Blast Annual 2020 PDF Vol 2
Blast Annual 2020 PDF Vol 2
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subsequent purchaser.
DISCLAIMER
The Blast Annual game review philosophy is a very simple one: We want to review as many new games as possible across as many
8-bit and 16-bit machines. We have primarily reviewed games released in 2019. We allow ourselves and reviewers some leniency
with games released outside of 2019.
Reviewers are able to write in their own words, write their own style and make their own judgments when it comes to the
ratings. None of our reviewers are professional journalists - we like it like that because we don't discriminate and we feel it gives
a much more fan based perspective. We do not seek to give preferential treatment or favour to any games, any developers or any
companies. We encourage reviewers to write exactly how they feel about a game, deciding for themselves if they have enjoyed
playing those games and letting them discover for themselves if a game is worthy of high merit or not. With all reviews software
and hardware, we strive to provide positive reviews and outcomes.
Our reviews generally follow a template that may include the following criteria:
* An intro.
* Information about the developer.
* Gameplay.
* Likes.
* Dislikes.
* A Verdict.
* Followed by a rating.
Game reviews comprise a mix of two page, one page and mini reviews. If a game is rated between 85% - 89% this receives the
BLAST ANNUAL HOT award. If a game is rated between 90% - 94% this receives a BLAST ANNUAL SCORCHER award and if a
game is rated 95% - 100% this receives a BLAST ANNUAL INFERNO award.
LAS T
B
INTRO
volume v
BLAST ANNUAL 2020
Welcome to Volume 2 of Blast Annual 2020. What you will find inside
is even more original awesome game reviews for your favourite 8 and
16 bit machines and even more articles on coding, game dev contests,
developer interviews, retro community events, demo parties, do it
yourself projects and so much more from 2019. Once again, I must
acknowledge that it would not have been possible without the massive
contribution from the retro gaming community. Retro gaming is more
than a computer or video game, it is a love affair and passion for millions
of people around the world. It doesn’t matter which retro computer or console you adore
the most, retro gaming is as fun, exciting and as popular as it's ever been.
We can’t thank the developers, the gamers, the play testers, the musicians, the graphic
artists, the reviewers and youtube walk through experts enough for making retro gaming
cooler than ever. Firstly, even though we didn’t reach the Kickstarter target earlier in the
year we would like to thank all the Kickstarter backers who made a pledge. We thank all
322 of you!!! Secondly, thanks to the people and companies who supported us during the
Kickstarter campaign people such as - Darren Doyle and Jamie Battison of Bitmap Soft,
James Grayson of Rhayader Computers, Mike Berry at Old School Pixels, Chris Abbott of
C64Audio.com, game developer Misfit, Reset64 magazine and John Kavanagh of Retro
Format. Thank you all so much! Now let's enjoy all the awesome retro game reading inside!
« INTERVIEWS
John Champeau -------------- 192-195
ATARI 2600
Galagon --------------------------------------- 180-181
Jorge Romero Gonzalez -- 196-197 Pro Bowling --------------------------------- 182
Batman Group ----------------- 198-201 1vs1: Three Point Play ---------------- 183
8 Bit Symphony ---------------- 204-207 Wizard of Wor Arcade ------------------ 184-185
Bass Fishing Tournament ------------ 186
Amoeba Jump ----------------------------- 187
Dragon's Descent ------------------------ 188
Beast ------------------------------------------ 189
NES
Project Blue -------------------------------- 178-179
SEGA
Xenocrisis ----------------------------------- 176-177
4
Index
CONTENTS
«
THE TEAM ----------------------------------- 06-07
Alain Massoumipour Tribute ------- 08-09
PLAY EXPO GLASGOW ----------------- 10-11
ATARI PARTY EAST 2019 ------------- 12-13
COMMODORE
Santron -------------------------------------- 133
MSX Meet Up UK 2019 ---------------- 14-16
Space Orbs -------------------------------- 134
C=Treffen Graz --------------------------- 17
Street Defender -------------------------- 134
EVOKE 2019 -------------------------------- 20-21
Lily Lander --------------------------------- 134
ATWOODS PARTY 2019 --------------- 22-23
Bugout --------------------------------------- 135
DATASTORM 2019 ----------------------- 24
The Great Escape 115% ------------- 135
LOST PARTY ------------------------------- 25
GERP 2019 --------------------------------- 26
GUBBDATA 2019 ------------------------- 27 SPECTRUM
ZOO 2019 ----------------------------------- 28-29 Aliens: Neoplasma --------------------- 136-137
Making ZX Music Tutorial ---------- 30-33 Maze Death Rally X -------------------- 138
BASIC Sprites On CPC ----------------- 36-37 Manic Pietro ------------------------------ 139
Coding With AGD / CPCTELERA --- 38-39 Booty Remake --------------------------- 140-141
C=Plus 4 ------------------------------------- 40-43 P.T.M ------------------------------------------ 142
Sonic GX4000 Dev ----------------------- 44-47 Sardonic ------------------------------------ 142
PUDDLE Software Dev Profile ----- 48-49 Rade Blunner ----------------------------- 143
Work In Progress ------------------------- 52-56 Atlantis ZX --------------------------------- 143
CPC Game Pad Project ---------------- 57-58 Yazzie ---------------------------------------- 144-145
CPC TURTLE Project ------------------- 59-60 Astro Blaster ----------------------------- 146-147
MEGA65 -------------------------------------- 61-63 Elon M With A Jetpack --------------- 148
SEGA Genesis Mini Review --------- 64-66 Ninjakul 2 ---------------------------------- 149-150
Blast From The Past -------------------- 67-73 Moon's Fandom Festival ------------- 151
Atari Lynx 30 Years Celebration -- 76-79 Mister Kung Fu --------------------------- 152-153
MSX Dev 2018 Contest ---------------- 80-82
ZX DEV MIA Remakes ----------------- 83-85
SEUCK 2019 Compo -------------------- 86-91 CPC
RGCD 16K Compo ----------------------- 92-97 Ludic Break The Loop ------------------ 154-155
#CPC Retro Dev -------------------------- 98-117 Pinball Dreams ---------------------------- 156-158
Phantomas 2 ------------------------------- 159
COMMODORE MSX
Alpharay ------------------------------------- 120-121 X-Racing -------------------------------------- 160-161
Endless Forms Most Beautiful ---- 122 Buddhagillie -------------------------------- 162-163
Adventure Park -------------------------- 123 The Awakening ---------------------------- 164-165
Chopper Command -------------------- 124 Linez ------------------------------------------- 166
Keystone Kapers ------------------------ 125 Twinlight ------------------------------------- 167
Frostbite ------------------------------------- 126 Uchusen Gamma ------------------------- 168-169
Adventures In Time --------------------- 127
Legend Of Zador ------------------------- 128-129
130
AMIGA
Super Mario Bros 64 --------------------
Rygar ------------------------------------------ 170
Xplode Man --------------------------------- 131
Reshoot-R ----------------------------------- 171
Precinct 20: Dead Strange ---------- 132
Sidwave Shooter ------------------------- 132
Desantranques Jaen ------------------- 132 ZXNEXT
Tyvarian -------------------------------------- 172
Baggers In Space ------------------------ 173-175
Commodore 64 expert/ C64 owner since 1985. Writer for Commodore Force and Commodore Format in the 1990s. Co-founder of
Scene World diskmag. Now writing for Retro Gamer and Wireframe magazines. Contributor to ZZAP Annuals and main C64 games
writer / contributor to 8-Bit Annual 2018 and 2019.
8-bit console and computer games enthusiast. Andy's first love is console gaming namely Sega. In recent times Andy has become
an Administrator of various retro gaming groups on Facebook, including - Retro Games Forever, ZX Spectrum Latest Games and
CPC Latest Games. In 2018 Andy was a major game review contributor, writing game reviews for new ZX Spectrum and Sega
Master System games for 8 Bit Annual 2019.
Atari 2600 expert. Brian Matherne is a vintage gaming collector of the Atari Video Computer System (VCS, later known as
the 2600), Mattel Intellivision, GCE’s Vectrex, and Milton Bradley’s Microvision. Currently, Brian is the curator of “The Most
Comprehensive Atari VCS/2600 Homebrew List” on the internet, which began in 2013. Most recently, he has assembled the
largest ROM pack for the Atari Flashback Portable. Brian is the author of a book series entitled "The Atari 2600 Homebrew
Companion", and currently volumes 1 through 3 and a special holiday edition are all available on Amazon.
All round gaming enthusiast, lover of ZX Spectrum and Amstrad CPC home computer games. Dougie was a major game review
contributor, writing game reviews for new ZX Spectrum, NES and Amstrad CPC games for 8 Bit Annual 2019. Dougie is an
administrator of a number of retro groups on Facebook - Retro Games Forever, ZX Spectrum Latest Games and CPC Latest
Games. In 2019 Dougie released his first ever ZX Spectrum game with Arcade Game Designer (AGD), called Scot Bot. In June of
2019, Dougie taught his P6 grade students to make their very own games with AGD, a total of 21 new ZX Spectrum games were
released.
MSX expert. Frank has been an MSX owner since 1989. He is a writer for Retromaniac Magazine and Memoria Pixelada. While he
is not busy with those, Frank spends time writing for his own blog which contents are 80% related to the MSX computers. Frank
has documented a lot of MSX information, many of them available through his Youtube channel and as Wikipedia entries and
regularly collaborates with other retro gaming groups. Frank Romero is a retro gaming freak - he is the main organizer of annual
Retrocomputing Event Vigo Retro in Spain and also finds time to make artwork of MSX posters with retro game themes.
6
The Team
Lobo (USA)
C64 oriented since 1982, drunken master in training since 1973, have worked with many talented individuals over the years on
DS homebrew games as well as C64/ZX/NEXT and games related packaging for Protovision, Illustrations and design for various
other games/platforms/magazines, currently an active member of 3 demo groups (Atlantis/Onslaught/Protovision) and all of that
because the cat demanded it.
FACEBOOK.COM/Groups/BlastAnnual
8
Tribute K
H is love for the Amstrad CPC propelled him to the rank of Chief Editor
of Amstrad 100% magazine until the last issue in October 1993.
On the 7th of June, 2019, Amstrad 100% through its Facebook page disclosed
that POUM had passed away at the age of 58 years following what is commonly
named a long illness, leaving a great void. A cheerful and loving person, Alain
was greatly involved in the French Amstrad CPC scene. Many French Amstrad
CPC enthusiasts remember just how Alain would always reply to the readers'
letters with great enthusiasm and kindness, which has left very warm and
loving memories of his life amongst those in the Amstrad CPC community.
After their highly successful Play Expo Manchester popular culture and gaming fair in May 2019, retro
gaming event experts, Replay Events, headed north of the border to showcase their Play Expo event to
more than 6000 gaming fans at The Braehead Arena in Glasgow, Scotland, on the weekend of the 8 - 9th
June, 2019.
Organiser Andy Brown said "Ticket sales were phenomenal, we have sold many more tickets than we
did for the same show last year. A lot of this is down to the bigger show we have put on, with more video
games and gaming machines for people to play”.
F
or the first time the Scottish Another first for the
Gaming Championships event was the live
were being held at the show. entertainment with
Gamers were playing for £150 in Australian comedian,
prize money. A secret selection John Robertson
of gaming goodies from across hosting his hilarious
the ages were chosen to test out game show -
just how good a gamer you are. The Dark Room,
which sees members
The games selected were Balloon of the audience
Fight, Burnout 3, Super Hang On, being trapped inside
Super Puzzle Fighter and Super an imaginary retro
Star Soldier (what no classic 8-bit video game.
games? - Ed). Heats were held on
Saturday, contestant Lewis Dyer What makes the Play
says “ This round was basically a Expo Glasgow event such a cool games and got to see what we
grand prix - each game had a high weekend is the sheer amount of older gamers grew up with but
score challenge with it (e.g. get gaming goodness for every gamer. also got to play rhythm action
as many points in Balloon Trip as At £16 for adults and £10 for games they love too. The good
you can), then everyone's ranked youngsters, once you pay for your points for me was to see Jim
per game and given points for entry tickets the best part of all is Bagley and the ZX Spectrum Next,
the overall standings based on that all the games are free to play. that was just wonderful. Retro
position (so 1st gets 100 points, gaming on all platforms were
2nd gets 95 points and so on)”. Retro freak Chris McGilvray terrific. There was tonnes of 8 bit
attended Play Expo Glasgow and and 16 bit ranging from old home
Head to head contests were held said “Play Expo was an excellent computers to consoles.
on the Sunday afternoon to crown experience for young and old, kids
the winners. loved playing old and new
10
Features - festivals
by George Bachaelor
B
@cpcgamingdemos
ill Lange and Peter Fletcher
founded the annual Atari
Party East in the summer attendees to play including Midway’s
Ms Pac Man, Data East’s Karate
of 2017, based on the Atari
on show included an Atari model Champ and Universal’s Lady Bug.
Party created by Bill Kendrick in C-380 Video Pinball console, I don't
California. Atari Party East 2019 recall seeing this machine before. Everything was displayed
encompassed all the products professionally. Each computer had
that made Atari an amazing Amongst the huge amount of Atari an identity / history card. The tons
company. From arcade video systems there was an Arabic Atari of games carts, disks, manuals,
game machines, to consoles, 65XE which must be a rare item. Atari books and other related items were
computers, pinballs and even 2600's were plentiful, with other stored in clear buckets available for
Atarisoft (which runs on C64/128, Atari consoles the 2800, 5200, Atari attendees to view and select to play.
VIC, TI, Apple, etc). Portfolio and Atari Video Tablet also
seen at the event. Atari ST machines Anyone who made the trip could
Held in the basement of Bill’s were everywhere too, with people have had a most wonderful
house, of the 80 members from the playing games like Metrocross (US back in time feeling - the huge
Facebook group, about three dozen GOLD, 1987), Missile Command amount of retro coolness in Bill’s
people attended on the weekend of (Atari / Tengen, 1986) and The Secret basement event could be described
September 14th, 2019. of Monkey Island (US GOLD / Lucas as the ultimate Atari man cave
Film, 1991). entertainment room. While the focus
A great amount of passion by of the party was on everything Atari,
passionate Atari people put together Almost everything you could possibly other systems such as C64, MSX,
this amazing Atari meet up. Full be fascinated by with respect to Apple II’s and even a BBC micro were
credit to Bill Lange and everyone Atari machines could be found, even also demonstrated at the event.
else involved in creating this Atari the classic Atari upright arcade game
‘love festival’. Classics like a working Gauntlet could be played. In fact
Pong cabinet were able to be both there were a row of great arcade
marvelled and played. Other devices cabinets from other publishers for
12
Features - parties
Atari Tablet, MSX2, Video Pinball. Pacman, Berzerk, Draconian and other classics!
photo: ROB WANENCHAK photo: ROB WANENCHAK
Atari Portfolio running good old 'Zork'. MS Pac Man, Lady Bug and Extreme arcade!
photo: ROBERT MENES photo: ROB WANENCHAK
by George Bachaelor
@cpcgamingdemos
14
Features - parties
The guys from CCH, AUIC and AAMSX MSX Associations with the last
ever MSX produced by Panasonic - the MSX Turbo-R. T.
16
Features - demo parties
Treffen
Graz
18
eEeEe
1st place in PC demo category - 'Red Heaven' by 1st place in Pixel gfx - 'Party Hard!' by Elko/tristar
Hoodlum. and red sector inc.
1st place in 64k intro category - 'fr-093: Technology' 1st place in PC4k intro category - 'Glitch Rider' by
by BeRo / Farbrausch. Alcatraz.
20
Features - demo parties
EVOKE 2019
1st place in Interactive category (game) - 'Alpharay' 1st place in Graphics category - 'You can logoff - but
by Assassins and Bauknecht and Resource. you never leave!' by Ozan / Rebels.
1st place in Animation category - 'Buildings' by 1st place in Alternative platforms category (demo) -
Lycan / LNX. 'Connect Me' by Abyss-Connection.
1st place in ANSI/ASCII - 'Bat Country' by Elko / 1st place in ANSI/ASCII (AMIGA) - 'The Evokator' by
Tristar and Red Sector Inc. Hellbeard / Divine Stylers ^ Impure.
Organizers :
Thunder.Bird & NomiStake
Dates :
9- 11 August 2019
Place :
38229 Salzgitter - Germany
Atwoods Summer Open Air is a C64-only event featuring camping,
gaming, demos and a barbecue. Organized by Atwoods Studios and
C64 Berlin Club, this festival in its second year of running is for all
of those in the neighbourhood willing to camp in the woods (where
the wild things are) while screening latest scene productions in a
cozy tent.
'ASOA' , co-op demo by Atlantis & Delysid, 'Every Bit You Take' by Mythus of Delysid,
presented at Atwoods Party. C64 music entry.
'Donkey Trolls' by Atlantis, a game 'Let's drink and worship cats', a gfx entry
preview presented at the party. by Lobo of Atlantis.
22
Features - demo parties
ATWOODS 2019 DEMO MEETING by Thunder Bird @TuB64 and George Bachaelor.
Thunder Bird states “It is not the first time a demo party has
been held outside in open air though. Revision Party held in C64 is going all natural with no wires or leads out in
Saarbrücken has a real nice outside area with a DJ playing music. the woods!
There are booths to get a Curry Wurst (sausage pieces and As many as nine people with a peak of 12 attended the 2018
curry), where you are able to sit inside a big climate tent, talking Atwoods party. In 2019, 17 people with a peak of 19 C64
to friends and making new ones. The outside idea has also been enthusiasts and freaks ventured into the woods for the second
tried by the Nordlicht Party in Bremen”. meeting. The peak visitor count is explained by some friends of
NomiStake checking in for a few hours. There is a lower count
listed on the CSDB website because some people were not listed
or because of age or non-existing productions for C64.
Organizers :
Up Rough Soundsystem, Genesis Project,
2019
PACiF!C, Divine Stylers and Tulou
Dates :
ty
2 - 4 August 2019
Place : r
Karlavagnsgatan 13, Gothenburg Sweden
. pa
m
Datastorm is an annual Commodore festival, now in its 9th
t or
year. This year's tagline was 'the ultimate demoparty for s
ta
da
machines with blood and soul'. The party attracted more
than 150 visitors enjoying various demo, graphic & music
presentations. It also included Baud Boy trading battle,
appearance by SysOP and the Sensible World of Soccer
tournament with the BBQ.
'The Last Truckstop 3' by Fairlight, 1st place 'Two Sided' by Atlantis, 2nd place in demo
in demo competition. competition.
'4k PETSCII Intro' by Shadow, Shine, Zyron / 'Eyes of the storm' by Malmix / Fatzone, 1st
Genesis Project, 1st place in 4k Intro. place in C64 graphic compo.
'Essentials' by Hack n' Trade, 3rd place in 'Northstar' by Prowler, 1st place in Amiga
demo competition. graphic compo.
24
Features - demo parties
Organizers : Tristesse
Hosted by: atari8.info
WEB: lostparty.pl
Dates :
11th - 14th July 2019
Place :
Licheń Stary, Powiat koniński, Poland
following the submissions screening with an after-party BBQ. A
Lost Party is a newcomer demo party which held its first total of 35 entries were submitted in eight different categories.
gathering in July 2019 in Poland. With the idea to hold an annual Even though the graphics category had the most entries, the
meeting, the party is a multiplatform event covering Atari XL/ Wild category had interesting submissions such as Great Green
XE, Commodore 64, ZX Spectrum and Amstrad CPC with usual Adventure 2: Prologue , a game for Atari 8bit, 'Star Vagrant
demo, intro, graphics and music categories. The event took place Intro'(Atari 8bit) and the Next to Karateka ZX Spectrum demo.
in a large hall with live acts (Wacek/Arise & Brothers in .ATRs ) ZX and Atari tracked music was not lacking either.
'z-bars 256b' by Koala / Agenda, 1st place in Atari 256 'Captain Pork' by Piesiu / Agenda, 1st place in Atari
Byte Intro competition. Graphics competition.
'Flat Country' by Piesiu / Agenda, 1st place in C64 + ZX 'Great Green Adventure 2: Prologue' by Dely, 1st place
Spectrum Graphics competition (C64). in Wild competition (Atari 8 bit).
'Burning Tail' by Piesiu / Speccy.pl, 2nd place in the C64 'Lost in Lichen' by Odyn1ec / Lamers, 2nd place in Atari
+ ZX Spectrum Gfx competition (ZX). Graphics competition (Atari 8 bit).
<
Organizers : had seen 49 entries across various categories such as Amiga 4
Nature & Traktor channel Music, Amiga Graphics, Amiga demo entries, Chip Music,
Dates : Cover Music, Other Platform Demo entries, Other Platform
1 - 3 February 2019 Graphics entries, ASCII and Wild productions.
Place :
Skövde gerp.planet-d.net
Sweden
GERP is a multi-platform retro party organized in Sweden with
the main focus on Amiga but not short of Atari, C64, ZX and other
platforms productions as well. The party has been running since
2013 and each year has seen a sizeable amount of cross-platform
releases. The 2019 event was no different and in total the party
'Jophar' by Shadow and Yerzmyey, 1st 'SMag-FX #2' by Maggie Team, Masters Of
place in ZX spectrum demo category. Electric City and SMFX, for Atari ST.
'Space Knuckle Ride' by Facet / GP, 1st 'Gerp ASCII' by deadguy (PACiF!C), 1st
place in C64 graphics category. place in Amiga OCS/ECS - ASCII.
26
Features - demo parties
Organizers :
bepp, Dymo, hedning, Rhythm, Taper
Organizer Groups : Genesis Project 'The Elder Scrollers' by Booze Design, 1st
Dates : place in demo competition.
28 - 30 June 2019
Place :
Lund, Sweden
Gubbdata is a Swedish Commodore demo party, running since 2012. This year's
theme was 'Framtiden var bättre förr (The future was better back in the days)'
so entries that reflected categories with retro themes were separated from the
others. The event featured a large collection of demo, music and graphic entries.
A sum of fourteen C64 demos, twenty one music entries, fifteen graphic entries,
three wild demos, eight mixed graphics (retro), sixteen mixed graphics (other) and
six mixed music entries were showcased, besides productions released outside
the compo such as 'Space Orbs' (a game preview) and others. A total of 80 sceners
'The Dive' by Genesis Project, 2nd place in
reported to duty for this three day event.
demo competition.
gubbdata.se
'Thera' by Atlantis, 4th place in demo 'Skåneland 2' by Fairlight, 3rd place in
competition. demo competition.
'Purgatory' by Razorback / GP, 3rd place in 'Mind the Power' by Apollyon / Artline
graphic competition. Designs, 5th in graphic competition.
Organizers : different as more than 200 people attended the show under
Digital Art & Culture Association & the motto 'We Are The Chimpions!'.
Artline Designs, Byterapers Inc., Damage,
Extend and Topaz Beerline Music and graphics categories dominated the list for a total
WEB : zooparty.org of 24 gfx, 24 mixed (PETSCII) besides a total of 22 music
Dates : entries. As usual, there was a selection of demos, a total of 12
4 - 6 October 2019 entries were presented in Wild / Basic categories. There was
Place : also one category not commonly featured at parties, which is
Viialan Seurahuone, Akaa, Finland 'disk covers'. The next meeting for ZOO party enthusiasts is
scheduled for 2021.
The ZOO party is the largest Finnish Commodore-only demo
party, running since 1997 and each time showcasing new
and fresh music and graphic productions. This year was no
'Out of Contex' by Artline Designs, 1st place in Demo 'Rebels 1989' by Rebels, 6th place in Demo
competition. competition.
'Able Marble' by Accession , 3rd place in Demo 'Metadimension' by Pers' Wastaiset Produktiot ,
competition. generative 2.5K demo, 4th place in Demo competition.
28
Features - demo parties
'Basic V3' by Jupp3, 1st place in C64 Basic program 'Channel0' by Lobo/Atlantis, 4th place in Mixed
competition. Graphics (PETSCII) competition.
'Raster Split' by Electric / Extend, 1st place in 'Jack of Apes' by Electric / Extend, 1st place in Disk
Graphics category. Cover category.
'Crystaleyezed' by Prowler, 6th place in Graphics 'High Hopes' by Apollyon / Artline Designs, 9th place
competition. in Graphics competition.
'Grill Master' by Electric / Extend, 3rd place in Mixed 'Swimming Pool' by Edi / Exotic Men, 1st place in
Graphics (PETSCII) category. Mixed Graphics (PETSCII) competition.
30
Features - tutorials
your tune, make some adjustments to the phone, so there's no need to actually
notes and perform a SAVE AS – MIDI. purchase a MIDI keyboard. This section is quite deceptive
as a 0 indicates a playable note
The program performs better than Experiment 5: Beepbox and a 1 indicates a non playable
Imitone, considerably better, but in my note. The notes are arranged by
opinion, not enough to cough up $99.00. Beepbox (beepbox.co) is an absolutely C,D#,D,E#,E,F,F#,G,A#,A,B#,B. So for
The program does suffer from some of free piano roll sequencer. There is an example, you want to play in the scale
the same issues as Imitone (garbage in, online and offline version available and of major blues which are the notes C,
garbage out) meaning that if your voice works on any computer that supports D, D#,E,G,A, you would make your scale
is not in tune, you will get bad and sour Javascript. When you go to the link, you array into [!0,!0,!0,!1,!0,!1,!1,!0,!1,!0,!1,!1
results. are provided with a series of bars and ]. Restart the session by closing out the
using your mouse, you paint your notes Beepbox window and loading it again, and
Experiment 4: ThumbJam to the screen. If you select Preferences you should find your new scale.
