RetroMagazine 09 Eng
RetroMagazine 09 Eng
The problem of the fourth player at poker ◊ Laben 70: a forgotten Italian excellence Pag. 3
◊ Hardware review: the TRS-80 Pag. 8
What is a chess player's worst nightmare? It's obvious, isn't it?
Not having anyone to play against. And that of three friends ◊ Next Launcher & ZX Retro Wireless Pag. 12
around the green poker table? Also simple. The fourth player is ◊ Miyamoto, Nintendo's creative mind Pag. 14
missing to start a nice evening with chips, cards and the
◊ Plotting graphic functions in Visual Pag. 16
inevitable glass of whiskey. And finally, what is the worst time for Basic for DOS
a programmer? Easy. Not having a project or a problem to solve.
◊ PI, Monte Carlo and random numbers Pag. 20
Who hasn't ever had that feeling of not having an idea to weigh
up, a fault to solve or a goal to achieve? In short, nothing to sink ◊ Sorry for the interrupt, dear 6510... - Pag. 22
your hands into or to devote your coding skills to. Because, after part 1
all, when it is not a matter of your job, then it is about a new ◊ An introduction to Acorn Electron Pag. 24
challenge with yourself, undertaken to deepen the use of a ◊ Norma Lijtmaer, the lioness of Pag. 26
programming language or experiment with code to force a Computing
machine to do what you want, perhaps even despite its hardware
◊ Japan - 17th episode Pag. 28
limitations.
One of the most fun and exciting things about owning a home ◊ EnigmA Story: the bar clerk Pag. 31
computer in the 1980s was learning how to program it, often ◊ Videogames? They sound good! Pag. 32
starting with BASIC and then moving on to machine code or
◊ Demon Crystal & Knither Special Pag. 36
assembly. You remember the scene, don’t you? The computer is
turned on on your desk and the flashing cursor on the full- ◊ ListAmiga: The best of the best (or Pag. 38
worst) to play on our beloved Amiga
screen editor intermittently illuminates the reflection on the desk
lamp. Sitting there in front of it, you look at your trusty cassette ◊ Shinobi, the art of being a Ninja Pag. 42
recorder (or for the lucky ones, the disk drive) ready to start ◊ Impossible Mission Pag. 46
loading the latest game out on the market, then you pick up the
◊ Lady Pac (C64) Pag. 50
magazine you just bought at the newsstand and start thinking
about the best way to spend the afternoon: setting the new ◊ Dune II (ZX 128K) Pag. 52
high-score of the game of the moment to brag about to our ◊ The Astyanax (Arcade) Pag. 54
friends the next day at school, or looking through the pages of
◊ Pocket Wonder Sport 10 in 1 (PC/ Pag. 55
the magazine for a new idea to measure yourself with, creating a PSVita)
program or a faster algorithm to solve a whole class of similar
◊ Xenocider (Dreamcast) Pag. 56
problems.
Let's be honest: we all (or almost all) bought our first home ◊ Flob (Atari XL/XE) Pag. 58
computer to play games, play more games and then play even ◊ Travel through Time vol. 1 Northern Pag. 59
more games. But then a number of us became interested in lights (ZX 128K)
programming, probably to create new games. And after reading ◊ Metal Gear (MSX2/NES/C64) Pag. 60
books and magazines, typing in lots of listings, copying and
◊ Spacegulls (NES) Pag. 61
perhaps modifying them, here we are, after a bit of practice, at
the inexorable moment when we have no other things to try, but ◊ Chickin Chase (C64)
Pag. 62
our cultural baggage as programmers remains unused and ◊ Modena Nerd 2021
Pag. 63
frankly disappointed. What to do now? What new topic to tackle? ◊ Interview with Pierluigi Fresia AKA
Now that many of us retrocomputing fans have restarted writing Pieroft Pag. 64
code and programming on our beloved childhood home
computers, the same problem of desperately finding someone to People involved in the preparation of this issue
pose us a problem, a challenge or a project to do comes up of RetroMagazine World (in no particular order):
again... Nowadays we have the whole Net, infinite documentary
resources at hand, entire archives of program listings and • Alberto Apostolo • Christian Miglio
examples (like our RetroLIPS), forums and dedicated groups on • Marco Pistorio • Ermanno Betori
social networks, instant messaging applications to contact • Antonio Savona • Roberto Del Mar Pirazzini
friends and fellow adventurers to submit doubts and ideas. And • Carlo N. Del Mar Pirazzini • Michele Ugolini
then there is RetroMagazine World, always there to provide you • Daniele Brahimi • Michele Iurillo
with hints, ideas and projects to build up with our beloved • Mic the Biker Novarina • Flavio Soldani
retrocomputers. So step up, all you brave coders tinkering with • Francesco Fiorentini • Querino Ialongo
registers and indexed addresses. Send us your hard-earned • Takahiro Yoshioka • Francesco Bizzini
(digital) papers and we'll keep your and our passion alive
• David La Monaca • Gianluca Girelli
• Attilio Capuozzo • Giorgio Balestrieri
David La Monaca
• Leonardo Miliani • Cover by: Flavio Soldani
• Giuseppe Rinella
Fig.7
Fig.8
Useful Links
The TRS-80
by Leonardo Miliani
The acronym TRS perhaps does not say much to most. sold, possibly, to Tandy herself. He therefore made a
We are talking about a computer that has more than 40 prototype that he presented to John Roach, vice-president
years behind itself and that has had a lot of its notoriety of the production sector of the company: Roach, however,
especially in its country of origin, the United States of was not very impressed by that prototype but was, however,
America: and it is not only one of the many systems based enticed by the idea of French. The microcomputer market
on the Zilog Z80 processor, it is much more important. was expanding and that type of product could represent
In this article we will therefore get to know more closely the novelty to raise the fortunes of the Radio Shack store
a computer born in the second half of the 70s of the last chain. The two therefore began to think about the possibility
century and sold, in its evolutions, for about a dozen of making a computer in the company but they realized
years. That has opened, along with other models, the that they did not have the human or technological resources
roads of mass computerization. Welcome to the TRS-80. to carry out this project.
The birth They therefore began a tour among the various component
We are in the early 70s and, in the United States, CB manufacturers to get a better idea of what it might take
radios are spreading (the acronym for "Citizen Band"), to make a computer. Among the first semiconductor
that is a small/medium range radio communication system manufacturers they visited was the National Semiconductor
on a frequency band reserved for private use with devices because Roach and French had thought about using their
that, for prices and size of the same, are within the reach SC/MP CPU. The engineer who welcomed them and guided
of many and therefore spread on a large scale. Radio them during their visit was Steve Leininger: Tandy's men
Shack, a famous chain of shops that counted about 3,000 were so impressed by his skills that they asked National
stores in the USA alone, had already become between Semiconductor to have his contacts to offer him a job as
the end of the 60s and the beginning of the 70s, the a consultant but the top management refused.
reference point for hobbyists and electronics enthusiasts.
When the boom of CB devices broke out, these devices The next stop on their journey was Paul Terrel's “Byte
became so important for Radio Shack that they represented Shop”, where Steve Wozniak and Steve Jobs' Apple I had
about 30% of all its sales, so much so that Tandy been sold the year before. Surprisingly, during the evening
Corporation, the company that owned this chain, sold shift they found Leininger in the shop, who worked as a
almost all the other business branches in 1975. Like a salesman to round off his salary, to whom they immediately
flash in the pan, the CB market suffered an unexpected offered a contract as a consultant. After a few weeks
and rapid contraction, so much so that at the beginning
of 1977 Tandy was forced to find other types of products
to sell to fill the hole left by radio equipment.
Listing
The cost of developing the computer in its final version
had risen a lot, reaching 150,000 dollars and it was
estimated that, to return the investments made, the
machine would have to have a sales price of about 600
dollars. This raised a lot of concern in the Tandy management
because nothing so expensive had ever been sold in Radio
Shack stores: the most expensive item ever sold until
then had been a $500 hi-fi system. The marketers thought,
contrary to Leininger's feeling, that no more than 1,000
units would be sold per year, at best. Fearing that the
computer would not be as successful as expected, it was
decided to initially produce only 3,000 units, the same
number of Radio Shack stores: in this way, even if it
remained unsold, each store could still use it to manage
the warehouse and inventory. The computer was introduced
in New York on August 3, 1977 with the final name of Fig.4 - A TRS-80 Level I (note the keyboard without the
numeric keypad) with Expansion Interface (the additional
TRS-80, where TRS stood for "Tandy Radio Shack", and case placed under the monitor) (photo by Flominator,
80 for the "Zilog Z80" used as a CPU, and was put on source Wikimedia Commons)
sale at $599 which included, in addition to the machine you wanted to use floppy drives because it allowed dialogue
body, the 12"monitor and a cassette recorder for loading with the expansion bus of the Expansion Interface that
and saving programs. In case the user wanted to use his contained, as mentioned, the controller of the disks
own TV, he could only buy the car body for $399. This themselves.
version of the computer was called “Level I” by the simple
modified Tiny BASIC built into the ROM. The RAM, as Commercial success
mentioned, was 4 KB but expandable to 16 KB (figure 1). The computer was immediately a huge success. In the
weeks following the presentation, Tandy's switchboard
At the beginning of 1978 a version called "Level II" was literally went into tilt for calls asking for information about
proposed because of a version of the BASIC language the computer, as well as for the same reason several bags
called "Level II BASIC": the latter was developed by of letters arrived on site every day. In the Radio Shack
Microsoft itself, deriving it from its Extended BASIC already stores, pre-sales were non-stop and the delivery times
released for other machines based on the Z80 (for example of the computers rose, at the end of 1997, up to 2 months.
the Spectravideo 328) and introduced many more In the first months of marketing, 50,000 units were sold,
commands and functions, for a total of 12 KB of code. selling much more than the other two microcomputers
The new "Level II" computers could be purchased with that were part of the so-called "trinity of 1977", namely
16 KB of RAM and were equipped with a new keyboard the Commodore pet and the Apple II, also presented in
with an additional numeric keypad (figure 5). The new that year.
