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is ninTendo’s laTesT
AMSTRAD | coMMoDoRe | SegA | ninTenDo | ATARi | SinclAiR | neo-geo | SonY | coin-oP | MoBile sYsTeM a MiniaTure Marvel?
depLoying
La s e r The
hisTory of
squad C h uC k
ro C k
turns
Julian Gollop re teGy
to his 8-bit stra
masterpiece
We chat to bob
about core’s prchurchill
eh
platforminG seistoric
ries
PLUS
SATELLAVIEW
emerald isle
Rob ZdybEL
philips cd-i
ATARI 800XL
rasputin
ZEEWoLf
r e aT i ng
s i e r ra u m i o nC q u eL
ki k o i z ke d s e
oan -enLTuirne yeea:rs yo s h i a
d o ’ s su n - s o a
i o 64
The dv look back at T e n
nin To super m a r
key developers mes that
the Genre and Ga e
created an empir
LOAD 173
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i
never even considered that the GameCube
was the first home Nintendo system to
launch without a traditional Mario game – I
Darran Jones nick Thorpe Drew sleep was too busy playing Rogue Leader and
It’s going to be Super Earthbound would be my I made a beeline for Super
Castlevania. Constantly listening first choice – it’s not like I’m Metroid on the office’s SNES Luigi’s Mansion to care. I was certainly excited
ever going to get an original Mini. Step aside, Mario, I only
to the excellent Mondo
soundtrack makes me want to cartridge, after all. need Samus in my life. about Super Mario Sunshine, though. How
complete it again. Expertise:
Owning five Master Systems
Expertise:
Guardians, guns and Gjallarhorn
could I not be? It was the sequel to one of
Expertise:
Juggling a gorgeous wife, two (I sold two) Currently playing: the best platformers of all time and Nintendo
beautiful girls and an Currently playing: Destiny 2
award-winning magazine Night Trap: 25th Favourite game of all time: knew the genre inside out.
Anniversary Edition Final Fantasy VIII
Currently playing:
Metroid: Samus Returns Favourite game of all time: When it finally arrived less than six months
Favourite game of all time: Sonic The Hedgehog later after the European GameCube launch
Strider
it was everything I was hoping it would be.
I’m therefore delighted that we’ve been able
to secure an interview with Yoshiaki Koizumi
who worked so hard to ensure that Sunshine
was a worthy sequel to Nintendo’s 64-bit
platformer. With Super Mario Odyssey just
around the corner, it feels like the perfect time
to revisit Nintendo’s platformer and hopefully
Koizumi’s anecdotes will convince you to dig
out the game for one more play through.
And if you don’t like Mario there’s plenty
sam ribbiTs Jason kelk Graeme mason
Definitely Yoshi’s Island. And The first game I’d go for is My boys are stoked for it, so more goodness to sink your teeth into,
when Nintendo makes a GBA probably Contra III, as that and we’ll probably play Super Mario
Mini (affectionately known as Mario Kart are the games I sunk World first followed by a bit of
including a chat with Julian Gollop about his
the ‘SNES Mini Mini’), it’ll be the the most time into previously. Super Mario Kart. strategy masterpiece Laser
first game I play on that too! Expertise: Expertise:
Expertise: Being a homebrew hero Adjusting the tape azimuth with Squad, a revealing interview
Pixels Currently playing: a screwdriver
Currently playing: Pastfinder Currently playing: with Atari’s Rob Zdybel
Forza Horizon 3 Favourite game of all time: Dying Light
Favourite game of all time: Io Favourite game of all time:
as well as the impact of
Croc: Legend Of The Gobbos Resident Evil 4 Philip’s CD-i.
Enjoy the magazine.
30
60 Whatever Happened
Super Mario Sunshine
How do you create a follow-up to the greatest platformer of all
14 Back To The Noughties To… Resident Evil time? Yoshiaki Koizumi has all the answers…
This month, Nick’s time machine is making Nick Thorpe examines Hot Gen’s impressive
a stop in September 2000 cancelled Game Boy Color port
46
68 Minority Report: Super
Revivals Famicom Satellaview
All the best games you could download for
Nintendo’s quirky add-on
16 Gyruss
Our latest vertical revival focuses on 74 Making Of: Zeewolf
Konami’s amazingly slick arcade shooter Mike Bevan goes behind the scenes of this
impressive 3D Amiga game
36 Elemental Master
More shooting love, with Darran revisting 84 Peripheral Vision: Taiko
one of his favourite Techno Soft Mega No Tatsujin Drumkit
Drive blasters Nick explains why you should bash out a
Great Expectations:
tune on Namco’s crazy peripheral
100 Kirby & The
Amazing Mirror 94 In The Chair: Rob Zdybel
Celebrate Kirby’s incoming anniversary by The classic coder on everything from From Book To Videogame
replaying his only original GBA game working at Atari to doing Spider-Man: Paul Walker-Emig examines the digital conversions
Web Of Shadows for money of a number of literary classics
4 | RetRo GaMeR
Su ODBetter
Don’t forget to follow us online for all your latest retro updates
T
bS Ay than a
RetroGamerUK @RetroGamer_Mag
CR !A SAv holid
Retro Gamer Magazine @RetroGamerMag darran.jones@futurenet.com
IbND E ay to
E
The Making Of:
20
Emerald Isle 78
Is le
% De
lfin
o
Engineering Interactivity:
56 Philips CD-i
86
Reviews essentials
102 SNES Mini
92 Subscriptions
More exciting than blasting stuff with FLUDD
106 Homebrew
More home-grown developments with
Jason Kelk as your guide
110 Mailbag
104 Metroid: Samus Returns Fancy a cool bookazine? Tell us your
stories and you may win
104 Matterfall
113 Next Month
104 Windjammers Learn the future of Retro Gamer here
RetRo GaMeR | 5
give us two minutes and we'll give you the retro world
I
f you’d walked into our office on in 1993 and even starred in a cartoon What drew Billionsoft to revive the
6 | RetRo GAMeR
Visit ReTRoGameR.neT/FoRum to haVe your say RetRoRAdAR: the BoBcAt RetuRns
the stoRY
so FuR
Bubsy racked up starring roles in the
mid-Nineties – here’s the lowdown…
We think Black Forest did a great job with Giana Bubsy II, 1994
the bad guys have
RetRo GAMeR | 7
Dispatches from the frontline of retro gaming
news wall
AdvAnced entertAinment
StorieS Sam Dyer on hiS
branD-new neo-Geo book
s
am Dyer’s latest book is the For those of you that are familiar history but all the while, keeping
result of a long-standing with Sam’s lavish books, you might be everything very visual. The book
dream he’s had. “Ever since surprised to learn that he didn’t go down is also the largest that we have
I started Bitmap Books, I've the Kickstarter route, as is typical with ever produced, weighing in at 400
always wanted to cover the Neo-Geo,” these types of books, instead launching pages, A4 in size and hardback.”
he tells us. “I love game graphics and it as a separate product. We were keen Of course, the real draw of
the Neo-Geo is arguably the pinnacle of to know why he made this decision. “At Sam’s book for Neo-Geo fans is
Nineties pixel art. The only thing holding the beginning it was a necessity as I was that it’s officially licensed. As a
me back was that I have a knowledge an unknown publisher. Outside of the result Sam has been able to fill
gap with the whole Neo-Geo scene.” visual compendiums, I’ve tended to not his tome with some incredible
Fortunately, this didn’t prove to be use Kickstarter for a few reasons. Firstly, imagery and numerous fascinating
too much of a problem, as a surprise because I’m conscious of launching anecdotes. “For a company that
contact saw Sam well on the way too many projects on Kickstarter and has passed hands many times, SNK
to creating his desired book. “Out of over-saturating my fanbase. There’s have got a surprising amount of
the blue, I was approached by a chap also the added royalty costs that assets and pretty much everything
called Frazer (@neogeocollector) about come with doing licensed books, we've asked for, they’d have in high
a year ago as he had seen our Super which when added to Kickstarter’s resolution,” he continues. “Most game’s release is catalogued including
Famicom: The Box Art Collection commission, mean certain projects are exciting for me has been the artworks their respective release dates.”
book and wondered if Bitmap Books not viable for crowdfunding.” by legendary artists such as Shinkiro. I We know why Sam has made
was up for collaborating on a Neo- Even though Sam’s approach to love seeing these artworks that would his book, but why does he think the
Geo equivalent,” Sam recalls. “We releasing the book is slightly different, normally be on the game boxes with system remains so popular, many years
got chatting, the idea grew, and it it looks very similar to his earlier logos but SNK have a great archive of after its release? “I think ultimately
eventually evolved into more of a releases, albeit with a few neat twists. his raw artwork. There are a few things it's the quality of the games that have
complete history book rather than “The Neo-Geo book also adds written in the book that have not been seen stood the test of time,” he concludes.
purely box art. The icing on the cake sections such as a complete history before and some other things that are “SNK still release them, most recently
was getting an official licence from of the Neo-Geo from past to present less common. I think there will be a on the Nintendo Switch, and they are
SNK, which has opened up so many (written by Edge launch editor, Steve few parts in the history that people still popular. I also think that there’s an
more possibilities. After six months of Jarratt) and interviews with current weren’t aware of which have been element of mystique around the
research, I no longer have a knowledge SNK staff,” reveals Sam. “We’ve tried uncovered during our research. The Neo-Geo. As kids, not many of us
gap with the Neo-Geo! to cover every aspect of the Neo-Geo’s book also contains the most accurate could afford one, so as an adult, being
and complete master games list able to eventually have the system and
in the world. Each play the games is a cool thing.”
Andy remic
interview,
rG172
In issue 172 we included a quote
from Memoirs Of A Spectrum
Addict director Andy Remic
which stated, "I'd read about
Bedrooms To Billions, and how
it wasn't 'broadcast standard'".
We're happy to clarify that
From Bedrooms To Billions is
indeed broadcast standard, and
will, in fact, air on terrestrial TV in
the near future.
8 | ReTRO GaMeR
Column
Featuring Digitiser 2000’s Mr BiFFo
Here’s my bio… Paul Rose
Paul Rose is probably better known as Mr Biffo – the creator and chief writer of legendary teletext
games magazine Digitiser. These days, he mostly writes for kids TV, but can still be found rambling on
about games, old and new, for his daily website, Digitiser2000.com.
12 | RETRo GAmER
Showing off cool retro-themed Stuff that’S going on
nEws
A MOMEnT
wAllwiTh...
Andy Roberts
Learn how Kickstarter is being used to resurrect the classic Thalamus brand hunTER’s MOOn
REMAsTEREd is On
i
f you were a Commodore 64 fan How tricky has it been acquiring KicKsTARTER. Find
you’ll be well aware of Thalamus rights to the name? OuT MORE AT
Publishing. It was initially Typically it’s an extremely slow and www.bit.ly/
created as an in-house software expensive process, especially when hunteRsmoonkick
publishing label for Newsfield older companies are bought, sold
Publications Ltd and predominantly or merged. Thankfully, many of the
focused on the Commodore 64 rights were acquired many moons
with games such as Armalyte, ago via Newsfield’s liquidators. I recall
Quedex and Sanxion. The label has them telling me that some poor junior
now been resurrected and the first member of staff had to clamber over
game – a remaster of Hunter’s Moon mountains of boxes in the warehouse
— is currently running on Kickstarter. to find the right paperwork.
Andy Roberts was keen to tell us more
about his plans for the classic brand. How will you be using Kickstarter?
Kickstarter serves a number of
Why resurrect Thalamus now? purposes: firstly, it allows us to secure
I don’t think there’s ever been a better funding for the project up-front which
time to bring the company and the not only allows us to get the project
brand back, especially as the C64 completed much more quickly, it also
seems to be experiencing something gives us the resources to bring in
of a renaissance. The plans have additional people – such as graphics
actually been on the drawing board for guru Robin Levy and musician Matt » [C64] Hunter’s Moon is celebrating its 30th anniversary making it the perfect game to launch Andy’s new campaign.
about five years, but it was the recent Gray – to help turn the game into
influx of quality new releases from something really special. facet of Thalamus’ future plans, so How many of the original
companies such as RGCD, Psytronik, Secondly, it’s a really great way to the likelihood is that we’d shift focus developers are involved?
Pond Software, and Protovision that connect with backers and get their to something else and work on the From the outset I wanted to make
convinced me to finally put those feedback both during and after the remastered games in the background. sure that we had the blessing and
plans into action. campaign, particularly when it comes co-operation of the original developers;
to choosing stretch goals and additional What sort of games can we it’s all too easy to overlook the fact that
perks. In fact, the campaign includes expect to see from Thalamus on developers poured their heart and soul
a ‘Beta Pledge’, allowing a handful the Spectrum Next? into these games for months or years
of lucky backers to get a behind The current plan is to convert a at a time; they have an emotional
the scenes look at the remastering number of the Thalamus games to the stake in these products, and I think it’s
process, have some creative input and Spectrum Next, taking full advantage important to respect that.
play early versions of the game. of the machine’s enhanced hardware Personally, the most important
features. For that added touch of aspect of the Remastered Collection
What will happen if the nostalgia, however, you will also be is that the original development teams
Kickstarter campaign fails? able to toggle the graphics between will receive the lion’s share of royalties
Obviously, it’s important to consider original Speccy mode and enhanced on every cartridge sold. I think a lot of
all Kickstarter outcomes and, naturally, Spectrum Next mode. developers have been short-changed
there’s a Plan B in place to bring the Beyond that, it all depends on how throughout the years, and that has
project to fruition – it might just take a the Next fares when the machines are never sat well with me, so these
to have how an little longer than anticipated. That said, delivered, but if the demand is there remastered games are an opportunity
» [C64] We love Armalyte so we’re keen
eventual remaster will turn out. the Remastered Collection is just once we’ll support it. to redress the balance.
12 | RETRO GAMER
cOllEcTOR’s cORnER
Spotlighting the greateSt retro collectorS out there
AtAri
KArts
the PAwn
“Probably my favourite
text adventure ever, it broke
the mould for the genre and is
a must play classic. My copy is
BAttle absolutely minty fresh too!”
wheels PAid: £15
“if you want a that game
shows off the power of the
lynx, you can’t go wrong
with this offering from
Beyond Games”
PAid: £20
A Broad Hoard
Readers take us through the retro keyhole
BIO M
any collectors restrict From there, Steven picked up some of more.” In Steven’s opinion, the beauty of
themselves to one company, the other machines he owned in his youth, collecting across multiple systems is you get
or one specific system such as the ZX Spectrum, Atari Lynx, to sample the very best each has to offer
NAME: for their retro kicks. But Sega Mega Drive and Xbox. Like many, and can also see the progression games
Steven Leicester sometimes it’s more fun to mix things he then moved on to systems he had have made over the years in key genres.
up a little bit and collect across multiple never experienced, especially those from But what is Steven’s favourite genre, we
EstiMAtEd vAluE: formats and time periods, as is the case Nintendo. “I never ever had a Nintendo hear you ask? “I’ve always loved classic text
£10K with Steven Leicester. Finding himself system back in the day,” he ponders, “so adventures on the 8-bit systems, and from
becoming ever more disillusioned with being able to pick up a SNES for peanuts there you can see how they evolved into
FAvouritE systEM: the latest ‘triple-A’ offerings and their huge with all the classic games, and experience the early LucasArts graphic adventures and
Atari ST ‘day-one’ patches, Steven first got back into them for the first time has been an absolute onto the fully-fledged RPG epic’s we have
retro gaming in a big way three years ago joy.” His current collection goals today, such as The Witcher 3: Wild
FAvouritE gAME: when he started the bulk of his collection. “I are to finally complete his Atari Hunt: which, for me, is the best
The Secret Of found myself longing for the days of when Lynx, original Xbox and Atari CustoM game to be released in the
Monkey Island you got the full game,” explains Steven, Jaguar collections. We hAndMAde last few years.”
before adding, “I was fed up with endless asked Steven what keeps ClAy dizzy
downloadable content, locked content and him in the hunt, “Half “this was made to my exact
microtransactions.” Starting with the system the fun of collecting is request by tibbers workshop.
“HAlf THE fun he’s loved the most since first getting one in the chase, looking on tweet them @tibbersworkshop to
Of cOllEcTInG back in the late Eighties, the Atari ST, Steven Facebook groups and get one yourself of any character
RETRO GAMER | 13
September 2000 –
Greasy grapplers, Gordon
Freeman and yet more
bloody Pokémon – these
were the things that were
getting gamers excited
as the kids went back to
school. Let’s hop in the
retro machine
NeWS
September 2000
the haulage industry and other
associated concerns initiated
a blockade of UK oil refineries
and terminals on 8 September,
in order to protest the high cost
of petrol. Due to a combination
D
schools, hospitals and public
transport. The government o you have sufficient such as Hall Of Fame members Kurt wrestlers and modes than the games
eventually had to deploy military olfactory capability Angle, Eddie Guerrero and Rikishi, as on the older machines. It did have one
tankers and offer police escorts to detect the aroma well as the villainous Right To Censor major advantage, though – up to nine
to regular tankers to ensure of Dwayne Johnson’s stable. A variety of new modes were wrestlers in the ring at any one time,
that deliveries were made. The culinary endeavours? That was also on the way including table matches, making for a more authentic portrayal of
protests peaked on 14 September, the question on everyone’s lips, as ladder matches, casket matches and the Royal Rumble match itself.
reducing major road traffic by 25 The Rock – then in his fifth reign the dreaded ‘Hell In A Cell’ cage match. One Dreamcast game that couldn’t
per cent, and began to wind down as WWF champion – graced the Grappling games were making their be accused of lacking in features was
on 16 September. pages of just about every gaming way to other consoles, as the Nintendo the conversion of PC hit Half-Life, which
On 30 September 2000, the magazine. PlayStation owners were 64 was getting WWF No Mercy and was the cover story for Dreamcast
UK government closed HM Prison anxiously awaiting the arrival of WWF the Dreamcast received WWF Royal Magazine. While developer Gearbox
Maze, the infamous institution Smackdown 2, the sequel to the hit Rumble. The Nintendo game drew couldn’t confirm any online features, it
that housed paramilitary prisoners game released in March 2000. This attention due to its comprehensive was happy to reveal the new Blue Shift
in Northern Ireland. The prison, game would introduce new wrestlers career mode, allowing players to take expansion in which you took control
which housed both republicans part in long-term feuds, and extensive of Black Mesa security guard Barney
and loyalists, was the site of a ‘Create A Wrestler’ features. N64 instead of Gordon Freeman. The home
number of infamous incidents Magazine felt that “The N64’s only a conversion also offered improved visuals,
over the years due to the British few months away from the ultimate to the point that the magazine claimed,
government’s refusal to classify wrestling experience,” while CVG “To say that Half-Life on Dreamcast is a
the inmates as political prisoners. cautioned that it was, “Not a huge step huge improvement over the PC version
These included the dirty protest of on from WWF Wrestlemania 2000, would be a hideous understatement.”
the late Seventies, Bobby Sands’ but there are enough new features It was certainly impressive, and Martin
hunger strike in 1981, and the and improvements to make you want Mathers wrote that, “Being among
escape of 38 prisoners in 1983 – to don the lycra one more time.” The the first to play the world-renowned
the United Kingdom’s largest ever game on Sega’s platform was a Half-Life on Dreamcast is one of those
[PC] A tense standoff highlights the divisions that
prison break. ravage the world of Deus Ex. straight arcade conversion, with fewer experiences that you tend to get rather
14 | RETRO GAMER
BAck TO ThE nOuGhTiEs: sEpTEMBER 2000
sEPTEmbEr 2000
NINTENDO 64
1 Perfect Dark
(Nintendo)
[Nintendo 64] Catching a Pidgey gang attack on Meowth 2 Pokémon Stadium (Nintendo)
will greatly please Professor Oak.
3 The Legend Of Zelda: Ocarina
Of Time (Nintendo)
excited about.” Surely this would be an
unmissable game. 4 Turok: Rage Wars (Acclaim)
Leaving the future aside, the 5 Track & Field 2000 (Konami)
must-have game of the month was
Deus Ex, a game which Edge rightly PlaysTaTION
claimed as having defied all attempts at
1 Colin McRae Rally 2.0
pigeonholing – it blended first-person [Dreamcast] Something is terribly wrong with Tim Henman here, as his shadow has completely disappeared. (Codemasters)
shooting with exceptionally strong RPG
elements as well as bits of stealth. Cast review called it, “The genre’s most 2 WWF Smackdown
as augmented human JC Denton, the accomplished example to date.” (THQ)
player was given an enormous amount N64 owners once again had 3 Driver (Infogrames)
of freedom in completing objectives and their Pokéballs out, this time for the 4 In Cold Blood (Sony)
interacting with other characters. “How photography spin-off Pokémon Snap.
you handle the stark moral wildcards Players could explore a variety of 5 World Championship Snooker
thrown up by the conflict affects locations on rails and attempt to take (Codemasters)
people’s reactions to you, as well as the most beautiful pictures of the
the future missions you receive,” Edge colourful critters, with special items DrEamcasT
noted in its glowing 9/10 review. Arcade that allowed you to entice or annoy 1 Tony Hawk’s
[Dreamcast] Half-Life on the Dreamcast would never
was similarly impressed – in a 5/5 them for better shots. The offbeat see store shelves, maybe G-Man nicked it. Skateboarding (Crave)
review, Nick Jones claimed that, “It’s concept worked surprisingly well – N64 2 Resident Evil: Code
better than any other first-person game Magazine offered it 80%, with the World Touring Cars (5/5, Arcade) and Veronica (Eidos)
you care to mention. Only Half-Life can main complaint being that not every Vib Ribbon (4/5 CVG, 4/5 Arcade).
claim to be a rival but that hasn’t got the Pokémon was represented, while But what of Sony’s new wonder 3 Wacky Races (Infogrames)
same kind of replay value.” Arcade gave it 4/5. console? Edge’s main news story 4 Ecco The Dolphin (Sega)
Wimbledon might have passed, but Over on the PlayStation, the hot new spoke of worrying times ahead for 5 Crazy Taxi (Sega)
Sega had served up Virtua Tennis and game was Square’s Parasite Eve 2 – an the PlayStation 2 – developers were
it was receiving all kinds of love. The odd release, given the lack of a UK apparently split on the machine
mUsIc
excellent arcade conversion offered a release for the first game. Aya Brea and software sales in Japan had
simple control system, but featured returned as an FBI operative engaged decreased below hardware sales 1 Against All Odds
more than enough subtleties to sort in suppression of mutant creatures, but levels, suggesting that many buyers (Mariah Carey
the grand slam winners from the the gameplay shifted from the original of the system were picking it up to feat Westlife)
leisure centre loafers. It also hosted a thanks to the inclusion of real-time use as a cheap DVD player. But Lorne 2 Kernkraft 400 (Zombie Nation)
set of minigames meant to improve battles. CVG felt it was “actually better Lanning of Oddworld Inhabitants wasn’t 3 Lady (Hear Me Tonight) (Modjo)
your skills in the World Tour mode. “In than any PS Resi game”, and awarded surprised by that: “Just look at the titles
4 Something Deep Inside
multiplayer it ranks as one of the best it the full 5/5, one mark above Arcade’s that have been released. They were
(Billie Piper)
sports games of all time,” opined CVG’s 4/5 verdict. Other notable PlayStation far from impressive relative to public
critic in a 4/5 review, while Edge’s 8/10 games this month included TOCA expectations of the system.” Ouch. 5 Most Girls (Pink)
RETRO GAMER | 15
Gyruss
RetRo is betteR, obviously
» ArcAde » KonAmi » 1983
» retrorevival
» [GameCube] This
poor Chain Chomp
is very hot, so Mario
has to cool it down
with FLUDD.
