France, pieces about desktop
January 1993 — working publishing which encouraged
on the magazine in the a host of fanzines, and a ton
midst of what has been of quirks including facts about
considered its golden age real Lemmings in a game
under editor Rod Lawton. review. Adam even included
random guides to European
countries (things to do in
Introducing himself as ‘the Spain: ‘grow a big bulbous
good looking one with a nose like a potato (then paint
spiky haircut’ and reminding it red)’).
readers that he had written ‘a Today, Adam is a television
load of tosh’ as a freelancer a producer and script writer,
few years before, he claimed having worked on animated
his gaming knowledge was preschool series such as
second to none. ‘Or second Pip Ahoy! for Cosgrove Hall
to nuns at any rate, cos nuns Fitzpatrick.
don’t get to play any games at
all, do they?’ Fusion: What attracted
He then proceeded to you to Amstrad Action?
bring a lighter, jokier, more Adam Peters: Like writers
eccentric vibe to the magazine on a lot of niche publications,
and he engaged greatly with I started out as an avid
readers, especially within the reader of the magazine. I
letters pages which, at times, acquired a CPC 6128 (my first
brought a new meaning to its computer/gaming device)
name, Reaction. One reader, in 1987, using it for a mix of
Peter Worley, had strong gaming and putting together
opinions and was given his fanzines. I quickly realised
own slot. AA was the best CPC mag out
It was during Adam’s there and began devouring
time that Amstrad Action had it religiously — i.e. served on
its own Christmas panto, a wafer washed down with
Cinderella, held in Bath’s communion wine.
council offices on a budget of
£50 (Adam playing Gemima Fusion: When did you get
Ugly and drawing on his offered a full-time staff writing
A-level in Drama). Adam also job?
appeared on the cover of AP: Steve Carey (AA’s editor
issue 85 with an Amstrad 6128 when I started contributing)
Plus in the form of a guitar tried to get me to put myself
for a music-making guide, forward for several full-time
42 FUSION
so I had some grip on both
markets. Then again I’ve
always been pretty rubbish
at games, which gave me
a cynical take towards the
gaming side. I also didn’t like
the Disgusted of Tunbridge
Wells persona of a lot of the
business/hobbyist market, so
I could be cynical about that
too.
FUSION 43
that
experience
ended up
being reflected in
the magazine?
AP: All of it.
Don’t discount the
influence of Your
Sinclair either. AA
shared a sliver of
covertape office with them and
as well as they rubbed off on us. Their
your photo on surreal sense of humour, that
the cover? A case of is.
lead by example?
AP: Definitely, although Fusion: What did you love
from the being photographed on the most about working on AA and
printers. Even cover was more a case of what did you hate?
though I’d already lead by lack of budget to hire AP: I loved the freebies
read every word 20 times a model. We tried as much and I hated the fact we didn’t
while proofreading, I was still as possible to avoid using an
a committed consumer, rather illustration
than just a creator, of the on the cover,
magazine. since the
older hobbyist
Fusion: Did that extend readership
to encouraging reader would moan
interaction? that it looked
AP: I do believe strong like a comic.
reader engagement was vital This left
at that point in time. The CPC having a
always had more of a niche/ member of
underground feel to it than staff gurning
the Spectrum or C64. It sold in front of
fewer units than either and some hastily
many people who had one assembled
didn’t even play games on it, backdrop
so publishers would just do as the only
a half-arsed Spectrum port if real option,
they even bothered with an unfortunately.
Amstrad version. We’d foster
this ‘you and us against the Fusion:
world’ attitude. You produced
fanzines
Fusion: You also indulged before
your passion for music working on AA.