BASIC was also sold as a ROM kit for the upgrade of
machines with the firmware "Level I" until then sold. In At the end of its marketing, which took place in 1981 due
mid-1978, the Expansion Interface, an additional unit to the fact that it no longer complied with the new
containing space for 2 additional banks of RAM, the RS- regulations on electromagnetic interference imposed by
232 port, a controller to connect a disk drive and circuitry the US Federal Communications Commission (FCC), it
to drive 2 cassette players, as well as integrating the recorded a remarkable figure of 250,000 units sold in
power supply, was put on sale. The container was designed total. This was due not only to the competitive selling
to be placed under the official computer monitor (Figures price but also to the fact that Tandy could count on 3,000
4 and 5). The Level II BASIC was a mandatory update if points of sale scattered throughout the territory of the
Page 10 of 70 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 9
HARDWARE
United States of America as well as another 500 scattered was improved and the computer was made with a single-
across various nations of the globe, thus having a much block body that also included the monitor and the housings
more widespread spread of its computer than other for the disk drives. This computer was replaced in 1983
manufacturers. It should not be forgotten, in fact, that in by the TRS-80 Model 4, initially sold with a Z80 at 4 MHz
those years computing was a niche sector and there were and with up to 64 KB of RAM and the ability to display
no, if not very rare cases such as that of the Byte Shop, 40/80 columns for 24 lines of text. Other models of the
shops dedicated exclusively to the sale of computers. TRS-80 were introduced over the years, including some
portable models and some compact calculators, but no
The success of the TRS-80 can also be measured by the one was very lucky. The TRS-80 was, along with the Apple
numerous clones, more or less compatible with the original II, one of the computers with the longest commercial life,
machine, which spread not only in North America but also remaining, with the desktop version of the Model 4, on
around the world. Many of these clones were actually the market until 1991.
based on a single computer produced by a Hong Kong
company called EACA that sold them to several other Conclusions
companies. Thus the TRZ-80 in South Africa, the Video- The machine itself would have had a greater potential
Genie in England and Western Europe, the PMC-80 in but could not fully express it. What limited the spread of
North America, the Dick Smith System 80 in Australia the computer was the reputation of the economic product
and New Zealand were basically the same machine that accompanied it, as well as the reputation of everything
produced by EACA but sold under different names. With that was sold by Radio Shack. And the TRS-80 did not
small interventions on the electronic part, almost all the escape this condemnation, being appealed (even by its
incompatibilities related to the hardware differences own owners!) with the nickname of "Trash-80". It must
between these clones and the original TRS-80 could then be said, however, that this was not entirely unjustified.
be solved. For example, the TRS-80 Level II had a bug in the firmware
so typing led to incorrect readings of keys with unwanted
The next versions character repeats: and the problem even increased as
Noting that the computer was mostly used in the home, the keyboard picked up dirt under the keys. Despite the
Tandy, at the end of 1979, presented a new computer attempts made, the computer was not able to impose
intended for professional use, calling it TRS-80 Model II, itself even in professional use as it was in Tandy's plans,
and calling the first "Model I" to differentiate it from the remaining relegated to use in the home and school
newcomer. Despite the similar name, these machines had environment: in the latter sector, however, it was a good
nothing to share with each other, being completely different success, because it was a valid computer to be purchased
in terms of hardware and therefore completely incompatible by schools, since at a price lower than that of competitive
with each other: the Model II used a Motorola 6809. The offers, a complete system was available and ready to use.
real successor to the first model was the TRS-80 Model
III, introduced on July 26, 1980. Compared to the Model All in all, the TRS-80 was one of the most important
I, the CPU was increased from 1.78 to 2 MHz, the keyboard systems of the late 1970s, being part of that first train
of machines with compact dimensions, affordable prices
and more than discrete performance that brought
computers out of that niche of "nerdy" and "geeky"
products, pushing them to spread in the homes of ordinary
people.
Two great new products for the old and new fans of the of 300 customizable options to categorize games,
ZX Spectrum world come from Richard Szerman, a application utilities and documents. The launcher supports
Londoner, retrostuff-lover, IT system engineer and creator several extensions including TAP, NEX, BAS, SNA, Z80,
of a software utility called Next Launcher and a hardware SNX, TZX, DOC, ASM, etc. Each page can have its own
device named ZX Retro Wireless. The first is a software name, a graphic background, a colour scheme and a font
tool specifically designed for the Spectrum Next (the new that can be selected from the dozens of those compatible.
ZX Spectrum clone based on FPGA technology), which is There are already preloaded backgrounds to choose from,
able to present at its launch a convenient and simple in order to customize the launch pages of the games and
interface to start applications and games. The other is a programs according to their nature: Space, Music, Games,
new hardware device for all the ZX Spectrum models, Fractal, Cars, Robots, etc. The navigation of the menu
both the original and the Next. ZX Retro Wireless allows and options pages is as simple as it appears. Just use the
you to load the entire software catalogue of the PlayZX arrow keys or the 5, 6, 7, 8 keys or a joystick (Kempston
and ZXTape apps or from PC via wireless interface. It also mode) and Fire button or Enter key to start a game or
connects your machine to a Bluetooth sound box that application. More features available include turning WIFI
can play game sounds, music, and sound effects in a on and off, adding a quick link to another page, changing
higher quality than the computer speaker. But let's proceed a slot, changing the launch speed, changing the background,
gradually and see in detail the specifications and the font, and colours.
features of the two products. The installation is also simple and fast and a special guide
makes it almost immediate. The package to download (a
total of 46MB) includes the Next Launcher program, well-
made and easy-to-follow manuals and many utilities for
those who like to manage the image files of games and
applications for the Spectrum Next.
Next Launcher
This program was designed by Richard specifically for
the Next and works as a programmable software interface
to launch applications and games previously loaded on
the microSD card of the computer in the classic compatible
formats. You can think of Next Launcher as a desktop
front-end that includes additional settings and features
to save you time in normal game launching and loading
operations. The menu of commands and functions made
available by Next Launcher will radically change your
retrogaming experience, quickly forgetting the long
process to find your favourite games or apps you love the
most on Next.
Version 9.0 is the latest available and allows the use of
20 pages of programs, with 15 slots per page, for a total
DOSBox, with the promise that we would deal more with 200 REM parallels
http://www.mc-online.it/. 230 GOSUB 270:IF FL=0 THEN FL=1:PSET (SX,SY)
240 LINE (SX,SY):NEXT Y:NEXT X:NEXT Q
have kindly granted the release, which fortunately are many. 280 SX=X1*C1Y1*C2:SY=X1*S1+Y1*S2+Z1:RETURN
290 REM pulizia schermo e tracciamento riferimenti
http://www.digitanto.it/mc-online/PDF/Articoli/ 322 LOCATE 2,2:PRINT Q:RETURN
037_083_088_0.pdf 330 REM funzioni
340 X1=X/5:Y1=Y/5:Z1=(1COS(X1))*(1COS(Y1))
The article, like all those published in MC, is very interesting 3:RETURN
In the article there are several lists, but one that immediately 3:RETURN
Despite the relative brevity of the code, I opt for character (Y1*X1*X1)):RETURN
100 REM Campionario di Superfici nello Spazio COS(1.2*Y1))2:RETURN
110 GOSUB 470:SCREEN 1:COLOR 1,0:CLS:S=2
120 TH=.3:S1=SIN(TH):C1=COS(TH):PH=.
4:S2=SIN(PH):C2=COS(PH)
130 REM loop principale
140 FOR Q=1 TO 10:GOSUB 290
150 REM meridiant
160 FOR Y=20 TO 20 STEP S:FL=0:FOR X=20 TO 20
STEP S
170 ON Q GOSUB
340,350,360,370,380,390,400,410,420,430
180 GOSUB 270:IF FL=0 THEN FL=1:PSET (SX,SY)
Fig. 1 - GW-BASIC environment
Once the installation is complete, a tutorial automatically the code contained in the Quit_Click() procedure. Quit
starts, explaining how to navigate Visual Basic menus. is the name of the button, Click is the event that invokes
The tutorial is very well done, but I would not have expected the code.
anything different; on the other hand, the Microsoft
products of the 90s were accompanied by good quality The other button is the real heart of the program. Obviously
tutorials and manuals. I suggest you take a look at it, the logic has remained the same of the original program,
especially if you have no idea how to get around with VB. but everything has been adapted to draw only one function
at a time, that is, the one selected from the listbox:
GrList.Listindex returns the line number of the selected
listbox (starting from 0).
Now let's move into the directory where we installed our At this point our program is almost ready, only the routine
version of Visual Basic and run the VBDOS command to to load the functions in the listbox is missing. Obviously
start the Rapid Application Development (RAD) environment this must be completed before the Form appears to the user.
that will allow us to edit our programs. The event that allows us to fulfill this task is obviously
the Load event of the Form. See form_load() code.
The function to populate the list is: GrList.ADDITEM.
SUB Form_Load ()
GrList.ADDITEM "X1=X/5:Y1=Y/5:Z1=(1COS(X1))*(1
COS(Y1))3"
GrList.ADDITEM "X1=X/6:Y1=Y/6:Z1=.
4*COS(X1*X1+Y1*Y1)"
GrList.ADDITEM "X1=X/4:Y1=Y/4:Z1=EXP(.
02*(X1*X1+Y1*Y1))3"
Fig.7 - How our Form looks like and how, if you want, you GrList.ADDITEM "X1=X/4:Y1=Y/4:Z1=.02*((X1*Y1*Y1)
could draw it to reproduce the example
(Y1*X1*X1))"
Personally it was the first time I saw Visual Basic for DOS, GrList.ADDITEM "X1=X/4:Y1=Y/4:Z1=.02*((X1*Y1*Y1)+
but if, like me, you are familiar with any later version of (Y1*X1*X1))"
this development environment, you will not find it difficult GrList.ADDITEM "X1=X/4:Y1=Y/
to navigate through the various menus and start 4:Z1=3*SIN(X1/2)*SIN(Y1/3)"
programming rather quickly. GrList.ADDITEM "X1=X/4:Y1=Y/4:K=(1X1*X1/5
The idea I had in mind was to create a simple Form, with Y1*Y1/7):Z1=SQR(2*K*(SGN(K)+1))"
a Listbox that contains all the functions proposed by the GrList.ADDITEM "X1=X/6:Y1=Y/6:Z1=.02*SQR(X*X*Y*Y/
original program and, once pressed the execution button, 2)3"
draw the chosen function. GrList.ADDITEM "X1=X/5:Y1=Y/5:Z1=(1
I then created a form, with a listbox in the center, a label SIN(1.8*X1))*(1COS(1.2*Y1))2"
(containing only the on-screen instructions) and two GrList.ADDITEM "X1=X/5:Y1=Y/5:K=X1*X1+Y1*Y1:Z1=.
buttons (commandbox), see Fig. 7. 3*(1+COS(K))*(SGN(9.87K)+1!)"
One of the two buttons is used to end the program; see END SUB
CASE 9
SUB Execute_Click () X1=X/5:Y1=Y/5:K=X1*X1+Y1*Y1:Z1=.
'Hide the form 3*(1+COS(K))*(SGN(9.87K)+1!)
screen.HIDE CASE ELSE
X1=5:Y1=Y+X:K=X1*Y1
'Draw the selected function END SELECT
SCREEN 2: CLS : S = 1.5 SX=X1*C1Y1*C2:SY=X1*S1+Y1*S2+Z1
GOSUB Screen_setting RETURN
TH = .3: S1 = SIN(TH): C1 = COS(TH): PH = .4: S2 Screen_setting:
= SIN(PH): C2 = COS(PH) CLS : WINDOW (10, 6)(10, 6)
FOR Y = 20 TO 20 STEP S: FL = 0: FOR X = 20 TO LOCATE 2, 2: RETURN
20 STEP S END SUB
GOSUB DrawGraph
IF FL = 0 THEN FL = 1: PSET (SX, SY)
LINE (SX, SY): NEXT X: NEXT Y
SUB Quit_Click ()
FOR X = 20 TO 20 STEP S: FL = 0: FOR Y = 20 TO END
20 STEP S END SUB
GOSUB DrawGraph
IF FL = 0 THEN FL = 1: PSET (SX, SY) A simple program, but that is useful to understand what
LINE (SX, SY): NEXT Y: NEXT X were the potentialities of the VBDOS. At least from the
point of view of development of graphical interfaces within
'Return to the Form the DOS environment.