» [GameCube]
Other areas of the
island can be seen
from a distance in
backgrounds, like
Pinna Park and
Ricco Harbour here.
s
as the director of Super Mario Sunshine. “After Super
ometimes, no matter how much you Mario 64, I worked on The Legend Of Zelda games
respect Nintendo, you wouldn’t want and I wanted to use the 3D game design knowledge I
to actually work there – thanks to its picked up from them in a Mario title.”
successes, there’s an enormous weight This meant taking a different approach to stage
of expectation attached to whatever design, even to the point of setting aside some Mario
the company does. Take Mario, for example: having traditions. “When we were visualising what
delivered one of the best games of all time in the form kind of world we’d want to explore, we
of Super Mario Bros. 3, the company had to deliver a felt that setting the game somewhere
next-gen sequel worthy of the series for the SNES. It other than the Mushroom Kingdom –
succeeded with Super Mario World, landing it in the as we’d normally do – would give us
same situation again – and the company still managed some new ideas that we could make
to deliver the goods. In fact, Super Mario 64 was use of,” explains Koizumi. “Another point we aimed
arguably more impressive than Super Mario World, as for was to create a seamless space, where the stages
Nintendo had to master 3D game design and did it first are linked together by terrain.” It’s here that the Zelda
time. So sure enough, when the GameCube made influence becomes obvious – whereas Super Mario 64
its way to market, Nintendo found itself in a familiar featured a series of abstract stages only loosely
predicament once again. connected by a hub (that being Peach’s castle), Zelda’s
How do you improve on a game that revolutionised 3D environments are interconnected in such a way
an industry? The thrill of Super Mario 64 was in the as to feel like a cohesive world. “I chose a tropical
RETRO GAMER | 19
island as the setting, making it somewhere that
was rich in variety and also could feel like somewhere
you’d want to go yourself,” explains Koizumi. “I
wanted to create a game where you could feel like
you were sightseeing on holiday.”
The result was Delfino Island, a new setting
for the Mario series, shaped like and named
after a dolphin in tribute to the development
codename for the GameCube. The usual
platform game tropes didn’t apply here as
everything had to be on-theme, meaning » [GameCube] Mario isn’t entir
ely reliant on the FLUDD, he
that there was no room for slippery ice slide and pound the ground. can still jump,
worlds. All of the locations on Delfino Island are
themed around things that you would expect the most logical successor to Super Mario 64, Koizumi
to see at a resort – public tourist attractions, like recalls the team looking in different directions to begin
an amusement park, a beach and a hotel, as well as with. “When we were making prototypes, we were
the more functional locations including villages and a exploring the idea of a disaster recovery mission-style
harbour. Likewise, the Mushroom Kingdom’s inhabitants game. We experimented with a lot of different things
weren’t to be found in abundance. Instead, Mario would before we switched over to making it a platform action
interact with the inhabitants of the island, the palm game,” the director explains. “It was a challenge
tree-headed Piantas and the shell-wearing Nokis. coming up with ways to include new elements (like
Delfino Island made for a beautiful setting, but it having people) without it seeming odd.”
w
wasn’t one that instantly lent itself to a particular style
of game. In fact, while a platform game seems like ait, “people” in a Mario game?
That’s right – and you can see this
for yourself. When the game was
revealed at Nintendo’s Spaceworld
show in 2001, a trailer was shown
in which a young girl is seen in the background. The
game was also set to use a new form of coin, the Sol
Coin, which could be spent – something not usually
done with the coins of the Mushroom Kingdom. A clue
as to what they could be spent on lies in the unused
data on the game disc, which contains messages
relating to a train system that Mario could purchase
» [GameCube] Abstract tickets for. This doesn’t appear in the final game, as
backgrounds and Mario instead travels via warp points, like in Mario 64.
floating platforms? Yup,
this can only be a In fact, examining this first trailer is fascinating,
secret stage. because very little of what is shown in it made it to
the final game. The island setting, Mario’s moves and
st s h i n e s
b r i g hte there arseu120 shines tsouco
ns
llect in ese are
hine – th
per mario five of the most memo
rable…
glooper blooper breAks out eely-mouth’s Dentist the secret pAchinko boArD
Ricco HaRbouR Ricco HaRbouR DELFiNo PLaza
■ This is a memorable and pretty early boss fight. our big inky ■ There’s horrible pollution all over Eely-Mouth’s teeth, and ■ There’s a boat in Delfino Plaza, which passes under a bridge
friend wants to spray his goop everywhere, so Mario needs to it’s Mario’s job (now dabbling in dentistry) to give them a good before leaving for the wide open sea. Jump up into the bridge and
use FLuDD to clean it up. Then he’ll need to pull off the blooper’s pressure clean. How? First you need to dive into the polluted you’ll warp your way to this giant pachinko board. Mario himself is
tentacles one by one (how violent!), before tugging at its mouth in waters of Noki bay, then use the hover nozzle to blast water the ball here, and the plucky crimson-capped hero requires some
order to deal damage. downwards. Just be sure not to drown… guidance to collect the eight red coins here.
20 | RETRO GAMER
“When we were m
aking
pr o
r
we e ex ploring t t ot
he ide y pe
a of s, w
recovery mission ad e
-style isas
gam te
e” Yo r
sh iak
iK
oi z
um
i
t of an earlier concept.
wing enemies is a remnan
goop off of pollution-spe
» [GameCube] Clearing
the pollution theme are all more or less correct, but Professor E Gadd. The device could
the maps and enemies on show never made it to the rapidly store and discharge water,
final game. Reports at the time state that Shigeru allowing it to perform a variety of
Miyamoto was opposed to the idea of having shown functions of both offensive and defensive utility.
Super Mario Sunshine at Spaceworld 2001, such was “We thought that making playing with water the
the early state it was in, and had to be persuaded theme of the game would make this tropical world there’s a gigantic enemy roaming about the place. But,
heavily in order to do so. But other than the obvious even more fun,” Koizumi recalls. It was certainly as familiar as this sounds, such gameplay only makes up
aspects of that trailer, there was one object that didn’t a shrewd move, as Mario gained a family-friendly a portion of what’s actually in Super Mario Sunshine. “A
go unnoticed but couldn’t be explained. It was the weapon. What’s more, on a tropical island setting there part of this was left in the game in the form of cleaning
presence of an odd backpack device on Mario that should have been plenty of thematically appropriate off graffiti to defeat enemies, or save people,” says
raised eyebrows at that event, and Nintendo was opportunities to work water sources into stage design. Koizumi. “Ultimately we decided to switch the theme
keeping its significance a secret at that time. The “In an early prototype, the player wasn’t searching for to the platforming action you see now, and when we
press described it as being like a jetpack, not knowing Shine Sprites, and instead the story was set on an island did so, we removed some of the FLUDD abilities and
just how right they might be. With the benefit of that was slowly being polluted by enemies,” Koizumi whittled them down to four.”
hindsight, the presence of this device was proof that reveals. “The idea was that you’d wash the pollution Cutting back on FLUDD’s functions might not
the early ideas were already giving way to something away with FLUDD and also use it to defeat the boss have been a bad idea, as the device certainly
that was much closer to the final game design. enemy, the source of the pollution.” Looking at the very takes a major role in Super Mario Sunshine.
Mario’s new tool was FLUDD – the Flash Liquidiser first trailer for the game, you can see this idea in action In fact, in a weird way, it’s possible to
Ultra Dousing Device, according to its inventor – enemies spreading pollution are clearly present, and describe FLUDD as the star of the
RETRO GAMER | 21
hy D r o h e Av e n
st woulden ’t be theater
su n sh ine ju v rsatile w new moves
rio
super mam t fluD D, the me
sa e w nnon that gave mario so
ith ou
ca
squirt nozzle
■ Your standard hose or water
pistol attachment, which is
necessary in a wide variety of
situations – you’ll clean graffiti,
extinguish fires and fill containers
with this attachment. Pressing the
Y button will put your viewpoint
behind Mario’s shoulder, enabling
you to aim more accurately when
targeting tricky enemies.
hover nozzle
■ Though you can use these
twin downward jets to attack
from above, their most common
use is as a pseudo-jetpack that
can keep Mario aloft for a few
seconds after a jump. if you’re
using this to clean graffiti, make » [GameCube] Delfino Plaza is a stunning location, especially as the GameCube
sure you pull backwards just has the power to draw it all in one screen.
22 | RETRO GAMER
ThE MAkinG Of: supER MARiO sunshinE
o Sunshine is
some enemies in Super Mari
» [GameCube] The scale of
– look at this Big Wiggler!
terrifying
“We designed th
world. Nintendo rewarded that exploratory spirit in
Super Mario 64, and it would do so again in Super
e sta
ges s
Mario Sunshine – even in the hub world. While
some of the level entrances in Delfino Plaza are
nice, ground-level portals, there’s more to discover –
only did they hav ot
you’ve got to find a warp pipe on top of a building to
eam hat
ain g n ot
get to Sirena Beach, for example.
h
owever, there was a danger that
could also reach o al, b
subco ut
players would fail to map out the new,
urse you
larger spaces in their heads – one that
s” Y
the team was fully aware of. “When
designing open stages, you have to
consider that if the player doesn’t have a way to tell low-gravity jumps. Put the other way, by removing o
shia
where they are in the stage, they can easily get lost,” FLUDD it makes the jumping more challenging!” ki K
oi z
um
Koizumi tells us. “In Super Mario Sunshine, we put Indeed – some of Sunshine’s most challenging stages i
large landmarks in the stages, so players could move are those in which you haven’t got FLUDD.
around using those as indicators of their position.” With With all of the attention on FLUDD, there’s actually
that concern dealt with, the team was free to populate a returning character that people tend to forget about
these larger stages with fun things to do. “We decided when Super Mario Sunshine is discussed – good old
to create multiple missions that took advantages of the Yoshi, who had by this point become a star outside
space,” Koizumi continues. “We designed the stages of the Mario series, thanks to games like Yoshi’s
so that not only did they have a main goal, but you Island and Yoshi’s Story. “Yoshi appeared as a guest
could also reach sub courses, and of course we also character in Super Mario 64 as well, but you couldn’t
included collectables like Blue Coins and so on.” play as him. So in Super Mario Sunshine we wanted
The courses in Super Mario Sunshine certainly to add Yoshi as a playable character you can ride on,”
do add more in the way of additional subcourses, as says Koizumi. This was the first game since Yoshi was
compared to Super Mario 64 – Sirena Beach has the introduced in Super Mario World where Yoshi could
whole hotel interior of course, and there are one-shot be ridden by Mario as he was in that first appearance,
extras like the Sand Bird’s tower on Gelato Beach. and he was a bit different. But as it turns out, there’s
But the biggest and most prominent addition of extra a reason for that according to Koizumi: “Well, strictly
courses comes in the secret stages. Unlike the main speaking, it’s just a graffiti version in this
stages, these are exercises in pure platforming and game, and not the actual Yoshi!”
they’re typically pretty abstract – while all the game’s As always, Yoshi hatches from an egg,
main courses are rooted in believable tropical island but in this game he’ll only respond to the
locations, the secret stages are floating in midair presence of the various fruits scattered throughout
with bizarre backgrounds. The most interesting thing each stage. Once you tempt him out with the correct
about them, though, is that they tend to leave you treat, Yoshi is as faithful a companion as ever – he’ll put
without one of the game’s biggest distinguishing the extra effort in and struggle at the end of a jump to
points by taking away FLUDD. “We removed FLUDD grab you some extra air time, he’ll whip enemies into
from the secret courses because we wanted to add his awaiting mouth with his incredibly lengthy tongue,
some variation to the difficulty,” recalls Koizumi. “The and he even adds an extra drum track to the music,
advantages of FLUDD are its ability to let you make just as he did in Super Mario World. But this
RETRO GAMER | 23
graffiti Yoshi doesn’t like water – he’ll dissolve if he innovations thrown in to keep things fresh. In
falls in – and he can shoot juice from his mouth, in a short, this was an evolutionary game rather than a
bizarre and sticky twist. However, you don’t get a whole revolutionary game, and the difference still colours the
lot of opportunities to use Yoshi – he’s present for the reaction to Super Mario Sunshine today.
missions he needs to be in, but he’s not found nearly as As you might have expected, Super Mario Sunshine
regularly as in a game like Super Mario World. launched to critical acclaim when it hit the streets of
The anticipation for Super Mario Sunshine was Japan in July 2002. As the localised releases followed
palpable, and it’s not surprising that the press over the next few months, the reviews stayed
dedicated huge reviews to the sequel to one of the excellent. If you look at review aggregators today, the
biggest games ever. However, Super Mario Sunshine average score for the game is 92% – a staggering
wasn’t a game like Super Mario 64. It was bold in a achievement that any developer would be proud of.
different way – where Super Mario 64 had to strike NGC’s Geraint Evans awarded the game 96% and
out a template for 3D platforming as a whole, Super declared that it was everything you would have wanted
Mario Sunshine had to play with that now-established it to be, and IGN’s 9.4/10 review noted it as being the
wisdom, and, in many ways, buck Mario’s usual best single-player game available for the GameCube.
trends. Structurally, this was a game much like Even the often curmudgeonly Edge, while noting that
Super Mario 64, but with messy and experimental the game wasn’t quite as good as Super Mario 64, still
offered the game 9/10 and, preceding Kanye West
by some years, declared it “the second best platform
game of all time. Of all time”.
However, as astonishing as it might seem given the
praise this indicates, it’s clear that certain elements
of the gaming press felt a tad let down by the game.
Gamespot was probably the most outspoken – Jeff
Gerstmann’s 8/10 review found a number of points to
criticise. “On its own merits, Super Mario Sunshine
is a solid game with a really distinctive look and
some great moments, but it also has its fair share
of shortcomings,” said the reviewer. “While some
» [GameCube]
It’s rare to see
mirrors that look
as good as this
in games today,
never mind 2002.
v e d F LU D D from the
e remo
“W
o u r s es to add variation
c r etc
se ulty” Yoshiaki Koizumi
d if f ic
o the
t
24 | RETRO GAMER
ThE MAkinG Of: supER MARiO sunshinE
th e o Dys s e y
let ’ s Do design huarse
ario sunshine’s ent
how su d nintendo’s late adv
per m st
influence
It’s fair to say that Super Mario Sunshine was
considered a bit of an odd duck at the time it
was released. The use of more realistic urban
environments was a big departure for Mario. So
too was FLUDD, the tool that helped Mario clean
up Delfino Island, thanks to the way it changed
how Mario interacted with his environment.
Skip ahead some 15 years and the forthcoming
Super Mario Odyssey is the first Mario game
since Super Mario Sunshine to employ open 3D
environments and mission-based progression.
While you won’t see FLUDD, ice levels are most
definitely back, it’s also fair to say that Odyssey
is revisiting many of Sunshine’s eccentricities. are always trying to come up with new moves
For a start, the game mixes more fantastical for the player to do in our 3D Mario platformers,”
environments with ones that draw heavily from Koizumi continues. “We implemented this Capture
our real lives, such as the urban New Donk City ability that lets you use the abilities of various
– and as in Sunshine’s prototype stage, it will objects as a way to include more moves in this
» [GameCube] Creative thou feature actual humans. The game is also set to game than ever before. Players can create their
ght was required to work serie
Boos into a tropical island s staples like
setting. feature another sentient tool for Mario to wear, own gameplay experience by looking at enemies
which greatly affects how he interacts with the and objects and imaging what kind of moves
gamers will be able to look past or even embrace the environment around him. they’d be able to do.”
fact that Super Mario Sunshine sticks extremely close When we remark on the similarities, Koizumi This new ability has caused a rethink of how
to Super Mario 64’s formula, others will find that the reveals that it was a coincidence of development, stages are designed, as compared to Super Mario
game suffers from a lack of innovation. The game’s “Mario’s had companions on his adventure before, Sunshine. “In the world that Mario is exploring
technical issues and often-gimmicky design are still like FLUDD and Luma, but this isn’t actually in Super Mario Odyssey, there are a variety of
tougher to ignore, and they combine to make the game what we were initially aiming for with Cappy,” he Kingdoms (ie stages) both large and small,” says
seem surprisingly unpolished and somewhat rushed explains. “In the same way that FLUDD in Super Koizumi. ”Kingdoms where you can use the new
at times,” he concluded, referencing his criticism of Mario Sunshine can erase graffiti and attack Capture move to control fast-moving characters
FLUDD and the game’s often wayward camera. enemies, the origin for Cappy in Super Mario are very wide. But for stages where you can
t
Odyssey was in the game design. It was after we Capture characters that are good at moving
he criticisms certainly aren’t invalid. gave him some personality and character that we vertically, then we used height variations.” How
Super Mario Sunshine’s camera is ended up with what we have now.” do these stages compare to Super Mario Sunshine,
often wayward, depicting Mario as a Cappy is, much like FLUDD, a versatile we wonder? “A direct comparison isn’t possible,
silhouette and all objects around him companion which fulfils a number of gameplay but the Kingdoms are more varied and larger than
as a basic question mark as it gets functions. “Cappy plays an important role in those you would have experienced in Super Mario
stuck behind a wall. The fact that FLUDD and its Mario’s moves in Super Mario Odyssey. Mario can Sunshine.” Koizumi also confirmed that you’ll
additional moves never returned could also mark it out throw his cap to destroy things in the stage or move from stage to stage, rather than from a hub
as a gimmick. And if it feels like the game had a short use it as a platform to jump long distances,” says world to stages. “There’s no central hub area like
development cycle, Gerstmann could well be right – Koizumi. “You can also use a power that lets you Delfino Plaza, but instead each Kingdom you visit
after all, there was just a year between the release of control objects or enemies in a stage by hitting plays its own role in the story.”
the final game and the Spaceworld 2001 prototype them with your cap.” With a simple flick of the We’re intrigued to see for ourselves how Super
that it barely resembled. It’s certainly telling that a third wrist, Mario flings Cappy at sentient creatures Mario Odyssey blends old and new. The game will
of the game’s 120 Shines are attributed to the hub and takes control of them – you can tell they’ve arrive on 27 October for Nintendo Switch.
world of Delfino Plaza, rather than any of the main been hit with Capture because enemies gain
courses that Mario explores. Yet ultimately, this didn’t Mario’s distinctive red cap and moustache. “We
matter a great deal to the players themselves. Super
Mario Sunshine was the best GameCube platform
game available by a country mile when it released,
and sold by the bucketload, shifting 5.5 million copies
– fewer than previous main Mario games (in fact, only
half of what Mario 64 sold) but still comfortably multi-
platinum, and that’s a big deal as it wasn’t a launch
game and never came bundled with the console.
When looking back at his own favourite
achievements with the game, Koizumi singles out the
visuals enabled by the GameCube. “The 3D rendering
performance was quite high for the hardware at the
time, so I feel like we succeeded with the graphics to
make the world feel real,” Koizumi recalls. “I felt
e i n g g u i D e
sightse our tim e e lfino island wit
on D ost excitin
m
g to
h our attractions
urist
most of y o all the
make the handy guide t
ge
piAntA vionils lA
of Piantas
■ generat
village home.
have called this
up in the trees,
Residents live
mo us wild mu shrooms
while enor
gro und below.
thrive on the
noki bAy
■ The hom
e of the Nokis
cliffs and abun is a land of st
dant waters. eep
since Mario ha unfortunately,
s arrived, pollu
hold in the se tion has take
a here. n
coronA mountA
■ Residents of the
in
island like the hot spr
at the foot of this vol ings
cano, but Mario will
to venture into its dan have
gerous lava caves to
succeed here.
gelAto bwaeA ch
s
nt to head to thi
will
■ Sun-lovers and, as it’s
beach at the south of Delfino isl
un d – just watch out for the
the biggest aro .
sirenA beAch lers that pop up
marauding Wigg
■ as the night dra
ws in, visitors
to Delfino island ret
reat to this
beach, famed for its
magnificent
sunset views and the
four-star
Hotel Delfino.
biAnco hills
■ This picturesque resi
dential community
» [GameCube]
Clever use of space
gives Pianta Village
alleng
pathway is under
e
the main level.
of m
a more realistic Mario aki
game ng
com
to the visuals you’ d ex p par
ect ” ed
Y os h
i a ki
K oi
zum
we lived up to the challenge of making a slightly Super Mario i
more realistic Mario game compared to the visuals Sunshine was criticised
you’d normally expect.” It’s fair to say that many of for not being different enough,
the effects were breathtaking – the sunset lighting at we can only imagine what people would
Sirena Beach and the heat haze visible in the distance have thought of some of the other ideas being
in Delfino Plaza really drove home the feeling of a considered for the game. There had already been
tropical island. However, the water effects stole the a surprised reaction when the GameCube’s launch
show – the gentle waves of the game’s sea, with was accompanied not by a Mario platform game, but
sunlight reflecting off its surface, were amongst the Luigi’s Mansion – a ghost-hoovering spin-off. We can
most realistic ever seen in a videogame, and still look very easily see a situation in which players would have
fantastic today. baulked at a Mario disaster recovery game instead of
Reflecting on Super Mario Sunshine, it seems like something more like Super Mario 64. If Super Mario
it would always have been in a tough spot. Following Sunshine disappointed some, that’s only because it
up a game like Super Mario 64 is hard, and while was following a game that redefined an entire genre.
Some of its experiments didn’t quite come off as well
as hoped, but that actually makes it more endearing
– it’s a sign that Nintendo is always looking for new
directions for its veteran mascot.
Still, Super Mario Sunshine is a fantastic game.
You can see that from the high review scores and
the sales, you can see it in fan attempts to remake
the game (including a fantastic Nintendo DS version),
and you can feel it when you play the game – there
are few things in gaming as fun as knocking over a
Wiggler with sand dunes, or finally catching that pesky
Shadow Mario. And that’s what matters at the end of
Delfino plAzA the day – Super Mario Sunshine might not have had
■ The commercia
l hub of Delfino island quite the same impact as its predecessor, but games
the hub world of the is also aren’t about impact, they’re about entertainment. And
game. Merchant Pia » [GameCube] A more industrial environment, like Ricco Harbour,
set out their stalls wit ntas gives Mario apparatus to climb. 15 years on, Sunshine is still as entertaining as ever.
h fruit, and boats fer
goods to and fro. ry
RETRO GAMER | 27
Atari 800XL
» Manufacturer: Atari » Year: 1983 » cost: £249.95 (launch), £30+ (today)
W
hen Atari introduced the Compared to the original Atari 800, the
Atari 400 and 800 computers Atari 800XL was significantly less complex
in 1979, it achieved reasonable and expensive to produce. Where the older
success in spite of high prices machine had multiple circuit boards and heavy
necessitated by high manufacturing costs. RF shielding, the new design fit everything
An initial attempt at cost reduction came in the onto a single board with more modest shielding.
form of the 1200XL, announced in 1982, but Thanks to advances in chip production, fewer
this model was unpopular with users with its chips were used too. It was also smaller than
poor value due to missing features. As a price the 1200XL, from which the 800XL adopted its
war consumed the market during 1983, Atari visual style. The 800XL went on to become the
realised that it needed to cut costs further and most popular machine in the Atari 8-bit family,
regain the trust of consumers. The 1200XL was but due to supply problems and an ongoing
swiftly discontinued and replaced with two new price war it failed to turn around the fortunes of
models – the 800XL and 600XL. its beleaguered manufacturer.
