181 PDF
181 PDF
UIDE
THE ESSENTIAL GU DE TO CLASS
CLASSIC GAMES
O
TM
E V E LO P E R S R E V E A L HOW
FD
A SU PER COM BO OIGHTER REMAINS KING OF TH E RING
CAPCOM’S F
:
GREGG MAYLES EXPLAINS HOW RARE HOW IO INTERACTIVE MADE THE EVERYTHING YOU NEED TO KNOW LOAD 181
CREATED A BRANDNEW KONG QUEST ULTIMATE MURDER SIMULATOR ABOUT SNK’S BRUTAL BRAWLER
LOADING...
DARRAN JONES
Street Fighter III: 3rd Strike
due to its beautifully refined
fight mechanics, exceptional
animation and diverse range of
DREW SLEEP
It’s a toss-up between Super
Street Fighter II and Street
Fighter V, but the newest game
wins out for me. It just feels
NICK THORPE
Street Fighter Alpha 3
always hits the sweet spot,
with beautiful 2D graphics,
mechanical depth and lots of
S first time they experienced a
Street Fighter game? For me
it was in my local arcade. There
were always people clamouring around
the latest releases, so I actually saw a big
interesting characters. right in every way in its now- great characters. crowd of people before I viewed the game
Expertise: complete Arcade Edition form. Expertise:
Juggling a gorgeous wife, two Expertise: Owning five Master Systems itself. It instantly gained my attention, not
beautiful girls and an Forcing Rogue back into the (I sold two)
award-winning magazine Hearthstone meta Currently playing: because of its amazing visuals, but because
Currently playing: Yakuza 6: The Song Of Life
Currently playing:
Super Paper Mario Final Fantasy VII Favourite game of all time:
the person playing it was pounding some
Favourite game of all time: Favourite game of all time: Sonic The Hedgehog gigantic pads for all they were worth.
Strider Final Fantasy VIII
Transfixed, I patiently waited my turn, only
to discover that the game was hard as nails.
I realised that the original game was
a title I’d rather watch than play, but
that changed with the release of Street
Fighter II. Everything about it felt epic, from
its stunning visuals to its diverse roster of
characters. Pulling off special moves was
a cinch compared to its predecessor and
it arguably became a far more important
game than the title that had spawned it.
SAM RIBBITS GRAEME MASON DAVID CROOKES Street Fighter has punched its way into
I’m not massively into fighting Street Fighter II: Champion Street Fighter II at the arcades.
games (which may or may not Edition on the Sega Mega That gave my wallet a real pop culture in the way that only the most
be down to how terrible I am
at them). But SFII is my pick –
Drive. Awesome competitive
fun against friends or siblings.
bashing at the time.
Expertise:
iconic games franchises can, and we’re
Guile’s theme is a classic! Expertise: Amstrad, Lynx, adventures, delighted to have been given the chance to
Expertise: Adjusting the tape azimuth with Dizzy and PlayStation (but is it
Pixels a screwdriver retro? Debate!) discuss the essence of the franchise with
Currently playing: Currently playing: Currently playing:
Limbo Dragon Age: Inquisition Fortnite some of its key creators, including Yoshinori
Favourite game of all time:
Croc: Legend Of The Gobbos
Favourite game of all time:
Resident Evil 4
Favourite game of all time:
Broken Sword
Ono. We look at character and level
design, mechanics and
everything else that has
made Street Fighter into
the greatest brawler.
Enjoy the magazine!
PAUL DRURY
An obvious choice but Street
Fighter II, for Dhalsim’s
convincing impression of Stretch
Armstrong and my first glimpse
of Chun-Li’s spinning bird kick.
Expertise:
Atari concept art
Currently playing:
God of War
Favourite game of all time:
Sheep In Space
>> Load 181 Breathing new life into lassic games
g
36
08 News Wall
Sega melts the internet with news of
Shenmue HD and a mini Mega Drive
10 The Vault
We si through all the latest retro-themed Making Of: Rescue
42 The M
goodies for you to spend your cash on Ste Cork looks back at one of his first
Mastertronicc-published Spectrum games
12 Mr Biffo
Our columnist spent a long time staring at mate Guide: Pengo
52 Ultim
scrolling beat-’em-ups this month Everything yyou need to know about Sega’s
arcade blockk-pusher 20
14 A Moment With…
56 Hardware Heaven:
We interview the minds behind the
Nineties-inspired brawler, Raging Justice
84 Peripheral Vision:
Game Boy Player
A quick look at Nintendo’s impressive
GameCube add-on
4 | RETRO GAMER
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HEADSET
OFFER SEE PAGE
64 74 34
86
REVIEWS ESSENTIALS
102 The C64 Mini 34 Subscriptions
Worth going seven rounds with Zangief for
106 Homebrew
Jason Kelk continues to discover my gems
from the homebrew community
110 Mailbag
Send us your letters for a chance
58 to win a retro book
104 Yakuza 6: The Song Of Life
11 Next Month
104 Detective Pikachu You be mega excited about
ue
104 Dragon Blaze
114 E ga
104 Battletech Nick’s puts himself thro
eet Fighter: The Movi
ly Nick…
RETRO GAMER | 5
GIVE US TWO MINUTES AND WE'LL GIVE YOU THE RETRO WORLD
6 | RETRO GAMER
VISIT RETROGAMER.NET/FORUM TO HAVE YOUR SAY RETRORADAR: THE KING OF CON?
» Peter Dinklage’s role of Eddie Plant in Pixels is clearly based on Billy Mitchell, highlighting just what an impact Mitchell has had on gaming’s culture.
RETRO GAMER | 7
R M THE FRONTLINE OF RETRO GAMING
NEWS WALL
I
t appears that every
publisher with a heritage
is looking to create its own
retro plug-and-play console
and SNK is no exception. In
I and years of constant badgering
from fans, Sega has revealed that a
HD collection of Shenmue I & II will
be heading to PC and home consoles.
The exciting news was just one
addition to revealing a selection of of many announcements from Sega,
classic 8-bit arcade games for the which included a veritable treasure
Switch, it would appear that SNK trove of retro-themed announcements.
is also keen on creating its own The Shenmue announcement was
mini console in the same way easily the biggest, though, and Sega
Nintendo and Sega has. is calling the collection the ‘definitive
Very little has been revealed version’ which will no doubt please
about the new system other than everyone apart from Switch owners,
an image shown on social media who don’t appear to be receiving a
that shows the device hidden port at this moment in time.
under a draped cloth. It appears Sega will be making numerous
to be in the shape of a miniature tweaks to the game, including fully
arcade machine, which makes scalable screen resolutions, numerous
sense when you consider SNK’s PC graphic options as well as the
impressive arcade heritage. The ability to enjoy Japanese or English
company has been aggressively voiceovers. More interestingly, there
flooding the Switch, PS4 and will be two types of control schemes
Xbox One with a large number as well, with the ability to choose
of its back catalogue, so it makes between modern or classic controls.
sense that it would also want to Although it never sold enough to
target the more casual gaming make back its gigantic $80 million » [PS4] News on a HD version of Shenmue has been circulating
g
market or maybe even create a outlay (the planned American since 2010 so it’s great to see it’s finally on the way.
lavish product for hardcore fans. Dreamcast release of Shenmue II fell
It’s worth remembering that through) Shenmue remains one of the Shenmue wasn’t the only news that
SNK’s last hardware release was Sega’s best-loved franchises, so it’s had fans reeling at Sega Fes 2018.
the disappointing Neo-Geo X pleasing to see the company resurrect The company also revealed a brand-
from Tommo Games, so it will be it. It also ensures that fans have new Mega Drive Mini to celebrate
interesting to see what mistakes something to play while they wait for the console’s 30th anniversary. It’s
the company has learnt with this Shenmue III to arrive later this year. initially due for release in Japan, but
new machine. We'll have more w
will be released in additional territories,
news as we get it. including Europe. It’s also worth noting
thhat Sega’s new machine is being
made by AtGames – the company
thhat has handled its previous plug-
annd-play machines – and its track
re
ecord for past systems hasn’t been
faantastic. Its last release was a notable
im
mprovement, however, so we’re
opptimistic that Sega will be paying
a lot of attention to this particular version. As always though, wait for the
definitive Retro Gamer verdict.
The retro love continued with the
news that Nintendo’s Switch would be
receiving several games from the Sega
Ages range, including Alex Kidd In
Miracle World, Gain Ground, Sonic The
Hedgehog, Phantasy Star and Thunder
Force IV. Emulation duties are once
again being handled by M2, so expect
a selection of frightfully accurate
versions that you’ll be able to tweak
to high heaven. Here’s hoping that
Thunder Force III, which was originally
exclusive to the 3DS in Japan, will
ing around as Alex Kidd on Switch soon. make the move, too.
» [Master System] Expect to be swimm
8 | RETRO GAMER
THE COOL RETRO STUFF THAT WE’VE HAD OUR EYE ON THIS MONTH
THE VAULT
PICK
OF TH
MONT E
H
10 | 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.
Fighting familiarity
have recently become fascinated by classic Also, why are there always fresh, health- However, to the true fan, that familiarity is
12 | RETRO GAMER
THE ULTIMATE GUIDE TO GAMING’S
MOST ICONIC CHARACTER
Retro Gamer celebrates the legacy of Nintendo’s greatest star, from Super Mario Bros to the
stunning Super Mario Odyssey. Discover how the mascot to end all mascots was born.
ON SALE
NOW
14 | RETRO GAMER
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MAY 2001 – X marks
the spot as Microsoft’s
new console gets closer
to launch, but Japanese
players are happy to stick
with the 2D delights of the
GBA. Nick Thorpe points his
time machine at Tokyo
to find out more…
16 | RETRO GAMER
BACK TO THE NOUGHTIES: MAY 2001
MAY 2001
DREAMCAST
1 Phantasy Star Online
(Sega)
2 Sonic Adventure (Sega)
[Game Boy Advance] There wasn’t much new to see, but
Super Mario Advance still sold by the bucketload. 3 Toy Racer (Sega)
4 Fighting Force 2 (Eidos)
person shooter which had previously
5 Vanishing Point (Acclaim)
been destined for the PC. With the
controls successfully reworked for a PLAYSTATION
pad and a promising level design, but
1 The Simpsons
no sign of multiplayer, Edge noted, “If
Wrestling (EA)
the finished game can implement
a structure that does justice to the [N64] The return of Banjo and Kazooie marked something of a last hurrah for Nintendo’s aging platform. 2 ISS Pro Evolution 2
gameplay, Microsoft will have a (Konami)
hit on its hands.” Other games on Wrestling divided critics and the public – 3 LMA Manager 2001 (Codemasters)
show included Amped: Freestyle the game scored 25% in Play and 4/10
4 Final Fantasy IX (SCEE)
Snowboarding (“perhaps the best in the Official PlayStation Magazine, but
indication at this stage of the graphical went straight to the top of the charts. 5 Who Wants To Be A Millionaire?
potential of the Xbox’s custom graphics Tank simulator Panzer Front scored (Eidos)
chip”), Project Gotham Racing, NFL 9/10 in OPM, 7/10 in Edge and 73% in
GAME BOY ADVANCE (JAPAN)
Fever, Oddworld: Munch’s Oddysee, Play. PlayStation 2 owners were treated
Fuzion Frenzy and Azurik. to Ring Of Red, a turn-based strategy 1 Super Mario Advance
The Japanese launch of the Game game set in an alternative history where (Nintendo)
Boy Advance went rather splendidly, Japan divided into pro-Soviet and pro- 2 F-Zero For Game Boy
with over half a million units sold in American factions after World War II. Advance (Nintendo)
[Dreamcast] Sega fans were still getting a steady
just four days. Edge considered Mr The game scored 8/10 in Edge, which stream of quality games like Skies Of Arcadia. 3 Power Pro-Kun
Driller 2 to be the standout launch called it, “an unexpected delight”. Pocket 3 (Konami)
release, giving it 8/10 and commenting The game of the month for “doesn’t have much more to offer than
that the game “feels as though it has Dreamcast owners was Skies Of Donkey Kong 64”. 4 Yu-Gi-Oh: Dungeon Dice
found its natural home”. Many of the Arcadia (8/10, Official Dreamcast So the biggest release of the month Monsters (Konami)
other games were considered to be Magazine), an RPG following a band of was reserved for the humble Game 5 Battle Network Rockman EXE
good but unadventurous, with Super sky pirates trying to prevent an empire Boy, which played host to the hotly (Capcom)
Mario Advance, F-Zero, Castlevania all from acquiring weapons with the anticipated Pokémon Gold & Silver.
scoring 7/10, and Kuru Kuru Kururin potential to destroy the world. Daytona The sequel packed in 100 brand-new MUSIC
scored the same for being inventive USA 2001 was also well received monsters, bringing the total to 251, and 1 Don’t Stop Movin’
but occasionally frustrating. The slightly- (7/10, Official Dreamcast Magazine), featured a new region to explore with (S Club 7)
less impressive games on offer were but criticised for a lack of content and new gym leaders. N64’s Planet Game 2 It’s Raining Men (Geri
Konami Wai Wai Racing (6/10), Pinobee: the absence of the online mode found Boy section gave the game a generous Halliwell)
Quest Of Heart (5/10) and Top Gear: All in the NTSC versions. N64 players got six-page review and the full 5/5 score,
3 Ride Wit Me
Japan (4/10). Rare’s long-awaited platform sequel with the following encouragement:
(Nelly Feat City Spud)
Back at home, the mid-year release Banjo-Tooie, which scored 81% in N64 “Even if you’ve avoided all things
slump was beginning to take hold. Magazine. Reviewer Mark Green felt Pokémon ’til now, swallow your pride 4 Cold As Ice (MOP)
On the PlayStation, The Simpsons that although the game was good, it and give Gold/Silver a go.” 5 You Are Alive (Fragma)
RETRO GAMER | 17
Cadillacs And Dinosaurs
OI! WATCH THE CHROME!
ARCADE CAPCOM 1993 enemies at range, you are often up against numerous bad
» RETROREVIVAL
I’m amazed that I missed Xenozoic Tales guys, meaning it is easy to get overpowered. Ammo is limited,
when it was first released. Later rebranded too, which balances things out further.
as Cadillacs And Dinosaurs, the popular There are of course dinosaurs in Capcom’s game and
comic went on to receive an animated series, they can cause you all sorts of issues (and turn red to show
numerous action figures and even its very they’re dangerous). Fortunately, you can beat them into
own role-playing game. submission, even the tyrannosaurus, which causes them to
I never experienced any of the above, but I did stumble slink off-screen. Dinosaurs also occasionally work as hazards
across the arcade game in my local arcade during the mid- to be avoided, with one stage featuring a gigantic foot that
Nineties. For those who have never played it, it’s a highly needs to be continually dodged as you fight your way through
entertaining scrolling brawler that’s powered by Capcom’s a dank swamp. Interestingly, most of the end of level bosses
dynamic CP System Dash+ arcade board. As a result Cadillacs are simply deranged humans with names like The Butcher and
And Dinosaurs looks the business with gigantic, beautifully Slice rather than actual dinos, which is probably a good thing
animated sprites and a style that’s very similar to the animated considering how tough some of the oversized reptiles are.
TV series, which I’ve now tracked down and watched. My favourite part of Capcom’s game doesn’t feature
One of the things that immediately stood out to me at dinosaurs at all, though. Instead it’s a rare opportunity to get
the time of the game’s release was the inclusion of various in your Cadillac and simply run enemies over as you race
guns you could pick up and use, which ranged from Uzis to across a desert. It’s particularly mean-spirited as the men you
rocket launchers. You’d think the inclusion of guns would encounter are casually sitting around, no doubt expecting you
make Capcom’s game incredibly easy, but that couldn’t be to turn up on foot, which makes mowing them down even
further from the truth. While it does indeed allow you to keep funnier. It is funny, right?
B LO W B Y B LO W
SINCE 1987, CAPCOM HAS DELIVERED BONECRUNCHING
BLOWS AND SPECTACULAR SPECIAL MOVES TO THE
DELIGHT OF GAMERS WORLDWIDE. RETRO GAMER SPEAKS
TO THE SERIES’ DEVELOPERS TO BREAK DOWN EXACTLY
WHAT GOES INTO MAKING THE GAMES GREAT…
Words by Nick Thorpe
F
or over 30 years, Street Fighter has breaking numbers of competitors to the prestigious
been at the pinnacle of the fighting Evolution Championship Series fighting game
game genre. Like a crafty veteran prize tournament in 2016.
fighter, Capcom has managed to not only Over the years, Street Fighter has busted out of
keep up with its competition, but outfox it along the arcades and into the modern esports scene,
the way. Rivalries with the likes of Mortal Kombat and has transcended videogames to become a
and The King Of Fighters couldn’t halt the rise of part of broader pop culture. There aren’t many
Street Fighter, and nor could the rise of the three- games that would be instantly recognisable when
dimensional fighting game. Even the changing referenced in a Jackie Chan film or an episode of
fortunes of the fighting game genre as a whole Family Guy, but Street Fighter shout-outs made
haven’t been able to floor this series. it into those and more besides. The series has
The first game was a critical success that did inspired comics, animated movies, card games and
good business in the arcades, but it’s seen as even a major Hollywood film starring Jean Claude
little more than a historical curio today. That’s Van Damme, Ming-Na Wen and Raul Julia.
because Street Fighter II redefined the genre in Of course, what goes into the creation of a good
1991, setting the standard for 2D fighting games Street Fighter game hasn’t changed much over the
for decades to come and kicking off a craze that years. All of the games share a common framework
revitalised the arcade market. Via Street Fighter, of important aspects, counting everything from
Capcom stood atop the 2D fighting pile for the the fighting itself to flavour additions such as stage
remainder of the Nineties with the popular Street design and music, and the competitive scene which
Fighter Alpha series and hardcore-friendly Street has a symbiotic relationship with the games. We’ve
Fighter III series. Then in 2008, Street Fighter IV spoken to Capcom’s developers to break down
revived the series and ushered in a fighting game exactly what makes a great Street Fighter game,
renaissance, drawing mainstream attention back and what goes into those distinctive areas to create
to the genre. Street Fighter V attracted record- a cohesive whole.
20 | RETRO GAMER
RETRO GAMER | 21
BUILDING THE BRUISERS
CHA RACTER DESI GN
YOSHINORI ONO AND TAKAYUKI NAKAYAMA DISCUSS
FAVOURITE THE FINER POINTS OF CHARACTER DESIGN
CH ARACTERS
E
very Street Fighter player has a
preferred strategy – and in the game,
DARRAN those strategies are represented by
I genuinely love any character their characters. As a result, character design
with a 360-degree move, is of utmost importance to the series. Whether
as it allows me to employ you want to get in close and deal lots of damage,
‘The Darran Jones play keep-away and punish mistakes, or even
factor”. Hugo is my favourite play a deliberately weak character as a handicap,
due to his size and reach. In case Capcom provides a character with the attributes
you were curious, The Darran Jones and move set to let you play your game. So
Factor requires frantic rotation with decades of hindsight, it’s strange to think
of the joystick while laughing or that the original Street Fighter game’s characters
crying, ideally both. represented obstacles to overcome. To do that,
you had a generic martial artist with a single
NICK skillset: Ryu. This need to combat fighters of
My favourite character all types ultimately ended up informing the
is Ryu – I know, it’s a character’s abilities. “In terms of gameplay, he’s a
shock coming from Nick great all-rounder and easy to use,” says Yoshinori
‘Default Character’ Thorpe. But let’s Ono, a series veteran and the executive producer
face it, this is the only sane choice. of Street Fighter V.
I’ll never have to learn another In Street Fighter II, the number of playable » [Arcade] The original Character design has always been a difficult
Street Fighter may
character, and I can easily judge characters was increased to eight. This meant not raise eyebrows
process, with many ideas trialled and dropped
new mechanics by how well they that for the first time, the developers had today, but it lay the along the way – rejected Street Fighter II designs
play with his eternal moveset. to design a multitude of characters to play groundwork for the rest include a bullfighter and an American amateur
of the series.
both with and against, and could explore wrestler. According to Nakayama, it remains
DREW the aforementioned offensive and defensive difficult to nail down. “We go through at least
I picked Karin up recently extremes. We’ve often wondered what the 100 versions when we are designing a brand-
» The ever-animated
in Street Fighter V, and starting point is, so we call Street Fighter V chief Yoshinori Ono is new character, going through many iterations
she’s quickly become my director Takayuki Nakayama into the ring; do the a series veteran, of their appearance, storyline and moves,” he
and directed Street
favourite. I prefer nimble designers come up with character designs to Fighter V. explains. Such a process must surely take a
characters that strike, and fit certain fighting styles, or design cool-looking l
long time? “It obviously depends on the specific
Karin’s rekkas are deadly in the people and then decide how they’ll fight? “Both c
character but I’d say, broadly, it takes five people
right hands. Then, looking at of those approaches have been used but we three months to design one character,” he
her design as a whole, she’s a actually mostly come up with them at the same c
confirms. “And then it’s a further six months to
showboater who laughs manically time,” he explains. “We think about what kinds finalise
fi their moves and animations.”
at her foes; it’s me. of moves would be fun at the same time as Something that has always been a part of
we’re thinking about what kind of design would Street
S Fighter
g is its international flavour – the
best show off their moves.”
» [Arcade] Zangief may be a grappler by design, but other characters can throw, too.
original game featured fighters from the USA, on eliminating the aspects that aren’t in line with
Japan, China and the UK. “The fact that the our vision.”
original Street Fighter II had The World Warrior For Ono, it’s hard to pick a favourite. “Hmm…
as its subtitle tells you that fighters from around I get asked this a lot. The characters are like my
the globe coming together to compete is not just children – I don’t like to engage in favouritism,” » [Arcade] (Above)
a natural part of Street Fighter but an essential he hesitates. “I love R Mika a lot, and used my Charlie and Guile are
both military men and
part,” says Ono. “I think that it also lets players position at Capcom to bring her back in Street fight similarly.
feel more connected to the game when they see Fighter V,” he explains with a chuckle. ”But then
a character from their part of the world in it, and again, I joined the company in the Street Fighter II » [Arcade] (left) Just by
looking at Alex, you can
maybe it’s a hook for them to get into the game era and worked on the sound team, I do have a tell he’s a heavy-hitter.
in the first place.” special place in my heart for Cammy, since she
» [PC] (below-left)
However, new characters are only one part of was part of my work back then.” But what of the Poison has come a long
the story. While Street Fighter’s cast and the bulk Blanka toy that Ono is often seen with? ”Well, way from her debut
of the characters in Street Fighter II and Street he’s been my travel buddy around the world for as a regular enemy in
Final Fight.
Fighter III had to be designed from scratch, the over ten years now, so he’s beyond the level of
Street Fighter Alpha series provided a mixture of like or dislike.”
new and returning characters that has become But despite all of the new characters over the
the model for new instalments to the series years, none has displaced Ryu as the face of the
going forward. How does the team go about series. “I think it’s his personality that makes him
bringing these older characters back after long resonate so much,” says Ono. “He doesn’t stand
absences? “The first step is researching how out, he values effort, he’s a man of few words,
the character was played in the games they he’s kind of mysterious, and there’s no one who
previously appeared in. We play those games you could say he’s similar to. I think that’s what
and watch videos, and even reread the old design has kept him popular over the long history of
documents to work out what the original intent the series.” It doesn’t take much to convey that
behind the character was,” says Nakayama. either, as occasional post-match win quotes will
“Combined with our estimation of what players suffice. “He also has the ‘Perfect Attendance
want from the character and how they like to Award’ for the series and that is something that I
play as them, we recreate them and then work think shows his dedication,” Ono laughs.