SCREEN 0
WIDTH 80, 25 See you, then, in the next issue of RMW.
screen.SHOW
EXIT SUB
DrawGraph:
SELECT CASE GrList.Listindex
CASE 0
X1=X/5:Y1=Y/5:Z1=(1COS(X1))*(1COS(Y1))3
CASE 1
X1=X/6:Y1=Y/6:Z1=.4*COS(X1*X1+Y1*Y1)
CASE 2
X1=X/4:Y1=Y/4:Z1=EXP(.02*(X1*X1+Y1*Y1))3
CASE 3
X1=X/4:Y1=Y/4:Z1=.02*((X1*Y1*Y1)(Y1*X1*X1))
CASE 4
X1=X/4:Y1=Y/4:Z1=.02*((X1*Y1*Y1)+(Y1*X1*X1))
CASE 5
X1=X/4:Y1=Y/4:Z1=3*SIN(X1/2)*SIN(Y1/3)
CASE 6
X1=X/4:Y1=Y/4:K=(1X1*X1/5
Y1*Y1/7):Z1=SQR(2*K*(SGN(K)+1))
CASE 7
X1=X/6:Y1=Y/6:Z1=.02*SQR(X*X*Y*Y/2)3
CASE 8
X1=X/5:Y1=Y/5:Z1=(1SIN(1.8*X1))*(1
COS(1.2*Y1))2 Fig.8 - Examples of graphs drawn by VBDOS
Suppose you want to determine the surface area of a circle. The area of the square is, of course: Side x Side.
We draw a square on a sheet of paper and calculate the
side with a ruler. Using the "Monte Carlo Method", we will obtain an estimate
We determine the area of this square, multiplying the of the value of the area of this quarter of a circle compared
measure of its side by itself. to that of the total area of the square.
Then, inside this square, we draw a circle. I mean, an estimate of the ratio:
After that, let's fill the whole area of this square with a (Radius x Radius x Pi / 4) / (Side x Side)
certain number of points, completely arbitrarily, at random.
Many of these points will fall inside the circle. Of course, But radius, in our drawing, equals the size of a square
other points will be outside the circle. side. The ratio then becomes:
We can calculate the ratio of the number of points that ( Side x Side x PI / 4) / (Side x Side)
fell inside the circle compared to the total number of
points that were plotted. Simplifying, whatever the value of side is, the relationship
Then we multiply that ratio by the area of the square. between the two areas will simply become:
The result we get will be approximately equal to the actual PI / 4
area of the circle.
This estimate will be closer to the exact value of the circle So let's summarize the above steps.
are if we increase the number of points plotted inside the
square. • We draw a square of unitary size
Similarly to the above, we could determine, with good • Inside this square we draw a quarter of a circle. The
approximation, the area of the surface of a nation, say radius of this quarter circle will coincide with the side of
Italy, reproduced within a geographical map, whose the square.
• We determine the relationship between the two areas, If a point of coordinates (X,Y) then lies on our segment
that is, the relationship between the area of the quarter of circumference, its coordinates (X,Y) MUST respect the
circle and the area of the square that contains it, using equation just stated.
the "Monte Carlo Method".
• As the number of points considered increases, the ratio By fixing one of the two coordinates, Y for example, and
we will obtain will be closer to the PI/4 value. replacing X and Y with XP and YP (i.e. the coordinates of
our random point), and keeping in mind our construction,
CODE AT A GLANCE which avoids us from also taking negative sign coordinates
How do you get a random point, with coordinates (X,Y) into consideration, we can say that:
whose value of each coordinate is between 0 and 1? • if XP > sqr(1-YP ^2) the point lies outside the
In BASIC V2 here's how you do it: circumference arc;
• if XP = sqr(1-YP^2) the point lies exactly on our
10 XP=rnd(1) circumference arc;
20 YP=Rnd(1) • if XP < sqr(1-YP ^2) the point lies within the circumference
arc.
How can we tell if this point is inside or outside our quarter
circle? Dear readers, greetings to you all. See you next time!
It is demonstrated that all points with coordinates (X,Y)
lying on a circumference must satisfy the following equation: LISTING IN BASIC V2 ‐ NO GRAPHICS
10 ci=0:rem contatore punti interni
(X-Xc)^2 + (Y-Yc)^2 = r^2 20 nm=1000: rem numero punti totali
30 for pp=0 to nm
where Xc and Yc are the coordinates of the center of the 40 xp=rnd(1)
50 yp=rnd(1)
circle and r is its radius. 60 if xp<=sqr(1yp*yp) then ci=ci+1
70 next
Keeping in mind our construction, we match the center 80 print "pigreco (approssimato)=";
of the circle with the point of coordinates (0,0) and, since (4*ci/pp)
90 end
the radius is 1, the formula becomes simply:
LISTING IN SIMON'S BASIC ‐ WITH GRAPHICS
X^2+Y^2=1
110 colour0,0:poke646,11
or: 120 ra=60:cx=160:cy=100
130 def fn x1(y)=sqr(ra*ray*y)
X^2=1-Y^2 140 :
150 hires1,0
160 rec cx,cyra,ra,ra,1
which can also be written as: 170 :
X=sqr(1-Y^2) 180 for y=0 to ra step .1
190 plot cx+fn x1(y),cyy,1
200 next
210 :
220 x=ra*rnd(1)
230 y=ra*rnd(1)
240 plot x+cx,cyy,1
250 x1=fn x1(y)
260 if x<=x1 then c1=c1+1
270 c2=c2+1
275 pg=4*(c1/c2)
280 text 30,30,"pi:"+str$(pg),1,1,8
290 for dl=0 to 1000:next dl
300 text 30,30,"pi:"+str$(pg),0,1,8
310 goto 220
The "Monte Carlo Method" at work (Simons' Basic)
Fig. 1 - Sources of Hardware Interrupt Requests to the 6510 CPU in the Commodore 64
Interrupt Hardware Requests to the 6510 CPU. The Interrupt Request of the Timer A triggers an Interrupt
IRQ thanks to which for 60 times per second a Routine
From the diagram in Fig. 1 it is highlighted that Requests fundamental for the proper functioning of the C64 Operating
for an Interrupted IRQ can generally come from: System is performed.
A) From one of the 4 GPU Sources of the C64 i.e. the VIC
– II Graphic Chip (or more simply VIC) This Routine also deals with:
B) From one of the 5 CIA Sources 1 acronym for Complex A) Scan the Keyboard
Interface Adapter B) Update the Jiffy Clock, that is the C64 Software Clock
The NMI Interrupt Request can instead come from: (Zero Page Locations from $A0 to $A2) on which the
A) From one of the 5 CIA Sources 2 Reserved Variables (of the BASIC V2) TI and TI$are based
B) From the RESTORE button C) Manage Cursor Blinking
C) From a ROM Cartridge inserted in the Expansion Port
Let's remember briefly that the Jiffy Clock counts the
We report in Fig.2 the detail of the possible Sources of the number of Jiffies (i.e. sixtysecond) that have passed since
2 CIA chips bearing in mind that the aforementioned Chips the power on of the C64.
assigned to the interview with the I/O devices differ Next time we will analyze the sequence of operations
substantially for the Interrupt Line to which they are performed upon the occurrence of both an IRQ and an
connected: the CIA 1 to the IRQ Line and the CIA 2 to the Interrupt NMI.
NMI Line.
That's all folks!
The 2 Timers (Timer A and Timer B) are 16bit (2byte)
counters that count down from a starting value, called a
LATCH VALUE, to 0.
You can reach the group
When they count to 0 (or rather, when an underflow condition RetroProgramming Italia - RP Italia:
occurs, that is, when a value less than 0 is reached), the https://www.facebook.com/groups/retroprogramming/
Timers generate an Interrupt Request.
CIA 1 Timer A, in particular, is set by default to generate
every 1/60 according to an Interrupt Request.
traditional "RUN". blend with each other to create very pleasant textures,
as can be seen in the photos attached to the article.
As a first example, I chose a program shown in the user
manual. This algorithm, called "Persian", creates a colorful Below is the full text of the program. I advise you to "play"
pattern reminiscent of a rug. I chose this small program a little with it, changing the value of the variable "D%" in
to highlight the difference in approach between Commodore line 30. We will explore the individual commands in the
and Acorn. near future, with particular reference to the "VDU" directive
Released in 1983 and therefore the same time as the C64, which has a very similar behavior to the "PRINT CHR$"
Electron could boast a BASIC much more advanced than sequences of Commodore systems.
the competitor from the point of view of primitive graphics
and, although in fact it had only 8 colors (plus another 8 10 REM PERSIAN
in "flashing" mode), it could manage four different at the 20 MODE 1
same time in 320x256 pixels mode, instead of the 3 (plus 30 D%=4
the background) of the C64/C128 which in hi-res mode 40 VDU 19,3,RND(3)+1,0,0,0
were however limited to a resolution of only 160 x 200 50 VDU 19,3,RND(3)+4,0,0,0
pixels, as we have already seen in previous tutorials (see 60 VDU 29,640;512;
RMW nos. 21 and 30). 70 J1%=0
80 FOR K%=500 TO 380 STEP 40
"Persian" draws hundreds of lines that, starting from the 90 REPEAT J2%=RND(3): UNTIL J2%<>J1%
center, reach the edges of the screen. After it is completely 100 J1%=J2%
saturated, the color is changed and the lines are drawn again. 110 GCOL 3,J1%
This alternation composes a texture where the colors 120 FOR I%=K% TO K% STEP D%
130 MOVE K%,I%
140 DRAW K%,I%
150 MOVE I%,K%
160 DRAW I%,K%
170 NEXT
180 NEXT
Useful links:
http://elkulator.acornelectron.co.uk/index.html
http://electrem.emuunlim.com/index.html
http://www.stairwaytohell.com/
http://www.acornelectron.co.uk/
Bibliography
[Ima18] M.Imaz, "Homenaje a una referente de la computación" , 25 Oct 2018,
(retrieved in 2021/04/06),
https://www.dc.uba.ar/homenaje-a-una-referente-de-la-computacion/
[Mon07] U.Montanari, "Idee per diventare informatico. Dalle schede perforate al futuro di internet",
Volume 9 di "I mestieri della scienza", Zanichelli Editore IT, 2007.
[Sil19] M.A.Silvestro, "Mujeres en STEAM: ¿Quién fue Norma Lijtmaer?", 8 Oct 2019,
(retrieved in 2021/04/06),
https://medium.com/lasdesistemas/mujeres-en-steam-qui%C3%A9n-fue-norma-lijtmaer-2244192a7c15
[Wik21] AA.VV. "Clementina (computadora)" (retrieved in 2021/04/06),
https://es.wikipedia.org/wiki/Clementina_(computadora)
Is Nintendo such a powerful company that it can Inside this collector's item we will find: the first The
declare war at the same time on all its competitors? Legend of Zelda, Zelda II: the Adventure of Link and
Is the big "N" declaring war on all the Clouds The Legend of Zelda Link's Awakening for GameBoy.
scattered around the world that host its pirated In addition, in a similar way to the juggler Super
ROMS? Mario, we will find Link as the subject of this fun
A company that has had humble origins, producing remake of G&W: Ball.
playing cards of the famous Hanafuda, can really There will also be some easter eggs that we will
scream loudly and be heard throughout the probably be able to observe in some function related
terrestrial video game universe? to the watch.
Can a tiny object like a G&W, climb to the top of It seems that this jewel has already been
sales, surpassing its own clones, emulators, programmed and produced, at least in limited
simulators, including the new Gig Tiger and close quantities for Nintendo company staff. In fact, Eiji
relatives, up to the new mini and micro arcade Aonuma, in the 2021 E3 Nintendo Direct, before
cabins? showing the public the gameplay of Zelda's sequel
Obviously there is no unambiguous answer. We will Breath of the Wild, showed everyone this Zelda G&W,
discuss the situation along the endless path of a taking it out of his "magical pocket".
company that in the West, unfortunately, we
appreciate incredibly less than a giant like Remember that the G&Ws were born just to get out
PlayStation. Is anyone going to win? Obviously, of the pocket of a typical Japanese businessman's
victory in Japan is the result of intrinsic shirt. These toys had above all to be perfectly
mechanisms, where national glory is the point of camouflageable: the company willingly accepted a
arrival for any sector with competition within that calculator in the pocket of a rampant business man,
environment. From them the single never wins: in but did not accept a toy! It can be camouflaged in
Japan Japan must win. your hands , on the street and especially on the
Are we all ready for big news? metro, or by train, when returning from work. It had
Did you like Super Mario's G&W? to be easily reinserted into the famous pocket just to
Are you a Zelda fan? be hidden by the hypothetical visual arrow (of
outrage) during the passage of the ticket controller.