and had your work on the How much of
44 FUSION
get any. I tell a lie. A couple new launches
of days after I started I was and multimedia
among the journos Mirrorsoft things
took out for a slap-up Mexican happening
meal. The product they were too. This also
promoting (Robozone) would provided
be my first AA game review. I opportunities
loved the game and reviewed to freelance
it accordingly, but also ended for some of
with ‘it’s cooler than a well those other
chilled Sol and hotter than a magazines
chilli bean tostada’. That was — a financial
me tipping the wink to the necessity
games company that I was up since my AA
for being schmoozed more in salary was less
exchange for good reviews. than I made
Unfortunately Mirrorsoft doing football
closed down a few weeks later fanzines On
(perhaps they’d blown too the other hand,
much on burritos) and no one the 8-bit mags
else was aggressively courting were very much
the 8-bit journalists any more. the runts of
the litter by my
Fusion: Was there a lively time there, left
office environment? in the dustiest
AP: We were in a building corners of
with 20 other computer and Future’s offices to gaze (like a
videogame magazines and Victorian pauper pressed up Fusion: Why did you leave?
this made for a very lively against a mansion window) at AP: Because they would
environment. It was great the page counts, marketing have called security if I didn’t.
seeing how the different and resources being thrown at I had swiftly taken a dislike to
magazines were evolving, with the 16-bit and console mags. Bath, where AA was based. Yes,
Bath wins loads of ‘best
place in the UK to live’
polls, but having lived
in and around London
all my life I found it
far too provincial and
isolated. Consequently,
I went back to London
every weekend to
play gigs with my
band, attend all-night
raves and get almost
no sleep on people’s
floors. This weekend
hedonism wasn’t
really compatible
with my workday
life so I returned to
freelancing.
FUSION 45
Article By Al ‘Xyphoe’ White
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System: AMSTRAD CPC 664
Year : May 1985
Introduced nearly a year later the 664 was basically a 464 with a redesigned look, an integrated
disk drive, and an extra £100 on the price
tag! However it was still
the cheapest CP/M disk
system on the market.
With a redesigned look
featuring pale blue and
grey keys, prominently
featuring the overly
large MSX-style cursor
keys, the 664 is not
the prettiest looking computer! However this was more closely targetted at business users, which
sadly it failed to attract by not increasing the memory to 128K, and that also meant it wouldn’t
be taken seriously if launched to the US market. Amstrad were soon to correct this in the 6128
launched three months later when RAM prices suddenly dropped. However ultimately this would
hurt them in the long run. Consumer confidence was dented with the 70,000 who bought the 664
annoyed by the 6218 superseding it so soon, and retailers were annoyed they were stuck with a
lame duck. Added to Amstrad’s decision to cost cut by going with 3” drives from Orion rather than
the 3.5” format, that would later become dominant, meant that Amstrad had to stick with them in
all their later home computers for backwards compatibility. Put simply, bad calls were made and it
was rushed to market. It’s sadly ironic then that the 664’s internal codename at Amstrad was IDIOT
(Insert Disk Instead Of Tape)!
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FUSION 47
47
System: AMSTRAD CPC 472
Year : September 1985
This is a rare Spanish only variant of the 464 introduced to get around a strange
new law heavily taxing the import of computers with 64K or less of memory into
Spain. Exact details about the
circumstances around this
law are hard to come by, but
it appears several Spanish
manufacturers lobbied the
government, and a rough
calculation now means that
it might have been costing
Amstrad around an extra £75
per computer! However Lord Sugar is no fool, and a quick solution of adding in
a daughter board containing the cheapest possible 8K memory chip was added
(which was basically unusable, not that Spanish authorities had to know that!)
along with re-badging the computer from ‘464’ to ‘472’ — because 64+8=72! The law
was dropped in January 1986 after Spain joined the EEC, so these are now very rare
computers indeed.
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the entry level budget gap in the European market. Even the press at the time seemed relatively
impressed and positive.
The problem was they were just simply too late. If the GX4000 was released maybe a year or
two earlier it could have had a chance of decent success at least in Europe. When it was eventually
released there were severe delays getting games into shops, and that quickly extinguished any
hype consumers felt and eroded the good will and faith from software publishers and stores had
in Amstrad. By March 1991 the GX4000 had been reduced to £79.95 with a paltry handful of games
available, June saw redundancies at Amstrad, and by the end of the year you could find the console
being sold for as little as £10. Eventually 25 games were officially released, with the near mythical
‘Special Criminal Investigations’ having an extremely limited release with only two known copies in
existence as of today, and ‘Gazza II’ seemingly not making it past the magazine review copy stage
into production.