STREET FIGHTER
STREET FIGH STREET FIGHTER II
TER
STREET FIGHTER III ALPHA
TER IV
STREET FIGHTER V STREET FIGH
RETRO GAMER | 23
ARENAS OF AGGRESSION
MAK ING THE STAG ES
T
he very name of the Street Fighter series really important factor, so I’ll choose a colour that
suggests a location for the brawls it goes well with the character and then work on the
hosts – not within the confines of gyms lighting. I try to make sure each new stage fits in
and stadia, but out in the open. It has always with the image players have for the games, while
delivered on that promise, too, from subways to also bringing something fresh and new.
sidewalks to more exotic locations, like volcanoes.
At first blush, it might seem that stage design is Is any real-world location scouting done
a relatively unimportant aspect of the Street Fighter when designing levels?
series. It’s certainly true that the series has been We haven’t done anything like that recently. I
conservative in its approach to stage design – as would jump at the chance to go, though!
others have experimented with new mechanics,
Street Fighter has stuck with a flat floor and a wall How long does a typical level take to create?
at each end. But it’s the sense of character and From the initial idea to creating prop assets, » [PC] The jungle stage in SFIV is teeming with flora and fauna, and the
polish provided by these stages that makes them background characters and so on, it’s about three fighters trade blows on a precarious wooden bridge, upping the ante.
so crucial, as you remember the little things about months, then lighting and optimisation takes
each stage. When you throw someone through another month until it’s complete. Some stages Over the years, other fighting games have
the crates in Guile’s Street Fighter II stage, there’s take longer than others – the China stages tend to adopted ring-out systems, uneven arenas,
a real sense of impact. When Seth’s stage starts have lots and lots of small details, for example. and other stage design features. Why has
to fall apart in Street Fighter IV, you know that Street Fighter not done so?
you’re reaching the climax of the game. Without There’s lots of Easter eggs in the I think verticality, ring-outs, weapons and other
the expertise of the stage designers, playing Street background of the levels, is that a labour of rules are fun and would be cool to try out, but
Fighter would be a rather flat experience – so let’s love from the team? they would have to be in a bonus mode. Street
find out how they’re made from Street Fighter V’s The team are all huge fans, so they love to put all Fighter has become an esport in its own right, and
art director, Toshiyuki Kamei. kinds of little details in for fans to enjoy spotting. introducing these kinds of ‘uncertainties’ to the
rules would probably not go down well.
What do you do to ensure each level Vega has his own stage-specific attack in
represents the character fighting on it? some games, the wall climb. Have you ever What version of Street Fighter has the best
I try to bring in elements like the character’s considered adding more stage-specific levels and why?
nationality and colour scheme. When choosing the attacks to Street Fighter? I think each title has done well at making the
setting of the stage, I look at scenes and buildings We have considered that and it can be fun in stages part of its coherent vision and playstyle.
typical of the country they come from, and then single-player, but we also don’t want to put in I always get a sense of excitement from the
build more detail in with designs and props that moves that only the CPU can pull off as it means background characters watching the fight, and a
bring out the character’s personality. Colour is a players will want to do it in versus mode as well. feeling of the atmosphere of each country.
GET BON US! THE LEVELS OF STREET FIGHTER AREN’T JUST FOR FIGHTING IN…
24 | RETRO GAMER
STREET FIGHTER: BLOW BY BLOW
SETTING A SCEN E
WHAT GOES INTO A CLASSIC STREET FIGHTER BACKGROUND? WE
BREAK IT DOWN USING DHALSIM’S STAGE FROM ALPHA 3
WILDLIFE SPECTATORS
LOCAL SCENERY Animals are oen used to add THROWBACKS The kind of crowd present at a fight
This is India, Dhalsim’s homeland, local flavour, such as the elephants The Street Fighter crew loves to can tell you a lot about a fighter.
and the backdrop needs to convey here – they’re a common feature of reference the series’ wider mythology. Flashy fame hunters like Ken can
that. Good design means that you’re Dhalsim’s stages. The dogs aren’t When Dhalsim fights here, his wife draw big crowds. Dhalsim, who
not easily going to mistake the quite so common, but they’re cute Sarah (introduced in his Super doesn’t care for the attention, has a
architecture in this scene for that of so they get a pass. Street Fighter II ending) appears as a single yogi.
Rome or Chicago. spectator to cheer him on.
RETRO GAMER | 25
THE SWEET SCIENCE
FIGHTING MEC HAN ICS
I
f you’ve ever wondered why some people By tweaking the abilities and options available
passionately prefer Street Fighter to players in this way, Capcom can dramatically
Alpha 3 to its predecessor, or why change the way games feel. “It changes a lot just
players of Street Fighter III: 3rd Strike because it makes the meta different,” explains
didn’t necessarily get on well with Street Justin Wong, a professional fighting game player.
Fighter IV to start with, it’s usually because “If there was parry, you have to think twice
of the fighting mechanics. As a basic in using long-range normals, if there is focus
example, consider throw attacks. Introduced in attack you have to think about how to break the
Street Fighter II, they allowed a player to inflict opponent’s focus attack since it can absorb one
a damaging attack on blocking player – thus hit. Each different game mechanic changes the
reducing the viability of defending your way to meta and also changes the tier list as well.”
a time out victory. But from Street Fighter III Of course, Street Fighter II’s defining mechanic
onwards it’s possible to ‘tech’ throws, reducing famously originated as an unintended side effect » [Arcade] Sagat punishes Ken for a mistimed aerial attack
damage or even cancelling the throw entirely of another system. The ability to cancel the with a devastating uppercut.
with an appropriately timed input – thus limiting animation of a normal attack into a special move,
the usefulness of such moves. creating a combo, was accidentally added when Alpha Counter allowed players to turn defence
the developers were making special moves into attack, burning one segment of your super
easier to pull off but was considered interesting meter to hit an opponent in response to a
enough to include in the final game. Landing blocked attack. Escape rolls also ensured that
combos has become key to maximising your your opponent couldn’t always predict where
offensive opportunities over the years, and those you’d be standing when you got up from being
simple origins are far behind us. “Street Fighter’s knocked down. Street Fighter Alpha 2 added the
combo system evolved a lot,” says Justin. “Back devastating Custom Combo, a DIY super move
in the day there was no combo count but now that could inflict huge damage, and Street Fighter
there is, so people can see what is a combo and Alpha 3 allowed you to use Guard Crush to
what is not a combo. It also changed a lot with punish players that blocked too much.
juggles, using the game mechanics to extend Street Fighter III: The New Generation
combos to make them longer.” added a variety of new movement options that
Street Fighter Alpha introduced a mixture of significantly increased the scope for aggressive
mechanics that enhanced both offensive and play. For the first time, a double tap of the
defensive options. The one that symbolises joystick forwards or backwards allowed the
this balance most effectively is the air guard – player to dash in the appropriate direction,
although it’s an extra blocking option, it’s one closing distance quickly. By flicking the stick
» [Arcade] Parrying became a defining trait of the Street Fighter III series of games. that makes aggressive moves like jumping downwards prior to jumping, you can perform a
towards the opponent much safer. Likewise, the super jump, covering additional distance. Hitting
26 | RETRO GAMER
STREET FIGHTER: BLOW BY BLOW
RETRO GAMER | 27
SOMETHING SPECIAL
SPEC IAL MOV ES
WHY STREET FIGHTER CAN’T DO WITHOUT THE SPINNING BIRD
KICK, PSYCHO CRUSHER AND TIGER UPPERCUT
T
here are many things that go into » [Arcade] More
making your favourite Street Fighter adventurous combat
styles were refined for
character play in their own unique the later sequels.
fashion, but arguably the most important
is special moves. Don’t take that from us,
though – take it from multiple time Evolution
championship winner Justin Wong. “Special
moves are always important throughout the years
because they are what makes the character who
he/she is,” says Justin. “Ryu would not be Ryu
without the Hadoken and seeing the evolution of
it being better/worse has always been a treat.”
As compared to normal attacks, special moves
are a little more difficult to perform in that they
require a combination of joystick movements
and button presses. The trade-off is that these When creating special moves for characters,
attacks typically have properties that aren’t found three key considerations are taken into account:
in other moves. Some might hit multiple times “Individuality, coolness, and accessibility,”
or send you to the other side of the screen in the according to Street Fighter V’s chief director
blink of an eye. Others launch projectiles, others Takayuki Nakayama. But one thing that Capcom
still nullify and repel those projectiles. In any case, tries to steer away from is introducing more
they have a huge impact on the way you play. powerful moves in exchange for more difficult
inputs. “We try not to have any moves that are
really hard to pull off. The strength and difficulty
of a move should not be in its input command
but in the strategy of deciding when to use it –
the timing and the frames, and how to work out
the risks and rewards,” Nakayama explains. Does
the team ever come up with moves that end
up suiting another character better? “Not often,
but it has happened,” confirms Nakayama. “We
also sometimes reuse ideas that were cut from
» [Arcade] Chun-Li’s games that didn’t come out.”
projectile attack is
slightly different to Ryu Between games, a set of special moves is
and Ken’s. what keeps a character familiar. If you know how
LARGER TH AN LI FE
REALLIFE FIGHTING STYLES FEATURED IN STREET FIGHTER
28 | RETRO GAMER
» [PC] Poison goes in for the nut shot on Ken with her Ultra Combo– let’s
face it, he probably had it coming.
RETRO GAMER | 29
GET THE BLOOD PUMPING
MUS IC AND SOU ND DESI GN
FROM BRUISING BEATS TO SPIRITED SOUND EFFECTS, STREET
BEATS W HI LE FIGHTER’S AUDIO DELIVERS CHARACTER AND FIGHT FEEDBACK
YOU BEAT
F
rom the second you hear the opening » [Arcade] Many
chord of Ken’s theme in Street iconic characters were
introduced in Street
DARRAN Fighter II, your hand grips the joystick Fighter II, and many
Ken’s theme is a brash, tighter and your heart pulses, because you recognisable themes
with them.
aggressive tune with a are in for a fight. As you twist the stick and
heavy beat that sums hit punch, a scratchy cry of “Yoga fire!” alerts
up Ken’s cocksure you to a successfully performed special move,
personality perfectly. There’s a and a “fwoosh” signals that your opponent has
ridiculously loud cover on YouTube been engulfed in flames as planned. That’s the
by LittleVMills so make sure you goal of audio design in Street Fighter – to pump
give it a listen. you up, to keep you informed, and to convey the
cracking of bones as fist meets flesh.
NICK Many of the classic Street Fighter tunes
Okay, so it’s the Ryu originated from Street Fighter II. It’s hard to
theme from Street Fighter believe that the game shared similar sound
II. I know. But, it’s a well hardware with its predecessor – the largely
known fact that Daytona forgettable tunes of the first game emanated a tradition from the first game, in that the
USA vocalist Takenobu Mitsuyoshi from a YM2151 FM synthesis chip and music was appropriately themed to the
improves everything he touches two MSM5205 ADPCM chips, while the location it represented. However, their skill
with his golden vocal chords, and sequel gained an MSM6295 ADPCM chip and programming advances ensured that the
back in 2003 he performed a vocal to replace the twin chips of the older board. hardware sang in a way quite unlike what had
cover of the classic tune for a Street The composing team of Yoko Shimomura, gone before. The audio design also retained
Fighter tribute album. Seek it out! Isao Abe and Syun Nishigaki did maintain the best aspect of the first game, vocal sound
effects for moves that conveyed character
DREW personality and showed intensity. When Super
I once wandered into Street Fighter II arrived, taking advantage
gardens on a dusky of the new CPS2 arcade board, the music
summer evening. I heard was upgraded to take advantage of the new
Guile’s theme and went DL-1425 QSound chip. This meant reinvented
to investigate, and saw a man arrangements of familiar themes, alongside new
playfighting with his dog he was ones for the additional characters – and this
shouting “Hadoken” and the dog would become the model for creating Street
was doing Guile’s somersault attack Fighter game music moving forward. Street
in reply. So, yeah, Guile’s theme is Fighter Alpha took the same approach, retaining
my favourite. Street Fighter II’s classic themes and adding
new ones for its new and returning characters,
and Street Fighter Alpha 2 did likewise.
Towards the end of the Nineties, Street
Fighter games became more experimental in
their approach to music. The Street Fighter III
series let the old themes go, and lead composer
Hideki Okugawa instead used the CPS3’s
sound chip to deliver sample-based tracks in a
healthy mixture of musical styles, from house
and rap to jazz. Back on the CPS2, Street Fighter
Alpha 3 also ditched all of the established
character themes entirely, and went with an
almost industrial sound – an energetic electronic
soundtrack filled with grinding guitar samples.
Ultimately, this new approach lost out to the
previously established approach, as Street
Fighter IV adopted the old character themes en
masse and its sequel Street Fighter V has taken
the same approach.
» [Arcade] The Alpha We get the lowdown on sound from the
series threw out audio director and music producer of Street
character themes
for a more uniform Fighter V, Yukinori Kanda.
soundtrack.
STREET FIGHTER: BLOW BY BLOW
PRIZE FIGHTERS
HOW CAPCOM IS BRINGING
STREET FIGHTER’S LEGACY BACK
S REM E
popular series. It pulls together 12 arcade games
from the popular series, including the original Street
How important is the music to the Street Fighter, five versions of Street Fighter II, the three
Fighter series? Alpha games and all three games Street Fighter III
While some scientific discoveries are the In a series like this, which strives to bring titles, including the celebrated 3rd Strike.
result of years of research, others are out the individuality and personality of each Several games will include the ability to play
stumbled upon completely by chance – and character, music is a hugely important part. It online, and save states are also featured. Capcom is
when humanity uncovered the universally lets us express the background, feelings and also promising great presentation for the anniversary
appropriate musical backing for any piece mood of each character in a way that players collection and will be adding a music player, concept
of video footage, it was the latter. In 2010, will understand instantly. It’s less about music art and numerous pitch documents for fans of the
someone combined video from the Super that blends in with the game and more about series to enjoy. Expect a review next issue.
Mario Bros movie and audio from Super bringing out the character. The key is that as
Street Fighter II, then uploaded it to YouTube soon as you hear the intro, the melody, even the
under the username guilethemefitsall. timbre of a particular piece, you know exactly
This pioneer soon revealed that their which character’s music you’re hearing.
username was no mere boast, as a series
of clips showed that Guile’s theme goes Why do you keep the same signature
with everything. The music was inserted tunes for each character with each game?
into scenes including Mufasa’s death in These characters are so iconic to players around
The Lion King, Susan Boyle singing and the world, and their theme music pieces are
the countdown from, erm, Countdown, classics. Of course, we update the music for
and fit each of them as if it had had been each game in line with the game’s style or to be
commissioned bespoke. more modern, or in ways that show the growth
The phenomenon was so powerful that of the characters, but we prefer to do that based
the guilethemefitsall account racked up on the existing melodies by remixing them or
3.75 million views across 17 videos, and rearranging them, rather than introducing new
copycats quickly emerged. Soon, Guile’s music. I think this is the best way to show
theme was plastered atop videos of drunk that Ryu is still Ryu, or this is the new Ryu. In
people trying to stand up, Uncle Phil’s pool saying that, part of me does want to give the
hustle in Fresh Prince Of Bel-Air and Gordon characters new tunes sometimes!
Ramsay blocking a slap to the face. Some
of these achieved as many as 3.5 million In many Street Fighter games, the music
views of their own, but the most popular changes when a character is near KO.
was one set to footage from the Japanese What do you feel this adds to the game,
film Kamen Rider Decade: All Riders Vs when included?
Dai-Shocker, which achieved a massive 6.5 In a word, immersion. I’m sure all fighting game
million views. So the next time you need players get that feeling as they come to the end
music for an epic birthday party, romantic of a match where their focus gets heightened,
night in or health and safety video that so the way the music changes at that time
needs a little ‘li’, consider Guile’s theme. can help them feel the developing situation. It
also makes the game more exciting, of course.
We’ve use this technique since way back
in the series, and the development of audio
technology should let us keep exploring new
ways of achieving an even better effect.
GET IN THE RING
ESPO RTS
S
treet Fighter isn’t part of the competitive used by players like Alex Valle and Daigo Umehara. – considerably more than the 700 that showed
fighting game scene – Street Fighter Since then, the rise of the internet has allowed up to the 2004 event across all games, but itself
birthed the competitive fighting game the fighting game community to strengthen dwarfed by the 5,000+ that registered for Street
scene as a whole. Or to be more accurate, considerably – players can communicate with Fighter V in 2016. What is it about Street Fighter
Street Fighter II did. Prior to the 1991 blockbuster, ease, sites like YouTube and Twitch have made that draws players to Evolution? “I think that the
most fighting games that allowed player versus it easy to share technique videos and broadcast name alone, ‘Street Fighter’ will always bring
player combat restricted the combatants to two tournaments, and of course online gaming people back. Its a franchise that has been around
characters with identical skillsets. Even the original allows the best players to compete with each before I even knew what videogames were and I
Street Fighter included Ken solely for the purpose other remotely. The rise of the annual Evolution will always support it,” says Justin.
of having someone that matched up equally tournament series, supported by Capcom and Of course, that’s just the big event – plenty of
with Ryu. However, Street Fighter II’s character other developers, has also provided a focal point other Street Fighter tournaments are held around
diversity and thrilling combat made competition for outsiders to see the best in action. the world every week both online and off, with
inevitable and tournaments began to spring up in The fighting game scene can be highly officially sponsored events under the Capcom
arcades around the world, with the first officially influential in shaping the perception of games, Pro Tour banner. And if the thought of glory alone
» [Arcade] Ryu sanctioned by Capcom held in 1991 at Milpitas which is most notable in the rehabilitation of Street doesn’t motivate you, the most recent Capcom
has seen a good Golfland, California. Fighter III’s reputation. The series was not a strong Cup had a prize pool of $380,000, so there’s a
amount of play in
tournaments across
Throughout the Nineties, players would trade performer in arcades, and received a tepid critical great incentive to get out and prove your skills.
multiple games. tapes of far-off tournaments to learn techniques response when it arrived on the Dreamcast. But We spoke to Capcom’s community manager,
today, genre aficionados consider 3rd Strike one of Matt Edwards, manager to discuss the finer points
the greatest 2D fighting games, due to continued of fighting your friends and beyond.
competition at Evolution and a famous comeback
video in which Daigo Umehara parries a full super When did you start realising Street Fighter
combo from Justin Wong. had a big competitive scene?
“I think the competitive scene is awesome but Personally? I can’t remember the exact issue
I do believe that most players probably still don’t number but I remember games™ ran a feature
know how awesome/important the competitive about the fighting game community, talking
scene really is,” says Justin, who holds a team about players like Justin Wong and referencing
Street Fighter III: 3rd Strike championship victory Evo Moment 37. This would’ve been back in the
at Evolution alongside his many Marvel Versus early Noughties, back when I used to play Street
Capcom wins. “Most players are casual players Fighter III: 3rd Strike with friends on the original
and they just play the game for fun and because Xbox. That was the first time I became aware of
of nostalgia purposes at this point.” Still, nostalgia competitive Street Fighter and its community.
drew crowds back to Street Fighter IV, and in turn
Street Fighter IV helped to grow the competitive Why do you think Street Fighter III had a big
community. When introduced at Evolution revival in Japanese arcades later in its life?
2009, it attracted over 1,000 players on its own It’s no secret that 3rd Strike is one of the most
COMPETITIV E CLASSICS OUR FAVOURITE TOURNAMENT MOMENTS FROM OVER THE YEARS…
32 | RETRO GAMER
STREET FIGHTER: BLOW BY BLOW
technically demanding entries in the main Street just wouldn’t exist, and that’s ultimately what
Fighter series. This is something that the Japanese Street Fighter is.
community thrives off. They were the first to
show the true potential of the parry system, and How has the competitive scene changed as
in recent years, they’re still discovering new tech. online gaming has become popular?
It’s one of the reasons why the Cooperation Cup When Street Fighter IV released on consoles back
– an annual 3rd Strike tournament where teams in 2009, it was the first time that the series was
of five face off against each other in Japan – is so able to fully embrace the ‘world warrior’ mantra.
entertaining to watch. There’s always a chance The era of being a hometown hero or the best
you’ll see something completely new in what at your local arcade was essentially over. Players
many regard as the pinnacle of 2D fighting games. now had the opportunity to prove themselves
against the best in the world, all from the comfort Strike aren’t the most balanced fighting games in » [Arcade] It may
seem impossible to
Would you see Street Fighter as a series of their owning living room. This led to more existence. Chun-Li, in particular, dominates in the pull of professional-
that caters to competitive gamers first, and players travelling to tournaments like Evolution in latter two games. But while these arcade games level fighting
casuals second? the US and Stunfest in France. They got valuable had to (for the most part) stick to their original techniques, but
you can do it with
The life cycle of a fighting game is determined by experience against international competition forms, the modern Street Fighter titles can be enough practice!
the community that plays and supports it. That’s and we saw lots of new faces breaking into the patched and updated as necessary. Indeed, the
why Super Turbo and 3rd Strike maintain an active Top Eight. Skip to 2018 and the impact of online dream is to have a Street Fighter that’s perfectly
competitive scene even today while many other gaming has gone even further. Streaming services balanced with every character match-up being
fighting game titles are comparatively stagnant. like Twitch, YouTube and Facebook allow anyone even. Unfortunately, though that’s impossible.
The mechanical base has to be finely honed for with a smartphone, tablet or PC to watch a Street If you change one frame to make a specific
that to happen, though. That’s what Street Fighter Fighter tournament as the action unfolds in real- match–up more balanced you will inevitably affect
has been at its core since Street Fighter II: The time. Professional streamers and commentators five other characters in different ways. The best
World Warrior. It’s a fighting game that can be work diligently to frame and narrate each match as Capcom can do is to observe professional-level
enjoyed against the computer as you battle against professional Street Fighter players – some of which play at Street Fighter tournaments and keep an
a series of AI opponents with the chance of a now command healthy salaries from sponsors eye on the community tier lists for characters.
secret boss at the end. But when you switch out as they compete for prize pools in the hundreds This information – coupled with the mechanical
the CPU for a human opponent – one that can of thousands of dollars – throw down in Street insight of the development team – is how the
level-up alongside you as you try out different Fighter V: Arcade Edition. That’s where online character balance is regularly revised. It’ll never » Matt
M tt Edwar
Edwards
ds
works with the
characters and strategies – that’s when Street gaming has taken the Street Fighter series. be perfect, but I feel that Street Fighter V: Arcade
Fighter becomes so much more. But Capcom Editionn is one of the most balanced fighting games community.
will always encourage people to embrace the What influence does Street Fighter ever made. You only need look at the character
competitive side of the Street Fighter community. competitive play have on character balance? diversity in recent Capcom Pro Tour tournaments
Without it, the hype moments and rivalries It’s fair to say that Super Turbo, Alpha 2 and
a 3rd to know this to be true.