HardWare Heaven: atari 800XL
RAM: 64KB
PROCESSOR: MOS 6502-BaSed SaLLY 8-Bit CPU (1.79 MHz)
GRAPHICS: atari aNtiC aNd Gtia
AuDIO: atari POKeY
MEDIA: rOM CartridGe (CaSSette
aNd fLOPPY diSK OPtiONaL)
thE uLtimatE GuiDE to
Duringrefined
Gollop the Eighties,
strategy Julian
games.
Regarded by Retro
pinnacle, fans as the brings
Gamer genre’s
you imperious
the ultimate guide
Laser to the
Squad
a s a genre, 8-bit strategy games had
quite the fervent following back
in the early Eighties. Often ugly,
impenetrable and lacking much of
a sense of control over proceedings, the games
were often revered by a small cluster of fans,
but rarely broke into the mainstream. Julian
Gollop, initially under the banner of Red Shift,
took the template and merged it with a slightly
had, in essence, been building up to throughout
the entire decade.
Despite the overall brilliance of the turn-based
Rebelstar games, even their author would admit
they had weaknesses, both in terms of their
design and his own abilities. The core mechanics
of Laser Squad were there, but the games were
too easy, especially for experienced gamers,
and each one was limited in terms of weaponry
less cerebral, more combat-laden tone to create options and missions – the excitement of fast-
the famous Rebelstar games. If you want to paced combat could only go so far. For Laser
read more about those excellent titles, check out Squad, one of Julian’s key early decisions was
our History Of Rebelstar back in issue 142. This to introduce a weapons loadout – at the start of
month we’re focusing on the game that Julian each mission the player had a limited number
of credits with which to kit out their team, and a
varied arsenal to select from. Gone were
medi-probes, coffee tokens and photons; in came
auto-pistols, heavy lasers, grenades and sniper
rifles. Experience and trial and error teaches
the team commander how much armour can
be allocated to their squad, and which weapons
were the best value for money. Do you go for
those extra couple of clips for your laser rifles,
or issue those devastating grenades to them
instead? Decisions such as these play a vital
part in swinging each battle. Once the loadout
is completed, the scenario begins, and here is
Battle Droid » [ZX Spectrum] Once loadout is complete, it’s time to deploy.
where Laser Squad really shines, for this is
Dead trooper
armoury Droid
30 | RETRO GAMER
Stick to youR GunS
The weapons of Laser Squad and what they do
aP50 GREnaDE
■ A lightweight explosive that does a
aP75 GREnaDE
■ As with the AP50, but double
aP100
GREnaDE
significant amount of damage within the weight, and almost double the ■ Despite its name, not as powerful
a considerable range. Useful in a tight damage. Indispensable against as the AP75, but just as heavy. Only
corner, but needs priming. armoured opposition. available in missions six and seven.
DaGGER
■ One of only two melee weapons,
hEavy LaSER
■ Similar to Rebelstar’s Photon, this
kaStEc
auto-Gun
and let’s be honest, if you’ve got is a low-AP cost gun that’s wildly ■ A cheaper version of the Marsec
close enough to use it, you’re doing inaccurate with medium firepower. As Auto-gun that boasts lower AP cost,
something wrong… the name suggests, also very heavy. but also lower damage.
L50 LaS-Gun
■ Marginally better than similar rifles
L80 LaS-Gun
■ Basically, a laser-guided sniper
LaS-cuttER
■ An essential device in scenario six, it
in terms of auto-shot AP cost, but rifle. Incredibly accurate with an aimed can cut through solid steel doors with
underpowered in comparison. Best shot, but not auto-fire makes ease, and people too, although that’s a
avoided unless you like being shot. it useless close up. tad messier.
LiGht SaBRE
■ This melee weapon inflicts massive
m50
auto-PiStoL m4000
auto-Gun
damage upon any enemy if you get ■ As inaccurate as the heavy laser, but ■ Virtually identical to its rival, the
close enough to use it, but the chances considerably lighter and does more Marsec Auto-gun, the M4000 loses out
are that you won’t. damage. A good backup weapon. in AP Cost and damage.
maRSEc
auto-Gun maRSEc
PiStoL mk-1
■ It’s extremely accurate but also
■ A weapon of choice. Packs a punch, ■ Low ammunition capacity and slow costly in AP terms. Packs a punch
and has relatively low AP costs. It also rate of fire make this pistol a good when it hits, but you won’t get many
has decent accuracy. back up weapon only. chances to use it.
mk-2
■ A very slightly-improved version of
mS auto
cannon RockEt
LaunchER
the MK-1 rifle, however it is not really ■ Heavy and expensive, this fires a ■ Along with the AP75 grenade, this
worth the extra money that you’ll end powerful explosive shot that deals out deals the most damage in the game.
up shelling out for it. explosions similar to a grenade. AP heavy, but worth it.
PumP ShotGun
■ A strangely contemporary weapon
SniPER RifLE
■ As you might expect, hugely
SP30 PiStoL
■ Better than the other pistols
among the futuristic lasers, the accurate and only any good at range. thanks to its excellent damage
shotgun has no autofire and is only No autoshot, but that’s not really what percentage, but still only really worth it
really worth using at close range. it’s for anyway. as a secondary weapon.
RETRO GAMER | 31
JuLian Storm commando
GoLLoP venomous
Splurge
We talk to the man behind this
fantastic 8-bit strategy game
Had some of the ideas
that we saw Laser
Squad been considered
in your earlier games?
Yes, for sure. Line of sight
“i think it was
in particular was something quite a refined
I wanted to do, because it was something
board games could not do easily. In fact, I
designed a board game that involved hidden
turn-based system”
Julian Gollop
soldiers and line of sight rules – but it
required a player to act as moderator and no lone mission as in Rebelstar. The original with the human player always
it was rather slow and cumbersome. As 8-bit game contains three different missions, and taking first dig when playing
for equipping the soldiers, this was very each one requires an alternate set of tactics. From against the computer. Equipment is
much a feature I wanted from my earliest eliminating an arms dealer to liberating rebels, stored in each character’s own inventory
experiments with videogames. I was heavily each scenario connects loosely to the theme of and they begin empty-handed; first order
influenced by RPGs here. the rebelstars, heroic freedom fighters contesting of business, then, is to arm everyone,
a valiant battle against an evil government and its unless you plan to fight this battle by just
The campaigns hang loosely together. factions, such as the Metallix Corporation. using harsh language. Equipping a weapon,
Did you consider a more structured
story-based approach?
It was actually supposed to be a campaign
following a particular story and, in fact,
the PC release had three short stories in
a booklet which covered the first three
scenarios. If I had figured a way to carry
over soldiers with improvements, I probably
would have done it – but this feature would
have to wait until X-COM.
E ach scenario has a pattern of
deployment squares (marked simply
as ‘D’), and in conjunction with an
overviewing scanner, the player
places their squad carefully across the map.
Once this is done, the mission proceeds in turns,
like everything in Laser Squad, uses action points,
or AP. Unlike the Rebelstar games, each character
is now a semi-animated sprite, turning on the
spot within the pseudo-3D screens. This is vital,
considering the most important improvement
the game boasts over its predecessors: tactical
line-of-sight combat.
32 | RETRO GAMER
ulTiMATE GuidE: lAsER squAd
convERSion
caPERS
How the later versions of the game compare
amiGa
■ The belated release of the 16-bit versions saw
amStRaD cPc
■ Also coded by Julian Gollop, the Amstrad
a number of improvements graphically, and iteration of Laser Squad loses much of the colour
sonically. The gameplay is essentially the same, from the original ZX Spectrum version, although
although a cumbersome transfer effect between it does boast some nice electronically apt sound
menus slows things down, and there were only five effects. Like the C64 conversion, lucky Amstrad
missions released with no expansion materialising. owners got an extra four missions, with Laser
Impressive intro screens help set the scene and Platoon and The Stardrive available as a later
give each mission a weightier feel. second expansion pack.
Pc
■ Laser Squad on the PC is the version that differs
mSX
■ As with many MSX games, this is a straight port
mostly from the original in terms of gameplay, and of the ZX Spectrum version, and consequently still
for one, big, reason: it uses mouse control. This a very good game. Strangely, however, the MSX
means, instead of the player having to ‘learn’ the version was only released in Italy, although cracks
amount of action points each movement uses, the exist online with the game’s text converted back
game very helpfully tells you right before you click into English. This version was unknown to Julian,
your action to confirm. so is likely an unofficial port.
» [ZX Spectrum] When entering fire mode, a new, simpler version of the
game map appears.
RETRO GAMER | 33
Sterner Regnix
SquaD
GoaLS “we approached microProse,
Retro Gamer’s tactical guide to
beating Laser Squad’s missions
but they wanted a much
■ Armour is a luxury. It’s costly and weighs
bigger game” Julian Gollop
down your squad, reducing their action
points. Use sparingly, if at all.
■ The best all-round weapon is the windows that enemies can be spied through, several months later, and his brother Nick to
Marsec Auto-Gun. destructible environments, explosive scenery the Commodore 64. Having formed Target
and the individual requirements of each mission. Games with Nick, the initial idea was to sell
■ Grenades are very useful for clearing
In addition, the player must manage the human the game themselves, directly to distributors,
dangerous areas – but, obviously, don’t
element of their squad. Too much incessant and the game had a limited release with a sole
forget to prime them!
hiking around the map and your soldiers will lose robotic trooper on its cover. After coming to the
■ Learning the number of action points stamina and action points; lose too many of your conclusion they needed better marketing, Julian
required for each movement is key – team and its remaining members slowly become and Nick were approached by an agent who
moves cannot be undone. nervous, before a full-scale panic attack ensues, set up Blade Software with Krisalis Software
■ Opportunity fire is your friend. Move together with the attendant drastic reduction of for further publication of Laser Squad. These
slowly and cautiously, and always have action points. latter releases of the 8-bit versions include the
troopers covering flanks with it. As with Julian’s other games, Laser Squad two extra missions initially offered via mail
■ Ensure each trooper has the correct originated on the ZX Spectrum, with Julian order (Paradise Valley and The Cyber Hordes),
ammo clips. Scavenging from the field is himself converting the game to the Amstrad with Blade also publishing the Amiga, Atari ST
dangerous and consumes valuable AP. and PC versions. Despite Target retaining the
expansion kit mail order rights for the further
■ For more open missions, such as The
two missions (The Stardrive and Laser Platoon),
Assassins, or ones with long corridors or
the shift meant Julian could focus more on what
tunnels, it’s always worth equipping one
he loves: game development.
trooper with a sniper rifle.
■ Open doors are a dead giveaway to your
movements. Born in a barn? Shut those
doors behind you!
■ Beware the vidscreens. These pepper
most levels and have a nasty habit of
exploding when shot. Check your fire!
thE aSSaSSinS
■ You know what Marsec is: it’s the arms
moonBaSE
aSSauLt REScuE fRom
thE minES
supplier who most likely made the gun you’re ■ In the first of several nods to Julian’s ■ As the name suggests, this is a mission
holding. However its boss, Sterner Regnix, is previous games, this scenario concerns the where the aim is to rescue three captives,
using mind control drugs and other unpleasant Omni Corporation’s base on Arid-6 which taken prisoner when their routine recon
means to get the best from his employees. houses a vast database on Sector Nine, a mission goes awry. Lead another mission to
Take him out! sector containing the infamous Rebelstar. free the men and escort them to safety.
how to BEat it: There’s a how to BEat it: The base’s how to BEat it: Place two
sensible way – and a fun way. The former guardians generally reside within the central rebels to the left and three to the right. Make
involves infiltrating Regnix’s base and focusing area, with a few scouts outside. Ignore the sure you have explosives in each team, and
on the living quarters where he’ll no doubt be top of the base and take two teams in via the study the map to check the whereabouts of
skulking. The latter is tooling up with a rocket southern doors. Leave one soldier guarding the the prisoners. One enemy holds a key to a
launcher or two and systematically decimating rear (on opportunity fire) and advance slowly, vidscreen that allows you to see the enemy
his house. Less precise, but oh-so-satisfying. taking out databanks as you go. positions. Its acquisition is invaluable.
34 | RETRO GAMER
ulTiMATE GuidE: lAsER squAd
Sectoid
cyber
Droid
» [ZX Spectrum] Each squad member has a set of statistics that
determines their ability to fire and move
thE cyBER
hoRDES PaRaDiSE
vaLLEy thE StaRDRivE
■ A group of dastardly mercenaries has
LaSER PLatoon
■ An elimination level, with no specific
■ The rebels are on the back foot. Forced ■ With an Imperial fleet lurking overhead, the stolen the stardrive from the rebel’s fancy new plot or requirement other than to utterly
to defend their base, the key here are seven rebels decide to put their secret starfighter’s spaceship and taken it back to their home base destroy the enemy, clean and simple. Enemy
stabiliser cores that throttle the seismic plans onto a security device and charge a on Prozine 5. The legendary rebel squad, The reinforcements will appear every five turns,
instability of the planet. An Imperial droid squad small team with escorting it across the deadly 7th Brigade, has been sent in to recover the and to win all enemy units must be
has been sent in to destroy them. Paradise Valley to a waiting transport. device, and stick it to the mercs. destroyed before they arrive.
how to BEat it: Possibly the how to BEat it: Focus all your how to BEat it: Enemy droids how to BEat it: This is a little
trickiest of the missions, as the Cyber Hordes squad to either secure the top or bottom of the spawn from open corridors in the north and different in that the scenario can continue
include the heavily-armoured Battle Droid that valley. The first half is very rarely populated south. Assign a squad to each point and leave indefinitely as reinforcements simply continue
can only really be destroyed from front-on with venomous splurges, so it’s easy to hack a man there to cover them otherwise you’ll as long as troops remain alive on the field.
using heavy explosives. Give up the cores to the across swiftly before making sure the person find your rear exposed. Don’t forget to equip a Monitoring the reinforcements is key here, so
left, form an opportunity fire perimeter in the carrying the device is well protected in the Las-cutter as you’ll need it to break in to the an assault is timed to avoid pesky enemies
middle of the base, and pray. second half of the valley. mercenary base in order to reacquire the drive. arriving just as you have them on the back foot.
Elemental Master
It’s tIme to brave the elements
» Mega Drive » 1990 » Techno SofT fire stage has lines of lava that appear through cracks
» RETROREvivAl
A few years back I began collecting and need to be avoided. The enemies you face
for the Mega Drive, focusing on are equally interesting, ranging from bow-carrying
Japanese games due to their superior centaurs to flaming birds, with more types appearing
box art. I’ve not got the biggest on higher difficulty levels (which need to be accessed
collection (44 games) but all the by pressing A and Start simultaneously at the title
games get a fair amount of rotation. screen). The bosses are equally imposing, typically
One of those games is Elemental Master, a gem using a dangerous elemental attack against you, which
of a Mega Drive shooter that tends to get forgotten, can then be collected and used, Mega Man-style
possibly because it never received a European release. upon defeating them.
Taking control of a warrior, you walk up the screen, Once you’ve completed the first four stages you
dispensing justice by rapidly pressing the fire button. can take on the three remaining levels, which are
You can shoot both in front and behind you and the challenging, but certainly not on par with some of
varying waves of enemies ensure that you always Techno Soft’s earlier blasters. I’d certainly recommend
need to keep your wits about you. you use that secret menu, because the game
The first four stages can be approached in any otherwise offers little challenge. Played on the higher
way you choose and are heavily themed around the difficulty settings you’re treated to some of the best
four elements. What’s brilliant here, though, is the blasting on the system. I’d also recommend picking
environmental level design, which gives Elemental up the Japanese version, as it not only features far
Master a wonderfully organic feel. The Earth level better artwork, but is available for virtually half the
has trees that partially obscure your view, while the price. Your wallet can thank me later.
54 | RETRO GAMER
RETRO GAMER | 55
SIERRA
The advenTure game years
If you owned a PC with MS-DOS on it, chances are you played
a Sierra On-Line game. Led by Ken Williams, the Californian
development house produced interactive stories of the highest
order. But, as it turns out, life at the company wasn’t always easy.
Edward Love investigates…
38 | RETRO GAMER
fROM ThE ARchivEs: siERRA On-LinE
Instant
ExpErt
■ From 1980-1996, Sierra created over 50
original titles, including the King’s Quest
series, Space Quest, Police Quest, Quest For
» [Apple II] Sierra’s first game, Mystery House, featured crude drawings that were works of art by the standards of 1980.
Glory, Leisure Suit Larry, Gabriel Knight and
A
gore fest Phantasmagoria.
t its height in the Eighties and early
Nineties, Sierra On-Line was a We didn’t do it ■ Sierra’s first major commercial success,
creative powerhouse. Writers,
programmers, designers, musicians and for the pay, we did King’s Quest, was created in part to bolster
sales for the IBM Junior. The Junior was a
technical staff arrived to work at a squat building at the
foot of the sierra mountain range in Oakhurst, California. it because we loved failure, but crucially, Ken Williams brokered a
deal to keep the rights to the engine, named
The building housed 300 occupants. The town, filled
with valley roads bordered by towering sequoia trees making games it the Adventure Games Interpreter, and used
this technology to produce more 16-colour
a mere 6,000 residents. There were few distractions, Corey Cole
adventure games.
then, to keep sierra from realising its vision to be the
biggest developer of computer games in the world, and the time, sierra employees took a 40 per cent pay cut, ■ Softporn Adventure was Sierra’s first stab
to master one type in particular: the adventure. here but the chance to experience one of the most dynamic at ‘adult’ content. To sell the game, the team
was a genre that promised an interactive story and environments in videogaming was hard to pass up. shot a risqué advert depicting three naked
demanded no shortage of puzzle-solving. In the days exciting, dynamic games were the order of the day. women sipping champagne in a hot tub. One
of ms-dOs, the adventure game was the bestselling This was Ken Williams’ rule – Ken being the founder of of those women? Roberta Williams. The hot
ticket in town and sierra was ticket master. But as it sierra and the man that kept the cogs turning. “Ken was tub? That was Ken’s.
turns out, life at sierra’s could be very taxing indeed. full of ideas,” Corey remembers. “Our producer once
“It was crazy insane,” recalls designer Corey Cole. said: ‘Pay attention to what Ken says, but don’t take it ■ Games were an emerging industry in Sierra’s
“you’d be there 12 hours a day, not even remembering as an order or you’ll never get anything done. If you hear heyday and it was possible to attract top talent
your passcode to get into the building, under constant Ken say anything once, it’s an interesting idea. If you to this burgeoning and exciting space, including
stress. But we got to take our ideas and make them ever hear him say it twice, keep it in mind, and if says it Mark Hamill, who lent his voice to a police
real. We didn’t do it for the pay, we did it because we three times: it’s a rule.’” detective in the first Gabriel Knight.
loved making games.” even by industry standards of Ken Williams married roberta heuer shortly before
his 20th birthday and decided to get rich. Writing code ■ Phantasmagoria was Sierra’s bestselling
was relatively new, but lucrative, so Ken talked his way original title, selling over a million copies.
into programming jobs. The jobs were often out of his
league, but he read books on the subject hours before ■ In the Nineties, Sierra was gearing up for a
stepping into the interview hot seat. he was a dab merger with CUC International. The company
hand at selling himself and he was prepared to work slashed its budgets to increase profit (despite
night and day to get ahead. Phantasmagoria costing four times more
Then, he got himself an apple II and discovered than it was supposed to) and in 1996, Ken
a creative distraction entitled Adventure, a text-only sold the company. He believed he was
game where you typed in commands and responded safeguarding Sierra’s future. That
to scenarios on the screen. unthinkingly, he showed it proved a fatal misjudgement.
to his wife and ushered roberta Williams into a world
she didn’t want to escape from – where a story sat at
your fingertips, and asked that you shape it.
roberta crafted a whodunit in the vein of agatha
Christie’s And Then There Were None and
y 2 and Quest
ween Quest For Glor
ld act as a bridge bet of a darker setting.
» The city of Tarna wou use d to the idea
ting players
For Glory 4, slowly get
RETRO GAMER | 39
tImElInE
■ Ken and Roberta Williams produce Mystery
19
80
■ Ken leaves his day job behind and the » The storyboard for Conquests
Of The Longbow: The Legend
husband-and-wife team move to premises in reveal just how much plann Of Robin Hood
19
s.
Oakhurst. Sierra On-Line is born.
■ IBM contacts Sierra to make a game for its IBM to see what they were working on, he didn’t see a
Junior. Roberta gets to work with her team on » [PC] Longbow told the stories of folk hero Robin Hood. speck of Ultima on the screen. ready to wield the axe,
19
83
their adventure game, King’s Quest. Ken was talked down by his son, Chris, who convinced
named it Mystery House. Ken was impressed and his father that the demo was better than Ultima II. Ken
■ King’s Quest fails to make an impression on devised a method of putting crude stick-figure drawings left the meeting with his son declaring, “I love it!”
the IBM Junior. However, Sierra retains the
A
on the screen. They tested the waters and sold the
licence to the engine and ports King’s Quest game themselves, forgoing the process of picking up nd so Hero’s Quest was born, which was
to the Tandy 1000, PC and Apple II, where the a meagre check in the mail from a publisher. Mystery renamed Quest For Glory. The finished
game becomes a hit. Sierra now had the tech to
19
House sold an estimated 10,000 copies and sierra was product looked like a traditional sierra title,
84
create the Adventure Game Interpreter (AGI). born. Over the next decade and a half, the company but was spliced with extra layers of choice.
■ The Sierra Creative Interpreter is released.
became a phenomenon, and the sierra logo with its “sierra didn’t have the engine to make Ultima, but they
Early titles include Codename: Iceman, Colonel’s rousing theme tune would fill many players with joy. did have a programming architecture suited to adventure
Bequest, Space Quest III and King’s Quest IV. Full Throughout the eighties, Ken’s pursuit of perfection games,” Lori recalls. “Why throw it away and start
turned sierra into a household name, and his games, from scratch? We were using the existing engine and
19
with Leisure Suit Larry. of the story. and King’s Quest was about wizards and fighter, and you’re free to choose your path through
witches in lands fit for a fairytale. the story, but you’ll need to hone your chosen craft to
■ The company experiments with full-motion
In 1988, Ken wanted more – specifically, a game survive the wildlands where creatures lurk in wait. stats
19
the purpose.
prizewinning tournament-level dungeon master,” he told repetition alone, and it’s a particularly guilty pleasure
■ Ken sells Sierra to CUC International and his team. It delivered two: Corey and Lori Cole. to discover the thief’s guild as you pillage the town of
19
96
departs the company a year later. Lifelong d&d fans, Lori and Corey went to work. spielburg for all it’s worth.
as was the sierra way, they were left to flourish with Over the next six years, the Coles would make three
19
adventure game is effectively over. end of them. When Ken finally stopped at their station golden sierra properties. Throughout this time, sierra’s
DEfInIng gamEs
40 | RETRO GAMER
fROM ThE ARchivEs: siERRA On-LinE
RETRO GAMER | 41
» The artists working on Ques
t For Glory 3 drew on Egyp
influences when sketching tian
the city of Tarna.
