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From the
creators of
Videogames
Hardware 30 +
classic
consoles
1977 to 2001
Consoles Computers Handhelds
260
PAGES OF
HISTORY’S
GREATEST
VIDEOGAME
HARDWARE
AMSTRAD CPC RCA STUDIO II ATARI 7800 AMIGA CD32
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Welcome to
Videogames
Hardware
Technological advancement and great gaming experiences go hand in hand, and this
bookazine examines how videogame hardware developed from 1977 to 1999 – from
iconic classics that set the standard for future consoles, to the handhelds that pushed
the envelope when it came to portable gaming. This was an era in which children grew
up with videogames that today are described as timeless classics. Explore 20 years
of entertainment as we take a tour of the period's visionary consoles, revolutionary
computers and popular portables. And, as if that isn't enough, dig deeper into the
history of gaming with insightful features on a variety of topics; from the best of
British game development, to the thinking behind iconic controllers. All of this comes
together to form the essential companion for any videogame enthusiast or budding
retro collector. There’s something for every type of gamer in this book, whatever your
preferences. Enjoy the book.
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Videogames
Hardware
Handbook Imagine Publishing Ltd
Richmond House
33 Richmond Hill
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Dorset BH2 6EZ
+44 (0) 1202 586200
Website: www.imagine-publishing.co.uk
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Aaron Asadi
Head of Design
Ross Andrews
Editor in Chief
Jon White
Production Editor
Fiona Hudson
Photographer
James Sheppard
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William Gibbons, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT
Distributed in Australia by
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Tel +61 2 9972 8800, www.gordongotch.com.au
Disclaimer
The publisher cannot accept responsibility for any unsolicited material lost or damaged in the
post. All text and layout is the copyright of Imagine Publishing Ltd. Nothing in this bookazine may
be reproduced in whole or part without the written permission of the publisher. All copyrights are
recognised and used specifically for the purpose of criticism and review. Although the bookazine has
endeavoured to ensure all information is correct at time of print, prices and availability may change.
This bookazine is fully independent and not affiliated in any way with the companies mentioned herein.
Videogames Hardware Handbook Volume 2 Second Revised Edition © 2016 Imagine Publishing Ltd
ISBN 9781785463419
Part of the
bookazine series
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Videogames
Hardware
The Games Machine Collector’s Manual
CONTENTS
Over 20 years of
classic machines.
CONSOLES HANDHELDS
Mega Drive 18 Pokemon Mini 14
PlayStation 46 PC Engine GT 34
Philips Videopac G7000 64 Microvision 78
Colecovision 96 Game Boy 116
Atari 5200 128 MB Simon 124
Amiga CD32 164 Gamate 144
Neo Geo AES 180
RCA Studio II 196 GENERAL PlayStation
Super Nintendo 202 Best Of British 42
Amstrad GX4000 212 Finaru Furantier 84
Famicom Disk System 224 Controlling History 154
Atari 7800 230
Sega 32X 242
Mega Drive
Game Boy
Colecovision
7
AMSTRAD CPC
AMSTRAD
CPC
8
AMSTRAD CPC
With a staggering hese days, a new product and price (the 464 cost as little as
3 million sales,
there is no doubt
T is a failure unless it attracts
a queue around the block
a week before it arrives
in the shops. It is common to see
bedraggled shoppers wrapped
£239, the price dropping to £199
months later), the CPC became,
what the London Evening Standard
had called the “People’s computer”,
a machine that consumers were
the CPC range up in sleeping bags, carriers filled
with nibbles and anxious fingers
willing to hire rather than fire. By
the end of 1984, 200,000 units had
of computers drumming on warm cups of
takeaway coffee.
been sold.
But the story started in 1983
was a success It would be nice to say the same
happened for the Amstrad CPC 464.
when Sugar – or Lord Sugar as he is
known today – was in rather bullish
for Amstrad, It didn’t – or it certainly didn’t to the
same degree. Some 60 shoppers
mood, buoyed by considerable
sales of his range of hi-fis. These all-
even if it trailed waited outside retailer Rumbelows in-one units did away with having
9
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AMSTRAD CPC
» Like other 8-bit computers, it was possible to add a » As you may have guessed, this is actually a Spanish CPC
number of useful peripherals to the CPC. 464, giving a good indication of the machine’s global reach.
10
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AMSTRAD CPC
S
oftware was important of other games were. “One of loading screen for the CPC. “Not
for Amstrad, the company the objectives was to launch the only did I have to work in colour,
figuring that the CPC needed computer with 50 games available,” which I hadn’t done before, I had
a good range of readily says Roland. “You couldn’t just about three days to do it. Simon
available titles from day one. The launch a computer and say there Butler gave me a crash course on
CPC 464 came with 12 titles that would be lots of games along for it anti-aliasing, where you put colour
the company claimed was worth real soon – you had to produce the between two touching colours to
more than £100. They included whole package.” make the lines less jagged, and
Roland In The Caves and Roland Spectrum ports were not to away I went. You never had to
On The Ropes – two titles from a everyone’s taste, though. Games anti-alias with the Speccy.” It was
series named after Roland Perry – converted directly from Sinclair’s notable that in Spain and France
» Roland Perry was the technical guru brought in to work as well as Bridge-It, Oh Mummy, machines to the Amstrad were where the Amstrad dominated,
on the CPC 464. He worked on all of the other CPCs too. Harrier Attack, The Galactic Plague, often slower and had fewer colours. porting was far less common.
KEY EXCLUSIVES Five fantastic games that helped define the CPC range
11
» [Amstrad CPC] Amsoft’s Doors Of Doom was a decent
platform-style game that proved to be rather difficult going.
THE
CPC
CPC 464 CPC 664 CPC 6128
QFrom the early white prototypes came the QThe 664 was an ugly, 3-inch disc drive version QA slimmer and more stylish computer than the
dark grey 464. Boasting a Z80A processor, 64K of its cassette-based sister with some lurid blue 664, the 6128 doubled the memory and removed
RAM, 27 colours, three screen modes ranging keys and the same 64K of memory. It remained the colourful keys, making for a more serious-
from 160x200 to 640x200 and support for up to on the shelves for just five months and sold looking offering. “It’s definitely not a Mickey
12
screen himself. Roland says Lord paid a lot of attention to making
Sugar did not have a 464 on his desk a computer that people could
but that he never expected him to. program themselves,” said Roland. community, and we
“Does the MD of a bicycle factory “The manual wasn’t just about kept our distance. They
have to ride a bike to work?” Roland telling you where to plug things – it were like, ‘yeah, obviously, the C64
asks. “He can afford a Jaguar with had a lot of stuff about Locomotive is much better for games,’ and we
a chauffeur. Alan was not the target BASIC and it had tutorials. were like, ‘yeah, whatever’.”
market for the computer and he was Programming was important to us.” By 1990, six years after the CPC and not try to bolt
building machines for other people, 464 had launched and five years functionality to what we had.”
not himself.” after the 6128, Amstrad took the The computers ran into problems
But for those who used the he main independent range in a new direction. Noticing straight away. A handful of existing
machine, it opened up creative
possibilities thanks to Amstrad
wanting to have as open a system
as possible. “We wanted people to
use the machine and not feel that
T publication, Amstrad Action,
was also instrumental in
building support but former
editor Rod Lawton was acutely
aware that the CPC was often given
the console market was growing,
it redesigned the casing of the two
machines and added a cartridge slot.
The computers were relaunched
as the 464 Plus and the 6128 Plus
games were not compatible which
deterred a few potential upgraders.
The 6128 Plus did not have a cassette
deck port. But the instant loading
cartridge slot, the 4,096-colour
what was happening inside it was a rough ride. “We got on pretty well and there was a standalone console palette and the 16 hardware sprites,
mysterious,” says Roland. It worked with the Spectrum community, even called the GX4000 that was styled hardware scrolling, programmable
well. “The CPC sat nicely in the though we thought the computers like a spaceship. Suddenly, Amstrad interrupts and DMA for the AY
midst of the computers that came (and the users) were a bit weird,” wanted something more cutting soundchip certainly pushed the
out in the Eighties,” says developer he says. “It seemed all right for edge – except it failed to deliver. new CPCs closer to the Atari ST and
Philip Oliver. “It was cheaper and geeks and home programmers, but “All kinds of people were trying Amiga. The bundled game, Burnin’
more accessible than a BBC Micro, we thought the CPC was more of to adapt their general purpose Rubber, looked delicious.
with a better keyboard and graphics a finished product. The C64 was computer designs to compete with It wasn’t enough. Poor sales of
than a Spectrum. It was more British a different kettle of fish. It was an games consoles so we tried the the computers and the console –
(and better) than the Commodore American import, it was used by same,” says Roland. “I think, in which was being discounted by £30
64. We used the CPC to develop gaming fans who thought they were hindsight, that the only thing to do within six months – ensured there
Super Robin Hood and we led on a cut above the rest of the 8-bit was design a console from scratch were too few games (and those that
the CPC for all our games after were released tended to be ports).
that.” To foster loyalty to the CPC The CPC was no more and Amstrad
and lend a helping hand, Amstrad moved on. Developers found a way
formed an Amstrad User Club. It of harnessing the Plus capabilities
included a subscription to Amstrad with disc and tape-based games
Computer User magazine, which which ensured buyers hadn’t wasted
encouraged people to program their money (benefiting from Space
(“We pay well,” said an Gun, Fluff and Prehistorik 2 among
editorial in issue 10). “We others) but it was clear the 8-bit era
had come to a close.
During the Eighties, though, the
CPC had become France’s best-
selling computer. The range had
swallowed up 50 per cent of the
market, selling 650,000 machines. In
total, the CPC sold 3 million across
the world and while that was fewer
than the 17 million C64s and 5
million Spectrums, it was enough
» The colours were garish, but having a to ensure it was the third 8-bit
built-in tape deck was extremely useful.
» Rod Lawton was Amstrad Action ’s longest serving editor It was surprsingly hardy as well. machine and enough to declare it a
from December 1989 to February 1993. resounding success.
13
POKEMON MINI
eleased in 2001 and based around a
featured the love-or-hate-them hardware did things the Game Boy Advance (released
in the same year) could only dream of and were surely
Pokémon, Nintendo’s Pokémon Mini part of Nintendo’s momentum toward the eventual
creation of the DS and Wii. Hardware features include
an internal real-time clock, an infra-red transmitter
handheld has as much right to appear for multiplayer gaming and data transfer with up to
five other players at once, in-built vibration for force
within these pages as any other feedback and a shock detector for very rudimentary
motion control. All of which are crammed into a
14
POKEMON MINI
“The interactive
capabilities of the
hardware did things
the GBA could only
dream of”
» Sadly, this isn’t a fully playable version of Elite. It’s just a demo mock-up. » Pokémon Breeder is one of the highlights of the limited Pokémon Mini library.
So why is the Pokémon Mini so undocumented? 2003’s Pokémon Channel was a relatively » Some of the games
are quite valuable.
Undoubtedly it’s because of the association with forgettable virtual pet game for GameCube, except for The Euro release of
the Pokémon brand. Every single one of the ten the fact that it included a simulated software version Shock Tetris proving
commercial games released for the system used the of the Pokémon Mini, complete with demos of some particularly rare.
Pokémon licence, positioning the handheld as more of games as well as a full exclusive game of its own,
a kids’ toy than a hardcore gaming system. The Mini called Snorlax’s Lunchtime. This official emulator was
was only ever sold in toy stores rather than dedicated instrumental in helping a handful of Pokémon Mini
game shops and although the price tag of £40 was enthusiasts reverse engineer the handheld, develop
attractive for a new console, £20 per cartridge was an emulator of their own and begin to produce their
very steep for games that offered only a fraction of own tech demos and homebrew games. And it is
the entertainment available on other systems of the these dedicated few who are best equipped to tell us
time. And with the GBA and cheaper Game Boy Color about the inner workings of the Mini and how it might
both offering their own fair share of Pokémon fun in have developed had Nintendo offered more support.
addition to a wide range of other games, it’s easy to Detlef Hastik is founder of Team Pokémé, a demo
see why even parents would think twice group that spent a year developing
about buying a Mini for their children. their debut Mini production, a
Following its 14 November 2001 homebrew cart tech demo called
release in the US, the Pokémon Mini SHIzZLE that shows off a number
made its way to Japan and Europe and of gobsmacking visual techniques
enjoyed a regular stream of games previously thought impossible on
– about one per month – until its final the hardware, including high-res
release Pokémon Breeder exclusively hit title screens, 3D text, multiple
Japanese shelves in December 2002. layered sprites, fractal landscapes,
The one-year shelf life is about twice shading, light sourcing, reflective
the lifespan of Nintendo’s highest-profile spherical surfaces, sprite rotation
failure, the Virtual Boy, but with about and scaling, blocky Starfox-style
half the number of commercial games 3D environments and even
released, the Pokémon Mini can easily digitised video.
be considered Nintendo’s least relevant “When I discovered the
games console and would have slipped Pokémon Mini in a sale-out box
into total obscurity were it not for a of a local games store in 2004, I
strange twist of fate spurred on by first thought ‘eek! Pokémon! What
» The Pokémon Mini was released in
a quirky feature in one of Nintendo’s a number of colour variations, each crap’,” says Hastik. “But the price
GameCube games. named after a different Pokémon. of just five euros made me look a
15
POKEMON MINI
16
POKEMON MINI
D D
All of the playable homebrew
games currently available for
the Pokémon Mini from www.
Pokémon-Mini.net
little closer and I discovered that tiny cartridge sitting shocking: the bytes we got did not make sense in any
in the top-right corner of the box. My immediate disassembler available – we were stuck again. Then 01 Cortex
idea was: ‘It has cartridges, the data can be dumped Nintendo released Pokémon Channel and opened the ■ A block-pushing puzzler in which
you have to clear the screen by
and disassembled and it must be possible to code door. Using Parasyte’s realtime GameCube debugger pushing together three blocks of the
an emulator’. At this time I thought the Mini had a we worked ourselves through the code of the game same type. With 40 levels, Cortex
z80-based CPU, which turned out to be a big mistake. and figured out which registers were modified by is one of the most complete-feeling
Nintendo designed a custom CPU and used custom which byte combinations and then created our homebrew games available.
maskROMs for its cartridge, but the motivation to own instructions set – a mix of z80, 68k and other
hack this portable game console was unbreakable.” assembly languages.”
02 Galactix
■ A solid vertically scrolling shooter
“Besides the fact that the Pokémon Mini is like Team Pokémé’s demos have managed to make that, despite the name, doesn’t have
a retro system with monochrome graphics, low the Pokémon Mini sing in ways that were never that much in common with Galaga.
resolutions and monophonic sounds – it was more apparently possible during the hardware’s brief In a nice touch the developers have
included a number of cheat codes,
or less unknown and ‘untouched’,” continues Hastik. commercial existence and, more importantly, the which can be found at the website.
“The scene had not taken notice of this handheld growing number of playable homebrew games have
at the time. No development kits or programming expanded the range of available software beyond 03 Lights Out
manuals were available, no emulators or homebrew the limited potential of the Pokémon branding. “With ■ A classic puzzle game that works
particularly well on a monochrome
hacks were made. In fact, it was a crazy idea creating 4MHz the CPU is quite fast, and because the display
screen. This Pokémon Mini version
something like a scene milestone with this low-end is very fast too, it is possible to do great stuff with it,” adds virtually nothing to original
hardware. We never expected SHizZLE to be referred says Hastik. game which, if we’re honest, has
to as the ‘mother of all hacks’ in the end.” Of the homebrew games currently available, most never been that entertaining anyway.
Hastik describes the process of developing are very simple programs that cover the same old
SHIzZLE as “very complex and intense”, particularly bases as many other initial homebrew projects – Pong
04 P-Type
■ Displaying some of most refined
because of the undocumented nature of the simulations and Sokoban clones, for example. But pixel art in a Pokémon Mini game, P-
hardware. “As a Nintendo system everything is there are other developments, albeit incomplete, that Type does its best R-Type impression,
custom made: CPU, ROM chips and so on. I tried hint at a much more ambitious future for the Pokémon except without the Force or masterful
level design. But that would be
getting some information on the ROM from Macronix, Mini: a familiar-looking scrolling shooter called P-Type, expecting a bit much now, wouldn’t it?
the maker of the chips. They were very informative a rolling demo of a Final Fight clone and a playable
until they recognised the internal markup ‘top secret’ demo that does a rather convincing impression of The 05 PokéSnake
in their database. So I started out with a logic analyser Legend Of Zelda: Link’s Awakening. ■ If Snake could run on the mobile
at a friend’s company lab and modified the code of “Zelda Mini is the most ambitious demo,” says phones of the mid-Nineties then it
can run on the Pokémon Mini too.
my ancient EPROM programmer to dump a cartridge. Hastik. “To finish a game in this dimension you need This is nothing special, but it plays as
It took some weeks until I got the first good byte an excellent team to work on it. We’ve published well as you’d expect and works well
combination. Afterwards, Darkfader [another member all the stuff we did on Pokémon-Mini.net and are within the confines of the Mini.
of Team Pokémé] figured out the banking thing and always waiting for people to continue this project.
did the first complete dump using an FPGA. It was I have to admit that having some kind of adventure 06 PokéSonic
■ Though PokéSonic is playable, it
framework and a C compiler would make things a lot only lets you run le or right and jump
easier. But the Pokémon Mini community is just as up and down in an enemy-free area.
small as the system itself. As a niche it is really cool There’s little fun to be had here, but
» Look at that! The cute little the promise of a decent Sonic tribute
and a nice experience for anyone who is willing to try isn’t outside the realms of plausibility.
handheld is even smaller
than the game packaging. coding assembly language.”
Hastik is keen for more people to get involved 07 Pongémon
with the Mini scene and help bring projects like Zelda ■ It’s Pong but on the Pokémon Mini.
Mini to fruition. “You can find everything you need There’s not much else to say really,
so let’s move along.
on Pokémon-Mini.net”, where the team’s emulator/
debugger is available alongside a good range of
homebrew downloads, source code and a supportive
community IRC channel to help get you started.
For everyone else who’s just curious to try out 08 Sokomini
■ Sokoban, the game where you
the Mini for themselves, the unit is now available push blocks through a maze while
cheaply and easily. And while some of the games are trying not to push one into a dead
a little harder to come by, as our accompanying guide end, is a classic puzzle game that’s
well suited to handhelds. And it
shows, some of them are well worth tracking down.
works wonderfully on the Mini.
Team Pokémé also sells flashcards at Pokémon-Mini.
net, so that the various homebrew games and tech 09 Zelda Mini
demos can be enjoyed on the hardware they’re ■ An impressive tech demo, Zelda
supposed to be played on. So even if the sight of Mini replicates the graphics of Link’s
Awakening and allows you to move
Pikachu and friends makes you a little queasy, you still Link around a small playable area. If
might find something to enjoy on this unusual slice of this is ever expanded into even a small
Nintendo hardware history. game it’ll be an incredible feat.
17
SEGA MEGA DRIVE
sega
MEGA DRIVE
THE MEGA DRIVE WAS SEGA’S FIRST SUCCESSFUL CONSOLE.
SOME ARGUE IT WAS ALSO ITS LAST, HAILING A BELLEROPHON
STYLED RISE AND FALL. IT REPRESENTS SO MANY THINGS,
TO SO MANY PEOPLE, FOR SO MANY REASONS. WE TRY TO
CAPTURE SOME ESSENCE OF WHAT IT ALL MEANT
intendo’s fate has often been intertwined
N
with the Mega Drive system. It has long had
a history of benefiting from Sega in one form
or another, often due to the direct competitive
challenge it posed. The SNES would have
been nothing without the MD; the reverse is
also true. It was the Mega Drive that pushed
Nintendo’s into updating its aged NES
hardware, and it was also the Mega Drive that changed the market
forever, cutting a trail towards the situation today. It is undeniably
one of the most important pieces of hardware in gaming history. So
it should have come as no surprise to find that MD games would
support Nintendo’s soon-to-be-released Wii system. In a moment of
irony, it must be noted that Sega had already dabbled in downloadable
MD games with The Sega Channel, making its announcement quite
Modem Wars apt. The decision was obvious. Later Sega systems would prove
Sega dabbled in modem usage difficult, technically, and also the MD was far more successful than the
for the Mega Drive. Nagumo-san
explained, “It was called Mega-
Master System. As will be shown, the MD can be credited for many
Modem, whose sales date was things – it was a magical high Sega never again reached.
November 3, 1990. It is a modem The Japanese debut was October 29, 1988. The widespread
unit for Mega Drive that enabled
online game communication. American release was less than a year later in 1989, while the
It used analogue lines and its United Kingdom had to wait roughly another year before it arrived in
connection speed was 1,200bps.
The service named ‘Game
November 1990. To fully understand the importance of the Mega
Toshokan’ enabled downloading Drive’s launch, you need to know what the international climate was
of games, delivery of Sega-related like during the decadent Eighties.
news and online matches.”
Records vary wildly on how many Sega had already entered the console fray previously, with the
games utilised online play (one successive releases of its SG-1000 Mark I, II and III systems in Japan
source stating six).
We only found solid confirmation
(1981-1985), the 3rd model of which was redesigned as the Master
regarding TEL TEL Mah-Jong and System for Western countries. Despite it being technically superior to
Stadium titles. More interestingly the Famicom/NES, it was a commercial failure that never gained more
was the ‘Game Toshokan’, which
allowed downloading of games than a 5 per cent market share. Only in Brazil was it able to officially
like Phantasy Star text adventures, eclipse Nintendo’s 8-bit hardware. Throughout the mid-to-late Eighties
Pyramid Magic and Flicky to a
Japan’s console market was controlled almost entirely by the Famicom,
special cartridge. Closing in 1993,
fans worried the online-only games which was popular beyond description. America was gripped by the
would be forever lost. Luckily in NES, again with near total market dominance. The NES was also
1994 there were two Mega-CD
compilations, Sega Games Can available in Europe and the UK, though Britannia was more enamoured
Vol 1 and 2, which included nearly with 8-bit micros than high-priced consoles.
all-available titles. Prized among In 1987 Hudson Soft and NEC jointly released the PC-Engine
Phantasy Star collectors, these are
incredibly rare. against the Famicom, two years later redesigning and releasing it in
America as the TurboGrafx 16. When Sega decided to position its
MD as a third competitor, the odds must have seemed impossibly
high. According to David Sheff, Hiroshi Yamauchi dismissed Sega as
not being a threat. Yamauchi was more concerned with NEC, which
was investing roughly $3.7 billion into R&D, an amount greater than
Nintendo’s then annual sales. Sega meanwhile was only a $700 million
company, and one founded by an American. As an underdog scrapping
against NEC for second place, Sega and its MD was underestimated,
18
SEGA MEGA DRIVE
Year released: Japan: 1988 USA: 1989 UK: 1990
Original price: Japan: 21,000 Yen USA: $189.99 UK: £189.99
Buy it now for: £10+ with games
Associated magazines: Beep! Megadrive, Mega Drive Fan, GameFan,
Mean Machines, Sega Visions Magazine
Why the Mega Drive was great… The Mega Drive ushered in the 16-bit era; some
say the last golden era of gaming. It was a special kind of scene to be a part of. No
explanation, no mix of words or screenshots or memories can ever touch that
sense of knowing, that you were there, playing those great games
during that point in time. Though this age has sadly passed,
newcomers still need to understand.
19
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» Above and right: For ultimate collectors and those wanting to use the Mega Drive for online banking: the Sega Mega Anser (sic).
» Most Mega Jets being sold come from an initial shipment hijacked by Indonesian sea-pirates. Their distribution was organised by » A young Hideki Sato working on a prototype Mega Drive; he
underground collectors. was the main designer behind it.
20
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SEGA MEGA DRIVE
» There are countless unlicensed Chinese (and Korean) games, like Barver Battle Saga – The Space Fighter. It was renamed Final Fantasy when translated into Russian.
like Famitsu and Beep! gave it positive coverage, and so a small but interested in the Atari ST computer project.” The system filtering into
loyal following began. Reportedly 400,000 units were shipped in the America and Europe raises an important question for importers. Why
first year. the deplorable need for regional lockout? Katz admitted he had no
Despite the low uptake in Japan, Sega went on to pursue highly control over it in America, “Lockout decisions were made in Japan.
risky and quite odd endeavours – bad for profits, great for collectors. The Sega Japan International VP handled international sales and
Along with a gaming modem (see box-out), Sega created an marketing.” Never knowing when to quit, Retro Gamer pushed Japan’s
online banking system for Nagoya Bank. The result was the Mega PR man into a corner until he commented. As Nagumo puts it, “We
Anser (sic), complete with modem, numerical keypad, and grossly implemented the security regionally to prevent game software being
» The rarest most expensive version of
overpriced ‘Mega Printer’. Sega also adapted the MD for arcade use, imported due to gaps of sales time between regions.” As he wipes
Tetris. Ever. You need underground
despite it already being based on the System-16 architecture. The the sweat from his brow, we jovially comment that thankfully it wasn’t contacts and plenty of money to join this
results were the System C-2 board, and also the timed MegaTech and successful. Enterprising young hackers soon bypassed the security elite ‘owners club’.
then MegaPlay systems; roughly, these three had a combined total of with special contraptions, and later, easy methods for modifying the
80 games developed. Japan also received the rarest version of Tetris hardware were devised.
ever, and some sublime exclusive RPGs like Rent-A-Hero and King
Colossus (both fan-translated).
But Japan was never what the Mega Drive was about. Success
lay in the USA and Europe. Sega had the fight of its life ahead, and
“IF FORCED TO SUMMARISE WHY THE MD IS SUCH
it would take not only gutsy determination to succeed, but also a A BLOODY FANTASTIC SLAB OF BLACK PLASTIC,
damned excellent roster of games, and luck. Sega clearly had just
enough of these, since it nearly conquered the industry.
IT’S BECAUSE IT’S ALL THINGS TO ALL GAMERS”
GLOBALLY GAMED
To bolster the inside information available to Retro Gamer, Ken
Horowitz of Sega-16.com kindly donated interviews he conducted
with industry figures. One such individual was Michael Katz, former
head of Sega’s American branch, who presided over the Genesis’
initial sales year. Katz explained the early days. “I arrived one month
after Genesis launched. The company was small (under 50 people).
They had gone through 2-3 Presidents (Gene Lipkin, Bruce Lowery)
in the “Master System” days. Dave Rosen – Vice Chairman of Sega
(and original founder), was overseeing the running of the company.
I reported to him and Nakayama in Japan. Sega was basically a
distribution company in the US. Hardware and software development
came from Japan. I initially had to deal with keeping employees happy,
determining the quality of the staff and getting into the job of building
the Sega vs Nintendo juggernaut.” Arriving after the American launch,
Katz wasn’t aware of the details surrounding the name change from
Mega Drive to Genesis. Consensus states it was due to a trademark
dispute. The facts are blurred, but point possibly to a US manufacturer
of storage devices called Mega Drive Systems Inc.
We also questioned Katz ourselves, and he revealed a fascinating
anecdote from before the Genesis launch. “I will tell you that Atari was
offered the Genesis (when I was President of Atari Games Division)
and Jack Tramiel turned it down. It would have gotten Atari back in
the game with a 16-Bit system. I attended the meeting at Atari, when
Dave Rosen (Sega Chairman) visited us (Jack and I) and made the
offer. Jack thought the deal was too expensive, and he was more
21
SEGA MEGA DRIVE
22
hours in Japanese and I was just sitting there, not
understanding a word. Finally Mr. Nakayama said,
‘No one here agrees with anything you’ve said.’ I
thought mine was going to be the shortest career in
the business. But as I was walking out, he said, ‘But
I hired you to make the decisions for Europe and the
Americas, so go ahead and do it.’”
Sega eventually annihilated the TurboGrafx 16, and
it was doing well against the NES, but the sleeping
giant had awakened, and in 1990 Nintendo launched
the SNES. The ultimate grudge match began, which
even today, remains fresh in peoples’ hearts and
minds. Nintendo had on its side Japanese stalwarts
Square and Enix, which made Sega’s conquest of
Japan nigh-on impossible, but it had already proven
itself to be hip and cool in the West, and this is
where it succeeded. Sega was out earlier, priced
cheaply, and provided both what people wanted, and
what its rivals weren’t supplying.
Everyone deep down knew the MD couldn’t
outperform the SNES; it was the underdog in
» Top and bottom: El Viento and Alisia Dragoon are two very similar, very fun, and very » Top and bottom: Konami knew how to love MD owners: Insane hyper-exaggerated
terms of graphical and audio power (it had a faster Japanesey action-platformers. action in Contra, and classic vampire hunting in Castlevania.
processor though). Developers had to work harder to
get great results. This extra effort, and dare it be said,
love, that went into the games, was very apparent – when they came to-play arcade thrills provided. Children
up wth a graphical trick, or something unique, it showed. The Genesis were also catered for, with both licensed
had more mature software and was also advertised on adult TV like and new IPs (Quackshot and Toejam &
Saturday Night Live, further cementing its reputation as “doing what Earl). When the kids were tranquilised
Nintendon’t.” But the big tipping of scales was Mortal Kombat. Sega’s and asleep in bed, parents could indulge
version had blood and included all arcade fatalities; Nintendo’s version in a plethora of sports titles (Madden
didn’t. The atmosphere at the time was electric, and Mortal Kombat etc), violent brawlers (Cyborg Justice), or
was a deciding factor for many people’s purchases. cerebral games like Ecco.
By 1992 Sega had 55 per cent control of the market (up from It was a system where much of the
around 8 per cent), and by 1993 it had more than quadrupled its net atmosphere and allure was born not
worth (up to $3.6 billion). Sega had reached its peak. But over the only of the hardware and games, but
coming years it became like a leper, withering as its valuable bits fell the magazines, playground arguments,
off. The golden era ended, but if you look with the right kind of eyes, climate, and politics of the time. One of
you can almost see the high water mark, where that glorious wave the most notable American magazines
broke, and finally rolled back. covering the system was GameFan, » Every kid wants to rip his best friend’s
spine out. The uncensored Sega version
If forced to summarise why the MD is such a bloody fantastic slab which, despite being multiformat, loved the Genesis. Its founder, Dave shifted the tides between MD and
of black plastic, it’s because it’s all things to all gamers. It appealed Halverson, understood, appreciated, and helped generate a lot buzz SNES popularity.
to hardcore elitist collectors, since it was great to import for. Plenty for Treasure too. GameFan praised their games, rightfully hyped up
of action games (like Alien Soldier, and the explosively magnificent Gunstar Heroes to encourage sales, and were one of the very first
Ranger X), with sturdy boxes protecting beautiful Japanese cover-art. English language magazines to conduct an interview with Treasure.
When SNES-owning friends had updates of Konami classics like Of course, not every multiformat magazine had quite the same views,
Contra and Castlevania, MD owners were blessed with their own which is why Edge infamously only gave Gunstar Heroes a half-page
exclusive updates. They were no mere ports, but were designed from 6 out of 10 review. If you were an MD fan back in the early 1990s, SPECIAL THANKS TO
Many special thanks to www.
scratch, taking into account the hardware’s limitations. And they were Halverson’s GameFan was the magazine you wanted to be reading! sega-16.com, the best unofficial
all the better because of this. There was no relying on vast colours or a We’ve not even yet mentioned subjects like the VR headset, Mega Drive site online, for donating
interview segments and images. Visit
custom Sony music chip; the gameplay had to be strong. Menacer Gun, Activator peripheral, Virtua Racing’s 3D graphics, pirate them for the full interviews! Thanks
Importantly, it tapped in the mass market and appealed to families flash carts, Brazilian rock band Megadriver, Boris Vallejo, or the million- also to www.segagagadomain.
com for images, Michael Katz for
with low incomes. In impoverished areas in the USA it was popular and-one related subjects. But it doesn’t matter. Experiencing the answering additional questions, and
among Black and Hispanic youths, who enjoyed the affordable easy- system will tell you more than these words ever could. Sega’s PR departments!
1 2 3
» There was certainly no shortage of exclusive, epic, and utterly essential action-RPGs: Beyond Oasis (1), Soleil (2), and Landstalker (3) are all must-haves!.
23
SEGA MEGA DRIVE
PERFECT TEN GAMES Sega’s most successful console is home to dozens of great title, but here are ten of the very best. Obviously, you may disagree
with some of the entries, or perhaps with some of the omissions, and if you do let us know. Then we can politely explain to
you why we’re right and you’re wrong. Enjoy
03 04 05
24
SEGA MEGA DRIVE
06 07 08
DESERT STRIKE: SHINOBI III: RETURN OF ECCO THE DOLPHIN
RETURN TO THE NINJA MASTER RELEASED: 1993
PUBLISHED BY: SEGA
THE GULF RELEASED: 1993
CREATED BY:
RELEASED: 1992 PUBLISHED BY: SEGA
NOVOTRADE INTERNATIONAL
PUBLISHED BY: ELECTRONIC ARTS CREATED BY: INHOUSE
BY THE SAME DEVELOPER:
CREATED BY: INHOUSE BY THE SAME DEVELOPER:
JAWS UNLEASHED
THE REVENGE OF SHINOBI
BY THE SAME DEVELOPER: Delightful underwater
JUNGLE STRIKE
Set a year after the events in
07 Despite a lengthy
development period,
08 adventure that sees you
trying to rescue your dolphin
06 the Gulf War, Desert Strike
sees you climbing into an Apache
Shinobi III’s four-year wait was
worth it. Not only has the pace
friends when they all get sucked
up by a mysterious hurricane.
been increased, your ninja now
and using it to stop a despot in With its focus on exploring the
knows a selection of new skills.
the Middle East from starting expansive stages and its many
Flying-kicks, a running dash and
World War III. Utilising an isometric devious puzzles, Ecco The Dolphin
using your hands to swing across
viewpoint, EA’s blaster saw you was quite unlike any other game at
ceilings are just a few of the new
storming into armed bases to rescue the time and instantly caught the
abilities you can use and all have
POWs, whilst using your firepower public’s attention. The underwater
been perfectly integrated into the
to take out anything that stood in environments are full of detail and
game. There are even sections
your way. Despite the destruction bursting with all sorts of exotic
where you can ride horses or surf
you can cause, Desert Strike is quite
a cerebral affair, with many of the
along the crest of a wave, dispensing
undersea creatures. Our only real
complaints with Ecco is that some
09
bad guys as you go. If only the
later levels requiring a fair amount of of the sections can be difficult to
later games showed a tenth of the
strategy to complete. The thinking negotiate, ruining the otherwise
imagination of Shinobi III…
man’s shoot-’em-up. tranquil atmosphere.
Year released: Japan: October 1980 (69,800 Yen), US: May 1981 ($299.99), UK: September 1981 (£199.99)
Buy it now for: £10-15
Associated magazines: Vic Computing, Commodore User and C&VG
Specifications: MOS 6502A processor running at approximately 1MHz; 5K RAM as standard (3.5K
available for programming) that could be expanded further via memory cartridges; Tape
and disk interfaces as standard, one joystick port, one user port; Four
sound channels in mono provided by the VIC chip itself:
three melodic, one noise.
26
VIC-20
VIC20
ACCORDING TO NEIL HARRIS, WHO JOINED IN EARLY
1981 AS PART OF THE AMERICAN PRODUCT LAUNCH
TEAM, COMMODORE WAS A $50 MILLION PER YEAR
COMPANY WITH BARELY ANY PRESENCE IN THE US.
THE VIC20 COMPUTER WAS ABOUT TO CHANGE ALL
THAT. WE TAKE A LOOK AT THE MACHINE DESTINED
TO LEAVE COMMODORE’S FIRST FOOTPRINT ON
VIDEOGAME HISTORY
T
he VIC-20 was such a success in the
West that it led to the creation of the
Commodore 64 and then the purchase
and production of the Amiga. Of course
what happened to the company several
years down the line is now a major
part of computing history, but we’re getting ahead of
ourselves here. Let’s go back to the start, indeed before
there was any thought of the computer itself.
One of Commodore’s most stunningly brilliant pieces of
acquisition had been to buy MOS Technology, creators of the INSTANT EXPERT
6502 CPU used in many electronics for the next ten years, in The working title for the VIC-20
was Vixen.
1976. Two years later, in 1978, the VIC (Video Interface Chip) However both ‘VIC’ and ‘Vixen’
was designed by Alan Charpentier for third-party sales to arcade sound like swear words in German,
manufacturers. Although it could produce both graphics and so it was called the VC-20 (or
Volkscomputer) there. Commodore
sound, no one was interested. Their loss. It was kept in-house, had considered this title for use
awaiting some project to come up that it could be used in. worldwide but decided against it.
The VIC-20 was designed and
Although the VIC-20 had many notable people working on it, the launched to stem off potential
most prominent and the person to whom a lot of credit should go Japanese competition to
is Mike Tomczyk. Hired in April 1980 as Jack Tramiel’s assistant, within Commodore’s computer business,
going as far as launching in Japan
a month of joining he had managed to visit both Germany and Japan, first (as the VIC-1001).
fired the entire marketing division and come up with the outline to the It was the first home computer
to sell one million units worldwide,
machine that would eventually turn into the VIC-20. He would become beating the Apple II by a couple
known as the ‘VIC Czar’. of months.
His first day at work would be one that defined the rest of his Jeff Minter’s career arguably
took off with a little game called
career, due to his attendance at the now infamous meeting just outside Gridrunner when published in the
London. Tramiel outlined his vision, possibly inspired by Sinclair, of US, and Satoru Iwata (now head of
Nintendo) converted Galaxian (aka
producing a low-cost colour computer to complement the existing PET Star Battle) in his formative years
series. Most present were in favour of continuing the high-end business with HAL Labs.
line, questioning whether such a move was economically feasible. Only William Shatner was hired to
promote the computer just before
a few supported the idea, including Tomczyk himself, Kit Spencer (head he signed on to play TJ Hooker as
of Commodore UK) and Tony Tokai (head of Commodore Japan). his fees were quite low at the time.
Tramiel listened to the arguments, pounded the table and announced, During its peak Commodore was
manufacturing 9,000 units per day
“The Japanese are coming, so we will become the Japanese.” He to cope with demand.
had reason to worry, however. While Commodore was number one in Memory expansions were
available officially in 3K, 8K and
Europe, it lagged behind Apple and Radio Shack in the US, and Texas 16K sizes, and although some third-
Instruments was gradually nudging out its calculator business. Tramiel parties produced bigger than this,
was worried that the wave of subsidised mid-priced computers in no game ever needed more.
Commodore released a disk drive
Japan could arrive in the US and do the same to his computer business. for the VIC-20 called the 1540, but
And so, he planned a pre-emptive strike to counter this threat. it was hardly supported and no
games were written (at the time)
As was the case when later designing the Commodore 64, the to take advantage of the format.
company was not averse to examining the competition and ‘borrowing’ Although production of the
good ideas from them. Tomczyk’s visit to Japan proved fruitful, the VIC-20 was halted in late 1984,
software companies continued
function keys of the NEC line, for example, ending up on the VIC-20 programming and publishing
but vertically instead. By the end of the month he had typed a 30 page commercial games well into 1985.
27
VIC-20
OTHER VERSION on its own; he felt it needed a number afterwards. Tomczyk doesn’t
know why Tony Tokai chose the ‘1001’ number for the Japanese
VIC-1001 launch, but he chose ‘20’ because it sounded friendly. This was a
The original hardware is theme he was to pioneer.
not very different from that The VIC-1001 debuted at the Seibu Department store in Japan in
released in the West. Aside September 1980, taking over 100 orders by the end of the month
from the foil and Japanese and officially launching in October. While Tomczyk calculated that
symbols on the keys, the only NEC and other Japanese companies would take a few months to
other extra is the Japanese digest this new offering, it would give his team time to prepare
ROM inside. In addition to the for the US launch and hopefully arrive before the competition tried
three standard character sets, to conquer America. Having worked for two years in Asia he was
by holding Shift and the ‘C=’ familiar with their business practices. It was a tactic that worked.
key together on power-up Tomczyk’s prime directive to marketers and developers at
it would instead switch to Commodore was to promote the VIC-20 as a “user-friendly
» Most machines got a version of Space Panic, and this was no exception (but no apples in sight).
‘katakana’ mode. computer”, going as far as to trademark the phrase “the friendly
memo to Tramiel outlining everything that needed to be done to computer.” Part of this push was to make the VIC-20 available at
turn the idea into an actual computer. Tramiel’s sole response was general retail outlets instead of specialist dealers, putting it on a
to tell him to “make sure all this gets done”, effectively making him competitive front with consoles. As it turned out the VIC-20 was
head of the project. advertised positively, comparing its features to consoles as there
In response, two teams at Commodore began work on were no computers available in the same price bracket.
producing a prototype utilising the VIC produced earlier. Within MOS The aim was that if an ‘ordinary’ person bought the computer,
Technology itself Robert Yannes, who would go on to design the then it should be simple enough for them to understand. Tomczyk
SID chip, cobbled together one prototype from spare PET parts and himself was responsible for a number of features including the
a desktop-calculator casing. His aim was to promote it as a games use of symbols and the name of each colour of the front of the
machine, a concept that was carried forward to fruition. keys. The team attempted to make the user manual as friendly and
Those ‘banned’ games?
Much has been theorised regarding The other prototype was constructed by Bill Seiler and John uncomplicated as possible for new computer users, leaving the
the fate of two of Commodore’s Feagans, literally from hacking bits of other machines together. technical nitty-gritty to the Programmer’s Reference Guide.
titles, but in light of some recent
new information, here’s the most
likely series of events. Commodore
actually had the licence from Namco
to convert Pac-Man, Galaxian
“FIFTEEN YEARS BEFORE SEGA KILLED OFF ITS OWN HARDWARE
and Rally-X to the VIC-20, these
cartridges do indeed exist. However THE SATURN, COMMODORE DID THE SAME BY RELEASING THE
because Namco had licensed the
arcades for distribution in the West
to other companies, this deal solely
COMMODORE 64 IN AUGUST 1982”
applied to Japan. The graphics half of the PET motherboard was removed and Helping Tomczyk for the American launch were some new
Not one to let a minor triviality such
as this get in the way of profit, replaced with the VIC, and then a 9-pin joystick port and cartridge recruits including Andy Finkel, Neil Harris (his eventual second-
Commodore released Galaxian as slot (à la Atari 2600) was added. Seiler felt the machine should be in-command) and Englishman Paul Higginbottom. They were
Star Battle, and transformed Rally-X
into Radar Rat Race by way of
a computer, not just a games machine and insisted on having a responsible for preparing manuals, fixing the Japanese software for
altering the graphics. While the latter BASIC language installed for programming. In the end, the finished Western launch and getting new games ready. To assist, Tomczyk
appeared to avoid the gaze of Bally prototype was a mixture of ideas from both teams. hired a group of ‘hackers’ dubbed the ‘VIC Commandos’ who
Midway, the former did not and
its sale ended up being restricted. With the machine receiving overwhelmingly positive feedback wrote the initial batch of 12 tape games to complement the higher-
Most likely as a way of placating at the June 1980 CES, the PET engineers were corralled together priced cartridges. Finkel later wrote a number of games for the VIC
Bally in this situation, Commodore
set up a deal to officially convert
to complete the final design in under a month. Although the cost and C64, while Higginbottom became one of the main product
some of its other arcades including of the computer could be kept low due to Commodore’s vertical managers overseeing the computer’s success.
Seawolf, Gorf and Wizard Of Wor. integration, only 5K of RAM could be installed per machine to keep Come the launch of the VIC-20 in the US and Europe during
More was to follow for Pac-Man,
now called Jelly Monsters, as the it below Tomczyk’s proposed $300 price point (and leave enough 1981, everything seemingly fell into place. The computer was a
home licence was owned by Atari margin). While the design was being finished, the team in Japan huge hit with the public and garnered mainly positive reviews from
and it directly took out an injunction were busy putting together the first set of software titles for launch. the specialist press. Promotion of the VIC-20 as a ‘user-friendly’
against the game. Curiously
enough this was levelled against The machine was truly a combined effort and would not have computer had struck a chord, helped by the use of a familiar face
Commodore UK rather than the succeeded without either. All that was left was to decide on a name. (William Shatner) in prominent TV and magazine adverts. Most
parent company; either Atari felt
it better to use legal means in this At the beginning it didn’t have one except MicroPET, probably major retail chains had their own VIC-20 demonstration display for
country or the origin of the game because it was created from hacked parts. Many people dubbed it potential customers to try out. Commodore really was operating at
was European (there is a rumour it the ‘Vixen’ as an extension of the VIC name, Tomczyk going as far full throttle to promote the computer.
was written by Handic
not HAL Labs). as doodling little fox logos. In the end though he decided to name People saw the VIC-20 not only as a games machine, but a
Regardless of all the actions taken it after the primary chip inside. However, ‘VIC’ sounded incomplete device that could help in everyday life by way of the available
out against Commodore neither is
that hard to find, certainly a lot less
rare than many people make
them out to be.
» Many new games are still being developed today as evidenced above by Dragonwing, Frogger ’07 and Jewels Deluxe.
28
VIC-20
» The closest that the VIC-20 ever got to Wizard Of Wor. Explore the caves, shoot
the monsters and collect all of the treasure. » Japanese launch advertising for the VIC-1001. » A range of accessories for the VIC-20. » The six-port cartridge expander module.
29
VIC-20
01
PIRATE COVE MATRIX SWORD OF FARGOAL
ADVENTURE RELEASED: 1983 RELEASED: 1982
RELEASED: 1981 PUBLISHED BY: LLAMASOFT PUBLISHED BY: EPYX
PUBLISHED BY: COMMODORE CREATED BY: JEFF MINTER CREATED BY: INHOUSE
CREATED BY: INHOUSE BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
SPACE GIRAFFE TEMPLE OF APSHAI
BY THE SAME DEVELOPER:
Although Gridrunner Epyx had already begun the
VOODOO CASTLE
While the adventures
04 started Jeff Minter along 05 Temple Of Apshai trilogy
03 themselves were Scott (or
Alexis) Adams’ creations, the five
the path to worldwide notability,
its sequel Matrix (aka Attack
when Sword Of Fargoal was
released. This was an arcade-like,
Of The Mutant Camels in the pared-down version of the dungeon
licensed to Commodore were
US) is the better game overall. crawler. Your task was to descend
programmed by Andy Finkel,
It’s harder, more varied, can often through many randomly generated
who squeezed the originals
throw up a few surprises, and fixes levels in search of the legendary
into 16K each without any loss
some issues from the original (most sword, returning to the surface intact.
of substance. Compression aside
notably the ability to ‘camp’ in the With the ability only to see where
Pirate Cove Adventure is accepted
left-hand column to avoid the vertical you’ve already explored, it made the
as one of the best text adventures
zapper). The Score Panic mode of game a tense, calculating affair as
available, a two-word command
the camel waves raises the tempo, you decide when to fight, when to
assault upon the high seas to solve
and the snitch character at the top run and when to grab all that treasure
problems, acquire treasure and
keeps you from staying still too long. lying about. Each level was confined
return it to the safety of your living
02 room. Most of the puzzles are fairly
And we haven’t mentioned the shot
deflectors yet… one of the VIC’s
to the visible screen, making it feel
more claustrophobic in nature. More
logical and this will certainly present a
greatest blasters. playable than its C64 cousin.
challenge to all who attempt it.
03 04 05
30
PERFECT TEN: VIC-20
06 07 08
DEMON ATTACK KEY QUEST LASER ZONE
RELEASED: 1983 RELEASED: 1983 RELEASED: 1983
PUBLISHED BY: IMAGIC PUBLISHED BY: TYMAC PUBLISHED BY: LLAMASOFT
CREATED BY: INHOUSE CREATED BY: COMPUTER CREATED BY: JEFF MINTER
BY THE SAME DEVELOPER: APPLICATIONS INC BY THE SAME DEVELOPER:
ATLANTIS BY THE SAME DEVELOPER: TEMPEST 2000
N/A
“You not good enough for Rest assured that Llamasoft
06 Demon Attack!” screamed
the alien in the commercial. 07 There’s only one real
downside to this game:
08 barely ever released a dud
for the VIC-20, which is why
As it transpires, however, the there’s only one known copy. another of Jeff’s games features
VIC-20 versions of Imagic’s Atari Thankfully it’s been archived and in the list. Controlling two guns at
2600 games were good enough, made available for those who wish to once, you must defend the outpost
especially this Phoenix clone try it out in emulation. It’s just a pity against the invading Zzyax aliens.
(allegedly). Take control of the lone it wasn’t more widely available at the While the C64 version allowed for
fighter battling through 84 waves time as it’s a very good game. Much simultaneous two-player action, the
of demon birds that have various in the style of Tutankham you control VIC-20 original is again arguably the
different behaviour patterns and an intrepid explorer through lots of better and more playable title. It
quite often split in half when shot. different mazes collecting treasure, is certainly harder by way of the
Given the liberal fire that is raining and despatching the continually smaller graphics, requiring more
down upon you, this is no easy multiplying enemies though you precise aiming especially if one of the
task after a few waves have been
cleared. Demon Attack maintains
can only shoot left or right. Gaining
12 treasures in each maze opens
nasties manages to land on a gun
axis. At higher levels it needs total
09
the look and feel of the original the door to the next. Fast paced, concentration, almost putting yourself
game, and, needless to say, it challenging and addictive, Key Quest “in the zone”, a state quite often
retains the difficulty level as well. well worth checking out. achieved with Llamasoft titles.
32
05 06 07 08 09
11 12 13 14 15
20 21 22 23 24
29
10 30 31 32 33
38 39 40 41 42
47 48 49 50 51
56 57 58 59 60
65 66 67 68 69
74 75 76 77 78
83 84 85 86 87
33
PC-ENGINE
34
Free ebooks ==> www.Ebook777.com
PC-ENGINE GT
PCENGINE GT
IT MAY HAVE FAILED TO SELL IN THE NUMBERS EXPECTED BUT THE PCENGINE GT
REMAINS ONE OF THE MOST DESIRABLE PIECES OF CONSOLE HARDWARE EVER
PRODUCED. WE STOCK UP ON AA BATTERIES AND LOOK BACK ON THE MACHINE
THAT DELIVERED PORTABLE GAMING IN A CLASS OF ITS OWN
C
omfortably sitting here many years down the line it’s hard to
fully appreciate the impact the PC-Engine GT had when it was
released all those years ago. To give this momentous hardware » A rather happy looking fellow helps
promote the GT in this Japanese advert.
launch a touch of perspective, if it were to happen today it
would be the equivalent of Sony releasing a portable PS3.
Bearing this in mind it’s relatively easy to see why this
eminently desirable slab of plastic retains such an avid following nowadays;
it is arguably the most elite portable console of its time, comfortably putting INSTANT EXPERT
contemporary rivals in the shade and costing lucky owners an arm and a leg Although the GT and its parent
console the PC-Engine are often
in the process. compared to machines like the NES
To trace the genesis of the GT it’s worth taking a look at the gaming landscape and SMS thanks to their 8-bit CPUs,
back in the late-Eighties. Looking to crack the rapidly expanding console market, the graphics chip is in fact 16-bit.
Like the PC-Engine, the PC-E GT
Japanese companies NEC and Hudson Soft had entered into a deal whereby featured some rather handy
the former would provide capital and production facilities and the latter would auto-fire switches.
The appeal of NEC’s hardware
contribute its newly developed chipset and a wealth of industry experience. The was expandability, but sadly the GT
result was a console that took Japan by storm: the PC-Engine. With Nintendo’s couldn’t be hooked up to any of the
legendary stranglehold in Japan successfully broken, it’s easy to see why NEC and PC-Engine CD-ROM add-ons.
The TurboGrafx port of flight
partner Hudson Soft felt they could do no wrong. The ebullient cohorts turned their simulator Falcon featured a
attention to another sector of the market dominated by Nintendo – the portable dedicated two-player dogfight mode
arena – and set about planning their conquest. that could only be unlocked using
the TurboLink.
The monochrome Game Boy had built on Nintendo’s experience with its seminal Because you couldn’t hook up
LCD Game & Watch range and had unsurprisingly sold by the bucket load. The the TurboBooster Plus memory
backup device to the GT, games that
triumphant performance of the PC-Engine bestowed its creators with a fair degree required you to save in-between
of confidence and buoyed by this success they evidently felt they could permit their sessions were impractical.
R&D departments to go a little crazy. Not only did this productive union result in A dedicated adaptor was
produced to overcome region lock-
the console industry’s first CD-ROM attachment in 1988, it also sired the stillborn out problems, which was handy for
SuperGrafx, an augmented version of the PC-Engine that was intended to take on TurboExpress owners as very few
quality games actually made it the
Sega’s Mega Drive, but failed miserably. The portable GT was yet another project to United States.
spring from the overactive minds of NEC and Hudson Soft’s talented engineers. As well as appearing in Enemy Of
Rather than follow Nintendo’s lead and craft a console that was both highly The State, the GT also cropped up
in the lamentable 3 Ninjas movie,
portable and cheap to produce, so it could retail for a reasonable price, the decision as well as an episode of TV show
was made to construct a product that would harness the very best technology the Doogie Howser, MD.
The TurboVision TV tuner
domestic market could offer and miniaturise it. Astonishingly, the GT was identical showcased additional audio and
to NEC’s home hardware, boasting the same HuC6280 processor technology and video inputs, which meant you could
impressive sprite-handling capabilities of the custom HuC6270 16-bit graphics chip. use your TurboExpress as a (very
small) monitor.
Granted, Sega took a similar route with the Game Gear, basing it on the trusty Towards the end of the
8-bit Master System hardware, but in terms of raw power there was little point in TurboExpress’s life, the price was
dropped and a four-game bundle
comparing the two. The PC-Engine was in a different league to Sega’s machine. pack was introduced to boost sales
As well as giving the GT technical parity with the phenomenally successful – neither tactic worked.
home hardware, the new console also utilised the same HuCard (or TurboChip if If you purchase a GT and find
the sound is particularly low, you’ll
you were of the American persuasion) storage method for games. The ability to need to crack that baby open and
play your home console collection on the move cannot be understated; it’s also get the soldering iron out, because
the capacitors are faulty – an
important to keep in mind the uniqueness of the PC-Engine carts at the time. The unfortunately common problem with
credit card-sized HuCards were compact, highly portable and surprisingly sturdy, all NEC’s portable.
35
www.Ebook777.com
PC-ENGINE
C’MON GUYS,
ACCESSORISE
With every portable console
there seems to be a tidal wave of
additional accessories to purchase,
and the GT was no exception to this
rule. “The most common accessory
for the GT is the TV Tuner, known
as the TurboVision in the States,”
says Nanto. “The TV tuner allowed
you to watch broadcast TV on your
GT similar to what Sega did later
with the Game Gear.” It’s prudent
to bear in mind that this peripheral of which tied in perfectly with the core ethos of the GT. It could be
arrived a fair while before Sega’s did.