Well, recently Nintendo announced that, to "Pfui! A businessman who uses a toy!
celebrate the 35th anniversary of the birth of Unacceptable!", the official would have thought,
Zelda's wonderful saga, it will produce a G&W in expressing a mocking smile over the head of the
her honor! businessman.
Figura 1
Page 28 of 70 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 9
RETROHISTORY
That explains why, even this G&W, came out of the Do you remember the NeoGeoMini phenomenon in
famous pocket. The Japanese follow very precise the past?
rituals, so the G&W have now become a far-sighted Do you remember the recent Sega Astro City Mini
fashion of a revered and glorious past: all in line with phenomenon that sold discreetly in Japan and that
their philosophical thinking. did not arrive at all, officially, in the West?
The release is scheduled for November 12, the price
is yet to be revealed, but it is supposed to be similar The following were present in this mini cabinet:
to the recent G&W of Super Mario, around €50. 36 classic Sega titles, belonging to the company's
We hope that in this version the battery will be arcade catalogue:
removable, otherwise we will have to seriously
prepare to compromise seals and internal Announced on 3 September:
components, to save these small jewels from the Alex Kidd with Stella: The Lost Stars , Arabian Fight ,
future functional exhaustion of the battery. Flicky , My Hero , Puyo Puyo Tsu , Quartet 2 , Rad
Mobile , Scramble Spirits , Sega Ninja , Sonic Boom ,
In addition to this fantastic news, here is another Space Harrier , Stack Columns , Thunder Force AC.
one of great importance: the success of the return of
R-Type. Announced August 20: Bonanza Bros. , Columns ,
Nizakashii, as a good independent developer, has Cotton , Crack Down , Cyber Police ESWAT , Puyo
recreated with the peculiarities of G&W, the iconic R- Puyo , Puzzle & Action: Ichidant-R, Gain Ground ,
Type, precisely the scene of the clash with the first Shadow Dancer , Shinobi , Wonder Boy , Wonder Boy
famous alien enemy. in Monster Land , Wonder Boy III: Monster Lair.
This porting, if you will, was named R&WATCH
DOBTOPUS. Announced July 7: Alien Syndrome , Alien Storm ,
https://nizakashii.itch.io/rwatch Altered Beast , Columns II: The Voyage Through
Obviously there is no physical version of this Time , Dark Edge , Fantasy Zone , Golden Axe ,
unofficial IREM R-Type. We can only play via the link Golden Axe: The Revenge of Death Adder , Puzzle &
via browser. Action: Tant-R , Virtua Fighter.
The good news is that the game is free and is
enjoying great success. A remarkable praise to the This time it's Taito's turn.
everlasting R-Type that saw the recent release of R- A new mini cabinet is really coming and it will be
Type Final 2 on several platforms, including the Ps4. called Egret 2. It will contain 40 games and will be
equipped with trackball, spinners, several buttons
We talked about Nintendo, Sony Playstation, G&W, and a joystick with a structure finally related to a
Super Mario, Zelda, it seems incredible but the promising use.
Japanese are a population of inventiveness (and The Egret II Mini is a precise reproduction of Taito's
reinvention) both fluid and fluent. He did not sit and arcade coin-op.
watch even the staff of NeoGeo or Sega, much less The machine in question was originally launched in
Taito! 1996 by Taito, as a standard device able to
Figura 2
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 9 Page 29 of 70
RETROHISTORY
accommodate the various classic titles of the The connectivity of Egret II Mini also defends itself
company's catalog: from the origins as Space well: it is equipped with a USB-C port, two USB-A
Invaders of 1978 to arcade games of the 90s. ports, an SD slot, a 3.5 mm headphone jack, an
A selection of these will be featured in the Egret II HDMI socket so you can connect it to a TV or an
Mini with 40 games, an additional 10 will be sold external monitor.
separately for a total of 50. Let's imagine that there Taito will also sell three optional controllers that we
will be machine upgrades. Among the peculiar all loved in the games of the 80s: a potentiometer
features of the Egret II Mini there is the possibility to and a trackball.
physically rotate the screen to position it vertically,
so we can fully enjoy the gameplay of different titles This little jewel was announced nine months in
such as Space Invaders and other shooters. There advance and the prices are commensurate with the
will be an additional dashboard equipped with nostalgia effect as well as the size of the
trackball and, drum roller, a beloved potentiometer, components, this time there seems to be a good
which can be used on other classic games developed dose of plastic (hopefully also of electronics). Egret
through this type of control, for example Cametry II Mini will be launched in Japan on March 2, 2022
and Arkanoid. will cost the European equivalent of 140 euros, while
the controllers will cost approximately 90 (trackball),
At the moment, the first part of the revealed games 65 (arcade stick) and 24 euros (classic pad).
is listed in the following list: Studies of Japanese marketing have probably
Space Invaders , Lunar Rescue , Qix , Elevator already foreseen limited series, deluxe, exclusive,
Action , Chack'n Pop , Bubble Bobble , Rastan Saga , bundle, etc.
Rainbow Islands Extra , New Zealand Story , Don
Doko Don , Violence Fight , Cadash , Liquid Kids , At the moment it is known that you can buy a bundle
Metal Black , Kaiser Knuckle. that includes everything and also includes some
extras such as CDs with the soundtracks of the
Other specific games will be added that will use games for the modest amount of 32,978 yen
paddles and trackballs, probably included in an SD (246€).
Card bundled with the additional controller: Strike
Bowling , Arkanoid , Plump Pop , Syvalion , We do not know the European fate of this mini-
Cameltry , Arkanoid Returns. cabinet. Is there a sale in the West? Will only the
greedy and voracious domestic demand for these
We are in a historical moment where nostalgia niche products be satisfied? Let us remember that
frequently influences the decisions of our lives: we the Japanese often and willingly have little interest in
live in a situation of historical uncertainty and the satisfying us Western collectors: they just need the
memory of a more serene past gives us an illusory internal market, faithful, cadenced, imperishable,
daily peace. That's why we're seeing remakes of curious and slave to this system as I have explained
titles from just 5 or 10 years ago, and then several times in the past articles.
remastered remakes and who knows what we'll see
later! This is all dear readers, at least until the next article.
We will collect new data and analysis about this
We also remember that, in Japan, the social element delicate battlefield where it seems there are no rules
of cabinets enjoys a deep and intimate sphere within and the motive of such actions is obviously animated
daily life. In the rest of the world, however, the by evil nostalgia. See you soon!
romantic passion of the cabins has gradually
disappeared, kept alive in our garages and in some
game rooms resistant to the modern blows inflicted
by slot machines.
This explains the birth, indeed the rebirth of Egret2.
A small memory of a great object related to a recent
and glorious past. A miniature cabinet that faithfully
resembles the original, marketed in the 1990s,
including the ability of the screen to rotate a 5-inch
LCD display.
A minicab with 40 great integrated games.
Significantly improved dashboard proportions
compared to other ridiculous mini-micro-nano
consoles badly emulated in the past.
When I see an Amiga, even today there is a contrast of the cappuccino and the juice, which makes me disgusted
emotions: nostalgia, pride, the memory of the first steps even today. But it was his badge. I had just returned from
(The famous book published by our publishing house the military and the only girls I saw were the one at
“Amiga Primi Passi'' has been lost in one of the movings). Centerfold Strip Poker, not that I was a wanker but I spent
a lot of time at home programming and reading MC
Everything comes from the chance as the most beautiful Microcomputers, copying listings... Things we all did.
stories, from a schoolmate who convinces me to go to Then one day my father heard the American and another
the Newel of MacMahon (that of Rho will arrive years gentleman talking about computers and trying to do a
later) (Newel Newell was a computer and video game favor and place his son... he said the famous phrase..
store in a city near Milan, ndN) and take home a beautiful "even my son has a computer... I think AMIGO…” After
Amiga 1000. I had hastily sold my PC 286 with two 5- about two hours I entered the EnigmA editorial office with
inch floppies used to make compilations in Ansi Cobol for a tray, two cappuccinos and two coffees. The FTE office
school, and turning on the Amiga was like entering another was in via Sassoferrato 2 150 meters from our BAR.
dimension. From there began a wonderful story of over 10 years in
I still remember my father approaching me and saying, which I covered all the roles of a delivery man with 6000
"but this is smaller and costs more..." and reassuring him diskettes on my panda, bagger of 5" floppy for the magazine
with the colors, the juggler and especially the command PC Library, scribbler, photographer, subscription officer,
SAY "Meekele". In those days the world was pure piracy, handyman boy, editor, deputy editor, editor-in-chief,
there were no games even to search them, at most some editor-in-chief, editorial director...
compilers like Lattice "C" and everything was done in In short, a classic career case that if you have the pleasure
AmigaBasic. of following in the next episodes will reveal a lot of other
We used to own a bar with my parents in Viale Montenero, things...
and among the customers of the morning there was always
a strange American guy: Maverick Greissing who was There will be plenty of vintage photos: authentic heirlooms...
the first editor and director of the magazine. He was taking Which I still keep jealously.
In 1972, Atari released Pong: the history of video games Konami sensed the abilities of the first in the mid-1980s
officially begins. Primitive graphics and sound that, when and from his mind came the music of giants such as
present, was limited to a buzz here and there. However, Gradius, Ye ar Kung fu and Salamander. Hiroshi Kawaguchi,
you have to wait until 1975 to have the first jingle: the on the other hand, was hired by Sega in 1984 and is still
game Gun Fight is released and it is the first to present one of the oldest still active chip music composers. He
itself with opening music obtained from a specific chip. was perhaps the first to realize that audio and gameplay
The author is Tomohiro Nishikado and thanks to him, in must go hand in hand and in fact he worked closely with
1978, we have the first soundtrack in game: we are talking game designers to literally sew the music in to the game.
about Space Invaders, which presented a line composed The result is history: he signed the soundtracks for Hang
of four bass tones repeated in loops that increased in On, Space Harrier, Enduro Racer, After Burner, Dinamyte
intensity according to the approach of the enemies. Dux and Power Drift. Lastly, I leave the trio of the best
known songs, namely those of Out Run, still today the
In 1980 two historical titles for the audio evolution in subject of remakes and remixes of all kinds.
game made their appearance: Namco's Rally-X, which
presents a real melodic soundtrack in game, and Sunsoft's At the same time, obviously with the right proportions,
Stratovox, which was the first game to present a vocal domestic systems also grew rapidly. The Colecovision, in
synthesis. At this point I make a proper clarification: in 1982, had gone on the four channels but it was in 1983
those years the audio programming capabilities were that a leap of historical importance was made with the
often limited, not all programmers had notions or musical arrival of the Famicom, acronym of Family Computer, here
rudiments. The same gaming machines were almost known as Nintendo Entertainment System. This machine
ridiculous: just think that an Atari 2600, the most common was equipped with five channels: four classics and one
system at the time, could play at most two notes at a time! dedicated to basic pulse code modulation, or PCM. As we
But a new generation of microchips was coming on both are now noticing, the audio section is of great importance.