J
ane worked with famed voice actors like Tim
Curry and Star Wars’ mark hamill to bring
Gabriel Knight to life, and it sold so well on its
1993 debut sierra decided to up the ante with
its sequel, The Beast Within. Jane directed the sequel in
» [PC] Quest For Glory 4 got two releases: one in 1993 for MS-DOS, and a ‘talkie’ version in 1994, released on Windows – this is from the latter. full-motion video. Critics were impressed.
yet in 1996, shortly after Jane was riding high on the
profitability. Frustrated, the Coles left to work on upping its professionalism and bringing in heavy-hitters success of her second directorial effort, Ken Williams
Shannara at Legend entertainment. like emmy-winner Bill davis to creatively direct. Jensen, sold sierra to CuC International. It was a move designed
despite Ken’s exacting standards, sierra was an inspired by this atmosphere, became one of the to safeguard the company’s future, but the new suits
exciting place to work. “There were no rules,” Christy company’s finest writers of all. who swept through the halls of the Oakhurst office
marx recalls. “you learned by doing. It was a brand-new It was an inauspicious start. she crafted dialogue for cared more about making money than helping creativity
industry and everyone was picking it up as they went.” Police Quest III: The Kindred, released in 1991 and wrote shine. 50 per cent of the workforce was laid off and
Christy joined sierra in 1988 and would go on to the booklet housed inside the box. Then she was picked the remaining team was yanked off to seattle, leaving
design two adventure games, Conquests Of Camelot: by roberta Williams to spearhead King’s Quest VI a skeleton crew behind with only the yosemite national
The Search For The Grail (1989) and Conquests Of The (1992). roberta was a reclusive figure who worked Park for company. sierra was becoming a publishing
Longbow: The Legend Of Robin Hood (1992), both from home, leaving the long grinding hours at the office house and it ended up publishing the IP that heralded
based on real events in history. she was contracted to her husband, but she nonetheless possessed a sierra’s departure from adventure titles: a little
to do a third title, but left after growing tired of sierra’s surgeon’s attention to detail. King’s Quest VI shipped first-person shooter by the name of Half-Life.
hardball negotiations. however, she departed with no 400,000 copies in its first week and Jane was rewarded Jane Jensen was there right until the end, pulling
regrets. “It was a lot of fun working there. I loved the with a project of her own to tackle. The result? a teeth to get Gabriel Knight 3 shipped after three or four
people. I loved the whole process.” paranormal detective named gabriel Knight. years of painful graft. “In Gabriel Knight and Gabriel
For all its idiosyncrasies, sierra truly believed in “Ken really believed in a visionary behind a project,” Knight 2, the team were so passionate, but now Ken
fostering creative talent. When a young programmer Jane says, “and that meant giving an artist leeway to and roberta had left, and management didn’t believe
named Jane Jensen joined the company, she slotted create their vision without letting middle management in it [Gabriel Knight 3].” This happened despite the fact
into the newly-formed Writers’ Block where she could constantly questioning things. and he would say, ‘I’m sierra had introduced a brand-new 3d engine.
stretch her fingers in the storytelling job she had always giving you completely free reign, but if the game doesn’t The Coles also found themselves suddenly back in
wanted. It was a productive environment. sierra was sell, you’re out.’” demand. The new directionless sierra was looking to
42 | RETRO GAMER
fROM ThE ARchivEs: siERRA On-LinE
Ken really
years out of date.” several sequels were commissioned,
whErE arE
and both al and his creation remain two of the most
believed in a
enduring memories in sierra’s history.
thEy now?
Ken’s decision to produce a game about a lovable
Ken anD
roBerta WiLLiams
■ After selling Sierra, Ken and
Roberta retired in 1997 and now
spend much of their time on their 68-foot Nordvahn
trawler. Ken has written three books about boating,
while Roberta returned to game design, lending her
CoPy ProteCtion a heaLthy rivaLry expertise to the Facebook game Odd Manor in 2014.
■ In a bid to thwart pirates, Sierra came up ■ Sierra and LucasArts (also known as
That same year, she and her husband were
with cute ways of catching you out. Players LucasFilm Games) were the two biggest makers honoured with the Industry Icon Award. Ken
without the manual for the Colonel’s Bequest, for of adventure games in the world. A healthy maintains www.kensblog.com.
instance, had no hope of identifying a fingerprint rivalry developed between the two companies.
displayed on the screen. Al Lowe’s Leisure Suit “Some of the best games came out of LucasFilm
Larry series famously demanded you answer a and we had a great deal of respect for them,” Lori
series of multiple choice questions to prove your Cole recalls. LucasFilm Games was based three of Star Wars
chise parodies the likes
» The Space Quest fran
age. 30 years on, they’re actually pretty tricky. hours away, in San Francisco. Trek and introduce d hero Roger Wilco.
and Star
RETRO GAMER | 43
IN THE
KNOW
» Publisher: FIREBIRD
» DeveloPer:
PAUL HIBBARD
» releaseD: 1985
» Platform: SPECTRUM,
C64, AMSTRAD
» Genre: ADVENTURE
After codeveloping
the Spectrum hit
Buggy Blast, Paul
Hibbard went solo
for his next
project. Paul
L ike many Eighties game devs, Paul Hibbard
started off as one half of a double act.
His debut was the well received into-the-
screen shooter Buggy Blast, which he
cocreated with his brother-in-law David Lowe, but
as the designer explains, his second game would
be a solo project. “After we finished Buggy Blast,
Dave decided he wanted to go back to his music
career. So I was left to think up something on my
because [the hero] was going to fight evil with his
sword and shield. I’d got to know Tony Rainbird at
Firebird very well, and so I just took my idea into
him. I presented a couple of static screens and
talked him through it. He signed the game based on
that. The guy who was running Firebird at the time
said: ‘What about calling it Rasputin?’ – because he
had been reading a book about him. So that’s how
the Rasputin character came about.”
tells Rory Milne own. Because platform games were about jumping
up and down – and across – I decided it would be
With a contract in place, Paul got to work on
adapting his armoured hero and the legendary mad
how he combined much more interesting to jump into a 3D screen. I monk Rasputin into bitmap form. “I tended to use
knights, puzzles started using the same sort of perspective as Buggy
Blast, but I decided it was far too ambitious, so I
graph paper because it was an isometric thing, so
you could get an idea of depth. It was a very weird
and isometric changed the way I was approaching it.” kind of place to put your head in. It was a bit
graphics to The approach Paul took culminated in a
plan for an isometric title themed around
complex trying to get the shield working with
the sword, having fights and jumping from
create Rasputin childhood memories of medieval knights,
which the designer subsequently pitched
platform to platform.”
Designs of disturbing minions followed,
to the publisher of his first game. “When I including a Cyclops inspired by Sixties
was a kid, it was Ivanhoe and Sir Lancelot, artwork. “The intension was to make them
and they had a sword and shield. So that’s look bizarre. I remember the eyeballs.
why it was originally called Crusader – There was a Beatles track, and there was a
44 | RETRO GAMER
THE MAKING Of: RAspuTIN
COnveRSiOn
CAPeRS
A run down of the other
versions of Rasputin
SPeCtRuM 128K
■ A lot of Spectrum 128K titles just added a three-
channel tune to a 48K game and called it a day, but
Paul Hibbard’s 128K Rasputin has an extra 33 rooms,
» [ZX Spectrum] Some stages in Rasputin are infested with foes that prove changing music and impressive speech samples. Paul’s
extremely difficult to dispatch.
128K Rasputin also introduces nightmarish ghouls and
maniacal moon-faced creatures.
about because all I did was programming. I hadn’t
been watching television, I hadn’t been watching
the news, so basically I had no conversation
whatsoever. I thought: ‘I can’t go on like this.’”
But despite Paul’s hard work and sacrifice,
publishing and distribution problems meant that
Rasputin wasn’t released until months after its
glowing reviews had appeared. “It was supposed
to come out with Firebird’s ‘Hot’ range. I’m not
sure if all of the other ‘Hot’ games weren’t finished,
but at least one wasn’t, so Rasputin was delayed.
» [ZX Spectrum] Bizarre eyeball-headed creatures and rabbits with skulls
for heads attack Rasputin’s crusader. Then when the game went out, one of the biggest
distributors in the country went bankrupt. There
cartoon that went with it – an eyeball thing – and I were literally thousands and thousands of my game
thought that would look brilliant in a game.”
But as Paul shifted from designing characters
sitting in its warehouse that weren’t distributed and
effectively disappeared.”
AMStRAd CPC
■ The only downside to Paul’s Amstrad conversion
to devising levels, Rasputin began to consume Paul is surprised to hear that people are still of Rasputin is that it runs fractionally slower than the
his every waking moment, which resulted in an enjoying his game, and argues that Rasputin was original game. By way of compensation, the CPC port
innovative mapping experiment. “I lay in bed as good as he could have made it. “I’m amazed that sports more colours and boasts better sound effects.
at night thinking about rooms – I became quite it’s still being played. The crusader’s animation is In terms of gameplay, the Amstrad Rasputin plays
obsessed. I decided I wanted to have a map of how poor compared to some of the other animation – I identically to the Spectrum 48K title that it is based on.
they went together and where the doors took you. would like to change that. But remembering the size
I started off using my kid’s Lego to do a 3D map – of memory and the speed of the machines, it’s not
but I soon threw that idea away because it was far that easy. And the trouble is, how can you compare
too complex, and went back to drawings.” it to what you could do nowadays?”
COMMOdORe 64
I’d very occasionally go down the pub and talk to ■ As with Paul’s CPC port, LT Software’s C64 Rasputin
people, but they’d all think I was crazy!” conversion lacks the original’s speed but captures its
Infrequent outings aside, the designer gave design perfectly. However, the C64 Rasputin has great
his full attention to Rasputin, but working around sound effects and by far the best music of any version
the clock for an entire year ultimately took its toll. of the game. Rob Hubbard’s score is best described as
“At the end of Rasputin, I remember going out to traditional Russian music versus synth pop.
celebrate that I’d finished it on time. I sat with a » [ZX Spectrum] Rasputin’s wraiths shoot fire in four directions,
couple friends, and I didn’t have anything to talk so careful timing is required to defeat them.
RETRO GAMER | 45
gReat
eXpeCtations
Videogame adaptations of ClassiC Books
Great expectations
the Hobbit
■ publisher : Melbourne House ■ Year : 1982 ■ sYstem : Various
Veronika megler
How Beam Software created a
bestseller and innovated a genre
There have been many text adventure There was a degree of randomness added to many
adaptations of novels, but perhaps none so of the actions you could perform, too, ensuring that Where did the innovative
innovative for its time as The Hobbit. The game the game was different every time you played. All ideas you included in the
used an unusually sophisticated parser that enabled of this combined to offer a sense of freedom and game come from?
you to type out complex sentences that other text possibility that you don’t tend to associate with a
Most of the ideas came from
adventures would be unable to interpret, increasing traditionally linear genre.
my reactions to the one
the scope of possibility when it came to how When it comes to its relationship to the book,
adventure game I’d played
you interacted with the game’s world. Then there the game pulls scenarios and characters from JRR
prior to that: Colossal Cave,
was the physics system: objects and characters Tolkien’s famous novel, but couldn’t follow its plot
often called Classic Adventure.
had a size and weight that would determine how to the letter. Veronika did tell us, however, that she it
I played it obsessively until I’d made
they interacted with one another. Arguably the tried to capture the spirit of the original and didn’t game once, then I instan tly lost
through the
most notable innovations on show in The Hobbit, want to create alternate endings that “destroy the same
interest. I was bored that it was the
however, were those systems that combined to story arc that made the original novel work”. “In up with
each time you played it. So, I came
help make the world feel alive. The game ran in The Hobbit game,” she explains, “the alternative ‘dragon’,
alternatives, taking the ‘troll’ and the
real time – which writer Veronika Megler tells us endings were either that the player died, or the cters
and turning them into full-fledged chara
was initially implemented as a joke to acknowledge mission became unachievable – and both of these d the game ’s locati ons,
that could move aroun
players that had remained idle for a period of time are consistent with novel’s premise.” sented
and that had a set of actions that repre
– with characters moving around the world acting to make
their characters, and randomisation
independently as you played. They might pick up they
them less robotic. I decided that since
items, get in fights with one another, and so on. cters that they shoul d ‘play’ the
were all chara
had a turn,
game too, so each time the player
key
times
got killed
NPCs you needed to cooperate with
get to them . I decid ed I was
before you could
e.
okay with that. It made it more lifelik
it
What do you think made The Hobb
graphic adventure a success?
had their
I believe that having characters that
to deal
own character quirks that you had
to refuse
with (Thorin’s ability and propensity
you had to
to do what you asked him to), that
tive. In
cooperate with, made the game addic
cters becam e ‘frien ds’
an odd way, the chara
r
to some of the players. I’ve had a simila
–a
reaction when I finish reading an epic
rt Jordan
Tolkien, Game Of Thrones or a Robe
that I
novel – where I feel a sense of loss,
what
miss the characters, miss finding out
ns to them next, what they’r e doing
happe
rs
‘today’. Then there were a set of playe
puzzles
who delighted in solving the game
game’s
in different ways, in stretching the
(as you’d
capabilities and its physics engine
call it today) to its limits.
to
Looking back, I realise I was trying
whole -worl d simul ation, a virtua l
create a
of and
world in which I could become part
what as
live The Hobbit’s adventure. Taking
that you’r e actua lly in
a child you imagine,
computer
the book, and building that out as a
on a
simulation of the book – in assembler,
ture.
TRS80. That in itself was an adven
dracula the Undead
■ publisher : Atari ■ Year : 1991 ■ sYstem : Atari Lynx
Atari’s interpretation of the Dracula myth opens with the original
book’s author, Bram Stoker, introducing himself as the narrator of the
tale, flicking through the pages of his novel in an armchair sat by the
fire as lightning outside pierces the darkness of the author’s room.
The opening is a brief, but faithful recounting of the novel’s opening, in which
a solicitor called Jonathan Harker makes his way to Dracula’s castle and
meets the infamous Count. The objective of this adventure game adaptation
is to explore the castle, picking up items to help you as you search for a way
to escape. The game abandons the story of the novel with your escape from
the castle, mentioning nothing of Dracula’s trip to England which forms the
the Witcher
rest of Stoker’s original tale.
parasite eve
■ publisher : Squaresoft ■ Year: 1998 ■ sYstem : PlayStation
Square’s well-renowned survival horror followed on from the events of
the novel of the same name, using the book’s idea that mitochondria,
which are found in our cells, are all part of a dispersed organism called
Eve, and are waiting for the right time to take over humans. The game
is faithful to the novel only in so far as it follows that premise; the game tells
its own story and is set in New York, rather than Japan, with the player talking
on the role of NYPD office Aya Brea in her efforts to stop Eve. The game
employs an RPG style combat system: you can move freely in combat to
avoid enemy attacks, but must wait for a bar to charge to use your weapons
and abilities, which can be improved by levelling up.
48 | retro GaMer
the sa ga of
gateway erik the Vik ing
■ publisher : Mosaic Publishing
■ publisher : Legend Entertainment House ■ Year : 1992 ■ sYstem : PC ■ Year : 1984 ■ sYstem: Various
The premise of Fredrik Pohl’s Gateway begs Erik The Viking, based on
for an adaptation, full of possibility as it is. the children’s book written
The novel is about an abandoned alien space by Terry Jones of Monty
station full of ships that its new human occupants Python fame, was relatively
barely understand. They know how to activate a typical of text adventures
ship, but they don’t know where it will take them: of the era, with a linear
puzzles.
to discoveries that make them rich, to danger, or plot, simple commands and tricky
appear in
to death. The game roughly follows the plot of the Characters and items from the book
the game, but it tells its own story.
book, in which a poor prospector arrives on the
station to try his luck and find his fortune, but also
incorporates a storyline about an alien threat that
was introduced in the original novel’s sequels. The goosebumps: escape
from Horrorland
game takes the form of a graphic text adventure,
tasking you with travelling to four alien planets
in order to activate a cloaking device to hide
humanity from discovery by a hostile alien race ■ publisher : Dreamworks Interactive
and avert their destruction. ■ Year : 1996 ■ sYstem: PC
Escape To Horrorland is
invested in making
Day At Horrorland. You
explore the ghoulish theme
sure my adventure
park, Horrorland, with three
and
characters from the book Lizzy, Luke
e
Clay, played by real actors, using simpl
games delivered as point-and- click intera ctions to progress.
fa hrenheit 451
of corners to build your own story, construct something
and a toolkit of elaborate, and then change it days
characters, places, and histor y to pull before we shipped.
from. Anything that had to be voice acted
How flexible is the author? It’s impo , drawn, animated,
rtant to determine etc was expensive to produce, and
how much creative freedom you’re got locked in months
going to get, because before we completed the game. Beyo ■ publisher : Trillium
you’re going to have to make trade
-offs. relationship between author and playe
nd that, the
■ Year : 1984 ■ sYstem: Various
Does the licence overlap with any other r was a lot more
concerns, personal in games like those. No one
and will be there any legal problems? – an artist, a voice Ray Bradbury, who wrote
This would be an actor, a sound engineer – got in the
issue for licences, like The Lord Of way of the author the classic dystopian
The Rings, that have communicating directly to the playe
spawned movies or TV shows. You r. novel on which this game
have to know exactly However, there’s a lot to be said about
what you can use, and what you have the impact was based, had some
to stay away from. graphics, animation, sound effects,
How excited is the designer about this and voice acting had involvement in the text
property? Back at
Legend, I turned down a number of on the experience. Personally, I was
very invested in adventure adaptation,
book licences because ‘Ray’,
I didn’t like them. This isn’t just becau making sure my adventure games
delivered as much as writing the prologue and dialogue for
se I would prefer to in the
work on something I enjoyed; existi possi ble on those fronts at the time. Natur
ally, today’s an intelligent computer that appears
ng fans who play the the book,
game always know if the design doesn games take those elements to an entire
ly different level, story. It takes place five years after
’t respect the source but at the story of Guy Mont ag.
material. The designer has to be just time, we delivered powerful experience
s that continuing the
as passionate as the still resonate with the fans of the origin
people playing, otherwise the whole al properties. I
experience comes off still get mail
as fake, and true fans can smell it a from people playing those games today
mile away. who love them!
david mullich
How a classic short story became
a classic game
How did the I Have No
Mouth, And I Must Scream
adaptation come about?
I hadn’t yet joined Cyberdreams
during the early, conceptual
phase of the game’s
development. What I can tell
you is that the company was
founded to develop videogames in
other
collaboration with famous names in
fields who work ed in the fanta sy and
creative
science fiction genres.
um,
The company’s president, Pat Ketch
ner who
knew Syd Meade, the industrial desig
film
designed the spinner vehicles for the
and contracted him to desig n
Blade Runner,
also
vehicles for the game CyberRace. He
artist
licensed artwork from HR Giger, the
Alien, for
who designed the aliens in the film
the game Dark Seed.
n
He apparently saw that Harlan Elliso
any’s
would also be a good fit for the comp
work with
vision, and what better material to
story?
than the author’s most famous short
50 | retro GaMer
Great expectations
Ubik
popular as possible. In
each scenario, you would be
presented with three options
after reading a passage of text,
■ publisher : Cryo Interactive ■ Year : 1998 : PC/ PlayStation
■ sYstem which would determine what
happens next.
Philip K Dick’s Ubik is a fantastic example of the author’s reality-
bending brand of paranoid, philosophically-inclined, science fiction.
The book’s protagonist, Joe Chip, works for an anti-psi company called
neuromancer
Runticer Associates that protects their clients from spying and corporate
espionage at the hand of psychics. You never actually see Joe and his
colleagues going about their normal business in the novel – instead they end
up trying to find out why reality is degenerating around them as they die,
one by one. Cryo Interactive’s adaptation does try to incorporate the novel’s ■ publisher : Mediagenic ■ Year : 1988 ■ sYstem: Various
storyline, but makes Joe’s day-to-day anti-psi work the focus through RTS
Credited as one of the originators of the cyberpunk genre,
mechanics that you use to lead your team in missions against your rivals
Neuromancer, William Gibson’s novel about a group of hackers
Hollis, Inc, using their psychic powers and traditional weapons to do battle.
recruited by an unknown force to steal data on their behalf, is one of
Death is permanent for your recruits, so it’s important to try and keep them
the most influential titles in sci-fi history. Given that we’ve seen so many
alive to level up their abilities.
cyberpunk-influenced games over the years, it certainly deserved its own
adaptation. The game’s story is loosely based on the novel, though it does
feature key locations like Chiba City,
familiar characters Ratz and The Finn,
and even uses lines from the book.
Part of the Neuromancer adaptation
plays as a traditional adventure game
– you use a point-and-click interface to
move between locations, chat to NPCs
and so on. The rest of the game takes
place in a 3D-grid world. Here you can
try and hack data using abilities, the
goal being to take down a server before
it finishes you first.
Betrayal at krondor
■ publisher : Sierra On-Line ■ Year : 1993 ■ sYstem : PC
Based on the Riftwar novels, Betrayal At Krondor drew on the fantasy
dune
world of Midkemia established in those books, but told its own story
(which ended up being
developed into a Riftwar novel
called Krondor: The Betrayal).
■ publisher : Virgin Games ■ Year : 1992 ■ sYstem : Various
The game is credited for its
The videogame adaptation of Dune roughly follows the plot of influence on the evolution of the
Frank Herbert’s famous sci-fi novel. The noble family Atreides is given RPG genre thanks to an engaging
stewardship of the planet Arrakis, the only source of a rare and valuable spice plot, a decent turn-based combat
called Melange, and works to dominate the harvest and supply of the system and its support of player
sought-after substance. An adventure-style component allows you to explore freedom through skills that can
internal structures where you can talk to advisors, give orders, and recruit be levelled up, dialogue trees and
new allies. Complementing that is a top-down strategy element to manage relatively unhindered exploration.
the mining of Melange and to build the military force you will need to defeat It is fondly remembered for the
your rivals. The game takes place in real time, with new story elements and locked chests littered throughout
gameplay options unlocked as time progresses. The game was well received the world that could be opened
both as an adaptation and as a game in its own right. It got a sequel, Dune II, by solving a riddle emblazoned
which would prove to be incredibly influential on the RTS genre. on the lid.
the lord of
the Rings online
■ publisher : Turbine, Inc ■ Year: 2007 ■ sYstem : PC
Though it clearly does take inspiration from Peter
Jackson’s Lord Of The Rings movies in terms of its
visuals, Lord Of The Rings Online primarily draws
from JRR Tolkien’s books when it comes to the form
of its world and the cultures that live within it. For
the most part, the game delivers exactly what you expect
from an MMO: you create an avatar that can be levelled
up as you explore the world and complete quests, and
can team up with other players to form ‘Fellowships’ to
undertake quests together. The game has received loads
of updates over the years, adding new quests, items and
regions, including famous locations like Moria. In fact, the
game only just reached Mordor in July of 2017! The game
includes a surprisingly in-depth music system intended to
reflect Tolkien’s frequent referencing of music in his books.
