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Retro Gamer 265 - 2024 UK

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0% found this document useful (0 votes)
2K views116 pages

Retro Gamer 265 - 2024 UK

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 116

LD!

O THE ESSENTIAL GUIDE TO CLASSIC GAMES

TM

ULTIMATE GUIDE:
RASTAN
THE BRAWNY CONAN RIFF THAT
SLEW THE ARCADE COMPETITION

THE MAKING
OF TINHEAD
RICHARD LEMARCHAND GETS US UP
TO SPEED WITH HIS TAKE ON SONIC

AMSTRAD
CPC 464
THE MUSTHAVE GAMES
OF THE ICONIC 8BIT

JULIAN EGGEBRECHT
REVISITS HIS STUDIO’S
ESSENTIAL GAMES

ALSO INSIDE
THE CHRONICLES OF RIDDICK:
ESCAPE FROM BUTCHER BAY
CYGNI: ALL GUNS BLAZING
SUPER SMASH TV
HYPERSCAN
HOMEBREW
WIZBALL

THE MAKING OF

TAKASHI IIZUKA ON CRAFTING THE DUALPLAY PLATFORMER


AND ADDING SHADOW TO SEGA’S SHINY NEW REMASTER

THE MAKING ULTIMATE IN THE CHAIR: THE MAKING OF


OF RIVEN GUIDE: XOUT MIKE TUCKER PROJECT EDEN
BEHIND THE SCENES OF REVISIT RAINBOW ARTS’ CULT LOAD 265
HOW A PLAYTESTING FROM MAKING TOMB RAIDER
MYST’S AMBITIOUS SEQUEL UNDERWATER SHOOT’EMUP CAREER LED TO XENO CRISIS TO PUSHING PS2 TECH
LOADING...

THE RETROBATES WHO IS YOUR FAVOURITE


SONIC CHARACTER?

’m always impressed with the

DARRAN JONES
I’m going to have to pick Metal
Sonic because his debut game
made me desperately want to
TIM EMPEY
Tails, because he saved me a
good number of times from
inglorious deaths.
NICK THORPE
The angsty teenager in me
is drawn to Shadow, not
least because his music is
I unwavering popularity of Sonic The
Hedgehog. He’s a genuinely interesting
character who has successfully invaded
TV screens, cinema and even comics. He’s
certainly had his share of weak games over
own a Mega-CD. Expertise: Finishing Game typically right up my alley,
Expertise: Juggling a Pass games before they go but picking him would be
the years, but even that hasn’t stopped his
gorgeous wife, two beautiful Currently playing: Baldur’s controversy for the sake of it. enduring appeal, if anything it has simply
girls and an award-winning Gate III (still! Damn it’s big) It’s Sonic, obviously.
magazine, all under one roof! Favourite game of all time: Expertise: Owning five Master reinforced it (just look at the Sonic Cycle
Currently playing: God Hand Systems and a Mark III meme). Sonic’s games have obviously
Retro Racing 2 Currently playing: UFO 50
Favourite game of all time: Favourite game of all time: evolved over the years and it resulted in
OutRun 2006: Coast 2 Coast Sonic The Hedgehog two distinct styles of gameplay, which was
successfully captured in Sonic Generations.
It blended the mechanics of Sonic’s old-
school 2D adventures with those found in
his 3D outings and proved a huge success
for Sega. It’s a pleasure then to speak to
Takashi Iizuka about the game’s interesting
development and how Sega is updating it for
current systems with the inclusion of new
levels and Shadow The Hedgehog in Sonic X
Shadow Generations.
Worry not though, for if you’re not a fan
ANDY SALTER RORY MILNE PAUL DRURY of the blue speedster, we’ve plenty more
Dr Robotnik is a great villain, I like Knuckles for his I liked Dr Robotnik for his
he puts so much effort into mechanics. OK, he’s slower unabashed approach to to entice you. Richard Lemarchand talks us
defeating Sonic, not like those than Sonic and can’t jump as facial hair.
lazy villains that just send high, but his gliding and wall Expertise: Ancient coin-ops through Tinhead, his own answer to Sega’s
henchmen, minions and climbing are really cool moves. Currently playing: HERO blue blur, we navigate Riven with director
offspring to do it… looking at Expertise: The game that Favourite game of all time:
you Bowser. I’m writing about at the time Sheep In Space Richard Vander Wende, battle through
Expertise: Modding games, of writing the many stages of Rastan, chat to Julian
no ‘vanilla’ versions for Currently playing:
me, thanks! Colin McRae Rally Eggebrecht about the games of Factor 5 and
Currently modding: Favourite game of all time:
RTR: Imperium Surrectum Tempest
learn how Mike Tucker went from playtesting
Favourite game of all time: games like Carmageddon to creating the
Rome: Total War although I
guess it’s the Remastered excellent Xeno Crisis. Oh, and
edition now check out our Christmas subs
offer on page 26.
Stay safe and enjoy
the magazine.

GRAEME MASON ANDREW FISHER PAUL ROSE


Dr Robotnik. He’s just Dr Robotnik – it’s always Robotnik – always root for
misunderstood and has a amusing to see his numerous the underdog.
similar hairstyle to me. machines fail. Expertise: Winging it
Expertise: Adjusting the tape Expertise: Forty years of Currently playing:
azimuth with a screwdriver gaming, from Commodore 64 Star Wars Outlaws
Currently playing: Duck to Switch Favourite game of all time:
Detective: The Secret Salami Currently playing: UFO 50 Half-Life 2
Favourite game of all time: Favourite game of all time:
Resident Evil 4 Wizball
CONTENTS
>> Load 265 Breathing new life into classic games

RETRO RADAR 44
6 Main News
This year’s Tokyo Game Show had
plenty of interesting retro-related
games to look forward to

8 Iain Lee
This month Iain has been considering
treating himself to a rather extravagant
FEATURED
gi he saw on Facebook Marketplace
28 The Making Of: Fire Truck
10 Mr Biffo Behind the scenes of the early arcade game
Paul is feeling nostalgic and decides to
pour one out for those games that he 36 The Retro Gamer
feels are largely forgotten Guide To:
Amstrad CPC 464
12 A Moment With Darran highlights the best games for
The modder Voultar tells us about his Amstrad’s 8-bit micro
modding journey and his excellent new
SNES modification 44 Ultimate Guide: X-Out
We take an exhaustive look at this
14 Back To The Noughties excellent underwater shmup
It’s April 2008 and Nick is looking at
the latest console exclusives, while 64 Classic Moments: It
reporting on his usual world news Came From The Desert
Hopefully you’re not scared of ants…

REVIVALS 72 Peripheral Vision:


Sharp Shooter
Nick investigates this lightgun Xbox
16 Wizball blaster from Joytech
Darran recalls the year he was hoping
to get Sensible Soware’s interesting 74 The Making Of:
shooter for his Amstrad CPC 464 Project Eden
Gavin Rummery looks back at the Tomb 18
42 Alien Syndrome Raider team’s ambitious adventure
Some games you grow up to love. Nick
explains how that happened with Sega’s
Master System conversion
80 Retro Inspired: CYGNI: All
Guns Blazing
The Making Of
58 Super Smash TV
There’s a lot of reasons to love the SNES’
Will Freeman interviews the brothers
behind this epic modern shmup Sonic Generations
Sonic Team veteran Takashi Iizuka explains the origins of Sega’s
joypad, but there’s one element of it that 84 Hardware Heaven: 2011 platformer and why Shadow is the focus of its new remaster
sometimes caused Darran pain HyperScan
Meet the gaming device that failed to 30
78 BursTrick Wake entice the tweens of its generation
Boarding!!
It’s rare to see extreme sports games 86 In The Chair: Mike Tucker
on the shelves nowadays. Nick goes The cofounder of Bitmap Bureau looks
back to a time when they were plentiful back at his fascinating career

92 One Piece Grand Battle:


Swan Colosseum 74
Nick makes a case for this entertaining
Wonder Swan brawler

112 The Chronicles Of


Riddick: Escape From Ultimate Guide:
Butcher Bay
Darran’s had a lot of awkward situations Rastan
in his life, but at least this one proved
rather memorable
FEATURED Grab your sword and join Graeme Mason
on his epic quest to defeat a dragon

4 | RETRO GAMER
Don’t forget to follow us online for all your latest retro updates
SAVE U

40%
RetroGamerUK @RetroGamer_Mag P TO
Retro Gamer Magazine @RetroGamerMag [email protected]

SUBSC
R
SEE PAGIPTION 66
E 26

The Making Of:


Riven
Discover how a member of the Disney hit
Aladdin directed Myst’s ambitious sequel

60 ESSENTIALS
26 Subscriptions
More mind-boggling that witnessing
two Sonics in a single videogame

The Making Of: 98 Homebrew


Tinhead Andrew Fisher is here to guide you
through another jam-packed month

REVIEWS 102 Hot Topic:


Celebrating Factor 5
The team pay tribute to the games of
the German developer

104 Collector’s Corner


Faith Johnson talks to a collector who
loves the N64 as much as Darran does

106 My Retro Life


David Crookes wants to introduce his
94 UFO 50 daughter to gaming, but where to start?
96 Evercade: Multi-Game 108 Mailbag
50 Cartridges Keep those letters coming, they
cheer us up no end
96 The Legend Of Zelda:
Echoes Of Wisdom 111 Next Month
Can you guess which
96 The Game Boy featured game will make
Encyclopedia our cover?
96 Cash Cow DX 114 Endgame
Nick reaches the end of
another game for you

A Tribute To:
Factor 5
Julian Eggebrecht charts the highs
and lows of the popular developer

RETRO GAMER | 5
GIVE US TWO MINUTES AND WE'LL GIVE YOU THE RETRO WORLD

EASTERN PROMISE
Plenty of classic franchises could be found at the Tokyo Game Show
» [PlayStation 5] After the disappointment of the
recent HD collection, Konami looks like it’s going to
deliver the goods with its remake of Snake Eater.

icrosoft came out Alchemist Of Memories & The There’s certainly been a lot of

CONTENTS
6 EASTERN
PROMISE
The Tokyo Game Show had lots of
M swinging at this
year’s Tokyo Game
Show with an
obvious push to penetrate the
Japanese market. Xbox consoles
Envisioned Land, a brief, but
detailed look at the incoming
HD release of Suikoden 1 and 2,
and more information on Square
Enix’s remake of Dragon Quest III.
controversy around the look of the
incoming remake, but we’re quietly
confident it’s going to be a solid
companion piece to the original
survival horror classic.
games for retro fans to enjoy as have been notorious for their lack We’re particularly excited about Konami wasn’t the only
Darran discovered of Japanese RPGs in the past, Suikoden which features brand- Japanese publisher with a
but a collaboration with Square new backgrounds, numerous significant presence at the show.
8 IAIN LEE Enix means a bunch of classics quality-of-life improvements and Sony was there for the first time
A bizarre advert on Facebook will be heading to the system. a streamlined interface. Microsoft since the pandemic and while it
Marketplace has had Iain
reminiscing about flight simulators
The popular Final Fantasy Pixel also used the show to reveal obviously focussed on its incoming
Remaster series consisting of the that Starcraft Remastered and PlayStation 5 Pro and newer
10 MR BIFFO first six games are now available StarCraft II: Campaign Collection games like the recently released
Are you a fan of Spec Ops: The Line? to play on Xbox One and Xbox would be available on Game Pass Astro Bot and Hideo Kojima’s
Paul is and he’s decided it needs to Series S/X, while Legends Of from 4 November. And while we’re incoming Death Stranding 2, it still
be celebrated this month Mana and Trials Of Mana can discussing Game Pass, We Love found time to show off the latest
both be played on Game Pass. Katamari REROLL + Royal Reverie games in long-running franchises
12 A MOMENT WITH Admittedly, all three games has just been added as well. like Koei Tecmo’s Dynasty
Nick chats to Voultar about
his excellent new SNES are currently available on other Although Microsoft kicked off its Warriors: Origins, Capcom’s
Edge-Enhancer modification systems, but having the Mana show with a new trailer for Metal Monster Hunter Wilds and Sonic
games on Game Pass may entice Gear Delta: Snake Eater, a look at X Shadow Generations (which you
14 BACK TO THE gamers to sign up to the service. the game’s mechanics could be can read more about on page 24).
NOUGHTIES Other RPGs Microsoft pushed found over at Konami’s booth and Speaking of Capcom, its own
Nick continues to barrel his way included Atelier Yumia: The it’s looking very ambitious indeed. online show largely showed
through 2008 and has landed in
April. What will he find there? In fact we wouldn’t be surprised if known games, including Street
it gets pushed back to 2025 so that Fighter 6, its two new fighting
the team can apply some additional compilations, the latest Ace
polish. Doing that will also allow Attorney collection and lots
breathing room for Bloober Team’s of in-depth information about
» [Switch] Konami’s incoming remake of Silent Hill 2, which was Monster Hunter Wilds. It also
Suikoden collection represents
excellent value for money. The also at the show and was recently used the program to announce a
originals cost a small fortune now. released (reviewed next issue). bizarre collaboration with Fender

6 | RETRO GAMER
CHRIS
SERLE
PASSES
he family of Chris

T Serle announced that


he passed away on 16
September at the age of 81.
Chris was a popular BBC
broadcaster throughout
the Eighties and worked
on shows such as That’s
Life, Monkey Business and
Windmill. Readers will
remember him best as one
of the presenters of The
Computer Programme,
which would have
introduced many of us to
the world of computers.
Our thoughts go out to
» [PC] Garou: Mark Of The Wolves is one of our favourite 2D fighters and City Of The Wolves is looking like a worthy sequel.
Chris’ family and friends.
to celebrate Monster Hunter’s
20th anniversary by unveiling
the Rathalos Telecaster. Equally
strange was Rathalos Prime, a
new figure to celebrate the 40th
anniversary of Transformers.
SNK is extremely confident
about the incoming release of Fatal
Fury: City Of The Wolves, as most
of its own show was focussed on
the game. To be fair, it’s looking
excellent and SNK is promising
cross-platform support, rollback
netcode and even the ability
PROJECT X
to battle against AI-generated RETURNS
opponents if that’s your thing. We ell this came
love the aesthetic look of the game
and it seems like SNK has been
tweaking Garou’s mechanics to
» [PlayStation 4] Final Fantasy Pixel Remaster has been on the PS4 since 2021,
but Microsoft still made a lot of noise about its recent Xbox debut.

releases, many of
One pleasing the burgeoning
W out of nowhere!
Project X: Light
Years started off life as
make it accessible to new players which are bound collection, a spiritual successor to
of the series, while keeping long- to appeal to fans including various Team17’s popular Amiga
time fans interested. SNK also of classic games. aspect of the versions of shmup, but is now an
revealed that Street Fighter’s Ken Neon Blood is an Berzerk, Red official entry in the series.
and Chun-Li would be appearing intriguing-looking show was a Baron, Super Although it only passed
in the game via its season pass action adventure Bug, Sky Diver, its £5,000 goal target by a
in addition to other, unannounced with a distinctive large number of Off The Wall, few thousand pounds, its
characters, although they won’t be 2D-HD aesthetic Stellar Track, developer Marcin Krupinski
appearing until summer and winter
2025 respectively.
and a cyberpunk
theme, while
indie releases Submarine
Commander and
is confident of doing the
series justice, while Team17
One pleasing aspect of the Super Alloy Crush reminds us of Steeplechase. Additionally, the will handle promotion for
show was a large number of indie the Mega Man series thanks to its DLC will include various new the game and offer support
detailed pixel art and brash tunes. documentaries, including one on to ensure it’s as polished
Threads Of Time is a glorious- Evelyn Seto who created Atari’s as possible. We can’t wait!
looking old-school RPG, while iconic logo. But that’s not all. A
Shrine’s Legacy is an RPG that second DLC pack called The First
looks like a lost SNES game. Console War will add additional
Before we wrap up it’s worth games, including those for the
mentioning that Atari has released Intellivision, which Atari now
another extensive piece of DLC owns. Both DLC packs will be
for Atari 50: The Anniversary included in the expanded physical
» [PC] Super Alloy Crush looks absolutely
phenomenal. Hopefully it will play as Celebration. The Wider World Of release that will appear
good as it looks. Atari will add 19 extra games to in November.

RETRO GAMER | 7
FEATURING IAIN LEE
COLUMN Who is Iain Lee?
Iain Lee is a freelance counsellor who loves gaming, particularly retro gaming.
You can get more information about Iain by visiting iainleecounselling.com or
heading over to patreon.com/iainandKatherine

May I see your


boring passes?
was just scrolling through Facebook were unfathomable. Once I’d stopped giggling over the

I Marketplace and a flight simulator


popped up for sale. Not a game, an actual
sit-in-a-cockpit flight simulator that proper
soldiers might use to, you know, learn how
to fly. I’m looking at it now. It’s listed as
prolific use of flaps, I didn’t have a clue what to do. Too many
buttons, incredibly detailed and dull instructions – these
games were not the dopamine hits my nine-year-old ADHD
brain required and I would give up in frustration very quickly.
747 was an anomaly in my collection because it wasn’t a
“A10 Fighter Jet Simulator (THE TANK BUSTER)”. It’s only hooky tape-to-tape copy off my mates, we had paid actual
£10,500. I cannot tell you how tempted I am to cash in this money for this in a shop. That meant I was duty bound to
month’s Retro Gamer paycheck and buy it. keep trying it, however impossible it was to play. On the rare
It’s an odd thing to see listed on there amongst the free occasions I managed to take off, I didn’t have a clue what to
hi-fi equipment. Well, free until you click on the link, and it do then. Where do you go? I ended up flying around for a bit
then says “open to sensible offers”. I’ll make you a sensible before trying to find the runway I had just left and attempt
offer – my boot up your jacksie if you keep listing things as to land. Of course I never managed it. Did anyone? I just
free when clearly you want lots of money for them. I do love smashed the plane into the ground however hard I tried.
Facebook Marketplace. I sold a cheap guitar on there for a I’ve heard tales of gamers flying from LHR to JFK in real-
fiver once. I got some very stroppy messages from a bloke time on these things. I now understand there must be a real
when I refused to drive 15 miles to deliver it. It was a fiver! sense of satisfaction out of it, but what do you do? Sit there
I’m not also going to bring it to your door. Who do you think for the whole seven hours? Pee in a Tizer bottle?
I am? Yodel? Probably not the best example of a reliable
delivery service, but you get the point.
I’ve tried computer-based flight sims throughout the years,
but they’ve never really connected. I suppose the last one I
tried was 747 Flight Simulator on the BBC, so we’re talking I’ve tried computer-based
over 40 years ago. I know for a fact the technology has
improved. Remember Microsoft Flight Sim? Comparatively flight sims throughout the
recently everyone was posting videos of themselves flying
over their houses. My friend David sent me a video of him years, but they’ve never
flying over a local lay-by on the A41 where adults meet
at night to… er… play board games. Is that euphemistic really connected
enough? 747, Nightflite and all the others in the early Eighties

Do you agree with Iain’s thoughts? Contact us at:


RetroGamerUK @RetroGamer_Mag [email protected]

8 | RETRO GAMER
COLUMN
FEATURING DIGITISER’S MR BIFFO
Who is Paul Rose?
Paul is probably better known as Mr Biffo – the creator of legendary teletext games magazine
Digitiser. These days, he mostly writes his videogame ramblings over at Digitiser2000.com. If you want
more Biffo in your eyes, you can catch him as the host of Digitizer The Show at www.bit.ly/biffo2000.

Spec Ops: The Line really


deserves to be remembered
more than it has been

Gone, but not forgotten


hat’s the biggest miss in gaming Mirror’s Edge is one of my favourite games of all

W history? I’m not talking about the


games that flopped because they
deserved to, but those that
deserved to do better.
The first that jumps to mind is 2006’s
time. Though it fared better than Eternal Darkness – not
commercially, but the concept was considered strong enough
to warrant a mishandled sequel – it just didn’t resonate with
people. I guess a first-person game which focussed on parkour
over combat just didn’t resonate. Which is a shame, because
Okami. Stunningly beautiful to look at, with a hand-drawn few games have given me a literal high like Mirror’s Edge; the
traditional Japanese art style, it just came too late in the rush from chaining a bunch of moves was better than flying.
PS2’s life cycle at a time when players had already locked Spec Ops: The Line – released in 2012 – really deserves to be
eyes onto the PS3 and Wii. It might’ve received acclaim remembered more than it has been. [Agreed – Ed] It tried to do
across the board, but somehow never found an audience. It something different in a crowded military shooter genre, taking
has since been re-released a couple of times, yet somehow cues from Heart Of Darkness and Apocalypse Now.
remains remembered as a near-flawless masterpiece that Though its duck-and-shoot combat was solid, its genius lay
barely anybody played. in how it explored themes around the psychological impact
Then there’s the GameCube’s Eternal Darkness: Sanity’s of war on the individual soldier. Set in a Dubai that had been
Requiem. Nintendo had set itself up as a family friendly part-swallowed by sandstorms, as the player progressed the
company, and though things had gone a little more mature imagery became ever darker. Like Eternal Darkness it might’ve
over the course of the N64’s lifespan, its audience seemingly been too cerebral for those more used to mindless shooting,
still wasn’t ready for dark, psychological horror. Even so, but it felt like a necessary counterpoint to so many games that
Resident Evil this was not. choose instead to glorify war. A real lost gem of a game.
As your character in ED (an unfortunate abbreviation, but I’m sure many a developer – or, more accurately, games
also somehow appropriate) lost their grip on their sanity, publisher money person – has looked at these games and
so the game itself seemed to lose its shizz. The fourth wall decided it’s not worth taking similar risks, leading to an
between game and player broke down entirely – playing tricks increased homogenisation of the games market. However, all
like turning down the volume on the TV, or showing fake error four were bolder, more imaginative and more creative than
messages. It might’ve been too much nonsense for some, but pretty much everything else that was released around the same
it’s one of few games to have made me laugh out loud, just time. For that reason, at the very least they deserve the best
because of how devious it was. room in the retirement home.

Do you agree with Paul’s thoughts? Contact us at:


RetroGamerUK @RetroGamer_Mag [email protected]

10 | RETRO GAMER
SHOWING OFF COOL RETRO-THEMED STUFF THAT’S GOING ON
NEWS
A MOMENT
WALLWITH...

» Can you tell that Voultar has a lot


of love for the SNES?

I absolutely love
16-bit RPGs and
I absolutely hate
Voultar
How the well-known modder is making your SNES
so I set a goal to change
the landscape and face
of modding by creating
professional, robust
‘reproduction’
VOULTAR
modifications that are
look better than ever reasonably well designed,
and offering thorough,
f you’ve spent any time Back in 1999, I often hung around in-depth video tutorials and to be installed in original

I looking into modding retro


consoles in recent years,
you’ll undoubtedly have
come across Voultar. As well as
providing instructional videos and
a mom and pop video rental store.
The store had a back room where
they would ‘chip’ PlayStation
systems for customers. The smell
of solder and flux permeated
education to anyone wanting to
learn. I took the skills from my
professional life as a systems
engineer and embarked on this
amazing journey, designing
cartridges, is an interesting
design. How did it come about?
I absolutely love 16-bit RPGs and
I absolutely hate ‘reproduction’
or ‘fake’ cartridges because they
streams, Voultar designs custom the store in the after hours and I hardware for videogames! It has just feel fake! It cheapens the
mod kits which are sold via loved it. Modding of any sort was been both a blast and an honour experience for me. So, I set a
voultar.com, and you can follow his incredibly underground and taboo, to impart my knowledge to design goal to come up with a
work via @Voultar on Twitter and I knew it was the life for me then! people and help them reach their hardware design that would allow
YouTube. We caught up with him to own goals while also learning me to dump my own personal
find out about his modding journey What motivated you to start things from them in return. It’s Super Famicom cartridges, patch
so far, as well as the brand-new designing your own mods? empowering to learn new skills the data, and then write the
SNES Edge-Enhancer video mod. Even just ten short years ago, and it’s what keeps me at this! patched file back to the original
quality ‘DIY’ mod kits were few cartridge without doing any
How did you first get into and far between. I wanted to The SNES Super Stacker, which cutting, hacking, or anything that’s
console modding? help people get into this hobby, allows for translation patches irreversible. From those design

12 | RETRO GAMER
» This photo shows the Edge-Enhancer
installed in a SNES, ready for action.

» Installing a Super Stacker allows for ROM patches


on original cartridges, but is fully reversible.

» The vertically oriented PPU2 chip below the cartridge » The NAND-AID, designed with Wii U community assistance,
slot is to blame for soft SNES video output. essentially replaces the failing NAND component completely.

» Failing NAND memory is a problem in not only


» The blurred standard SNES output is shown on the left, while the right shows the Edge-Enhancer’s effects. the Wii U, but other more recent consoles.

goals, the Super Stacker was I believe that the Wii U will be Kulov of HD-Retrovision, Mike the SNES’ DAC simply isn’t fast
born and it’s filled a large need for looked upon as the Dreamcast Chi of RetroTink, and the silicon enough to transition properly.
both myself and others who love is today over the next ten years. decapping genius Furrtek, what
authentic cartridges. The Switch wouldn’t have the I’ve developed wouldn’t be nearly How does the SNES Edge-
library of first-party titles that it as good as it is in its current form. Enhancer remedy the issue?
The Wii U NAND Recovery Kit does without all of those lazy The SNES Edge-Enhancer isn’t a
is another one of your designs. Wii U ports! Yes, I said it! What’s the technical reason ‘sharpening’ filter as has existed
Were you surprised to have behind the soft video output of for the SNES for the past decade.
had to create it, given that the Your latest mod is the SNES 2-chip SNES consoles? Rather, it’s a video recovery
console isn’t that old? Edge-Enhancer – why was Once we de-capped the SNES’ appliance, working alongside the
Unfortunately, failing NAND this a project that you PPU2 (the chip responsible for DAC to ‘turbo-charge’ operations
memory is affecting more than wanted to tackle? outputting analogue video), we happening inside the PPU2 chip
the Wii U! Certain Xbox 360 The SNES Edge-Enhancer is were able to analyse the silicon which effectively results in a video
units that possess a similar a labour of love that I’ve been and make some determinations. output that’s on par and
memory configuration are committed to since COVID. The SNES 2-chip utilises a comparable to that of the coveted
suffering from a very similar It’s my final love letter to the string resistor DAC, and for each 1-CHIP SNES that was released in
problem as well as Nintendo SNES hardware as I don’t intend channel, or RGB colour, there are limited numbers at the tail-end of
3DS hardware, including to design any new hardware 3 bits going to 4 mini-DACs with the SNES’ life. However, it’s not
cartridges! Fortunately for the modifications for the console. different reference voltages. This just about ‘sharp’ pixels. Just as
sake of the Wii U, there’s a Over the past several years, design results in a lot of parasitic much work has gone into cleaning
group of very kind and thoughtful many people have tried to and stray distortions which the video signal up and removing
developers who did all of the correct a problem that’s inherent negatively affects how quickly the all of the dreaded and notorious
hard work, figuring out and to the SNES that makes the SNES’ video DAC can transition video distortions that plague the
identifying the problem. I played hardware output a very smeared between different colours. For SNES. It’s a complete package
only a very small part and just or blurry video output. I stand example, going from black to that will not only improve the RGB
lent a helping hand. People make on shoulders, and if weren’t for white may result in a ‘grey’ tone output, but S-video and composite
fun of me for saying this, but good friends of mine such as Ste that smears across because video, too.

RETRO GAMER | 13
APRIL 2008 – There’s
gunfire in Vegas, Kratos is
on a killing spree in Greece,
interplanetary empires are
warring in space and in the
Green Hill Zone, Sonic is…
playing tennis? Nick
Thorpe is your guide to
a confusing month in
gaming history

» [Xbox 360] They weren’t kidding, we


struggled hard to find an interesting-
looking screenshot of this.
NEWS
APRIL 2008
The BBC reported on 1 April THE LATEST NEWS
FROM APRIL 2008
that scientists at Newcastle
University had used human
skin cells and eggs taken from
cow ovaries to create part-

F
human, part-animal hybrid irst-person shooter felt that “the strong multiplayer importantly, the gameplay is
embryos, which survived for fanatics didn’t have to carries it, as does the better-than- satisfying and addictive,” said
up to three days. The move gamble with their hard- most gunplay” but complained ONM’s review. X360 compared
drew condemnation from the earned cash this month, of a solo campaign that was “all it to Sega’s other notable tennis
Catholic Church, but in May MPs as the critics felt Tom Clancy’s corridors and parking garages, game, saying that it “has hardly
would vote 336-176 to allow such Rainbow Six: Vegas 2 was a empty convention centres and any of the variety of tactics that
experiments to continue. winner on the HD consoles. bland penthouse apartments”. you can use in Virtua Tennis” and
On 5 April, Charlton Heston Scores included 9/10 from Official Sega Superstars Tennis was requested that, “If you do find
passed away at the age of 84 due Xbox 360 Magazine, 8/10 from also being served up across yourself working your way through
to pneumonia. The Hollywood star Official PlayStation Magazine, 4/5 various formats, and scored 89% all the different cups eventually
had won Best Actor at the Oscars from 360, 78% from Play and in Official Nintendo Magazine, beating the computer and earning
in 1959 for his role in Ben-Hur, 7/10 each from X360, games™ 8.1/10 in nRevolution, 7/10 in both all sorts of trophies and prizes
and starred in films including, and Edge. OXM felt that it “isn’t Edge and OXM, 3/5 in 360 and then please slap yourself.”
Planet Of The Apes and Soylent a massive leap forward for the 5/10 in X360. “It’s colourful, it’s Really though, this was a
Green. He was also politically series” but was “the best Rainbow packed with retro references to month for exclusive games. For
active, supporting the civil rights Six and the best Xbox 360 squad satisfy the geek in us, it’s great Xbox 360 owners, that meant
movement in the Sixties and shooter yet”. By contrast, games™ fun in multiplayer and, most Lost Odyssey – a new RPG from
becoming president of the National Final Fantasy creator Hironobu
Rifle Association in the Nineties. » [Xbox 360] “The sky isn’t really
Sakaguchi. In an 8/10 review,
TV presenter Mark Speight, blue,” says the presumably very games™ cautioned readers that
known for shows such as SMart grumpy reviewer for X360. “the game’s adherence to the
and Scratchy & Co, was declared basics of the genre will be off-
missing on 8 April. Speight’s putting for some” but also advised
fiancée Natasha Collins had that “some will doubtless find
passed away in January, and his Lost Odyssey among the most
disappearance came days after emotionally affecting videogame
the coroner in her case recorded a experiences of their lives”. OXM
verdict of death by misadventure. also gave it 8/10, while Edge
His body was found five days later, scored it 7/10 as “so much
with the coroner recording a verdict attention has been lavished on
of suicide, opining that “he could the story and its presentation that,
not contemplate life without her”. when interactivity rears its head,
it’s done almost begrudgingly”.

14 | RETRO GAMER
BACK TO THE NOUGHTIES: APRIL 2008

On the Wii, the highly


anticipated party fighter Super
Smash Bros Brawl was subject
to scrutiny in its Japanese form.
The game earned a whopping
9.5/10 from nRevolution, which
said that the graphics were “up
there with Mario Galaxy as the
best the console has to offer” APRIL 2008
and that it was “confident in its PLAYSTATION 3
ability to entertain, and simply » [PC] In space, no one can hear you explode. » [Wii] After an infamous April Fool’s gag, Sonic
1 – Burnout Paradise (EA)
wants to provide the best Mostly because they are also exploding. finally joined the cast of Super Smash Bros.
experience possible”. Edge gave 2 – Call Of Duty 4: Modern
Warfare (Activision)
it 9/10 and declared it to be in the form of Vanillaware’s Odin classic play”. PC Gamer and Edge
“so comprehensive that there’s Sphere. OPM gave the action RPG also enjoyed it, giving it 84% and 3 – Assassin’s Creed (Ubisoft)
nowhere for this series to go 8/10 and praised the “lush visuals” 8/10 respectively, with the latter 4 – Uncharted: Drake’s Fortune (Sony)
without radical change”. while Play gave it 82% and noted declaring it “a unique achievement, 5 – FIFA 08 (EA)
PS3 owners didn’t get any that “combat is triumphantly varied, unifying real-time battle and
exclusive love worth mentioning and intelligently thought-out”. empirical strategy where others
this month, but Kratos made Puzzle Quest: Challenge Of The have only managed to offer WII
his handheld debut in God Of Warlords earned 8/10 from Official them as separate components”. 1 – Wii Play (Nintendo)
War: Chains Of Olympus. OPM PlayStation 2 Magazine for “slotting Also on PC, Audiosurf scored 2 – Game Party (Midway)
bestowed a 10/10 rating upon the an addictive puzzle challenge into 8/10 in games™ and 85% in PC
3 – Carnival: Funfair Games
prequel adventure and called it “the a role-playing game structure”. It Gamer, which felt that its trick of (2K Games)
best game on PSP” commending also appeared on the PC and was generating levels from MP3 audio
4 – Sonic And The Secret Rings (Sega)
the “sharp, deliberate and awarded 87% by PC Gamer. offered, “A bottomless tub of
rewarding” combat and declaring Speaking of the PC, Total PC instant gaming snack.” 5 – Super Mario Galaxy (Nintendo)
that “the sense of scale is retained Gaming gave Sins Of A Solar What’s in store next month?
even on the small screen”. Edge Empire 9/10, calling it “a brilliantly The sound of furious swearing DS
also felt that the game offered executed space-strategy game suggests Blue Shells – join us
1 – Mario & Sonic At The
“furious, often scintillating hack- that brings new innovations to again to see where they land.
Olympic Games (Sega)
and-slash” but complained of the
game “limping repetitively to a 2 – Dr Kawashima’s Brain
close” in its second half, ultimately Training (Nintendo)
giving it 7/10. 3 – Professor Kageyama’s Maths
Even PS2 owners had an Training (Nintendo)
exclusive game to boast about 4 – More Brain Training From Dr
Kawashima (Nintendo)
» [PSP] Ultimately, OPM’s review was
closer to the consensus on God Of War: 5 – New Super Mario Bros (Nintendo)
Chains Of Olympus.

MUSIC
1 – American Boy (Estelle feat.
Kanye West)
2 – Black & Gold (Sam Sparro)
3 – Low (Flo Rida feat. T-Pain)
4 – 4 Minutes (Madonna feat. Justin
Timberlake)
» [Xbox 360] Here’s Lost Odyssey. It all looks very shiny, but we’re not sure 5 – Touch My Body (Mariah Carey)
what’s happening.

THIS MONTH IN…


Official Nintendo Edge Play
Magazine Street Fighter IV is coming “Sony’s risky strategy of
“Great, original games are to arcades, and it’s already bundling Blu-ray players with
not getting the attention they turning heads. “Playable builds PS3s has paid off” says Play,
deserve,” says ONM, concerned drew queues of up to 90 at after Toshiba officially abandons
about the public’s spending a time, a feat unmatched by its HD-DVD format. “Blu-ray’s
habits. “This could lead towards any of its showfloor competitors success means the electronics
a situation where companies in any genre,” says Edge, giant now stands to make billions
don’t take risks any more and reporting on the annual AOU from the royalties generated by
stick to clones.” trade show in Tokyo. HD-disc sales.”

RETRO GAMER | 15
Wizball
PRACTICE MAKES PERFECT
» RETROREVIVAL

 AMSTRAD CPC  1987  SENSIBLE SOFTWARE


If you lived in the Eighties like I did, you
probably couldn’t afford many videogames.
It’s also highly likely that most of your future
gaming purchases were decided by what you
would read in magazines, which in my case
was Amstrad Action.
While I never really cared for the techy stuff that the
magazine covered, it did have an excellent reviews section
and anything that was awarded Mastergame status instantly
got my interest. One such release that I had my eye on
was Ocean’s Wizball, which sounded like my sort of game.
I loved the idea of restoring the game’s world to its once
vibrant colours, and the fact that it had shoot-’em-up
elements only added to its appeal.
I simply couldn’t afford it though, so I crossed my fingers
and hoped that my mum or my grandparents would get the
hint that I wanted it for Christmas. When I found out that it
was one of the games included on The Magnificent Seven,
I thought my chances of owning it would be even higher.
But Christmas 1987 came and went and so did my chance
of getting Wizball.
I completely forgot about Ocean’s game and wasn’t
reminded of it until I unwrapped The Magnificent Seven for
my 15th birthday. Granted, the games on it weren’t exactly
new by then, but I didn’t care. I finally had Wizball and a bunch
of other great games too. I excitedly loaded up the game and
sat down to play – and I couldn’t get on with it at all.
I couldn’t get my head around it at first and despised the
bouncing mechanic which caused me no end of frustration.
Disappointed, I turned it off and loaded up Head Over Heels
instead. After re-reading the Amstrad Action review, I gave
Sensible’s game another try and I’m so glad I did. It finally
clicked and quickly became one of my favourite Amstrad games,
even if Amstrad Action failed to mention that it wasn’t a patch
on the C64 version. But that’s a story for another time…
» [PC] An early concept image for
the modernised Green Hill, featuring
grind rails through a canyon.