home gaming machines and arcade booths. The Yamaha Take for example an arcade: Bubble Bobble from 1986.
with the YM series and the General Instrument with its An absolute masterpiece of its kind. In fact, a game that
Page 32 of 70 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 9
RETROHISTORY
Perhaps the greatest exponent was Rob Hubbard, British to video game music. The list of his compositions is truly
composer and author of a multitude of songs, among immense, crossing the entire golden period eight and
which stand out those of Commando, Delta, Ik+ (the state sixteen bits, touching Atari St, Amstrad CPC and Amiga.
of the art in making percussion emulate sid), Monty on
the run and we remember with pleasure also Samantha The Commodore 64 remains a revolutionary machine and
Fox strip poker! if still today a hard core of chip music travels on the SID
it is because of its uniqueness. I remember that in those
Another sacred monster is Martin Galway: he was the years I had modified the plug that carried the signal from
first to use samples on the c64 in the game Arkanoid. the c64 to the TV so that I could connect the audio to a
From his mind came other masterpieces of chip music "radiolone". In this way I pumped the music of the games
such as Rambo's soundtrack, Wizball, Yie ar Kung Fu, and the masterful demos, but above all I recorded audio
which sees the masterful performance of the piece Les cassettes with my favorite music chips to listen to during
Chants Magnetiques by Jean Michelle Jarre. the day.
on the Red Bull Music channels. Six episodes that since The 3DO, although not very successful, was the first NeXT
2014 have wanted to pay homage to Japan, celebrating level machine produced and could count on an audio
the pioneers of digital music. Hence the idea of a Dj set never heard before, including dolby surround. Commodore
all based on music that made the history of video games. was no longer in good water and tried the CD32' move
to enter the console market. Unfortunately the machine
Nintendo did not stand by and launched the Super Famicom was already obsolete, it was mostly a 1200 Amiga with
(here called Super Nintendo). Wonderful console that CD player and died shortly thereafter.
focused everything on graphics and speed at the expense
of the audio section, for which an eight-bit and eight- Atari also tried this step, a return to the glories of the
channel Sony chip was used: however, we must note the past with the Jaguar but it was a total failure. The real
name of this giant for the near future, we will see the reason. challenge glove was thrown by Sega with the Saturn, a
machine as powerful as it was too difficult to program. It
The glorification of the 16-bit music chips was achieved guaranteed a respectable audio section with 22 stereo
thanks to the Amiga 500 and Atari ST. Thelatter, despite channels. In the beginning the machine worked well in
being generally inferior and above all with an audio almost sales but Sony (right, the one that had supplied the audio
equivalent to that of a c64, had a convenient midi interface chips for the SNES to Nintendo) decided to go out with
that made it very popular. In fact, it was the most used the machine that is unanimously recognized as the creator
machine for the production of music through Sequencer of the death of the Arcade systems, that is the PlayStation.
and the support of excellent software. It is, in addition to the console that everyone knows, also
a CD player, which made it more than just a game. It goes
The Commodore machine was more "friendly" than the without saying that the audio quality was at the top: the
1000 model. Thanks to the chipsets the CPU was free to games began to have as soundtrack the hits of famous
do its calculations without having the weight to handle bands. Take, for example, the first great tourism of 1998:
the additional information, and such chipsets by the pieces remixed by the Chemical Brothers, a song by
female names were in turn dedicated. The audio part was Garbage and pieces by Cubanate just to name a few. The
managed by Paula and provided 4 stereo channels divided soundtracks more than samples and Synth now contained
into two channels on the right and two on the left. Each orchestral pieces, real bands that signed the audio part.
channel was 8-bit PCM and had a volume of 6 bits. Various
channels could be modulated in many ways and audio The music played by our microchip friends over the years
samples could be given either via DMA or via CPU. The has never lost its charm. We come to our times, where
possible frequency with a DMA sample is about 29kHz everything runs and is swallowed up in a very short time:
and the audio output was incredible: Amiga had managed today it is difficult to invent something new in this field,
to take the concept of chip music to a higher level. Almost it is increasingly easier to find yourself facing a recovery,
every user sooner or later found himself loading one of a recycling of ideas. But chip music and its tunes live and
the many trackers around. continue to be composed. You can listen peacefully with
dedicated emulators or players, including Apps on
Whether it was the historic Soundtracker or the lesser- smartphones.
known Oktalyzer, sooner or later everyone started making
music with Amiga. It was possible to sequence music There is a world that continues to grow, to be super
without knowing a single musical note and this thanks to creative and this is it! You never have to stop making your
the infinite number of samples available. own chip music compilations and shooting them in the
car: passion never dies.
In the arcade the situation was stabilized at very high
levels. Almost all of them used the Yamaha YM2610 chip,
capable of 15 channels: 7 digital, 4 synthesized FM, 3
free and programmable and one noise. You were living
the golden age of video games that today are part of the
category "retro". But progress knows no limits, while we
were dreaming it was about to land a new generation of
machines with almost unimaginable performance.
MONKEY ISLAND
I could safely stop at the title without saying anything
else, a timeless classic, probably the best graphic adventure
(or if you prefer, "point-and-click") ever made. A brilliant
story to say the least, a protagonist who is the anti-hero
par excellence and who is impossible not to love, an
adventure full of situations and absurd characters, humor
in packs.
Characters and locations (wonderful) become iconic,
entire lines of dialogue still cited today as is done with
The best alternative: Ruff'n Tumble. A great game, although great films. We find ourselves in the presence of a game
it may not seem like the two titles have much in common. that has simply made history, becoming the term of
comparison for any title of the same kind that would have
Page 40 of 70 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 9
GAME TESTING
come out from there on. Played today it provokes the Played in pairs, Speedball 2 reaches peaks of fun that few
same sense of wonder of then, accompanied by fat laughter. games can boast today.
In 2009, a graphically updated remake was published
(and not only); delicious, although in these parts we "Ice cream! Ice cream!"
continue to prefer the dear and old pixels. The excellent alternative: Speedball. I don't think there's
To say the least fundamental. anything like Speedball 2, except the first episode, which
is really a good game but not at the sequel level.
ANOTHER WORLD
As I said at the beginning of this article, I talked about it
quite in detail in the last issue of RetroMagazine World,
so I avoid going into too much detail or I would inevitably
end up repeating myself.
For me it is undoubtedly on the podium of the best games
ever released on Amiga, there is little else to say.
An intense and exciting adventure, a sublime technical
realization and an animated presentation that has made
school.
The great alternative: Monkey Island 2. Another masterpiece,
not an alternative but the title to be played one minute
after the end of the first chapter.
SPEEDBALL 2
I've always loved anything done by the Bitmap Brothers,
Speedball 2 remains in my opinion their absolute pinnacle.
Here we do not just bring out a great game, what is done
is to create a sport (inspired by the film Rollerball) and
on that sport, an epochal game. Okay, actually, sport is
invented with the first episode, but it's with the second
that perfection is achieved in every respect.
Graphically impeccable with its cool and metallic cyberpunk An experience to be experienced at least once in a lifetime.
look, fluid, fast, without the slightest uncertainty despite The great alternative: Flashback. The spiritual heir to
the amount of moving elements. Another World, another Delphine Software gem.
Exceptional sound thanks above all to the introductory
music (Golden Joystick for the best soundtrack) and the I hope I have not upset anyone with this very personal
effects during the games, including excellent sampled voices. list, in any case I renew the invitation to visit us on our
Whoever played Speedball 2 knows full well that the website and on our social channels, we are curious to
mythical ice cream vendor is in the stands. know your personal list of titles to play absolutely on our
Instant playability and guaranteed fun right from the beloved Friend!
start. Immediate, yes, but not easy.
The career mode is perfect, with the ability to enhance Greetings!
the skills and armor of their players, as well as being able
to buy new, stronger and uglier.
game: punk with the desire to fight, men armed with guns
or knives and bizarre fighters with sabres dressed as
SheezHan. Continuing in the scenarios we will find terrorists
who try to surprise us by throwing themselves from the
walls on which they are climbing. And here we come to
the first boss, this Ken Oh. This is a giant warrior with a
face covered in a samurai mask. It will be hard, he will try
to make us grill by throwing us flames that move around
the screen but that, fortunately, disappear quickly. Ken's
weakness Oh are his eyes, unprotected by the helmet.
The harbor - After having brought home the skin from
the urban area, here we are at the port. We begin to
immediately. And finally we see the Thunder Magic: our wander in the docks, full of enemies and prisoners to be
Joe is hit by a rain of lightning and in turn will spread a released, to get inside a docked ship. Here we get acquainted
shock that will cross the entire screen creating smaller with some really challenging bad dudes, such as ninjas
lightning, which will roast the enemies without the slightest armed with double katana. Leaving the ship the level
mercy. There will really be many who will try to put the becomes tough, with pillars to be used as platforms from
sticks in our wheels during our race against time. In the which to stand out powerful jumps, all while killing divers
three minutes at our disposal we will find punks, many armed with knives. The boss of the location, Black Turtle,
mercenaries, several ninja warriors dressed in different is a helicopter armed with rocket launchers: if that wasn't
colors and some boring swordsmen who watch the enough, bunches of ninja emerge from the middle, definitely
hostages. The clash dynamic is innovative: we can hit angry with us. The weak point is the engine, located under
most enemies without taking any damage, but we can be the cockpit.
killed when hit by an enemy attack. It is very logical if we
think about it, differentiates the game from almost all the
titles of the time where every contact suffered damage.
When we die, we have to start the level again from the
beginning. In this case, the hostages already released
must not be rescued again. There are three lives at our
disposal and once they are exhausted, we must use a less
innovative dynamic but very popular at the time: down
coins or tokens to continue the game. But the programmers
were ruthless and heartless: it is not possible to continue
if killed during the final mission. Bonus points can be
accumulated during the game: they are awarded by
calculating the advanced time at the end of the level, to The mountain - The action moves into a mountainous
which a juicy score is added if you pass the level without and rocky environment that teems with evil belligerents.
using the "Ninja magic". Higher scores can be obtained At some point we are faced with an opening that leads
using only close-range attacks, without ever using stars inside the mountain and from here to a technologically
and guns. Extra lives come to our aid: they are assigned advanced base. The boss on duty, Tal Mandara, is quite
to reaching certain scores, saving a special hostage or special: initially we have to face a wall of robots with the
completing the bonus round. This special level is found features of Shiva: here it is practically mandatory to use
between one mission and another: here we will have to Shadow Magic to give a good shot to all these droids and
deal with the mythical first person screen, in which shuriken finish them faster. Then, ready to go, here we are in front
must be thrown at the enemy ninjas before they reach of a mechanical face that flows on the wall: it goes from
us. If the player successfully completes the bonus round, top to bottom, shooting from the mouth of the fireballs.
they will receive an extra life. Its weak point is a hemisphere on the forehead.
The Urban area - The game unfolds through five distinct Japan - The mountains in the background introduce us
settings from the changing scenery. The first, where we to a Japanese residential area: we enter the houses made
will start our adventure, has typically urban connotations. of wood with strange interiors, since more than houses
We will begin to get acquainted with the enemies of the it seems to be in a sawmill with many logs that we find.