“The other accessories were pretty argued that Sega’s Game Gear also offered the same connectivity,
standard fare,” continues Nanto. but it required an additional (and unofficial) adaptor in order to play
”The Car Adapter allowed you to
Master System games and wasn’t constructed with the implicit aim
operate your GT from a car charger,
which was ideal for long journeys, of enabling fans to carry their entire videogame library around with
the AC Adapter powered the them. However, arguably the most instantly appealing aspect of the
console from an ordinary household
outlet and the TurboLink allowed GT was the breathtaking 2.6” LCD screen, which stood apart from
two consoles to play rival portables because it didn’t suffer from washed-out colours or
head to head on games that crippling motion blur. Taking all of these points into account it’s little
supported the feature.”
wonder that the GT was crowned by the gaming press as the ‘Rolls
Royce’ of handheld consoles.
Unsurprisingly, such opulence came at a lofty price. When the
GT was launched in the US (renamed TurboExpress) it retailed for
a wallet-punishing $299.99 (although some stores briefly sold it for
$50 less), which was nearly $200 more than the market-leading
Game Boy and around $100 more than the TurboGrafx-16 – which
was essentially the same system but without portability. Although » Given the nature of the screen, shooters tended to be the best choice for GT owners – thankfully
the PC-Engine has more than its fair share of these.
“THE GT WAS A SUPREMELY HUNGRY BEAST; the unit competitively with the Game Boy or even the Game Gear
from the start, things probably would have been a bit different.”
TWO HOURS OF PLAY WAS THE BEST YOU COULD To add to the issues the towering retail price presented, there
were other niggles with the actual hardware itself. The LCD screen
EXPECT TO GET OUT OF SIX AA BATTERIES. may have been better than anything previously seen on a portable
console, but it wasn’t perfect. It actually ran at a lower resolution
NEEDLESS TO SAY, SUCH RAVENOUS DEMAND FOR than its domestic counterpart, which naturally caused headaches.
POWER MADE OWNING A GT EXCEEDINGLY COSTLY” “Since the resolution of the GT was so low, any game with text
was almost impossible to read so the unit was only really suitable
for games in the action/shooter genres, such as Soldier Blade and
this premium cost was necessitated by the cutting-edge technology Bonk’s Adventure,” explains Nanto. This sadly meant that text-based
» The US packaging boasted of 16-bit
colour visuals – something the Game Boy inside the unit, it nevertheless proved to be a fatal mistake on the adventures were practically unplayable on the machine.
couldn’t offer. part of NEC as it placed the machine firmly outside the reach of Problems with the display didn’t end there. The term ‘dead pixel’
most gamers, rendering may be commonplace these days, but back in the early Nineties
it uncompetitive in consumers were less familiar with this issue; when several early
commercial terms. “The adopters discovered that their newly purchased (and very expensive)
GT is still one of the most GTs were missing pixels, the ensuing negative press did a lot to
expensive portable game hurt the image of the fledgling portable. Another problem was
systems ever made,” encountered with the sound, which often came through very weakly
says NEC expert and or not at all; this issue was traced to faulty capacitors. The seemingly
PCEngineFX.com founder careless level of quality control displayed by NEC only added to the
Aaron Nanto. “With the rather downbeat public perception of the console – which, it has to
Game Boy, Game Gear and be remembered, was retailing for nearly three times the price of the
Lynx all being substantially market-leading (and very dependable) Game Boy.
lower priced at the time, Even the distinctive advantage of being compatible with PC-
the GT had no chance to Engine software presented a rather strange situation for NEC
sell better than those other when it came to promoting the machine. “The marketing strategy
systems. If NEC had priced focused on the fact you could take the exact same game from
36
PC-ENGINE GT
TAKING YOU TO
THE MOVIES
It may well be common knowledge
now but we couldn’t do a feature
on the GT without mentioning what
is arguably the console’s defining
moment – appearing in its American
TurboExpress guise in the 1998
Hollywood blockbuster Enemy Of
The State alongside Will Smith and
Gene Hackman. The TurboExpress
is used to conceal a memory card
containing footage of a murder,
and is eventually planted on Will
Smith’s character, which triggers
a series of unfortunate events that
transpire to make Smith a threat
to national security. Although the
TurboExpress isn’t actually shown in
action (unsurprisingly, flash memory
cards aren’t compatible with the
machine) it nevertheless gets some
» The PC-Engine GT packaging was typically understated and made the machine even more » US magazine VideoGames & Computer Entertainment broke the news of impressive screen time. It’s a shame
desirable for anybody with money to burn. the PC-Engine GT with this rather disturbing cover. that by the time the movie was
released, both the TurboExpress
the home console and play it on the portable,” recalls Nanto. It batteries were commonplace, such ravenous demand for power and American distributor TTI were
both dead and buried – this kind of
was an undeniably unique selling point, but the business model made owning a GT exceedingly costly. media attention would have been a
was critically flawed from the outset. Traditionally speaking, Although compatibility with PC-Engine software ensured that massive boost in the dark days of
the early Nineties.
manufacturers expect to lose out financially on hardware but make those gamers brave enough to pick up the machine were at least
profit on software. NEC’s plan seemed to ignore the fact that it kept happy for a few years, the GT ceased to be a commercial force
was essentially preaching to the converted and in selling the GT to fairly swiftly and was steadily reduced in price until it was eventually
existing owners it would fail to benefit from the additional software discontinued. Getting trustworthy sales data from nearly two
sales that new customers would bring, as established PC-Engine decades ago isn’t easy, but it’s believed that the machine shifted a
fans would be unlikely to purchase any additional software purely disappointing 1.5 million units worldwide – well short of what NEC
because they owned the GT. As it turned out, the prohibitive price and Hudson Soft expected after the success of the PC-Engine.
point dissuaded even these hardcore devotees from purchasing the The GT may have failed to seriously challenge the might of
console, and NEC’s already flimsy strategy fell to pieces. the Game Boy, but today it enjoys plenty of attention from keen
Perhaps the most debilitating issue with the machine was power gaming enthusiasts and despite its faults takes pride of place in any
consumption. As was the case with other colour portable machines right-minded retro fan’s collection. While second-hand machines
of that era, the GT was a supremely hungry beast; approximately still manage to maintain their exclusive allure and similarly inflated
two hours of play was the best you could expect to get out of a price points, it’s not that hard to track down a console for a semi-
fresh set of six AA batteries. Needless to say this severely limited reasonable sum. “The GT is fairly easy to obtain these days,” Nanto
the portability of the console and in an era before rechargeable says. “The unit isn’t rare by any means, so if you wanted to buy one
it would be an easy process. Units vary wildly in price, but you can
expect to pay around $100 (£50) to $200 (about £100), depending
on condition and whether it’s a US or Japanese unit.” Strictly
speaking, the Eastern variant is the most appealing (and the most
costly) as it grants access to a much wider range of software; like its
domestic counterpart, the GT utilises region protection so US games
will only work on a US TurboExpress, and vice versa.
The GT may have some serious niggles but it still makes a
convincing argument for being one of the finest portable consoles
ever produced; remembering the context of its release, it really was
a revelation. The ability to take what was still a cutting-edge machine
and play it on the move (albeit for short periods of time) was enough
to make many hardcore gamers fall helplessly in love with the GT
– thankfully that adoration is still alive and well today.
37
PC-ENGINE GT
03 04 05
38
PERFECT TEN: PC-ENGINE GT
06 07 08
GALAGA ’88 DEVIL CRASH JACKIE CHAN
RELEASED: 1988 RELEASED: 1990 RELEASED: 1991
PUBLISHED BY: NAMCO PUBLISHED BY: NAXAT PUBLISHED BY: HUDSON SOFT
CREATED BY: INHOUSE CREATED BY: INHOUSE CREATED BY: INHOUSE
BY THE SAME DEVELOPER: BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
WONDERMOMO ALIEN CRUSH THE KUNG FU
PC-ENGINE GT
01 02 03
PC-
ENGINE 08 09 10
GT
and the
rest…
Being able to play PC Engine
games meant that the GT had
an amazing wealth of titles to 15 16 17
draw upon. To the right are just
a few of them
01 1941
02 AFTER BURNER II
03 BLUE BLINK
04 ALTERED BEAST
05 BATMAN
06 MONSTER PRO WRESTLING
07 BERABO MAN
08 KATOCHAN & KENCHAN
09 GATE OF THUNDER
10 CITY HUNTER 22 23 24
11 CORYOON
12 DRACULA X
13 SNATCHER
14 ALIEN CRUSH
15 ENERGY
16 F1 CIRCUS SPECIAL
17 POWER ELEVEN
18 ATOMIC ROBO KID SPECIAL
19 FIRE PRO WRESTLING
20 THE DYNASTIC HERO
21 GRADIUS
22 GUNBOAT
23 LODE RUNNER
24 OUTRUN 29 30 31
25 PARODIUS
26 MAGICAL CHASE
27 KLAX
28 SPACE HARRIER
29 TIGERHELI
30 VIOLENT SOLDIER
31 MR HELI
32 WONDERMOMO
33 NINJA SPIRIT
34 TOILET KIDS
35 VIGILANTE
36 PACLAND
37 POWER DRIFT
38 THE KUNG FU
36 37 38
39 OPERATION WOLF
40 GUNHED
41 IMAGE FIGHT
42 JACKIE CHAN
43 KAZE KIRI
44 PANIC BOMBER
45 RAIDEN
46 RASTAN SAGA II
47 RED ALERT
48 TRICKY
49 PSYCHIC STORM
50 WORLD JOCKEY
51 TATSUJIN 43 44 45
52 THUNDER BLADE
53 S.C.I. 50 51 52
54 SHADOW OF THE BEAST
55 SHINOBI
56 PRINCE OF PERSIA
40
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04 05 06 07
11 12 13 14
18 19 20 21
25 26 27 28
32 33 34 35
39 40 41 42
46 47 48 49
53 54 55 56
BEST OF BRITISH
BEST OF BRITISH
THE EARLY EIGHTIES WITNESSED AN EXPLOSION IN THE UK COMPUTER MARKET, WITH
MANUFACTURERS FALLING OVER THEMSELVES TO GRAB A SLICE OF THE ACTION. BUT WITH NO
CLEAR STANDARDS AND LITTLE IDEA OF WHAT USERS REALLY WANTED, THE MARKET QUICKLY
BECAME A MINEFIELD FOR THOSE LOOKING TO BUY THEIR FIRST MICRO. WE LOOK BACK AT THE
BEST OF THESE BRITISH MACHINES AND ASK THREE QUESTIONS OF EACH ONE: WAS IT ANY
GOOD? HOW DID IT FARE? AND, CRUCIALLY, COULD YOU PLAY MANIC MINER ON IT?
W
hen it comes to developing and adopting new
technology the UK has generally lagged behind
the US by a good couple of years. By the time
Clive Sinclair released the MK14 kit computer
in June 1978, the States had already seen the
launch of the Apple II, the Tandy TRS-80 and
the Commodore PET. These pioneering machines were complete
integrated computers, where as the MK14 was little more than a
fancy calculator with a hex keyboard and LED display. Obviously it
would be unfair to compare a £40 kit with much more expensive
machines (at the time of the MK14’s launch an imported Apple
II would cost a cool grand), but it highlights the maturity of the
US market compared to the UK at the time. Sir Clive was well
aware of the advances being made over the pond – he’d seen
it for himself at an electronics fair in San Francisco in 1977.
» Although Oric ran into difficulties in 1984, Branching off into the micro market was an experiment that
the Oric-1 was followed by the Atmos and
Telestrat. The latter was not released paid off – more than 50,000 MK14s were sold, and it paved the
in the UK. way for Sinclair’s next machine, the ZX80.
Released in February 1980, the ZX80 offered much more than
the MK14. It had an alphanumeric keyboard, a cassette interface
and a modulator for TV output. It had 1K of RAM, built-in BASIC,
and at its heart was the popular low-cost Z80 microprocessor. It
was heady stuff. By far its most attractive feature was the price
– just £79 in kit form or £99 pre-built, making it the first ready-
assembled computer to be available for under £100. Compare
this to the TRS-80 or the PET, both of which would set you
back five times that amount, a price your average punter was
» Despite the title the Jupiter ACE was not prepared to pay. The ZX80 was affordable and accessible
anything but. Releasing a monochrome to the man on the street. It was the perfect entry-level
computer in 1983 was commercial suicide.
machine for someone wishing to learn about computers.
With sales reaching over 100,000 in less than 18 months
(of which a reported 60 per cent were sold overseas), the
ZX80 was yet another Sinclair success story. But it was just
the beginning. The ZX81, released in March 1981, clocked
up sales of 400,000 in a single year. This new model
introduced better BASIC and high-resolution graphics
among a number of other improvements, but Sinclair
actually sold the ZX81 for less money than the ZX80 (£49
for the kit, and £69 for the pre-built model). This was
mainly due to a more efficient internal design, which
reduced the number of chips, making it cheaper to
manufacture. The price was right, and within two years
of release the ZX81 rocketed past the magical 1 million
sales mark. Home computing in the UK was no longer
a niche.
A cottage industry sprang up to support the ZX81.
The machine was better suited to running games than
the ZX80, so the floodgates opened with a large volume
“THE PRICE WAS RIGHT, AND WITHIN TWO YEARS OF RELEASE THE
ZX81 ROCKETED PAST THE MAGICAL 1 MILLION SALES MARK. HOME
COMPUTING IN THE UK WAS NO LONGER A NICHE”
42
BEST OF BRITISH
43
BEST OF BRITISH
EMULATOR RECOMMENDATIONS
AH, THE JOY OF EMULATION. ALL OF THE COMPUTERS MENTIONED IN THE FEATURE CAN
BE EMULATED ON A WINDOWS PC AND QUITE POSSIBLY A MAC, TOO. HERE’S OUR LIST OF
RECOMMENDED FREEWARE EMULATORS AND WHERE TO GET THEM:
computer with a pleasingly chunky case and a
MACHINE EMULATOR HOMEPAGE
finger-pleasing full travel keyboard. As was the norm
Acorn Atom Atom Emulator www.stairwaytohell.com/atom/wouterras back then, it came as a kit or pre-assembled, and
ZX80/81 XTender2 www.delhez.demon.nl with 2K RAM and 8K ROM as standard. What made
the Atom special was that it was designed with
BBC Micro BeebEm www.mikebuk.dsl.pipex.com/beebem/index.html
expandability in mind. The RAM and ROM could be
Spectrum ZX Spin www.worldofspectrum.org/emulators.html upped internally to 12K each (with more memory
www.6809.org.uk/dragon/xroar.shtml
bolted on externally, if required) and various expansion
Dragon 32 XRoar
cards could be slotted in place. Perhaps its greatest
Oric-1 Euphoric http://oric.ifrance.com/oric/index_english.html asset, however, came at no added cost. Atom
Camputers Lynx PALE http://heraclion.users.btopenworld.com/palelynx.htm BASIC was generally regarded as the best in the
business, being much more powerful and intuitive
Jupiter ACE EightyOne www.aptanet.org/eightyone
than Sinclair’s flavour.
Grundy NewBrain NewBrain Emulator http://newbrain.50webs.org At launch, a pre-assembled Atom with 12K RAM
http://mtxemu.classicgaming.gamespy.com
and ROM retailed for £330. At this price it attracted
Memotech MTX500 Mt Xemu
the more serious user, although games were available
Sinclair QL QL2K http://www.jadiam.org/QL/index.php from familiar names such as Quicksilva, Bug-Byte
Amstrad CPC Caprice32 www.caprice32.cybercube.com (no Manic Miner though!) and, of course, Acornsoft.
Perhaps its biggest claim to fame was that both
of cassette-based software sold via mail order and through specialist David Braben and Ian Bell began coding games for the machine
dealers (after all, the ZX81’s membrane keyboard didn’t exactly before collaborating to create the awesome Elite for the Atom’s
lend itself to programming your own arcade clones). Sinclair’s next successor, the Proton. As you’ll no doubt already know, the Proton
machine, the ZX Spectrum, became even more synonymous with was released in late 1981 under the name BBC Micro after Acorn
gaming thanks to the addition of colour graphics, sound support and was chosen by the broadcaster to provide a machine to feature in a
extra memory. We won’t dwell on the all-conquering Spectrum here television series about the exciting new world of micro computing.
as it’s been covered in detail before, but its importance in the UK The ‘Beeb’ was a clear successor to the Atom, taking the basic
computing market cannot be overstated enough. We’d also like to 6502 setup and offering more memory (16 or 32K, depending on
reiterate the fact that iconic British platformer Manic Miner began the model), a larger 32K ROM which held an enhanced version of
life on the Speccy before being ported to just about every other 8-bit Atom BASIC (dubbed BBC BASIC), and a whole host of expansion
computer around. Some years later a guy named Ales Martinik even ports for connecting stuff. The Beeb really was feature rich, and
» We love Spectrum Man, if only because
he somehow has the power to make the managed to shoehorn an amazingly faithful version of the game onto you had to be rich to afford one. The premium Model B launched
Speccy display an orange background. the ZX81. at £335, later rising to £399 to cover increased production costs.
Still, more than 1.5 million Beebs were sold in total, mainly to the
“OTHER BRITISH MICROS JOINED THE FRAY education market where around 70 per cent of schools chose the
machine to place in their computing rooms. Although this gave the
IN 1983 INCLUDING THE CAMPUTERS LYNX, Beeb a stuffy image, a large library of gaming software was written
JUPITER ACE, GRUNDY NEWBRAIN AND THE for the machine, including classics like Elite, Repton, Revs and Exile.
Manic Miner was ported to the machine, too. Just in case you
MEMOTECH MTX. NONE ACHIEVED ANYWHERE were wondering.
NEAR THE SAME LEVEL OF MARKET The Beeb occupies an important place in the history of British
computing, but it was the Spectrum that really kicked things into
PENETRATION AS THE SPECTRUM” overdrive, building on the momentum of the ZX81. In the latter half
of 1983, having reduced the 16K model to just £99, Sinclair was
The downside of success for Sinclair was competition from shifting 50,000 units a month and struggling to meet demand.
rival manufacturers. This was nothing new, however, as Sinclair These numbers were
had been competing with fellow Cambridge company Acorn unprecedented, and other
» Where it all began. The MK14 was
Sinclair’s first microcomputer, paving the Computing for years. Chris Curry left Sinclair in 1978 to establish manufacturers were
way for the hugely successful ZX range. Acorn and released the System 1 in January 1979, a kit computer attracted to the consumer
that shared many similarities end of this growing market
with the MK14. This was not like moths to a flame. And
simple mimicry, however, as yes, many of them burnt
the System 1 was the first in a their wings.
series of 6502-based machines Let’s look at some of
aimed at serious enthusiasts. the main contenders.
When it came to catering for There was the Dragon 32,
the consumer market, Acorn forged in Port Talbot and
developed the Atom, a computer unofficially based on the
that had more in common with Tandy Color Computer.
the established US machines than This versatile 32K micro
the cheap, cheerful and relatively launched in August 1982
toy-like ZX80. at £175 (the same price
Released a few months after the » Sir Clive at the Sinclair QL’s launch. We’re guessing he
as a 48K Spectrum) to
ZX80, the Atom looked like a proper wasn’t as chuffed when he checked the order book. encouraging sales (40,000
44
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BEST OF BRITISH
couldn’t play Manic Miner on any of them, but that ABOVE AND BEYOND
Our feature covers the first half
would make us sound slightly mad. of the Eighties, but obviously the
Seemingly no one could stop Sinclair at the time, development of UK computers did
so when Sir Clive turned his attention to business not stop with the release of the
Amstrad CPC in 1984. Buoyed by
machines it was widely predicted that he would the success of the CPC, Amstrad
aggressively corner this lucrative market. The launched the PCW range in 1985.
The PCW was designed as a
Sinclair QL (Quantum Leap, no less) was launched dedicated word processor and was
in January 1984, but things didn’t exactly go to very successful as such, although
plan. On paper the QL looked formidable – a 32-bit other office apps and games were
released for it. After Amstrad bought
machine with 128K RAM (easily expandable to out Sinclair in 1986, Sir Clive set up
640K), built-in mass storage, a multitasking OS and Cambridge Computers and released
the Z88 portable the following year.
a bundled office suite, all for £399. However, to hit This portable was a typically sleek
this bargain price point compromises were made at Sinclair product.
almost every stage of development. The powerful Acorn shifted things up a gear
in 1987 with the release of its first
Motorola 68000-series processor was hamstrung Archimedes desktop. Featuring
by an 8-bit databus that limited performance. For 32-bit RISC processor architecture,
Acorn’s range of RISC machines
storage, Sinclair’s clever but unreliable Microdrive built up an enthusiastic following and
cartridge system was chosen over a floppy drive. really deserve more coverage than
And then there was the low-cost keyboard that the cursory mention offered here.
The same can be said about the
was far too unresponsive for business users. SAM Coupé, the 8-bit Spectrum-
Production problems and buggy system software compatible computer that arrived in
1989 when just about everyone was
sealed the QL’s fate, resulting in an expensive and shifting to 16-bit computers.
» The many faces of Manic Miner. The versions from top to bottom: ZX81, Spectrum, Oric-1 and SAM Coupé. high-profile failure for Sinclair. The machine did
receive decent software support, mainly business
units sold in the first six months), but its unusual 6809 processor software as you’d expect, but also some games. While there was
meant that it was difficult to port software across from the more no Manic Miner port it was home to a great little homage called
popular Z80 and 6502 machines (Software Projects managed to QL Cavern.
release Manic Miner for it, of course, even throwing in a couple Thankfully the most significant event of 1984 was not the failure
of bonus screens for good measure). Sales soon began to tail off of the QL but the successful arrival of a British Z80-based machine
and constant delays to the launch of the bigger memory Dragon that didn’t fall by the wayside like all the others. The Amstrad CPC
64 didn’t help matters. Dragon Data was declared bankrupt in July 464 [about time – Ed] was a machine aimed at the electronics- » With it’s small screen the Z88 certainly
1984, and six months later Oric went the same way. buying masses. It was a complete package, consisting of a 64K wasn’t designed for gaming, but
Oric’s bold but slightly stupid plan was to try to steal a march colour computer with integrated cassette deck and bundled monitor nonetheless games were written for it.
Including, you got it, Manic Miner!
on Sinclair by offering more machine for less money. It got things (either green-screen or colour). It really was plug in and play, and the
half right, as the Oric-1 was slightly ahead of the Speccy in terms green-screen monitor bundle retailed for a very reasonable £200.
of hardware (built-in Microsoft BASIC, better sound, more ports, Amstrad’s confidence in the machine (it committed to 100,000
less colour clash), but when it came to pricing Oric was unable units prior to launch) paid off when the 464 went on to rack up
to undercut Sinclair. In fact, Oric was unable to get the damned sales of 2 million in the UK and Europe. It may not have reached
machine to market due to manufacturing problems, and when units Spectrum numbers but it at least grabbed significant market share.
did start to trickle through in early 1983, it was revealed that the CPC software was plentiful – even if a lot of games were ported
ROM and the cassette loading system were bugged. At least there directly from the Spectrum, Manic Miner included, naturally – and
was uplifting news on Manic Miner front. The game was released as we moved to the latter half of the Eighties, the CPC, Spectrum
for the Oric-1, complete with 12 extra screens, but even the magical and Commodore 64 emerged as the big three for 8-bit publishers.
influence of Miner Willy could not reverse Oric’s fading fortunes. Serious challenge soon arrived in the shape of the Atari ST,
Other British microcomputers that joined the fray in 1983 Commodore Amiga and PC, but that’s another tale for another time.
included the Camputers Lynx, a relatively advanced computer Looking back, the UK computer scene in the early Eighties was
available with 48, 96 or 128K RAM; the Jupiter ACE, a a crazy mess, with very little direction and dozens of different
monochrome machine famous for including FORTH rather than machines all vying for attention. It was a time of innovation,
BASIC as its built-in experimentation and risk. For many computer owners it was also an
language; the brilliantly incredibly exciting time; one that has never been bettered.
» Personal Computer World magazine, which
named Grundy is currently enjoying its 30th anniversary,
NewBrain, an odd little was launched in 1978 largely as a result of
user interest in the MK14.
micro with a built-in
16-character display; and
the Memotech MTX
series of computers
that were similar to
the MSX standard.
These machines were
all Z80-based, just like
the Spectrum, and
each boasted their own
unique features, but
none of them achieved
anywhere near the
same level of market
penetration as the » The wide-eyed owl, perched on the
top-right-hand corner of the BBC Micro
» Magnetic Scrolls’ The Pawn was written for the QL
Speccy. We’d suggest » To stay ahead, publishers had to release their games for as many systems as possible. keyboard, was the symbol for the BBC
before finding greater success on other platforms. it was because you Here’s Durell’s popular Harrier Attack running on the Oric-1. Computer Literacy Project.
45
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PLAYSTATION
46
PLAYSTATION
PlayStation
THE NAME PLAYSTATION HAS BECOME SYNONYMOUS WITH
VIDEOGAMING, BUT SONY’S ROUTE INTO THE INDUSTRY WAS
ANYTHING BUT STRAIGHTFORWARD. JOIN US AS WE CHART
THE HISTORY OF WHAT IS ARGUABLY ONE OF THE MOST
IMPORTANT CONSOLES OF ALL TIME
t’s almost impossible to conceive to good use and produce its own videogame hardware. The
simultaneous access to audio, visual Nineties was in dire need of a the way of profits and become a key player QEach Sony Memory Card came
with 128KB of storage for save
and computer data, making it thoroughly boot up the backside, and the in the videogame industry. The man behind game data. Higher capacity third-
compatible with the medium of interactive PlayStation delivered this kick. this audacious scheme was Ken Kutaragi, party cards were also available
entertainment. Because Sony was Technologically groundbreaking the engineer also responsible for producing QThe console’s impressive sound
and supported by a wide range processor can handle 24 channels
already being contracted to produce the the aforementioned SNES sound chip. of audio
SPC-700 sound processor for the SNES, of third-party developers, the However, behind the scenes Nintendo QEarly versions of the machine
Nintendo decided to enlist the electronics machine is home to countless was predictably far from happy with were afflicted with skipping FMV
manufacturer’s assistance in producing a classic titles. While some of these the proposed arrangement. It was very and sound, thanks to the poorly
games have aged badly, most designed nature of the CD drive.
CD-ROM add-on for its 16-bit console. protective of its licensing structure, which Later models rectified this issue,
For Sony, it was a dream come true. remain just as essential today as allowed it to extract massive royalties but early adopters still shudder
they were over a decade ago. at the memory of having to place
Having been instrumental in the production from third-party publishers. Allowing their beloved consoles upside
of the ill-fated MSX computer format, Sony leverage in this sector would only down in order to get them to
damage Nintendo’s profitability; the Kyoto-based veteran work properly
the firm never hid its desire to become a key player in the
burgeoning videogame business. Therefore, an alliance with reasoned that it should be making the majority of the profit QEarly UK adverts for the
machine featured SAPS – the
what was unquestionably the biggest and most famous name on SNES CD sales, not Sony. The plan – if it came to fruition Society Against PlayStation
in the industry would not only help elevate Sony’s standing; it – would ultimately benefit Sony far more than Nintendo: the – a fictional organisation that
was committed to preventing
would also enable the company to set the wheels in motion former would merely be using the latter as a way of getting the console from ensnaring the
for its ultimate plan: to put its consumer electronics experience a ready-made market share and would eventually become country’s youngsters
47
PLAYSTATION
48
PLAYSTATION
the PlayStation project a success, gaming machine, with SCE’s director When you take into account Sony’s the videogames market very seriously
the company would experience the Akira Sato confidently stating that: “If position as one of the world’s foremost indeed. Kutaragi – and the entire project
sweet taste of revenge at the expense it’s not real-time, it’s not a game” – a electronics manufacturers, it’s hardly in general – had come under fire from
of its one-time ally. thinly veiled criticism of other CD-based surprisingly that the original PlayStation high-level Sony executives who argued
Kutaragi’s speech hit a nerve, and consoles and their reliance on FMV was a highly desirable piece of kit. that videogames were toys for children,
early in 1994 Sony confirmed that it titles that featured live actors but little Unmistakably a games console but and therefore, one of the PlayStation’s
was entering the videogame arena interaction. The sheer power of the showcasing a hint of mature design, key aims was to challenge that view. As
with its own console, and even formed new system shocked other players in the machine seemed to speak to those a result, the final design for the machine
subsidiary Sony Computer Entertainment the industry; Sega of Japan president gamers who had cut their teeth on the was sleek and serious, mimicking the
in order to oversee the new venture. Hayao Nakayama was reportedly so likes of the NES, Mega Drive and SNES appearance of a top-end piece of audio-
Keen to differentiate this new project furious when he read the specs for the and were now ready to progress to visual equipment rather than a games-
from its previous namesake, Sony playing device.
branded it the ‘PlayStation-X’ – this gave However, while this posturing caught
rise to the abbreviation ‘PSX’, which
is still used even today, even though
By making it a success, Sony the attention of gamers, some industry
experts were less enthused, citing
the ‘X’ was later dropped when the
console was officially launched. Early
would experience revenge at the Sony’s poor track record in the industry
up to that point. The company’s software
reports were impressive, with some
developers confidently proclaiming that
expense of its one-time ally publishing arm – Sony Imagesoft – had
so far failed to generate any titles of
Sony’s console would blow away the note, pushing half-baked movie licences
competition. Despite the company’s PlayStation that he personally visited an entirely different level of challenge. such as Cliffhanger and Last Action Hero
wide entertainment portfolio – which Sega’s hardware division and gave them Everything from the two-pronged onto store shelves to the complete
included music label CBS Records and a stern talking to. His tirade would result joypads to the removable Memory indifference of the games-buying public.
Hollywood studio Columbia Tri-Star in the Saturn, Sega’s entrant in the 32-bit Card storage system seemed to drip Indeed, software was one area in which
– Sony boldly decided not to focus on console war, getting an additional video sophistication. Sony later revealed the Sony was at a distinct disadvantage, as
the multimedia market, as its rival Philips, processor to boost its graphical muscle, numerous hardware designs that had Sega and Nintendo had highly talented
with its CD-i and 3DO, had done, to its but this would make the system harder been considered before the final version internal development teams that
great cost. Instead, the PlayStation was to program for – an issue that had severe was decided upon; this was the work of traditionally produced the best software
unashamedly proclaimed as a dedicated ramifications in the future. a company that was taking its entry into for their respective consoles. Sony
49
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PLAYSTATION
50
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PLAYSTATION
» Norio Ohga was Sony president during the genesis of the » Sony Europe’s Phil Harrison was instrumental in attracting
PlayStation project. He saw off apathy within the company quality developers to the machine and would eventually
51
PLAYSTATION
03 04 05
52
PLAYSTATION
06 07 08
TEKKEN 3 EINHÄNDER FINAL FANTASY VII
RELEASE: 1998 RELEASE: 1997 RELEASE: 1997
PUBLISHER: NAMCO PUBLISHER: SQUARE PUBLISHER: SCE
CREATOR: INHOUSE CREATOR: INHOUSE CREATOR: SQUARE
BY THE SAME DEVELOPER: SOUL BLADE BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
54
AMIGA 500
AMIGA 500
FEW WORDS GET THE NOSTALGIA GLANDS FLOWING LIKE ‘AMIGA’ AND ‘500’. TO HEAR IT IS
TO BE TRANSPORTED BACK TO A TIME WHEN NEW 2D VISUALS STILL HAD THE ABILITY TO
SHOCK AND WHEN UK DEVELOPERS PRODUCED THE BEST COMPUTER GAMES IN THE ENTIRE
WORLD. BUT HOW DID THE MUCHLOVED HOME COMPUTER COME TO BE? WE REVEAL ALL…
F
or a home computer that’s so inextricably associated with
the history and fate of Commodore, it’s perhaps a little
surprising that the Amiga’s genesis can be tracked all the
way back to Commodore’s biggest rival: Atari. Jay Miner,
a talented designer of integrated circuits had joined Atari during
the boom period of the late Seventies and was responsible
for designing the display hardware in the Atari 2600. With this
achievement alone, Miner’s place in the videogame history books
would be assured, but it was what he planned to create next that would really
elevate him into the halls of fame. While at Atari, Miner had envisioned a new type
of games machine that would make use of Motorola’s powerful 68000 processor.
Atari, which was then under the control of Warner Communications, had little
interest in the 68000, however, and was much more interested in continuing to
exploit the cheaper 6502 processors found in its 8-bit machines.
Disenchanted with the way Atari had been handled in the post-Bushnell
organisation, Miner left the company in 1980 and, for a short time, he worked
in the medical industry designing pacemakers. Two years later, however, Miner
received a phone call that would rocket him back into the computer industry and
change the history of gaming forever. On the end of the line was Larry Kaplan,
another ex-Atari employee who had left to found Activision. Kaplan was keen to
start a new videogame company and was looking for funding. Miner suggested a Amiga 2600
handful of dentist friends who were happy to invest in new projects and, before he Although some may know that
the Amiga company (aka Hi-Toro)
knew it, he found himself working at a new company called Hi-Toro with Kaplan started out developing for the Atari
and a group of highly talented ex-Atari engineers. 2600, few have actually played
In order to keep money rolling in, Hi-Toro was split into two divisions. The first the games, mostly because they
were developed for an obscure
would work on peripherals for games consoles like the 2600 and Colecovision controller and released in limited
whilst a second much more secretive division would experiment with the 68000 quantities. Amiga’s Joyboard was
processor to create a killer 16-bit games machine. The computer was codenamed an Atari 2600 controller on which
the player had to stand and control
Lorraine (after the wife of Hi-Toro’s chief executive) and was designed to be as its games by moving from side to
open a development system as possible so that anyone could make a game side. Three games were released
for the Joyboard: Mogul Mania,
if they wanted to: the strategy had worked wonders for the hugely successful a skiing game; the unreleased
C64 so it made sense for Hi-Toro to follow suit. It was also decided that, to take surfing game, Surf’s Up; and
strain from the processor and ensure arcade-quality graphics, Lorraine would use a Simon Says clone called Off
Your Rocker. Technically finished
custom-designed chips rather than off-the-shelf components. This meant that the in 1983, Off Your Rocker never
computer would be more expensive to produce than its nearest rivals but the end actually had an official release as
Amiga couldn’t afford to pay for
results would be far better. the cartridges to be labelled. The
1983 was something of a turning point for Hi-Toro and Lorraine. While the rest of labelling company held onto the
the Western videogaming world recoiled in horror from the disastrous videogames cartridges and eventually sold them
to Pleasant Valley Video, years later,
crash, Hi-Toro cunningly rethought its organisation in order to survive the harsh who then sold them on to the 2600
consumer climate. The peripherals division, now made redundant by the failure of community with homemade labels.
the console market, was abolished whilst Lorraine was redesigned to be as much
a computer as it was a games machine. A keyboard, mouse and expansion options
were fitted as standard whilst new staff were hired to work on a fully fledged
custom chips, rather than the computer itself, Atari offered to buy
one million shares in Amiga for $3 each and even loaned the firm
$500,000 to keep it afloat while the paperwork was finalised. The
deal soon began to turn sour, however. Atari knew that Amiga could
not afford to pay off its $500,000 loan and so delayed paperwork on
the buyout and, in the meantime, reduced its offer to 98 cents per
share. Things were looking grim for Amiga. Atari was gearing up to
buy the company at a bargain price and didn’t even plan to finish the
computer that Miner had dreamed of for the past four years. Just
before the Atari deal could be finalised, however, Amiga managed
to find another enterprising computer company which was both
» Left: The Amiga 600 was basically an A500+ in a smaller case. Above: The
willing to pay a fair price for Lorraine and help develop it into the
original Amiga 1000 complete with handy keyboard garage. machine that Miner and company had intended. That company was,
of course, Commodore, which swooped in at the last minute to buy
operating system called Intuition. It is also around this time that Amiga for $4.24 per share and even gave them $1 million to pay off
Hi-Toro was renamed as Amiga. The Toro name had already been their debt to Atari.
in use by a Japanese gardening technologies firm so it was thought With that sticky situation behind it and rejuvenated by a
that a new name was needed to avoid confusion. Amiga, a Spanish $17 million investment from its new owner, Amiga set about
word meaning ‘female friend’, was picked for its non-threatening finishing the Lorraine project, which was now to be known as the
nature. Finally, in September 1983, Lorraine’s three main custom Commodore Amiga. The custom chipset was finally finished and
chips (later known as Agnus, Denise and Paula) were completed but reduced to a manageable size. Named after different people, so
» Marble Madness was one of the first coin-op conversions on the Amiga and was virtually
arcade perfect.
56
AMIGA 500
58
» Metal Warrior, one of the more recent home-brew games on the A500.
59
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AMIGA 500
PERFECT
TEN GAMES
Amiga’s Commodore 500 was a huge success, so it should come as no surprise that a variety of superb
games are available for it. Indeed, it’s practically impossible to name just ten games, as for every one we
put forward, three other titles were just as deserving. Still, here’s what we finally decided on. To have your
own say, head on over to the forums at www.retrogamer.net/forum 01
02 03 04
60
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PERFECT TEN: AMIGA 500
05 06 07
08 09 10
61
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AMIGA 500
01 02 03 04
10
AMIGA 500
01 DOJO DAN
02 POWERDROME
03 WEIRD DREAMS
04 ALIEN BREED
05 DISPOSABLE HERO
06 MAGIC POCKETS
07 CARRIER COMMAND
08 RAMPART
09 LAST NINJA REMIX
and the rest... Commodore’s 16-bit triumph features so many games
that we’d need a whole mag just to feature them. Console
yourself with the following shots
10 SIM CITY
11 WINGS 16 17 18 19
12 DRAGON’S LAIR
13 MIDWINTER
14 SHADOW OF THE BEAST
15 TOTAL ECLIPSE
16 AGONY
17 GAUNTLET II
18 GRID RUNNER
19 MEGA LO MANIA
20 VIRUS
21 ROBOCOP
22 AIRBORNE RANGER
25 26 27 28
23 EXILE
24 CRYSTAL KINGDOM DIZZY
25 MOONSTONE: A HARD DAY’S KNIGHT
26 SKWEEK
27 PINBALL FANTASIES
28 WING COMMANDER
29 THE IMMORTAL
30 BUGGY BOY
31 FIRST SAMURAI
32 KATAKIS
34 35 36 37
33 OPERATION WOLF
34 STARDUST
35 FIRE AND ICE
36 ANOTHER WORLD
37 JETSTRIKE
38 NEBULUS
39 UNREAL
40 RAINBOW ISLANDS
41 COOL CROC TWINS
42 GUNSHIP 2000
43 BATTLE CHESS 43 44 45 46
44 F29 RETALIATOR
45 THEME PARK
46 QWAK
47 EYE OF THE BEHOLDER
48 HEROQUEST
49 PIPE DREAM
50 LEMMINGS
51 WALKER
52 RISE OF THE ROBOTS
53 ZOOL
54 BARBARIAN 52 53 54 55
55 GOBLIIINS
56 IT CAME FROM THE DESERT
57 PINBALL DREAMS
58 CANNON FODDER
59 RTYPE
60 STAR WARS
61 HEIMDALL
62 FALCON
63 LIONHEART
64 POPULOUS
65 SPACE ACE 61 62 63 64
66 SPEEDBALL 2: BRUTAL DELUXE
67 CRUISE FOR A CORPSE
68 OBLITERATOR
69 SENSIBLE WORLD OF SOCCER
70 CADAVER
71 JURASSIC PARK
72 THE NEW ZEALAND STORY
73 PACMANIA
74 SPINDIZZY WORLDS
75 WIZBALL
76 FORMULA ONE GRAND PRIX
70 71 72 73
77 PGA EUROPEAN TOUR
78 IK+
79 LOTUS ESPRIT TURBO CHALLENGE
80 TETRIS
81 GREAT GIANA SISTERS
82 RAMPAGE
83 XENON 2: MEGABLAST
84 LEGEND OF KYRANDIA
85 RODLAND
86 THE SECRET OF MONKEY ISLAND
87 ARCHER MACLEAN’S POOL
79 80 81 82
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05 06 07 08 09
11 12 13 14 15
20 21 22 23 24
29 30 31 32 33
38 39 40 41 42
47 48 49 50 51
56 57 58 59 60
65 66 67 68 69
74 75 76 77 78
83 84 85 86 87
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PHILIPS
64
VIDEOPAC
PHILIPS VIDEOPAC G7000
G7000 65
PHILIPS VIDEOPAC G7000
COMPETITORS
How it stacked up against
Atari 2600 and Intellivision
T
he keyboard was created by
AUDIO: 2 channels objects for backgrounds, titles and engineer Roberto Lenarducci
scores, as well as a noise generator. and it was tricky to type on
“Intel needed to produce a graphics but it certainly showed some ambition.
chip that could be sold for a reasonable “The keyboard was such a novel » William Cassidy is a big fan of the
console and also runs The Odyssey
price to the mass market because thing back in those days, before PCs Homepage at the-nextlevel.com.
moving graphics around on a TV screen had become commonplace. Typing
using RAM cost a fortune,” says Ed messages on the screen was amazing
Averett, an electrical engineer and sales stuff for kids,” says collector William
representative at Intel. “I went to the Cassidy, who runs The Odyssey
folks who laid out silicon and presented Homepage at the-nextlevel.com.
the problem. They decided to use It was also part of a much bolder plan.
INTELLIVISION content addressable memory and it “The people involved with the console
CPU: General Instrument CP1610 at 1MH worked really well.” at the ground level always saw it as the
RAM: 1352 bytes While the innards were being worked first step towards a computer and it was
ROM: 7168 bytes on, the casing was also devised. Rather ahead of Apple at the time,” says Ed.
DISPLAY: 160x196 than simply produce a featureless slab “The plan was to get people to see it
COLOURS: 16 with a cartridge slot, the designers was a computer with keyboard and the
FORMAT: Cartridge added a full 49-key, built-in alphanumeric idea was to evolve it.”
AUDIO: 3 channels membrane keyboard (as well as a couple Despite such advances and the
of hardwired digital controllers, both of impressive design ideas, Magnavox’s
66
parent company North American Philips
(NAP) wasn’t entirely convinced. It WORLD WIDE
lacked confidence that the console could
be a success and in August 1977 it made SUCCESS » The instruction manual was
very typical of other consoles
its first attempt to axe it. released at the time.
Ralph Baer, who had devised the UNITED STATES
F
Odyssey, made an impassioned plea to MAGNAVOX ODYSSEY 2 earing the worst and desperate
keep development going. He succeeded QAround 50 games were released in the to keep development going, was technically
and the intervention bought the G7000 United States and a million consoles had Ed made a life-changing pitch. challenging and I’d ask
team some time. It also allowed coder been sold by 1983 but it still lagged behind He approached his Intel boss, Andrew if she would like to do it. I’d then
Sam Overton to program some games. the Atari 2600 and the Mattel Intellivision in Grove, and offered to program games say it needed to be tweaked and that it
Overton readied sports titles including terms of impact. US gamers were the only for the G7000, saying Intel would be would be more fun to do it a certain way
Bowling/Basketball and Computer Golf ones to get The Voice synthesiser, though. able to sell more chips if the console sold and she’d be ready to kill me. It wasn’t
as well as the shooter Cosmic Conflict well on the back of a healthy catalogue long before I decided I would do all the
and the simulation Las Vegas Blackjack EUROPE of games. Grove agreed and a deal was coding on the games.”
for the expected launch. A cartridge PHILIPS VIDEOPAC G7000 struck which meant Ed would leave Intel “Ed’s decision saved the project and
called Computer Intro which taught QThe machine went down well in Europe and become a freelance games designer the G7000 hit European shelves in 1978.
simple coding was also created so that so its superior follow-up, the G7400, working exclusively for the G7000. It was also released in the US under
the G7000 could be marketed at parents was only released there. A Chess Module In order to do this, Ed had to teach the brand, the Magnavox Odyssey 2
as much as at children. was made available for G7000 owners and himself assembly language. He also although there was little difference
But NAP, whose core business was other Videopac consoles were allowed to be took on a new assistant – his wife Linda, between the machines, except for one
television and audio, still felt videogaming produced by the likes of Siera and Jopac. who had been working at Hewlett being PAL and the other NTSC,” says
to be a mere sideline. It attempted to Packard. They worked from their home William. “When pushed you can add
pull the plug again six months later. BRAZIL in Chattanooga, Tennessee. that the G7000 didn’t have a power
“The people that I worked directly with PHILIPS ODYSSEY “Working with Linda was actually a switch but it did end up with the greater
understood games: Mike Staup, the vice QReleased by a company called Planil non-starter from the first time or two,” number of games.”
president in charge of the videogames Comércio, the console was massively he laughs. “Initially I would come up There was still uncertainty
division at Magnavox, knew what popular in Brazil. Games were released in with the game idea and start coding but though. By this stage, the original
videogames were going to be,” says Portuguese and tournaments surrounding then I’d come up against something that game development group within
Ed, who, at the time, was becoming the machine’s games - notably K.C.’s Crazy
frustrated at the attempts to thwart the Chase – were held.
console’s progress.
“But the problem was that he did not JAPAN
have a seat at the big table at Magnavox ODYSSEY 2
or Intel. Those who did – the TV and QThe console made a late entrance in
radio people – were just kind of, ‘Ok, you Japan, being released in December 1982.
have this niche down there…’ but they There is not a lot of information about the
couldn’t be convinced that videogames machine in this territory but it appears
would be a huge business. They thought that it retailed at ¥49,800 and not sell well.
» [Videopac G7000] The latter years of the G7000 » [Videopac G7000] It’s not beautiful, but creating games
it wasn’t possible.” History shows the NES fared better... saw some major releases including Q*bert. based on sports had shelf appeal as Football proved.
K.C. MUNCHKIN TURTLES KILLER BEES PICKAXE PETE ATTACK OF THE TIMELORD
QCreated to tap into the Pac-Man QAs one of the earliest licensed QFrom the surprisingly authentic QThere is something of a Donkey QWith some lovely voice sounds and
craze sweeping the arcades, K.C. coin-op ports for the G7000 (and an bee sounds to the imaginative, deep Kong feel to Pickaxe Pete, given it slick Space Invaders gameplay, Attack
Munchkin came to the attention of exclusive one at that), Turtles is an and involving gameplay, you wouldn’t involves moving from one platform Of The Timelord is an addictive shooter
Atari which promptly sued. The game addictive maze game starring a well- have felt stung if you’d bought this to another, climbing ladders and of the leave-your-brain-at-the-door
plays in a similar fashion to Pac-Man animated turtle. Players are tasked game back in the day. For not only trying hard to avoid being hit by rolling variety. It’s simple enough with players
with the action taking place within with picking up baby turtles one at a are you expected to kill a gang of boulders that appear from what looks firing shots from a cannon at the
multiple mazes. As such, K.C. is time and returning them to their home dastardly enemy Beebots by hovering like a revolving door at the top of the bottom of the screen as the enemy
pursued by monsters as he tries to while trying to avoid deadly beetles your swarm of white bees over them screen. It is also just as hard as the ships swirl in attractive patterns from
gobble a handful of moving pellets but which are out for the kill. While the for a set period of time, you have to Nintendo classic, if not more so, given the centre of the screen. The game was
there were some neat additions such enemy can be stunned by mines, they avoid the coloured bees which seek to that you have just one life and nothing called Gerry Anderson’s Terrahawks
as being able to produce your own recover quickly, making for a relentless protect them. Should they clash, you more than a pickaxe to hand to knock when it was released in Europe in an
maze. The fact it was pulled makes it chase. Try the US version since it lose some of your swarm, making it the boulders away, We wonder where attempt to cash in on the British TV
one to be played via emulation. makes use of The Voice synthesiser. less effective. It’s bee-autiful. that idea came from, Jumpman? sci-fi series of the same name.
67
PHILIPS VIDEOPAC G7000
F
during the console’s commercial life
Munchkin ended up dealing a in the US and about 70 in Europe,”
devastating blow. “It put Philips Cassidy says. “Several of them were
off,” says Ed. “They didn’t see it coming edutainment games, and most of the
and they thought all of their lawyers sports titles for the system weren’t
were good and solid and that there very good but once you discarded
was no way Atari would win this. I was those, you were left with a fairly small
going to deviate further and further from number of fun games – and those
Pac-Man than K.C. Munchkin ended up games were really fun!”
Magnavox had been disbanded It was only when Ed created K.C. being but they said come closer, closer, In 1982, the G7000 was given
and Sam Overton had left. Ed was Munchkin that attitudes within NAP as close as you can. They were totally a further boost. A bespoke speech
working on a royalty basis and he was changed. The game was very much blindsided in terms of the law and it synthesiser unit, fittingly called ‘The
the only person writing games for the inspired by Pac-Man and the powers- shook them to the core.” Voice’, was released in the United States
system. This situation continued for that-be were excited. “There was a Surprisingly, it did not spell the end for (while Europeans got a chess module
two years with Ed trying his hardest to feeling of, ’Oh my goodness, we can do the console or, indeed, for K.C.. Another instead). It was powered by a General
keep up with the vastly larger teams a game better than the arcade and blow game, K.C. Crazy Chase (or K.C. Krazy Instruments speech chip and it fitted
writing games at Atari. Not that he was everyone out of the water,’” Ed says. Chase as it was in the US) followed. “I over the cartridge slot of the G7000
complaining: “I got zero up front but the “That was a true adrenalin rush for the did that game because K.C. was my console to allow more than 100
games always sold out,” he says. corporate people who saw something character and I wanted it on the record words to be spoken.
Indeed, he soon got into the swing of they would understand.” that it was not Pac-Man,” says Ed who “The people over in the engineering
things, reusing the bulk of the code The manufacturer began to put more has since revitalised his creation with KC group knew we had to add something
from one game to the next to speed up resources into the system but Ed had Returns for Windows 8 and 10 (it’s out new to the console and The Voice
the development process. “It was a nagging doubt. He feared that the now on the Window Store). was incredible; state-of-the-art wow,”
pretty exciting and there was no development may be on rocky ground But then K.C. had breathed new life says Ed. “Roberto is the man who
downtime that’s for sure,” Ed says of the even though it differed somewhat from into the console and the new wave needs accolades for that because The
volume of work (he would eventually go the arcade classic by having some neat of gamers were snapping up other Voice may have had a limited
on to write 24 G7000 games – around twists such as the random generation games in the machine’s catalogue, vocabulary but it showed what could
half of those released). And yet still of maps and a rotating regeneration enjoying the likes of Take the Money be done with speech in games. I
Philips and Magnavox were unconvinced box for the ghosts (or monsters as they And Run, Math-A-Magic, War Of thought it was way cool.”
and the axe continued to loom. became). It was released in 1981 and
gamers were snapping up the machine
specifically to play it. The people in the engineering
“The sales suddenly meant that they
» Can you guess what the first
weren’t going to quit making the console group knew we had to add
Videopac game was? Answers
on a postcard please.
as soon as they could,” Ed recalls. But
then disaster struck. “Atari said, ‘You something to the console and
can’t do that, we’re going to get you,’”
he continues. “The first federal judge The Voice was incredible
ruled in Philips’ favour that there was Ed Averett
MASTER STRATEGY
One of the strengths of the Philips Videopac G7000 was the Master Strategy
series, which was created in 1981. It brought together board and videogames and
the first release, Quest Of The Rings, was particularly well received.
Designed by Stephen Lehner and Ronald Bradford, the games not only
made great use of the keyboard but they came complete with plastic and metal
playing pieces, instruction manuals and game boards. Quest Of The Rings was
a two-player co-op game which pitted players in a dungeon packed with
monsters. It was influenced, obviously, by the Lord Of The Rings trilogy.
Two more games in the series were released – Conquest Of The World
and The Great Wall Street Fortune Hunt – but another, Sherlock Holmes,
was shelved. But how did they come about? “The concept was literally
born on the back of a napkin,” says Ed Averett who programmed all but
Sherlock Holmes which was created by Ed Friedman.
“Myself and Mike Staup, who was the vice president in charge of
Magnavox, were having dinner and discussing how to enhance the
graphics because they were a real problem and we were running out
of runway. We thought, ‘What if we combined board games with the
programability of the videogame?’ The more we played around with it,
the more we liked it.”
68
THE STORY
CONTINUES...
Of course, as with many consoles,
the story of the G700 continued
» The keyboard isn’t the best and
it certainly takes a sizeable amount following its official death.
of time to get used to. The homebrew scene for the
console has exploded in recent
V
oice-activated games such unrealised potential, not least because Before it was removed from the years with one coder, René van
as Attack Of The Timelord, of its more complex graphics chip. “I shelves, it had been joined by some new den Enden, developing an intricate
Sid The Spellbinder and Type always felt I was working with a high siblings including the Philips Videopac+ knowledge of the system.
& Tell worked with the unit and while performance sports car and Atari was G7400 and a G7200 which was “The first-ever homebrew was
the resulting sound was rather robotic, operating with a good Volkswagen. essentially the G7000 with a built-in black John Dondzila’s Berzerk clone Amok
it became a hit. It played the audio It gave me a tremendous advantage and white display. But could it have been in 1998,” says G7000/Odyssey 2
through its own speaker rather than because I had superior processing power more during its own lifetime, especially expert William Cassidy.
through the television, which allowed and graphics that were significantly with more backing in the first two years? “But René has been mentoring
for independent volume controls. And superior to our rivals.” “I think the console was treated fairly, and advising just about all of the
as if to show Philips’ commitment, The Even so, he acknowledges its but did it reach its potential? Not even recent homebrew developers. The
Voice was advertised on television and in restrictions. After all, gamers scorned the close,” says Ed. “But then if Philips had most prolific developers of recent
magazines in the US by a an older, grey- machine for falling back on similar, yet realised what was there, then it would’ve years have been Marijn Wenting of
haired character called the Wizard Of plain-looking graphics. “Most of the early never let me do what I did. They took Revival Studios, Chris Read, and
Odyssey that the company’s marketing games relied on a built-in 64-character the position they did and didn’t care. But Rafael Cardoso of Brazil.
team had introduced in the latter part of set for graphics, giving them all a similar I got an opportunity of a lifetime that I “Just about all homebrews
1982. Money was finally being spent. appearance,” explains Cassidy. wouldn’t have had at Atari.” support The Voice, and many of
Third-party developers were also “We had RAM and ROM them even support high-resolution
producing games for the console. Imagic restrictions,” Ed admits (4K ROMS Many thanks to William Cassidy for mode when played on a Videopac+
released Atlantis and Demon Attack, were introduced for the Challenger his assistance. G7400 machine.”
JoPac produced Exojet and Moto-Crash Series of games which boasted better Check out the forums over at
and Parker Brothers sold versions of graphics). “There wasn’t much memory videopac.nl to find out more.