» [PC] Plenty of
attention was paid to
properly updating 2D
designs for 3D space.

18 | RETRO GAMER
THE MAKING OF: SONIC GENERATIONS

THEY SAY THAT IF YOU WANT A JOB DONE WELL


YOU’VE GOT TO DO IT YOURSELF, BUT WHEN ALL
OF TIME AND SPACE ARE IN DANGER, ONE SONIC
JUST ISN’T ENOUGH. TAKASHI IIZUKA EXPLAINS
THE CREATION OF THE ANNIVERSARY GAME THAT
CELEBRATED SONIC’S PAST WHILE PAVING THE WAY IN THE
FOR HIS FUTURE KNOW
 PUBLISHER:
SEGA
 DEVELOPER:
Q Creative director SONIC TEAM
at Sonic Team. t’s no secret that major birthdays can automatically switch from a standard  PLATFORM:
bring about a mild feeling of crisis – forward-looking view to side-on sections XBOX 360, PS3, PC
many of us will have spent some time that evoked memories of the classics.  RELEASED:
reflecting on what we’ve done with While Sonic Unleashed was received 2011
our lives, and the things we wished more warmly than its predecessor and  GENRE:
PLATFORM
we’d done. It turns out that videogame represented a definite step in the right
characters aren’t immune from this either, direction, opinions were still mixed. “Sonic
and you only need to look at Sonic to see Unleashed also featured two distinct styles
that. Sonic’s tenth anniversary in 2001 was of gameplay. Third-person, combat-focussed
a time of great uncertainty for Sega, and action games were popular at that time, and
while Sonic Adventure 2 was a good game we wanted to explore how that could be
to celebrate the occasion, it served as a represented in a Sonic title while reflecting
swan song for both the Dreamcast and the on iconic Sonic moments that players love,”
company’s time in the console market. Five says Takashi Iizuka, Sonic Team’s creative DEVELOPER
years later, Sonic The Hedgehog (commonly director. That experimentation resulted
known as Sonic 06) arrived on Xbox 360 in the creation of Sonic’s stretchy-limbed HIGHLIGHTS
SONIC ADVENTURE 2
and PlayStation 3 and received a notably Werehog form, whose stages were more
PLATFORM: DREAMCAST,
negative critical reception, marred by myriad akin to games like Devil May Cry and Ninja VARIOUS
technical issues and a setting and story Gaiden. “Of course, we’re always listening RELEASED: 2001
that were perceived as out of character for to fan feedback, and we took learnings SONIC COLOURS
the series. A botched Game Boy Advance to refine Sonic gameplay for more recent PICTURED
conversion of the original Mega Drive game titles.” That feedback clearly informed the PLATFORM: WII, VARIOUS
also launched in 2006, solidifying Sonic’s direction of the next round of Sonic games, RELEASED: 2010
15th anniversary as an all of which kept platform SONIC FRONTIERS
occasion to forget. “SONIC GENERATIONS gameplay at their core. PLATFORM: VARIOUS
Sonic’s 20th anniversary
WAS MEANT TO Following the completion RELEASED: 2022

HIGHLIGHT ALL OF
broke the cycle with Sonic of Sonic Unleashed, Sonic
Generations, a game in Team began development
which Sonic teams up SONIC’S HISTORY SO of Sonic Colours for the Wii
with his past self in a
IT’S IMPORTANT WE and Sonic Generations for

REPRESENTED EACH
time-travelling adventure the Xbox 360 and PS3 –
that mixes 2D and 3D both of which would build
platforming – but TITLE TO THE BEST on the Boost style of Sonic
before we discuss
that game, we have OF OUR ABILITY” Unleashed. Sonic Colours
arrived in 2010 and focussed
to return to the past exclusively on Sonic as a
ourselves to examine playable character, with
its heritage. In the wake of Sonic 06, it new Wisp power-ups to expand his range
was clear that the Sonic series needed of abilities. The game was a critical and
a change of pace and Sonic Team commercial success and while the side-on
was evidently aware of that, as the 2008 sections dominated gameplay, it showed
release Sonic Unleashed overhauled the more of what the Boost style could offer
structure of 3D Sonic games. Ditching the to the series. The Dimps-developed 2D
movement model that had characterised platformer Sonic The Hedgehog 4: Episode I
the series since Sonic Adventure launched courted the nostalgia market in 2010,
ten years prior, Sonic Unleashed adapted receiving favourable reviews and strong
the gameplay of the DS hit Sonic Rush sales. However, heavily invested Sonic fans
into 3D, with a Boost mechanic that disliked the use of Sonic’s modern design
encouraged constant forward motion. As and mechanics, as well as oddities in the
Sonic ran through the stages, they would game’s physics model.

RETRO GAMER | 19
» [PC] Tails tries to avoid getting dragged away, as the Time Eater » [PC] The two Sonics meet for the first time, comparing their » [PC] Green Hill is familiar, but far more visually dense than it was in
attacks Sonic’s birthday party. similarities and differences in the mirror. its original 16-bit incarnation.

So finally, we come to Sonic Generations, onic Team consulted widely etc) when modernising the textures and
which reprises the Sonic Unleashed concept to find out which stages those graphics, so the worlds all felt correct in the
of including two forms of Sonic. The game should be. “Since Sonic’s 3D space,” Iizuka recalls. “There was a lot of
begins with Sonic’s friends throwing him a 20th birthday was such a big trial and error as we explored how to do this
surprise birthday party, complete with a chilli moment for the team, we before deciding on the final look, but once
dog as a gift, only for a mysterious, shadowy wanted to make sure everyone at Sega we secured the 3D design language and look
creature to attack and drag the whole crew had a say. We asked everyone in Japan, of Green Hill, the rest of the stage designs all
into a white void. Upon his arrival, Sonic finds America and Europe who was working on sort of fell into place.”
locations from his past drained of their life Sonic games at the time to nominate their Iizuka continues to explain the level
and colour – as well as his friends in the same favourite levels, then we did more research design philosophy behind the Mega Drive
state. Soon enough, Sonic catches up with with dedicated Sonic fans, and we made stages, saying, “We put a lot of effort into
Tails and both of their past selves, as they try a shortlist,” Iizuka recalls. Nine stages preserving the original 2D side-view level
to right the crazy situation. were chosen in total, split across three design as this was critical in evoking a
“From the very start of development, eras that broadly represented the Mega feeling of nostalgia from the essence of
Sonic Generations was always intended Drive games, the Dreamcast games and Classic Sonic titles. Then, we added new
as the ultimate celebration of Sonic and the more modern games. The inclusion of level design and gameplay elements when
the franchise’s highest moments from stages from Sonic 06 and Sonic Unleashed the stage turned into a 3D world-view
its past in one fun package,” says Iizuka. surprised some fans, who hadn’t expected to create fresh, new, and exciting game
“Combining both Modern and Classic Sonic Team to highlight games that were moments.” When you play the game, it’s
Sonic made sense as we were honouring negatively received. “Sonic Generations easy to see this in action – just in Green Hill,
Sonic’s holistic history which includes both was meant to highlight all of Sonic’s history Classic Sonic’s Act 1 has plenty of S-shaped
designs.” The pudgier, silent incarnation so it’s important we represented each title tunnels and swinging platforms, while
of Sonic from the Mega Drive days would to the best of our ability,” says Iizuka. Act 2 sees Modern Sonic grinding through
feature exclusively in 2.5D stages and kept For Green Hill, Chemical Plant and Sky a flooded cave and stomping through
classic moves like the Spin Dash, while the Sanctuary, this meant finding ways to wooden bridges to access secret paths.

“WE WANTED THE


long-legged, green-eyed update them in full 3D. “It was However, the majority of the stages in
version we know today important to respect and pay Sonic Generations originate from Sonic’s
would explore 3D stages FEELING OF NOSTALGIA tribute to the original beauty 3D games. “For stages pulled from the
like those of Sonic
TO COME THROUGH IN and fun gameplay elements of Modern games, we added 2D side-view

THE ENTRANCE SCENES


Unleashed, retaining his each stage we included, and gameplay mechanics to bring a fresh, new
full repertoire of moves it was equally important to gaming experience to the more recent
including sliding, wall OF THE BOSS AND preserve the design motifs of levels at the time,” Iizuka tells us. City
jumps, stomps, homing
attacks and of course RIVAL CHARACTERS” the Classic levels (checkered
patterns in Green Hill, blue
Escape is a great example of this, with Act 1
incorporating the GUN truck as a persistent
the Boost. pipe routes in Chemical Plant, antagonist that will cut across Sonic’s path,

THE TWO SONICS MAY BE THE STARS, BUT HIS FRIENDS


HAVE THEIR MOMENTS IN THE CHALLENGE ACTS

Q Sonic’s rough and ready rival Q Getting a lift from the friendly fox Q Sonic may despair of his clingy companion Q The game instructs you to “have Rouge
is always up for a bit of friendly has always been a good way to keep sometimes – quite often, actually – but take out enemies using her wiles” and the
competition, and in this case that means Sonic out of harm’s way, but it’s not an she’s the perfect partner for this mission. jewel thief certainly does that, shooting
a race through Green Hill Zone to a remix option for most of Sonic Generations. Using her Piko Piko Hammer, she can launch a beam of hearts at Eggman’s Egg Pawns
of Super Sonic Racing. Just watch out However, it’s a necessity in this tricky Sonic high into the air with a perfectly timed that makes them go all heart-eyed and
for the Motobugs and Buzz Bombers, stretch of Chemical Plant Zone, so make swing, allowing him access to areas he stunned. Why did he program them to be
which are way bigger than usual. the most of him. couldn’t otherwise reach. vulnerable to those feminine charms?

20 | RETRO GAMER
THE MAKING OF: SONIC GENERATIONS

» [PC] Chemical Plant’s undulating paths provide a real thrill ride in


Modern Sonic’s 3D stage. HOW SONIC’S 3DS DEBUT DIFFERED FROM ITS CONSOLE COUNTERPARTS
Q One of the aspects of the Sonic series that fans
destroying platforms as it goes. “Since have come to appreciate over the years is the
using Boost is a primary way of having fun creation of bespoke games for handheld platforms,
in Modern Sonic gameplay, we focussed which often vary quite significantly from the
on making that the focus of the 3D stages hedgehog’s home-console adventures. That tradition
and providing great boost moments there,” stayed intact for Sonic Generations. “Most of the
Iizuka adds, and moments like running assets created for the PlayStation and Xbox versions
down the skyscraper in Speed Highway of Sonic Generations could not be used at all when
transitioned effortlessly to that style. developing the 3DS version of the game, so we
focussed on different stages for the 3DS version,
hoosing to represent the entire and really made two different titles celebrating the
series also meant the inclusion 20th anniversary of Sonic,” Takashi Iizuka explains.
of stages from Sonic Unleashed As with the Sonic games for Game Boy Advance
and Sonic Colours, recent and DS, the 3DS version of Sonic Generations was
games that shared the Boost a collaborative effort with the external developer
style. Was there any difficulty in ensuring Dimps. “The team worked very closely with Dimps
that the Sonic Generations versions of the from concept development and co-development of
stages were sufficiently different to the the game to the end. I presented the core game
originals? “Yes, there was,” Iizuka confirms. concept, stages to create and the story, while Dimps
“At the time, Sonic Generations was being worked on all the level design and development for » [3DS] The Big Arms battle is the main love for
Sonic 3 across both versions of Generations.
developed right across from where Sonic the 3DS platform,” Iizuka tells us. “I travelled a lot to
Colours was being developed, so it was the Osaka studio during development to make sure as the home-console versions, it draws different
important that even though both teams were the 3DS game they were working on had the same stages and bosses from past games – for example,
developing the same stages, the stages had Generations feel to the game being made in parallel Mushroom Hill Zone instead of Sky Sanctuary
to incorporate different level design to make in Tokyo by the Sonic Team.” Zone, and Big Arms instead of the Death Egg
sense for their different game concepts. In gameplay terms, the contrast between Classic Robot. “We also wanted to do something unique
Because the concept for Sonic Generations Sonic and Modern Sonic stages is less stark on the for the handheld version, so we included stages
was already solidified, there wasn’t any 3DS. “We wanted to create the best experience for from Sonic Rush only on the 3DS version,” Iizuka
hesitation once we got into development.” players on 3DS hardware, so from the beginning, we notes. The game also brings back Special Stage
Just as Classic and Modern Sonic didn’t add the 3D world-view perspective gameplay chases for Chaos Emeralds, based on the ones that
diverged in gameplay styles, the musical into the concept,” says Iizuka. “However, we did appeared in Sonic Heroes.
themes for their stages did the same, want to expand on the 2D side-view gameplay by NGamer felt that the 3DS game was “good-
with Act 1 themes tending towards more having platforming action that was true to Classic looking and fan-pleasing, but a bit short” and
electronic musical styles, and Act 2 themes Sonic combined with game design and gameplay awarded it 79%. Official Nintendo Magazine
typically incorporating string instruments. that would reflect the fun of Modern Sonic as well.” also noted the short length, but noted the “huge
The new arrangements and remixes This meant adding moves like boosting, sliding and selection of missions” and gave it 85%. Less
the homing attack for Modern Sonic. impressed, GamesRadar gave it 3.5/5, and said
The main reason to seek out the 3DS that “there is plenty to enjoy if you bother to look
version of Sonic Generations outside of the main story mode” but complained
is that while it follows that “the new levels are just too unambitious and
the same story beats end up playing like Sonic’s recent DS outings”.

Q In this mission, Sonic has to play a bit


of tennis with the crocodile behind the
turntables, using the homing attack to
return a musical note to him repeatedly
during a fairly lengthy rally. This is generally » [3DS] Modern Sonic’s viewpoint sometimes » [3DS] Radical Highway is a stage Shadow
considered to be one of the trickier slants, but full 3D gameplay isn’t present. originally played, but we’ll let it slide.
Challenge Acts in Sonic Generations.

RETRO GAMER | 21
SIX FAMILIAR FOES AND ONE NEW NEMESIS STAND IN SONIC’S WAY

Q Calling back to Stardust Speedway in Sonic CD, Q This telekinetic terror races through Crisis City,
this encounter pits Sonic against his automated flinging cars and other debris at Sonic. When he
antagonist in a running battle. Metal Sonic will try levitates multiple objects, they create a path that
to charge at Classic Sonic from behind, blast him allows you to use the homing attack to strike him.
with electricity and crush him with scenery, and is For the final phase, lateral movement will evade
vulnerable when visibly exhausted. his attack and create an opening.

Q This is a reprise of the outer space race from Q Sonic Adventure’s final antagonist is back, and Q The final boss of Sonic 2 returns, and thankfully
Sonic Adventure 2. Stay ahead of Shadow to the first part of the fight is rather familiar – boost isn’t quite so resilient here. In the first phase, let
grab the glowing orbs that float around the through the flooded city and head straight for the it jump over you and then jump into its rear to
stage, and once you’ve got two you’ll be able to moist menace. In the second phase, you’ll need knock it over. When the platforms appear, press
attack. Boost into the purple meteors to attack to navigate a treacherous path of fragmented a button to reveal a bomb, then lure Eggman into
him, and you’ll soon seal victory. platforms to deliver the final blow. attacking it.

Q Returning from Sonic Unleashed, Eggman has Q The game’s final foe is the traditional Super
given this plenty of attack patterns. It’s easiest to Sonic boss fight, and you can switch between
hit when it stops and traps Sonic between two Classic and Modern Sonic to shift the perspective
walls, allowing for wall jumps, but you’ll be able of the stage. Launch your partner forward with
to bop it in motion if you can avoid its fire and ice the jump button, and don’t forget to collect
attacks and maintain top speed. rings as they’re constantly depleting.

22 | RETRO GAMER
THE MAKING OF: SONIC GENERATIONS

» [PC] Even Classic Sonic’s stages make use of the 3D visuals, » [PC] Grab this helicopter at the beginning of Speed Highway and » [PC] The GUN truck may not always chase Classic Sonic directly,
twisting and turning even as Sonic’s movement is fixed. you’ll uncover an alternate pathway. but it’s always a threat.

came from a variety of “DEVELOPING STAGES so long to create, we added and you’ll see a concerted effort to deliver
musicians who had worked FOR ALL SONIC Missions into the game,” on the heritage of the series. Sonic Lost
on the series throughout its
GAMES IS A MASSIVE Iizuka remembers. The World changed up the gameplay, but leans

EFFORT REQUIRING
history, including Tomoya challenges included beating heavily on the highly stylised look of the
Ohtani, Richard Jacques, levels with a single ring, time early Mega Drive games, before Sonic
Cash Cash and more. A LOT OF TIME attack goals and utilising Forces reprised the pairing of Classic
Speaking to Sonic Retro
in 2012, Sonic Generations AND ENERGY” particular power-ups to
negotiate tricky areas. “For
and Modern Sonics and the gameplay
associated with them. The aforementioned
sound director Jun me, I really like the missions Sonic Mania took the opposite approach
Senoue explained that that involve co-operating to Sonic Generations to critical acclaim,
assembling the all-star team was a relatively with the other characters to complete creating and remixing stages in a retro
straightforward process. “I heard about the because it reflects the 20th anniversary style, and Sonic Superstars has carried the
levels we would have – Green Hill from the concept of the game,” Iizuka says. Classic Sonic style forward.
first one, Casino Night from the second – If there’s one thing Sonic fans love almost
and then I heard about the different styles hen it arrived in as much as the hedgehog himself, it’s
for Act 1 and Act 2. Then I just picked up November 2011, Sonic disagreeing with one another, and what’s
the styles of music I wanted to get and I Generations received striking about Sonic Generations is its ability
made a list of the musicians I wanted to positive reviews. Though to unify such an argumentative bunch.
team up with. I made some phone calls, games™ felt that “we Whether you wanted to blast through a
dropped a line via email, and yeah, we had could do without the need to complete 3D Green Hill Zone that would have been
them,” he said, though he did note that three challenge levels before being unimaginable in 1991 or desperately wanted
one desired collaborator proved elusive. allowed to move on to the next series of to see Sonic and Shadow duel one more
“As for [Masato] Nakamura-san’s music, I proper stages” it still felt the game was time, Sonic Team did as much as possible to
hoped I could team up with him to make an “one of the best Sonic games in recent fulfil those wishes, and the game is highly
alternate version but he was not available,” years”, with “some genuinely imaginative regarded as a result. So if you want to
he lamented, referring to the composer for and exciting level design”, enough to earn remember why you fell in love with Sonic all
the original Mega Drive game. it 7/10. 360 Magazine said “it’s great to those years ago, or are simply curious as to
For boss battles, Sonic Team chose a rival see Sega really nail the 3D formula” and what you’ve been missing out on, give Sonic
character of a similar stature to Sonic and gave it 4/5. Other scores included 84% Generations a play – you’re bound to find
a gigantic main boss for each era. Unlike from GamesMaster, 8/10 from Official something you’ll love.
the main stages, each boss was designated PlayStation Magazine and 70% from Play.
for either Classic or Modern Sonic, but the Sonic Generations wasn’t just a
developers kept the core theme of the game critical turning point for the series. Sonic
in mind. “Act 1 stages were always nostalgic- Generations managed to shift 1.85 million
themed, while Act 2 stages had more modern copies in its first six months and had a
themes, so we kept the same concept for long tail, with the game still selected as
boss and rival battles. We created gameplay a highlight in a 2021 financial statement
that was both nostalgic and new for them,” from Sega. That success greatly influenced
Iizuka explains. “Specifically, we wanted the future of the series. “Before Sonic
the feeling of nostalgia to come through in Generations, we felt the Modern series
the entrance scenes of the boss and rival moved the Sonic franchise forward from
characters, so we designed their entrance the Classic series, so the Classic series » [PC] Seaside Hill is so striking in its updated incarnation, we’re
tempted to revisit Sonic Heroes.
accordingly, then the gameplay would was regarded as Sonic’s past. Our 20th
include new attacks and strategies to defeat anniversary title, Sonic Generations, was
the bosses and rivals to make for a fresh new key in changing how we thought about
gameplay experience.” things,” Iizuka reflects. “Not only was it
As well as the main stages, players must the first game to mix both the Classic and
complete a number of Challenge Acts to Modern series together, but it also made us
make progress. “Developing stages for all think about preserving and growing both of
Sonic games – not just Sonic Generations – is those series as the Sonic brand continues,
a massive effort requiring a lot of time and which ultimately led us to Sonic Mania.”
energy. A stage that takes the development After years of struggling to find a
team half a year to create can be completed direction for Sonic, looking backward
in no time because Sonic runs so fast. To get revealed the path forward. Examine the » [PC] The thrilling final stretch of Crisis City Act 2 is a reminder that
the most out of all the stage assets that took games that followed Sonic Generations, Sonic 06 had some strong concepts.

RETRO GAMER | 23
IF ANYONE HAS A TORTURED PAST TO RESOLVE, IT’S SHADOW – AND HE’S ABOUT TO GET HIS CHANCE IN SONIC X SHADOW GENERATIONS

f you’ve ever wanted to try Sonic while reintroducing some characters from
Generations, you’re in luck – an the past,” says Iizuka, detailing the story.
expanded remaster titled Sonic X “One of the characters we felt had to return
Shadow Generations is releasing was Black Doom. Even though Shadow had
imminently, and includes both the already defeated Black Doom in Shadow
original game and an all-new Shadow The Hedgehog, the destruction of time
Generations campaign. As Takashi Iizuka tells and space allowed this character, critical to
us, Sonic’s silver-screen exploits were the Shadow’s past, to come back and be a threat.
impetus for the new release. “The second There are also other critical characters from
Sonic The Hedgehog movie was a success Shadow’s past that return, and all play a part
that teased Shadow The Hedgehog at the in explaining Shadow’s dark origins and who
end, and almost immediately, we knew there he is as a character today.” » [PlayStation 5] Shadow shows off his snazzy new wings. Who
was going to be a third movie with a focus With Black Doom returning, Shadow gains needs Knuckles for gliding, anyway?
on Shadow,” he says. “The movies have access to a whole selection of unlockable
done an amazing job of entertaining and Doom Powers that set him apart from Sonic.
introducing our characters to so many people “Different stages let Shadow show off his
who may have never played a Sonic game new abilities like surfing on water, gliding
before, and probably haven’t played the older and completely transforming to move across
games with Shadow.” different terrain,” Iizuka tells us, before
Although Shadow was introduced in explaining their role in the game’s new White
Sonic Adventure 2 and had a solo adventure, Space hub world. “The White Space in Sonic
Iizuka explains that Sonic Generations made Generations was a fun 2D platforming hub
the most sense as “The [original] concept world, and we wanted to do even more for
was to create one game that combined all the Shadow Generations White Space, so
the great Sonic moments and introduce it to we used elements from the Sonic Frontiers’
a younger audience while also being a fun Open-Zone design to create a 3D White » [PlayStation 5] With Doom’s Eye in the distance, Shadow gives
celebration for fans that grew up playing Space. One of the reasons why we went in chase down the Radical Highway.
the earlier games.” As a result, Sonic Team this 3D platforming direction was to enable
felt that “this was the perfect game to bring Shadow to use all his Doom Powers in the ways to play through their favourite Shadow
back and add Shadow content to, because White Space and really push players to run moments,” Iizuka tells us. “It was also
it would introduce our new movie audience around and explore the hub world.” important to make sure a variety of past
to all the great moments from Sonic’s and Of course, the bulk of the gameplay takes stages and visuals were reflected across an
Shadow’s histories”. place in new Generations-style stages not entire level, so players felt like they were
While Shadow played a minor role in previously seen in Sonic Generations. “We speeding through various locations, not
Sonic Generations, Shadow Generations is wanted to make sure the stages were pulled just one long stage. The team also had to
set during the same events. “Shadow was from the legacy titles that Shadow was consider the design of each stage and ensure
also affected by the chaos brought about involved in so new players could become they could create a Generations-style act
by the Time Eater, so we wanted fans to see familiar with his iconic levels and gameplay, with branching routes to get familiar with
what happened to him in the White Space, and long-time fans could appreciate new Shadow’s Chaos Control and Doom Powers.”
As for Sonic Generations, what can
returning fans expect from the remaster?
“Classic Sonic can now use the Drop Dash
ability, which gives players new ways to
traverse those levels, and we have also added
new collectibles, additional bonus content
and other surprises that we’re looking forward
to fans discovering,” Iizuka teases. One new
feature Iizuka mentions for Sonic
Generations is Chao Rescue.
“Chao have been hidden all over
stages, and to find them all,
players will need to explore
paths they may have never run
down before.”
Sonic X Shadow
Generations is scheduled
to arrive on PS4, PS5, Xbox
One, Xbox Series X/S, Switch
and PC on 25 October – right
around the time this magazine
» [PlayStation 5] By using Chaos Control, Shadow can zip along these glowing pathways. hits the shelves.

24 | RETRO GAMER
THE MAKING OF: SONIC GENERATIONS

OUR FIRST IMPRESSIONS OF


SHADOW’S VOYAGE INTO HISTORY
Q While we weren’t able to get a review into this
issue we have had a chance to play a preview
version of Sonic X Shadow Generations on PS5,
so we thought we’d share some first impressions
with you all. Playing through Green Hill and
Chemical Plant in Sonic Generations, it feels like
the remastered version will be a great way to play
the game. Muscle memory meant that we didn’t
click with the revised controls, which are more like
» [PlayStation 5] Don’t forget that Sonic Generations is those of Sonic Forces, but it’s possible to change
part of this remaster – it’s still rather great. them back. We did find some of the Chao, and
they’re a neat little addition.
» [PlayStation 5] Shadow’s new Doom Powers As for Shadow Generations, we were able to
are used for combat, navigation and more. play Space Colony Ark Act 1 and Kingdom Valley
Act 1, and they lived up to the expectations we had
based on the quality of Sonic Generations. Both
captured the essence of what made those stages
exciting in their original games, and we saw what
Iizuka meant about representing a variety of past
stages when the space colony gave way to Radical
Highway. Shadow’s Doom Powers ensure that he
feels sufficiently different to Modern Sonic, while
still offering similar high-speed thrills, and the new
control scheme feels better here. Both stages took
over five minutes to beat with the top S rank, so
they feel nicely lengthy.
We also got to fight the Biolizard and Metal
Overlord bosses. The former starts off similarly
to Sonic Adventure 2 but quickly reveals new and
improved attack patterns, while Metal Overlord’s
battle was a little trickier, but once you’re
acquainted with Shadow’s handling on water
you should be good to go. Based on what we’ve
» [PlayStation 5] The Biolizard also served as a
played, we’re looking forward to giving the final
boss in the 3DS version of Sonic Generations. version a try in the very near future.

» [PlayStation 5] We’re curious to see how


Metal Overlord factors in, as Sonic’s crew
defeated him in Sonic Heroes.

RETRO GAMER | 25
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THE MAKING OF

WHERE’S THE FIRE, BUDDY? PROGRAMMER


WENDI ALLEN AND HARDWARE ENGINEER JOHN RAY
TEAM UP TO TELL US ABOUT THE CREATION OF THE
FIRST TRUE CO-OPERATIVE GAME IN ARCADE HISTORY
WORDS BY PAUL DRURY
tari learned an important lesson them towards the blaze. The town planners of
early in its history – gamers loved this particular metropolis seem to have revelled in
taking on a human opponent. Pong sharp corners and unexpected chicanes, as well
had given Atari its first big hit at the as building apartment blocks much too close to
start of the Seventies and Tank and major highways, meaning jackknifing your vehicle
Gran Track 20, both released into arcades in into someone’s front room is worryingly easy,
1974, had similarly tapped into the appeal of especially when driving at speed. And speed you
challenging a frenemy for bragging rights. Yet must – that faraway fire is raging.
by the end of the decade, Atari considered Atari had introduced the multi-directional
IN THE another possibility – wouldn’t it be fun if players scrolling playfield with Super Bug, released Q Wendi Allen joined
KNOW got to be on the same side? “I remember
a discussion about whether a co-operative
the year before, and as Wendi had been the
lead on that title, her debut for the company,
Atari in 1976, working
on such seminal vector
 PUBLISHER:
ATARI two-player driving game would be possible,” it made sense that she would be the main titles as Lunar Lander and
 DEVELOPER: recalls Wendi Allen, who had joined Atari in programmer on this new project. “Fire Truck Asteroids. She cofounded
ATARI the summer of 1976, “and I vaguely remember used the same technology as Super Bug, Videa in 1981, which would
 PLATFORM:
ARCADE
someone, although I couldn’t tell you who, although it was necessary to enhance it in a later become Bally Sente.
 RELEASED: saying that a fire truck requires two drivers…” couple of ways,” she explains. “It needed a
1978 Thus, the first co-op coin-op was born. Yes, larger vehicle in the centre of the screen, so
 GENRE: Pong Doubles (1973) had added another bat the ladder is actually a separate motion object
OVERHEAD so a pair of paddle twisters could team up, but from the front part of the truck, which was
DRIVING
from its inception, Fire Truck was designed generated with the same circuitry as the car
around the core concept of two players working in Super Bug. We added a few more sounds,
together towards a common goal. The game including a siren, and of course, we needed
tasked two brave firefighters with steering their the ability to read a second steering wheel.”
articulated vehicle through the heart of the city,
dodging parked cars, inconvenient oil spills and
following on-road arrows at junctions directing

DEVELOPER Q John Ray, pictured


HIGHLIGHTS here in 1977, the year he
joined Atari, stayed at the
SUPER BUG
PLATFORM: ARCADE company until 2002, and
RELEASED: 1977 was team leader for the
CANYON BOMBER San Francisco Rush series
PLATFORM: ARCADE amongst many others.
RELEASED: 1977
LUNAR LANDER
PICTURED
PLATFORM: ARCADE
RELEASED: 1979

» [Arcade] Cornering is key –


» The bezel around the screen keeping the rear of your truck
depicts the towering inferno you at least vaguely in line with the
are headed towards – though front will maintain your speed
you never quite make it there… and avoid collisions.

28 | RETRO GAMER
THE MAKING OF: FIRE TRUCK

“I REMEMBER A DISCUSSION
ABOUT WHETHER A CO-OPERATIVE
Yes, Fire Truck did not only embrace the
idea of co-op play on the screen, the game TWO PLAYER DRIVING GAME
fully embodied it in the design of its imposing WOULD BE POSSIBLE AND
cabinet. The driver of the truck was seated at SOMEONE SAID THAT A FIRE
the front of the machine, while player two would TRUCK REQUIRES TWO DRIVERS…”
stand behind them, using a second steering
wheel to desperately try to keep the ladder
section in line with the cab in front and avoid
any nasty collisions. “The rear steering wheel
would only affect the orientation of the back
of the truck relative to the front, which is being
dragged along for the ride, as in a real fire truck,
so nothing clever was happening there,” says
Wendi, modestly. “What was a challenge was
getting the self-driving to feel right. I had to make THE STORY BEHIND THE SINGLE-PLAYER
the game playable by a single person in either
SEQUEL, SMOKEY JOE
position, so I needed to implement computer Q Given Wendi had already spent considerable time
driving for both the front and the back. When creating a self-drive function in Fire Truck, meaning one
the computer was driving the front, I used the player could steer either the front or the back of the
same technique as Sprint II. Although the road vehicle with the computer taking on the role of co-driver,
looks uniformly black to the player, there are we wondered why Atari felt the need to release Smokey
» [Arcade] The rear of your truck can easily
actually eight different ‘black’ characters used swing out of control, causing many a nasty Joe, a dedicated single-player version of the game, later
to build the road, each containing an invisible jackknifing incident. in the same year? “Ah, that was because operators
arrow that can be ‘read’ by the software, telling complained that Fire Truck took up too much floor space
the algorithm which way to steer. Then there for the amount of money that it was earning,” explains
was the challenge of getting the rear to behave Wendi, noting both games are identical in terms of
reasonably when a single player was driving the gameplay. “Creating a single-player game in a standard-
front! I used a combination of the invisible arrows size cabinet seemed like a sensible way to generate
under the rear wheels, as well as the position of more sales and amortise the development costs.” The
the front wheels, to determine how the rear of logic seems to have worked, as RePlay magazine listed
the truck should move.” Smokey Joe as the ninth highest-grossing game of 1978,
with the original Fire Truck coming in at number 12 on
or a black-and-white game the chart. And you can read all about the creation of the
released in the Seventies, there predecessor to both games, Super Bug, in RG138.
was a lot going on under the
bonnet, including bespoke audio
circuits to create your engine’s
wailing siren and horn. “That was all done
with analogue circuitry, which was pretty
tricky for me as my focus was primarily on
digital electronics,” notes John Ray, hardware
» [Arcade] Playing with a co-driver is great, though
engineer on the project. “Fire Truck was the it can induce road rage when they take a corner all
first game I worked on and I learned a lot kinds of wrong.
from Wendi. She was always very patient
and helpful and gave me the perfect start to
my Atari career. And I loved the idea that two
people could play together co-operatively.”
John was not the only one who loved
the game. Wendi recalls being contacted
by a firefighter in Northern California, who
had bought a machine and installed it in the
station house for the crew to enjoy, but now
needed help to fix a fault. “We exchanged
emails and I helped get the game working
again,” she smiles. “They were very grateful
and I was very proud.”
Given that the game pioneered the whole
concept of co-op play, a legacy which can be
traced from Atari’s own Space Duel (1982)
through to Mario Kart: Double Dash!! (2003) and
beyond, is Wendi proud of what she began with » The single player Smokey Joe looked very similar
» [Arcade] Crashing into buildings and parked cars
Fire Truck? “Sure,” she replies, “but I’m proud of is accompanied by a sickening audio thud and to its technological predecessor, Super Bug.
most everything I did in those days!” comic book ‘crunch’ bubble.

RETRO GAMER | 29
ULTIMATE GUIDE

WELCOME TO THE DANGEROUS REALM OF RASTAN, BRAVE


WARRIOR, THIEF AND... MURDERER? IT’S AN UNCONVENTIONAL
BEGINNING FOR THIS TALE OF EPIC BRAVERY AND SWORDSMANSHIP,
AS THE MIGHTY BARBARIAN TAKES ON A HORDE OF CLASSIC
MONSTERS, DRESSED IN JUST A FUR-LINED LOINCLOTH. TREASURE,
GLORY – AND HOPEFULLY NOT TOO MUCH COLD WEATHER – AWAIT

» [Arcade] These
bubbling acid pits are
just another hazard for
Rastan to leap over.

30 | RETRO GAMER
ULTIMATE GUIDE: RASTAN

hanks to Arnold that lead to their master. Should Rastan


Schwarzenegger’s Conan films, succeed in despatching the six bosses lurking
barbarians were hot property in their lairs, fortune and – more importantly –
in the mid-Eighties. By 1987, fame will be his.
Tecmo had already released Rygar, Rastan divides into six areas, each of which
and Palace Software was busy on its home- breaks down into three sub-stages. The first
computer slash-’em-up, Barbarian. Clearly, segment of each area is the hazardous open-air
loincloth-clad, hyper-muscular warriors were in journey to the boss’s dwelling, with enemies
fashion, and arcade fans soon had the ultimate attacking the barbarian from every direction.
slash-’em-up to sate their bloodlust. The screen scrolls horizontally (with limited
Taito’s Rastan has two different plots scope to backtrack) and later in every direction » [Arcade] An aged Rastan sits on his throne, ready to impart another
tale of adventure.
depending on which version you play. In the as Rastan explores caves beneath the surface.
Japanese game, having obtained the consent of In the second segment, he enters the castle
the Princess Of Ceim, Rastan is on a mission or caves just outside the boss’s lair, which has
to bring back the severed head of a dragon. more hazards, traps and enemies. Finally, the
Should he succeed, all the treasures of the barbarian faces off against the round’s chief
empire will be his. The rest of the world got a antagonist. In the spirit of the rest of the game,
somewhat more bizarre tale: having admitted this is usually a fantastical creature or warped
to surviving his younger days by thieving and humanoid [see the Boss Rush panel].
murdering – yes, murdering – Rastan is now To help Rastan vanquish this immense army
king of his realm and looking back wistfully on of monsters, he has a sword. A very big sword.
his days of adventure. Sitting Conan-like on his Honestly, you probably couldn’t even lift it.
throne, the king justifies his past endeavours as But Rastan can, and pressing the fire button » [Arcade] Let us guess – does it mean playing the game again?
surviving in ‘difficult times’. And now he wants
to tell us all about it, inviting us to sit beside
him as he divulges an adventure of danger and
wonder. Don’t fidget – remember his past.
Fed up of thieving and murdering [we get
the point – Ed], Rastan decides to take
out some of the real scum of his land.
A legion of fantastical monsters lurks
on the periphery of man’s domain,
each guarding the castle or caves

“WE WANTED BIG SPRITES


LIKE THE ARCADE, BUT
THE AMSTRAD IS QUITE
SLOW TO DRAW THEM”
» [Arcade] Rastan contains
many impressive backdrops.