– Show Piano, you can view a keyboard
Thumbjam ($8.99 available through Apple on the left side of the screen. This is an A nice, neat function behind Beepbox is
Playstore thumbjam.com) offers an audio intuitive page/program that allows you to that you will not find a save function for
to MIDI conversion tool that is fun to come up with a tune in just a few minutes. your notes, the browser address serves
play with and can give similar results as If you select Wave – square, you can as your save function. Simply copy your
Imitone. The algorithm is not nearly as approximate how the music will sound on address and save it in a text editor and you
advanced as Imitone, but does give similar your Speccy.
results, at $8.99, it’s quite a bargain. It
not only can record your tune as you are By far this is my go to
singing it, it offers a music keyboard along program that I use to
with a large number of music scales. It also generate a tune on the
offers a record function. There is no demo Spectrum. I highly
of this program, so again you have to buy recommend this and This is a basic boogie Woogie bass line in C Major.
it on faith. best of all, it’s free.
There are some
The keyboard and recording function of limitations to the
this program is intuitive enough that in software, like changing
a few minutes you can start plucking out key in the middle of
some tunes on the keyboard. your tune and
changing the scale, but The Mid tones snippet looks like aa basic rhythm pattern.
Record and converting your audio by for the most part, those
singing, is also offered, but you have to are not needed for
drill in the menus system to find it, you coming up with a quick
will select the record function (on the tune for your game.
left, second button down and then select You are allowed 3
the microphone) and sing into your phone different voices, so
live. It works amazingly well for a $9.00 you can create a decent
The song lead looks like this
app, but just like Imitone and Melodyne, AY tune or a multi
garbage in, garbage out. channel beeper tune.
can pick up our session again.
The most impressive thing behind You can even do some hacks to the For example, the link -
Thumbjam is the music keyboard. It’s fairly Beepbox code to allow it to have different tinyurl.com/yyc3x5qa will pull up a
quick and easy to tap out a quick tune, scales. This may not be for everyone, but it Boogie Woogie style song that I created
export it to MIDI and email the MIDI to is an available option. in a short time. A short snippet of the
yourself. melody bass line shows the above. And
As a quick introduction to modifying varying the three tracks will give a good
Alternatively, you can also link Thumbjam Beepbox scales, you would need to have variety in your tune, meaning it won't get
to your Windows PC and use Thumbjam as the offline version of beepbox, edit the boring or irritating to listen to.
a MIDI keyboard over your WIFI network. HTML in your favourite text editor and
To do this, you need to use a program search for a.scaleNames=[. You will see When you are finished with creating your
called DSWifiMIDI (dsmi.tobw.net) along all the names associated with the scales, tune, don’t forget to export to MIDI.
with loopMIDI (tinyurl.com/y3u9u9xk) using the same format, either add a new
and a MIDI recorder gives you the ability name, or change an associated name.
to record directly to your PC straight from Right after all of the scale names, you will
your see a list of 1’s and 0’s. These are the keys
associated with the scales.
Scales / Key and Rhythm Let’s look quickly at two pieces of music or F# Minor, perhaps D# Minor. End of
by late composer Henry Mancini. The the Level, perhaps a song in F# Major or
Important decisions about your music and Pink Panther Theme and Baby Elephant D Major. Game Over, perhaps a song in Ab
theme are the subjects of Scales, Key and Walk (look them both up on Youtube Minor or F Minor. Fortunately, this is fairly
Rhythm. Scales are the selective notes if you are not familiar with them). Pink easy to do in Beepbox, now please note
in small intervals chosen from the entire Panther seems to give a sense of mystery, that not all keys are available in Beepbox.
scale of notes. Certain scales work great which starts after the first chord A, B Flat
with certain types of music, but not all. and B. That simple off-kilter chord sets
Key works along with scale and mostly a mysterious feel to the song. Then the Rhythm
promotes a mood of the music. Rhythm is majority of the song has a stealthy feel to
the speed and pattern of the music. it. I can’t imagine any other type of theme Although most people define rhythm as
song for this movie. The song is written in presented as drums, it’s not always the
It takes scales, keys and rhythm to make a the Key of E Minor. case. Yes, drums are quite often used for
melody. rhythm, but that’s not always the case.
The second song- Going back to a Boogie Woogie song, you
Scales can easily pick up on the rhythm, yet there
“Baby Elephant Walk”, is a fun tune to is no drum behind the music, just pure
Our scale is selective notes in a short listen to, also carries a strong melody piano. Drums can be added for help
duration that work well with one another. and can be identified as a happy tune. It’s
written in C Major.
In Beepbox, the scale EASY is actually the
Major Pentatonic scale which works with The emotions identified by a song key is
the notes C, D, E, F, A, if you are working certainly subjective and not always defined
in the Key of C, and you can create a great by key as it can be scale and rhythm that
song using that scale. However, there are defines a feeling behind a song.
a great many other types of scales you can
work with. Here are some commonly used The composer Christian Schubert wrote
scales. about the emotions behind a songs Key
and his writing is being referenced today.
Major
C D E F G A B I am going to boil down his writing for
brevity.
Minor
C D D# F G G# B C major: Completely pure, innocence. with the rhythm and they are great for
C minor: Love-sick lamentation that, however some beeper engines do
Major Blues D major: Triumph and victory not support drums, so if you use one of
C D D# E G A D minor: Melancholy those beeper engines, you may want to
D# minor: Anxiety rely on bass for your rhythm. If you are
Minor Blues Eb major: Love and devotion using the AY (on 128k Spectrum), you can
C D# F F# G B E major: Incomplete joy use the noise envelope to produce a drum
F major: Complaisance and calm sound, so you are in luck. Usage of the
Lydian F minor: Deep depression drums is entirely optional and ends up as a
C D E F# G A B F# major: Triumph over difficulty preference to the composer.
F# minor: Gloom
Major Bebop G major: Gratitude and friendship In Beepbox, there is a Rhythm section and
C D E F G G# A B G minor: Discontent and uneasiness Tempo section, feel free to experiment.
Ab major: Death, grave and judgement
I’m personally biased towards the Major Ab minor: Difficult struggle
and Minor Blues scales which are the A major: Innocent love, satisfaction
basis to many upbeat tunes besides the A minor: Tenderness of character
name blues. The scale is the basis to many Bb major: Cheerful love
popular types of music such as Boogie Bb minor: Sad and gloom
Woogie, Rock music and Bebop songs can B major: Anger, rage, jealousy, fury and
be written in this scale. despair
B minor: Patience
Key
What key should your game song be
The key in music is the centre note around written in? Whatever mood you want to
which the melody will play and quite often convey. If you are in a shooter game and
emits emotion. want to convey danger, perhaps Ab Minor
32
Features - tutorials
Of course a faster Tempo and faster What to do with your MIDI Line 10
Rhythm will convey a sense of urgency and
can be fun to play with. As a rule of thumb, Ok, so you have come up with a new tune Sets mode 0 (resolution 160 x 200, 16
on an action game, try to convey urgency in MIDI format, now what? My MIDI editor/ colours) with back border and background.
with a fast rhythm, while during a level viewer of choice is OpenMPT (openmpt.
over, use a slower rhythm. During a game org). By Selecting Patterns in the top bar, Line 20
over, use an even slower rhythm. you can now see your notes, duration and
pause. Give your song a good listening to, SYMBOL AFTER, sets the number of
What to choose and why? sometimes there are errors, but usually permissible user defined character. (I've
they happen toward the ending of the set from 250)
Sometimes, it takes a long time to write a song. If there are, simply delete the SYMBOL command, redefine the char 255.
song that matches the mood, speed and ending. (first parameter)
scale of your game. You should now have Tips: you can redefine chars also like:
a sense of what type of music to write I cannot cover OpenMPT within this article,
depending on the feeling you want to but there are many guides to using it symbol 255,%11111111,%10000001,%100
present to the player. already. We are simply using this to show 00001,%10000001,%10000001,%10000001
our notes, pauses and tracks. For our next ,%10000001,%11111111
Let’s look again at some well known step, we are going to have to use a ZX if you put a new line after the comma, you
examples of in game music. Spectrum friendly tracker. will notice the figure-
Super Mario Brothers: This is perhaps 5 'Fast scrolling 2019 by Fabrizio Radica %11111111,
the most famous tune of them all. Almost 10 mode 0: border 0:ink 0,0:ink 1,26: defint %10000001,
guaranteed that someone will be able to x,j,y,h,u,k,o:x=1:x2=1:y=5 %10000001,
hum at least the first few bars to this song. 20 symbol after 250:symbol %10000001,
It’s a happy, joyful tune and perfectly sets 255,1,54,78,32,67,92,88,1 %10000001,
the mood to the game. It’s written in C 30 tag:move k,180-y:print " %10000001,
major, normal scale with a triplets rhythm. "+chr$(249);:k=6+k mod 320:move u,200- %10000001,
y:print " "+chr$(249);:u=8+u mod 320 %11111111
This is a fast paced, joyful song. A pure ear 40 h=31+(h mod 320):move x+h,100-y:print
worm. The song theme matches the game chr$(255);: Simple. :)
perfectly. Not all games want that feeling 50 move j+h,300-y:print chr$(255);:tagoff:
though. If we want a dangerous feeling to 60 locate 12-o,y:print chr$(255)+" ";:o=1+o Line 30
a song, try +6 written in F#, normal theme. mod 10
If we want a mysterious theme, try +4, 70 goto 30 Set graphics mode for text, so you can
written in D Minor, normal theme. use the graphics position instead of text
A happy song, try triplets, written in C position. When you set Tag, you can use
major, island theme. HOW IT WORKS? MOVE for draw pixel by pixel.
A victory song, D Major, +6, normal theme. Move char number 255, with a simple math
function: xposition=1+xposition MOD line,
Try not to overthink, but experiment, where MOD it's the rest of division. So, you
move the bass scale up and down slightly can't need any loop FOR NEXT
between tracks so the bass does not get
monotonous. Match midtones to the Line 50
same rhythm to your bass, but vary them
slightly, perhaps go off beat every now Similar to line 40 but now, set TAG OFF for
and again and catch the player’s ears by the next line.
surprise. It could be that one off note that
takes the attention of the player off of the Line 60
game slightly and make the game harder.
Now we are back to Text Position Cursor
Most of all, write music that you enjoy (because TAG OFF command) and we can
hearing. It’s often difficult to be entirely move chars with LOCATE instead of Move.
happy with your tune and very easy to
second guess yourself. Have fun and with Line 70
enough creativity, you can have a catchy
tune. Go to line 30. Main Loop (and only one).
34
eEeEe
BASIC SPRITES
on AMSTRAD CPC
36
Features - tutorials
Which brings us back to the PRINT CHR$(14) instead of 15, by the way). Let's Q and A keys.
command and its many fancy add this text colour into the mix and make 10 SYMBOL AFTER 128
enhancements. a square on the screen! The code for that 20 SYMBOL 246,56,56,146,0,0,0,0,0
is: 30 SYMBOL 247,0,0,0,0,0,40,40,40
Enhancing the PRINT command PRINT CHR$(65)+CHR$(15)+CHR$(2)+CHR 35 INK 1,17: INK 2, 23: INK 3, 14: INK 0,9:
$(66)+CHR$(10)+STRING$(2,8)+CHR$(67)+ BORDER 9: PAPER 0: MODE 1
In the last section, we introduced the CHR$(15)+CHR$(1)+CHR$(68) 40 sprite$=CHR$(15)+CHR$(3)+CHR$(248)
ability to print individual characters to +CHR$(22)+CHR$(1)+CHR$(8)+CHR$(15)+
the screen using the CHR$() command. RUN that and you'll see: CHR$(1)+CHR$(246)+CHR$(8)+CHR$(15)+
Normally, you wouldn't print anything CHR$(2)+CHR$(247)+CHR$(22)+CHR$(0)
below CHR$(32) to the screen, because AB 50 x=12: y=12
if you try them on their own, the only CD 60 LOCATE x,y: PRINT sprite$
character code that seems to do anything 70 oldx=x: oldy=y
is CHR$(7) (which instructs the CPC to in two colours. You may have noticed I 75 a$=UPPER$(INKEY$): IF a$="" THEN
bleep). All the character codes below 32 included a STRING$ command in there; GOTO 75
have specific instructions built into them, which is simply to save on having to type 80 IF a$="Q" THEN y=y-1 ELSE
but some of them need a second character CHR$(8) twice to move the cursor two 90 IF a$="A" THEN y=y+1 ELSE
code to follow them in order to actually do spaces to the left. The STRING$ command 100 IF a$="O" THEN x=x-1 ELSE
anything. Some of these character codes tells the CPC to print the same character 110 IF a$="P" THEN x=x+1
are particularly useful in creating sprites; code (in this case the code to move left) 120 IF y<1 then y=1
as we are about to find out. several times in a row. You can use it for 130 IF y>25 then y=25
any character code and for as many times 140 IF x<1 then x=1
Let's start with the codes that move the as you need the code to be printed. 150 IF x>40 then x=40
cursor around the screen. If you type So, now we have four characters being 160 LOCATE oldx,oldy: PRINT " ": GOTO
PRINT CHR$(8) on your CPC, you won't see printed on two lines and in two colours, all 60
very much happen at all. That's because from one PRINT command. That's great if
CHR$(8) is the command to move the you want each block of your sprite to be a In this program, you'll notice I've put all
cursor one space to the left. Not very single colour but what if you want multiple the CHR$() character codes into a string
useful on its own but fantastic for use in colours in each block? Can we print over called "sprite$" instead of simply printing
printing graphics! Similarly, CHR$(9) moves a character that we've just printed on the them onto the screen with the PRINT
the cursor one space to the right; CHR$(10) screen? As it turns out, yes we can. command. For this particular program, we
moves the cursor one line down and Normally when a character is printed could have simply printed the sprite to the
CHR$(11) moves the cursor one line up. to the screen, printing over that same screen as we have in previous examples
The best part is, you can absolutely string location will delete the character and but I've chosen to create a string here
these together; either with each other, replace it with a new one. You can stop instead because it allows you greater
or with other character codes. So let's do that happening by turning on transparency freedom in your own code.
that. Try typing this: mode for printing; which is achieved
using the CHR$(22) command. As with the By setting up a string like this, it allows
PRINT CHR$(65)+CHR$(10)+CHR$(8)+C commands to change the PEN colour, you'll us the option of printing other sprites in
HR$(66) need to follow CHR$(22) with a second place of the one sprite we have created.
You'll see this printed on the screen: CHR$() command; where CHR$(1) turns You could create several sprites of your
transparency on and CHR$(0) turns it back stick figure and have the CPC rotate
A off again (don't forget to do that or you through them, for example. You could
B could run into problems later). create multiple sprites depending on
Knowing this, if we enter the following which direction the stick figure is moving
It's not exactly going to blow your mind, is command: it; or whatever else you fancy doing. Each
it? You could have done the same by just of those could then be printed instead of
typing: the standard sprite. Normally in BASIC,
PRINT CHR$(65)+CHR$(15)+CHR$(2)+CHR symbols are printed in only one colour
10 PRINT "A" $(22)+CHR$(1)+CHR$(8)+CHR$(66) but with this simple system and a little
20 PRINT "B" knowledge of how the control codes
RUN We will see a B printed on top of an A, work, we have been able to put together a
with both characters printed in different multi-coloured sprite using BASIC without
Nevertheless, you did it using one PRINT colours. Naturally, you can stack this code having to resort to machine code or special
command; which would normally only print multiple times, to produce multi-coloured software. We've also demonstrated that
symbols on one line of the screen. sprites using simple BASIC characters and the CPC is capable of printing these multi-
Now let's change some text colours! You easily manipulate those characters in your coloured sprites in a program with almost
can do this with CHR$(15). On its own, own games. So let's end this example by no slowdown; so we can use this system
this will do nothing, because it requires a creating a very simple program that will to create our own games and employ
second CHR$() command to tell it which demonstrate this. In this program, we will the CPC's vast array of colours to our
PEN colour you want to use (you can place a multi-coloured stick figure on the advantage. From here, the possibilities are
also change the PAPER colour by using screen and move it around using the O, P, endless.
38
Features - tutorials
Written by:
Luca Carrafiello @Kekule1025
Mika Misfit Keranen @RGMisfit
Stefan Mader
George Bachaelor @CPCGAMINGDEMOS
40
Features - 3 Plus 1 for all
Plus 4 Awesomeness
scrolling in the game later on.
42
Features - 3 Plus 1 for all
44
Features - Sonic GX dev
Sonic GX
This resulted in movement feeling AN INNOVATIVE DEVELOPMENT Agile-based methodology, and we also
much smoother thanks to the per-pixel APPROACH relied on Dynalist to organize/brain-storm
accuracy of the scroll engine. When we ideas.
started to get a glimpse of the real game, Most games on Amstrad CPC machines
we contacted Targhan / Arkos for the rely on assembly language to provide the PLATFORM LIMITATION
audio part. Working with him was a time fastest implementation. This remains true
saver for us - he is not only an excellent for Sonic GX, but with a twist. The game Providing dynamic content for a sprite on
composer, but also a programmer also makes use of the C programming the GX-4000 is a nightmare (a data copy
providing a dedicated audio player that can language for its game logic which is quite is necessary). It’s quite outrageous when
be embedded quickly in any game engine. unusual for a fullscreen, full frame rate compared to the C64, released 8 years
The initial work we received was too game. Sure, it’s a bit slower to process before, featuring the ability to change
theatrical, so we had to shape the vision to than optimized assembly language code (C sprite visuals almost instantaneously. The
get closer to the original Sonic game while part in Sonic GX takes approx. 15% of the console itself features some hardware
keeping Targhan’s unique musical touch. CPU time); but it proved to be a life-saver bugs. Work-arounds exist, but not
to manage and iterate on the different mentioned in the official Amstrad manual.
ArkosTracker: Audio part in the game was created by Targhan CeD, the talented graphical artist behind the game.
using his tool called 'Arkos Tracker 2'.
Then we improved the collision system game states. As an example, with some On top of that, emulation of the GX-4000 is
to allow Sonic to collide against enemies, additional work, only the C part of the good but not perfect, since full support is
rings, bumpers, spikes and the likes. game could be modified to reuse the scroll incomplete, a developer must continuously
Initially, hit-boxes were almost as large engine in the context of a shoot ’em up test on real hardware after every major
as the visual sprites. We experienced game. change. To this day, it remains challenging
better gameplay by reducing the size of for a new developer to collect all the
those hit boxes (player must be clearly TOOLCHAIN required information.
located inside an enemy to die). Since
most of the mandatory gameplay was Everything was produced using free tools.
implemented, it was time to focus on some As mentioned earlier, Tiled was used for
details. We added the title screen. First map authoring. Good old WinAPE emulator
version relied on a more modern version was used for testing / debugging (the
of the Sonic character, it proved wrong to GX-4000 support is not quite perfect, but
merge multiple design types. Finally we it remains the best tool we could rely on
adapted the original Sonic screen as used using a PC). Additionally to that, a set of
in the 8-Bit version. Then we added the custom tools have been implemented.
act screen. It may appear quite subtle, but C++ was used to convert data to a custom
this image is actually relying on hardware format compatible with the GX-4000.
techniques to display more than thirty We also created a bridge to allow SDCC
colours on screen! Finally, we completed (the C compiler) compilation output to
the experience by adding the boss fight be compatible with the syntax of Rasm
system. Initially, the proposed gameplay (a very powerful Z80 assembler). CeD
was way too easy, but when we decided to relied on Photoshop to edit the graphics,
make Dr Eggman shoot projectiles every while Targhan used his own tracker, Arkos
time he could, this proved to be actually Tracker 2. We also relied on some online,
'iOS_Dynalist' (mobile phone app) is used
fun and difficult to beat! free-to-use management tools. Trello
to capture ideas while commuting to
proved to be useful to schedule tasks using
work!
46
Features - Sonic GX dev
Development Environment used to program SonicGX. Editing the map using 'Tiled'.
Written by:
Ant Stiller @AntStiller Everything is still new, in the
Stefan Vogt @8bit_era start-up phase at Puddle,
Graham Axten @zxmutant64 so just what could
George Bachaelor @CPCGAMINGDEMOS we possibly expect to
see being delivered by
Puddle or Puddle Soft is the them for the retro gaming
spiritual successor to Pond community in the months
Software, with members and (hoping many) years
including Ant Stiller, Stefan ahead? Let me just say
Vogt and Graham Axten. firstly these guys are super
They have very exciting plans ahead cool. They probably don’t
for 8 and 16 bit gaming platforms, like me saying that, but
so if you love playing new games on they are the real deal, very
a Commodore 64, Amstrad CPC, ZX down to earth guys, it's
Spectrum, Atari ST or Commodore always a pleasure to chat
Amiga, follow them on twitter by with them and discuss
anything 8-bit or retro C64 version preview of the loading screen for Hibernated II.
looking for @puddlesoft - to keep
informed and up to date with all their gaming related. game on tape, disk or cartridge, so will
new exciting future productions! Puddle be releasing their games as physical
ANT HAS ALL THE PLANS u versions? Ant writes “yes physical releases
PUDDLE MAKES A SPLASH! u will be made through poly.play”. Puddle is
First up I chatted with Ant Stiller who is purely a game development organisation
You may wonder what ever happened an experienced graphics person as well as with poly.play as the distributor of their
to the hobbyist gamedev team and non game developer. I asked Ant what will be games. Hibernated II is a two part sequel
profit software publisher Pond Software? the focus of Puddle going forward ? Will to Olivia’s famous adventure that Stefan
I know I sure did. Over recent years they the group be creating C64 games only? Vogt is creating. It is his most sophisticated
have released some amazing 8-bit games Ant writes “Puddle will be a multi-format work to date! There will be versions for
such as the text adventure Hibernated 1: game developer creating different genres C64, Plus4, Spectrum, Amstrad CPC, MSX,
This Place is Death, The Bear Essentials of games. Stefan Vogt is currently focusing Amiga, ST and DOS. Stefan had planned for
and Spaceman Splorf: Planet of Doom on text based adventure games. Graham is the game to be finished and released at the
just to mention a few. So it was a little looking at platform games, a sequel to the end of 2019. However, as a new decade has
perplexing when, in 2019, there were no Bear Essentials being one of them, which he started, it's expected early in 2020.
announcements from them at all. As far has started releasing progress screenshots
as I know, Pond Software is in a holding of on Twitter and I am
pattern for now due to circumstances working on various
beyond anyone's control. Some of the game projects - something of a
developers from Pond, namely Graham shoot ‘em up and an RPG
Axten, Ant Stiller and Stefan Vogt have type of game”. Sounds
gone out on their own, establishing Puddle awesome already, a good
Soft or Puddle, the spiritual successor to mix up of game styles, a
Pond Software. little bit of everything for
many people to have a
Even though all group members live crack at when these games
thousands of miles / kilometres apart from are finished. Ant writes
each other, Ant based in Australia, Graham “It's going to take us some
based in the U.K., Stefan based in Germany, time to get up to speed
and new recruit graphics artist Dylan, also but it's pretty exciting for
based in the U.K, already after a short time all of us right now.''
together things are starting to progress Ever popular these days is Petunia Pickle's Pumpkin Peril is 80% coded says Ant Stiller
quite rapidly. purchasing a physical and it's looking like a fun game.
48
Developer profile
Ant says “Chef Quest+ will still be quite similar to the original game
but will feature some key improvements based on feedback from
the 4k version plus I am excited to say it will also contain a whole
lot of new music supplied to me by some very talented young
musicians who were given the task of learning how to make
a SID tune as part of their course.”
M
E
E
T «
THE
P SOFT
U
D T
D E
Aussie graphic artist and game Mr Bear Essentials, the delightful Text adventurer extraordinaire the L A
developer, Ant Stiller loves being Graham Axten. wonderful Stefan Vogt. E M
surrounded by 8-bit gaming nostalgia.
50
eEeEe
by John Henderson
@JohnHen65953721
52
Features - work in progress
It was two years ago at the Alchimie festival in France that Benjamin
Yoris had met other CPC fans and discovered that the CPC scene is
very much alive and well. It was there he saw the extraordinary Eerie
Forest: Shadow of the Beast Demo by Logon System (2017), and the
remakes of classic games such as Ghosts 'n Goblins and Bubble Bobble.
It wasn’t until he learned that Toki for the CPC was in development
that he said to himself “I had to be part of that".
The New Zealand Story had amazed him back in the day, at the time he
thought it was so cute with its large colourful sprites and graphics, the
huge playing levels, excellent music and fun gameplay but
unfortunately the arcade to CPC conversion by Choice / Ocean from
1989 was very limited - looking like a rushed port from another 8-bit
machine. So he decided as a massive Taito arcade fan to re-honor this
classic with a new version on the Amstrad CPC.
To get the project started Benjamin Yoris knew he couldn’t do it alone, he needed a team to bring this project to life. How does one do that if
they have been out of the scene for a while? Social media has all the answers and that's what Benjamin did - he hit Twitter about April of 2019
with posts about a remake of New Zealand story for the CPC seeking coders to help him on this new adventure. It took a while with quite a
few posts showing off his graphical work on the project to entice coders to join him. One day Benjamin was contacted on Twitter by a Spanish
guy who introduced him to a coder named Abalore. They discussed things about the project for nearly one hour and that was it, the first
coder had been found! At the same time Benjamin was also contacted by another coder E-Dredon who is a musician. I (George.B) like many
others were helping to spread the word on social media about this project and E-Dredon was found on a Facebook group. It took about 2
months for a full team to be assembled with an announcement made at the end of June, 2019. Benjamin Yoris is based in Montpelier, France,
however the other team members assembled to make the New Zealand story remake game are many many miles apart. Abalore is based in
Spain and E-Dredon is a French guy based in Hong Kong. Once it all had been agreed, Black Gator Team was born!
May 29th, 2019. Level 1-1 graphics of the Amstrad Plus version June 13, 2019. The New Zealand Story Remake for Amstrad continues
were completed but still Benjamin was looking for coders to to advance with Benjamin completing some of the sprites but still the
help him bring the project to life. search for coders continues.