Frogger, Spider-Man, Q*bert and Super to work with and the graphics had
Cobra thanks to the UK-based Amazon huge limitations. There were no tools,
Systems reverse engineering the G7000. characters were laid out on grid paper
A new development team headed in hexidecimal but that was the price
by a returning Sam Overton was also we paid for being at the frontier. I found
formed. He led other skilled coders to that on every game I spent 20 to 30 per
produce a new wave of great games. cent of my time trying to get the last five
Bob Harris wrote Killer Bees and Jim percent of the code in there. You’d sit
Butler coded Turtles. Jake Dowding and there and say, ‘I need to get this in there’
Andy Eltis programmed Norseman. but there is no room left so you’d figure
The console was even entering new out what you could cut and snip and
markets. The G7000 was released as squish and then finally get it in there. So
the Odyssey in Brazil where consoles that was a huge, huge limitation.”
could not be imported but where Philips Ed worked on the G7000 for three
had a factory. It was also sold in Japan. years: “I knew disaster was around
Yet all of this happened at the end of the the corner and all on the inside knew…
machine’s life as the North American no-one was upgrading their hardware,”
videogame crash loomed in 1983. he says. That said, the console continued
That left Ed frustrated because he to be sold for a few months, only being » [Videopac G7000] Less a game and more something to play around
with, Type & Tell was able to use the G7000 add-on, The Voice.
believes the console still had a lot of discontinued on 20 March 1984.
69
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ORIC-1
“SINCLAIR MAY HAVE PRODUCED THE FIRST MICRO TO BE SOLD FOR LESS THAN
£100 THE ZX80, BUT ORIC WAS DAMN WELL GOING TO BE THE FIRST TO ACHIEVE
THAT DISTINCTION WITH A COLOUR COMPUTER”
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ORIC-1
T
he Oric-1 lived in the shadow of the
Sinclair Spectrum. By the time Oric
Products International launched the
machine at a party in January 1983, the
Spectrum had been available for six
months with Sinclair unable to meet the
huge demand, despite manufacturing
20,000 machines a month. The Spectrum
was built on the success of the ZX81, and Sir Clive seemed
certain to retain his grip on the UK home micro market,
particularly the fiercely competitive sub-£200 sector.
But the key men behind the Oric-1 were not new to the
market. Dr Paul Johnson and Barry Muncaster formed
Tangerine Computer Systems in October 1979 and had some
success with the Microtan 65, a kit computer powered by
the 6502 processor. It was popular enough to spawn two
successors – the Tiger and the Microtan 2. The Tiger was
designed as a business machine to rival the Sirius and
Osborne systems, and was to feature three different
processors. The Microtan 2 was to be a low-cost, self- French connection
The Oric brand was surprisingly
contained computer aimed at the low-end consumer
strong in France, with the Oric-1
market. The Tiger never progressed beyond the design and Atmos dominating the
stages, but the Microtan 2 evolved over time into the country’s computer market.
Oric-1, a computer to square up to the Spectrum. Around 50,000 Oric-1s were sold
over there in 1983, and it was
voted Best Home Computer in
TANGERINE DREAM October of that year. Some truly
With financial backing secured (thanks to British excellent software was released
by French publisher Loriciels, and
Car Auctions), the design of the Oric-1 began in the leading magazine Théoric
April 1982. Tangerine became Oric Products stood head and shoulders above
International, with Technical Director Dr Paul the UK offerings. So it was
no great shock that following
Johnson adopting the role of chief designer.
the collapse of Oric in the UK,
He was assisted by Andy Brown and Chris the pieces were picked up by
Shaw, who were responsible for the ROM, Paul a French company. The new
Halford who wrote the cassette routines, and owners continued to sell the
remaining Atmos stock, but their
Ian Redhead who helped with the hardware. Paul focus was the Oric Telestrat, an
Kaufman, who ran Tansoft (the company’s software arm) and also advanced computer aimed at the
edited the Tansoft Gazette, wrote the sound handling routines. French market (it was designed
to be used with the Minitel online
Oric gave itself a head start by opting to use the 6502 as the network that existed in France).
machine’s beating heart. It already had in-house experience of the The Telestrat went on sale in
CPU, having used it in the Microtan 65, and it also meant that existing September 1986 and hardly
made an impression (the £400
Microtan software could be ported over. For the system specs, Oric
price tag can’t have helped).
looked at the Spectrum and identified its limitations. There was the In total only 6,000 were sold,
‘zombie flesh’ keyboard for a start. Instead of 40 rubber keys, the Oric-1 making it the rarest of the Oric
featured 57 plastic keys that moved individually. It couldn’t be classed computers. It you want a Telestrat
then be prepared to dig deep
as a ‘proper’ keyboard, but it was hardwearing and friendly on the – one recently sold on eBay UK
fingers. And then there was the Spectrum’s non-standard one-touch for an impressive £250.
71
ORIC-1
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ORIC-1
behind schedule. Worse still, it was priced at £129.95 – £30 more than
originally planned. Thanks to the production and delivery woes, breaking
under the £100 barrier was no longer on the agenda.
Then, when the hardware was readily available, there was a drought
of commercial software during the summer. The games were out
there – well-known publishers like Ocean, Durell and IJK pledged their
support early on, and of course there was Tansoft – but retailers were
sending thousands of cassettes back, reporting that they were faulty. » Sadly this is just an early mock-up and not
Oric pointed the finger at Cosma Sales, its chosen tape duplicators, and a limited edition green coloured Oric-1. We
wonder how much this curiosity would be
Cosma Sales pointed it right back at Oric, claiming that the computer’s worth today?
cassette loading system was faulty. This echoed comments raised by
magazine reviewers, who wrote of difficulty in getting games to load.
It didn’t help Oric’s cause that faults in the ROM chip were already well
reported, with Barry Muncaster admitting that Oric BASIC was bugged
and a new ROM would be fitted inside all new Oric-1s leaving the
» A glimpse of the Oric-1 prototype, long before its innards were mass produced and stuffed inside factory. This never happened.
a small plastic case. Smelling blood, Sinclair decided to stick the knife in. In May the price
of the Spectrum was slashed, with the 16K and 48K models cut to
along with a £79 Oric modem that would allow users to access £99.95 and £129.95 respectively. Its hand forced, Oric soon dropped » An early concept drawing of the Tangerine
Prestel content. Sensing the buzz beginning to envelop the Oric-1, its own prices to fall in line. Things started to look up. Sinclair had made Tiger, a business machine that was dropped
Sales Director Peter Harding proclaimed: “We’re going to beat Clive its move and Oric was able to respond. The long-awaited colour printer in favour of the Oric-1.
Sinclair by offering much more for much less money.” This comment was unveiled, available for £169.95 (no sign of the modem or disc
came back to haunt him, as while Oric was indeed offering more for drive however), and the profitable Christmas period was approaching. It
less, talk of toppling Sinclair would prove to be hopelessly optimistic. was then that fate dealt its cruellest hand yet. In October, a fire ripped
through the factory in Feltham where the Oric-1 was built, effectively
BEST LAID PLANS wiping out the critical Christmas production. Manufacture quickly
Oric had a great product and a competitive pricing policy, so what resumed in another factory, but stock was lost and the damage was
went wrong? In retrospect it’s more a case of what went right, as done. Oric’s aspirations had quite literally gone up in smoke.
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ORIC-1
PERFECT TENGAMES
Thanks to their short commercial lives, the Oric-1 and Atmos are not home to hundreds of great games, so selecting ten of the
best is not the thankless task it is with some machines. But as it’s obviously subjective, we implore you to discuss and dispute
these choices in a hearty manner on the forum
01
INSECT INSANITY DON’T PRESS MR WIMPY
RELEASED: 1993 THE LETTER Q RELEASED: 1984
PUBLISHED BY: MIRAGE RELEASED: 1984 PUBLISHED BY: OCEAN
CREATED BY: JOHN MARSHALL PUBLISHED BY: IJK SOFTWARE CREATED BY: INHOUSE
BY THE SAME DEVELOPER: THE ULTRA CREATED BY: ANDREW MOORE BY THE SAME DEVELOPER:
HUNCHBACK
03 By the time John Marshall
began work on his
follow-up to Rat Splat, the UK
BY THE SAME DEVELOPER:
DEFENCE FORCE
05 Ocean’s cheeky Burger Time
rip-off is superb fun and
Oric market was struggling
and Tansoft was in trouble. The
04 Forget the cheap and
cheerless Cascade 50
collection – if you wanted variety
features lovely brash graphics,
zappy sound effects and suitably
anticipated sequel was therefore fast gameplay. Playing as the
and spice on your Oric then Don’t
shelved, but thanks to the sterling Wimpy mascot, you have to first
Press The Letter Q was a far better
efforts of Oric User Monthly, the collect the ingredients and then
choice. This overlooked gem caters
game was raised from the dead and assemble burgers while avoiding
for up to nine people and is a mini-
released through the magazine’s various kitchen nasties. It’s repetitive
game riot full of weird and wonderful
software label, Mirage, in 1993. Not and frustrating but madly addictive.
mini-games. The challenges are
only was this the perfect present for Like Hunchback, this version of
all familiar as they’re mainly clones
faithful Oric fans, but it just happened Mr Wimpy is vastly superior to the
of Pac-Man, Space Invaders and
to be a great little game too. Taking Spectrum equivalent, a sign that the
other arcade classics, but thanks to
control of a boot, you have to jump Oric was arguably better equipped
some bizarre character sprites and
around a hive, crushing bugs beneath to cope with fast, vibrant arcade
genuinely funny quips from the CPU
02 your size nines. Like John’s earlier
hit, the frenzied gameplay more than
(it seems to revel in your ineptitude),
games. What a shame then that this
excellent little Oric platformer never
Don’t Press The Letter Q plays more
makes up for the lack of visual polish. received a sequel of any sort.
like a pastiche than a rip-off.
03 04 05
74
PERFECT TEN: ORIC-1
06 07 08
MANIC MINER DOGGY SNOWBALL
RELEASED: 1985 RELEASED: 1984 RELEASED: 1983
PUBLISHED BY: SOFTWARE PROJECTS PUBLISHED BY: LORICIELS PUBLISHED BY: LEVEL 9
CREATED BY: STEVEN GREEN CREATED BY: ERIC CHAHI CREATED BY: THE AUSTIN BROTHERS
BASED ON MATT SMITH’S ORIGINAL BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
BY THE SAME DEVELOPER: LE SCEPTRE D’ANUBIS ADVENTURE QUEST
THE FALL GUY C64
08 FELONS
09 INVADERS
16 17 18 19
10 ROAD FROG
11 DEATH DRIVERS
12 KRILLYS
13 THE BOSS
14 ZORGON’S REVENGE
15 STYX
16 PERSEUS AND ANDROMEDA
17 MUSHROOM MANIA
18 SCUBA DIVE
19 FIRE FLASH
25 26 27 28
20 HUBERT
21 ADVENTURE QUEST
22 ZIPNZAP
23 THE HOBBIT
24 SURVIVOR
25 TYRANN
26 LANCELOT
27 HELLION
28 DALLAS
29 FROGHOP!
30 HYPER OLYMPICS 34 35 36 37
31 ATTACK OF THE CYBERMEN
32 FOOTBALL MANAGER
33 SUPER METEORS
34 ICE GIANT
35 ORIC FLIGHT
36 QUEST OF THE HOLY GRAIL
37 JOGGER
38 STARFIGHTER
39 TRIATHLON
40 ZODIAC
41 COBRA INVADER 43 44 45 46
42 HONEY KONG
43 KARATE
44 PAINTER
45 SHUTTLE SIMULATOR
46 SKRAMBLE
47 GHOSTMAN
48 ELECTRIC EEL
49 GREEN CROSS TOAD
50 MADACAM BUMPER
51 COCK IN
52 DAMSEL IN DISTRESS 52 53 54 55
53 ISLAND OF DEATH
54 PSYCHIATRIC
55 SPACE INVASION
56 SUPER ADVANCED BREAKOUT
57 DRACULA’S REVENGE
58 FRIGATE COMMANDER
59 TREK
60 ZEBULON
61 DEFENCE FORCE
62 WARLORD
63 SUPER JEEP
61 62 63 64
64 HELL’S TEMPLE
65 LE TRIDENT DE NEPTINE
66 TRICK SHOT
67 WATER PANIC
68 TIMES OF LORE DEMO
69 ULTRA
70 WAYDOR
71 FANTASY QUEST
72 GHOST GOBBLER
73 ULTIMA ZONE
74 HARRIER ATTACK
70 71 72 73
75 HOVER RESCUE
76 LE MANOIR DU DR GENIUS
77 ZEBBIE
78 HOUSE OF DEAD
79 PASTA BLASTA
80 GHOSTS AND GHOULS
81 LAND OF ILLUSION
82 LONE RAIDER
83 THE VALLEY
84 THEM: A PARANOID FANTASY 79 80 81 82
85 SAGA
86 VELNOR’S LAIR
87 MAGNETIX
76
05 06 07 08 09
11 12 13 14 15
20 21 22 23 24
29 30 31 32 33
38 39 40 41 42
47 48 49 50 51
56 57 58 59 60
65 66 67 68 69
74 75 76 77 78
83 84 85 86 87
MICROVISION
Oen billed as the first handheld game console,
the Microvision is actually an evolutionary step in
handheld electronic games, those distant cousins
to videogames. We reveal the history behind this
pioneering product
78
MICROVISION
E
lectronic gaming in the palm
of your hand has been around
almost as long as videogames.
While the latter required a TV,
the former arose in the mid-
1970s as a way to use up excess
calculator parts gathering dust
in a market recently taken over
by the Japanese. The class of games was created
in the US by Mattel after exec Mike Katz saw a new
opportunity for those stagnant parts by repurposing
them to play games on. Assigning some engineers to
the project, they came up with a novel way of using
microcontrollers (a small single-chip computer) with
on-board game code to drive an LED display and
the Mattel Electronics group was born. Comprising
nothing more than glowing LED segments housed
in patterned plastic, they were a far cry from actual
videogames, but these small electronic games caught
the imagination of a generation of children.
As other companies began to enter the market, a
funny thing had happened by 1978: in the US, sales of
electronic games actually outsold home videogames.
In fact, while the magazine Newsweek was
celebrating the high-tech toys and games on its cover
that Christmas, home videogame sales were hit hard.
Additionally, a display shift had been brewing in the
calculator market as LED-based calculators gave way
to both vacuum fluorescent display (VFD) technologies
– with crisp, glowing elements – and liquid crystal
displays (LCD) offering lower power consumption.
[The chemicals’]
speed determined how
many lines you could
have in the display
Jay Smith recalls the problems with LCD screens
79
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We created a display
system that only
governed the rows
being addressed
Jay Smith on how they solved the LCD issue
T
to how today’s 3D graphics engines ‘clip’ graphic he actual software that was to had a hit with, and so it pulled out all the stops for
elements not being used in order to save processing run on the microcontroller was its introduction. The game of glowing coloured lights
speed. “We realised the graphic displays usually packaged within the and musical tones made its debut at New York’s own
at the time counted every pixel every microcontroller IC itself in ROM location for dancing lights and musical sensations, the
minute, whereas in a game display format, further adding to the compactness iconic Studio 54. When Jay approached Milton Bradley
we would only use about 20% of of the device. However, just like all the with the concept for his handheld electronic game with
the pixels at a time. Why worry about other resources in the microcontroller, this switchable games, the firm knew it had an appropriate
rows not being used? So we created meant you had a very limited amount of follow-up to Simon.
a display system that only governed ROM space to work with. The programmer The designers of the system – Jay Smith, Gerald
the rows being addressed.” In this of Mattel’s Auto Race, Mark Lesser, had Karr and Lawrence Jones – were awarded US patent
method, pixel rows that are on most to fit the entire game (logic, scoring etc) number 4359222 for the Microvision. Entitled ‘Hand-
of the time and static require the least into 512 bytes of code. A feat that makes held electronic game playing device with replaceable
amount of attention. Rows with semi- the typical 2K available to Atari 2600 game cartridges’, it was originally filed on 30 October 1978.
moving objects require a little more, and developers of the time seem spacious.
rows with regularly moving objects (a Jay Smith’s solution was to
shot, a ball etc) require the most. This leverage microcontrollers in a way not
advancement allowed a formerly unheard unlike dedicated videogame console
of 16 rows of pixels and in turn created an manufacturers had looked at that year with
LCD display that was much more viable their single-chip ‘Pong-on-a-chip’ based
for playing games on. systems: create the illusion of switching
Having to come up with a custom out games by switching out the dedicated
LCD driver chip, the thought became that systems themselves. In that format, the
if they were advancing the technology system is really just the controller and display
this much display-wise they might as well make it a mechanism and the ‘guts’ are all on the part being
programmable system that could swap out cartridges. swapped out. Companies in Europe like Hanimex
The problem was, once again, the technology (and had started releasing SD 050-based consoles in
cost) wasn’t there yet to support a full microprocessor 1977 that did just that, and Atari had its Game Brain
with swappable game ROMs in a handheld format. it showed at the summer ’78 CES but chose not to
Most LED handheld games of the time (and release. In the case of Jay Smith’s proposed device,
electronic toys in general) used what are called the handheld unit would only contain the electronics
microcontrollers. A microcontroller is a chip that is for the LCD and controls. The microcontroller that
essentially a full ‘computer’ on a single chip. That contained the system’s main circuitry and game
means the processor, RAM, input/output and other itself would be located on a portion of the unit that
related technologies that are all separate in a traditional would swap in and out, plugging into the other
computer are combined in a single chip. Now, that circuitry when it was docked.
chip and its resources were nowhere near as powerful Building a prototype, Jay Smith shopped it
and plentiful as a regular microprocessor-driven around and Milton Bradley wound up biting
system at the time, but they weren’t intended to be. at the opportunity. Milton Bradley had started
Microcontrollers were created to be used in small, in 1860 as a board game company located in
compact devices. Devices such as… you guessed it, Springfield, Massachusetts. By the early 1970s,
calculators. That’s one of the reasons why Mattel’s it had released board and novelty game titles that
first handheld electronic game (Auto Race ) uses a had become staples of many a person’s youth,
microcontroller and the technology became a staple such as Mouse Trap, Operation, Battleship and
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MICROVISION
Described as a “A compact hand holdable electrical he main unit itself houses the LCD, its in the same family as the 8048 processor used in
toy game assembly”, the drawings show the initial
proposed format for the Microvision which included
both a primordial version of a ‘d-pad’ thumb controller
and a spinner for playing paddle-style games. An
alternate version shown in the same filing is a little
T special controller chip, the controls and
the connection to the system bus that
works similarly to a cartridge slot. It’s
used for nothing more than I/O and power (Tiger’s
R-Zone handheld in the Nineties is similar in construct,
Magnavox’s Odyssey2 console (Philips Videopac
series) and introduced in 1976. With 64 bytes of
RAM and able to address a game up to 1K in size (the
typical game size up to that point had been about half
that), it held enough resources to get the job done.
closer to what became the actual Microvision, including but with an LCD contained on the removable portion). Interestingly though, the 8021 has a higher power
a 12-button keypad, spinner and removable faceplate. The most interesting addition, though, which shows requirement than the typical microcontroller used in
The development, from concept to full product, led a lot of insight into its replayability potential, is the these devices and, combined with the requirements
to some interesting design work and changes from the control pad. Instead of a defined keypad with raised of the LCD, it made the Microvision require two 9V
initial concept. At first glance, the Microvision looks like buttons (as shown in the concept drawings) it features batteries (which added to the size of the unit as well).
an oblong version of the typical handheld electronic a flattened pad, allowing it to be defined as needed The 8021 was replaced with the Texas Instruments
game of the time. This certainly wasn’t needed for the by the faceplate. Combined with the spinner control, TMS1100 not long into the system’s lifetime, however,
electronics, as they take up about the same space (if it provides custom control options on a per-game thanks to some ordering issues for the Intel chip.
not less) as the other games on the market. According basis. A feature not matched until touch-based games A 4-bit microcontroller that’s part of the TMS1000
to Jay Smith, the primary reason for all the extra space proliferated on smartphones and tablet devices. series introduced in 1974, the 1100 has less RAM and
fell on Milton Bradley. Its reasoning being that the The microcontroller initially chosen by Jay and processing power but can address up to 2K in ROM
projected price would dictate the need for a larger size, company was the Intel 8021, an 8-bit microcontroller space. The other plus it brought was the lower power
as if the consumer would not understand they were requirement, allowing the Microvision to need only
paying for higher technology. one 9V battery now. Milton Bradley responded to
INSIDE THE
MICROVISION
Due to its rarity, it’s not oen you
get to see inside this handheld
CASE
QHere’s what’s holding the Microvision together. It’s worth LCD CONTROLLER CARTRIDGE SLOT
noting that the bottom half of each front faceplate is typically QThe custom controller QThis is where you can
different for each game. Connect 4, for example, has six chip for driving the then attach new cartridges for
control points while Block Buster only uses four. groundbreaking LCD your handheld. In total just
display. Commonly covered 12 different games were
with a wound copper- created for the machine,
backed foil sticker to protect making it an interesting
from static discharge. challenge for collectors.
CONTRAST KNOB BATTERY
QA feature rarely seen STORAGE
on even later LCD-based QThe original Microvision
handhelds, this enables the needed 9V batteries. LCD
Microvision owner to adjust Changes during the QCustom 16x16 LCD display designed by Jay Smith and
the contrast of the display production run lowered his team. Unfortunately, because of early manufacturing
– important considering it’s power requirements. The limitations, it’s prone to breakdown and a condition known
not backlit. second slot became extra as screen rot.
battery ‘storage’.
PADDLE
QThe Microvision’s mounted spinner control. Its functions
differ on a per-game basis and include everything from a
traditional paddle control to adjusting range settings.
81
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T
he Microvision was released in
microcontroller in all its glory.
November 1979 for around $40 along
with another high-tech toy offering by
» [Right] Funnily enough, Block Buster is Milton
Bradley’s take on the arcade hit Breakout. Milton Bradley, the programmable Big
Trak. It came with the Breakout clone Block Buster
the dropping of one battery by leaving in the extra along with three available launch titles: Bowling,
battery port instead of redoing the system moulds, Connect Four (a version of Milton Bradley’s popular
simply unwiring it. The old battery port was now 1974 board game) and Pinball.
redubbed as “extra battery storage”. They couldn’t The Microvision was of course not the only
escape the need to recode the software for the next-generation electronic game to hit the market in
games, however, for the more primitive TMS1100. 1979 with an advanced display, as toy manufacturer
The microcontroller, as mentioned, is housed in a MEGO (famous maker of superhero toy dolls and
removable faceplate. Each faceplate is designed to dolls based on movies like Planet of the Apes) came
give a custom experience to the game, not unlike the out with the Mini-Vid series of tabletop two-player
elements of an arcade game. The game’s name is games. Featuring a 16x20 VFD display, it came in
provided in a unique and colourful ‘marquee’ and the versions for four different games: Break Free, Dodge
screen bezel contains colourful surrounding graphics City Gunfight, Sea Battle, and Spacewar. In fact, 1979
and sometimes overlaid markings relevant to the turned out to be the year of the two-player handheld
gameplay. Finally there’s the control area. Using electronic game: Coleco had the ‘Head to Head’ series
a combination of moulded plastic to ‘expose’ the of tabletop sports games, while Pulsonic released its
relevant spots on the touch pad and coloured text classic two-player Baseball game.
or graphics that describe the button’s function, the While the ability for two players (one on each
control customisation available for each game was end of the unit) to play head to head was certainly
unparalleled. On the reverse side of the panel is what an advantage, you still had to buy four separate
looks like a ‘dust protector’ similar to the Atari 2600 units. Though Microvision was only one-player, the
BLOCK BUSTER SEA DUEL COSMIC HUNTER ALIEN RAIDERS STAR TREK:
QUse the console’s built-in paddle to QA one-player version of Milton QIn this space game you’re hunting QA Space Invaders clone, it’s just PHASER STRIKE
hit the ball and knock away bricks. Bradley’s Battleship board game. alien creatures while avoiding different enough to avoid any legal QThe only licensed game on the
What else can really be said of this In fact, many of the games on the barriers, hidden traps, and being issues. Horizontally orientated, Microvision, it was developed as a
pedestrian Breakout clone? What Microvision were versions of MB captured by said aliens. You only ‘aliens’ race across the screen from tie-in to the then new Star Trek: The
really makes it a notch above the rest board games and toys (much to the get five hunters and once they’re all right to left and try to reach your side Motion Picture. By the time of its
isn’t the version of the game itself, dismay of Jay Smith who wanted captured, your game is over. By the of the screen. They don’t fire, they European release, however, the Star
but the fact you can use an actual to expand beyond those offerings). same token, you get to capture as just try to get at you before you can Trek licence was dropped and the
spinner to control the on-screen Here, a destroyer is pitted against many aliens as your hunting heart shoot them. With gameplay that’s game was renamed Phaser Strike.
paddle. Digital thumb pads and a submarine with an emphasis on desires. A fun little game combining more of a cross between Space The premise is what you’d expect for
analogue joysticks found on regular tactics. Designed for two players, shooter and strategy mechanics. Invaders and Midway’s then recently a Star Trek game: shoot Klingons.
handheld videogame consoles two both opponents separately ‘program’ Cosmic Hunter is notable for released arcade game Space Zap, It plays a lot like Atari’s Missile
decades later just don’t cut it for their movements and fire shots providing the earliest instance of a your only recourse is to fire at them Command meets Midway’s Sea
accurate control of the paddle. You ahead of time, then watch the game D-pad (directional pad) in a game, a from one of three pre-ordained Wolf. As the Klingons fly horizontally
need a spinner for the proper timing execute them. It plays similar to control Gunpei Yokoi used to great spots with a variable-length laser across the screen, you get to shoot
and feedback needed to enjoy paddle some of the American Football effect on Nintendo’s Game & Watch beam (whose length is decided by at them from any one of three
games and the Microvision has it! slideshow games of the early ’70s. games starting in 1982. the system’s spinner). phaser banks.
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MICROVISION
advantage of being able to play different games on the rarity of working models. Because of the ‘primitive’
unit outweighed that fact for parents. Likewise, the manufacturing methods behind the groundbreaking
appearance of the Microvision disproved the statement LCD display, they are highly susceptible to temperature
by Dick Dalessio, Parker Brothers’ director of product changes. The chemicals in the display are also prone
planning, who revealed in the December 1979 issue to leakage, a condition known as ‘screen rot’ that
of Popular Science that: “The electronics are basically eventually destroys the display.
the same as last year, but the programming makes Milton Bradley released a European version as well
them entirely new.” Although that was certainly true (which came with its own vinyl slip-on cover), along
in relation to the expected updates to already popular with European versions of the US games plus one
Football and Basketball games by Mattel and Coleco, exclusive: Super Block Buster. The Microvision might
and the onslaught of Simon competitors. not have been the huge enduring success that Milton
The Microvision was a big success that first year, Bradley was hoping for, but it remains an important
and according to some reports earned $8 million in footnote in gaming’s rich history.
revenue. Over the next two years the library expanded
to include Mindbuster, Baseball, Seal Duel, Alien Special thanks to Scott Schreiber, Benj Edwards
Raiders, Cosmic Hunters and the licensed Star Trek: and Dan Boris
Phaser Strike. However, beyond that initial year the
sales continued to steadily decline. Thanks to the
runaway success of Atari’s release of Space Invaders
for its VCS console, the problem was that actual
videogame consoles were fast becoming king again INSIDE THE FACEPLATE/
CARTRIDGE
in 1980. The entire handheld electronic game market
started dropping drastically and was relegated to a
83
FINARU FURANTIER
Finaru Furantier
Shrouded in a complex language and their own unique and non-compatible
range of 8-bit micros and then more
ocean of hentai, Japan’s retro computer powerful follow-ups. Like the diversity
found with IBM and Macintosh computers,
games have been overlooked by the counting the variants is pointless after they
top 50 different models.
Along with these three manufacturers
West. We dig deep and explore this was the MSX standard and its seemingly
infinite variations, including models by
final frontier primarily mainframe developers Hitachi
and Toshiba, and a strange selection of
failures from the early-Eighties: Tomy’s
T
here is nothing new in retro well beyond five thousand. If you want Pyuta range (or Tomy/Grandstand Tutor in
games any more. There is to play them, however, you’ll have to the West), Casio’s PV2000, and Sord’s
nothing left to discover. work at it as they’re not easy to find. M5 computer range (one of which saw
Well, maybe there are a few And those you do find are hidden under a European release). Plus others too
things, as Stuart Campbell proved incomprehensible text and alongside poorly documented – even in Japan
with his Tetris article in issue 64. But ‘eroge’ (erotic games, or hentai). – to mention.
thanks to the internet, nearly any Searching the internet with Romanised Japan’s 18-year-long computer
game of any age can be downloaded titles often turns up nothing, while using bubble is difficult to summarise
and emulated, almost every piece of the original kanji names will only bring due to poor documentation,
information documented… up Japanese websites, which Babelfish excessive hardware variations, and
Except perhaps the world of Japanese renders gibberish. Even downloading an abundance of doujinsoft (hobbyist
home computers, arguably the last complete file archives, which are always games). Videogame publishing in
uncharted frontier for English-speaking missing titles due to a lack of definitive particular between 1979 and 1985
retro enthusiasts. During the Eighties and listings, will often present you with folders was chaotic, and some argue that all
Nineties, while the rest of the world went in kanji and kana (assuming your computer games prior to 1985 were doujinsoft.
with Apple, Atari, Commodore and IBM can even display them), making finding a Many publishing companies in the early
for its computers, Japan isolated itself and good game a case of trial and error. days were simply computer shops with
adopted non-compatible, domestically But nothing compares to discovering guys programming games in the back
produced ranges. This was partly due that Holy Grail: hearing music and seeing – often just as a hobby – and then selling
to difficulties with converting Western sights few others have, and clicking in them out front. Nihon Falcom started in
computers to handle the Japanese that Saturn USB pad for some of the best 1981 selling Apple computers, before
language, and it resulted in an evolutionary gaming of your life. shifting focus to developing and
bubble with some amazing hardware and publishing games, while Koei started
games, very few of which left Japan. A forgotten era as a single guy, Kou Shibusawa
Ignoring systems that saw a Western We’re focusing on three hardware (aka Yoichi Erikawa), mailing out his
release, such as the MSX, conservative manufacturers in terms of personal home-programmed tapes to whoever
estimates put the number of officially computers that saw interesting games: ordered them. Japan had parallels with
released Japanese computer games at NEC, Sharp and Fujitsu. Each developed England’s early computer scene, in that
if you could program and had a good
idea you could find success. Enix, which
always had a good nose for finding them,
held a contest enticing hopeful bedroom
Publishing companies in the early coders. So did ASCII.
The mid-Eighties saw the first big
shift. Game Arts’ Thexder was released
days were computer shops with guys in 1985 and became the benchmark for
commercial quality, and the following
programming games in the back year brought a big upgrade for the PC98.
Subsequent years saw increasingly
84
FINARU FURANTIER
85
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FINARU FURANTIER
Fujitsu FM Towns
Launched: 1989
Emulators: Unz
Fujitsu carved an 8-bit niche with its FM
range of computers. In 1989 it followed up
with the multimedia-capable FM Towns.
By 1991 Fujitsu had 8.2% market share,
just under Seiko Epson. By 1995 this had
doubled, giving Fujitsu second place to NEC.
The Towns is weird – many games, some
exclusive, are Western-developed by the likes
of Psygnosis, Infogrames and LucasArts. » [X68000] Thumping rock soundtrack, sumptuous graphics, » [PC88] WiBArm has you roaming 3D worlds, fighting aliens in
Original CDs will run in any PC under Unz. multiple crazy weapons and Bionic Commando-style swinging. 2D and transforming from a mecha into a tank and flying jet.
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FINARU FURANTIER
Five games to discover There were so many fantastic games we’ve had to narrow it down to
the most interesting titles exclusive to each system
Battle Gorilla Night Slave Kagirinaki Tatakai Die Bahnwelt Tatsujin-Oh
Format: NEC PC88 Format: NEC PC98 Format: Sharp X1 Format: X68000 Format: FM Towns
Year: 1988 Year: 1996 Year: 1983 Year: 1992 (now freeware) Year: 1993
SPECIAL THANKS: Many thanks to Ben, Danjuro, Peter and everyone else at the Tokugawa forums for their expert help, photos and more
By: Xtalsoft By: Melody By: H Ishikawa (Enix) By: Glodia By: Toaplan
information than we could ever print. Also, thanks to www.NFGgames.com and www.pc98.org for supplying us with specific images..
Of all the games listed, this is the An action-packed Assault Suits With its non-mirrored, separately Despite predating it by a year, Die We were tempted to go for Wrestle
most difficult to learn. It’s also Valken clone crossed with the drawn sprites for the walking Bahnwelt feels like a Japanese Angels for some girl-on-girl fun, a
the most rewarding. Imagine a weapons system of Gradius plus animations, a range of enemies, version of Chaos Engine because of shmup seemed more appropriate
roguelike-styled, tactical version (optional) scenes of lesbian bondage. fully destructible environments its anime cut-scenes, bizarre plot, (and Rayxanber sadly isn’t as good).
of Commando where bullets and Although not the smoothest game, and convincing physics, this is a and sidekicks with good AI who you Also known as Truxton II, this was
enemies only move when you do. Night Slave’s diversity makes it forgotten gem. While carrying three can order to adopt various tactics the only home version of Toaplan’s
Using Numkeys, Space and Esc at shine, as your mecha rampages weapons or more has been done such as conserve ammo, cover frenetic arcade shooter, ported
the menu: 1) choose map, 2) stats, through rainy jungles, snowy wastes by most games since (except Halo), me, and so on. As you wander the by Ving. With relentless waves of
3) free mode, 4) buy weapons, 5) and alien bases. The armaments and plenty feature destructible ruins, you can collect weapons that enemies, this was dangerously
check weapons, 6) start. During the system also has you levelling up your environments (except Halo), this can be changed in real time, find intense. A simple power-up system
game, Space accesses the inventory main- and sub-weapons in an RPG- was released in 1983 on cassette items and maps, unlock doors and and super bombs keep everything
and Shift shoots. like fashion using power-orbs. tape. Still, miles better than Halo. stockpile ammo. intuitive despite the high difficulty.
and some submarine game. During this » Technopolis was a slightly naughty
magazine that covered a variety of
time one of the two owners of Unison
Japanese computers back in the day.
World split off to form Magicsoft [taking all
employees with him]. I was working on a
game for the MSX – I still have the eight-
inch floppy – when Magicsoft ran out of
money. Perhaps the most memorable thing
of my time there was the hookers who
would primp in front of the large, mirrored
window that fronted our office on Adeline
Street in Berkeley. Some things you can’t
forget even if you want to.”
Yuzo Koshiro’s early work was also on
computers (lesser-known stuff includes » [PC88] Flying mechas, maze-like levels, and
music for Misty Blue and Metroid-inspired missiles shooting everywhere – Hover Attack
was the inspiration for Treasure’s Bangai-O.
The Scheme on PC88), and after moving
to consoles he continued to use older
hardware. In an interview with Kikizo of downloads, as one insider reluctantly Tokugawa’s resident PC88 expert,
he explained: “For Bare Knuckle I used revealed, is that about a decade ago, prior Danjuro, also spoke about the difficulties in
the PC88 and an original programming to Tokugawa’s formation, there had been dumping games, explaining that you need
language I developed myself. The original collaboration between East and West to a five-and-a-quarter-inch Amiga drive to
was called MML, Music Macro Language. dump and share Japan’s retro computer read the floppies correctly – many also
It’s based on NEC’s BASIC program, but I games. Except the games ended up need to be cracked afterwards.
modified it heavily. It was more a BASIC- being sold online by one of the Western Other members answered
style language at first, but I modified it to members… Apparently, Japan has yet to questions, and all shared software
be something more like Assembly. I called forgive this treason. freely, but there’s a sadness visiting
it ‘Music Love’. I used it for all the Bare Tokugawa’s founder, Ben, reveals some Tokugawa forums. All the hard work
Knuckle games.” other difficulties of the scene: “You have that goes into collecting over five
to know how to run a DOS game using thousand scanned covers and
Hidden threads Japanese DOS; how to install a Japanese manuals, and dumping, renaming
With all of the above proving the game on a virtual HDD from several and organising thousands of
importance of Japanese computers, it floppies; run a game in basic mode, since games, falls to the callous whims
has to be asked: why aren’t they archived sometimes that game was originally a of imageshack and rapishare.
online like, say, the Spectrum? Well, they tape; and the list goes on. TOSEC tried to The vast databank of knowledge
are, except the Japanese tend to embed establish a data-set for several Japanese accumulated over hundreds
floppy and tape games inside JPG images, retro computers, but for some games, of forum pages, is at risk of a
to deceive automated servers that would because the save file on disk 12 was Home of the Underdogs-style
otherwise delete ZIP and RAR files. changed by two bytes, we ended up with disappearance. Were it not for the
The main English source for anything another set for the whole game. There is hard work of these few fans, there’d
to do with Japanese computers is the a variety of dump formats for almost all be little online in English regarding the
Tokugawa forums, which we visited for machines, over ten for PC98, and emulators history of Japanese computers and the
information. Another reason for the lack don’t come with English directions.” games that you’ll find nowhere else.
87
SPECTRUM 128
SPECTRUM 128
“THE MARKET WANTED MORE MEMORY AND
BETTER SOUND IN ORDER TO HELP PRODUCE
MORE ENGAGING GAMES, AND THAT WAS DONE IN
THE MOST MECHANICAL WAY POSSIBLE”
RUPERT GOODWINS, SINCLAIR RESEARCH
88
SPECTRUM 128
INSTANT EXPERT
THE ZX80, ZX81 AND ZX SPECTRUM FOLLOWED IN QUICK SUCCESSION, BUT The 128 was codenamed ‘Derby’
SINCLAIR BUMBLED AND STUMBLED WHEN IT CAME TO EXTENDING THE during development.
The CPU in the 128 runs slightly
faster than in the original 48K
ZX LINE, EVENTUALLY RELEASING THE SPECTRUM 128 IN 1985 AMID FEARS machine – 3.54MHz as opposed
to 3.5MHz.
THAT THE COMPANY WAS FACING FINANCIAL RUIN. WE LOOK BACK AT THE The extended 128K memory
doubles as a RAM disk, allowing
COMPUTER THAT NEARLY NEVER HAPPENED for rapid data access.
The AY-3-8912 sound chip had
already been used in the Amstrad
CPC, Oric-1 and Atari ST, making it
a sensible off-the-shelf choice for
B
ack in the mid-Eighties, alliteration-loving journos really well in Spain, where it was distributed by Madrid-based firm the 128.
used the term Super Spectrum to describe Investronica. Charles Cotton, Sinclair’s sales and marketing director, The Spanish 128 didn’t show a
system menu on start-up – users
every new computer that Sinclair Research was claimed that the machine accounted for more than half of all home had to type ‘spectrum’ at the
rumoured to be working on. First to receive computers sold in the territory at the time. While the Spanish market BASIC prompt to enter 48K mode
the honour was the LC-3 (Low Cost Colour was smaller and less developed than the UK’s, the results were – but it did feature a built-in text
editor that was dropped from the
Computer), but this was more of a colour ZX81 good enough to convince Investronica to invest in the development UK release.
than anything else. Then there was Pandora, a portable of a new machine. With fresh impetus and much-needed funds in Despite claims that the 128
Spectrum with a flat-screen monitor, and Loki, a Z80-based place, Sinclair and Investronica worked to develop an upgrade that would support all existing
Spectrum software, some games
computer that would go toe to toe with the ST and Amiga. exploited the Spectrum’s popularity as a gaming machine. would not run, even in 48K mode,
There was also a project predating Loki that was being “The market wanted more memory and better sound in order due to subtle changes made to
the 48K ROM. Elite was one high-
developed with the codename ‘Super Spectrum’. Sadly, none to help produce more engaging games,” says Rupert. “And that profile title that was incompatible
of these computers made the perilous leap from development was done in the most mechanical way possible… take a standard with the 128.
to production and very few firm details exist. sound chip, gate in some more RAM, futz around with the system Fans affectionately refer to the
128 as the ‘toast rack’ due to the
“Sinclair was a rather secretive place,” says Rupert Goodwins, software and get it out as soon as possible.” The result of all this distinctive heat sink bolted to the
who worked at the company as a programmer and helped develop futzing around was the Spectrum 128. right side of the machine.
With the 128, Sinclair reluctantly
the Spectrum 128’s system software. “There were always projects The 128 may have been a quick and dirty upgrade but it did targeted the gaming market. At
on the go or in suspended animation, and ideas from abandoned address most of the Spectrum’s shortcomings. Perhaps the biggest the UK launch, chief executive Bill
projects often got revived in some form. Most of this stuff, if it criticism levelled at the original machine was its weedy sound Jeffrey said, “We have focused the
128 on the entertainment sector.
existed at all, only got as far as breadboard prototypes. The decision capabilities. Rather than a dedicated sound chip, the Spectrum Recent market research has shown
to develop it properly, which would have meant serious money on featured a small CPU-controlled speaker capable of playing a us that entertainment is easily the
most common use of computers in
integrated circuit design and system software, was never taken.” single note at a time. It was known as the ‘beeper’ because that’s the home.”
Money was not something Sinclair had a great deal of at the effectively what it did. For the 128, Sinclair replaced the beeper The 128 was compatible with
time. The QL, Sir Clive’s great obelisk of hope, failed to wow the with the three-channel AY-3-8912 chip. Unlike the beeper, sound first-party add-ons including the
Interface 1, Interface 2 and the
business machine market when launched in early 1984. It was an could be channelled through a TV without additional hardware, so ZX Printer.
expensive failure and one that would have an impact on all future you could finally pump up the volume, and sound output no longer Ben Cheese, who designed
the 128’s hardware, used to play
projects. Even so, punters and the press were surprised when, after impacted on the CPU, allowing for proper in-game music. saxophone with Eighties Brit
all the speculation involving secretive new products, Sinclair could Next on the additions list was more memory. When the funksters Shakatak.
only muster up the Spectrum Plus. The Plus was just a standard Spectrum launched in 1982, 48K was seen as a generous amount,
Spectrum stuffed into a new case with a moving QL-style keyboard but as we now know, you can never ever have enough RAM. When
replacing the old rubber membrane. The hardware was unchanged, it came to the amount of extra memory, 128K was a given really as
making it more Spectrum 1.1 then 2.0. The upgrade wasn’t even Commodore, Amstrad and Atari had already released 128K versions
launched as such – it just crept on to disgruntled retailers’ shelves in of their 8-bit machines.
October 1984. The third main addition was 128 BASIC. The updated version
This play-it-safe approach had nothing to do with the QL introduced a number of new commands (to control the AY chip, for
shambles, however. In fact, the focus shifted back to the Spectrum example), but the most obvious change was the overdue retirement
because the QL failed. “Clive always felt that games computers of the one-touch keyword entry system. This idiosyncratic input
were a bit beneath the dignity of the company,” reveals Rupert. method, where whole commands were entered by pressing one or » Rick Dickinson, the award-winning
“The Spectrum was seen as yesterday’s computer and he wanted more keys, was ditched in favour of a standard entry system where designer of every Sinclair computer going
right back to the ZX80.
to stride ahead with wafer-scale integration, business machines and you typed out each command in full. An improved full-screen edit
AI. There was a lot of snobbery involved. But when the QL misfired, function was also added, enabling users to easily amend BASIC
more attention was paid to working out what had been a success listings using the cursor keys.
and seeing how it could be best developed. Bright, shiny, noisy and Updating BASIC proved to be a rather big headache for all those
cheap suddenly became desirable attributes.” involved. It was absolutely vital that the Spectrum 128 would
“But then we hit other problems with Sinclair – a near-inability run the huge library of existing Spectrum software, so the team
to get products out, lots of infighting and, in the latter days, all the had to ensure that it was fully compatible with the 48K ROM.
money going away. I mean, we couldn’t even get any memory They eventually did this by including the complete 48K ROM and
expansion packs or disk interfaces out of the door – stuff that one- allowing the user to switch from 128 to 48 mode on start-up,
man bands were pushing out of sheds all the way from Penzance thereby circumventing the new 128 features that might cause
» Rupert Goodwins, currently technology
to Prestonpans.” compatibility problems with older software. This workable solution editor at ZDNet UK, joined Sinclair in early
For a while, it looked like a proper Spectrum successor might was complicated by the fact that the original BASIC source was 1985 and helped convert the 48K ROM
to the Spectrum 128. However, he’s most
never happen, but then the solution – to the lack of money problem, broken. “The biggest shock I had when I started work was that the proud of coding the little Spectrum stripes
at least – arrived from overseas. The Spectrum was performing Spectrum source code within Sinclair was in an unusable state,” on the on-screen menus.
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SPECTRUM 128
THE +2 AND +3
Having swallowed up Sinclair
Research in 1986, Amstrad spat out
a couple of new computers based
around the 128 hardware. The +2
was the Spectrum equivalent of a
CPC464 with an integrated tape
making. In the earlier days the decisions were pretty much down
drive, while the +3 added a built-in to Clive, and then the company grew and there were marketing
three-inch floppy drive just like the managers and stock managers and all the rest of it, and the decision
CPC664. Both machines benefited
from a decent keyboard and twin making was done from a different perspective.”
joystick ports. The +2 was later In this new corporate climate, Rick did at least manage to make
replaced by the +2A, a cost-reduced
model that Amstrad continued to » The Spectrum +2. We can’t tell you what Rick Dickinson said about this Amstrad-designed
his mark in one very noticeable way. Unlike the Plus, the 128 had
manufacture until the early Nineties. machine for fear of upsetting younger readers. a whacking great external heat sink running down its right-hand
side. Due to the extra components that required power, the 128
generated more heat than the Plus, so Rick took the unusual step
says Rupert. “So we – or mostly me, if I remember correctly – had of adding cooling fins to the outside of the casing. “The 128 got
to practically retype it all in from Melbourne House’s Complete very hot, and the main heat source was a single component, which
Spectrum ROM Disassembly.” was the voltage regulator, so I made a decision to move the voltage
Much less time was spent on the 128’s external appearance. To regulator off to one side and attach it directly to a heat sink, which
minimise costs and speed up production, the casing and keyboard was then bolted to the outside of the case. The heat sink was die
was handed down wholesale from the Plus. Rick Dickinson, who cast in zinc, which conducts heat well enough, especially when you
designed all of Sinclair’s computers, admits that the 128 didn’t make it as big as I did! It certainly made it distinctive.”
» In many ways the TS2068 was a more » One of Rick Dickinson’s early production sketches, showing where the 128’s heat sink would » The 128 system menu. According to Rupert Goodwins, on the 128 development machines the
progressive machine that the Spectrum 128. be positioned. copyright message at the bottom read, “Hip hep snap the boogie”. So now you know…
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SPECTRUM 128
prepared to pay for the new machine. “The price is crucial,” he extras, such as additional content or new AY music. Even the two
wrote. “At around £120 it’s a goer, but if Sinclair does the dastardly Ocean games bundled with the 128 – Daley Thompson’s Super-Test
and comes in at £160 then there will be fewer takers.” The 128 and The Neverending Story – were tarted-up 48K titles.
launched in the UK at a double-dastardly £179. It seemed that publishers were unwilling to exclude the huge
Still, at the UK launch event, Sir Clive boasted that interest in 48K user base by releasing 128K-only software, although as the 128
the machine was unprecedented with orders worth £8m already market grew it became the norm for new games to cater for both
secured. And of course there were all those full-fat double cream 48K and 128K owners.
128K games to lap up… “Software quite unlike anything seen Perhaps the 128’s biggest claim to fame is that it enjoyed the
before,” claimed Sir Clive. It was deeply ironic then that the launch shortest shelf life of any Sinclair computer. In April 1986, following
titles turned out to be exactly what we’d seen before, because they months of speculation about Sinclair’s financial woes, Amstrad
were all updated versions of existing 48K games with a few added acquired Sinclair Research from Sir Clive in a deal worth £5m.
Amstrad moved quickly to align the Spectrum with its CPC range » Sinclair produced a demo for retailers to
play in their shops. It showcased the 128’s
and in September it ushered in the +2, leaving the axe to fall on the capabilities and some of it was even true.
128 after just six months on sale.
Looking back, Rupert views the 128 as a missed opportunity.
“The general feeling within Sinclair was that we needed something
new and wonderful to get back into the swing of things, and the 128
wasn’t that interesting,” he says. “If we’d have been serious about
it we would have put in a floppy interface, more video modes, and
cost reduced it a lot more. It suffered from a lack of imagination.”
“There was nothing very unique about the 128,” agrees Rick. “It
was a quick job, but it was a good product and right for the time.”
It was the right product for Amstrad, who placed the 128’s
hardware and system software at the core of both its +2 and
+3 machines. Ultimately, it may not have been the elusive Super
» In Spain it came with a numeric keypad.
Spectrum, but development of the 128 was key in breathing new life It’s believed that the keypad was never
into the Speccy and prolonging its commercial life into the Nineties. officially released in the UK.
» Two Ocean games were given away with the 128 – frantic joystick-wrecker Daley Thompson’s
Super-Test and languid text adventure The Neverending Story. » The ultimate accessory for any Spectrum 128 owner – Romantic Robot’s Multiface 128, a wondrous box of tricks.
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SPECTRUM 128
PERFECT TEN GAMES Pure and simple – ten games that showcased the Spectrum 128’s capabilities. For argument’s sake, the titles that
very nearly made the top ten are Fairlight 2 (The Edge), The Pawn (Magnetic Scrolls), Chase HQ (Ocean), Pang
(Ocean), Little Computer People (Activision), HeroQuest (Gremlin) and Thundercats (Elite)
01
STARGLIDER RENEGADE TAI PAN
RELEASED: 1986 RELEASED: 1987 RELEASED: 1987
PUBLISHED BY: RAINBIRD PUBLISHED BY: IMAGINE SOFTWARE PUBLISHED BY: OCEAN
CREATED BY: REALTIME GAMES CREATED BY: MIKE LAMB CREATED BY: SENTIENT SOFTWARE
BY THE SAME DEVELOPER: BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
CARRIER COMMAND ROBOCOP WEC LE MANS
Vector graphics games Was there a better version In the Eighties, Ocean liked
03 always fared well on the
Spectrum so there were high
04 of this arcade game on
any home computer? Doubtful,
05 to exploit pretty much
everything and the 128 was
hopes for its version of Jez San’s as Renegade on the Speccy was no exception. It was responsible
16-bit classic. Realtime Games arguably better than the coin-op. for the two titles bundled with the
handled the coding and the end It was more fun on the 128, as it machine and was quick to create
result surpassed all expectations. featured a number of elements that 128K versions of all its new games.
The 48K version was great, although had to be cut from the 48K version. Later on it was also the first major
there was little to do beyond racking There was music throughout (a publisher to drop support for the
up a high score and progressing to different tune for each level) and 48K altogether. Tai Pan was the first
the next level. The enhanced 128K an extra area to brawl in before the game it developed from the ground
version was the complete package final encounter with the boss. More up for the 128 (a 48K version was
with a number of special missions subtle was the useful shoulder-throw also available but it was a stripped
and touches like in-game speech, a move that was unique to the 128 down multi-load affair). Based on the
rear-view scanner, and slo-mo replays version. The sequel, Target Renegade, book by James Clavell, this heady
when you destroy Starglider One. If was also superb, although from mix of arcade, adventure and strategy
02 only other publishers had lavished as a 128 perspective it didn’t add any elements upon China’s high seas
much attention on their 128K games. additional content beyond AY music. was the first 128K mega game.
03 04 05
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PERFECT TEN: SPECTRUM 128
06 07 08
WHERE TIME CARRIER MIDNIGHT
STOOD STILL COMMAND RESISTANCE
RELEASED: 1988 RELEASED: 1989 RELEASED: 1990
PUBLISHED BY: OCEAN PUBLISHED BY: RAINBIRD PUBLISHED BY: OCEAN
CREATED BY: DENTON DESIGN CREATED BY: REALTIME GAMES CREATED BY: SPECIAL FX
BY THE SAME DEVELOPER: BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
THE GREAT ESCAPE BATTLE COMMAND CABAL
This was what 128 owners With Starglider, Realtime Colour clash was the
06 had been waiting for
– a sprawling arcade adventure
07 showed it could take a
complex 16-bit game and port it
08 bane of every Spectrum
programmer, and in later years
that was too big to cram into to the Speccy, particularly when many sidestepped the problem
48K. Inspired by Seventies movie there was 128K to play with. It by opting for a dull monochrome
The Land That Time Forgot, it time- delivered the goods again with this display. Thank God then for games
warped you to a hostile world where brilliant conversion that re-created the like Midnight Resistance. Special
everything wanted to eat you and multi-faceted gameplay of the original. effects went mad, splashing Speccy
your party. There were obstacles The graphics engine was particularly colour all over the place. This glorious
to overcome and puzzles to solve, impressive, especially when you graphical style really suited the run-
but the emphasis was on exploring. consider that the C64 version ‘n’-gun format. The game would run
Some set pieces, such as the dropped the 3D viewpoint completely, on the 48K, but the only way to play
swamp crossing, must rank among in favour of a top-down 2D approach. it was on a 128 with all nine levels
the Speccy’s finest moments. With This conversion spent two years in loading in one go and the excellent 09
WTSS, Denton Designs built on the the making but it was well worth the AY soundtrack complementing the
foundations laid in The Great Escape wait. The sequel, Battle Command, is on-screen carnage. The only thing
and created a gripping adventure. also recommended. missing was co-op play.