RETRO GAMER | 33
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G
aming worlds used to be stark, empty at, was as straightforward and simple as things got;
places. Oblong spaceships would it’s no wonder that early city depictions never moved
traverse the void with so little to do much further than this. The fact remains, though, that
they’d just shoot one another on sight. it was exactly the use of urban centres along with their
Abstract tennis rackets would bounce square balls over implied millions of human lives that made the horrors of
pitch-black fields. Then, at whatever pace technology Missile Command feel relatable, and it gave the game
permitted, worlds began to form, and eventually entire its memorable context.
cities would become possible. Urban spaces, however, Rampage, a definitive game of civic demolition,
can’t be empty by any stretch of the imagination. They was a fun, pulp-like arcade offering that brought vivid
require residences for the congregation of humanity neighbourhoods to 8-bit monitors. It featured procedural
residing in them to sleep, eat and watch TV in, places buildings, and several cities for radioactive monstrosities
for them to work at, as well as roads of all sizes to travel George, Lizzie and Ralph to destroy. Each city/level
between these points. They’re kept alive by a canopies comprised its own skyscrapers, evocative silhouetted
of utility poles and traffic lights while below their streets backgrounds, tiny people, buses, security forces, and
they’re punctuated by sewer grates and litter. Unlike even architectural styles. The illusion wasn’t totally
space, you can’t depict a city with a black void. convincing, obviously, but at least every screen felt both
Then again, you can still use the darkness as a night different and decidedly urban. The more explorable
sky, and it was this sort of blackness that served as environments of the superficially similar The Movie
the background for Missile Command’s urban centres. Monster Game by Epyx further distinguished individual
Atari’s widely ported arcade classic tasked players cities by incorporating famous landmarks. Playing as
with defending six heavily stylised cities consisting of non-copyright infringing versions of Megatron, Godzilla
a couple dozen pixels each from nuclear annihilation. or even the Blob players could demolish Tokyo Tower,
Treating cities as tokens, or simple targets to be shot Big Ben and the Statue Of Liberty, while terrorising
36 | RETRO GAMER
THE 8-BIT ARCHITECTS
» [C64] Whether a
yellow or a black belt
seems debatable but
that is definitely the
Sydney Opera House
in International Karate’s
background.
» [Amstrad CPC] Rampage dares to ask who the real monster is.
It’s us. We stomp on humans for fun. Definitely us.
sign and the Golden Gate Bridge in the background to like The Warriors and Streets Of Fire, side-scrolling
justify not just its name, but also the entire premise of its beat-’em-ups became prominent in the late Eighties.
activities through a suggestion of geographical proximity. A slew of popular coin-op titles such as Dragon Ninja,
The problem with these cities was that, lovely as they Renegade, and The Ninja Warriors were ported to home
were to look at, perhaps even eliciting an ingratiating computers, followed closely by a parade of similar
sense of pride that came with having visited or lived in games like Silverbird’s Street Warriors and CRL’s Time
them, they really didn’t amount to anything more than Fighter as smaller publishers jumped into the fray.
Naturally these games did not paint the most
» [ZX Spectrum] welcoming picture of civic life. Like its cinematic
Only a few
moments before
counterpart, the genre exploited that decade’s paranoia
a decidedly surrounding the metropolitan downtown, popularly
non-urban swarm portrayed as a festering cesspool of lawlessness and Antescher Ant Attackk s city was
» Antescher,
of bees starts devised by Sandy White.
chasing us around deviance, ready to explode into violence at any given
the block in 720°. moment. Packs of skinheads roamed the parks
RETRO GAMER | 37
» [Amstrad CPC] Urban streets come alive with graffiti and poster
advertisements in Double Dragon.
38 | RETRO GAMER
THE 8-BIT ARCHITECTS
CITIES OF TEXT
V
iolence aside, the first real taste of
urban exploration in a more fleshed out,
more believable urban environment It was interactive fiction authors who craed the more intricate 8-bit cities.
was delivered by Sandy White’s Ant Steve Meretzky discusses Rockvil from A Mind Forever Voyaging
Attack, and its city of Antescher. Yet, the “initial
creation of city-like structures was purely accidental, What was the inspiration behind constrained size even if all that’s included is text and
and came well before any thoughts of actually building the city of Rockvil? code. I had to be super-vigilant to make sure nothing
a city, or indeed a game”, Sandy remembers. “I was I just wanted a generic mid-size was included that wasn’t absolutely necessary either
playing around with an Acorn Atom writing code which American city. I thought that if I made up to create a believable environment or to support the
printed isometric cubes randomly onto the screen. a city instead of using a real one, it would plot elements.
Quite often as layers of cubes continuously built up, make more people feel like. ‘This is my city.’ Also,
weird and wonderful buildings and cityscapes would making up a new city gave me freedom of geography. How is creating believable text-only urban
appear by chance.” Adding a bit of code to line the As for the atmosphere, it was determined by what spaces different from visualized ones?
cubes up he noticed those fleeting glimpses of strange decade you were in, how far the city had fallen into the I was able to describe a building, an intersection, an
places suddenly becoming almost consistent, and their effects of ‘The Plan’, and not so much by its design, event in 100 or 200 bytes. Trying to create something
Escher-like qualities coming into view. There was “an though for your initial visit the atmosphere I was on the scale of Rockvil graphically would have been
‘atmosphere’ which came with those images, a strong aiming for was ‘Anywhere USA’. By the way, Rockvil inconceivable in 1985. The primary point is that a
feeling as though I were peering through a window into is named aer my wife Betty Rock. We got married a text-only city could be larger, more detailed, and
another place”, as Sandy puts it. month or so before AMFV’s release, so when I named it therefore more realistic. Also, since I was trying to
Having a feeling was not enough, and while tackling she would have still been my fiancé. create that ‘Anywhere USA’ sense of ‘this could be my
the mammoth task of fitting all the urbanistic data city’, letting players visually map out their own cities
into 16KB, the city itself had to be designed. “It arose How did you approach the plan of the city? or neighbourhoods onto Rockvil was easier with a text
organically, built little by little with no initial plan. As the Did navigational considerations enter into it? description.
available ground space of 128x128 squares began to I had majored in architecture, and later in construction
fill up, eventually it became necessary to plan things management, and I took several urban planning What part of Rockvil are you most proud of?
out on squared paper with a binary number in each courses as part of that. So, I knew something about I’d say the malleable nature of the city as it falls apart
square to represent the associated stack of bricks.” how cities grow and morph over time, and what over the decades. Again, I had a limited number of
Interestingly and “as it was such an effort to do this, patterns of zoning and development are typical; I used KB to work with, and oen had to convey a location’s
and get it into the Spectrum, and saved off to cassette”, that to design the city. Things such as a denser, older changing character just by changing a single adjective
once a building was placed, there was no moving it ever urban core with ageing landmarks and monumental in a location description. It was a real exercise in
again, in a process not wholly dissimilar to the physical civic buildings, newer areas located further out, and using the tiniest text changes to convey big, sweeping
environment’s resistance to change. “There is no doubt indications of urban redevelopment were considered. changes. Most likely, if I had no limits, I’d have written
that there are also influences from my native city of Navigational considerations weren’t an issue; the size completely new descriptions for each decade, but
Edinburgh, itself replete with stone buildings ancient of the city was. AMFV was the first ‘Interactive Fiction the constraints of keeping most of the description
and new, along with a good sprinkling of viaducts, Plus’ game that Infocom made, meaning it required the same may have actually worked out well for
graveyards, stone staircases,” Sandy adds. Wisely, 128KB of memory instead of 64KB (which was a lot at the game’s purposes. It provided the player visiting
what with Ant Attack being all about locating and swiftly the time), and we weren’t going to support a number Rockvil in the later decades with a sense of familiarity,
escorting your partner out of the city landmarks, paths of old machines. This allowed the executable size to while simultaneously giving the feeling of something
and navigational aids were top design priorities. approximately double to 256K, which was still a pretty being wrong; something being off.
DOUBLE DRAGON
NES
QDouble Dragon, the archetypical city brawler, defined
videogame depictions of the brutal, lawless inner city areas
that seemed to terrorise the collective consciousness of the
mainstream world back in the day. Its NES port might not have
been able to provide two player co-op, but it added a fair bit of
urban platforming.
RETRO GAMER | 39
WISH YOU
WERE HERE There’s still one question that remains
unanswered, though. Was Antescher, the first three-
Immersive home computer urban landscapes
dimensional game city many people ever visited, a
place stylised to meet technical requirements, or was it
THE UNTOUCHABLES the ruins of a long forgotten town? According to Sandy
QInfogrames had tried something similar a couple
it was, in a way, both. “In the beginning it was an
of years earlier with Prohibition, but it took Ocean’s film
excavation, a discovery of random fragments which had,
adaptation to bring prohibition-era Chicago to life, an
until 1982, lain waiting to be discovered beneath digital
urban battlefield of Tommy guns, gorgeously curved
sands, and subsequently a design effort to turn these
cars, and precariously positioned baby strollers rolling
discovered ruins into something useful to a playable
down the steps of Union Station.
» Hervé Lange wanted game. Perhaps it wouldn’t stretch the analogy too far to
to create a nonlinear, call that an urban environment built on ancient ruins.”
HILLSFAR explorable play space
for BAT.
QUnscrupulous adventurers could relieve every ith more realistic environments
Hillsfar home of its valuables. Upon entering, a
frantic action sequence gave you limited time to
explore, loot and evade suspicious guards. Success
meant more beer and gossip at the local pub; failure
sent you on an involuntary trip to the arena.
W came the need for different ways
of engaging with them. These were
places inhabited by living beings whose
cycles of activity revolved around more than just work
and survival. Our protagonists needed the occasional
respite from either exploration or confrontation. How
SNATCHER did these urban dwellers have fun? The answer is by
QHideo Kojima’s famous adventure game began its organising some friendly competition, of a kind that
life on the humble MSX2 and PC-8801 micros. Drawing takes advantage of the metropolitan morphology. 720°
inspiration from Eighties cyberpunk, Neo Kobe City is offered not only four skateboarding parks but, perhaps
a beautifully illustrated and detailed futuristic dystopia even more memorably, a whole city block’s worth of
that included everything from seedy bars to abandoned space filled with makeshift ramps and slippery puddles
factories, and showcased some stunning skyline views. to practice your skills. Other competitive endeavours
associated with the inner city also had videogames
JUDGE DREDD produced after them; most notably breakdancing in titles
QEven more interesting than Mega-City One’s slums like Break Street and Break Fever.
and skyscrapers is its unique interactive map, charting Not that more conventional sports remained
criminal activity, from tobacco smoking to alien seed confined in the stadiums and courts with which they’re
deals, via a series of beautifully suggestive icons. Select associated. Epyx’s Street Sports series featured some
one and you’ll instantly arrive at the scene, be it sewer wonderfully atypical settings for its games. Street Sports
or high-rise, to enforce Dredd’s unique brand of justice. Basketball, in particular, gave you a choice between a
school playground, a pristine suburban yard, a dingy
alley, and a garage that wouldn’t look out of place in
MERCENARY
Renegade, all complementing the variety of decidedly
QModelling a small planet in real time 3D was
urban character archetypes you could pick for your team.
ambitious on any 8-bit machine, and yet this is exactly
Driving through cities, though not much of a sport,
what Mercenary achieved. Targ’s most impressive sight
is one of the predominant ways in which we get to
was the modernist Central City. A place that despite
» [Amstrad CPC] Every
experience contemporary urbanism, and doing so in a
the planetwide civil war was proud of its stadiums,
sensibly planned city super-fast car seems to have been a widespread fantasy
museums, institutes, and exhibition centres. has to cater to the during the Eighties. It’s no wonder, then, that racers such
fundamental needs
of its citizens; hence as Cisco Heat proved popular across 8-bit micros. Unlike
BATMAN: BAT ’s toilets. the majority of genre offerings that had you race through
THE CAPED CRUSADER
QThe comic book aesthetic for Gotham provided the
definitive one in the 8-bit era. Stacked panels featured
imposing Georgian mansions and huge warehouses,
while on the distant horizon corporate towers loomed.
It meant Ocean’s game looked visually gorgeous.
DUN DARACH
QBeing the mythical city of a fantasy setting didn’t
prevent Dun Darach from sporting a realistic urban
structure. This was a believable city with distinct
districts, sensible land use patterns, an economy, lively
inhabitants and, importantly, both a thieves’ guild and a
network of public torches to be lit during the night.
RENEGADE
QArguably the game’s most iconic level, Renegade’s
subway creates a dystopia of small details. The grimy
windows of an inoperative train, graffiti scrawled on
its motionless husk, a locked metal railing blocking
escape to the city above. The gang closing in, metal
pipes in hand, are simply this world’s natural predators.
40 | RETRO GAMER
THE 8-BIT ARCHITECTS
» [ZX Spectrum] Static screenshots simply fail to do Turbo Esprit’s groundbreaking, smooth scrolling 3D cities justice.
graphically less demanding countrysides in the tradition to Troy Miles, serving mostly as a gateway to the latter.
of Out Run, Cisco Heat attempted to convey the Troy particularly loves the in-game PAX machines as
intensely urban atmosphere of San Francisco. Having “they combined the web as we know it now with an
the Golden Gate Bridge on the screen border, including ATM”. Of course, the book was widely read by the
hills to traverse, and even allowing the occasional development team, and influenced all design decisions,
building to scroll by just wasn’t convincing enough though Troy admits that getting most of Neuromancer’s
though, despite admittedly evoking a hint of the city. iconic locations into the game demanded several
Mike Richardson’s 1986 Turbo Esprit, on the other technical tricks, including breaking it up into levels. Finally
hand, really did place gamers inside an unexpectedly the illusion of a world much bigger than the C64 should
realistic, open world city that shined on the Spectrum. allow for was achieved. As for Chiba City’s civic life, it
The game that’s believed to have an influence on was enhanced by giving “dialogue a techno-slag feel to
Grand Theft Auto series had gamers chasing drug keep it interesting and humorous, [and] providing each » [C64] Every self-respecting bar in the cyberpunk future will come
with its very own PAX terminal, just like Neuromancer’s.
lords in four complex cities that were always in motion. NPC with their own backstory”.
Said expansive urban centres came with ranked road BAT by Ubisoft, originally designed for the Atari ST,
networks, and were convincingly functional places. was more ambitious. Hervé Lange wanted to create a
Traffic lights regulated traffic, AI-driven cars obeyed laws non-linear world in which players could freely evolve. neighbourhoods, railway stations, botanical gardens,
while overtaking each other, pedestrians used zebra The “idea that the plot takes place in a city imposed bars, nightclubs, and Haussmannian boulevards
crossings, road-works added a touch of danger, and itself quickly” as the foundation for a setting teeming leading to smaller alleys of street vendors and shops”
reckless parking manoeuvres could lead to traffic jams. with life, and Terrapolis on planet Selenia was born. is also evident. An important goal of the design was
Several RPGs strived to achieve vivid urban centres, Hervé describes Terrapolis “as a dense patchwork of to create a comparable “sense of richness through
but it was innovative adventure games that came close contemporary, modern and futuristic styles, with a different neighbourhoods offering varying gameplay
to achieving a sense of actual spatial immersion. Based pinch of grotesque elements”, that was treated as a opportunities, and thus reinforce the idea that a
on the definitive cyberpunk works of William Gibson, dynamic actor itself. “The place regenerated NPCs such complete world had been recreated”.
Interplay’s Neuromancer offered versions of both as policemen, merchants or thieves depending on the BAT was followed up by BAT 2, which swapped
physical and cyber urbanism, with the former, according aggressiveness of player actions.” its Parisian inspirations for Roman ones, but didn’t
Terrapolis had a world crafted around it. A setting offer a radical change of direction. For that we have to
of “capitalist expansionism compelling eccentric go back to Ant Attack and look at its sequel, Zombie
billionaires to extricate themselves from Earth, build Zombie, which “biggest innovation was the addition
space exploration machines based on black holes, and of a rudimentary editor to aid city construction,
thus colonise entire planets”. Thus was inhospitable construction itself becoming part of the gameplay” as
planet Selenia able to support the dome of a dystopian, Sandy White remembers. In this way, the man who
overpopulated megacity, which allowed Hervé to create laid the foundations for the urban environments of the
a rich place filled with exotic creatures and possibilities. late Eighties, also paved the way for SimCity, a game
“From a visual point of view, we were influenced by emerging at the tail end of the 8-bit era heralding a
Blade Runner, Metropolis, and Enki Bilal,” he mentions, new paradigm of interaction with urban environments.
pointing out the horizons of skyscrapers forcefully Exploring or fighting your way through them, could be
towering over more conventional, replaced by actively shaping and watching them
humbler cities. “Indirectly, the evolve. But that is another story about another
influence of Paris with its typical generation of interactive cities.
ans of the game will know seven and still lose. You don’t know one person could end up doing
CORK
CLASSICS
Try these Ste Cork hits out
COLONY
ZX SPECTRUM
QSet in the future, Earth has become
overpopulated and there’s a need to grow crops
» [ZX Spectrum] Wanted: experienced scienti
st immunity on other planets. You control a droid whose job
to bullets is essential. Free boots provide
d.
it is to grow and protect crops, as neighbouring
aliens have acquired a taste for them. As you can
screen was when I got my free copy. probably guess, they’re not the friendly type.
It was too late to do anything by then.
If they’d asked me what I wanted for
the screen, or even to supply one, I
could have got an in-house artist to
» [ZX Spectrum] These aliens are on the hunt, so it’s best do something, but they never did.”
to try and avoid them. After Rescue, Ste went on
producing games for the Spectrum
I had less hours to write things at over the next few years, before
home of course after a day’s work in moving on to games for the Amiga,
the office, but given that most of the Atari ST and then PC, with the game
code was already written it wouldn’t OverKill being one of his favourites
have required as much extra doing to on that format. Ste continues to work
it. I didn’t really have a life outside of in the industry and has many credits OVERKILL
computers in those days. The classic in notable games such as X-Men: PC
geek, I suppose.” Legends, Quake 4, Marvel: Ultimate Q A vertical shoot-’em-up, Overkill puts you in
Alliance and Call of Duty: Black Ops III. » Ste Cork is still in the indus control of your spaceship as you blast away at
try
today working on
f you mention Rescue to certain Speccy fans will argue, though, the alien enemies, leaving nothing behind. On
I
triple-A blockbusters such
as
Spectrum fans, there’s a chance that nothing beats the simplicity of an Call Of Duty. your way, collect power-ups to improve your
that one of them will quickly 8-bit shoot-‘em-up. Rescue is one that weapons and shields, then go on and destroy
say Harrison Ford back to you. will stay long in the memory for many some more of anything that gets in your way.
Well, take a look at its cover and you of fans, not least in Ste’s.
may well find out. Some may say that “Rescue had people writing into
the cover star was a rip off Han Solo magazines about it and mapping
lookalike, others say coincidence. “I out the ship. I was chuffed. That was
didn’t even see the cover until I got really nice to see for something I’d
mailed a freebie copy,” Ste recalls, just put together in my bedroom.”
“I didn’t see the resemblance, but I
suppose once it’s pointed out I can
just about see it. If I squint a bit.”
Another talking point apart from
the gameplay is the loading screen;
or indeed the lack of one. You’d
think, given the quality of the game PSYCHO PIGS UXB
itself, it deserved a screen to do it ZX SPECTRUM
justice. Apparently Mastertronic Q Take control of your own personal swine as
didn’t. “I assumed they would paint you attempt to blow up other pigs in the area
something then slap a loading screen with the help of bombs that crop up around
on themselves. In the end they didn’t the screen. The last pig trotting wins here
» [ZX Spectrum] “My ammo. My
bother.” Ste explains. “The first I saw beautiful, beautiful ammo. You as the victor takes all in this explosive,
of the boring ‘Rescue is loading…’ should haven take me instead.” anarchic free for all.
RETRO GAMER | 43
+,77+ (1 (6
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Words by Adam Barnes
ry to imagine a time before The culture as any of those advances. The show first aired in
Simpsons. It’s not easy, is it? The much- 1989, and back then it was Nintendo which was ruling
loved cartoon family has been such a familiar the roost; the Famicom was dominating Japan, and the
staple of our lives for so long that even those NES was the console that revitalised an industry still
who might be old enough to remember their first airing suffering from the videogame crash in the USA, and
in 1989 likely won’t recall the way life was without brought with it new interest from licence holders. But
Homer, Marge and the kids. The Simpsons predates it wasn’t 20th Century Fox that sought to get a slice of
Google, DVDs, even the internet as we know it, and this revitalising market, instead it was Acclaim that was
– love it or hate it – is just as integrated a part of our hoping to capitalise on The Simpsons before Do The
Bartman was even a twinkle in a marketing man’s eye.
“In January of 1990,” begins Garry Kitchen, one
of the lead designers on Bart Vs The Space Mutants,
“a couple of days before the airing of episode four of
season one of The Simpsons, Greg Fischbach [founder
of Acclaim] called me and suggested that I watch the
episode. He was considering licensing the rights to
make a Simpsons NES videogame and wanted to know
if I was interested in developing it.” Though the TV
show had been an immediate success, no one could’ve
predicted the phenomenon that it was set to become.
Greg was a visionary, however, and had started Acclaim
after leaving Activision with the dreams of becoming
» [NES] It was important for the developers to implement familiar a huge videogame publishing house, initially making a
places of the show into the games. name for itself with licensed titles. Garry knew Greg
44 | RETRO GAMER
THE SIMPSONS HIT THE NES
through Activision where the pair had both worked, » [NES] Thhe first leveel of the
first game is perhapss one of
but from which the former had left in 1986 to form the more mmemorable e aspects
Imagineering with colleagues. All it took was a single of the NES
S trilogy.
episode of The Simpsons to get Greg intrigued by
the idea, and he reached out to his old colleagues to
see if they might be interested in developing a game
around the licence. “Acclaim had relationships with 20th
Century Fox,” adds Dan Kitchen, the brother of Garry
and cofounder of Imagineering, “and I believe it was
a very expensive license for them, it was a very large
product. It was one of their first large licences.”
The Kitchen brothers and the team at Imagineering
all had experience in the industry, having produced
several Atari 2600 games. “My brother and I had taken » Garry Kitchen was one of
the creative lead,” says Dan, “with another producer the lead designers of Bart Vs
who worked for us whose name was Barry Marx. The Space Mutants.
We collectively got together and considered what
would be the best for gameplay, the best selection of
mechanics for gameplay and what would work for the
license itself. So we flew out to California, we met with
Matt Groening and the Fox people and went through
a number of concepts. One that we liked that we had
conceived – and that they finally signed off on – was
doing a game based on the old science fiction movie
They Live, with Springfield being taken over by aliens.”
The inspiration for this particular concept was first
born out of the backs of comic books, adds Garry:
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46 | RETRO GAMER
» [NES] Keep an eye out for those doughnuts
on the ceiling pipe, Bart. You wouldn’t want
Homer to scoff them all…
“Barry Marx and I spent a good deal of time kicking drove the narrative of the series; for example, Bart was
around ideas. In one brainstorming session, for some the focus of the famous opening sequence of the show,
reason, we were recalling the cheesy advertising on the skateboarding through town. And every kid who owned
last page of comic books. The one ad that stood out for an NES would want to play as Bart.”
us was the x-ray glasses, enabling you to see through a
girl’s clothing. We agreed that Bart would have definitely ith the character settled, there was
been the first kid on the block to order a pair of these. only one other area where demands
Obviously, that led to the concept of an alien invasion, were made and, considering the
with Bart ending up as the only person in town who nature of the NES and the games that
was able to detect the ‘body snatching’ aliens by using were released for it, there wasn’t much chance that
his ‘ill-gotten’ x-ray specs.” those in charge would want anything other than a
There were two aspects of the game that were set 2D platformer. “From the beginning, Acclaim said that
in stone by Fox before development went underway, they wanted to do a side-view scroller, because of the
though. The first was the choice of playable character; popularity of Mario,” says Dan. “That was what they
nowadays Homer is the popular favourite of the wanted, a platformer. And so it was on that machine,
franchise, but there was a time when Bart was the given the 2D restrictions, that this was obviously the
show’s star. With Bartmania only just beginning to form, best way to show Bart and the characters.” No one
Fox wanted to capitalise on its mischievous character, intended to compete head-on with Mario, though, the
believing his ‘don’t have a cow’ attitude would fit well idea was instead to leverage the licence in the right way,
with gamers of the time. “We considered a concept to replicate the same humour, style and entertainment
that was less Bart-centric,” admits Garry, “but Acclaim that The Simpsons was already making itself known
pushed back, believing – rightfully so – that Bart should for. This was handled in a number of ways, but Fox’s
be the focus, given the target demographic of the game. co-operation meant that the team at Imagineering had
They were right, of course. Bart was the character that a good deal of access to the show to help create the
foundation for capturing the essence of the show. “Fox
met with us on a number of occasions at the studio,”
says Dan. “They did have a liaison here through Acclaim,
but Matt Groening did meet with us a couple of times
and made sure that the character Bart was well created.