» [Arcade] Confronting
another demon in
Rastan’s fifth stage.
HAMMER
AXE

FIRE
SWORD
SWORD RETRO GAMER | 31
HARPY
unleashes an almighty “THE MUSIC STILL Mantle and Armature protect
swipe, instantly turning most him from enemy attacks,
enemies into bloody viscera.
HAUNTS ME” while the Gold Sheep –
For such a huge guy, he’s also presumably inspired by Jason
very agile, able to jump and And The Argonauts’ Golden
leap (by pressing up and jump) and climb ropes Fleece – increases the power of his attacks.
while slashing at assailants. Some enemies, Furthermore, picking up the Ring speeds up
such as the half-lion half-goat Chimera, require Rastan’s attack, while the Rod has a mystery
a crouched attack; others, such as the winged power. Retro Gamer has a feeling it lengthens
Harpy, can only be destroyed by performing a Rastan’s stride, but we could be wrong. In
flying swipe. Rastan also has two jump attacks addition to these, bottles of Blue Potion boost
in his locker: pressing fire while jumping up or Rastan’s health, while the Red Potion reduces
down performs these; invaluable moves against it. Finally, some enemies also drop Gems,
those testy enemies that refuse to just stand which grant the barbarian a score bonus.
there and let the barbarian slaughter them. It doesn’t end there, either. Rastan will have
the opportunity to upgrade his sword at several
ther enemies include sword- points throughout each area. Usually perched
» [Arcade] The game helpfully lists all its power-ups. fodder Lizard Men, spiky high up are weapons; grab these, and he’ll
Centaurs, armoured Skeletons, temporarily wield a powerful alternative. First
knife-flinging Demons, giant up is the axe, located in a cavern inside round
snakes and heavily armoured one, awarding Rastan extra power. The hammer
humans. Each holds a different threat, and (which looks more like a mace to us – but
Rastan must deal with each accordingly. Our anyway) extends the range of his attacks, while
hero possesses an energy bar, sapped with the ultimate weapon, the Fire Sword, not
each hit from an enemy or encounter with
an environmental hazard. In a novel twist,
this bar emanates from a pulsing heart; the
closer Rastan is to death, the faster it beats,
accompanied by a heartbeat sound effect.
While he may be fearless and powerful,
Rastan needs help in this challenging quest.
Littered through each area are magical items
» [Arcade] Flying enemies can be particularly troublesome. that will boost him in some way. The Shield,

RETRO GAMER’S GUIDE TO


RASTAN’S DEVILISH BOSSES » [Arcade] Each round contains a
AND HOW TO BEST THEM second segment set in a castle or cave.

Q This skeletal creature wields a long Q Snakes spit blue fire at Rastan as Q This deadly wizard is dressed in Q This well-armoured boss fires the
halberd while occasionally raining King Slay athletically leaps around ornate clothes and casts blue fire same fireballs as Symplegades and
daggers down on Rastan. Their kingly the screen. They also have a set at Rastan. Their teleportation spell possesses a powerful sword attack.
garb includes a crimson dress and of purple wings, which they use to makes them a tricky opponent. They jump to avoid Rastan’s sword.
golden cloak. escape danger.
HOW TO BEAT THEM: HOW TO BEAT THEM
HOW TO BEAT THEM HOW TO BEAT THEM They are invincible when teleporting, Their jump is also their weakness –
Their halberd has a long reach, but Low blows are definitely the best which they do when Rastan approaches. crouch beneath the leap and power
they rarely use it. Wait until they jump here, avoiding King Slay’s attacks and Therefore, the jumping sword plunge several swipes with your sword
then leap in with a few swift swipes. sapping their strength at the same time. from above is best used here. when they land.

32 | RETRO GAMER
ULTIMATE GUIDE: RASTAN

RETRO GAMER SPEAKS TO BRIAN BEUKEN ABOUT HIS AMSTRAD CPC PORT OF RASTAN

Were you familiar with Rastan on every single


the arcade game? thing, forcing us to
Not until the job landed on my desk! Ocean drop the Mode 1
provided me with one of its briefcase board score panel and
kits and we played it to death for a few weeks. the flaming sword.
The music still haunts me. Plus, we had to get
imaginative with
With whom did you work on Rastan? the sprites sharing
I was working for Icon Design, a small legs across
work-for-hire code shop based in Prestwich, different monsters. overran quite badly due to the memory and
Manchester. The artist was Paul ‘Prof’ If we had been allowed to make it 128K only, it speed issues. I was also working on other
Windett, and there was a little help from would have looked amazing, but… projects as the Amstrad ‘specialist’.
another programmer in the building whom
I can’t recall. But he discovered the trick of The bug that surfaced post-development must How do you think you did in retrospect?
resetting the blanks midway down the screen have been frustrating? I did the best I could under the circumstances.
which allowed a fixed panel at the bottom. Rastan was tested thoroughly by Icon and Ocean It was far too big a project to fit into the
and there were no obvious bugs – but the memory standard Amstrad. With two screens used
The sprites are notably large in the arcade was absolutely, totally, completely full. The for smooth updates, you have about 26K of
game. How much of an issue was that for you? Speedlock system may have done something to RAM to accommodate all those sprites, levels,
It was a massive issue. We wanted big sprites use a bit of memory and caused some data to get characters, and fonts. It was challenging. We did
like the arcade, but the Amstrad is quite slow to mangled. We showed our masters at Ocean to ask for a 128K version, but the answer was no.
draw them. I used the same compressed sprite prove it wasn’t us, but we had no clue who was to
routine that I had used on Yie Ar Kung-Fu – but blame or what was mangled. Our thanks to Brian for his time. To check
even compressed, those sprites ate memory. out his latest work, Raspberry Pi space epic
Our initial enthusiasm for the game became Were you under a lot of pressure? Empires: Sins Of The Fathers, head to
strained when we needed to start saving bytes Oh yes, and Ocean was right to apply it – we patreon.com/BrianBeuken

WINGED
MAN

Q This five-headed creature spits Q With its terrible roar and sweeping
fireballs at Rastan while advancing fire breath, this crimson dragon is
menacingly. Scaly but slow, it’s Rastan’s most formidable opponent. It
nonetheless a formidable enemy. is relatively agile for its size, too.

HOW TO BEAT THEM HOW TO BEAT THEM


Keep your distance while slashing,
and don’t forget to duck when the
Anticipating the fire breath is critical
here as it severely saps Rastan’s
CHIMERA
fireballs appear. You’ll need to remove energy. Leap in once it’s expended and
all of its heads to win. hack away at its tail when it retreats.

GREY HALF
ARMOUR
RETRO GAMER | 33
AND LO, THE WARRIOR KING APPEARED IN OUR HOMES – HOW FARED HE?

GREEN
HALF
ARMOUR
LIZARD
MAN

Q While graphically pleasing, some Q There’s a kernel of a good game Q This portable version goes by the
serious gameplay issues exist here as here, but it needed more playtesting. name of Rastan Saga, understandable
the Amstrad struggles to reproduce While getting poor Rastan to lock considering it was never officially
Rastan’s fast-paced action. Randomly onto the many swinging ropes is the released outside of Japan. It’s a
spawning enemies don’t help, and the biggest issue and possibly bugged more-or-less direct port of the Master
jerky scrolling and general turgidness (especially in round four), a muddy System game, with little consideration
make it a chore to play. It’s a shame display and other jumping issues add for the display change. Consequently,
the devs weren’t permitted 128K of up to a frustrating game despite an some of its graphics are flickery, but
memory… or more time. epic Martin Galway tune. it’s still a decent effort.

SERPENT
LADY
BLUE
WIZARD
Q Produced by Taito, this is a rather Q Ocean handed development duties Q While admittedly released later
curious affair, spinning a fresh tale of for Imagine’s Spectrum port to Icon than most other versions (1990), this
destiny, cold steel and a kidnapped Design, and it did an admirable job DOS port of Rastan is surprisingly
princess. This is a rather nice-looking considering the restrictions. The game good. It appears that Rastan has
game, although its sprites are quite moves well, the sprites are sizeable been eschewing the weights for the
small. The levels are abrupt, and and detailed, and Rastan is again a treadmill, such is the speed at which
while its star isn’t quite as mobile as nimble fellow. However, as noted he zips across each area. The hack-
in the arcade game, and there’s some at the time, the multi-load sucked and-slash action is just as sweet, and
slowdown, it’s still one of the best much fun out of the game, and a bug it’s evident much love was put into it
home ports of Rastan. sometimes affected the levels loading. by developer NovaLogic.

Q Another great-looking game on Q Another Taito port, and like the Game Q Until a few years ago, when
this 16-bit computer, and fast, albeit Gear game this was Japan only, thus erstwhile Ocean artist Mark Jones
with some control issues. Ported by reverting to the Rastan Saga moniker. recovered a demo disk, this 16-bit
NovaLogic, this, alongside the PC Graphically, Rastan himself looks superb, attempt at Rastan was unheard of. Why
game, has yet another plot – it takes although the colour-bland enemies are Ocean abandoned it remains a mystery,
place in the ancient land of Lograth, a disappointment. The main gameplay although technical issues and time
and the king is now evil and must be difference is that it’s flick screen, but constraints – the bane of the published
defeated. We give up. that doesn’t harm the hacking fun. 8-bit versions – are most likely.

34 | RETRO GAMER
ULTIMATE GUIDE: RASTAN

only increases Rastan’s “WE DID ASK FOR A these versions, too: now,
power but also shoots an evil wizard named Karg
fireballs, useful for taking
128K VERSION, BUT has opened up a portal,
out enemies from a safe THE ANSWER WAS NO” unleashing thousands of
distance. Sadly, all these monsters upon the world of
enhancements only last a Maranna. Maranna’s king,
short time (except for the Ring) and instantly Rastan, takes it upon himself to rid his realm of
vanish should Rastan lose a life. these monsters before facing off against Karg,
in his deadliest guise, a soul-sucking dragon. THE ONGOING ADVENTURES OF THE
eleased in the spring of 1987, Bizarrely, the Sega Master System game ARCADE’S FINEST WARRIOR KING
Rastan became a big hit in the revealed yet another plot, this time involving six
summer of that year as fans devious lords and a kidnapped princess, with
flocked to its brutal, primal Rastan, a mere blade-for-hire, summoned by
gameplay. It helped that the game the king to rescue his daughter.
looked fantastic: hefty, impressive sprites Rastan’s success engendered arcade Q Taito quickly turned
backed up with some incredible backdrops and sequels, which failed to bypass the naming around this sequel to
environmental effects. Anyone skilled enough confusion. In Japan, Rastan Saga II was capitalise on the series’
to make it to round six is in for a treat with its simple enough; however, rather than popularity. The sprites are
blood-red skies and a violent thunderstorm renaming it as Rastan II in Europe and the US, even larger (!), and there’s
framing the foreground mayhem. The sound it was released as Nastar and Nastar Warrior, another vast range of striking enemies. Unfortunately,
is excellent, too, its three rumbling tunes respectively. A second sequel, Warrior Blade: while it has some fresh gameplay elements such as
complementing the action perfectly, especially Rastan Saga Episode III, added more words destroyable blocks, co-op play, new power-ups and a
the stentorian thunder of the boss fights. and further bewilderment. bouncy soundtrack, the game feels rushed, especially
Named Rastan Saga in Japan, the game Inconsistent naming aside, the original Rastan with its laughably difficult – and unimaginative – boss
was initially released under the same name in remains a technical marvel of a second golden fights. Rastan Saga II was ported to just the Sega
Europe, causing confusion when it eventually age of arcade gaming. There can surely be no Genesis outside of Japan but under its original title
became abbreviated to just Rastan. By the time finer adventure for fans of Robert E Howard’s rather than Nastar.
Ocean Software, under its Imagine imprint, famous character, even if Rastan actually bears
released multiple home ports a year later, more similarities to another of the writer’s
Rastan was still occasionally promoted under creations: Kull The Conqueror – depending on
its original name. A new plot surfaced for which plot you follow…

» [Arcade] Dramatic skies


for the final round.

Q Unbelievably, Rastan and his enemies got even


bigger for this third arcade game, now featuring
a second monitor and moulded into a Golden Axe
template. Two further playable characters join our
familiar friend, a female warrior named Sofia and a
ninja-esque chap called Dewey. Released in 1991,
it’s a fine game graphically and plays as swiftly as
the original. Alongside the co-op play are smashable
containers, magical powers, horse-riding segments
and some appropriately gruesome bosses.

Q With its European


publisher, Titus, on its
last legs, Taito acquired
the distribution rights for
Saffire’s 3D beat-’em-up,
Barbarian, in its local
market, renaming one of its characters to Rastan
and adding the name to the title for its Japanese
release. Cosmetic changes aside, it’s a generic
beat-’em-up with little to redeem it and virtually no
connection to the original series beyond its name
and the Conan-styled fighter. It represents a sad
end to the series… for now.

RETRO GAMER | 35
THE RETRO GAMER GUIDE TO

LORD SUGAR’S BUDGET


COMPUTER MIGHT HAVE
TRAILED BEHIND ITS
PEERS, BUT IT STILL
HAD PLENTY OF GREAT
GAMES TO DISCOVER
WORDS BY
DARRAN JONES

36 | RETRO GAMER
THE RETRO GAMER GUIDE TO: AMSTRAD CPC 464

T A BRIEF INTERVIEW
he success of the Commodore 64 and Spectrum saw other
companies take note and it wasn’t long before Amstrad
entered the market with its own range of computers. Unlike

WITH JIM BAGLEY


their competitors, they typically launched with green or coloured
monitors and built-in cassette decks, giving them quite an advantage
due to many people only having a single television in the household.
Although it had a massive following in France, and the UK, lazy Spectrum THE VETERAN DEVELOPER TALKS AMSTRAD GAMING
ports and a lack of killer exclusives meant that Amstrad’s machine trailed
behind its competitors and it went on to sell just over three million units would be the same on the
across its entire range. We’re focussing on the original tape-based CPC 464 Spectrum, compared to taking
here and covering the titles that really made the machine sing. How many the C64 art, so unfortunately
of the following classics did you get to experience? for Amstrad users it makes for
a faster port. For the likes of the
games I had to port to Amstrad,
the artist did a mega quick
conversion to four colours so
they could get onto starting the
next Spectrum game.

What’s the best Amstrad


game you’ve played and why?
What benefits did the Amstrad That’s a tough one to answer.
offer over its peers? I have three favourite Amstrad
The Amstrad had the ability games (well according to me
SORCERY 1985 to put any of the 16 colours anyway) Ikari Warriors, Bomb
THE GANG OF FIVE from a palette of 27 in any Jack, and Ghosts ’N Goblins.
It was hard going for Amstrad in the early days, with many gamers pixel on the screen. There were It’s mainly because they were
content with their Spectrums and C64s. Sorcery was one of the first also no attributes like on the written for the Amstrad, rather
exclusives that proved the Amstrad was more than capable of delivering Commodore 64 and Spectrum. than ported from the Spectrum
in the software stakes, and even today, it looks absolutely phenomenal version to the Amstrad.
thanks to its beautiful chunky visuals and slick scrolling (for an Amstrad Why were so many Amstrad
game at least). The actual gameplay is rather simplistic, requiring you ports of the time similar to Why do you think the Amstrad
to have the relevant item to unlock the captured wizards, but it plays their Spectrum counterparts? CPC 464 was less popular than
exceptionally well and has a tough, but fair difficulty level. An update, I guess the majority of systems like the C64 and the
Sorcery+, was later released for the CPC 6128. Amstrad ports were similar to ZX Spectrum?
their Spectrum counterparts I’d say because it was expensive
probably because they were because it also came with a
written by the same person monitor unlike the Spectrum
who did the Spectrum version. and C64, which you could use
Also the sprite sizes and coding with your existing TV.

DONKEY KONG 1986


ARCANA SOFTWARE DESIGN
There are far too many great Amstrad arcade conversions to feature
here, so we’re going to concentrate on only covering the cream of the crop.
Donkey Kong is the cherry proudly perched atop all the delicious cream, and
it remains perhaps the best conversion of the game from its time period.
Ocean’s port is staggeringly good. It retains the original ratio of the BACTRON 1986
arcade coin-op, has extremely similar aesthetics and even manages VINCENT BAILLET
decent sound effects. The collision detection feels spot on, but more The Amstrad is a haven for isometric games and this one is a doozy.
importantly, it features every single level of the arcade game, a feat Taking place in a human body, you must navigate the poorly human, whilst
even Nintendo’s own 8-bit console couldn’t manage. It is a truly looking for yellow enzymes to activate and avoid the viruses that are trying
outstanding arcade port that still manages to impress today. to stop you. It’s all finished off with great music and gorgeous animation.

RETRO GAMER | 37
THE SACRED ARMOUR OF ANTIRIAD 1986
PALACE SOFTWARE
This remarkable effort from Palace Software came out the same
year as Nintendo’s Metroid and is a very similar game (although it was
created with no knowledge of the classic Nintendo title). Playing as a
warrior named Tal, you initially only have access to throwing rocks, but
as you unlock parts of the titular armour, the game world slowly opens
up. The original release came with an impressive 16-page comic by
graphic artist, Daniel Malone, while its name was changed to the rather
naff-sounding Rad Warrior for its US debut. GET DEXTER 1986
REMI HERBULOT
This French classic started off life as an Amstrad exclusive, before
eventually getting ported to the Atari ST in 1987. Created by Remi
Herbulot when he was still a teenager Get Dexter is a fun isometric
adventure with a heavy emphasis on puzzle solving that still holds up
well today. Unlike many isometric Amstrad games, which look like
slightly enhanced Spectrum ports, Get Dexter offeres sensational
visuals that are bright and chunky and exceptionally animated. It
is no slouch in the puzzle department either, with plenty of clever
head-scratchers that never outstay their welcome. Known in France
as Crafton & Xunk, it’s a wonderfully surreal little game that was
succeeded by a less impressive sequel in 1988.

STARGLIDER 1986
ARGONAUT SOFTWARE
Jez San loved playing the arcade version of Star Wars so much he EXOLON 1987
created his own unofficial version. Although originally created for 16-bit RAFFAELE CECCO
home computers, Starglider is no slouch on the CPC, either, and it runs The talented Raffaele Cecco
at a very impressive pace. It’s a simple shoot-’em-up at heart, just like did some amazing work on the
the game it’s based on in fact, but that doesn’t take anything away from Amstrad, and Exolon is one of his
its hectic and exhilerating gameplay. best efforts. It’s an incredibly vibrant
run-and-gun that sees your lone
fighter trying to navigate 25 screens
of absolute carnage with just his
wits, lasers and missiles to rely on.

SPINDIZZY 1986
PAUL SHIRLEY
This isometric gem by Paul Shirley is a harmonious merging
of action and puzzle gameplay and sees you controlling a unique
device that can transform between three distinctive forms. You
have to navigate the sprawling game world against a tight time BARBARIAN 1987
limit, which can be extended by collecting gems. Spindizzy uses PALACE SOFTWARE
basic physics to help enhance its puzzles, but also utilises ramps, We were all set to include The Way Of The Exploding Fist here, until
jumps and other obstacles to ensure its gameplay always feels we remembered that Barbarian allows you to chop people’s heads off!
fresh with each new play through. Hugely popular on release, While Barbarian is extremely gruesome and clearly inspired by the Conan
Spindizzy’s success resulted in a sequel, Spindizzy Worlds, in movies, it’s a great fighter on its own merits, with a solid range of special
1990. Sadly, it never materialised on the Amstrad. moves and exceptional animation. Page 3’s Maria Whittaker and that
bloke who played Wolf in Gladiators starred on its controversial cover.

38 | RETRO GAMER
AUF WIEDERSEHEN MONTY 1987
GREMLIN GRAPHICS
Several Monty games appeared on the CPC, but this remains our
favourite. It’s a classic platformer where Monty must travel around
Europe collecting enough money so that he can retire on the island
of Montos. Some of the European caricatures feel a little suspect in
today’s climate, but there’s nothing wrong with its tight responsive

A SHORT INTERVIEW
gameplay and clever level design.

WITH MIKE LAMB


THE FORMER OCEAN SOFTWARE PROGRAMMER DISCUSSES THE 464
Why do you think the games
of Ocean Software were so
popular with Amstrad owners
GUILD OF THIEVES 1987 at the time?
MAGNETIC SCROLLS They could expect decent sales
This is quite simply the best graphic adventure that you can play on on most of their big licensed
the CPC 464 thanks to its expansive parser, humorous dialogue and titles so it made a lot more
genuinely challenging puzzles. Set in the same enchanting world as its sense to spend [more time
predecessor, The Pawn, Guild Of Thieves sees you trying to get into the on Amstrad] development.
titular guild by amassing as much loot as possible, as well as interacting John Brandwood (also known
with some extremely memorable characters. What were the Amstrad’s as Johnny Amstrad) set the
strengths compared to its standard at Ocean Software for
8-bit peers? CPC work. He also developed
First, individual pixel colour graphics and compression tools
addressing. Second, more that the rest of us used.
memory, though to be honest
you really needed it because What do you consider your
the graphics took far more very best Amstrad game
space than other systems. and why?
Third, [it had] a monitor, I would pick my Arkanoid
keyboard and floppy disk built- conversion because the
in. In theory these shouldn’t game didn’t need scrolling
really matter for games but and the graphics made it
TRANTOR: THE LAST STORMTROOPER 1987 it made developing for it a much better looking than the
PROBE SOFTWARE whole lot nicer. other available versions.
Prior to making a fortune selling Gaikai, David Perry was a superb
8-bit coder who dabbled in various systems before founding Shiny Why were there so many Are there any Amstrad games
Entertainment. This rather swish effort was turned around in a manner inferior Amstrad ports of you wished you’d worked on?
of months, and is an excellent port of Nick Bruty’s original Spectrum Spectrum games created for Easily, Renegade. John
game. It’s a classic run-and-gun with sensational-looking visuals, great the system? Brandwood and Mark Jones did
weapons and lots of scary monsters to battle. It’s admittedly rather light Simple: time and money. a great job with it.
on content, but remains a ridiculous amount of fun all the same.

RETRO GAMER | 39
ROBOCOP 1988
OCEAN SOFTWARE
Ocean was no stranger to film and TV licences, but many of its
earlier efforts were abysmal. RoboCop was not only one of its most
successful licences ever, but also helped set the template for what
HEAD OVER HEELS 1987 would follow, with levels based around key sequences from the film.
JON RITMAN Coded by Mike Lamb, RoboCop is first and foremost a run-and-
Jon Ritman’s follow-up to isometric adventure Batman remains one gun, with the vast majority of its levels featuring numerous bad
of his best loved games. Unlike many games of the time, play is split guys for RoboCop to gun down. Every now and then, however, the
between two distinct characters, Head and Heels, who each have unique stages are punctuated by smaller interludes that range from saving
abilities. It’s a great concept, helped further by a huge sprawling game a woman captured at knife point, to putting together an identikit of a
world and some truly deviously designed stages that require a fair amount bad guy. It works brilliantly, so well in fact that Ocean’s game stayed
of head-scratching to solve. It’s full of great humour, too, thanks to at the top of the charts for months. Ocean would take several more
excellent sprite work by the late Bernie Drummond. stabs at the franchise in the intervening years, but its original effort
remains the best.

RENEGADE 1987
IMAGINE SOFTWARE
This remains one of the greatest beat-em-ups on Amstrad’s console.
It’s a cracking port of the original Technos coin-op and another excellent
piece of coding from Mike Lamb, who also worked on the exceptional
RoboCop. Spread across several levels, Renegade features the same
three-way button configuration of the coin-op, which not everyone could
get to grips with. Master it, though, and you’ll find yourself able to pull off
all sorts of brutal moves, including a deadly knee to your opponent’s groin.
It was followed up by an equally solid sequel called Target: Renegade,
although the less said about Renegade III: The Final Chapter, the better. NEBULUS 1988
CHRIS WOOD
Clever programming made the towers in Nebulus continually rotate as
main character Pogo climbed up them. Nebulus is far more than a snazzy
XOR 1987 tech demo however, and the clever design of the towers soon proved that
ASTRAL SOFTWARE original creator John M Phillips had put a lot of thought into their actual
This intriguing maze game was construction. An obscure sequel was released solely for the Amiga in 1991.
released on a number of systems,
but the Amstrad version is easily
our favourite. The aim of the game
is relatively simple: traverse a OPERATION WOLF 1988
maze and capture all the masks OCEAN SOFTWARE
found there with your two shields, We came close to including
Magus and Questor. Initially, you Chase HQ, but this ultimately
simply have to deal with force won out. It's a highly polished
fields, which can only be entered version of the Taito coin-op,
by a certain direction. However as which features huge sprites,
the game progresses, chickens, decent scrolling and plenty of
fish and other dangerous hazards fast-paced action. Like its arcade
come into play. It’s tricky but oh parent, this Amstrad port isn’t the most complex of games and it’s
so satisfying when you finally crying out for some two-player action, but the gunplay never lets up
figure a tricky solution out. for a second, ensuring every game is fast and exciting.

40 | RETRO GAMER
THE RETRO GAMER GUIDE TO: AMSTRAD CPC 464

TOTAL ECLIPSE 1988 DALEY THOMPSON’S


INCENTIVE SOFTWARE
This ridiculously ambitious effort OLYMPIC CHALLENGE
was the third game to utilise the 1988
3D engine Freescape and was set OCEAN SOFTWARE
in Egypt in the Thirties. It’s a very The final Daley Thompson game
clever adventure game that utilises remains our favourite. The graphics
mechanics such as dehydration are superb, with lovely animation
and a heart monitor to ensure and large, vibrant sprites, while the
you’re fit enough to navigate the events themselves are nice and
many traps found in the massive varied – ranging from the Discus and PRINCE OF PERSIA 1990
pyramid you’re exploring. It runs Pole Vault to the 100-Metre Hurdles. MICROIDS
at a painfully slow rate, but the Special mention goes to the series of The incredible success of Jordan Mechner’s Apple II game meant it was
smartly designed puzzles and training events that determined your ported to a huge number of systems. The Amstrad was no exception, and
the clever ideas (a flashlight lets overall fitness level for each new day we’re delighted to say that it received a truly stunning port ny Microids that
you explore darker regions of the and the ability to choose different no doubt had Spectrum and C64 owners incredibly jealous. It’s essentially
pyramid) ensure you keep playing. trainers to wear in the field. exactly the same game as the Apple II original, meaning the Prince has just
60 minutes to navigate a huge dungeon and rescue his beloved Princess.
It’s massively improved over Mechner’s original, though, thanks to some
beautifully detailed sprites, tight controls and great use of colour throughout.

SAVAGE 1988
PROBE SOFTWARE
Coded by David Perry, Savage is essentially three games in one, each of
which pushes the CPC to its absolute limits. Section one is a run-and-gun
featuring a gigantic main sprite and lots of crazy particle explosions. The
second level switches pace and perspective, turning into a Space Harrier-
styled shooter, while the last is an exploration-based shooter where you
fly an eagle around a huge labyrinth in search of escape. It’s certainly
hard, but it plays well and still looks brilliant today.
LOTUS ESPRIT TURBO CHALLENGE 1990
ALI DAVIDSON
The CPC didn’t have many good original racing games, but it did have
this fine port of the hit Amiga game. Once you get past the weak visuals,
you’ll discover that Lotus Esprit is an excellent racer with a large number of
different courses, lots of individual settings to tweak and an excellent two-
player mode. Sadly, the CPC didn’t receive either of the two sequels.
This feature first appeared in issue 181 of games™.

NORTH & SOUTH 1991


NEW FRONTIER
BATMAN: THE CAPED CRUSADER 1988 Based on the popular Belgian comic
SPECIAL FX SOFTWARE Les Tuniques Bleues, North & South is
Coded by Jim Bagley, The Caped Crusader is great value for money a wonderful strategy game where you
as Batman has two distinct cases to solve. Not only do the graphics try to capture as much enemy territory
look nice and cartoon-like, even the screens ape the comics, with each as possible. There are a large number
area opening up in a separate comic panel. Fuelled by an excellent and of different battalions to master, from
very comprehensive icon system, Batman: The Caped Crusader is a cannons to horsemen while the
thoroughly gripping adventure that needs to be experienced. graphics are exceptional, easy matching the impressive 16-bit ports.

RETRO GAMER | 41
Alien Syndrome
PUTTING THE RUN IN RUNANDGUN
» RETROREVIVAL

 MASTER SYSTEM  1987  SANRITSU


It’s no secret that videogames generally
used to be a lot more difficult than
they are today, so it’s not uncommon
for me to revisit an old favourite, only
to receive the kind of vicious thrashing
that makes me worry that I’m past the peak of my
gaming powers. Fortunately, games like Alien Syndrome
exist to convince me otherwise. I first encountered the
Master System conversion of Sega’s run-and-gun as a
young child – young enough that I had no awareness of
the Alien film series that so clearly influenced it – and I
found the game too difficult to be much fun, rarely even
reaching the first boss.
Well, the kid I was may have had the advantages of
more free time and fewer responsibilities, but that’s no
match for the gaming experience and superior tactical
thinking I possess as an adult. Never mind the fact
that I have a greater ability to mentally map the levels
as I go along, the important thing is that I know how
to engage with the enemy. Even as a child, I could tell
that the enemies would spawn infinitely, but back then
I wanted the screen as clear as possible before I tried
to move on. These days I understand that unnecessary
fighting is a fool’s errand, and that simply running past
slower enemies saves time – and it’s always best to be
constantly on the move anyway, since aliens can appear
directly on top of you if you stand around.
When I see the weird blobby first boss now, a foe
that seemed insurmountable in my childhood, it’s a mere
stepping stone to be overcome with my flamethrower as
I seek a greater challenge. Thinking back, most of my old
favourites seem harder today because I’m not abusing a
cheat cartridge these days, but all the same I’m reassured
that I’m still capable of getting good – and thanks to that,
Alien Syndrome has finally won me over.
ULTIMATE GUIDE

IF THERE WAS ONE THING THE AMIGA COULDN’T


COMPLAIN ABOUT, IT WAS A LACK OF HIGH-
QUALITY HORIZONTAL SHOOT-’EM-UPS: APIDYA,
AGONY, PROJECT-X AND URIDIUM 2 ARE JUST
SOME OF THE BEST KNOWN NAMES. WAS THERE
ROOM FOR MORE SHOOTER ACTION? HELL, YEAH!
WORDS BY PAUL KAUTZ
f you’re going to go all out, you
might as well do it right. So it was
“MANY INTERNET
» [Amiga] Unlike most of its shooter counterparts, X-Out is not set in only logical that Rainbow Arts should SOURCES CLAIM THAT
outer space, but underwater. advertise its X-Out as “the ultimate THE C64 VERSION,
shoot-’em-up”. In retrospect, this
may have been a bit of an exaggeration, WAS RELEASED IN
but there is no doubt that the game, 1989 – BUT NONE OF
which was essentially developed by just
five people, got a lot of things right: THAT STATEMENT IS
smooth left-to-right horizontal scrolling, ACTUALLY TRUE ”
a multitude of powerful weapons, a
rechargeable super shot, plenty of released at the end of 1989, but this date
enemies and impressive boss battles. The could not be kept – according to Teut, the
game also surprised with a very unusual developer of the C64 version simply forgot to
scenario – for a change, the invading aliens correct the year in its title screen.
were fought not in space, but underwater. Unlike most of its horizontally scrolling
According to the game’s manual, this contemporaries, X-Out, which was originally
» [Amiga] X-Out is not only characterised by a large
number of simultaneously attacking enemies, but also invasion took place in 2019, which was a going to be called Medusa, was not based
by its challenging level design. long way off in 1990, the year the game on an arcade game like R-Type, Darius or
was released. Many internet sources claim Gradius, but was a native development for
that at least the C64 version, which was the home computers of the time. Of course,
assumed to have been developed first, was this doesn’t change the fact that it plays like
released in 1989 – but none of this statement its obvious brethren, but underneath the
is actually true, as game director Teut laser-heavy surface there are a couple of
Weidemann confirmed to us. The Amiga surprising features. The most important of
and Atari ST versions were developed first, these is the shop, which you automatically
simultaneously even, thanks to an advanced visit before each new level. Here you can
cross-compiler by programmer Heiko buy new ships and equip them with laser
Schroeder, and released in January 1990. cannons, missiles, lightning guns and
The C64 version was a conversion developed defence satellites. This may seem like a neat
in-house by Rainbow Arts and released a gimmick at first, but you soon realise that
» [C64] No classic shoot-’em-up is complete without few months after the 16-bit originals. All there is no typical life system in X-Out: when
oversized boss monsters and X-Out is no exception. versions were originally supposed to be the yellow energy bar runs out, which will

44 | RETRO GAMER
ULTIMATE GUIDE: X-OUT

WHICH HOME-COMPUTER VERSION NEEDS TO BE CROSSED OUT?

AMIGA
Q The Amiga was the main platform
for X-Out, and its development
focussed primarily on this version.
As a result it is the most polished
iteration with excellent graphics,
superb sound and gripping
playability. If you have to choose one
version, it should be this one.

ATARI ST
Q The Atari ST version was created
at the same time as the Amiga
version thanks to Heiko Schroeder’s
cross-compiler, but differs
significantly from it – the playfield
is much smaller, the scrolling is a
bit jerky and the music by Juergen
Piscol sounds clearly inferior to the
original. That certainly doesn’t make
it a bad game, but it’s also nowhere
near as good as its 16-bit brother.

C64
Q The C64 version released in April
1990 was the first 8-bit version of X-Out,
and it is by far the best. Developed
by Joerg Prenzing (a programmer at
Golden Goblins), the C64 version is
technically very similar to 1988’s Katakis,
and shares its graphics artist Andreas
Escher. An excellent conversion, with a
great soundtrack by Michael Hendricks
and Adam Bulka (aka FAME).

ZX SPECTRUM
Q The Speccy version is the first one
not developed by Rainbow Arts directly,
but by Arc Developments. It is the
second game from that British company
after the Spectrum version of Capcom’s
Forgotten Worlds. With the exception of
the intro and outro images, this version
is monochrome, but runs impressively
smoothly and at lightning speed. Also,
the reward at the end of each level is
4,000 credits instead of 3,000.

AMSTRAD CPC
Q This version also comes from Arc
Developments, and is much more
colourful than its 8-bit brother.
However, it runs a lot slower and
is more jerky, which unfortunately
makes it a lot less fun to play. But
again, there is an increased credit
bonus at the end of each level.

RETRO GAMER | 45
happen rather quickly if you’re not careful,
the game is over immediately – by default
you only have one life, which means one
ship. This is where the shop comes in. You
start the game with a paltry 12,000 credits,
which is just enough for the most basic ship,
a laser that fires in three directions, a homing
missile and a wide-ranging secondary shot.

ere’s the twist, though. For every


» [Amiga] After a tough final battle, you are rewarded with a beautiful » [Amiga] You can buy new ships and weapons in the shop, with enemy you shoot down, you earn
outro graphic and a slightly bizarre text message. money that you get by shooting down enemies. points. These points not only add
to your high score but also act as
currency. In other words, the more
enemies you kill, the more you can spend
in the shop. This means not only more and
better weapons, but also more and better
ships. You can build a fleet of up to nine
ships, all of which are individually armed. This
means a maximum of nine lives, because if
you lose a ship in the game, the next one in
your fleet will be brought in immediately in its
stead. However, you must be able to afford
this luxury, as better weapons obviously cost
more credits – as do better ships, which allow
more cannons, which cost more money, etc.

HOW TO CROSS
OUT EVERY BOSS

DESCRIPTION: DESCRIPTION: DESCRIPTION: DESCRIPTION


This rather disgusting-looking foe You’d hope a life underwater would This oval construction doesn’t fire Looking a little like the forgotten love
seems to have a brain where its mean this metallic monstrosity would directly at the player; instead, it hurls child of ED-209 and a duck, this weird
body should be. It gives us endless have rusted up – no such luck. This is glowing mines that explode if they kangaroo-like foe awaits you at the
nightmares just looking at it. going to be a tough fight. aren’t shot in quick time. end of stage four.

HOW TO BEAT THEM: HOW TO BEAT THEM: HOW TO BEAT THEM: HOW TO BEAT THEM
The first thing to do is to take out the First destroy the grapple arm in the The emplacement has two stages, This boss is basically a piece of
two orange tubes. Once that has been middle. Then turn to the two lower but the first can be destroyed cake, if you follow these instructions.
achieved, the head of the beast will ones, whose colour coding ensures almost instantly if you use some of You can easily dodge its jumps
detach and fly around. At the top left, that no more enemies will appear your high-powered weapons. Try to and its long neck, which it extends
just below the ceiling, you cannot be from the upper doors once they’ve eliminate one or two mines before periodically. Just keep shooting at its
hit by it, so position yourself there. been destroyed. concentrating fire on it. shimmering blue head to finish it off.