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 9 Page 43 of 70
GAME TESTING
The atmosphere becomes more horrifying due to the magic" here appears by completing the bonus rounds
presence of zombie ninjas and horrible anthropomorphic and the player can hold up to four actions.
frogs. The boss can not be less: his name is Lobster and Starting in 1989, Shinobi ports were released for most
has the features of a samurai with a katana protected by of the systems then in vogue. We find the game converted
thick armor. He always strikes at close range and is a for the newborn 16-bit systems Amiga and Atari ST and
tough nut to pull off, since his weak spot is his neck: you for the very common 8-bit machines Commodore 64,
have to be precise since he discovers it only when he is Amstrad CPC and ZX Spectrum. All these conversions
about to strike. I never understood the reason for his were developed by The Sales Curve and published by
name, perhaps because of the color and the fact that he's Virgin Mastertronic in Europe and by Sega in North America,
armored, not because of the resemblance to a lobster. excluding the Amstrad and Spectrum conversions.
The Forest - Here we are at the last level, what in case of
death there is no token to hold, you must suffer the shame C64 (1989) - Here we are talking about the best conversion
of Game Over. A boundary wall welcomes us and accompanies to 8Bit, in my modest opinion even superior to the
us in a huge garden of bamboo reeds typical of Japan. conversion on Master System. This masterpiece was born
Here we will have the good fortune to meet a roundup of from the skill of Simon Pick and Ned Langman, who
almost all the enemies previously found in addition to the managed to make a real miracle by making the visual
armed guards of Bo, the famous long stick. From here sector look great and balancing everything with a crazy
you enter a typical Dojo environment of the rising sun gameplay. You have to try it to understand, the gameplay
and get to know the supreme boss, the infamous Nakahara, is damn balanced, the controls are perfect and the game
the iron-masked Ninja. This one is really scratchy, it runs smooth as few. The litmus test was that every
literally jumps the nerves since it uses various ninja spells: specialist magazine of the time gave this conversion
it jumps, teleports, disappears and hits dry. It is vulnerable enthusiastic reviews to say the least.
only when it does not use magic and is also very resistant.
If we manage to get the better of ourselves we can finally
enjoy the very sweaty ending, where we are shown an
explanatory text and the word END. Let's say a very poor
final, in line with most of the arcade games of the time.
An understandable choice, given that reaching the end
of such infernal machines was almost impossible.
and the sentence can be only one: without a doubt the parts are missing from the original, in this case the bonus
worst home incarnation of the classic Sega. rounds and the second mission: all subsequent missions
AMSTRAD CPC (1989) - The conversion for Amstrad CPC are renumbered accordingly. Close attacks and power-
was by Richard Aplin. The first thing that jumps to the ups are also missing and there is no timer on the screen
eye is the good work done in purely visual terms: excellent that indicates the remaining time. Despite all, the game
colors, great graphic care, all to contain the technical is nice, what there is is done really well and does not make
gap between this porting and the original Coin-Op. As you regret the original.
often happens it is only by taking the Joystick in hand
that the knots come to the comb: there was immediately In October 1993, a curious fact happened: years later,
a noticeable delay in the controls, which made it difficult Atari Corporation filed a lawsuit against Sega. The reason,
not to die. This, combined with a questionable rendering according to Atari lawyers, is an alleged infringement of
of the animations, compromised the overall effectiveness a patent created in the 1980s by Atari Corp. Thelatter
of the gameplay, since it was simply difficult to continue asked to stop the production, use and sale of hardware
in the game. Too bad, the potential was there. and software for Sega Genesis and Game Gear. On 28
September 1994 the two giants reached an agreement:
AMIGA and ATARI ST (1989) - Here we are looking at the this provided for a cross-licence to publish up to five titles
two most beautiful versions of the entire lot, but will they each year in their systems until 2001. Sega chose shinobi
also be fun? Making the right proportions on the number as the first conversion for the Atari Jaguar, but history
of colors on the screen, the Amiga and Atari ST conversions tells us that nothing was ever done about it.
by Shinobi are the most faithful to the original Coin-Op.
Let's take the Joy in hand and see if it also applies to Biker Reflections
gameplay: the similarities unfortunately stop at the Unbelievable how years have passed under the bridge of
graphics. In terms of gameplay, the two games are difficult,life. More and more often I find myself thinking about a
thanks to a sharp cut in the animation frames of both game and, remembering its date, I have the perception
Musashi and his opponents. Added to this is a scratchy that everything is recent, almost the stuff of the day before
and slow scrolling, which seems to drag itself, sensation yesterday. But then I think about the numbers and stop,
due to the annoying delay of the controls. Shinobi was almost feeling bad. But does math really tell me it's been
crushed by criticism at the time, but this conversion met all these years? Hell, I remember sticking my token in
with some success. I remember it very well and I played Shinobi's cabin, and it seems to me to have happened a
it a lot first: Shinobi was the classic case in which good little while ago. I remember every moment I lived with
graphics combined with a passion for the original arcade the Banda di Borgo San Paolo as if they were events of a
put the many flaws in the background. few months ago. Instead, generations have passed. If we
consider the world of video games, geological eras have
NES (1989) - For the good Nintendo Entertainment passed. But tell me what you want, those damn booths
System, Shinobi was released by Tengen as an unlicensed are still playing pretty damn good today. Of course, there
version and limited to the North American market. The was talk of difficult games, a difficulty that modern video
basis of the Master System was used for this conversion. games do not even dream of. But it's history and Shinobi
However, they removed all short-range weapons, grenades, is part of it, one of those games that are the fuel of the
and held basic fists, kicks, throwing daggers, and guns. DeLorean, the magical memory machine that takes us
It's harder to get rid of enemies because we can only back in time.
shoot one shuriken, one dagger or one bullet at a time,
even after getting the power-ups. To overcome this, there
are now five "Ninja magic". In this version, the vertical
scrolling phases have been redesigned into horizontal
scrolling phases.
Impossible Mission
by Christian Miglio
I can only start this article with the phrase "Another by a myriad of robots to recover the 36 pieces that make
Visitor, stay awhile, staaaaay foreeeever!". Which game up the 9 pieces of the puzzle that hide the password of
can ever refer to except the killer app par excellence for the armored door behind which the madman is hiding.
C64 or Impossible Mission? All in the form of jumps.
And so far so simple... or not?
...My Robots The game has a basic complexity that increases its
The only possible help is to be able to find some passes longevity and makes it one of the milestones in the history
to reset the lifts inside the room or to be able to temporarily of the C64, it is a game where the professionals of the
"sleep" the robots inside it. joystick risk getting stuck in front of the complexity in the
It is possible to do this by finding them inside the furniture resolution of the puzzles.
we are looking for or inside particular rooms that use a
sound minigame with increasing difficulty in which we The Sound of Impossible Mission
have to press in the right order of tones of sounds. The version for Commodore 64 makes use of speech
synthesis to reproduce human voices, which was not
common at the time, it uses the Electronic Speech System
(ESS) system that will accompany us to the present day
since it was born to give voice to the C64 and today
implemented in the most important technologies of
digitization and audio compression.
As for the robots, there are two types, one of the sentry Another phrase spoken from time to time is "Destroy him,
type that runs back and forth the platform or remains my robots!" .
stationary and in any case can shoot electric shocks, and
another of the flying ball type that resembles the robot Equally characteristic is the scream of the protagonist
sphere surgeon torturer of Star Wars. when he falls off the screen, which fades more and more.
The simple contact with the sentry robots unless they
are asleep with a pass is lethal, as is the discharge. When the player manages to solve the game correctly
you see the figure of Atombender who pronounces "No.
Out in six hours, a real impossible mission. No, no, no, NO!", while a female voice says "Mission
Contrary to what is expected, instead of having 3 or 5 Accomplished. Congratulations!".
lives available as in canonical arcade games, Impossible
Mission gives us 6 hours of real time to complete the mission. If the player loses the game, you can hear Atombender
laughing, not to mention the sound of footsteps in the
corridor when we are in the elevator corridor.
The versions
Among the other versions, noteworthy is the one for Atari
7800 (NTSC format), containing a bug that prevented its
It sounds like an infinity, but it doesn't. completion, corrected in the pal version.
Every time our hero dies in one of three possible ways,
that is by direct contact with a robot, by shock from the In 2004 the game appeared on the C64 Direct-to-TV console.
robots themselves or by falling into the pit of an elevator,
they are removed ten minutes from the time limit. Between 2007 and 2008, System 3 (which acquired the
Page 48 of 70 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 9
GAME TESTING
Note the similarity with the title of the film with John
Travolta, "SWORDFISH CODE" which has a clear reference
to the game.
Curiosity
The game had two sequels: Impossible Mission II (1988)
and Impossible Mission 2025 (1994, for Amiga).
Neither has Caswell been contacted to be part of the
development team.
Lady Pac
by Francesco “iononsoleggere” Bizzini
In all its versions, from 1980 to today, Pac-Man is perhaps video game and who would stay all day with our beloved
the most cloned video game in the history of the industry. back machines on only for the taste of seeing pulsating
There are those who have tried to ride the "Pac-man in them the pixelated lymph: a sparkling attract mode!
fever" (pray, sing the song when you read this quotation But let's get down to business and ask Luca how the idea
mark) and there are those who, especially in modern of paying homage to a classic like Ms. Pacman was born
times, have honored the franchise for pure creative or and why that classic.
celebratory spirit. Leaving aside the example given by
Google that, for the 30 years of the Namco title, on May “Ms. Pac-Man – says the programmer - has always been
21, 2010, released its version, branded BIG G and playable one of my favorite games. WhenI was a boy (alas a long
directly from a search engine, the examples are really time ago) I played countless games with the original
dozens, from the beautiful K.C. Munchkin and Jawbreaker arcade. As you know (or maybe not) I made several other
up to the obscene as parodic Pac-Guy. Today, however, clones for Windows. One of the titles I had not yet cloned
we are talking about a real tribute, made with respect was Ms. Pac-Man."
and dedication, to the beautiful sequel Ms. Pac-Man of
1982 (even on this seminal title it would be worth dwelling
for hours and hours, even just mentioning the importance
of the conversion kits from which it was born). In 2021,
the prolific and talented Luca Carminati gave us, in fact,
Lady Pac for Commodore 64, a gesture of coding-love
towards the perhaps most successful incarnation of the
iconic family of chewers of socks. For the occasion,
RetroMagazine met him and interviewed him to understand
from his words how and why, among his many projects,
which range from many different platforms, he decided
to commit to Lady Pac for our beloved breadbin.
swallowing the dots. The first attempt to play the original Your dream retro-project-coding, which you've always
arcade sound was unsuccessful, so I opted for a different had in your head or in your drawer, but which you've
effect, the one in the very first version of the game. never been able to start?
Unfortunately thateffect was not appreciated by some If I manage to make other games (clones), I would focus
users, so I put in a lot of effort, I thoroughly re-analyzed on a version of Donkey Kong (which was my first ever love)
the original sound and in the end I got a much more similar for Windows, with completely new levels and situations.
effect (although certainly not identical) and more suitable. But perhaps this will only remain an idea...
You have also developed games for Amiga and you are The indy game that you liked the most in 2020/2021
a very prolific coder: what drives you to engage on and the most overrated.
(commercially) deceased platforms? Do you work alone Unfortunately, I cannot comment on this. Programming
and at what/how many hours of the day/night? games (and not only of course) does not give me time to
What drove me to realize my clones were, first of all, passion evaluate work done by others.
but certainly also nostalgia (things that I think all those
interested in retrogaming share). I've always worked Where can we follow you to stay up to date on all your
alone, at least until now. I find it difficult to quantify the releases? Do you also have social media profiles?
number of hours it takes to make my games. Some days The only reference is itch.io. Regarding new releases, as
I may have worked 6, 8, maybe 10 hours, and others I I said before, it will be all to see.
may not have worked at all. I can assume 2 or 3 hours a
day on average, never at night anyway. We thank Luca Carminati for giving us this interview and
we remind all readers and readers that Lady Pac is free
to download, precisely, from the specific page lowcarb.itch.io/
lady-pac with "name your own price" mode if you want
to leave down even an obol (do not be stingy!). For the
rest, in our opinion absolutely syndicable, Lady Pac is a
very successful tribute that can not miss your "breadbin"
collection.