GETTING TO WORK
Albalore who is the main coder of the remake is using WinAPE and a
bunch of self-made tools to convert sprites and backgrounds to custom
formats. On August 12, he released a scroll test demo video of the
work in progress on YouTube which can be found here:
tinyurl.com/s5nu7wh
So far Levels 1-1 through to 1-4 have been completed with work on the
first boss the Frozen Whale the next task to complete. On November
26, 2019, work on the The New Zealand Story remake had been paused
as Benjamin looked towards starting his next adventure working on a
Wonder Boy remake for the original Amstrad CPC machines as this too had a very poor arcade conversion by Activision in 1987.
This is just a hobby so even though everything looks great and is coming along just remember that these things take time and that people’s
personal lives come first so when the game will be released is unknown. It may happen in 2020. But it may not. We just need to be patient. If
you have seen some of the latest CPC remakes in recent times we are sure to be spoiled again!
Working on the Frozen Whale boss sprites. Sprites for a new Wonder Boy being made for original CPC’s in
development?
@BenYoris
54
Features - work in progress
Graphically you can see the game has outstanding visuals which
game developer BO DSGN has put together using the MSX’s screens
4 and 5. Some are suggesting that this horizontal space shooter
reminds them of Konami's Space Manbow and Parodius.
According to BO DSGN, the game is more oriented on big boss battles
than the classic shooters and includes over ten end-of-level bosses that actually look like proper end of level bosses you want to encounter
and destroy. BO DSGN is an international team with French, Japanese and Chinese members.
Pre orders of Caravan Boomer started in April of 2019 and there were a limited number of physical boxed copies (2xDD) priced at 5000
Yen (around $45USD). I spoke with one of the game developers - N.I. who writes “ the graphics are drawn in 16 of 512 colors. Tile map
mode is used in the game duration to scroll the screen, but bitmap mode is used in the boss duration to draw it in detail, music is played on
OPLL(FM)."
Caravan Boomer - Caravan Edition is another version of the game, a promotion disk mainly designed for time attack parties and friendly
gaming get togethers. It contains two different caravan modes:
1) An exclusive boss.
2) An exclusive title screen. It was released in August 2019. It comes in a small cardboard package, priced at 1200 Yen (around $11USD). This
can be purchased at the excellent retrogameshop1983 link here: tinyurl.com/retro83.
MSX gamer Thomas Lipschultz wrote of his experience playing the Caravan edition back in October 2019 stating stating "This game is good!
It's a very simple score-attack thing right now, so there's not much to it, but it controls well, and makes me excited for the final product when
it drops, hopefully in early 2020. Part of the reason this finished game will stand out as more than just a middling shmup on a system with
a ton of other shmups to offer, though, is the music. This game includes some of the best OPLL FM compositions I've heard to date, if only
because it's just so intense. If you have speakers or headphones with good bass, be sure to use them when listening to this, because trust
me... you ain't heard nothin' like this from an 8-bit system before. This is some serious dance club nonsense right here! It is THUMPIN', yo!”
Thank you for your time N.I. Caravan Boomer’s graphics are
without a doubt stunning but what about the storyline? What is
the game about and who are the heroes and enemies?
N.I writes “Caravan Bommer is a story about beating the bad guy
called Mad Moon. He sends out all these different enemies over a
number of different levels to stop you. I don't have a more detailed
story for you right now though, I will need to ask Bo, the planner for
this as he has more details”.
@n_i15
56
DIY Hardware
My Amstrad CPC
game pad project
I have tried playing some of
the games that I have for my
Amstrad CPC 464 using the
I had to place it in new holes as I removed
some copper pads accidentally. After the
new header pins were on, I soldered in all
by Alastair Gillespie
@Gee_k_net
joystick that I got with the the wires to the buttons with purple wire pin 1 up red-pin 2 down black-pin 3 left
first one that I bought. The as I only had the choice of black, red and grey-pin 4 right orange-pin 5 fire 3 brown
problem with this joystick is purple. It doesn't make any difference -pin 6 fire 2 green-pin 7 fire 1 white-pin 8
that the buttons sometimes to me as it's really easy to follow each gnd blue-pin 9 gnd yellow
don't register and the directions individual wire anyway.
sometimes don't work very well.
You can't blame it when it's over
30 years old!
Now I have the inners to a prototype, done. I made the buttons a bit bigger so put in. It worked great, but it was not very
allowing me to sort out making a case for that it feels a bit more comfortable and ergonomic. Now rather than redesign the
it. I'll need to get a 3d printer to get some a bit more natural. They're now 10mm whole thing, I made a surround for it to
cases made. instead of 8mm. I'm not sure why I went fall into so it would be more comfortable
with 8mm to begin with. There must've to hold. I drew it up pretty quick and then
I’ve made my prototype controller and been some reason for it. After posting in printed out a draft to see where I had
learned how to use some PCB designing a Facebook group asking for thoughts on made any errors. Thankfully, the errors I
software. Once the schematics were the original case, I had a comment that I did make were quite simple and easy to
made I then designed up some PCB's should think about changing the colour fix. So I set about making another one
and ordered them. I only ordered a small of the buttons. Maybe one green and one with the corrections. After this was all
amount as they themselves are the next blue. I agreed that the grey for everything done, I had a great controller! Even if I do
step in prototyping. I set about adding the was a bit dull and I ordered some blue say so myself. I realise that it's a bit small,
switches and wiring to them. I was really filament for the 3d printer. but it works well and is super easy to use.
happy with the way the boards looked and
felt. They soldered up really good too. When the filament arrived I changed it
Once all the switches were on, I plugged over from the grey and set about printing
it into one of my 464's and made sure it my controller case again but with the
worked as it should, which it did. So I'm modified button holes and larger buttons.
happy with that! I'll need to design a case The first print came out horrible and had
and buttons. This should then give me all I waverly lines all over the place. So that
need to work out all the things that need had to be scrapped. I checked the bed
altering before I decide to make more for height of the printer and re-leveled it just
selling purposes. I bought my 3d printer in case. Things started to look much better
recently, to make my controller cases. after that.
Over a few days I made some bits here and Finished top side of the gamepad case
there to test and try out. Then I printed Once the prints came out however, I soon with my PCB’s and cable.
all the buttons, the d-pad and then the realised that they were ever so slightly
back of the case. It's looking okay, but not oversized. The holes for the buttons were The first night after it was all put
excellent. I think the buttons need to be a tiny fraction too small and the buttons, together, my wife sat down and had
larger, the d-pad needs to be a bit better too large. The filament must print a game of Tetris with me. I'm looking
thought out and slightly re-designed. differently to the grey that I had used forward to sitting chilling with friends
The way the two halves of the case go before. I spoke briefly with a friend who and playing some retro games with it! I'd
together will also need to be changed has way more experience with 3d printing love for others to have a go at making
slightly, as currently you could press a than I, and he confirmed my suspicions. He their own surrounds and controllers. This
button and the case will split. This is the has a few settings for different filaments. is the first time I've delved into this kind
whole point in prototyping - test, of thing, So I'm no expert. There will be
test and test again until you get it correct! So! I went into my CAD drawings and flaws.
Anyway, I've attached some pictures of changed the sizing of a few parts here and
the progress. Measuring the top of the there, then printed them again. They came
gamepad casing on grid paper and the out much better, so I set about putting the
finished 3d printed product. controller together. Now the base wasn't
going on properly to the top and it broke
After much lost time due to other life when I tried to remove it. Naturally it was
things, I finally managed to get the case the part that took the longest to print
that broke. I wasted no time in setting
up another print and then I checked the
hole sizes of where the two parts join
together to see if that's what caused Now my gamepad is properly finished.
the problem. They were slightly off, so I It looks so much better visually - as I had
drilled the holes that were supposed to first expected it to be and is much more
be 4mm out with a 4mm drill bit. Once the comfortable to hold while playing games.
replacement part had printed, I put it all
together and it now looks great. I used To make your very own game pads at
blue colour for the whole lot and I'm quite home with a 3d printer all my info and STL
pleased with how it looks. Although it is files on this project can be found here:
still a lot of the one colour. After using
my completed controller, I realised pretty
tinyurl.com/cpcgamepad
This is the silkscreen or top side of the PCB’s I soon that it wasn't very comfortable to
designed and then had professionally made. use. How unfortunate after all the work I
58
DIY Hardware
AMSTRAD CPC
® LIGHT & TURTLE project ° by Leone Filippo
translated by George Bachaelor
S
ince I was a young kid I've I discarded this part since the display unit The turtle project I made was inspired from
been dreaming of building a was used on a tv's circuit and when the CPC my online research. I just happened to be
mechanical robot. When I was would send an 0 it always showed a 1 so surfing the web, not really sure what I was
14 years old, I built a mechanical when the CPC was sending 1 it showed 2 looking for, I then came across a page on
arm using some tape player motors and so on, that was so annoying! the CPC WIKI with a schematic and some
and a screw and bolt mechanism to This last version has 8 leds showing the pictures of a commercial turtle robot sold
make it move. It used 3 motors (a 4th outcoming data from the CPC. It has some for the CPC by a German company called
motor was added since I wanted the ‘pnp’ and ‘npn’ power transistors, so it is Fischertechnik Computing in the 1980’s.
wrist rotation). Each motor rotated possible to make 2 H bridges, that is a sort You can learn more here at this link:
the "screw" (it was trimmed off a of electronic commutator that can switch
tuning circuit from an old tv). Each polarity to a DC motor so it can turn either tinyurl.com/cpcturtle
screw had a bolt going back or forth clockwise or counter clockwise. It turned (cpc wiki-Fischertechnik Computing
as the motor turned clockwise or out to be very useful in my CPC Turtle Experimental)
counter clockwise. I built the "hand Project.
using 3 pieces of metal and rubber
pipe from a car that would have been
used to connect a gasoline tank to
the carburetor, because it is made of
soft rubber. The frame was made of
aluminium (parts off an old window).
Parts can be anywhere you just need
to look around!
° 1 mode 1
10 ink 0,0: ink 1,11: paper 0:pen 1:cls:border 0
290' ************Turtle***********
300 read order$,dist °
20 for n=1 to 4 310 if order$="END" then c=0:out &EF00,0:restore 600
30 read command$(n),value(n) 320 if order$="IDLE" then out &EF00,0: sound 1,300,5,7:for
40 next pa=1 to 1000:next:sound 1,500,5,7
50 locate 1,20:? chr$(7)+"Select [L]=lights or [T]=turtle 330 for n=1 to 4
60 A$=lower$(inkey$) 340 if order$=command$(n) then output=value(n):locate
70 if a$="" then goto 60 1,3:?command$(n)
80 if a$="t" then goto 200 350 next
90 if a$="l" then goto 300 360 if dist=0 then dist=1
100 goto 60 370 for r=1 to 6*dist
380 out &EF00,output
150' ************Lights********** 390 for pa=1 to 100:next
200 for n=1 to 14 400 out&EF00,0
210 if n<8 then p=p^n else p=p/2 410 for s=1 to 40:next
220 out &EF00,p 420 next
230 for pa=1 to 100: next 415 a$=lower$(inkey$)
240 next 418 if a$="m" then goto 50
250 a$=lower$(inkey$) 430 goto 300
260 if a$="t" then goto 300 450
270 goto 200 500 data FORWARD,165,RIGHT,150,LEFT,105,BACK,90
280' 510'
520' *****YOUR COMMANDS FOR THE TURTLE****
530'
600 data FORWARD,4,LEFT,2,FORWARD,4,RIGHT,6,
IDLE,,RIGHT,3,END,
My Amstrad CPC Turtle was built using some Meccano parts, the
wheels are made of plastic, the rear wheel is a pivoting one so it can
follow the two driving wheels, I used a wire 2 meters long as the
robot needs power from a power supply, I didn't use the CPC power
supply but a 12V power supply capable of a few amps in order to
give enough power to the motors. In the near future I will make it so
I can connect the CPC to the robot via a radio remote control.
The orders for the turtle and all data on data lines must be
uppercase otherways the program won't work. Remember to leave a
comma for those commands that does not require a distance as end
or idle. The motors on my robot are driven on a sort of pwm mode
This is my turtle that I created, just a couple of DC
to slow them down that’s why they are turned on and off from a
motors controlled by the Amstrad CPC through
specific part of the program.
the interface. Each motor moves one side of the
robot and a pivoting wheel in the back follow those
movements.
Foreword by David Simmons present at the demo scene party where do I buy it? When will it be
called Syntax 2019 (Melbourne). mass-produced? Is that a real C65?
MEGA65
The MEGA65 has its origins in an
idea I had back around 1996 to
make a C64 accelerator. I'd realised
that on the C64 (but not C128), it
is possible to pull the R/W line low
on the cartridge port whenever the
VIC-II is reading from RAM. Then the
accelerator on the cartridge port
could just feed the updated byte for
that location of RAM to the VIC-
II, while simultaneously updating
the byte of RAM. This would avoid
the need to pause the fast CPU
when writing to memory (with the
exception of IO registers, including
colour RAM).
62
Hardware
64
Hardware
But after playing a few games, it began to • There’s a roughly 11-frame sound delay (according to Game Sack and
feel more natural and much more pleasant DF Retro), which is very noticeable in some games.
than I expected, and they helped provide
the complete, authentic experience I was • Three-button controller included instead of the six-button.
looking for. I imagine they will feel even
more right to those who grew up holding • Controller’s cords are longer than SNES Mini, but still too short for
these controllers. Here, too, Sega has modern living rooms.
one-upped Nintendo, as holding down the
Start button on the controller launches the • There are no rubber feet on bottom of console, and since it’s very
in-game menu for save states, whereas out light, it slides around easily.
of the box, Nintendo’s NES and SNES mini
consoles require you to press the Reset
button on the console itself. All that said,
most of the time I use a Bluetooth 8Bitdo
NES30 controller, which works very well
with the Genesis Mini once you configure
the USB dongle to work with it.
::CONCLUSION
J 8/10
fun now. The hardware is only one part of
the equation, which can only be balanced
66
Blast from the past
This is a fantasy arcade adventure game, with a ridiculous Reviewed by John Davies
number of playing keys, where you must find seven rings held
in the top seven maze-like levels of a tower, and a key in the
bottom dungeon level to escape.
You have a number of weapons to kill the things that inhabit the
tower. You can use magic to throw guided fireballs or bouncing
lightning bolts. Magic weapons will only fire if a thing is in your
line of sight. You can fire arrows at any time and you also have a
sword. Potions can be collected to refill your magic. You score
points for killing things and recovering the rings.
But beware, some things are very fast and they will attack you on
sight. They also possess the same weapons as you do. They can
collect potions and open doors just like you can and sometimes
even disguise themselves as treasure.
They are genuinely scary and cause panic every time they appear.
The nineteen keyboard controls have a bit of an odd layout. But
you can get away with using half of them. Graphics are functional
and sometimes amusing. Sound is non-existent. I enjoy playing this
game despite its many flaws because it has immense character
and a sense of being there when you play it. However, it is a bit
disappointing that what could have been a truly amazing game
is watered down to be only quite good, due to the poor control
layout, sheer number of controls and the lack of any audio.
Not only did they manage to cram in all of the original levels,
enemies and content from the arcade, the game just feels right.
The iconic rope-swinging action, climbing and grappling mechanics
are implemented remarkably well, and the game runs at a decent
lick too, arguably better than Software Creations own (lacklustre)
Amiga conversion!
Often regarded as one of the Amiga’s “killer apps”, the Reviewed by: Alec Foster. Twitter @Al82_Retro
gaming world was left aghast when Reflections unleashed its
technical tour de force on the gaming world in 1989.
DMA Design was given the unenviable task of porting the game
to the technically inferior, yet still-popular C64, and despite
appearing something of a fool’s errand, the Scotland-based
developer defied the odds to create something rather special.
Coder Richard Swinfen was able to reproduce much of the parallax
scrolling that had made its 16-bit cousin so revolutionary, and the
fidelity of Steve Hammond’s artwork, particularly the oversized
boss sprites - is genuinely impressive.
Your job is to empty each street's bins before you run out of
time. You gain time by chatting to the homeowners after you
return their empties. Walking on grass loses time quicker and
homeowners ignore you. If you get crippled by a dog bite or a
cyclist you move even slower. The same can be said when you're
carrying a full dustbin on your back. This is back in the 80s where
there were no automated emptying machines on the back of the
dustcart.
The graphics of the houses and gardens are nicely detailed and the
'45 degree angle looking straight on' type of viewpoint works very
well. Audio is limited to the odd spot effect, although there's quite
a loud, startling noise when you're hit by a car.
Trashman is one of those games that you grow to love more as you
play it. I still play it now, 35 years later.
68
Back to the Future
Design Design developed the game for all home computers and
released it through Domark's new label at the time, Streetwise.
The fictional story is set in the Future - the 24th Century to be
exact. However, two hundred years earlier humans abandoned
an uninhabitable Earth as a result of Solar Explosions. When they
return, to their surprise they not only find the Earth habitable
once more but inhabited and taken over by Cat Men. Humans send
in their MTED (Mulit Terrain Exploration Droid), a type of hard
armoured, egg shaped robot, with multiple weapon capabilities
to go behind the defence lines of the Cat Men, reach their main
battle computer and blast it to oblivion!
Stonkers, by John Gibson, is one of the first RTS war games Reviewed by: John Davies
for the Spectrum, released in 1983, by Imagine.
You issue commands to your units and then watch them forge
ahead, across variable terrain, towards the computer-controlled
enemy. Units include infantry (men), artillery (cannons), armour
(tanks) and supplies (trucks). There is also a supply ship which
transits back and forth to your docks where you receive four more
supply units when the ship arrives. There are various stats for each
unit, supply, combat and mobility which show their strengths and
weaknesses.
You use a point, cursor drag and click (fire) method to move your
units. Fire also zooms in and out of the map. Terrain affect your
unit's movement. Water kills your units. Fog of war is used so the
enemy are only visible when close. Units must be re-supplied with
trucks.
Graphics are quite colourful for the map and units are identifiable.
Sometimes there's a bit of colour clash, especially when units die
as a skull is left behind and doesn't disappear for a while. Sound is
limited to a zapping sound when you finish moving a unit and the
ticker tape ticking. I really enjoyed this back in the day. There was
nothing else like it and it was my introduction to RTS games.
Dizzy, the Oliver Twins’ boxing glove-wearing egg, had Reviewed by: Alec Foster. Twitter @Al82_Retro
become something of an unofficial mascot for 80s home
micros, and it wasn’t long before the Oliver Twins and the UK
publisher Codemasters began using the character for games
beyond the ovoid’s puzzle-solving adventures.
Set over 20 rounds, Dizzy must round up and rescue ‘Fluffles’ from
a series of mazes, all the while outwitting hungry enemies looking
to turn him into an impromptu omelette.
70
Back to the Future
With an ambitious script by Paul Kidd, the original design for the
game would include multiple branching paths through the story,
a diverse cast of characters to interact with, not to mention a
combat system featuring multiple attack moves and stances.
If there’s a game in the C64’s vast library that refuses to take Reviewed by: Alec Foster. Twitter @Al82_Retro
itself seriously, it’s Street Hassle.
While much of the game’s enjoyment comes from the roster of silly
fighting moves, much of the game’s humour and personality comes
from artist Russel Comte’s trademark visual style.
It is one of the greatest movies of all time, and one of the Reviewed by: Alec Foster. Twitter @Al82_Retro
greatest video games of all time. David Crane took Ivan
Reitman's action comedy and produced one of the 8-bit
generation’s most defining tie-ins.
72
Back to the Future
This is the sequel to Android 1, a game by Vortex, which my Reviewed by: John Davies
dad bought me, along with Jetpac, from a computer show
at the Birmingham NEC back in 1983. Little did I know the
course of history and the impact on gaming both developers
would take over the following seven or eight years later.
There are also Bouncers which cannot be destroyed but are fairly
predictable in their movements. Finally, and much to your delight,
the zones are filled with landmines. Step on one and you're gone.
It's game over if Android 2 is hit five times or the transporter
leaves.
74
eEeEe
76
Contests
CONTEST ENTRIES
1st Place Lynx Quest by: 'Laoo' (coding), 'Solo' (coding), 'Miker'
(music/sfx), 'FinalBossBlues' (graphics), 'Uilleag Godwin' (graphics),
'Alcopop' (graphics) and '0x72' (graphics)
Travel through four worlds, fighting enemies and eliminating the final
bosses. Can you find the treasure hidden on this island full of adventure?
This game was submitted as an entry into the Atari Lynx 30th Birthday
Programming Competition.
Patrons want to get custom ties. You'll have to cut them into perfect-sized
ones! Growing Ties is a game requiring both an excellent eye and a good
hand dexterity. Press A to grow a tie. Press B to cut it. The tie will fall down,
and hopefully reach a patron. Be careful to cut right-sized ties! You'll get 10
points for a perfectly fitting tie, but less points if it's too long or too short.
A perfect sized tie matches the height of the patron's shirt exactly. As the
levels go along, you'll discover more mechanics explained in the game:
combo system, modifying tie colors, limited tie supply, limited time, etc.
4th Place ON DUTY by: Martial DAVIAUD (lead and graphics), Karri
KAKSONEN (coding and sounds), Leo KAKSONEN (playability and game
rules) and Walter LAUER (testing)
A freshman straight from the Academy. How cute. Get us some coffee with
doughnuts on your way back from the shooting range. An action packed
shooter, battle your way through fields of enemies, find ammo and power
ups. Make your way to the final boss! Mission objectives are shown on the
mission screen.
The goal of the game is to go through the pyramid. Each part of the game
is represented by a hub, which contains doors to levels. Your goal during
the prologue is to gain abilities and powers in order to be able to access
the main part. In the main part, you will have to follow the 8 paths of
perseverance in order to unlock the final level.
Nutmeg is a side scrolling run ‘n jump game. Rescue your buddies, fight the
evil kidnapper, collect stars, earn powers and avoid enemies at any cost. As
usual, a simple but yet slightly entertaining story. Power ups will make you
climb ropes and jump higher, which can be of advantage in later levels and
fighting the boss.
78
Contests
ATARI LYNX 30 YEARS CELEBRATION
Can you reach the elite ranking of "Sky Raider?" Destroy the military of the
evil Bungeling empire by launching a surprise attack up the Bungeling river.
Watch your fuel level on the gauge on the bottom-right of the screen. Keep
your plane refueled by running over the fuel canisters. Avoid crashing into
anything else. Shoot enemy ships, planes, helicopters and tanks for points.
Score and high score are shown at the top of the screen. When you finally
crash, the number of bridges you destroyed will be displayed, and you will
be given a ranking based on the number of bridges you passed - Cadet,
Rookie, Airman, Ace or Sky Raider!
The goal of the game is to clear a path between the left and the right side
of the screen by pressing the A button on the tiles.
by George Bachaelor
@cpcgamingdemos
M
SXdev’18 celebrated it’s 15th
anniversary of 8-bit gaming empty boxes, you have to assemble four in awe of the sounds and artwork shown
contest existence, a truly different parts that will make a face. in the MSXdev18’ Freestyle category
remarkable effort by the organisers and You can see the colour of the next face winner, Dreams Puzzle by Mapax. Artwork
everyone involved in the MSX scene. The part and its position relevant to making for the game was made by artist Josephine
MSX is a fabulous machine, with many a face arriving in a box at the bottom Wall who granted her kind permission for
great games and developers still enjoying left of the grid, just as you would see the its use and the soothing music is provided
this 8-bit wonder more than 35 years next block in such games like Klax and by MSX chip tune veteran, Meits.
since it was launched. At the completion Tetris. In 2017 I played and reviewed the
of the MSXdev’18 contest on February very cool Assembloids on the C64. The Second place was awarded to Shoulder
14th 2019, another 15 MSX games had only difference between Quartet and Blade OVERDRIVE by prolific MSX game
been created by MSX game developers Assemboids is that unlike Assembloids, developer GW’s Workshop. A very cool
from around the world. Twelve entries Quartet has no timer counting down. futuristic Space Harrier shoot 'em up with
were received for the MSX Classic very large sprites, featuring cool enemies
category and three entries for the MSX Overall XRacing and Quartet were and end-of-level bosses to defeat.
Freestyle category awarded the Best Graphics by the
MSXdev18’ jury. The Best Gameplay award The game I was most looking forward to
MSXdev18’ CLASSIC CATEGORY had multiple winners - Virus-LPQ79, in the freestyle category was the 128kb,
Quartet, Bumper Ship Racing and PWND. MSX2, version of Barbarian: The Duel, from
My favourite game of the contest was Best music and FX were awarded to Bitvision Software. A wonderful update to
the eventual winner of the MSX CLASSIC XRacing and Virus-LPQ79. Most polished the original Barbarian hack ‘n slash game
category - XRacing. What a fabulous racing games award went to multiple winners - by Melbourne House back in the late 80’s.
simulation and management game. It is XRacing, Virus-LPQ79 and Buddhaghillie. Incredible looking huge sprites, cut scene
a very worthy winner, terrific coding by Judged Best Compatibility award was split story board, selecting from three different
Santiago Ontañón. Without doubt one of between multiple winners Buddhaguillie, fighters and inclusion of a female warrior
the very best 8-bit racing games I have Linez and Any Treasure Day. are just some of the extras of this old
seen on any 8-bit machine for a very long favourite. If you have an OPL4 cartridge
time. This game would have been a classic MSXdev18’ FREESTYLE CATEGORY you are able to hear voice samples during
back in the day receiving top magazine the game. The authors of Barbarian: The
awards I am sure of it. A fantastic game I'm not too fond of games where you Duel, entered the MSXdev18’ contest just
and must play by all retro gaming fans. slide blocks around to form an image for fun so they declined to accept any
on a grid, but you couldn't help but be awards or prize money.
In a very tight contest Virus LPQ-79 by
Pentacour received second place in the
CLASSIC category. It is a classic Gauntlet
style shoot everything and collect
everything maze adventure game. For a
48K game it has quite large sprites and
zombie enemies spawning from buildings
and trap doors. Your character must shoot
them all down, collect the freebies in the
way of coins and free lives and advance to
the next level exit. It moves very quickly
and even though it's meant to be a gory
setting, it has a very cute looking ‘Zelda’
graphic style.