46 | RETRO GAMER
ULTIMATE GUIDE: X-OUT

This clever system forces you to make


interesting strategic decisions – do you
build a larger fleet of weak ships to provide
a sort of safety net, but at the risk of being
overrun? Or do you rely entirely on one or
two heavily armed swimming fortresses that
give you a much better grip on the enemy
masses but can mean a quick end if you
make one mistake? The good news is that
the further you get into the game, the less
you will have to struggle with this decision.
At the end of each level, you will receive
a bonus of 3,000 credits multiplied by the
number of the level you have just completed
– 3,000 after the first level, 6,000 after the
second, 9,000 after the third, and so on.

here are eight very different


levels in all, starting with
a greenish, shimmering
underwater world, followed
by techno-organic sections
and crystal areas, to the
final confrontation in a sea of fire and “IN X-OUT, THE
lava. If you master it all, the reward is not ALIENS ARE
only a beautifully crafted artwork, but
also a slightly irritating final message, FOUGHT NOT
“Congratulations! You have defeated the IN SPACE, BUT
evil aliens. Peace on Earth is restored and
mankind is free to destroy itself, once again.
UNDERWATER”
Great job! Now lean back and have a good
12-year-old whiskey!” Good advice. As is
the one in the very next paragraph, which
tells you how to get a big bag of money
right at the start of the next run, “Take the
smallest ship, place it in the outfit area, buy
the cheapest shot, place it on the face of the
shopkeeper and press the button. Voilà…”

DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION:


Octopi are creepy enough as it is with This behemoth looks like a lost It might look rather weak and You’d expect the last boss of the
those big fleshy sack-like bodies they Transformer and is as challenging as pitiful due to its small size, but this game to be imposing and it doesn’t
have. One that’s fused to a gun is its body is shiny. You’ll need to work particular boss can be a pain if you disappoint. It’s a gargantuan
even scarier. hard if you want to best it. don’t know where its weak spot is. opponent with plenty of weaponry.

HOW TO BEAT THEM: HOW TO BEAT THEM: HOW TO BEAT THEM: HOW TO BEAT THEM:
Keep to the far left of the screen here This enemy moves from left to right. This highly mobile flying station is Firstly, it is only vulnerable at the
and watch out for its powerful shot Avoid it and shoot at its bottom part. only vulnerable on its top, and only green glowing spot on its lower end,
that can destroy you with one hit. If the boss moves to the left, you when the conspicuous blue dot is from where it will fire at you with
Simply move up and down, changing must quickly dodge to the other side, visible. Timing is your key to victory bullets and lasers. Secondly, kamikaze
direction after each of its shots to wait for it to return and then quickly here. It’s a slog to fight, but at least fighters will continuously attack you
dispatch it. switch sides again. it’s relatively easy to beat. from up and straight ahead. Good luck!

RETRO GAMER | 47
n addition to its smart gameplay,
X-Out was also impressive from a
presentation point of view, with
the graphics coming from Celâl
Kandemiroglu, a classically trained
illustrator who was responsible for many
of the most famous covers of Rainbow
Arts games such as Turrican, Katakis and
Hard ’N’ Heavy. Every once in a while, the
artist, who sadly passed away in 2022, also
took care of the in-game graphics himself,
such as in X-Out, resulting in a look that is
as unusual as it is wonderfully imaginative.
The same goes for Chris Huelsbeck’s
banger of a soundtrack, which may not be
one of his most famous compositions, but
still makes the Amiga’s sound chip shine.
For reasons of memory restraints, some of
the tracks are used more than once – and
one composition (featured in levels five
and seven) would later on start off the third
world of Turrican.
It is no wonder then that the gaming
press gave X-Out an enthusiastic reception
on release. In ACE 29,
» [C64] X-Out was not based on an arcade game, but was a native development for the home computers of the time. the game received 939 “THERE WAS
out of a possible 1,000
points. For reviewer NO X-OUT
Eugene Lacey it was IN 1989!”
“definitely one of the
best shoot-’em-ups produced so far”. Paul
Lakin called it, “A colourful and imaginative
shoot-’em-up with enough variety to
guarantee a longer than average shell life,”
in the fourth issue of Zero, resulting in a
final verdict of 91%. The February 1990
issue of CVG gave X-Out an overall rating
» [Amstrad CPC] X-Out does not offer a typical life system. Instead, of 90%, with tester Paul Rand calling it “a
you amass a fleet of ships as you progress. blaster which looks great, sounds excellent

Q This is the starter model in X-Out: it’s not much Q The Stingray isn’t going to win any beauty prizes Q By the second half of the game at the latest,
of a looker, and only has room for two extras and either, but it can do some serious damage. You can you should have at least one Squid in your watery
two satellites, but it also only costs 3,000 credits. attach up to five extras and three satellites, which garage. This dashing vessel can hold up to eight
This is more than enough for the first few levels, but is enough for most standard situations. At 4,000 extras and three satellites, making it an extremely
after that you should only keep it in your hangar as credits each, this is a very solid recommendation. powerful vehicle in the hands of skilled players!
a last resort. Though if you’re up for a challenge, try However there are better ships available if you’ve However, it also costs 5,000 credits apiece, which
to down a few bosses with it. got the credits to spend. makes any loss all the more painful.

48 | RETRO GAMER
ULTIMATE GUIDE: X-OUT

ININ’S PRODUCT MANAGER SIMON KRENKEL ON HOW X-OUT RESURFACED


WHAT IMPROVEMENTS CAN It’s a completely new challenge that
PLAYERS EXPECT? will put even the most seasoned
A ton! Firstly, the graphics have shooter veterans to the test!
been completely overhauled and
now feature native widescreen, There is also a new cracker intro
and contains some of the toughest aliens in multiple parallax layers, lots of new – what is this all about?
the bizz, making X-Out an absolute corker of particle and lighting effects, and it It was actually just a fun idea from
a game”. all runs at 60 frames per second. our colleague Michael Krosta, but
Chris Huelsbeck has rearranged the developers loved it. Let’s face
he other versions of X-Out his legendary music, and there are it, most players back then only
were also very well received, also three all-new tracks by other musicians. knew X-Out as a cracked pirate copy. We had
with the C64 version in Those who prefer to listen to the original Amiga fun programming a fairly authentic-looking
particular being heaped with and C64 compositions, can do so both in the cracker intro, with moving copper bars
almost universal praise. Only game and in a jukebox – we recorded it in and sinus scrollers and everything, which
the conversion for the Atari ST the highest possible quality directly from the even includes a typical trainer menu, with
left some disappointed faces – more on this original hardware. We also have made the shop content that would be unlocked over time. For
in the Conversion Capers panel. Either way, much easier to use, and finally two players can example, if a player dies several times, they
X-Out was a wonderful game. It’s perhaps now play at the same time. But the game itself will be offered an option for more health.
not one for the Criterion Collection of Amiga remains the same! This is still the original X-Out
shmups, and its name rarely appears on experience, with all the familiar levels, ships, X-Out Resurfaced, developed by Kritzelkratz
lists of the best horizontal scrollers of all weapons and bosses. 3000 and distributed by ININ, will be released
time, yet it deserves to be experienced. in early 2025 for all current systems.
After all, its madcap scenario and clever Can you explain Mirror Mode to our readers?
shop system still gives it an impressive This was just a crazy idea that was quick
uniqueness and it’s still a ton of fun to play. to implement and then turned out to be a
No wonder it’s being remade. wonderful extra challenge. In a nutshell, it’s the
normal game, but now it scrolls from right to
Many thanks to Simon Krenkel, Teut left, the opposite of what you’re used to. Now,
Weidemann, Andreas Scholl and you might think that the difference wouldn’t
Michael Krosta. be that big, because after all, it’s the same
enemies moving in the same way and the same
levels that you’re just flying through in reverse.
From my own experience, however, I can say
that the change in direction plays with your » [PC] Although the graphics have been greatly improved, they
THE FOUR DIFFERENT SUBMARINES
YOU CAN BUY IN X-OUT brain a lot more than I would have expected! still retain the pixel charm of the original.

Q The jewel in the crown of every X-Out owner’s


hangar, the Shark not only looks great, it is also a
floating fortress. Its 6,000 credit hull can hold up to » [PC] X-Out Resurfaced
ten extras and a maximum of three satellites. A fully allows two players to play
the game at the same time
equipped Shark can easily take on any opponent, – but only locally, not online.
but will easily set you back 25,000 credits – losing
such a precious vessel does hurt a lot.

RETRO GAMER | 49
A TRIBUTE TO

AFTER FORMING IN GERMANY IN 1987, FACTOR 5 GRACED THE AMIGA WITH THE TURRICAN
SERIES AND WOWED CONSOLE GAMERS WITH ITS ROGUE SQUADRON GAMES. COFOUNDER
JULIAN EGGEBRECHT REMEMBERS THE GAMES THAT THE STUDIO BUILT ITS REPUTATION ON

WORDS BY RORY MILNE


ounded in Cologne in early 1987, Factor 5 Following Star Wars: Rogue Squadron III – Rebel
first released its accomplished Amiga Strike’s 2003 launch, Factor 5 had several projects
R-Type clone Katakis before tackling the cancelled, including two Rogue Squadron titles, Porco
official Amiga R-Type conversion. Rosso, Animal Wars and a Superman game. The studio
An Amiga adaptation of Manfred Trenz’s got its dragon combat title Lair published in 2007, but
intense C64 run-and-gun Turrican followed, not before unwanted changes were made to it.

JULIAN
which garnered acclaim and led to a popular series After closing its doors in 2009, Factor 5 returned in
that later moved from the Amiga to the SNES and 2017, and since then the renowned studio has focussed
Mega Drive in the early to mid-Nineties. Before then, on producing remastered versions of its Turrican EGGEBRECHT
Factor 5 pushed Commodore’s 16-bit computer with games for modern platforms. Q Soon after starting
its Ballblazer sequel Masterblazer and its conversion of his first games project
Bonk’s Adventure – BC Kid. with Internal Byte
As the Nineties progressed, the firm impressed with Systems in 1989,
Indiana Jones’ Greatest Adventures for the SNES, Julian jumped ship
and the Game Boy ports of Animaniacs and Contra: to publisher Rainbow
The Alien Wars. It then transitioned into PlayStation Arts, where he stayed
development with the best-seller Star Wars: Rebel until 1991 before joining
Assault II and the underrated Ballblazer Champions. Factor 5. Julian is still
In 1998, Factor 5 revisited the Star Wars franchise a driving force behind
with its flight combat title Rogue Squadron, which the studio to this day,
received two popular sequels in the subsequent and is also the director
decade. Its year 2000 N64 titles Indiana Jones And The of Netflix’s Technology
Infernal Machine and Star Wars: Episode I – Battle For » [Wii] Here’s an image from Factor 5’s cancelled Wii Star Research Group.
Naboo also did well. Wars game, showing a lightsaber duel with Darth Vader.

50 | RETRO GAMER
A TRIBUTE TO: FACTOR 5

KATAKIS
AMIGA, VARIOUS • 1988
Q Developed by Factor 5 for

MASTERBLAZER
the Amiga while Manfred Trenz
developed the C64 version,
Factor 5’s Katakis is an unashamed
tribute to Irem’s hit coin-op R-Type. AMIGA, VARIOUS • 1990
Similarities aside, the Amiga Q Originally an Internal Byte Systems game,
homage differentiates itself with some unique Masterblazer has coding and music from Factor 5’s
bosses and level designs. Achime Möller and Chris Hülsbeck respectively,
so technically it’s a collaboration. Based on the
Atari 8-bit future sport title Ballblazer, Masterblazer
JULIAN’S MEMORIES aesthetically enhances the original’s vehicle-based
Lutz Osterkorn saw R-Type in the arcade and one-on-one soccer gameplay.
fell in love with it. He basically told the others
in Factor 5 they had to do something like that. Hence
Katakis came about. They were so much in love with JULIAN’S MEMORIES
R-Type that Achime Möller even bought an arcade board I had friends who were programmers and artists, and we wanted to
of an R-Type coin-op, which of course is the reason why make games. I was pretty good at English, so I cold-called Lucasfilm
in the very early version of Katakis the ship is Games in the US. I said we would love to do an Amiga Ballblazer update, but
pixel for pixel identical to the arcade game’s. it had just given away the rights to Rainbow Arts – its distribution partners in
Germany. So I drove down to Dusseldorf to see Rainbow Arts. I said that my
group in Hildesheim wanted to do an Amiga Ballblazer sequel called
Masterblazer, and it said to do that.

AWESOME ADDITIONS
HOW MASTERBLAZER IMPROVES ON BALLBLAZER
TOURNAMENT MODE where you can find histories

R-TYPE
Q Like its name suggests, of some of the Rotofoil pilots
Tournament Mode sees you’ll face.
one or two players and AI
AMIGA, VARIOUS • 1989 competitors playing each SHIP STATS
Q Considering that Factor 5 only had other in matches to decide Q As well as useful info on
three months to develop R-Type for the who wins a tournament. your rivals, Masterblazer’s
Commodore Amiga it’s an incredibly museum gives you the low-
accurate conversion, right down to its ROTOFOIL RACES down on the Rotofoil craft
in-game soundtrack, which marked Chris Hülsbeck’s first Q Instead of putting the ball in that you zoom around in
collaboration with the studio. your rival’s net, Rotofoil Races during matches.
involve passing through
JULIAN’S MEMORIES goals, avoiding balls and TOP TUTORIAL
Activision UK bought the rights to the R-Type home conversions, reaching the finish line first. Q The rules of Masterblazer
and when it saw Katakis being advertised in Germany it aren’t that obvious, so
immediately threatened Rainbow Arts with a cease and desist. Nintendo OPPONENT BIOS it’s worth checking out its
had recently sued Rainbow Arts over Giana Sisters, so it couldn’t afford Q You can research your Demo Mode, as this gives
not to release Katakis because Giana Sisters had been withdrawn. competition in Masterblazer you illustrated step-by-step
So they agreed to rename Katakis and bring it out a year later. Then in the game’s museum, instructions on how to play.
Manfred Trenz and Factor 5 had to do the official C64 and Amiga
R-Type conversions for free.

RETRO GAMER | 51
TURRICAN
AMIGA, VARIOUS • 1990
Q Factor 5’s Amiga version of Manfred
Trenz’s intense C64 run-and-gun is worth
the admission price for the addition of Chris
Hülsbeck’s soundtrack alone. It also boasts
smoother scrolling, nicer-looking visuals and
cool technical effects such as colour fades.
JULIAN’S MEMORIES
Two months into Masterblazer I jumped ship to Rainbow Arts. I

BC KID
found out that Manfred had a new project on the C64 with a little
guy that could run around, and it would scroll in all directions. It needed
a producer, so Rainbow Arts suggested me because Manfred and I got
along well, and that project became Turrican. I had to figure out how we AMIGA, VARIOUS • 1992
got an Amiga version, so I met with Factor 5. Holger Schmidt from Factor 5 Q Near identical to the PC Engine original – Bonk’s
had done a demo that scrolled on the Amiga in all directions, so I Adventure, Factor 5’s BC Kid sees its prehistoric
suggested he do the Amiga Turrican. The rest is history. platforming hero negotiating levels using various
mechanics, taking out enemies and bosses with a
variety of attacks, and powering-up in a variety of
interesting ways.

JULIAN’S MEMORIES
Hudson Soft thought there must be an untapped market in Europe, so it
invited us over to Japan. It suggested we converted one of its games for
the Amiga, because we knew it well. It asked us which game we wanted to do,
and I immediately said Bomberman, but unfortunately it was already assigned to
a different German developer. So my second most favourite game from Hudson
Soft was Bonk’s Adventure, which became BC Kid. We had a total blast
doing that, and I think it came out really well.

TURRICAN II: MEMORABLE MECHANICS


THE FINAL FIGHT
AMIGA, VARIOUS • 1991
THE PREHISTORIC PLATFORMER’S FUN FEATURES
HEADBANGER’S HEAVEN SPIN TO WIN
Q Head-butting Q Jumping on
Q The Amiga’s power is really shown opponents is foes’ heads
off in Turrican’s sequel. Chris Hülsbeck’s an effective drains your
impressive in-game music is coupled way of energy in BC
with speech samples and insane dispatching Kid, unless
numbers of on-screen colours. As with them providing they’re in you spin its hero so that his
Turrican, the sequel has multiple power-ups, epic close range, and you can even head is facing downwards.
exploration and accomplished level designs. play keepy-up with them after Then you can take out any
you butt them into the air! opponents that he lands on.
JULIAN’S MEMORIES WALL CRAWLER HEART TO HEART
With Turrican II we all sat down and said why didn’t Q Oddly, BC Q The health of
we really go for the strength of each machine? Kid’s hero BC Kid’s hero
That’s why the later parts of Turrican II, especially, are quite can climb is depicted as
different between the C64 and Amiga. We all collaborated walls by first hearts, and
on the levels. Manfred didn’t have a problem with that, so gripping on to collecting more
some are his, some are the graphic artist Andreas Escher’s, them with his teeth, and then renews his energy. Hearts
some are mine and some are Holger’s. So it was much more alternating between jumping can be found in hard to reach
of a mix of everybody’s designs, and I think that was up and reattaching himself places and by bouncing on
why it was a stronger game. with his pearly whites. certain flowers.

52 | RETRO GAMER
SUPER TURRICAN
SNES • 1993
Q With just four worlds, Super
Turrican is short but sweet,
although having a Freeze Beam
instead of a deadly Lightning
Whip like the earlier games
increases its challenge. Its levels are reworked
stages from the first two Turrican titles.

JULIAN’S MEMORIES

MEGA TURRICAN
The reason Super Turrican was a mix of the first Turrican
and Turrican II was that Accolade had done such bad
conversions of Turrican on the Mega Drive. So we wanted to do
MEGA DRIVE, AMIGA • 1993 something in the style of the Amiga games while also using the
Q Developed by Factor 5 for the Mega Drive as SNES’ Mode 7 effects. We were shooting for an eight megabit
Mega Turrican and co-converted by the studio for cartridge, because we needed that much space. If you think
the Amiga as Turrican III, the game differentiates about it, eight megabits is about the combined size of Turrican
itself from the earlier titles with the introduction and Turrican II on the Amiga. But then when the game was just
of a physics-based grappling hook that’s used to about six megabits, and with plenty still to develop, Rainbow
reach high-up places. Arts said that it couldn’t find a publisher. It was panicking, and
said we had to get it into four megabits. Unfortunately it held
the purse strings, so we cut it down from six megabits
JULIAN’S MEMORIES and essentially dumped the rest of it.
Mega Turrican started out as Turrican III on the Amiga, but then
Rainbow Arts said to move it to the Mega Drive. Relatively late in its
development, one of the programming groups around Chris Huelsbeck – Keiko
– asked if we would be OK about them doing an Amiga conversion of Mega
Turrican, and we said that was alright. In the meantime, the publisher for Mega
Turrican, Konami, said it was working on a Mega Drive Contra title, and it
didn’t want to have another shooter that was similar in the same line-up. So
we suddenly didn’t have a publisher anymore. Then Keiko’s Turrican III for the
Amiga got finished, so we said to just publish it because the Amiga was going
under. That’s why everyone thinks Mega Turrican was the later game,
but it was finished way, way earlier.

CONTRA:
AWESOME ARMAMENTS
THE BEST WEAPONS IN THE INTENSE RUN-AND-GUN
THE ALIEN WARS
GAME BOY • 1994
LETHAL LASERS REBOUND SHOTS Q Contra: The Alien Wars is so faithful that it
Q These come in the form Q Best described as feels like playing the SNES original on a black-
of a steady stream of green bouncing bombs, these hop and-white TV. In terms of gameplay, Factor 5’s
laser balls that shoot out in along flat surfaces until they portable run-and-gun is crammed full of
front of you. find their target. interesting bosses, level designs and power-ups.

SCATTERED SHOTS SMART BOMBS JULIAN’S MEMORIES


Q This sends bullets out in Q Similar to the Power Lines Holger finished Super Turrican and went on to Contra: The
multiple directions, and the in the earlier games, Smart Alien Wars, and he just had a blast. With any hardware we
more it’s powered-up, the Bombs take out every foe on got we thought about what it could do, and we always built our own
wider the spread. the screen. development kits. One of our best friends was in the German secret
service, in the hardware division, and it had gadgets to do reverse-
HOMING MISSILES engineering of stuff. What he initially did was build our development
Q Like their name suggests, kits for the Amiga, and then when the Game Boy came along he did the
Homing Missiles lock on to same for it. The advantage with that we really knew the hardware inside
nearby enemies and go off and out. It was very different to buying a development kit and official
in their faces. documentation from Nintendo. We knew the timings of each individual
chip, and really knew down to the last detail what you could do.
Contra: The Alien Wars definitely profited from that.

RETRO GAMER | 53
INDIANA JONES’ ANIMANIACS
GREATEST ADVENTURES
SNES • 1994
GAME BOY • 1995
Another of Factor 5’s Game Boy conversions
Q Counterpart to the SNES Super Star Wars for Konami, Animaniacs was ported from the
platformers, Greatest Adventures adds extra Mega Drive game rather than the completely
spice to the established formula with impressive different SNES title of the same name. As a
Mode 7 challenges. Rather than just focussing on concession to cartridge space, the Game Boy
one movie, Greatest Adventures has you playing Animaniacs lacks one full level and parts of four others from
through the entire original trilogy. the Mega Drive original. That said, what’s there in the Game
Boy version looks and plays remarkably like the game it’s
based on. The beauty of Animaniacs is that you can switch
JULIAN’S MEMORIES between three player characters with different skills. Yakko
When we attended CES for the first time we met the LucasArts group at can stun foes with his paddleball and can push or pull useful
their booth, and they said they wanted to work with us. We said great, or obstructive objects around, Wakko has a wooden mallet
and they asked us what we wanted to work on. I said Star Wars, obviously, but that lets him flick switches, light fuses and break things with,
they said it wasn’t available. So I said why didn’t we do Indiana Jones? I wanted and Dot can blow kisses to persuade certain characters to
to do the whip using physics, but LucasArts said no because it wouldn’t look as help her out. At the end of each of the game’s platforming
nice as a hand-drawn animation. That’s a huge regret, but then again stages there’s a boss fight, with the last of these fought
that game got us a really deep relationship with LucasArts. against the three heroes’ archenemies Pinky & The Brain.

SET-PIECE SURVIVAL
HOW TO BEAT THE INDY EPIC’S SET-PIECE STAGES
BOULDER DASH
Q From the beginning of Raiders, this
challenge has you running from a huge
rolling boulder, and unlike in the movie there
are obstacles to avoid.
SUPER
CRAFTY RAFTING
Q Based on the Temple Of Doom scene TURRICAN 2
SNES • 1995
where Indy speeds down a snowy forested
mountain in a life raft, this stage adds Q A tour-de-force of 16-bit
chasms for you to leap over. game design, Super Turrican 2
combines the best power-
MINE-CART MANIA ups and mechanics from the
Q This level takes inspiration from Temple’s previous Turrican titles in a
mine-cart scene. You have to shoot more linear format. The sequel is also notable for its
obstructions out of the way and steer clear of impressive third-person perspective Mode 7 stages.
damaged tracks.

BIPLANE BOTHER JULIAN’S MEMORIES


Q An into-the-screen version of Last Super Turrican 2 was our revenge for Super Turrican!
Crusade’s zeppelin escape scene. This stage We had 16 megabits, and we could do whatever we
has you shooting down Nazi aircraft over a wanted. It was also controversial. Konami always told us
Mode 7 landscape. that we had to be more linear, and we were done with the
sprawling-ness of the earlier Turrican games anyway. So we
TANKING IT thought we would design a very much Japanese-style game
Q In Last Crusade, Indy has to fight off and try to max out the Super Nintendo. Amiga Turrican fans
Nazis holding his dad hostage in a tank. didn’t like it because it was linear, but I think it stands on its
This level pays tribute to that with a tank- own. It’s a much tighter game, it’s shorter, and for that
top beat-’em-up! it really did everything that you could do on the SNES.

54 | RETRO GAMER
A TRIBUTE TO: FACTOR 5

INTERNATIONAL
SUPERSTAR
SOCCER DELUXE
STAR WARS:
MEGA DRIVE, VARIOUS • 1996
Q Converted from Konami’s popular

REBEL ASSAULT II - SNES title, Factor 5’s Mega Drive

THE HIDDEN EMPIRE


adaptation has all the sophistication
and fun features of its inspiration.
16-bit football games from the time
PLAYSTATION • 1996 often limited you to passing, booting
Q Factor 5’s PlayStation version boasts polygons the ball and shooting at your opponent’s goal, but
instead of FMV and remastered live-action International Superstar Soccer Deluxe additionally
sequences. Each of its stages features a shoot- allows you to pull off tricks such as back heel passes,
’em-up challenge or another test of skill set in dummies and overhead kicks. It’s also crammed
the Star Wars universe. full of different modes, ranging from training,
penalty kick shoot-outs and friendlies to World Cup,
European Cup and World League tournaments. It
JULIAN’S MEMORIES even allows you to play in recreations of notable
LucasArts just finished Rebel Assault II for the PC as full-motion video historical matches. There are 36 national teams to
was on the way out. But I suggested that with the special editions of the play for and there’s a wealth of options to choose
original Star Wars movies coming out why didn’t it let us take the effects for Rebel from pre-match, including 16 different formations
Assault II and completely reinvent them. We said that we would redo everything that and eight strategies. You can play CPU opponents,
we could with polygons and remaster the live-action sequences from the original which tend not to take prisoners, or take on a friend,
master tapes. That was why Rebel Assault II was a completely different beast on the which as you might expect, is far more fun.
PlayStation. With polygon TIE-fighters we could give them different attack patterns,
which they couldn’t have with the FMV. We also had camera switches between the
cockpit and outside view. Everybody says it looks like a prototype of Rogue
Squadron, and if you look at who worked on the game then it’s no wonder.

EPIC EXPERIENCES
TOP CHALLENGES FROM FACTOR 5’S STAR WARS TITLE
ON-FOOT ONSLAUGHT X-WING EXCITEMENT
BALLBLAZER
CHAMPIONS
Q A corridor Q As one of
set shoot- two X-wing
out against pilots you
a couple of have to take PLAYSTATION • 1997
the Empire’s on a whole Q What’s impressive about Ballblazer Champions
Stormtroopers. Factor 5’s fleet of TIE Fighters in an is that Factor 5’s sequel still feels like the
PlayStation version lets unrelenting shoot-’em-up. Lucasfilm Games original despite adding a range
you play this with Konami’s You get points for accuracy of collectable weapons and Rotofoil upgrades
Hyper Blaster lightgun. at the end of the stage. between matches.

MILLENNIUM FIGHTING 3D DEATH CHASE JULIAN’S MEMORIES


Q If you Q Another The sad thing was that LucasArts didn’t know how to market
survive an obstacle Ballblazer Champions at all. It was actually a pretty good game,
obstacle course, except but it was a total flop. LucasArts didn’t have the money to market it,
course based that here because the marketing dollars were always tied to the Star Wars titles.
in labyrinthine you’re riding One word explains the new features in Champions: WipEout. When
tunnels, this challenge next a speeder bike in the forests we were working out how to do a modern Ballblazer we decided to go
tasks you with flying through of Endor. There’s also target with the aesthetics from WipEout but have 3D stadiums with lots of
confined spaces while practice, where you pick off levels. So it was thinking about how to use 3D without a flat plane.
picking off Imperial craft. deadly wildlife. Then how did we mix up the gameplay even further? Well, why not
use weapons? So that was the thinking, although the weapons
really came from WipEout too.

RETRO GAMER | 55
INDIANA
JONES AND
THE INFERNAL
MACHINE
NINTENDO 64, PC • 2000
Q Designed to replicate Tomb
Raider with Indy as the hero,
Factor 5’s Infernal Machine is an ambitious
attempt to create a 3D adventure for the popular
protagonist on Nintendo’s console.

JULIAN’S MEMORIES
LucasArts asked Hal Barwood to do Tomb Raider on

STAR WARS: the PC with Indiana Jones, but it paired Hal up with

ROGUE SQUADRON
weak underlying technology. The N64 didn’t have a Tomb
Raider title, and Ocarina Of Time had just come out. So I
thought that if we redid Infernal Machine with our tech and the
NINTENDO 64, PC • 1998 Ocarina controls then it might actually be a really good game. I
Q Factor 5’s mission-based hit differentiates suggested that LucasArts ask Nintendo to publish it as a first-
itself from earlier Star Wars games by locating party title, but once we were close to being done the N64 was
challenges on planets instead of in space. dying fast. So LucasArts did a deal with Blockbuster where
Besides combat, it tasks you with rescue and it would rent them as an exclusive, but it had an absolute
reconnaissance missions. deadline and there was no way that we could make it.
That was why it was so buggy.
JULIAN’S MEMORIES
We finally convinced LucasArts to give us a green light for Return To
Fractalus, but it relatively quickly became Rogue Squadron because it needed
us to do the third Star Wars game in a deal with Nintendo. We didn’t want the
problems you get with completely free flight space games that have 360-degree
flight, so we had to figure out how to do X-wings and Y-wings with car-like controls
that suggested that you were flying. I wanted to have the feeling that the Atari Star
Wars arcade game gave me where I could intuitively jump in and have fun. That
mixed with the mission structure from X-Wing Vs TIE Fighter and the free-

STAR WARS:
flight feeling from Rescue On Fractalus was Rogue Squadron.

EPISODE I –
COMPELLING CHALLENGES
MUST-PLAY MISSIONS FROM THE STAR WARS SHOOTER
BATTLE FOR NABOO
N64, PC • 2000
AMBUSH ON MOS EISLEY and face TIE Fighters that are Q Considering that it was Factor 5’s next
Q A routine patrol goes after the same downed rebel flight action title after Rogue Squadron, it’s
awry after Imperial droids ship as you and your squadron. not surprising that Battle For Naboo takes
are spotted attacking a its lead from its predecessor. That’s not to
homestead. Destroy these DEFECTION AT CORRELLIA say that Naboo doesn’t innovate, however,
and then dispatch the TIE Q In this moon-lit mission, as it introduces levels where you fly at ground level, and it
Bombers that follow. you defend a city from TIE incorporates missions where the enemies are water-borne. Of
Bombers and an AT-AT course, it also differs visually due to being based on Episode I
RENDEZVOUS ON BARKESH from the seat of a Snow rather than the original trilogy, and this follows through to you
Q Protection duty in occupied Speeder, and then escort piloting the Jedi Starfighter and other craft from the newer
territory was never going to be a defector to safety. movie, as well as fighting ships from the more recent film.
easy, and in this mission you
have to guard a whole convoy LIBERATION OF GEFRARD V JULIAN’S MEMORIES
from gun towers and AT-STs. Q While a pair of Y-wings try We started Naboo right after finishing Rogue Squadron in
to disable Empire yachts, you January of 1999. We already had the Naboo Starfighter, because
THE SEARCH FOR NONNAH have to take out heavy artillery we had hidden it in Rogue Squadron a year before. I had also seen a
Q In this search and rescue in your X-wing in order to give lot of artwork for Phantom Menace years earlier, and we saw the last
mission, you pilot an A-wing them a fighting chance. three cuts just before the movie was almost done. There was much more
elaborate stuff in the Battle Of Naboo that was cut later on, and
that helped us a little bit in terms of the design of the game.

56 | RETRO GAMER
A TRIBUTE TO: FACTOR 5

STAR WARS: ROGUE


SQUADRON II –
ROGUE LEADER
GAMECUBE • 2001
Q Naturally, as Rogue Squadron II was made for
the GameCube rather than the N64, its visuals
are far more impressive than those of its predecessor. One of
the sequel’s more interesting innovations is the ability to send
instructions to your wingmen using the GameCube’s d-pad.
It has you flying classic Star Wars ships, including the X-wing,

LAIR
A-wing, Y-wing, B-wing, Snow Speeder, Sky Hopper and
Millennium Falcon – and once you unlock a level with its default
craft you can replay it with any available ship. Like the original,
Rogue Squadron II employs a radar mechanic that allows you PLAYSTATION 3 • 2007
to navigate towards off-screen targets. Q Lair’s flight combat missions are fun if you use
the analogue stick instead of the motion controls;
JULIAN’S MEMORIES however its ground melee combat and dragon
The medal system was successful in Rogue Squadron so we kept versus dragon challenges work less well.
it for Rogue Squadron II. It was inspired by Blast Corps from Rare.
It’s a hidden gem of the N64 library and it has the medal system. The
typical arcade thing would be to have Easy, Normal and Hard, but we didn’t JULIAN’S MEMORIES
necessarily want to make something like that because you always played My original pitch was to take the visuals from The Lord Of The Rings and do
on the same difficulty. But we still wanted to make things more the game with a mercenary character. We were going to have some flight
challenging by making these achievements possible. combat, but you would also go from the sky to the ground, get off the dragon and
do melee combat. What happened was that we were in development hell, and then
the budget got out of control. The only way to de-risk it was to treat the dragons like
X-wings and have a Rogue Squadron level structure. But as you weren’t flying at the
speed of an X-wing the gameplay became less interesting, and finally Sony said we
were going to be the showcase for the PS3’s motion controls. When Lair came out
there was a huge backlash. Six months later Sony shipped a patch for stick controls,
but that was way too late. It was a pretty horrible time. Lair should have
been a completely different game.

STAR WARS: ROGUE


SQUADRON III – TURRICAN TIME
REBEL STRIKE
GAMECUBE •2003
A ROUND UP OF THE LATEST TURRICAN TITLES
Q Turrican Flashback was released for the PS4 and Switch in
2020. It incorporated perfectly replicated versions of Turrican,
Q In a departure for the series, there are Turrican II, Mega Turrican and Super Turrican, all with visual
FPS-style missions in Rogue Squadron filters, save states and a rewind option. Turrican Anthology I
III, where you get out of your ship and graced the same systems in 2021, and included Turrican I and
take on Empire forces with your blaster. II, Super Turrican with cut content restored and a score attack
You also get to pilot ground-based Mega Turrican. Turrican Anthology II launched simultaneously,
vehicles, and there’s a great two-player co-op mode. and contained Turrican III, Mega Turrican – both original
and restored versions, Super Turrican 2 and a score attack
JULIAN’S MEMORIES Super Turrican, the last of which arrived on Antstream as a
The original design for Rogue Squadron II was a standalone title in 2024.
combination of Rogue Leader and Rebel Strike, but we
only had nine months until the damn thing had to come out,
because we were a launch title. So everything in Rebel Strike
was the stuff that we had to cut from Rogue Leader, and you
noticed that. It maybe wasn’t the wisest idea to do a sequel
quite frankly. With the Battle Of Endor, the original idea was
that we would cut back and forth between the space battle
and the forest battle. That was the cool thing about the end of
Return Of The Jedi, the cutting back and forth. But what we
ended up with was the flight part in Rogue Leader and
the ground part in Rebel Strike.

RETRO GAMER | 57
Super
Smash TV
AAAARGH, THUMB CRAMP!
» RETROREVIVAL

 SNES  1992  BEAM SOFTWARE


Sometimes, the right joystick in your hand can make
a huge amount of difference to how much you enjoy
the game you’re playing. That’s never been more true
than playing Super Smash TV on the SNES.
Eugene Jarvis’ arcade classic is a twin-stick shooter
like his earlier game Robotron: 2084 and it’s no less chaotic and fun
to play. As was often the case at the time, Smash TV’s popularity
in arcades meant it was converted to every home system you could
imagine, from the C64 and the Spectrum to the Mega Drive and
Amiga, and they were all largely pants to play. The reason? It was
incredibly hard to emulate that twin-stick setup in the home, especially
as many console joypads were limited by both the amount of buttons
and their placement. Home computers had it even worse, as they
typically featured controllers with even fewer buttons.
Fortunately, the Super Nintendo had no such problems, thanks
to a joypad that was not only surprisingly comfortable to hold, but
also loaded with conveniently placed buttons. Like Street Fighter II
on the SNES, Super Smash TV felt made for the console as its four
face buttons made a brilliant substitute for the arcade machine’s
second joystick. Every other version I had played was massively
compromised by the system’s button layout, or lack of extra buttons,
but the SNES had no such issues.
That’s not to say it wasn’t perfect, mind. I used to play the game
regularly with my best mate Paul and we both got very good and would
compete to see who could pick up the most prizes in-game and nab
the most points between levels. Once you reach Super Smash TV’s
third arena, thumb cramp becomes a real problem and it’s endurance,
not ability, that becomes all important. It wouldn’t be long before an on-
screen avatar began flagging, indicating that their owner was suffering
from ‘numb thumb’ as we called it. That player was typically me and it
wouldn’t be unusual to receive some friendly ribbing from Paul at the
level’s end while I nursed my tender thumb.
» [Mega Drive]
As well as being
able to slide, » [Mega Drive] As well as displaying the
Tinhead could number of lives, batteries and the score,
jump. Holding Tinhead also showed the direction of the
down the Jump shot and how many there were.
button lets him
go higher and
farther.