He had sign-off on the way that Bart looked, the way
that the backgrounds looked. We worked to emulate the
look of the show as well as we could, putting in things
like Barney’s Bowl-a-Rama, putting in various other
places that are in the show and representing them in
the game like the Jebediah Springfield statue. We really
were inspired by them to come up with the best scenes
and the locations in the show and replicate them in the
game. So they were great help for direction, for giving
us b-roll of the show, for giving us reference art.”
» [Amiga] Across each of the different versions, the core gameplay
This was the first ever Simpsons game, after all, it
and level design remains the same. needed to set the bar if it was to match the hype
RETRO GAMER | 47
» [NES] Of course, the
much-loved Itchy and
Scratchy make
an appearance.
» [Mega Drive] The Mega Drive Space Mutants is a step up over the NES
» [NES] Fans of the John version in terms of visuals and overall gameplay.
Carpenter film They
Live will easily spot the
homage in Bart Vs The that [Bart] did at the beginning of each episode in the
Space Mutants.
intro, and we wanted to bring in there the character
of Bart being what he was then, the little wise-guy,
that the show was getting. To Fox and Acclaim’s mischievous character. That was what we wanted to
credit, this wasn’t a cash-in to try and get a quick buck focus on and with the limited dialogue in there, that’s
from the craze surrounding Bart and co, there was a real what Fox wanted to focus on, too. We also wanted to
intention to create that could stand out on its own. “The focus on little bits of the show that people were familiar
idea was to be specifically Simpson-esque,” recalls Dan, with, going to the payphone and doing a funny call to
“to take those things that are in The Simpsons and really Moe’s that, again, gives you something in the game but
play up that as much as we could for the character of trying to work as much as we can from the [elements]
Bart, to bring in the personality of the Simpsons and in the show that made it famous.”
focus on the personality of Bart.” Fox did at least hope
to have a cameo for each of the main family members, his created some clear pieces of design
adds Dan, which lead to “having Maggie in the status for the first level, then, combining the
area, Lisa in the fair and Marge in the mall”. But there storyline elements with gameplay
was one aspect of the show that Imagineering felt mechanics that would fit in. For the
it needed to properly capture in the game, an iconic former this meant utilising the x-ray goggles for Bart
element of the cartoon that remains a recognisable to safely spot the aliens and jump on them to collect
portion of each episode. To the developer, it was letters to spell out a cameo character’s name, while
imperative that the familiar intro scene that culminates in the latter allowed for puzzle elements to be included
the family sitting around the TV was recreated properly, into the platformer, which was a fairly novel concept on
and it was around this idea that the first level was the NES. In the first level this meant using Bart’s cool,
designed – the level that no doubt many remember rebellious attitude to spray paint purple objects red, but
the most. “We wanted to get in the skateboarding extended further into having to solve other intricate ways
of eliminating any purple within the stage. It blended the
GAME BOY, 1991 GAME BOY, 1992 GAME BOY, 1994
Q The first of the portable Simpsons games was a new QPutting a spin on things a little, Bart Vs The Juggernauts
QAfter reverting back to platforming, Bart & The Beanstalk
title rather than a Bart Vs The Space Mutants spin-off, and forwent 2D platforming – a saturated genre on the handheld is a technically superior game to its predecessor Camp
the show based an episode on the game’s plot a year later. console – and instead chose to use a variety of minigames Deadly but still a drab and dull platformer. The idea isn’t
However it isn’t much cop, with poor controls and repetitive under the guise of a TV competition not unlike Gladiators. It even original, taking a fairytale and just pasting in Simpsons
gameplay – a curse of most early Game Boy games, sadly. was an original idea, and is fun to play in short bursts. characters as though that would be enough fan service.
48 | RETRO GAMER
THE SIMPSONS HIT THE NES
here, and you guys can take everyone around the world
right here in your backlot, so let’s do the same thing,
Garry Kitchen let’s do a level where Bart is literally walking across the
animator’s table and jumps into a sound stage and then
he’s in a pirate movie or China, various exotic places that
two core aspects of the game – platforming and puzzle- Homer’s power plant workplace and the numerous I was trying to think would be fun to play.”
solving – seamlessly, inspired by the adventure games secondary characters like Barney, Krusty The Clown and The focus, then, was on making something that
that Dan used to play. “I was a big player of a lot of the Sideshow Bob. “One of my favourites,” smiles Garry, continued the strengths of Bart Vs The Space Mutants,
original text adventures,” he says. “I had played the “is the visual of Sideshow Bob as the boss in level leveraging the character of Bart in more entertaining,
Zork series, I had written and published in 1980 before three and the humorous touch of Bart having to jump varied and different ways. This meant that while those
going to Activision two text adventures that were in on his feet rather than his head. And I love the hilarious puzzle elements did disappear, much more about the
the same vein as Zork. And those were text adventures climactic ending of the game, using Maggie’s pacifier game was improved: the addition of Bartman, enhanced
on the Apple and the TRS-80 that had full sentence in a special way.” The deft use of the show’s most skateboarding sections, various minigames throughout;
recognition, very involved. I think those kind of adventure recognisable scenes and characters was largely reliant a lot was done to really enhance the experience
games, where you could collect objects and inventory on Barry Marx, Garry explains, who doubled as producer provided by the original, building on issues that could be
objects and keep them and use them kind of inspired and writer for the game. “Our goal was to continually resolved. “We tried to make some of the levels
the adventure aspect of the game.” It was a clever idea, delight the player with surprises,” he adds, “always
giving platforming stages a slower, more considered incorporating the favourite aspects of the show.”
6
pacing that wasn’t common at the time. It meant each
stage had a different goal, too, starting with removing o when it released in 1991, it was perhaps
the colour purple through to collecting hats, destroying no surprise that the game was a smash-hit
exit signs and finding hidden radioactive uranium rods. success, hitting the shelves at a critical
This had the added bonus of adding a little bit of point in the cartoon’s life that it ultimate
humour to proceedings, which everyone agreed was rode the wave. It wasn’t just a critical success,
an important part of the franchise’s brand. With the however, but a commercial one too, and with the
limitations of the hardware, however, and therefore added glory of actually being a standout licensed
much less in the way of dialogue, this was no easy title – a stigma the industry was still recoiling from
feat. “We used dialogue when we could,” recalls thanks to overzealous publishers and the generation
Garry, “because so much of the series’ humour comes prior. As is often the case with these things, a sequel
through in the brilliant voice acting. We were always was practically inevitable. “This was in talks before but
conscious of building humour into the game experience Acclaim didn’t greenlight it until after there was success
whenever possible. We were careful to include the with Bart Vs The Space Mutants,” says Dan. “And so
small details in the visuals to stay true to the show, such they came to us, said we did really well and could they
as Maggie sucking on her pacifier incessantly – even in have a broader concept, a wider concept.” The concept
the game interface - and the omnipresent blinking eyes was born pretty quickly from there: why not have Bart
on both the characters and, sometimes, the aliens.” taking on the whole world? It was a rather obvious
There were a bounty of references that could be made choice for a sequel, too; having proven The Simpsons
that would help to solidify the Simpsons-esque tone, could work in videogames, moving on to turning the
including its raft of locations like the Kwik-E-Mart, whole planet into Bart’s playground would really help to
encapsulate the spirit of the show. “The idea illuminated » [NES] The team paid close attention to inserting in-jokes from the
TV show into Bart Vs The Space Mutants.
GAME BOY, 1994 GAME BOY ADVANCE, 2003
QThis version was never going to compete with the console
QThere is novelty in the combination of a golf game and an GAME BOY COLOUR, 2001
action platformer, even if there’s no way of understanding equivalent – which itself was a flawed copy of Crazy Taxi -
QNight Of The Living Treehouse Of Horror is the best
how the concept was derived. It’s functional in its mechanics but it managed to condense the experience into the smaller
platformer among its handheld brethren. It’s exceptionally
and the violence of the Itchy & Scratchy show is retained, but screen relatively well. It lost some of the charm that at least
difficult, however, and doesn’t change the gameplay enough
it really does feel like two separate games stapled together. made the PS2 version appealing to Simpsons fans, though.
to hold on to any interest.
RETRO GAMER | 49
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QIt was the first, but also one of the Dan Kitchen
best early Simpsons games. The NES
games that followed didn’t match
easier,” says Dan, who laments that he didn’t push
the same quality and attention to
back more on Fox’s desire to make the original a longer
the series that this did, and no other
game by increasing its difficulty. “We took the original
Simpsons game utilised the unique
code and tweaked Bart a bit, made him look a little
puzzle-solving elements of this debut
different, not much different but better in many ways.
title from Imagineering.
We tweaked his physics, but we did want to retain the
feel of Bart so that if you were used to the first game
and how it responded to the controller then it wouldn’t
be too different. And also we wanted to improve some
of the levels and the way they played, making sure we
QIf a game of this era wasn’t a
didn’t have as far jumps, making sure we didn’t have
side-scrolling platformer then it was
blind jumps, making sure you could move the camera
likely a beat-’em-up. But much like
and see where you were so you knew where to go.”
Bart Vs The Space Mutants this wasn’t a
lazy cash-in but a well-rounded arcade
eanwhile, Fox’s interest was piqued.
game from Konami. It was smooth,
Where the original had been created with
fast and paid close homage to The
a degree of freedom for Imagineering, the
Simpsons franchise.
particulars of the sequel had much more
input from Fox itself. The potential of tying a videogame
to its new phenomenon was a clear opportunity, and
it looked to release a game that had more to offer
its fans. “They wanted it to be a much more fuller
experience,” explains Dan, “which is why we ended up
QWhere Road Rage was a fun but adding in more of the characters as cameos and why
lacking Crazy Taxi rip-off, Hit & Run we ended up putting in the interstitial map and then
was the obligatory Grand Theft Auto minigames.” These minigames meant more tertiary
clone that was so popular on the PS2. characters could be brought into the game without
However, the latter was a much having to struggle with the NES hardware to include
better-quality title, and enabled players more playable characters, which Fox at least accepted
to properly head out into Springfield was a fair challenge. “It wasn’t just good enough to
and explore for the first time. have Bart visit another location and do the same,” he
adds. “We had to think: what can we give to the player
» [NES] Bart narrowly
that is Simpsons-themed, captures the personality of
evades a peg-legged
pirate using a ladder, the show but gives them more than just the same?”
and he probably quips
QThough this was essentially a tie-in This was where the idea to include trivia had come
at the scoundrel to dine
to The Simpsons Movie, it didn’t suffer on his trunks. from, since it tapped into the audience’s interest despite
as such games usually do. It utilised
the humour of the series well and even
poked fun at many videogame cliches
and tropes for added entertainment.
The fact that it was a solid 3D
platformer in its own right helps
solidify it as a Simpsons classic.
QTapped Out is a freemium title in
the vein of Farmville and other social
city-building games. It still manages
to leverage the brand well and in a fun
way, and if we’re defining ‘essential’
as a study of how a brand can be
used across a broad spectrum, this is
certainly one to at least try.
50 | RETRO GAMER
THE SIMPSONS HIT THE NES
» [NES] Bartman stares off into the distance and wonders if this
particular licence was a good idea or not.
P
enguins are excellent. We’re pretty sure
they’re the best flightless birds, as they’re
less egotistical than peacocks and cuter than
ostriches. Even kiwis can’t compare. In fact,
we’re rather convinced that much of the UK’s interest
in maintaining sovereignty over the Falkland Islands is
driven by the desire to have more penguins in British
territory. So it’s no surprise that penguins are a popular
choice for videogame characters, and before the likes
of Piplup, Overbite and Pentarou, Sega gave us Pengo.
Back in the early Eighties, Sega was a big name in
arcade games, but wasn’t the huge operation it would
later become. As a result, it would often make use
of subcontractors – for example, Ikegami Tsushinki
worked on Zaxxon and Congo Bongo. For Pengo,
Sega hired Coreland for the first time in what turned
» [Arcade] Maze desiggns out to be a fruitful relationship – the companies would
typically don’t clusster
many blocks together, work together frequently up to 1986. Thanks to a
allowing Pengo many hidden credits screen, we’re able to properly identify
opportunities to attack. the creative minds behind the game – director Nobuo
Kodera, programmer Akira Nakakuma and designer
Shinji Egi. A fourth staff member named Tsutomu
Iwane is identified in the code, but no role is specified.
Much like Dig Dug earlier in 1982, Pengo is a
maze game that breaks the conventions of the genre
52 | RETRO GAMER
ULTIMATE GUIDE: PENGO
Conversion Capers
ATARI 2600
1983
QConsidering the limitations of the console,
this is a remarkably full-featured conversion.
The playfield has been rotated to fit horizontal
TVs and uses an 11x8 block maze, but all the
game mechanics are present and correct. The
intermissions don’t make it, but a rendition of
the in-game music does.
ATARI 5200
1983
QThis version uses a 12x10 block maze rather
than the arcade’s 13x15 layout, and generally
plays out at a slower speed, but is otherwise
faithful in terms of scoring and mechanics. The
theme is pretty catchy here, too. As with the
other Atari versions, intermission scenes and
the intro were cut for space.
ATARI 8-BIT
1983
QThe Atari 8-bit version is almost identical to
the Atari 5200 version, which you might expect
if you’re aware of the technological similarities
between the platforms. The music on offer
isn’t quite as rich here, but we will take that
hit if it means not having to use the atrocious
Atari 5200 joystick.
GAME GEAR
1990
QThis pocket-sized Pengo experience is a nifty
little version. In order to fit the entire playfield
on the small display, the game uses small block
by allowing the player to define the maze. The key » [Arcade] That graphics with larger sprites for Pengo and the
red flashing block
difference is that where Dig Dug doesn’t have a preset indicates the Sno-Bees. The Japanese release uses Popcorn,
maze, Pengo does – but rearranging the maze is an location of a egg and the European cartridge uses the original
that has yet to
inevitability, as it’s Pengo’s primary means of attack as hatch.
theme from the later arcade release.
well as the enemy’s most dangerous ability. In order
to defeat the enemies – Sno-Bees – Pengo must push MEGA DRIVE
ice blocks, which slide along until they hit an obstacle 1995
and wipe out anything in their path. However, the Sno- QIncluded on Pepenga Pengo, this version was
Bees can also destroy ice blocks at the cost of a little the first to come close to arcade perfection. It
speed, leaving Pengo with fewer places to hide and initially appears to use the arcade graphics, but
fewer opportunities to attack. What’s more, Sno-Bee closer inspection shows that they are in fact just
eggs are actually hidden in some ice blocks, waiting very close redrawn versions, and Popcorn isn’t
to hatch when their buddies get iced. When all of the used. Unfortunately, there’s no option to choose
Sno-Bees are defeated, or the last one flees from a non-scrolling playfield.
battle, Pengo can move on to the next level.
What made Pengo stand out in the arcade was
its excellent presentation. The titular character was a SATURN
rather cute creation – as well as being well animated 1997
QReleased as part of Sega Ages Memorial
as he darted about the screen, he was a delight to
Selection Volume 1, this is the closest home
watch when tripping up on his way out of a stage,
conversion of Pengo. It uses the Mega Drive
or even when he was caught by the Sno-Bees. An
graphics rather than the original arcade sprites,
animated introduction sequence showed off Pengo
but offers the choice of a regular mode with
and his friends being chased around by the enemies,
slightly smaller graphics or a vertical monitor
and every couple of stages you would see a short
mode for a more authentic experience.
intermission, comprised of colourful penguins briefly
dancing to Ode To Joy.
RETRO GAMER | 53
Icy What You Did There Want to rack up the points in Pengo? Here are five
important bits of advice…
COMBO CRUSH
QIf you ever get the opportunity to squash more than one
Sno-Bee at a time, take it – your score will go through the roof.
One Sno-Bee is worth 400 points, two will earn you 1,600,
bagging three will net you 3,200, and taking out four rewards
you with a whopping 6,400 points.
54 | RETRO GAMER
ULTIMATE GUIDE: PENGO
AN ICE TIME
QTry to complete levels as quickly as possible – doing it in
under a minute will bag you a measly ten bonus points, but if
you can do it in under 50 seconds the rewards are much better.
Manage a miraculous time of less than 20 seconds and you’ll get
a massive 5,000 point jackpot.
W
hen Pengo was unveiled in 1982, machines weren’t left out though, as many unofficial up to eight players, reduced to four in the Xbox 360
Computer & Video Games was effusive clones were sold for a variety of computers. conversion, Ge-Sen Love: Plus Pengo!).
in its praise. Before even finishing the In Japan, Sega didn’t convert the game for the Pengo isn’t one of Sega’s major characters, nor
introduction to its coverage of the game, the SG-1000, and the home computer market was left one of the very brightest stars of the early Eighties
magazine had declared, “Four lucky members of the to purveyors of clones once again. By the time Sega arcade scene. However, there’s still a lot of fun to
C&VG team have so far tried out this cutest of chose to create an official version as a launch game be had with the game in all of its incarnations, so
coin-operated video games and their verdict is for the Game Gear in 1990, the game was already if you haven’t revisited it in a while or you’re new
unanimous… Pengo is the C&VG tip for 1983.” considered retro. It has delivered a couple of updated to its charms, it’s well worth giving it a play some
Assessing the game as a whole, the author wrote, takes on the formula, though. Pepenga Pengo was time soon. After all, penguins are nothing short of
“Pengo is a game apart, with wonderful graphics, a major reworking, with new block behaviour, boss excellent. What could go wrong?
RETRO GAMER | 55
Amiga CD32 hen the first AGA (Advanced
YEAR: 1993
MANUFACTURER: Commodore
COST: £250 (launch), £150+ (today)
and
Having Steve
trilogy, enjoyed greatturned
Turner success
hiswith his Seiddab
talents tofamous
a new,
more ambitious type
Spectrum developer of game. We visit the
very to learn more
legendary gamesabout these two
Words by Graeme Mason
he Seiddab games had proved to be out of favour with the press.” Steve correctly
58 | RETRO GAMER
» alonl n andd
Dragontorc’s creator,
Stevve Turner.
» [ZX Spectrum]
S The
player began Avalon with
just Maroc’s move spell.
RETRO GAMER | 59
paper, moving them behind so I could see what
it looked like. It was a good way of getting an idea
of the scale, and I needed fixed angles so I could
“I thought
would be it
good
use the same graphics over and over again.” Now
the theatre comparison came to the fore as Steve
realised that they usually contained two sides, set at
an angle, with a suitable backdrop panel. “I thought
tothing
put the
into D&D
a
that would work, graphics side and back. I had the
horizon from Lunattack made out of a line of sprites,
so started out with that, which became the back of
myth know”
everybody
the room.” Next came a small segment of bricks
Steve Turner
to fortify the illusion of a wall, along with diagonals
and corners. “And that scrolled around pretty well,
so I added more substance, such as the higher character fly. “But I still needed to animate him in
corners of the room. You don’t need a lot to have eight directions, so bought some plasticine and
the illusion, and I did this all first as I knew if it didn’t made a little wizard model. Then I sketched him
work I’d have to rethink the whole game again.” from eight directions, and got that into the game
Avalon’s central graphic, Maroc the wizard, was in a standard sprite routine.” At this point, Avalon
the first major problem that presented itself. “I began to form for definite as Steve admired the
needed him to be quite big, and realised that if I solid, yet swift way in which the hero moved. “He’d
started animating a walking wizard, I was going to rise up from the floor, and then settle down. So I
run out of graphics fast.” Steve’s logical solution, needed a shadow in order to enforce this, which
considering Maroc’s profession, was to have the Hewson called a flying carpet!” Keen to emphasise
his LP-rather-than-single tenet, he created a
relatively huge amount of objectives and task for
the player to compete, and set them all within a
gargantuan map of 255 screens. “After the game’s
release, a magazine demanded a solution. I said,
‘Not yet! Give it time!’” laughs Steve. “They were
expecting a list of about ten things the player had to
do, but it was pages and pages long for Avalon.”
60 | RETRO GAMER
THE MAKING OF: AVALON & DRAGONTORC
Piracy
Prevention
How the Spectrum combated piracy
LENSLOK
QAh, Lenslok. The optical
input challenge that required
» [ZX Spectrum] Despite accusations of similarity to its predecessor, Dragontorc perfect 20/20 vision, a finely-
actually contains new graphics, including this atmospheric take on Stonehenge. tuned in television and an
Olympic level of dexterity. First
I’d written myself, which changed the hex into bundled with the renowned
assembler. It allowed me to put labels in, which Elite, Lenslok was used with a number of high-end products.
was a godsend, so I could identify the code using a Unfortunately, frustration from genuine users meant it never
key.” Avalon was taking shape, and it was clear to stood a chance, and pirates cracked it easily anyway.
its creator that nothing like it had been seen on the
Spectrum. “I felt the player needed to feel where SPEEDLOCK
they were and interact with things. I thought this QThere were quite a few
was new territory, and was sure it would work.” different types of loaders
With his demo ready, Steve visited Hewson, DEVE for the Spectrum, and most
confident Andrew Hewson, would like what he
had to show him. “I had a wizard and three rooms,
HIGHLI of them were designed with
fooling professional pirates
with doors, walls and a sample object you could 3D SEIDDAB A in mind. Created by David
open, which was also the wizard as I didn’t have SYSTEM: ZX Looker and David Aubrey-Jones, this fast loader disrupted and
any other graphics.” Fortunately it was enough for YEAR: 1983
locked up any disassembler that was running beside it. Critically,
the publisher to appreciate this was going to be QUAZATRON however, it didn’t work against Multiface devices.
something special. Continues Steve, “I then made SYSTEM: ZX
a mock-up of a level with a few more graphics that YEAR: 1986
he could show the press, at the same time twisting
COLOUR CODE
RANARAMA CHART
his arm to get more royalties.” Steve’s first game, SYSTEM: ZX QIncluded with smash hit Jet
3D Space Wars, had taken six weeks from start to AMSTRAD, C
Set Willy was a small sheet
finish; its sequel double that, and then double again YEAR: 1987
of coloured squares. Upon
for 3D Lunattack. Also the developer considered his
loading, the player had to type
efforts and the potential game to be worthy of an
in the correct colour from
impressive box akin to the products from Ultimate.
the reference requested otherwise the game crashed. This
“It was a way to avoid piracy,” explains Steve, “by
was another early innovation that largely enjoyed success until
making people want to own the whole package,
enterprising playground pirates simply copied the chart.
give better perceived value for money.” Hewson’s
choice of soft clamshell case was a halfway
POWERLOAD
QFirst utilised by Incentive
Software, the Powerload
was another loader that
LORDS OF THE REALM sought to disrupt local
1994 dissemblers and prevent
QA century after the events of Defender of The hacking and copying software.