Your keyboard can be used to play notes that span three
octaves on instruments like the lute, clarinet and bagpipes.
discworld noir
■ publisher : GT Interactive ■ Year : 1999 ■ sYstem : PC, PlayStation
The best of the point-and-click Discworld trilogy, Noir, as its name
suggests, parodies the conventions of the noir genre. You play as a
detective called Lewton, hired by two clients to investigate two seemingly
disconnected missing persons’ cases. There are some traditional adventure
game item puzzles, but much of the game is based around collecting
clues in your notebook that can be used to pressure suspects into giving
you information when you interrogate them. Noir is a curious case of a
videogame adaptation in that it incorporates influences from a number of
novels. Ostensibly, it’s based on Terry Pratchett’s Discworld series. However,
the game only uses those books to draw on style, locales, characters, and
lore, not for plot. Story-wise, Noir draws on classic hardboiled crime novels
like Raymond Chandler’s Farewell, My Lovely and Dashiell Hammett’s The
Maltese Falcon. As it moves towards its conclusion, you’ll see plenty of
HP Lovecraft in there too!
sherlock Holmes:
Consulting detective
■ publisher : GT Interactive ■ Year : 1999 ■ sYstem : PC, PlayStation
There are three cases to be solved in Consulting Detective. The story of
each case is told via live-action FMVs in which we see Holmes interviewing
persons of interest. By visiting different locations, listening to Holmes’
interviews and reading through newspapers, you collect clues that can then
be used to answer a judge’s questions and, if you answer correctly, solve
the case. The cases aren’t directly based on any from Arthur Conan Doyle’s
novels – it’s really only the Holmes character – though the discerning Holmes
fan might spot one or two similarities.
52 | retro GaMer
Great expectations
Brian Upton Laying the foundations for a series that’s still going
strong
How did the Clancy link For example, Tom put us in touch with firearm
influence the game’s design? the game would be received. We just tried to create
trainers at Heckler & Koch and the team spent
a day the most entertaining experience we could while
We spent a lot of time early on running through live-fire drills to get a sense of
how staying true to Tom’s brand. We didn’t deliberately
talking about what made a book or real-world operatives would move through a space
movie feel ‘Clancy-esque’. The game reject what other games were doing, we just tried
and control it. We didn’t include the ability for to
the discover our own original fun. For example, I got
needed to feel realistic, but not like player to jump, because our interviews with experts the
a simulation. It should be fun and idea for the targeting reticule and the one-shot-kill
revealed that they tried to always maintain a stable
exciting, while still giving the player mechanic because I was annoyed by getting killed
firing platform during room clearing, and jumpin
the sense that they were learning inside inform g by a team member who had better twitch reflexe
ation throws your aim off. I still remember asking one s
about how a real team like Rainbow would operate of than I did. I started thinking about how to make
. our advisers what he would do if he entered a a
It should have lots of accurate technical details room shooter that would reward strategic thinking instead
– real and a couch was blocking his way. ‘Uh ... I’d walk
weapons, real equipment, real locations. It should of razor-sharp eye-hand coordination. When we
around it,’ he said.
feel very matter-of-fact and straightforward, nothing mocked it up and tried it, we loved it, and it felt
like
flashy or over-the-top. We weren’t borrowing it did a better job of capturing the feel of real-w
Was using realism a deliberate attempt to orld
particular details from the book – because for firearm combat. We didn’t set out to invent a comba
most differentiate the game from other shooters? t
of development the book didn’t exist yet – but model that was deliberately different, and we didn’t
we did The decision to make the game very realistic just
try very hard to capture the spirit of Tom Clancy worry about how it would be received. We just
’s came naturally from our ideas about what the tried
own writing style. Clancy to stay true to our original vision and make good
brand implied. We never gave much thought to
how design choices within that framework.
Arcade games that never made it home
Converted alternative
street Fighter alpha 3
1998
■ Boss designs are pretty
■ There’s nothing quite like Metamoqester
outlandish. Gengoroh,
out there, so the closest you’ll get on a the first stage boss, is a
console is this game’s Dramatic Battle mode. Japanese demon that
like Metamoqester, it allows you to team up appears to be part-house. It
can breathe fire too.
with a second player to fight one powerful
boss character, but they’re just high-
powered versions of the regular bosses.
54 | RETRO GAMER
ThE UncOnvERTEd
on originality. To begin with, you’d Instead of a time limit, the game Spy Hunter is still good fun today. It’s more linear
be forgiven for thinking it was employs a moving position cut-off and emphasises reactions over strategy, but that’s
an OutRunners clone – the game like F-Zero, forcing you to fight not necessarily a bad thing – just be aware that
features a similarly eclectic choice to the front of the pack or face it’s not going to be a one for one replacement for
of vehicles, from a sports car and elimination. Additionally, much exidy’s game.
a truck to something that looks like Super Mario Kart, you can pick
suspiciously like a Volkswagen up weapons to fire at your rivals.
Beetle. However, each race takes
place on a regular circuit, and
Because it’s an arcade game, Chase
Bombers presents a more
top seCret
skill-focused take on that system
Developer: exidy Year: 1986 Genre: shoot-’em-up
– you have to choose your own ■ It’sastonishing to think that
weapon at weapon gates, and there Top Secret was released in 1986,
are attacks that home in on enemy because it looks incredibly rough
racers, nor any that hit all of them. for the mid-Eighties. Despite some
Chase Bombers is a fine game cool speech clips that help create
that’s certainly worth trying out, atmosphere, it looks more like it
but it doesn’t have any ideas of its could have been released about five
own to demonstrate, nor does it do years prior. However, there’s a fun
» [Arcade] Chase Bombers rates you on accuracy after
anything outstanding with the ones game lurking beneath the surface
each game, so firing weapons on corners is a bad idea. that it borrows. here, something like Spy Hunter
with added depth. » [Arcade] Not every weapon is front-firing – these
You’re a spy, driving a car kitted fireballs shoot out sideways.
RETRO GAMER | 55
The Making Of
in The
y
ou’re standing in a village green. so somehow we arranged to take the call from our
knOw
Several cottages skirt the green to village phone box in Bittaford, Devon. That’s when I was
the north, while to the south lies the made a cash offer and accepted it. I received a one-time
» Publisher: LeveL 9 local inn. It is dusk. Next to you is a red payment of £1,000, which I thought was a fortune.”
» DeveloPer: Shaun phone box. The phone is ringing. What next? It’s fitting that Emerald Isle should lead Shaun to his
abbott, LeveL 9 This very question was posed to 18-year-old Shaun ‘fortune’, as he was heavily inspired by the early text
» releaseD: 1985 Abbott back in 1984. His response was to quickly grab adventures that typically involved an audacious quest
» Platform: variouS the phone as he knew that the caller was Pete Austin for treasure. His interest in interactive fiction, and the
» Genre: text adventure of famed adventure publisher Level 9. Shaun had computers that permitted it, began when he was a
submitted an adventure game design to Level 9 on spec pupil at Ivybridge Comprehensive in Devon. “My school
and he was about to find out whether the firm wanted was fairly visionary in installing a computer room back in
to publish it. “I remember booking a phone call,” says 1982 with around a dozen BBC Micros,” he recalls. “I
Shaun. “My parents didn’t have a telephone back then, was too late to take the new Computer Studies O-Level
with my regular subjects, but I took it along with my
A-Level course in sixth form. As sixth formers we had
access to the computers at lunchtime, and this was
where I was introduced to text-based adventure
56 | RETRO GAMER
ThE MAkinG Of: EMERAld islE
l.
more interesting than usefu
red an outline map that was
» The rear of the poster featu
“i had a lOT
Of differenT
sTOries
flOaTing in My
head” » [MSX] To travel beyond the game’s opening locale you’ll need to buy yourself a train ticket.
games, such as The Hobbit. I recall it took half the lunch stories floating around in my head. The ‘development’
The lOOk
hour to load the game from tape! This kind of work was done in my spare time after homework. I
problem-solving game piqued my interest, even if I didn’t consult with anyone else on the project. It was
Of level 9
could never seem to solve the puzzles.” something interesting to do at the time. I did the game
l
as a personal project and then presented it to Level 9 for
ike many fans of the genre, Shaun set consideration as I liked some of their other titles.”
about creating his own adventure game. He Shaun admits that many of the details are now How the illustrations were created
grabbed pages of plain A4 and a pencil, and sketchy in his mind, but that doesn’t mean that his
he started to scrawl maps based around the original design is lost to the mists of time. “I recently Artist James Horsler created the location
idea of a lost civilisation living on a tropical island inside found the walkthrough and hand-drawn maps, though graphics for many of Level 9’s early
the Bermuda Triangle. Locations were represented as the pencil is pretty faded. I will take a second look to adventures, including the 230 images that
small rectangles all connected together via haphazard see if I still have the location descriptions. As everything appeared in Emerald Isle. Explaining the
lines. The ‘blocks’ that would halt the player’s progress was done by hand, it may be that I did not make copies process, he says: “I worked on a BBC Micro
were added and ideas about the puzzles that would before submitting everything to Level 9.” Model B with its eight colours and 320x256
open up the way were considered. As Shaun goes off to scour his archives we can use pixel screen. I’d begin by reading the text
“I wanted to try my hand at putting together an the time to talk about Level 9. The Buckinghamshire descriptions of required scenes and then draw
adventure game,” says Shaun. “I cannot remember firm was founded in 1981 by three brothers – Pete, thumbnail sketches on paper. Often there were
how the game’s story came about but I was an avid Mike and Nick Austin. The trio started out developing more than 200 images.”
reader as a teen, devouring the sci-fi and fantasy arcade games for the Nascom kit computer before The main constraint was memory. “We
section of our local library, and I had a lot of different scoring a sizable hit with its home computer version of had to cram all of the images into just 10K of
Crowther and Woods’ mainframe milestone Colossal RAM!” he says, shaking his head. “I used an
Caves. Further adventures followed for multiple systems in-house vector drawing package and I would
(the brothers developed their own authoring design the page images so that they had as
many common elements in them as possible. I
created a set of curves and shapes that I used
for all of the images. Eventually, all of the
images would be very highly nested, with one
part being used in multiple other images. It was
quite a pain and took all my brain power!”
RETRO GAMER | 57
fOrgOTTen
isle
The trouble with trilogies… system – dubbed ‘A-code’ – which allowed them
On completing Emerald Isle the game tells to create compact, portable code) and Level 9 quickly “iT never
you to look out for Red Moon and The Price Of
Magik, which are “later games in the same
became the UK’s leading adventure house. Although the
firm was very much a family affair, Shaun’s experience Occurred TO
series”. Level 9 was keen on trilogies, like most was not without precedent as Level 9’s earlier hit, Lords
Me TO see whaT
changes MighT
fantasy peddlers, and would later remaster Of Time, had been based on a submission by another
and repackage its early ‘Middle Earth’ trilogy Level 9 fan, Sue Gazzard. Red Moon, the game that
(Colossal Adventure, Adventure Quest, Dungeon
Adventure) as Jewels Of Darkness, and follow
followed Emerald Isle, was also written by an ‘outsider’.
Shaun returns but he’s unable to locate any more have been Made”
this up with Silicon Dreams, a collection of its information. “Looking at the original info on the game
three sci-fi games (Snowball, Return To Eden, that I found,” he says, “the top sheet makes reference Spectrum, and Commodore 64. Like other Level 9 titles
The Worm In Paradise). For its third trilogy, to a program. This may mean that the descriptions were of this period it came packaged in a large black wallet
Time And Magik, it chose to ignore Emerald Isle in a computer file, which would explain why I can’t find that contained the tape (or disk, in the case of the BBC
and instead join Lords Of Time with Red Moon them.” Indeed, the original notes include some BASIC and C64 versions), an instruction sheet, a hint request
and The Price Of Magik. commands, suggesting the descriptions were typed up card and an illustrated A3 poster. And so 12 months
Lords Of Time was a better fit for the trilogy, on a BBC Micro. Shaun recalls that sixth formers were on from that phone box call, Shaun was finally able to
yet the decision meant that the Emerald Isle allowed to loan out the Beebs when school was out, so explore Emerald Isle. His isle. “Oh, I’ve never played the
was never updated with improved text and it’s clear that he took one home for the holidays. game myself!” he says, to our considerable surprise.
images. Nor was it made available for 16-bit Emerald Isle was released around Easter 1985 for “I could never afford my own computer at that time.
systems, like the other updates. As such, multiple formats including the BBC Micro, MSX, ZX I received a number of free copies from Level 9 but I
Emerald Isle has become one of Level 9’s more gave them all away (I did love the poster and I had it on
obscure adventures – one that some gamers my wall for a number of years). The only thing I did was
may have overlooked. check the reviews, which, if I remember correctly, were
mediocre at best. This was right on the cusp of adding
graphics to text-based adventures so the graphics for
each scene were something I had not expected to see.”
a
s it happened Emerald Isle was only the
second Level 9 title (after Return To Eden)
to include location graphics for most of
its versions. While they were simple
depictions, having 200+ different images was an
impressive feat considering the lack of available
» [Atari ST] The three ‘Time And Magik ’ games were bundled memory. Regarding the reviews, we were happy to
together and released for a wider number of formats. share with Shaun some of the positive responses the
game received. Crash adventure guru Derek Brewster
loved it, awarding it 9/10 and a Crash Smash, and
writing: “Emerald Isle is a game which takes all the best
aspects of adventuring and moulds them into a huge,
58 | RETRO GAMER
» [ZX Spectrum] Boat building you say? There’s a chance that might come
in useful later…
a
Most reviews made reference to the game’s attractive
RRP of £6.95, which was £3 less than existing Level 9 lthough he doesn’t actually say it in the expanded one. Unfortunately, I cannot remember if the
titles on account of it being “slightly less challenging”, interview, the implication is that the redesign was as a result of discussions with Level 9 or
according to comments from the Austins. Austins ‘fixed’ these issues before the from my own ideas. I don’t have extant copies of any
If Shaun has never played the published game, it game was published. After all, anyone who communications with Level 9.”
begs the question: how much of his original design did has completed Emerald Isle knows that there’s more to This conjecture is a moot point for Shaun anyway.
the Austins change? We know that Pete Austin had the second half of the game than just skulking around “At that age I was simply pleased to see my idea
some issues with Emerald Isle – he aired them when in twisty passages. However, Shaun’s hand-written produced commercially – anything else was a bonus,”
interviewed by Page 6 Atari Users Magazine in 1988, walkthrough and map is very close to the final game. he says, before revealing that he actually finished work
three years after the game was released. Speaking Many of the more memorable puzzles are also right on a follow-up. “I completed and submitted a second
about the pitfalls of adventure game design, he said: there in his original design, such as using the glue pot to text adventure, set in a scientific base on an alien planet
“You must stick to the subject and a number of people distract the hungry spider and returning the lost wallet with silicon-based chemistry, but that submission was
send in designs where they have clearly run out of to the village police station to collect the reward. One rejected by the Austins. I don’t remember any major
ideas halfway through. My best example of this is noticeable change is that originally the player had to trauma about that so I guess they were polite at the
someone who sent in a Bermuda Triangle game and collect all of the various treasures in order to complete time! My assumption was that it was too heavy on the
the first part is all about the Bermuda Triangle – all good the game, whereas in the final version the treasures are science, especially chemistry and physics, to appeal
stuff, but then he ran out of ideas and so in part two an optional quest that simply boosts your score. to their consumer base. I still have everything for the
you just went down into the cave below this island in “It never occurred to me to see what changes rejected game.”
the Bermuda Triangle and it went back into standard might have been made,” says Shaun. “On scanning Shaun was never involved in another published game,
hackneyed adventure stuff. You would be surprised how the documents I’ve found that there seems to be but the prospect of a finished design gathering dust for
many designs fall into that problem.” two versions of the map, a smaller one and a more the 30 years is fascinating. Emerald Planet, anyone?
MsX enTerprise
■ Similar to the Spectrum version, as you ■ if you were an enterprise owner then you could
might expect, only with no attribute issues. at least rely on Level 9 to provide software for
Curiously, the image area remains blank for a your under-supported machine. this was
few seconds and then the finished image slowly text-only (despite the standard enterprise having
wipes down the screen. at least you can type 64K of raM) but, hey, beggars can’t be choosers.
while this effect is happening. a solid version with no real issues.
in The
knoW
ResidenT evil
News of Capcom’s classic on the Game Boy Color
» Publisher:
CapCom
T
2000
he world of cancelled The impetus for a Game Boy Color Previews noted that while the game
games seems like version of Resident Evil didn’t actually was obviously visually simplified as
it’d be one filled come from Capcom, but from a pitch compared to the PlayStation original,
with obscurities, but by the developer HotGen. While the players could expect to find all of the
even the biggest of series can suffer studio was brand new, having formed features of the original game, as well as
cancellations – just ask the developers in 1998, founder Fergus McGovern new monsters and an option to suspend
who toiled away on the original Fallout 3 was well-known in the industry as your game between save points – a
or Sonic Xtreme, only to see them the founder of renowned conversion welcome addition for a handheld version
binned. The same fate befell the most developer Probe Software. HotGen of such a large game. Unfortunately,
ambitious conversion of Resident Evil, had developed compression routines when November rolled around, Capcom
an attempted Game Boy Color edition that allowed for the Game Boy Color announced that the game had slipped
of the famed survival horror series. to display a large number of unique into 2000, and in December the game
background scenes mimicking the failed to appear on Capcom’s release
prerendered 3D backdrops of Resident schedule for the first half of the next
Evil for the PlayStation, and software year, though the company claimed that
scaling that allowed for characters to the game was still coming. However,
move around those environments in a in March 2000 the news broke that
convincing fashion. In an interview with Capcom had chosen to pull the plug
IGN, the late Fergus McGovern said, on the game. In a statement to the
“We showed them the technology, they press, Capcom said, “The game has
got excited, we got the job!” been cancelled. We were not confident
The conversion project was revealed that the product would have made
to the public alongside the equally both consumers and Capcom happy.”
ambitious conversion of Street Fighter Rumour had it that the game was
Alpha in 1999, with both games already finished, or at least very close, at
scheduled for a November release. the time of its completion.
84 | RETRO GAMER
whATEvER hAppEnEd TO: REsidEnT Evil
T
be done gets in your way.
62 | RETRO GAMER
ThE hisTORy Of ChuCk ROCk
ck sTa
stars
Meet the principal players of the Chuck Rock series
ChuCk
■ He’s our unconventional hero,
a caveman with little hair and a
large belly. He’s out to rescue his
wife Ophelia in the first game.
18 months after successfully
doing so, he’s the successful
owner of Chuck Motors and a
proud dad – so of course, he
becomes a kidnap victim, too.
Ophelia
en a couple
“There may have only be
■ Chuck’s wife is the only
member of the Rock family
not to be playable in a game. In
istoric era so
of games set in the preh
the original, she’s out hanging
up the washing when she
t of potential”
gets clonked on the head and
T
echnology moves at a ChuCk Jr
blinding pace, though that’s ■ The infant hero of the second
no secret to readers of Retro game is out to rescue his
Gamer. Just tell one of your kidnapped dad. Without the
younger relatives that you can remember sizeable gut of his old man,
a time before YouTube, and they’ll ask Chuck Jr has to rely on the
you what dinosaurs were like. Mention heavy club that he carries with
Street Fighter to a teenager, and there’s him to fend off angry dinosaurs.
a good chance they might just ask you He joins his father as a codriver
what Street Fighter is. It’s hard not to feel » [Amiga] Later enemies gain their own projectiles, as this in BC Racers.
a bit like a caveman at times. But if you’re snowball-lobbing nuisance shows.
a younger reader, you shouldn’t feel bad
about making us feel old (and not just couple of games set in the prehistoric era Gary Gritter
because we are old). Secretly, we enjoy so it felt like there was a lot of potential. I ■ This local bully likes to lurk
telling you all how things used to be – was excited. That’s my earliest memory around in bushes and kidnap
for example, since we’re talking about of Chuck Rock…” Indeed, Chuck was women like Ophelia, which leads
cavemen, there was one who enjoyed a a distinctive chap. His pronounced jaw, to the events of the first game.
good deal of popularity back in the early stubbly chin and tendency to bash He later returns in BC Racers. His
Nineties as a platform game hero and a enemies with his belly was certainly name is an unfortunate pun on
company mascot. This was when you recognisable, and he had the sort of UK rocker Gary Glitter, who was
could star in a platform game without rough-edged charm that contrasted with convicted of serious sex offences
being a cute furry animal and/or Mario, the clean, family-friendly likes of Mario. after the series ended.
as the genre was bereft of bobcats, The team in charge of bringing
bandicoots and even hedgehogs. Core this character to life was a small one,
Design was the company that gave us consisting of Bob, graphic artist Lee
this neanderthal figurehead, and his Pullen and programmer Chris Long. A BriCk JaGGer
name was Chuck Rock. fourth man would tend to be involved ■ Another villain named after
“I have this vivid memory of turning for each release, but this changed a musician (albeit, this one isn’t
around in my chair and seeing this by version. “We didn’t have a sole disgraced). As the owner of a
pot-bellied caveman on Lee [Pullen]’s in-house audio guy at the time and a rival car company, Brick Jagger
monitor. I loved it immediately and told few people chipped in for the sound is displeased by the success
Lee how great it was,” recalls Bob effects,” explains Bob. “Ultimately, when of Chuck Motors and kidnaps
Churchill, game designer on the all the versions were out, we had Chuck, which sets him up as the
first two Chuck Rock games. several people working on the antagonist for the second game.
“It was such a unique- audio; Matthew Simmonds, He’s also a racer in BC Racers.
looking character and there Martin Iveson and Matt
may have only been a Furniss to name a
RETRO GAMER | 63
an t to design a game w hereby you can
“I w
nics in
use the different mecha
creative ways”
Bob Churchill
W
goes from playing bass to playing the we’d made a pretty decent game and up delayed due to the success of the
keyboard with one hand.” hen Chuck Rock first people would love it as much as we original game. “I do remember the day
One of the distinguishing features emerged from his cave did.” Before a sequel could arrive, there that Jeremy Heath-Smith [Core Design
of Chuck Rock was that it was more in the spring of 1991, was a full slate of conversions to tackle, CEO] came up to us and said JVC had
than a simple platform game where the his game was a critical including new territory for the team in approached him and asked if the Chuck
player runs from left to right and jumps success. The Amiga press loved it – the form of consoles – a challenge that Rock team would make a mascot game
on baddies. As well as his standard scores ranged from Amiga Format’s very Bob relished. “It was really exciting for their WonderMega console.” The
attacks, Chuck was able to use rocks good 80% to The One’s 91%, putting it to work on the console versions later; recognition was exciting, as was the
that he came across on his travels. “My firmly within the upper ranks of platform Japan being the land of Nintendo, Sega, opportunity to target a game at the
core challenge, which I carry with me to games on the format. Amiga Power ’s Konami and Capcom after all. For a group cutting-edge Mega-CD hardware, but
this day, was/is to create variety for the Stuart Campbell neatly summarised the of three guys, from a 12-person studio in the five-month deadline was considered
player with the number of mechanics game as being, “Packed to the brim the midlands, it was something special too difficult to hit. The team rejected the
at my disposal,” explains Bob. “I want with original features, well thought out to have Chuck Rock on consoles that game, even after being offered a £5,000
to design a game whereby you can use gameplay and nice touches that make it were the home of Mario, Sonic, Contra bonus. In the end, it didn’t matter – the
the different mechanics in creative ways. a positive joy to sit down with.” and Ghost ‘N Goblins.” The team took team was overruled and five months
For Bob, it felt like a natural result. “To the time to improve their conversions, later, Wonder Dog arrived.
be honest, I don’t recall being surprised,” tailoring them to the host formats, and After that detour, it was back to
he says of the high reviews. “I probably these were also greeted with enthusiasm Chuck Rock – or rather, Chuck Jr, who
thought that if we’d had so much fun by the press and public. became the lead in Chuck Rock II: Son
making the game and were so excited Ironically, while work on a Chuck Of Chuck. What drove this change?
about the prospect of a sequel, then Rock sequel began quickly, it ended “You know what, I’m not 100 per cent
sure exactly how that originated,” Bob
admits. “It was probably us wanting to
have that variety; do something different,
fresh. We were allowed a lot of freedom
and what the hell, changing the main
character was a pretty bold move. We
had no idea if that would upset people or
not, it just felt like the thing to do.”