IN THE
KNOW
 PUBLISHER:
SPECTRUM
HOLOBYTE
 DEVELOPER:

THE
MICROPROSE UK
 RELEASED:
1994
 PLATFORM: MAKING OF
MEGA DRIVE
 GENRE:
PLATFORM

DEVELOPER
HIGHLIGHTS
NAME: F15 STRIKE
EAGLE PICTURED
RELEASED: 1993
PLATFORM: GAME GEAR
PIRATES! GOLD
RELEASED: 1993
PLATFORM: AMIGA CD32
XCOM: TERROR
FROM THE DEEP
RELEASED: 1995
PLATFORM: DOS

INSPIRED BY SONIC, THE TALENTED


TEAM BEHIND TINHEAD REACHED FOR THE
STARS AND CREATED AN ACTION-PACKED
PLATFORMER FEATURING A RESOURCEFUL
Q Stuart Whyte has had a Q Richard Lemarchand worked
ROBOT CAPABLE OF FIRING BULLETS long career in videogames at Naughty Dog as a lead game
FROM THE TOP OF HIS HEAD. DESIGNER having worked for Bullfrog, designer on the Uncharted
Lionhead and, more series. He helped to create
RICHARD LEMARCHAND AND PRODUCER recently, PlayStation the game series Gex and Soul
STUART WHYTE BRING US UP TO SPEED London Studio. He’s also a Reaver at Crystal Dynamics,
board member of videogame and now teaches full time in the
WORDS BY DAVID CROOKES trade body TIGA. USC Games program.

60 | RETRO GAMER
THE MAKING OF: TINHEAD

W
hen Sonic The Hedgehog
was released for the Sega
Mega Drive in June 1991,
it injected fresh life into
the platform genre. Aside
from introducing a character who became
a cultural icon, the lightning fast, visually
vibrant game introduced new play mechanics
and took presentation to a whole new level.
It also led to a surge of copycat platformers
based around mascots and one of those
was Tinhead, a cutesy robot who could
whizz around various worlds while shooting » [Mega Drive] At the end of each world is a guardian who needs to » [Mega Drive] The game had some superb animation: if Tinhead is on
bullets out of the top of his head. Developed be eliminated in order for players to progress to the next one. the edge of a platform, he’ll wobble as he tries to gain his balance.
by MicroProse UK, it was published by
Spectrum HoloByte and, for a very long time, wanted to flex their “WE WERE A PRETTY intriguing experiments.
it was a Mega Drive exclusive. artistic muscle. “We were INEXPERIENCED TEAM “We were working on one
Tinhead was designed by Richard a pretty inexperienced WHO JUST WANTED TO game mechanic where
Lemarchand who had cut his teeth helping
to port F-15 Strike Eagle II to the Mega
team who just wanted
to make a cool game,”
MAKE A COOL GAME” Waldo, when dashing
along, could jump in
Drive. “Our tiny team was tasked with says the game’s producer
STUART WHYTE the air, retract his legs
making a high-quality platform game for the Stuart Whyte. Other inspiration came from into his can-like body and then slam down,
Mega Drive,” he says. “Sonic’s high-speed Mario games and Jetpac. sliding along like an ice hockey puck sending
gameplay was a particular inspiration.” From the start of development in 1992, the enemies flying,” Richard says. It also allowed
MicroProse’s idea was to simply make game was earmarked for a Christmas 1993 the team to riff on Sunsoft’s run-and-gun
a title for mainstream gamers that would release but, although work progressed well, Blaster Master platformer design from
do well commercially but the team also important changes were made along the way. 1988. “The idea was that, at any point in the
The choice of a robot as the central character, gameplay, you could press a combo button
for example, developed over time. “Tinhead and Waldo would power down and settle on
was originally called Waldo and he wasn’t a the ground,” Richard continues. “His head
robot,” explains Richard. “He was a ‘Waldo would pop open and a tiny person would
suit’ – think the Power Loader in Aliens or a jump out and run around. They’d have very
mecha like in Evangelion or Pacific Rim.” limited abilities and no offensive capability
As such, the original character design but they’d be able to get into tight spaces to
was very different to the one you see flip switches and collect things.”
in-game today. It had, Richard adds, “A As development progressed, however,
cylindrical body with legs poking out of the list of desired features was slimmed
the bottom, little arms with robo-pincer down and the character became more of a
hands, a wraparound screen where his straightforward robot. MicroProse had also
eyes were displayed and a shiny red dome got jittery about using the Waldo name.
on top.” This made the character a lot less “Head office in the States was justifiably
» [Mega Drive] Richard studied physics and philosophy at Oxford
anthropomorphic than the final version. “But worried about the potential of Where’s
University so many passwords were scientists, philosophers or
particle names. One was Balrog – the name of Stuart Whyte’s it looked more like Dusty Bin,” Stuart says. Waldo? branding confusion,” Richard says.
adventure column in Amstrad Action. The design nonetheless lent itself to some The game was briefly retitled Electronic

TINHEAD TRANSLATIONS TINHEAD WAS ALSO EARMARKED FOR OTHER PLATFORMS

SNES ATARI JAGUAR AMIGA SYSTEMS


Q Gordon Fong was handed the programming Q A Jaguar version was considered but didn’t Q Although Game Gear, Master System and
reins for the SNES version of Tinhead and the get past the initial investigation stage. Even so, Game Boy versions were canned before any code
game was completed. For commercial reasons, it a version was actually made. “The Mega Drive was committed, versions were underway for the
wasn’t released by MicroProse but a ROM image and Jaguar both had 68000 processors at their Amiga 500, Amiga 1200 and Amiga CD32. Gordon
knocked around the internet shortly afterwards heart so, when Nick Thompson was working on a Fong was again tasked with coding but the ports
and it finally got an airing as a physical cartridge Gunship 2000 port to Jaguar, he – for fun (and to were cancelled during development because the
release in 2019 courtesy of Piko Interactive. Since show off the power of this new console) – actually platforms had become less viable. “I wish Tinhead
the SNES gamepad had more buttons, all three had a version of Tinhead running in the helicopter had seen a wider release,” Richard Lemarchand
Hardware images by Evan Amos

shots – horizontal, diagonal and bouncing – instrument panel in Gunship 2000,” says Tinhead’s laments. “The game is a lasting tribute to all
could be played in producer Stuart Whyte. our lovely colleagues
quick succession. and our youthful
idealism.”

RETRO GAMER | 61
» [Mega Drive] Short snappy puzzles needed to be solved in each of » [Mega Drive] Tinhead’s graphics popped from the screen. “I think » [Mega Drive] There were lots of monsters to quickly dispatch such
the four different worlds along with vehicles to ride and hidden places that so much of what people respond to positively in Tinhead is Trevor as the floating Orbus, spinning Krystal, leaping Rokk, fast-moving
with goodies to pick-up. Slater’s genius,” says Richard. Spike, slow Gunky and flying Saw-sir.

Kid then Tinhead, “With the footnote, game wouldn’t have been quite the same. flex in so many different directions. He
‘Until marketing (or someone else) can His graphics stood the game apart from really loved the art direction we embraced
think of a better name,’” Stuart continues. many rival mascot-fronted platformers which had a strongly stylised early Nineties
The design also shifted, with the focus and Richard says so much of what people cartoon look. It often had the glamour of
then placed on the robot’s head-mounted respond to positively in Tinhead is down to pre-rendered 3D graphics, even though it
ball-bearing blaster. the artist’s genius. was all pixel art.”
Throughout this time, Jim Gardner had “Originally, Trevor was going to do The artists were able to take Richard’s
been hard at work nailing the code and all of the graphics and animation in the “terrible little doodles of the game’s enemies
the game’s engine while Trevor Slater was game from the player-character (with all in my notebook” and bring them beautifully
working his magic on the visuals. The the different powers) to backgrounds and to life. A handful of cutscenes were also
original idea was to have six worlds but, all the enemies and collectibles,” Richard created to help tell the story – that of Tinhead
with money being continues. “But when being the metallic Guardian Of The Edge Of
tight and to reduce “I DIDN’T EVEN REALISE it became clear there The Universe seeking to rescue the night
schedule slippage, IT HAD COME OUT, UNTIL weren’t enough sky’s stars from an evil intergalactic goblin
this was pared back to
four, leaving gamers to
STU TOLD ME ABOUT Trevor-hours in the
working day to get
called Grim Squidge who had vacuumed-
cleaned them up using his spaceship and
navigate Crystal World, SEEING IT IN A STORE!” everything done scattered them far and wide.
Space Port, Star Hulk RICHARD LEMARCHAND before the end of The tale was, as Richard attests, “Very
and Inctec Planet, each the Nineties, we got elementary.” But it was a whimsical and
with their own identities and quirks. a ton of amazing help from the extended offbeat bit of science-fantasy that really

C
MicroProse art community, including Allan fit the post-acid house, indie comics and
reating these was largely and Holloway, John Reitze, Mark Wilson, Paul Japanese anime and games culture that
originally down to the trio of Ayliffe and Theo Pantazi.” we were all immersed in,” he adds. “I think
Jim, Trevor and Richard but Trevor and the other artists created the the colourful electronic dance music mood
programmer Nick Thompson graphics using DPaint on the Amiga, with of the times came through nicely in the
joined later to lead the coding Richard saying Trevor was an absolute graphics and the audio.”
side, with Richard saying all four deserve master of the shaded highlight with a By early 1993, the game was evolving
equal credit for the game’s concept and jaw-dropping sense of colour. “He was a well. “The fluidity of the engine meant that
design. Paul Dunning and Chris Newcombe self-proclaimed pixel-pusher who lovingly we had lovely parallax levels with a lot of
also came aboard as did more graphics crafted every last colourful square, studying visual variety for its time,” Stuart says. As
artists. Stuart supported the core team the results on a CRT TV to get the most mentioned earlier, a lot of focus was being
about a year into development and out of the light dissipation and blurring placed on the robot’s head-mounted ball-
they’d bounce ideas off other MicroProse that turns a blocky grid of pixel art into bearing blaster. Rather than simply allow
colleagues, “Mike Brunton, Peter Moreland, a beautifully softened, rounded image of Tinhead to fire shots from the top of his
Andy Hieke and Paul Hibbard-Teal, to much higher apparent resolution,” says head, it was decided that players could alter
name just a few,” Richard adds. But there Richard. “Trevor was a true artist with a the trajectory of the bullets. “Tinhead had
was no doubt that, without Trevor, the strong sense of personal style that he could three key shots: horizontal, diagonal and

» [Mega Drive] The aim was to break Crystal Globes to release stars » [Mega Drive] The easiest way to enjoy Tinhead today is to seek out » [Mega Drive] Ancient worlds and ancient times. Stuart recalls
and find a large spinning Lucky Star to exit a sector. Without blowing the digital version on Steam or GOG, or look for the Piko Interactive uploading builds to bulletin boards via modem, blowing EPROM carts
up, of course. Collection 1 Evercade cartridge, which also includes 19 other games. to test builds and having bug reports faxed to them.

62 | RETRO GAMER
THE MAKING OF: TINHEAD

TINHEAD’S TUNES LESS HEAVY METAL, MORE TECHNO-POP


Play Tinhead today and you’ll still go away
with one thing: a head pulsating with catchy
earworm tunes. The work of videogame musician
Paul Tonge, commissioning Tinhead’s soundtrack
was almost an afterthought during the development
process, “We were a fair bit into development
before we starting thinking about sound,” says the
» [Mega Drive] Stuart says the team wasn’t going to better
game’s producer Stuart Whyte, but there’s no doubt
Sonic on sheer speed but the head-shooting mechanic made
up for it. It allowed Tinhead to kill enemies from a distance. Paul did an amazing job.
No need to bounce on their heads. He had been approached after Alistair Brimble,
David Whittaker, Tony Williams and MicroProse’s » [Mega Drive] Although the music can be turned off,
bouncing. The Mega Drive controller didn’t own internal team turned the job down. “They were you simply wouldn’t want to.
have enough buttons to put all three shots all too busy or unable to support the Mega Drive,”
on different controls so you had to cycle Stuart says. Richard Lemarchand, the game’s designer, recalls being nervous about
through them,” Stuart explains. Horizontal working with Paul. “I’d never specced out music for a game before and Paul was
and diagonal shots were the easiest to already a legend in game music,” he says.
implement but, as Stuart says, “Bouncing Paul drew on the team’s influences. “The MicroProse crew was going out dancing a lot
required a bit more effort because the during those times, to local clubs in Chippenham and West Country raves, and we loved
bullets bounced around the environment.” everything that was spooling out from acid house and techno – from the Detroit sounds of The
Nick’s approach was outstanding, Belleville Three to the pop crossovers of Adamski, Opus III and Rozalla,” Richard explains.
Richard adds. “In that generation of “I remember burbling to Paul about our influences in a fairly incoherent way and then, in
consoles, you didn’t have the programming an incredibly short amount of time later, he came back with all these perfect tunes. They had
power to simulate physics in real-time, earworm pop melodies, but with house-techno baselines bumping along underneath.”
so the bouncing shots were ‘table- Paul’s sound effects also complemented the controls. “The improved sample rates of that
driven’ – they used a look-up table to generation of machines, and the inventive sounds that sound designers could coax out of them,
determine their motion. That was the usually with a really tiny memory footprint, made for a massive leap forward in game design,
hardest part to implement. The maths every bit as much as all those splendid graphics,” Richard adds.
for the horizontal and diagonal shots was
relatively straightforward but it was Nick’s
tremendous talent and patience that made
it possible for him to carefully code those which determines how the camera view
tables so that the shots bounced in a very gets offset as the player-character moves
enjoyable, realistic way, bouncing a little left and right – and we could have ended
less high each time.” up with sections that played like a side-

T
scrolling shooter like Scramble or Gradius.
he development team So that’s all on me, but you live and learn.”
discovered that a good number To make the game a tad easier to play,
of gamers found this triple- when Tinhead was hit he’d lose a battery
shot mechanic rather tricky to rather than immediately forfeit one of his
pull off but they went ahead three lives. “The battery meter effectively
with it regardless. “We knew, from our acted as a shield mechanic protecting
limited focus tests at the time, that people Tinhead from taking damage by depleting
struggled with the triple-shot mechanic his batteries first before losing a life,”
initially but found that, over time, they got says Stuart. The US version was also
used to it,” Stuart says. populated with more pick-ups. “It was » [SNES] Although it started off life as a Mega Drive exclusive,
Tinhead found its way onto the SNES in 2019.
In fact, Richard puts any issues down to typical at that time to make the US version
the level design rather than the mechanic. easier,” Stuart adds.
“I actually think that this is one of those As it happened, this was the game that It meant the game didn’t sell very well by
times when players point to one thing as was released – Tinhead didn’t hit shelves the time it ended up in the shops. “It kinda
a problem, but the real issue is actually outside of America. The initial schedule fizzled,” Richard laments. “I didn’t even
elsewhere,” he says. “If the levels had date was missed too. The game was realise that it had come out, until Stu told
more space to gather speed, and safer mastered in April 1994 and then ended up me about it, having seen it in a store! But
player-favouring level layout, then the languishing for months. “Manufacturing over the years we saw people start to talk
game would have been a lot less cramped- cartridges was a costly and high-risk about it online, and it seems like it’s become
feeling, the controls would have felt less endeavour and our parent company, something of a cult classic! As someone who
twitchy, and the game would have been Spectrum HoloByte, was struggling,” has always been more of an underground,
more fun, and more interesting to replay. says Stuart. “This resulted in the game indie culture person, and who believes that
We could then have done more work with being released much later in the console good work can eventually find its audience,
the ‘dance box’ – the complex set of rules generation with not a lot of support.” that’s actually incredibly satisfying.”

RETRO GAMER | 63
It Came
From The
Desert
 PLATFORM: AMIGA  RELEASED: 1989  DEVELOPER: CINEMAWARE

f you needed any idea of Cinemaware’s ambition,

Iyou only had to examine its name. It’s there as


clear as day, ‘cinema’ and Cinemaware was one of
the few developers of the time to use its games to
capture the sheer scope and scale that a good movie
could offer. From the dramatic dogfighting of Wings
to punching out Nazis in Rocket Ranger, the games
of Cinemaware felt larger than life and did a great
job of translating movie tropes into digestible and
entertaining game mechanics.
By far one of its biggest achievements was It Came
From The Desert, a wonderful love letter to the iconic
B-movies that dominated cinema throughout the Fifties.
Before the game even begins you’re treated to an eye-
opening and instantly iconic title screen that not only
sets the mood for the game perfectly but effortlessly
conveys the title cards of the very movies it was
emulating. Yes, we’re giving two pages to a title screen,
but what an iconic and memorable title screen it is.

BIO
Cinemaware originally released
It Came From The Desert on
Commodore’s Amiga in 1989,
where it received plenty of
acclaim thanks to its charming
story, excellent visuals and varied
gameplay. The game’s success
meant it was eventually ported to
the PC and TurboGrafx-CD, with
the latter featuring live actors and
many new characters. Antheads:
It Came From The Desert II, an
expansion/sequel, arrived in 1990.

64 | RETRO GAMER
MORE CLASSIC IT
CAME FROM THE
DESERT MOMENTS
Nooooooooooo!
If one of the
game’s ants gets
the better of you,
you’re treated to
a dramatic scene
of the beast’s shadow looming over
you. As its mandibles menacingly click
away, your on-screen avatar lets out a
final, blood-curdling scream.

It’s Huge!
While the top-down
view gives you a
good indication
of the size of the
foes you’re facing,
they’re even scarier from a first-person
perspective. The gargantuan insects
fill your view just as you begin to fill
your pants.

Memorable
Characters
Exploring the town
of Lizard Breath is
made all the more
enjoyable because
of the numerous townsfolk that live
there. Some of them are everyday
Joes, but a few, like this chap, are a
little more bizarre and memorable.

Hey, You Chicken!


One of the best
minigames sees you
playing chicken with
a rival car. Simply
put the pedal to the
metal and hope that your opponent
swerves before you do. Sadly, the
Amiga can’t render the horror on their
faces when you have a near miss.

RETRO GAMER | 65
THE BEST-SELLING GAME OF 1997 WAS A CEREBRAL SLOW-BURNER SET ACROSS
FIVE CDS. ITS PICTURESQUE SCENES AND CRYPTIC PUZZLES HAVE NOW BEEN
REMADE IN FULLY EXPLORABLE 3D. GAME DIRECTOR RICHARD VANDER WENDE
HELPS US UNRAVEL THE MYSTERIES OF RIVEN, THE SEQUEL TO MYST
WORDS BY GR AHAM PEMBREY

J “WE FLEW TO SANTA


ust as the universe of Riven

FE AND SPENT THREE


moves in mysterious ways,
the stars aligned on the day
Richard Vander Wende became
DAYS GATHERING
PHOTOS OF THE AREA”
a director for the game. Or as
IN THE he puts it to us, “It was a total, DEVELOPER
HIGHLIGHTS
RICHARD VANDER WENDE
serendipitous fluke. But it’s a testament to
KNOW the power of pursuing your passions and MYST PICTURED
 PUBLISHER: PLATFORM: PC, VARIOUS
BRØDERBUND curiosities, no matter how unpromising the
path ahead might seem.” I saw an early prototype model,” he says. “It RELEASED: 1993
 DEVELOPER:
CYAN Having worked at Disney, where he created was a formal garden area, with a reflecting URU
 PLATFORM: artwork for the film Aladdin, Richard found pool, and it looked just like something from PLATFORM: PC
VARIOUS RELEASED: 2003
himself between jobs with “no clue” where to Myst. I immediately questioned that – partially
 RELEASED: OBDUCTION
1997 turn his attention next. But then a friend gifted for my own edification, but also because this
him a ticket to the Digital World Expo computer seemed like an opportunity to do something PLATFORM: PC, VARIOUS
 GENRE:
PUZZLE show in Los Angeles. There he happened to spot different. From my point of view, the entire RELEASED: 2016
ADVENTURE
Robyn Miller, the man responsible – along with world and everything in it, was the result of
his brother Rand and their studio Cyan – for the narrative events that we needed to get a handle
1993 puzzle adventure Myst. “I told him how on before we could intelligently proceed with
great I thought Myst was – which had only been designing and building anything.”
out for about nine months,” Richard remembers. In keeping with that philosophy, the
“He then asked me what I did, and I told him developers took time out early in creation
I’d been the production designer on Aladdin. of Riven to write a story treatment for the
He seemed sceptical; so when I got home, I first Myst novel, The Book Of Atrus. Richard
grabbed my portfolio and drove back down to says doing this “greatly expanded our

RICHARD
the Convention Centre. When I showed him understanding” of the backstory before the

VANDER
my work, he got excited. He immediately pulled team got far into development. “As we saw

WENDE
Rand in, who invited me to join them for lunch. it, everything stemmed from – and should be
After an amazing three-and-a-half hour meal at a manifestation of – the story. That was the
Q Richard is a the top of the Bonaventure Hotel they asked me backbone that we knit everything out from,”
visual designer if I’d like to be a part of the sequel effort.” he explains. In Riven, that story begins with
who co-directed Myst had been an unparalleled commercial Atrus, a key character from Myst acted by Rand
Riven and led its success for Cyan and its publisher Brøderbund. Miller, monologuing to the camera in a full-
art direction, after Nonetheless, Richard was clear from the start motion video sequence. Atrus possesses the
working on films of the project that the sequel needed to forge ancient ability to craft linking books – magical
including Aladdin its own path. “On my very first day at Cyan, tomes that act as portals between ages. In this
and Willow.

66 | RETRO GAMER
THE MAKING OF: RIVEN

introduction, he compels you to travel through


a book into the Age Of Riven, where your

A
mission is to rescue his wife Catherine from his
tyrannical father Ghen.

longside the underlying


narrative, which is partly
told through texts found on
your travels, much of the
worldbuilding in Riven comes
from the captivating setting. The five islands
of the game include natural landscapes and
ancient tribal elements, alongside aspects » [PC] A bridge leads to the mysterious golden dome on Temple Island.
inspired by industrial design and steam-age
machinery. Some of these art styles and
themes stemmed from a pivotal road trip the
team undertook. “I saw a kinship between the
basic structure of Riven’s story and indigenous
areas of the American Southwest I’d seen.
So we flew to Santa Fe and spent three
days gathering photos of the area,” Richard
recollects. “This gave us a real-world analogy
that became the foundational underpinning of » [PC] Key character
Riven. And because those references all came Atrus is acted by
Cyan cofounder
from the same place, they harmonised with Rand Miller.
each other in a way that added a degree of
veracity to the fiction we were crafting.”
The Santa Fe influence is indeed clear to
see as you explore the adobe architecture
of Riven and its sun-soaked vistas. Added
» [PC] Jungle Island is
to that, the steam-age parts of the game
a riveting location, with
stemmed from considerations about what lots of open exploration
to enjoy.

RETRO GAMER | 67
CONVERTING RIVEN HOW DO THE CONSOLE AND MOBILE VERSIONS COMPARE?
Q The impressive sights and sounds of Riven
arrived on the Sony PlayStation and the Sega
Saturn just a few months after the initial PC and
Mac launch. Japanese studio Sunsoft developed
both console versions. In Europe, Sega published
the Saturn game and Acclaim published the
PlayStation release, while in Japan, Enix published
both conversions.
A magazine advert for the PlayStation conversion
proudly promoted the size of the game with the
strapline of “5 discs deep. A universe wide”. This
was accompanied by imagery showing off the
» [PlayStation] Brighter scenes shine, but darker ones do look a bit rather chunky jewel case. Sunsoft managed to » [PC] A psychedelic
muddy on Sony’s console. whittle the disc count down to four for the Saturn mine-cart ride
connects two islands.
version, for which they also achieved brighter
graphics. Both versions are solid enough, but they
do suffer slightly longer load times than many PC
and Mac owners would have enjoyed. Controlling
the game naturally also feels more clunky on a
gamepad than on a mouse.
As for comparing the PC and Mac releases?
Unlike Myst, which some fans maintain was
superior on the Mac platform it was first designed
for, Riven seems more or less identical on both.
Years later, the game was released for iPhone
in 2010. Spotting subtle details on a small phone
» [Saturn] The Saturn game does a good job of capturing the PC and screen can be tricky, so the 2013 iPad version
Mac experience. offered an improved on-the-go experience. » [PC] Solving puzzles often requires

EXPLORING RIVEN
close observation of tiny details.

A ROUGH GUIDE TO
TRAVERSING RIVEN’S
FIVE ISLANDS

TEMPLE ISLAND JUNGLE ISLAND BOILER ISLAND PRISON ISLAND


Q Your adventure starts on Temple Q This is the largest island and the Q An azure lake greets you when Q Built on the foundations of an
Island, dominated by an impressive most interesting to explore, Jungle you arrive on Boiler Island, which enormous tree felled by Ghen to
golden dome. An early puzzle sees you Island is inhabited by reclusive is also known as Book Assembly create books, this is now where he
navigate a rotating room. Across a Rivenese natives. In their village you’ll Island. Trace the pipes and study the keeps prisoners. Here you’ll find
bridge, you’ll find an eerie temple leading encounter an underwater submarine- mechanics of a big boiler to progress Catherine, the wife of Atrus who
to a Maglev – the mechanised, tram-like like system and a secret passageway to an upper level, where Ghen’s transported you to Riven to find her
transport system between islands. to a rebel retreat. laboratory awaits. and capture Ghen.

68 | RETRO GAMER
THE MAKING OF: RIVEN

Ghen, the character at the centre of the “THE END RESULT


WAS CLOSER TO
story, would have realistically been able to

WHAT I’D INTENDED


build. “He’d been trapped on the islands
for decades, with limited resources, which

THAN ANYTHING ELSE


definitely would have put a cap on what

I’D EVER WORKED ON”


he was able to achieve. The Industrial
Revolution seemed a potentially fruitful

RICHARD VANDER WENDE


analogue to that, so we tried to keep his
constructions at that general level,” Richard
reasons, before adding that there was
also a playability consideration here. “Tech the four-year development, the launch proved
from that era was generally friendlier, easier wildly successful. Despite arriving with around
to understand; and since a large part of Riven two months of 1997 left, Riven ended up
involves figuring out how things work, the selling more copies than any other game that

A
more accessible we could make them, the whole year. By one year after release, it had
more enjoyable that process would be.” sold more than one-and-a-half million copies.
If the strange puzzles and mysterious
atmosphere of Riven feel like the work of s with Myst before it,
» [PC] Static backdrops developers chasing an independent creative stunning graphics were a
sometimes come alive vision, that probably has something to do with huge selling point for Riven.
with animations and
FMV sequences. the small size of the team. Compared to his Edge commented that, “Riven
previous role at Disney, Richard found working has an aesthetic completeness
at Cyan to be liberating. “It was such a joy,” quite unlike any game Edge has previously
he stresses. “The vastly smaller crew on Riven encountered,” while adding that the puzzles
meant that we had infinitely more control mean, “It’s more than beauty for its own
over the work and, as a consequence, the sake.” Like some other commentators,
end result was far closer to what I’d intended though, Edge highlighted the relative lack
than anything else I’d ever worked on. As a of full 3D interactivity that PC gamers
designer, working in large-scale collaborative were starting to expect from first-person
media like films and games, that’s what you games. A reviewer for Salon remarked
always hope for but rarely get. Large studios that, “Riven’s gameplay has a graceful
like Disney are factories by comparison, so elegance that reminds me of a masterfully
getting them to stretch beyond their comfort constructed novel,” while the usually
zone is much more difficult.” irreverent and sceptical PC Zone begrudgingly
While the team may have been modest confessed that, “Riven is a nice collection of
in size, the expectations placed on them breathtakingly well-drawn visuals with some
were vast. When the release of Riven was interesting moments that do (providing you’re
delayed from the Christmas season in 1996, of an open mind) sort of captivate you.”
Bloomberg reported that “Brøderbund’s stock In the following years, Riven was followed
took a major hit” as a result. “Expectations are by four sequels. Myst III: Exile maintained
so high, it’s scary,” the news outlet reported frame-by-frame graphics but introduced the
Rand Miller as saying. Brøderbund had a ability to take a 360-degree look around every
great deal riding on the title and invested in a scene. Uru: Ages Beyond Myst experimented
multi-million dollar advertising campaign that with real-time graphics and third-person
surrounded the eventual 31 October 1997 perspective, and then Myst IV: Revelation
release. To the relief of everyone involved in returned to pre-rendered, static views. Myst V:
End Of Ages brought more visual freedom with
multiple camera angles. Then there was Uru
Live, which moved the series into massively
online multiplayer territory and has since gone
through various iterations, the latest of which is
still available to play for free. Cyan (by this time
trading as Cyan Worlds) also created updated
versions of Myst, including RealMyst, which

SURVEY ISLAND
remade the classic game with a fully moveable
environment. Throughout all of these releases
Q Used by Ghen to study the drift of you can trace a push towards greater freedom
Riven’s islands as they deteriorate, and immersion. That led fans to hope that
Survey Island has hidden depths. Find Riven would be given the same treatment. One
your way below the surface and you’ll group of modders and enthusiasts even took
access Ghen’s underwater complex, it on themselves to start trying to achieve that
including a throne connected to a » [PC] These dinosaur-like creatures flee as we arrive on the goal in an unofficial capacity under the banner
variety of viewing devices. Instagram-worthy beach. of The Starry Expanse Project.

RETRO GAMER | 69
» [PC] An almost postcard-
perfect vista, if it weren’t for
those industrial contraptions.
» [PC] Various mechanised transportation systems help you traverse the islands of Riven.

On the 25th anniversary of Riven in 2022, a wouldn’t stop. This was clearly an opportunity environment. Has it been gratifying for Richard
big announcement came. Alongside unveiling – to strengthen and expand upon what we’d to see praise for the new version? “When I left
a modestly updated version of the original created two-and-a-half decades earlier. But Cyan after the original Riven, I was effectively
game for modern platforms, Cyan Worlds had it would necessitate being open to deviating cut off from most of the feedback, so I never
more significant news. Working in partnership from the canonical orthodoxies of the original.” really knew whether what we had done had
with The Starry Expanse Project team, it was Robert Kreps, a key member of The Starry meant anything to anyone,” he reflects. “It
developing a complete remake of Riven in full Expanse Project team, was involved from the wasn’t like I could go to a movie theatre and
3D and virtual reality. Very sadly, the start of start of the Riven remake. Richard says Robert sit with the audience; and social media simply
this project had coincided with a tragic time became the “chief archaeologist” of the team didn’t exist yet. Over the years, I’d get the odd
for Richard. “In April of 2020, after a long and when it came to analysing and reconstructing email from someone via my website, but that
valiant struggle with cancer, my wife Kate died. lost 3D assets from the original game. “That was it. So it’s been deeply gratifying, this time,
We’d been together for 36 years. There’s no freed Rand and I up to focus on rethinking to be able to get a real sense of what fans and

“THIS WAS CLEARLY


word for what that did to me,” Richard tells us. things. We had critics are making
“Her death also happened to coincide with the been granted three of this new version.
onset of the pandemic, so the fear and isolation extra years to fix,
AN OPPORTUNITY TO It’s only about 80%

STRENGTHEN AND
that added to the equation didn’t help. At some refine and expand of what I’d hoped it
point in the course of all that, a Quest 2 headset our original effort. might be, but I think
mysteriously appeared on my doorstep. Then So we just started
EXPAND UPON WHAT we still managed

WE’D CREATED”
Rand reached out to let me know that Cyan by questioning to give people

R
Worlds was going to remake Riven, and asked if everything. And something special.”

RICHARD VANDER WENDE


I had any interest in being involved.” each time we Over a quarter of
dove back into a century after the
ichard admits that his first the foundational original release, there
instinct was to say no. “Had narrative and managed to excavate some are now various ways to play Riven on different
our cancer ordeal not wiped hitherto unknown aspect of the world, we platforms, be it the original version or the
me out financially as well as would come away feeling energised.” Richard modern remake. It may not be for everyone,
emotionally, I probably would’ve says it was motivating to think that “fans and the brain-bending puzzles have no doubt
declined. I had no desire to paint the same would get to play Riven again for the first time led to many confused looks and abandoned
painting twice. And the aim of copying the – and that was a very exciting notion”. playthroughs. But as the demand for a remake
original game just felt like a mistake – copies The remake of Riven was released in April attests, there are also plenty of fans who feel
being rarely, if ever, as good as the originals. 2024 to critical acclaim. The Guardian scored very strongly that it offers a special experience.
And – I was still a twisted grieving wreck of it four out of five, while PC Gamer awarded it Richard is keen to credit the rest of the team
a human being. But Rand was persuasive, so 90%. The remake retains the core elements that made that happen. “My sincerest thanks
despite my trepidations I agreed to an initial, of the original, but with reworked puzzles and to the teams of both productions – and to
two month consultancy. Once I re-familiarised unbroken 3D exploration. Even cutscenes Rand, for the chance to bring the world of
myself with that world, however, my brain have been animated into the traversable Riven into sharper focus.”

70 | RETRO GAMER
THE MAKING OF: RIVEN

VIRTUAL RIVEN HOW VR ADDS EXTRA ATMOSPHERE TO THE REMAKE


Q Immersion in a strange universe has always been While the remake has evened out the difficulty
part of the appeal of Riven. When Cyan Worlds level of some of the tougher puzzles in the original
set out to remake the game, bringing its islands to game, there are still lots of challenges for which
life in virtual reality as well as on flat screens was scribbling down notes about the world (such as
part of the plan from the start. The virtual reality symbols you discover in a book) can be a huge
experience is available on the Meta Quest 2 and help. That’s difficult to do with a VR headset on
3 headsets. You can also play this version on PC, your head, although you can still take screenshots
provided you have a very high-spec PC with a VR and refer back to them in the ‘notebook’ area of
setup. If you do, you’re in for some amazing scenes. the menu. Road To VR suggests in their review that
Both PC VR and Quest versions look striking a “spatial pencil” to annotate found letters would
and have been well received. However, some have been slightly more ideal.
reviewers have noted that some graphical Nonetheless, the chance to explore the scenic
compromises were necessary for the experience world of Riven in immersive VR is an exciting one
to be possible for the Quest. The Quest version that feels like a natural fit. A review in The Gamer
also includes a few extra loading screens that argues that the game is “what virtual reality
could break the sense of immersion slightly, is made for” adding that Riven is ultimately “a
including before and after you use the Maglev tactile experience designed for moving around
tram to travel between islands. and using your hands”.

» [PC] The remake


introduces new puzzles
and areas while
retaining the core of
the classic game.

» [Meta Quest 3] VR promises to make the


otherworldly setting even more immersive.

» [PC] Even if you


completed the original,
there are fresh
challenges worked
into the remake.

» [PC] Having complete freedom to move and look around makes all the difference in the remake.

RETRO GAMER | 71
ESSENTIAL GAME
SILENT SCOPE COMPLETE
The third and final Xbox lightgun game
is the one that gives you by far the
most to do with your gun, offering
four games from Konami’s sniping
series – as well as the first three arcade
instalments, you get Silent Scope 3
which was originally designed for
the PS2. While all of the games here
were released on the PS2, you may
be surprised to learn that none of
them had lightgun support of any kind,
making the Xbox versions easily the
best ones available on home consoles.

72 | RETRO GAMER
PERIPHERAL VISION: SHARP SHOOTER

Sharp Shooter
 PLATFORM: Xbox  YEAR: 2003  COST: £24.99 (launch), £40+ (today, boxed), £15+ (today, unboxed)

s a prolific manufacturer of third-party console accessories,

A Joytech had made a lightgun or two prior to its foray into


the Xbox gun scene, and the Sharp Shooter brand had
previously been established for guns on other platforms.
The branding wasn’t the only thing that was recycled, though – the
body of the gun itself is exceptionally similar to the PlayStation and
PS2-compatible Sharp Shooter of the era, from the handgun shape
to the red-dot sight that can be attached.
The Sharp Shooter was a rather curious item upon its release. XBM
noted that “the accuracy of the gun is top-notch” despite “feeling
slightly cheap” but the bigger problem was the lack of software
support. Just two games, The House Of The Dead 3 and Starsky
& Hutch, were available at the time of release and only one more
followed afterwards. This lack of software likely goes some way to
explaining why the peripheral isn’t tremendously common. If you’re
picking one up today, like most lightguns you’ll need a CRT television
in order for it to work correctly.

Sharp
Shooter fact
QThe Sharp Shooter was released
in both a regular cardboard box and
a plastic blister pack, meaning
examples with the original
packaging can be tricky
to find today.