Crown, another king has snuffed it, and there’s Again, it was used with a high-end products such as the Graphic
a war of attrition ensuing to see who succeeds Adventure Creator, it was also highly susceptible to the wiles of
him. A strategy game of not inconsiderable Romantic Robot’s Multiface peripheral.
quality or complexity from British developer
Impressions, there have been two sequels since. HARDWARE
ADDON
QOf course, the best way
of combating piracy was to
MEDIEVAL: TOTAL W include a piece of hardware
2002 that you needed in order to
QCreative Assembly’s second Tot make the game work. The
shifted the action from feudal Jap most famous example was Mikro-Gen’s Shadow Of The Unicorn,
Europe, of which England was a p which came with the Mikro-plus expansion pack. Unfortunately
dynasty. Now at last you could lay the game was distinctly average, and poor sales virtually
regions of Europe, and pause for bankrupted the software house.
whenever things got a bit too hect
compromise, and a (supposedly) photocopier-
proof code sheet was included to piracy-protect the
game. The package was rounded off with a poem
and map, both printed on parchment-style paper,
and created by Steve himself.
Exploration
Nation While graphically impressive, it was under the
hood where the magic of Avalon really takes place.
Even in noted games such as the aforementioned
Atic Atac, enemies would be generated randomly
8-bit games with huge maps within each room the player entered. “I wanted to
make the meanies dangerous and semi-intelligent,”
TANTALUS says Steve, “And also for them to be grounded
QAfter his first game, in proper physics, to make it as real as I could.”
Strontium Dog: The Killing, Maroc would start Avalon only able to use his
coder Paul Hargreaves move spell. The theory was for the player to learn
cemented his reputation with about controlling the wizard before collecting the
this maze game. As one of fire spell that meant they could at least fight back.
four mutants attempting Helpful, as fleeing, was not always a successful
to assassinate a crime lord, Tantalus encompasses an eye- solution. “I designed the meanies to follow you,”
watering 1024 screens according to reviews, and, as you might smiles Steve, “so if you went into another room,
expect, many of them looked very similar. they’d soon reappear. In order to lose them, you
needed to put more than one room between you
NONTERRAQUEOUS and them.” These little complexities are what bring
QAnother mooted 1,000-plus Avalon alive, and each had to be programmed
screen game, this budget efficiently. “I had a set of movement patterns for
release offered outstanding each creature depending on how it felt,” recalls
value for money, if nothing Steve. “If they were dressed in armour and
else. Ruled by an evil powerful, they’d be bold. Others kept their distance
computer, an alien planet have until you approached. Many would flee, especially
decided to construct a robot to seek out and destroy the tinpot if you cast a spell.” Unable to code specific routines
terror. Naturally, that’s where you come in, and there’s a world of due to memory restrictions, Steve used a stack
traipsing around extremely similar screens awaiting you. of eight random numbers that drove the enemy
movements, in a cycle that changed every fifth of a
second. Playing around with these numbers gave
FIRELORD
Steve an impressive-looking range of movements
QBy the time of Firelord, with lovely
» Lots of classic games came
you into the
programmer Steve Crow stylised maps that helped pull
Dragontorc
had already produced two game world and Graftgold’s
was no exception.
maze classics in Bubble Bus
Software’s Wizard’s Lair and
Starquake. Playing the gallant
knight, Sir Galaheart, there are 500 screens of bucolic medieval
England to explore, fire ghosts to zap and locals to trade with or
steal from. Graphically beautiful, and maddeningly huge, Firelord
is another mapper’s paradise.
UNDERWURLDE
QAfter Knight Lore, many saw
Underwurlde as a step back
for Ultimate. In fact, it was
an ace game in its own right,
and scored a deserved Smash
from Crash back in late 1984.
Continuing the story of the Sabreman, the game features 52
levels with over five hundred screens in total.
EXPLORER
QThis is it. This is the big
one. Advertised heavily on
the back of its screen count,
Explorer boasted an incredible
40 million-plus locations,
although in essence they
were identical save the odd building or pile of rocks. Using a
procedurally generated system and limiting the amount of data
stored in RAM, Explorer is a technical achievement, for sure, but
not much of a game.
62 | RETRO GAMER
THE MAKING OF: AVALON & DRAGONTORC
“Itowanted
make
the meanies
dangerous
and semi-
intelligent” Steve Turner
analysed what gamers found frustrating about different in order to avoid copyright problems
Avalon. “There were more spells available from with Hewson, and we put a prototype together.”
the start; I also made the door frames bigger as The game, Dragonwrath, was based around a
young King Arthur, and picked up by publisher
Warners, impressed with its multi-layered parallax
graphics. “No one else understood it,” laments
Steve. “Everyone just wanted polygons, while we
had a preprocessed room with these graphics you
could move between.” Alas, three months in the
publisher got cold feet and pulled the plug.
But no matter; for leaving an indelible mark on
ZX Spectrum games history, Steve Turner can be
proud. His technical skills ensured classic status
for both Avalon and Dragontorc. “We believed in
framerate for playability,” he concludes, “And an
instantaneous warp between rooms, as loading
spoiled the flow. You do it so the data is of a
format that can be picked up quickly. It was one
of my trademarks.” After Astroclone, fancying a
change, Steve had a crack at isometric games with
Quazatron. But it’s his brace of arcade adventures
that he recalls most fondly. “No other arcade games
of the time had the same depth,” he reminisces.
“And the interesting thing was it never just dropped
off the sales charts . It seemed that when people
» [ZX Spectrum] As with Avalon, failure in Dragontorc
started playing it, they continued to play it – which
produces this withering announcement. is exactly what I wanted them to do.”
T MAKING OF
G
iven that Rare’s Donkey Kong Country was the environments that the game
g could
IN THE the fastest-selling game of 1994, it might be take place in, which require ed Gregg’s
KNOW reasonable to assume that pressure would team to think outside the box ox and create
PUBLISHER: NINTENDO have been applied on the developer by its something different. “Similar to the first game,
DEVELOPER: RARE publisher Nintendo to rapidly produce a sequel. we just sat down and thought about themes
RELEASED: 1995 But as Rare’s Gregg Mayles explains, the push for worlds,” Gregg recalls, “and I guess we had
PLATFORM: SNES, GBA to develop Donkey Kong Country 2 was entirely exhausted all the obvious ones in the first game:
internal. “I think the pressure was on ourselves,” the jungle, the caves, the mines and the forest. So
ENRE: PLATFORMER
GE
Gregg reflects. “We had started on DKC 2 before the backgrounds and the worlds in the second one
we realised just how successful the first one was were a little bit more out there. That’s where the
– everything happened so fast. We always knew ‘hive’ level and the ‘bramble’ level and all the edgier
there were things we didn’t have time to do in stuff came from – and the pirate stuff.”
the first one that we would like to do in a second As well as providing inspiration for level themes,
one, so we started thinking about it, and pirates also defined the overall narrative that the
then as soon as the first one became DKC 2 team created for their follow-up. “I’ve had an
successful it became a formality.” almost life-long interest in pirates,” Gregg enthuses.
The thoughts for Rare’s sequel “I think they’re a fascinating bunch of characters.
began with consideration of I guess pirates have always been painted as
» Gregg is still at
Rare today, currently
he’s sailing thhe high
seas, working g on
Sea Of Thieves.
COLLECT ‘EM ALL!
Everything you can collect in DKC 2
BARRELS
Q Technically single-use weapons
rather than collectibles. As well
as standard and TNT variants,
there are DK barrels that can bringg
Diddy or Dixie back to life.
BANANAS
Q Collect one hundred bananas
to gain an extra life. Additionally,
bananas are often positioned to
give you a clue to the direction you
should be going in.
RETRO GAMER | 65
A guide to Diddy and Dixie’s friends
SQUAWKS SQUITTER
QAs well as being able to fly around areas QSquitter’s abilities are both web-based but
that would be otherwise inaccessible, work completely differently. His webshots
Squawks has a never-ending supply of are a decent range weapon, while his web
pellets that he can spit at opponents. platforms float in midair.
RAMBI ENGUARDE
QA thick skin and a spiky horn allow Rambi QLike Rambi, Enguarde has a move that he
to dispatch foes that Diddy and Dixie can’t, can use to break into bonus sections. He can
and his ‘supercharge’ lets him smash down also take down enemies with his sharp nose
walls to access bonus areas. and has two swimming speeds.
T
thought: ‘Oh. We can do something with that.’ You he design philosophy for Donkey Kong
would think it was part of the design, but really it Country’s follow-up also underwent a
was just one of those happy coincidences.” radical overhaul, with the emphasis shifting
Dixie wasn’t the only new player character in from speed-run-friendly to exploration.
DE
EVELOPER DKC 2, however, as unlike the original game, the
second Donkey Kong Country would have stages
“If we had made it speed runs again then there
wouldn’t have been much scope for us to go
HIG
GHLIGHTS where the Kongs could change into their animal anywhere different with it,” Greg argues. “We
DONKEY KONG friends. “You got so used to riding them that wanted to maintain the same ‘go first’ gameplay
COUNTRY PICTURED transforming into them was the next logical step,” where all the barrels and baddies were set up so if
SYSTEM: SNES, GAME Gregg reasons. “I also didn’t want the size of the you went first time – or got the timing right – then
BOY COLOR, GAME BOY monkeys to get in the way of what they could do. the levels were very fluid, but I also wanted to add
ADVANCE The vision for the parrot was that it was a small something new to it. So the first one was very
YEAR: 1994 character that was very agile, and adding the linear, and the second one introduced exploration.”
DONKEY KONG monkeys to it made it not a small character that In particular, Donkey Kong Country 2 would
COUNTRY 2 wasn’t very agile. So it was a case of the physical feature many more optional bonus stages that
SYSTEM: SNES, GAME size that they took up on the screen if the monkeys could only be located if you followed the clues to
BOY ADVANCE were there as well.” their whereabouts. “The first game had its bonus
YEAR: 1995 Of course, as well as new protagonists, Gregg’s routes, but you either found them or you didn’t,”
BANJOKAZOOIE team were also coming up with fresh antagonists Gregg concedes. “Certainly those giant DK coins
SYSTEM: N64, XBOX 360 for their sequel, of which the bosses got particular in the second one, we really went to town with
YEAR: 1998 attention. “In the first game, a proportion of the trying to conceal those. There was a pattern to
time was spent developing the tech and working the first game where you started to look at all the
out how to build the backgrounds,” Gregg recalls, walls knowing that there might be a secret entrance
THE
E MAKING OF: DONKEY KONG COUNTRY 2
CLAPPER QUAWKS
QWhen Clapper is jumped on by Diddy or QA palette-swapped Squawks that can’t fly
Dixie, he obligingly cools down lethally hot up or fire pellets. In the only stage Quawks
water or freezes bodies of water containing appears in he provides Diddy and Dixie with
schools of monkey-eating fish. a slow, controlled descent.
RATTLY GLIMMER
QBy using his coiled tail, Rattly can jump QBesides being invulnerable to foes,
much higher than Diddy or Dixie. He also has Glimmer can light the way for Diddy and
a ‘superjump’ move that’s required to ascend Dixie when they’re navigating the pitch black
DKC 2’s Toxic Tower stage. waters of DKC 2’s Glimmer’s Galleon.
TRY TO EXTEND THE great Donkey Kong Country sequel. “Nintendo had
less involvement with DKC 2;” Gregg confirms, “I
W
But as well as bonus levels, the DKC 2 team also ith Nintendo’s approval seemingly a
created a ‘lost world’ that could only be accessed foregone conclusion, Donkey Kong
after collecting enough coins from certain bonus Country 2 Diddy’s Kong Quest was
rounds. “We wanted to have a bit more intrigue released to rapturous reviews
and try to extend the playing time;” Gregg explains, and brisk sales, although Gregg recollects
“having those extra levels that you had to earn was taking the game’s success in his stride. “At
just one of the ideas that we came up with. Rather the time, I was still very young, and I guess
than having bonus levels that you found on a level, to a certain extent I didn’t appreciate what
they were effectively bonus levels that you had to we had done. We just wanted to make a better
work towards through the entire game. So every version of the first one. So it came out and it didn’t
level had its own immediate hidden rewards, but sell as many as the first one, obviously, because
the game also had a hidden reward at the end.” the first one was very different, but it was certainly
Rather than limiting DKC 2’s collectibles to the more critically acclaimed.”
game’s bonus stages, however, Greg and his team In reviewing his game with hindsight, Gregg
additionally crammed the follow-up’s core levels doesn’t offer any tweaks, and when asked to
with surreal pick-ups such as banana coins and choose between DKC 2 and its predecessor he
» [SNES] As well as traditional platforming,
extra life balloons, which Gregg puts down to applies a degree of diplomacy. “I don’t think I’d Donkey Kong Country 2 has several underwater
responding to popular demand. “In the first game make any changes; I try not to look backwards too sections to navigate
navigate.
you collected stuff, but it was quite lightweight. We often. The first one was the groundbreaker; but the
then just tried to experiment with pushing that a second one was a better version. I think the first
little bit further. It was just the feeling that people one was better in terms of ‘wow factor’, but Donkey
liked collecting and finding stuff in the first one, and Kong Country 2 was a better game in terms of the
going: ‘Okay, well we’ll give them more of that then. gameplay. So I guess we’ll call it
What else can we give them to collect or an honourable draw.”
RETRO GAMER | 67
P I N G O L D S ALIVE
K E E
T
he dear readers of Retro the so-called classics you’ve heard
WE SPEAK TO Gamer will be more of, but never played. It’s all too easy
68 | RETRO GAMER
EXTRA LIFE: KEEPING OLD GAMES ALIVE
ripped out. The cutscene code had community,” Fabian tells us. “Volition
to be ripped out, all for licensing included the mission design tool
reasons. And so, people recreated that they had in the engine and
those portions to get the game to the basically told people to go nuts, be
point it was at on release.” creative and share their missions.
Fabian tells us that fans were also That set the tone for what people
making their own missions, tinkering were doing with this game.” Fabian
with the engine, and adding things to explains that the game’s openness
the game that they thought were cool, to creativity, combined with its
but that there came a point where a efficient, minimalist storytelling, left
mission to preserve the game they players with a desire to fill in the
all loved was formalised. “I think it gaps. “When Freepace 2 ended on
was in about 2004/2005 where we a massive cliffhanger, and with the » [PC] Ever want to flip the bird at an enemy you don’t like?
Brutal Doom has got you covered.
as the people who are in control of existing creativity in the community,
the central source code repository that was the starting point for a lot of
decided that one thing we need to do people to ask, ‘Okay, what’s next?’. ideas, we don’t want to tell them, ‘No,
is always make sure Freespace 2 retail Or, ‘What happened in the time skip you can’t do that.’ That’s certainly
is playable on modern machines. That between Freespace and Freespace contributed to the longevity of our
became goal number one,” Fabian 2?’” hence the creation of the Blue community as a whole and, as a
says. “We’re careful to make sure that Planet campaign, which follows on result, this project.” » arcos Sgt
any changes we make do not effect from the events of Freespace 2. Then Marcos Abenante, better known Mark IV’ Abenante is
the modder behind
Freespace 2, or at the very least, only there are undertakings like Babylon as Sgt Mark IV, the creator of the Brutal Doom.
correct mistakes, obvious bugs that Project, which “took everything from Brutal Doom mod, echoes some of
Volition introduced, to preserve what the Babylon 5 TV show and turned Fabian’s thoughts as he explains why
Freespace 2 was intended to be.” it into a game”, Diaspora, a Battlestar Doom, the game that’s captured his
However, what’s great about the Galactica-themed mod, and Wing Of imagination, has refused to die.
Source Code Project is that it hasn’t Dawn, an attempt to use the engine to “Modding is an essential part of
stopped at keeping Freespace 2 alive create a kind of visual novel. the Doom experience,” Marcos says,
through literal preservation. It’s also “When we decided that Freespace explaining that the ease with which
done it by turning the game into was going to be the one thing that Id Software made it possible to make
a tool for people to express their we are guaranteeing can always be levels for the game helped create
creativity, continuing in the spirit of played, we also had to make sure the kind of community that would
the original game. that those projects don’t get screwed inevitably help sustain it. “There is
“Volition has always been over by that,” Fabian insists. “When virtually infinite content generated
very supportive of the modding someone comes around with new by the fanbase, around 50,000 or
RETRO GAMER | 69
F
60,000 levels maybe,” he suggests, Skulltag (now Zandronum) and weapon specific death animations.
while also pointing out that the how much stuff they could add to Brutal Doom was born.
evolution of the tools means it is far the original game, so I started to It has become one of Doom’s
more flexible than Doom (2016) and dissect some mods such as Doom best-known mods. We’d suggest
its Snapmap editor. Reinforced, The Monster Resource its success can be attributed to the
That potential is what has kept Wad, Beautiful Doom and NeoDoom, way it zones in on and amplifies the
Marcos with the game so long. He to see how their code works, and then elements that made the original game
tells us that he first encountered I started working on my first mod, great. When you play it, you still feel
Doom on the Sega Saturn in the ArmageDoom.” like you’re playing Doom, despite all
Nineties, played it again on the PC Marcos describes ArmageDoom the changes. It has the same intensity
in the early Noughties, and then as “a mess of half-baked ideas”, but and gives you that same feeling of
dived into the modding scene it took him onto bigger and better exhilaration you first had playing
towards the end of the decade. “I things. His next mod focused on the Doom. Or perhaps you could argue
got fascinated with the capabilities core systems, adding more blood, that it reimbues it with an intensity
of the sourceports like ZDoom and the ability to perform headshots and and sense of exhilaration that might
be lost in the modern era. In Marcos’
words, it’s “Doom the way you
remember it as a kid”.
And Marcos isn’t finished yet. “I
have seen more and more people
calling Brutal Doom, ‘What Doom
should have been if id Software had
the time and the technology to do
everything they wanted,’ so this is the
» [PC] Brutal Doom utilises the retro aesthetic of old Doom and brings the gameplay up to modern standards.
THE SOUL
70 | RETRO GAMER
EXTRA LIFE: KEEPING OLD GAMES ALIVE
N
old-school point-
keeping games alive is preservation of adventure game engineering game software, but and-clicks alive with
focused on a single title. history was consciously on the minds ScummVM has become an important ScummVM.
ScummVM is a tool well of those who have chosen to spend preservation tool nonetheless.
known among adventure their free time working on ScummVM Eugene tells us the team has been
game fans as a resource for revisiting and getting new games working on enthusiastically contacted by
the genre’s roots. It’s also often the platform. “Yes and no,” he replies. developers whose games they’ve
misrepresented as an emulator. “I personally view it as preservation, been working on with materials for
Fortunately, we have project leader thus we sometimes add seemingly the engines and ScummVM has been
Eugene Sandulenko to set that right. non-used features such as CGA used to rerelease adventure classics
“ScummVM is a collection of the rendering, implementation of the on services like GOG and Steam, such
game engine reimplementations,” original (and often limited) save/ as Toonstruck. Perhaps ScummVM
Eugene tell us. “Many of those load dialogs, and being faithful to can even claim some credit for the
engines, including the Scumm, were some of the game options. But on rereleased and remastered versions
in fact, Virtual Machines. ScummVM the other hand,” Eugene continues, of several LucasArts classics thanks to
has many Virtual Machines with “the vast majority of our games were the way it kept their legacy alive.
RETRO GAMER | 71
F
S ARE
HOW GAME
E
KEPT ALIV
REMAKES
Not everyone has the knowledge or motivation to
mess around with emulators or scour online auctions
to revisit videogame classics. Remakes like Shadow
Of The Colossus on PS4, or HD updates of games like
Devil May Cry Collection, prove that providing an easy
way to play these titles on modern machines – along » [PC] When you’ve got to deal with unforeseen
consequences, they may as well look pretty.
with modernising touches to iron out some of the
frustrations present in the originals, and updated
visuals – can revitalise an old title. » [PC] Black Mesa has been given the blessing of Valve experience, and technology
itself and you can find it on Steam.
they had for Half-Life 2. As the
MODS objective changed, our scope
One great way of extending The desire to preserve a game ratcheted up (almost to a fault).
the life of games is by you love doesn’t always end in the I think our unwillingness to
making them open for faithful recreations that ScummVM is compromise is part of what
» Adam Engels is
modification. Firstly, this associated with. Crowbar Collective’s made the project successful, but working on Black
allows fans to keep the game Half-Life remake Black Mesa is a it had the drawback of extending our Mesa, which has
been in development
looking great as technology perfect illustration of that. “Initially development timeline.” for almost a decade
improves. Perhaps most there were two projects working on Indeed, development began way and a half now.
importantly, however, it also creating an HD Half-Life experience,” back in 2004, the game’s growth
allows those modders to create new ways to play the project lead Adam Engels tells into an ever-more ambitious project
game, whether that be by adding new mechanics, us. “Once they realised they were pushing its release back. Still, it’s
quests, or whatever else, keeping the game fresh. basically working toward the same been worth it. While most fan
The strong community behind Skyrim is a prime goal, they merged and kicked off the remakes are shut down by publishers,
example of how this can work. team that’d [create] Black Mesa.” Valve embraced Black Mesa and it is
Adam explains that what started now in Early Access on Steam with
FAN SERVERS as a simple visual update soon only a reworked version of the last
When a publisher decides to shut down the server evolved into something else entirely, section on Xen to be completed.
for an online game, it’s as good as dead. That is, “Early objectives were just to replace Black Mesa’s evolution from HD
unless there’s a strong community willing to go the models and textures in Half-Life polishing to remake brings into focus
extra mile to keep it going. The SaveMGO project is a to high-quality, current-generation a conundrum that can be faced when
prime example. SaveMGO brought together a group of versions,” he says. “Fairly early in you’re are trying to revitalise a game
ethical hackers who managed to get the original Metal development, though, it turned into a for a modern audience. At what point
Gear Online back working again in 2014, two years complete reimagining of Half-Life, as do the changes you make mean that
aer it was shut down in 2012. if Valve made it with the knowledge, the game loses the essence of what
DIGITAL SHOPS
There are several examples of digital stores that
RTY
have given new life to old games. Nintendo’s Virtual
TH E PA
CRASHING
Console has been a great way for the company
to make money from its classic titles on modern
machines, while Good Old Games (GOG) is a great
portal for getting old titles to PC, including the likes
of Dungeon Keeper, X-Wing Vs TIE Fighter, The Longest
Journey, and many more.
HOMEBREW
The homebrew market has given people all sorts of
ways of reengaging with old games. This might be
through games ported to different systems, remixed
versions of Mario
games that you can
buy on a cartridge
for your NES, such
as Mario Adventure, AM2R
or hacks that allow
BREATH OF THE NES
QShort for Another Metroid 2 Remake, Milton Guasti’s
QMost remakes bring retro classics into the modern era,
people to play pirated Metroid II remake took around ten years to develop.
but Breath Of The NES took the opposite approach, aiming
versions of old games The game included new art, larger rooms and updated
to remake Nintendo’s The Legend Of Zelda: Breath Of The
that are too difficult or mechanics and was praised as a fantastic version of the
Wild in a retro style. Unsurprisingly, WinterDrake received
expensive for them to game true to the original’s spirit. Thankfully the game was
a DMCA takedown from Nintendo and had to take his demo
get hold of otherwise. released in full before Nintendo forced Milton to take it
of the game down from itch.io. WinterDrake plans to keep
working on the game in a new, non-Zelda, form, though. down, which means you can still find it online.