80
Contests
Quartet, 3rd place in MSXdev '18, Classic category. Buddhagillie, 4th place in MSXdev '18, Classic category.
COMPATIBILITY
TOTAL EXTRA
GAMEPLAY
GRAPHICS
AVERAGE
POLISH
SOUND
EXTRA
EXTRA
EXTRA
EXTRA
EXTRA
TOTAL
Watch out for those zombies about to attack you in Virus LPQ-79.
2nd place in MSXdev '18, Classic category.
MSX CLASSIC
1. XRacing 8 0 9 0.3 7 0 8 0.1 8 0.1 8 0.5 8.5
9. Burn US 5 0 6 0 4 0 6 0 4 0 5 0 5
10. C.C.R. Anexo 1, El Algoritmo 3 0 5 0 6 0 5 0 5 0 4.8 0 4.8
12. Goal 5 0 4 0 1 0 2 0 3 0 3 0 3
MSX FREESTYLE
1. Dreams Puzzle 8 0 8 0.1 7.5 0 7 0 8 0.1 7.7 0.2 7.9
Gravitica, 5th place in the MSXdev '18, Classic category. Dreams Puzzle, winner of the MSXdev '18 in Freestyle
category.
Linez, 6th place in the MSXdev '18, Classic category. Fighting huge enemy in Shoulder Blade: Overdrive. 2nd place,
Freestyle category at MSXdev '18.
Bumper Ship Racing, 7th place in MSXdev '18, Classic Handy with a sword is this female warrior, Barbarian: The
category. Duel for MSX2.
82
Contests
ZX-DEV
M.I.A-REMAKES
E ach year many 8 bit gaming in the ZX DEV MIA REMAKES forums by George Bachaelor
contests are held. Popular before the end of the compo itself. @cpcgamingdemos
among the Spectrum community Participants are able to present any
is the annual ZX-DEV. The 2018 number of games without a limit but only from the original in the case of it being
edition evolved to be known as the finished ones will be judged. a remake game and (5) the overall score
ZX-DEV M.I.A. Remakes compo. For (which does not need to be an average of
the past three years Ivan Sanchez VOTING the other four criteria).
has been the organiser of this
wonderful game development Votes on games are taken from people Each category is ranked from 0% to
challenge. It first began as a solo who have supported the compo with a 100%. To find out the placing for each
project but Fede Jerez has been monetary donation, meaning this can be game, judges submit their scores for
assisting Ivan with running the anyone from anywhere in the world, they each game to organiser Ivan Sanchez
contest, particularly with the last do not have to be members of the ZX by the 15th of April, 2019 deadline. The
two events. DEV forums or wider Spectrum gaming submitted scores were then all added up
community. On behalf of Blast Annual to calculate the total amount of points
Ivan writes "The 2018 ZX-DEV MIA 2020, I submitted a 30 Euro donation accumulated deciding each games overall
REMAKES contest saw 22 games to the contest. Game developers who rank in the competition.
submitted, which is a little better than have entered a game(s) to the contest
2017, ZX DEV with 18 games submitted cannot vote or be a judge but may offer PRIZE MONEY
if I am not mistaken”. Actual number donations towards the game creation
of games judged was 21. Popeye wasn’t contest. Ivan writes “There were more Supporters of the contest donated a
presented in the end although the game than 35 judges donating money towards total of €1375 which was a fantastic
was finished. prizes for the 2018 version of the contest. effort. Prize pool monies were divided
Anyone who donates money for the up as: 1st place receiving 60% of the
The contest began on the 1st of June, compo automatically becomes a judge”. prize money, 2nd place receiving 23% of
2018 and was closed on the 1st March, prize monies, 3rd place 9% of the prize
2019. To enter, game developers were JUDGING CRITERIA monies, 4th place taking home 5% of
required to meet the competition's prize monies and 5th place the remaining
theme objectives which were: (1) To Game scores for the contest are 3% of the prize money.
enter a MIA game (Missing In Action) or attained by Judges voting on a number
(2) Enter a Remake game. Participants of different categories. (1) Graphics /
were able to create any Spectrum Visuals (2) Sound / Music (3) Playability
game based on a Spectrum title which / Addictiveness (4) Hype in the case of it
was MIA (meaning never released for being an MIA game / or improvement
the Spectrum), or they could remake
any existing Spectrum game. Game
developers could decide if they wanted
to use the same names as in the original
games or if they wanted to change them.
However, they must indicate the original
inspiration behind their game creations.
CONTEST ANALYSIS
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ZX-DEV M.I.A-REMAKES
'Elon Musk With A Jet Pack', 15th place (10569points). 'Booty Remake' (12210 points), coded by Salva Kantero.
Coded by Rafael Vico Costa (Spain), ThEpOpE and It placed 6th and is a remake of Firebird’s 1984 game
Errazking. A remake of Ultimate’s 1983 game - Jet Pac. also called Booty.
by Andrew Fisher
@merman1974
R ichard Bayliss once again held a competition for game creation with Shoot ‘Em Up Construction Kit.
Here are the brief reviews of each entry and the full results.
NOTE: The opinions expressed here are those of the writer, Merman, and do not reflect those of the editor or the staff.
As a spider thief runner, grab treasure from the lair of the mad spider queen
and escape with your lode. Make your way through an insane labyrinth of
terrors including such dastardly denizens as spiders (of course), giant deadly
dragonflies, woeful webs of eternal peril and flesh-eating flies!
Merman says: I felt this one was let down by the very bland graphics and
simplistic animation. The structure is odd, with its mixture of single-screen
and push-scrolling. There seems to be a collision issue, taking more than one
attempt to pick up a crystal. There was very little to draw me back.
Very simple.
FULGUR OVERALL: 8 / 10
Graphics and Game Design by Alf Yngve
Standard SEUCK, 1 Player, expanded sprites and 2 players linked to one
control
Music: Richard Bayliss
SCENARIO
"Base calling Green Dragon and Blue Dragon... Come in, pilots! You are off
course. Explain!"
"This is Green Dragon. We are officially defecting. We declare political asylum."
"Base to Green Dragon. Treason will be punished! We will shoot you down
before you reach the border! Turn back now!"
"This is Blue Dragon. Shove it, Base. We're leaving."
"Base calling all military personnel! Code Fulgur! Green Dragon and Blue Dragon
must not leave the country. Stop them at all costs! Repeat, code Fulgur!"
GAMEPLAY
You control two fighter ships at once. The BLUE ship flies close to the ground, and may crash into tall ground obstacles. It fires forward only.
The GREEN ship flies at a higher altitude and cannot crash into ground obstacles. It can fire in all directions. At the start of the game, your
ships fly in a tight formation. Try to stay in tight formation, as this ensures double firepower.
Merman says: Alf has used this “two players controlled by one joystick” gimmick before, and it is fun to play here. The graphics are
great – the sprites are all very well drawn, and the backgrounds are excellent. (These use another SEUCK trick Alf discovered, to give
hi-resolution blocks). The difficulty here is quite high, and also repeats some sections to increase the game’s length. A very good
effort from Alf.
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Contests
This video game is the pilot episode of a series based upon astronomical discoveries
of asteroids (or space objects in general) in our solar system. In celestial mechanics,
the Lagrangian points are the points near two large bodies in orbit where a smaller
object will maintain its position relative to the large orbiting bodies.
SCENARIO
BZ509 (Ka'epaoka'awela) is a very unusual asteroid in the main belt co-orbiting with
Jupiter. The particularity is that BZ runs in the opposite direction of most other bodies in our solar system. A mission started from a secret
group of scientists banned from all space agencies of the planet is to investigate in a strange radio emission coming from this space object. As
BeeZee can be an interstellar asteroid captured some billions of years ago into our solar system the group speculates to discover here ancient
alien technologies. Scientists built a spaceship using recycled material stolen from old space missions and they threw it in space using a giant
slingshot. You are Jack Klaardastian, an improvised adventurer who was in the right place at the wrong time or vice-versa, the only one who
accepted to sail with this spaceship. Now you’re about to intercept the asteroid and discover what is hidden on it.
GAMEPLAY
On the bridge, at the control panel of the ship, your target is to find signs of alien civilization and continue the adventure without being
destroyed. After completing your mission, remember to visit the site to reveal the ending. This is prompted in the manual, also in the game as
well. Good luck!
Merman says: After reading the manual, I still found the concept very difficult to grasp – but it is strikingly original. The graphics
are ok but not outstanding, and it really needs two players (working different controls) to make the most of it. An interesting
experiment that feels too complex.
Fight your way through four different Pagodas and take down a criminal cult
worshiping a flying snake. In this game you need to finally confront the criminal's god
in flesh (scales) and bones and vanquish this evil cult forever.
To get to this unearthly foe, you need to pass through the building garden, sneak
into the dungeons of the palace and then climb up through the offices and finally
reach the roof, where you'll face your long time enemy.
Throw unlimited ninja stars at anything in sight, and rescue the good spirits that need your help. Good luck warrior!
Merman says: Based on an earlier unfinished game, this has some great graphics and cute animation. The backgrounds are well
polished too. The platform style means it can be quite difficult climbing the ladders accurately, with the sprite “floating” on some
platforms. A couple of things make this quite tricky – certain enemies appear almost right on top of the player, and being able to
only shoot horizontally increases the toughness. The detail and presentation is great, but the difficulty needs a bit of tweaking.
Merman says: This has a great fantasy feel, with superb sprites and backgrounds creating the atmosphere. The extras that have been
added – sprites moving behind the background, the smart bomb spell and the ability to ride a dragon – put it head and shoulders
above the other games in the competition. It is a very tricky game though, and will take perseverance to get far into it. Another
great fantasy epic from Eleanor.
PROTOX-1 OVERALL: 6 / 10
Graphics and Game Design by VG VOX (Leonardo Vettori)
Standard SEUCK, 1 or 2 Players, no modifications
Music: VG VOX (Leonardo Vettori)
Extras: Old music version (freeze) and work file
It is the year 2325. The protagonist Captain John Rostar catapulted into a
parallel universe in a hostile world dominated by technology, strange aliens
and giant animals that resemble giant reptiles. The Captain must command a
fleet of spacecraft and defeat and rescue two important Androids to leave this
parallel universe. Find the two "friends-of-your-friends" and defeat the aliens
and monsters of the PROTOX1 planet.
Merman says: One thing I did like here was a choice of music – either
Leonardo’s original music or the file with added music by Richard Bayliss.
The background graphics are quite good but the sprites are not particularly noteworthy. It needed something extra in the design to
really make it stronger. The basic design ideas let down some interesting presentation.
You are a highly skilled contract privateer in interstellar trade. You are
employed to traverse multiple star systems picking up cargo capsules to be
safely delivered back to your trade guild's star base. You must fulfill your quota
of cargo, supplemented by eliminating threats and foes such as star pirates
and killjoy extremists who either want to steal your wares or otherwise engage
in nefarious activities such as the slave trade that is rife across the galaxies.
Navigate your ship equipped with advanced interstellar overdrive warp engines
by using your star map / radar display. Make use of your laser cannons against
enemy craft threats and fleets in a struggle against overwhelming odds.
Merman says: The presentation of this is very good and the tiny sprites are an interesting design choice. It is all let down by the fact
that you only have one life. This makes it too frustrating to persevere for long spells, and stops the player seeing more of what the
game has to offer. High difficulty and one life is off-putting.
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You are adventurer Illinois Jones. You were out on an adventure until you got lost.
You now have a simple but complex mission, which is to go through the dangerous
depths of the freaky jungle. Then you must make your way through the dangerous
temple of snakes. Knowing Illinois Jones, he likes to be quite greedy, and he decides
to try and make himself a rich man. Unfortunately if he is to find treasure, and gems,
he has to face a few challenges on the way. Luckily, he has his own secret weapon. He
can only shoot it upwards. Can you help Illinois return home and be awarded the rank
of Snake Eyes? Can you adventure on further and beat the mini game ‘Baby Snakes’ to
join the Snake Eyes Elite?
Merman says: What I did enjoy about this one was the presentation screens, including what looks like a one-armed bandit spinning. What
I found very odd was the “white boxes” around the sprites, which really detracted from the look of the levels. The diamond sprite also
reminded me heavily of Boulder Dash. Finding a safe path was also a real challenge at times. Needed more work to raise the standard.
NUCLEO-447 OVERALL: 7 / 10
Graphics and Game Design by Leonardo Vettori
Standard SEUCK, 1 Player, no modifications
Music: Richard Bayliss
Amount of players: 1 Player only
Extras: Raw game file and work file
A message from outer space has just been decrypted by the Earth's scientists... and
it's not good news. "Warning: Asteroid containing the most potent warhead ever
created... on collision course for Earth." Its name: Nucleo-447. Your task: enter the
asteroid and find and destroy the weapon. It's your turn to succeed where others
have failed, and there are four worlds: Crystal World, Green World, Rock World and
the Technologic World. After completing a world, you will face a final boss, who must
be defeated in order to move on to the next zone.
Merman says: There are some nice presentation touches here – glinting crystals, sizzling electric fields – and the standard of the backgrounds is
good with a mixture of organic and metallic features. The sprite explosions are quite pleasing to look at. But there is not much variety or interest
in the gameplay, and it feels pretty ordinary. A solid and well-made presentation that needed a touch more originality.
Typical space shooter set in a distant galaxy where the adventure of our hero takes
place that must fight for survival by fighting against the alien fleet formed by more
aggressive spaceships. Journey through the flying platforms in order to defeat the
Toder's alien fleet on the planet Toder in a galaxy unknown to us. You are armed with
your plasma ship cannon. Watch out for the obstacles you will find ahead - usually
marked by red lights on walls. You will have to be very careful not to slam into
anything otherwise you will lose a life. Have a good fight! Be careful, and try to avoid
the black barriers and red walls!
Merman says: As Leonardo admits, this is a fairly typical space shmup, but the
flashing lights in the background are a nice touch. But what spoilt the sprites for me was the heavy black outline used on some of
them. It looks too sharp compared to the drab colours of the background. A very average SEUCK game.
The story takes place on a planet unknown to us ten million light years from
Earth. The protagonist is an activated robot required to carry out a very
important role in his world formed and created from machines and robots.
It feels as if you are in an old pinball machine of the 80s, ''they go Tilt!" and
very crazy. A rebellion breaks out on the "Form-X" planet. It will be up to you
with your skill and your hand on your Joystick to guide your robot to stop the
revolution in the world of Form-X. You will come across small robots, flying
saucers, energy particles, energy barriers, explosive rockets to avoid and or
destroy. You will be required to destroy the "bonus" glass ampoules due to the
spread of the virus. Be careful with plasma cannons, dealing with 2/3 types of bosses and finally a final Boss to annihilate if you can.
Merman says: Like Leonardo’s other entries, the graphics here are reasonable with some neat interactive background elements.
Sound works fine too. There is little to make the game stand out in gameplay terms though. The muted palette suits a fairly drab
gameplay experience.
Squibblie's family has been captured by the evil monster ruler, Mucus, who
has ransacked the village of Mudsville. Squibblie's mission is to battle his way
through four different zones and fight against the evil monsters. He must also
avoid tricks and traps. Try to rescue the villagers, and collect gold coins as these
will result in a boost to your score. Every 10,000 points an extra Squibblie is
awarded. Can Squibblie rescue his family, villagers and defeat the evil Mucus
who is lurking in his slimy lair?
Merman says: This is a cute and well-presented platformer, as Richard has done before. The graphics are well made but the sound FX
needed more work. The difficulty level is quite high, especially as it is easy to get stuck in some of the platforms. Nice but nothing
original.
Summit Fever is a game of skill and endurance in which you take control of the
world-renowned, mountaineering legend, ‘Ste Pilthis’! Your mission is to guide
Ste successfully to the summit of Mount Everest via the deadly southern route
from base camp in Nepal to the top of the world!
Merman says: This is a good example of an original idea, and I was quite
impressed by the atmosphere generated. I did feel that the graphics
needed a bit more work as some areas looked very samey and a few
sprites a little rough. But it was enjoyable to try and get further, and in my
view it should have scored higher in the competition. An innovative idea but flawed in its execution.
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RESULTS:
RANK GAME SCORE
SEUCK Buster v2.0 – Richard Bayliss released an updated version of his utility for adding music to a SEUCK game. This
allows you to add music on the title screen or during the game, and to edit the colour bars on the standard SEUCK title
screen.
Soccer War – Commodore Spain released this earlier in the year, a clever sideways scrolling game based on soccer. As it
had been previously released it was not eligible for the competition.
Squibblies 3 (post-compo edition) – this is an updated version of the competition entry, created using Martin Piper’s
SEUCK Redux engine. The new front end includes a high score table, there is in-game music and power-ups that allow
Squibblies to shoot more than one slime ball at a time (but certain enemies remain indestructible).
Richard released the “Prize Pack” in August, with a special disk menu system and all the releases from inside and
outside the competition (on D64 and D81). The top three prize winners have had additional enhancements and new
front-ends added.
< tinyurl.com/seuck2019
FOR ALL THE DOWNLOADS & RESULTS, CHECK OUT THE OFFICIAL SITE AT:
by Andrew Fisher
@merman1974
RGCD 16K Cartridge Coding Competition
H ere is my review of the latest instalment of the RGCD 16K Cartridge Coding Competition. With a bumper crop
of twenty entries this time, each game is given a rating out of four in four areas – graphics, sound, gameplay
and originality – giving a maximum score of 16.
Digital Monastery
Programming by Eric Hilaire aka Majikeyric
Graphics by Nathan Asshantti aka Na_Th_An
Loading picture by David Vigh aka Grass
Sound by Michael Philip Bridgewater aka Mibri
Original game concept by The Mojon Twins
We have a fairly standard platform game here from the Mojon Twins stable,
although the player has an energy rating rather than a number of lives. The
Spectrum-style graphics have plenty of detail but not enough colour, and
the screen layouts are very challenging to avoid the enemies and collect the
potions.
The gimmick of the original was its large pixelated Space Invaders, so the
option to choose the inferior multicolour sprites is a step backwards. The
game presents another 40 formations to conquer and the opportunity to
shoot certain enemies for power-ups. These are random, which adds to the
frustration. I liked the music and presentation in general, but this sequel is not
much improved over the original game.
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Shallan64
Programming, graphics and music by Simon Jameson
This is such a slick and well-designed game, from the presentation to the
in-game speech bubbles. Landing on an alien planet, the hero has to retrieve
an alien device and quickly finds it – only to be thrown back in time. The time-
changing alters not only the graphics but how Doc controls, and weaves some
interesting puzzles too. Switching zones might reveal a ladder or a hole in a
wall, and Doc also needs to keep his time-changing bracelet powered up. There
is some backtracking as the player finds coloured keys to unlock doors, and
occasionally an enemy is almost unavoidable if he's placed just inside a new
screen. But there is a huge game world to explore and the choice of adaptive
music (changing as the time period changes) sets the seal on an impressive
title that has a much-larger sequel in development.
Megastyle
Programming by Jamie Fuller
Graphics and music by Roy Widding
The inspiration is a 1980s mechanical arcade game from Taito, with some
suitably stylish Megastyle presentation. The player must lift the ball up the side
of a beer glass to reach a numbered hole, using a flexible “bar” controlled with
two joysticks – each stick moves one end of the bar, tilting it to roll the
ball along.
Overall, Ice Cold Beer takes some mastering, and there is only limited lastability,
unless you really like beating your own high score.
C64CD Laboratories
Programming, graphics and sound by Jason Kelk (TMR/Cosine)
Well-polished graphics and music are appreciated, but in the end it comes
down to shooting a set number of enemies to complete a level.
Geir Straume
Game concept, design, programming and graphics by Geir Straume
Music, sound effects, Music/FX players and game design by Sean Connolly
This is a really enjoyable puzzle game, all based around the spots on a dice –
and that dice rotates as the player moves to the edge of each face. That is a
really nice graphic effect, and there is variety in the tasksyou must complete
to beat each level. Sometimes it’s about simply colouring all the spots,
other times you have to avoid a colour or dodge the enemies. Bonus levels
add more variety too. Although not the most graphically complex game in
the competition, it works well in context and the sounds are pleasant too.
Definitely a fun game that deserves to be replayed.
Protovision
Programming, graphics and sound by Sarah Jane Avory
This is a superb vertically scrolling shoot ‘em up that has drawn comparisons
with arcade classic Star Force. Cramming nine large levels and boss fights into
16K is impressive, with three background types and nicely-drawn enemies. The
music and sound are great too. What is also nice is the way you power-up your
craft (by shooting a particular enemy and collecting the P capsule) but only lose
one level of power when you die, rather than being dropped back to the least
powerful shot. An outstanding 16K game that is due to be followed up with a
much larger and enhanced version.
Space Moguls
Programming and graphics by Carl-Henrik Skarstedt
Music by Psych8580
Disk art and suggestions by Logiker
You wait ages for a Picross-style game on the C64 and suddenly two
come along at once – the other being RGCD’s commercial release GridPix.
What stands out here is the choice of control methods and the excellent
presentation. The actual puzzles soon become very challenging, particularly if
you are new to this sort of puzzle (where the numbers on the edge of the grid
are clues to where the pixels making up an image are placed).
Digital Monastery
Programming by Raffaele Formato
Graphics by Federico Sebler
Music & sound FX by Gaetano Chiummo
Bimbarlade
The back-story talks about a member of the Royal Family who suddenly
finds himself naked in the woods and under attack from wild boars carrying
shotguns! What follows is a randomly-generated sequence of 80 screens
to escape. A white arrow shows where you entered the screen and you
must find the exit. The boar(s) will appear in the bushes a short while later,
turning to aim at you. So you either get out of the line of fire, or move close
to the bush to make the boar drop into cover again. The graphics are neat
and the changing path between games makes it more fun, but long-term it is
repetitive.
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Endurion
Programming, graphics and sound by Georg Rottensteiner
Graphics help by Emily Rottensteiner
RGCD.DEV
Programming by Paul Kooistra
Graphics by Harris Kladis
Music & sound FX by Pierre Martin
Digital Monastery
Programming by Eric Hilaire aka Majikeyric
Graphics and concept by Miguel Ángel Tejedor López aka Miguetelo
Sound by Esteban Palladino aka Uctumi
Test by Bela Erdos aka B3L4
This clever puzzle game sees you steering a robot through dangerous
platforms using two magnets at the sides of the screen. The magnets draw the
robot towards them when they are on the same level, so careful planning must
be used to avoid the obstacles. The hi-res graphics are nicely detailed and the
SID tune (a cover) is enjoyable. The major quibble is the difficulty level, with the
robot being sent back to the start of the current planet rather than the current
screen when it dies.
Space Moguls
Programming and graphics by Carl-Henrik Skarstedt
Directory art by Martin Roscher (Logiker)
Here is an interesting take on the match-3 puzzle game, but sadly the
competition deadline meant there was no time for music or sounds to be
added. An alien race is dropping toxic orbs into Earth’s atmosphere, and it’s up
to two spaceships to help clear them. These can be controlled independently
by two players or both by one player. Orbs can even be swapped from one ship
to the other to help clear the level. Blocks appear that can only be cleared by
making a match. There is nothing startlingly original about the game but it is
well presented.
C64CD Studios
Programming, graphics and sound by Jason Kelk (TMR/Cosine)
Misfit/TFW8B
Programming, graphics, music and sound FX by Mika "Misfit" Keränen
This single-screen shooter was inspired by bullet hell games and adds some
twists. The large enemies can take more than one hit to kill, before homing in
on the player when down to their last hit and exploding in dangerous shards
that damage the background and can kill the player. Certain background
blocks reflect bullets or shoot more at the player, while most screens feature
destructible platforms that can be whittled away with multiple shots.
Movement is left, right and jumping with up – but pressing down teleports the
player to the other side of the screen (working vertically and horizontally). The
presentation is in Misfit’s typical style, mixing some nice hi-res detail with a
muted palette. The nice presentation includes some funny level names, but
the difficulty curve is quite high.
Mike Richmond
Programming, graphics and sound by Mike Richmond
This is Mike’s first game project, his attempt at a match-3 puzzle game with
vegetables. The last update improved the small graphics. Match three of a
vegetable and they disappear, match four to clear the row/column or match
five to make all of that type disappear (and earn an extra shuffle).
As more matches are made, stones appear – but these can be got rid of (by
clearing the row/column or by matching three or more; an interesting addition
to the formula). Run out of possible moves and the board is shuffled, unless you
have run out of chances. A choice of difficulty modes is welcomed, including the
Casual setting, and the hint mechanism (showing a possible move if you leave
the controls alone for a while) is neat. However, the biggest bugbear is the long
delay while checking for possible moves, which really slows the game down.
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Contests
Commocore
Design, programming, graphics and sound by Bartosz Zolynski aka Bago
Zonde
This impressive real-time strategy game is named after the ability to control
“swarms” of ships. In the randomly-generated galaxy, there are eight asteroids
and the player starts in control of one. It can be mined for its resources,
allowing the player to build more ships and a defensive shield (which can also
be repaired). Messages warn of approaching enemies, with keyboard shortcuts
allowing players to jump to the chosen asteroid or centre the screen on a ship
under control. Lose control of all your asteroids and it is game over. Entirely
keyboard controlled, it takes a few games to get up to speed and appreciate
the depth. Do you mine quickly for the cheap resource, or wait for the more
valuable one? Do you buy lots of cheap ships or fewer of the stronger type? Go
exploring to discover more asteroids or concentrate on protecting one. Good
presentation and sound adds to the atmosphere, but it is tricky to master.
Digital Monastery
Programming by Eric Hilaire aka Majikeyric
Graphics by Nathan Asshantti aka Na_Th_An
Sound by Michael Philip Bridgewater aka Mibri
Test by Bela Erdos aka B3L4
Original game concept by The Mojon Twins
After its initial release, version 1.1 fixed a bug with the map and added the
music on/off option. Exploring the flick-screen map, entering a new screen sees
it go dark – until you can find the hidden candle. Until then, you can only see in
the small circle of light around the hero, making it hard to avoid the enemies,
find the moving platforms and dodge the spikes that drain a life. This is another
one with detailed hi-res graphics and a nice tune, but the high difficulty is off-
putting. The candlelight mechanic is clever but not enough to make it stand out.