RETRO GAMER | 73
THE MAKING OF

BY THE TIME TOMB RAIDER II CAME OUT IN 1997, CORE DESIGN WAS WONDERING WHAT TO DO
,#62ª̘ª#4#,23**7ª2&'1ª*#"ª2&#ª1#0'#1ª',2-ªª,#5ª"'0#!2'-, ª1ª5#**ª1ª2&#ª '02&ª-$ª
ª!-+.*#2#*7ª-0'%',*ª%+#ª2&21ª+-12*7ª ##,ª$-0%-22#,ª2-ª2'+#iª3,2'*ª,-5

y late 1997, Britpop was fading, IV – as a sequel to another team’s game over
Oasis had released their which we had no creative control,” Gavin
disappointing third album, Be reveals. “This took the wind out of our sails and
Here Now, but Core Design, made us realise that our creative energies for
based in Derby, England, doing another Tomb Raider just wasn’t really
was thriving thanks to the first two there; we were burnt out from the intense
Tomb Raider games. With Tomb Raider II schedule of Tomb Raider II.” In a way, this led DEVELOPER
IN THE dominating the gaming charts, the team was to a blessing in disguise for the team, with HIGHLIGHTS
unsure what to do next. Eidos offering them the chance to stay at Core RICK DANGEROUS
KNOW “I assumed we would continue making and work on a completely new game, which PLATFORM: AMIGA,
 PUBLISHER: Tomb Raider games, especially given how they accepted, meaning most of the team VARIOUS
EIDOS RELEASED: 1989
successful it had been,” explains Gavin would not work on a Tomb Raider game again.
 DEVELOPER: CHUCK ROCK
CORE DESIGN Rummery, lead programmer at Core. “We Lead animator, Stuart Atkinson, recalls
were supposed to be making Tomb Raider III coming across Project Eden in the early days. PLATFORM: ATARI ST,
 PLATFORM: VARIOUS
PLAYSTATION 2, on a brand-new engine. But because we “I remember Gav talking about Hired Guns, RELEASED: 1991
PC
wanted two years to do it, Eidos insisted that the four-player game on the Amiga and other
 RELEASED: TOMB RAIDER
2001 another team was tasked turn-based multi-character PICTURED
 GENRE: with making additional “WE WERE ORIGINALLY games. We talked about PLATFORM: SATURN,
PLAYSTATION, PC
ACTION
ADVENTURE
levels for Tomb Raider II
– but as a full game,
SUPPOSED TO BE MAKING how we would translate
that style of game into RELEASED: 1996
which was dubbed Tomb TOMB RAIDER III ON A a full 3D world.“
Raider II.5 internally.” !1 -#̏-$6©$-&(-$” Gavin originally created
The team were a design document
» [PlayStation 2] The first meant to be developing called Downtime, which
moment you’re shown Tomb Raider III as a launch title for the Sony eventually turned into Project Eden. “Growing
Project Eden’s HUD – PlayStation 2. Instead, another team, who up reading Judge Dredd, I was fascinated by the
you’ll be seeing a lot of it
throughout the game.
were making Tomb Raider II.5, were told that idea of Mega-City One and how it might be in
this would be Tomb Raider III, reality. It occurred to me that in these cities, the
which subsequently came out in most desirable areas would be at the top, and
November 1998. that the lower levels would be the oldest and
The original team felt most decayed and abandoned, so the idea of
creatively drained, having had the city in Project Eden was born. The concept
the third entry taken away, had players starting the game from the top, and
and were now put to work on then go deeper and deeper into the depths,”
another game in the series. Gavin explains. “The original concept was for
“Our team suddenly found the team to be varied in size – as an entire
ourselves making Tomb Raider squad – and the experience would be like the

74 | RETRO GAMER
THE MAKING OF: PROJECT EDEN

» [PlayStation 2] The very first introduction to the team you’ll be


controlling throughout the game – consisting of Carter, Mink, Andre
and Amber. » [PlayStation2 ] Project Eden looks overwhelming to start with.
Luckily, the cursor makes navigating the game relatively easy. THE TEAM REVISIT PROJECT EDEN’S
control room in Aliens with players needing to
UNDERRATED MULTIPLAYER MODE
deploy their squad members to seal doors and Q Another aspect of Project Eden that stands
set up defences behind them as they delved out is its Arena multiplayer mode. There
deeper. That isn’t really how the game turned are three modes to choose from: the first
out, because it was heavily influenced by the is Deathmatch, where you and a friend can
puzzle level designs of Heather and Neal.” control one of the four characters to win a
bunch of matches, Team Mode lets you and
roject Eden had the innovative a friend solve puzzles in a few maps, and
feature of being able to control Racing Mode enables you to control one of the
four characters at once – Rovers through an obstacle course, avoiding
something that Grand Theft traps and falling debris.
Auto V would similarly use with Joby Wood, level designer on Tomb Raider IV
its three-character-switching system in and V, was brought in to help with the Rover
2013. “Hired Guns was a personal favourite of » [PlayStation 2] Make the most of that orange sky, as you won’t see racing map. “Gavin asked me to create a map
mine from the Amiga days that was a much much of it once you finish the first level. for Eden by using existing assets. The new
more direct inspiration. You had four characters system they had developed for Project Eden
that you controlled separately, and it was a Animator, Peter Barnard, who was was really great,” Joby recalls. Peter Barnard
cyberpunk world much like Project Eden where responsible for most of the FMV (full-motion also remembers making a few maps for Arena.
you went on missions and switched between video) on the first four Tomb Raider games, “The new release date meant I had time spare,
the characters to complete them,” Gavin says. was tasked to help make the cutscenes on so I created three maps – I had so much fun
“I loved that game and thought it would be Project Eden. “I do remember the early work playing these – one called Hanger had a lot
great to make something similar with a modern on what was going to become Tomb Raider of environmental pieces that would affect
full 3D game engine.” Next Gen on the PS2 – which then became the you!” These modes remain a lot of fun to play
foundation for Project Eden after Eidos wanted all these years later. If you’ve got a PS2 lying
a Tomb Raider game every year on PlayStation. around, grab some friends and show them just
A lot of characters walking about and looking at how good Project Eden’s multiplayer still is.
each other, swapping player control between
characters – the main foundation of the game.”
Moving to a whole new console, as well as
a new series, was a breath of fresh air for the
original Tomb Raider team. “The early months
were great fun. The team was energised by
being free from Tomb Raider, especially for
those who had done Tomb Raider I and II,”
Stuart recalls. “When we first got a level up
and running with the new engine it looked so
good that people from outside our team would
» [PlayStation 2] You’ll likely not expect a monster like this to
suddenly appear, but as you reach the halfway point of Project Eden, come and check it out and be blown away. At
they become a common occurrence. that stage we were all very happy with how » [PlayStation 2] It’s not exactly Mario Kart 64, but
it’s a nice break from the main game.

Q Gavin created the Q Peter was responsible Q Stuart created and Q Joby helped to make
script and the engine for for all of the cutscenes animated all characters, Eden’s multiplayer mode
the game. He now heads and full-motion videos, and enemies and machines in and now leads his own
» [PlayStation 2] Once you play these maps you’ll
up Collective Anvil, a is currently a freelancer in Project Eden, and is now studio creating a VR sports instantly want to go back and try and beat your high
blockchain gaming company. the industry. an indie game developer. game called BoW II VR. score. It becomes quite entertaining.

RETRO GAMER | 75
it was looking – we just had no idea the long Half-Life infuriating, so didn’t think it worked for
grind ahead of us to finish it.” a game that could be played in first-person.”
Project Eden introduced innovative controls
for its time, especially the use of dual-stick evelopment of Project Eden
controls in third-person games. “It was still ended up taking four years. “It
early days for 3D control schemes,” Gavin lasted from 1998 to 2001 – way
explains. “Eden’s controls were so new that longer than the two years we
many players found them confusing, but intended. This was part of the
they’ve aged better than the original Tomb general problem at Core of insufficient project
Raider games!” Another unique feature was planning that of course led to Tomb Raider:
the ability to use the camera with a cursor, Angel Of Darkness massively overrunning and all
inspired by FPS games on PCs, allowing the problems that caused,” says Gavin.
GAVIN AND PETER RECALL precise aim without shifting the entire view. As the game was wrapping up, Project
WORKING ON, THAT ENDING “I was proud of that – I thought it worked Eden’s release date had the unfortunate
Q After Vicky Arnold, the first female writer well, but it never caught on,” says Gavin. One timing of being released days after Grand
for Lara Croft, had left, Gavin Rummery was inspiration the team took from Tomb Raider, Theft Auto III – but this was due to a request
left to write the game’s script. “One day we was to not have jumping as a separate button. from one of Core’s bosses. “The original date
were told to arrange voice recordings – but at “The main way we switched from Tomb was moved back to accommodate new voice
that point we had no script! I assumed we’d Raider’s controls was the early decision to not acting, as Jeremy Heath-Smith (co-head of
get the services of Vicky, but that wasn’t to include jumping as an action – that came from Core Design at the time) didn’t like them,”
be, so I wrote all the story and dialogue over the fact we’d all found the jumping sections in Peter reveals. “He called myself and Andrew
two weeks as best as I could!” Gavin reveals.
» [PlayStation 2] You’ll find yourself in these situations a lot – which
“Originally the main enemy was meant to be always calls for switching to another character to rescue your team
Dr Molenski, but I switched it to being his member and be rid of the enemy.
daughter, then the idea that she was related to
one of your party members and that was the
reason they were being lured into the depths. It
was the best I could come up with and it’s the
only script I’ve ever written in my career! The
ending… mixed reactions there!” Indeed, Peter
Barnard remembers the last scene of the game
to be anticlimactic. “The end sequence is one I
forgot about – which happened right at the end
of the project. I just watched it again and it was
mental. I was in charge of making it work to be » [PlayStation 2] In the later stages of
cohesive and cost effective. What I couldn’t the game, you’ll come across way more
change was the background, so they walk off mutants that veer into Resident Evil territory.
towards… a wall.”

» [PlayStation 2] A bizarre farewell, as both are


about to walk into a wall, instead of a sunset.

» [PlayStation 2] By pressing L3 on the


DualShock 2 controller, you can play the
game as a first-person shooter. But you
may encounter some strange bugs and
» [PlayStation 2] Even for PS2, you can almost tell clipping, especially when you get damaged.
Mink’s bewilderment here from her almost-hesitant
wave and blank facial expression.

76 | RETRO GAMER
THE MAKING OF: PROJECT EDEN

» [PlayStation 2] Controlling the bulky cyborg has its moments,


allowing you to easily fend off enemies and withstand environmental
hazards like electricity and poisonous gas.

» [PlayStation 2] It’s moments like these when Eden


gets its groove on – switching between your team to
defeat the enemies can be exhilarating. » [PlayStation 2] Using the different weapons all have different blasts
and effects, making every shot a satisfying one.

Thompson into his office


and said, ‘Eden‘s voices
“I ALWAYS FELT WE PUT “I liked the immediacy
that the game could be
are shit – sort it out!’ EVERYTHING AND THE tweaked and the creators
This did allow more dev KITCHEN SINK INTO THAT got rapid feedback in the
time which the game
benefitted from.”
GAME, WHICH WAS NO engine – very quick iteration
on level design and enemy
Sadly, you were lucky
DOUBT WHY IT TOOK US setup. The game itself
if you saw adverts for SO LONG TO DEVELOP!” required you to think –
Project Eden on release some fun puzzles and a
– a far cry from Tomb need to swap teammates,
Raider. “The marketing of the game was time to explore and look around the world.”
terrible, but Eidos seemed to be squandering
a lot of innovative titles from its studios at the avin agrees, with Project
time in favour of putting all their efforts behind Eden showcasing a lot of
their guaranteed hits,” Gavin says. “Project innovations still used today.
Eden was marketed as an FPS instead of a “We did a lot of things that were
puzzle-oriented action adventure. They didn’t ahead of their time – I always
even mention it was made by the original Tomb felt we put everything and the kitchen sink into
» [PlayStation] This may remind you of another game, Oddworld:
Raider team or try to market it towards people that game, which was no doubt why it took us
Abe’s Oddysee by Oddworld Inhabitants, but you won’t get an
“OK!” response here. who like Tomb Raider, so it sank without a trace: so long to develop! The ability to play first or
going up against titles like GTA was just part of third-person and switch between the two is not
the general ineptitude of the marketing effort.” common to this day, and meant we had one of
Peter agrees, with Project Eden being up against the first FPS games where you could see your
other games around this time. “Max Payne came character’s body when you looked down.”
out, as did Red Faction and Gran Turismo, all of Almost 24 years on since its release, Project
which flooded the market – I do think we missed Eden has become an underrated classic.
our window – nowadays we’d be able to patch “Overall, the concept of controlling a team of
the game more easily.” characters, being able to play the exact same
Yet for all of the issues, Project Eden is a game alone or with friends, is something that
unique game that shows off what a Tomb hasn’t been done much even to this day,”
Raider III for PlayStation 2 could have been. Gavin reflects. “In the end, I’m proud of the
Nevertheless, Gavin, Stuart and Peter still hold game as we were trying to innovate. Reviews
a lot of fondness for developing the game. “The are mixed – some love it, others hate it – but
game was full of a great bunch of passionate mostly people haven’t heard of it as it never
» [PlayStation 2] This is the first moment you’re in control of the Fab
Four – we recommend getting used to the controls and the HUD as people to work with – we were really blazing made much impact, which is a bit sad after all
soon as you can. trails at the time – all very exciting,” Peter says. the work we put into it!”

RETRO GAMER | 77
BursTrick
Wake Boarding!!
TIME TO WAKE UP

» RETROREVIVAL
 PLAYSTATION  2000  METRO CORPORATION
The late-Nineties and early Noughties
were really the golden years of the
extreme sports genre, a time when
publishers were willing to make games
based on everything from scooters to
sky surfing. The odd one that seemed to capture my
imagination was wakeboarding, because BursTrick always
stood out to me when I saw it in magazines, since it had
the kind of colourful arcade aesthetic that I love, and which
was falling out of fashion at the time. I never managed to
pick it up back then, but I liked the idea of it enough that
when I finally did find a copy in 2014, I decided to grab it.
For those unfamiliar with wakeboarding, it involves
someone holding onto a long rope handle that trails
behind a speedboat, and trying to jump off of its wake.
In Trick Mode, you’ll do exactly that, but the truth is
that it’s not tremendously exciting since you don’t have
an awful lot of freedom. No, the real fun is found in
Obstacle Mode, in which you speed around courses
trying to pick up points by jumping off of ramps and
collecting rings – the smaller the ramp, the more points
you’ll get. In this mode you have some control over the
speed of the boat, and there are obstacles like falling
rocks and careless Jet-Ski riders to dodge.
BursTrick isn’t going to tear you away from the Tony
Hawk or Cool Boarders games for too long, mostly
because it’s a bit limited in scope and it doesn’t have a
multiplayer mode to extend your interest. Anyone who
wants a more robust wakeboarding game should probably
look beyond the original PlayStation and try Wakeboarding
Unleashed Featuring Shaun Murray. Still, it’s definitely
diverting for a little while and if you fancy a trip back to the
era of blue skies and gnarly tricks, you shouldn’t have to
pay too much for a used copy.
New games that wish they were old

IN THE KNOW
 PUBLISHER:
KONAMI
 DEVELOPER:
KEELWORKS
 RELEASE:
2024
 PLATFORM:
PC, PLAYSTATION 5, XBOX
SERIES X|S
 GENRE:
ARCADE SHOOTER

CYGNI: ALL GUNS BLAZING BROUGHT ITS PLAYERS A LEVEL OF POLISH RARELY SEEN IN THE SHOOTER GENRE –
AND A VERY PARTICULAR INFLUENCE FROM THE PAST. BUT WHY DID A TEAM FROM OUTSIDE GAMES DECIDE TO
BUCK THE TREND WHEN IT COMES TO MODERN SHMUP DESIGN?
WORDS BY WILL FREEMAN

W
hen a studio from the team are also avid lifelong gamers, so it “THERE’S PLENTY OF ROOM
world of visual effects and was perhaps inevitable that they might start
TO INNOVATE WITH THIS
film makes its debut in applying their skill set to game design and
videogames, you might development. But why make a shmup? GENRE, IN OUR OPINION”
imagine it would flex its “There’s plenty of room to innovate with MEHER KALENDERIAN
cinematic muscle working with a genre like this genre, in our opinion,” offers Meher
action adventure, where there’s an explicit Kalenderian, KeelWorks founder and CEO, that’s another reason.” Shmups certainly offer
opportunity to showcase skills around who also stands as a lasting fan of the a distinct means through which to explore
lighting and camera work and narrative genre, and producer on CYGNI. “Shmups, game design innovation. They present a
drama. But looking back to gamings past? to me, have this recognisable, familiar significantly constrained template, compared
That seems a little more unlikely. structure to them that appeals to veterans, to many other gaming forms – particularly
It turns out, however, that the Edinburgh- but also newcomers. What attracted us to in their arcade manifestation, where a
based KeelWorks saw things a little the genre was the potential to modernise credit system, lives, diminutive hitboxes, a
differently. Earlier this year the studio released it; to modernise this familiar genre with scrolling 2D playing field viewed from a single
its first game in the form of CYGNI: All Guns stunning visuals and the immersive sound perspective, and often a five-level structure
Blazing, a dazzlingly polished 2D shooter with design and orchestral music and some fresh are all near untouchable constants. Of course,
a cinematic quality arguably never seen in the mechanics. So while we’ve tried to respect there are exceptions to that statement, but
genre before. KeelWorks has a history making the genre’s legacy as such, we also wanted so often, the opportunity for innovation here
remarkably high-quality animated cinematics to push its boundaries, giving players the is in the nuance contained within that firm
– and composing scores and other music for nostalgia element, but also a forward-looking genre template, where tweaks to scoring
worlds like film and television. The founding experience. Plus, we love sci-fi here – and systems or the addition of a mechanic

80 | RETRO GAMER
RETRO INSPIRED: CYGNI: ALL GUNS BLAZING

INSPIRING DESTRUCTION The games (and movie) that inspired CYGNI


Q The CYGNI team name checks all manner of games and developers. Eclipse Software initially released Tyrian as a
other sources when discussing CYGNI’s influences. Taito’s shareware demo in 1995, before subsequent versions followed.
1994 arcade wonder RayForce might come as no surprise, as To this day, it has a reputation as a cult hit, and the influence
like CYGNI , it has depth of setting at its heart, with ground on CYGNI is clear, from the verti-zontal presentation to the
and air enemies. Gradius gets a shout-out too, thanks to its equipment-buying system. Tyrian itself was an homage to
mesmerising atmosphere and on-the-fly ship upgrade system. Compile’s iconic Zanac, which almost feels there in the CYGNI
The movie Starship Troopers held a great sway as well, providing DNA too. A year earlier, Raptor: Call Of The Shadows had
an inspiration for the insectoid enemies and ferocious battles. been unleashed by Cygnus Studios. It also brought verti-zontal
But – considering CYGNI’s extension of the Euroshmup presentation and a equipment-buying system – and at the time
tradition – the most distinct games that the KeelWorks team was considered stunning graphically and cinematically, even if
point to are two examples of that form; albeit ones from US it feels a little primitive by today’s standards.

like encouraging point-blank shooting for


bonuses can utterly disrupt or shift the play
feel and flow of a release. And so it was that
KeelWorks zeroed in on its chance to create
something distinct, yet familiar, potentially
reaching a vast, diverse audience. Because
CYGNI is absolutely designed to be a shmup
of wide appeal and mainstream success – not
a curious release doomed to remain niche.

C
YGNI itself somewhat rejects the » [PC] KeelWorks legacy in the VFX world is evident in CYGNI’s wildly » [PC] From the opening moment of CYGNI’s first stage, it is evidently
recent indie shmup renaissance’s polished cutscenes. a game brimming with detail.
affection for adopting the design
tenets of the genre’s bullet hell, longer levels, a greater focus on narrative, and upgrade system, and there is very much
arcade anchored form born less complex scoring. At this stage there have an emphasis on plot and atmosphere. In
in Japan. Instead, it feels very much like a been Euroshmups made in the US and even fact, CYGNI serves up visual, lighting and
‘Euroshmup’. When it first appeared, that term Japan. Euroshmup is also sometimes used animation effects that absolutely bring
simply referred to shmups made by European as a dismissive term by the hardcore arcade AAA levels of cinematic quality. From the
studios. In time, though, it came to frame shooter community, who see it as a lesser particle effects to billowing explosions to
a particular style of 2D shooter, often with form. And yet a great many iconic, brilliant moody, sinister lighting, it is an incredibly
health bars, upgrade systems, more stages, shooters – like Agony, Banshee, Apidya, beautiful game. And it is generously
Tyrian and Jets ‘N’ Guns – are very much seasoned with multiple cutscenes of striking
Euroshmups. Perhaps they aren’t lesser than quality. A two-weapon system, meanwhile,
Japan’s arcade shooters, but simply distinct? lets you attack both air and ground-based
That’s a proposition that might still brew enemies – and the planetary surface below
murmuring discontent among some genre constantly brims with detail, as thousands
devotees. And yet there is no real reason a of ground troops do battle while you plough
purebred Euroshmup can’t offer something overhead unleashing your firepower. Unlike
brilliant, entertaining, and valid. Which was most earlier shooters offering a chance
KeelWorks’ aim with its gaming debut. to hassle air and ground targets, where a
With CYGNI, the stages are indeed longer. single 2D plane hosted every sprite, in the
Additionally, there’s seven in total, your case of CYGNI, the game exists in a three-
» [PC] The influence of Starship Troopers is there in the grotesque, ship can take plenty of hits, and your shield dimensional space, making everything all the
insectoid bosses. can be constantly topped up. There’s an more convincing and engrossing. Its world

RETRO GAMER | 81
New games that wish they were old

WHO FRAMED CYGNI? The ambition of a deceptively small team


truly is a place that feels like it is suffering a
very real and destructive conflict.
An on-the-fly upgrade system also lets
you move power cell-like units between your
Q Glance at CYGNI: All Guns Blazing’s wildly out there that it was a AAA budgeted super high-end shields and weapons, letting you dynamically
impressive visuals, and you’d be forgiven for thinking creation, and that’s not quite true. I always bring back adjust the two against one another –
it is the work of a vast team, backed by a substantial the example of Jessica Rabbit, from Who Framed something that does feel more informed by
budget. KeelWorks may well one day be that kind Roger Rabbit. She says, “I’m not bad; I’m just drawn arcade shooters, where managing systems
of studio, but when it started on CYGNI it had a that way.” She’s famously sexy, you know, but she’s while dodging and shooting is a mainstay.
headcount of three. More staff and contractors joined just drawn that way. Well, we don’t have the budget; Yet the result is a game where you can be
through the development, but the outfit remained CYGNI’s just drawn that way. We never had the a relative bullet sponge, soaking up shots;
modest in scale. Which makes the team’s technical luxury of budget or time, and in comparison [with true something very different from the feeling
achievement with CYGNI all the more stunning. AAA] it is an indie project. So we did everything we of playing a bullet hell shmup, where your
“CYGNI’s element of depth and polish was a did within the time and scope available.” fragile craft disintegrates at the mere touch of
tremendous challenge” Nareg confirms. “When we The results, then, are all the more impressive. a single piece of enemy ordinance. It’s a lot of
talk about this game, there’s a lot of misconception Because CYGNI still feels like the work of a vast team. fun, and that distinctness may well be a result
of the strengths of coming to game making
from another industry entirely.
“Our background lets us look at
videogames from a different point of view,”
proposes Nareg Kalenderian, KeelWorks
founder and game director, who contributed
across CYGNI as art director and more.
“When you’re making movies, story is king.
Everything else, like cinematography and
camera and direction has to accompany that –
accompany and serve the story. So we could
take that to games, where gameplay is king,
and everything else has to accompany that.”

A
s such, KeelWorks approached
the shmup genre with a slightly
different mindset, where
everything from the lighting to
the effort of building the game
world in 3D absolutely existed to support
and serve the gameplay experience. And as
it happened, looking back at all manner of
different videogame genres guided CYGNI’s
modernisation of its form.
“By approaching this from the visual effects
and visual perspective that we came from,
we started to look at these games – and
troubleshooting the genre – differently,”
Nareg continues. “And we went back to the
» [PC] While CYGNI isn’t an basics, funnily enough, because this wasn’t
arena shooter, sometimes it
sure feels like one.
just about being high-tech. We went back
to the isometric days of the Nineties when

» [PC] A sense of gloom, mystery, and desperation is palpable in the narrative cutscenes.

82 | RETRO GAMER
RETRO INSPIRED: CYGNI: ALL GUNS BLAZING

» [PC] CYGNI is a long game for a shmup, and rarely lets


up for a moment.

» [PC] The game’s atmospheric lighting deserves much credit for the » [PC] Never quick to go down, the bosses are
cinematic nature of the experience. rather distinct in their genre.

» [PC] CYGNI boasts a brilliant fusion of cutscenes and gameplay,


which regularly merge.

those games had pre-rendered backgrounds.


They used to do a lot of cheating, so if you
know Commandos or Syndicate or all those
isometric games – they looked so beautiful
because a lot of them were pre-rendered. So
we used a lot of those same techniques, in
order to make this feel the way it did. So even
though the game is quote-unquote ‘next gen’
in terms of graphics and so on, there’s a lot of
very old methods used, and that we usually
use in VFX as well – to make a shot work. » [PC] Even in the rare moments when the bullets quieten, there’s often still a lot going on.
Because in visual effects, it’s the same story.
You don’t have much time, and you don’t be said, CYGNI still offers up a
have as much budget as you could.”
“BY APPROACHING THIS FROM menacing challenge on all but
But again, as much as CYGNI is a modern THE VISUAL EFFECTS AND VISUAL the easiest setting; it might just
– and very enjoyable – Euroshmup, that’s PERSPECTIVE THAT WE CAME FROM, be a little more fun than many
not to say that Japan’s arcades didn’t WE STARTED TO LOOK AT THESE of its arcade counterparts when
shape the developer’s creation. “We took you are overwhelmed and
a look at the genres,” remembers Nareg. GAMES – AND TROUBLESHOOTING destroyed. Like the Euroshmups
“We had the Japanese arcade shmups, THE GENRE – DIFFERENTLY” of old, CYGNI excels in bringing
and the Euroshmups. We decided what we NAREG KALENDERIAN something more to experience
liked from the Euroshmups, and what we than survival and score chasing;
liked from the Japanese side of the genre. mind at all. If we wanted to entirely avoid a game where player performance is not the
We wanted to combine those two into doing that, why bother with working on only metric for enjoyment.
something new. Obviously, that will create something different for two years?” For KeelWorks, the next focus is on a

C
some controversy with the people familiar CYGNI patch, to refine and iron out some
with the genre in some camps, and that’s YGNI did turn out to be a little creases, while improving the odd element,
perfectly normal. That’s something we don’t divisive, in fact. Many of the such as how the game explains the upgrade
most devoted shmup players and customisation system. The team is
from the arcade tradition already working hard on its next gaming
felt it was too disruptive; too project, and has more ideas and concepts
divergent from the score-chasing, bullet- for titles in the pipeline. The team might be
dodging form that is now the genre’s active relatively new to games, but having proven
centre. Yet seemingly many more players they know how to build something brilliant,
– and particularly those who grew up on they aren’t going anywhere anytime soon.
Euroshmups on systems like the Amiga – What genre they focus on next – and
have been entirely enthralled by KeelWorks’ how much it connects with gaming’s past
offering, and thrilled to find a take on a – remains a mystery. But there’s a good
shooter that brings so much atmosphere and chance it will bring something both familiar
» [PC] CYGNI does explosions very, very well indeed. feeling, all without punishing you for contact and distinct; a quality that was CYGNI’s
And there are a lot of them. with just one enemy bullet. Though, it should greatest strength.

RETRO GAMER | 83
HyperScan
 MANUFACTURER: Mattel  YEAR: 2006  COST: $69.99 (launch), £120+ (today, boxed), £50+ (today, unboxed)
ombining two things that kids love into a new, better thing is a

C sound strategy for business success – except, of course, when


it isn’t. Anyone looking for proof of how disastrous this can be
should look to Mattel’s HyperScan, which aimed to hook tweens
with its combination of videogames and trading cards. Each HyperScan
game has associated Intellicards that could be purchased in randomised
booster packs, which the console recognises using the same RFID
(radio-frequency identification) technology later employed by Skylanders
and Nintendo’s Amiibos. Once scanned, cards can grant players extra
characters, power-ups and more.
Despite hosting popular properties such as X-Men, Ben 10 and Marvel
Heroes, the HyperScan flopped hard. The hardware was cheap, but
produced unimpressive graphics even compared to the handhelds of the
day, and although the games retailed for $19.99, collecting complete sets
of Intellicards could push the total price past that of full-price games on
more mainstream consoles. Just five games were published before Mattel
discontinued the system in 2007, with two planned games cancelled and
two Intellicard expansion sets for released games left unreleased.

SUPPLIED BY
EVAN
AMOS
HARDWARE HEAVEN: HYPERSCAN

HyperScan
fact
QThe only HyperScan game not to be based
on a licensed property is Interstellar Wrestling
League, a 2D fighting game developed by
Digital Eclipse.
PROCESSOR: 32BIT SUNPLUS SPG290 SOC 108 MHZ,
STORAGE: RFID CARD UP TO 96 BYTES PER CARD
GRAPHICS: 640X480 RESOLUTION, UP TO 65,535
COLOURS, CHARACTER AND BITMAP MODES,
HARDWARE MPEG4/JPEG CODEC ESSENTIAL GAME
MEDIA: CDROM UP TO 650 MB
AUDIO: 24CHANNEL PCM
Spider-Man
MEMORY: 16MB SDRAM
To be honest, nothing in the
HyperScan’s minuscule library is
worth writing home about. This
film tie-in does feel competently
developed and offers some variety
within its platform beat-’em-up
framework, so that’s something.
As well as thwarting robberies,
battling bosses like the Green
Goblin and rescuing Mary Jane,
Spidey gets to deliver pizzas –
making sure to change into his
Peter Parker clothes first, naturally.
You’ll need the Spider-Man card to
save your game, and the remaining
cards are used to provide power-
ups and unlock the various
missions that the game offers.

RETRO GAMER | 85
MIKE TUCKER
Well known amongst retro enthusiasts for his work at Bitmap Bureau, on games
like Xeno Crisis and Final Vendetta, Mike Tucker’s background encompasses
controversial classics, Flash smashes and chart-topping mobile games
Words by Mike Diver

What was your first experience with a mum and dad knew I was hooked on computers,
videogame, Mike? so they decided to put themselves in a huge
Raised on BBC Micros, other
The first thing was a Grandstand Scramble amount of debt and buy an Amstrad PC on
home computers and Eighties desktop game, when I was six, which I was purchase hire. That pushed me down the right
arcade cabs, Mike Tucker’s absolutely hooked on. I also remember playing path. I remember something called GEM Paint,
obsession with videogames Xevious and Nemesis, or Gradius, next to each which I used to create pixel art. I’d draw the
flourished at an early age. His other in a fish and chip shop in Cornwall. That bosses from Nemesis on there. And there was
love of the medium developed would have been the mid-Eighties. a 3D construction kit, this game creator, which
into a desire to make his own I’d play around with, and also level editors. One
games, but an abandoned And what about computers? game in particular, I think it was called Willy The
text adventure project and We had BBC Micros at school – and I loved Worm, a shareware game, had a really cool editor
unsatisfying computer science Granny’s Garden. That was the one game and you could throw loads of your own elements
course left him disillusioned. we all got to play, and you’d hear the other into it. So that was my grounding in games really,
He left college and went into kids talking about it in the queue for lunch, and my avenue into development.
game testing instead. He talking about the passwords. That game was
legendary. I also got to play Daredevil Dennis. What was the first game you programmed?
landed a position at Sales Curve
Of course, we weren’t doing any coding back I think that was in QBasic, and I was trying to
Interactive (staff featured below),
then, just learning how to use the computers. make a text adventure game. I thought, “How
where his most notable project difficult could it be?” But I quickly ran out of
was Carmageddon, and years Did you have a computer at home, and memory and hit a brick wall. I lost confidence
later caught the crest of a mobile when did you realise that you could make and left it there. I was 14 at the time. Following
gaming wave. When that bubble your own games? that I took up computer science at A-level where
burst, he grabbed the opportunity The first computer I owned was a ZX81 which we had Acorn Archimedes computers. We did
to make his own stuff, ultimately I bought for four quid, but it didn’t have a RAM a bit of coding but it wasn’t presented in a very
leading to Bitmap Bureau’s retro- pack or a cassette deck, so I couldn’t really do fun way. We were playing around with Pascal, or
styled successes. anything with it. I’d sometimes take it to my C, and I felt like it wasn’t for me – but I still knew
friend’s house and connect it to his cassette that I wanted to work with videogames. I got a
deck as his dad had a Spectrum. On the estate I D, and nobody was telling me to go to university
lived on there were kids with various computers or anything, so I didn’t know what to do.
– my mate Adam had a Spectrum, my mate
Pete had a Commodore 64, so I was always But you loved games, so were fully set on
playing on their computers. And occasionally doing something with them?
I’d see Adam’s dad, Tony, who’s now passed, At college we had a Street Fighter II cabinet,
programming a game from a magazine. He Champion Edition, so every morning and
spent days inputting this game, and it was a real lunchtime I’d be on that, and I’d say I mastered
magical moment when he ran it. it to the point where I could complete the game
without taking a hit. I knew I was good at games,
And did seeing your friend’s dad inputting and understood what made a fun game. I was
that game spark something inside of you? reading Edge magazine at the time, and I saw an
It sparked something for sure. When I was ten, advert for games testers. I got an interview at

86 | RETRO GAMER
I loved Granny’s
Garden. You’d hear the
other kids talking about
it, talking about the
passwords. That game
was legendary
Mike Tucker

RETRO GAMER | 87
SELECTED TIMELINE
QKINGDOM O’ MAGIC [1996] PC
QGENDER WARS [1996] PC
QXS [1996] PC
QSWIV 3D [1996] MULTIPLATFORM
QCARMAGEDDON [1997] PC
QCARMAGEDDON II: CARPOCALYPSE NOW [1998] PC
QFRENZY! [1998] PLAYSTATION
QHOPKINS FBI [1998] PC
QLIVE WIRE! [1999] PC, PLAYSTATION
QSTAMPEDE [2000] PC, DREAMCAST (UNRELEASED)
QGIANT KILLERS [2000/01] PC, DREAMCAST
QPUB POOL [2003] MOBILE
QTOMB RAIDER: THE OSIRIS CODE [2003] MOBILE
QTIGER WOODS PGA GOLF [2004] MOBILE
QTOMB RAIDER: QUEST FOR CINNABAR [2004] MOBILE
QBOMBOOZLE [2008] BROWSER
QTIME4CAT [2009] BROWSER
QKNIGHTFALL: DEATH AND TAXES [2010] PC/MOBILE
» [Arcade] Mike was a big fan of Street Fighter II, which probably explains why so many of his later games are so combative.
QHOUSE OF DEAD NINJAS [2011] BROWSER
QSUPER HOUSE OF DEAD NINJAS [2013] PC
QFATAL SMARTIES [2016] MEGA DRIVE
Sales Curve Interactive (SCi) in Southampton. I And after Gender Wars came Carmageddon…
Q88 HEROES [2017] VARIOUS
wasn’t sure how to prepare, but I had a Japanese Yes, SCi was the publisher on that game, and
QXENO CRISIS [2019] VARIOUS
PlayStation and Ridge Racer was my favourite we helped the developers, Stainless Games,
QBATTLE AXE [2021] VARIOUS
game, so I took in my memory card with my best on the production side of things. We tested it
QFINAL VENDETTA [2022] VARIOUS
times on it. It made them laugh, but it seemed to for about a year, including the eight-player LAN
convince them that I was hardcore enough. mode, which was amazing fun. I loved that so
much. It was probably the highlight of my time
Your best-known project at SCi was in QA. Even the single-player mode in that
inarguably Carmageddon, but you worked game was excellent.
on some games before that. What was
Gender Wars all about? And what was the feeling in SCi when you
Oh my God, yeah. That was one of the games were working on that game?
I had to test. I’d actually nearly quit in my first I could tell Carmageddon was going to be
week, testing Kingdom O’ Magic before that, a hit within a minute or two of playing it.
but I was getting paid so I stuck it out. Gender And with the controversy behind it, and the
Wars was an isometric strategy shooter, in a Pope calling for it to be banned (a silly story
similar vein to Syndicate, with real slow, clunky involving the MP Greg Pope, not the Pope),
gameplay. The concept is rather in the name that was perfect publicity. But I actually had
– men are against women in this dystopian to demonstrate it to the British Board Of Film
future where everyone is dressed up like space Classification, to show that it wasn’t this ultra-
» [PC] Carmageddon was one of the first games that marines, armed to the teeth. It definitely wasn’t violent and bloody thing. People were wary
Mike tested when he was working at SCi.
PC, at all. And it wasn’t a great game, but I after the noise around Mortal Kombat, but the
tested that game for about six months, five controversy did the game no harm at all and
days a week, eight hours per day. it was a great one to test. We also tested the
sequel, Carmageddon II: Carpocalypse Now.

» [BBC Micro] Like a lot of school kids in the Eighties, » [BBC Micro] Daredevil Dennis would prove to be an » [Dreamcast] Stampede was nearly complete
Mike experienced the memorable Granny’s Garden. inspiration of sorts for House Of Dead Ninjas. before its publisher pulled the plug.