09 BUGGY BOY
10 CABAL
16 17 18 19
11 CANNON BUBBLE
12 CHASE HQ
13 DALEK ATTACK
14 DALEY THOMPSON’S OLYMPIC
CHALLENGE
15 DAN DARE III
16 DARKMAN
17 DOUBLE DRAGON 3
18 DRAGONIA
19 DRAGON’S LAIR 2
20 ELITE 25 26 27 28
21 THE EMPIRE STRIKES BACK
22 ESCAPE FROM THE PLANET OF THE
ROBOT MONSTERS
23 FAIRLIGHT
24 GAUNTLET III
25 GHOSTBUSTERS
26 GLIDER RIDER
27 GOLDEN AXE
28 HUDSON HAWK
29 HYDROFOOL
30 IMPOSSAMOLE 34 35 36 37
31 INDIANA JONES AND THE FATE
OF ATLANTIS
32 INDIANA JONES AND THE LAST CRUSADE
33 INTERNATIONAL MATCH DAY
34 LED STORM
35 LITTLE COMPUTER PEOPLE
36 LODE RUNNER
37 MERCS
38 MINDFIGHTER
39 MONTY PYTHON’S FLYING CIRCUS
40 THE MUNCHER 43 44 45 46
41 NARC
42 NAVY SEALS
43 THE NEW ZEALAND STORY
44 ON REFLECTION
45 OPERATION THUNDERBOLT
46 OUTRUN
47 PANG
48 THE PAWN
49 PLATOON
50 RAINBOW ISLANDS
51 RAMBO III 52 53 54 55
52 RASTAN
53 RETURN OF THE JEDI
54 RICK DANGEROUS
55 ROAD BLASTERS
56 ROBIN OF THE WOOD
57 ROBOCOP 2
58 ROBOCOP 3
59 ROCKY HORROR PICTURE SHOW
60 RODLAND
61 SABOTEUR 2
62 SHADOW OF THE BEAST 61 62 63 64
63 SILKWORM
64 THE SIMPSONS
65 SKULL & CROSSBONES
66 SMASH TV
67 SPELLBOUND
68 SPELLBOUND DIZZY
69 SPITFIRE 40
70 STORMBRINGER
71 STUNT CAR RACER
72 SWIV
73 TARGET RENEGADE
70 71 72 73
74 TAU CETI THE SPECIAL EDITION
75 TECHNICIAN TED: THE MEGAMIX
76 TERMINATOR 2
77 THUNDERBIRDS
78 THUNDERCATS
79 TIME SCANNER
80 TOTAL RECALL
81 TURBO OUTRUN
82 TURRICAN II
83 THE UNTOUCHABLES
79 80 81 82
84 WEC LE MANS
85 WWF WRESTLEMANIA
86 YIE AR KUNGFU
87 ZUB
94
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29 30 31 32 33
38 39 40 41 42
47 48 49 50 51
56 57 58 59 60
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74 75 76 77 78
83 84 85 86 87
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COLECOVISION
96
COLECOVISION
97
COLECOVISION
98
COLECOVISION
Community
THE BEST
COLECOVISION
WEBSITES
ColecoVision Zone
www.colecovisionzone.com
QA superlative ColecoVision
reference site with complete
listings of games, a collection
of vintage TV commercials,
original documents, and photos
of rare prototypes. The textual
information is ably supported
by some brilliant photographs
and you can even browse issues
of the short-lived ColecoVision
Experience magazine.
sales and marketing was about to drop We knew that we could be vastly better sat down in the left-most chair in front
the product,” he remembers with a than our competitors and they couldn’t of the desk, and my friend, translator
grimace. “I had to privately talk Arnold fight back.” and mentor in all things Japanese,
Greenberg into going forward. My Bromley’s unwavering faith in Makihara-san, sat next to me. Yamauchi-
argument was that the Atari VCS/2600 his creation paid off, because the san’s aide said ‘Yamauchi-san will be in
and Mattel Intellivision could not do ColecoVision eventually made it shortly,’ and then, right on cue, he made
either Zaxxon or Turbo in any way close into production. The machine’s raw his entrance. He came into the room via ColecoVision.dk
to the ColecoVision, which had twice graphical power and clear technological the parting of the wall behind the desk, www.colecovision.dk
the horizontal resolution of the Atari VCS advantage over the competition helped which we soon realised was a door QA Danish fan site that has a
and half again that of the Intellivision. it sell 2 million units before the world disguised as a panel. I then noticed that particular focus on the budding
Atari was using what was essentially a came crashing down in 1983, but our entrance way was no longer visible ColecoVision homebrew scene.
chip that directly wrote the screen on possibly the biggest contribution to the – apparently all doors to this room were As well as plenty of information
the fly; thus, any complex graphic would ColecoVision’s success was the game panels, or vice versa. I fully expected about the console, it’s also the
home of CollectorVision, a group
take too long to be displayed. Add to that that was given away free with each that behind every panel in the room
of coders that is producing
speed limitations that made it impossible console: Nintendo’s Donkey Kong. The was a samurai warrior ready to pounce, games for the machine. A legally
to render graphically interesting objects story of how Coleco came to acquire lest I make the smallest mistake in dubious version of Mario Bros is
fast enough to create hand-eye co- this highly desirable licence from under etiquette!” The intense formality of the the most impressive effort, and
ordination difficulties. It just could not be the nose of the incumbent Atari is the setting was clearly intended to intimidate more titles are promised.
accomplished with Atari VCS technology. stuff of videogame folklore, and Bromley those who arrived at Nintendo’s offices
The Intellivision had even more issues. is more than happy to exclusively reveal
It used General Instruments’ five-chip the entire gripping saga.
set with several chips used to write “It all began with a business trip to
different sectors of the screen. There Kyoto,” recounts Bromley. He was in
were extensive restrictions on moving Japan to meet with Nintendo president
from one sector to another, creating Hiroshi Yamauchi. “It was late afternoon
problems moving objects diagonally over when we were allowed to enter the
the boundaries.” supreme chamber. The room was
Bromley was very aware of the one quarter the length and width of a
Intellivision’s limitations because he football field and was completely done,
had a hand in developing the hardware floor to ceiling, in matched teak panels.
inside the rival console, as at one point I don’t recall as much as a clock or any
Coleco was about to snap up the picture on the walls. The only thing that
chipset itself. “I helped develop the broke up this expanse was the doorway
chipset and its operating system,” he opening, one eight-foot desk in the
reveals. “After spending almost two centre of the room with nothing on it
years working with General Instruments, but a pad and pencil, two plain wooden
trying to fix a myriad of problems, I chairs set in front of the desk and one
suggested that Coleco walk away from very tall-backed leather chair behind it.
» This advert was released late in the consol
it. We did, and much to my amusement When we entered, we were the fifth, shows the Super Game Module, which
e’s life and
was never released.
Mattel bought it. I was wild with glee. sixth and seventh objects in the room. I
99
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COLECOVISION
Variants
ColecoVision
QThe original machine was
launched in 1982 with Donkey
Kong. 500,000 units were sold,
largely on the strength of this
conversion. The all-important
expansion slot offered the ability
to upgrade, but sadly the console
was discontinued in 1985.
» The Expansion Module 2 was a steering wheel game. After a lengthy conversation,
that came bundled with Turbo, and was also Makihara-san told me that Yamauchi-san
supported by Destructor and Dukes Of Hazzard.
wanted a $200,000 advance and a $2
per unit royalty. It was around 10am
and Yamauchi-san knew that I needed
to catch my train, so then he added the
ColecoVision Adam
to do business, and the mind-games on any remaining points in order to make kicker: the $200,000 must be wired QThe Adam came as an
expansion for the core console
from its president continued as the the train. Thus began my first lesson in to his account by midnight, or it’s not
or a standalone computer,
discussions progressed. commercial samurai strategy: always lie a deal.” The odds were most certainly capable of playing ColecoVision
“Yamauchi-san seemed not to about when you must leave!” against Bromley. “The most Coleco had cartridges and more. Defects
understand a word of English,” explains Bromley returned to Nintendo the ever paid for an advance for any licence plagued the machine and it was
Bromley with a wry smile. “Every next day to resume negotiations, and it up to then was $5,000,” he says. ”Also, discontinued in 1984; Coleco lost
word we said was translated. A year was on this fateful visit that he stumbled they never, ever paid more than five per a reported $80 million on it.
later I found out that he understands across the game that would become cent of their selling price; the worst case
English extremely well.” Other nefarious the ColecoVision’s secret weapon. “We would be about 90 cents. Now because
tactics were employed to ensure that were shown some very unexciting of the need to wire the money before
the Japanese firm was always in the videogames, as well as some handhelds 12am Tokyo time, I needed to take the
strongest position. “I learned never to that were very popular in Japan, but I next available train. I would have to call
tell Yamauchi-san the correct day or even felt these wouldn’t work in the US,” as soon as I got back to my hotel in
time of our departure,” says Bromley, remembers Bromley. “Afterwards Tokyo, which would be in the afternoon
“because he played an effective we had an informal late lunch at the and therefore wake up Arnold Greenberg
negotiating game. He continuously headquarters. It was a very simple in the US, the only one who could Super Game Module
discussed non-essential items and held Japanese meal, not meant to impress. I authorise an immediate wire transfer. I QThe final expansion module
back important responses, then, when enjoyed it thoroughly. After trying lots of was to call him at home, wake him up, was effectively an upgrade
there was very little time before we had unknown stuff – I ate these things with and then ask him to wire $200,000 for to boost its power. Similar
to leave to make the train back to Tokyo, the conviction that they did not want me a game he has never seen or heard of. to Nintendo’s Famicom Disk
he began the real negotiations. At this dead, and besides, they also ate it – I If that wasn’t bad enough, he then has System, games came on high-
point there was a terrible pull to give in accepted many cups of tea, after which I to agree to more than twice the usual capacity ‘wafers’, with more
memory for bigger games. Super
asked about using the bathroom.” What royalty amount!”
Donkey Kong was planned, but
» This portable ColecoVision was followed is probably the most famous Bromley stayed firm, spurred on by the module never made it out.
produced by legendary hardware trip to a toilet in videogame history. the fact that he knew that Donkey Kong
modder Ben ‘Ben Heck’ Heckendorn.
“It turned out that the bathroom was would be a smash hit once Western
on the floor above,” explains Bromley. gamers laid eyes on it. “Upon my return
”I decided to find it alone, and when I to Tokyo, I called Arnold Greenberg
came out I passed an open door that from my room – I was shaking a little,”
displayed a familiar silhouette – the he admits. “It was about four in the
standard upright cabinet seen in all morning and I got: ‘Whaaaaa? Do you
videogame arcades. I turned on the know what time it is?’ I referred him to
light and there, for the first time, was a conversation we had days before with
Donkey Kong, complete with a picture marketing and sales; we all agreed we
of a gorilla on each side. I fell in love needed a really spectacular game to
right there, no question.” Bromley knew bundle with the ColecoVision console Dina 2-in-1
this title – which was hitherto unknown to create an impact. I then told him of QA clone of the ColecoVision
in the West – could be the game the conditions: $200,000 advance and and Sega SG-1000 produced by
Taiwan-based Bit Corporation,
to propel his console into the public the $2 per unit royalty. I said: ‘I have
this machine had a cartridge
consciousness. He also knew he had found that game.’ To my surprise, all he slot for each format. The pads
to act fast. “A meeting was arranged said was: ‘Is it really that good?’ I told were more traditional, and the
for the next day,” he reveals. “I said I him that it was as good as Pac-Man. He ColecoVision’s numerical keypad
wanted the rights to Donkey Kong. I asked what it was called and I uttered was moved to the main body.
didn’t want Atari to find out about this ‘Donkey Kong’. Silence. For the first time
www.Ebook777.com
» Coleco’s TV adverts went to great lengths to point out
I realised how silly the name sounded.
the console’s superiority over the ageing Atari VCS/2600.
What seemed like an hour later he said,
‘Okay. Let’s do it,’ and said he would
wire over the money as soon as the
banks opened that day.” Bromley had
just secured the home console rights to
one of the hottest games of the Eighties
– or at least, he thought he had,
until the saga took an
unwelcome twist thanks
largely to the Japanese
way of doing business.
“Legal contracts were
not something that was
part of Japanese culture
at that time,” he explains.
“We were going to create
the agreement over
dinner. Makihara-san, who
at this point was accepted seemed adequate. sign a contact that was legally binding
as official translator for
both sides, started the
I can’t remember
the look on
in the eyes of US law, Coleco finally
got Yamauchi to agree to hand over the
Collecto-Vision
negotiations and wrote Coleco’s in-house vital document at the company’s CES Because the ColecoVision made
down six or seven points on a cloth attorney’s face when I pulled out the booth. Needless to say, it didn’t exactly such an impact at the time with
its arcade-quality visuals, it’s
napkin. I forget how many points we napkin, because I didn’t want to see go according to plan. “His daughter Yoko
perhaps not surprising to learn
ended up with, but when translated into it. I tried to explain that this is how the spoke to me and said that Yamauchi-san that a sizable collector’s market
English on still another napkin, I could Japanese do business: you all get high had given Donkey Kong to Atari,” says has grown up around it today.
read them all without unfolding it. We on sake, write down the points that Bromley with a face that still displays the ColecoVision fanatic Ole Nielsen
had a deal. I took my $200,000 napkin matter, and try to get up in the morning pain of the moment. “I froze. Donkey – the man behind ColecoVision.dk
and went home.” Upon returning to without a hangover.” Kong was going to be the ColecoVision – vividly recalls the day his
obsession started. “It was love
the US, Bromley began to have doubts Bromley’s sudden apprehensiveness anchor. All our marketing plans were
at first sight,” he says. “For me,
about the strength of the deal he had was well founded; at the next Consumer placed around that game. I was in a it was primarily the graphics,
just secured. ”In the electric buzz of Electronics Show, the house of cards cold sweat. I sat down in my room and tunes, and realistic game sounds
Tokyo, my linen napkin – now valued in very nearly collapsed completely. After was thoroughly depressed for about the machine could deliver.” The
the millions based on sales projections – months of trying to get Nintendo to two hours. I think it was 10 or 11pm inherent appeal of the machine
is amplified by the fact that it’s
ideal for people looking to build a
complete anthology of titles in a
short space of time.
“The Colecovision is perfect
for collectors,” states Junior
Tétreault, founder of ColecoVision
Zone. “The game’s library is not
too big – around 125 titles – and
most of the games are fun.” That
said, there are a handful of super-
rare carts that continue to elude
devoted ColecoVision addicts.
“Xonox games are hard to find,”
reveals Tétreault. “The company
released 12 games and most of
them are very bad and didn’t sell
well. Two of the double-headers,
Tomarc The Barbarian/Motocross
Racer and Sir Lancelot/Robin
Hood, are the rarest. The late
release of Tournament Tennis by
Imagic, when the console was
almost discontinued, makes this
game a sought-after title. The
four educational games made
by Fisher-Price – Dance Fantasy,
Linking Logic, Logic Levels and
Memory Manor – are almost
impossible to find boxed.
Yamauchi wanted a $200,000 Ironically, the most common
cartridge, Donkey Kong, is
advance. The most Coleco had also the rarest boxed game in
North America. The cart came
with the console without a box
ever paid for an advance for any but the game was also sold as a
standard retail release.”
when the depression turned to anger. I performance at retail. “There were two
called Yamauchi-san’s room and asked reasons why the ColecoVision expansion
to talk with him. His daughter answered slot was carefully placed in the front,”
Director of video graphics, Coleco and said that he had gone to sleep and explains Bromley. “It was the key to our
was not to be disturbed; she said it differentiation from other manufacturer’s
very politely and I hung up. But I got still products. When we showed the ‘beauty
angrier at having my dream disintegrated shot’ in our ads we did not need a
by Atari’s money, so I called again. She second picture to show it. It was always
QHHow did you becoome innvoolvved?? answered and I poured my heart out; there; it promised to take you to exciting,
I was working in New York as a graphic I told her how the ColecoVision was unknown realms. That alone sold a lot
designer but, having studied computer my dream, how I put together a great of ColecoVision consoles. Secondly, it
graphics, I was looking for an opportunity to team to build the best home videogame was a promise that everyone could soon
work in my field. I answered an ad and met
with a headhunter who set up an interview
console ever and that Donkey Kong have a real computer just by adding a
with Eric Bromley, the head of electronic would look like crap on the Atari VCS. module to the videogame console.”
games at Coleco. He was in town for Toy I guess she liked me because she The ColecoVision Adam was
Fair, an annual industry event. asked if I could be there in 15 minutes. supposed to be this home computer
It was apparent that she was my ally module, but it morphed into a fully
QW Vision
What did you thinnk off thee ColeecoV – she believed me that this was not fledged machine in its own right. “We
when you fifirrst saw itt?
just a product, but also my dream. I created ColecoVision’s operating system
My first exposure was at the aforementioned Toy Fair during my
had someone who believed what I said and the expansion slot connector
job interview. There was a video wall showing mock-ups of animated
cardboard cutouts. I knew enough about video, animation and computer about the virtues of the ColecoVision for, among other things, the Adam
graphics to realise that the mock-ups were fake and I pointed this out and could relate them to Yamauchi-san computer. It was part of our plans from
to Mr Bromley. He then pointed to one video of a Smurf running across as no one else could.” With Yoko day one. The Adam was originally a
a side-scrolling background. It was clear that this was real and was Yamauchi’s assistance, Bromley’s keyboard with a deck that extended
several notches above the existing home game systems. passion clearly shone through, because about two inches beyond the function
he was again granted the domestic keys containing the other computer
QWWhat didd your rolle invoolve specifificcallyy?
rights to the game – this time in a legally circuits. It fit snugly against the console
I ran a department of artists who were responsible for the development
of graphics for all of the games. Day-to-day involved visiting every artist binding sense. at the same height.” The Adam’s story
and offering suggestions, technical help, art direction, options and so on. With the Donkey Kong saga at an is too lengthy and remarkable to cover
I worked, hands-on, on several games when there was time. end, the ColecoVision had a game in depth here, but suffice to say that
that proved just how powerful the it wasn’t the success that Coleco had
QW me?
What wass it likke workinng at Coleeco at this tim machine was. By this point Nintendo’s envisaged. However, the expansion slot
It was a group of very talented, super-smart, very motivated people. At was invaluable for other uses.
title had become a worldwide smash.
the beginning, we didn’t know if the product would be a success, but it
was great fun in any case. As the product took off, it was very rewarding.
Released in August 1982 and bundled “We were the first to make home
But, by the end, we were all a little tired of the place. with Donkey Kong, the machine would videogames to closely resemble current
find its way into half a million American arcade games,” states Bromley. “But
QH w didd you goo abbout coonveerttinng arccade hitts too thee mac
How chinne annd homes by Christmas of that year. if we were to really push that claim,
d off suppportt did yoou geet froom thhe orriginaal devvelooper??
whhat kind Expandability was the key reason we needed to have a steering wheel
The deals with the coin-op manufacturers were usually a mystery to the for the ColecoVision’s admirable controller – complete with gear shift
design group, especially in the beginning. A new machine would appear
from Japan and we would set to work studying it. We had no support
» [ColecoVision] (Below) Coleco’s own Cabbage Patch Kids predictably starred in their very own ColecoVision adventure.
from the manufacturers and, at that time, code was not at all portable.
We would find someone who had a knack for the game and spend hours
videotaping every level. Game designers would then sit, review the tapes
and document the gameplay. The artists would reproduce the graphics.
QIss itt truue you peersoonally askeed for Coleeco to securee the righhtss too
coonvvert Spy Hunteer becausse yoou weree such a faan of thhe cooin--op?
There was an annual trade show where coin-op manufacturers
showed off their wares. I went with George Kiss, the head of software
development and also my boss. I remember begging him on the plane
home to buy the rights. I was like a kid asking for a Christmas present. I
really thought the music was hot; the game itself was not that interesting.
We did get the rights but who knows if my request had any effect.
QWWhy was theree suuch a loong pause before each CollecooVisioon looaded?
Wass this a teechniccall thing??
No, no, no! Please put that rumour to rest! One day, Eric Bromley stood
at my desk with a bunch of marketing execs and watched a simulator
of the console. They had their watches out and counted down, deciding
how long the opening screen should last. It was all about branding. The
later versions of the operating system fixed that, but it was too late.
102
COLECOVISION
ColecoVision Reborn
103
COLECOVISION
03 04 05
104
PERFECT TEN: COLECOVISION
06 07 08
FRENZY WARGAMES JUMPMAN JR
RELEASE: 1984 RELEASE: 1984 RELEASE: 1984
PUBLISHER: COLECO PUBLISHER: COLECO PUBLISHER: EPYX
PRICE: £13+ PRICE: £20+ PRICE: £15+
BY THE SAME PUBLISHER: LOOPING BY THE SAME PUBLISHER: BY THE SAME PUBLISHER:
machine also boasted plenty of original games. Here are just a few of its best…
and the
rest… 01 02 03
A powerhouse when it came to spectacular arcade conversions, Coleco’s
08 09 10
15 16 17
01 ALPHABET ZOO
02 FRANTIC FREDDY
03 SLURPY
04 TUTANKHAM
05 BOULDERDASH
06 DONKEY KONG JR
07 MOONSWEEPER
08 FRENZY
09 BURGER TIME 22 23 24
10 MR DO!
11 2010: A GRAPHIC ACTION GAME
12 FROGGER
13 DEFENDER
14 CHUCK NORRIS SUPERKICKS
15 PITSTOP
16 H.E.R.O.
17 MONTEZUMA’S REVENGE
18 TIME PILOT
19 EVOLUTION
20 TOURNAMENT TENNIS
21 GYRUSS
22 VICTORY
23 WING WAR 29 30 31
24 BEAM RIDER
25 GORF
26 CARNIVAL
27 JUNGLE HUNT
28 Q*BERT
29 THE HEIST
30 ANTARCTIC ADVENTURE
31 SMURF: RESCUE IN GARGAMEL’S CASTLE
32 GALAXIAN
33 VENTURE
34 LADY BUG
35 TAPPER
36 WAR ROOM
37 BUCK ROGERS: PLANET OF ZOOM
36 37 38
38 DANCE FANTASY
39 MOTOCROSS RACER
40 ILLUSIONS
41 POPEYE
42 SPY HUNTER
43 UP ‘N DOWN
44 JAMES BOND
45 CHOPLIFTER
46 ROBIN HOOD
47 BC’S QUEST
48 KEYSTONE KAPERS
49 AQUA ATTACK
50 TOMARC THE BARBARIAN 43 44 45
51 AMAZING BUMPMAN
52 MINER 2049ER 50 51 52
53 WIZARD OF ID’S WIZ MATH
54 ARTILLERY DUEL
55 CABBAGE PATCH KIDS:
ADVENTURES IN THE PARK
56 DONKEY KONG
106
04 05 06 07
11 12 13 14
18 19 20 21
25 26 27 28
32 33 34 35
39 40 41 42
46 47 48 49
53 54 55 56
APPLE II
I
Buy it now for: t’s fair to say that if we ignore Apple’s relatively Computer was born. The Apple I was the first single-board
£50+ for an Apple II+ recent onslaught on the games industry via computer, sold fully assembled – users had to supply a
Processor: iPhone OS devices and the App Store, few keyboard, case, monitor and power supply – and innovated
MOS 6502 (1 MHz) would consider the Cupertino-based company by relying on things that we now take for granted: keyboard
RAM: one that makes products for videogamers, let input and the use of a television for output, rather than
4KB (expandable to 48KB) alone an industry leader in the field. the tried-and-tested toggle switches and LEDs that its
Even modern Apple Mac owners lack choice contemporaries used. For the day, this was impressive stuff,
ROM: 12KB when it comes to games, often having to put up with late, but Wozniak wasn’t satisfied.
Display: 280x192 (4 colours/6 expensive, imperfect ports of old Windows titles, or the odd In Jack Connick’s 1986 feature for Call-A.P.P.L.E. magazine
colours in rev 1 motherboard); indie creation that trickles through – a situation that hasn’t ‘…And Then There Was Apple’, Wozniak revealed that he
40x40–48 (16 colours) changed a great deal in over two decades. But things weren’t wanted a faster, more colourful and noisier machine – and the
Sound: One-channel always this way: for a brief, glorious time, Apple had one of the Atari videogame he’d worked on was the driving force behind
best home gaming systems around, courtesy of the Apple II. many of the technical decisions made. “A lot of features of the
Associated magazines:
It wasn’t a hugely powerful piece of hardware, although it was Apple II went in because I had designed Breakout for Atari. I
inCider, A+, Nibble, Softdisk,
impressive for the time, but the Apple II had designed it in hardware. I wanted to write it in
Juiced.GS (still in print)
caught the imagination of programmers software now,” he said. Colour was added first,
Why the Apple II was great: and fans of videogames – then a very new so games could be programmed: “I sat down
The Apple II boasted a number concept – some of which subsequently one night and tried to put [Breakout] into BASIC.
of firsts, including its prebuilt became major players in the industry. Fortunately I had written the BASIC myself, so I
nature, colour graphics, sound, Apple’s beginnings were in the hobbyist just burned some new ROMs with line-drawing
paddles and game commands market. This mentality would be retained commands, colour-changing commands, and
in BASIC. Although the line for the first revision of the Apple II, before various BASIC commands that would plot in
itself eventually stumbled and a larger Apple’s overtly corporate-minded colour.” Having got a ball to bounce around,
fell, the original Apple II lived on direction resulted in the ill-fated decision to Wozniak realised that sound was required
in terms of inspiring products ignore the people who first supported the and so a speaker was added to the
from myriad competitors. company and focus entirely on business. But Apple II – something that, he said,
The Apple II also enabled an at the start, it was a tale of two Steves: Jobs wasn’t planned, but was “just
entire generation of primarily and Wozniak. Even in his early 20s, Jobs accidental”. Paddles were the
US-based gamers and was a shrewd businessman, tactician and » The Apple II and III in harmony in an ad. next addition, implemented via
programmers to start making visionary, and Wozniak was an engineering Off-camera, they were punching each a simple paddle circuit. “So
their own games, and their other’s expansion slots in.
genius. An oft-told story of the pair involves a lot of these features that
creations have gone on to be Breakout: Atari founder Nolan Bushnell offered really made the Apple II stand
hugely influential and important. $100 for every chip that could be reduced from the circuit out in its day came from a game, and the fun
board. Jobs agreed to split the bonus with Wozniak, who features that were built in were only to do one
dropped Breakout’s chip count by 50, but nonetheless ended pet project, which was to program a BASIC version of
up with just a few hundred bucks, Jobs allegedly pocketing Breakout and show it off,” explained Wozniak.
the rest. (Wozniak has since stated that he “gladly would have Continuing to effectively design for himself, Wozniak
designed the Breakout game for Atari for free, just to do it”, fashioned a computer with a number of firsts – the first
and admits that he was hurt when he found out about the machine of its kind to be sold completely assembled; the first
“dishonesty”, although he’s over that now.) boasting a plastic case; the first with colour graphics, hi-res,
In 1976, mostly in Jobs’ garage, history was made: the sound and paddles; the first with BASIC game commands
Apple I was created and offered to HP. It declined, and Apple and the BASIC in ROM – and only the Apple I had beaten
108
APPLE II
“very
The Apple II was architecturally
simple and open. A game
program could essentially take
over the entire machine
Bill Budge
”
109
APPLE II
“theThebest
Apple II didn’t have
graphics and sound
Community
110
APPLE II
» [iPhone] With the likes of Lemonade Stand, Mystery House, Oregon Trail
and Transylvania on the App Store, Apple gaming comes full circle.
» (left) A revision of the original Apple II ad, amended after accusations of sexism. See kelleyad.com/histry.htm for more on the incident.
providing a uniqueness lost on more improved case, and another RAM bump. The compact IIc
advanced platforms. “The C64 and (integrated floppy drive, 128KB RAM) followed in 1984, before
Atari 800 soon became superior for the line was radically revised with the Apple IIGS, essentially a
action games because of built-in powerful and highly capable next-generation 16-bit response to
hardware for graphics and sound, but the Amiga and Atari ST, retaining backwards compatibility with
the problem I saw on those systems was that games tended older Apple II software via the Mega II: an entire Apple IIe’s
Instant Expert to look similar because they were all rendering through the functionality on a chip.
same API, the same graphics chip,” he says. “The Apple II But this was the beginning of the end for the Apple II
When the first advert for the
Apple II ran, Steve Jobs got a
had no hardware for those things and so programmers had line. No one at Apple was willing to champion the platform,
complaint from a woman in to invent their own ways of getting graphics on the screen, instead concentrating on products that the company itself had
Oregon, who considered it sexist. and these different approaches led to a vast array of rendering led, such as the Macintosh. Left to sell itself, the IIGS initially
It was revised to show a woman
using a sophisticated display and techniques that could provide you with unique identification of outperformed the Mac, but then stumbled and limped on until
the male account manager using a a programmer. I could look at a game and be able to tell you the early Nineties, when it was quietly put down by Apple to
low-res version.
who wrote it because of his technique. That’s one striking way stop perceived competition with its own Macintosh LC.
Apple’s famous ‘rainbow’
that the Apple II allowed you to express your creativity: with a Anyone with a love for videogames – players and creators
logo, designed by Rob Janoff,
was in part designed to showcase very open canvas.” alike – had long since seen the writing on the wall, and had
the Apple II’s colour graphics In hindsight, the only real criticism of the system that mostly deserted the ailing platform. Although the likes of
capabilities. It replaced a fussy
illustration designed by Steve Jobs developers have regards sound. Budge calls the audio on the Zany Golf and The Immortal originated on the Apple IIGS, the
and Apple co-founder Ronald Apple II “extremely primitive”, adding: “It was platform that had practically been responsible for
Wayne, and its silhouette still forms really hard to make sounds because there founding home computer gaming in the USA
the basis of current Apple logos.
were no timers or interrupts. The only way to was resigned to receiving an ever-dwindling
According to Steve
Wozniak, he was the sole make sound was to toggle the speaker bit in number of ports from rival systems. “Things
designer of the ‘computer’ part of various places in your program’s main loop.” were moving fast during that time,” remembers
the Apple II. Allen Baum
contributed some debugging
However, he says that in some areas the Gorlin. “The Apple II was king of the market
software, Steve Jobs dealt with the hardware bettered its rivals for years to come: for years, but what initially made it good for
machine’s appearance, and Rod “For example, the Apple II had the fastest and games was its primitive nature. Naturally,
Holt designed the power supply.
most reliable floppy disk of any early home then, it was soon replaced by better options
Apple II creator Steve
Wozniak was involved in a machine, which was great for distributing for developers, and they moved on accordingly,
plane crash in early 1981, which games. On Atari and Commodore, disk as did the gamers.”
resulted in short-term memory loss.
Wozniak spent some of his free
manufacture was a nightmare, and the drives Fast-forward to 1996 and Steve Jobs made
time playing videogames on the were extremely slow.” a triumphant return to Apple, reversing the
Apple II, which aided his recovery. Over the years, Apple’s hardware continued company’s fortunes – at the time, it was
The Apple II’s original Integer to evolve. The Apple II+ (sold in Europe as the suffering from record losses and a confused
BASIC was superseded by
Applesoft BASIC, which offered Apple II Europlus) boasted improved start-up and » The June 1984 issue of inCider magazine, product line. Much of this success was down
which included John Romero’s first
floating-point calculations. The BASIC, included 48KB of RAM as standard, and published game, Scout Search. to re-embracing the consumer space that
name was derived from ‘Apple’
and BASIC supplier ‘Microsoft’.
had enhanced graphics capabilities. However, Apple had shunned for so long. While we’ll
The Apple III, released in
between 1979 and 1983, no new hardware appeared. During never know if the Apple II could have survived to the present
1980, was intended to that time, internal politics and squabbling caused Apple to day in some form or remained a major player in gaming had
succeed the Apple II, and drop the ball with the botched, business-focused Apple III, the company that created it actually offered some support,
resolutely focused on business
users. To stop overlap between and it took a surprisingly hostile attitude towards the consumer its spirit lives on in the innovation of modern Apple consumer
the systems, hardware was added market and hobbyists that had made the Apple II a success. products, and the energy and novelty of myriad iPhone
to prevent Apple II emulation Only when Apple finally twigged that the Apple II was games, a number of which are conversions of or tributes to
mode using Apple III advanced
features, and Apple II emulation stubbornly refusing to die did the IIe project kick into gear, much-loved Apple II classics. And for the likes of Mechner,
was also inaccurate. The machine eventually producing an impressive low-cost machine – due Gorlin, Romero and Budge, and many gamers of the day, the
was a flop, and the Apple II line
outlived it. apple3.org has more to using a quarter of the integrated circuits of the II+ – with Apple II will forever represent a magical time in home gaming
on the platform. 80-column display capabilities, modifier and cursor keys, an that will never be forgotten.
Special thanks to Tom Charlesworth for kindly loaning the Apple II 111
APPLE II
03
AMERICAN GENERATION X
Unlike the other titles in this
top ten, The Oregon Trail 04
PRINCE OF PERSIA
Before Prince Of Persia
became a success there was
05 If you want to know just
what Apple’s machine was
capable of, Choplifter is a perfect
is an educational game. Don’t let Karateka, a surprisingly refreshing example. Amazingly slick with
that put you off, though, for like the fighter that made its debut on polished visuals, it’s a startlingly good
Beeb’s Granny’s Garden, it’s a highly the Apple II. Designed by Jordan blaster that is beautifully balanced.
entertaining piece of work. Following Mechner while he was still attending While it initially appears to be a
the famous trail, your travellers can university, Karateka features many of straightforward shoot-’em-up at its
die, and you must hunt for food by the blueprints that would eventually core, the lack of an actual scoreboard
typing in words as fast as you can. mould Prince Of Persia. Animation means that you’ll spend just as
Due to its popularity across American is wonderfully fluid; combat, while much time working out how to
schools, it was re-released in 1985 simplistic, works extremely well; and save hostages as you will trying to
with greatly improved visuals and there’s an epic feel that’s missing blast the enemies that are intent on
expanded hunting, with the ability from many similar fighters. Karateka’s stopping you. Immediately accessible
to use a rifle to gun down targets. most impressive trick, though, is how yet extremely hard to master,
The Oregon Trail was originally built it was able to tell a convincing story Choplifter’s quick gameplay and
02 on a mainframe computer before it through animation and gameplay. An instant appeal saw it translated into a
appeared on the Apple II. utterly captivating experience. Sega coin-op in 1985.
03 04 05
112
PERFECT TEN: APPLE II
06 07 08
ULTIMA I: THE FIRST LODE RUNNER PRINCE OF PERSIA
AGE OF DARKNESS RELEASE: 1983 RELEASE: 1989
RELEASE: 1981 PUBLISHER: DOUGLAS E SMITH PUBLISHER: JORDAN MECHNER
PUBLISHER: RICHARD GARRIOTT BY THE SAME PUBLISHER: BY THE SAME PUBLISHER:
BY THE SAME PUBLISHER: BODY HARVEST THE LAST EXPRESS
06
CITY OF HEROES
With its dramatic box
art, D&D influences and
07 We’ve lost count of the
numerous iterations of
Lode Runner. In fact, the only thing
08 Released five years after
Karateka, Prince Of Persia
was a revelation to Apple II owners.
atmospheric visuals, it’s little our addled brains can remember is Inspired by Raiders Of The
wonder that Ultima became such a that the Apple II version felt like the Lost Ark, Mechner’s masterpiece
success. Its plot – an evil wizard plots arcades had come home when we was a fantastic fusion of hardcore
to take over the world – may seem first laid eyes on it. platforming, exploration and
trite, but it’s an immersive experience. Like the best Apple II titles, Lode exhilarating combat that captured
It obviously drew influences from Runner impresses because it feels so the spirit of adventure flicks. A
popular role-playing games and polished when placed against many sensation thanks to its incredibly slick
the works of Tolkien, but Garriott’s of its peers. While the visuals are visuals – Mechner used rotoscoping
attention to detail gave players an on the tiny side, it allowed Smith to of his brother leaping and running
experience unlike anything else. create some truly memorable levels around to pull off the spellbinding
Interestingly, it was remade for that still prove challenging today. animation – Prince Of Persia turned
the Apple II in 1986 and not only Such was its popularity, it was into a phenomenal success, and it’s
enhanced the visuals but also sped ported to the arcades a year later and little wonder that so many gamers
09
up the gameplay considerably. received countless conversions. continue to love the Prince’s exploits.
08 09 10
many titles released for it
15 16 17
01 BALLBLAZER
02 LEMONADE STAND
03 SIXGUN SHOOTOUT
04 DUNGEON
05 STAR TREK
06 FROGGER
07 HELICOPTER RESCUE
08 SPINDIZZY 22 23 24
09 ZAXXON
10 HACKER
11 SPACE VIKINGS
12 CRUSH, CRUMBLE AND CHOMP!
13 GAUNTLET
14 RAID OVER MOSCOW
15 VIPER
16 PANDEMONIUM
17 EPIDEMIC
18 IMPOSSIBLE MISSION
19 EVOLUTION
20 REPTON
21 TAPPER
22 KARATEKA 29 30 31
23 XEVIOUS
24 SUPER HUEY
25 F15 STRIKE EAGLE
26 ROAD RALLY USA
27 DEATH SWORD
28 CHAMPIONSHIP LODE RUNNER
29 SPY VS SPY
30 CASTLE OF DARKNESS
31 GOLF’S BEST
32 TITAN EMPIRE
33 JET PACK
34 RUN FOR IT
35 BEYOND CASTLE WOLFENSTEIN
36 SARACEN
36 37 38
37 THE HULK
38 ARCHON
39 PIPE DREAM
40 TREX: THE DINOSAUR
SURVIVAL ADVENTURE
41 ONE ON ONE
42 BATTLE OF HOTH
43 TRON
44 ALIEN TYPHOON
45 OGRE
46 ZORK I: THE GREAT UNDERGROUND EMPIRE
47 FIGHT NIGHT
48 THE BARD’S TALE 43 44 45
49 NIBBLER
50 FATHOMS FORTY 50 51 52
51 LAZER MAZE
52 OIL RIG
53 TROLLS AND TRIBULATIONS
54 CHOPLIFTER
55 ABM
56 KORONIS RIFT
114
04 05 06 07
11 12 13 14
18 19 20 21
25 26 27 28
32 33 34 35
39 40 41 42
46 47 48 49
53 54 55 56
115
NINTENDO GAME BOY
GAME
BOY
It’s been over 25 years since the world first glimpsed the Game Boy, the
creation of veteran designer Gunpei Yokoi and his team at Nintendo. To
celebrate its birthday, we look back at that most modest of handhelds
and find out what made it such a massive success
t’s often said that there are no surprises in deputy editor Julian Rignall got his own hands on a
116
NINTENDO GAME BOY
117
I found the Game Boy to be a very
simple and easy machine to code for
R-Type II programmer Bob Pape
When the Game Boy finally Game Boy exclusive sequel Metroid II: byte out of a 1K ZX81 or 48K Spectrum give companies an edge, things like
arrived in Europe, almost 18 months Return Of Samus. There was also plenty through tight coding then it was almost how to multiplex the sprites or give
after its Japanese debut, there were just of decent and undeniably attractive like coming home.” the appearance of seven shades of
half-a-dozen games released alongside licensed fare like Teenage Mutant Ninja grey. Other ways of programming the
I
it. Of these, Super Mario Land, Tennis Turtles, RoboCop and Batman. Coin-ops n the past Nintendo has been hardware were so obvious they didn’t
and Golf were the must-have titles. were converted too with varying results, accused of providing developers with need documenting.”
One title you didn’t have to buy was the as you might expect, although Double vague or incomplete documentation, Another Z80 developer who gladly
revelatory Game Boy version of Tetris Dragon, Nemesis and R-Type were all but in Bob’s experience this wasn’t moved over to the Game Boy was Ken
as it came bundled with the console. admirable attempts. too much of an issue as the hardware Murfitt. “In many ways the Game Boy
This smart move had worked wonders The Game Boy’s custom processor, was pretty much an open book. “Well was easier to program that the other
for Nintendo in the US, leading to stellar which was essentially a Z80 with some if you don’t know what’s missing Z80 platforms,” says Ken, who came
sales (a reported million units were sold bits missing and others added, ensured then you can’t say it’s not there!” he chiefly from a Amstrad CPC background
within weeks of its launch). European that many programmers could move comments. “It’s more likely that certain and developed Double Dragon 3 and
gamers could now dream of falling over to the machine with little problem. coding techniques were kept quiet to The Lawnmower Man for the Game
blocks too as Tetris fever took hold. Bob Pape, who coded the celebrated
It really was the perfect pack-in – the Spectrum version of R-Type, went on » You won’t get very far without
ultimate game on the go. to develop R-Type II for the handheld. “I using these.
The success of the hardware quickly found the Game Boy to be a very simple
led to a flood of fresh software that and easy machine to code for,” he says.
identified the Game Boy as a diminutive “The hardware of course had limitations
yet capable contender that could punch but then that was the same for all early
above its weight (which was a lean 8-bit consoles and computers. Some
300g including batteries, if you were people may have had problems dealing
wondering). In its first couple of years with the limited instruction set of the
the handheld was home to some custom Sharp processor that the Game
fantastic original titles such as pinball Boy used, compared to the Z80, but I
sim Revenge Of The ‘Gator, platform think for those programmers who were
adventure Gargoyle’s Quest, and the used to having to scratch for every last
MUSCIAL INTERLUDE Jonathan Dunn composed for many Game Boy titles, including
the RoboCop theme used on that washing machine advert…
What were your immediate » [Game Boy] RoboCop. Great game, superb soundtrack. Did you encounter any technical
thoughts on the Game Boy as a challenges at all?
gaming platform? I coded my own driver for the C64 and
When I first tried a Game Boy I thought NES and SNES, but at the time didn’t
it was a great little device. Of course the have enough knowledge of Z80 to do
first thing I played was Tetris and I was the audio driver that we needed. So
hooked. I also remember that you could Ocean’s John Brandwood was roped in
connect two Game Boys together and to convert the Spectrum driver, with a
play two-player Tetris. That was the first few modifications. I wasn’t happy with
time I’d seen anything like that. the hardware volume envelopes, so I got
John to add a more versatile software
How would you rate the Game envelope system that gave me more
Boy’s audio capabilities? accurate control. It had disadvantages as
The Game Boy had some interesting we effectively reduced the bit resolution
characteristics. It had a waveform placement, though I wish I’d used that of the volume, but it did allow me to
that you could program yourself – 32 a bit more in the work I did. Quite often sync the envelopes with other note-
4-bit samples that you could define. the stuff I did for the Game Boy was a based events.
I remember getting it to make some port from another version so I didn’t get
» Music man unusual noises. I also liked the fact to spend enough time experimenting Your RoboCop title theme is still
Jonathan Dunn.
that you had some control of stereo with the possibilities. used and sampled to this day.
118
NINTENDO GAME BOY
GAME BOY
BOLTONS
Some of the not-so-silly accessories
you could buy for your Game Boy
BATTERY PACK
QNot the most exciting accessory, or
most essential seeing as the Game Boy
was the least power-hungry handheld.
But when your AAs did finally give up,
this add-on was good for up to ten hours
of extra play. And if you were more likely to be found playing
Game Boy at home, it also doubled as a handy AC adapter.
» Programmer Ken Murfitt
is seen here developing Gam
the PC was plugged into the
as such – you would test and
cartridge slot of a retail Gam
e Boy games at The Sales
e Boy. Inside the PC was a
Curve in London in 1992. He
says: “The wide ribbon conn
GAME LIGHT
play the game on the Game card that simulated the vario ector coming out of QThe Game Boy was unplayable in low-light
assembled into machine code Boy itself. On the PC, I type us cartridge sizes. So there
and the binary image was d in the actual assembly code was no emulation
cartridge and begins to exec dow nloaded to the memory on using a PC text editor calle conditions so there was no shortage of third-party
ute it. It would usually take the PC card. At this point the d Brief. It was
me about nine months to finish Game Boy sees the new game
a Game Boy title.” image as a add-ons designed to brighten up the display. The
Game Light from Nubi was one such solution that
Boy on behalf of The Sales Curve. bolted on to the front of the screen. It required
“It was exciting to use real sprite and seasoned programmers, but Ken notes four AAs batteries so it was probably cheaper to
background-scrolling hardware, after there were a couple of unexpected find a decent light source instead.
so many years of squeezing every last considerations. “The first was battery
instruction out of platforms like the CPC life. The processor was put to sleep AMPLIFIER
and Spectrum. No more pre-shifted using the HALT or STOP command after QAnother accessory from Nubi, this device plugged into the
sprites that hog memory, sprite masking processing had been completed for a headphone socket at the bottom of the Game Boy
» [Game Boy] Tetris was the Game or the Z80 stack tricks required to frame, and this would minimise battery and boosted the audio output. Sound was louder
Boy’s killer app. It was the perfect fit perform background scrolling. You could drain until the next vertical blank, 60 and also in stereo. With so many ridiculous-
for the new handheld.
just set up the sprite buffers one time times per second. It was surprising to looking add-ons available for the Game Boy, this
and scrolling hardware registers once me at the time that the battery life could one deserved points for at least trying to match
per frame and go. Obviously it was a be extended by saving power during the Game Boy’s style and form.
step backwards in terms of colour count these tiny slices of CPU down time.”
– there were four levels of grey against And then there was the odd entity GB CAMERA
the Amstrad’s palette of 27 colours. known as ‘Version Zero Game Boy’. QThis quirky add-on was released in 1998 and turned
You could get in-between greys using Ken explains: “There were these early the Game Boy into a compact digital camera (shortly
flickering but it was visually distracting production Game Boys of which only before digital cameras became commonplace). In
and so I preferred dithering.” a few thousand units existed in the addition to snapping and reviewing photos, there were
» [Game Boy] Tetris went on to sell So developing for the Game world and Nintendo insisted that any a number of built-in ‘games’ that would feature the
millions, benefiting nicely from being
a pack-in title. Boy wasn’t particularly difficult for submitted title must run perfectly player’s grinning mug. They were borderline terrifying
in all honesty.
Does its continued popularity ever What are you up to these days? GB PRINTER
surprise you? For the last two years I’ve been living in QIf you had a burning desire to print the grainy,
I don’t think anyone could have guessed Slovenia working as COO for a games black and white photos you’d taken using the
that the RoboCop theme would become company called IBZooT. I’m also the GB Camera then you clearly coveted this tiny
so memorable. At the time it was just co-founder of Fatleg Games, a mobile thermal printer. Otherwise, a bunch of
another game. It was the norm to games start-up. I still code, I still write games supported the device, allowing
produce stuff very quickly and there music. It’s fun to make small games for you to print out high scores, screenshots
was always another project looming mobile. It feels a little like it did in the old and the like.
at Ocean, so you didn’t really get time days. You don’t need massive teams to
» Yes, the BoosterBoy
to think about it. If I look back at all the produce something fun. is just as impractical to
different versions of the same piece of use as it looks.
music I had to do, I wonder how I did it. » Not just any old Game Boy.
This one, owned by our very own
That tune in particular has been sampled Paul Drury, bares the signature of
a lot and it’s great that it’s still around. Alexey Pajitnov.
119
NINTENDO GAME BOY
Nintendo created games that the graphics from the start. I would have
four separate palettes of four colours
worked well on a small screen with each. I used to work on the Spectrum
so the eight-by-eight character colour
» [Game Boy] If there was a craze then it was all over the
Game Boy. There were three Turtles games in total.
no colour issues weren’t new to me, but Super
Game Boy graphics were a pain. The
Graphics artist Elliot Curtis number of people who were ever going
on them. The difference was that other consoles at the time were actually logos are boring enough to draw without to actually see them was so small it
the video memory was slightly slower a bigger struggle to create graphics for. spending all day editing them to make seemed like a bit of a waste of time. I
in some respect and problems would The first time you created a sprite and them actually work on the screen.” actually put a footballer in the border for
be apparent with partially scrambled saw it running on a Game Boy screen Elliot’s later games were specially FIFA 98 in a Watford strip and got away
background tiles appearing in your game was amazing. It always looked way optimised for use with the Super Game with it!”
due to memory contention. It was a better than it did in Deluxe Paint!” Boy, the device that enabled Game Super Game Boy games at least
shame because it further restricted how The biggest headache occurred when Boy carts to be played on the Super looked better in magazines – as anyone
many background blocks you could creating full-screen images, such as Nintendo console, often with added who tried to screen-grab original Game
update during the video blank. title screens, due to display limitations. colour. Explaining the process, Elliot Boy titles will tell you. Nick Walkland
Due to the Game Boy’s small screen “A Game Boy screen is divided into an says: “Colour would be designed into worked on Europress’s GB Action,
and limited colour palette, it was the job eight-by-eight grid and each square in
of artists to ensure that the graphics, that grid is a character,” he explains.
and in particular sprites, were as clear “When you create a full-screen picture
and defined as possible. It was a you can actually only use about 21
challenge that Elliot Curtis relished. unique characters. It was nowhere near
Working for Tiertex Design Studios, he enough. We had tools from the coder
created Game Boy graphics for various to highlight individual characters once
Disney licences and FIFA entries. “To be we drew anything, and then we had to
offered the chance to make games on a be creative by using flipped and rotated
console was a dream,” characters within the picture. It’s always
he says. “Yes the depressing butchering a nice picture
Game Boy was but often it was required assets for a
limited but the licence and there wasn’t any scope » [Game Boy] Bob Pape’s R-Type II conversion was an » [Game Boy] Street brawler Double Dragon 3 supported
for creativity. Publisher or licence improvement over its already fantastic predecessor. cooperative play on the Game Boy.
120
NINTENDO GAME BOY
» [Game Boy] ‘Epic’ is not a word you’d ever associate with For this he also had to contend with
Game Boy games, but Link’s Awakening came pretty close.
Nintendo’s famously dim view on
videogame violence. “Nintendo had “I WANNA
WANT TOBE
BE THETHE
these policies where no-one ever died
in a Nintendo game,” he says. “So
for Prince Of Persia the first thing we
VERY BEST”
BEST”
How the sales of two
huge hits stacked up
looked at was the slicer. We raised this
and Nintendo said it was okay as long 32.52
as we didn’t show any blood. Even
on the Game Boy they didn’t want POKÉMON (RED,
a big black puddle oozing out! The BLUE, GREEN)
pop-up spikes on the floor were also VS TETRIS
a problem. Years later I found out that
Nintendo didn’t like what it called ‘body 35
the UK’s first dedicated Game Boy deforming violence’. It was okay to get
magazine which debuted in 1992. killed but not have the spikes popping
“Game Boy games were a complete out of your back.” SALES (MILLIONS)
pain to screen-grab,” says Nick. “We For Ed and other developers, whether
T
actually took photos because it was so they were fans of the hardware or not, he Game Boy quickly The reasons for its success are
tricky. The Game Boy was placed in this it was clear that Nintendo had devised a established itself as the world’s fourfold. Firstly, the Game Boy was
glorified cardboard box, with a black hugely popular platform. The Japanese number one handheld, and this the fastest to market so it was the first
cloth around the entrance, which you firm had hit gold with the Game Boy. was in the face of competition portable to capture the interest and
put your head inside. Like a Victorian “It was my daughter who actually got from rival machines that arrived shortly imagination of the public. And not only
snapper but without the phosphorous me started on Nintendo,” says Ed. “She after. The Atari Lynx, Sega Game Gear was it first but it was the least expensive
flash. But there was always motion blur was in kindergarten and I was out of and PC Engine GT (TurboExpress), too. Prices obviously varied from region
and when you tried to pause games work as the company I’d just finished with their colour screens and superior to region, but in anyone’s language the
they tended to come up with a pause a game for had gone out of business. hardware, looked like a clear generational Game Boy undercut the competition
screen. To make matters worse the It was hard to find a job and my leap over the Game Boy. It really was significantly. Further discounting would
Game Boy looked, well, awful. A bland daughter said ‘Dad you should be doing men against boys, on paper at least. But push the Game Boy towards an impulse
greeny-grey, with shades in-between.” Nintendo!’. And she was right. All of the the Game Boy subverted expectations purchase price point. The third factor
Nick is not alone in his lack of love kids had one!” and emerged as the clear winner. was battery life. Four AA batteries would
for the Game Boy. “It was awful!” power the Game Boy for up to 15 hours
laughs Ed Magnin, a programmer (and possibly longer if the speaker wasn’t
» Hear the Game Boy’s
who’d previously worked for music in all its glory. Or too troubled). Rival handhelds were much
MicroProse and Cinemaware on Apple cover it with your hand. hungrier, requiring more batteries and
II and IIGS software before moving exhausting them far sooner. Having to
onto the Game Boy at Virgin Games. continually buy or recharge batteries was
“The processor was like a Z80 but it never ideal.
wasn’t a complete one, and there were Finally, and crucially, there was the
banks of memory and the memory had Game Boy’s vast library of games.
to be switched in and out. So if you More than 700 titles were released
had a piece of artwork it wasn’t just a over a period of ten years. Third-party
question of whether it would fit into the production was plentiful and Nintendo
cartridge, but where you had a hole to itself continued to support the machine
put it where it wouldn’t straddle banks. throughout its lifespan. Three Super
You know, up until the Nintendo DS, Mario Land sequels appeared in 1992,
I’ve always said that it was our job as 1994 and 1998, while the release of The
programmers on Nintendo platforms to Legend Of Zelda: Link’s Awakening in
make bad technology look better than it 1993 showed that the Game Boy could
should have.” deftly entertain sprawling adventure
Despite his aversions, Ed was games. There was a brace from
responsible for the fantastic and faithful » There’s no back light on the original Game Boy, so » The On button for the Game Boy also acts as a very
Game Boy version of Prince Of Persia. adjusting the contrast is a must. handy cartridge lock. Not like they’d fall out…
Double Dragon 3 programmer Ken Murfitt reveals One of the most popular uses of the link cable
that developing co-op play was tough. “There were was transferring Pokémon between the Red and
some interesting lessons,” he says. “It required the Blue versions (if you were determined to catch ’em
efforts of myself and another programmer, Tom all then linking was mandatory). Battles could be
Prosser, to test the game – you couldn’t flush out all staged between collectors too. A special four-player
of the synchronisation bugs by yourself. I learned adapter was also available, although it was only
about packets and timing issues. For example, no supported by a small number of games. Notable
two Game Boys run at exactly 60Hz – one will be titles included F-1 Race (with which the adapter
slightly slower. This may sound obvious now but was bundled), Super RC Pro-Am and Gauntlet II. A
you could not rely on only the vertical blank to mention must also go to Faceball 2000, a Game Boy
synchronise your two-player game.” FPS that included support for up to 16 players!
121
» Donkey Kong (1994) featured enhanced graphics and a » [Game Boy] In Gauntlet II, four players could work
retro border when played on the Super Gamer Boy. together – just like in the arcades.
» Prince Of Persia
programmer Ed Magnin
gets to grips with the
Game Boy Advance.
everyone’s favourite gorilla too, with then you could also play Mario. Nintendo portables, his appreciation of the Game over the years – from the Game Boy
the arrival of Donkey Kong in 1994 and created games that worked well on a Boy did not diminish. “If anything, the through to the Game Boy Advance,
the first of Rare’s Donkey Kong Land small screen with no colour. Everybody more I played the competition the better DS and now 3DS. “Just one look at
games in 1995. And just when the Game else seemed to be making versions Nintendo’s little grey brick looked,” he Nintendo’s numbers show how much
Boy was starting to look tired, along of existing games that were inevitably says. “Anything with a colour screen revenue handhelds have brought in. The
came Pokémon in 1996. The Pocket inferior to the ‘proper’ version.” ate batteries as fast as you could shovel importance of those numbers has varied
Monsters phenomenon ambled its way them in. The Game Boy was relatively from generation to generation, but when
West over the next few years and gave rogrammer Ken Murfitt frugal, making it much friendlier on the Nintendo’s flagship console hasn’t done
the Game Boy a shot in the arm.
Nintendo would refresh the hardware
too. The Game Boy Pocket arrived in
1996, sporting a sleek new form and
clearer LCD screen. This was followed
P agrees: “Something that
Nintendo understood well
was that consumers enjoy
straightforward products that are
accessible, robust and low cost, but if I
pocket, energy-wise. It was also nicely
designed. These days it looks hefty, but
you could hold it and play it for hours
comfortably. It was also built like a tank.
The Lynx and Game Gear were fragile
so well, handheld success has been
critical. The 3DS is a good example of
that. Remove its figures from Nintendo’s
financials from last year and things would
be looking pretty dismal.”
by the Game Boy Light in 1998, a had to sum up the success of the Game by comparison. I never had any qualms So what now for Game Boy?