GAMEPLAY: 99%
We're still talking about a clone of Ms. Pac-Man, so it's
skyrocketing. The only drawback, if any, is that to fully
enjoy these types of game you would need a joystick stuck
in 4 directions only. In fact, with one free to move in 8
you risk making unintentional errors of precision, dying
Also, as you mentioned, you have just released a revised miserably. In any case, guaranteed playability with any
version of Lady Pac with the change on aspects requested "thing" you attach to the Commodore 64 or to the emulator.
by users. How important is it for you to listen to the
people who play your games and where, in your opinion, LONGEVITY: 90%
is the limit to be placed, the stake, so that a game is no With randomly generated mazes and the ability to set the
longer touched? difficulty, number of lives and number of socks, Lady Pac
The stake has been placed: I am not willing to make "speaks" to the whole family and therefore allows a very
changes that affect the final result of a game, such as high longevity. If you then put the presence of the inevitable
retouching the speed of ghosts or assigning different high score, your parties with friends and friends will
values to scores. I am certainly willing to correct any bugs literally catch on fire. You will often return to this title, in
or, at most, make marginal changes, but the limit is now close. short. Trust me.
Year: 2021
Developer: Westwood Studios/
DUNE II
Modern ZX-Retro Gaming
Genre: RTS
Platform: ZX Spectrum 128k
Website: https://vtrd.in/
release.php?
r=8665eca756acb5287ee6342c03
bdaf3f
Page 52 of 70 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 9
GAME TESTING
GIUDIZIO FINALE
» Gameplay 95%
Almost everything has been
put in. Excellent storyline,
competitive opponent AI, the
three houses.
Everything in just 128k. What
more to say.
» Longevity 90%
It's a vast strategic game...
and it's free!
The introduction, the mission briefing Kempston.
and the end-of-game footage are The AI is pretty good, as in the PC game
different for each household, in line even here if we won't be able to carefully
with their very disparate worldviews. plan attacks, builds and troop
Weapons and units also vary from house management we will risk being destroyed
to house. by opponents with ease.
This porting for Spectrum is fairly Despite some technical limitations
faithful to the original game and makes (such as a non-fluid scrolling and some
you scream at the miracle and keeps graphic imperfections) this version for
some features present such as the Spectrum is a very solid real-time
spoken championship and the gigantic strategy game with many, many hours
sand worm, capable of swallowing of play and the option to save and
vehicles and infantry. upload to disk as much as you want.
Most of the introduction has been Have fun and remember ... The Sleeper
maintained, we can choose the language has to wake up!
between English and Russian and the
controls between keyboard and mouse by Carlo N. Del Mar Pirazzini
THE ASTYANAX
Publisher: JALECO
Year: 1989
Platform: Arcade
Genre: Platform
Page 54 of 70 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 9
GAME TESTING
POCKET WONDER
Year: 2021
Developer: Harley Wilson
Editor: Indie
XENOCIDER
Year: 2021
Editor: Retro Sumus
Genre: Shoot em up
Platform: Sega Dreamcast
Space Harrier has his heir! After completing the main game, new
Xenocider, like most shooters, has a modes open up.
story that takes a back seat to the The first with a higher level of difficulty
main action. We all know that shooters and one with two mini games.
are about high scores and progression
on a credit! There is a lot to discover about the
two mini games that are unlocked
In this game we will be Xara, a world- after getting so far in the main game.
destroying cyborg who loves to destroy The first is a Space Harrier clone that
things. exudes nostalgia. Just like the classic
The mission is to explore the planets Sega, we're gonna fly up on the screen
by eliminating everything on our path. and shoot everything that happens.
These planets constitute the seven The second mini game is a Rez-like
levels of Xenocider, each of which has shooter with wireframe-style graphics,
the usual battle with the bosses. similar to the bonus phases of the
There's a little more to the story, but main game, where as a goal we will
for the most part, we're going to blow have to survive as much as possible
up things and monsters in a classic and get very high scores.
"rail" shooter. But all Xenocider is full of objectives
Despite the almost nothing and obvious to unlock and levels to explore.
plot, there is a lot of longevity in It's a pure arcade. Born to be noisy
Xenocider. With different branching and not to last a long time. Frenzied.
paths you can play in different ways.
But let's go in order.
GIUDIZIO FINALE
» Gameplay 85%
Difficult but rewarding! A
control system initially
"different" but very fun.
Incredible the mini-game
similar to Space Harrier.
» Longevity 75%
It's really hard and merciless.
Not suitable for "soft" players.
For them, there is Pokemon
Go!
One of the most interesting features of especially in the third level where we
Xenocider is the control system. Whoever will often be hit by objects that we have
played Charge 'N Blast on Dreamcast actually avoided. This is very frustrating
will understand the concept. The analog and will make you swear not a little.
lever points the weapon while the Even the level of difficulty is not for
triggers make it fly to the left or right. everyone. Let's say it is one of those
If you've never played a game with this titles not suitable for those looking for
setup before, it may take a moment to something calm and relaxing.
figure out how it works. The front buttons In conclusion, it is a great product,
consist of jumping, automatic fire on/ reminiscent of the first Sega games of
off and secondary powers. the early 2000s. Fragrant, difficult and
well-developed in the technical sector.
Graphically, Xenocider is detailed with Suitable for all lovers of arcade
solid polygons and psychedelic colors. challenges.
Several enemies and effects cover the Word of Bardo
screen in an explosion of colors and
the inspirations from Fantasy Zone to by Roberto "Il Bardo" Pirazzini
Space Harrier are numerous.
Speaking of Space Harrier, the mini Website: https://retrosumus.com/
game inspired by him is gorgeous. Full,
blocky trees and dragons fill the screen.
There is such attention to detail that it
will leave you speechless.
The rest of the graphics are detailed
and some bosses are charming. My
favorite is a big worm who seems to be
fighting Del La Rol from Phantasy Star
Online.
FLOB
Year: 2021
Developer: Bocianu Boczansky
Genre: Puzzle
Platform: Atari XL/XE
A nice platformer for the 8 Atari bits! It is a game that requires a certain
Colorful, fun and quite challenging. commitment to be completed. The
Made in Mad-Pascal a 32-bit Turbo level of difficulty is quite calibrated
Pascal compiler for XL/XE computers even if some levels will make you
made by Vasiliy Tereshkov. swear not a little.
In the game we’ll be the pink slime Graphically it is a jewel of pixel art.
Flob and we will be forced to find Well animated and very colorful and
ingredients and gelatin formulas characteristic. Even the soundtrack
hidden by our own creator through is not bad and if we want to concentrate
140 levels. A job made even more more we can also disable it in the
difficult by the total inability to jump game options.
and reach the most difficult places.
To overcome this lack we can use Sorrowful notes: 140 levels may seem
some gravitational switches in each like a lot but I assure you that they
game box that will change the path are not so challenging once you
and allow us (whenever possible, you memorize the pattern to follow to
have to think about it! NDN) to reach complete them.
the gelatin.
However, Flob is a nice product and
The game is freely downloadable from deserves your attention. A puzzle
the author's website, but if we want game like in the old days.
we can help with a small donation to
receive a physical copy. by Carlo N. Del Mar Pirazzini
Page 58 of 70 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 9
GAME TESTING
Year: 2021
METAL GEAR
Developer: Hoffman
Genre: Stealth game
Platform: Amiga
Versions: MSX 2 – Commodore
64 e NES
The Metal Gear saga also lands on enemies, but explore the area with
Amiga. A saga that has fascinated circumspection, solve small puzzles
many players, especially with the and collect items and weapons. This
release of Metal Gear Solid on Amiga version is a direct port of the
Playstation or the title that made MSX 2 version.
Snake known to the general public.
The graphics belong to that time
period and obviously suffer from it
compared to other conversion
operations, but it performs its work
excellently.
Metal Gear puts us in the shoes of a Metal Gear is not a very long game,
rookie soldier named Solid Snake. His but it suffers a lot of backtracking
job is to infiltrate a place called "Outer and times when you will have to spend
Heaven", rescue the hostages and your meninges to figure out where to
destroy a new weapon capable of go. It is a game that requires attention
launching nuclear warheads on the and precision. Nowadays there are
world called Metal Gear. A revolutionary numerous guides available on the
game at the time, little known in the internet and not only, but in those
American sound but with many fans days we had to arm ourselves with
in Japan and the old continent. holy patience and mark every route
explored.
It is a stealth game with 2D graphics
from above where to move forward To conclude, Metal Gear also deserves
we must not only shoot or punch to be played in this Amiga version as
in its previous incarnations. It is a
GIUDIZIO FINALE
game that has invented a concept of
"playing" never seen before and that » Gameplay 80%
will be standard in the following Simple to manage and well
developed and calibrated.
decades.
Page 60 of 70 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 9
GAME TESTING
SPACEGULLS
Year: 2021
Editor: Morphcat games
Genre: Platform
Platform: Nintendo Nes
Spacegulls was created for the NESdev It uses the same engine as another
Compo 2020/21, a developer Morphcat games product, Bobl. An
competition and won the 1st place. engine that uses physics for movement.
It is a nice and fun platform realized Innovative on this platform.
in its first version in a single week of It is animated with great care, very
work. colorful and equipped with a good
soundtrack like all the products of
this software house (such as
Micromages or Bobl itself). It takes
full advantage of the small Nintendo
console.
The control system is perfect and you
can easily learn what to do in the
various levels.
Too bad about the very short longevity.
Too simple to complete.
Given the success of the first version, Too bad.
the Morphcat games guys decided to
make it a little more robust and put by Carlo N. Del Mar Pirazzini
it on the market for free by correcting
some bugs and adding new music.
We are seagulls and we have the task
of bringing home prehistoric eggs
hidden by the evil Dr. Beak of the
O.V.O. (The Odious Villains
Organization) in order to search for
the secret of eternal life.
The eggs are hidden in a series of
layers filled with traps and terrible
robot feathers.
Spacegulls is a short platform and
you see it, it ends in about 15 minutes Website: https://
of play once you learn the mechanics. morphcatgames.itch.io/spacegulls
GIUDIZIO FINALE
But it's done well and reminds a bit
of Mega Man (in the style of
exploration) and Joust (in the way of » Gameplay 80%
moving). Nice to play. Great control
system and good difficulty.
» Longevity 50%
It is true, it was created for a
competition, but something
more could have been done.
Only 15 minutes of gameplay
to complete it... too short.