72 | RETRO GAMER
EXTRA LIFE: KEEPING OLD GAMES ALIVE
N
looked so good once
similar decisions to face interface. We wanted to modernise it being played by gamers. Nightdive’s remake
is complete.
having decided to follow so that players can enjoy the game,
up on its enhanced while staying true to the franchise.
edition of the original We decided to adopt the inventory
System Shock with a complete system that was introduced in System
remake. The fact it’s doing so also Shock 2. It will be familiar to players,
begs the question: why take two make the game more enjoyable, and
different approaches to rereleasing still preserve the legacy.”
the same game? The task of preserving videogame
“System Shock is an absolutely history and keeping classic games
brilliant game, but two things stand ticking usually falls to the fans, but
out to gamers playing the original in Nightdive, we have an example
game or our enhanced edition,” of a company that’s made keeping
Nightdive CEO and founder Stephen old games alive its business, having
Kick responds. “First off, the graphics rereleased versions of Turok 2, I Have
RETRO GAMER | 73
When SNK decided to mine Japan’s history of warrior culture
that lived and died on the edge of a folded metal blade, it created
Samu
S urai Shodown, one of the most iconic versus fighters of all
ttime. It’s time to grab your katana and join the fray…
Words by Robert Jones
ven if it seems certain that you will
UKYO TACHIBANA
Q Another iconic character, and one that is
present in most of the games in the Samurai
Shodown series, Ukyo is an expert Iaijutsu
swordsman who fights despite his body being
plagued by tuberculosis. Like Haohmaru,
he is based on a historical Japanese
swordsman, Sasaki Kojirō, the nemesis
» [Neo-Geo] Tam Tam is one the game’s most distinctive designs and his Catherine wheel special move, where he rotates his large scimitar, is deaadlyy. of Miyamoto Musashi.
RETRO GAMER | 75
NEOGEO AE GAME BOY
QIdentical to the Neo-Geo MVS version that debuted in QContinuing its run of cartridge ports, Takara handled
Japanese arcades in the summer of 1993, the Neo-Geo the Game Boy version of Shodown and, surprisingly
AES home cart version of Shodown (released a month considering the system’s limitations, delivered a fun,
after MVS) delivers the definitive experience of this post- full fat edition. All the characters, stages and music
Sengoku period slasher. Fast loading and playing, the are present and, as you can see by reading the nearby
118Mbit cart really showed of what the AES could do. sidebar, it boasts some port-exclusive content, too.
FM TOWNS PLAYSTATION 2
QHandled by JHV, the FM Towns port of Samurai Shodown is, QAnother lesser-known port of Samurai Shodown,
despite slowdown and dynamic camera issues, a surprisingly the PS2 version of the game is playable via the Samurai
solid version. Interestingly, due to those dynamic camera Shodown Anthology collection, which contains each
issues, background zoom disabling was built into the game’s game in the series from the original up to Shodown
options menu, which improves framerate but narrows the VI. As with the PlayStation version, this is a smoothly
combat field. running experience with dynamic background camera.
3DO PS4
QA youthful Crystal Dynamics handled the underrated QAs you would expect from a version released 23 years
3DO port of Samurai Shodown, which thanks to a after the original, on a modern console, the PS4 version
double-speed drive and programming know-how, of the Samurai Shodown runs fantastically well, with
landed on the console with dynamic camera, full roster HD Video Output up to 1080p delivered. The port also
and all moves intact, as well as far superior loading delivers a wealth of options to tinker with, as well as
times compared to Neo-Geo CD. region (Japanese / English) switching.
76 | RETRO GAMER
» [Neo-Geo]
EARTHQ
QUAKE
Galford cuts Q Ah, Earthquake, the SNK trading card
through both collecctor’s worst dream (the character
barrel and
opponent was very
v common). A Texan ninja and
Charlotte to end banditt, Earthquake uses the distinctive
the fight with a
bloody arterial
kusarigama weapon, a chain-sickle that
puncture fata ity. deliveers big damage. His motivation in is to
exploit the chaos caused
used by Amakusa to steal
all the w
world’s treasure.
WANFU
QDespite being modelled on Miyoshi
Seikai, one of the Ten Heroes Of
Sanada (a legendary group of Sengokuu
ninja), Wan-fu sports one of the more bland
designs, with only his scimitar standinng out.
Hailing from China, he fights to discovver men
worthy of unifying his warring country.
NAKORURU
NAKORU
Q One of S
Samurai Shodown’s best and
most enduring characters, Nakoruru is a
powerfuul warrior priestess who hails from
c north (she is based on the native
Japan’s cold
Japanese Ainu
A people who historically have
inhabitedd the region of Hokkaido).
Nakorurru is at one with nature and fights to
defendd it from Amakusa.
CHARLOTTE COLDE
olde,
QFull name Charlotte Christine de Co
Charlotte is a French noble and expert fencer,
who travels to Japan to do battle with Amakusa.
Interestingly, her design was based on Oscar
» [Neo-Geo] Kyoshiro demonstrates his flame breath special move, which looks and works almost exactly like Dhalsim’s Yoga Flame in Street Fighter II
Francois De Jarjayes, a character from
the popular Japanese manga The Rose of
a weapons-based JUBE
EI
YHUVXVöJKWHU Q Based on the legendary Yagyū Jūbei
Mitsuyoshi, one of feudal Japan’s most famous
RETRO GAMER | 77
gt Sce ne Of
Sceene
po o ex
e sw
is v
his
n Easteer egg
t TTrap as an
The Crime appeared in Nigh
» [Mega-CD] Sewer Shark was a rail shooter that was bundled with the
Mega-CD and later ported to the 3DO.
78 | RETRO GAMER
2KEVWTGU
INSTANT
EXPERT
Q Tom Zito’s first job was a rock critic for
the Washington Post.
Activision and Pitfall! developer, graphics artist by a full Hollywood film crew for $2 million.
» Stick the Mega-CD
disc of a Digital Picture
and games designer Michael Becker, and Steve R Russell,
sel track two to hear a rec s game into an audio
ording of a zombie-like player ■ It was written by RoboCop screenwriter
chant. Then play it bac and select
the American computer scientist who coded Spacewar! ce
cewar! kwards.
Edward Neumeiser.
in 1962. They examined the ColecoVision console’s
graphics chip and discovered it could display videogame interactive video at the frame-by-frame granularity. We Q Steve Russell, creator of 1962 classic
images over a clear background. were pioneering a genre.” Spacewar!, worked for Digital Pictures.
It was the breakthrough they needed, but Nolan Scene Of The Crime was the highlight of Tom’s
■ Digital Pictures provided four of the
baulked at the $7 million Tom estimated to get such successful NEMO pitch to 22 executives at Hasbro’s
Mega CD 32X’s six games: Corpse Killer,
a machine ready. Tom sought an alternative financial headquarters in Pawtucket, Rhode Island in December
Night Trap, Slam City With Scottie Pippin
backer and found a willing partner in the toy company 1986. Having been granted more funding, Tom looked
and Supreme Warrior.
Hasbro. More staff was brought on board and the to take on more staff. His roster would eventually
team worked on the console, codenamed Never Ever include writer Ken Melville, graphics artist Lodewijk QAlleged bad violence in Night Trap led
Mention Outside (or NEMO), under the watchful eye of Coen, business development expert Anne Flaut-Reed to the setting up of the ESRB videogame
Axlon. When Hasbro wanted development to quicken, and Kevin Welsh, who Lodewijk dubs an “interactive ratings system.
however, Tom faced a tough choice: to leave Axlon video and technical wizard”.
■ 50,000 copies of Night Trap were sold
and Nolan or risk losing Hasbro’s financial backing. Tom Tom also threw himself into two key productions. The
following the Senate hearings.
promptly left and he created a new company called Isix. first was Night Trap which grew from the concept of
NEMO was an interesting console as it utilised VHS Scene Of The Crime. Shot like a Hollywood production QCorey Haim of The Lost Boys appeared in
tapes rather than cartridges. This allowed computer in Culver City, California using actors over 16 days in Double Switch.
data to sit alongside video and audio tracks, all of which 1987, it cost a staggering $1.5 million. Jaws dropped
could be switched to allow for interaction, branching and further when Tom spent $3 million creating Sewer ■ Marky Mark and the Funky Bunch:
switching. To show off the new tech, three demos were Shark, a first person, on-rails shooter written by Ken Make My Video got a savage 0/10 in
created: a baseball game called Bottom Of The Ninth Melville. All was going well. “We finished the hardware Game Informer magazine.
Inning, an interactive music video for The Cars’ You and software development and the system was almost QA Saturn version of Supreme Warrior –
Might Think I’m Crazy, and Scene Of The Crime which ready for large-scale manufacturing,” Mark Klein says. shot in Hong Kong – was cancelled.
dabbled with the idea of letting players view the gaming But then, in late 1988, two months before the
action through a series of surveillance cameras. console was due to be released, Hasbro axed NEMO – ■ FMV game Kids On Site for Mega-CD
Among those who assisted with the creation of or the Control-Vision, as it was to be called. Executives was made under the ‘Sega Club’ brand.
Scene Of The Crime was technical wizard Mark Klein. feared the $299 price tag would cause it to tank in a
QPublic domain footage was sometimes
“I was hired by Tom as a consultant to design the market dominated by the cheaper NES. Tom’s team
used in the games.
operating system for NEMO,” Mark tells us. “And I was also hit by the illness of Hasbro’s chief executive
developed the scripting language INTERVAL that was officer, Stephen D Hassenfeld, who died in 1989 of ■ A revamped Night Trap was
used to implement the gameplay of Scene Of The pneumonia and cardiac arrest aged 47. Stephen was a rereleased on its 25th anniversary last
Crime. The titles were unique as the first appearance of big supporter of the NEMO project. year for the PC and PS4.
“I was surprised the Control-Vision was Play Station was scrapped. But, as luck would have it,
cancelled,” says Mark. “There had been other Sega was working with CD-ROM for a Mega Drive
milestones that we barely made or barely missed add-on, convinced the format was the future of gaming
and yet the project had not been cancelled then. Only media. Needing unique content, Sega and Tom began
once we had virtually completed everything was the talking. An agreement to port the unreleased FMV
product shelved.” The Isix team was disbanded and the games to the proposed Mega-CD was struck.
NOT QUITE employees went their separate ways.
O
Tom bought the rights to the games and stored the ne of the first tasks was figuring out
GAME OVER assets, including the filmed footage, in a warehouse
in Rhode Island. There they languished, gathering dust
how to work with CD-ROM and this was,
as Mark admits, a difficult task. “We
QDigital Pictures’ promising game Maximum before discussions got underway with Nintendo in 1991 developed a video compression algorithm
Surge was canned in 1996 when the company to port Sewer Shark to its proposed new CD-based Play tailored to the needs of full-motion video,” he tells
closed. But it didn’t mark the end for Tom Zito’s Station. Tom created a new company called Smart TV – us. “We digitised and compressed all the footage,
video footage. Snapped up by Insight Film And swiftly changed to Digital Pictures – and he approached frame-by-frame but, because CD-ROMs were in their
Video Production around 1999, it was used Mark, Ken, Lodewijk, Anne and Kevin to help him. infancy at the time, we faced and surmounted many
within a 2003 movie bearing the same name as “I think Sony was interested in using its massive technical challenges.” One issue was that the Sega CD
the game. And it gave fledgling director Jason entertainment business assets in interactive projects, wasn’t designed to display video (“It was far from high
Bourque his break. especially music videos, which were still huge in those definition,” Mark says). Making life easier, however, was
“We had footage starring Walter Koenig and days of MTV,” recalls Lodewijk. “The hybrid nature of that footage for the two games was already filmed.
Yasmine Bleeth [stars of Star Trek and Baywatch the medium – of watching a movie passively and playing “Kevin Welsh did an awesome job rebirthing Night
respectively] as well as a script by Keith Shaw, a game interactively – posed some challenges but we Trap for the Mega-CD,” says Lodewijk. Based on the
the brother of the company’s owner,” Jason tells really did some pioneering work in game design.” original concept by Rob Fulop and James Riley, Kevin
us. “We ended up creating a virtual Unfortunately, the plans hit the buffers when produced the game along with Ric Lacivita. Meanwhile
reality-type plot based around getting this Nintendo fell out with Sony and the Nintendo James directed it and Lodewijk created the computer
footage to work in a movie, although Koenig graphics. Extra footage was shot for the introduction
wasn’t too happy: he’d signed up for a videogame which referenced Sega’s products and the game was
and thought the project was dead.” dedicated to Stephen Hassenfeld. “We had to juggle
To help the footage make sense, Jason spent the trade-offs relating to the length of video, the quality
eight days filming additional footage on a budget of the image, the user interface, audio and gameplay on
of under 500,000 Canadian dollars. “When I was this tiny CD and that was the main challenge we were
cutting it, we also looked at using film from other facing,” says Lodewijk. “Initially, we basically blew our
videogames like Corpse Killer, Supreme Warrior competitors out of the water with that technique.”
and Quarterback Attack,” he adds. Sewer Shark was also ported. Produced by JoAnne
Picked up by a Canadian sci-fi channel and Michels-Bennet and Amanda Lathroum it picked up on
later released on DVD as Game Over, it helped Melville’s work and Fulop’s original concept. “Amanda
turned Insight into Canada’s biggest independent Lathroum was a Harvard PhD and she started out as
production company. “A lot of people’s careers our receptionist when Digital Pictures was based on
in British Columbia were born from this really Hamilton Avenue in Palo Alto,” recalls Lodewijk, whose
crappy, C-movie,” Jason says. own team was responsible for the graphical user
» [Mega-CD] The key to beating Prize Fighter was pressing the right button
at the right time. interface of the games. “She’s incredibly smart and she
DEFINING GAMES
80 || RETRO
RETROGAMER
GAMER
FROM THE ARCHIVES: DIGITAL PICTURES
Drive’s 32X. Each version – aside from the Saturn – could Mike Ditka are published.
be played using a lightgun. But while there was a real
danger that blasting away at dozens of zombies could QMaximum Surge, a game which overlaid FMV
become rather repetitive, it was kept alive by some neat on graphic backgrounds, is cancelled.
19
» [Mega-CD] The writing and acting in Night Trap was rather cheesy but the game was innovative to a point.
T
hat said, some of the games retrod
themes from Digital Pictures’ games.
to the limitation of the medium. “Too low-res video, by beautiful nature in the foothills and amazing art,” Double Switch was very similar to Night Trap,
too low-res interface, an editing timeline with tiny video Lodewijk adds. Digital Pictures had hired around 80 for instance, having players study cameras to
screens, low-res audio – it was a tour de force that we people at its peak in 1993. “We kept on growing, avoid or set traps (I briefly met Deborah Harry on the
even did this,” he says. developing new concepts and titles,” Lodewijk says. set,” Lodewijk says). But others were rather unique.
Better was Digital Pictures’ second wave of games, The company approached its games in much the “Prize Fighter was revolutionary,” argues Mark of a black
among them Ground Zero: Texas and Double Switch. same way. “Usually we’d start with off-site meetings – and white FMV game that had gamers playing as The
Flush with cash from Night Trap and Sewer Shark gatherings in nice remote settings that were conducive Kid from a first-person perspective, fighting in the ring
(“Our funding came from a combination of revenues to creativity,” Lodewijk remembers. “Everyone from the against various opponents.
and investment,” reveals Mark), Digital Pictures spent receptionist to chairman would actively participate and “I just remember focusing on how the graphic
$2 million making Ground Zero: Texas, using a full we’d filter the best concepts in a democratic way.” They overlays, sprites and interface would work with the
Hollywood film crew (the game also starred Steve would then create concept boards (“I sometimes hired filming to get a ‘natural’ effect,” says Lodewijk. “For
Eastin, who had appeared in many TV shows including story board artists especially for those jobs,”) and these Prize Fighter, I had to go to the movie set in order to
The A-Team and TJ Hooker). “Producing video, including would be laminated “after they were colour printed on help film the boxing gloves for the first person point-
hiring talent, was a major component of the cost of our incredibly slow inkjet printers”. of-view boxing moves. Those were shot separately on
games,” Mark says. “Sometimes movie snippets were shot, anything a green screen, to be extracted later and turned in to
Despite the large investments needed, the company to make a concept as clear as possible,” Lodewijk sprite overlays for the POV fighting scenes. The idea
was growing fast. It moved to larger premises on Page continues. “They were then either taken to possible was for the player to feel that he was really fighting the
Mill Road,Palo Alto. “We also worked on Sand Hill Road investors or tested on future audiences via focus opponent which was different to, say, Street Fighter
in Menlo Park, in the Quadrus campus, surrounded groups.” Some of this was done in-house. “We had where you fought sideways.”
82 | RETRO GAMER
FROM THE ARCHIVES: DIGITAL PICTURES
PC and Mac were the in which we used the camera as a tool rather than
as a recording device”, it was never released. The
best quality and not aforementioned focus groups came up with a bunch
of suggestions and the game was put back six months
just because they were to implement them. Within that time, Digital Pictures
ended up closing. It was 1996 and the loss of appetite
ROB FULOP
QRob Fulop founded a company
called PF Magic in 1991
which became best known
for the virtual pet games Dogz And Catz
– deliberately producing cute interactive
games because he was embarrassed at the
controversy over Night Trap. He sold PF Magic
TOM ZITO to Mattel in 2000 and later joined Playfirst as
QTom Zito’s desire to integrate film with gaming SEGA CONSOLES a senior game designer. He has also worked
began in the mid-Eighties when he pitched the QMost of Digital Pictures’ games appeared on the for Videobrain and Zynga. Today, Rob is
idea to Atari founder Nolan Bushnell. Turned Mega-CD but a notable exception was Quarterback currently employed as the design director for
down due to a lack of finances, he went to Attack with Mike Ditka, a game that appeared on the Hands On Media, overseeing the World Poker
Hasbro, suffered a second blow, yet pushed PC, 3DO and Saturn. The fact that it was on the latter Tour online games. He also joined the indie
ahead with the concept by cofounding Digital console, however, further cemented the strong link and rock band Bourbon Therapy in California in
Pictures and overseeing each game. relationship between the developer and Sega. 2015 as the pianist/keyboardist.
RETRO GAMER | 83
Game Boy
Player Fact
QThe official software is no longer
the only way to use the hardware
– the homebrew Game
Boy Interface is also
available.
86 | RETRO GAMER
THE MAKING OF: HITMAN: CODENAME 47
first examples of the technology. In other games around move on. The earliest storyboards depicted an assassin » [PC] Sometimes your best-laid
plans fall by the wayside.
the same time, enemies would fall down in a canned jumping over tables and shooting out fish tanks. The
animation, but IO’s shooter was different. Enemies John Woo influences were writ large and Hitman was
collapsed based on the wound and the environment. destined to turn out like something close to 2007’s
This technology caught the eye of Eidos, and in Stranglehold. But Jonas encouraged Jacob and the team
particular, Jonas Eneroth, who would go on to executive to tone down the action and focus on a methodical
produce Codename 47. “The ragdoll physics really experience. Serving as executive producer, he brought
opened up opportunities to explore a shooting game learnings from projects like Thief and Deus Ex. The art of
that went beyond a run-and-gun approach,” Jonas tells stealth was, to his mind, worth emphasising.
us. “It was the first time we [at Eidos] had seen ragdoll The pieces began to fit together. In the game, players
physics as a key gameplay element. It was very much slip into the polished shoes of Agent 47, a genetically
a new and key differential feature.” Suddenly Jonas engineered killer with 47th chromosome and a lab rat’s
sniffed the possibilities. Imagine moving realistic dead barcode. He’d be able to don disguises, kill enemies
bodies around a map and using this as a source of unseen and move bodies out of the path of other
tension? “Hitman featured a number of gaming firsts, characters. Levels are open-ended, with the prime » Jacobb Andersen
A d sen worked
orkedd on th
the
he
including deformable cloth and plants, but its ragdoll target hidden, and a number of NPCs standing in your first four Hitman games.
physics enabled a gameplay shift to the slower, more way. Stealth is a key to victory, and to make matters
thought-out gameplay that defined the series.” harder, there’d be no way to save during a mission.
That wasn’t the game IO Interactive was intending to Thanks to its initial work on Rex Dominus as well
make, mind. It was looking to do a simple shooter and as its prior experience making games, IO was
RETRO GAMER | 87
comfortable creating open worlds that could run
on low-end PCS. “We built a master system out of
old-school tile maps we had used in a previous game,
“CODENAME 47 REALLY
A-M-O-K,” Jacob recalls, “as well as a simple module
system that we had used in our 1996 title Scorcher.
SHOWED THAT WE WERE
If I’m not mistaken, our system is used today when
making maps for Hitman.”
CONSOLE DEVELOPERS” Jacob Andersen
The first levels take place in Hong Kong, a hangover
from the early storyboards. Agent 47 has escaped the
lab from which he was hatched and is now working based on Hotel Gellért, follows. “The mercenary, Frantz price of admission. Some loved it, some felt it was
for the International Contract Agency. His target is Red Fuchs, is modelled on a real Austrian terrorist named too punishing, but Eidos spied the potential for more
Dragon Triad leader Lee Hong but smaller targets lie Franz Fuchs, a really scary guy, that I read about in the polished and user-friendly sequels to come.
in wait first. The levels are bigger than your average newspaper when designing the map,” Jacob says.
shooter and were state of the art for the time as well. “I Eventually, Hitman: Codename 47 comes full circle itman 2: Silent Assassin shipped in
remember making a crazy animation for the aquariums and you end up where you started: in the lab, face to 2002. This time, the PS2 and Xbox
in the Hong Kong restaurant, using deformations in face with your creator, a dastardly doctor by the name were the focus, though the PC and
3D Studio Max and then ‘baking’ them out as vertex of Ort-Meyer. B-movie shlock is served up in spades GameCube got versions, too.
animations,” Jacob recounts. culminating in a face off against the mad doctor and “Now that the main platform was PlayStation 2, we felt
The action shifts to Columbia where drug lord Pablo his army of clones. 47 prevails. Or does he? To say more at home,” Jacob remembers, and it feels like a
Ochoa is in your sights. This a nod to Scarface and Codename 47 is punishing is like saying the Bugatti more polished, more assured effort, though hardcore
features an Agent 47 clad in war paint and military Veyron is just a car. True, but a gross understatement fans scoffed at the introduction of a mid-level save
overalls. A shorter excursion through a Hungary hotel, as well. The unpredictable NPCs are like drunk chess system. The controls were improved and the team
pieces capable of tottering across the board without tried to fix AI niggles, but NPCs found new ways to
warning, and for another, it’s impossible to save mid- misbehave. “Many have tried to fix the AI since and all
level, meaning the odds are always stacked against you. have failed,” Jacob smiles. “It just has to have those
“Codename 47 really showed that we were console odd moments, otherwise it wouldn’t be Hitman.”
developers,” Jacob admits. “We didn’t consider a save That straight shooter that was supposed to pave the
game option. On consoles at the time, you were just way for Rex Dominus had, well…turned into something
given a code that would allow you to skip levels that you rather momentous. Today, Agent 47 is the star of
had already completed. Also, the keyboard layout was celluloid and the hero of several sequels in one of the
all messed up. Still, one good thing we brought from biggest franchises in PC and console gaming. There
consoles was the 3rd person perspective. All character- have been six full-fledged titles and two Hollywood
based games on consoles had to be 3rd person. 1st movies. Not bad for a “simple shooter”.
person was a PC-only thing at that time.” Jacob Andersen would eventually lend his expertise
Hitman shipped at the tail-end of 2000, a markedly to four of the Hitman titles. In addition to Codename 47
different game from the one that had first been and Silent Assassin, he helped develop Hitman Contracts
» [PC] Planning your attack is one of the juiciest aspects of the conceived. With state-of-the-art ragdoll physics and (2004) and series favourite Blood Money (2006). Today
Hitman experience. In that regard, there’s a map to help you out. gorgeous graphics it was a technical darling, but he works at the reformed Reto-Moto with many of the
critics were divided on whether it was worth the original IO crew. The team is hard at work on Heroes
And Generals, a free-to-play shooter and strategy
CHRONICLES OF A HITMAN
HITMAN: CONTRACTS
2004
QA bit of an oddity, this one. Hitman: Contracts was something
of a stopgap between Hitman 2 and Hitman: Blood Money and it
involves a series of flashback contracts, some of which retread
ground covered in Codename 47. Déjà vu is unsurprisingly in
abundance with this one.