88 | RETRO GAMER
IN THE CHAIR: MIKE TUCKER

finally able to move away The money was obviously


from QA and help to shape
the game. It was a weird
I could tell very decent, but was
making these simple
game and its biggest flaw
was having to control two
Carmageddon games really rewarding for
you, creatively?
characters separately, a
farmer and a sheep dog.
was going to They were fun, and the
money was good. These
We spent a couple of
years on it but Infogrames
be a hit within a games really were my
proper introduction to
eventually pulled the plug
because they said they
minute or two programming, and one of
the guys there, Andy Bain,
had a competing project
called Sheep, Dog ‘N’ Wolf,
of playing it he sat me down one day
and said, “Do you fancy
» [PC] Carmageddon II was another game Mike tested. It ramped Mike Tucker
which was a Looney Tunes- trying to make a game?”
up the visuals over the original game, and also the gore.
inspired game. The project So I made a text adventure
got shut down when it was 80 to 90 per cent for mobile, and this time it worked, so I’d come
That was when SCi’s operations moved to complete, which was a shame. The company full circle really. That was in a language called
London after they’d closed their Southampton then pivoted to mobile games. Perl. Beyond that I was able to get my head
office, and I had to commute for about a year, around turn-based games, moving pieces
which was hard work. It was three hours each We’re still a way off smartphones being a around a board, games like Sokoban, I did a
way in the car, with my mate Stu. We’d arrive, thing at this stage, so when you left the mobile version of that. It was a nice, smooth
play Carmageddon II for eight hours, and then Stampede team to work on mobile games, introduction into programming, building my skills
spend another three hours driving home. what sort of games were they? with each game. After a while though I did get
We’re talking games for the Noikas like the 3210, tired of it. The studio got bought out by some
By the mid-Noughties you were developing not even colour screens, 96 by 65 pixels. The big American corporation who specialised in
mobile games, on behalf of some pretty company rebranded as IOMO – IO Mobile. We ringtones, and when record labels realised they
big publishers, but what bridged the gap were making simple stuff, but we were also could cut out the middleman with those sales,
between SCi and that work? one of the first to get into that space. We found our parent company’s value plummeted
When the Southampton branch of SCi got shut success and had lots of contracts coming in. We
down, a lot of people got made redundant, but were developing our own IP but also got to work
off the back of that there was a small studio with Core, EA and Disney, because they wanted
that got set up called ioproductions. They were their games on mobile. We did Tiger Woods,
working on this sheep-herding game called and that was a perfect fit, and a game called Pub
Stampede. The idea came from the partner Pool which was a huge hit. We put that on just
of one of the programmers, and the idea was about every phone you could imagine. This was
unique at the time. It was supposed to come the ringtone era, so we were selling games for
out for PC and Dreamcast and a deal had been between two and five pounds, something like that.
signed with Infogrames, the I think we were Europe’s top mobile studio for
big French publisher, so it some time, and at one point we had five games
was all looking good. I was in the mobile top ten and worked with people like
brought in as production MTV as well – we made a game for Dirty Sanchez,
assistant in 1998, so I was which won an award. I did years of that. » SCi created this promotional image for Kingdom O’ Magic.

TUCKER’S TOP FIVE Mike’s personal highlights


from his career so far

SWIV 3D CARMAGEDDON SUPER HOUSE OF XENO CRISIS FINAL VENDETTA


■ “Although I was largely ■ “My involvement here DEAD NINJAS ■ “I was extremely pleased ■ “I’ve long been a fan
a tester on this title, I was was as a tester, but it ■ “My first attempt at a with how Xeno Crisis turned of beat-’em-ups, so I’m
given the opportunity to gave me a real buzz to platformer, this game was out, especially on Mega surprised it took me so
help out with level designs be involved with such a extremely well received and Drive. It makes me happy long to make one, but
on the expansion pack. That high-profile title. I dodged we’ve agreed a licensing to know that classic we put together a great
was my first ‘peek behind as many pedestrians deal with Warner to bring gameplay is still in demand, team for this one and
the curtain’, and my first as I could when it back under the Bitmap and I think we made a the end result was very
creative contribution on a demonstrating it to the Bureau banner, so we’ll be game that feels at home on satisfying. We’re looking
commercially released title, BBFC, but I think they saw looking to do something the Mega Drive and many forward to releasing it on
which meant a lot.” through our ruse.” with it soon!” other retro systems.” Neo Geo soon!”

RETRO GAMER | 89
MIKE’S IOMO We don’t
ADVENTURES desperately need to do
Some clever games from before the smartphone
these other platforms
■ We’ve mentioned several mobile games Mike’s
worked on across these pages, either as a designer,
for Xeno Crisis, but it’s
programmer or tester, but his credits in that field
stretch on a long way. Here’s a look at some of the
part of who we are
Mike Tucker
titles he worked on at IOMO. » A photo of the Finblade team with Mike at the back.
From 2002, Scooby Doo! In Jeepers Creepers!
casts the player as three different members of the overnight and they started selling parts of I could apply it to a platformer, and one day I
gang: Shaggy, Velma and Scooby himself. Solving the company, including us, so that studio shut came up with the idea of a game where you
all the required clues in a level naturally allows you down. We had another little upstart from that, constantly move down through this tower,
to unmask the villain at the end – and yes, they’d called FinBlade, which was making early iPhone fighting through enemies. That was House Of
have gotten away with it if it wasn’t for you pesky, games and iPod Touch games, but I was getting Dead Ninjas. I wrote an email to Adult Swim,
um, mobile players. pretty bored at that point. A year into that, the they loved the game and offered to buy the
2003’s 007 Hover Chase was published by money just wasn’t there and the company made IP there and then. It was a bit foolish of us
Vodaphone and finds James Bond participating redundancies, and it was at that point where I to sell the IP in retrospect, but it was good
in action-packed races played from a top-down decided to start making my own stuff. money so we went for it. The game was kind
perspective. It’s based on the pre-title hovercraft of inspired by Daredevil Dennis, really, the old
sequence from Die Another Day and uses the engine And that was in Flash at first, right? BBC Micro game where you start at the top
from a previous IOMO racer, Stuntman. Yeah, three of us made a little studio called of the screen and work your way down. Adult
Badger Bash, also from 2003, lives up to its title as Megadev, all working from home really, and we Swim licensed House Of Dead Ninjas to other
the aim of the game is to whack the titular nuisances on were making Flash games. We had a big hit websites. It was the era of Meat Boy being a
their bonces when they invade your veggie allotment. with a match-3 puzzle game called Bomboozle, Flash game, before it became Super Meat Boy,
The problem is that Gary, your pet cat, is also hanging which I was pretty happy with. It got hundreds so there was a lot of creativity in the space.
about, and you wouldn’t want to wallop him between of millions of plays and brought in a few quid It was a cool period to be working in, and we
the ears with a heavy garden tool, would you? for us, and enabled us to get things started. signed a multi-game deal with Adult Swim.
Pub Pool, Pub Darts and Pub Fruity rather speak for From there we developed more Flash games, They eventually asked for a sequel to House Of
themselves, but Pub Fight? OK, perhaps you’ve got and the cash was always up and down. Dead Ninjas, which came out as Super House
that one’s beat-’em-up design worked out already, but Of Dead Ninjas, and that was our first Steam
the 2005 release definitely wasn’t as straightforward One of your games, Time4Cat, was game. There was quite a lot of pressure on us,
as IOMO’s other boozer-set games. You, as Terry the particularly inspirational, wasn’t it? but it was a real honour to be in that position as
landlord, have to fight off drunkards, gangsters, disco So, the idea with that game was you have this it was also Adult Swim’s first Steam game. We
dancers and more in a time-spanning experience set cat and you move around the screen collecting expanded it for Steam and it got great reviews
across four decades. No matter the era, you always food and dodging people, but the game only and sold loads. It set us on our way.
begin at the urinal. Sensible: nobody likes being moves when you move. If you look at the
caught short mid-fisticuffs. Superhot Wikipedia page, it says that it was That almost takes us up to Bitmap Bureau –
Finally, from 2004, Tomb Raider: Elixir Of Life is the inspired by Time4Cat, so I thought that was but can you tell us about Fatal Smarties, as
third of three mobile games Mike worked on based nice. And that’s a heck of a game, Superhot. I that was the first game you specifically made,
on the adventures of Lara Croft. It’s a side-scrolling could never have made something like that. during a game jam, for the Mega Drive?
game of fiendish puzzles spread across 15 levels, with That’s largely down to my colleague Matt
its story following Lara as she survives traps inside a So what was inspiring you, while you were Cope, who’s a very smart guy and an excellent
Scottish castle only to find the game’s antagonist is a making these Flash games? programmer, as he loves a technical challenge.
brain in a jar. Totally normal day for her, obviously. I’d seen Spelunky. The concept of procedural He’d heard about the SGDK, a software
generation appealed to me and I wondered if development kit for the Mega Drive made
by a guy called Stephane Dallongeville. It’s a
stepping stone into Mega Drive development
that makes the process of putting a sprite

» Members of the IOMO team on a reunion in 2019 (Mike, third from right). » [Browser] Bomboozle can still be played online » [PC] Don’t be fooled by the cute aesthetics. Super
today and is a fine way to waste ten minutes. House Of Dead Ninjas is surprisingly bloody.

90 | RETRO GAMER
IN THE CHAIR: MIKE TUCKER

» [PC] The enjoyable Battle Axe should be coming


to Neo Geo and Mega Drive in the future.

» [Mobile] Mike found himself working on numerous


licensed mobile games like 007 Hover Chase.
» [Mobile] Pub Pool is just one of the » [PC] Henk Neiborg’s amazing pixel art for Battle Axe
many mobile games Mike worked on. really shines in its character select screen.

or tiles on the screen quite simple. We used Matt wants it on more and more platforms.
THE MANY
that and in the space of 48 hours we’d made
a simple side-scrolling shoot-’em-up, Fatal
Every platform is its own challenge. We’ve
got several more lined up. We have Game INCARNATIONS
Smarties. We didn’t win that competition, but
we got a real buzz out of doing it. We thought
we’d expand on it and make an actual, full-on
Boy Advance coming next, and PlayStation
is done – we just have to arrange the disc
manufacturing. I think it’ll be cool to get the
OF XENO CRISIS
commercial release. game onto 20 platforms. Maybe we’ll be on It’s on damn-near everything
for a record. We don’t desperately need to do ■ Bitmap Bureau’s best-known game to date is
Xeno Crisis has really been the breakout these other platforms for Xeno Crisis, but it’s undeniably the Smash TV and Aliens-inspired Xeno
game for Bitmap Bureau, even though it part of who we are. Crisis, a top-down twin-stick-styled shooter developed
wasn’t the studio’s first. Is that a game, like for the Mega Drive and released in October 2019.
Carmageddon, that you knew was good Your subsequent Bitmap Bureau releases, Available on cartridge, packed inside an authentic-
straight away? Battle Axe and Final Vendetta, didn’t quite looking case, it was an instant hit with collectors of
Well, I made a prototype, just using rectangles make the same splash as Xeno Crisis. They’re Sega’s 16-bit system. But smartly, Bitmap Bureau didn’t
moving around the screen, just to get the feel clearly great games in and of themselves, but limit its astoundingly tough-to-beat baby to the old-
of it right, the pace, the speed of the bullets, why do you think their profile’s been smaller? school console, as it was released for PC, PlayStation 4,
the damage the player does, things like that. I think it’s because we didn’t hit the retro Xbox One and Nintendo Switch around the same time.
And it felt like something we could expand on platforms with those games, which meant there Arguably, these were better ways to play the game,
– it already felt decent. We met our artist Henk wasn’t so much buzz around them. There are given the dual-stick set-up of their controllers – but no
Nieborg, and asked him if he wanted to help retro-platform ports coming – we’re aiming to get doubt Sega purists will argue otherwise. After these
us make this Alien-themed Mega Drive game. Battle Axe onto the Neo Geo and Mega Drive at 2019 releases came Evercade, Dreamcast and Vita in
He got back to us like, “Hell yeah.” I didn’t some point, but Final Vendetta is the priority at 2020, Neo Geo and Neo Geo CD in 2021, Nintendo 64
think this industry legend would join us just like the moment, and that’ll come out for Neo Geo. and GameCube in 2023, and Super Nintendo in April
that! But he did, and he did an incredible job, Those were fun games to make, a lot of work. 2024. Mike teased several further platforms beyond
squeezing so much out of the Mega Drive. We probably should have gone straight into a Game Boy Advance and PlayStation when we spoke
Xeno Crisis sequel, perhaps that’d have been the to him – we’ll leave it to you to do the math on those,
And now Xeno Crisis is on all manner of smart thing to do, but that’s always an option. We knowing that for this studio and its breakout game, the
platforms – it’s gone way beyond the Mega will do a Xeno Crisis sequel eventually, but I like to sentiment seems to be that life is short, so play more.
Drive and modern systems. jump around genres and try different things.

» [PC] Naturally, when you see a phone box in Final Vendetta, the » [Vita] Towards the end of Xeno Crisis, the environments don’t
next move is to smash it up and see what’s inside look very sci-fi at all.

RETRO GAMER | 91
One Piece Grand
Battle: Swan
Colosseum
GRAND SCALE, POCKET SIZE

» RETROREVIVAL
 WONDERSWAN COLOR  2002  DIMPS
One Piece has been a popular manga and
anime series for over 25 years now, but
I’m not a fan and I know I’ll never become
one. It’s not that the adventures of the Straw
Hat Pirates hold no appeal to me, it’s just that
I’d have over 1,100 episodes to catch up on if I started the
anime series today, and I find that kind of time commitment
to be daunting. Even so, my unfamiliarity with Luffy and pals
is no barrier to interest in their licensed games.
One Piece Grand Battle: Swan Colosseum is a fighting
game that feels like a hybrid of Super Smash Bros and
more traditional fighters. Battles take place in arenas with
platforms to jump on and items to grab, but the fights
are strictly one-on-one affairs and victory is achieved by
depleting your opponent’s life bar. It’s really easy to get
into as moves are simple to pull off, each using just a
single direction and the B button, apart from the Super
Moves that use both A and B. It’s quite an attractive
game too, with colourful backgrounds and fluidly animated
sprites that serve as a reminder of the WonderSwan
Color’s capabilities – in fact, some of the graphics were
later reused in a Game Boy Advance One Piece game. The
audio is unfortunately a reminder of the WonderSwan’s
limitations, but we won’t hold that against it.
Although the Event Mode text is naturally all in
Japanese, it does offer plenty to do as each character
has a different story and you can unlock Wanted posters
by meeting certain conditions, such as finishing the story
without using continues. Some of those posters unlock
further characters and stages, so they’re worth the effort.
If you’re a newcomer to the world of the WonderSwan
and you’re looking for something that doesn’t require
much Japanese ability, One Piece Grand Battle: Swan
Colosseum should be on your shopping list.
» [PC] In Rail Heist,
you work against the
lawmen in alternating
turns to rob trains.

>> UFO 50
has flown into
our sights,
and this retro
compilation
from an
alternate world
is well worth
catching. Over
the page, we
check out
Zelda’s solo
adventure, the
latest Evercade
carts from
Blaze, and a
brand-new
book about the
Game Boy UFO 50
UNBELIEVABLY FUN OBJECT
» [PC] Frogs, crocodiles
and more imperil the
titular Chameleon in a
very tricky puzzler.

INFORMATION As much as we In reality these games are the


 FORMAT REVIEWED: PC know most UFO work of developers behind indie
 RELEASED: OUT NOW
sightings are likely hits like Spelunky, Downwell and
 PRICE: £20.99
nothing more than Catacomb Kids, and have been
regular things designed with a shared retro
 PUBLISHER: MOSSMOUTH
we’ve failed to identify, the aesthetic that aims to evoke the BRIEF HISTORY
 DEVELOPER: MOSSMOUTH
PICKS OF term conjures up the mental look and sound of the 8-bit age,  UFO 50 is the brainchild of
THE MONTH  BUY IT FROM: STEAM Spelunky developer Derek Yu
image of aliens for us just as deviating from the gameplay and his friend Jon Perry, who
 PLAYERS: 12
it likely does for you. UFO 50 conventions of yesteryear and collaborated on games as
comes from another world, too – a adding modern twists as the kids. The project was born
from a desire to make smaller
world in which UFO Soft spent developers feel appropriate. Paint
games, with the compilation
the Eighties creating a wide range Chase is a great example of the format decided upon as it
DARRAN of games for the LX console approach taken – seeing cars in was felt that those smaller
range, with 50 represented here a maze immediately brings to games wouldn’t be viable as
UFO 50
standalone releases. The team
This is a truly astonishing from 1982 to 1989. Every game mind Head-On and Rally-X, and eventually grew to include a
collection of games and
fits into this fictional framework, the painting gameplay is straight small band of collaborators,
it’s equally astonishing
that they’re being offered allowing you to trace the history out of Crush Roller, but the and although the game was
» [PC] Bigger isn’t necessarily first announced in 2017 for a
at such a low price. Do of hardware upgrades, the careers timed battles for territorial control
not sleep on this, it will better for the discs representing 2018 release, it has taken until
soldiers in Lords Of Diskonia, a of individual designers and even bring to mind Splatoon. UFO this year to complete. Console
keep you going for ages.
strategy game. some short game series. 50 also feels like a celebration ports are also in the works.
» [PC] The fictional
details for each game
really add a sense
of cohesion to the
collection’s library.

NICK
C-Smash VRS
The New Dimension
update has opened up the
fun to non-VR players,
and the Breakout-
via-squash action is
compelling on a flat
screen too.

94 | RETRO GAMER
REVIEWS: UFO 50

» [PC] Pingolf was


reputedly a favourite of
convention audiences
prior to UFO 50’s release. WHY NOT TRY
WSOMETHING OLD
THREE WONDERS

WSOMETHING NEW
RETRO GAME CRUNCH

platform action game reminiscent That’s another thing about UFO


of Capcom’s Son Son, Chameleon 50 – it’s an astonishingly generous
is a fiendish puzzle game in which package. So many of its games
you must camouflage a lizard and would stand up perfectly well as
guide it to safety, and Rail Heist individual releases, but they’ve
incorporates real-time and turn- been bundled together for a price
based elements into a fantastic that would be reasonable if you
stealth platformer. did only enjoy a few of its games.
The success of UFO 50’s We think that you’re very likely to
central conceit is evident in the enjoy considerably more than just
way that we felt while exploring a few though, and they definitely
» [PC] Paint Chase quickly ramps up in complexity, with boost pads and shifting maze layouts. its library – discovering what benefit from being presented
the LX had to offer reminded from the unifying context of their
of the kind of oddities that extend its lifespan, with roughly us of the rush of discovery we fictional console.
were possible in an era before half of the collection offering co- experienced when retroactively
bloated budgets and shareholder op or competitive play. working through the libraries of In a nutshell
expectations made videogames The developers at Mossmouth Japanese consoles we’d never There are plenty of games
so conceptually conservative. To have realised that with no pre- received in the UK. It’s unlikely in UFO 50 that would be
give an example let’s take Pingolf, existing favourites on offer as a that anybody will love everything revered today if they had
a golf game with pinball-style real retro compilation would have, that this collection has to offer, but seen cartridge releases in the
obstacles played from a side-on UFO 50 needs to make navigating everybody should find something Eighties – as a package, it’s an
perspective – a premise that is its daunting game selection easier that fits their tastes, and we’d be exceptionally deep grab bag of
instantly reminiscent of the ‘golf with sorting and filtering options. enormously surprised if anyone delightful experiences inspired
plus other popular genre equals You can follow the fictional reading this magazine didn’t find at by the classics.
profit’ logic that spawned Atari’s chronology, go alphabetical, set least a few different games they
Ninja Golf in the real world. favourites and filter for longer, really clicked with. >> Score 93%
What’s amazing is that all of the shorter or multiplayer experiences.
games have clearly been given There’s plenty of charm to the
plenty of care and attention. With presentation too, digital dust being
50 games in the collection, you’d cleared from games as they’re
expect that there might be a few played, and games turning golden
obvious space fillers in there, but as they’re beaten, for example.
everything feels substantial, from Rather than taking any kind
the title screen to the credits. of structured approach, we
That’s not to say that every game recommend simply dipping in and
is gigantic in size, of course – we out of games that have appealing
fell in love with Hyper Contender’s descriptions until you find one
platform fighting and managed you love. It’s impossible to go
to beat it in fairly short order, but into detail on all 50, but there
the game length isn’t out of the are plenty of highlights. Caramel
ordinary for an actual 8-bit console Caramel is a shoot-’em-up with
game. Plus, it’s one of the games a unique photography mechanic,
that offers two-player action to Ninpek is a forced-scrolling » [PC] Magic Garden is a single-screen arcade action game, in which you rescue jelly creatures.

RETRO GAMER | 95
RETRO ROUNDUP
WE LOOK AT THE LATEST RETRO-RELATED RELEASES

PICK OF THE MONTH


Evercade Multi-Game Cartridges
» System: Evercade family » Buy it for: £17.99 each » Buy it from: Online, retail

Although it feels like there has been Thalamus Collection 1 ups the number of
a focus on hardware this year, Blaze games to 11 and offers plenty of platforming
has still managed to put out a fine and shoot-’em-up action. Armalyte: Competition
collection of cartridges. The latest Edition and Hunter’s Moon Remastered are
two are no different and consist of a selection of amazing shmups, while Retrograde is pretty
games from two respected developers of home decent as well. Hawkeye is a run-and-gun that
» [Evercade] Z is an excellent real-time strategy game that
computers – Thalamus and The Bitmap Brothers. looks amazing but is rather dull, while Creatures 1 still holds up well today.
The Bitmap Brothers Collection 2 may only and 2 are enjoyable platformers. Heatseeker is the
consist of six games, but they’re really entertaining weakest game on the collection, while Nobby The
ones. Magic Pockets and Gods are probably the Aardvark is also rather disappointing. Thankfully,
weakest, but they’re still plenty of fun to play. we enjoyed the maze shenanigans of Snare.
Cadaver and its expansion The Payoff are excellent That leaves Summer Camp, a dull platformer and
adventure games, while Z is a wonderfully Winter Camp, a rather weak action game.
accessible real-time strategy game. The emulation across both carts
That leaves The Chaos Engine 2, is very good, and there’s decent
a slick run-and-gun that really in-game options as well. If you can
comes alive when played on the only choose one, grab The Bitmap
Evercade VS, thanks to its focus on Brothers Collection 2 as the overall
competitive, multiplayer play. quality of games is so much higher.

>> Score 85% >> Score 75%


» [Evercade] It’s nice to see Blaze include the 2018 update
of Hunter’s Moon on Thalamus Collection 1.

The Game Boy


Encyclopedia
» Buy it for: £35
» Buy it from: pen-and-sword.co.uk
If you’ve read
any of Chris
Scullion’s previous
Encyclopedias
The Legend Of Zelda: you’ll know exactly
what you’re getting
Cash Cow DX
Echoes Of Wisdom with his latest
» System: PC (version tested), Switch
» Buy it for: £5.99 » Buy it from: Online
» System: Switch » Buy it for: £49.99
book. While it’s as
» Buy it from: Online, retail
well-written as any of The developer of Donut Dodo is
Hyrule is in trouble once again, and with Chris’ previous works, back with another early Eighties
Link having been sucked into a dark it’s the subject matter arcade-style platformer, with your
void, it’s the turn of the titular princess that causes this to disappoint slightly. job being to collect all the cash in
to play the hero. The game plays much like The sheer number of Game Boy games short, scrolling platform stages that
the top-down Zeldas of old, but Zelda herself covered means that the book relies heavily feature obstacles such as loops,
solves problems by cloning the objects she on the same four-games-per-page layout spikes, slides and more. The more
encounters throughout the game. Dungeon to cram everything in. It makes for a very you can collect in a short time, the
design lives up to the series’ strong standard bland-looking read, something that’s further higher your score multiplier will rise,
and allows for some level of improvisation, hampered by the Game Boy’s own drab and you can push it further by collecting
which is always welcome, and the miniature- colour palette (thank goodness for the Game diamonds. Just like Donut Dodo, it
style presentation is lovely if marred by Boy Color section). The huge number of looks and sounds authentic, but adding
inconsistent technical performance. It’s just games included also means that many of scrolling and vertical stage wrapping
a shame that you occasionally have to dip the write-ups lack any real substance (we ramps up the difficulty – it’ll take some
into Link’s bag of tricks, as finding alternative love the little facts, mind). Kudos to Chris time to nail down preferred routes
ways to win battles with Zelda’s copying for attempting such a gargantuan task, but through stages. It’s a good game, but
mechanic is challenging fun. if this tome is any indication of his planned one for the dedicated.
NICK THORPE PlayStation book, it might be better to split NICK THORPE
that one over two volumes.
>> Score 87% DARRAN JONES >> Score 80%

96 | RETRO GAMER
GET READY TO HEAD ON A NOSTALGIC TRIP TO
THE WORLD OF EIGHTIES VIDEOGAMING!
Prepare to head back to a time when pixels ruled the screens. Explore the
games, machines, icons and much more that made this memorable decade
so special in this time-bending bookazine from the makers of Retro Gamer

ON SALE
NOW

Ordering is easy. Go online at:

Or get it from selected supermarkets & newsagents


<Your monthly guide to everything
happening in the homebrew scene/>

<!--- [NES] Shown above, The evolving background and


status panel of Zed And Zee’s first level. --->

<!--- Editing graphics


for Zed And Zee. --->

TENGEN
<MAIN HEADER>
<intro> Things have
been busy for C64
owners at the time of

TAKE TWO
writing. Thirty-one
games entered the RESET
4K competition (bit.ly/
reset4k-2024), and the
brilliant Paul Koller
released Spelunky64 <!--- Jeff’s old laptop, “I picture
– bit.ly/spelunky64 <intro> Jeff Silvers talks about how he revived the Tengen Games the ‘I’m tired, boss’ meme every
– which deserves a name, starting with the debut NES title Zed And Zee </intro> time I fire it up,” he says. --->
fuller review in the
next issue. This time
we look at a revived 001 <body> A casual conversation led to the 028 Zee levels.” Capcom was also an inspiration, with Jeff
label, a fascinating 002 resurrection of Tengen Games. “Several years ago 029 telling us, “The Mega Man series informed the game’s
multi-part Vectrex
game, three good games 003 I was talking to a friend of mine about old videogame 030 graphical theme of technology appearing in unexpected
get reviewed and we 004 companies and mentioned off-hand how cool it would 031 places (satellite dishes on top of ancient pyramids, a
look forward to a new
STE title. </intro> 005 be if ‘whoever owns Tengen now’ would resurrect 032 forest with USB cables as vines, etc).”
006 the brand,” Jeff Silvers tells us. “In December 2022, I 033 As for development, “Most of my work takes place
007 realised that nobody owned the trademark and that it 034 on a 12-year-old Windows 7 laptop that’s just begging
008 had been legally abandoned for nearly two decades. 035 to be retired,” Jeff says with a grin. “I flash ROMs to
009 Zed And Zee had been in production for a while by this 036 a reusable demo cartridge when I need to test on real
010 point. I wanted to ensure I fully understood the process, 037 hardware, and I’ll throw a ROM onto my Raspberry Pi
011

FROM A T ZED
and I filed my initial paperwork with the US Patent And
012 Trademark Office in February 2023.”
013 Paperwork filed, Jeff went back to his NES game.
014 “As a child, I would draw little Nintendo Power-style
015 maps of NES games I’d made up in my head, knowing
016 nobody would ever actually get to play them,” he
017 explains. “The fact that I’m now producing games for
<!--- Jeff Silvers has recently 018 my favourite console and reviving the name that inspired
revived Tengen Games. --->
019 me to go for it is a dream come true.”
020 The first game from the revived label has plenty of
021 notable influences. “There’s a lot of inspiration from
022 fixed-screen arcade games like Mario Bros and Bubble
023 Bobble,” says Jeff. “I also noted how most levels in SIMULTANEOUS PLAY BATTLE MODE
024 Contra gave the players multiple paths (usually high and <One or two players can take <Two players go head-to-head
025 low); it made the single-player game less linear and on Story Mode simultaneously, in Battle Mode, earning points
026 ensured both players in co-op mode had something or two players can tackle the for squashing the robots that fall
027 to do. You can see that influence in most Zed And game’s Battle Mode. /> into the chosen arena. />

98 | RETRO GAMER
NEW GAMES NEEDED
Our new email address is waiting for all your homebrew news,
previews and more: [email protected]

<!--- [Atari STE] The gorgeous Droid: Special


Edition sees you hunting enemies while finding
keycards and weapons. --->

<intro> All the latest news, handily


arranged by format </intro>

<Amiga: Roguecraft, which earned a Sizzler


award in RG261, is now available digitally. Head
on over to bit.ly/roguecraft-amiga />

<Amstrad GX4000: Inspired by the UFO Robot


Grendizer manga, Goldorak is a great vertically
scrolling shmup. You can download it by visiting
bit.ly/goldorak-gx4000 />

<Atari STE: Junosix updated the classic


coverdisk game Droid (above) with a Special
Edition, which is also available for Amiga. Name
you price and get it from bit.ly/droid-ste />

<Game Boy Color: The beautiful Excelsior:


038 to playtest on a larger screen. I partnered with Dalyen A Puzzle Exploration Game from Polyducks
039 Retro Games to handle cartridge production. Everything launched a demo before its Kickstarter
040 is just so premium and feels like something you could’ve campaign. You’ll find it at bit.ly/excelsior-gbc />
041 pulled off the shelf at Toys R Us in the Eighties.”
042 Jeff has big plans for Tengen’s first release. “I’m <NES: The Storied Sword (previewed in RG247,
043 currently exploring releasing Zed And Zee to current-gen reviewed in RG259) is now available as a
044 platforms. I was approached about porting to Android physical cartridge. Visit bit.ly/storied-nes />
045 and iOS. I turned that down because its gameplay
046 doesn’t translate well to touch-screens, but I’m <Various: In a very original concept by Snauts,
047 considering how future games might be developed with Grazers sees the player protecting or hunting
048 that option in mind. There are some forgotten game grazing animals. It’s available now for ZX
049 series that I’d love to bring back in an official capacity. Spectrum (48K), C64, MSX, and Master System
050 HAL, if you’re reading this, I’ll make an Adventures Of at bit.ly/grazers-multi
051 Lolo sequel for almost free. Hit me up. While we’re at Super Moxio Bros, a collaboration between
052 it, G-Mode, you should let me have a crack at a new developer Tiny Bookshelf and artist ‘Heart’-mox,
053 BurgerTime. And Atari Interactive, even though they pays tribute to the classic game’s first level. See
054 weren’t involved with the original Tengen, a partnership it in action at bit.ly/moxio-browser
055 with them would be pretty cool.” </body> Finally, Stefan Vogt’s interactive horror adventure
The Ghosts Of Blackwood Manor is available
<intro> Five key features of Zed And Zee </intro> digitally and physically for multiple formats.
There’s more info at bit.ly/ghosts-multi />

<ZX81: Jonathan Cauldwell’s latest offering is


Getaway Driver, a conversion of Run Baby Run.
Name your price and download it from
bit.ly/getaway-zx81 />

<ZX Spectrum: Check out the cute platform


adventure Niko And The Magic Orb from BTCO
(bit.ly/niko-zx) or head out as daring adventurer
MAPPED OUT PASSWORD ENTRY BOSS FIGHTS Max Stone and discover the Secret Of The Giant
<You can see your progress <In a clever touch, passwords <A large boss is trying to Pyramid (maxstone-zx) – two titles created with
on the map screen, which are entered by hitting the stop you at the end of each Raúl Torralba’s ZX Game Maker engine. />
also displays the password to numbers from below and then section – the first has spikes
resume at a later section. /> selecting the tick to enter. /> on its head! />

RETRO GAMER | 99
Don’t forget to follow us online for all the latest retro updates
RetroGamerUK @RetroGamer_Mag [email protected]

JON DAY
<intro> Growing up in the Appalachian Mountains and a childhood CRATER SONG
Swiss holiday inspired Jon Day’s Alpine Rescue </intro>
<info Format: NES Credits: John Vanderhoef (developer),
<info From: Virginia, USA Website: RetroWorldChamps.com Format: Vectrex Jordan Davis (music, sound FX) Price: $9.99 digital
Previous game: Non-commercial training games for aviation & law enforcement download / physical TBC Web: bit.ly/cratersong-nes />
Working on: Alpine Rescue />
<body> The latest game set in John Vanderhoef’s
What is your Mode 4: Helicopter Orebody universe won the Best Narrative Award in
development Rescue – Fight fierce the Byte Off IV competition for NESMaker games (see
environment? mountaintop winds as RG262). Twins Arco and Minuette are born to the Melodic
<Malban’s amazing you lift the injured hiker Tribe but are banished for being cursed, leading them to
VIDE which allows me out to sfety. seek out the meteor at the heart of an ancient crater.
to code, test, diagnose Mode 5: Airlift Hiker – The game’s unusual control method sees the player
and benchmark all Weave your way between using two joypads held vertically (like Wiimotes) to control
in one package. birds and trees, over and the twins simultaneously. In the Space Harrier-inspired
<!--- Jon Day (@ShareSquid)
Assembly coders with his Vectrex running under bridges as you rush levels, they must dodge enemies and ‘sing’ to remove
couldn’t ask for a more Alpine Rescue and a promo through the canyon.”. /> obstacles. In the puzzle sections, they must avoid contact
poster for the game. --->
robust and efficient with enemies and sing while standing on the icons to
tool. For art and sound, I have Adobe Sounds great, when can we remove the blocks in their path.
products and 3DS Max – and free play it, Jon? There is a main Story Mode of six levels (with the
tools like Blender and GIMP. /> <My goal is to launch the digital ability to continue at later levels you have reached) and
version before Christmas 2024, I’m a separate Challenge Mode to conquer. Cute graphics
Can you describe Alpine hoping the digital purchases will and atmospheric music really sell the idea, with clever
Rescue’s levels? provide the funding required to create presentation, including short rhyming texts and static
<The demoscene mentality of physical cartridges. I plan to start images. Bonus content is available upon completing the
pushing the hardware’s limits programming another 6809-based game’s modes. Orders for the physical cartridge were
merged with my desire to digitally system… my childhood Tandy Color due to open on 16 September, but you can already try
recreate a snowy mountain Computer 2 (Dragon 32 in the UK) the digital download. Once you get used to the unusual
experience. I hit upon the theme of The challenge of porting Alpine control method, this is a brilliant mix of ideas with a
mountain rescue in the face of an Rescue to a raster-based computer is compelling storyline to push you forward. </body>
incoming blizzard; the game evolved pretty tempting. />
into five distinct ‘story beats’. /> Score: 88%
Do you have any tips for
What are they? Vectrex beginners? <!--- [NES] Singing while
standing on certain stones
<“Mode 1: Snowmobile Race – <Comment your code, your future removes barriers in the
puzzle levels. --->
Dodge obstacles and jump logs as self will thank you! Get into the habit
you race the incoming blizzard. Find of making backups on another drive or
the letters “RESCUE” to locate the in the cloud. Don’t use the Vectrex’s
injured hiker. built-in bios Random subroutine.
Mode 2: Rappel Down The Cliff – Shout-out to Kristof Tuts of Tutstronic
Avoid falling icicles and spiked rocks for sharing this tip. Always use the
to reach the injured hiker. appropriate exit when you enter a
Mode 3: Helicopter Journey – block of code. Be SUPER careful
Dodge birds as you navigate over with stack calls and get plugged into
mountainous terrain. vectorgaming.proboards.com />

<!--- [Vectrex] With the


hiker dangling from the
rescue helicopter in Mode
3, gather coins and letters
for extra points! --->

<!--- [NES] Excellent


<!--- [Vectrex] During Mode presentation screens
1 (Snowmobile Rescue) you and text help drive the
can take photos of wildlife plot of Crater Song --->
including the elusive Yeti! --->

100 | RETRO GAMER


NEW GAMES NEEDED
Our new email address is waiting for all your homebrew news,
previews and more: [email protected]

<intro> Jonathan Thomas is


developing Faster – a 50fps racing
game for the Atari STE </intro>

<body> A simple question started Jonathan


Thomas’ new project. “I was working as a
commercial software developer. I’d created
a fully 3D version of Pole Position for PC but
found myself wondering whether the reverse-
engineered code I’d written could run on the
humbler ST. Masteries (the author of the Metal
Slug remake for STE) felt the machine should
<!--- [Mega Drive] Level 1’s fire effect is neat, <!--- [Mega Drive] In-game dialogue be capable of a 2.5D racing game running at
with skeletons and dangerous spirit enemies moves the plot along as you face
to fight off. ---> the first boss. ---> 50,” explains Jonathan. From the screenshots
we’ve seen on X/Twitter (@RetroRacing)
HAYATO’S JOURNEY
<info Format: Mega Drive Credits: Master Linkuei (developer), Edmo Caldas (music) Price:
development is going very well.
The minimum requirement will be an STE
with 1MB of memory. “STFM models will
Name your own price (digital download) Web: bit.ly/hayato-megadrive />
unfortunately not be supported, as the game
<body> The first Mega Drive game developed with the Scorpion Engine is an heavily uses additional hardware in the STE,”
unofficial follow-up to the Master System’s Kenseiden. Hayato, holder of the Sword Jonathan says. “I develop on a MacBook and
Of The Dragon King, must use his powers to defeat the evil warlock Senensai who has use a variety of open-source tools, including
kidnapped Hayato’s beloved, Sakura. Shinobi fans will be right at home with the mix the Beyond Brown C cross-compiler,
of platforming and swordplay, with hostages to rescue and extra weapons to pick up. the VASM assembler, PHP (for graphics
Graphically there are some clever effects including fog/mist, along with impressively large conversion, compiled sprite generation
bosses to defeat. There are graphical assets reused from famous Sega games, however. and lookup table generation) and GIMP (for
The soundtrack and presentation are excellent throughout, adding to the atmosphere, graphics manipulation). I hope to release an
although tricky enemy placement makes some levels a challenge. Still, this is a good fan- initial version around December 2024 as a
made tribute to earlier games. </body> free download. Further updates may follow
with incremental improvements, bugfixes
Score: 80% and new features.”
Expect a review in a later issue. </body>

<!--- [Atari 2600] The dungeon map is a <!--- [Atari 2600] The Eagle Sword has a
clever feature to include. ---> longer reach than the basic dagger you <!--- [Atari STE] With strong echoes of Konami’s WEC
start with. ---> Le Mans, Faster uses changing light conditions to
portray different times of the day. --->

ULTAR’S LAIR
<info Format: Atari 2600 (NTSC optimised) Credits: Oniric Factor Price: €8 digital/physical
TBC Web: bit.ly/ultar-2600 />

<body> Jorge Romero’s maze game was inspired by Nintendo’s The Legend
Of Zelda. A lone hero must seek out the wizard Ultar by finding the key to the next
dungeon and using items like magic boots, a protection ring and various swords to fend
off enemies. Cleverly, pressing the Select switch displays a map of the current dungeon,
although technical limits mean only one enemy is in each room. Still, with new enemy
types added and increasingly complex mazes to explore, this is a fun 2600 game to play
and one that will hopefully get a physical cartridge in the future. </body>

Score: 81%

RETRO GAMER | 101


HOT TOPIC
RETROBATES MULL OVER THE SCENE’S MOST INTRIGUING ISSUES

CELEBRATING FACTOR 5
The team discuss what gave Factor 5’s games their appeal
» [GameCube] Rebel Strike was
disappointing, but it did contain
unlockable ports of Atari’s classi
c Star Wars arcade games.

fter making its name the local play scheme. I quite to the other Amiga games I saw some great use of Mode 7, but

DARRAN
JONES
A with astonishing-
looking Amiga and
Atari ST games,
Factor 5 soon moved over
to consoles and found great
liked it but it was very rarely ever
played, most of the other kids
seemed to prefer Sleepwalker.