Japanese exclusive that featured a Boy in one word it would be ‘Tetris’.” about bunging it into a bag and taking it When the DS was introduced in 2004,
backlit screen. The long anticipated Having experienced the Game anywhere. I loved the PC Engine GT but Nintendo made it clear that the Game
colour screen Game Boy arrived later in Boy before most, Jaz Rignall is ideally it was expensive, and some of its games Boy name was not being retired. Given
the same year and effectively replaced placed to comment on how it held up were unplayable because they’d been the firm’s current difficulties with the
the original model. Prior to the release of over time. Despite the arrival of flashier designed for a big screen. It was also Wii U, there’s a possibility we may
the Game Boy Color, Nintendo revealed one of the all-time greats for consuming see a new Game Boy at some point.
that the original Game Boy had sold in batteries. Ultimately it’s Imagine a stripped-down handheld
excess of 64 million units worldwide. about the games designed specifically for playing retro
For graphics artist Elliot Curtis, the key and not the tech, games – essentially a portable Virtual
reason why the Game Boy was such a and the Game Boy Console with access to not just Game
sales success in the face of ‘superior’ proved that. It had Boy games, but titles from those rival
competition was down to its gaming a range of really fun handhelds that once tried to outmuscle
library. “It was Nintendo so it had the carts – and Tetris the small but mighty Game Boy. That
best games,” he says. “Obviously Tetris was a killer app.” would be a nice surprise.
shifted the units in the first place, but Jaz also notes
the importance Special thanks to Warez,
of handhelds to Bournemouth (retrowarez.co.uk)
Nintendo’s business for its help with this feature
122
NINTENDO GAME BOY
NINTENDO’S HANDHELD
HERITAGE An essential timeline to gaming on
the go – Nintendo style
1989
GAME BOY
1998 1998 1996
NINTENDO DS
2004 2006 2008 2009 2011 2012 2013
123
» Nice suit, nice console…
124
SIMON
R
alph Baer is standing in the kitchen pioneering work. A simple four-note refrain
of his New Hampshire home, looking
IN THE KNOW that came after his rousing opening. This is the
I was presented with the National
PUBLISHER: MILTON BRADLEY
Medal of Technology by President
very sprightly for his 87 years. He’s story of how the perennially popular handheld Bush in 2006. It doesn’t get much
just made us eggs over easy for lunch DEVELOPER: RALPH BAER/MARVIN game Simon came to be. better than that!”
GLASS AND ASSOCIATES
and now he’s telling us war stories. In November 1976, Ralph was making what
“Yeah, I came to England for D-Day, zig- RELEASED: 1978 had become an annual trip to the AMOA show
zagging across the ocean on a British GENRE: PATTERN in Chicago, where the latest coin-ops were
freighter, part of a Royal Navy convoy. I had MATCHING HANDHELD being showcased. “I went to these shows on
latrine duty all the way across,” he grimaces. EXPECT TO PAY: behalf of Sanders and Magnavox to check
“I ended up in some English army barracks £25 FOR AN ORIGINAL MODEL on the presence of games that might be
somewhere in the south of the country. infringing our patents,” explains Ralph.
The weather was abominable. It rained “I’d see who was doing a game that
constantly. There was foot-deep mud all over the place. I has interaction between machine-controlled and
ended up catching pneumonia and was taken to a field manually controlled symbols, like a ping pong
hospital, blood dripping from my nose. Shortly after game. I don’t care if it’s a tank game with a shell
that, the troops I’d left behind were shipped off to the bouncing around; it all comes under the same
Normandy beaches…” patent. I was looking at stuff, scribbling it down,
So thanks to the miserable English weather, Private Baer and sending my notes to Magnavox to say,
was saved from the carnage of D-Day and when he returned ‘Hey, you wanna check how many units these
to America he kindly invented videogames. Not straight away, guys are making and how much money they
of course, but even as early as 1951 he was fiddling with the owe us!’”
innards of analogue televisions, mulling over how the patterns As Ralph perused the aisles, he came across
and colours he could create on screen might form some sort something of an oddity. Touch-Me was a dark
of interactive entertainment. By 1966, he was sketching out brown, waist-high machine with no screen and
plans for how to play games on your TV set and two years just four large buttons on a sloping panel. These
later he had produced a working prototype, the ‘Brown Box’, buttons would light up in a random sequence,
that hosted a number of primitive videogames, including a accompanied by crude sounds, and the player
compelling take on ping pong. Ideas and electronics were was tasked with following the pattern. The game
refined over the following years until, in 1972, Ralph’s vision had actually debuted at the show two years earlier
reached the mass market via the Magnavox Odyssey, the and Atari had produced “two or three thousand”,
world’s first home videogame console. according to its chief engineer at the time, Steve
It’s an epic tale of how Ralph, with the help of some valuable Bristow – a respectable number but certainly not aping
colleagues, laid the foundation for home videogames through the runaway success of Pong and Tank. “I thought it was
ingenuity, determination and countless hours of soldering and kinda ugly and had these awful, raspy sounds,” recalls Ralph.
experimenting with game logic. The full story is exhaustively “But it was an interesting game. In fact, we bought one!”
recounted in his book, Videogames: In The Beginning. Today, He wasn’t the only one to recognise the potential. Howard
though, we want to ask him about a single chapter of his Morrison was a partner at Marvin Glass and Associates (MGA),
125
SIMON
I got a cheque for $10,000 for “It was very crude and slow as molasses,” chuckles Ralph.
“Writing programs for it was a real chore. We had a Teletype
Simon. Better than nothing, but terminal that Lenny used to communicate with a computer
somewhere in Pennsylvania. Texas Instruments’ program for
the device was resident on that machine. Communicating at
peanuts compared to the $30 million a couple of hundred baud per second took forever and the
monthly telephone bills that ensued looked like the national
they must have made debt! But Lenny was a smart guy and he coped.”
Meanwhile, Ralph was busy designing and building the
Ralph on following the money… physical unit, containing a version of the TMS-1000 with
external ROM, four light bulbs and push-button switches, and a
» In the beginning was the Box, and loudspeaker. The sounds that were to come out of that speaker
Ralph said, ‘Let there be dots of light…’ were still to be determined, a key decision considering the
unpleasant audio of the original Touch-Me machine. Then, as
he was flicking through his children’s Compton’s Encyclopedia,
Ralph found an instrument that could play a variety of tunes
using just four notes. “The bugle!” he laughs, taking that very
book from his shelf and opening it at the page where he had his
epiphany over 30 years ago. “Back when you’re in your fifties,
not eighties, a hell of a lot of things come together quickly in
your head. I realised that if we programmed the beeps to be
the notes G, C, E and G like the bugle, they would sound good
played in any sequence. Perfect!”
The project, now entitled ‘Feedback’, was definitely on song.
A fully functioning square unit was presented to potential
» Atari’s Touch-Me coin-op, clients in the summer of 1978, and the first to see it, Milton
where the Simon story began.
Bradley, said yes. However, Ralph and Lenny still had one
obstacle to overcome before the game reached the
shops: Dorothy Wooster, PhD.
“She was a pain in the ass,” says Ralph,
shaking his head. “She was the daughter-in-law
of the president of Milton Bradley. She was a
psychologist and had to pass judgement on
whether the kids would play with this little thing.
She said, ‘Yes they will, if you add this, change
this,’ and next thing I know, we’ve got two more
switches, different difficulty levels, different
versions and on it goes… All we got is 1K of friggin’
memory and a 4-bit processor! How were we gonna
» Ralph’s first post-Simon project
was Amaze-A-Tron for Coleco. do all this? The suitcase is kinda full! So we had to
rearrange stuff, so to speak…”
126
SIMON
A special thank you to Ralph for his hospitality and help with the images for this article. You can order his book Videogames: In
The Beginning from www.rolentapress.com and find out more about his incredible career at www.ralphbaer.com. 127
ATARI 5200
T
he Atari 5200 may be unfamiliar to UK gamers, head at the time Nolan Bushnell. Bushnell thought that, much
as it never saw a PAL release. What should like Atari’s previous plethora of Pong machines, the 2600’s
■ Year released: 1982 have been the system to bring Atari into the time on the market was limited to around two years before
■ Original price: $299.95 Eighties, had it been released when originally the company had to introduce a new console. It was the
proposed in the late Seventies, instead became same gut instinct that he had gone on since the early coin-op
■ Associated magazines:
Atari Age, Antic a long and winding path to missed opportunities and days of Atari, when to stay ahead of the ‘me too’ competitors
bad execution. Stepping into the 5200’s internal design it had to continuously innovate and release new machines or
■ Buy it now for:
$30-$100 gives the key to its origins and sheds some light on fall behind. Unfortunately – or fortunately, depending on how
the troubled path it took as a concept and design, you look at it – Atari was a Warner Communications company
before it was finally released to market in October of now and not a private game-engineering firm. Warner’s
1982. Internally, the 5200 is an Atari 400 PCS (Personal vision was one of stability for its company, and getting better
Computer System) – the lower-end machine of Atari’s sales out of its products on the market at the time. It was
late Seventies/early Eighties computer line – which is not a time when Atari itself was tanking, going from profits of
a random fact being thrown at you when you take into $40 million in 1977 to what would be just $2.7 million in
account how the 400 was initially proposed. 1978. Bushnell being an absentee manager popping up with
Codenamed ‘Candy’, the Atari 400 was initially meant to random directions and epiphanies didn’t help, and in February
be a lower-end game console to complement the higher-end 1978 Warner brought in a consultant to help make the
‘serious’ computer, codenamed ‘Colleen’. The vision of the company profitable again: Ray Kassar. Kassar and Bushnell
design team leader, Jay Miner, the new game console was spent the rest of 1978 butting heads, and Bushnell’s stand
to replace the team’s previous console, the Atari 2600. at the Warner budget meeting that November would be his
» This planned deluxe controller Miner’s idea was to leverage the new custom sound and last. Getting in a shouting match with Warner’s heads over
featured an arcade-style trackball,
for the full experience in the home.
graphics chips that they were designing, for a console with a drastically reducing the price of the 2600 to move it faster,
keyboard directly on it, the idea being that game programmers they realised that he had to be completely taken out of the
would be able to develop right on the console itself, rather loop. After a feeble attempt to retain control of Atari by having
than the then-arduous process of developing on a management meeting with Warner executives left out, the
6502 simulators running on time-sharing parent company decided to put Bushnell out to the corporate
mainframes and then burning the games pasture, forcing him to retire.
to an EPROM to test on the real By 1979, Kassar was in charge, and he put in place the
thing. As team member Joe Decuir idea to market the 2600 year-round, in direct opposition to
recalled: “We knew we would Bushnell’s plan – something executives at other videogame
need to leapfrog the 2600 before companies had been calling for since early in 1978. Atari
somebody else did. It had to also licensed the smash arcade hit Space Invaders, which,
support home computer character when released in 1980, gave the 2600 the shot in the arm
and bitmap graphics. We saw the Apple it needed, and Atari was back up to $80 million in profits for
II, Commodore, and Radio Shack appliance that year. Kassar also put into place his vision for Atari’s new
machines coming.” computer, and in the process axed the idea of a replacement
The 2600’s time being limited was echoed by the slow for the 2600. Kassar’s vision for Atari’s computer line was
sales that 1978 Christmas season and the rallying cry of Atari coloured by his former position at the textile manufacturing
128
ATARI 5200
129
ATARI 5200
next generation of 8-bit game consoles, they wanted to try to The case itself also was updated to co-ordinate with the
bring a full arcade experience to the home. HCD’s pending update to its computer line, the 1200XL, to
First, the team started moving the entire multiboard PCS give a unified look across the entirety of Atari’s 1982 product
architecture to a single board system that would fit in the line. In came glossy and matte black plastic combined with a
wedge-shape case form factor. This included keeping the futuristic brushed metal inlay.
unique four controller ports, but moving to a novel hookup A bevy of peripherals were also planned. First and foremost
scheme by combining the power and antenna cord into a was a keyboard expansion that was to plug in through a back
single cable that attached to a combined antenna/power expansion port, giving the 5200 some computer capabilities,
box. A setup not seen since the RCA Studio II in 1977, Atari including peripheral expansions. Second was a voice
upped the ante by making it auto-switching – the very first expansion module being designed by Milton Bradley for Atari,
console to do so. which would coincide with the version that it was designing
Secondly, work was done for the 2600 as well. Third was a full four-
to try to bring in controller voice, 48-octave musical keyboard with
features to compete against stereo output. Fourth was a full arcade-style
Intellivision’s 16-direction ‘Trak-Ball’ controller, foreshadowing the type
keypad-driven controller, while of in-home full-size arcade controllers used
providing the functionality for by MAME enthusiasts almost two decades
paddle-driven games that a later. Last was a 2600 compatibility module,
digital controller simply could which, contrary to popular myth, was
not support. The answer came planned from the beginning.
in the form of a full analogue During much of the development, the
controller driven by two system’s internal name was changed to
potentiometers, which when PAM (Personal Arcade Machine) before
GEORGE KISS, DIRECTOR OF SOFTWARE,
combined together would give CONSUMER ELECTRONICS DIVISION the final name was decided on prior to
a full 360-degree range of its public unveiling: the Atari 5200 Home
motion as well as provide accuracy for paddle games. It had Entertainment System. The move caused a change in the
the added benefit of being able to support velocity-tracking 2600’s naming as well, just in time for its move to the all-
to control a character’s speed of motion. The side-mounted black version affectionately known to collectors as the
buttons of the original System X’s controllers were split into ‘Darth Vader’ model. Previously referred to as simply the
two A and B buttons on each side. Finally, a full keypad was Video Computer System, it now became the Atari 2600.
added to the controller’s empty space to allow the extra input Atari also updated the console and game boxes to go with
control expected in the more advanced games on Atari’s the new launch, with boxes for both systems using a silver
computer systems. Besides the start and reset buttons, both motif. Additionally, game boxes received futuristic
also found on the PCSs, a feature that gamers had been hologram stickers, remnants of the shut-down
clamouring for was added as well: a pause button. This new Atari Cosmos tabletop game project.
controller was referred to as the ‘Universal Game Controller’, Atari was also very careful in its pending
meant to imply that this was a deluxe controller – a luxury marketing strategy for the system
experience. To go with that experience, the team leveraged to explain that the 5200 was not a
the now-cancelled Atari 2700’s console-based controller replacement for the 2600. At $299.95, it
storage area, complete with flip-up smoked plastic lid to was to be considered a high-end, state-of-
complement anyone’s early Eighties entertainment centre. the-art videogame system, with the 2600 and
130
ATARI 5200
Community 5200 comprising “two home game systems in the same spirit
in which an automobile manufacturer builds different models
the system over the coming year. It also managed to delay
some games for its other platforms to make sure that the
to suit different tastes”. 5200 had a certain degree of exclusivity. By 1983, a revised
With press first going out in May of 1982 and the big intro two-controller-port model was released with sturdier parts
at the June CES with a view to an October launch, things on the controllers and a new pack-in game: Pac-Man. It
were looking great for the console. Or so they thought. also dropped the odd single power/television cord in favour
In May, when Atari was announcing its next-generation of a more traditional two-cable separate switchbox setup.
system, another company thought to be long out of However, by that time sales were already seen as lacklustre,
videogames surprised everyone. Coleco started announcing and the console’s future was being questioned, both inside
its own next-generation videogame system, the ColecoVision. the company and by industry commentators. To make
1. Atari Museum Atari was caught completely off-guard and had to scramble to matters worse, the 2600 module was absent almost the
www.atarimuseum.com start a strategy against its new main competitor, entire time, giving Coleco the advantage of
■ The Atari Museum, home of the Atari once it was able to see the console at the June backwards compatibility with the 2600 via its
Historical Society, is the premier Atari CES. Here it was, ready to kill Mattel and claim own module. By the time it appeared for the
archive. Run by noted Atari historian
victory over the market by creating a new high- two-port model, owners of the older four-port
Curt Vendel, the site houses information
and exclusive material not found end niche while dominating the low end, and version found that they couldn’t use it, save
anywhere else, thanks to Vendel’s close now the game had completely changed. for the few that were lucky to get the last
ties to former Atari employees. To make matters worse, during August and revision before the move to the newer model.
September focus groups were less than positive A final cost-reduced version was being
about the 5200’s controllers. While many of worked on, codenamed the 5100, which
the testers understood the possible advantages cut the physical size of the console in
of learning to use the new controller format half and included new CX-52L controllers
in the long run, most complained about the – especially designed self-centring joysticks
lack of resistance in the controllers, as well as with spring-loaded side buttons – but it never
the difficulty in playing four-direction precision made it to market. By February of 1982,
games like Pac-Man. Also, in direct side-by-side production of the 5200 was secretly ended.
focus tests with the ColecoVision, testers thought games on When Atari finally acknowledged it in May, it was ready to
2. AtariAge both systems looked equally great, with Atari’s only advantage position the upcoming Atari 7800 as its replacement. As is
www.atariage.com being that the system’s case and controller styling were more well-known, however, Atari became a prominent victim of
■ If you want to find the current fan base appealing. Media reviews had a similar outlook, with the the North American videogame crash of 1982-1984, with
of the 5200, you’ll find it at AtariAge’s addition of complaints that the initial launch titles were the the entire consumer division sold off to Jack Tramiel to form
bustling online community. The de facto
same old games already on the 2600, including the surprise his Atari Corp. Unknown to many collectors, Tramiel actually
community site for the Atari scene,
you’ll also find a store that supports inclusion of Super Breakout as the pack-in game instead of re-released the four-port 5200 version in 1985 in an effort to
current 5200 homebrew authors with full one of Atari’s more high-profile licences like Pac-Man. sell off his sizeable inherited back stock of products. Featuring
packaged releases of their games. Likewise, many of the planned expansions and peripherals cost-reduced packaging and a return to the Super Breakout
became like roadkill on the road to market survival. CED’s pack-in, he also re-released many of the previous games in
pride and competition against HCD caused it to want to similar packaging. Tramiel brought to market several previously
make sure the 5200 was nothing like the Atari 400, and that finished but unreleased games that were thought victims of
it would never be mistaken for a computer. Axed were the the crash: Gremlins and the groundbreaking Lucasfilm titles
keyboard expansions by the October launch, which soon after Rescue On Fractalus! and Ballblazer. Actually generating
also led to the cancellation of the voice expansion for both the strong sales for several years during this era of the NES, Sega
5200 and 2600, and an eventual lawsuit from Milton Bradley. Master System and Atari 7800, support for the 5200 was
Atari worked to rectify many of these faults, however, finally dropped by 1991, closing the book on what was once
and managed to release a good number of new titles for to be Atari’s flagship console.
3. Cafeman’s Atari 5200
Supersystem Page
cafeman.www9.50megs.com/atari/
atari5200.html
■ Ron Lloyd’s shrine to the 5200 hasn’t
been updated in a while, but still remains
a great source of information and
commentary from some of the original
Atari 5200 game developers.
4. Best Electronics
www.best-electronics-ca.com/cx52_j.htm
■ We’ve all heard about the problems
with 5200 controllers breaking down.
With 26 years in the business supplying
replacement parts from Atari’s original
» The design of the original System X
warehoused service stock, this is the ‘Sylvia’ hardware, sometimes known as
place to go for every single part needed the 3200, still holds retro appeal today.
to repair your controllers.
Special thanks to Kris Kelley and the Atari Historical Society (atarimuseum.com) for kindly supplying hardware images 131
ATARI 5200
03 04 05
132
PERFECT TEN: ATARI 5200
Due to unfortunate timing, the Atari 5200 didn’t have the largest of catalogues. Fortunately
both Atari (and later the homebrew community) released some truly fantastic games for it
06 07 08
STAR RAIDERS CASTLE CRISIS ADVENTURE II
RELEASE: 1982 RELEASE: 2004 RELEASE: 2007
PUBLISHER: ATARI PUBLISHER: SELFPUBLISHED PUBLISHER: SELFPUBLISHED
BY THE SAME PUBLISHER: BY THE SAME PUBLISHER: BY THE SAME PUBLISHER:
BATTLEZONE N/A KOFFI: YELLOW KOPTER
01 02 03
plenty of great arcade conversions and original games to discover on it
The Atari 5200’s library of games may be small, but there are still
08 09 10
and the rest…
15 16 17
01 CONGO BONGO
02 ROBOTRON: 2084
03 FROGGER II: THREEEDEEP!
04 LOONEY TUNES HOTEL
05 BERZERK
06 REALSPORTS BASKETBALL
07 ZAXXON
08 BALLBLAZER
09 CHOPLIFTER 22 23 24
10 JAMES BOND 007
11 MARIO BROS
12 DIG DUG
13 PENGO
14 TEMPEST
15 Q*BERT
16 ASTEROIDS
17 DECATHLON
18 KEYSTONE KAPERS
19 MONTEZUMA’S REVENGE
20 GORF
21 STARGATE
22 PITFALL II: THE LOST CAVERNS
23 COUNTERMEASURE
29 30 31
24 KABOOM!
25 RIVER RAID
26 SUPER BREAKOUT
27 VANGUARD
28 MEGAMANIA
29 ASTROCHASE
30 CENTIPEDE
31 H.E.R.O.
32 MISSILE COMMAND
33 FRISKY TOM
34 REALSPORTS BASEBALL
35 KANGAROO
36 SUPER PACMAN 36 37 38
37 POPEYE
38 DEFENDER
39 WIZARD OF WOR
Screenshots courtesy of www.atariage.com
40 MINIATURE GOLF
41 RESCUE ON FRACTALUS!
42 JOUST
43 QIX!
44 TRACK & FIELD
45 FINAL LEGACY
46 PACMAN
47 BLACK BELT
48 STAR WARS: THE ARCADE GAME
49 GALAXIAN
50 BATTLEZONE
43 44 45
51 SPACE INVADERS
52 MINER 2049ER
50 51 52
53 POLE POSITION
54 ZONE RANGER
55 BEAMRIDER
56 MR DO’S CASTLE
134
04 05 06 07
11 12 13 14
18 19 20 21
25 26 27 28
32 33 34 35
39 40 41 42
46 47 48 49
53 54 55 56
135
136
AMSTRAD CPC 6128
S
itting atop a chunky slab of plastic, the CPC although the decision to make the machine compatible with » Amstrad CPC 464 User magazine unveils
664’s white and blue keys and the clumsy- 464 and 664 software created an instant back catalogue of the brand new – short-lived – 664.
looking addition of a disk drive exuded games for the new machine.
such ugliness that you couldn’t help but “There was a simple reason for launching the CPC 6128,”
feel sorry for the poor sods who bought says Cliff Lawson, who worked on the product launch of both INSTANT EXPERT
The Amstrad CPC 6128 was
it. It was a step up from Amstrad’s iconic the 6128 and 664. “It could be produced for the same money launched in 1985 as a successor
cassette-based 464 in the sense that it added a three- as the 664 so Amstrad decided it would be wise to go for the to the short-lived CPC 664,
adding 128K.
inch disk drive of the like seen in the Oric Atmos, some better product. It offered the punter more and it was, dare I It cost £399 which made it
extra BASIC commands and both the AMSDOS and say, much prettier, too.” more expensive than its monitor-
CP/M 2.2 operating systems. But while it sold around The 6128 was one of two computers to be unveiled by less rivals, the Spectum and C64.
Amstrad wanted its machine to
10,000 units, within five months it was replaced by the Amstrad at the same time. The other was the PCW8256, be an all-in-one solution powered
6128 – a machine which not only doubled the memory of pitched mainly at businesses. That machine came with a with just one plug.
its predecessor but looked far sleeker, too. monochrome monitor, 256K of memory, a built-in disk drive, a Although the internal drive
accepted three-inch disks, it was
And so it was that the CPC 6128 came into being. It was printer and word-processing software, but it wasn’t compatible possible to connect a second
launched in America in 1985 and it came to Europe shortly with the CPC and there was no intention of opening its appeal drive – either Amstrad’s own
three-incher, or one which
afterwards, making its UK debut at a glitzy press conference in to gamers. The PCW retailed at £460 and, as the trumpets accepted 3.5 or 5.25-inch disks.
London with BBC newsreader Richard Whitmore overseeing blared for the 6128, the 464 was cut in price, bringing its The 6128 had 32K of ROM – and
proceedings. Boasting the same three-inch drive, the cost down to £199 for the green-screen version and £299 for this contained the AMSDOS
operating system and the
only real features to distinguish the 6128 colour. In some sense, it meant that the 6128 was a halfway Locomotive BASIC interpreter.
from the 664 were the 128K of RAM house – part business, part pleasure – bridging the gap Amstrad marketed the
6128 as an all-rounder – good
and a better, plain white, springier between the PCW and the 464. for programming and word
keyboard. The extra memory was One of the first games to take advantage of the added processing, but equally at home
an important addition, however, as capacity that the extra 64K of the 6128 offered was Sorcery+. with games. It was a perfect hook
for kids to pester their parents.
it was used as a RAM disk or to Released in 1985, players of this disk-based joystick-only game Many 6128s therefore
store data such as gaming levels. saw many enhancements over the original Sorcery, including found themselves employed
in businesses – and there was
In some cases, the 128K versions an extra 35 screens. Amstrad loved the lush look so much that one sighting of it being used
of CPC games would carry sound it used screens of the game in its promotional literature and to operate a ride at Blackpool
not heard in their 64K counterparts yet such enhancements didn’t become the norm. Pleasure Beach.
Educational software existed
and all of this allowed developers Although it was possible for both 464 and 664 owners for the CPC 6128 but BBC
to give their titles a little boost from to buy a 64K memory pack, which could be inserted into computers dominated schools so
it failed to make major inroads.
time to time. an expansion slot at the back of both computers (Datel Many people hooked the
Before its unveiling, Mr Whitmore Electronics would advertise Dk’tronics’ 64K memory on a 6128 to a tape deck and used
led the assembled journalists and dealers monthly basis), sales were not sufficiently high enough for the Multiface 2 to copy cassette
games to disk.
through a potted history of Amstrad. But it all developers to put in the extra effort of creating additional As time went on, more games
was Sir Alan Sugar himself who whipped the enhancements. The gaming benefits of purchasing extra took advantage of the extra 64K
and it came in handy for reducing
covers off the 6128 to show his new machine memory were not heavily pushed either, so whether or not
loading times, too.
in all its glory. In doing so, he declared the 664 a game carried the extra power depended on the whim of In 1990, the CPC 6128 was
“well and truly dead” and he said the new arrival the developer or, in some cases, the near impossibility of replaced by the 6128 Plus. It
retained the three-inch drive but
was due to “a leap in technology”. He later stated making a game as impressive in 64K as it would be using added a cartridge slot as part of a
that the 6128 was aimed at a more serious buyer, double that memory. major redesign.
137
AMSTRAD CPC 6128
138
AMSTRAD CPC 6128
Indeed, as the 6128 launched, some developers decided they was possible to see changes to the main character when he wore
wouldn’t be sticking their neck out in support of the added extras a snorkel and scrolls would appear in the 128K version. With some
of the new machine. Paula Byrne, of Melbourne House, said she other games, including Gryzor, Renegade, Operation Thunderbolt and
would see how well the machine sold and Taskset’s Paul Hodgson Bad Dudes Vs Dragon Ninja, the levels could be loaded in one go.
felt Amstrad missed an opportunity to enhance the graphics and They were stored in the additional bank of 64K.
sound chips and said he had no immediate plans to make games What’s more, using Romantic Robot’s Multiface 2, tape-based
for it. But it wasn’t all doom and gloom. Gremlin’s Ian Stewart said games could be backed up to disk for easier loading and it became
it paved the way for better games and his company certainly made one of the most vital pieces of kit for the 6128, despite accusations
use of the new facilities on offer as the years went on. of piracy. The device was also brilliant for those who liked to cheat.
“Amstrad didn’t encourage 128K disk-based games to be Amstrad Action was among the magazines to print Multiface 2
produced,” admits Cliff. “It wasn’t particularly important since cheats that could help frustrated gamers through pretty much every SPECIFICATIONS
the extra memory was seen to have greater use with serious title ever made.
applications. The 64K games at the time worked well on the full Where the 6128 really came into its own, though, was in the final Processor: Z80A 8-bit
range of Amstrad’s CPC machines and it was in everyone’s interest throes of its life. During the early-Nineties, programmers had truly processor (4MHz)
to ensure titles operated across the entire range and that the market got to grips with the CPC and there was a thriving homebrew and Memory: 128K RAM
wouldn’t be split.” semi-commercial scene. Since cassettes took an age to duplicate Drive: Three-inch disk drive.
Around six months after launch, both the 6128 and the PCW and were more prone to error, most smaller devs released their Tape deck could be attached
were doing well. Amstrad announced £27.5 million half-yearly games on disk and they also decided to make full use of the 128K
Monitor: Green screen or
profits in April 2006 with sales in the six months to December available to the vast majority of CPC disk-based machines.
colour monitor
1985 increasing from £69 million to £128 million. The PCW8256 Games such as Zap’T’Balls would only work with 128K present
accounted for 20 per cent of the company’s turnover, but the 6128 – and those who didn’t play this Pang-inspired jaunt were missing Typical resolution: 160 x 200
was becoming a market leader in France, as well as making major out on a belter. Creator Elmar Krieger explains: “In Zap’T’Balls the pixels in 16 colour Mode 0 (out
inroads into Germany and Spain. focus was on 100 per cent smooth 50fps software sprites, and this of a palette of 27)
Yet, for the average gamer, such corporate guff mattered little. required page flipping, so two lots of 16K were needed as video Sound: General Instrument AY-
They were more interested in enjoying some of the gems which memory,” he says. “While the software sprites moved, the part 3-8912 sound chip, providing
were launched over the course of the 6128’s life span. As time of the background that became visible again had to be restored. three channels
went on, more games arrived that could only be played with Doing this fast enough required a complete third backup copy of
128K of memory. They included Gremlin’s Nigel Mansell’s World the screen. So with 48K of ‘video’ memory, the remaining 16K
Championship, one of the best Formula 1 games ever launched on was just not enough for music, games and so on. That’s why
the Amstrad and a title which deservedly won it much praise in the Zap’T’Balls was 128K only.”
CPC gaming press. Elmar also created Prehistorik 2 and this also made extra use of
Indeed, Gremlin, as we have discussed, liked to use the extra the 6128’s capacity, not least the addition of in-game music. “With
RAM to get the best out of its games. It produced 128K versions Prehistorik, I was able to produce a 64K tape version for the 464
of Space Crusade and Super Cars. And titles such as HeroQuest because it only used 16K of video memory, without page flipping,
and Switchblade contained music on the 6128, whereas, on an and the background was composed of tiles which ultimately meant
unexpanded 464, there were no tunes at all. Some differences there was no need for a backup of the entire screen,” he says. “But
were more subtle, however. “In Lotus Esprit Turbo Challenge,” I used the extra memory on the 6128 for extra effects. I went even
explains Nicholas Campbell, the CPC Games Review webmaster, further with the CPC+ version, creating additional parallax scrolling » Roland Perry oversaw the introduction of
“the only difference, as far as I am aware, is that the ‘handbook’ foreground and background graphics.” the 464, 664 and 6128 range of CPCs.
(the screens displaying the car’s specifications) is loaded separately Although actual figures are not available, the 6128 was a solid
on the 64K version, whereas it is included with the main game in seller. It fared particularly well in France, where Iron Lord and
the 128K version.” B.A.T. were produced to great fanfare. “The 6128 was a natural
There was more… Level 9’s games, including Gnome Ranger, progression for the CPC range, especially for CP/M applications,”
Ingrid’s Back, Knight Orc, Lancelot and Scapeghost, did not contain says Roland Perry, who was Amstrad’s group technical manager in
graphics on a non-enhanced 464, but the 6128 proudly showed off 1985. “Customers demanded more RAM, even if they were not
a host of pictures. This was also the case with The Famous Five sure what it might enable them to do better.”
as well as all four of Magnetic Scrolls’ adventures for the CPC (The The 6128 was only discontinued in 1990 because of the
Pawn, The Guild Of Thieves, Jinxter and Corruption), which were introduction of the superior 6128 Plus and yet the CPC 6128 story
only playable if 128K was available. doesn’t end at the turn of the decade. Many programmers cut
Add to that little list less prestigious titles such as European their teeth on the machine, helped along, no doubt, by the brilliant
Superleague and Computer Scrabble De Luxe, throw in the likes 6128 manual, which didn’t just show you how to turn the computer
of Final Fight (this game came on a dual-format disk with the on and operate it, but also included a comprehensive guide to
Spectrum version on the other side), tag on Gauntlet III, G-LOC, programming in BASIC with some handy gaming-related
Gunboat, and most of Microïds’ later releases – Killerball, Sliders and type-ins at the back. It’s fair to say the legacy of the
Swap – No Exit, Pirates!, then make space for all four of Silmarils’ 6128 has continued to this very day.
releases (Windsurf Willy, Targhan, Xyphoes Fantasy and Bunny “The instruction book for the 6128 was
Bricks), SWIV and Times Of Lore and you had a pretty good reason my favourite and that’s not just because
to go for Amstrad’s best machine at the time. If nothing else, the I wrote most of it,” laughs Roland. “I
extra vocal samples on Chase H.Q. were probably worth the price had time to mature the book so that it
of an upgrade alone. Well, probably anyway. became a ‘learn how to programme’
us
PC pp to
61 lying
n C r su nks
And it wasn’t just disk-based games that took advantage of manual. The 6128 was a very stable
ow n fo tha
.
28
the extra memory. It was possible to attach a cassette deck to platform for programmers and I bet we helped
l
ve Jo ecia
his hris sp
the 6128 and most people did, enabling a huge library of cassette nurture many a games programming career. For me,
h
ry
wi der : Ve
games to be played. Tape titles such as Spellbound Dizzy provided that’s a great legacy. I really do think that’s something to
ry
re dits
C
139
AMSTRAD CPC 6128
PERFECT TEN GAMES Some games are poor. Some are great. And there are some which are wonderful and then made even better.
Although the real joy came with a CPC 6128 exclusive, many games received a few tweaks here and there, improving
them over their CPC 464 cousins. Here are our favourite ten CPC 6128 games…
03 04 05
140
PERFECT TEN: AMSTRAD CPC 6128
06 07 08
EVE OF SHADOWS SORCERY+ IRON LORD
RELEASED: 1991 RELEASED: 1985 RELEASED: 1990
PUBLISHER: ADVENTURE PD PUBLISHER: VIRGIN PUBLISHER: UBISOFT
CREATED BY: ROB BUCKLEY CREATED BY: INHOUSE CREATED BY: INHOUSE
BY THE SAME DEVELOPER: FLUFF BY THE SAME DEVELOPER: DAN DARE BY THE SAME DEVELOPER: EXIT
Three things could put Sorcery was originally Ubisoft was a master of CPC
06 you off this game: it was
written in BASIC, it only cost a
07 released on tape, but, to
take advantage of the 6128, Virgin
08 design in the early-Nineties
and, along with B.A.T., Iron
quid or so to buy and it was never launched Sorcery+, adding an Lord was one of the undoubted
playtested. But the odd spelling extra 35 screens to the 40 that classics from its French stable.
mistake here and there and the were already on the cassette Artistic in looks, Iron Lord became
preconception that cheap must equal version. This was made possible a firm and unique favourite of
bad, especially when combined with via the fast loading of the screens the swords-and-sorcery genre. It
a rather primitive program language from disk. It let the developer pack employed a multiple-choice interface
didn’t hamper Eve Of Shadows one in lots of other extras, too – including and was joystick operated and that
bit. It made full use of the 128K and scrolling messages and demo modes worked wonderfully in sucking
drive of the 6128, loading the text – and such was its success (Amstrad players in. It was also chock-full with
and graphics straight from the disk, Action awarded it 91 per cent, sub-plots. Like B.A.T., Iron Lord was
to free up the memory for the actual handing the original 90 per cent), that disk-only and expensive (£19.99), but
code. That made Eve a sizeable text it was seen as the start of a bright for that price you could spend hours
adventure, but it was also one that
oozed professionalism. Sending a
disk-based 128K future. It didn’t quite
work out like that since not all games
submerged in the game’s involving
quests and feasting your eyes on
09
quid, disk and SAE for this back in made use of the extra 64K, but it illustrations that could have come
1991 was a wise move. was a noble effort, that’s for sure. straight out of a children’s storybook.
PIRATES! HEROQUEST
RELEASED: 1987 RELEASED: 1991
PUBLISHER: MICROPROSE PUBLISHER: GREMLIN
CREATED BY: INHOUSE CREATED BY: INHOUSE
BY THE SAME DEVELOPER: GUNSHIP BY THE SAME DEVELOPER: LOTUS ESPRIT TURBO CHALLENGE
Although a lot of 128K-only games would run on Sometimes it’s the small things which make a
09 a 464 or 664 with a disk drive and 64K added, Sid
Meier’s Pirates! was a little bit different. It only worked
10 difference. That was certainly the case with
HeroQuest, a game that thrilled fans of role-playing games
with a straightforward 6128 and no amount of jiggery pokery and which came in two distinct flavours: 64K and 128K.
would alter that. It was a shame for other CPC owners What marked the latter was its wonderful sound or music,
because it was such a brilliant game, but then it did come to be exact.
on both sides of the disk and with a lengthy manual inside tThe medieval soundtrack was a joy to hear on the CPC
the box packed full of information. While the graphics were 6128 and it brilliantly complemented the detailed, smooth
chunky and the sound effects were poor, there was a quality visuals. It turned out to be one of the best games on the
to this MicroProse game that was rarely seen. Sure, at Amstrad in 1991, which is a massive compliment since it
£19.95, it was rather expensive, especially when you think was something of a golden year for the machine. That it
that it was released in 1987, but it was definitely one not to went down so well with critics and fans alike must have
have been missed. been music to Gremlin’s ears. 10
141
AMSTRAD CPC 6128 AMSTRAD CPC 6128
01 02 03
advantage of its more powerful technology. Good job it was
Sadly, the CPC 6128 didn’t feature many games that took
08 09 10
15 16 17
01 PRINCE OF PERSIA
01 1942
03 HEAD OVER HEELS
04 RAMBO: FIRST BLOOD PART II
05 BARBARIAN
06 POWER DRIFT
07 FEUD
08 TARGET: RENEGADE
09 IKARI WARRIORS
10 TOTAL ECLIPSE
11 ALIEN 8
22 23 24
12 GAME OVER
13 JET SET WILLY
14 SPACE HARRIER
15 BACTRON
16 DEATH WISH 3
17 KUNGFU MASTER
18 SHOCKWAY RIDER
19 RICK DANGEROUS
20 KANE
21 WAY OF THE EXPLODING FIST
22 SPINDIZZY
23 GHOSTBUSTERS
24 KNIGHT LORE 29 30 31
25 STORMLORD
26 THUNDERCATS
27 THE SACRED ARMOUR OF ANTIRIAD
28 CHASE H.Q.
29 DRILLER
30 FORGOTTEN WORLDS
31 INSIDE OUTING
32 NEBULUS
33 RAINBOW ISLANDS
34 CYBERNOID
35 GRYZOR
36 TEENAGE MUTANT HERO TURTLES
37 FREDDY HARVEST
38 RAMPAGE 36 37 38
39 WARLOCK
40 SORCERY+
41 GUNFRIGHT
42 PLATOON
43 STAR WARS
44 JACK THE NIPPER
45 ROBOCOP
46 IK+
47 SOLOMON’S KEY
48 BATMAN
49 OPERATION WOLF
50 CASTLE MASTER
51 KARNOV
52 VINDICATORS
43 44 45
53 PIPE MANIA
54 CAULDRON II
50 51 52
55 SAVAGE
56 GAUNTLET II
142
04 05 06 07
11 12 13 14
18 19 20 21
25 26 27 28
32 33 34 35
39 40 41 42
46 47 48 49
53 54 55 56
GAMATE
Specification
■ Year released: 1990 (Taiwan),
1991 (International)
■ Original price: £59.95 (UK)
■ Associated magazines: None
■ Why the Gamate was great: To be
brutally honest, the Gamate was anything
but great. However, for collectors it
represents something of a Holy Grail
as far as retro gaming is concerned:
it’s incredibly obscure, features a
sizeable library of games and
isn’t currently emulated.
■ Buy it now for:
£25-£50+
Instant Expert
The UK distributor of the Gamate, Cheetah
Marketing, was more famous for its range of joysticks,
including the 125 and Mach 1.
In its native Taiwan, the Gamate was known as
‘Chaoji Xiaozi’, which literally translates as ‘Super Boy’.
Gamate games come in three types of packaging:
International (English with other European languages
via stickers), Italian and Taiwanese (in Chinese).
It’s hard to be sure just how many games were
actually released for the Gamate, but most collectors
generally agree that the figure lies somewhere between
60 and 70, with many insisting that 71 games made it
into production.
Battle Tank and Vindicators are listed as two
different games in the Gamate library but they are, in
fact, the same, just with different title screens. The
same goes for Enchanted Bricks and Brick Blaster.
The curiously named Dino Ball is a pinball title for
the Gamate, which contains no dinosaurs whatsoever.
Many of the Gamate soware cases feature
screenshots that vary from the actual game contained
within, possibly due to them being taken from
unfinished or prototype editions of the soware.
Like the Game Boy that it tried so hard to emulate,
the Gamate offers only mono sound through its single
speaker but supports stereo via headphones.
UMC – which stands for United Microelectronics
Corporation – is still in business today. The company’s
website can be found at www.umc.com.
Bit Corp was also known as Puzzy in its homeland.
144
GAMATE
G A M AT E
You may consider your the similarity between the ColecoVision
and Sega’s SG-1000 to create a hybrid
from shocking motion blur,” laments
Evans. “This actually renders some
FM Towns Marty, MSX console called the Dina 2-in-1, which
was sold as the Telegames Personal
games, such as the vertical shooter
Tornado, nearly unplayable, because
or WonderSwan to be Arcade in the US.”
Taking this history into account,
small, fast-moving objects like bullets
become invisible. Some later models of
off the beaten track it’s clear that Bit Corp had a lot of the console feature a slightly improved
screen, which goes some way towards
as far as videogame experience with videogame hardware
and was therefore perfectly positioned alleviating this issue; it isn’t perfect,
hardware goes, but you to capitalise on the new-found public
appreciation for portable gaming.
but at least you can see everything.
Bit Corp appear to have been using
haven’t seen anything Unsurprisingly, given the company’s
penchant for plagiarising the work
both the good and bad screens at the
same time, so it may well have been
until you’ve witnessed of other firms, the resultant Gamate a case of them using two different
the understated glory shared many similarities with Nintendo’s
groundbreaking handheld. “While it’s » The Gamate was reviewed unfavourably
screen suppliers simultaneously for one
reason or another, rather than making a
of the Gamate. We difficult to determine exactly what kind
of CPU the Gamate has – it appears
in EMAP’s CVG and Complete Guide To
Consoles magazines. conscious effort to fix the problem.”
Given Bit Corp’s diminutive stature
unearth the story to be a custom part, and the manual only states that and lack of budget, there was never any question
behind this most it’s 8-bit – the console has the same type of display,
same amount of RAM, same control configuration
of the company marketing the Gamate in territories
outside its homeland. However, thanks to the
obscure of handhelds and very similar graphical and audio capabilities
to the Game Boy,” explains Evans. “It even takes
success of the Game Boy and the sudden interest
in portable gaming, Bit Corp was able to secure
the same kind of AC adaptor. Clearly it was heavily several distribution deals, which got the device into
hen Nintendo launched the inspired by Nintendo’s machine, but I don’t think it’s an impressive number of different countries, albeit
146
GAMATE
03 Devil
Castle 1991 04 Treasure
Hunter 1990 05 Mini
Golf 1991
■ The gothic setting and ■ The Gamate was ■ Viewed from a top-down
platforming action naturally blessed with two Lode perspective, this unique golf
inspire comparisons Runner clones between simulation doesn’t strive for
with Konami’s legendary this and Witty Apee, but realism but instead presents
Castlevania series, and Treasure Hunter takes a refreshingly fast-paced take
this has led to Devil Castle the crown as the best on the art of sinking balls
becoming one of the facsimile of Douglas E into holes, with obstacles
Gamate’s most sought-aer Smith’s legendary title for to negotiate and an unusual
titles for collectors. the system. cursor-based control system.
» The cute little chap riding atop this Gamate doesn’t have an official name,
although there is speculation that he was intended to be a Mario-style mascot.
147
ATARI 800XL
ATARI 800XL BROADLY CONSIDERED THE FINEST ALLROUNDER IN ATARI’S 8BIT HOME
COMPUTER RANGE, THE XL WAS ALSO THE BIGGEST SELLER IN GLOBAL
TERMS. BUT DESPITE TOPCALIBRE SOFTWARE SUPPORT FROM THE LIKES OF
LUCASFILM, EA AND EPYX, IT NEVER PENETRATED THE COMPUTING MARKET TO
INSTANT EXPERT
THE EXTENT OF ITS NEAREST RIVAL, THE C64. WE TAKE A WELLEARNED LOOK
The Atari 800XL was one of the
third generation of Atari 8-bit home
AT THE HISTORY OF ATARI’S UNDERACHIEVING 8BIT WONDER
computers, and was preceded by
I
the Atari 400, 800 and 1200XL. It is n the fifth issue of fondly remembered C64 magazine
backwardly compatible with most Zzap!64, which hit newsstands in September 1985, Archer
software. It was Atari’s bestselling
8-bit computer system worldwide. Maclean penned a tips guide for his classic shoot-’em-up
Atari’s home computers were Dropzone, which contained the oft-quoted (and misquoted)
the first to use special custom following comment. “The Atari, being the Porsche of home
processors for graphics and device
input/output, which freed up computers is capable of running Dropzone 2.5 times faster
the main CPU for other tasks, a than the 64 and can handle any amount of blobs on screen.
concept used by developers Jay
Miner and Joe Decuir, on leaving
However, the 64 is still a respectable BMW 316 (S reg).” It was an
Atari, for the design of the Amiga. unusual statement to find in a Commodore-oriented publication,
The Atari 8-bit computers were and while Retro Gamer prefers to remain neutral in any
based on a 1.79MHz 6502 CPU,
a considerably faster clock speed debate regarding the technical superiority of either of the two
than its competitor, the C64, which competing machines, Archer may well have had a point.
had a 1MHz 6502 processor. As a
result many maths-intensive titles,
Compared to the more popular home computers of the day, such
such as Rescue On Fractalus!, as the ZX Spectrum and C64, Atari’s computers were often regarded
were faster on Atari machines than as high-end, and came equipped with an equally high-end price tag.
on the C64.
The 800XL had a little brother, In 1984, the newly released Atari 800XL, the computer designed
the Atari 600XL, which was to compete with the C64, was priced at around £250, considerably
effectively the same machine but
came equipped with 16K RAM,
cheaper than its older sibling, the Atari 800, had been on launch in
as opposed to the 800XL’s 64K, the US, but far more expensive than the Spectrum (£130) or C64
and lacked the 800XL’s composite (£199). A higher price point than the more popular machines, and an
video output.
The custom graphics chips in over-reliance on the expensive cartridge format plagued Atari computer
the 600XL/800XL computers software. However, many classic games that originated on the Atari
were called ANTIC and GTIA, and
offered sprite handling, advanced
8-bit computers, were faster and more refined than the now often
hardware scrolling and collision better-known conversions on other contemporary platforms. But by
detection, and up to 256 colours the mid-Eighties, Atari had found to its cost that high-quality software,
(as opposed to the C64’s 16-
colour palette). flashy technical specifications and above average build-quality simply
Four sound channels were wasn’t enough to win in the fight for the hearts and minds of hobbyists
available, originating from the and computer dealers whose main concern was competitive pricing.
Atari 800XL’s custom POKEY
chip, which also handled In hindsight, Atari’s relative failure with its 8-bit home computer
peripheral input/output. It was range, at least in terms of longevity compared to its rivals, seems
co-designed by Star Raiders creator
Doug Neubauer. harsh when you consider that they were very much ahead of their
A number of classic cross- time in conception. Work began on the company’s first two home
platform 8-bit system games computer systems, the Atari 400 and 800, after the release of the
were initially programmed for Atari
computers, including Ballblazer, 2600 console in 1977. “We knew we needed to leapfrog the 2600
Rescue On Fractalus!, M.U.L.E., before somebody else did,” says Atari designer Joe Decuir. “We saw
Archon, Boulder Dash, Dropzone,
and Miner 2049er.
the Apple II, Commodore and Radio Shack machines coming, and
Doug Neubauer reveals that Atari we wanted to design a machine that would support home computer
originally intended its computer line characters and bitmap graphics.” Another member of the 400/800 dev
to have the same sound processor
as the 2600. team was Jay Miner, future ‘Father of the Amiga’, who headed design
The marketing, and consequently of the graphics display/output chips known as ANTIC and CTIA.
overall success of Atari’s home
computer line was catastrophically
A third custom chip (POKEY) handled peripheral input/output and
affected by the failure of the sound, and these separate co-processors freed up the main CPU,
2600 (VCS) console in 1983. The improving performance. An industry first, the concept of separate
company had $400 million of
unwanted console products in the dedicated chips to drive graphics and sound would be taken to its
pipeline in the face of a collapsing logical extreme when ex-Atari employees, including Jay, were hired by
2600 market, diverting corporate
attention from the needs of
Commodore to produce its first 16-bit home computer.
the unfortunate Home Debuting in the US in autumn 1979, the Atari 400 and 800
Computer Division. computers sold for $549 and $999 respectively. The 400, with its
According to imdb.com, the
repeated electronic beeping sound membrane keyboard was geared towards the home hobbyist and
effect heard in the shuttle cockpit games market and was intended to ship with 4K of RAM. The 800 was
in the movie Airplane II is the sound
designed as a higher-end or business machine, and came equipped
of an Atari 8-bit computer’s disc-
drive booting up. with 8K of memory. Both computers were capable pieces of hardware
148
ATARI 800XL
ATARI 800XL
150
www.Ebook777.com
ATARI 800XL
» Two
generations of
Atari personal
computers.
The Atari
400 (top),
Atari 800
(middle) and
Atari 1200XL
(bottom).
» Ballblazer and Rescue On Fractalus!. Two ground-breaking titles that were developed by » Third-party support from publishers like Synapse, Epyx, Datasoft, First Star and Sierra was a
Lucasfilm Games, on Atari 8-bit computers. great boost to the Atari home computer software catalogue.
PERFECT
TEN GAMES
The Atari 8-bit personal computers were privy to some of the most impressive games of their time, and
the Atari 800XL is still a great platform on which to experience them. Here’s a selection of ten of the finest
titles to whet your appetite. If we’ve managed to miss any of your favourites then feel free to let us know by
visiting www.retrogamer.net/forum 01
02 03 04
152
PERFECT TEN: ATARI 800XL
05 06 07
08 09 10
153
CONTROLLING HISTORY
154
CONTROLLING HISTORY
155
CONTROLLING HISTORY
games and control schemes were just a simple paddle used to move the
designed using whatever was game’s in-game paddles up and down
available to engineers at the time. In – went hand in hand with Pong’s simple
the case of Steve Russell’s seminal gameplay, and allowed its cabinet to
1962 videogame Spacewar! – the look sparse and uncluttered so as not to
world’s first built-for-purpose videogame alienate potential customers who were
– the game ran on colossal PDP-1 green to videogames.
mainframe hardware, and players used Designed by Ralph Bear, the
five toggle switches on the machine Magnavox Odyssey (1972) is responsible
to operate the left and right rotation, for beginning the home videogame
thrust, firing and hyperspace controls of market. The first ever multi-game
the game’s two spaceships. However, console, the machine worked in a similar
realising that this control method proved way to the oscilloscope graphics of
cumbersome and awkward, engineers Tennis For Two: it basically projected
later created standalone control boxes, light sources on screen that could
each containing two toggle switches be moved by players to play basic
and a single action button. Hooked up videogames, and used various overlays
to the PDP-1 with a wire, these boxes that rested on television screens to
would become the earliest examples of give its games colour and graphics.
a dedicated game controller. Replicating the strange space-age
By 1971, the first wave of commercial shape of the console itself, the Odyssey
coin-operated videogames were controller featured two analogue paddles
beginning to appear. First to be released positioned either side of its toaster-
was Bill Pits and Hugh Tuck’s Galaxy shaped design: one to allow vertical
Game. The game was a reprogrammed movement, and the other horizontal
» The Quickshot 130F version of Spacewar! that ran from PDP- movement of one of two differing sized
featured an auto-fire
button plus four input 11/20 hardware but was mounted inside glowing light cursors that appeared
settings to allow a fibreglass unit, giving it the appearance on screen. A third dial, added to the
Atari/Commodore,
MSX, Amstrad or Sega of an arcade machine. In the same crest of the horizontal paddle, allowed
machine functionality. year, Nolan Bushnell also released his manipulation of a third light source that
revision of Spacewar!, Computer Space. represented balls and torpedoes in
However, instead of toggle switches, some Odyssey games. Magnavox also
Bushnell further simplified the control released an unsettlingly realistic light gun
scheme using buttons for input. for the Odyssey. Known as the Shooting
The early Seventies also saw the Gallery – it came packed with a selection
advent of the paddle controls. A variant of shooting games, hence the name
of the rotatable knob controller first – it worked by detecting hits against
seen in TFT, the paddle, which light sources on the television and was
works using a potentiometer to vary the first commercial game peripheral
the output of the voltage levels to released for any home console.
signal movement, was first used The most notable controller to come
for a commercial videogame out following the Odyssey’s release was
in Atari’s Pong, in 1972. And the Fairchild Channel F’s Hand-Controller
like TFT, the simple control in 1976. The Hand-Controller took the
scheme – no buttons, no dials, appearance of a short, baseless joystick
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A Musical CONTROLLING HISTORY
Interlude
PaRappa has a
lot to answer for…
Drums
FIRST SEEN IN: TAIKO: DRUM MASTER
YEAR RELEASED: 2004
While many will remember angering the
neighbours using the bongo drums that came
packed with Donkey Konga (seen here), the
drum peripheral was introduced by the popular
Japanese rhythmic game series, Taiko no Tatsujin
(Taiko: Drum Master in the West). Released
on the PlayStation 2 in Japan and the US, the
game came with a plastic replica drum called
a TaTaCon, and players performed actions by
striking its pressure-sensitive face panels using
plastic drumsticks that resembled Cheestrings.
Guitar Controllers
FIRST SEEN IN:
GUITARFREAKS
YEAR RELEASED: 1998
While popularised in recent years
by Guitar Hero and Rock Band, it
was Konami that introduced the
world to the delights of plastic
guitar-shaped controllers when it
unleashed GuitarFreaks in » Sega was one of the first manufacturers to
consider ergonomics in controller design.
1998. Guitar controllers are
essentially all very similar
in their design: buttons
on the neck to replicate that was bolted onto a long Additionally, the VCS stick’s all-purpose numerical pad, plus four additional action
the playing of strings and black hand grip. Predating Atari’s feel was designed to cope with the buttons positioned on its sides. The
chords, and a fret lever to VCS Stick by a year, it is one of the multitude of different games that would number pad made use of overlays that
simulate the strumming earliest examples of a joystick-style later appear on the console. explained the function of each button
of a real guitar. Later controller, and is also one of the first Atari’s VCS console was also for their respective games. Coleco
models also include a to be designed with ergonomics in notable for having a wide range of Industries later imitated this style of
whammy bar, and a mind. The Fairchild’s short triangular- control peripherals. In a bid to replicate controller for its ColecoVision console
series of secondary shaped stick could also be used an authentic arcade experience for in 1982, but replaced the control disc
buttons for solos. the console’s arcade ports, Atari later with a short joystick. To compete with
like a traditional joystick, or rotated
to work like a paddle. It was pressure- released the Paddle Controller for use Atari, Coleco also released a number
sensitive and could be pushed down to with games such as Pong, Breakout of peripherals for its machine, including
act like a fire button, and pulled up like and Warlords, and the Driving Controller a steering wheel controller; a trackball,
a bottle opener to which came
signal another input packaged with the
to the console.