KITCHEN KNIFE
QThe early Hong Kong levels feature a fair few
kitchens and their share of chefs. Ergo, there are
plenty of kitchen knives are lying around for Agent 47
» [PC] A thousand unsuspecting chefs have died at the hands of 47’s fibre wire.
to snap up like a kleptomaniac murder machine. Sink
one into the flesh of the nearest cook and steal their
game that does a lot of things that were not possible uniform while you’re at it.
in Hitman. In Jacob’s words: “Multiplayer, a persistent
online world and action, strategy and RPG elements - all
in one game.” Perhaps Rex Dominus, after all this time,
SNIPER RIFLE
QIn Codename 47, you can take out enemies from afar
lives on with a new name.
with either the Blaser Jagdwaffen R93 or the Walther
As for the man that helped steer Hitman in the
WA2000 sniper. Just make sure you pack the deadly
direction we’ve all come to love, Jonas Eneroth worked
weapons away in their trusty suitcase and leg it out
on some of the biggest games of the Nineties and
of the area once you’re done – a good hitman doesn’t
Noughties. He’s now enjoying a change of pace in Malta
leave a trace… other than the bullet, of course.
as the cofounder of Karmafy. In Jonas’ words: “Karmafy
is a socially responsible charity platform for game
developers to support good causes in their games.” MINIGUN
Interested? You can find out more at karmafy.com. QWhy not throw caution to the wind with the
The story of the first Hitman is the story of minigun? It becomes available near the end of
boundaries being pushed to the extent that a new game Hitman, starting in the Plutonium Runs Loose mission
was spied and developed. The story of Hitman is of where it can be bought for $10,750. It’s also located
best-laid plans falling at the wayside, and something in a maintenance room in the final level, Meet Your
new emerging in its stead. The classic games you know Brother, so use it to dispose of Ort-Meyer in style.
and love were never straightforward to make. No project
ever is, no act of collaboration ever can be. Even the SHOTGUN
birth of a no-nonsense assassin had several twists and QThis would be emphasised even more in later
turns and forks in the road. But the good news? We got games, but Codename 47 is open to the way you want
there in the end, and Codename 47 is a fitting blueprint to play it, and if that means waging war Rambo-style
for a truly wonderful series that endures to this day. with a shotgun in hand, so be it. For your bloodthirsty
efforts, you will be rewarded with a cloud of giblets.
Very Soldier Of Fortune indeed.
HITMAN: ABSOLUTION
2012
QRumour has it development on Absolution was tricky, in part
because the game was trying to be several things at once. Linear
console shooter? Tick? Hitman of old? Tick? Palatable to new
players and veterans alike? Tick. In the end, the smaller, more
restrictive levels felt like a step backwards after Blood Money.
HITMAN
2016
QHitman goes episodic. Set over six instalments with jaunts to
Paris, Colorado, Bangkok and Marrakesh, 2016’s Hitman is the
most freeform example of the series yet. In fact, standout episode
Sapienza feels like a true realisation of the Hitman formula with a
truly open playground to explore.
RETRO GAMER | 89
INTERESTING GAMES
YOU'VE NEVER PLAYED
T A T I O N 2
PLAaYlibS
rary of liter
ally
With of games,
thousandscond console
Sony’s seo plenty of
is home tg games that
interestin passed you
may haveick Thorpe
by. Join Nt to find some
on a quesiamonds in
of those d…
the rough
MR MOSKEETO
■ DEVELOPER: ZOOM INC ■ YEAR: 2001
■ Maybe it’s because we’re British, daughter Rena, the family member Environmental hazards include
but we’re pretty sure that summer will quite happily bumble about and air conditioners to destabilise your
is the worst of seasons. People mind their own business, until you flight, insecticides, bubbles which
get extremely excited only to be start to fly about the room and cause loudly pop and more. However, the
disappointed by weeks of drizzle, havoc. You can go straight for any biggest hazard to your survival is
» [PS2] Yes, Rena’s in the bath. Yes, she attacks broken by a singular week of exposed skin, or attempt to expose the Yamada in the room. If you are
Mr Moskeeto with the shower. No, you don’t see
anything, filthmonger. uncomfortable heat and humidity. vulnerable areas by causing the spotted, the family member’s stress
Throughout the whole miserable person to move. This is achieved with level will increase until a battle scene
ordeal, we are tormented by bugs, the use of various objects, such as triggers. The massive foe gets up and
which give us nasty, itchy bites. All light switches and TV remotes. Once stops whatever they were doing, in
of this would be utterly irredeemable you land on a person, you can hit R3 order to attack you with their hands,
abuse by Mother Nature, were it and start rotating the right analogue feet, bug spray and even boiling hot
not for the fact that such traumatic stick to start drinking. While you water from a shower head. Unlike
situations inspired the development drink their blood, you need to keep the blood-sucking sequence, being
of Mr Moskeeto, released on Eidos’ an eye on the speed at which you’re hit here doesn’t instantly kill you,
short-lived Fresh Games label. drinking it, and the overall stress but you’ll need to avoid taking too
Each stage places the titular level of your host (which may result much damage while you try to hit
bug in a room with a member of in being swatted – an autokill). Fill up relax points to calm your host down.
» [PS2] Pick-ups like these heart pieces are
absolutely tiny, so you’re going to have to hunt high the Yamada family, whose blood the necessary number of tanks from Unfortunately, Moskeeto’s not so
and low for them. you need to drink to survive for the each extraction point and the level is easy to manoeuvre and sometimes
winter. Whether it’s Kenichi, the over. This sounds simple, but we’ve you will trigger battles or get hit
goofy dad of the family, his more not yet covered the obstacles to your simply because your guy isn’t quite
sensible wife Kaneyo or their teenage blood-sucking exploits. agile enough.
90 | RETRO GAMER
MINORITY REPORT: PLAYSTATION 2
FILL UP
Q This bar shows how full
your current blood tank is. You
have a certain amount of blood
that must be collected during
each stage, as indicated by the
nearby tank graphics.
DEEP PURPLE
Q This smoke isn’t on the
water, and it isn’t something
» [PS2] That red light on Kenichi is a ‘relax point’ –
attack it and he’ll calm down and leave battle mode. you want anything to do with
in this game – it’s pesticide,
There’s a budget feel to the affair and will hurt Mr Moskeeto if
and it’s short, but with a second loop he happens to fly into it.
and lots to collect you can wring
out more value if you please. The
main attraction is the strangeness
of the whole experience – being
the fly on the wall is appealing, and
just watching the family has its own
charm. The game has a sense of
humour, too – pregame screens
ACTUAL SIZE
include a parody of Resident Evil’s
KEEP YOUR COOL Q Mr Moskeeto is pretty accurately
Q This indicator shows how stressed proportioned – he’s only barely visible
warning, and the cutscenes are pretty
your target is. When green, you’re on the back of Kaneyo’s leg, which is
funny, too. It’s surprising that any
free to be aggressive, but as it moves why a zoomed-in view is shown in the
publisher took a chance on bringing
to red the danger of being swatted or top-right of the screen.
Mr Moskeeto to the western markets,
entering battle increases.
but we’re glad that Eidos did.
RETRO GAMER | 91
GITAROO MAN
■ PUBLISHER: INIS ■ YEAR: 2001
■ A fire has broken out at the newly ■ You might wonder what a train ■ Demons have possessed Linda’s ■ This is the first game in the Earth
built skyscraper Clayton Tower, and racing game entails, given that you dozen sisters – but luckily, one also Defense Force series, which has
as a firefighter, policeman or architect don’t need to do any steering. Speed possessed her scarf and gave it the transcended its budget beginnings to
you’ve got five real-time hours to put management to avoid derailing is a ability to grab and stretch objects. become a cult favourite. The premise
out fires, rescue people and solve key consideration, as is track selection Now she has to head out and rescue here is simple: giant bugs are invading
the mystery of the disaster. Each – it’s possible to block off your her sisters by exorcising the demons earth, and you are one of the army
character has nine unique chapters opponents. Additionally, pulling into a in a series of boss battles. This isn’t grunts tasked with stopping them,
to play, as well as multiple endings vacant platform at the end of the track one of Treasure’s more celebrated so pick up the biggest gun you can
and a complex web of relationships is crucial. There’s clearly some novelty games, but it is an interesting find and shoot them until they’re all
to unravel across the three stories, so value here, but you’ll find yourself experiment – all the bosses feel very as dead as they can possibly be. It’s
this cel-shaded action game provides pining for a less on-rails experience unique, and the game employs some even better fun in co-op, so conscript
plenty of long-term value. before too long. unusual visual techniques. a friend if you can.
92 | RETRO GAMER
MINORITY REPORT: PLAYSTATION 2
RETRO GAMER | 93
ER/CON SOLE
FAVOURITE COMPUT
FIRS T JOB Amiga 500
r at S oft e k
Te c h a d v i s o IEVEMEN T
BES T GAMING ACH
CURREN T JOB Wr it i n g Q u a
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FAVOURITE FILM T h e m e Pa r k
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BES T HOLIDAY
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19 91 , w h e r e
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Col lected I
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FAVOURITE BOOK:
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WHO YOU WAN T TO
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spend hours just watching
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CON SOLE
FIRS T COMPUT ER/
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103 Andy Beale
1 8 1- 0 6 8 1 0 5 1
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PLACE OF BIR TH
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<<<<<<<<<<<<<<<
<<<<<<<<<<<<<<<<<<
94 | RETRO GAMER
n y Beale
What cherished games would you take to the island?
Andy Beale has gone from and I would phone Tim up and confer about the game I was
working on,” he explains. “We’d talk about technical things
making Spectrum games in Surrey or gameplay ideas. There was some collaboration and I really
appreciated it back then because he was someone to talk to
to coding for consoles in who got what I was doing. And getting royalty payments when
I was still at school was great. It financed my first car!”
California. He tells us about Andy suddenly found his school days were considerably
brightened by the cash and playground kudos of producing
coin-ops and colour clash Spectrum games. Crash magazine gave Megapede a decent
review and so Andy set about cloning Stern’s Berzerk, again
Words by Paul Drury released by Softek as Robon in 1983. Unfortunately, this
one short-circuited a bit. “It looked the part, I think, but the
I
f you ever wandered into the arcade under the Wild gameplay was a bit lacking,” sighs Andy. “It was flickery and
Mouse rollercoaster by the beach at Little Hampton you had to be pointing in the direction you wanted to fire. I did
on the Sussex coast around 1981, you might well read the reviews of all my games and I can see why Crash
have spotted a wide-eyed teenager mesmerised by didn’t like this one.”
Space Invaders, Defender and all manner of arcade Undeterred, his third release of a prolific year was a very
classics, staring over the shoulder of skilled players. competent version of Atari’s Missile Command. Clever use
“I hope I didn’t creep them out,” says Andy Beale, of high-resolution graphics meant Repulsar presented the
apologetically. “Sometimes I’d spend hours just watching other player with an imposing missile shower to repel, though given
people play, picking up techniques… plus it was the original’s reliance on a trackball to mount a
a lot cheaper than playing!” successful defence, was replicating the controls
Trivia
Inspired by those great games of the golden effectively Andy’s top priority? “To be honest, I
age of arcades, he ordered a ZX81 and even started by trying to make it look like the arcade
drew the keyboard on paper so he could spend game,” he explains. “Getting the graphics as
the long wait for Sinclair to dispatch his first In Theme Park on the Mega close as I could was really important to me and I
computer constructively, practising his typing and Drive, players couldn’t think I managed it with the missiles raining down.
save their game due to EA’s
learning where the keywords were located. This reluctance to add a costly I did add a few things, like the flying saucer, but
bot by
on Micro
impressive preparation continued when Andy battery-backed memory the game only had one base, not three. I did
work to the cartridge, so Andy
rted s. upgraded to a Spectrum on its launch in 1982. always try to get as much in of the arcade original
Andy sta und with graphic encoded player progress
li
ling aro He had already drawn the graphics for various in a string code to help as possible and not start by thinking about what I
dd
fid arcade titles in the back of his school maths mitigate the problem. had to cut out.”
book before the rubber-keyed wonder arrived, Accepting constraints was, of course, the
includding those for a Centipede clone which reality of anyone attempting to clone coin-op
would become his debut game, Megapede. The BASIC games for humble home micros in the early Eighties so before
compiler he used to speed up his efforts was made by the year was out, Andy decided to work on a design of his
Softek which actively encouraged keen coders to send in own. “I began by drawing the main character and it stemmed
theirr efforts for consideration. “I sent my Centipede game from there,” he says of Microbot, “I started with the graphics
off and
a was staggered when I got a phone call from Tim as that gets me into the mood of the game and I remember
Langdell. He wasn’t an infamous character at this point! drawing all the pipes and thinking, ‘This looks pretty good!’”
He offered me a contract – I was only 16 so I got my Microbot certainly showed considerable ambition over
muum to look at it to make sure it was above board…” his previous arcade knock-offs, with your little robot flitting
A wise move, given Dr Langdell’s subsequent between 12 screens and balancing pipe maintenance with
bu
usiness practices and courtroom battles, but back then, enemy blasting. “I always liked the idea of having lots of things
Anndy really valued the support and encouragement he you had to juggle,” says Andy. “You can’t be in two places at
received. “I was the only electronics person in my family once so you have to prioritise.”
Praise
Though it’s very of its time, with some foes
resembling Manic Miner’s wacky amoebatrons and a
nod to the screen-flicking adventures of Atic Atac, it is
“ I wanted to create
something that was
for Andy an original effort with some sweet visual touches and a
Here’s what Retro Gamer has to say
about Mark Pierce’s work…
main character with legs, both literally and figuratively.
As 1984 dawned, Andy began work on Psytraxx,
in the realms of
which would take the robotic protagonist of Microbot
and place him in a network of over a thousand rooms.
the Megagames”
Andy Beale
rran Jones
very satisfying to learn that “I wanted to create something that was in the realms
y worked on Dead To Rights, of the Megagames,” laughs Andy. “Imagine was
remembed completing it on
Xbox many, many years ago talking about them so I wanted to scale up my idea to
no . s ool mechanics like bullet time that size. I mapped out all 1,000 screens with my sister
and then of course there was Shadow, your on the dining room table, putting it all together. We did them all development was where his heart truly lay, and he dropped out
faithful furry companion who would help you
down bad guys. Silly, over-the-top fun. one by one! The main thrust was the size. I wanted something of his Computer Science degree during his first year. Besides,
that was bigger than most other games of the time, though at this point in his life, Andy had high hopes for the new
l Drury most of the rooms did look the same.” Spectrum game he’d been working on.
always a pleasure uncovering Bigger isn’t always better, though. Published through “Quadron was something I wanted to play. It had elements
stories of less well known The Edge, Tim Langdell’s new venture, adverts boldly declared of Defender, Robotron and Sinistar, all those Williams games I
e programmers and hearing
ow Andy went from bedroom
a “new programming technique called Synergy” had allowed loved. It was set in the Quadron complex, a multiscreen affair,
coding on the Spectrum to working on big the creation of such a huge game world, though in reality, and in the corners were four rocks that held these crystals.
name titles in the USA was not only fascinating most screens were virtually indistinguishable. It did get Andy That was the Sinistar concept – certain aliens could mine these
but felt a very British tale. To find he still has all
some press attention, with a feature in the November 1984 crystals and others called ‘Fetchers’ could grab them once they
the code for an unreleased Speccy game also
made me smile. issue of Personal Computer Games, and coincided with were mined and take them to these rooms where they could
him working over the summer at Tim Langdell’s offices in use them to convert into ‘Meta-Fetchers’, a bit like turning into
Covent Garden, London. Though he continued working on his mutants in Defender. I wanted it to be fast-moving and with
er various names
Andy mulled ov
A-Level qualifications and eventually went off to University of different weapons you could power up like Side Arms. I touted
f re se o Microbot.
s ttling on Essex, Andy y recognised
g g g world of g
that the burgeoning game it around to various software houses and Palace Software in
befo
b
Fix Trix London really liked it. Pete Stone who ran it gave me a contract
We rather like o publish it so I carried on coding in my bedroom and when
to
it was all ready to release, the producer came round. His tone
was very different to previous visits and he said, ‘Sorry, these
w
games aren’t doing well anymore so we’re changing our mind’.
Iwwas gutted. I’d spent so long on it…”
96 | RETRO GAMER
R epulsar (ZX
Spectrum)
was Andy’s cred
ible clone
of Missile Com
mand.
RETRO GAMER | 97
Hi-Octane (Saturn) was a challenge
d and
to code d a chall l
t play
h llenge to
Readers’
Questions
Merman: What was your favourite
hardware to develop on?
Probably the Amiga because it
had a lot of flexibility, it had all
those custom chips and it was
accessible. It wasn’t like the
PlayStation 2 or Saturn where
you had all these processors to
worry about. It was smooth sailing
programming-wise and you could
get some really good results.
“
before moving up to a PC with
either an EPROM or Z80 emulator, I
seem to remember. I do miss the
Merman: Do you have a favourite camaraderie, when
Bullfrog anecdote or crazy anecdote
from working in the office? your team are all As the new millennium dawned,
dawned Andy got to ply his
PlayStation programming prowess on Dead To Rights, an
pulling together”
FEAST! You had to pound your hand
on your desk while you chanted original project for industry stalwarts, Namco. “It felt like a
it and it meant we were all going prestigious thing to be working for them,” he remembers,
off to the Hawaiian barbecue. It
was a place in the Hazelmere area Andy Beale “and there was a big team of over 50 people. It was a long
way from the ‘one-man-band’ days. Letting you play as
and occasionally we would all go
there… FEAST was the signal! the dog was fun and it was pretty neat the stuff you could
make it do. We had a good feeling about the game during
FGasking: Have you still got version of Magic Carpet, before moving over to PlayStation development and we were always striving for 60 frames per
the source code for any of your development and joining the team working on the third second. At E3 in 2002 it got the award for ‘Best Action Game’
unreleased games? instalment in the Populous series. “I knew Sony’s console was though it was a bit rough round the edges.”
Yes, I have all the code for Quadron.
Of all the games I worked on, it’s easier to program so I really happy with the change,” he grins. The game had plenty of good ideas and we enjoyed the
the one I most wish had been “You could get a lot more out of it without jumping through rhythm action section set in a nightclub a little too much,
released. It was a labour of love hoops like you had to on the Saturn.” though its reliance on bullet time shoot outs inevitably led to
and something that was a very less than favourable comparisons with the Max Payne series.
personal project for me.
espite Bullfrog bulging with interesting Working on the PS2, Xbox and GameCube versions of Dead
TT: Are there any other arcade
new projects, Andy’s penchant for warmer To Rights gave Andy a broad view of the contemporary console
games you would have liked to climates meant in 1997 he was tempted landscape and after two decades years making games, new
convert to the ZX Spectrum? across the pond to San Francisco on vistas beckoned. Now with a wife and two children, Andy
I wouldn’t have minded having a America’s West Coast, joining a startup studio working decided the long hours on crunch time, weekend working
go at R-Type or Nemesis or one
of those scrolling shooters. That on a PlayStation title based on the-then burgeoning and the instability of a career in games development were
would have been interesting as Stargate franchise. The game, a third-person sci-fi adventure no longer for him. Since leaving it all behind in 2002, he
scrolling on the Spectrum was with some nifty animation, was shaping up has formed his own company, moved into
quite complicated and a challenge nicely, but was abruptly cancelled, leading Andy audiovisual production and has dabbled with
Trivia
to do well. It involved using some
programming tricks so I would to move to Universal Studios’ videogame division electronic music, but doesn’t completely rule out
have liked that. in San Jose. There he worked alongside Dino a return to game-making.
Dini of Kick-Off fame on a game based on the “There are lots of things I don’t miss, like
Merman: Do you play fruit studios many classic ‘monster’ franchises, such as the crunch times,” he says, “but I do miss the
machines yourself? Frankenstein and Dracula, but when that project During his time at camaraderie, when your team are all pulling
Occasionally but I know the odds Electrocoin, Andy worked
of winning so I don’t go on them too
stalled, he switched from fangs to flesh to work on an unreleased adaptation together. And I will always have a soft spot for
much! I do have a strong memory on Xena: Warrior Princess. Did he get to meet the of Mr. Do!. Somehow this the Eighties and the games and computers of
of when I was first programming badass star of the TV show, Lucy Lawless, we small UK-based coin-op that
th t era.” Us
U too
t Andy,
A d us too.
t
company had got hold of
a fruit machine and getting it to ask hopefully? the source code, though it
stop all three reels, ‘clunk, clunk, seems unlikely this was an
clunk’, in the exact configuration “No I never met her and wasn’t really into the
official deal with Universal.
I’d programmed in ten seconds television show,” he admits to us, “but I really
before. That made a real impact – it enjoyed the project. I got to do lots of the special
seemed like magic back then! effects, some of the boss characters and engine
optimisations. The PlayStation libraries really helped and it
was a nice change from the Sega Saturn that I had come
from with its many processors and the PlayStation 2 to come,
with its. I certainly didn’t feel restrained by the licence. It didn’t
matter if things were in the show or not, we just wanted to
make it look good!”
TRO GA
Andy’s
The games that Andy simply
couldn’t live without
01
01 Defender ARCADE
It was the first fast, really challeng
ing and impressive arcade
osio ns, the smooth 50fps
game. I loved the particle expl
the uniq ue soun ds of the time and although
refresh rate,
at first, with time you could
the controls were daunting
them and keep that 10p goin g!
master
02
I chose
Robotron: 2048 ARCADEleng
this for similar reas ons. Very chal
ing, and you
times. The first time you stick your
need really fast reaction nds, but you
abou t five seco
10p in it, you’re going to die in
know you can get bett er.
03
You can
Sinistar ARCADE
see a theme here? When that Sinis
tar creation was
you, screaming… it was terrifying!
built and started chasing
05 Galaxian ARCADE
It was the next stage after Spac
e Invaders. It was the drone
02 03 04
soun d effects and the colour,
when they came down, all the
of course… it all felt very novel.
06 Battlezone ARCADE
It was the first 3D arcade game
I saw. That was a definite
ling alley, not to bowl but to play
pull. I used to go to this bow
de gam es, and there was a guy installing it. I just
the arca
w, I’ve neve r seen anything like this
remember thinking, ‘Wo
ination.
before’. It really captured the imag
07
I first saw
Asteroids ARCADE
it at a chip shop after school and
it was the first
. All thos e techniqu es you could learn,
vector game I’d seen
05
and waiting in the corner for
like keeping one asteroid going
the saucer to
08
arrive. I was
Taken from A
notebook from
ndy’s Spectrum
07
1983, this is
the code for ad
ding the f leas
in Megapede.
RETRO MER | 99
RO GAM
Renny Blaster
LEAVE MY ANTACIDS ALONE!