CHICKIN CHASE
Year: 1985
Developer: Jawx
Genre: Action
Platform: Commodore 64
For originality and comedy. The task invading animals greedy for fresh
may seem challenging at first, but eggs such as hedgehogs, foxes and
once you take familiarity with it you snakes. Once the intruder is kicked
will not only get to the end, but you out, we have to run to the alcove to
will want to replay it whenever you flirt with the chicken, otherwise being
need a little entertainment and some just one second late, she will come
extra laughter. out with a rolling pin in the direction
On a graphic level it is done quite well of our head! Never leave a lady waiting,
as good is also the playability. The especially in an alcove.
music is nice, even if it seems to be
running against time: and the little Obviously we have a recoverable
chicken knows something about it, energy limit thanks to worms that
right? come out of the ground but we have
to be fast there too, since they will
Even this summer is punctually sultry not remain with their head out of the
in Italy, but we certainly can not ground forever. The further you go in
complain after the restrictions due the game the more eggs will be laid,
to covid and its curfew have been the more chicks will come out and
removed (hopefully forever) and in bigger and smarter animals will come.
any case nothing takes away the I discovered the game by chance like
desire and the stimulus to try, play many others on a newsstand drawer
and replay even a somewhat bizarre and it was one of the few that caught
title like Chickin chase. my attention. For those of you who
have the chance, take it with you at
It was one of the games of the the seaside (not the Commodore 64
economic line distributed by Firebird, with all the accessories, eh!).
at least I always found it in that version
and from there I could deduce if the It seemed to me to see other games
game was a huge success or if it was similar to these with chickens as
another mediocrity. In this case, I protagonists, but this in my opinion
was very doubtful, given the cover is the best on the field and you will
that depicted a chicken that was see it soon; the only problem perhaps
clubbing the lazy cockerel reading will be that the wife, girlfriend, mother
the newspaper... In fact the game has or friend could take some hints from
a bit of comedy. the chicken… Maybe it is better to
GIUDIZIO FINALE
hide them some of those scenes… :-)
We find ourselves in a chicken coop
wandering around with the sole By this issue of August, I wish all » Gameplay 78%
As funny as you want. Be
purpose of catching on the ground, readers who have been following us
careful about showing it to
but here comes our beloved clerk to for years, good holidays and a future your wives!
lay an egg; just one? I believe that return to normality as well as a
our chicken wants a large family and prosperous economic recovery. » Longevity 75%
we will have to defend our future son Pure entertainment. And for
(are we sure of his paternity?) from by Daniele Brahimi relationship life, ehm...
Page 62 of 70 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 9
RETROEVENTI
On Saturday the 3rd and Sunday the 4th of July 2021 the
fifth edition of Modena Nerd took place in Modena (Italy),
the first real post-pandemic "playful-comic" event.
that they were a beautiful sight for the eyes. Especially ITALIA area. Between Vectrex and Commodore 64, passing
after the greyness of this period, a breeze of smiles and through ZX and many "open" computers that showed
RMW: In fact, what you were doing in the 80s and 90s
in Italy wasn't strictly illegal. Without going into technical/
legal details, which could bring us to a long discussion,
due to a lack of a specific act on software copyright,
your activity was not totally legal but could not be
punished. The legislator fixed this anomaly much later,
around the second half of the 1990s, starting in 1994
with the well-known "Italian Crackdown", which led to
the closure of the unofficial distribution channels existing
Fig.3 - One of the Piersoft's advertisements at that time, so software piracy became illegal in all
respects. Concerning this topic, we can report a testimony
(Ryanair and low-cost air companies did not yet exist, collected during one of the events of “Once Upon a
RMW note), we started to ask money for duplicate copies. Sprite”, a yearly event organized in Italy by Andrea
Then, with the passing of time, other players entered this Ferlito of Codemotion, where a former hacker told us
business, such as “Niwa”. I was the oldest and already much bolder stories, such as the phone phreaking or
running a business, so I had the right experience to take the credit card database trading of the time. Beyond the
care of the organization and coordination of the group. legal issues, this interview is useful to reconstruct a
Each of us were assigned the tasks according to our piece of the Italian history of computing, to which we
abilities: some were dedicated to crack the software, are all connected. For example, I am a software developer,
others translated it in Italian, etc. I was in charge of the and Francesco was too, even if now he has gone to “the
commercial part (but not only) and I was the only one to other side of the fence” (that is, he now torments the
expose myself. Our activity rapidly became well known, developers by telling them what and how to do it), but
so much indeed that it reached the point that the games we both started with great curiosity and interest as kids.
we used to sell were copied and redistributed by basically Italy entered the world of computing with great delay
everyone, even by those editorial companies that sold and for those interested in the IT to be able to obtain
compilation of games through newsstands. This was the software and games to feed their passion was essential
case of a publisher in Sicily, they used to sell tapes without but not easy. In my case, for example, I started with
any agreement with us. I did not take it well. It’s true that video games but soon I began to wonder how they were
in Italy there was a legislative hole and it was not strictly created and studying the few resources available (BBSes
illegal to duplicate and spread games and software, but weren’t there yet and the Internet was not even an idea)
if caught you could still get in trouble. Selling tapes in and studying the disassembled code of games, I started
the newsstands in my name, it meant pointing trouble at the path that led me to find my place in the IT world. So
me, without me having any advantage. I must say that without your activity of “unofficial
importer” and that of many other organizations like
RMW: You told us about how you arranged to go to yours, it would have been a lot harder to find software
London to retrieve new games and software. In fact, resources and documentation. In fact, you told us that
you were acting as an “unofficial importer”, in a sense.
You were bringing software to Italy that had not yet
arrived in our country.
Piersoft: Yes, exactly, what we brought back from England
to Italy did not exist, we got original copies to which we
removed the protection and started selling it to our
contacts. Personally, I gave away a bunch of original
software. Just today (June 30, 2021, Editor’s note) a dear
friend came to me and I donated him a lot of stuff that I
still had with me. Seeing my Commodore 64, equipped
with Speed Dos and so many other nice things gathering
dust in the corner, I felt sorry, so I gave it away too. They
were a piece of my story.
Then in time, I switched to Amiga and the BBSes. Mine Fig.4 - Ghost'n'Goblins, hacked by 2703
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 9 Page 65 of 70
RETROINTERVIEW
coding and programming studies were assigned to your Piersoft: Look, “2703” lived a kilometer from me, I mean
friend “2703” who had to learn first from the code he’d from my shop. The others lived within 7-800 meters from
seen in the original games, understand how it was made my place, so basically we were all in the same neighborhood.
and how protection worked in order to crack them up. Between San Siro and Primaticcio there is not much
distance so we used to meet in person to play games and
Piersoft: All true, yes, but after a while I learned how to swap copied tapes. Our meetings soon became a small
unprotect games too. As a group we all used to work organization and so the business was born, basically
together and I have always been the one who "steals with when “2703” began to crack games.
his eyes" (learns by watching, Editor’s Note). So watching
how “2703” used to do with machine code, I learned RMW: In other words, in a square kilometer or so, three
something from him and became able to override the people with the same passion and expertise in
simplest protections. When more complex protection programming met together. I would consider it almost
systems came out, “2703” learned more about them and a sign of destiny, because in those years what happened
he was able to bypass those as well. to you was not so obvious. When you went to London to
get new titles, how did you get them back to Italy? I
RMW: So you weren't just a retailer or a passive gamer, mean, in your travel bags or were you shipping them
you also got your hands “dirty” with the code, a real from UK? Did you encounter border checks? Did you
enthusiast then. have to pay customs taxes when returning to Milan?
Piersoft: Yes, I used to do something with code too. Then, Piersoft: We simply put them all in our suitcases and as
since I was the one with the most experience, I was also far as I remember, there were no customs costs involved.
the one showing his face in the distribution. Even if it was We did not carry tons of software with us, we just came
not illegal, problems arose all the same, especially when back with 4-5 games each time and that did not arouse
it came to the BBS systems. I've been sued and seized anyone's interest. Later, we took contact with UK people
by the Guardia di Finanza (Italian Revenue Guard Corps, who sent us larger volumes of software, but during our
E.N.), but it's all overdue now, because they didn't find first trips, when we went to retrieve games and programs,
any evidence. When I had already activated the BBSes, we returned with a few titles only. That’s also because
and one of these was located in Turin, they came there the production of new titles was not as high as it later
to seize my computers but thanks to a routine that erased became. When the modems became available, transferring
the disks, which was activated by pressing a certain the games was just a matter of having one on a phone
combination of keys, they did not find anything useful
against me in those systems. I got away with it because
at that time the officers were not experienced enough in
computer crimes and computing in general. I was able
to activate the wiping routine when the agents were
already in my house. Anyways, my activity was not yet
considered illegal, the frisks and computer requisitions
were more due to the fame I had created around me and
to the complaints of my "competitors", who repeatedly
tried to harm me and put me out of the market.
RMW: Let’s talk about your personal experience with
computing. In what languages did you ever enjoy
programming, if any? Fig.6 - Intro of 2703 to Hyper Sports, with credits
RMW: So Piersoft wasn't just newsstand tapes that, as I was the only one in the group to be exposed, but I was
we found out, weren't even your business. Ironically, ruthless and had enough guts. With the help of a lawyer,
you've become famous for the wrong thing. plus the fact that I quit in time, I came out clean record.
But we were a close group and we did what we liked, it
Piersoft: Yes, as I said, I only was a supplier. The main was a good adventure.
publishers were “DNS” and another guy, who made a
great career, becoming director of several magazines and RMW: In your opinion, was piracy an aid for spreading
some years ago unfortunately passed away. Piersoft the culture and the use of computers or was it an absolute
consisted mainly of a group of enthusiasts who were damage? Today there are opinions in support of both
interested in computers and programming. One of the theses. Given your experience and involvement in the
members of the group, Peter, he was an excellent field, what do you think?
programmer. He helped me a lot with cracking and
translating software and I remember he was always eating Piersoft: The way I see it, well, in the beginning it was
at my place. Unfortunately, I've lost any contact with him. surely a help. A help because not everyone could afford
to spend the amounts of money to purchase original
RMW: Now an uncomfortable question. Of course you software. Often there was no way to get it either though
are free not to answer if you don’t want to. Can you tell the official sale channels. In those years, the ability to
us something about the deal of money that Piersoft find software easily and cheaply for me has contributed
generated? to computers popularity and computer science affirmation
in Italy.
Piersoft: Well, I admit there was a lot of business going
on. We could easily earn 10 or 20 millions of Italian Lire With this last question, we close the interview with Pierluigi
per month (roughly 5.000 or 10.000 euros nowadays), "Piersoft" Fresia, whom we thank for his patience and for
which of course I couldn’t keep for myself. In the beginning, the opportunity for an interview. Our little chat has allowed
money was certainly few, but over the years they increased us and the readers to know better the events related to
significantly. A much larger volume was generated by the the unofficial distribution of software in Italy, which was
distribution in the newsstand, that’s the reason I say it slightly different from other countries in Europe, as said,
was a mistake not to enter in that business either. Of because of the lack of a good software copyright act.
course the costs involved would have been higher, but We encourage you to watch the full video interview, which
I’m sure they would all come back with a great profit. I contains much more, especially on the personal and
know some who really have gotten rich with this activity. human aspects of Pierluigi. You will get a much deeper
look and emotions than those you could receive reading
RMW: And now a fairly predictable question: did you this article.Here’s the link to the full video interview (in
have fun? Italian only, sorry about that):
https://www.youtube.com/watch?v=CTQf4sQLdlA
Piersoft: As I told you, in the beginning, it all started as
a game following my passion, so yes, I had fun in that We end this interview by expressing to Pierluigi all our
period. The software that was in our hands I initially solidarity for the struggle with his health problems, wishing
redistributed it for free, then it became a business. I also him all the best. We hope to have him with us for a long,
assumed all the risks and all the trouble involved because long time to come.
RetroMagazine World-English
Year 2 - Issue 9 - AUGUST 2021
Chief Editor
Francesco Fiorentini
Managing Editor
David La Monaca
Editing Manager
Marco Pistorio
Web Managers
Flavio Soldani/Giorgio Balestrieri