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FUSION 49
49
System: System: C4CPC
Year : May 2015
In simple terms this is a custom home-made cartridge designed for the GX4000,
464 Plus or 6128 Plus that boots straight into a menu where with a joystick you can
select to play from hundreds of Amstrad games! All you need to do
on your modern computer is download the ‘.cpr’ files of games
onto an SD card, and the C4CPC has a slot which you can slide that
into. Then simply plug the cartridge into the GX4000, turn on and
you’re away and gaming! There’s an ongoing project to convert
existing CPC software to cartridge format, which
includes bug fixes, plus compatibility issues
resolved, remapped controls to work purely
from joystick and pads with 2 buttons, and
even remastered graphics and sounds
in some cases! In fact, get yourself
a GX4000 with a C4CPC, and a cable
to upscale to HDMI and you have an
‘Amstrad Mini’!
System: M4 WIFI
Year : May 2016
Getting files to and from your old 8-bit computer can be a cumbersome and
laborious process, even with new specialised hardware to do it via SD cards or
similar. But what if you could instantly transfer or load files over the internet on your
Amstrad without the need for faff? Well say hello to Wi-Fi on your Amstrad with the
M4!
This is an expansion card that will slot into any Amstrad CPC or Plus machine,
allowing you to connect it to your home Wi-Fi network! It’s fast becoming an
essential bit of kit for anyone coding, wanting
to archive their old disks or just wanting fast
loading over the internet of any dumped
Amstrad game! It uses an SD card to store
the firmware and data you’ve transferred,
and you access the device from your PC,
Mac or whatever via a built in web browser
over HTTP. Then it’s just a case of simply
dragging and dropping in files such as disk
games in the ‘.dsk’ format. Back over on your
Amstrad, using some simple RSX commands
(that look very much like like DOS and Linux)
you can load games up instantly! It works
vice versa too, so for example a BASIC
program you wrote as a kid on an old disk,
with one command you can send that to the
SD card which can then be accessed over Wi-Fi
from your PC! There’s lots more you can do with
it too like changing and adding ROMs, and even upgrading the firmware with just a
single command.
50 FUSION
My name is Al ‘Xyphoe’ Amstrad emulators and new Helping push all this along
White and I along with games started to appear. It is are websites such as the now
many others over the last 10 no coincidence the growth of sadly defunct ‘CPC Zone’, then
years, have been working very the channel and resurgence the ‘CPCWiki’ which has since
hard in our own unique ways to of the CPC coincided, and became the hub and main
keep the Amstrad alive! none of this would have been Amstrad forum.
possible without new games, Alongside are the
It has been 12 years since I demos and software being gamebase sites like ‘CPC
regularly created Amstrad released. It was the prolific Power’ who specialise in
video longplays, game reviews Paul Kooistra (aka ‘Axelay’) accurately dumping and fully
as well as making little with his games starting with testing every possible Amstrad
documentaries. I eventually 2008s ‘Star Sabre’ that really game, a valuable resource
started live streaming and kickstarted the homebrew archive featuring box art scans
the channel has grown to over scene off. Then games like the and much more. Without
4000 subscribers with the epic ‘Orion Prime’ soon started all this, I simply wouldn’t be
videos having amassed over arriving, and now there is a around on YouTube and Twitch
2.5million views. The weekly thriving scene supplemented doing my thing.
Friday evening live streams by game making competitions All I can say is thank you to
(the ‘AMSTREAM’) has become like the annual ‘CPCRetroDev’, everyone helping me keep the
a home for hundreds of CPC culminating last year in the Amstrad alive!
fans to congregate, chat and stunning ‘Pinball Dreams’ Check me out on www.
reminisce. conversion. youtube.com/xyphoe
The main reason I started
this channel was as a kind
of ‘preservation project’ for
Amstrad stuff. YouTube at the
time was a barren place for
CPC love, and the vast majority
of UK channels only seemed
to talk about the Spectrum
and Commodore 64. I wanted
to change that. It was 2008,
and after many quiet years
people started to discover
FUSION 51
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52 FUSION