» [Mega Drive] Chuck Jr hasn’t got the strength to lift rocks, so he just bashes them with his club.
64 | RETRO GAMER
ThE hisTORy Of ChuCk ROCk
Caveman Capers
The original Chuck Rock made its way to many different platforms
amiga aTari sT
■ The original
■ This retains the design
version features one and dependable controls
independently-scrolling of the Amiga version, but
background layer, nice utilises a smaller viewing
sampled speech and an area to show the action
excellent title theme. You can opt to keep this title theme and lacks sampled sound effects. The background visuals,
playing as you rock the prehistoric world, but if you do which are different to those used in the other computer
» [Mega Drive]
Bonus games see you’ll lose out on sound effects. versions, scroll on the same layer as the foreground.
Chuck Jr carving
statues, hitting
trees and even
racing dinosaurs.
archimedes commodore 64
■ This is basically just as
■ This rare release only
» [Mega Drive] good as the Amiga version, made it to shelves in Italy,
This big bird
with the graphics adjusted which is a shame. It’s not
scales in from the
background while to fit the colour palette of to the standard of the
the foreground the Acorn machine. Your
dinosaur rotates, 16-bit versions, but it’s
status bar has been shifted below the active play area, as good a conversion as you can expect from the 8-bit
it’s impressive!
too. The only negative to mention is that unlike the Amiga machine, with colourful backgrounds, faithful level designs
version, there’s no option to keep the music playing. and a good SID rendition of the title theme.
Changing the main character also
gave Bob and the team the freedom to
change the game design. Rather than
masTer sysTem mega drive
■ Sega’s 8-bit console
interacting with enemies and objects ■ Here’s a nice conversion
hosts an enjoyable version – it keeps all of the stuff
directly, the boisterous baby uses a
of Chuck Rock, but it’s not that was good in the Amiga
wooden club. “We went for a club
without compromises. version, but features both
because we wanted to smash more
Chuck’s adventure takes in-game music and sound
things; break up the environment, knock
place against a black backdrop, and many of the more effects. The backdrops have been improved with more
enemies and rocks around,” we’re told.
impressive effects have been cut down or removed. Sound detail, but like the Amiga version, it’s a static plane. The
“The swing arc of the club allowed us to
is also simplified, with no music and no sampled speech. only big omission is the intro animation.
hit elements in a circular space around
the character; enemies flying at you from
different angles, the ground below your sNes game Boy
feet etc. It gave us scope to create styles ■ This is one of the best
■ The graphics have been
of combat and puzzles that we didn’t versions of Chuck Rock redrawn for this version
have in the original game. I’m fond of the – the superior colour of Chuck Rock, allowing
move where Jr balances on the tip of his handling of the SNES is for authentic recreations
club to avoid hazards.” put to great use here, and of the original levels. Both
T
the new backgrounds feature excellent parallax effects. music and sound effects are included, though the music
hough the market was It features both music and sound effects in game, with here isn’t anything super special due to the limited sound
becoming saturated with another brand-new soundtrack. hardware. If you want Chuck on the go, this will do the job.
platform games by 1993, the
Chuck Rock team was able to game gear mega-cd
stay at the front of the pack by adding ■ Although it uses the
■ This offers slight but
a new level of technical prowess to the same graphics and sound welcome improvements
previously acclaimed game design. “This effects as the Master that put it over the good
was a blessing in disguise that came System version, Chuck Mega Drive version. The
from doing Wonder Dog in-between Rock on the Game Gear intro is back, and this time
Chuck 1 and Chuck 2. Chris had time has been redesigned to account for the smaller screen. it’s got voice acting! Elsewhere, the backgrounds gain
to learn the ins and outs of the new While this shows consideration for the format, something some nice parallax effects, the sampled sound effects are
hardware and he fully utilised it for is lost in the process – levels feel too heavily simplified. better and more numerous, and a CD version of the Mega
Chuck 2,” Bob notes. “We had huge
Drive soundtrack is included.
sprites, multilayered parallax scrolling,
scaling and rotating sprites, entire moving amiga cd32
levels, rotating levels… it gave me a lot ■ Core clearly had little
hair
■ There’s not too much of this
JaW
■ Chuck’s pronounced and rather
on Chuck’s head, so he wears
stubbly jaw is opened rarely –
a long wig when he’s playing
mostly for cans of beer in the
with the band – presumably
game’s intro, but also to utter his
mammoth hair. » [32X] Racers the fantastic bond that had developed
trademark, ‘Unga bunga!’ bunch up fairly
closely, so if
between us in that time, helped us to
you fall behind deliver grander designs,” Bob recalls.
it’s very easy to “One of my favourite levels is the tree
end up right at
the back. sinking into the lava, tilting left and right
as it sank. My hat goes off to Chris for
the coding in that game.” While that
particular stage only appeared in the
Mega Drive and Mega-CD versions,
every version shared one of the other
major improvements. “The power of
the consoles and Chris’ coding prowess
allowed us to really push the design of
the bosses,” explains the designer. “We
wanted to go bigger and have more
arms bosses than the first game. Sequels
■ Great for lifting, carrying and are more challenging to create in that
throwing the rocks that are respect; as developers, you want to do
abundant in Chuck’s world. He more and as a player you expect more,
can throw large and small ones and often, time is the thing you don’t get
a similar distance. more of.” The improvement here was
easy to see – boss battles were now
encounters with huge dinosaurs that
used multiple sprites to show smoother
movement, which were much more
Belly imaginative than those of the first game.
■ It might look a bit rotund but The only downside was that fewer
this is the primary weapon in players would get to experience Chuck
Chuck’s arsenal, one fuelled Rock II, as the game only came out for
by pork chops and other meaty Amiga and Sega platforms. Despite
treats, as well as lots of beer. being previewed in Atari ST Review, no
ST version was released – when asked
why it didn’t appear, Bob replied, “It
was probably because it was a better
bet to spend the resources on the Sega
versions.” It’s probable that the game
was never in production for that format in
the first place – the preview in question
is illustrated with sprites from Wonder
Dog and Chuck Rock, and Core was in
legs the process of dropping ST support.
■ Our hero clearly skips leg
day, so carrying rocks lowers
his jumping height and walking
speed. In a pinch, these can
deliver a great flying kick.
» [32X] The
use of sprites
for scenery is
a nice touch,
but one which
comes at
the cost of
frame-rate.
66 | RETRO GAMER
ThE hisTORy Of ChuCk ROCk
F
rom what I remember, it’d been
decided that a Chuck spin-off
game should be made but not
what kind of game it should be,”
recalls Stuart Atkinson. “At the same » [32X] This guitar is poised and ready to prevent rivals from passing with a well-timed whack.
time, half the office was obsessed with
playing Mario Kart and a ‘Mode 7’ 3D Core was handled by a relatively new in himself that ultimately led to
system had already been developed artist, Toby Gard. “All of the animation, him getting Tomb Raider off
for Thunder Hawk. So the decision was art and level design was created by him,” the ground.”
B
made to develop a Mario Kart-style Stuart explains, and it was his work
racer with the Chuck Rock cast using that Stuart was primarily concerned with. C Racers was
the Thunder Hawk engine.” This game “I converted Toby’s original Mega-CD released for Mega-CD
would start life as Chuck Rally, but ended artwork over to the PC, and worked in 1994 and PC, 3DO
up as BC Racers upon its final release. closely with the PC programmer (Martin and 32X in 1995. The
Although clearly inspired by Nintendo’s Gibbins) to get it to play well.” BC Mega-CD original was reasonably
racer, BC Racers is by no means a clone Racers was quite ambitious visually, as well received by the press, though
– for a start, the turbo boosts earned it made extensive use of scaling sprites reviewers complained about the lack of a
once per lap are inspired by F-Zero. to depict trackside scenery, including competitive multiplayer mode. This was
“Adding the combat element to the trees, houses and even spectators. This crucial to the appeal of Super Mario Kart, combat range, swinging platform action
game was what I thought really made a was something that the SNES Mode 7 and the later versions of BC Racers did and we had lots of ideas for puzzle
difference, especially during a two-player games didn’t do, but it did come at a include it. Today, the PC version is best mechanics,” Bob confirms. “It would be
game,” says Stuart. “Smashing your performance cost as the frame-rate to play as it can achieve a frame-rate amazing to get back together with Chris
friend in the face while overtaking him in console versions of BC Racers was higher than any of the other versions. and Lee, relive some of that 16-bit magic,
was very satisfying!” Indeed, BC Racers lower. “Toby was a close friend of mine To date, BC Racers is the final game and create a modern action platformer.”
owes far more to Road Rash than Mario at the time so I found him easy to work in the Chuck Rock series, but that’s Even without Ophelia’s adventure,
Kart in this regard – racers club and bash with but others might of found him a not to say that another platform game the Chuck Rock series still elicits fond
one another at close quarters, rather than bit stubborn at times,” Stuart recalls is completely off the cards. “I have memories over 20 years after it ended.
using item pick-ups, and cars can be of the man that would later gain thought about that in the last few years. Why is that? For Stuart, it comes down
wrecked if they sustain too much fame for his role in creating In fact, maybe I should talk about it to to players getting out as much as the
damage. Thankfully, picking up Tomb Raider. “It was see if people would be into it,” Bob developers put in. “A lot of love went
meat will refill your health bar in quite difficult to persuade confides. “An idea we had thrown into their creation and I think it could be
quick fashion. him that he might not around for Chuck Rock 3 would have felt when playing them, the company
The responsibility for the always be right. But starred Ophelia as the main protagonist. was becoming very good at developing
overall look of BC Racers at it was this belief Following on from changing the main platform games,” he offers. “The
character from Chuck 1 to Chuck 2, it caveman styling of the characters had a
was only natural to do it for Chuck 3 and certain charm I think, it was light hearted,
include the entire family in the trilogy. not trying to be too serious like some
Ophelia had been kidnapped in Chuck 1, games try to be.” As for Bob, the news
had her husband kidnapped and her son that Chuck Rock still has a following is a
ran off in Chuck 2. It was time Ophelia welcome surprise. “I didn’t know they
had a piece of the action.” Presumably remained popular. That is so amazing to
the lady of the Rock family would also hear,” he exclaims. “I’m overjoyed that
have had her own unique style of play, people share that passion for a game that
» [32X] This cave track is a tricky one, thanks to its sharp » [32X] Pterodactyl rescue is needed for racers that too? “She was to carry a whip as her we put so much passion into. A huge
turns and false shortcuts. venture into the deep waters, costing valuable time. weapon which would allow extended thanks to all the fans. Unga Bunga!”
RETRO GAMER | 67
InterestIng games
you've never played
l a v iew
Sa tseivelto Japan
Exclu llite
on sate
and reliantts which
broadcasthe turn of
ended atnnium, the
the mille w is one of the
Satellaviecure pieces of
most obs hardware. We
Nintendo some of its
run downable titles
most not
BS Legend of ZeLda
■ Developer: nintendo ■ Year: 1995
■ Notable for being the world’s first Satellaview’s user interface, which takes the overwhelmed with letters from fans. Following
integrated ‘radio game’, BS Legend of Zelda form of a game known as BS-X: The Story the rapturous reception of the original run it
(BS standing for ‘Broadcast Satellite’) was Of The Town Whose Name Was Stolen. was decided that BS Legend Of Zelda would
also the Satellaview’s debut ‘SoundLink’ title, Because Nintendo and distributor St.GIGA be broadcast a second time in September; this
and boasted a streaming vocal track which were still experimenting with the limitations wasn’t enough to quench the thirst of fans and
featured voice actors who would expand on of broadcast satellite gaming, the streaming three more runs were scheduled.
the story during gameplay. vocal track was restricted to certain moments In December, a remixed version of the
While BS Legend of Zelda is set in Hyrule in-game. During these moments, the game was broadcast, and ran until January
and shares a very similar plot to that of gameplay would pause while the vocal track 1996, with a second run taking place in March.
the original Legend Of Zelda – Link does played before handing control back to the Because the broadcast audio was stored in
not feature as the hero; instead, the main player. Each spoken moment would reveal RAM, emulating BS Legend Of Zelda today
protagonist is the avatar selected in the a new power or inform the player of events is almost impossible; stripped of its time-
happening elsewhere in the game world. sensitive audio queues and rigid broadcast
BS Legend Of Zelda was divided into four schedule, it’s tricky to experience the game
time-limited episodes; at the conclusion of exactly as Japanese players did back in the
each episode the player was returned to mid-Nineties, and as a result the game feels
BS-X: The Story Of The Town Whose Name little more than a remake of the 1985 original.
Was Stolen and would not be able to return However, efforts to preserve the experience
to Hyrule until the following broadcast date, have taken place and it’s now possible to
when the new episode would grant new play the title without the enforced pauses, as
abilities and unlock additional parts of the well as hear the dialogue in English, French,
overworld map. Despite the linear nature of Spanish, and German. Fans have also replaced
the experience and the fact that the game the main protagonist with Link, returning the
had to halt entirely to play vocal audio, BS fabled Hero Of Time to what many regard to
Legend Of Zelda caused such a stir upon its be his rightful place at the helm of one of the
August 1995 broadcast that St.GIGA was franchise’s most obscure entries.
68 | RETRO GAMER
MinORiTy REpORT: SATEllAviEw
take your
time
■ Time-based events
would take place during heart
the initial broadcast, with attack
new areas and abilities ■ You begin the game
opening up at set points. with three hearts; these
can be restored by
collecting hearts from
downed enemies or
running into a fairy.
a Legend
reinvented very
■ Taking the original NeS handy
game as its template, BS ■ Just like the original
Legend Of Zelda improves game, it’s possible to hold
the visuals and audio two items at once, some
quality considerably. of which are weapons
while others push the
quest onwards.
RETRO GAMER | 69
radicaL dreamerS
■ Developer: Square ■ Year: 1996
70 | RETRO GAMER
MinORiTy REpORT: SATEllAviEw
RETRO GAMER | 71
CLASSIC MOMENTS
Castlevania:
Bloodlines
» Platform: Mega Drive » DeveloPer: KonaMi » releaseD: 1994
T
he Castlevania series has always featured some
highly satisfying boss fights and Bloodlines is no
different. Having said that, this particular battle,
atop an ancient tower, is a lot trickier to get to
grips with than most, due to having to battle the elements
as well as your demonic foe. As you reach the tower’s
zenith your winged adversary flies pass you, whipping at
you with its tail. The tower spins and the clouds race past,
creating an incredibly dramatic scene. That bothersome
tail continues to be a pain though and you also have to
deal with shots that can knock you off your precarious
perch if you time your jumps wrong. It’s a genuinely
thrilling moment that still gets the pulse racing today.
MORE CLASSIC CASTLEvANIA:
BLOOdLINES MOMENTS
Reflection Of You
Even though it pales in
comparison to Super
Castlevania, Bloodlines still
has plenty of lovely graphical
effects. One of the most
pleasing takes place on the
second stage when you
battle above a still lake. Your actions are reflected in the dark
pools below, creating a simple, but impressive-looking image.
A Watery death
The second level is full
of watery threats, with a
misplaced jump causing you
to prematurely drown if you’re
not careful. Even when you
get to dry land you’re not out
of danger, because this deadly
wizard summons water that slowly fills the screen. If you don’t
finish him off in time you’ll lose another precious life.
BIO
The first Sega Castlevania exclusive had
a big task on its hands as it arrived after
the sublime SNES hit Super Castlevania IV.
While its graphics looked a little weak
in places, Konami pulled off all sorts of
impressive graphical tricks to ensure that
the Sega game was no slouch. It might
have had far fewer levels than its SNES
equivalent, but it did feature two very
different characters: the whip-wielding
John Morris and Eric Lecarde, whose use
of a spear allows him to occasionally take
alternate routes through certain levels.
The MAking Of
74 | RETRO GAMER
ThE MAkinG Of: zEEwOlf
RETRO GAMER | 75
PushinG the limits
Five more 3D Amiga games that really pushed the hardware says. “From there on it was all much more about
the gameplay.” Andy also reveals that, originally,
EPIC the player’s vehicle was a much more traditional
1992 spaceship/jet design rather than a helicopter. “Early
■ after finding fame with flight sim F29-Retaliator, prototypes – the ones with VTOL spaceships in
runcorn-based Digital image Design improved – were called ‘Beewolf’, after a kind of wasp that
its 3D engine to produce this slick space shooter. attacks beehives. I liked the comparison with you
channelling Battlestar Galactica and Starglider, flying into enemy territory and stirring up swarms
playing it is a very captivating experience, of defenders. When I changed the player craft to a
particularly in its planet-based battles. DiD went helicopter, I started calling it ‘Zeewolf’ as a play on
on to bring us Robocop 3 and the stunning TFX. that and ‘Zee’ as in LZ, Landing Zone in the Vietnam
War-era slang. I assumed we’d find a better name
later on, but we ended up keeping it.”
LEGENDS OF VALOUR
1992
■ this rpg from designer Kevin Bulmer was
arguably the Skyrim of its day, featuring an
extensive texture-mapped medieval town
complete with shops, taverns, dungeons, npcs,
a day-and-night cycle and open-ended gameplay
where you forged a career of your making
through job tasks and missions.
T he success of mission-based titles like
EA’s Desert Strike was one of the factors
in switching from a space setting to a
contemporary battleground scenario.
“Games with semi-realistic war settings were very
successful, and this helped persuade us to move
the game in that direction,” Andy remembers. “I
was reluctant to switch to helicopters as I knew that
would mean more polys to draw and thus a lower
frame-rate, but it was clear where the money was,
FRONTIER: ELITE II and helicopter gunships are awesome.”
1993 Andy admits that creating the polygon models
■ it’s hard not to admire Frontier, a game with seen in the game was a somewhat primitive
an entire galaxy of procedurally generated star process on the Amiga. “I sketched the models,
systems and a mind-boggling 100 billion planets, then drew them on graph paper and typed the raw
on a single floppy, two decades before No Man’s numbers in by hand for the vertex coordinates, face
Sky. unfortunately it was probably too graphically lists etc,” he explains. “The models for the game
ambitious for lower end amigas, slowing down were unusual by modern standards in that the faces
to a crawl around spaceports. could be quads rather than triangles, and didn’t
actually have to be flat. This meant that simple
solids, like missiles or gun barrels, could be reduced
GUARDIAN to tetrahedrons, and drawn using one quad each.
» [Amiga] The map
1994 screen has a neat Over time, I figured out how to extend the technique
■ When early pictures of new Zealand-based superimposed game to things like water splashes and smoke clouds.”
acid software’s Guardian first appeared in the window so you can
fly and navigate “The terrain for each level was generated
press there were rumblings it might be the simultaneously. procedurally from a very low-res map – just
system’s answer to Star Fox on the snEs. the
finished game, released on a1200 and cD32,
turned out to be more like a reimagining of
Defender, with blisteringly fast-polygon graphics.
ALIEN BREED 3D
1995
■ team17 attempted to produce a full-on Doom
clone for the amiga with this spin-off from its
famous sci-fi shooter franchise, and the unlikely
gamble paid off with a technically impressive,
atmospheric and surprisingly nippy blaster. it
even boasted graphical effects not seen in the pc
game, namely fully translucent water effects.
76 | RETRO GAMER
“i couldn’t
figure out how
to refuel the
helicopter, so
i asked myself,
‘What would gerry
Anderson do?’” andy Wilton
RETRO GAMER | 77
EnginEEring intEractivit y
P
ick up a copy of the magazine, New something else entirely. The third was that New
Computer Express from 3 November Computer Express wasn’t wholly excited that it
1990 and nestled in the corner of page had finally seen the light of day. But perhaps that
seven you will find a 300-word news is because it was only being released to business
article about Philips CD-i. The caption beneath a and professional users at that time. Consumers, it
photograph of the machine contains the words, transpired, would have to wait a bit longer.
“at last”, while the intro tells its readers: “Philips Today, the CD-i is something of a curiosity, a true
has finally released its multimedia Compact Disc multimedia machine that tried to be everything to
Interactive (CD-i) system.” But what three things everyone. It allowed owners to play music, ‘enjoy’
can we deduce from this small piece? karaoke, watch movies and bask in the knowledge
Well, the first is that there had been a wait. And, gleaned from encyclopedias, such as Compton’s.
boy, had there been: work had actually begun More importantly to us, though, it allowed for the
on the CD-i in 1984. The second is that it was a playing of games: some good, some ugly and some
“system”. Not a console, not a video player but that really needed to be taken out and burned.
For this was a machine which made it acceptable
to even want to chuck games starring Nintendo
characters on to the pyre. And yet the CD-i wasn’t
entirely bad by any means.
There was certainly no faulting Philips’ ambition.
The Dutch company had begun the project with
the intention of creating a compact disc that
could allow for the playing of audio, graphics and
text. Sony had been attempting the same and by
1985, they were working together to establish a
format. Matsushita also became involved and it
was working on developing integrated circuits.
Meanwhile, Microsoft had been approached, too,
since the other companies sought to make use of
» [CD-i] No munching of dots here, instead Pac-Panic was a riff on Tetris. its successful operating system, MS-DOS.
78 | RETRO GAMER
CD-i: EnGinEERinG inTERACTiviTy
RETRO GAMER | 79
» [CD-i] The flop figh
ting game Rise Of The
Robots got an outing
on the CD-i.
O
CDs. Bernie Luskin, who had joined Philips just weeks nowhere near as formidable and it didn’t have the same
before in January, became chairman of the Green n the Saturday morning, I came out the level of producer base. We had to train people to work
Book Specifications Committee. “I flew around and elevator and the president of Philips with it, which took a long time to do.”
had meetings with all of the early leaders to find out Home Interactive Systems motioned The system’s specs were finally issued in March
the specifications that they would like to have in an me over,” says Bernie, who went on to 1987 and licensees began to see demos of CD-i discs
interactive program,” he tells us. “We then turned it become president of Philips Interactive Media. “He and prototypes three months later. Despite these
over to the engineers and they worked up those specs, said, ‘I just want you know that we’re not going to work advances, however, it wasn’t until some 18 months later
translating them engineering-wise.” with Microsoft any more. Bill Gates is too difficult and so that developers began to receive dev kits. And although
Bernie was among those flown to Seattle for the we’re not using MS-DOS. We’re going to use OS-9.’” work had begun on other coloured books, the important
announcement, and he recalls going to the Sheraton Back then, that decision wasn’t hugely controversial. White book which set the standards for the CD-i Bridge
Hotel where he spent the Thursday and Friday night Philips had evaluated different operating systems from for Video CDs, Super Video CDs and Photo CDs, was
in the company of Bill Gates. “At the time I joined, around 60 companies. But Bill was understandably still some five years away.