But it was Atari
Magnavox’s unsettlingly games Victory and
the Centipede clone
that would really
popularise the
realistic light gun for the Odyssey Slither; and the
Super Controller.
joystick controller.
The Atari VCS stick was the first game peripheral Held like a pricing
gun, and with finger
Maracas (1977) remains triggers forming
FIRST SEEN IN: SAMBA DE AMIGO one of the most iconic game controllers – basically identical to the Paddle the fingery bit of the hand grip, the
YEAR RELEASED: 1999 ever designed. Comprising a dark black Controller, except it was sold individually weighty Super Controller was produced
Debuting in arcades, before making its way base housing a single digital red fire rather than in pairs – for use with racing specifically to play with the console’s
into the home via the Dreamcast, Samba De button and a cylindrical four-way joystick games Indy 500 and Race. It also Super Action series of sport games.
Amigo was a colourful rhythm-action game that
positioned in its centre, its simple design released the Keyboard Controller, for By the early Eighties, the videogame
found players having to match on-screen hand
may not have been much to look at, use with the programming software tool industry was becoming flooded
gestures – shakes and poses – using replica
but it hid its own benefits. Realising Basic Programming and a small number with game consoles and low-budget
maracas. While the arcade maracas worked
using magnetic sensors to pick up movement, that the VCS would be the first time of educational software titles. videogames as electronic manufacturers
the home version operated using a sensor bar that many people would ever see a By the end of the Seventies, controller scrambled to capitalise on demand
positioned just in front of the player’s feet. It videogame, let alone actually pick one designs were becoming more complex. – one of the many contributing factors
picks up movement using ultrasonic transmitters up and play one, Atari purposely packed The Intellivision controller, for instance, of its eventual collapse in 1983. And
found on the wire of the maracas. the VCS with a simple control scheme featured a digital control disc with 16 the glut of peripherals, add-ons and
that users could easily pick up and use. directional positions and a 12-button newfangled control schemes was only
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CONTROLLING HISTORY
Novelty Items
We reflect on some of the most barmy game controllers to ever find a release
Arkanoid (Vaus) Steel Battalion
Controller 1987 Controller 2002
Another peripheral designed to offer the With more buttons than the Hubble Space
authentic arcade experience, the Arkanoid Telescope, the Steel Battalion Controller was
Controller – or Vaus Controller, derived released by Capcom for its simulator-style
from the name of the ship in the game – mech battle series. With over 40 buttons,
was released by Taito to offer a precise twin control sticks and even pedal controls,
paddle control system for the NES port of this imposing beast was an essential
Arkanoid. Three variants were released, purchase for fans of giant robots, but it didn’t
Atari Track & Field including one that allowed connection of Namco neGcon 1994 come cheap, retailing with the game at £140. Resident Evil 4
Controller 1984 another controller for multiplayer gaming. Released for the PlayStation, Namco’s It was also released in limited numbers. Chainsaw Controller
This button-basher’s wet dream was twistable neGcon controller was designed 2005
released with the Atari 2600 port of Track specifically for racing games. The most Possibly the most pointless shaped controller
& Field. Its arcade stylings featured three notable aspect of the neGcon pad was that ever released, this oddity by peripheral
action buttons – two white ‘run’ buttons it featured two analogue face buttons – manufacturer Nuby Tech was likely to only
and a single red one to perform a jump or the standard PlayStation buttons are digital hold appeal among die-hard Resident Evil
throw – and was compatible with other – and the two halves of the pad could loyalists. While a neat-looking collector’s
Atari games and machines, but control was be twisted to offer an analogue steering piece, as a control device it’s unsurprisingly
obviously restricted to just left, right and input, offering finer precision for handling, unwieldy and awkward. It was released for
shoot. The unit was also sold separately. acceleration and braking. the GameCube and PlayStation 2.
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CONTROLLING HISTORY
joypad to the NES controller in worked from leaf switches, where saw the first analogue joysticks emerge
terms of look, it featured two action the joystick would register movement with the release of the Vectrex and Atari
buttons, Select and Run buttons, and a whenever the stick was pushed in 5200 (both 1982) joystick controllers.
circular D-pad. Later iterations, such as the desired direction, causing two Unlike digital joysticks, which registered
the controllers that came packed with metal connectors to meet. Over time, movement whenever a connection
the SuperGrafx and Turbo Duo, added though, these leaf connectors would between two connectors was
three-way turbo switches for each of bend, causing connections to fail unless made, analogue sticks worked using
their action buttons. the joystick was opened up and the potentiometers, like the earlier paddles,
Meanwhile, to offer a continual
throughout Europe input of activity, and
and parts of North
America, thanks
The Game & Watch would better precision.
In 1989,
to the booming
microcomputer
come to revolutionise the design British peripheral
manufacturer
and arcade
industries, of game controllers forever Konix, maker of
the popular Konix
joysticks still had Speed King stick,
a strong following. Like Nintendo, many connectors readjusted, understandably planned to enter the console market
joystick manufacturers had realised that causing many headaches for arcade with its innovative Konix Multisystem
stripping things back was gainful, and operators. The introduction of micro – a television-based console that took
produced basic but functional joysticks switch technology in joysticks would the shape of a controller. The console
to suit the needs of gamers. Most of help solve this problem. Micro switches was designed with the assistance of
these designs were reminiscent of the were more robust and, as they could be Cambridge-based Flare Technologies,
early Atari VCS stick, and featured DE-9 triggered with very little physical force, which would later have a hand in the
connectors, digital sticks and two digital were also more responsive. As well as development of the Atari Jaguar, with
fire buttons for left or right-handed the change from leaf to micro switch Konix coming up with the console’s
use. Movement in early digital joysticks technology in joysticks, the early Eighties unique three-part design – the main
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CONTROLLING HISTORY
Wyn Holloway
bike handlebars, and it also came
with a gaming seat boasting surround
sound and haptic feedback technology,
predating Nintendo’s N64 Rumble
Pak peripheral by eight years – and
Flare coming up with the processor
and hardware. Despite boasting some We track down Wyn Holloway, founder of the British computer peripheral
impressive specs and support – it company Creative Devices Research, better known as Konix, and designer of
featured a 16-bit 8086 processor and
3D capabilities – plus planned third-party the popular Speed King joystick
software from high-profile developers,
RG: What sort of reaction did you get when
including Llamasoft, EA, Ocean and you showcased the joystick?
Argonaut, Konix experienced trouble WH: Initial reaction wasn’t all that promising.
in trying to raise the money to get the I attended the Consumer Electronics Show in
console to market, forcing its release to London and had made 100 to take with me, but
be pushed back until it was eventually I didn’t sell any. We found out this was down to
scrapped altogether. the packaging. We didn’t have much money and
Entering the Nineties, many console the boxes we made were rubbish, and customer
manufacturers finally started considering perception was that if the packaging was rubbish
ergonomics in the design of their game then so was the product. So we ended up raising a
pads. The Sega Mega Drive control pad bit of money, rethinking the packaging and sorting
out a few problems with the moulding; we then
(1988) not only slotted into hands better,
did a distributor deal, managed to get the price to
thanks to its kidney shape, but also
a competitive £12.99 – the same retail price as
featured an ergonomic button layout.
the cheaper joysticks, so they were competitive
The pad had three action buttons, and – including a two-year warranty.
Sega’s decision to go with this setup From then we went to another show, and we
was likely a result of its early arcade set it up with Daley Thompson’s Decathlon, and
games. Altered Beast, Golden Axe the kids loved it because of the accuracy. We then
and Shinobi all featured three action did a deal with a European group of distributors,
buttons on their arcade cabs, and they » The Konix Speed King revolutionised joysticks, and how we played Daley Thompson’s Decathlon. which ensured our buying power was better, and
were positioned diagonally to follow they gave me an order for 500,000 units. We took
the natural resting position of the right RG: You started out running your own But instead of setting the joystick down on the top on a little factory and expanded the company from
thumb: another defining moment in computer shop, so why did you decide to where we set it all up, the kids used to hold them, there. Then we met Epyx at another show, went
controller design that would quickly move into joystick manufacturing? and they’d be bouncing around all over the shop. over to the States and met Toys R Us, Sears and
go on to become the standard. The WH: I used to run a computer shop in the Eighties, Macy’s, and Epyx gave us an order for 3 million
and the joysticks that were on the market were RG: And what about the actual look of the units. In one year we went from unknown to one
Mega Drive controller also featured an
very cheap and cheerful. And our biggest problem Speed King? of the largest joystick manufacturers in the world.
improved version of the SMS D-button.
was joystick returns – I remember the release of WH: So I bought some Plasticine and moulded it
More similar to the NES D-pad, the Daley Thompson’s Decathlon; it was an absolute into a handheld unit, and then I thought, ‘Right, I’ve RG: Were you ever worried that the Speed
Mega Drive version added a cross-shape nightmare. I decided to do something about it. got to design something to fit inside that shape’, King would alienate left-handed gamers?
detail, affording more precision to the and looked into micro switches and I approached WH: Yes we were, and we ran a competition in a
user, and was set slightly into the pad to RG: How did you come up with the handheld a French company who used to supply them to the magazine for left-handed people, and over 80 per
provide a neat gully for left thumbs. design of the Konix Speed King? aviation industry. They were about £1.40 each, but cent of left-handed people told us not to change
In 1990, Nintendo answered back WH: I noticed the sticks used to have suckers I managed to get the price down to 40 pence by it. What came back was that the triggers were
by releasing one of the most popular on them. We used to have a ‘try before you buy’ agreeing to place a significant order. Then I worked brilliant for left hands, so what they would do is
and copied control pads ever made. A section in the shop, and the kids could come in and in my garage and got a prototype working and instead of moving the stick and holding the base,
subtle tweak on its NES pad, the SNES try the computer or games before they purchased. from that we had the tool made. That was it. they’d move the base and hold the stick.
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CONTROLLING HISTORY
161
CONTROLLING HISTORY
Jon Hare
Jon Hare reveals to us his favourite
examples of good control in videogames,
and why intuitive control is essential
get the player to walk, not push a little plastic
stick forward. Also, to maximise other areas of
the game, we sometimes need to be able to
predict certain elements of the way characters
move on screen. Controllers that give players
apparent full control are great, but often it is
an illusion. Being a great illusionist is all part of
being a great games designer or programmer.
» The Jaguar pad was a perfect example of poor
controller design. It was cumbersome, crowded,
RG: All of your titles featured very simple and a little dated in the looks department.
controls. Was this something you always
tried to rein in with your games?
JH: My philosophy to games is pretty simple:
the game has to be easy to get, shouldn’t need the N64 to the market, and it came would later go on to release a total of
too much explaining, and be highly intuitive. Our with one of the most innovative three variants of the DualShock; one for
games were designed to guess how the player controller designs ever seen. The pad’s each of its three games consoles. The
was most likely to assume a certain control unique M shape allowed it to be held PlayStation 3 variant, the DualShock 3,
would work and then try to deliver what he in three different ways, and its unique was a wireless controller that featured
expected. Nowadays people do this too, but analogue stick – or ‘Control Stick’, as it tilt-sensor technology. It was the
RG: Looking back over the years, what in the main they do it by copying the control was coined – offered a precise control successor to the PS3’s Sixaxis Wireless
game controllers have impressed you protocols of other games in similar genres. method that was perfect for platform Controller, a lightweight tilt-sensor pad
most and why? In Sensible’s time, we were allowed to make games such as Super Mario 64, and without the vibration technology.
JH: Personally, I think certain peripherals suit up these new rules for control mechanisms it’s understood that Nintendo designed Until now, all of Nintendo’s controller
different games better, so I would not say I without fear of alienating the players.
the N64 controller around this game, designs had brought something unique
have favourite controllers but more favourite
while its yellow C-buttons for controlling and innovative to the table. However, its
applications of controllers. My number one RG: What is your opinion on the current
favourite example of this is the archery in trend of motion-sensor technology? Do
in-game cameras proved invaluable in next controller would memorably buck
Wii Sports Resort. This, to me, is as perfect a you feel that it has a bright future? games such as GoldenEye and Zelda: this trend. While well-constructed and
simulation of a sport as you are ever likely to JH: Well, I have made two Wii games so far Ocarina Of Time. The N64 controller ergonomically sound, the GameCube
find. It does not have a lot of wow factor, but it and I have seen Natal in action. The biggest was also the first pad to feature haptic pad was essentially a Swiss Army knife
is almost perfect in its execution. Second is the gripes are sensitivity and speed. Certainly feedback through the attachment of in terms of controller design that tried to
old Centipede arcade machine with the track the [MotionPlus] for the Wii controller seems a Rumble Pak peripheral. Launched encompass all the control schemes that
ball; I loved that when I was 14. Third favourite to make a bit of a difference now to certain in 1997 to coincide with the release had come before it. As a result, trying
is WarioWare. This game really utilises what types of spinning and aiming movements, but of Star Fox 64, the Rumble Pak could to accommodate the myriad controls
the DS can do; a brilliant piece of design. Worst it is nothing more than it should have been in be attached to the memory cartridge that gamers were familiar with meant
controller is the horrible Mac single-button the first place. Natal also seems a little slow slot underneath the pad and exerted a the pad suffered by looking cluttered
mouse. I just don’t get it at all. and woolly at present, although I am sure it physical output on the user to offer a and unwieldy. Similar in design to the
will tighten up. Even once you overcome delay
heightened sense of immersion. DualShock, the GameCube pad juggled
RG: How significant a part do you think problems, though, you still have to overcome
In 1996 Sega also released a custom eight buttons, two analogue sticks –
intelligent controls play in terms of good the bigger problem of foot movement and
analogue controller for its groundbreaking one stick was a variant of the N64’s
game design? how to emulate it on a hands-only controller.
JH: Good controls play a massive part in You can use a stick to walk around, but it Saturn game NiGHTS Into Dreams. Its C-buttons – a D-pad and a built-in rumble
game design. On all of our old C64 and Amiga feels weird when you are mixing it with more large, round design was carried over to motor. And its derivative and overtly
games, we always did the controls first before realistic hand movements. I think the current the design of the Dreamcast controller,
everything else. It was only the world of writing set of movement-based controllers are a fad; and it’s the design that Microsoft » Some joystick designs, such as
design documents to justify getting paid that however, I think the next phase of motion-based would ostensibly base its original Xbox the QJ Superstar, based their
really changed this. controllers could be much better, maybe in controller on. But Sony beat both Sega look on arcade control panels.
You must remember game controls are about four years. and Nintendo to the punch by releasing
directly tied into on-screen feedback of events. the Analog Joystick flight stick peripheral
Often, when moving a controller in a direction, RG: Do you think the industry will ever for the PlayStation. Sony followed this
it is unclear when you have reached your move away from hand-based control up with the PlayStation Dual Analog
destination; it is only on-screen clues, sound pads entirely?
Controller a year later, which added two
effects and force feedback that will give JH: No, I don’t think it can. The on/off precisely
analogue nubs to the original PlayStation
you notification of successful or disastrous timed nature of the button click is too accurate
pad to offer precision control. The
execution of controller manoeuvres. They and convenient to ever be ditched entirely.
also need to be managed and massaged into People must remember hands-free movement Dual Analog Controller’s successor,
movement that is acceptable to the players. controls don’t give us real-life controls; they give the DualShock, then incorporated
Too many green designers make the mistake us another variant of interpreting movement of force-feedback through two motors
of thinking realistic movement means accurate our bodies into instructions to change the next that provided soft and strong vibrations,
representation of the exact movements using animation frame of objects drawn on computer and rubber-textured analogue nubs that
the controller. However, this policy is flawed. If screens. This is an inherently unnatural process could be pressed down to actuate two
you want to emulate what really happens, you’d whichever way you approach it. additional inputs (L3 and R3). Sony
162
CONTROLLING HISTORY
Joysticks courtesy of the Retro Computer Museum www.retrocomputermuseum.co.uk and Gavin Crossling. 163
AMIGA CD32
A
lthough it launched in 1993, the story of
the Amiga CD32 really begins in the late
Eighties. Commodore dominated the
Backwards compatible?
Oh yes. The beauty of the Amiga home computer hardware market, with
hardware under the hood of both the Commodore 64 and the Amiga
the CD32 meant that it was 500, but were well aware that it had
compatible with all previous
Amiga software. Okay, there only cornered one half of the industry.
weren’t many previous Amiga Its computers were primarily business
games on compact disc except,
of course, for the CDTV, which machines, albeit with massive gaming potential, with high prices
the CD32 was 100 per cent that only the wealthiest families could afford. Consequently console
compatible with. Although manufacturers had taken the opposite approach by pricing hardware
Commodore’s previous CD-based
console had played host to mostly as low as possible and making profit on the games themselves.
dull edutainment titles, there were The space beneath the family TV set was increasingly taken up by
a couple of games worth holding
on to. Old Amiga favourites Sim
a dedicated games console and Commodore knew that it had to
City and Lemmings were available come up with something similar in order to compete. Furthermore,
and worked perfectly on a CD32 the respective storage mediums of cassette tape and floppy disk
with an Amiga mouse. The best
CDTV game, however, was The did nothing to facilitate profit for Commodore themselves; the
Case Of The Cautious Condor, a standard storage devices were easy to come by, so Commodore
little-known adventure game, in
which the player had 30 minutes
could not enforce licensing fees and, worse still, piracy of such
to solve a murder by exploring a software was incredibly easy, even for the home user.
hand-drawn comic book world Two attempts to break into the console market soon followed,
and eavesdropping on characters’
CD audio conversations. For with the Amiga CDTV, an Amiga 500 powered set top box, and
anyone with a CD-based the cartridge-based Commodore 64GS, but neither had the desired
Amiga, this unique adventure
comes highly recommended.
impact. The C64GS quickly died out due to its underpowered
hardware and lack of games, whilst the CDTV passed by unnoticed
thanks to its £699 price tag and the fact that nobody really knew how
to best make use of the fledgling CD-ROM format. Still, Commodore
soldiered on with the console idea, eventually settling on the CD32,
a piece of hardware that, at the very least, had the potential to get
Commodore into that coveted spot underneath the TV once again.
Having learnt from its past mistakes with the CDTV and C64GS, the
CD32 got a number of things right straight away. The chipset inside
the box was based on the Amiga 1200, which had been released
“HAVING LEARNT FROM ITS PAST MISTAKES WITH THE CDTV AND
C64GS, THE CD32 GOT A NUMBER OF THINGS RIGHT STRAIGHT AWAY”
164
AMIGA CD32
165
AMIGA CD32
» The graphically impressive Bump ‘N’ Burn made good use of CD32’s Akiko chip.
» Diggers was an original but uninspiring
launch title.
ever designed as its D-pad was easily broken after extended play;
however, at the time, good controllers were judged by how many
buttons they had and with six action buttons to its name, the CD32
pad did not disappoint. Finally, the CD-ROM medium had now been
around for a few more years, giving consumers, developers and
publishers the opportunity to get to grips with the format’s strengths
and weaknesses whilst, fortunately for Commodore, the technology
had not reached the point where software could easily be pirated.
As for the internal architecture itself, the CD32 was almost exactly
» Extractors was a sequel to Diggers that the same as an Amiga 1200 except with the keyboard removed
was never released. The full game can be
found on the ‘net though. » A bold American ad for the CD32. Too little, too late.
and the floppy drive replaced with a CD-ROM drive. A less obvious
addition, however, was the addition of the Akiko chip to the 1200’s
custom chipset. To this day, the full capabilities of Akiko remain a
in the previous year, meaning that software would look bang up to mystery to all but the most tech-savvy, but we do know that its main
date, while the machine itself also benefited from purpose was to perform “Chunky to Planar” conversions on the
improved aesthetics. Jettisoning the confusing hardware rather than waste valuable processor time. In plain English
“set top box” look of the CDTV, Commodore this means that 3D games would run much quicker on the CD32
designed the CD32 to look a lot more like a than they would on an unexpanded A1200 and with several Doom
traditional games console so that consumers clones just around the corner this would prove to be a usefully pre-
knew that the machine was a pure gaming device emptive addition.
before they’d switched it on. Close comparison, in The CD-ROM drive itself, was designed to transfer data from disc
fact, reveals several visual similarities to Sega’s Mega at 300k per second, an abysmally slow speed by today’s standards,
Drive – almost certainly a deliberate move to proudly but twice as fast as earlier CD-based hardware like the Fujitsu FM
show off the fact that the CD32 had twice as many “bits” Towns and Commodore’s own CDTV. More importantly, of course,
as Sega’s hardware. The console look was topped off the medium was much faster than floppy disks and would eliminate
with a custom control pad, made the pesky problem of disk-swapping that plagued fans of adventure
specifically for the CD32. In games, which often took up more than ten floppies. The loss of a
retrospect, the controller writeable format was countered with the inclusion of internal flash
is one of the worst memory, which could be used to save game data, much as Sega’s
Saturn would the following year.
Externally the CD32 seemed like any other simple games console,
but there were hidden depths. As well as the usual ports and sockets
associated with such hardware, the CD32 featured an S-Video socket
for improved picture quality that far exceeded the standard RF output
of both the SNES and Mega Drive, whilst the two nine-pin joypad
ports allowed any Amiga compatible controller to be plugged into
the machine, meaning that mouse-driven games like Cannon Fodder
and Sim City could be played just as they were meant to. Best of all,
however, the back of the console featured a full expansion bay,
which allowed for the attachment of an FMV module to play
Video CDs (and even some of the Phillips CDi’s videos)
and, much more excitingly, the bay could be used in
conjunction with a planned expansion card that
would turn the CD32 into a fully functioning
A1200, complete with disk drive ports, printer
ports, extra RAM, faster processors and even
a hard drive. An auxiliary port, on the left of the
machine, allowed for an Amiga 4000 keyboard to be
167
AMIGA CD32
» Commodore’s cheeky CD32 ads went straight for Sega’s throat. » A shot from Microcosm’s expensive FMV intro.
168
AMIGA CD32
With its promising start, towards the end of 1993, it looked as if the
CD32 might actually develop into Commodore’s first decent console.
After all, the ability to easily port Amiga software across meant that
they had the support of the developers and the fair prices and general
quality of the games meant that consumers favoured the console
over its direct competitors; however, the CD32’s future was already
doomed. Commodore was falling apart at the seams, having milked
profits dry and developed far too many hardware variations in a short
space of time, and it was slowly becoming obvious to the public.
Commodore Australia had already shut down, months earlier, and
Commodore USA was next. Only seven months after the CD32’s
launch, Commodore’s main office closed its doors for the last time.
Commodore UK struggled on for a while, and even tried to buy the
whole company at one point, but it was not to be. Commodore was
» Sixth Sense Investigations was the last known CD32 game to be released in 1998. dead and although the rights to both the Commodore name and the
» A six-page CD32 supplement given away
Amiga would be sold from company to company over the next three free with Amiga Format in September 1993.
years, it became apparent that the brand would not return.
Developers continued to produce new CD32 games long after April Unlocking the CD32’s
true potential
1994, however. No doubt encouraged by the Amiga’s massive user It is possible to add floppy disk
base and the fact that third-party manufacturers had developed CD32 drives, hard drives and a keyboard
compatible CD-ROM drives for the A1200/A4000, the CD32 didn’t to the CD32 to turn the console into
a fully-fledged Amiga computer.
truly find its best software until long after Commodore had perished. To do so requires an SX-1 or SX-32
Great games like Worms, Gloom and Alien Breed 3D all made their expansion card, which are quite rare
these days and very expensive. For
CD32 debut in 1995 and beyond. those who want to play the floppy-
Even if Commodore hadn’t passed on, however, it’s doubtful based games, however, there is an
that CD32 support would have lasted much longer than it did. By easier way. For those who know
exactly how, it is possible to copy
» Left: A CD32 advert from one of Commodore’s biggest 1997, far superior consoles like the PlayStation and N64 were doing the Amiga’s floppy disks to a CD-
markets. Above: The extra disc space allowed for an
unprecendented number of characters in Ultimate so much more than the CD32, essentially a product of the 2D era, ROM, add a CD32 boot-sequence
and, just like that, the game will work
Body Blows. could ever hope to achieve. There’s no doubting that the console on an unexpanded CD32. The more
was a moderate success though and, had Commodore survived, technically-minded are also able to
it’s possible that they would have built on that success to create the store many floppy games on a single
CD and load them from a menu.
Another CD-exclusive title that wowed Amiga owners was CD64 or CD128. Who knows where the Amiga CD might be today? Please don’t ask us how it’s done
Psygnosis’ Misadventures Of Flink. Most Amiga platform games Yet, in many ways, the CD32 did live on. Amiga fans may have though. Firstly, we don’t know and
secondly, it’s a legally grey practice
paled in comparison to those on the SNES and Mega Drive, but Flink preferred the A1200 or A4000 back in ‘93, but with many having that, at the very least, requires you to
was refreshingly different. Graphically it soared well above the usual moved on to the PC (or Mac) since then, there’s little room left on own the original floppies.
standard, with gorgeously colourful levels and screen-filling monsters; the desk for a second computer. It’s the CD32, however, that retro
it used Akiko to generate sprite scaling and rotation effects and even Amiga lovers are increasingly turning to for their slice of Blitter-fuelled Special thanks to www.amigahistory.
co.uk for supplying all photographs.
had an unprecedented 60Hz mode! nostalgia. The compact design of the console and the speed and
There were certainly a few games that showed off the potential ease-of-use of the CD games make the CD32 the
of commodore’s latest machine, but there were still signs that some most convenient, hassle-free way to enjoy
developers didn’t yet understand where the true capabilities of the an old Amiga game. Sure, not all of the
medium lied. Despite creating magic with Flink, Psygnosis was one Amiga’s games were ported across, but
such developer to misjudge the CD format so dramatically. With its most of the best ones were and plenty were
first CD32 game, Microcosm, the developer created a 3D shooter graced with enough significant improvements
that used 34% of the CD for music and 62% for pre-rendered to make the console worthwhile. What’s more,
graphics, leaving only 4% for the actual game, which some might say if you have an old Amiga game lying around, that
they forgot to add at all. Still, Microcosm was something of an oddity wasn’t available on CD, there are ways to get it to
on the CD32, which had far fewer FMV-driven games than on other play (see boxout).
formats, like the Mega CD for example. In short, the CD32 may not have been the best
Amiga ever made, but it was certainly the most
interesting and seemed to point the way for a possible
bright future for the Amiga format before Commodore
kicked the bucket and left us with what is essentially a
more accessible Amiga 1200, with a couple of exclusive
games, but one that’s nowhere near as bad
as some like to make out.
» Liberation was the sequel to Captive and a very good CD32 RPG.
169
AMIGA CD32
PERFECT
TEN GAMES
We’d love to say that the CD32 was home to plenty of exclusive titles and not just 500 ports, but we’d be
lying. Still, here’s a selection of titles that you really shouldn’t be without.
Screenshots courtesy of www.lemonamiga.com
01
02 03 04
170
PERFECT TEN: AMIGA CD32
05 06 07
08 09 10
171
AMIGA CD32
01 02 03 04
10
70 71 72 73
172
05 06 07 08 09
11 12 13 14 15
20 21 22 23 24
29 30 31 32 33
38 39 40 41 42
47 48 49 50 51
56 57 58 59 60
65 66 67 68 69
74 75 76 77 78
SINCLAIR QL
SINCLAIRQL
W
hen looking back at Sinclair’s famously unreliable microdrives was seen to be beneath the dignity of the
the QL, it’s easy to get rather than a standard floppy disk system. company. David disagrees with reports that
bogged down in the “Overwhelmingly, the QL failed because gaming was a dirty word within Sinclair:
reasons why it was a of the microdrives,” comments David. “I “There were lots of people in the company
commercial failure, so let’s start by still think it’s highly probable, and thought who understood the gaming market very
getting that out of the way. The QL so at the time, that the QL would have well and put plenty of work into ensuring
wasn’t a disaster of C5 proportions, made a much bigger mark had it dropped that the Spectrum thrived in it, and the QL
but it barely made a dent in the the microdrives and been bundled with a did its best. If anything, I swam against
business machine market when decent monitor, a floppy disk drive and a the tide within the company by focusing
released in 1984. On paper, the QL printer at, say, £799 instead of £399.” the QL resolutely on business.” David’s
looked like the perfect package. It To compound matters, the QL was initial intention was to develop a pure
was powered by a Motorola 68008 treated to a trademark Sinclair launch business machine designed to be
processor, came with 128KB of RAM, – everything went wrong. Punters waited hooked up to a monitor, but his
housed two internal microdrive months for their machines, and when hand was forced as the project
storage devices, featured its own the first models finally arrived they were progressed. “Partway through
multitasking operating system (QDOS) plagued by software bugs and reliability development, I was told
and structured BASIC language issues. All of this was diligently reported firmly not to alienate
(SuperBASIC), and came bundled with by the computing press and Sinclair’s once it so far from the
a complete office suite. The best bit? strong market image took a battering. Sir Spectrum’s market,
All this was yours for £399, at a time Clive predicted that 200,000 QLs would at which point
when a similar specced IBM PC would be sold in 1985 alone, yet by the middle things like the
have set you back upwards of £2,000. of the year, the total sales figure stretching TV interface and
In order to undercut its rivals so severely back to its launch in early 1984 stood at joystick ports were
and still turn a profit, Sinclair was forced just 60,000. Sinclair took drastic action and added. Retaining
to make crucial compromises to the in September 1985 the price of the QL a tape port à la the
machine’s design. David Karlin was the was slashed in half in a bid to capitalise Spectrum was discussed
QL’s chief design engineer and he believes on pre-Christmas sales. At £199, it moved but discarded – the microdrives
that economics compromised the project: within easier reach of the hobbyist market were supposed to be good enough.”
“The price point prevented the inclusion and positioned itself as an upgrade option Even with the compromised
of peripherals of an appropriate quality, an for Spectrum owners. And with that the configuration, the QL wasn’t built with
essential – and ultimately fatal – omission demand for QL games grew. gaming in mind, yet it had enough raw
for the business market.” Rather than the Sinclair seemed to have a love/hate power under the hood to be a competent
core 68000 processor, Sinclair opted for relationship with games. On one hand, pixel pusher. The 68008 processor was
the cheaper 68008 version, which had the success of the Spectrum was fuelled clocked at 7.5MHz, and, despite being
a smaller address and data bus, limiting by the abundance of low-cost gaming hamstrung by narrow buses, it could still
the performance of the chip. The biggest software available, while on the other, carry out complex calculations across the
cutback, though, was the inclusion of insider rumblings suggested that gaming full 32-bit instruction set. There were two
generous video modes – 512x256 with four
colours and 256x256 with eight colours
The QL wasn’t built with – and unlike the Spectrum’s rudimentary
display, each pixel could be assigned its
gaming in mind, yet it had enough own colour value, which meant no ugly
attribute clash. On the downside, the hi-res
174
SINCLAIR QL
175
SINCLAIR QL
176
SINCLAIR QL
calculating the co-ordinates of wireframe eBay. This high price isn’t just because or four QLs for sale at any one time,
3D objects, the 68008 could eat 8-bit of collectors wanting to own a piece of ranging from £40-50 loose to £100+
processors for breakfast. Wanderer was adventure gaming history: if you want to boxed. And if your QL develops a faulty
certainly no Elite, but it clearly signalled that play QL Pawn, the only way is with an keyboard (likely) or dodgy microdrive
Bell and Braben’s masterpiece would have original copy. Due to clever copy protection (highly likely), there’s plenty of support
worked extremely well on the QL. In fact, methods included on the original release, out there to help you get it fixed (see
Elite just might have been QL-bound at which have yet to be cracked, there is no the ‘Community’ boxout). Games turn
one point, as publisher Firebird announced digital version available to use on a QL up for sale less often, but they’re certainly
in January 1986 that it would release emulator. Thankfully, working dumps of not uncommon and most titles – QL
software for the machine with an update of many other games are available, but the Pawn aside – can be picked up for only a
the classic budget game Booty as its debut problem then is that there’s no repository few pounds each. So if you’re a Sinclair
title. Booty never appeared, however, and of commercial QL software anywhere enthusiast looking to kick-start a QL
with that any prospects of QL Elite were on the web. You can’t just nip online and collection, turn the page to discover
presumably condemned to Witch Space. download a few games and fire them up ten shining souvenirs of the QL’s little-
So the QL may have missed out on Elite, under emulation. This is mainly due to known gaming legacy.
but it did play host to another classic title the fact that those who have dumped the Special thanks to Rich Mellor of RWAP
from fledging software house Magnetic games and made them compatible with Software (www.rwapsoftware.co.uk) for » Under the hood: the empty space on
the left was an expansion bay for housing
Scrolls. The Pawn, surely one of the emulators do not wish to run the risk of his help and generous assistance. additional memory and peripherals.
finest text adventures ever written, made distributing commercial titles, which are
a low-key, text-only debut on the QL in still copyrighted to the original publishers
December 1985 as QL Pawn before going or authors. So, we’re afraid the original
on to find great critical and commercial hardware and software route is currently
success on the Atari ST, Commodore the only way to go.
Amiga and other platforms. Rather tellingly, That may sound off-putting if you’ve
the follow-up, The Guild Of Thieves, was grown accustomed to using emulators
denied a QL release as Magnetic Scrolls to satisfy those pangs of retro gaming
focused on more profitable platforms. curiosity, but if you’re a collector you’ll
Such is the popularity of The Pawn that know how rewarding it can be to get
the QL version fetches £30-40 when the your hands on old kit. A quick check on
occasional complete copy surfaces on eBay reveals that there are always three
177
SINCLAIR QL
PERFECT TEN GAMES THE QL WAS NOT HOME TO A LARGE LIBRARY, BUT THERE’S ENOUGH QUALITY TO MAKE CHOOSING
TEN OF THE BEST A TRICKY TASK. THE FOLLOWING TITLES ALL SHOWCASE ITS GAMING CAPABILITIES TO
SOME DEGREE, BUT ABOVE ALL THEY’RE AN ABSOLUTE BLAST TO PLAY. IN NO PARTICULAR ORDER…
03
THE LOST PHARAOH
Clones of Ultimate games
were rife on the QL, and
04 The brilliantly named
Janko Mrsic-Flogel achieved
some press on the publication of
05 QL Quboids was one of the
fresh new games that Sinclair
put out as it renewed its efforts to
programmer Stefan Kuhne was one his first game, QL Cavern, on support the QL following its price
of the chief culprits. His earlier title account of him being just 16 years slash in late 1985. Talking its cue
The Lost Pharaoh borrowed wholesale old at the time. He went on to from Lode Runner, it was a platform
from Sabre Wulf, while Jungle Eddi become one of the machine’s and ladders affair where you had to
was his take on Underwurlde. The most prolific programmers and dig holes to trap various enemies.
setting may have shifted from dark this second sequel to QL Cavern The pleasingly chunky main character
caverns to dense jungle, but the is his best. Unlike the previous two was reminiscent of the astronaut
way your character leapt around games in the series, BJ In 3D Land from Odin’s Yesod games and sprite
the screen was drawn directly from swapped the 2D approach for an movement was fast and smooth. The
Sabreman’s second adventure. It isometric viewpoint and gameplay only downside was that the game
was a lot of fun and made you that was similar in style to Atari’s suffered from that peculiar Eighties
wonder why Stefan didn’t attempt a Crystal Castles. It was also much ailment ‘ladderitis’, where your
Knight Lore clone next. It also made more forgiving than the earlier BJ character would stubbornly refuse to
02 you speculate what the Stampers games in that you had an energy bar budge from the ladder unless he was
themselves would have come up rather than a meagre and dwindling lined up perfectly with the platform.
with if they’d supported the QL. supply of lives. Damn ladderitis…
03 04 05
178
PERFECT TEN: SINCLAIR QL
06 07 08
DEATHSTRIKE SPEEDFREAKS PUDGE
RELEASE: 1987 RELEASE: 1989 RELEASE: 1991
PUBLISHER: PUBLISHER: KAOS SOFTWARE PUBLISHER: KAOS SOFTWARE
TALENT COMPUTER SYSTEMS CREATOR: DAMON CHAPLIN CREATOR: DAMON CHAPLIN
CREATOR: DAMON CHAPLIN BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
BY THE SAME DEVELOPER: ASSAULT AND BATTERY DEATHSTRIKE
SPOOK Spook was great and Another Damon Chaplin
NEO•GEO AES
I
f you weren’t around in 1991, considerable money and floor space Perhaps the most striking aspect of
you might know the Neo Geo as while shouldering a great deal of risk the MVS, however, was its advanced
something of a mythical beast of as to whether their investment would graphics capabilities. The hardware
the gaming world. You may have actually pay off. SNK sought to change allowed for 4,096 simultaneous colours
heard rumours of games that cost that with its new machine. The Neo on screen, a fact that SNK later touted
hundreds, maybe even thousands Geo MVS was a single cabinet that in advertisements when advocating
of dollars. Perhaps you have seen could accommodate between one its technical superiority to the Sega
its massive arcade-style joystick and six different titles in the same Mega Drive and Super Nintendo. The
controllers, or stumbled into a machine, depending on which model Neo Geo was capable of displaying
Neo Geo internet forum, only to have was purchased. Instead of new games hundreds of massive, flicker-free sprites
your head virtually chewed off by being released as entire circuit boards simultaneously, some of which could
the regulars. Or, maybe you are one containing the processing logic in be larger than the entire screen. The
of the lucky ones who has actually addition to the game ROM, games cartridge format allowed the hardware to
played a Neo Geo, and has joined would be sold as individual cartridges stream graphics from the game memory
the thousands of fans worldwide that contained only the game ROM data, extremely rapidly, allowing for butter-
who regard the system as the crown leaving the logic integrated onto the smooth animation that would later prove
jewel of a bygone era in gaming. MVS arcade board. a valuable asset for fighting games and
These unfortunate souls are doomed Luckily, SNK didn’t skimp on the pre-rendered 3D graphics.
to live with the sad knowledge that technical specs, and the MVS stood tall That leads us to the home console
there will never be another system next to other arcade games of its era and counterpart to the MVS: the Neo Geo
quite like the Neo Geo ever again. proved to be extremely versatile as the AES. It is important to remember that
What is so special about this system years went on. The Neo Geo featured a in the late Eighties and into the early
that it can inspire such fervour in its fast 16-bit Motorola 68000 CPU, as well Nineties, many of the most commercially
fans? Read on… as a companion 8-bit Z80 CPU, hence successful console games were ports
Before the days of Neo Geo, its the ‘24-bit’ moniker. Multichannel stereo of the most popular arcade games of
creator, SNK – also known as Shin Nihon sound with digital audio capabilities the time. High-quality arcade ports
Kikaku, or ‘New Japan Company’ – was was also integrated into the machine. were viewed as system sellers. In
a moderately successful Japanese
arcade game developer responsible for
such titles as Vanguard, Alpha Mission
and Ikari Warriors. Thanks to its success
in the late Eighties in the arcades and
with various NES ports, SNK decided to
experiment with new, unconventional
ideas for expanding its presence in the
arcade market. One such idea would
lead to the birth of the Neo Geo arcade
hardware – MVS, or Multi Video System
– and, subsequently, the Neo Geo home
console, the AES.
In the late Eighties, most new arcade
games came on a single large circuit
board and were sold complete with
dedicated cabinets, at a significant
» Some ‘dog tag’-style US-released Neo Geo cartridges,
cost. Arcade operators who wanted featuring the ‘Bigger, Badder, Better’ Neo Geo logo
to have the latest games had to invest with the game title against a black background.
180
www.Ebook777.com
NEO•GEO AES
INSTANT EXPERT
QSNK actively supported
the Neo Geo AES with new
releases from 1991 through
2004, making it the longest-
lived home videogame
console in history.
QPuzzled, aka Joy Joy
Kid, a launch title in Japan,
was the smallest Neo Geo
AES game, weighing in at
just 22 megabits. The largest
AES title was The King Of
Fighters 2003, released in
2004, at 716 megabits.
QOf the 148 Neo Geo MVS
titles officially released in the
arcade, 117 had an AES home
cartridge release in Japan.
Of those, 93 had an official
English-language counterpart.
QAES cartridges came
in three distinct types
of packaging. The first-
generation titles in Japan
were released in easily
damaged cardboard boxes.
SNK quickly switched to a
more durable, soft clamshell-
type case, and eventually
to a hard plastic snap case,
beginning with the release of
Fatal Fury 3 in 1995 through
the final release in 2004.
QAll Neo Geo games use
identical ROM chips in the
cartridges, regardless of
region or format (AES or
MVS). As a result, the mode
and language in which a
Neo Geo game plays is
entirely dependent on the
format and region of the
system playing it.
QThe Neo Geo AES ‘Gold
System’ was launched on 1
July 1991 in the United States
and came with the console,
two arcade-style joysticks,
and Magician Lord as a pack-
in. MSRP was $649.99. The
average MSRP for individual
launch titles was $199.99.
QFour-player gameplay
was possible on the AES.
Certain titles, such as League
Bowling, had a small 1/8”
linkup port in the top of the
game cartridge, allowing
gamers to sync with another
console running the same
game. Only three games ever
made use of the feature.
QEarly MVS (arcade)
Neo Geo machines featured
a memory card slot built in
to the cabinet. That way, AES
users with a memory card
could continue games where
they left off in the arcade.
QAt some point in the
development cycle, each
Neo Geo title was assigned
a unique three-digit ‘NGH’
number, found within the
game code itself. Because
there are holes in the
otherwise sequential known
the Neo Geo AES as the that never saw official release.
Q‘AES’ is an acronym for
181
NEO•GEO AES
182
NEO•GEO AES
tried to convince consumers that “Gamers obviously went bonkers friends and foes alike in the genre- selectable characters and an admittedly
the Neo Geo [AES] was exactly the over it. They loved it. They all wanted defining 2D brawler. Suddenly, the inferior game engine, gamers jumped
same as the $4k machine in the arcades. it,” recalls Okada about the launch. platformers and shooters of old weren’t at the opportunity to play a decent
And this was the truth,” says Okada. “When the Neo Geo was released, it quite as interesting. A new type of game alternative to Street Fighter II. Fatal Fury
Fortunately for SNK, gamers quickly was the most respected powerhouse was in town. introduced many of SNK’s most enduring
recognised the technical advances that game system out. It was a system that Luckily for SNK, the Neo Geo and beloved characters, such as Terry
the Neo represented. The AES launched trounced everything out at the time and hardware happened to be perfect for the Bogard and Geese Howard, as well as
alongside a host of software titles, and made everything else look like toys.” 2D fighting genre, thanks to its advanced unique gameplay mechanics, including
no popular genre was overlooked. There two-player co-operative gameplay and
were action games (Cyber-Lip, Magician the ‘line change’ system. Plus, it looked
Lord, The Super Spy), sports games (Top
Player’s Golf, Super Sidekicks), shooters
As gamers had played these and sounded great for its time. The
fighting game frenzy was so intense that
(Ghost Pilots, Alpha Mission II, Last
Resort, NAM-1975), platformers (Blue’s
titles in the arcade, they salivated SNK quickly began producing additional
new fighting franchises, such as World
Journey), racers (Thrash Rally, Riding
Hero), brawlers (Burning Fight, Mutation
over playing them at home Heroes and Art Of Fighting. The games
were so successful in the arcade that
Nation), and even a pseudo-RPG known SNK couldn’t release new sequels fast
as Crossed Swords – obviously a difficult Nevertheless, retail sales for the graphics, high memory capacity and enough – barely nine months separated
genre for the arcade. The vast majority machine continued to struggle. Then, four-button controller layout, which was the release of Fatal Fury 2 and Fatal Fury
of games all looked, sounded and played suddenly, an event occurred that unusual in the era of JAMMA-based Special in 1993, for example.
great, with many of the titles featuring changed everything. 1991 saw the arcade boards, which traditionally used In 1993, SNK released Samurai
high-quality speech that enhanced release of a little arcade title known as only three buttons. It turns out that Shodown, a bloody weapons-based
the home experience. Because many Street Fighter II, which, as everyone SNK was developing a fighting title fighter set in feudal Japan. This incredible
gamers had already played these titles in knows, shook the entire games industry contemporaneously with Capcom’s game proved that SNK was willing and
their local arcade, they salivated over the to its core. Gamers packed arcades for effort, which later became known as able to challenge genre conventions and
prospect of playing them at home. their turn to go head to head against Fatal Fury. Despite having only three go toe to toe with Capcom in the fighting
183
NEO•GEO AES
game arena. The heated competition The failure of the AES at retail did
between the two companies would nothing to stop SNK from developing
last through the decade and beyond as new Neo Geo games, because the MVS
both companies tried to out-innovate continued to thrive. And, because AES
each other with each new fighting game and MVS cartridges were produced in
release. SNK’s hugely successful King the same factories in Japan, SNK was
Of Fighters franchise, launched in 1994 able to easily produce AES versions of
and subsequently released in annual the latest arcade releases at minimal
instalments through 2003, always cost to satisfy the small legion of loyal
went head to head with the hottest fans that remained. This explains the
Capcom fighters of the day and remains longevity of the AES system: despite the
a tournament favourite in Japan. Those fact that the system failed at dethroning
who could afford the AES home console Sega or Nintendo, the success of the
truly had access to cutting-edge titles, MVS system meant there was little risk
and this back-and-forth competition to SNK in releasing limited quantities on
explains why almost the AES format.
half of all Neo Geo AES As it turns out,
games are 2D fighters. quantities in some
184
NEO•GEO AES
of all time. Many titles actually sell their original form has enchanting appeal Neo Geo AES. Many have speculated
for more than their original MSRP and is very rewarding,” says McCleskey. that if it weren’t for the rampant piracy
on the used market, and a select few “These games are art, from the that plagued the MVS hardware in the
even fetch thousands of dollars in packaging to the very game stored on 21st Century, SNK Playmore would still
the rare event that a copy pops up the SNK boards, and to own Neo Geo be manufacturing Neo Geo games today,
for sale. This has led to an influx of home carts is to own a piece of hardcore thanks to the massive install base of the
counterfeit AES titles that can be nearly 2D gaming history.” MVS hardware.
indistinguishable from SNK originals, So how did the Neo Geo finally Today, over five years after its
so buyers should take care to buy only die? Even in 2004, after enduring the demise, the Neo Geo AES still has a
from trusted sellers. On the bright side, bankruptcy of SNK – later re-emerging massive legion of fans and hardcore
many of the early release titles had as SNK Playmore – and spanning collectors worldwide. The games
relatively large print runs, and brand three different console generations, continue to resonate with those who
new stock is frequently sold at the hardware and games still proved appreciate unmatched 2D graphics
reasonable prices for those interested popular in the arcades. The problem and animation combined with frantic,
in getting into the system. lay within the technology itself. When arcade-style gameplay. There is a
As time went on, the games the Neo Geo was designed, piracy certain charisma inherent in most
themselves continued to improve and issues were simply not a major concern Neo Geo games that sends one back
astonish. SNK illustrated a new mastery among the developers, mostly because to a time of fierce head-to-head arcade
of the ageing hardware with each new the necessary ROM chips were so competition while reminding us what
release, such as Blazing Star in 1998, a expensive to purchase. As a result, both makes videogames fun in the first
tour-de-force among horizontal shooters, the AES and MVS have no built-in copy place. Chad Okada experienced the
or the sublime Last Blade 2 in 1999, protection. Over time, the price of ROM Neo’s rabid fandom first-hand: “The
which proved SNK’s mastery of the chips declined drastically, allowing pirates fans were incredible. I have not, to this
weapons-based fighter. Meanwhile, to manufacture bootleg cartridges in bulk day, met any people as devoted to a
the evolution of the internet attracted for a tidy profit. To thwart the problem, videogame machine as the people
new gamers to the console who longed SNK attempted to integrate various who were fans of the Neo Geo.”
for the 2D glory days as 3D polygonal types of copy protection into some of McCleskey, whose website continues
graphics took hold of the games industry. the later releases, with little success. to thrive, agrees: “The fact that the
Fans began snapping up cartridges to Toward the end of the system’s life, a Neo Geo [AES] home cartridge system
add to their collection as popular Neo flood of illegitimate bootleg cartridges is the longest-supported game system
websites began registering users by almost instantly followed each new MVS by a manufacturer in videogame history
the thousands. Shawn McCleskey has cartridge release. The problem eventually should speak loads about how dedicated
owned and operated Neo-Geo.com, proved too great for SNK Playmore to the community has been. I have no
the most popular of all Neo-devoted overcome, and it was forced to move on doubt that there would be plenty of
websites, since 2000. to developing games for more modern interest to buy, own and play any new
“Anyone can own a port or download hardware. Because MVS development official release from SNK Playmore if we
the ROM, but to own these games in ceased, so too did official support of the were given the opportunity.”
Special thanks to Michael DiCioccio (Tonk) and Anthony Bacon (www.anthonywbacon.com) for additional photos 185
NEO•GEO AES
03 04 05
186
PERFECT TEN: NEO GEO AES
With half the system’s games being fighters, a fair few of them have made
our Top 10. There are still some very classy – not to mention expensive –
alternatives, though…
06 07 08
WINDJAMMERS GAROU: MARK NEO TURF MASTERS
RELEASE: 1994 OF THE WOLVES RELEASE: 1996
PUBLISHER: SNK RELEASE: 1999 PUBLISHER: SNK
CREATOR: DATA EAST PUBLISHER: SNK CREATOR: NAZCA CORPORATION
EXPECT TO PAY: £95+ CREATOR: INHOUSE EXPECT TO PAY: £1,000+
Windjammers proves that Extremely tough to get hold
06 you don’t need superlative
EXPECT TO PAY: £340+
There can’t be many Retro 08 of – it currently has
visuals or complex fighting
mechanics to become an essential
07 Gamer readers who aren’t
aware of this fantastic title, as we
an ‘extra extra rare’ rating on
Neo-Geo.com – this offering is still
AES release. Essentially nothing harp on about it every chance we worth tracking down, providing
more than a tarted-up version of get. Honestly, though, Mark Of you can afford it. While Neo Turf
Pong – you fling a frisbee and use The Wolves is basically the finest Masters (Big Tournament Golf in
angles to slip it past your opponent brawler on the AES and possibly Japan) doesn’t really bring anything
– Windjammers is one of the finest the finest 2D fighter of all time. In innovative to the table, Nazca’s
multiplayer games on the system addition to totally revitalising the superb offering plays an excellent
and combines slick controls and Fatal Fury series, it boasts 11 new version of the sport thanks to its
fast gameplay to create one of the fighters, some of the best visuals slick presentation, tight controls
most enjoyable games around. Like to ever appear on the AES, and and speedy pace. There are two
the best arcade games, it’s easy nigh-on perfect gameplay modes to choose from, a variety
to get into but includes enough
nuances and techniques to ensure
mechanics. It’s expensive, but you
could argue that you’d never need
of golfers, and some beautiful
courses to play on. An excellent,
09
that you’ll constantly return to it. to buy another fighter. surprisingly deep, game of golf.
01 02 03
NEOm%#-Í#1
finest arcade conversions around, as the following two pages
Undeniably expensive, the Neo Geo is host to some of the
and the rest…
08 09 10
prove. How many have you played?
15 16 17
01 METAL SLUG
02 ART OF FIGHTING
03 2020 SUPER BASEBALL
04 VIEWPOINT
05 BLAZING STAR
06 NEO TURF MASTERS
07 SAMURAI SHODOWN II
08 FATAL FURY
09 NAM1975
10 THE KING OF FIGHTERS ’98: THE SLUGFEST
11 CROSSED SWORDS
22 23 24
12 ANDRO DUNOS
13 MAGICIAN LORD
14 DOUBLE DRAGON
15 METAL SLUG 3
16 EIGHT MAN
17 THE KING OF MONSTERS
18 PULSTAR
19 THE LAST BLADE
20 THRASH RALLY
21 ALPHA MISSION II
22 LAST RESORT
23 THE SUPER SPY
24 RIDING HERO 29 30 31
25 MUTATION NATION
26 SENGOKU
27 MAGICAL DROP II
28 SOCCER BRAWL
29 BASEBALL STARS 2
30 THE KING OF FIGHTERS ’94
31 WORLD HEROES 2
32 WINDJAMMERS
33 GAROU: MARK OF THE WOLVES
34 NINJA MASTERS
35 STAKES WINNER 2
36 ART OF FIGHTING 3:
THE PATH OF THE WARRIOR
37 BURNING FIGHT 36 37 38
38 KARNOV’S REVENGE
39 PUZZLE BOBBLE 2
40 REAL BOUT FATAL FURY SPECIAL
41 AERO FIGHTERS 2
42 SAMURAI SHODOWN IV:
AMAKUSA’S REVENGE
43 CYBERLIP
44 METAL SLUG X
45 SUPER SIDE KICKS
46 THE KING OF FIGHTERS ’96
47 THE LAST BLADE 2
48 PREHISTORIC ISLE 2
49 TOP HUNTER: RODDY & CATHY
50 BREAKER’S REVENGE 43 44 45
51 NINJA COMMANDO
52 BLUE’S JOURNEY 50 51 52
53 PANIC BOMBER
54 GHOST PILOTS
55 FOOTBALL FRENZY
56 AERO FIGHTERS 3
188
04 05 06 07
11 12 13 14
18 19 20 21
25 26 27 28
32 33 34 35
39 40 41 42
46 47 48 49
53 54 55 56
A 30YEAR LEGACY
The history of the ST has been covered more than once in these
hallowed pages. But as the machine exceeds its 30th year, our
focus turns to its legacy. What made the ST so great and why
should it be remembered? Kieren Hawken breaks it down
OK
190
ATARI ST
191
ATARI ST
But what did Glenn think of the ST were starting to go 3D and featured
as a games machine? Especially given game like menus. The two machines
the limitations it had compared to the inspired a different sort of creativity.”
Amiga. “It all depended on the game.