PC ENGINE 1995 NEC AVENUE
» RETROREVIVAL
Until recently, I figured that I wasn’t the
sort of person to spend a lot of money on
a game. Certainly not more than £100.
I’d occasionally splash out if a game I really,
really wanted had a cool collector’s edition, but
I’d never go bananas for a regular one. But a Neo-Geo MVS
copy of Garou: Mark Of The Wolves looked too tempting one
day, and I haven’t regretted it. Sure, I could get lots of great
games for the price, but I’m hardly short on games to play as it
is – I may as well make fewer, larger purchases.
As a result, I’ve been looking towards my next big purchase,
and since my PC Engine collection is pretty small I decided
to start there. Renny Blaster caught my eye, as it feels like an
oddity. It’s a single-plane beat-’em-up from the mid-Nineties,
almost as if games like Renegade, Double Dragon and Final
Fight had never happened. It’s got a horror theme without
being as gratuitous or cartoonish as the likes of Splatterhouse.
There’s even a good bit of complexity crammed into the
controls, with running attacks, various specials and more.
Yet it’s not a game I find myself in love with – and for that
sort of money, it has to be. Sometimes it feels just a bit too
clunky, sometimes the backgrounds are just a little too static,
and ultimately it’s just not quite good enough to convince me to
break the bank. Luckily, I still have plenty of obvious choices like
Castlevania: Rondo Of Blood to fall back on.
BEIGE IS BACK
INFORMATION The invasion of the designed. HDMI and micro USB power
>> This month RELEASED: OUT NOW mini consoles is input can be located on the back of
we take a PRICE: £69.99
well and truly on – the console, plus two USB ports and a
look at The MANUFACTURER:
Nintendo has made power button are on the side. Set-up is
C64 Mini, play RETRO GAMES LTD a roaring success of easy and booting is very quick.
through the its NES and SNES The game selection menu is
, ega has just announced that attractive and shows box art, a brief
sixth Yakuza it’s shrinking down the Mega Drive, game description and a screenshot. A
game and and in the present The C64 Mini jaunty SID tune plays as you browse the
shoot down has arrived. For those of you games on offer, and it can be muted
some dragons. unfamiliar with the device, it’s a 50 per if you prefer. A few menu options sit
Good times cent scale miniature of a breadbin below the list of games: a system menu
Commodore 64, with 64 preloaded that allows you to set the region of your
games, 720p HDMI output and an USB keyboard and update firmware, a
PICKS OF authentically designed Eighties joystick. language selection menu, and a screen
THE MONTH Opening the box, the presentation settings menu. This offers you the
of the device is very attractive and the ability to play with a pixel-perfect display
bundled documentation explains how or choose PAL and NTSC 4:3 ratios, as
to use the system sufficiently well. well as the opportunity to apply a CRT
However, it is only a quick start guide filter. This is a nice inclusion, although
– for more complete instructions and the filter can’t be customised further to
» [C64 Mini] The C64 Mini manuals for all of the games, the printed alter blur and scanline strength.
offers screen modes to suit
a variety of preferences,
booklet directs you online. The unit itself With a system that hosted as many
DARRAN including a CRT filter. is pleasing to the eye and very cleanly games as the Commodore 64 did, it’s
Dragon Blaze
practically impossible to curate a list
It’s a shoot-’em-up which
has dragons in it. Dragons of games that will include everyone’s
are like winged dinosaurs. favourites. Still, the selection of built-in
Of course I’m enjoying it. games represents a valiant effort to
NICK
Yakuza 6:
The Song Of Life
I’ve got a soft spot for
Yakuza’s antihero Kazuma » [C64 Mini] As is to be expected, the HDMI output is
Kiryu and his mad antics. clear and crisp, although it is limited to 720p.
been carefully chosen for joystick The C64 Mini is going to suffer. Of In all, if you still love C64 games, this
control. A menu button on the course, it’s worth noting that hooking is a fun way to revisit them. We’d have
keyboard allows you to exit games, up original C64 hardware would preferred a more comfortable joystick,
access save states (up to four per probably result in similar problems easier loading of your own games and
game) and bring up the virtual given that analogue display conversion lower input lag, but in all other respects
keyboard for the games that require in modern TVs is not geared towards The C64 Mini delivers. Nintendo’s
» [C64 Mini] The virtual keyboard uses the widescreen occasional key presses. This is much speed, and even a great upscaler plug-and-play machines remain the
format well, shifting the display so nothing is obscured.
more convenient than placing the will only do so much to mitigate that. best in class when it comes to doing
reset button on the system itself, as Hopefully, this issue can be mitigated justice to the source material, but the
present some of the system’s greatest Nintendo’s machines do. You can also with future firmware updates. experience here is definitely a step up
hits. The likes of Armalyte, Boulder use a USB keyboard instead of the Additionally, with these games from other plug-and-play devices we’ve
Dash, Creatures, Impossible Mission, virtual keyboard – a real lifesaver if you coming from a time before tutorials looked at in recent times.
Jumpman, Paradroid, Pitstop II and plan to run text adventures, and it’s a and hand-holding became the norm, it
Epyx’s Games series all feature in big advance over the likes of the ZX really would have been nice to have at In a nutshell
Lemon64’s user-voted top 100 games Spectrum Vega. We’re not all that keen least basic game instructions available The C64 Mini is a good attempt to
list, and that’s a list that doesn’t even on the joystick, though. After years of on the machine itself. It’s often deliver a nostalgia console for the
include great games such as Uridium, using joysticks with a longer throw and incredibly hard to know what you’re home computer kids. The biggest
Deflektor and Monty On The Run. If microswitches, it feels like a bit of a meant to be doing and how to do it, bugbear is the input lag, which will
you’re new to the system, this isn’t step backwards. and having to refer to online manuals depend on your TV. A revised model
quite the one-stop shop that Nintendo’s While this is clearly a package that does detract from the immediacy of could potentially achieve greatness,
miniature plug-and-plays are, but it’s a has been put together with some the plug-and-play experience. but this is still worth investigating.
very good introduction. care, it’s not without some drawbacks.
Better yet, it doesn’t have to be One particular issue that we noticed
quite that comprehensive, as The was input lag. We observed a very
C64 Mini officially supports loading small amount of delay between stick
additional games via USB. Using the movements and button presses, and
system’s Commodore BASIC interface, how they play out on screen. If you’ve
you can load games through an already taken steps to minimise your
emulated disk drive. Unfortunately, this TV’s input lag, you might not notice it
is a bit clunky – the file has to have a unless you look for it – but if your TV
specific name, which means only one already exhibits considerable input lag,
file is loadable at a time. While you
can pack multiple games into a single
disk image, it’s an awkward process
that detracts from the plug-and-play
simplicity of the console. Additionally,
with the system offering only two
USB ports, you’ll need a USB hub if
you want to have access to both the
keyboard and joystick. » [C64 Mini] Here’s the CRT filter in action – the blur and scanlines are
good, but the strength of the effect can’t be adjusted.
When it comes to controlling the
» [C64 Mini] Up to four save states can be used per game, via a simple
games, the selection on board has menu – a nice touch, for sure.
RETRO ROUNDUP
WE LOOK AT THE LATEST RETRO-RELATED RELEASES
200TH
ISSUE
» [PC] Gettting
into a flap wh hile
collecting
eggs and landing
in nessts.
t
Patrick Nevian’s Amiga games set in the world of
Gorluth have previously been RPGs, but the next one,
Heroes Of Gorluth, is going to be a platformer. We
went on a fetch quest with him to find out why
What have been the
inspirations for Heroes
Of Gorluth?
I have to admit that at first
I didn’t want to develop
another action RPG for the
Amiga. Tales Of Gorluth I and
its sequel required a lot of
work and patience due to the
Zelda-style gameplay. But I still
» A programmer’s workbench, both
literally and figuratively.
FOR THE BIRDS
had some ideas in mind for a Currently being developed is Egg Lander, a web-
third part. And roughly how long doess 3DWULF ś based action game which has been inspired by the
In December 2017 I
stumbled over some cool
something like Heroes Of
Gorluth take to create?
Another
reason:
1HYLD Ũ arcade classic Lunar Lander. The controls are based
on rotation and thrust but the sprite being guided is a
platformer tilesets and they I set a personal schedule for platformers are bird who must wing its way around the screen and sit
gave the final inspiration for the one year. So the final game much easier to develop and on all of the nests to clear a stage; if there’s some spare
Gorluth spin-off. will be finished in December so I’ll combine riddles and time a score bonus can be earned by collecting eggs as
2018. I’m well within the conversations from RPG’s well. Fly over to Kikstart.eu/nest-lander-web for a play of
How many people are time schedule and hopefully and adventure games with the demo version.
involved in the game’s there are no major bugs traditional side-scrolling action.
development? encountered in the future.
It’s basically only me. I licensed I’m currently working on a And finally, do you have any
the tilesets and sprites and
converted them carefully via
town level and an underground
section below this village. After
future games our readers
would be interested in?
I love games
Paint for my Amiga game.
So, of course, I am also
that there are three worlds
left – forest, winter, stronghold
I’m also working on a game
called Oh No! More Aliens!
like Cadash on the
responsible for the game
design, the soundtrack/sound
– and each world consists of
three to four levels.
for Ares Computer. It is
progressing slowly though,
Mega Drive
effects, additional graphics and due to real life things as the
the storyline. The gameplay has changed production of the new album
» [ZX Spectrum]
Recently, I contacted Ozan from previous instalments, of my band Blue May Rose. Considering
from the demoscene group where did the idea for that But I for sure won’t stop options when
realising the
Desire. He will contribute come from? producing Amiga games in the
shopping centre
some cutscene pictures. Well, Tales Of Gorluth I near future. has vanished.
and Tales Of Gorluth II
heavily focused on complex
storytelling and lots of text.
I love games like Cadash on
the Mega Drive, though, and I
think this kind of gameplay
also fits into the Gorluth
universe. So I decided to come
» [Amiga] Getting close to the heart of along with a more action- » [Amiga] Exploring is always
the map. oriented approach. easier with a map.
RETR GAM 10
» [Atari 8-bit] Dealing with a deadly space
mine pretty much by accident.
Warspite is a space-bound scrolling
shooter based loosely on the
Thalamus classic Delta that was
originally destined for a budget
release, but ended up being given
away through the Commodore 64
demo scene.
Destroying an entire wave of
attacking enemies or a boss will
change which icon in the power-up
bar at the bottom of the screen
is highlighted – there are three for
extra speed, more bullets and a
shield – and, when the desired
icon is lit, a slap of the space bar
activates it. These extra weapons
don’t last however, so they will
need the occasional top up to keep
them active.
More information about
Warspite’s history and a download
can be found at Games That
Weren’t behind Kikstart.eu/
warspite-c64 – please note that
there’s some harsh language in the
game’s trainer menu.
BOSCONIAN
PLATFORM: ATARI 8BIT DEVELOPER: JANUSZ CHABOWSKI DOWNLOAD: KIKSTART.EU/BOSCONIANA8 PRICE: FREE
The subjugation of Earth didn’t take practise, be used to pick off enemies
very long, the Bosconians turned while flying away from them. The
up with a fleet of huge orbital platforms themselves are destroyed
platforms which allowed them to by shooting all six of their gun pods
» [C64] The boss isn’t exactly pleased to see an
invading spaceship.
pelt our planet with meteorites. or putting a well-aimed bullet into the
The Federal Council – what remains of exposed reactor core, with the latter
Earth’s superpowers, for once working becoming trickier to pull off.
in harmony – have created a space Bosconian is no-nonsense blasting
fighter capable of striking back against based on Midway’s coin-op of the same
the invaders, but the absolute secrecy name. It’s a sturdy conversion albeit » [Atari 8-bit] And cue a very large explosion
required to keep this activity from the with less forgiving collision detection in three, two, one…
enemy means there’s just the one craft. which needs to be allowed for and, while
And now the time has come for it to the game is relatively quiet for the first
blast off and destroy the Bosconian couple of levels, the playfield soon fills
orbital platforms to free mankind once up with enemy fighters and projectiles to
» [C64] Entering the space city and defeating and for all from the invaders’ tyranny. the point where planning goes out of the
some enemies. Each stage is a sector of space window and survival instincts kick in.
c
containing a number of platforms, One technical feature worthy of
m
meteorites and space mines which note is that there are multiple versions
th
he player can navigate through in any available, a ‘full-fat’ 128K release which
d
direction, using the radar to locate features the speech from the original
» [Atari 8-bit] Only two platforms left but being
b
both their targets and the occasional coin-op and a ‘semi-skimmed’ version chased by a wave of nasties.
fo
ormations of enemies sent to hunt for 64K users – that’s something g to be
th
he invader down. There aren’t any commended since not everybo has an
p
power-ups available but the ship’s expanded Atari 8-bit.
w
weapon simultaneously fires forwards
and backwards which can, with a little >> Score 85%
sside of the Pac-Man story, but I We’ve had quite a few emails this
TEAM wish
w your article spent more time
conveying and acknowledging
month similar to Ben and Tom’s.
It would appear that even now,
nearly four decades after its original
PLAYS ordinary readers’ reactions to
the game than seemingly trying
to please Mr Frye, whom I’d
release, Todd’s conversion of
Pac-Man delights people as much
STREET FIGHTER III: imagine you’d want to keep as it annoys them. Pac-Man on
Atari 2600 may not be the most
3RD STRIKE » [Atari 2600] Tod Fry
’s Pac-Man is still divi
its release.
ding readers in your good graces for future
interview
int requests. accurate of conversions, but it
some 37 years after remains fun to play and ultimately
Ben Stein
that’s all the matters. Isn’t it?
PACATTACK PAC ‘N LOVE
Dear Retro Gamer, Dear Retro Gamer, MORTIMER WHO?
I will never forget my excitement as I’m thoroughly looking forward to The other day I was rereading Load
a 13-year-old when I saw the Atari ad reading this month’s cover story, and 167. I came across the article on
announcing Pac-Man for the 2600. would like to make my own case for Thimbleweed Park, and it reminded
But when I saw the game on my TV the defence of Pac-Man on the 2600. me of on my favourite series from the
Trying something a little different screen several months later, it was an Myself and my pals and cousins late Noughties: Mortimer Beckett. I
than the usual score chase this instant letdown. For me, the flicker were about ten years old when Pac- would love it if you guys could do an
month, we set up 3rd Strike and
had ourselves a mini-tournament was awful, the colours were ugly Man reached the console, and we article on it. Thank you.
and Pac-Man himself was a clunky don’t remember any dissatisfaction or Deraj Nagar
HEAT 1: DARRAN VS DREW imposter. I knew Atari could do better. complaint about the game. We knew,
Drew tried to go all-in using Chun-Li’s With all due respect to Tod Frye and even back then, that consoles couldn’t
lightning kicks and Spinning Bird Kick, but the deadline and space limitations he yet match the arcade, and those who
he underestimated Darran’s prowess with
faced, and to all the fans who enjoyed didn’t visit arcades wouldn’t know any
Hugo’s command grabs. Chun-Li ended up
a crumbled mess under Hugo’s body slam. the game, it’s not fair or accurate – different, obviously.
Victory to Darran on this one. and frankly a bit of revisionist history Pac-Man seemed like… Pac-Man.
– to suggest that mainly only critics, It played well, it was fun, and its zany
HEAT 2: NICK VS SAM mean bosses and ‘tribal fanboys’ didn’t sound and basic graphics were part of
A classic Ryu-versus-Ken matchup like the game. For me, it was my first its character. For example, the ‘scared
resulted in a win to the former. It comes as a
Atari disappointment. blue ghosts’ of whom the flickering
shock to nobody that Nick (who is very good
at Street Fighter) demolished Sam (who is I think it’s good you provided a represented their fear! » [PC] Games like Mortimer Beckett are usually found on PC,
not very good at Street Fighter). forum to enable Todd Frye to tell his Tom Vanheems but became more popular with the rise of iOS and Android.
WINNER: NICK
ART ATTACK
K
Hi Retro Gamer,
I wanted to share a project I just
completed with you! Every week for 28
weeks I have picked an arcade game and
created a piece of art for it. You can see
each piece of art on the my website at:
https://arcadeartbytupa.wordpress.com. I
thought it might be a good fit for you.
Christopher Tupa
» [Arcade] Nick’s calculated brain managed to
remain cool after his first loss in the final.
Thanks for thinking of us
Christopher. The art looks great
and you’ve clearly got great taste in
arcade games. Let us know if you
plan to cover any other systems
from back in the day, as we’d love
to see them. In the meantime have »H
Here’s a ffew off Christopher
Ch i h ’s fantastic
f i
pieces of artwork. We particularly love
a book for your troubles. the Golden Axe one.
CONTACT US
Snail Mail: Retro Gamer,
Future Publishing, Richmond House,
33 Richmond Hill, Bournemouth, Future PLC Richmond House, 33 Richmond Hill,
Bournemouth, Dorset, BH2 6EZ
Dorset, BH2 6EZ Editorial
Email: [email protected] Editor Darran ‘Hugo’ Jones
[email protected]
01202 586237
Production Editor Drew ‘Karin’ Sleep
Senior Staff Writer Nick ‘Ryu’ Thorpe
Senior Designer Sam ‘Ken’ Ribbits
To be honest Deraj, we’ve Group Editor in Chief Tony Mott
never heard of this actual Senior Art Editor Warren Brown
adventure series, which is DISCUSSED THIS MONTH Photographer James Sheppard
surprising, as Darran loves Contributors
Adam Barnes, Alexander Chatziioannou, David Crookes,
‘hidden object’ games. The Hearthstone Paul Davies, Konstantinos Dimopoulos, Paul Drury,
franchise itself is probably a The release of a new expansion has pulled Rob Jones, Jason Kelk, Edward Love, Graeme Mason,
Darran and Drew back in to Blizzard’s excellent Rory Milne, Paul Rose, Paul Walker-Emig
little too new to cover in the
card game. Darran has gone the money route, Cover Art
magazine, but a look at the while Drew is being far more sensible. They’re Street FighterTM 2018, Capcom. All rights reserved, used
actual genre certainly might both trying to convince Nick and Sam to play as under authorisation.
be worth exploring. well, but so far, it’s been to no avail. Advertising
Media packs are available on request
Commercial Director Clare Dove
THANK YOU FOR [email protected]
THE MUSIC Advertising Director Tom Parkinson
[email protected]
Hi, Darran » We’re glad you’ve Account Director Kevin Stoddart
been jamming to C64 [email protected]
Just want to post a big shout Remix’s tunes.
International
of thanks to you and your Retro Gamer is available for licensing.
team for releasing the cover-mounted Contact the International department to discuss
not only are all the tracks amazing, platformer. Not groundbreaking, but Subscriptions
Email enquiries [email protected]
but it supports the remix scene and fun and atmospheric. Unfortunately it’s UK orderline & enquiries 0344 848 2852
promotes it. Also I can finally say, that only on the PlayStation, which isn’t my Overseas order line and enquiries +44 (0) 344 848 2852
Online orders & enquiries www.myfavouritemagazines.co.uk
C64 music has hit the big time and is favourite console. It’s supposed to be Magazines Marketing Director Sharon Todd
available in your local supermarket! coming out on the N64 in September. If Circulation
Martin Dodd it does will you be reviewing it? Head of Newstrade Tim Mathers
Production
Tom Wedley Head of Production Mark Constance
We’re glad you enjoyed it Martin. Production Project Manager Clare Scott
Advertising Production Manager Joanne Crosby
The CD appears to have gone Glad to hear you’re looking Digital Editions Controller Jason Hudson
down very well with many of our forward to 40 Winks, Tom. If we Production Controller Vivienne Calvert
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ȸƺɀȵȒȇɀǣƫǼɵȅƏȇƏǕƺƳًƬƺȸɎǣˡƺƳǔȒȸƺɀɎȸɵƏȇƳƬǝǼȒȸǣȇƺٮǔȸƺƺȅƏȇɖǔƏƬɎɖȸƺِ
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Fighter game? 0ȇǕǼƏȇƳƏȇƳáƏǼƺɀِ«ƺǕǣɀɎƺȸƺƳȒǔˡƬƺيªɖƏɵRȒɖɀƺًÁǝƺȅƫɖȸɵً ƏɎǝ
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Turbo on the SNES, because style which sound amazing. websites mentioned in this publication are not under our control. We are
that is the one I have played the The analogue sticks are pretty not responsible for their contents or any other changes or updates to them.
ÁǝǣɀȅƏǕƏɿǣȇƺǣɀǔɖǼǼɵǣȇƳƺȵƺȇƳƺȇɎƏȇƳȇȒɎƏǔˡǼǣƏɎƺƳǣȇƏȇɵɯƏɵɯǣɎǝɎǝƺ
most. I still play it all the time. nice to use with the game, and
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the graphics are faithful to the
If you submit material to us, you warrant that you own the material and/
dste original games. » [Arcade] Street Fighter II remains astoundingly popular with readers. or have the necessary rights/permissions to supply the material and
SFII Turbo on the SNES. I also you automatically grant Future and its licensees a licence to publish
your submission in whole or in part in any/all issues and/or editions of
enjoy Super with the extra kiwimike to forget how impressive it was Mega Drive - a great 6-button publications, in any format published worldwide and on associated websites,
characters, but it just lacks Probably SFII arcade, although when it came out, thanks mainly controller and playing as the social media channels and associated products. Any material you submit
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something compared to Turbo. I’m more of a fan of Final to Capcom milking it to death. bosses bested the SNES version.
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I’d say Hyper Street Fighter II: The MKII style if I am playing SFII Turbo in the arcade, but SFIV
Anniversary Edition (PS2). one-on-one fighters. Arcade runs it close. smccd
Although it didn’t do everything Street Fighter II: World Warrior,
perfect, it did offer the CPS1, Bluce_Ree RetroBob because it represented a colossal
CPS2 and 3DO version music - Probably Street Fighter IV. It’s easy SFII Champion Edition on the improvement over the original.
US) or
Europe)
ssues!
o e( ) 3 8 8 85
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STREET FIGHTER:
THE MOVIE – CAPTAIN
SAWADA’S ENDING
» Cast your minds back to the early Nineties, when
Capcom’s fighting phenomenon was the hottest thing
in arcades. Hollywood came knocking on Capcom’s
door, and how could the company say no? Of course, if
there’s a film, there’s got to be a licensed game to go
with it too – and somehow, we got this hot mess. Let’s
save ourselves some pain and skip to the end.
01 02 03
» We’ve beaten the game using Captain » So what the hecking heck is this bit- » According to director Steven De Souza,
Sawada. You remember him from the part character doing as the only original Capcom wanted Kenya Sawada – a
games, right? No, because he wasn’t in character in this otherwise unremarkable Japanese actor who was big in Hong
them. What about his pivotal role in the game? He’s representing Hollywood Kong – to play the role of Ryu. However,
film? Come on, he was in a few scenes politics, that’s what. Well, that and Sawada couldn’t speak English at that
and was referred to by name twice! standing in for Fei Long. time, and Byron Mann was cast instead.
04 05
» Between Sawada’s persistence and Capcom’s insistence, a » How does he play? Nothing like Fei Long at all. In fact, one
new role was created: Captain Sawada of the Allied Nations. He’d of his moves involves him stabbing himself to spray blood on
replace Fei Long (the only Super Street Fighter II character not to his opponents. Offensive? Maybe. Stupid? Certainly. Thankfully,
appear in the movie), and lead a small group of ground troops in Sawada never turned up in another Street Fighter game, and
the assault on Bison’s fortress late in the film. the actor had a successful post-Street Fighter career.