Microsoft was the smallest company involved with the unhappy at having been dropped. “I saw him on that “There were some titles in development when I
CD-i system but I thought we had a great relationship Saturday and he was very upset,” Bernie says. A few joined Philips” recalls David McElhatten, who was
80 | RETRO GAMER
CD-i: EnGinEERinG inTERACTiviTy
hired in October 1988 as the senior vice-president of
CD WHy!?
production for what was then American Interactive
Media. “But it was a very immature environment. I
remember there was a golf game called The Palm
Springs Open, which had just been started, and I recall The four different Philips CD-i models
we had to get a good number of titles out for launch at
the same point. It was a very big effort.”
200 SerieS (LEFT)
O
The widely-available 200 series
ne of the problems was that the
kicked off with the most basic, yet debut,
decision to ditch Microsoft had begun
205 model, which was called 910 in the
to distract Philips. “Sony had the patents
UK. A higher-end 220 then followed,
on audio and it wouldn’t release the rights
which hid the CD drawer with a door
to Microsoft, preventing Bill’s company from integrating
and had up to 32KB RAM, while the 210
audio on CD-ROM,” explains Bernie. “They ended
model kept with 8KB and had no door.
up battling with lawyers for two or three years and it
was slowing things down on both sides.” Still, work
continued. “They told me that my job was to make
about 75 programs: so ten children’s programs, ten adult
programs, reference education programs, games and so
on,” says Bernie. Only, at that stage, gaming wasn’t first
and foremost on Philips’ mind.
“In the US, we had a committee that wasn’t very
game-friendly,” David says. Instead, Philips favoured
the edutainment market. Fortunately, it proved rather
good at creating such titles: Bernie worked with the
Children’s Television Workshop on developing Sesame
Street programs. There was also a Time-Life 35mm
Photography CD which let users focus a simulated 300 SerieS (RIghT)
camera on a moving image and take a virtual photo. As if to underline that the CD-i was not first and
“We wanted original titles that had a lot of really high foremost a games console, Philips introduced the
visibility and we were making a lot of breakthroughs,” 310, 350, 360 and 370 models which contained a hard
says Bernie. “Even when I was getting flack, I knew drive and, in most cases, a screen and were aimed
that we were getting somewhere.” A lot of Bernie’s at industry professionals. They were popular among
time was spent assembling teams or writing up sales reps in pharmaceutical companies looking to
contracts with developers. “I was sitting reviewing promote their wares to clients.
proposals all day long and financing the titles I felt would
work,” he tell us. The CD-i developers were starting to
understand what made the machine tick.
“The kids games for the CD-i were standing out,”
says David. “It made the machine a novel edutainment
system and it was a market that was not being covered
by other machines. The computer business was
RETRO GAMER | 81
Hall Of sHame The worst games on CD-i
B
approached Sony to create a CD add-on for the SNES,
y this point, over 100 developers and tech along with a hybrid called the ‘Play Station’. Yet the
producers were on board. But while the contract Nintendo signed gave Sony a large amount
CD-i went down well at CES, it cost an of control. When Nintendo tried to get out of the deal,
eye-watering $1,400. It also needed an Sony refused to back down. Nintendo then approached
add-on cartridge to achieve full-motion video (costing Philips, leading to drama at CES in June 1991.
£179.99 when the CD-i made it to the UK). Still, the While Sony unveiled the Play Station, Nintendo
system looked nice enough, with its video recorder announced it was working with Philips. Ultimately, Sony
styling. It also came with RS232c communication went on to create the PlayStation and the Philips CD
ports that allowed it to connect to a network. add-on for the SNES came to nothing. But Philips ended
up with the rights to produce games based on Nintendo
characters, which is why three Zelda games were
released along with Hotel Mario in 1993 and 1994.
Unfortunately, few of these games were good.
The attempts to turn the Zelda games into
cinematic experiences fell flat and the trilogy
became infamous. Luckily, there were some
standout titles to relieve the pain including
a conversion of the acclaimed horror
puzzler, The 7th Guest. “We had a hard
time coming up with all the assets we
used to make the game for them,” says
its original creator Graeme Devine. “We
82 | RETRO GAMER
© Evan Amos
» [CD-i] A Visit To Sesame Street: Numbers
ChaoS Control hotel mario was a popular and colourful
■ If Philips was hoping to compete against the PlayStation in 1995, ■ As well as having the rights to make a game based on The edutainment title for kids.
it should have canned this game. Having attempted to win over Legend Of Zelda, Philips also secured Mario. As before, Nintendo
players based on its superb prerendered graphics, it soon became didn’t get involved in the development process and the result was
clear that players could only aim a pointer and shoot – there was no the worst puzzler involving the plucky ex-plumber. Jump, avoid
way to control movement through the environment. nasties, move between floors, hide behind doors. Repeat.
T
games such as Voyeur were helping the machine to to do something with.
he port of The 7th Guest was handled realise its potential. “Voyeur was very big at the time Even so, David McElhatten admitted in 1994 that
by Philips’ team in the UK, a group that and probably the most full-motion videogame around,” CD-i wasn’t designed for high-performance games.
became very important. “The people David says. “We also had Burn Cycle which, I would The system struggled to make an impact in the USA.
we assembled on Tottenham Court Road say at the time, was one of the best games on the “Philips had a better name in Europe than it did in the
in London were great,” affirms David, who went on market across a lot of different genres. And we had The USA where it was pretty clear the machine was going
to head up a new games publishing division of Philips Apprentice which was one of the best CD-i games ever to be very cold,” David tells us. Sadly, while Philips
Interactive Media in 1994. “The UK had a very rich and my favourite. It’s just a classic.” wanted software to account for a third of its income by
development community. There was a fanaticism in the There were pioneering non-gaming titles, too. No 2000, the CD-i ended up being discontinued in 1998.
UK that was pretty unique.” Philips looked for other UK World Order by Todd Rundgren was a music-only The problem was that Philips misread the market
talent, too, asking Codemasters to port Micro Machines. interactive CD, for instance, which could create an and by the time it made great strides in fixing it, the
This task fell to Ashley Hogg who had spoken to Philips infinite number of versions of each song. There were PlayStation was making its mark. Bernie believes
a couple of years earlier when he was curious about also titles based around frivolous hits – the LaserDisc the criticism of the CD-i over the years has not been
working on titles for the CD-i. live-actioner Mad Dog McCree rubbed shoulders with fair. CD-i blended into MPEG and evolved into the
Ashley bemoaned the CD-i’s limited clock speed offerings based on TV game shows. PolyGram – which internet and the cloud, he affirms, and many of
and development system, though. “[Working on was controlled by Philips – snapped up the Motown the breakthroughs, he argues, will continue to be
the] CD-i was the first time I had to use a PC as a record label and picked off some of its big names for foundational in interactive media long into the future.
workstation and it felt like working in the dark ages,” he CD-i releases while Philips Interactive Media of America “CD-i was a monstrous success,” he concludes.
tells us. Ashley also highlights its reasonable graphics produced full-motion video music titles including U2’s “We overcame the problems of creating the standards
capabilities, “although nothing like the blitter-powered Achtung Baby and McCartney’s Put It There. and the pressing plants. We had underlying patents that
Amiga or the dedicated sprite and playfield hardware Philips also signed a deal with Paramount to bring 50 are still visible and from which Philips made fortunes and
such as in the Mega Drive”. He adds: “It had decent films to CD-i, while personal trainer Kelly Smith released continues to make fortunes. The CD-i was a small part
resolution with a good number of colours and some what she claimed was the first truly interactive home of a very big picture. Yes there were mistakes, but it will
degree of hardware support for being able to scroll the workout program. Brighton-based Epic Interactive Media always be a great success.”
RETRO GAMER | 83
taiko
Controller
Fact
■ Taiko No Tatsujin isn’t the only
drumming game series for PS2 – the
DrumMania, Rock Band and Guitar
Hero series all use drums too,
and each have their own
unique standard.
For some reason, there aren’t too many games notes and red notes respectively in the Taiko No
themed around traditional Japanese taiko Tatsujin games.
drumming, so when Namco introduced its hit Despite being a single-series peripheral, the
arcade music game Taiko No Tatsujin to the home Tatacon was given plenty of support in Japan.
in 2002, it had to manufacture a bespoke controller Namco released ten PS2 Taiko No Tatsujin games
to go along with it. The result was the Tatacon (also in just over four years, with the average game
known as the Taiko Controller overseas), a small featuring well over 30 songs. The company also
home drum with a three-part plastic stand and two decided to bring the series to North America in
plastic drumsticks. The Tatacon won’t register any the form of the one-off release Taiko Drum Master,
timid hits, and is robust and hardy enough to deal which featured 31 songs and included the Tatacon
with the firm strikes required. It can sense strikes as standard. Unfortunately Namco hasn’t seen fit to
in two different areas – the outer rim of the drum, release further entries in the series in the US, and
and the centre of the drum, corresponding to blue has never brought the series to Europe.
ulTimaTe
guide To
JaCk al milk y
Speed Speed
eneRgy eneRgy
weapon weapon
The main protagonist, it’s Jackal’s girlfriend The first of three female characters, Milky is
who’s been kidnapped by the Bloody Scorpions. all about the guns. She’s so gun-happy that
Like most lead characters in games like this, she’s the only character whose ‘melee’ attack
his stats are average across the board. His actually involves shooting the enemy from
bomb is a basic grenade. point-blank range with a handgun.
eneRgy eneRgy
weapon weapon
Much like Jackal, Loki has average stats. The A hefty chap with only a vest and fetching
difference is he looks a lot cooler because of his yellow trousers to his name, Southern Cross
action movie-style haircut. His bomb is actually is slow but has a powerful double-barrelled
a rocket launcher, which can hit enemies on the weapon. Rather than bombs, he’s armed with
other side of the screen. exploding boomerangs.
ma Rie Be e Rio
» [Arcade] As is the case in many retro games with too much action, there are
Speed Speed
plenty of moments where slowdown kicks in.
eneRgy eneRgy
Naturally, all this simply serves as an excuse
to empty an endless supply of bullets into as weapon weapon
many nameless armed goons as possible, and in
that respect Shock Troopers is a great success. It’s not clear who’d play as Marie when Milky is Rio’s an odd one because it’s not quite clear
Played from an overhead perspective, your job is almost identical but slightly better. She’s fast whether he’s a stereotype of Native Americans
to take your chosen soldier(s) through a number but has low health, and she doesn’t get as many or an imitation of Rambo. His tendency to fire
of stages, killing everyone in your path including medal ratings on each level. Her bomb is a arrows suggests the former, the fact those
the various bosses and sub-bosses you encounter homing missile, so there’s that at least. arrows explode suggests the latter.
along the way. As well as the standard tropes
you’d expect from a game of its type – an endless
stream of bullets every time you hold down the
fire button, a finite supply of powerful bombs you
ma Ru Big ma ma
can use to clear the screen or greatly damage Speed Speed
bosses – there’s also a dodge button which lets
your character do a quick roll in any direction. eneRgy eneRgy
This makes your character temporarily invincible,
letting you roll through bullets and missiles
as if they were made of marshmallows. It also
weapon weapon
increases the game’s difficulty as a result, though:
boss fights regularly end up with explosives flying The hero most suitably dressed for the Questionable name aside, Big Mama is the
at you from all directions as you’re expected to use occasion, Maru has a long-sleeved shirt and strongest character in the game. She’s slow but
the dodge to avoid them. small shades. He’s slow and powerful like a big can take a lot of damage, and instead of bombs
The dodge mechanic is only one way in which character, but can’t take as much damage. His she can fire huge rockets that create enormous
Shock Troopers mixes up the shooter genre. There bombs disperse poisonous gas. explosions and wipe out multiple enemies.
are a few other interesting features, all revolving
around player choice: something that’s usually
retro Gamer | 87
lacking in a game of its type. For starters, it’s
essentially three adventures in one. At the start
of the game, players are asked to choose one of
three routes: Jungle, Valley or Mountain. Each
route offers a completely different set of five levels
before culminating in the final stage. This means
you could play through the game to completion
three times and only the last level would be the
same. After the third stage you’re given the option
to change your route, just in case you fancy a
change: should you choose to switch paths you’ll
play through an extra level in which you ride atop
a moving train to your destination. In total, then,
the game has 17 stages – three routes with five in
each, the final stage and the optional train stage –
and in a single playthrough you’ll get six or seven
of them, depending on whether you switch routes.
how To BeaT iT: The tank is one of the how To BeaT iT: The river tank fires most how To BeaT iT: It may be intimidating but how To BeaT iT: Head to the bottom corner
easier bosses because of its size and the way of its shots forward so approach it at an angle. it’s easy to beat. It’ll start by firing just its main and shoot at the forklift at an angle. This will
it telegraphs its moves. Just keep your guns When you see the driver pop his head up, that guns, so you can easily avoid these while firing. avoid most shots except for the bombs that split
focused on it and roll through the missiles as and means the tank’s about to start firing missiles so Then, when it starts firing missiles just keep up (roll to avoid these). After a while it’ll start
when you need to. get ready to dodge. rolling around until it stops and fire back. ramming but if you stay at the bottom, it’ll miss.
88 | retro Gamer
lo C k a n d loa d
All the firepower
you’ll need
how To BeaT iT: The bomber’s actually how To BeaT Them: Watch when he cocks how To BeaT Them: You’ll
not as tough as it looks. Its main gun fires slow his gun. If he moves to the corner after he does be dodging a lot here as the
bullets that are easily dodged. After a while it’ll it, he’s going to start firing his machine gun while Leader likes to shoot loads of
open up a hatch and start dropping enemies and moving his way down the screen. If he stands still projectiles. Keep your distance
rockets, both of which can be destroyed before after doing it, he’s going to fire regular shots at too, because he’ll perform quick
they reach you. you. Learn these patterns, and you’ll do fine. melee attacks.
e S S Jung le 2
This stage is split into two parts. In the
m a p To S uC C ht just survive, soldier first, you’re riding a motorbike: you
Follow these tips and you mig have to kill other bikers and destroy a
big armoured vehicle. Then you jump
your bike off a cliff edge and jump
Jung le 5 into a shallow river section, which
mounTa in 1 After a final trek through the jungle you
somehow doesn’t break all your bones.
The Mountain route kicks off with come across the Bloody Scorpions’
you walking through the bottom of a factory, filled with all manner of
canyon, with enemies jumping down jetpacking enemies and destroyable
at you from the edges. After making machinery. At the end, you’ll go head-
your way past some landmines (use to-head with a large spiked forklift,
Jung le 1
the dodge button), you meet one of the which isn’t very hospitable. The first Jungle area has you
game’s many tank bosses. wandering through a muddy clearing,
mounTa in 5 taking out enemies, bunkers and tanks
For some reason you’re back on the along the way while getting a feel
ground here. The enemy is well aware for the controls. You then encounter
of your presence at this point, though, a large helicopter while crossing a
so as you make your way to its base bridge before facing a large tank boss.
mounTa in 3 you also have to avoid any falling
It would appear this mountain is more bombs dropping on you from the
of a volcano, since the third stage overhead planes. Jung le 4
has you making your way through a It wouldn’t be much of a videogame
dangerous area covered in lava. You jungle without some ancient ruins
eventually reach a secret underground somewhere: sure enough, the fourth
Jung le 3
bunker, similar to the one in Jungle 5, stage dumps you in the middle of A lengthy one, this. Starting off in a
featuring the same forklift boss. some. Make your way to the top and marketplace, you eventually fight
you’ll be overlooking not only the sea, your way to a bar which is promptly
but a big helicopter looking for a fight. destroyed by two goons wearing
bladed gloves. Take them out and it’s
onto another jungle section where
you’ll meet another tank.
mounTa in 2
One of the game’s most varied levels.
You start riding on the back of a giant
truck, taking out parachuting enemies.
The action then moves to a cliff edge
which you have to climb, followed
by a large rope ladder that has to be
navigated, all while enemies fire at you Final STag e valle y 5
from all angles.
To make things nice and dramatic, the You exit the sewer (via a huge pipe,
mounTa in 4 final level takes place on top of the naturally) and arrive at a run-down
You’re starting to reach the top of Bloody Scorpions’ jet plane (which you street, which has been taken over
the mountain by this point. Little obviously board by riding up to it on a by the enemy. This street leads to
sprinklings of snow are scattered motorbike and leaping across). There the Bloody Scorpions’ headquarters,
valle y 1
on the ground, and you can see you’ll face the Leader: pump him full of though, so fight your way through and Choose the Valley route and you’ll start
clouds below you as you continue up. digital lead and it’s job done. beat yet another tank to proceed. on a pier, making your way across a
Once you get to the summit, you’re bunch of small fishing boats and trying
welcomed by a helicopter that’s to avoid the spears being fired at you
armed to the teeth. by frogmen. Then you board a boat and
take to the sea where a giant bomber
plane attacks you.
valle y 4
TR ain The entire fourth stage is set inside a
After the third stage you get the sewer system: not quite the beautiful
valle y 2
option to switch to another route. If valley you may have had in mind when
valle y 3 Apparently the boat didn’t do so well,
you first chose this route. Make your This one starts with you jumping because the second stage starts with
you do, you’ll get this extra stage in
way through its samey-looking paths aboard a huge submarine-type vessel you walking through a river. After
which you board a speeding train,
and destroy the tank at the end and that’s floating on the surface of the blowing up a huge bridge in the game’s
take out some jetpack enemies
this generic level is over. water. After fighting your way through most impressive set-piece, you find a
and face a tank driver boss. Stay on
the turret guns you get inside the ship secret cave behind a waterfall and face
the same route to skip this level.
and cause carnage from the inside, off against, you guessed it, a tank.
killing a tank driver at the end.
Ultimate GUide: Shock trooperS
a ShoCking
ReTuRn
Despite only being a modest success, Shock
Troopers still managed to merit a sequel. While still
a good game in its own right, Shock Troopers: 2nd
Squad is one of those few sequels that offers less
than its predecessor. There are only four characters,
instead of eight, seven possible levels, instead
of 17, and no Team Battle mode. The beautifully
animated sprites of the original have been replaced
with less charismatic prerendered characters, and
the difficulty has been greatly increased, making for
a more frustrating experience. Judged on its own
merits, 2nd Squad isn’t a bad game by any means:
the general feel of the original is intact and there
are some brilliant boss fights against enormous
machinery. Its biggest problem is that it inevitably
draws comparisons with its bigger, better, more
» [Arcade] There are occasional sprite scaling
tricks, usually when enemies or bombs drop varied older brother, and in that respect it falls
down on you from above.
significantly short. A decent game, then, but the
‘Lonly Wolf’ or each character getting their Since it was only made available for the original Shock Troopers is the way to go.
own energy bar in Team Battle. In this version Neo-Geo MVS arcade systems and not the AES
the benefits of playing in Team Battle are clearer: home consoles, playing Shock Troopers at home
since the trio no longer shares energy it’s without emulating it was a tricky prospect until
possible to add a tactical element to the game. recently. It appeared around a decade ago on SNK
You can now play as one character until they lose Arcade Classics Vol 1: while the Wii version of this
some health, then switch to another and melee was fine, the PS2 and PSP ones suffered from
some opponents to make them drop food, then long load times and slowdown. Recently, however,
switch back to the injured character and collect Hamster Corporation released Shock Troopers
it. Alternatively, you can play through the stage on Nintendo Switch as part of its ACA Neo-Geo
as one of the faster characters – their weaker series. This is easily the best way to play the game
weaponry being enough to take out most normal to date: not only does it run smoothly, it also gives
enemies easily enough – then switch to a more you full access to the original game’s settings:
powerful character once you have reached the this means you can turn on the bloody deaths
level’s boss encounter. that were disabled by default for western arcades
and – even better – activate that eight-character
rilliantly, the revised version also had a Team Battle mode. Shock Troopers is a game that
them all at will. This is the best way to play Shock ever made.
Troopers, but it’s perhaps understandable that no
arcade owner would ever activate it – essentially
giving each player eight lives – if they actually
wanted to make a profit.
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94 | RETRO GAMER
In ThE chAIR: ROb ZdybEl
Frye (left).
Atari 2600 coder Tod
out with Pac-Man’s
» Rob (pictured, right) hanging
RETRO GAMER | 95
A very simplified version of that Weren’t you tempted to just make a Space
Selected timeline became your first 2600 title, Stellar Track. Invaders clone?
Were you given a free hand to develop Listen, Space Invaders was fucking brilliant, pardon
GAMeS whatever game you liked? my French. Rick Mauer, [the coder], was a genius.
■ STellAR TRAck [2600] 1981 When I started at what I now call ‘Old Atari’ in April He invented the ‘moving six character’ kernel and
■ ReAlSpoRTS FooTBAll [2600] 1982 1979, it was a very unusual employer and one of to make the machine do that was incredible. But
■ MISSIle coMMAnD [400/800/5200] 1982 the best I’ve ever seen. You arrived in 2600 land, there were lots of things being done in 2600 land
■ pIGS In SpAce STARRInG MISS pIGGY they showed you to your office, showed you the that weren’t Space Invaders. The hardware was only
[2600] 1983 development labs, gave you the technical manual – really designed to play Tank but we were getting it
■ STAR RAIDeRS [ST] 1986 the one they gave me was Warren Robinett’s [author to do things no one imagined it was capable of. Like
■ BuG HunT [400/800/XE] 1987 of Adventure on the Atari 2600] old one with his Brad Stewart doing Asteroids… and he also did Code
■ WARBIRDS [LynX] 1991 name across it – and they said, ‘Knock yourself out – Breaker. The only reason he did that was so he could
■ HoveR STRIke [JAguAR] 1995 make a game! Have a good time!’ They were busy practice his Morse Code for his ham radio licence!
■ BATTleTAnx [n64] 1998 making their own games. This was pretty much an But he made it into a product which we shipped –
■ BATTleTAnx: GloBAl ASSAulT [n64] 1999 engineering-run organisation. because anything we shipped, sold.
■ WoRlD DeSTRucTIon leAGue: THunDeR
TAnkS [PS2] 2000 You decided to practically knock yourself out That’s quite an interesting way to decide what
■ THe SIMS 2 [VARIouS] 2005 by coding an in-depth, tactical, turn-based Star games to make...
■ THe SIMpSonS GAMe [VARIouS] 2007 Trek game, mainly using text, on the Atari 2600. It wasn’t just the engineers that were crazy. Wade
■ SpIDeR-MAn: WeB oF Tuma got me working on the 850 Interface box
SHADoWS [VARIouS] 2008 because he wanted a device to run his model railroad!
That’s why it had all those ports on it. That’s how the
company was run. People would do shit because it
was useful to them.
96 | RETRO GAMER
In ThE chAIR: ROb ZdybEl
It seems the days of you being able to decide » [Lynx] The excellent Warbirds for the handheld Lynx console is the game that
Rob is most proud of from his storied career.
what game you made had past and you were
being dictated to by the marketing people.
A lot of people left because Marketing pissed them wizards. We were the ones that could make the games
off. I remember proposing a Battle Of Britain game and we were cheap. Marketing and management
because I love war games and it struck me as a had their fancy offices in a different building, snorting
great vehicle. I was shot down by Marketing – no cocaine. That’s no lie. They would just sit around or be
pun intended. Less than two weeks later, Intellivision off playing golf. It was money for nothing. They knew
came out with B-17 Bomber and instantly I’m pulled where the golden goose was – in the building across
into a meeting with all these marketing bozos and they the street, where the engineers were.
want me to do a B-17 airplane game.