WORMWOOD
Lemonspawn
This was an early alpha inspired by NetHack and Diablo, originally uploaded to
the itch.io competition page. A procedurally-generated dungeon map is created
based on the seed number, and the player’s worm must explore as deep as
possible – jumping across platforms, climbing ladders, finding upgrades and
shrines, avoiding traps and killing monsters.
Unfortunately it was not complete by the end of the competition, and the
version released has some notable bugs and was not properly balanced. It is
also unclear if the creator will be carrying on with the project.
< tinyurl.com/rgcdcompo
97 BLAST ~ ANNUAL RETRO GAMING BOOK
Contests
#CPC RETRODEV
GAME CREATION CONTEST
by George Bachaelor
@cpcgamingdemos
98
Contests
#
W ith 373 points awarded by the judges they claimed
the first prize with a simple but very enjoyable avoidance
colours, full of playability, cool graphics, some cool sounds and
a heap of staying power with 99 levels to complete. In fourth
game called Miss Input. Your main objective is to jump along place with 323 points awarded by the judges was Cobra by Carlos
walls while avoiding the spikes to get to the exit. 35 points behind Perezgrin. An interesting game concept of rolling the dice on a
with 338 points awarded by the judges, Ludic: Break The Loop board and being the first one to achieve a set of objectives given
came in second place. I found the puzzle / avoidance game quite a to them by an Oracle. There are various mini-games to complete
strange-looking game as well a strange game to play. However, it along the way, determining your fate if you are able to successfully
is excellently presented and the PDF comic strip they made as part complete them or not. Reminds me of the mini games in Frankie
of the game entry is quite fun to read. Some rich colour palettes, Goes To Hollywood (Ocean, 1986). In fifth place on 290 points points
amazing graphics, an awesome soundtrack and various screen sizes Bike Masters rode away from the rest of the competition. In sixth
set this game apart from the rest. place, another wall jumping avoidance game Super Tongue Dino by
Carlos de la Fuente Torres, Antonio José Martínez García and Jose
In third place with 336 points awarded by the judges was Epimeteo Valdés Sirvent licked the competition receiving 245 points from
/ Epimetheus by regular contest participant CNGSOFT. This crazy the judges and in seventh place shoot ‘em up avoidance game Hey
shoot ‘em up was my favourite game of the contest. It's just so Sailor by Daniel Bravo, David Navas and Juan Manuel Ruíz sailed off
action packed with non stop trigger pumping action. Great looking to kill more pirates with 240 points awarded by the judges.
Reviews
A n explanation of the low scores the games received from me.
Firstly I am a huge supporter of the #CPCRETRODEV contest
high standards set by previous contest winners. This year you have
PuzCPC releasing his first ever CPC game outside of the contest - an
and will continue to be so. I fully understand the majority of the arcade conversion of Konami’s 1981 arcade smash hit Scramble. The
games are submitted by university students who have never seen an result is outstanding for a first time CPC game developer.
Amstrad CPC machine before let alone had a go at coding on it. Then there is Batman Group’s Pinball Dreams, which is probably
the best CPC game ever made. one of the best CPC games ever
That is an achievement in itself for these developers trying to made. So when you compare the CPC RETRO DEV games against
learn how to code for the first time on a machine that is older than these two other CPC releases of 2019 you can see why I have given
themselves. I have given an overall rating based mainly on how the low scores. Perhaps one idea organisers of the contest should
much fun I had while playing the game. The other aspects such as look at addressing is to give the students more time to create their
graphics, sounds, playability and lastability were also considered. games for the contest as a possibility of producing higher quality
Most games received low scores as they just didn’t demonstrate the games. It’s just a thought.
It’s quite a clever little game, one that you will enjoy a lot or be
frustrated a lot hahaha. I think they have nailed (bad pun) the
colours. Use of the colour scheme is an excellent portrayal of the
game's environment. The red blood when Miss Input is impaled on the spikes is quite gruesome without all the gore. There is also a nice
eerie tune playing throughout. Blast Annual game reviewer, Gordon King, writes about the visuals of the game “that Miss Input on the CPC
looks divine”. I would have to agree. It may only be a few colours but it just looks fabulous visually. Who would have thought that jumping
around without blasting anything would be such an addictive game? Congratulations on winning the contest and
well done guys for creating a very cool game!
When you play Ludic: Break The Loop the gameplay reminds you
of those reflex games where you slide and move until you hit a
barrier, then slide in another direction hitting more walls or barriers
or move an object around while working your way towards an exit
screen. It's become a popular gaming genre in recent times with games such as Ice Slider coming in 7th place in the 2016 contest (Ego
Trip 2016) and Baba’s Palace, placing first in the 2017 contest (Rafael Castillo and John McKlain, 2017). As a debut title, Ludic: Break The
Loop is quite a stunning visual effort. The innovation is shown with 16 levels of puzzle-busting gameplay that provides a generous amount
of variety. New characters and features such as collecting qubits are introduced throughout the missions; some requiring you to teleport
between the characters to solve the puzzle before you can make your way to the exit. Each puzzle gets progressively harder (perhaps a
little too hard), so the old grey matter, i.e. the left side of your brain will be getting a workout, but not to be forgotten the right side of your
brain gets a healthy workout too with the colourful banter between Professor Ludic and the A.I popping up on the screen during each level.
Can you help Professor Ludic solve the puzzles and still keep your mind in one piece? If you can't, you may need to call MacGuyer... but if
he isn't available then take a moment to listen to the thumping soundtrack. It will keep you more than happy! Ludic: Break The Loop also
received the Best Soundtrack award.
100
Contests
Racing as one of the fastest riders in the world you compete for
glory at the base of Mt Fuji in six different cups with each race
scaling up in difficulty as you progress. To operate your bike,
pressing the fire button gives you momentum / speed, pressing fire
button two performs a wheelie to avoid obstacles and pressing the
joystick up and down moves between the different lanes on each
track which there are four, also indicating the number of riders for
each race - the other three being computer-controlled. You can also
use the keyboard if you wish.
OBSTACLES:
There's no doubt about it, Bike Masters oozes that classic “sim” type of game from the 1980’s. The music is really enjoyable, the scrolling
almost ‘hair raising’ fast paced and smooth. The coding is executed admirably performing many functions such as speed up, slow down,
doing wheelies, falling down, moving from side to side with a great deal of care making it an enjoyable game to play - on the surface. My
dislikes are (1) You must finish first to enter the next race. (2) After the first three races on “THE BASICS” course, each race feels like hell
and that’s meant to be the last and hardest event of the game. As the game becomes really hard I think finishing second or above would be
quite an achievement to go on to the next race. Why is it hell? Well, after the first few easy tracks, there are just too many obstacles. The
speed bumps, for example, are placed at the bottom of platforms and jumps so, no matter what defensive action you attempt, you end up
coming a cropper when you land on them! And another thing, if you perform a wheelie, then you lose speed. If you lose speed on the harder
tracks it's harder to avoid the speed bumps and other obstacles. You find a lot of obstacles are packed together too. Overall, Bike Masters
looks and plays really well, but it’s just too difficult in many areas. A cool game by these coders for sure, but one that needs a little more
examination at track design to maintain the fun levels.
Playability is really good and gameplay is easy to get into but getting the mission completed is quite a challenge. Computer-controller
players seem to complete missions quickly while you're still languishing trying to be able to complete the mini game challenges in order
to roll the dice. It's like the computer opponents get to roll the dice every time and you are at a disadvantage if you fail in any of the mini
games, which by the way are not all easy. Once a player completes a mission (usually a computer opponent) it is game over, making it seem
that the game is over far too quickly at times. A really interesting game concept. I just wished there was a little more to do to maintain the
staying power.
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Contests
The developers decided that as a ship cannot brake suddenly in real life, so, in this game your boat will never stop. Shooting bullets can only
be done in the 4 directions your boat moves, however enemy boats and forts can shoot at you in 8 directions.
Enemies consist of Normal Sailors: Basic enemy type who just follow you wherever you are. If they touch your boat, you both will die.
Shooter Sailors: This is an improved version of the Basic Sailor. Like the basic one, but they also have the ability to shoot you. Forts Sailors:
There are three types of forts and all of them have a number which will show you the amount of health (also number of hits required). They
will be destroyed when they reach zero. Spawn Fort: This type of fort will spawn basic sailors when you get close enough to them. Shooter
Fort: As the name implies, this fort will shoot at you. It will alternate two ways of shooting. Combo Fort: This fort is the stronger one, It
is a combination of the two other forts. It will shoot at you while spawning enemies. At the top of the screen, we can see the HUD of the
game, it contains your lives, an animated sprite of our main character Rumaldo, and the stage you are playing. Your lives are shown by three
bottles of rum. Hey sailor is quite an entertaining game. Movement of the ships on the greenish water moves smoothly, your controls are
responsive and the game is quite rapid. There isn’t much variety in the gameplay but it has a decent amount of playability that will keep you
coming back to play.
To be the wizard you were before you have to run away from the
dungeon which is inhabited by a host of ghosts. To escape the
dungeon and return to your normal self, you will have to move
through the rooms of the dungeon, these rooms will not have beds
to take a nap, they will always be full of alleys, doors and ghosts.
As you approach the surface the paths will be more convoluted and the ghosts more intelligent so you will have to improve your reflexes
and abilities to escape. All the rooms are sealed by a golden door. To exit a room you must collect all the keys in that room to open the exit
door and move to the next room. What I like about this game is its funky tunes. Even though its a simple avoidance game, the level design
provides a decent challenge of working out the patterns of your enemies movement. Good use of colours with each sprite both enemy
ghosts and mouse are easily identifiable with their own cute charm. Gameplay is enjoyable with both keyboard and joystick controls. There
are different difficulty levels and a few additions such as flying keys, different coloured doors and keys for teleporting through yellow rings.
A bit of frustration will creep in at later levels but that's quite alright this game has loads of fun.
ManPac must stop these snakes before they get all of his orbs if
he wants to finally rest peacefully. The game starts with one snake
and when you clear a level the next one has more snakes, becoming harder as you progress. However, when one of its orbs is captured by a
snake, ManPac suffers a momentary vulnerability that prevents it from continuing in combat. Your objective is to move ManPac around the
‘Pacman’ maze screen to kill the snakes. Think of it like Pacman in reverse - you are protecting the dots not eating them.
Its an interesting idea and concept but I just couldn’t get to grips with the gameplay and the playability felt quite poor. It's a shame because
Pacman-type games are cool but this one for me struggled in all areas - graphics, sounds, playability, staying power and most important of
all it lacked fun.
The enemy sprites look the best out of everything in the game. It's another one of those very simple games, nothing taxing on the brain.
You get to shoot at the enemies which is a bit different from most other avoidance games in this year's contest but once again there is little
variety and you are pretty much doing the same thing throughout. It's not really that difficult so I expect many will complete the game on
their first go.
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Contests
Monty has two speeds: slow and fast: if you press one direction
Monty moves slowly, but if you keep tapping the direction Monty
will move a little faster. Not much faster though. Same behaviour
using joystick. At the base of the screen, you'll see your lives, your
score, the current high score and the music state (on/off).
The speed of the game in frames per second (FPS) is also shown at
the bottom right corner of the screen - I am not sure why it's relevant as you can observe quite easily how fast each enemy is moving as well
as yourself. I am a big fan of what Jose Javier Garcia Aranda has achieved with his 8BP programming tools since he started creating Amstrad
CPC games with it. Whilst Happy Monty does look nice graphically, unfortunately the gameplay is too slow and frustrating. 25 screens and
a decent amount of lives are enough to keep you busy for a while, but it just feels too slow for my liking - the original Monty on the Run
games I remember being more fast paced than this offering.
For ten years he prepared his revenge. And now, he has managed
to escape from his jail cell. Jackstrad has to collect four yellow
keys on each level. Within each level are a number of rooms where
enemies will prevent you from getting the keys by either shooting
at you or running into you.
Once you have collected all the keys, you will automatically start
a new level. On the final level, when you collect all the items,
you have helped Jackstrad escape from the prison and the game
finishes. Hearts can be collected to replenish your lives. You have a maximum of six lives at any one time. Jackstrad presents well in Mode
0. There is good use of colours, with large sprites. It plays well if a little on the slow side. The collision detection is not totally accurate and
when you get touched by an eyeball enemy you seem to lose too many hearts or lives than you really should do.
My main dislike is having to start the game all over from the beginning, especially after having made good progress. The music by McKlain is
the standout feature. It suits the game perfectly adding greater atmosphere.
Graphics of platform tiles, enemies and other hazards are simplistic but the use of colours makes them very pleasing on the eye. The
jump mechanic is quite entertaining but the game is all over too quickly. You can finish this game on your first attempt without too much
difficulty. Unfortunately, the game lacks staying power and any sense of real fun.
Each tank has its own colour and you can see for yourself just how large the sprites are for each tank. The controls are tricky. Movement is
based on the direction the tank is facing so you have to wait for it to rotate in the direction you want to go and then hold down fire button
1 and release it when you want to stop. Pressing Fire button 2 will shoot your cannon in the direction your tank is facing. The two different
game modes make it interesting. If you have a few friends around it would be great fun I am sure and as a single player game it's not too
bad at all either. If you like these tank types of games you will enjoy the smoothness and fast pace of the game but it may seem too easy or
you may find it lacking in variety.
106
Contests
Don’t touch them and get the egg to progress. It really is that
simple. The enemies do offer a challenge but it's such a simple game that, using the Retry function when each game is over, you can
complete the 15 levels within a few short minutes.
If you score three points, you will win that match and get to the
next round, playing against a more difficult rival. You will have
to win quarterfinals, semifinals and finals if you want to become the frisbee disc throwing champion, but if you lose any match, you will be
eliminated from the tournament. Play is via keyboard only. The game is a pretty simple affair. There is nothing new to add to the hundreds
of games like it. It has some nice tunes and graphics but its longevity is far too short.
Planets: Places you have to turn in the starships stacked with resources. There will be one kind of a planet for each starship. This game is
progressively difficult for each level. A different take on the avoidance genre with some added features. Once again a very simplistic game
but very playable nonetheless. There are some nice sprites for each character and planet and it's well worth having a go at.
Now it's the present day and King Nargal XVII, a right nasty piece
of work, has stolen a mystical gem from the Kingdom's forest. His
act caused everything to crumble into dust... "the once fertile soil
became the sterile land" and awakened all sorts of ancient magic
powers too. And so you, the Shadow Soul, were raised from the
dead, charged with restoring the Keystroke Kingdom to its former glory by retrieving the stolen gem. Your only way to move through this
journey is by using your agility. You can walk along platforms but where you can’t you must jump and grab onto the walls by pressing ‘Space
Bar’ with a left or right direction by pressing keys ‘A’ or ‘D’. Some sections may require a special move that allows you to jump that extra bit
further which is done so by pressing the ‘SHIFT’ key.
Walls and platforms contain hazards, and some of these kill you instantly. Foes such as brown guard dogs along your path will need to
be avoided by jumping over them. Exploring 54 levels, you will travel through deserts, mountains and forests to complete this odyssey.
It features very basic graphics and sprites. However, there are more than enough levels to keep you entertained. Despite the fairly weird
plot, it's quite a decent game once you get into it. And if you do die, you don’t start all the way back at level one which is a bonus. Some nice
tunes are included as well.
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Contests
All movement is done one square at a time. You can choose one of
eight possible directions (including diagonals) for each move.
If a cell is blocked Fitzroy will stand right next to it. That said don’t
be discouraged from trying dark cells as you never know when a
secret might be found. Instead of being linear the game has a map
screen where you can choose which level you want to enter. There
are eleven cave entrances on the map. The first 10 must be completed (a tick will show once completed) before the final locked level will
be available. Complete all 11 levels to win the game. At the bottom of the screen there is a heads up display (HUD) that provides all the
necessary information about the current state of play. In order to see where you are going you need to equip a light. The light requires fuel
to function.
The light itself is displayed in the form of a light radius around the player. You will be able to see the visible cells and the dark cells will
remain black. Note: If you pick up fuel for an equipped item when you have no fuel you will have to unequip and requip the item before it
will function. There are lots of enemies that wander around. If an enemy can attack you with a move it will. Be careful of letting an enemy
attack you as you will always take damage. There are three difficulty levels available: Easy: Fuel does not deplete, more health, greatest
size light radius. Normal: Fuel depletes, medium size light radius, certain objectives more difficult. Hard: Smallest light radius, least health,
certain objectives more difficult. No matter how hard I try, I just can’t get into turn based games, I just find them all completely boring. A
great amount of work and effort has gone into this game which I appreciate, but if you don’t like turn based games it's not for you. On the
other hand if you love turn based games you just may enjoy this game.
You need to collect the orbs by jumping from side to side of each
building by pressing the fire button on the joystick or by using the
keyboard. In your way are shurikens you must avoid but while I was
playing it didn’t seem to matter, I was sure it was being registered
as the Ninja kit turned red. Under no circumstances are you to
touch the ground as you move through your Sensei’s (Master) tests.
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Contests
Your objective as PP is to find the broken parts of your spaceship while surviving the attack of the fearsome aliens of Mars. When you find
all of the parts you’ll have to advance until you find your spaceship. That’s the only way of making it back alive and getting your revenge on
the evil Enol Muks! There is a nice depiction of the red planet and the aliens that live there with the sprites and background screens. But
it's yet another limited game in terms of variety and longevity, You just wander around the screens, about eight or so of them, collecting
the three required parts for your spaceship. When you have them you take them to the room where your damaged craft is to repair it, then
it’s game over. If you want to, you don’t even have to fire a shot at the aliens. Just avoid them and you can complete the game, it's that easy.
To get to the bridge of the ship you must avoid the projectiles
shot by the sailors and any explosives they may throw your way.
Gameplay is a pretty dull affair. Just move the monster from left
to right of screen and reach a checkpoint. Once that is done you
level up and the task becomes harder as you have to jump and duck enemy attacks. It it similar to Crimson Knight Adventures (10th place,
2018 CPC RETRODEV contest) without as many details and no sword slashing. Music for this game is pretty bland. The fun factor is low too.
You will get bored of it quite easily. It feels more like a demo than a proper game.
No sounds, bugs aplenty like the computer opponent getting stuck at the net, your racquets not actually moving when hitting the ball,
being able to hit the ball when you aren't in line with it, only one game - the list of faults just goes on and on. I fully understand the students
who created this game and the contest in general have very limited to zero knowledge and experience with old machines like the Amstrad
CPC, but it's just not a fun game to play. This is very unfortunate as they seemed to have worked hard on this project.
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Contests
Using QAOP keys will move Angry kitten up, down, left and right.
Pressing SPACE BAR will shoot a hairball from Angry Kitten.
When Angry Kitten enters a new room, there are doors through
which a succession of enemies will appear. Only after killing all the
enemies, Angry Kitten can access the next room, it is impossible to
return to the previous room. Angry Kitten can move and shoot in 8
directions - the last movement of Angry Kitten will determine the
direction which shooting hairballs will travel across the screen.
Enemies: Dogs: They are orange in colour and will appear gradually from the doors of the room, be careful though as they may come from
behind you. They will try to kill Angry Kitten by moving towards it. Dogs can be eliminated by shooting a hairball at them, although some
may need to be killed with more than one hairball. Plant: This enemy is completely invisible. Angry Kitten can only collide with it once. A
series of messages will appear on screen when this happens. This is the game development teams reference to the game Astro Marine
Corps. When Angry Kitten is touched by the enemy one of the three lives are lost. The player can gain a life by touching a heart, but can
never have more than 3 lives.
Angry Kitten is displayed in Mode 0. Large sprites have been drawn for all game characters and objects. There is a fairly basic in game tune.
Gameplay is a simple premise of run, avoid and shoot enemies to get to an exit and do it all again in the next screen. Angry Kitten and
enemies move quite smoothly around each screen but being a joystick gamer, I found the game control mechanics quite tricky to get used
to, especially the shooting hairballs in the direction of Angry Kitten’s last move, this proved to be my main frustration of the game.
Using QAOP keys will move you up, down, left and right through
the Area 51 compound. Avoidance games in my opinion can become boring quickly, not so with Area 51 Raid. Map design within this game
is what keeps you intrigued as you move from one screen to the next. There is a bit of strategy involved (not a great deal mind you) to avoid
the guards to progress further in the game, with each screen offering a new and different challenge.
These can come in the form of avoiding guards or avoiding spikes and barbed wire that are found on the screen. I enjoyed the music it had a
nice rhythm to it. Your main character looks cool as it moves quite smoothly through each of the screens. Large Mode 0 sprites are used for
each character and object, with everything drawn rather well presenting a good depiction of the Area 51 compound. The only main dislike
I have is that the game is rather short with only 7 screens to find the hidden secret of Area 51, then escaping from the compound the same
way you came in.
I forgot to mention the jump, that's pretty cool. You attack hordes - well no you don’t, you attack a single yellow demon who is killed by
extending a giant sword. The only way to die is if you touch him. Once defeated you play the same scenario again, the next time there is two
yellow demons on a platform you must kill off twice and the whole thing repeats again - there is no fun, no great battles, no excitement. I
think the best thing I like about the game was getting Frederick to climb up the wall - see if you can do that. J
The pattern the bugs are flying you can’t miss them no matter when you time your shots.
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Contests
There are four main stats in CPC Rogue used to determine combat: STR (Strength), DEF (Defense), REF (Reflexes) and DEX (Dexterity).
Dexterity and Reflexes determine your hit rate while Strength and Defense determine how much hit damage points you deal or receive to
/ from your opponent. Your start the adventure at level 1 acquiring experience by killing monsters. When you get the required level points
you advance to the next level. Your stats (STR, DEF, REF, DEX) will also improve with your level progression.
Carefully choose your action plan, before engaging combat. Avoid being surrounded by enemies or it will surely mean your imminent death!
Sometimes it’s better to go back instead of aimlessly engaging combat. An attack is performed by pushing the enemy next to a specific tile.
Each combat turn your stats will be used against your opponent to determine your hit chance and the amount of hit points produced. When
the enemy hit points (HP) reaches 0 or lower it will die.
If an enemy hits you successfully it will decrease your hit points. When your hit points reach 0 or lower you will die. There are no checkpoints
or save options in CPC Rogue, when you die it’s over! This is known as permadeath. If your hero is getting a hard time while on combat, just
retreat by moving in the opposite direction. You recover health just by moving and not being hit. Also, you can rest by pressing ‘S’ key.
Along the adventure you will find different items that can help you in your quest. You can pick up an item by moving your hero over it and
pressing the ‘G’ key. The item will be added to your inventory, which you can examine at any time by pressing the ‘I’ key. You can drop an
object from your inventory by pressing ‘D’. To use an object press the ‘U’ key. You can only use the last item in your inventory, so make sure
you get the item you want to use ready at the top of your inventory. To achieve this, use or drop any items not needed.
Potions: Some potions are good, some portions are not, use them wisely. A potion is unknown until used for the first time. That means, it
will be shown in your inventory as an UNKNOWN POTION until used. After first use, you will know the effects of that particular potion for
the rest of the current gameplay, and it will show the correct name next time you pick it up. Gold is shown by a dollar sign and the Orutrix
is shown by a symbol - it is a unique object found in the last level of the dungeon that will allow you to escape to freedom. To successfully
finish the game you need to find the Orutrix, pick it up and use it. As I mentioned above I am not a fan of these type of games which reflects
in my overall score rating. Many people will enjoy this game, it does the basics of rogue games quite well, it's just not my type of game that I
enjoy playing.
As you can see from the screenshot not much in the way of graphics and sprites but you would say it does the job for this game.
Not a great deal of longevity or staying power I am afraid.
However, today is not a normal day, today you have to assist the
global release of the Amstrad CPC, the computer you have been
working hard on during the last few months. 8:25AM , finally you
can park your car - two miles away from Amstrad HQ. 8:55AM , you
finally reach your office, but running those two miles has not been
worth it, your chief Alan Sugar is waiting furiously for you in his
office, after the launch of the CPC you will be fired. 55 minutes of delay have been enough to forget months of hard work and hundreds of
extra hours.This is the end, your resignation letter will be signed with the fury of your kicks...
I don't know about kicks, looked more like a flame thrower to me but the actual in game object is a pencil (say that again - Ed). Yup true.
Anyway, your goal in the game is defeating the most enemies as you can, which range from office workers, managerials, to front and back
end programmers. To help you on your quest you can collect different office items that will enhance your stats. All the characters in the
game have 4 stats: Attack, Defense, Health and Speed which is self explanatory. When you have defeated your enemy an elevator allows
you to move to the next level. An interesting plot and concept, again not my favourite game genre being a turn based game but there is an
element of strategy required that will keep you motivated (or not) to clear each level. The sprites of enemies and pickable objects are quite
good but the colour and graphics used in the game board are underwhelming.
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So, yeah, that's all there is to the gameplay. It's not that interesting
unfortunately. The keys to control the game WASD and X to shoot
are just as unfortunate - a real pain in the neck.
A very poor game to say the least. Graphics, tunes, fun factor...
Everything is poor unfortunately.
Triple bets appear randomly and may appear in double bet questions as well. Triple bet means that you can get 300 points back or lose 300
points! On either double bet or triple bet, the game will delay the appearance of the question (kind of like a giving you a hint). If no answer
is given, both players lose. In 2 player mode, the player who presses first gets to answer the question. The other player sees no changes in
his score. When you select an answer, try to be accurate with your answers as you will lose points if you are wrong, but the other player's
score will not change.
If your answer is correct, you get a time bonus (1-49) depending on how fast you answered the question in the 10 seconds available to
provide an answer. There are some pretty tricky questions in there to give you a good test of your knowledge, providing a decent quiz test,
but not a great deal of fun if you aren’t into quiz games.