For many, the Amiga kicked the crap out
of the ST. But for games like Populous The Music
and its sequel, which drew lots of
small blocks on 16 pixel boundaries,
it was much closer to keeping up. In
Machine
» The number found on the Atari ST badge denotes 3D games like Powermonger the ST We don’t think there is much doubting
the standard amount of memory and the small letters version was actually faster thanks to the that the ST’s biggest legacy is in the
the type of machine. quicker CPU and the way the screen music scene. The genius inclusion of
memory is organised.” We had to take the built in MIDI ports, and machine’s
this opportunity to ask Glenn if anything low price led to a revolution in the UK
else became of his clever isometric music scene. Artists like Fatboy Slim,
engine that we didn’t see. “Sort of,” Jean Michel Jarre, 808 State, Utah
he says. “I only worked on an ST for a Saints, and even Madonna, regularly
couple of years and in that time [I] wrote used an Atari ST to help sequence their
Fusion, Populous and Powermonger, music. The ST probably made more
so I didn’t have much time! There appearances on Top Of The Pops in
were a few things though, I spent the late Eighties and early Nineties than
a while on an isometric engine with anyone else. In fact, it was recently
smaller tiles than Populous and more reported that on the Grammy award
ATARI ST ATARI STE AMIGA 500 varied slope steepness, I intended this winning Syro by Aphex Twin (their first
for Populous 2 but as that game was album in twelve years), an ST was used
PROCESSOR MOTOROLA MOTOROLA MOTOROLA Amiga first and the engine relied partly to produce several of the tracks – not
68000 68000 68000 @ on MOVEP trickery we dropped it. I also bad for a 30-year-old computer!
@ 8 MHZ @ 8 MHZ + 7.16 MHZ + experimented with an isometric engine We tracked down Malte Pfaff-Brill,
BLITTER BLITTER that used partial screen updates, as a musician experienced in using the
opposed to Populous’ brute force draw, ST, to find out how the ST got him into
PALETTE 512 4096 4096 all the blocks and sprites every frame, the music industry. “Well, a couple of
COLOURS COLOURS COLOURS that never got very far but the algorithm friends of mine ran a recording studio
it used became the basis of Syndicate in the north of Germany. We were
which ironically never came to the ST!” mainly recording indie artists, and most
COLOURS 16 ON 16 ON 32 ON So one final question for Glenn, of the stuff was using MIDI-driven
SCREEN SCREEN SCREEN why does he think the ST should be
remembered? “It was a fun machine
RESOLUTION 320X200 LOW, 640X200 MEDIUM to program for, very simple and basic,
640X400 HIGH (FLICKER FREE MONO, EXCEPT AMIGA) no blitter or copper or hardware sprites.
This meant programmers didn’t have
SPECIAL to learn all of that stuff and they could
HARDWARE NONE SCROLLING SCROLLING, focus on coding. There seemed to be a
HAM, COPPER time when Amiga demos were mostly
exercises in weird ways to use copper
SOUND YAMAHA YM2149 YM2149 + DMA PAULA - 4 lists and getting as many big sprites » Steinberg’s Cubase was widely as one of the best
3 CHANNEL 2 CHANNEL CHANNEL moving as possible, while ST demos music making packages on the market and is still
MONO PCM STEREO STEREO going strong today on modern PCs.
192
ATARI ST
» Leading UK dance group 808 State were well
known for their use of the Atari ST, here you can see
one set up in their studio circa 1995.
“It was so much better than the When Jack Tramiel had his first vision INFOGRAMES
alternatives that were available those of the Atari ST, he intended it to be a QAnother French company, Infogrames is
days. The MIDI Ports being built into powerful business machine that would in fact now the owner of the Atari brand, so
the ST from the very beginning made it knock both the IBM PC and the Apple their legacy on the ST is somewhat fitting.
easy for programmers to offer Software Mac out of the park. This was one They published over 70 games for the
that supported steering your whole of the main reasons the ST features computer, including superb titles like North &
equipment with ease. Personally I loved a flicker-free high-resolution mode South, Mystical and Captain Blood.
Cubase on the ST. You had to look (something the Amiga doesn’t have)
hard to find something that worked so and it had an optional high-res monitor
nicely on other much more expensive from the start. And when you look at it,
machines, there was no need to buy Jack kind of succeeded in his ambitious
any additional hardware either, you could vision: the ST has an impressive amount
just connect it up.” of high quality business software
One of the artists Malte helped available for it, and when researching
produce was JAW, who had a number this article, we were quite surprised
of big hits in Germany and Europe just how many people used the ST for
such as the excellent single, Survive. serious applications.
We asked Malte how he thought the First up is William Isbister, whose
ST changed the music industry, “The family owned a printing firm; the firm
built-in MIDI ports surely were a game produced tickets, posters and flyers,
changer for many creative people. It mostly for the music industry. “If you
gave us musicians a very reliable tool came into our office you would have
that even worked perfectly in a live set- found three Mega STs and a 1040
up. As Atari said, it really was ‘power STE,” William fondly remembers. “The
without the price.’” So why does Malte STs did the lot, we had them running
think the ST should be remembered? Calamus for DTP, 1st Word Plus for
“From a personal point of view it was typing out letters, and various database
the machine that got me into making programs and such for running the
music. Also, it laid the foundation for my business. The ST was so simple and
» If there was one thing wrong with the Atari ST’s
work today. If I hadn’t had that machine, straight forward to use, you just turned design, it was putting the joystick and mouse ports on
who knows if I would have ended it on and away you went. I even found the underneath of the machine.
up developing software at all. From time to play a few games!”
193
ATARI ST
SUPER SPRINT ROAD RUNNER WHERE TIME STOOD ENDURO RACER OIDS
QElectronic Dreams’ conversion of QMany of US Gold’s early arcade STILL QA conversion of the excellent Sega QOne of the more famous ST system
the hugely popular Atari arcade game conversions didn’t appear on the Amiga QDenton Design’s classic isometric coin-op, Enduro Racer is one of exclusives, this take on the Atari
Super Sprint is often named as the – titles such as Gauntlet, Metro-Cross, adventure is probably more famous as only a couple of titles that Activision arcade game, Gravitar, is still regarded
best multi-player experience on the Solomon’s Key, and this conversion of one of the first 128k Spectrum games, didn’t convert to the Amiga (the other as one of the best ST games of all
machine. You can soon see why as the Atari arcade game, Road Runner. but it also got a very smart ST version is Knightmare). It is a very good time, and rightly so in our opinion.
this a very accomplished port that You play as the speedy and titular too. Interestingly they chose to keep conversion too, with its big sprites, Oids succeeded over similar games at
packs in all the overhead racing action Road Runner trying to escape the the monochrome graphics for the 16- solid frame-rate and some exceptional the time such as Thrust and indeed,
of the original. Just pity the poor sod clutches of the cunning Wile E. Coyote bit upgrade but with the extra shades music by David Whittaker. It still Gravitar itself. Oids focuses on arcade
that always gets hunched over the with all the comedy of the original of grey it gives the game the look of a ranks as the best home conversion action over slower paced strategical
keyboard though! cartoon series. classic black and white movie. of this classic game. play and it benefits from it.
The Power Pack was very would gather lots of dirt, thankfully they were easy
to clean.
194
ATARI ST
Because the Atari ST had an early lead on the Amiga in terms of sales, it also got more support, meaning that there
were many games released for the ST in these years that didn’t get Amiga versions. Here are ten of the best…
195
Studio
The RCA Studio II, an obscure Seventies console long
glossed over in the annals of video game history, finally
sees its exclusive origin story come to light – you certainly
will not want to miss it
196
RCA STUDIO II
II T
he RCA Studio II has to be one of
the more unique and interesting
consoles for us to write about. Not
just because it was only on the US
market for about a year, sandwiched
in between the Fairchild Channel F
and Atari Video Computer System, but because of the
new found respect for this console that tracking down
its origin history provided us, a history that has never
been presented before, until now.
The origins of the Studio II present themselves in
a time in history when there was a movement in the
electronics industry towards pursuing the next big
thing in computer technology. We’re talking about
the idea of shrinking the CPU of large mainframe
and minicomputers down to a small IC chip called a
microprocessor. It was being done out of the desire
to pursue the next generation of computer driven
devices for the consumer market, which included the
Electronic component companies like Intel and
Fairchild Semiconductor had started research in
the late Sixties and were soon joined by the large
consumer electronics companies that had research
divisions such as RCA. RCA itself had been releasing
mainframe computers since entering the field under
the direction of RCA general manager, David Sarnoff,
in the late Fifties. Becoming one of the ‘big eight’
manufacturers of computers during the Sixties, it was
only natural that it joined in the electronics arms race
for the miniaturization of the computer. RCA’s high tech
charge into the field was lead by Joseph Weisbecker.
Joseph Weisbecker had obtained his Bachelor
Of Science in Electrical Engineering from Drexel
University in 1956. Joseph was interested in computer
technology for educational use from the beginning,
designing things such as a Tic-Tac-Toe computer out
of relays and several grade school educational aids
using lights and switches. In 1956 he found himself in
march towards microcomputers. While it sounds like an internship with RCA installing its first commercial
common sense, the notion of being able to shrink computer, the RCA BIZMAC (a large $4 million
computers down to a size for the classroom, or even computer composed of 25,000 vacuum tubes). Upon
for the home, was revolutionary at the time. graduation he joined RCA and became a member
197
INTERVIEW WITH
Forrest » RCA Studio II team from left
We take a closer look at the of the small team that developed RCA’s first computer could be available at the price of a
creation of the RCA Studio II transistorised computer, the RCA 501, which he also Hi-Fi system or color TV. Every home and classroom
coded a series of test and measurement programs is a potential customer.”
How did you get involved at RCA? for. Between the 501 and being co-architect of RCA’s Joseph had a TTL (transistor-transistor logic, the
In 1976, I graduated from Appalachian State 601 system, Joseph had been gaining the foundation same technology early video arcade games were
University in Boone, NC with a degree in and experience he would put into good use for the based off of) based prototype of the microprocessor
Industrial Arts and Computer Science. I had design of his microprocessor years later. In fact, he completed in 1971. Formally designated the COSMAC
made a special study of microcontrollers, was becoming a person who was able to predict microprocessor in 1972, the full FRED prototype was
which were just emerging. As luck would have coming trends, such as the time when he saw the completed that year, and its unique reduced instruction
it, I applied at RCA Distributor and Special move to mini-computers in the Sixties and proposed set architecture is considered the grandfather of
Products Division in Swannanoa, NC, and they that RCA start planning its own, speccing out a system today’s RISC based microprocessors. Small changes
were excited to find someone with formal incorporating a low cost dot matrix serial printer, ROM include FRED’s keyboard being realised as small
training in micros. First job out of college for subroutine storage, and combination projector-CRT 16-position keyboard, and a low-resolution black and
me, they promised that they would employ display. RCA ignored his idea, and would continue to white dot matrix TV display system that was chosen
me in a videogame project, but it wasn't quite churn out large mainframe computers for the rest of for both flexibility and low cost.
ready to start so for several months. the Sixties before exiting the market in 1971. Work on software began that very year, too.
One area of Josephs’s research RCA didn’t ignore, Joseph’s own vision for the software was for a
How was production done at RCA, though, was his research into the future applications complete computer suite including “a collection of
considering it was the first videogame of Large Scale Integration (the process of fitting programs that will demonstrate the power of [its]
system it had created? thousands of transistors on a single chip) during the hardware in entertainment, education, and utility
It was made on a human intensive assembly early Sixties, which was a time when the idea of applications. Games, stimulants of artistic flair,
line of 125 or so mostly women. Chips were integrated circuits was still very new, and the industry simple drill-type learning programs, and calculator
hand inserted, as were discrete components. was still struggling to fit hundred of transistors on a functions are included.”
Everything was wave soldered except a few single chip. It lead to him being a consultant on future
A
wires. Board cleaning was in an ultrasonic products for RCA for much of the rest of the Sixties, s 1973 rolled around, the tech
degreaser using Freon TF. (I have a good besides designing unique I/O and storage systems world around Joseph seemed to
memory.) Production rates were 1000 units a for RCA’s mainframe computers. be changing, and he seemed to
day on a single shift. Three or four adjustment/ FRED (Flexible Recreational And Educational find himself in direct odds with it
troubleshoot stations were in the line for rough Device) is really what became the genesis of the RCA at times. Joseph’s vision was to
testing of the RF components. We had a small Studio II. Conceived in 1970 as a full microcomputer make computer power available
cartridge with a test program for the console system based around a custom of the to be created for the masses by making it affordable. It was a vision
that put different patterns on the screen, tested microprocessor, encompassing all of Joseph’s not unlike the one Jack Tramiel would summarize over
the keys, beeper, expansion slot. advanced LSI research, its first incarnation was the a decade later as, “computers for the masses not
System 00 built in 1971. FRED/System 00 called for the classes.” The problem was, the microprocessor
Considering its brief production, what the FRED microprocessor, (8-bit single chip) along ‘arms race’ had now begun and everyone was chasing
were some of the signs on your side that with 64K of RAM (DMA access), a cassette tape more and more powerful chips against making
the Studio II wasn't doing well and how based storage system, a gravity card reader, small microprocessors for a lower cost.
did production wind down? keyboard for input, and a standard TV set as a As Jack summarized in a later internal article at
Units piled up in the warehouse and never did display for the output. As Joseph wrote in a 1972 RCA, “There is no shortage of ideas for using
sell briskly. Competitive product from Fairchild memo, “FRED is an exciting new consumer product computers, but there are no computers with a
and Atari were color, high resolution, sound- possibility. For the first time, a full power electronic mass-market price tag. For widespread home and
via-TV stuff wtih joysticks, so the monochrome school use, the price of a free-standing, self-contained
block displays and keypad-only UI were computer system should be well under $500. This is
outclassed from day 1. After 6-8 months, the price level for colour TVs, quality audio systems,
units were made available to employees at a home-study courses, air hockey games, pool tables,
discount. Eventually, RCA saw the writing on one-week vacations, cheap electronic organs, and
the wall, abandoned software development and encyclopedias.” He further illustrated, “Unfortunately,
the Studio 3, and shut it down. Inventory was old habits are hard to break and we can also expect
sold to Radio Shack for 10 cents on the dollar. to see increased emphasis on [microprocessor]
performance instead of cost.”
The first fabrications of the low cost COSMAC had
been completed towards the end of 1972 in a
198
RCA STUDIO II
GAMES,
GAMES,
GAMES
Q TV GREETING CARD
QELECTRONIC
"ETCH A SKETCH"
QAUDIO-VISUAL
QDEMONSTRATOR
QTV ARITHMETIC DRILL
QWORD SPELLING
DRILL
QWORD RECOGNITION
TEST
» We quite like the design of the 2-chip format that Joseph spent 1973 integrating into QNUMBER BASE
RCA Studio II, even if it does look like » Joseph Weisbecker as
some hi-tech telephone. FRED as FRED2. Joseph and RCA set up a field test
he appeared during the
CONVERSION DRILL
program with Random House, the New York based QLOGICAL DEDUCTION
early Seventies when he
children’s publisher and RCA subsidiary who at that was designing FRED. TEST (21 QUESTIONS)
time were the gold standard in elementary schools. QNUMBER BASE
Random House helped define the creation of CONVERSION DRILL
programs for reading and mathematics, and the entire QTIC TAC TOE
process lead to the creation of the RCA Microtutor QHEXAPAWN
(a stripped down version of the $300 COSMAC QSLIDING BLOCK
based tutorial computer for learning the principles of PUZZLES
microprocessors) the following year. In fact, most QSTATE CHANGE
GAMES/ PUZZLES
QBOWLING
QMINIKRIEG
Towards the end of 1974, RCA now QTARGET SHOOT
199
Free ebooks ==> www.Ebook777.com
T
he Studio II officially started and stand up to the pressures of the high excitement
development in January 1976, with gameplay situations we have come to experience.
the mandate of taking the modified The FREDs display circuitry and DMA memory
FRED design and creating an actual circuitry were productized as the RCA CDP-1861
product out of it. The vision for the video display generator, a custom IC that provides the
console still aligned with Joseph’s Studio II with a black and white 32 x 64 dot display
original goals by bringing a programmable computer matrix. And while the FRED used audio tape in its
into the people’s homes for a low cost. The team casette player for sounds, the Studio II uses a 555
consisted of a talented and dedicated set of RCA timer-oscillator circuit for generating its ‘beep’ sounds
engineers including Dave Callaghan, manager (which can also be shut off on the unit). Finally, five
of engineering and responsible for all product built in games were added: Addition, Bowling, Doodle,
development at D&SPD, including the Studio II, Bill Freeway, and Patterns.
Stonaker, who was responsible for the Studio II’s digital Completed by Fall 1976, the console went into
circuit design, and Walt Stobbe, who was responsible manufacturing for a January 1977 limited release which
for the Studio ll’s unique RF/power box. was followed by a larger national release. With a list
The Studio II’s design was timed just right to take cost of $149.95 and cartridges at $14.95 each, it truly
advantage of the newly released single chip version represented an affordable way for the consumer to
of the COSMAC, the 1802, further lowering the cost enter into programmable consoles.
200
www.Ebook777.com
After a disappointing Christmas, use in Europe, Australia and Japan. Joseph’s dream of
low cost, affordable computing still lived on in the
RCA announced in the spring of 1978 1976 released COSMAC ELF, and 1977 released
COSMAC VIP, and his work on FRED and its other
it was cancelling the Studio II variants would win several awards including the
David Sarnoff Outstanding Achievement Award.
RCA’s dream was sadly short-lived Unfortunately, the RCA Studio II would sadly reach
no such heights. The unfortunate console drifted off
into relative obscurity it became an interesting
footnote in video game history. The RCA Studio II
R
CA was proud of its new console, was the only console of the period to start its life as
trumpeting in late 1976 that the RCA a personal computer and then be scaled down to
Studio II “should offer the consumer a console against the promise of upgrading to a full
a clear advantage over the subtle computer that the other late Seventies manufacturers » There are a number of multiplayer
variations on the ‘ball going back and were chasing at that point in time. games available, but the playing area
forth’ type of game that has been can make things feel crowded.
SHEEN 1200
MICROPROCESSOR
PROGRAMMABLE TV GAME
QAlso for the Australian market, this clone is
basically the same as the Mustang.
201
As Nintendo’s legendary console
soars past its 25th anniversary,
Damien McFerran finds out
what made it so special
SUPER
NINTENDO
ENTERTAINMENT
SYSTEM
202
M
any gaming systems
have been branded
iconic over the years, but
that term seems almost
inadequate to describe
the Super Nintendo,
a console which is perhaps the
finest ever produced by industry
veteran Nintendo. The Kyoto-based
company's sophomore home system
had the hardest of acts to follow; the
NES – or Famicom as it was known in
its native Japan – was a commercial
success in North America and Japan,
essentially granting its maker a
monopoly on home console-based
interactive entertainment. Post-NES,
Nintendo's job was made harder by
the fact that rival firms had upped
their game and entered the market
with powerful challengers, such
as the NEC PC Engine and Sega
Mega Drive, which launched in 1987
and 1988 respectively. By the time
Nintendo was ready to officially
announce its 16-bit console, the
aging NES was losing audience share
to these spritely new systems, and
something drastic was required to put
Nintendo back on top. Looking back
now – a quarter of a century later – it's
impossible to deny that the SNES did
just that, and much more besides. By
the time Nintendo moved onto the
N64, its 16-bit system was home not
only to some of the finest games of
the generation, but of all time – and
they've endured in the years that have
elapsed since then.
203
DIFFERENT VERSIONS The SNES had a number of forms…
SUPER
FAMICOM
QSleek, playful and undeniably
classy, the Super Famicom boasted a design
which was far removed from the plain and boxy
Famicom. The controllers were revolutionary and the
four-colour logo has become a cult icon – Nintendo
even resurrected the colours for its recent New
Nintendo 3DS handheld. On the base of the console
an expansion port exists which allows it to
connect to the Japan-only Satellaview add-
on. The PAL version (shown here) looks
identical, but sports SNES
branding.
SNES JR/
SNES MINI
QLaunched in 1997 – a time
when most players had moved onto
more powerful hardware – the SNES Jr was
marketed as a cheap, entry-level proposition for
younger players. Smaller in size and cheaper to SNES (NORTH
produce, this revised system lacks RGB output AMERICA)
as standard but can be modified to obtain it. QFor some unfathomable reason,
The power LED and eject button – both Nintendo used a totally different case design
hallmarks of the original design – are for the SNES in North America. Designed by
also absent, as is the expansion Nintendo Of America’s Lance Barr, the boxy and
port on the bottom. unattractive system dropped the four-colour buttons in
favour of a purple and pink palette. The cartridges were
also changed, with the US versions adopting the same
squared-off design to match the console itself.
Thankfully, the European model reverted to
the Japanese design, but many misguided
American fans swear their version
looks best.
204
SUPER NINTENDO ENTERTAINMENT SYSTEM
B
ack in the early Nineties
when the news came that
a successor to the all-
conquering NES was in the
works, it wasn't just
gamers the world over who were
rubbing their hands with glee –
developers who had made a living on
Nintendo's 8-bit system were also keen
to see if it could live up to the hype.
“It was exciting to see the specs,”
recalls Chris Sutherland, a former
Rare developer who is now working
on Yooka-Laylee at Playtonic Games.
“Previously I'd developed on Game Boy
and many others at Rare had worked on
NES, so this was a chance to develop
games that had far fewer technical » The front of the SNES is
limitations.” Fellow Rare alumnus elegant. It sports power,
Brendan Gunn agrees. ”It felt like a eject and reset buttons in
front of the cartridge slot.
natural progression from the NES that
I was already very familiar with. This
made it very easy to get up to speed.
The hardware features were far more
It felt like a natural progression from the
advanced, but in ways that seemed
like a very natural progression.” Other
NES that I was already very familiar with. This
developers simply couldn't believe what
Nintendo was telling them. ”I was given
made it very easy to get up to speed » [SNES] Pilotwings highlights what
Brendan Gunn
a preliminary outline of what the machine the SNES could achieve using Mode 7.
could do,” remembers Nick Jones, of sprites in a row, you'd see parts of the SNES over everything else. I thought
the former Shiny Entertainment staffer your sprite disappear.” Compared to it was an amazingly cool machine.”
responsible for the SNES versions of rival hardware of the time the SNES'
W
Earthworm Jim and Alien 3. ”It seemed gaming-focused internals allowed for hile Rare's staff was
impossibly optimistic and with no some amazing experiences. ”The SNES arguably in a privileged
hardware or full manual it was hard felt much easier to work with, but that position, having gained
to really make out what the machine may be because it was so much like valuable experience of
could do. It was like somebody took an enhanced NES,” says Brendan. ”It Nintendo hardware via
every programming restriction I’d helped that the hardware was designed its wide selection of games on the NES
» [SNES] Many thought Donkey Kong
ever had and just moved the limits very specifically with things like scrolling and Game Boy, other developers had Country was a next-gen game.
an order of magnitude ahead.” and parallaxing in mind, where the Amiga to muck in and learn the hard way. ”I
For Brendan and Chris, the hardware was designed to be a more went from the C64 which had a 6502
SNES represented the next step in general purpose computer.” Mike Dailly processor straight to the SNES which
the evolution of the games console. – who was employed at DMA Design had a 65816 processor,” explains Nick.
”The level of restrictions on the NES when the SNES launched and worked on ”They are almost identical except that
and Game Boy had been raised, which Unirally – feels that the system was head the 65816 is 16-bit and the 6502 is 8-bit,
is why SNES games tended to have and shoulders above its competition. ”It so you’d think the transition would have
larger characters,” says Chris. ”Back was better than the Amiga and PC by been easy, but it wasn’t. I was stuck in
then, characters were typically built miles, and the hardware was better than this mindset that I needed to optimise
from a number of 8x8 sprites, and if the Mega Drive,” he says. ”There were every byte. The hardware was a lot more » [SNES] Super Mario Kart remains our
you had more than a certain number just so many toys to play with. I preferred complex, which took a little getting favourite game in the series.
FRANCHISE STARTERS Just some of the brilliant franchises that began on SNES
1 2 3 4 5 6 7 8 9 10 11 12 13
ACTRAISER
205
SUPER NINTENDO ENTERTAINMENT SYSTEM
STAR POWER Ten legendary developers that made the SNES sing
QUnsurprisingly, Nintendo QThe arcade conversion of
itself was the company which Street Fighter II remains one of the
did the most to define the most important SNES releases,
SNES, releasing some of the and gave Nintendo a massive
console’s best games. advantage over rival Sega.
QResponsible for
some amazing
QThe undisputed master of the arcade and action
RPG, Square produced some games for the QTitles like NBA Jam and the Mortal
of its finest work on the SNES, SNES, including Super Kombat series made Acclaim a household
but sadly many of its titles Castlevania IV, Axelay, Parodius name in the Nineties, and it scored many
remained exclusive to Japan. and Turtles In Time. commercial hits on the SNES.
used to. The manual was written of the North American and European
in English by what I assumed to be a markets with its Mega Drive system.
Nintendo engineer who wasn’t entirely What occurred next has become the
Mode 7 made the headlines, but was of limited fluent in English, so I had to be a flexible
when reading how something worked. I
stuff of legend, forever ingrained in the
consciousness of the gamers who lived
use for the kind of games we wanted to make. The still have my manuals and I prize them.” through it: the industry's first real console
war. “It was interesting because this
N
blending made for much richer aturally, Nintendo's console
backdrops, while bigger sprites was compared directly to
gave us far greater capabilities Sega's hardware, and their
for big, colourful characters,” respective strengths and
Chris agrees. “We actually weaknesses were highlighted
stayed clear of Mode 7 for in the magazines of the period. “They
the most part because the were both very comparable machines,”
ability to scale and rotate was says Nick Jones. “The Mega Drive
so new and shiny, it felt like had a faster processor, slightly bigger
it was obligatory for games screen resolution and a synth chip for
to use this mode. It also had audio. The SNES had complex graphics
limitations in its use that made modes, a higher range of colours, the
us veer towards using the other video signal was a lot cleaner and it
modes with some tricks to played audio samples for sound – which
appear to add more ‘layers‘ of was a disadvantage and an advantage
movement than the hardware at the same time. “While the SNES
supported.” boasted superior capabilities, much was
The SNES was cutting- made of the console's slower CPU – a
edge, but the market into trade-off Nintendo made to ensure it
which it was thrust was very cost less to manufacture. The weaker
different to the one the NES chip is often blamed for the lack of
had dominated so effortlessly. fast-paced shooters on the platform, but
Sega was no longer content Chris Sutherland insists that it was rarely
with second place and, thanks an issue from his perspective. “The
to savvy marketing and an earlier speed issue wasn't something that we
release, it managed to secure a chunk encountered too much with the Donkey
206
SUPER NINTENDO ENTERTAINMENT SYSTEM
VS
Earthworm Jim, The Lion King and rival and made the popular Ken Griffey Jr. Baseball and
RoboCop Versus The Terminator. Dragon Quest franchise. more for the SNES. QWhile the Sonic games arguably lacked
the deep playability of Super Mario, the blue
hedgehog was marketed perfectly and stole a
lot of the Italian plumber’s thunder in the early-
QThe creator of one of Nineties. The simultaneous worldwide launch
the SNES’ most important of Sonic 2 was an event which eclipsed even
QSunsoft’s prolific work during titles – Donkey Kong Nintendo’s amazing efforts.
the 16-bit era may not have yielded Country – UK-based
many solid gold classics but the Rare mastered the
company certainly pumped out hardware in a way few
quite a few SNES releases. others could manage. SUPER FX VS SVP
VS
QAs the SNES and Mega Drive grew older and
the industry’s focus on 3D gaming became ever
more apparent, Nintendo decided to enlist the
help of UK developer Argonaut to create a chip
to bolster the console’s polygon-pushing
prowess. Sega countered with the Sega Virtua
Processor (SVP for short).
VS
Kong Country series – perhaps because the way that sprites were drawn onto STREETS OF RAGE
we were brought up on resource-starved the screen. The SNES was much more QWhen Nintendo secured the port of Final
consoles such as NES and Game Boy limited so you had to draw a lot more Fight it was a massive blow to Mega Drive
so we were always trying to be keep sprites to get the same graphic on a owners. In typical Sega fashion, the company
things optimised as we developed. Back screen, which meant more processing simply created its own clone: Streets Of
then systems like that with specialised power just to set the graphics up. I was Rage. The title scored a victory over it SNES
sprite video hardware that targeted video able to disguise most of the difference in counterpart by offering a two-player mode.
games could often outshine what was processor speed. If you play Earthworm
done on a standard PC.” Jim on the SNES and Mega Drive, the
Nick feels that the sluggish CPU was most obvious way to spot the speed
definitely a shortcoming, but like Chris, difference is when starting a level. STREET FIGHTER II
VS
he was able to overcome this with some Because that was when the game was QWhen Nintendo managed to get the first
clever programming. “It was a little bit decompressing the level and graphics home conversion of the legendary brawler it
of a handicap for sure,” he says. “The – a task limited by processing power. turned Nintendo’s console into the must-have
processor wasn’t as powerful and it The levels would take about three times system of the era. A Mega Drive release
didn’t have as many registers either. longer to decompress on the SNES.” would follow in due course, but the damage
One advantage I had was that I came Nintendo augmented the power of the was done – the SNES had scored a massive
from a C64 background. The processor console with additional chips which were victory over its rival.
on that chip was even more restrictive packed into the cartridges, the most
and all games on that machine had to famous of which is the Super FX chip,
run at 50MHz so I learnt a lot of tricks to used in Star Fox.
achieve that magical frame-rate. Even These days, it's often the case that SNES VS PLAYSTATION
VS
when I went to Shiny and we worked developers require time to fully harness QThe recently-unearthed prototype has
on Earthworm Jim, I didn’t tell the Mega the power of a console, and as a resurrected interest in this system, which would
Drive programmers my 65816 tricks for result, the software you see at launch have been a SNES and Sony CD-ROM drive
over a year so that it evened the playing is but a taster of what's to come – by combined. Nintendo ditched Sony the day after
field. One of the other restrictions was the end of a console's lifespan, the console was announced. Sony wore
revenge and the SNES-less PlayStation launched
in 1994, conquering the industry.
MORTAL KOMBAT
VS
QFamily-friendly Nintendo was always going to
have an issue with Midway’s gore-filled fighter.
Ironically, the SNES got the best port in technical
terms but at Nintendo’s behest the gore was
» Handily, the AV lead for the SNES’s expunged. While the Mega Drive version also
output can also be used on a suffered censorship, a code could unlock the
GameCube if you own one.
gore – making it the version everyone wanted.
207
PERIPHERALS
The SNES had some cool add-ons…
SUPER
GAME BOY
QThis nifty device not only allowed
you to play Game Boy games on your TV,
but expanded a fair few games in interesting
ways, too. The most obvious was that you could
add borders to games you played or change the
traditional four shades of green to different
colours. Some titles featured enhanced
sound, while certain games let you use
a second SNES controller to play
two-player games.
SUPER
EVERDRIVE
QIf you’re a fan of homebrew or
backing up your own games then the
Super EverDrive is an essential piece of kit.
It plugs into your SNES and allows you to add
ROMs to it via a SD card. There are various
versions available and they included Game
Genie cheat codes, with optional USB ports
being available for homebrew devs. It’s
certainly not cheap, but it’s very
good at what it does.
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SUPER NINTENDO ENTERTAINMENT SYSTEM
SUPER
NES MOUSE
THE COLLECTOR
Roughly how many SNES
Stuart Brett on collecting Super Famicom games
What item do you
QOriginally packaged with Mario Paint,
and Super Famicom treasure most from
the SNES Mouse proved to be quite a well-
games do you have in this collection?
supported peripheral. Although a large number
your collection? I enjoy playing my Super
of games were only released in Japan, over
I have just under 400 now. Famicom Box. It’s a special
30 titles were released in the West, including
Around a quarter of my version of the console that
Cannon Fodder, Eye Of The Beholder, Pieces
games are stored away. I Nintendo developed for
and Powermonger. The only thing that
sold off quite a few games use in Japanese hotels.
really lets it down is the relatively
last year, mostly games I They contain some unique
short lead that connects it to
never play. They were taking versions of some classic
your SNES.
over my games room and games, including Star Fox
filling my wardrobe and I and Mario Kart.
was running out space to
store my clothes so I sold Can you tell us a little
some off! about your book, Super
Famicom: The Box Art
What single item has cost Collection?
you the most? I wanted to design a book
Spider-Man: Lethal Foes. that celebrates the art and
It was around £280. That effort that went into game
was a recent purchase. design in the Nineties.
All the other games I have There will be over 250
which are worth thousands games inside and editing
(according to ebay sellers) the book with me is Steve
were never that price when I Jarratt, ex-editor of Edge.
bought them. I have The book will be published
always tried to not by Bitmap books and
overspend and I enjoy pre-ordering will be
hunting down a bargain. announced later this year.
209
Free ebooks ==> www.Ebook777.com
L
ike the Mega Drive, the The popularity of the SNES has
SNES was supposed to get a ensured that it remains in high demand
hardware expansion which with collectors. Starting your own
leveraged the incredible collection isn't expensive, and recent
capacity of CD-ROM discs, and while developments have lowered the barrier
Nintendo partnered with electronics to entry on the more common releases.
giant Sony to work on the unit, it ever “A lot of the games have dropped in
made it to market. The recent discovery price fairly dramatically due to availability
of a SNES PlayStation prototype has put on emulators or via the Virtual Console
this ill-fated venture back in the headlines on Wii and Wii U,” says Jonathan. “US
and jogged the memories of developers and UK RPGs still command ridiculous
of the time. “During the winter 1992 prices, but there are plenty of great
CES show, I was lucky enough to attend games to be had for less than £20. The
a private demonstration of a CD-based real problem is finding them in good
Sony prototype,” says Brendan. “The condition – the cardboard packaging
demonstration took place in fancy hotel sadly doesn’t fare very well if not looked
room well away from the show, and after.” While finding some common
it was to a small group of Nintendo games at a decent price isn't going to
representatives along with a small be hard in today's market – providing
contingent of top Rare people – and me! you’re happy with just a cartridge – the
The demo consisted of a video streaming more desirable titles are rising in value.
210
www.Ebook777.com
SUPER NINTENDO ENTERTAINMENT SYSTEM
POUND SAVERS
Excellent Virtual Console options for
SKYBLAZER 1994 SECRET OF MAJYUUOU: KING OF BAHAMUT LAGOON those that can’t collect the real deal
QA rare case of Sony EVERMORE 1995 DEMONS 1995 1996
Imagesoft making a decent QFollowing the success of QKonami’s shooter was not QOne of the last great RPGs CASTLEVANIA: VAMPIRE’S KISS / DRACULA X
game, Skyblazer is an Secret Of Mana Square decided only the perfect advertisement of the SNES era, this Japan- £200 US / £90 JPN / £225 PAL / VC £5.49
attractive action platformer to found a North American for the console’s graphical only release was tipped for QWhile it’s not a patch on the PC Engine CD title from
which made good use of the studio and produce an RPG capabilities, it also played like a western localisation but it which it is derived, Vampire’s Kiss is insanely collectable
console’s Mode 7 capabilities. aimed squarely at western a dream – no small feat when never happened. It has been in its physical form, and demands a steep price for the
Coming towards the end of the audiences. While Secret Of you consider how unsuited the fan-translated in recent years most committed Castlevania fan. As such, this download
console’s lifespan Skyblazer Evermore wasn’t up to the SNES was to this kind of game. and is well worth seeking out, is a much better choice for anyone interested in playing it.
was perhaps unfairly ignored, standard of its Japanese Amazing music, gripping if you’re happy to dabble with
and certainly deserved a 3D siblings, it was unique gameplay and attractive a spot of emulation. Bahamut FINAL FIGHT 3 £130 US £120 PAL / VC £5.49
sequel which would have compared to a JRPG. It’s a visuals make for a true classic Lagoon sold almost half a QThe third Final Fight outing on the SNES may not be as
made better use of the shame Square didn’t produce – a sequel was hinted in the million copies in Japan but no refined as Streets Of Rage 2, but it’s the finest example of
game’s flying sections. more titles of this type. end credits, but never came. sequel was forthcoming. the genre on Nintendo’s console. Haggar returns with new
allies and Street Fighter-style moves. Its pricey second-
hand but this digital release is infinitely better value.
DEMON’S CREST £170 US / £125 JPN / £260 PAL / VC £5.49
QA commercial disaster upon its release in North
America, this spin-off from the Ghosts ‘N Goblins series
focused on Firebrand, an enemy in the original games
who was elevated to hero in Gargoyle’s Quest. A mixture
of platforming and RPG, this is a true hidden gem.
“Videogame culture is embedded in the
mainstream,” says Stuart. “It’s lucrative MEGA MAN X2 £160 US / £25 JPN / £240 PAL / VC £5.49
now. I think the Internet has made the QThe second Mega Man X game is notable on the SNES
retro gamer’s world smaller. The chances as it’s the only home version of the game (a cut-down
of finding a genuine bargain online are mobile game also exists). It builds upon the groundwork
growing smaller. I can remember paying of Mega Man X, being far more action-packed than the
£60 for Majyuuou: King of Demons back earlier NES games and quite a bit easier too.
in 2007 for my Super Famicom. I thought
that was expensive. I’ve seen copies on WILD GUNS £350 US / £160 JPN / £250 PAL / VC £5.49
eBay now for over £1,300.” QA steampunk Wild West shooter with an excellent co-op
The SNES is one of those machines mode and some brilliant, screen-filling boss battles,
that simply grows in stature as the years » You can use this device to connect to Wild Guns is yet another in-demand SNES release which
the Satellaview. It reminds us of the old
roll by, and there's a good chance that pictures of the CD-ROM add-on. requires deep pockets to own. Thank goodness, then,
people will still be talking about it in for this Virtual Console release.
respectful tones in another quarter of a
century. But why did Nintendo's console almost the de facto machine for creating EARTHBOUND £500 US / £20 JPN / £N/A PAL / VC £6.99
have such a massive and long-lasting 2D games. Later consoles could still do QRecently available on the Wii U Virtual Console,
impact on gamers? Why is it so fondly that, but people started to veer towards Earthbound is a quirky and endearing RPG which, instead
remembered when the hardware 3D as it was the new thing.” of featuring the usual fantasy setting, boasts a modern
which followed ushered in the era of For hardcore fans like Stuart, it's world invaded by aliens. The game never got a European
revolutionary 3D realism? all about the software. “It introduced release, and the American version is incredibly expensive.
“It was the final hurrah of the classic so many franchises for Nintendo,”
era of 2D gaming,” answers Brendan. ”It he concludes. “To have new games
was a high point before the shift into the like Mario Kart, F-Zero, Starfox, and
modern era of 3D polygons. As exciting Pilotwings released within the space of
as the N64 and its contemporaries a few years was exciting. There was a
were at the time, those games look drive behind Nintendo in those days to
dated. SNES games by comparison try new ideas, particularly in Japan, and
look gloriously retro. Also, the move that enthusiasm was instilled across
to 3D created a huge increase in the third-party developers. Most games
complexity of games and their controllers were coded by teams, so creativity and
which only enhances the charm of the lack of interference was in full flow.
16 bit era.” Chris Sutherland also feels it Enix, Square, Konami, Capcom and
was the system's mastery of 2D which countless others developed some truly
makes the SNES so beloved. “I think stunning titles for the console. Recent
it was the last home console that used fan translations have also breathed a
custom hardware devoted to 2D sprite new lease of life back into the console,
games,” he explains. “After that there with lots of Japanese-exclusives now
was a transition to more general purpose being available to Westerners for the first
CPU/GPU architectures. I think that's time.” So here's to another 25 years of
one of the reasons it stands out – it was Nintendo’s legendary console.
211
AMSTRAD GX4000
GX
4000
25 YEARS ON
It has become a collector’s machine with
curiosity value but the Amstrad GX4000
console could have been so much more.
David Crookes takes a look back at the
console as it surpasses its landmark
25th anniversary
212
AMSTRAD GX4000
T
in September 1990 had retail or they sold in so few numbers, the
gone well. A party of 20 bulk of them were simply thrown away.
or so journalists from the There were some that got snapped up
UK jetted from London in what could loosely be termed ‘droves’
to Paris, had lunch in a but they were few and far between.
conference room at the Yet for all of that, the GX4000 wasn’t a
CNIT Centre and had seen complete waste of time.
three brand spanking new For Amstrad just had to produce
Amstrad machines. But the GX4000 and dip its toe into new » [GX4000] Burnin’ Rubber was a brilliant racer for the
the night before, the hacks had begun waters. In 1989, the company suffered GX4000, if only for its rather excellent graphics.
making their way to a restaurant in the a terrible year with profits slumping
Eiffel Tower to be wined and dined. from £160 million to £76 million. There
“As we arrived, the heavens opened were problems with the PC2000, issues
and there was a thunderstorm,” Roland with the sales of video recorders and
Perry, then Amstrad’s group technical an abandonment of the audio systems
manager, tells us. “Everyone got market. The CPC was also stagnating
drenched.” And that, we can say with after six years of sale and the company
hindsight, was likely some sort of omen. knew things had to change.
There is no getting around the fact So when Alan Sugar announced in
that the GX4000 was a flop. Within eight April 1990 that the firm would introduce » [CPC] While there are 26 known games, experts believe
months, it was being discounted and it one product every month, entering the Gazza II review code still exists and will show up one day.
wasn’t long before it disappeared from console market was no real surprise.
shop shelves entirely. Amstrad may have The NES and Master System were
traditionally predicted short shelf lives for taking hold and Commodore was looking
its products, but this was nothing short to produce its own console based on the
of a disaster. Just 15,000 machines were C64. “The GX4000 was probably a ‘me
sold over the course of its lifetime and too’ product. I’m not sure that the ‘me
the number of games it spawned too’ products were ever as successful for
only just surpassed a quick us, but you have to try” says Roland. “It
count of the fingers and is where you see everyone else
toes of both hands and doing something successful and you
» [GX4000] TinTin was one of the many poor games that
feet. Of those, some think you have to have a go at it.” were created for or simply ported to the GX4000.
213
AMSTRAD GX4000
T
oday, over the architecture of the CPC The console had been designed
25 years
on, interest
remains in
464 and the CPC 6128. They
came with either a built-in
tape deck or a disc drive and
in the usual Amstrad way: the casing
came first and the innards were made
to fit. That had been the case with the
AND THERE’S MORE!
the console. This 64k or 128k of memory and CPC 464 where the keyboard, tape How the Plus’s games
year, a cartridge they also had a cartridge deck and case had been fixed in place trumped the GX4000’s
replacement for the slot, turning the Pluses before Roland had been asked to ensure
GX4000 called the into computer-console the internals would squeeze in. “Bob BASIC or machine code programmers
C4CPC was unveiled. hybrids. The GX4000 was Watkins’ team designed the plastic,” were unable to take advantage of the
Costing £60 and fitting fundamentally the Plus’ says Roland of the GX4000. “He extended palette, enhanced sound, sprite
directly into the slot cartridge section stuffed must have thought the casing looked handling or hardware scrolling that were
of the console, it has into its own mould. sexy or something.” made available to cartridge games on
a microSD card slot The console made it to To get the console to market in the the 464 Plus and 6128 Plus. Or at least,
and a USB port that lets users connect the cover of issue 106 of C&VG with easiest, cheapest and quickest possible that was the case at first. Amstrad did
it to a PC and copy files in the standard Julian Rignall praising the 32 colours it manner, Amstrad retained the underlying not count on the talents of Serge Querne
.cpr format. A menu allows the various could display on-screen. He compared CPC 8-bit architecture but, with the and the French Logon demo team which
games to be selected and played. The the palette of 4,096 with the 16-bit competition heating up from Nintendo found ways of unlocking the extra
only caveat is that it consumes more Amiga and gushed: “The GX4000 is a and Sega as well as the Amiga and features and making them available for
power than a regular GX4000 and so graphically superb console, is technically Atari ST, it knew it had to offer a little general computing. It meant that the Plus
it therefore needs a more capable far better than the Nintendo and Sega extra. It introduced hardware sprites, machines had more enhanced games
power supply. Master System and has a very exciting soft scrolling and the aforementioned compared to the GX4000. Notable Plus-
This interest has been going on for line-up of games in the not-too distant expanded palette and that, it believed, only titles include Fluff, Lethal Moves,
years, though, with unofficial cartridge future.” The months ahead for the would help take a good slice of what was Prehistorik 2 and Striker In The Crypts
games from Blue Angel 69 to Puzznic GX4000 seemed bright. shaping up to be a potentially lucrative Of Trogan.
and even bootlegs made available, “I thought the console was a good market. “The sprites bought it into the Check out the
although many of these are incompatible idea and looked terrific,” affirms same league as the Atari, Nintendo and 2009 release of
with the console. Sales of the GX4000 Amstrad Action’s former editor, Rod Sega 8-bit machines,” says coder Stuart Rick Dangerous
on eBay are healthy and it has become a Lawton. Based on the Z80A processor Middleton. “Sadly, the Mega Drive and for the 6128
collector’s machine thanks to having two with hardware sprites and scrolling, SNES were coming on to the scene Plus, too.
key attractions: it is which had much
easily possible to better hardware.”
amass a complete It’s nice to have collected a system that If Amstrad had
collection of 26
games and yet not many people know about. It’s like your considered going
16-bit, it was
some of the titles
are so rare that own little find and secret swiftly dismissed.
“We couldn’t
it poses a good Xyphoe have produced a
challenge. “It’s ground-up 16-bit
actually, on face value, an ideal system to many pundits believed it would give its console,” Roland says. “We didn’t have
start collecting for,” says Al aka ‘Xyphoe’ rivals a run for their money. Even today, the expertise. If someone waved a wand
who runs gx4000.co.uk. “It’s also nice first impressions are favourable. “I was and said here is a Z80 and if you tickle it
to have collected for a system that not impressed that Amstrad had thought a little bit, it will turn into 16 bit processor
many people know about. It’s like your about the practical uses, especially that then we’d have taken it,” Roland adds.
x2 images © Al – Xyphoe
own little find and secret.” it actually had a SCART socket but also But there wasn’t and Amstrad was not
When Amstrad launched the GX4000 that it was rather light in weight,” says about to gamble. “We would have had
in 1990 it wanted everyone to know Al. “It was on the verge of feeling cheap, to create the software and operating
about it. The console was unveiled but it had enough power under the hood system from scratch and Amstrad was
alongside the 464 Plus and 6128 Plus just the same as any of the oversized always about building on what had gone
computers, two machines based on American and Japanese consoles.” before,” Roland continues.
TECH
SPECS
PROCESSOR
AMSTRAD GX4000
Zilog Z80A 4MHz
NES
Motorola 6502 1.79MHz
MASTER SYSTEM
Zilog Z80 4MHz
MEGA DRIVE
Motorola 68000 7.67MHz
C64GS
MPS Tech 8500 1MHz
(1.66MHz PAL)
160x200pxls (16 colours) 320x224, 256x224 320x200
RESOLUTION 320x320pxls (4 colours) 256x224 (NTSC) 256x192; 256x224 320x240 (PAL) 60x200
640x200pxls (2 colours) 256x239 PAL (256x240 PAL) 256x240 (PAL)
PALETTE 4,096 colours 52 colours 64 512 colours 16 colours
SPRITES 16 64 Max 64 Up to 80 8
214
AMSTRAD GX4000
COMMODORE 64GS
QEssentially removing the keyboard of
a Commodore 64 and adding a cartridge
slot, the 64GS was released in time for
Christmas 1990 but it barely shifted 20,000
units and it was soon discontinued.
I
t was not for the want of trying. What is surprising, though, is that the was hired as a 16-bit artist for Atari ST
Amstrad threw its weight behind marketing spend absolutely dwarfed the and Amiga, though I’d had no problem
the machines, employing new development costs. “Even when making working with the Amstrad. The console
sales representatives Jim Lindsay a cartridge machine, I wouldn’t have could handle a fantastic colour palette, APPLE PIPPIN
and Jim Whitton as part of an expansion thought it would have been that costly,” similar to Amiga and ST. The only QApple tried to muscle in on the console
of the telemarketing and sales team says Roland. “I would be astonished if downside was that it still used chunky market in 1995. But the company’s name
leading up to Christmas. It chose a low the development cost was more than colour pixels so it was just as blocky as was nothing like it is today, and with no
price point of £99 and it didn’t make £500,000.” But then the engineers at the CPC in the 32-colour mode.” queues of excited fans around the
people buy a monitor. The company Amstrad were experienced in producing Robert worked with coder John block, this system blimped
spent £20 million on marketing and the machines, although, as Roland says, “the ‘Jobbee’ O’Brien on the game while through to 1997
CPC press was also supportive, even if it question is do you get the support of the Matthew Cannon and Jon Dunn were before being
had reservations. “We certainly pushed software and is it all priced correctly and responsible for the music and sounds. ultimately
the machine as hard as we could,” says all the rest of it? You can’t sell something Robert and John had worked on the CPC axed.
Rod of the coverage given to the console just because the hardware is clever.” version of WEC Le Mans together so
» Is it just us or does the GX4000
GIZMONDO
look strikingly like one of the QMany celebrities endorsed this handheld,
Snowspeeders from Empire ? released in March 2005. But bizarre
legalities concerning Gizmondo executive
Stefan Eriksson hit the headlines and it
failed to get traction. It sold
less than 25,000 units
and was discontinued in
February 2006.
215
AMSTRAD GX4000
BURSTING
WITH FUN
Stuart Middleton
» One thing that’s great about the
GX4000 is that it outputs in lovely crisp RGB.
B
urnin’ Rubber was one of a “To produce the graphics, I used
we always used excellent musicians. number of GX4000 titles which Ocean’s in-house graphics and map
formed part of a demonstration editor which ran on the Atari ST,” says
Collision detection was unforgiving at times. What do you unit placed in retailers such as Ivan. “As far as I remember, the coding
think could be attributed to this? Dixons in the UK. It allowed players was done on the ST with it then being
Collision detection was always an issue with the game. Doing to sample the console’s games and run on dev kits of the hardware that
pixel perfect collision wasn't possible as we didn't have the served to whet the public’s appetite. Amstrad supplied.” The plan had been
processing power to use this technique. I experimented with The unit was also sent to France where for the team to create four versions,
other types but in the end we didn't have to time to implement companies such as Titus Interactive adding the Spectrum, ST and Amiga to
them. I don’t remember the technique I used in the end, but I and Loriciels were keen to test the the list but the game had to be created
was never happy with it. It did spawn a saying around the office, » There are just
two buttons on new market given the huge CPC 6128 in ten months which left them short of
though. Every time someone died from a bad collision you’d hear the GX4000: user base in France. “I was at the time. Six months into the project, the
the shout of: “Call the collision police!” the power
presentation,” says Loriciels producer ST and Amiga versions were given to
switch and a
pause button. Vincent Baillet. “It was very promising.” Special FX in Liverpool. “I handed over
Could Amstrad have done anything to improve their
machine or was it doomed from the start?
I’m not sure what Amstrad’s thinking was with the hardware
design but I suspect it didn't want to change the hardware
radically from its previous machines and needed to maintain
backward compatibility. If it wasn't for this, Amstrad could
have gone with a 16-bit CPU such as the 68000. This would
have greatly improved the console’s potential. The video
hardware was similar to the other consoles of around that era,
but seriously lacking compared to consoles such as the Mega
Drive, for example. I think that Amstrad underestimated the
competition that they were facing and were looking backwards
rather than forwards with their hardware design.
216
AMSTRAD GX4000
BARBARIAN II: THE BATMAN THE MOVIE BURNIN’ RUBBER CHASE H.Q. II: SPECIAL
DUNGEON OF DRAX CRIMINAL INVESTIGATION
» Toki never
the artwork that I had for the GX4000
actually
and a chunk of it ended up in the Special appeared on
FX’s versions,” says Ivan who confesses the GX4000
even though it
that neither he nor Andrew had any was claimed to
experience on 16-bit machines. “The be coming.
GX4000 was probably fairly close from
a graphics point of view and I think that it COPTER 271 CRAZY CARS II DICK TRACEY THE ENFORCER
didn’t get the kind of sales and attention
that it deserved,” Ivan adds.
For those working at Amstrad the
GX4000 would have been a personal
success. Even though Al would contest
that the console should have been
released two years earlier and licensed to
a US company for the Stateside market,
FIRE & FORGET II KLAX MYSTICAL NAVY SEALS
The console could handle
a fantastic colour palette,
similar to Amiga and ST
Robert Hunter
Roland insists, “at least everything we NO EXIT OPERATION PANG PANZA KICK BOXING
said we would do we did on time and on THUNDERBOLT
budget.” He adds, “in a lot of companies
only 20 per cent of the twinkles of the
eye got into the shops. We knew that it
was going to end up in the shops. It was
rewarding to see something you started
through to the end, though.”
The GX4000 remains a piece of
gaming history and Al has been keeping PLOTTING PRO TENNIS TOUR ROBOCOP II SKEET SHOOT
an eye on the games. “Rare ones go for
more than £100,” he says. He highlights
Chase HQ II, which only two copies are
known to be in existence. “It’s taken
me more than ten years to complete my
collection to the point of just needing the
lightgun, Chase HQ II and Gazza II.” But
this is just one of the joys of the GX4000
SUPER PINBALL MAGIC SWITCHBLADE TENNIS CUP 2 TINTIN ON THE MOON
and one that Amstrad may not have
envisioned happening.“The GX4000
was never going to take over the
world,” says Al. But it’s taking over the
hearts of many a collector.
217
ACORN ARCHIMEDES
ARCHIMEDES
A
lthough it never achieved their own using a fashionable new a look that favoured primary colours.
the same level of sales approach called the Reduced Instruction However, the most common gaming
as home-console rivals Set Computer (RISC). The RISC mode of 320x256 pixels with 256 colours
Atari ST and Amiga, Acorn design methodology involves removing still exceeded the baseline capabilities of
Computers’ Archimedes still enjoyed instructions that are infrequently used, in most of the competition.
an impressive library of exclusive order to create a chip that is less complex. After a false start involving a US-based
games of which every fan of classic The result of Acorn’s efforts, the Acorn design team, Acorn Computers was left
gaming should be aware. Thanks to its RISC Machine (ARM) – which was later with a serious problem, because the
powerful CPU and colourful graphics, changed to the Advanced RISC Machine hardware would be finished a long time
the Arc gave its owners their own – chip, was one of the best performing before a potential operating system. The
mirror universe of games to chips of its generation, and about four
enjoy, encompassing times as fast as the 68000 that powered
every genre. machines such as the Amiga. In fact, the
INSTANT EXPERT
By the mid-Eighties, performance of the finished chip surprised Like the BBC Micro before it,
British company Acorn even Acorn engineer Sophie Wilson, who Archimedes’ most common gaming keys
were Z, X, ’, /, and <return>.
Computers was riding reveals that: “What we didn’t expect was
All RISC OS-driven machines have
the crest of a wave having that a chip designed for 4MHz would run a version of BASIC built into the ROM.
secured a contract at 6MHz and, with some tweaking to Press F12, then type the word ‘basic’ to
access it.
to produce an critical paths, 8MHz.”
The Arc had eight-channel sound and
education-orientated The next surprise for the designers each channel could be assigned to one of
computer, the BBC was that they had difficulty measuring the seven stereo positions.
Micro. However, the power usage of the first ARM as it drew RISC OS is still a commercial product
that is being developed. For emulation
ever-evolving nature so little. The ARM chip became the heart purposes, you can buy a version of RISC
of technology dictates of Acorn’s new machine, and thanks to OS 4 for £5 from the RISC OS Ltd website
that nothing ever stays its efficient design, it went on to become sales.riscos.com.