Did the marketing people actually interfere with
That must have been frustrating. you when you were coding a game?
I said, ‘Listen, you guys don’t know anything. If I Let me tell you a story. I was working on the port of » [Atari ST] Rob produced a version of the seminal Star Raide
rs for the ST under the Tram
iels.
described a fire truck to you, how shiny and cool Missile Command from the coin-op to the Atari 800.
it is, you’d tell me no one is going to be interested Near the end of the project, they assign this marketing
in it but the minute one goes by with kids chasing guy called Tandy to me and he’d come over every Activision. This caused untold trouble to Atari which
it, you’d tell me, “Hey, we just saw a fire truck! day to bother me. It started off as amusing, then it they could have avoided it.
Now we understand!” You guys have no goddamn became tedious and then it got me angry. Finally, I told
imagination. You can’t see a hit, you can’t see ahead him to quit bothering me and he said, ‘Hey, I’m just We agree but how did that affect the 5200?
and you have no creativity, so in the future, I’m just as important as you are to this project.’ I said, ‘Listen Behind the 5200 was the Atari 400/800 combo which
going to do whatever I want to do and the hell with Tandy, if I break a finger tomorrow and can’t type, this were supposed to be our new games machines.
what you think.’ project stops. On the other hand, if you fall down the Unfortunately, around this time Atari got too big for its
stairs and break your neck, things will speed up.’ britches and started hiring all these MBAs and they
erm, did that go down well with them? said, ‘Who wants to play games? We could go head
[Laughs] I was not that popular, but they didn’t have any Did he stop bothering you? to head with IBM with these machines!’ We could’ve
choice. Back in the day, we were the golden boys, the No, he went to my boss, Dennis Koble, and been selling the Atari 400/800 as second-generation
complained bitterly. When he was done with his games machine in 1980… but instead they wanted to
tirade, Dennis said, ‘Get out, I never want to see you suck the life from the 2600.
again.’ That’s how we were protected because we
were a vast monetary resource and we were cheap. So the 5200 was too little, too late.
There was no need to antagonise us. That whole project was huge cognitive dissonance
for me. I’d go to the management and tell them
You mentioned programming Missile the 5200 was terrible and then I’d have to listen to
Command for the Atari 5200. What was that my programming team telling me the machine was
machine like to work on? horrible and I’d have to say, ‘Oh come on, it’s not that
That console was a dog. The 5200 was a monster bad’. That was the worst.
project and what a turd came out. It was a terrible
idea. Look, we had the 2600 and had the business to You were still developing for the 2600 in 1983.
ourselves but because Ray Kassar [CEO of Atari] was How happy were you when Marketing asked
a very poor businessman, he let the cat out of the bag you to produce a game based on The Muppets?
» [Atari 5200] Rob programmed Missile Command for the doomed 5200. and allowed four programmers to leave Atari to form It was near the end of the 2600, Marketing had
RETRO GAMER | 97
» [N64] After Atari went bust, Rob joined 3DO and led the
BattleTanx team.
the middle of the night to spin your straw into gold, just
do your job. Okay, I’m done. Off you go’. They were
the kind of people who you could manage in that kind
of way. The company was being supported by the
engineers in my building and those who were working
on coin-ops. The rest of these people were detritus. It
» [Atari 2600] Rob isn’t particularly proud of his work on Bug Hunt, see the boxout below for the full story. was a breath of fresh air when the Tramiels took over. I
was actually quite happy.
taken over, we were being screwed six ways to Did you think of leaving Atari as it crashed
98 | RETRO GAMER
In ThE chAIR: ROb ZdybEl
you aSk
what it could do and it was a neat machine. I’d never Was The Simpsons Game (released in 2007) a
worked with a blitter system before and it was fast and better experience?
fun. Look at what Jeff Minter did with it – all sorts of
colourful, splashy things.
No, that was a terrible project. No one was playing the
game [in development], they were just doing their bit.
No one was excited about it at all. It was such a dead
the queStionS
Is the commercial failure of the Jaguar what project. You knew it was going to be a turd while it Where you chair a private rooftop
prompted you to finally leave Atari? was being made. Q&A with Rob
I didn’t leave Atari, Atari left me, man! It went
bankrupt. I’d been working from home for years by erm, how about Spider-Man: Web of Shadows Paranoid Marvin: Was any
then. I got a call from my boss saying my final cheque in 2008, was that more of the same? thought given to having Realsports
was in the post. I’d been waiting for them to go tits up It was a nightmare but I just needed the money. Football endorsed by a famous
for a while. It was kind of inevitable. Listen, I had a daughter to put through college. I was player or club?
really fed up with the games business by then.
You had various jobs at places such as Irrational
Games and Mindscape before ending up at 3Do. So was that your final game?
That was a lot of fun at first, when it was just Trip Well, I worked with some really good people at I wouldn’t know but I wish they had
[Hawkins – founder of 3DO] and the engineers. We Innovative Leisure after that, old Atari people like Ed because it would have sold a lot more
did Battletanx which was a real success. You know Rotberg and Owen Rubin. That was a good way to copies! Like the Pele Soccer game for
you got a good game when the team want to play it. end my career. It was cake and ice cream again… the 2600 was very mediocre but it sold
Then Trip started hiring these clowns, lots of his old a bunch of engineers making up games, thinking of a hell of lot of copies.
cronies from EA who were filthy rich. I told him, ‘You ideas, coming up with features and implementing
need to hire people with fire in their bellies, people them. It was a real pity none of the games came out.
who care. These people spend all day checking their
norThway: When did you
EA stock!’ I got fed up with that and left. Didn’t you get screwed by management again,
feel that arcades were losing the
just like the old days?
technical advantage over the
In the noughties you work on some pretty big Yeah, but at least the management that fucked us
home products?
franchises like The Sims 2. were all our friends!
Do you remember ‘EA spouse’? All those stories
complaining about the really long hours? I was
brought in to that team to replace one of the biggest You know, I never think they did. Atari
bastards and they all expected me to be like him. I coin-op always had better tech that we
remember going round late one night telling one of my did. Always. They would get the latest
top performers to go home and he said, ‘You’re just generation custom hardware for their
saying that – you don’t really want me to go home.’ shit. We could only have what was
They’d been abused for so long and so badly the cast in silicon years before. I still think
paranoia was deep. you can have a better experience in the
arcade – they have hydraulics and all
kinds of stuff we didn’t have.
tell the Tramiels had their most defining moment of your time
as a developer?
heads screwed on
Rob Zdybel Someone asked Frank Zappa to
describe the kind of music he made and
he said, ‘I make music that I might want
to hear’. That’s the essence of good
design and it’s my whole philosophy of
game design. I make games that I
want to play.
RETRO GAMER | 99
100 | RETRO GAMER
Kirby & The
Amazing Mirror
Four blobs are better than one
» Game Boy advance » 2004
» RETROREvivAl
» FlaGship, dimps, hal laBoratory
Many of my friends dismiss Kirby games as ‘for kids’
or because ‘they all play the same’. Yeah, I know: I clearly
need to get some better friends.
The real truth of the matter here is that Kirby is a
surprisingly versatile little fella, and when he’s not simply sucking up his
foes and absorbing their abilities, his platform-based antics have been
suitably enhanced by all manner of cool minigames. We’re not focusing
on those games here, though. Instead, we’re going to discuss that one
time when Kirby met Dark Meta Knight and got split into four separate
Kirbys. You must remember it, right? They built a whole game around it.
Okay, so it’s a rubbish plotline, but it did allow Flagship (which developed
the game with additional support from Dimps and HAL Laboratory) to
create one of the most interesting releases in the Kirby franchise.
As with Four Swords Adventures - which was available on the
GameCube around the same time – Amazing Mirror is geared toward
multiplayer fun and sees you and up to three friends attempting to
navigate a number of surprisingly labyrinth-like levels, which immediately
sets it apart from the typically linear stages of other Kirby titles. Playing as
four Kirbys makes for a great spin on his traditional outings and as a result
it’s far puzzlier than other games in the series. It’s also backed up by
some equally entertaining minigames that also come to life when played
with other players.
It’s worth noting that Amazing Mirror does lose a little of its magic
when played by yourself as the computer AI obviously isn’t on par with
playing with another human – Kirby can use his mobile to summon the
other Kirbys when you need help – but it’s still perfectly engaging and
there’s something strangely satisfying seeing four brightly-coloured Kirbys
unleashing hell on everyone around them.
MINIATuRE
MARVElS
Contra III: The Alien Wars
EarthBound
F-Zero
Mega Man X
Secret of Mana
Star Fox
» [SNES Mini] The CRT filter looks rather quaint and does a great job of emulating the TVs of old.
strategy-orientated than Star Fox and it’s well, particularly when the likes of Pilot Star Fox 2
obvious that Star Fox Command on the Wings and Super Mario All-Stars are
DS owes a huge amount to it. The new painfully absent, but it’s certainly not a Street Fighter II Turbo
chicken walker craft isn’t as accessible deal-breaker when you consider what
as we’d like, but it’s an otherwise physical copies of the included games Super Castlevania IV
small blip in a solid blaster. It’s easy to would cost.
courtesy of Capcom, while Konami’s knock Nintendo, but releasing Star Fox Super Ghouls ’N Ghosts
submissions are the excellent Contra III: 2 is going beyond the call of duty and In a nutshell
Alien Wars and Super Castlevania IV. reminds us of when Sega finally released The lack of variety is a bit Super Mario Kart
Nintendo’s lineup otherwise dominates an English version of Monster World IV disappointing but Nintendo’s system
the SNES Mini and with the exception after an 18-year delay. still manages to collate some of the Super Mario RPG
of Kirby’s Dream Course it’s a dazzling Build-wise the SNES Mini is rather best games from the 16-bit era in
array of games. While it’s rather odd delightful. While having to pull off a one desirable package. Roll on the Super Mario World
the launch game Pilot Wings doesn’t plastic guard to plug in the joysticks Nintendo 64 Mini!
make an appearance, it’s hard to moan is a little messy, it’s a necessary evil Super Metroid
at what has been included. Earthbound and doesn’t really take away from
is a particular highlight, as its late release the overall build quality, which is Super Punch-Out!!
meant many missed out on it on its excellent. It’s reassuringly heavy to
original release. It’s also nice to see hold, feels extremely well built and Yoshi’s Island
the proper version of Yoshi’s Island as looks absolutely gorgeous. As with the
previous Virtual Console releases has NES Mini it comes with a HDMI lead,
always saw Nintendo focusing on the as well as a USB lead which is used
GBA version of the game. to power the system (we plugged it
The jewel of the crown is easily Star directly into our TV).
» [SNES Mini] The first-person viewpoint
Fox 2, which has never been released The SNES Mini is another marvellous takes a little while to get used to, but
until now. Nintendo has polished it addition to Nintendo’s new line of it works quite well.
up, sorted out all the emulation issues plug-and-play systems, but it’s still far
(something which was a sticking from perfect. The mix of genres will
point in the past with regards to its frustrate as much as it delights, while
ever resurfacing) and the results are the inability to download new games
tremendous. Yes it’s certainly showing via the Virtual Console still feels
its age (alongside Star Fox, it’s reliance like a missed opportunity. It
on polygons is a crutch that can’t be wouldn’t have hurt to add
ignored) but the Nintendo magic is a few more games as
clearly there to see and it’s a far more
expansive game that the original Star
Fox due to the way it’s been
structured. It is more
retro rounduP
we look at the latest retro-related releases
After tackling the Castlevania franchise need to regain energy by destroying enemies
with varying degrees of success, and picking up any orbs they leave behind.
Mercurysteam have now been handed While the enemies are far tougher than in past
the keys to the Metroid kingdom. It’s a games, Samus herself is no pushover, having
good fit for both parties and almost makes us access to a powerful counterattack that allows
forget about the huge disappointment that was her to make mincemeat of most enemies.
Castlevania: Lords Of Shadow II. Almost… Providing she can get the timing right… Samus
» [3DS]Key upgrades like the Grapple Beam eventually unlock, enabling you to fully
While Samus Returns is not a direct level- also has access to Free Aim, which allows her explore the creepy looking caverns.
for-level remake of the first portable Metroid full 360-degree shooting giving her absolute
game it shares enough of its DNA that many mastery over her weaponry.
of its areas will be familiar to fans of Samus’ These combat skills are a boon, but they
second adventure. It’s still about dealing with do have drawbacks. The developers appear to
the mass genocide of the Metroids (you have want you to use the counterattack constantly,
40 progressively tougher variants to track down which often puts Samus in situations where
and wipe out) and is just as heavily combat- it’s hard to avoid damage. Some of the boss
orientated, but exploration (which is always battles can be a bit of a slog, too, particularly
a key facet of Metroid games) also has an when you’ve battled the same Metroid variant
important role to play. several times. These issues never overwhelm
This is most obvious with the introduction of the adventure though (which clocks in at over
the Scan Pulse, one of four new Aeion abilities, ten hours) and they integrate well with the
which lets you send out a pulse revealing deep exploration that Samus Returns offers.
nearby secrets and pathways. Later abilities After the misstep that was Federation Force
give Samus enhanced armour, increased this is a welcome return to form.
firepower and also the ability to slow time,
and all are charged based, meaning you’ll >> Score 81% » [3DS] There are a pleasing variety of enemies to face in Samus Returns, with many requiring
all sorts of tactics and different weaponry to defeat.
ON SALE
celebrating over 20 years of the
console that truly brought gaming
to the masses
sinc 2005
win
» [Web] After taking the fight to the streets, it moves to a subway train.
» [Amstrad
CPC] Facing
off against
the fearsome
Trojan Bunny
of jump tiles.
along because there’s lots
» [BBC Micro] Bouncing
RUN FOR IT
Try To Run Away is a reasonably simple, but colourful,
platformer for the Amstrad CPC, which is currently
being developed by Lws Soft. According to the CPC
Wiki forum announcement thread – have a look behind
Kikstart.eu/ttra-thread-cpc – creating a game for the
Amstrad CPC has been a goal of the developer since
childhood and, courtesy of Arcade Game Designer,
that itch is well on its way to being scratched.
The current beta – assuming it hasn’t already been
completed when this goes out – is downloadable from
the developer’s website at Kikstart.eu/ttra-cpc.
» [Atari 8-bit] Jumping down onto the heart and rotating the world leaves it ready to collect.
TRZASKOwSKI’S TENSOR
» forMaT: AtArI 8-bIt » Developer: rAfAl ChAbowskI » DownloaD: kIkstArt.eu/tensor-A8 » priCe: free
Hidden deep within the caves of Jupiter left or right rotates the cavern ninety
are the fabled and rather mysterious degrees anti-clockwise or clockwise
» [Plus/4] The thrill of the open road and the ‘X4 Almonds’ which, if the rumours respectively, forcing everything that isn’t
wind in your... helmet?
are to be believed, contain incredible nailed down to tumble to the bottom
powers. Quite what these ancient of the play area including our hero.
artefacts – which resemble hearts, Fortunately, he won’t be killed by crates,
chalices, devil heads and other strange boulders or collectible items falling on
objects which wouldn’t usually be found his bonce, although it’s quite easy to
within the caverns of a remote alien become quite deeply buried under said
world – are capable of is a mystery, objects on the later levels. » [Atari 8-bit] An impossible-to-escape box, but
perhaps guiding the chalice over will help?
but our protagonist, Mr Trzaskowski, Trzaskowski’s Tensor was the winner
is, as a scientist, the right person to of the game competition at the Polish
find out. And, assuming he can collect demoscene party Ironia in August. The
» [Plus/4] Racing through a construction site,
that doesn’t seem entirely safe! enough examples for his experiments, idea is simple, but effective, and it should
that’s precisely what he intends to do. probably be viewed as a ‘casual’ game
But the good doctor’s problem is that since the developers didn’t include a
he can only collect objects by moving lives counter or timer and, once a stage
horizontally towards them so standing on has been reached during play, it can then
something or having it balancing on his be accessed from the title page until the
head means it can’t be picked up. power is turned off. The downside is
Matters aren’t helped by the fact that that, although the levels themselves are » [Atari 8-bit] The weight of the world balancing
on his shoulders and objects on his head.
he can’t jump either, so if a glittering fun to play, there aren’t really enough of
prize is just out of reach what is he to them for a long term challenge so we’d
do? That’s where the Tensor comes like to see a sequel with more stages
in, it’s one of Trzaskowski’s brilliant and perhaps improved in-game graphics.
inventions which can adjust gravity –
holding the fire button down and pushing >> score 82%
less Is MoRe
BEAT hi rg,
it was interesting to read the
sound quality. like to see Strider, Cannon Fodder, mention, all apart from G-Loc
But whilst the atari series has been G-Loc and Chaos Engine to name but would involve setting up licensing
faithful at times in terms of having a a few appear on them, as opposed to deals. this is possible but
good roster of games, it’s the Sega a number of the same games being expensive, and atgames already
series that still causes me to wince. included on each different atGames has to pay for the sega games
Whenever one of these plug-and- plug-and-play release. that are included in its systems –
play consoles arrives, despite its Cisko kidd a problem nintendo doesn’t have
lovely retro packaging reminiscent with the nintendo Classic mini
of the nineties, it’s the total number you’re certainly not the only range, since it owns the games
We received a SNES Mini in the of games that is misleading. i mean person that feels that the outright. as the atgames mega
office, so we picked the most
frustrating game on the console 80 games, but only 40 of them are inclusion of non-mega Drive Drive consoles include cartridge
for a high score challenge, each the real deal? the other 40 look like games is actually a negative slots, we don’t think it’s that big
team member hoping the others they are knock-off games and were – lots of people seem to feel of a deal – people can get those
would just quit… included just to plug the gap. that it somehow cheapens the games if they want them.
it would have been nice if the package. this was a point we
Nick 629,200 people of atGames and Sega and raised during the interview, but RetRo Reels
“Watch everyone else to get a atari would ask consumers what while atgames’ representative hi rg,
handle on the best strategies games they would like to see included acknowledged that perception, i enjoyed your recent cover story
and common mistakes. Play less than on these plug-and-play consoles. i she couldn’t say much else about on the ‘king of kong’. i can still
everyone else, so you have an excuse for bet a number would say they would it. as for including the games you recall how excited i was to learn
failing to claim victory. then win anyway.”
DARRAN 204,700
“We could have all simply
STAR LETTER
Beware The SnoB
farmed the first level like Nick
did, but the rest of the team were more
interested in getting as far as they could”
dear retro gamer, upsetting my friend. But maybe slow, bordered games or fuzzy
i’m a snob. i didn’t mean to it’s him that has it right, anyway? rF connections. It’s okay to
SAM 144,400
become a snob and i’m not he doesn’t faff about with getting enjoy that, just as it’s okay to
“I’m going to put my rather
average score down to
pleased that i have, but when it rGB SCart cables for everything, not worry about those things.
Darran’s dirty tactic of removing the sNes comes to retro games, i constantly he doesn’t pay through the nose If someone asks for your advice
Mini from the office. He clearly sensed his find myself looking down at other for mods and he doesn’t annoy his on improving their setup, by all
score was under threat.” people for the way in which they wife by keeping a massive Crt means provide it, but otherwise
enjoy their hobby. i realised this telly. he just puts on some games just remember that there’s no
DREw 100,500 when a friend starting posting and enjoys them like he did 25 definitive or ‘correct’ way to
pictures of his SneS on facebook. years ago, and spends less money enjoy retro games.
“Here’s some things I found that
were less painful than playing other people were reminiscing and setup time doing so – and isn’t
G’NG: rolling in fire, licking icy poles, jumping about how much they loved that the point?
on a bear, staring at the sun… I could go on.” Mario Kart. i was fighting the urge yusuf iqbal
to tell him that the image from
his Pal console, delivered over there’s definitely something
composite aV cables and stretched to be said for just sitting back
across a widescreen hdtV, was a and playing your games, rather
total abomination. than eternally searching for the
in the past, i’ve been quick to optimum play environment.
tell people online what’s wrong still, some things are just
with their retro setups, but i held inherently better, and we would » We staged this photograph specifically to annoy retro
my tongue this time so as to avoid find it quite hard to go back to gaming snobs, and Nick started foaming at the mouth.
cONTAcT US
snail mail: retro Gamer,
future Publishing, richmond house,
33 richmond hill, Bournemouth,
dorset, Bh2 6eZ
email: darran.jones@futurenet.com
Future Publishing Limited
Richmond House, 33 Richmond Hill
Bournemouth, Dorset, BH2 6EZ
Editorial
Editor Darran ‘Bowser Basher’ Jones
darran.jones@futurenet.com
of the movie’s existence when i because of the recent Puyo Puyo % 01202 586237
read a review of it in our college Tetris battles in the office. DiscusseD this month Production Editor Drew ‘FLUDD Fanatic’ Sleep
Senior Staff Writer Nick ‘Squid Tormenter’ Thorpe
newspaper. might i suggest another Designer Sam ‘Yoshi Whisperer’ Ribbits
classic gaming competition film PlAY oN mr Biffo’s Found Footage
Group Editor In Chief Tony Mott
is Paul Rose okay? that’s what we were all
to your readers? Ecstasy Of Order dear retro gamer team, wondering as our columnist’s new Youtube Senior Art Editor Warren Brown
from 2011 is an excellent look at thank you, thank you, thank you for series made its debut. Featuring the terrifying Photographer James Sheppard
tea prancer, a joke-spouting robot and an advert
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>>Load 174
40 Years Of The
Atari 2600
Artic Computing, Rygar, History Of Ys, Conker’s Bad Fur Day, Intellivision, Seaquest, Toonstruck,
The Chaos Engine, Krusty’s Funhouse, Making The Xbox, Minority Report: PlayStation 1500 Series,
Secret Of Mana 2, Collector’s Guide: Sinclair Research, Rayman
Link: ThE FAcEs OF EviL
» Things are not well on the island of Koridai. The
evil wizard Ganon and his minions have invaded
the land, and according to the prophecy, King
Harkinian’s forces aren’t going to be of any use
– only Link can stop them. Can the hero survive
countless enemies, hostile terrain and low-budget
FMV to liberate this distant realm? Let’s skip to
the end of this infamous CD-i game and find out…
01 02 03
» Having heard that the written word » … and throws it so hard that it absorbs » With his newfound sense of entitlement,
holds far more power than conventional Ganon completely, turning him into Link strikes a massive gong to wake up
bladed weaponry, Link has set aside the nothing more than a picture surrounded Zelda. Understandably miffed, the princess
Master Sword and instead armed himself by total nonsense. It’s an unconventional asks, “Why’d you do that, you twit?” The
with a copy of My Booky Wook by Russell method of thwarting evil, but if it works, explanation that Link has just defeated
Brand. He hoists the tome aloft… it’s okay. Sadly, it all goes to Link’s head. Ganon is dismissed as a major fib.
04 05
» The wizard Gwonam shows up on his magic carpet, taking » Link unilaterally decides that his efforts are “worth a kiss.”
Link and Zelda on a trip to see how peace has been restored to Zelda disagrees. Even if her ears weren’t still ringing from gong
Koridai. Link is declared the island’s hero, which just causes his abuse, as a fan of the Stoics she believes that virtue should be
already enlarged ego to grow further. Despite the verification of its own reward. Hey Link: try to treat women as people, rather
his claims, Zelda is still unimpressed with Link. than rewards to be won, yeah?