118
eEeEe
120
Reviews Commodore
The first big bad boss. It’s a pure joy watching it explode
to bits.
94%
VERDICT
This game has pretty much everything you would expect from a decent side-scrolling
shooter including that elusive "just one more go" quality that plenty of games of this type
are sadly lacking. This oozes pure quality and so much shoot ‘em up fun it would be in with
a shout of top 5 shooters on almost any system, even those machines more powerful than
the Plus/4. Graphically exceptional with so much playability and space blow ‘em up action.
Code: Rikib80
GFX: Hend
Music - nm156
by Andrew Fisher
Bug-Fix - Cadaver (Covert Bitops)
@merman1974
Loader - Krill (Plush)
122
Reviews Commodore
by John Davies
@retrorekall
Code: Gaborc Varga (Skoro)
GFX: Robert Kisnemeth (KICHY), David
Vigh (Grass666)
SFX: Csaba Panhaczy (Csabo)
Platform: C16/Plus 4
T his is the first of several Atari 2600 games that Steven Day
(STE’86) is interested in porting to the C64, teaming up with
programmer Antonio Savona. STE’86 is renowned for being a
C64 artist that went on to create artworks for Amiga games
Stormtrooper (1989) and Fireforce(1992) before making a notable
return to the C64 for the 2011 release of Prince of Persia.
Antonio Savona’s most recent C64 game releases include the
wonderful Planet Golf (2017) and L’Abbaye des Morts (2019).
GAMEPLAY
LIKES
DISLIKES
Sadly, behind the technical sheen lies a very simplistic game. There
is very little variety, just an increasing difficulty as enemies fly Lost a truck already on level 1!
faster. Once you have completed a couple of levels there is nothing
else to see.
VERDICT
VERDICT
A fun conversion that will bring back many nostalgic gaming GFX -----> 80%
memories, however some may feel the long term appeal is
limited. It will be great to see how the other Atari 2600 ports
SFX -----> 74%
from this C64 development team turn out. FUN -----> 81%
OVERALL - 80%
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Reviews Commodore
DISLIKES
by Andrew Fisher
Code: Antonio Savona @merman1974
GFX: Steven Day
Music: Saul Cross
GAMEPLAY
LIKES
The game starts off well with a lovely Ste Day bitmap and the
nostalgic title screen, with the option to choose starting level.
More levels are unlocked once you have reached them once in a
session. The graphics in the game are gorgeous, representing an The giant clam has pushed Bailey off the floes!
upgrade from the 2600 but staying respectful to the original.
Of particular note is the skyline effect, almost recreating the
Northern Lights with clever use of raster splits. There are also day VERDICT
and night levels, with the sky turning black. Saul’s music is really
upbeat and cutely done, adding to the game’s appeal. Control is I love the Atari original, and this is a very cool
pretty good, although it can take a while to get used to the fire conversion. Stay frosty!
button reversing the direction of the ice floes. It’s great to finally
see this Activision classic on the C64, where it feels right at home.
VERDICT
DISLIKES GFX -----> 88%
There are only 20 levels to beat, but the difficulty level soon cranks
SFX -----> 86%
up after a few. The splitting ice floes are also difficult to cope with. FUN -----> 87%
Although new features are gradually added there is not a great deal
of variety in the later levels. OVERALL - 85%
126
Reviews Commodore
128
Reviews Commodore
The gap going down was opened by solving one of the many Graphics vary from area to area and are usually very
puzzles in the game. colourful.
Large hearts give you full energy. Unlike in Majesty Of A lot of the graphics are purely aesthetic and don’t involve
Sprites, the water doesn't ever kill you in this game. themselves in the game mechanics.
VERDICT
LIKES GFX -----> 96%
Push scrolling is a massive improvement over the flick screen mechanics of the first game.
Colour improvements to the graphics and the huge play areas are a big plus. The lack of
hardly any on screen status adds to the atmosphere of an already immersive game. A great SFX -----> 82%
soundtrack plays throughout reminiscent of some of the best platformer games ever made,
I can't recall where I have heard it before but it's oh so familiar. You move at quite a bit of
speed around the screens making the game high on playability. FUN -----> 95%
DISLIKES
After a while, the music can start to grate. And the less said about that loud 'blop' sound,
the better. The screen movement at times seemed to be a little out of sync especially if
you drop from a height and hit the ground the screen seemed a little bit behind at times.
OVERALL
Other than that there's nothing else to dislike.
94%
VERDICT
A fantastic platformer sequel which improves on the original with better graphics and
gameplay and completely eradicates the flaws that were apparent mainly due to the dodgy
flick screen mechanics of the first game. Another class game from Stefan Mader and
Bauknecht team.
130
Reviews Commodore
Code: Skoro
GFX: Kichy by John Davies
SFX: Csabo @retrorekall
Platform: C16/ Plus 4
DEVELOPER: Skoro
The Plus/4 is a machine without sprites,
yet developer Skoro was able to create
software sprites. Just how did he do this?
He made four real software sprites. The
game has a very fast soft sprite routine in it
which draws four (one player + 3 enemies)
sprites. The drawing of fourth enemy is
incomplete caused by drawing of the bomb extra bomb bonus, bomb explosion DISLIKES
explosion. radius bonus and speed up boots bonus,
but there are a few differences. Unlike Your character moves far too slowly. The
GAMEPLAY Bomberman your boosts don't carry over graphics aren't that colourful for a game of
to the next scene, there's no exit to find, this type. They just feel a little bland for me
The title screen, with it's wonderfully you just have to blow up all the bricks in a even though they do change with each new
bouncy tune cycles through credits, scene to finish it. The enemies are not quite zone you reach.
instructions and Hall of Champions. From as clever as those in Bomberman and they
the off it becomes immediately apparent don't get blocked by bombs either. The VERDICT
that this is a Dyna Blaster / Bomberman graphics do their job but not much more.
clone. You start the game by pressing space The scenes are not as colourful as I would A decent, fun-to-play Bomberman clone
or fire. You can enter a passcode to start at have expected. The colours seem so limited that retains most of what makes the
the point you've already reached as these that It could almost pass as a Spectrum original so good. Music and sound effects
are given each time you complete a scene. game. The in-game music is almost as jolly are so addictive they are a real standout
as the title screens. It matches the pace of feature of the game. Overall though I felt
The stages of the game are split into zones the gameplay quite well. it is a bit behind as far as player movement
which are themselves split into scenes. and colourful graphics are concerned. I
The first stage is Jungle Zone - Scene 1. LIKES have seen far worse so for the machine's
The status line at the bottom of the screen capabilities Xplode Man remains a very cool
shows score, lives and time remaining to The game retains most of the important game one that Bomberman gamer fans will
complete the current scene. When time elements in Bomberman and it's fun to play. certainly enjoy.
runs out it doesn't matter how many lives The tune and sound effects are just divine.
you have remaining it's game over. Once So much so you will have them in your head
the scene starts and you begin playing for many hours and weeks after you put
you'll probably notice that your little fella down the game. They are just so VERDICT
positively crawls along without any boosts addictive if not more so than the
and then suddenly he becomes The Flash wonderfully winning formula of the
GFX -----> 72%
overnight once he puts a sock on. gameplay. Explosions are just so cool - SFX -----> 85%
exactly how they should be for a game FUN -----> 85%
It seems to have all things Bomberman, like of this kind.
OVERALL - 80%
by Andrew Fisher
@merman1974
OVERALL: 33%
download:
csdb.dk/release/?id=180033
OVERALL: 40%
132
Reviews Commodore
by Andrew Fisher
Developer: Sarah Jane Avory @merman1974
Publisher: Protovision
Available for download at:
GAME DEVELOPER sarahjaneavory.itch.io/santron
GAMEPLAY
LIKES
DISLIKES
OVERALL: 89%
Developer: Carl-Henrik Skårstedt, Stein Pedersen
OVERALL: 51%
Developer: Jim64
T his is one of the games designed for use with the VR64, a set of
virtual reality goggles for use with the C64.
When the enemies get close enough they start to attack the
player, reducing their health. An interesting addition to this download:
update was the ability to use the Atari Driving Controller 64jim64.blogspot.com/2017/09/vr64-virtual-
(effectively a type of paddle that can be rotated) to rotate the
player’s view. Without the goggles it looks odd, and the graphics
reality-goggles-for.html
are not very sophisticated.
T his cute one-button game was an entry into the Game Off 2019
game jam, developed during November 2019. TurtlePanda
Games is a husband and wife duo, and this is their first C64 game
The player controls a frog, starting out on a static lily pad. By
holding the fire button (port 1), the frog will make a longer jump
to try and reach the next moving lily pad – a rising tone tells you
– inspired by Robin Harbron’s 8-Bit Show & Tell YouTube channel. how far the frog will attempt to jump.
134
Reviews Commodore
OVERALL: 68%
The longer the successful jump, the more points scored. The frog
is well animated and the scrolling background is very nicely drawn.
There is also a pleasant tune playing in the background. It takes
a few goes to get used to the controls so you will be seeing the
splash animation a lot. But once you get the hang of jumping it is a
fun little diversion.
download:
turtlepanda.itch.io/lily-lander (pay what you
want)
Developer: Skleptoid
OVERALL: 64%
The well-drawn title screen allows the player to select one of three
difficulty levels. Then the action starts with the large heroine
shooting down the alien bugs. A counter bottom-right shows the
current energy, reduced by any contact with the enemy. Stepping
on the flashing squares pushes the player back, but shooting them
will increase the player’s energy. When the energy runs out the
player dies and the spaceship is overrun by the alien swarm.
If the player eliminates all the smaller bugs, a large boss alien
attacks. The graphics are good and it looks complex for something
made with this particular “creation” tool. What is not clear is
how long the player will keep playing, with the smaller enemies
difficult to hit. Fair play for sticking with the idea, but it needed download:
more depth and variety. csdb.dk/release/?id=182036
OVERALL: 89%
Developers: Elysium – Brush, Digger, psych8580,
Shogoon plus Carrion/Bonzai and Copyfault
All in all it is worth playing this updated version if you were a fan download:
of the original, but for everyone else it is best to consult a map/ csdb.dk/release/?id=178037
ALIENS: NEOPLASMA
Developer: SaNchez Group - Aleksander
Udotov, Nik-O and Eugene Rogulin
Platform: ZXSpectrum 128K by George Bachaelor
@cpcgamingdemos
136
Reviews Spectrum
One on one combat - shoot to kill first then ask Heading to the medi station to replenish energy
questions later! reserves.
Access to computer terminal in the centre of the Look alive, Lieutenant Ashley Smith, a facehugger
screen, reload your ammo station behind that door. is about to jump you!
LIKES
The atmosphere is brilliant. The eerie sounds are really frightening. In fact, they're scary!
The pulsating soundtrack brings with it a sense of urgency and adrenalin. The graphics
are incredible. Animation and sprite movement is just so smooth. The playing area looks VERDICT
fantastic. It’s a great simulation of running, crawling and climbing inside a spaceship. The
97%
VERDICT
Aliens: Neoplasma is a very worthy winner of the 2018 ZX-DEV M.I.A Remakes competition.
A wonderfully atmospheric, pulse pumping run and gun adventure, ticking all the right
boxes to be one of the best games of 2019. With brilliant graphics and tunes, this is a sci-fi
adventure gaming classic of its time.
HISTORY
GAMEPLAY VERDICT
The premise is very simple in this title. As the driver of a rally The single best thing this remake does is convince the player
car you must locate all the flags hidden within the 4-way that it is a title that could have easily have been released back
scrolling maze and avoid the enemy cars that give pursuit. To in the day, rather than be a modern homebrew title. It shows
aid you in your search for the flags, the right hand side of the what was capable of the Speccy in a way that was possible
screen displays a scanner showing the location of each flag. It back then.
doesn’t show you the maze pattern, but it is a good indicator
of “as the crow flies” how to get to them.
That may sound like an easy task, but there are many dead
ends to the maze and perilous rockfalls also block the way. If
that wasn’t enough, you have to remember that there will be
cars tailgating you and you need to use the scanner wisely to VERDICT
evade them as they are indicated on it too.
GFX -----> 79%
However, there is a handy, limited smokescreen that you can SFX -----> 85%
fire upon the enemy allowing you to stun them for you to
escape their grasp. Once all the flags are collected, it’s on FUN -----> 88%
to the next level where there are more cars than there was
before. The landscape and maze also changes as you progress. OVERALL - 86%
138
Reviews Spectrum
by John Davies
@retrorekall
Code: Cristián González, Alvin Albrecht, Einar Saukas
GFX: Cristián González, Igor Errazking
SFX: Sergio Vaquer "Beykersoft", Davos
DEVELOPERS
GAMEPLAY The graphics are impressive and colourful. You could probably
tell which game most screens were about without knowing the
This is basically Manic Miner with bells and whistles in a familiar giveaway title. The audio for the game is pretty good too. The
style to the plumber's games, and many others. It even has a cut in-game music is a version of The Blue Danube which was the title
scene story at the start where Pietro isn't even thinly disguised as screen music in the original Manic Miner. The tune does change
somebody other than the famous Italian game character. Controls on certain screens as well. Each introductory screen comes with a
are identical in style and functionality to Manic Miner as are the brief William Tell overture jingle. The spot effects for jumping and
block types, objects and exits. Even the familiar Monty Python style collecting things are also quite colourful. Last but not least there’s
boot stomping makes its usual appearance at Game Over. the bonus of the original Manic Miner levels, which can be unlocked
once you complete the main game.
This game is just as much fun as Manic Miner, maybe more so as it's
fresher and has content more familiar to most people around the LIKES
globe. I feel it's a bit easier than Manic Miner as the level design
seems less devious and the routes to take are more straightforward. I love the idea that each screen ties into a famous game from the
The level names are shown in the nice little intro to each screen as past. I know it's been done before but this game does it particularly
well as on the play screens themselves. well.
DISLIKES
VERDICT
VERDICT
GFX -----> 86%
SFX -----> 85%
FUN -----> 88%
OVERALL - 87%
GAMEPLAY The levels become progressively more difficult and often require
entering and exiting via different doors in order to unlock the
The plot of the game is set out as follows: Jim the cabin boy wants gates and claim the treasure from places previously impossible
to take advantage of the stay of his boat in Port Royal to fulfil to reach. The problem-solving element adds significantly to the
his own plans in the future. As bold as brass, he is ready to keep gameplay and will sometimes have you scratching your head over
the 125 pieces of treasure which are distributed by the galleon the best path to take.
warehouse and flee as far away as possible. So in a break from
tradition you are playing the bad guy who is solely out for personal This never seems laborious though and the game is fun to play from
gain encompassing the true spirit of being a pirate! start to finish. There are now 2 versions of Booty (The Remake)
to play. The first has various colourful backgrounds and the second
Booty was originally coded by John F. Cain and released by Firebird uses black for every screen. This cuts down on the clutter but loses
on the 13th October 1984. It was an instant hit, receiving rave some of the charm in doing so.
reviews including a 93% 'Crash Smash'. This was British Telecom’s
first arcade game and they certainly did not fail to deliver the
goods. Fast forward around 35 years and we have a remake of
the original formula. Salva Kantero brings a fresh approach to the
classic formula with new graphics and level designs. This is not so
much of a remake as a completely new game and it is all the better
for it.
The basic gameplay remains the same with the gradual process
of unlocking numbered doors with numbered keys to collect the
125 items of treasure. As in the original, there are twenty separate
interconnected rooms to tackle on the way to escaping with your
fortune. Along the way there are pirates, rats and parrots to avoid
and doing so can often be tricky, requiring expert timing.
140
Reviews Spectrum
VERDICT
Doing well, but it’s getting tougher now that I'm
on level 6.
GFX -----> 88%
SFX -----> 98%
LIKES
This is a wonderful tribute to the original game. The gameplay seems fresh yet familiar FUN -----> 93%
at the same time and the puzzle elements of the game strike the perfect balance
between challenge and enjoyment. The music is different for every screen and engaging
OVERALL
throughout.
DISLIKES
As is the case with so many games like this, the ladders mechanic can often result in cheap
92%
deaths where the slightest misjudgement can be extremely frustrating. This could also be
seen as part of the challenge though and is in no way game breaking.
VERDICT
Booty (The Remake) is a perfect example of how to pay homage to an old classic. It
captures the spirit of the original while offering a brand new challenge. The level design is
excellent throughout and the game is a truly enjoyable experience.
by John Davies
@retrorekall
by John Davies
@retrorekall
Green going straight down the screen, with double bullets going
straight down the screen. White going very fast straight down
the screen, without bullets and Red also going straight down the
screen requiring a couple of hits to destroy. End of level bosses.
Going straight down the screen? Nope, from side to side like
VERDICT
a giant, demented Space Invader firing lots of bullets that go
straight down the screen. The almost complete lack of variation
means it’s a tedious plod of a game that an average six year old
could complete on the first attempt.
OVERALL - 65%
142
Reviews Spectrum
by John Davies
@retrorekall
Developer: IADVD
Rytell Corp that he's a Lepricant. They stole his photos before he
could escape. He plans to get all seventeen of them back from the
Rytell Junk Recycling Facility, destroy all eighty Rade Blunners and
Octobots in his way and escape from the city by returning to the
facility entrance.
Areas are made of the usual pass through blocks, impassable wall
blocks and fatal blocks (Koight-Vampff machines deplete your
energy). There are also lifts. The enemies move left and right or
up and down and can be killed by jumping on their heads. Access
cards can be found and used to open doors. Paper cranes give you
energy and the photos you need to collect are strewn around the
whole area.
This is a typical La Churrera game. You can move left, right and
jump around. There's nothing really wrong with it but it's like VERDICT
most other games of this type, created with this engine. It has
nothing really new to offer at all. Everything about it screams
generic platformer. So it's not as fun or exciting as it might have
OVERALL - 72%
been if a few new mechanics or ideas were thrown into the mix.
by John Davies
@retrorekall
They fly across the sky at varying speeds getting lower and lower
until they are just above sea level. At this point they fire down a
laser beam from their undercarriage that destroys the buildings, or
turrets, below.
You have to use your three turrets to destroy the enemy before
they can get low enough to strike. Your turrets have unlimited
bullets so that's one less thing to think about. If you're playing
with the keyboard you just press one of three keys for each turret.
VERDICT
There's no skill levels or stages. You just keep going until all of
Atlantis has been destroyed. Shame on you Duffy! The graphics
are colourful and detailed and although there's no music there are
some half decent spot effects.
OVERALL - 78%
GAMEPLAY
144
Reviews Spectrum
On later levels bridges are introduced. Your enemies can also Usually everything on a screen needs to be used to complete
create them using the arrows. the level.
There’s no time limit so if you can find a safe spot you can plot
your route to success.
VERDICT
OVERALL
20 distinctive levels. Unlimited lives, the sheer fun of it, totally retro, totally cool.
DISLIKES
It's too easy and over all too soon. Only two out of the twenty screens made me think
88%
for longer than a minute. Most screens were completed in a couple of minutes, and I'm
no video game wizard.
VERDICT
It's a wonderful, polished and well presented game. A lot of fun to play but far too easy,
even for the average player.
by John Davies
@retrorekall
Developer: Matt Jackson
GAMEPLAY
When meteor storms occur, the graphics are the same as the
original and fuel pickups also occur, although they do seem
to be a bit more frequent in this version. When the docking
ship appears it looks exactly the same as the one in the
arcades.
146
Reviews Spectrum
DISLIKES
There wasn't anything I didn't like. To be honest, I'm still in a state of ecstasy.
OVERALL
96%
VERDICT
A huge wave of nostalgia will flow through anyone who plays this and is aware of the
arcade original. It's almost like having the cabinet in your own home. This is what the
Quicksilva game of the same name released back in 1983 should have been. I quite enjoyed
that game after the initial disappointment of it being nothing like the arcade version but
this just blows it out of the water. It's difficult to believe that this is Matt Jackson's first
game. I can't wait to see what he comes up with next.
VERDICT
GAMEPLAY
Overall, a very noteworthy attempt but limited within the
Just as with Jetpac, the game is based around single screen constraints of the AGD engine. Fans of the original will
levels in which the player controls a spaceman who has to certainly play this, but will soon drop it in favour of the better
assemble his fragmented spacecraft and then refuel it from version. Perhaps there just isn't room for two Jetpacs in this
the random drops that happen. "Oh, that’s rather easy", I hear world.
you say. That would be all well and good if it wasn’t for the
pesky indiginous aliens that flutter about the world when
you're trying to do your day job. Fortunately, and armed with
a laser blaster with a depleting charge, the vermin can be shot
out of the sky.
But like any videogame foe, they just love to respawn and
cause the player more distress. There are also various floating
platforms on each of the levels. These serve, primarily, as
landing points for the dropzones but are also strategically
placed to cause the player hindrance in trying to manoeuvre
around the screen. On successfully fuelling the spacecraft, the
player hops on board and launches off which provides a segue
to the next level.
Each of the levels/worlds are varied and have their own type
of alien, all of which being modern interpretations of those
in the original game. On every seventh level, the player finds
himself having to construct a newer spacecraft which is more
advanced looking than the one prior. This provides a bit more
variety in the game.
LIKES
VERDICT
This game delivers what it says on the tin. It doesn’t pretend
to be anything other than a respectful homage to the greatest
GFX -----> 84%
shooter the Spectrum ever had. SFX -----> 58%
FUN -----> 72%
The graphics are detailed, varied and colourful. It plays
reasonably well, but in a different way from the original. OVERALL - 79%
148
Reviews Spectrum
by John Davies
@retrorekall
After his brother's death, Akul, The Last Ninja of his clan, will claim Location ‘A’ is Hong Kong Park. On this level you navigate your way
his revenge by defeating the Opium Mafia: The Gunshi Clan. along a path and then make your way through the treetops onto a
Controls are left, right, up, down, jump, use weapon, change weapon building. Then back to a path where good use of the fence comes
(toggle sword or shuriken). Keys can be redefined, no joystick in handy when avoiding spikes. Location ‘B’ is Happy Valley. This
options though. There are three difficulty levels to choose from: is quite a small stage and requires you to have the Double Jump
Easy, Normal and Hard. The game has a playable introduction where power. Ghosts and Zombies hang out here.
you play as Akul's brother running along the top of train coaches and
finally falling victim to the trap laid by The Gunshi Clan.
After some cut-scenes, you are presented with a map of Hong Kong
with five points located on it labeled ‘A to D’ and the fifth labeled
with a '?'. You can visit the lettered points in any order you wish.
Location ‘C’ is The Harbour, You must run along the harbour quay
and enter a large submarine populated with mini tie-fighters (again
WTF?). Location ‘D’ is The Market. You must navigate through
the market by climbing as high as you can and jumping from one
skyscraper to another. There's a smelly boss waiting for you at the
end of this. The level design is fairly impressive and sneaky with
quite a few surprises.
LIKES
Time for the tour. I think a visit to Hong Kong Park
I was impressed with the fact that dispatched enemies did not is first on the agenda.
simply reappear when you returned to the same screen. They only
came back if you died. The different styles and sprites for each
location are great. Being able to play each location in any order
enhances your enjoyment. Although some do need you to have
certain powers, like double jumping before you can complete them.
The scale of the game is also impressive. It feels massive.
VERDICT
Almost feels like we’re in Hong Kong!
The lack of checkpoints, especially for the Hong Kong Park level. It's
SFX -----> 90%
a bit irritating to get through over a dozen screens and then die and
be taken right back to the start of the stage. I also wasn't keen on
the fact that blocks you couldn't throw your shuriken through didn't FUN -----> 91%
have the same effect on the enemies shuriken. They could throw
theirs right through them.
VERDICT
OVERALL
This is a solid, quality game that ticks most of the boxes. The
presentation is second-to-none, from the start menu, to the
88%
cut-scenes, to the game itself. I’ll still be playing it long after
you’ve finished reading this.
150
Reviews Spectrum
by John Davies
@retrorekall
Developer: IADVD
DEVELOPER: IADVD
GAMEPLAY
I really wanted to like this game more as it's a bit different to most
games and the concept is entertaining, on paper at least, with its use
of pop culture references. But after a while it's not as fun as it might
have been. I hope the developer uses his engine again to make a
sequel which addresses these issues.
VERDICT
GFX -----> 83%
SFX -----> 70%
FUN -----> 77%
OVERALL - 76%
It is well known that the Bruce Lee movie Game of Death was
a major influence on Kung Fu Master. The classic martial arts
movie saw Bruce Lee face off against a wide variety of foes,
each with their own skill sets and weaknesses on his journey
to overthrow the evil tyrant. The plot was perfect material
for a video game and Kung Fu Master captured the sentiment
perfectly. The storyline remains the same as the original
Kung Fu Master with poor old Silvia kidnapped and being held
captive in the Devil’s Temple where the five sons of the devil
wait to entertain you. This of course refers to the five bosses
that you must face. One on each floor as you make your way
to the summit for the final showdown with one of the most
frustrating final bosses in history.
152
Reviews Spectrum
VERDICT
The controls are tight and responsive so death is at the hands of your own timing and
FUN -----> 95%
reflexes as it is in all great games. The graphics capture the spirit of the original perfectly.
There has been a great deal of care given to making every aspect of this right for the
OVERALL
player and finally giving the Speccy the conversion it deserves.
DISLIKES
93%
The fact that I’m not as good at this as I used to be!
VERDICT
This is the conversion of Kung Fu Master that the ZX Spectrum deserved. If you are a fan of
the original game there’s a great deal of enjoyment to be gained from playing this. Even if
you’re not a fan it’s worth playing just to appreciate how good a job Elton Bird has done in
coding it. What are you waiting for? Silvia is not going to rescue herself!
by Gordon King
Code , levels, design & story: @uvtkingy
Naad (@teopl)
GFX, music, story, comic "Detective collect up the Qubits and find a path to the
Gvido - Ludic's Disk": competition for the Amstrad and, as per exit.