DARRAN
back then, they really stood out.

DARRAN
Yeah, there’s a technical
proficiency to Factor 5’s games
I find it a little clunky to play,
which puts me off buying it. I
actually picked up the reissue
of Super Turrican 2 from Strictly
Limited Games and that’s quite
success, before winding I think R-Type on the Amiga that absolutely set the studio spectacular. Did anyone get to
down in 2011. It’s since been was the first game I played and apart from others. I think this play Factor 5’s N64 games?
resurrected, but the team are I remember being impressed becomes even more noticeable
focussing on those earlier years. with it. Turrican II: The Final when you look at its three SNES NICK
NICK Fight was really good as well. games. Did anyone play them? Yeah, Star Wars: Rogue
THORPE DARRAN What do you think made its Squadron came around shortly
So what’s the first Factor 5 earlier 16-bit games stand out? TIM before I had my first Star Wars
game you remember playing? Unfortunately not as I never experience with Episode I, so
TIM owned a SNES, Indiana Jones’ I ended up curious about it. I
TIM Speed and graphics, especially Greatest Adventures looks kind think I have better memories of
It was Katakis on the Amiga and when it comes to Turrican. That of good. Wouldn’t have minded the game than the film.
TIM I flipping loved it, possibly more was amazing – jumping about, a go on Super Turrican as well.
EMPEY than R-Type, even though it’s a shooting everything and it felt TIM
bit of a rip-off. like you could go anywhere. NICK Not really, just a brief go on
I didn’t play those until I started Star Wars Episode I: Battle for
NICK NICK on Retro Gamer, but I had a Naboo, I’d already been soured
I think it was BC Kid, the Amiga Yeah, they definitely felt great time with them when the by the film though.
version of Bonk’s Adventure, at technically polished. Compared Analogue Super NT came in for
review. I did play Mega Turrican DARRAN
» [PlayStation 3]
It’s unclear how
Wasn’t Rogue Squadron III a bit, though, which I thought
was impressive.
I love Rogue Squadron and
would really like to play Battle For
much motion
controls were
demanded by
the one with the disco-dancing DARRAN
Naboo, but it’s quite expensive
now. Speaking of which, the
Sony, but it is
clear that it
wasn’t a great
sequence at the beginning? I have a weird relationship
with Indiana Jones. It looks
fact that Factor 5 was able to
sneak the Naboo Starfighter into
idea for Lair. DARRAN JONES absolutely incredible and has Rogue Leader and no one knew
about it was quite amazing at
the time. Infernal Machine is my
favourite. It cost me a fortune
and it’s buggy as hell, but the
sheer ambition of that game is
incredible. Does anyone have
any other games they want to
discuss before we move over to
the GameCube era?

» [SNES] Factor 5 had a good relationship with


LucasArts, which led to Indiana Jones’ Greatest
Adventures and numerous Star Wars games.

102 | RETRO GAMER


HOT TOPIC

READER’S
REACT
Readers share their
favourite games by
Factor 5
Orange Caution
NICK
As much as I love the Rogue
Factor 5 did some good Squadron games, Turrican is
conversion work, and I need to my favourite. Fast, fluid,
mention the really impressive original and just a blast to
Game Boy version of Contra: play, especially with that
pumping soundtrack.
The Alien Wars. Also its sound
technology in the N64 era Mr Pixel Ninja
was a part of a lot of really I thought BC Kid (Bonk’s
good games, particularly the Adventure) for the Amiga was
Pokémon Stadium games. a pretty top-notch conversion.

Jason
DARRAN Has to be Rogue Squadron II
» [PC] Rogue Squadron was a big success for
Agreed, it did some really Factor 5? After all, who doesn’t want to take for me. It made buying a
impressive magic there. Factor 5 down the Empire? GameCube on launch almost
also did the sound for Resident convince me of the system’s a necessity. From the opening
moments you knew it was
Evil 2 as well on the N64. power – in fact, I don’t think something really special.
much topped it visually over the
TIM console’s life. MMulla
I’d not long started on Cube Turrican II: The Final Fight.
when Star Wars Rogue DARRAN Surely this was Factor 5’s
crowning glory? It’s still
Squadron III: Rebel Strike came Yup, it’s just an astonishing supremely playable even
out. It looked amazing, never got -looking game if I’m honest. to this day.
to play it though, just watched
Chandra playing it until he TIM » [GameCube] Rogue Leader was a dazzling achievement on GameCube Thomas Touzimsky
gurned at me for lurking. So then Factor 5 had a massive and was one of the system’s best launch games. Turrican II on the Amiga has
burnt itself into my memory
break, and everything came forever. I can still find my way
DARRAN crashing down with Lair. I around its giant maps even
Wasn’t Rogue Squadron III the played it at the preview stage today, and its excellent
one with the disco-dancing and while it looked great, the soundtrack lives rent-free
sequence at the beginning? motion controls totally ruined in my head.
it. I would like to have played it Ty Davies
NICK after it was patched, but it was Most will say the work on Star
That’s right. When I think of a bit of a disaster and didn’t Wars for sure but I love
Rebel Strike, I think about review well at all. Indiana Jones’ Greatest
how crazy it was that Factor 5 Adventures. They took the Star
Wars template, did the
managed to cram most of NICK
expected Factor 5 polish,
Rogue Leader in as a bonus I totally missed out on Lair, but creating something really
split-screen co-op mode. That I never felt like I was missing » [Mega Drive] Although Indiana Jones’ Greatest Adventures stumbled at special in the process. The
felt like witchcraft. much. I remember there the last hurdle, Mega Turrican did receive a release on Sega’s Mega Drive. music and presentation was
was a bit of a stink about a pitch perfect for an Indiana
Jones fan and it has some
DARRAN review guide at the time, and really great gameplay.
I didn’t really rate the on-foot suggestions that reviewers
sections in that game, but the were somehow not getting it. I Darryl Leech
rest was great. We’re getting kind of wish the Wii version of Rogue Squadron on the N64.
ahead of ourselves though. Did the Rogue Squadron trilogy had
Titanic Toddler
Rogue Leader II convince you to come out instead. Mega Turrican on the
buy a GameCube? It did for me. Genesis/Mega Drive. It’s an
DARRAN absolute tour-de-force of
NICK Lair was a bit of a bum note to action and music. I know it
I was leaning towards the end on but the patch did greatly lacks some of the exploration
elements of the other
GameCube since that seemed improve it. Still, at least we’ve Turrican games, but it trades
to be Sonic’s new home, but now got the Turrican » [Switch] Factor 5 was recently resurrected by Julian Eggebrecht and its it for non-stop action rivalled
Rogue Leader did a lot to compilations to enjoy. Turrican series is easily available on modern systems. only by Contra: Hard Corps.

RETRO GAMER | 103


COLLECTOR’S CORNER
READERS TAKE US THROUGH THE RETRO KEYHOLE

JUNGLE
GREEN N64
DONKEY KONG
N64 SET
“I remember opening this present up on
Christmas morning and immediately fell in
love with videogames. This is the system
that started everything. It really shaped
my love for gaming and grew my MARIO
passion for it. DIMENSIONAL
STATUE
PAID: FREE “I saw this statue at a local toy store
and jokingly asked the owner if it was
for sale. He said yes! Mario was loaded
up in the backseat of the car and
made the road trip back home.”
PAID: $1750

THE N64,000
DOLLAR QUESTION
Brandi Ahmer has an Ultra Nintendo collection

BIO
NAME: F
or Brandi Ahmer, AKA
Gamer Ahmer, her love
of videogame collecting
started after experiencing
what I purchase. In the beginning,
I wanted a bit of everything. Now
I try to find those rare and hard-to-
find items with significant history. I
Nintendo, Nintendo, Sega Saturn,
Sega Dreamcast, PlayStation 2 and
Nintendo GameCube. However, my
absolute favourite will always be the
Brandi Ahmer AKA a certain plumber for the first am constantly searching for items Nintendo 64. Seeing the graphics
Gamer Ahmer time. “I fell in love with gaming in the that surprise me.” improve that much was mind-
Nineties” Brandi recalls, “I remember She has also had some bargains blowing as a kid. Everywhere I went
LOCATION: first visiting my cousin’s house and and treasured items along the way. I wanted to play the Nintendo 64
Maryland, USA seeing everyone take turns playing “There are so many bargains, where and couldn’t wait for new games to
ESTIMATED VALUE OF the NES. I was fascinated with Super do I start?” she ponders. “I’ve come out. I have some of the best
COLLECTION: Mario Bros and patiently watched found A World Of Nintendo fibre memories playing couch co-op on
$250,000+ and waited until I got my chance to optic lighted sign, Hyundai Comboy the Nintendo 64 with my friends and
play. My parents eventually got me a Red N64 controller, Sega Genesis family that I will always cherish.”
FAVOURITE SYSTEM: Nintendo 64 for Christmas and I was cabinets, Clay Fighter: Sculptor’s We also asked Brandi where her
Nintendo 64 hooked on gaming!” Cut press kit, prototypes and more collecting may lead in the future.
It was after finishing her education all local and cheap.” But there is a “There is still so much out there to
FAVOURITE GAME: that the collecting bug took hold. “I particular bargain that stands out. discover,” she says. “I’m currently
Mortal Kombat II started collecting retro games when “The best bargain must be my going for a worldwide Nintendo 64
I graduated college and began my sealed Mike Tyson’s Punch-Out!! set of games with a few Japanese
YOUTUBE: career. I remember stumbling into a standee for the NES. The seller exclusives left until completion. I’m
YouTube.com/GamerAhmer videogame booth at a flea market and wanted $70 for it on Facebook actively completing other complete
the memories came flooding back. I Marketplace, and I’ve since been libraries as well.” This leads her
wanted to replay and collect games offered $10,000+ for it.” to explain the ultimate grail items
from my childhood. It quickly took Although Brandi enjoys a wide she wants to find. “I would love to
over and became a passion of mine.” range of consoles and games, one find more display items. Those are
Brandi’s decision-making on has captured her heart. “I’ve come always my favourites as they were
what to collect began to mature to appreciate so many consoles and meant to be destroyed. I’d love
as her collection started to grow. games because of the way they to find a Vectrex kiosk, a Sonic
“As the years of collecting have have shaped gaming over the years. or Tails statue, or a Blockbuster
continued, I am more selective in Some of my favourites are the Super Pokémon Snap kiosk.”

104 | RETRO GAMER


COLLECTOR’S CORNER

Got an impressive collection of your own? Contact us at:


RetroGamerUK @RetroGamer_Mag [email protected]

RED
NINTENDO 64
BARGAIN HUNT
Your guide to the rising world of retro prices
LIGHTED STORE
DISPLAY THE COVER STAR
“This was my first introduction to the
display/kiosk/promotional world of SONIC GENERATIONS
videogames. Finding this in the original You don’t have to go fast to secure a copy of this great
shipping box from Nintendo really
fuelled the fire to find more of these
platformer. There is an abundance to purchase with used copies
rare items.” being £5, while those in good condition hit £8.
PAID: $600 Sealed copies can be found for about £20.

XOUT
This one’s price comes with some X-factor as complete boxed copies
range from £30 to £60. Although, you can get it cheaper by seeking
out the Power Up compilation, or simply waiting for 2025’s remaster.

SUPER TURRICAN 2
A loose cart of this PAL SNES game can go as low as £20. A
complete copy can pass £400. The recent reissue by Strictly
Limited Games is a better deal at £50.

WIZBALL
The Amstrad version is bouncing up in price with complete copies costing
£15. Those wanting a bargain may wish to opt for The Magnificent
N64/
GAMECUBE Seven compilation which is a similar price.
KAY BEE TOYS
STORE DISPLAY RIVEN
CABINET This point-and-click adventure can be purchased for as little as £4
I saw a listing on Facebook Marketplace
for a Nintendo Wii kiosk for sale. When for a loose disc copy. Those wanting a complete big box can still grab
I went to pick up that kiosk the seller a bargain for under £20.
said he had something else for me. He
pulled back the sheet covering it up
and my eyes lit up!” PROJECT EDEN
PAID: $500 This action adventure title is just like many other PS2 games and shouldn’t
cost that much. Even mint copies can be found for under £10 with rough
copies costing £2.50.

SUPER SMASH TV
You can pick up a loose PAL cartridge for under £20 with
boxed copies for around £40. Want a mint copy? That is
significantly higher with some selling for over £100. Just
watch out for that thumb cramp!

THE CHRONICLES OF RIDDICK:


ESCAPE FROM BUTCHER BAY
This great action title costs about £5 for either the PC or Xbox version,
while mint copies shouldn’t cost no more than £10. The 2009 HD
update, Assault On Dark Athena is also under £10. That’s a lot of Vin
JEWEL IN THE CROWN Diesel for very little money.

SPROCKET ROCKET: ROBOT ON


WHEELS NINTENDO 64 PROTOTYPE HOW MUCH?!
Q I discovered this from another local collector. Fast-forward
five years and he finally sold it to me. This is one of three
RANDNET STARTER SET
verified prototypes and this one has the prototype artwork on Have you ever wanted to go online with your N64?
the cartridge for Sprocket.” Well for just over £2,800 you can thanks to the
PAID: $3,000 Randnet Starter Set. This particular lot also included
most of the games for use with the N64 disk drive.

Prices correct at time of print


RETRO GAMER | 105
MY RETRO LIFE
PERSONAL STORIES ABOUT OUR SHARED PASSION

TITLES
BABY STEPS
David Crookes wonders what retro games his daughter will enjoy
THAT TEACH
THE GA MES
WH ICH TAUG
ME A TH ING HT
OR TWO
THE OREG
ast year my that we hadn’t bought her a Dizzy ON TRAIL

L
I played the 1991 Ma
cintosh version of this
wonderful plushie or mobile (news: we still edutainment game
and learned not to
classic
wife and haven’t) but a Dizzy game could dysentery in the pro die of
cess.
I levelled easily be a contender. The character [AMSTRAD CPC] THE
PEUR SUR AMITYVILLE NATIONAL LITERACY TRUST
up. We became a is cute and his bouncy movements Ubisoft’s scary adv
enture game from SAYS NARRATIVE-LED GAMES
mum and dad for the are sure to catch a child’s eye. The me to want to better 1987 motivated
understand French ENCOURAGE CHILDREN TO
first time and welcomed a lovely fairytale-like locations are inviting . READ AND ENJOY STORIES.
daughter who has, over many and there’s much to spark the ELITE
I initially found it qui
te hard to get my hea
months, introduced us to many imagination of a young mind. Elite but it turned out d around
to be a ver y good les
real-time games. Many readers will I could imagine jointly trying to art of perseverance son in the
.
know the kind. The stealth game solve puzzles and engaging with the
SID MEIER’S
in which you put a sleeping baby in Yolkfolk. By extension, we could try CIVILIZATION
This game made his
tor y fun again at a
a cot before trying to sneak away the Dizzy-like Spike In Transylvania, interest in the past time when my
was waning.
quietly without being usurped by a Slightly Magic or Seymour games,
DALEY THOM
creaking floorboard. The puzzler that eventually working through a host PSON’S SUPE
RTEST
I learned if you want to get fit, breaking
entails working out why the food of cutesy Codies titles from CJ’s joysticks wasn’t the multiple
you fed yesterday is kid kryptonite Elephant Antics to Steg The Slug. way to do it.
today. And the hidden objects game, But will these be beneficial? Do kids
usually looking for socks. learn anything from playing games? Fun School? It ran for 14 years,
There have also been many with titles split across different age
adventures and lots of rhythm- esearch suggests games ranges, and had players finding
based fun and we’ve been lucky in
lots of ways. The difficulty setting
of these baby-led games hasn’t
been particularly high but we’re just
waiting for that boss battle in a public
R can be beneficial. A
2022 study of 2,200
children found gamers
had more activity in the parts of
the brain associated with attention
moles, counting teddies and spelling
words among many other things.
Trouble is, these aren’t the
classics of yesteryear that trip off
the tongue. I could just as well find
[AMSTRAD CPC] IT’S A
GOOD JOB PLAYDAYS’
WHY BIRD LABELS
THESE ANIMAL PICTURES!

place that we’re sure is still to come. and memory than non-gamers. modern edutainment titles. I’m
We also know that our little girl The interactivity of games also really after games that are simple,
will want to play videogames one makes them preferable to television mind-stretching and showcase the
day. Most children do and I’ve been and film with evidence they boost historical highlights of gaming. They
pondering when and how we should sensorimotor skills, speed up also need to be fun – take that away
introduce her to the retro variety. response times and stimulate and the whole endeavour collapses.
We’re mindful the World Health creativity. But, as with anything, To that end, perhaps Tetris can
Organization suggests waiting until moderation is key. And, just as the teach strategy, Manic Miner can
at least three years old and we know Mayo Clinic says kids between two teach risk-taking, and Donkey
face-to-face interactions are crucial and five should be limited to an hour Kong can teach kids not to mess
for a child’s development. Screen of high-quality programming, it’d be with giant gorillas, especially those
time limits of an hour each day also wise to pick the finest games. chucking big barrels. Or maybe it’s
seems reasonable, but we’re likely to Now, the Amstrad CPC 6128 is better to opt for PLAION’s Atari
wait for some time before thrusting going to play a part in any future 2600+ as an ideal introductory
a controller into her small hands. I’m videogame experience and a quick machine: Pac-Man and Dig Dug
still looking forward to those parent- look at Amstrad Action’s top-rated are engaging and appealing. The
child bonding sessions in front of a games sees one title leaping out: straightforward concepts and control
console or computer at some point. Playdays, a game based on an old of early console games are ideal too.
It’s no secret that I’m a big fan Children’s BBC favourite. It’s a tie-in They could pave the way for the
of the Oliver twins’ Dizzy series. A collection of educational minigames likes of Bubble Bobble and Sonic
month after our daughter was born, which earned a stonking 94% so The Hedgehog in due course. But,
Darran expressed his amazement maybe that should actually be the ultimately, my work-in-progress list A RASPBERRY PI 400 (WITH
first port of call. is about making each game count THE OPTION OF INSTALLING
RETROPIE FOR EMULATION)
But does that mean I until the inevitable happens and she
Research suggests should be taking a closer migrates to Roblox and Minecraft.
IS ALREADY AWAITING SMALL,
STICKY FINGERS. [LOOK OUT
look at edutainment For if she gets to that stage with FOR THOSE PORTS – ED]
that games can be titles in general, maybe knowledge of what came before and
checking out Database had some fun exploring, I’d chalk
beneficial for kids Educational Software’s that up as a job well done.

106 | RETRO GAMER


MY RETRO LIFE

KID
CLASSICS
Which retro games
would be perfect to
introduce to kids?
Manual Montoto
I introduced my daughter to
videogames with some Atari 7800
titles: Dig Dug, Food Fight, Ms Pac-Man
and Xevious.

Ben Magnet
Either Super Mario World or Sonic The
PERHAPS MY DAUGHTER WILL Hedgehog 2. Those two games
LEARN TO PROGRAM RETRO perfectly encapsulated what the 16-bit
GAMES – INSPIRED BY CODE
era of videogames were and are easy
THE CLASSICS, A BOOK I
to look at and play.
CO-WROTE (PLUG, PLUG).

QuentinPSausages
Dizzy. It’s simple and it doesn’t rush
[WII U] THERE’S A STRONG CHANCE MY you. You can take as much time as you
RETRO INFLUENCE WILL BE SHUNNED IN
like exploring and experimenting. The
FAVOUR OF KIDS’ FAVOURITE MINECRAFT.
game doesn’t punish exploration with
fall damage or artificial time limits. The
puzzles are logical and satisfying.
I’LL MAYBE PARK
The Deviot
FOOD FIGHT –
WE’RE SURE TO When my 17-year-old niece was two, I
ENDURE MANY sat her down in front of Smurf: Rescue
[AMSTRAD CPC] FUN
A REAL-TIME SCHOOL 2 DOESN’T
In Gargamel’s Castle for the Atari 2600.
MEALTIME BATTLE. SEEM MUCH FUN BUT IT’S She beat the first loop in two hours.
EDUCATIONAL. WOULD
KIDS LOVE IT, THOUGH? Rothenberger Paul
I would have to go for the age-old
classic Adventure. Only three level
[BBC MICRO] ONE settings but starts off nice and easy
OF MY VERY EARLY and is quite forgiving for kids, plus it’s a
GAMING MEMORIES very basic intro to dungeon crawling.
WAS PLAYING CHUCKIE
EGG ON A BBC MICRO Todd Spatafore
AT PRIMARY SCHOOL. Teenage Mutant Ninja Turtles – because
life is hard and they should have been
born earlier to play games they can
actually beat.

AndyB
Ant Attack – the first isometric game I
ever played and a ground-breaker for
early ZX gaming.

Brian H
I always start with something basic but
eye pleasing like Super Mario Bros or
Pac-Man when I introduced my now
grown-up children to videogames.

Mighty Andross 64
Super Mario World. Some kids love
dinosaurs and I think they would enjoy
PAC-MAN IS riding the Yoshis around the levels and
AN AGE-OLD world map. Also the sense of discovery
FAVOURITE they could experience by forging their
S
THAT TEACHE THE ATARI 2600+ OFFERS own way through the game.
THE VIRTUE SIMPLE YET INNOVATIVE
OF KEEPING GAMES WHICH SHOULD Jason
THINGS SIMPLE. APPEAL TO YOUNG MINDS. Bomberman. It’s simplistic, a lot of fun,
bright and colourful. I’m also pretty bad
at it that my child can beat me more
oen than not too.

RETRO GAMER | 107


WIN!
Every mo
nth
one lucky,
write in
will recer-
ive
a spankin
copy of o g
of our cla ne
retro boosksic
Good lucsk.
HAVE YOUR SAY… SEND US A LETTER OR MAKE YOURSELF everyone !
HEARD ON SOCIAL MEDIA – TWITTER.COM/RETROGAMER_MAG

MR DOH! cherries in the bottom-left


Hi guys, corner of the image when he
Long-time reader/ex-subscriber was writing about it. We may
here. There’s a wee bit of an error have to send him back to school.
in your last issue, page 29 about
the all-time classic Mr Do!; Darran SHED ENVY
mentions six cherries when it’s Hi Retro Gamer,
clearly eight pictured, and if you I saw a picture of Darran’s
reference The Sound Of Music gaming shed in the recent issue
song and the noises in your head of the mag. I have my gaming
for the cherries, it’s clearly eight stuff tucked away in a (albeit
and not six. quite large) cupboard. Although
Yours pedantically, it’s a great stealth set up, it is a
Mark compromise as I share my house
with my family.
That’s a very good spot, Mark. I have often daydreamed about
Darran’s grasp of maths is living the gaming shed dream, as
» [Arcade] How many cherries do you see? It’s clearly terrible and he was Darran seems to be. It’d be great
going to be more than Darran can count. probably looking at the six to have a space all of my own, but
» You can connect RJ Mikal to several systems,
I worry about condensation, so, including the Amiga, Lynx and 3DO.
how does Darran keep his gaming Image: © Hunter Luisi and Burning Man.

STAR LETTER collection dry and safe in his shed?


Kind Regards, TRACING HISTORY
Chris Cheeseman Hi Retro Gamer,

WHERE’S OUTRUN 3?
Hey Retro Gamer,
Thanks for writing in, Chris.
Darran’s shed is actually
Having backed a number of
Kickstarters over the last few years,
many have been geared around
Where on Earth is OutRun 3? It’s obviously going to cost Sega insulated to a decent degree. the Amiga. It occurred to me the
some money to acquire the Ferrari licence again and you could He does use a dehumidifier other day though whilst reading
argue that OutRun 2 is a difficult game to top, but it seems though, although even that some Retro Gamer articles about
baffling to me that we’ve not got a sniff of a new game yet. didn’t stop a scare recently the Atari Lynx and the 3DO the
Ironically, I’m still playing OutRun 2006: Coast 2 Coast today when his roof started leaking! links from those systems back
thanks to all the clever wizardry that fans have been performing It looks like some small holes to the Amiga development team.
on the PC version, so Sega must be aware that there’s still in the roof caused the leak. With that in mind, have you ever
plenty of love for the series out there. Personally, I’d be more considered an article that traces
than happy with an updated version of Coast 2 Coast that’s 4K the family tree of consoles and
compatible and has computers like this? It would be
some new minigames really interesting to hear from the
thrown in, but OutRun 3 people involved; what inspired
is what I really yearn to them initially; what learnings they
play. Have you heard took from the previous hardware.
anything on the Retro Not everyone may realise the
Gamer grapevine? heritage of some of these systems,
Yours hopefully, especially as they may come from
Paul Jenkins different manufacturers.
Jon Woodley
Thanks for writing in,
Paul. Sadly, we’ve heard » [PC] We’d love Sega to release a new OutRun, but at What a fantastic idea, Jon.
nothing on the Retro least the PC version of Coast 2 Coast is still well supported. You’re quite right that there’s an
Gamer grapevine with interesting web of connectivity
regards to an OutRun 3, so your guess is as good as ours. We that ties a few people to very
used to have a running joke with one of Sega’s old PRs, where specific retro systems. The same
we’d always ask him when a remake of Panzer Dragoon Saga can be true for games as well. It
was coming out. Looks like we’re going to have to start asking feels like this is something Nick
about OutRun 3 instead. Still, at least that PC update of Coast 2 or Paul Drury would love to sink
Coast is rather nice. Have a book while you wait for more news. » Inside Darran’s gaming shed. Hopefully the their teeth into, so we’ll let them
recent leak has been fixed by his DIY skills… do some digging.

108 | RETRO GAMER


Don’t forget to follow us online for all the latest retro updates
RetroGamerUK @RetroGamer_Mag Retro Gamer Magazine @RetroGamerMag

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Bath, Somerset, BA1 1UA

CONTACT US Editorial
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Email: [email protected] Editorial Director Tony ‘Rogue Leader’ Mott
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©Sega
Contributors
MAXIMUM DISCUSSED THIS MONTH Writing Daryl Baxter, David Crookes, Mike Diver, Paul Drury,

HAPPINESS Andrew Fisher, Will Freeman, Faith Johnson, Paul Kautz, Iain Lee,
Graeme Mason, Rory Milne, Graham Pembrey, Paul Rose
Hi Retro Gamer team, Darran’s dolls Design Ryan Robbins
Something recently snapped in Darran and he
I just wanted to say a huge decided to sell off many of his rarer Game Boy Advertising
Media packs are available on request
thanks for the Switch and Advance games. Did he put the cash towards
Commercial Director Clare Dove
more costly grails or perhaps another surprise
copy of Sonic Superstars holiday with his wife? No, he’s spent it all on
[email protected]
Advertising Director Chris Mitchell
we won in the competition 1/6th-scale figures of classic movie characters [email protected]
you kindly ran in issue 253. like Neo, Leon and Darth Maul to name but a Account Director Kevin Stoddart
few. Needless to say he’s not shut up about it, [email protected]
It was kept under wraps causing many raised eyebrows whenever he International
for a while to completely mentions them in the group chat. «ƺɎȸȒJƏȅƺȸǣɀƏɮƏǣǼƏƫǼƺǔȒȸǼǣƬƺȇɀǣȇǕƏȇƳɀɵȇƳǣƬƏɎǣȒȇِÁȒˡȇƳ
out more contact us at [email protected] or view our
surprise our son on his available content at www.futurecontenthub.com .
birthday (video attached!) Head of Print Licensing Rachel Shaw
Subscriptions
– Max is delighted, and Email enquiries [email protected]
looking forward to exploring Subscription enquiries www.mymagazine.co.uk/FAQ
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in the eShop (SFII being a Subscription delays: Disruption issues are currently affecting UK
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Keep up the good work! [email protected]
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We’re so glad Max is Production Controller Vivienne Calvert
enjoying his Switch and Management
Managing Director, Games and Ents Matthew Pierce
a big thanks to Sega Global Art Director Rodney Dive
again for donating it. If Commercial Finance Director Tania Bruning
SVP Consumer Kevin Addley
Max is looking for some
Printed by William Gibbons & Sons Ltd, 26 Planetary Road,
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regularly on sale. Enjoy. be smiling too, Max. Happy belated birthday. We are committed to only using magazine paper which is derived from
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» Darran isn’t a fan of Shadow but ȅƏȇɖǔƏƬɎɖȸǣȇǕȵƏȵƺȸȅǣǼǼǝȒǼƳɀǔɖǼǼI³!٢IȒȸƺɀɎ³ɎƺɯƏȸƳɀǝǣȵ!ȒɖȇƬǣǼ٣ƬƺȸɎǣˡƬƏɎǣȒȇ

Your say Nick is. He completed his game


11 times. What a mad lad!
and accreditation

All contents © 2024 Future Publishing Limited or published under licence.


All rights reserved. No part of this magazine may be used, stored, transmitted or
reproduced in any way without the prior written permission of the publisher. Future
Every month, Retro Gamer asks a question on social media Publishing Limited (company number 2008885) is registered in England and
and prints the best replies. This month we wanted to know… áƏǼƺɀِ«ƺǕǣɀɎƺȸƺƳȒǔˡƬƺ‫ي‬ªɖƏɵRȒɖɀƺًÁǝƺȅƫɖȸɵً ƏɎǝ ‫׏׏‬ÈِǼǼǣȇǔȒȸȅƏɎǣȒȇ

What’s your favourite Sonic The Hedgehog character? contained in this publication is for information only and is, as far as we are aware,
correct at the time of going to press. Future cannot accept any responsibility for
errors or inaccuracies in such information. You are advised to contact manufacturers
and retailers directly with regard to the price of products/services referred to in this
Antony Longmore Ravseig – Joao P And I just don’t understand what than just run fast, and I loved the publication. Apps and websites mentioned in this publication are not under our
control. We are not responsible for their contents or any other changes or updates
Knuckles, because as a kid I Shadow. I was 14 when Sonic is wrong with a large cat that character design. Thirty years ɎȒɎǝƺȅِÁǝǣɀȅƏǕƏɿǣȇƺǣɀǔɖǼǼɵǣȇƳƺȵƺȇƳƺȇɎƏȇƳȇȒɎƏǔˡǼǣƏɎƺƳǣȇƏȇɵɯƏɵɯǣɎǝɎǝƺ
always enjoyed rooting for Adventure 2 came out, aer just wants to hang out and fish later and I still play as Tails first. companies mentioned herein.
the villain. He later became some childhood years with the with his hedgehog friend. If you submit material to us, you warrant that you own the material and/or have the
good and I loved playing as Mega Drive and Saturn titles. Robert August de Meijer necessary rights/permissions to supply the material and you automatically grant
Future and its licensees a licence to publish your submission in whole or in part in
him in Sonic 2. It made the game The taciturn hedgehog edgelord David Sheppard Tails let another play along any/all issues and/or editions of publications, in any format published worldwide
more difficult character resonated with early As a massive fan of Sonic The without fear of dying. Every and on associated websites, social media channels and associated products. Any
material you submit is sent at your own risk and, although every care is taken,
teen me, aided by impeccable Comic I have to go with Emperor game should have this option! neither Future nor its employees, agents, subcontractors or licensees shall be liable
Jake character design. This has stuck Metallix. I thought Metal Sonic for loss or damage. We assume all unsolicited material is for publication unless
Sonic, Sonic. with me ever since. and Metal X were such a cool Rev Phil Richardson otherwise stated, and reserve the right to edit, amend, adapt all submissions.

idea, and then STC took it further I think Robotnik is great. He’s
Stuart Gipp The Poppies with the Metallix stories. funny to look at, ostensibly
Rouge The Bat, because of her Metal Sonic, because he’s able evil but his worst crime is
big sexy bat boobies. Please to copy Sonic’s speed and power Lee Jackson imprisoning animals in little
don’t put this in the magazine. making for a better match up. Tails. Somewhat influenced robots so you never feel that
by an older brother always angry with him.
Brian H Jason choosing Sonic, but they really
Dr Robotnik… he keeps Sonic in I’m going to have to say Big The grew on me. The sibling dynamic CharmVersesEvil
a job 100%. Cat, because no one else will. is relatable, they could do more Rouge. You know why.
RELIVE THE GLORY DAYS OF
HANDHELD SUPREMACY
Celebrate portable pioneers such as the Microvision, Game & Watch and
Game Boy to recent rogues like the Nintendo DS and PSP as you embark on a
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The Chronicles
Of Riddick:
Escape From
Butcher Bay
A UNEXPECTED TREAT
» RETROREVIVAL

 XBOX  2004  STARBREEZE


STUDIOS/TIGON STUDIOS
When I started working on
games™, one of the first big press
trips I went on was to Stockholm.
If memory recalls, the game I was
going out there to write a preview about was
Starbreeze’s Knights Of The Temple: Infernal
Crusade. However, there was also an opportunity
to talk about Starbreeze’s impressive motion-
capture studio and I was particularly excited about
it because one of the people working there had
apparently been involved with The Matrix.
After being impressed by the sheer number
of bicycles that seemed to outnumber the city’s
cars, I was equally bowled over by the motion-
capture studio. Everything felt so professional
and film-like and a world away from the previous
jobs I used to do. I was in my element and
eagerly watched actors reading out lines while
holding fake guns and acting out a scene from
Starbreeze’s new project.
Everyone was very animated about this new
venture but it was strictly under wraps and could
not be discussed, despite how excited everyone
clearly was about it. Anyway, I chatted to the
developers over a pizza and headed back to
Starbreeze where I was to be given a studio tour.
Once we headed back, I was proudly shown
around the studio and got to see various
interesting aspects of game development,
including some of the earlier motion-capture
footage being processed. As the tour continued I
was ushered into a room filled with programmers
who all turned as one to look at me. As I felt
multiple sets of eyes bore into me a voice called
out above the silence, “You can’t be in here, I’m
afraid.” The PR chuckled nervously and ushered
me out of the room, but it was too late, I’d seen
everything. And that’s how I first found out about
Escape From Butcher Bay, a good number of
months before it was officially announced.
WWE CRUSH HOUR
» One night, a THQ producer wakes up
in a cold sweat. “I know what would
have made WCW’s monster truck sumo
match less stupid,” he exclaims. “Guns!”
And so WWE Crush Hour was born,
allowing Hulk Hogan, The Big Show and
all their mates to engage in vehicular
violence. Let’s see what happens at the
end of this frankly insane spin-off…

01 02 03

» Vince McMahon has been defeated. In » This is of course major news, since » Not that those involve wrestling,
a surprise twist, his downfall was sealed billionaires tend not to suffer many mind. Rob Van Dam hurls a desk on
by a heavily modified car in an arena of major setbacks. With Crush Hour Wheel Of Fortune, gutted that he couldn’t
death, rather than the testimony of a coming to a close, our stars are free to get the target number of 420 when he
former employee in court. go back to their former roles. finally got to play Countdown.

04 05

» Kane is back at the barbecue, which actually makes a bit » Meanwhile, Edge is totally confused by his role in a
more sense than poor old RVD’s predicament. He’ll certainly Japanese commercial. To be fair, we were all wondering
never have trouble lighting the thing, and he even has special what the heck was going on when he started feuding with
coal. We’re not so sure about the tricycle behind it, but hey – Booker T over a Japanese shampoo ad as Wrestlemania X8
maybe there’s a Little Red Machine. approached, so this nonsense makes sense.

114 | RETRO GAMER


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