Branho (@brando464) usual, many excellent coders came rising to
english translation for comic: the challenge. Ludic was one of the many This is easier said than done. Each of the
Lex entrants and it performed very well - in fact, 16 levels provide a unique challenge where
it came in second out of 35 entrants. A very the player must move the professor around
high honour. This was against its own peers in a sequential and logical fashion. He will
I love nothing better than a within the Amstrad community. Does the only stop when colliding with an object
little game dev competition, game cut it in an annual publication that’s and it is up to the player to fashion out the
it gets the creative bunch played many games on many other systems? correct path. Some objects will vapourise
out of the woodwork, but for many of I am keen to play to find out just how good our hero, some will bounce him back in the
the Amstrad CPC RETRO DEV contest it it may be. opposite direction and others will stop him
forms part of the university curriculum. in his tracks but disintegrate upon collision.
From past experiences I have found that GAMEPLAY This makes for a taxing puzzle game where
these competitions are a hub of insane the solution isn't clearly obvious from
creativity in such a short timespan. The AI has taken over, or is about to. the outset. Later levels feature a spooky
Does Ludic: Break The Loop fall into this Professor Ludic has quickly typed up some doppelganger professor, which the player
category? I'm even more curious than the code on his Amstrad to try and thwart this can also control. This creates a more taxing
proverbial cat because I’ve been more a malevolent force. Sadly, the AI's gone all symbiotic relationship with the two binary
Speccy / Commodore gamer and it's great "Tron-like" on the poor professor and he’s partners in order to suss out the correct
to explore and discover what other retro gotten 'transportified' (yes, I know that’s a path to the exit (I agree. Later levels are
gaming communities are doing. made up word) into the cyber realm. Now, strange and very complex! - Ed). Luckily,
in a battle of wits, the professor must there are level codes provided for the
HISTORY outwit his digital opponent in a twisted weary traveller; these can be used on the
cyber battle of Sokoban. Viewed in a top title screen in order to skip levels that have
The University of Alicante holds an annual down perspective, our protagonist must already been completed.
154
Reviews Amstrad
LIKES
The whole presentation oozes high end quality. Rather than the game being simply level
by level with no other content, there is an excellent dialogue and banter between the
professor and AI. This is done in comic book style form, with their heads appearing and
the chat text popping up beside them. This gives a living, breathing feel to the game and
fattens it out greatly. The graphics, in their varying monochromatic hues, are lush. They
are small and petite, but exceptional. The aforementioned sprites for the avatars of the
characters when chatting really add a level of charm seldom seen in 8-bit games. The music VERDICT
is like an earworm and remains in the player's head, long after playing the game. What
DISLIKES
Although it has a kind of longevity, it is over before you know it and that’s the puzzles all
FUN -----> 90%
solved. I’d have liked larger playfields as most of them were very small (I found them hard
to see at times too - Ed). Imagine how long it would have taken to complete a level that
was full screen!!! Some of the English translations are a bit ropey, but I’m not complaining
about that, I remember how bad I was at my O Levels in languages. OVERALL
VERDICT
91%
Lucid: Break The Loop is one of the best presented games I have seen in a very long
time. Graphically, it is limited to the CPC’s four colour mode 1 resolution but the use
of colour is so visually impressive. Music is outstanding, a must listen to for any retro
gaming freaks. It goes to show that a little more polish can make a run-of-the-mill tried
and tested game format seem a lot more exceptional. Hats off to the developers Naad,
Brando and Lex of Osmobit Games for their insane creativity in such a short time frame to
develop such a highly presented and very playable Amstrad CPC game.
PINBALL DREAMS
Code & GFX: Rhino by George Bachaelor
GFX: Toni Galvez @cpcgamingdemos
GFX: MAC_BG Gameplay section by
Music: McKlain Louie Dimovski
Music: SuTeKH @RetroGamerNatn
Music & SFX: Raft
Platform: CPC (128K) ‘Old West’ era and steps things up a bit
with broader use of the colour palette
powerful. At that time there was a broad and the addition of features such as two
The much anticipated consensus that the Commodore 64 seemed large ramps, ball traps, rollovers and three
Amstrad CPC release of like the most complete platform, but Rhino bumpers. As a result, the pinball experience
Pinball Dreams by Batman disagreed and started doing routines on is far more entertaining.
Group (BG Games) finally happened his beloved Amstrad CPC, the computer
on October 1st, 2019 and it was FREE! he started programming in his childhood - The third table titled ‘Beat Box’, carrying a
Initially, BG had hoped the game motivated primarily to win the argument of music industry theme, is the most feature
would see a physical release, but after which old computer is the best. Since then rich of the four tables with its inclusion of
almost a year trying to get the license, Amstrad fans have witnessed CPC greatness large ramps, a second level, rollovers, ball
circumstances made it impossible. So, a with the Batman Forever demo in 2011 and traps, bumpers and plenty of targets. The
free unofficial version (not allowed to be now with Pinball Dreams. main objective is to reach the number 1
sold) digital file was made available for spot in the USA or European music charts to
the sole purpose of honoring this Amiga GAMEPLAY collect a big points bonus.
gaming classic and its original authors.
Pinball Dreams was first released on The Amstrad CPC version of Pinball Dreams The final table on offer is ‘Nightmare’,
the Amiga in 1992 by 21st Century contains all four tables found in the original themed around a graveyard, ghosts and
Entertainment, receiving critical acclaim Amiga version. The first table, ‘Ignition’, is ghouls, portraying a darker aesthetic.
and recognition from game reviewers and themed around space exploration. The main Containing the greatest number of
game players everywhere. The word of objectives of this table is to light up all of pinball features, ‘Nightmare’ is the most
mouth about the game was so widespread the IGNITION letters by hitting the three challenging of the four tables with a very
in a recent post on twitter by @ red targets in the middle to obtain a letter. well designed table layout which is sure
HewsonJoystick it showed that the Amiga The table contains a saucer, a couple of to test the most ardent pinball wizard.
Power Gallup game sales charts from bumpers and slingshots but very little else, Controls are strictly a keyboard affair while
1992, Pinball Dreams had moved from 99 making it the easiest but least interesting Pinball Dreams also features multiplayer
up to number 5 with big orders coming in table to play out of the four on offer. ‘Steel mode of up to eight players and a high
from Australia, when 21st Century had Wheel’ is the second table containing a score table.
not even marketed the game there. The theme around steam trains from the
game has since been ported onto eleven
other systems.
DEVELOPER
156
Reviews Amstrad
|
||| TECHNICAL FEATURES OF
AMSTRAD CPC VERSION WHY IS THERE NO PHYSICAL RELEASE?
INTERACTIVE SOUND SYSTEM BASED ON ARKOS. Amstrad CPC. Z80, 128kb at 3.3Mhz
Commodore Amiga. 1MB at 7.1Mhz
350KB OF FULL COLOUR GRAPHICS. Atari Falcon. 4MB at 16 / 32Mhz
PC MS DOS. FAST VGA upto 4GB at 33Mhz
30 MINS OF FULL OST IN 62KB. Super Nintendo. 32MB ROM
Sega Game Gear. 1Mb ROM
Nintendo Game Boy. 40 Hardware Sprites,
1MB ROM
LIKES
Being able to play the game for free is a wonderful gesture by the developers. The
download file includes a pretty fabulous manual too, in PDF format. Reading it made me
feel as though I had a physical release of the game. What’s not to like? Everything is just
a dream: Scrolling is fabulous, so smooth even when playing the game via emulation. The
ball movement around the playing screen is fast and accurately captures a true pinball
machine, while the flipper reaction speed makes the game wonderfully
playable. Graphics and tunes blow your mind every time you play a game on any of the
four tables. Every tune and sound is amazing. Every aspect of the game is in a class of its
own. The fun factor though, is what I liked most about the game. Pinball games on 8 bit
machines from the 1980’s generally were dull to play, Pinball Dreams on the other hand
is pure joy, it’s just so much fun to play. Multiplayer aspect of up to eight players and the
inclusion of a high score table for each of the four pinball tables are also cool features. VERDICT
DISLIKES
When asked to add my name to the high score table I did not see it register in the table.
GFX ----> 100%
Not sure whether this is a bug or not? For me though, what's not to dislike! However,
Louie Dimovski mentions that one thing he misses about the Amstrad port is the
exclusion of the synthesized speech found in the original Amiga version. Not only does SFX ----> 100%
the speech add to the overall ambience but it was quite handy in letting you know what
objective has been triggered, especially with the ‘Beat Box’ table, without having to try
and catch the message displayed in the LED display. FUN ----> 100%
VERDICT
OVERALL
On October 12th, 2019 Batman Group tweeted they had recorded 8000 downloads of
Pinball Dreams in just 10 days. I would think this is a record for a CPC game. There is just
so much love for this outstanding game, and the reception from gamers worldwide has
been incredible. Social media posts about the game have gone viral. All the doubters
who said it couldn’t be done, all those people who doubted what Batman Group could
100%
do have been proven wrong - I never had any doubts. Batman Group have exceeded all
expectations. A cracking game, stunningly gorgeous, a dream to play, with tunes to make
your ears sing. A marvellous achievement, an instant Amstrad CPC classic to be loved
for years to come. One can only dream of the possibilities of Amstrad CPC games had it
been released back in the 1980’s. There can only be one overall rating to give - 100%. I can
already sense people disagreeing with me about the rating I have given, but for me, as a
CPC freak from the 1980’s, it's well worthy of it. Pinball Dreams you are now legendary on
the CPC!
PINBALL DREAMS
RATING MAGAZINE
158
Reviews Amstrad
You play Phantomas a vigilante android, Phantomas 2.0 is a fantastic looking game. The visuals showcase
who must destroy evil Count Dracula in his the awesome CPC colour palette with cool platform action.
vast castle of 95 rooms. Within the castle Overall, it’s a great tribute and remake that perhaps could have
are three objects you must collect to have been improved ever so slightly in a few areas.
any chance of defeating Count Dracula.
These are a cross, a stake and a hammer. Not only will
you need these objects but you must also
open six windows within the castle, allowing
sunlight to shine through weakening the
Count’s strength.
In this new version, you just don't get enough life energy. I think
GFX -----> 92%
the original system should have been retained as it makes the SFX -----> 80%
game more fun and gives it greater staying power. FUN -----> 75%
OVERALL - 78%
HISTORY
DEVELOPER:
Santiago Ontañón
GAMEPLAY
You start the game from the “Stock Car” category. When you
press space bar or fire button, an options menu will open. Here
you can start a race by selecting one of the tracks available in
your current car category. There is a fee to pay to race each track
Your agent, Skid Vicious, giving you instructions and
so make sure you have enough funds to compete in each one. motivation.
Before heading to the track, there are other options that will
allow you to change the music, change your car from auto to
manual driving, check on your standings (and other drivers) in the
category, scout the car market for a faster car and receive the all-
important news from Skid Vicious, your brutal-talking agent.
This main title screen flag is waving and looks very cool.
160
Reviews MSX
Hitting the race track, you You don’t have to win every race. You just turning corners you press left or right
compete against three need to come first at the end of the season. on the joystick. Pressing fire button for
computer-controlled Your next challenge is the Endurance Car breaking around corners will stop you
opponents. You have four category. Here the cars change and so do skidding into walls and will also be your
laps to reach the finish line in first, second the tracks - finishing in first place after window of opportunity to pass other cars.
or third place. You don’t want to come last. competing in the four different tracks in the
Not because the embarrassment of losing overall standings will see you progress to
will see your computer opponents laughing the final championship
at you online in social media forums. No. challenge - the Formula One
It's because your agent, Skid Vicious will category. This time you are
sack you on the spot. Talk about kicking you competing against F1 cars and
while you're down. I'm not sure I'd want this you must finish first in the
guy in my pit lane in real life! overallstandings after
competing in seven races.
It’s all in good fun though, and gives the With each progression, the
game a positive point of difference from cars have faster top speeds.
many other similar racing games like it.
Controlling your car in the
To become the champion of the Stock race is done so by following
Car category you must place first in the the path of each track.
overall standings after completing the four Your car accelerates by
different tracks. pressing forwards or up on Racing on the horseshoe track in the Endurance
your joystick and when category.
OVERALL
grid even if you have won the previous race, which seemed a little unfair. When you hit a
hazard off the track it can be very tough to catch up to the other racers, that's why the
game should have more than one life.
VERDICT
90%
Despite the negatives I have about the game, XRacing! is a worthy winner of the 2018
MSX DEV contest. There is so much to like about this racing game. Interesting techniques
have been used in the coding to make it an entertaining and very likable car racing sim /
management game. The racing is fast, getting your adrenaline pumping. It is beautifully
presented graphically, with the tunes enhancing the experience and the management
style options keep the player interested to want to buy the better cars, constantly
striving to be on top of the podium at the end of each racing season. Cool fun is XRacing!
by Richard Yaxley
Developer: GW’s Workshop (Nobuaki Washio) @retroric79
162
Reviews MSX
VERDICT
LIKES
The creative way the religion of Buddhism is used as an overarching narrative for the
game with the meta elements really tying it all together into a great piece of shoot ‘em up GFX -----> 75%
gaming. The interesting blend of mechanics initially gave me a similar vibe to that of Irem’s
Ninja Spirit but once you get deeper, the game's own unique identity shines through.
The AY chip music really works with a few cool tunes that have variations for different SFX -----> 85%
stages. The music also changes when the bosses arrive on the screen helping to add to the
DISLIKES
The graphics are a little basic but I understand this is due to the limitations of the system
and the type of game we’re talking about here. Most sprites are small and contain no
more than two colours but with bigger and more complex sprites I think the flickering
would make the game unplayable when the screen gets busy. The last couple of issues
OVERALL
for me is that your sprite’s hit box seems a little on the harsh side as you cannot shoot at
88%
those enemies who circle behind you. Secondary to this you can't control your blocking
direction independently from the direction you’re moving in. This was one nuance of the
game that got me killed most when I need to move quickly or unexpectedly.
VERDICT
Overall Buddhagillie is a masterful piece of old school arcade shoot ‘em up joy and could
have sat next to the big arcade shooters of the day holding its own. If you love shooters,
you’ll love Buddhagillie. Play it now!
You start the game in Zone 136, exploring a huge map of more
than 200 screens. Traversing over a land surrounded by metal
and concrete in a world that belongs to mutants. It is an action-
packed game with the killing of many zombies in the process
while avoiding zones full of radiation. You will have to pay
attention to the alarms of the Geiger counter and move fast,
because most areas are toxic.
164
Reviews MSX
LIKES
The presentation is excellent and the screens look fabulous. The HUD showing score,
shield and geiger modules is very polished, and is surrounded by what looks like a mottled
ornament. Very nice indeed. The huge sprites are also very pleasing, as is the speed of
movement between screens - a testament to the coding skills on display. I enjoyed the
constant colour changes of the screens, and the colours depict the radiated environment
quite well. As is usual with Oniric Factor games, we can see in every graphic aspect of the
game a well balanced use of the colour, avoiding strident tones and showing nice chromatic
combination results. The use of the MSX2 colour palette is streets ahead of the games
VERDICT
from the original 8-bit commercial era. Bullets fired from your shotgun travel the length
of the screen offering the opportunity to shoot long range at your enemy. The physical
edition, has a very impressive cover. It catches the spirit of the feeling experienced by the GFX -----> 87%
player within the gameplay.
VERDICT
OVERALL
The Awakening is an enjoyable game, technically impeccable, but with some aspects that
85%
I feel don't fit quite right, maybe because I feel that it is a hybrid RPG game and not a full
RPG gaming experience. Once again though, Oniric Factor have developed yet another
cool physical released cart game for the MSX platform. The game has been coded well,
I had very few dislikes while playing the game. It's a well planned out game concept,
possibly a little too simplistic but one that you will no doubt enjoy playing. With 200
screens, the staying power is strong and the gameplay fast and entertaining. The graphics
are detailed and colourful in their own way, each background screen provides a lovely
visual experience from start to finish of this dystopian futuristic world.
This is a great little entry level puzzler for younger audiences but
as an adult there just isn’t enough of a challenge here to keep
you interested. If the game started with the 7 x 7 square grid,
reduced the time limit, and increased the amount of connections
that needed to be made, then Linez could be a great puzzler for
an older audience.
VERDICT
OVERALL - 64%
166
Reviews MSX
by George Bachaelor
Developer: Retro Souls @cpcgamingdemos
by Gordon King
Developer: Juan J. Matrinez @uvtkingy
GAMEPLAY
The first level is such a joy, just blast everything on
The game is based around the classic vertical scrolling shoot- screen.
'em up design. The player’s craft begins at the bottom and the
landscape (spacescape?) and the play area moves down towards
the ship giving illusion of movement. The craft itself can be
moved around the entire playfield, but this doesn’t alter the
speed of the scrolling. The player is presented with wave after
wave of vicious enemies that they must destroy. This is where
Juan’s gaming passion comes into play; he always comes up with
neat twists that add a new layer to a traditional style game. Here
the player has to shoot nine enemies in combo fashion in order
to gain power-ups.
168
Reviews MSX
LIKES
There is so much to love about this game. Firstly, I’d like to acknowledge the MSX’s
gorgeous colour palette; perhaps I don’t play enough MSX games to have got used to them, VERDICT
but every time I launch a game on this great system, I am spoken to, in very sexy ways,
by its soft hues (be careful Gordon you could be falling in love with a machine - Ed) . The
variety of sprites guarantees that each level feels different from the last and you don’t
feel that you are playing the same level over and over. Not only can this guy code - he is
GFX -----> 90%
a talented chiptune artist. The music is just as exceptional as the game itself and there is
a different tune per level (that first level tune is so addictive - Ed). We are really spoiled
here. The movement of craft, the clever placement of the alien waves and the beautifully SFX -----> 94%
crafted levels have ensure the player of a true arcade experience in his own home.
Although it is difficult, the game does only return you to the start of the current level if
you lose all your lives. Good, because I'd likely have smashed my monitor if this wasn’t the FUN -----> 90%
case.
DISLIKES
There is very little to dislike to be fair. As I ran this on an emulator, I found the scrolling
slightly jerky, but that may be rectified by tweaking. I didn’t have real hardware to
OVERALL
compare this to. I didn’t like the fact that the stars were stationary, I’m so used to them
92%
moving in this genre of game - but that’s just me being a pedant.
VERDICT
This is one of the best games on the MSX period. Juan should be proud of his work
on this creation and it raises the profile of a very cool but lesser spoken about 8-bit
micro. Play it now, you will be smiling for weeks. Those who wanted a Last Starfighter
experience, look no further - this is it. Shame there is no Death Blossom weapon though -
a missed opportunity?
Rygar is a side scrolling platform game that sees you take control of
a dead warrior who has risen from his grave to rid the land of Argool
from the evil King Ligar. To achieve his objective, Rygar will have to
navigate through various landscapes battling 22 different types of
enemies using his long chain with a shield attached to the end of it.
Along the way, you will collect various power-ups that enhance
your attacking capabilities and ramp up your points score to obtain
valuable extra lives. Jumping into the game, Rygar AGA looks and
feels far more like an arcade game rather than an Amiga title.
The game provides a near perfect arcade experience as it utilises
graphics ripped from the original arcade sprites while providing an
option to take advantage of two button controllers for those who
prefer to use a button to jump. Offering something a little different,
Rygar AGA includes three new additional levels while three of the
original levels have had their backdrop environment changed to
moonlight settings. In addition, the game utilises a password system
to allow you start your games from later levels and includes two
difficulty settings. While there is no doubt about the quality of
the conversion on offer with Rygar AGA, the actual gameplay on
VERDICT
GFX -----> 80%
SFX -----> 75%
FUN -----> 70%
OVERALL - 75%
170
Reviews Amiga
VERDICT
GFX -----> 90 %
SFX -----> 96 %
FUN -----> 82 %
OVERALL - 89%
So you're a young lady, at the start of a new game you can opt to from Rusty Pixels. It's not quite as fun as
judging by the cover art, start at any level you've previously reached. Warhawk or Baggers in Space but it still
checking out an area called In comparison Tranversion has eight arenas feels amazing that finally playing a game
Lavey which has a bunch of and four of those were bonus arenas that on literally the Next revision of the ZX
valuable resources laying were all the same. Solar Fox has at least 60 Spectrum is exactly like playing a game in
around for you to collect. Apparently racks with an additional fifteen bonus racks the arcades of the eighties, and sometimes
your girly thief needs the skills of an which are all different. Tyvarian is much even better. Can't help but get warm fuzzy
artisan though, so if you don't bake your more like Solar Fox. Even the timer pays feelings about that fact.
own bread or brew local ale get the homage to it.
‘bleep’ outta here!
LIKES
GAMEPLAY
The Tyvarian
The title screen treats you to a rogue's gameplay is fun,
gallery of what you'll find in the game. simple and very
Mostly the relentless type which are out close to Solar Fox.
for blood along with teleports and blocks Everything moves;
that require keys to open. You can press 'O' nothing stays still.
for options, to redefine keys, etc, or press The game has
fire to start the game. As soon as it started, wonderfully crisp
the game reminded me of an arcade game graphics which
called Solar Fox by Bally Midway from 1981, you'd expect from
which I played using M.A.M.E. a few years this well renowned
ago, and also Tranversion on the Spectrum development
by Ocean Software back in 1984. Your main team, with sound Another element introduced later is the deadly Tron-like trail
aim is having to collect all the gems in an effects that match your ship leaves behind.
arena before the timer runs out. Any time the game style,
remaining is a bonus added to your score. including some rather jolly upbeat music.
I was pleasantly surprised with the silky
Controls are directional along with fire smooth movement of your character, which
which also turns into turbo speed if you makes for wonderful playability.
hold it down. The initial enemies are
moving turrets which glide along the DISLIKES
edges of the arena. These can be shot to
stun them momentarily. Further enemies The arena backgrounds are a bit sparse.
and elements from the rogue's gallery However, I would imagine detailed
are introduced as the game progresses. backgrounds would actually negatively
Very little is static in the game. The arena affect the gameplay, as it would then be
edge pulsates with colour, as does the difficult to see collectibles and
VERDICT
background grid pattern (To be honest, enemies. So, no dislikes really.
the ZX Next colours look amazing! - Ed). GFX -----> 92 %
All the enemies move around smoothly. VERDICT
Controls react well to your inputs and
SFX -----> 90 %
collision detection is not the unfair, nasty Tyvarian is a very good game. It is FUN -----> 94 %
type. Tyvarian has eight arenas per level and yet another highly polished product
OVERALL - 92%
172
Reviews ZX Spectrum NEXT
GOR D O N I N S P A C E
wit h J I M B A G L E Y
-
e feature
-Baggers in spac
by Gordon King
@uvtkingy
I
popped in to see Jim Bagley at the Arcade Club in 2018; he was The wimp went for the joypad (tsk tsk) and I loved seeing his
setting up his Spectrum Next prototype board amidst all the reaction as it paralleled my own when I first played it. I shoved
arcade goodness of Bury’s premier retro hotspot. I had already him off the chair rather prematurely as I was dead keen to play
seen the ZX NEXT system beforehand at one of the Expo events this on the full blown Next. What a difference a year had made.
in the country, but it still excited me to see this new machine of Many revisions to the game had happened and the visuals were
technical beauty. There was a much bigger buzz for me though – more refined than before. I still couldn’t hear any sound as the
there was a game going to be demonstrated on it. This was none venue was far too noisy, but even in its silence the game shone
other than his self-titled Baggers in Space. A gaming system is as like a beacon and the observant Jim was still appreciating the
only good as the products for it, so I had high hopes for this. reaction of players.
As I hopped onboard, with the joypad in my hands, I noticed in As for the keyboard – I was blown away. It exceeded my
the corner of my eye, an expectant Jim Bagley. He was just as expectations of how it felt and how responsive it was. I know it
excited, he wanted to see the reaction of the Spectrum fans. This has caused many delays in the project, but when backers get to
demo version presented me with the game’s now second level, use this, they will appreciate the finesse.
'Tootanky'. It didn’t have this name then, but the visuals were so
vivid and colourful that this could be none other than an Egyptian Now with a gorgeous review copy, I can play the
themed world. My jaw hit the ground and then formed a huge game in its entirety and with its amazing musical
grin throughout my play session. Jim smiled in tandem – this was soundtrack. What brilliant AY compositions! We have
clearly the reaction he was hoping for. I was instantly hooked; one solid game with superlative sprites and which is
the game had captured the spirit and essence of the original also an aural delight. It doesn’t get much better than
Spectrum titles. It may have had slightly modern aesthetics, but this.
at its core, it was a Spectrum game with all the integrity of the
beloved 8-bit system.
BAG G E R S I N S P A C E
Jim Bagley (Aka. Baggers) is a Space or redefine keys by pressing ‘R’, or paper and pencil to map it out but you still
fabulous programmer. It was use a joystick. need to commit it to memory to discover
he who crammed Dragon’s the quickest route in getting the fuel and
Lair into a ZX81 don’t you After an initial cut-scene showing Baggers departing the planet. The map is also wrap
know - getting a Guiness in an unfortunate collision, the first around which can be useful. There are
World Record for his efforts too! Alas, it playable screen treats you to the biggest treasures, air cylinders and health packs
seems he’s not quite as adept at piloting homage to Jetpac ever
space rockets though. If there's a single seen. Complete with
random lump of space debris orbiting a little meteors, rocket
planet he'll inevitably crash into it and rip parts to build, floating
his rocket apart into three equal pieces. platforms and falling
He's also a bit of a survivalist and has a treasures. Then after
100% survival rate for all the crashes he's you've pieced your
ever been involved in. Quite handy as this rocket together a box
gives him the opportunity to rebuild and of TNT drops down
refuel his rocket and carry on flying instead of the usual
through space towards his next collision. fuel and the game
goes into H.E.R.O.
DEVELOPER: Rusty Pixels mode.
174
Reviews ZX Spectrum NEXT
If you run out of air or health you die. When this happens Baggers
unsurprisingly goes directly to heaven on his angel wings. Let's face it,
nobody who is as friendly as this is going anywhere else. And that's not
the end of it. There's a continue option which allows you to replay the
game from the last planet you visited, with your score, quite rightly,
set back to zero. Graphics are extremely smooth, well animated with
nice touches like the particles firing out of Jim's rocket pack. Scenery
for each facility has a wonderful amount of detail and backgrounds are
never sparse.
Snakes… why’d it have to be snakes?
Sound consists of a bunch of excellent tunes for the start of the game,
the end of the game, the high score table entry and a different tune
for every planet you visit. Spot effects are also of a high calibre most
of the time.
VERDICT
Treasures and alien artifacts can be found beneath
the planets surface.
GFX -----> 96%
LIKES
SFX -----> 94%
The difficulty curve is spot on. I completed the first planet on my first attempt. The more
planets I completed the more attempts were required to complete the next. Getting a high
score is nice but my addiction was more about reaching the next planet to see what treats
were in store. This is the oldest trick in the video game book and this game ramps it up to
FUN -----> 98%
an unbelievable level.
DISLIKES OVERALL
The sound of the laser was a bit too noisy. The planets with duplicate maze type screens
98%
seemed unnecessary to me.
VERDICT
Overall, Baggers In Space is basically Activision's H.E.R.O. in space, with a bit of Jetpac
thrown in. You might not think that's highly original but the game is so perfectly polished
and well balanced that you're past caring once you start playing. It's one of the best
games I've ever played and right up there with Warhawk on the Next.
The next cool part: Every time you play Xeno Crisis, the levels will
DEVELOPER: Bitmap Bureau
look different because of the procedurally generated maps and
rooms. Doors, holes in walls and holes in the ground will always
Gaming industry veterans Mike Tucker and Matt Cope founded
be randomized. So too the aliens, they never appear in the same
Bitmap Bureau, based in the UK, in 2016. Before their Xeno Crisis
spot. So there is no real tactic or memorizing wave patterns, except
Kickstarter campaign, Bitmap Bureau released Ninja Shodown and
knowing the weakness and the speed of your enemies. Speaking
88 Heroes for PS4, Switch, PC, MAC and Linux. Xeno Crisis is their
of enemies, you have to fight about 40 of them, in six areas with
first game as an independent game studio for old consoles such
an arsenal of nine different weapons. You will certainly need these
as the Sega Mega Drive/Genesis, Dreamcast and Neo Geo but they
weapons but make sure they are stocked up with ammo as ammo
have also developed versions for Switch, PS4, XBOX1, PC, MAC and
for each weapon comes in short supply. Xeno Crisis gameplay oozes
Linux - these guys are busy! The Xeno Crisis Kickstarter campaign
huge sprites with lots of blasting with a great selection of weapons
ran from 12th November 2017 until 1st October 2018, receiving
to fire at will causing non stop carnage!
1289 backers who blasted through the target goal of £20,000
by a staggering 363% with a total amount of funds raised
equaling £72,569. The game was finally completed and
physically released on October 29th, 2019.
GAMEPLAY
176
Reviews SEGA
Got your work cut out for you…. Get ready to die - Area 1 End of level boss successful completion.
boss ”Shima” covers half the screen!
LIKES
When I first saw the boss at the end of area one, I was totally blown away, because he was
half the size of the screen. All the graphics are totally on point, executed wonderfully
well for this game style, in my opinion, so really cool visually. The rooms never look the
same - you fight in woods, laboratories, on sand (with sandworms etc) and much more. The
different enemy types add much more appeal to the gameplay. There are six different
areas or arenas with plenty of rooms to blast away at many, many alien hordes - it's so fast
paced and includes a really awesome soundtrack with different voice samples these are
the things I really enjoyed about this game. You don’t see any energy bars or anything else
like that - it's like a ‘clean screen’ giving you a much bigger playing area effect. Everytime
you pick up a dog tag, your small avatar will get a number above their head indicating the
amount received / available. Ammo and health are shown the same way. If you get hit by
a bullet or a monster, you lose one energy heart then you see how much hearts are left.
I like that. By the way, you can have more fun together - yes, the co-op feature enhances
the game even more. How good is the playability! The run ‘n gun it gameplay is excellent. VERDICT
Rolling your marine to avoid enemy fire as a defensive feature works wonderfully well. It's
DISLIKES
VERDICT
Xeno Crisis is a very challenging game. It's graphically awesome, and much better than I
expected. I was totally absorbed by the fast, intense gameplay. The soundtrack is really
good too, just what you need for a game like this, pump the volume up as loud as you can
for that insane gaming experience. As far as shoot ‘em ups go, Xeno Crisis blew me out of
OVERALL
my skin. It is a really addictive shooter with a fantastic array of enemies to blast your way
92%
through. With an arsenal of nine different weapons to shower the enemy with, it's hard
not to like what you see. Especially with touches such as grenades shaking the screen as
they wipe out everything and the hot trail of yellow and red fire power extending out
the end of your rapid fire pulse rifle as you blast away at everything without a second
thought. For me this is one of the best Sega Genesis / Mega Drive Games I have played.
Bitmap Bureau have got the difficulty and challenge settings for Xeno Crisis just right.
Grab a friend and play together for maximum blast ‘em up carnage. You are going to love
this game!
178
Reviews NES
Flip screen instead of scrolling works where the music changed last. Project Blue
wonders as you organically figure out how doesn't have a clearcut concept of separate
to play to accomplish each screen which is stages - music is your main indicator. Every
matched by playability so spot on, it's very second boss, you travel to a new zone with
hard to put down once you start playing. The a different theme. The distinction isn't
dark story plot captivates your imagination, entirely clear, but I'd like to think of it as four
building your adrenalin as you encounter zones (or maps), 16 stages. The stages just
each new screen. Climbing ladders is Words from one of the Developers: go seamlessly into one another, except that
brilliant; you aren’t consumed with getting Ellen Larsson (Frankengraphics). the music changes. That's when you know
it pixel perfect. All the different enemies, all you've reached a "big" checkpoint. There
the little puzzles you need to solve, all the We (Donny and I) started working on Project are eight boss fights in total. You get a main
features to help you on your quest - it's just Blue a few years ago but put together a KS shooting weapon that fires two bullets across
superb. Boss battles make your journey all campaign in November 2019 to fund the the screen. And then we included a weapon
that more rewarding. reproduction onto physical cartridges. As it power-up for twenty shots that make your
turned out we still had quite a bit left of the attacks doubly powerful.
DISLIKES game to polish.
The game itself is semi-linear. Very little back
If I have any gripes about the game, it's We thought we were done but we've tracing is required. If you do, then it may be
the restart and checkpoints - it seems to probably squashed some 50 level design bugs because you need to restart the screen. This
be unclear. They are indicated via audio since to make it a lot more polished than your might occur when trying to beat an enemy
but greater clarity would make for a better average NES game in that regard. to explode a block allowing you to travel
gaming experience. Ellen Larsson explains onwards to the next screen. Sometimes,
this in more detail. Please read her section Donny Phillips goes by the name Toggle you'll run into a room which have several
in this review. Switch, our illustrator / manual designer exits. All those routes will funnel you to a
prefers to go by his pen name, M-Tee. Other point where they come together and there's
VERDICT people that have been greatly involved are only one way forward again. Digital versions
Frank Westphal (handles printing in the US), are out now and physicals are being printed.
Wow! Four fantastic levels, with so much Joey "memblers" Parsell (circuit board design You can purchase digital versions here:
going on throughout. How did they cram it and shells in the US). Antoine Gobin of Broke
all in?! Outstanding platform gaming at its Studio (the whole manufacturing process
toggleswitch.itch.io/projectblue
very best. Project Blue is an original, fun and PCB design in the EU, which is how I recommend checking some of our KS
game that blows my mind with its gritty, international backers and buyers get their updates where we've detailed some of the
dark, post-apocalyptic plot, fantastic physical copies). creative process, link is here:
gameplay, numerous boss battles, smooth
controls, exceptional graphics, incredible Regarding the checkpoints and restarts. kickstarter.com/projects/
sounds and many in-game wonders to There are two kinds of restart checkpoints. nesgame/project-blue
discover. It's what great platform games One is completely silent and lets you restart
are all about! a few rooms back in general. If you are at the
game over screen though, you restart back at VERDICT
OVERALL
The first boss battle, avoid the green bullets and shoot at the glass.
I didn’t have enough lives or health to last the battle!
98%
179 BLAST ~ ANNUAL RETRO GAMING BOOK
Reviews Atari 2600
by Brian Matherne
All of the enemies from the original arcade game are in this port.
Bees (blue), Butterflies (red), Split enemies (multiple), and
Flagships (cyan / blue) are all represented in this game. Even
down to the tractor beam capturing your ship and having the
ability to get double ships. The challenge stages are included,
starting on level 3 and every 4th level after that. The object is still
to shoot as many ships as possible (up to 40) to increase your score
with a bonus. Shooting all 40 will result in a 10,000 point bonus.
180
Reviews Atari 2600
Novice, Standard, Advanced, and Challenge Modes. Galagon is an amazing port of a game that is as timeless as
One and Two Player support (including two-player co-op modes). the Atari VCS itself.
Use Difficulty Switches to Enable/Disable Auto-fire for each
player. While Galaga has been one of the most popular video games of all
Built-in Pause Feature using Color/BW Switch on the 2600. time setting the standard for every shoot ‘em up game from the
Supports QuadTari Adapter for simultaneous two-player. 80’s to follow, gamers can really appreciate what's gone into this
Supports AtariVox. conversion. Beautiful graphics, colors, animation, sound effects,
High-Score Tables stored using AtariVox or SaveKey (if present). background sounds, bonus stages, animated star field, double-
fighters, frantic gameplay - all of the arcade original game can be
The game will also work in Stellarator, Stella emulator (v6.0.1 played right here on the 2600 (it's world class coding by Champ
or higher) and on real hardware with the Harmony or Harmony Games to produce such an outstanding game for the 2600 - Ed).
Encore. Galagon is available for purchase from the AtariAge
store. There are two different cartridge label designs for Galagon, If you're not bothered by the enemies' spacing (a true limitation
featuring Dave Dries' artwork. "Style A" is the artwork on the front of the VCS that can't be helped) than yes - Galagon is damn near
of the box, and "Style B" is the artwork featured on the back of the arcade 'perfect'. Another top notch release from Champ Games
box. It is also available in both NTSC and PAL60 television formats. that will blow your minds. This *is* the leading candidate for the
It is an incredible feat that this game was developed in just over “Best Homebrew Game” award from the “Atari Awards 2019”
six weeks by Nathan Strum (graphics, game design), Ross Keenum award show!
(music and sound) and John Champeau (design and programming).
VERDICT
OVERALL - 100%
by Brian Matherne
The bowler has the option of a male or female player on the screen
with the use of the TV Type switch. Move the joystick to position
the bowler where desired on the alley, then push up to start
the approach. Press the fire button to release the ball down the
alley. Depending where the meter is when you press the button,
determines the shot.
The meter, along the bottom of the screen, grows in color yellow
first and then in green. Yellow is spin to the right and green is spin
to the left. The weaker or stronger is based on how much of the
color is shown on the meter when the button is pressed.
VERDICT
OVERALL - 90%
182
Reviews Atari 2600
by Brian Matherne
Score 2 points or 3 points for baskets and 1 point for being fouled
after the second time. The game will end when the first player
scores 21 points.
Horse
The first player shoots from any spot. If a shot is made, the second
player must make the same shot or earn “H”. As long as player one
continues to make shots, player two must follow suit or else earn
additional letters O,R,S,E. Once player 1 misses a shot, then player
2 has control until he or she misses, and player 1 must make the
shot made by player 2 or else earn letters. Players must self-police
shots and move to correct positions and keep track of who has
control and whose shot it is.
OVERALL - 85%
by Brian Matherne
184
Reviews Atari 2600
VERDICT
OVERALL - 100%
by Brian Matherne
The deeper you snag a fish, the more they are worth in weight.
However, bigger fish are stronger and more forceful making it no
easy task to land them in your boat. You must land the fish into
your boat in order to receive the weight points. There is an audio
notification of three beeps when you have 20 seconds left in the
round. Achieving a score of 1,800 or greater will allow access to
level two, while a score of 3,600 or greater will grant access to
level three.
Level four requires 5,400 - Level five requires 7,200 and Level six
requires 10,800. Your time will replenish for another 4 minutes per
round, when achieving these scores. If you have a fish hooked and
it hits the edge of the screen, he will escape off of the hook. There
are rumours of a big ol' lunker lurking around the depths, but he
very rarely pops his head out. If you see him and have the chance
to snag him, go for it, he's worth his weight. Although he will put
up a decent fight, so be prepared, it will not be easy.
The fire button reels in the hook, lure, and if there is a fish caught.
The joystick controls the direction of the rod and reel, along with
the line and hook underwater. In the lower right is the timer per
round and the force / tension is displayed in the lower left corner.
Anthony has posted the final version of Bass Fishing Tournament
in the AtariAge forums for all to enjoy. Bass on! VERDICT
OVERALL - 88%
186
Reviews Atari 2600
by Brian Matherne
Collect all six and the single next time you jump on a spring, you
will get a super boost. The screen wraps around, which means
that the amoeba can leave one side of the screen and immediately
reappear on the opposite side. You’re going to need this to reach
some platforms! Amoeba Jump is available from the AtariAge
store on cartridge, along with a full-color, 4-page manual, and
professionally printed box, and is available in NTSC or PAL
television formats.
VERDICT
OVERALL - 90%
by Brian Matherne
OVERALL - 90%
188
Reviews Atari 2600
by Brian Matherne
He did not question his own acts, only obeyed the orders even
though they were grotesque and immoral. However, there was
a day when something was left behind, a piece of his heart. The
beast witnessed an event that not only broke his heart, but left
him vowing vengeance on his master. His old village along with his
old friends and family were decimated, precisely by the one that
Arbrom served for so many years.
OVERALL - 70%
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Interviews
Additionally, the hardware trick used to which is an advanced driver that also
display 8 sprites in a row meant that the has an additional 4K of display RAM and
bottom rows would have 8 enemies instead an additional 2K of RAM for code. The
of 10 like the arcade (the additional 4 game also takes advantage of a 70 MHz
enemies are placed in a separate row). In ARM processor that is used for game
the arcade original version the enemies calculations and preparing the graphics.
in formation move in a breathing motion Although the main portion of Galagon
where they move up and down and closer/ would be possible without the advanced
farther apart. Since a limitation of the tools (the 8 sprites per row without
8-sprite trick is that the spacing between flicker and the enemies in flight), having
them is fixed, the enemies do not get the extra RAM and processing power
closer or farther apart horizontally when of the ARM makes it possible for the
they breathe like they do in the arcade. game to play much more like the arcade
Instead, we have the entire row shifting (smoother gameplay, better graphics, etc.)
left/right to simulate this behavior.
and include more bells and whistles that
Graphically, the main difference is that
wouldn’t be possible without the ARM
the enemies are single color when they
processor (such as the scrolling starfield, that I’ve done for the 2600 and 2) this
are in-flight vs. multi-color like the arcade.
the overlaid text messages, etc.). was the first game that was actually a
This is because the 2600 only allows one
port of a game I had already ported to
color change per line which does not work
BA: Are the arcade cheats included in another system (Champ Galagon for the
well with rotated sprites. We are able to
your 2600 version? PC) so I already had a good portion of
use multi-colored sprites for the enemies
the game logic already written and was
in formation since they are not rotated, as
JC: I don’t believe so. There was one able to reference it during development.
well as other objects like your ship.
‘cheat’ or Easter egg that someone had Having access to the pattern data for the
mentioned where the ships would stop enemy flight patterns was most helpful
BA: How does it compare to other home
firing if a certain sequence of events and sped up development considerably.
computer and console versions with
happened, but unfortunately we were not Unlike my other games which usually
greater memory than the Atari 2600?
able to include this in the 2600 version. take about 6 months before they are
We did, however, include a couple of our demo-ready, Galagon was 90% done and
JC: The only other console version of
own ‘cheats’ and Easter eggs! feature complete in 6 weeks (although an
Galaga that I have played is the 7800
additional 4 months of development was
version. In my opinion, I think the 2600
BA: What has been the main difference done to polish up the game play and add
version compares very favourably to it’s
between coding Galagon and coding your in additional play modes, skill levels, bells
7800 counterpart, mostly because the
other games for the 2600? & whistles, etc.).
pattern movement is much smoother
on the 2600. The 2600 version also has a
JC: The big difference between coding
scoring screen, top 5 scores and a couple
Galagon vs. my other games for the 2600
extra play modes like co-op and challenge
are 1) this is the first top-down shooter
mode. Galagon is 32K of ROM (30K
available for the game). About 2K is used
for graphics data (the shapes and colors
of the sprites) and an additional 3K for
the game kernels that render the graphics
directly to the Atari’s TIA chip.
194
Interviews
Jorge Romero Gonzalez (JRG): My first One day I discovered “DIV Games Studio”, a During Christmas 2011, my wife gave
approach to microcomputers was thanks to programming suite to create video games, me a Philips NMS8235, MSX2. It was the
my older brother. I remember that at the and I thought "this is much better than computer I always wanted to have during
end of the EGB (basic general education) drawing comics. I can bring my characters my childhood! I remember thinking "Right
my parents bought him a MSX Dynadata to life and even interact with them". So I now I do not know how, but I need to
DPC200 with a green screen monochrome started creating my first videogame back develop a game for this machine!".
monitor. By then, I was about 9 years in 2002. My first finished video game
old and I didn't have much idea about was "Hijos del Eter", in 2003. Since then, My first game for MSX appeared in
programming, but I remember spending I continued creating games for modern 2012 and although it was quite simple,
the evenings dictating basic codes from platforms, at a rate of about one title per it had me hooked completely with the
the MSX magazines to my brother. Of year. During those years, I also remember microcomputer development. Since then,
course, we also played a lot, but due to having made some small hacks for the I have not stopped making games for the
the DPC200 having a somewhat peculiar NES, but it was not until 2012 that I began MSX. Sometimes I even launch up to 2
RAM configuration, most of the cassette creating games for the 8-bit machines. titles in the same year.
games either didn't load on it, or froze
it completely when they tried to access
a RAM area that it didn't have. Luckily,
we could play some pretty good cassette
titles and even some cartridges, which we
greatly enjoyed. I also have fond memories
of playing with my friends on other
platforms, such as Amstrad or Spectrum.
Alien Panic (2014), Kung Fu (2018), The Awakening (2019) & Lost Wind (2018)
196
Interviews
by George Bachaelor
@cpcgamingdemos
BATMAN
GROUP
INTERVIEW
BLAST ANNUAL (BA): Who are BATMAN
GROUP and when did you guys start out ?
At that time we were a group from the (BG): In the old days, no doubt our most In more recent times, the Amstrad's
Amiga demoscene. The second stage popular production was Batman Vuelve, Batman Forever demo won several Scene
begins at the beginning of 2010. Some a demo for Amiga OCS released at the Awards in 2011. So far our portfolio
former members decided to code the Posadas Amiga Party in 1995. consists mainly of scene demos, and this
Batman Forever demo for Amstrad CPC. is why we are most motivated to create
In this second stage we are Batman, games now. Games are just as much fun
Dredd, Frank, JDC (Music), Mac, Rhino, The to create and have a larger potential
Brothers (organizer), Toni Galvez (gfx, he audience. We are complete strangers in
was invited to BG by Batman in 1995, but the homebrew scene, so there are many
Toni entered the group officially in 2011) reasons to take the leap.
and Winden.
198
Interviews
(BA): In 2016 BATMAN GROUP released (BG) It wasn't easy, but we like challenges!
Perfect Pix. It is a stunning artwork tool We've heard a lot of people say that
to enhance the Amstrad CPC graphics CPC can't make smooth scrolling and we
modes. Is this the tool you are using for all wanted to make a game that not only
your Amstrad CPC works ? Is it a tool any shows that CPC can do it, but can go a
game developer can use in their own game little further than other 8-bit platforms.
creations ? That, coupled with the fact that this game
couldn't be programmed for a C64, was the
(BG): Yes, we released that tool so that perfect motivation to program it on the
anyone could use it, although there don't Amstrad CPC.
seem to be many developers who have
decided to do it *laughter*. First we had to analyse if the project was
possible to do it on CPC at 50 FPS and
with game physics at least as good as
the original, because if you don't achieve
this the game wouldn't be fun. First we
made the physics on PC and then we
made the maths library for Z80. This was
important because we needed to know if
(BA): Your Amstrad CPC Batman Forever all calculations could be run at 50 FPS on
demo, released in 2011, still ranks as the the CPC.
number one demo of all time on pouet.
net. How were you able to create such The scroll routines were adapted from a
a masterpiece? Was it all done on the The idea of releasing the tool arose during hardware routine we'd collaborated on
Amstrad CPC? the development of Pinball Dreams, previously with a different team.
because we realized that we needed these
(BG): Thank you! Although Rhino had left modes to provide a
the demoscene in 1995, he and other better result in the
members of the group such as Mac or Toni introduction screens and
continued to be linked to the world of we thought that other
creation throughout those years, which developers might also
was an advantage when it was decided to have this need.
make a demo again. On the other hand, We always try to include
in the late 2000's, with the release of the at least some screens in
best C64 demos such as Edge of Disgrace, these enhanced video
Batman motivated Rhino to make a demo modes. However, the
on CPC under the provocation that it higher speed and
couldn't be as good as the C64 demos memory requirements
and that was the beginning of Batman make it difficult to make
Forever. Rhino learned how to program whole games in these
with an Amstrad CPC and knew it had a lot modes.
of hidden potential, but the realization
of this demo was like discovering a rough (BA): Late 2016 BATMAN GROUP sent Adjusting the gameplay so that the game
diamond covered with straw so it wouldn't Amstrad Gamers a bit 'loopy' with the first experience would be similar to Amiga's
shine. playable table, Pinball Dreams demo video. was also hard, we knew how the table
In 2019 BG released a full FREE version rules work through the manual, but there
of Pinball Dreams. is a lot of information about scoring and
Everyone who has bonus that is hidden in the manual, so we
seen and played it has started doing reverse engineering for this,
been full of praise. but soon we realized that it was better to
How difficult was it to adjust these parameters according to our
port this Amiga and own gameplay and finally we gathered a
PC gaming legend to a big group of testers that helped us a lot!
128KB Amstrad CPC and
have it not only looked
good but play so well
too?
(BA): In 2017 BATMAN GROUP wowed (BG): We want to launch it next year, but at (BG): It's hard to know when a technique is
us with an Amstrad CPC scrolling engine the moment it's only an estimate. "discovered" or implemented for the first
using Mario Bros as the example. Again an time because no one has examined all the
incredible 8-bit achievement for a machine (BA): In the Vespertino teaser video you software available to be 100% sure, so
that is known for its scrolling issues. How mentioned "in recent macabre events, in those statements there's a little bit of
was this performed and have you used this new glimpses of hidden power have been marketing...
engine in any of your CPC projects? revealed to the dark knight". Just how did
you find this hidden power and what is this
While we were making Pinball Dreams, hidden power you have uncovered in the
the Spanish team 4Mhz asked us for a Amstrad CPC?
horizontal scroll engine to be used in their
next games. Pinball Dreams has vertical
scrolling so critics could still argue that
the CPC can't scroll horizontally pixel by
pixel in both ways at 50 FPS, so we decided
to take a short break to develop it. It has
never been our intention to make such a
game, but we have posted the source code
of the engine on CPCWiki for anyone to
use. Pinball Dreams is a game technically
superior to Super Mario Bros and we are
trying to do more and more challenges, so
right now we're not motivated enough to
do a Mario-like game.
200
Interviews
but we can say that we've always tried only referring to the documentation that than a 16-bit machine? How is this even
to question the supposed limits of can be found today about chips like the possible?
the platform and I think that's the key Gate Array or the CRTC, but to specific
to the matter. When someone starts documents that explain how these chips (BG): Thank you! Although there are great
programming on a platform as limited as can be used to do concrete things at a 16-bit racing games that I doubt we can
the CPC and begins to find information higher level of abstraction. For many beat, there are several reasons behind
that such a thing cannot be done, or programmers the current documentation that, one of them are the possibilities that
that such a technique is the best and he about these chips is like the periodic table give the capacity of cartridges on CPC, but
takes it for granted without questioning with its 118 elements, you can learn them perhaps the most important is to know
anything, he is giving up the possibility by heart but it is not going to serve you how to hide the limitations so that they are
of discovering new techniques. So if the to do a lot of practical things without hardly perceived, it is something similar to
programmer can achieve his goal within additional info. magic tricks when the magician distracts
those limits that were set by third parties, our attention so that we do not realize the
great, but if your goal is to achieve (BA): Would this hidden power you have trick and giving the sensation that anything
something else you have to question discovered be possible on other 8-bit is possible.
everything and invest time in exploring machines - ZX Spectrum, C64, MSX, BBC,
new paths without any guarantee of NES, SEGA?
success.
202
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206
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Just a week after I got married, I took my wife Alison to Hull and back… for the 8-Bit Symphony concert. The
VIP reception beforehand was great fun, mingling with many “scene” friends and getting to meet the legendary
Paul Norman. The actual concert was breath-taking and exceeded my high expectations. From our VIP seats on
the balcony we had a great view of the Hull Symphony Orchestra performing under the leadership of conductor
Robin Tait. Chris Abbott and Graham Raddings made an interesting double-act introducing each piece, with
brilliantly-created video footage (using games and bitmaps) showing on the projector screen – and special
mention must go to Steph Abbott’s lovely illustrations for each piece. The tribute video to Ben Daglish (by Lee
Bolton of Zoetrope Films) was also rather special. The music was spectacular, from the clever introduction using
loading screens and Ocean Loader themes, to space epic Trap and the frantic Monty on the Run. It was a truly
memorable evening. I can’t wait for the 8-Bit Symphony Pro recordings – and the prospect of future concerts.
208
209 BLAST ~ ANNUAL RETRO GAMING BOOK
LAS T
B
e FACEBOOK.COM/Groups/BlastAnnual
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