Most teachers wouldn’t have
the same for long, and by the lasting legacy of Acorn Computers. approved, but many British youngsters
1985 the 8-bit BBC Micro, For example, the ARM is now the most got a sneaky first taste of 32-bit gaming
which had put the company common CPU found in embedded on an Acorn machine at school.
The 1989 Acorn A3000 was the final
so prominently on the map applications such as mobile phones. machine in the range to have the words
in 1981, was beginning to look And it didn’t stop there, because Acorn ‘Archimedes’ or ‘BBC’ on the case.
hopelessly old-fashioned when also created a set of powerful custom Nearly all Arcs lacked a digital joystick
interface. Fortunately, third parties created
compared with such competition chips to power the graphics, sound and add-on adaptors with software to simulate
as Commodore’s 16-bit Amiga. input/output. The graphics architecture key presses.
Following the success that it lacked some of the Amiga’s more The first-generation machines, with an
8MHz CPU and 1MB of RAM, became the
enjoyed in the education sector, elaborate features – such as a blitter, baseline for most gaming, in the same
and propped up by shareholder copper chip and hardware sprites – but it way Amiga A500 and Atari 520ST did.
PC manufacturer Olivetti, Acorn was still capable of matching the Amiga’s Most Arcs featured the famous
red function keys, a signature livery
began ploughing research funds into a sprite-plotting prowess thanks to the far that began with the BBC Micro. This
successor to the Beeb. The first stage faster processor. The lack of a copper tradition was phased out in favour of
of the project that became the legendary chip was apparent in some conversions a more business-like look on the final
workstations.
Archimedes was under way. of 16-colour games, such as Gods and Eagle-eyed viewers of action show 24
Dissatisfied with the microprocessor Twin World, as they lacked the colourful may have spotted computer geek Edgar
chips that were in available at that time, graduated skylines of the Amiga versions. Stiles using RISC OS at CTU headquarters.
Doubtless he installed it for trouble-free
the engineers at Acorn took the rather Another limitation was the fixed palette access to the best version of classic Elite.
courageous decision to boldly design in 256-colour modes, which gave games
219
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ACORN ARCHIMEDES
220
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ACORN ARCHIMEDES
VARIATIONS
Acorn Archimedes BBC A3000 Acorn A4 A5000 A3010 RISC PC A9Home
A310 Released: 1989 Released: 1991 Released: 1991 Released: 1992 Released: 1994 Released: 2005
Released: 1987 The wedge-shaped This was Acorn The A5000 model was Sporting distinctive Once again, Acorn fans Advantage 6’s A9Home
The A310 and its case with a built-in Computers’ only arguably one of the green function could hold their heads comes with a 400MHz
sister machine, the disk drive located attempt at a laptop. greatest machines that keys, the A3010 was high as this 233MHz processor, 128MB of
A305, were the first around the side gave The case was actually Acorn ever produced. Acorn’s final attempt model was one of main system RAM,
Archimedes hardware this model a look taken from a standard This two-box design to steal sales away the most powerful and 8 megs of VRAM.
releases. They have reminiscent of the PC laptop of the time, came with a faster from the Amiga and workstations available. Because modern ARM
a separate keyboard Amiga A500 and the and the innards were processor and more ST. Unusually for an The graphics, sound chips aren’t quite
and the metal case Atari 520ST. This repackaged to make memory RISC OS 3 Archimedes, it features and CPU capabilities compatible with those
was designed to machine became the the A5000 desktop as standard. On the both built-in TV were indeed used in vintage Arcs,
carry a monitor. The baseline standard computer. It lacked a downside, however, modulator and joystick competitive, but the the A9Home requires
later 400 series were for gaming over built-in pointing device the graphics and ports. The A3010 software architecture an extra piece of
cosmetically similar most of the life of and featured a 16-scale sound hardware also benefits from a was beginning to software to run legacy
variants with different the series. Like most greyscale screen, were more or less slight performance creak. You’ll still find application. Recent apps
memory and hard Archimedes, it requires which was fairly the same as the enhancement over the a number of people run fine. Head over to
drive options. a vintage monitor. standard back in 1991. previous generation. earlier machines. running these. www.advantage6.com.
» [Archimedes] Arthur » [Archimedes] Games like Ibix The Viking » [Archimedes] Top Banana’s
1.20, the original started to push the Arc. A poke around on the gameplay was very reminiscent of
Archimedes OS. disk reveals the game was written in BASIC. Taito’s Rainbow Islands.
As good as RISC OS was, it was featured graphics that were drawn by the Amiga A1200, had far superior graphics,
not perfect. Some of the design programmers. This approach, which was a great deal more software and was
decisions were somewhat curtailed by the way that most 8-bit videogames had about £100 cheaper – quite a significant
its backwards compatibility with Arthur, been created, occurred at a time when difference in that market. By the early-
which had in turn been based on BBC Amiga titles were often created by a team Nineties, the hardware releases were
MOS. For one thing, the multi-tasking of of designers and artists. Visually speaking starting to become rather lacklustre.
RISC OS was based on a co-operative there were a couple of gems, but in Models based around faster processors
model, much like contemporary versions practice users sometimes didn’t get to were periodically released, but the
of Mac OS and Microsoft Windows. In see the full benefit of the amazing specs. graphics system was hardly upgraded
a co-operative system, the applications The classic period of Acorn Archimedes until the 1994 release of RISC PC, the
themselves have to manage some of the gaming existed between 1987 and final Archimedes workstation. To outside
multi-tasking process. The net result is about 1993. As with the Amiga, most observers, it seemed the company
a system that isn’t quite as smooth and videogames were designed to run on was resting on its laurels, a mistake
crash resistant as it could be, because the the basic, lowest-common-denominator that Commodore would soon repeat.
whole system is at the mercy of a badly hardware, although a number of the final Losing ground on all sides, Acorn shut its
written or crashing application. Modern games were capable of taking advantage workstation division in 1999.
operating systems, such as Linux and all of the extra facilities of later hardware.
versions of Windows from Windows 95 Acorn Computers had enjoyed a
onwards, use pre-emptive multi-tasking, massive lead over the competition upon
a superior system. Even the Amiga OS of the machine’s release, but unfortunately, it
1985 used pre-emption. didn’t aggressively defend that lead. And
A myth seems to pervade within the price was always slightly more than
some retro gaming circles that the the competition in any given market.
Acorn Archimedes didn’t have many For example, in 1993 Acorn made a
good games. It did. It just didn’t have final attempt to secure some of
as many as the Amiga and the Atari ST. the home gaming market with a
One of the main problems with gaming single-box computer called the
on the Archimedes was that, due to Acorn A3010. Unfortunately,
the shoestring budget upon which they the equivalent machine
were produced, many of the games from Commodore, the
Special thanks to Sophie Wilson, Chris Williams, Advantage 6 Ltd and Deck 13 Software. 221
ACORN ARCHIMEDES
PERFECT TEN GAMES ACORN’S ARCHIMEDES PLAYED HOST TO A HUGE NUMBER OF WONDERFUL GAMES, SO TO SAVE YOU
TIME, WE’VE LISTED THE TEN ARC GAMES YOU MUST PLAY BEFORE YOU DIE
03 04 05
222
PERFECT TEN: ARCHIMEDES
06 07 08
ANKH TOWER OF BABEL STAR FIGHTER 3000
RELEASE: 1998 RELEASE: 1991 RELEASE: 1994
PUBLISHER: ARTEX SOFTWARE PUBLISHER: CYGNUS SOFTWARE PUBLISHER: FEDNET SOFTWARE
CREATOR: ARTEX SOFTWARE ENGINEERING CREATOR: FEDNET SOFTWARE
BY THE SAME DEVELOPER: CREATOR: PETER COOK ORIG JAMES BY THE SAME DEVELOPER:
BOT KILLER 2 1999 BYRNE AND JAMES HARTSHORN ARC STUNT RACER 2000 1993
06 An Egyptian-themed title
from Artex Software. Content
creation for adventure games is
BY THE SAME DEVELOPER:
IRON LORD 1991 08 Star Fighter 3000 is quite
possibly the ultimate
Famicom
Disk System VIRTUALLY UNKNOWN IN THE WEST BUT REVERED BY HARDCORE
COLLECTORS WORLDWIDE, THE FAMICOM DISK SYSTEM IS A PIECE
OF NINTENDO HISTORY. WE TAKE A LOOK AT THE MACHINE ON WHICH
SUCH ESTEEMED NINTENDO FRANCHISES AS ZELDA AND METROID
MADE THEIR FIRST APPEARANCES
G
iven what we now know To get a better understanding Pictures as a 3D and CGI artist when
about add-on hardware of how the Famicom Disk System he’s not collecting rare Famicom
for games consoles, came to be, you need only survey the items – explains just how much of
the very concept of the Japanese gaming industry back in the a technological advancement these
Famicom Disk System mid-Eighties. It’s no exaggeration to unassuming disks were: “Famicom
seems hopelessly flawed. Since this say that Nintendo was the dominant disks represented a revolution. They
Japan-only system hit the market force, effortlessly brushing aside rival offered twice the storage capacity
in 1986, we’ve seen the equally companies and snapping up third-party of existing cartridges and
ill-fated Sega Mega-CD, Sega 32X support from all of the nation’s finest were a lot cheaper to
and Nintendo 64DD all come and go code shops. By 1985 Nintendo was produce. Players could
without making any impression on finding that gamers were so ravenous also save their game’s
the market. However, one should for new product that it was almost progress without
never underestimate the benefit of impossible to keep up with the intense relying on cumbersome
hindsight; back in 86 the rules were demand; given this passionate interest passwords; it has to
still being written, and certainly in all things Famicom-related, it’s be remembered that
from Nintendo’s perspective, the easy to see why Nintendo started to cartridges with save
idea of expanding the potential of its investigate other avenues of making functionality using
bestselling Famicom home console cash. Expanding the functionality of the inbuilt batteries simply
– or NES, as it’s better known in this millions of Famicoms already sitting in didn’t exist at that time.”
part of the world – seemed like an homes up and down Japan was the The most refreshing
eminently sensible move. most logical course, so it was decided element of this increased
that the existing base unit should be storage was that it cost the
augmented by a separate piece of end user less to purchase
hardware, permitting bigger and better a Disk System game than a
games. With this objective in mind, standard Famicom cartridge.
Nintendo cast its gaze towards the “Because Disk Cards were cheaper
home computing sector for inspiration. to produce than cartridges, some of
“Floppy diskettes were quickly these savings were passed on to the
becoming the new standard for storage consumer,” says Dillard. “Disk System
media on personal computers,” explains titles retailed for around ¥2,500-3,000
avid Famicom collector Corbie Dillard. – quite a bit less than the ¥5,000-7,000
“Nintendo saw this technology as a price tag for new cartridge titles at
viable solution for not only storing the that time.”
games themselves, but also allowing As well as offering increased capacity
game data to be saved directly to the for larger games and the ability to record
diskette, so the company went ahead in-game progress, the Disk System
and created a proprietary diskette – promised a more compelling aural
dubbed ‘Disk Card’ – based upon experience thanks to an additional audio
» Nintendo’s Disk Cards in all Mitsumi’s Quick Disk format.” channel for FM synthesis. “This allowed
their glory. The format was
derived from Mitsumi’s Fellow enthusiast Laurent Kermel programmers to add yet another layer
Quick Disk floppy standard. – who is employed at DreamWorks of sound to a game and was generally
Instant Expert
Famicom Disk System games
were double-sided and could hold
up to 112 kilobytes of data.
Nintendo continued to repair and
support the Disk System right up
until 2003.
During its lifespan 4.5 million
Disk System units were sold – all
in Japan, as the machine was
never released anywhere else in
the world.
The main menu music of the
Nintendo GameCube console is
actually the same tune used on the
FDS start-up screen, only played at
a slower speed.
Just like standard floppy
software, FDS cards had tabs that
could be removed to prevent the
data being overwritten.
The Disk System launched
with seven titles: Baseball, Golf,
Mahjong, Soccer, Super Mario Bros,
Tennis and The Legend Of Zelda.
All Night Nippon Super Mario
Bros is one of the rarest titles
available for the Disk System. A
modified version of the original
SMB, it featured graphics based on
the popular Japanese radio show of
the same name. It was given away
on the show in 1986.
The Disk System mascot was
known as ‘Disk-kun’ (meaning
‘Mr Disk’ or ‘Disk Boy’ in English)
and has managed to outlive the
machine itself – he features in
Super Smash Bros Melee on
the GameCube.
Just like its predecessor, Legend
Of Zelda 2: Link no Boken (better
known as Zelda II: The Adventure
Of Link on the NES) was a Disk
System exclusive in Japan.
Around 184 games were released
for the Disk System. If you include
the gold label re-releases that
number rises to 212.
225
FAMICOM DISK SYSTEM
226
FAMICOM DISK SYSTEM
Community
227
FAMICOM DISK SYSTEM
228
FAMICOM DISK SYSTEM
Special thanks to reader Mat Corne for supplying us with his Famicom Twin Disk system 229
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230
www.Ebook777.com
ATARI 7800 PROSYSTEM
231
» Despite a lengthy delay Atari’s console chip called GUMBY, could be added to inclusion of a BIOS that required a digital
still managed sales of over 3 million. An cartridges as an alternative option. signature to be included in each game.
impressive achievement considering.
This was specifically included to stop
he finished console, now one of the key contributors to the North
known as the Atari 7800 American videogame crash – unlicensed
ProSystem, was announced third-party software. Atari had big plans
in May 1984 with machines for the 7800, as well as announcing
shipping to stores for a test market a stream of games it also planned to
release the month after. This would release a high score cartridge for saving
see it compete head to head with the your performance, a keyboard to turn it
similar test market for the Nintendo into a fully-fledged computer and even a
Entertainment System, the console Atari Laser Disc player that could be hooked
had turned down in favour of the 7800. up to the expansion port.
A move that would prove extremely Unfortunately for both the 7800
costly for the company… and the gaming public Atari’s situation
13 games were announced for the had worsened and Warner decided
system’s launch, many of which were it wanted shot of the company. Atari
conversions of popular arcade games was up for sale to the highest bidder
of the time. The press reaction to the and this would bring with it some very
7800 was very positive too, seeing it as complicated issues for the new console.
a much better bet than the NES. The Eventually the consumer division of
console to Warner that would not from VLSI, would architect and design console was praised for its backwards Atari was purchased by the Tramiels
only provide powerful hardware capable a revolutionary new graphics chip compatibility, high-quality graphics, and the new Atari Corporation, as it
of playing the latest games, it would also called MARIA. This name was chosen sleek design, a return to standard was known, wanted to re-launch the
play all your old 2600 games. Atari even because the key custom chip in the controllers (after the much-maligned 7800 across the whole of the US and
planned to make adapters to make your 2600 was called TIA, thus completing 5200 analogue sticks) and for the go head to head with the NES and
5200 compatible with this new console the name of the popular liqueur Tia
too, so as not to abandon the users of Maria. The MARIA would be the heart
its current machine. It seemed like the
perfect plan.
of the Atari 7800 ProSystem and the
very first version of this chip was
The way it was explained to me
Initially codenamed the 3600, the
ProSystem would quickly become the
numbered GCC-1701 because GCC’s
engineers were big fans of Star Trek, the
was that sports games were popular,
sole focus of Atari. This upset a few
people at Atari who were a bit miffed at
Starship Enterprise being NCC-1701. The
only real flaw of the design was that it
ninjas were popular, so Ninja Golf.
Warner going outside of the company didn’t include a new sound chip, relying One can not help but be in awe of the
to find a new hardware solution. Art on the old 2600 TIA chip to produce
Ng, Steve Golson and several of GCC’s two-channel sound. It was intended that thought process!
chip architect designers, with assistance POKEY chips, or a new low-cost sound David Dentt
232
ATARI 7800 PROSYSTEM
COLOURS
25 25 52 upcoming Sega Master System. The
big problem was that GCC still hadn’t
port in order to save money. This wasn’t
helped by Nintendo’s new stranglehold
been paid, and this caused a lengthy on the market that had seen it block
PALETTE 256 52 256 argument between Warner and the retailers from selling rival consoles, stop
Tramiels over who should actually pay. publishers making games for anything
Eventually Jack Tramiel handed over but the NES and spending big to tie up
30+ 8 the cash to purchase the rights for the all the hottest licences. Despite Atari’s
SPRITES PER LINE PER LINE 16 ProSystem from GCC, but then even lack of promotion and unwillingness
more negotiations ensued to provide to spend money supporting the 7800
the software he desperately needed. it performed well in the marketplace,
Over a year after the initial purchase, admittedly it was crushed by the NES
RESOLUTION 320×240 256X224 259X192 Atari Corp had finally settled all matters juggernaut but did relatively well in a
regarding the 7800 and was ready to very distant second place. While the
go into production with a full re-launch. North American sales figure of 3.77
Unfortunately for Atari the market for this million (plus what was sold in the original
SOUND 2 CHANNEL 5 CHANNEL 3 CHANNEL new console wasn’t what it was back test launch) pales in comparison to the
MONO MONO MONO in 1984. Not only had Nintendo swept 34 million Nintendo consoles it stands
in and aggressively taken hold of Atari’s up well against the Master System,
own marketplace, another new player which sold less than 2 million in the
» Like the Master System, the Atari 7800 had
a pause button, making lengthy sessions far
from Japan was also set to enter the US. So why wasn’t it more successful?
easier to manage. market, Sega with its Master System. David Dentt, creator of Ninja Golf,
The console market had been well and offered the following insight. “There was
truly revived and Atari had a lot of ground a second-hand sense I got at the time
to make up if its console was going to that people believed it was doomed
be the success story everybody had from the start. In the end, even if
predicted at its original launch. everything had been done perfectly, the
Due to Atari Corp’s limited finances 7800 never really had a chance because
the 7800 was re-launched with limited of Mario. Especially with the synergy
advertising, a trickle of games, many of between home and arcade. During my
which now looked extremely dated, and time on Ninja Golf, I was still working
very little investment into creating new part-time in an arcade. People would
ones. Atari also cancelled all the planned learn things playing Mario at home, and
peripherals and removed the expansion then come play the arcade version to
show off. A good deal for Nintendo.
» A computer module was planned for the 7800 that
included a professional keyboard. Just what the 7800 needed, but you
233
» The controller of the Atari 7800 looks
very similar to the one found on the
Nintendo Entertainment System.
234
» [Atari 7800] Bentley Bear’s Crystal Quest is the sequel » [Atari 7800] Desert Falcon is one of the most technically
that everyone has been waiting for. impressive games on the 7800.
235
Atari’s 7800 has some superb coin-op ports. Here are our favourites
236
ATARI 7800 PROSYSTEM
237
SINCLAIR ZX80
238
SINCLAIR ZX80
INSTANT EXPERT
QThe processor inside
most ZX80s was not
actually a true Z80A, but
rather a copy by NEC
named the 780-C.
QJohn Grant, the
creator of Sinclair BASIC,
originally suggested that
Forth might be a better
choice of programming
language for the ZX80.
He was overruled. Sinclair
later published a version
of Forth for the ZX81.
QRick Dickinson is often
identified as the ZX80’s
industrial designer, but
it was actually John
Pemberton who designed
the casing. Dickinson did
design the RAM packs for
the computer.
QLike a lot of Sinclair’s
most memorable
products, it was a marvel
of miniaturisation,
measuring 208mm by
159mm – that’s roughly
half the size of the page
you’re currently reading.
QIt was extremely
light and portable, too,
weighting just 340 grams.
QThere were very few
external connectors – a TV
out to connect a standard
television, ear and mic
ports for a cassette
recorder to save and load
programs on tape and
an edge connector for
attaching memory packs
and peripherals.
QThe first ZX80s to be
sold were assembled by
an electronics outfit in
St Ives, but when
demand outstripped
supply, production was
moved to the Timex
factory in Dundee.
QAfter launching in
the UK, the ZX80 was
exported to many
countries around the
world including the
US, Germany, France,
Australia and Japan.
QThe expanded 8KB
ROM essentially turned
the ZX80 into a ZX81,
with the exception of the
NMI generator. However,
third-parties offered their
own hardware solutions,
which blessed the ZX80
with SLOW mode.
QThe ZX80 could use the
black 16KB RAM packs
designed for the ZX81.
With the 8KB ROM, and
an upgraded power
supply, it could also power
the ZX Printer.
239
SINCLAIR ZX80
To keep the component budget down, long-standing from Science of Cambridge. Sinclair wanted to market
Sinclair engineer Jim Westwood put together a simple the first ready-assembled computer to break the £100
hardware design based around the Z80A processor, threshold, and that’s exactly what he did. An assembled
which consisted entirely of off-the-shelf chips. It wasn’t ZX80 retailed for £99.95, and if you were handy with COSTLY KIT
QIt’s well-known that ZX80s are
particularly innovative – and the aforementioned flickering a soldering iron, you could buy the kit for £79.95. The
sought after these days, with boxed
display was an unfortunate flaw – but it was a considerable first review appeared in the April 1980 issue of Personal examples fetching upwards of £200,
step on from the MK-14. The board and its 21 chips were Computer World magazine. “The ZX80 offers an ideal but one recent eBay auction eclipsed
housed inside a moulded plastic two-piece case designed introduction to computing,” wrote David Tebbutt. “It all others. On offer was a mint,
in-house by John Pemberton. The most curious element makes BASIC easy to learn, it’s small enough for it not to unassembled ZX80 kit, and the winning
of the ZX80’s industrial design was the pressure-sensitive be intimidating, and it’s cheap enough that, should you bid was a head-spinning £1,500!
‘keyboard’, which was basically a plastic decide computing is not for you, you can RG contacted the seller, Tim
Starkie, and he told us that the
sheet with 40 keys printed on it, and by give it away, sell it or whatever. The ZX80
transaction completed without a
prodding a key, contact would be made appears to be a well thought out machine problem and the buyer, who was
with the circuit board tracks beneath and both in terms of hardware and software, based in Poland, was happy with his
the key press would be registered. It was leaving me very little to say except that purchase. But what’s the story behind
cheap and not entirely cheerful, particularly I hope Mr Sinclair and his merry men of the kit itself? Tim says: “I bought the
after prolonged use. Cambridge can cope with the expected kit in 1981 when I was trying to get a
Further compromises were made with flood of orders.” Perhaps Tebbutt had job at Sinclair, to show some interest
and enhance my application. This
the internal software. A 4KB ROM was previous experience of Sinclair’s haphazard
was sadly unsuccessful. I actually
provided to store the ZX80’s system mail order operation, because the orders managed to join Sinclair in 1984 and
software, including BASIC, and the did indeed flood in and, predictably, many worked on the design of the flat-
unenviable task of trying to cram so much customers had to wait months for their screen TV and the Spectrum 128. It
onto such a tiny chip was handed to John machines to arrive. was due to the Sinclair exposure in
Grant of Nine Tiles. Using the ANSI Minimal As the ZX80 wasn’t sold through shops, the recent Micro Men TV programme
BASIC standard as reference, Grant spent actual sales data is hard to pin down. An that I decided to sell the ZX80 kit
– I thought that the heightened
the summer of 1979 creating the very first article in Practical Computing magazine
awareness may increase the selling
version of Sinclair BASIC. In order to meet the 4KB limit, from July 1982 claimed that Sinclair ordered enough price. Was I in for a surprise! I never
some commands and functionality had to be dropped, component parts to make exactly 100,000 ZX80s – and thought it would be worth that much.
with one of the main drawbacks being that the ZX80 could sold all of them. In April 1983, Sinclair announced that his Several of the unsuccessful buyers
only deal with whole numbers. The dialect was aimed was the first company to sell more than 1 million home have since contacted me to say they
very much at beginners and introduced the one-touch computers worldwide, and this figure included 130,000 wished they had bought it. One of my
keyword entry system that would become the hallmark of ZX80s. More conservative reports estimate that sales work colleagues said that my future
grandsons will say, ‘Stupid granddad.
Sinclair BASIC. This idiosyncratic approach ensured that were somewhere between 50,000 and 70,000. Even if
He sold that kit for £1,500 in 2009 and
commands could not be mistyped, and to further reduce sales reached the lower end of that estimation, it was now it’s worth £10,000!’”
the chance of errors on code execution, the syntax of each still a considerable achievement. Its success was all the
line was checked for faults as it was entered. Considering more startling because, even with a sub-£100 price tag,
the restrictions of the ROM chip, Grant’s work was mightily the ZX80 was far from an impulse purchase. What sealed
impressive and must surely have helped establish BASIC the deal for many potential buyers, especially in the UK,
as the language of choice for home micro manufacturers. was the reputation of Clive Sinclair himself. After all,
The ZX80 was officially launched at a London computer computers were just the latest addition to his firm’s range
fair in February 1980 and made available to buy direct of innovative products, which included pocket calculators,
digital watches and miniature TVs. Sinclair was Britain’s
» This unique ZX80 with clear plastic casing was favourite boffin, and general punters were far more likely
a test created by the moulding company. It’s to trust ‘Uncle Clive’ than some new start-up or some
currently part of Rick Dickinson’s private collection.
faceless computer conglomerate from across the Pond.
Despite impressive sales of the ZX80, Sinclair did not
attempt to capitalise with a slew of upgrade options. At
launch, an improved 8KB ROM was promised that would
beef up the BASIC with improved mathematical and
file-handling functions, but for the first 12 months of the
ZX80’s life, owners had to make do with official RAM
packs. The first of these housed 1-3KB of RAM, with the
full 3KB complement costing an eye-watering £60. One
ZX80 owner who was not willing to fork out that much
money was Nick Lambert of Southampton, who decided
to build his own 3KB RAM pack instead. Seeing
that it was possible to undercut Sinclair, he went on
to start a business and sold his memory upgrades
240
SINCLAIR ZX80
via mail order for £40. Nick named his company 1981, you’d find a small number of ads for ZX80 games on
Quicksilva and released a number of expansions for cassette. They were mostly arcade clones or board games,
» Quicksilva gave its ZX80 games the the ZX80, including a nifty sound board. He also began with the two best-known developers being Quicksilva and
professional touch by commissioning artist
Steinar Lund to create out-of-this-world covers. experimenting with games and programmed a version of Bug-Byte. The ZX software scene would soon flourish,
the arcade hit Defender for the ZX80. though, with the unveiling of the ZX81 in March 1981.
The general thinking was that animated games were The ZX81 was very much an updated ZX80 rather than a
not possible on the machine due to the new computer – indeed, development titles
flickering display, but ingenious coders for the machine included ZX80 II and ZX80
worked out a way to overcome the Series B. Screen flicker was overcome by
problem. The breakthrough was made by the inclusion of a non-maskable interrupt
Ken MacDonald of Macronics Systems, generator, and it shipped with the long-
who wrote an interrupt routine. Basically, awaited 8KB ROM, which was also sold
he realised that the CPU was only updating separately as an upgrade for ZX80 owners.
the display 80 per cent of the time due to The main change, however, was the
the vertical blanking interval. During this reduction of the number of internal chips
period, when no picture information was from 21 in the ZX80 to a mere four in the
» The 8KB ROM upgrade for the ZX80 being actively generated, code could be ZX81. This redesign meant Sinclair could
came with a keyboard overlay, which timed to run without affecting the display. offer more features for less money – just
featured all of the new commands.
He named the routine Amazing Active £49.95 for the kit or £69.95 ready-built. The
Display and used it to create ZX80 new price and spec saw ZX81 sales rocket
games based on Breakout and past those of its predecessor, with 1 million
Space Invaders. The program units sold during its first two years.
listing for the latter, titled It’s often suggested that the ZX80 kick-
Space Intruders, gained exposure after started the home computing craze in the UK. However, in
being published in the book Making The truth, the ZX81 deserves to take more credit, thanks mainly
Most Of Your ZX80 by Tim Hartnell. to the sheer numbers sold and the home-grown industry
Other programmers then used that sprang up to support it. But in its own right, the ZX80
MacDonald’s method to write was a plucky contender that perfectly realised Sinclair’s
their own smoothly animated aim of making computing accessible and affordable to the
games. If you picked up issues man on the street.
of Personal Computer World And just like that all-powerful WOPR thing out of
or Practical Computing in early WarGames, it too could play a perfect game of tic-tac-toe.
Special thanks to Tony Barnett for supplying us with his own personal ZX80. 241
SEGA 32X
SEGA
242
SEGA 32X
was amiss, but before it intended to release the Saturn? a coder’s dream for the day,” says
Scot Bayless, senior producer at Sega of Bayless. “It was built around two
America from 1990 to 1994, is the ideal central processors feeding independent
the 32X was the man to shed some light on this turbulent
time because he was there the moment
when Sega’s American division got the
frame buffers with twice the depth per
pixel of anything else out there. It was
a wonderful platform for doing 3D in
243
Specifications
QYear released: 1994
(US), 1995 (UK)
SEGA 32X QOriginal price: $159.99
(US), £169.99 (UK)
QAssociated magazines:
Mean Machines Sega,
Official Sega Magazine,
Frankly, the 32X just made us look Sega Power, Mega Tech.
MEGA, Sega Pro
QWhy the 32X was great:
greedy and dumb to consumers It would be easier to
list the reasons why
this system was such
was far from straightforward, and guys going completely ballistic over the way in which the two devices
a failure, but there
within the walls of Sega’s Japanese his dev kit losing one of its Hitachi utilised these chips was quite different.
are some positive
HQ there was much brow-furrowing SH2 CPU chips and then being told “The Saturn was essentially a 2D
things to mention: the
over the project. This is largely due to he’d have to wait two weeks to get a system with the ability to move the
increased power allowed
the fact that in Japan the Mega Drive new part, but the guys in Japan were four corners of a sprite in a way that
for arcade-perfect
had finished in third position behind awesome. They worked their tails off could simulate projection in 3D space,”
conversions of Space
Nintendo’s Super Famicom and NEC’s to help us. We did, however, have a explains Bayless. “It had the advantage
Harrier and After Burner,
PC Engine, and the consensus was persistent problem with translations of of doing the rendering in hardware, but
and the 32X version of
that the company should plough all of manuals. Sega of Japan had a small the rendering scheme also tended to
Virtua Fighter captured
its available resources into the 32-bit localisation team in Tokyo, but those create a lot of problems, and the pixel
the essence of the
Saturn. However, Sega of Japan was guys were completely slammed. So we overwrite rate was very high; much of
coin-op edition brilliantly.
savvy enough to realise that much of started hiring translators in the Bay Area the advantage of dedicated hardware
If you didn’t have deep
its current wellbeing was down to the to help open up the technical translation was lost to memory access stalls. The
enough pockets to afford
incredible commercial performance of bottleneck – with sometimes amusing 32X, on the other hand, did everything
a Saturn then the 32X
its 16-bit hardware in the West, and results. The engineers in Sato’s group in software but gave two fast RISC
was a viable option; it’s
when Sega of America insisted that it were literally sending us the docs as chips tied to great big frame buffers and
just a shame that it sold
was too early to pull the plug on this they wrote them and then we were complete control to the programmer.
so poorly because the
large market, Nakayama took notice. handing them off to contract translators To be honest, there’s a part of me that
potential was there for
“There was consensus at Sega of in San Francisco. Technical Japanese wishes the Saturn had adopted the
true greatness.
America that making an add-on for is something of a hybrid of English 32X graphics strategy, but that ship had
the Mega Drive was the right move,” and non-standard uses of Japanese sailed long before the green light call
Bayless explains. “To really understand language, and orthodox translations from Nakayama.”
the decision, though, you need to see can produce phraseology like: ‘The When you consider the state of
it in context: the 32X call was made in cracker of remembrance receives a the market at the start of 1994, it
early January and Nakayama’s mandate tickle from the command of stern becomes a little easier to see why the
was to get to market by the end of ancestor accounting.’ It was like a party 32X ever came to be. The 3DO and
the year. I think at the time he lacked whenever a new batch came in; we’d Atari’s aforementioned Jaguar were
confidence that the Saturn would make read them over lunch and howl.” breaking through and garnering some
it to market within 1994.” Although the 32X was meant to nervous glances from established firms
Although the Mars project was very enhance the abilities of the Mega Drive like Sega and Nintendo; 16-bit games
much Sega of America’s baby, Bayless hardware – which was half a decade were beginning to look terribly outdated
and his team were in constant contact old by this point – it actually shared and something was certainly needed
with their Japanese counterparts. “The several similarities with the Saturn. At to keep the momentum going. Sadly,
guys at Sega of Japan were great the heart of both machines were the almost from the start things didn’t
– especially Sato’s team,” he says. “We twin Hitachi SH2 processors, which go according to plan for the 32X: the
were all in super-double-secret-crunch were included to assist in the creation aforementioned similarity between
mode and nerves were wearing pretty of complex 3D environments. However, the machine and its sibling the Saturn
thin. I remember one of our technical despite sharing the same CPU setup, caused numerous headaches.
244
SEGA 32X
hardware development.
We had to keep it simple
to make the development
timeline. We pushed
for everything we could
imagine that would
enable great games in
the development timeline
we had.
RG: The sound
capabilities of the
machine were improved
over the Genesis but
the games released
didn’t seem to show this
enhancement. Why was
this the case?
MF: Developing a new
audio engine was probably
deemed not worth the
Q&A
Marty Franz
investment by developers.
The 32X was destined to
be a short lifespan product.
The developers put the
dollars to the screen
and saved money by not
Sega vice president of technology (1993-1997)
enhancing the audio.
Retro Gamer: Is it true that the Saturn had and
RG: Did you ever have
that you were there the felt they were the star of
much faith in the
moment Joe Miller got the show. Putting two of
platform yourself? Even
the call from Sega of them in a package with
then it seemed like a
Japan to produce the a good graphics buffer
fairly risky proposition.
32X machine? was a big advance at
MF: It was a neat product,
Marty Franz: Yes, I was that time; it enabled
but it was going to have a
present at that time. It soware rendering tricks
“Early on, the Saturn launch date was answer Sega could come up with was short shelf life no matter
wasn’t really a call from that were limited only by
uncertain,” says Bayless. “There were that the 32X was a ‘transitional device’ what. The next-generation
what I remember; it was the imagination.
consoles were going to
a number of issues bearing on launch – that it would form a bridge from Mega more like a summons. Joe
RG: Did the dual take over at some point.
timing and, while Sega of America was Drive to Saturn. Frankly, it just made us Miller and Steve Payne
development of the Sega wanted to extend the
making software for the Saturn, we look greedy and dumb to consumers, flew to Japan and heard
32X and Saturn life of the Mega Drive as
about the vision that
weren’t initially fixed on a launch date. something that a year earlier I couldn’t create any friction long as it could.
Hayao Nakayama had.
Meanwhile, the 32X had to ramp up like have imagined people thinking about us. within Sega?
Joe and Steve returned RG: There was clearly
a rocket just to hit its timing. So what We were the cool kids.” MF: It might have in Japan,
and filled in the team and potential in the machine
but I don’t remember it
happened is the two projects basically The early launch of the Saturn had within a few weeks a small but the opening batch
causing any friction in the
ran decoupled from each other, which thrown all of Sega of America’s already group of us are on an of titles didn’t really
US. I remember the 32X
is fine if there are no dependencies flimsy plans into complete and utter airplane to Japan to show off its power. Do
as being a fast-paced
discuss the product. you think programmers
between the two; unfortunately there disarray, transforming the 32X from development process with
found it hard because
were tons. The systems used many of a life-saving blood transfusion for the RG: Is it true that Sega a great product produced
of the complicated
the same parts, so suddenly the 32X Mega Drive into a poisonous tumour of America created at the end.
relationship between
was facing shortages because chips that would further erode the company’s the machine because,
RG: What was it like the Genesis and the
unlike Sega Japan,
were needed for the Saturn.” standing in the global marketplace. As which had given up on
working with Sega of 32X’s processors?
Bayless and his team were essentially Bayless is keen to point out, the timing Japan at the time? MF: We had a very short
the Genesis/Mega Drive
attempting the impossible; they were was horrendous: “Sega of America had MF: We had a great development timeline for
following poor domestic
working relationship hardware and soware
trying to bring a hardware blueprint to a devil of a time convincing anyone that sales, it believed that
with Sega of Japan. All of – that didn’t help. It also
life in less than a year and had to fight the 32X made sense when the Saturn gamers still wanted to
us had worked at Sega takes developers time
within Sega to get the resources to was just around the corner. Imagine continue using their
long enough to know the to get used to a new
16-bit machines?
accomplish the task. To make matters how much harder that would be to sell personalities. We worked platform. We see this with
MF: The Saturn was going
significantly worse, Sega of Japan to the public if the Saturn was already as a team even though every generation that
to be slow to take off due
dropped a bombshell that essentially on store shelves.” we had a great deal of comes on the market. The
to its price. The 32X was
distance between us. developers need a few
wrecked the 32X’s chances of any kind Despite the obvious setbacks, going to add additional life
product cycles to really get
of success: “The Saturn got its launch the 32X experienced a reasonably to the 16-bit Mega Drive RG: Is it true that the
their mojo down.
date: November of 1994 in Japan,” successful launch in the West. It hit market. This was good 32X shared some
business for Sega since technical similarities RG: What do you
remembers Bayless with a grimace. American stores shelves in November
that was where it was with the Saturn? think killed the 32X
Rather than being the forerunner of the 1994, retailing for the substantial sum earning the most income. MF: Only the dual-CPU in the end?
Saturn, the 32X now had to face the of $159.99. Regardless of this hefty architecture was lied MF: The move to CD was
RG: What, in your
prospect of sharing the same release price tag, the machine shifted its initial from the Saturn. The inevitable. The 32X was
opinion, made
window as its 32-bit big brother. “Not shipment of 600,000 units with ease; rest was developed from destined to die because
the 32X such a
surprisingly, word got out quickly in it was even reported at the time that scratch for the 32X. We it didn’t have a CD drive
unique machine?
had a short timeframe and was an add-on. An
the West,” he continues. “US and EU demand had far outstripped supply. A MF: We pushed really
to develop the product add-on device is never as
consumers immediately started asking similar story can be told of the European hard for the dual-SH2
and couldn’t do much in well thought out as a built-
the obvious question: ‘Why should I release, which is unsurprising when architecture. We really
the way of fixed function from-scratch device.
liked the Hitachi SH2 CPUs
buy a 32X when the Saturn is only a you consider how much power Sega
few months away?’ Sadly, the best still held in PAL territories at the time.
245
SEGA 32X
04 05
VIRTUA FIGHTER STAR WARS ARCADE
RELEASE: 1995 RELEASE: 1994
PUBLISHER: SEGA PUBLISHER: SEGA
BY THE SAME DEVELOPER: BY THE SAME DEVELOPER:
AFTER BURNER STAR WARS TRILOGY ARCADE
Arguably the jewel in the 32X’s crown, Granted, the gameplay is as shallow as
this coin-op conversion of Sega’s legendary a puddle, but Star Wars Arcade is one of
fighter was outclassed by its Saturn big those games that actually managed to
brother but nevertheless succeeds in generate some degree of excitement when
carrying across the same compelling it was shown to prospective purchasers
gameplay that made the arcade version back in the mid-Nineties. The 3D visuals
such a global hit. The sheer volume are fairly basic but the action zips along
of moves and techniques on show is smoothly and it has enough of the Star
incredible, and because it’s quite a Wars spirit to make it truly engaging.
common game it can be picked up fairly Just don’t expect a deep or meaningful
cheaply for aspiring collectors. experience and you’ll be fine and dandy.
246
SEGA 32X
247
ACORN ELECTRON
248
ACORN ELECTRON
ACORNELECTRON
IT’S BEEN OVER THREE DECADES SINCE THE INTRODUCTION
OF THE ACORN ELECTRON, HERE WE REFLECT ON THE TALE
OF THE BEIGE BOX THAT WENT FROM MUSTHAVE CHRISTMAS
PRESENT TO THE 8BIT OUTCAST THAT ALMOST SUNK ONE OF
BRITAIN’S MOST BELOVED COMPUTER MANUFACTURERS
Year released: 1983
Original price: £199
Buy it now for: £10-£20
Associated magazines: Electron User, Micro User, Acorn User, A&B Computing,
INSTANT EXPERT
Acorn Programs The Acorn Electron was a cut-
down version of the BBC Model
Why the Acorn Electron was great… The Electron offered the main functionality B, retailing for half the price of
of the BBC B at half the size, and at a fraction of the cost. It had strong software its bigger brother. The Electron
backing, and boasted one of the best keyboards of any computer, with great feel and originally retailed for £199 from
August 1983 to January 1985,
responsiveness, and a variety of shortcuts to common BASIC commands. And it was before being cut to £129 and
built to last, too. later to £99.
The Electron’s size was based
on a cardboard tissue box. It was
roughly half the depth of the BBC
A
fter the roaring success of the BBC Microcomputer, Acorn Micro, although the Plus 1 and
was a company going places. It had conquered the schools Plus 3 expansion boxes released
market almost unchallenged, and with a cheaper, cut- for it increased its dimensions to
approximately the same size.
down sibling to the Beeb designed for home use on the Acorn spent £3.3 million on
way, it was massively confident that it could dominate TV advertising to showcase the
Electron in the months following
the marketplace. Four months ahead of the Electron’s its August 1983 launch. Prior to
launch, joint managing director of the company Chris Curry was in bullish this campaign, its advertising
mood. “We are not placing any limits on the size we can grow to,” he told budget was £1.5 million across
the entire company.
The Times. “We see the Electron as a very powerful threat to the existing 300,000 Electrons were
dominance by Sinclair and the Commodore VIC-20. We hope to get half the ordered following the machine’s
launch. Due to a problem with
home computer market.” production of the computer’s
“It was absolutely manic – an insane time really,” recalls Tom Hohenberg, ULA chip, however, only one
Acorn’s former marketing manager. “There were exhibitions going on all the in ten worked, meaning that
only 30,000 reached shops by
time, and there’d be 50,000 to 60,000 people besieging the stands. The BBC Christmas 1983.
Micro was selling like hot cakes – we couldn’t make them quickly enough – so Like the original IBM PC and
ZX Spectrum, the Electron
there were huge hopes for the Electron. Half the size, half the price, and the
features just one sound channel,
same sort of power. We were buzzing.” cut down from the BBC’s three
Lessons had clearly been learnt from the supply problems that melodic and one noise channels.
Most Electron titles run on
had beset the BBC. Thankfully, due to the machine’s tie-in with the the BBC, although due to the
broadcaster, the Beeb still went on to become very successful. Six cut-down hardware, many
months ahead of the Electron’s launch, Curry told The Guardian that BBC releases won’t run on the
Electron, and some of those that
the new model would not even be advertised, let alone sold, until do run too fast to be playable.
they were “completely confident that stocks are available”. “More than At its peak in 1985, market
research showed that the
almost anybody else we have suffered in the past from problems of lack Electron was the UK’s joint
of product when the demand is high,” he said. “We are not going to let it second bestselling computer,
happen again.” alongside the Commodore 64,
but behind the Spectrum.
Launch day arrived on 23 August 1983, and anticipation was massive. The Somewhere between 1,200
first review of the new machine was in, and so glowing that Acorn quoted it and 1,500 games are estimated
to have been created for the
extensively on the full-page advertising it took out in the newspapers. “Compared machine, as well as several
to other micros in its price range, the likes of the Spectrum, Oric and VIC-20, the hundred more educational titles.
Electron wins on all counts,” What Micro? magazine said. “It has better graphics, Two dedicated emulators
exist for the Electron – Tom
a better keyboard, and faster and more versatile BASIC. Acorn had better be ready Walker’s Elkulator and Thomas
for a rush, there’s going to be one.” If only Acorn had paid closer attention to that Harte’s ElectrEm.
Good condition second-hand
last line. models now sell for around
Acorn’s strategy was to show parents that the Electron was a way of bringing £10-£20 on eBay. The official
their learning at school on the BBC into the home, and a £300,000 TV ad was Acorn tape decks and Plus 1 and
3 expansion boxes are relatively
commissioned to make the point. “It took three days to shoot, and was quite an rare in comparison and often
epic production,” says Hohenberg. “There were lots of kids and several sets. We fetch sums in the region of £20-
£30 each.
249
Free ebooks ==> www.Ebook777.com
ACORN ELECTRON
BT Merlin M2105
A highly sought-after oddity
for hardcore collectors of
Acorn hardware, the Merlin
consists of a debadged Electron
attached to an expansion box,
which incorporates a built-in
modem and features a printer
interface. The Merlin was
used throughout all of the UK’s
Interflora shops from a pilot
scheme in 1985 through to the
mid-Nineties, and was used
to transmit orders around the
country. According to internet
sources, a speech synthesizer is
also apparently incorporated into
the rear unit.
250
www.Ebook777.com
ACORN ELECTRON
SPECIFICATIONS
CPU: Features a 6502A
processor, running at a variable
clock rate: 0.5897 MHz-2 MHz,
Ferranti Semiconductor ULA
coprocessor
spent £3 million on airtime.” The marketing of the machine was so By February, a backlog of 200,000 orders for the Electron itself Memory: 32K RAM, 32K ROM
successful that a reported 300,000 orders were received for the reportedly still remained. Acorn’s production troubles soon eased, Connectivity: General
run-up to Christmas 1983. but the missed Christmas rush resulted in tens of thousands expansion port at the rear
Significantly reduced in size from its predecessor, but lacking of machines arriving into the country with only a fraction of the (for Plus 1, Plus 3 and so on),
some of the features and connectivity, the Electron’s dimensions demand for the machine remaining. “We had this warehouse in cassette player connector, TV
had in fact been based on a tissue box, after Acorn found itself Wellingborough,” Hohenberg recalls. “Before Christmas, the trucks connector (RF modulator), RGB
unhappy with the case put forward by an industrial designer. “It were lining up at one end wanting to take the few Electrons we monitor connector
will have been six to nine months to do the basic design, but then had away to stores, but now the trucks were all at the other end,
Sound: One-channel sound
there were problems with the ULA,” says former Acorn hardware delivering, and the market had completely dried up. Seeing Electrons
designer Steve Furber. “We were geared up to produce 300,000,” piled floor to ceiling… it was very depressing.” Video Resolution: 640x256
continues Hohenberg, “and then the ULA, the heart of the And the company’s troubles didn’t end there. Shortly after the pixels (Mode 0)
machine… only one in ten of them worked.” Electron’s launch, Acorn had attempted to capitalise on its expected
As a result, only 30,000 Electrons hit the shelves in this period. success by advertising 11.23 million shares for trading on the
“All these families had promised the kids an Electron for Christmas, London Stock Exchange. The company’s performance in the market
and it just wasn’t obtainable,” says Hohenberg. “We’d get a was soon described in The Times, however, as “abysmal”. Coupled
shipment in, then there’d be a stampede. People were fighting with ill-fated attempts to set up operations in the USA and Germany,
in Rumbelows.” The Manchester branch of WHSmith reportedly from a position of enormous financial strength, the company soon
received 1,500 phone enquiries in one week alone from people found itself in serious difficulty. Even Acorn’s much-prized contract
desperate to find one in time for Christmas. with the BBC was said to be under threat.
Despite the production problems, support for the Electron The software market for the Electron was gaining in strength,
steadily grew. Acorn’s software arm – Acornsoft – led the charge, however. 1984 saw the arrival of Acornsoft’s classic Elite. “The
and its first batch of games included some superb conversions: Electron version was more restricted than the BBC disk edition,”
Snapper (an excellent Pac-Man clone), Meteors (Asteroids) and says David Braben. “The video hardware on the Electron was very
Monsters (Space Panic), as well as Peter Irvin’s fine space-based poor compared to the BBC, and we couldn’t do some of the trickery
shooter Starship Command. “I sent it to several publishers who we did on the BBC to save memory – this is why it was black
all wanted it,” he explains. “But I decided to go with Acornsoft and white on the Electron.” Even in cut-down form, Electron Elite
because, although their royalty rates were lower, I thought they remains one of the finest technical achievements on the machine,
» Repton arrived on the
were the better publisher.” and although Braben wasn’t overly happy with the version, he and system in 1984, and went
The other main player on the Electron software scene in the early co-author Ian Bell have left one lucky user a present: “We never on to become the Electron’s
bestselling game.
days was Leeds-based Micro Power. Fine conversions of Frogger bought an Electron – one was loaned to us by Acorn, and when
and Donkey Kong – Croaker and Killer Gorilla – sold well, but the real we finished, we attached a note to the inside of the case, saying
gem was the outstanding maze-based shooter Cybertron Mission, ‘Elite was written on this machine’,” he says. “We both signed it, so
heavily influenced by Berzerk. Alongside the early software players somewhere, hopefully, it’s still there in someone’s machine.”
came the arrival of Electron User, the only magazine dedicated Other 1984 arrivals included A&F’s Chuckie Egg, as well as the
solely to the Electron. Launched in September 1983, it became vital evergreen (literally) Repton. This Boulder Dash-influenced series was
to the machine’s user base. Superior’s biggest seller, and loomed over the 8-bit Acorn scene
Late 1983 also saw the first Electron offerings from Superior throughout the Electron’s life. Acorn’s popular Plus 1 and Plus 3
Software, a company that would become the most important and expansion boxes were launched too, between them adding joystick
long-lasting supporter of the machine. Already active on the BBC and disk-drive interfaces, as well as ROM cartridge slots.
scene, Richard Hanson’s company was wary of Acorn’s supply Doubtless spurred on by the steadily increasing user base,
problems, but dipped a toe into the market anyway. “Richard spent Acorn seemingly rallied. The BBC contract was renewed, and by
half the night reprogramming a one-armed bandit simulator,” says September sales of the Electron were said to be over 90,000. A
ex-Superior man Steve Botterill. “Beeb sales were brilliant, but it stronger than expected Christmas saw this number double, with a
took until the end of the year before Electron sales picked up. Dixons spokesman expressing delight that the Electron was selling
We had put about half-a-dozen titles together for it to see how “four to five times as well as we had expected”. This in spite of
it would go.” After small numbers were initially picked up in the Acorn sticking to its £199 launch price, the same price as the heavily
countdown to Christmas, Superior Software’s big break for the discounted C64, and vastly more expensive than the all-conquering
Electron arrived. “In February, WHSmith ordered 1,000 each of £129.99 Spectrum 48K. In January 1985, however, Sir Clive Sinclair
seven Electron titles,” Botterill recalls. “This marked the start of the put the squeeze on still further, slashing the price of the Spectrum+
Electron selling big numbers.” to £129.99. Acorn responded immediately, dropping the Electron
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ACORN ELECTRON
by £70 to go head-to-head at that price point, but the new mark game, except it ran slower,” says Irvin. “The video controller was
undoubtedly put further pressure on the company – the Electron limited in that it couldn’t produce the reduced size display needed to
was widely known to be costlier to produce than the Spectrum. make more RAM available for the game. The visible, random border
Despite strong Christmas sales, the company suspended share was in fact part of the game program code.” Particularly towards the
trading five weeks into the new year after its share price dropped late-Eighties and early-Nineties, as programmers tried to claw back
to 28p, down from a high of 193p the previous year. Redundancies additional memory to push the machine further, unsightly fragments
followed, and Olivetti stepped in to mop up a cut-price 49.3 per of code were commonplace on screen features in Electron games
cent stake in the company, increased to a massive 79.8 per cent – a performance-to-prettiness trade-off most gamers were happy to
a few months later. After recording a £10.8 million profit in 1984, make to enjoy a string of excellent releases.
Acorn was now reeling from a £22.2 million loss. “That was grim,” In 1989, Steve Botterill and his late brother Mark formed 4th
says Hohenberg. “We just felt like ‘oh my god – we’ve sold out to Dimension, one of the last major players to emerge on the Electron
big brother’.” Olivetti chairman Carlo De Benedetti criticised the software scene. Its first success was with Gordon Key’s Holed
company in an interview with The Times, observing that it’d tried to Out, an excellent golf simulator. “It used literally every bit and byte,
move into the US market “with forces totally inconsistent with their and we were very proud of it,” says Botterill. “Gordon’s one of the
size, and their financial and managerial strength”. A loss-making most brilliant programmers I have ever met.” 4th Dimension’s other
sub-£100 price tag was soon placed on the Electron, with the bulk acclaimed titles included White Magic and the fabulous Inertia, as
of Acorn’s warehoused stock ‘distress sold’ to Dixons. Profits were well as a very creditable conversion of the Archimedes racer E-Type.
no longer an issue – Acorn needed cash, and fast. With Acorn-related magazines beginning to struggle, however,
Remarkably, however, the Electron went on to enjoy a the market was in serious decline. The demise of Electron User
successful year at its rock-bottom price. Figures released by market in June 1990 effectively marked the end of the active market for
researchers AGB in May 1985 placed the machine as the joint the machine, although Superior continued to release occasional
number two bestselling computer in the UK, with a 15 per cent compilations of popular favourites, coupled with the odd unreleased
market share – way behind the Spectrum’s 28 per cent, but the title, in its long-running Play It Again Sam series.
same as the C64. It was an unlikely showing for a machine all but Although dimmed from its heyday, the Electron torch still flickers,
written off in some quarters; even as early as September 1984, thanks to the emulator scene – and the efforts of the Electron User
» Andy Williams’ Electron version Practical Computing editor Jack Schofield described the Electron as Group (EUG). The Electron is served by two fine emulators – Tom
of Paperboy was a slow and flickery
conversion, but despite poor reviews it still
“a crippled thing” and “poor value at any price”. Walker’s Elkulator and Thomas Harte’s ElectrEm, which allow users
became a huge hit for the machine. With considerable software support now behind it, the Electron to run disk and tape images, as well as the excellent disk image-
continued to sell well, and although it never got any closer to the based EUG magazine, currently run by www.acornelectron.co.uk
Spectrum in the marketplace, its loyal users continued to demand founder Dave Edwards. Now up to issue 68, this annual magazine
games. One of the machine’s main champions was Peter Scott. includes games, demos, utilities and reviews. Also flying the flag is
“I sort of felt all the ‘proper’ programmers worked exclusively on the recently launched Retro Software label, which promises new
the BBC, shunning the Electron as it didn’t have all the bells and Electron releases soon. “The first wave of games are nearly all being
whistles,” he says. “It was half-speed in high-res or colourful developed for the BBC Micro,” says site co-founder Dave Moore,
modes and had single-channel sound that made porting games also the brains behind www.stairwaytohell.com. “However, it’s
across from the BBC difficult. I always bore the differences in hoped that we’ll be able to port most – if not all – to the Electron.”
mind and tried to write games that worked fine on both. It did Titles lined up for conversion are arcade adventures Mountain Panic
» The quiz-based You’re Alan Partridge, mean some of my games didn’t push the BBC to the limit, but and The Two Towers, but perhaps most intriguing is an incomplete,
a PD title released in 2006, made use of it meant the majority of players got a good game out of it, rather unreleased sequel to Repton 4 subtitled The Lost Realms.
Millsgrade’s Voxbox to incorporate speech than one great version and one constrained conversion.” Scott was A quarter of a century on, opinion is still divided on the Electron.
into the game.
renowned for his ‘cute’ sprites and puzzle-based adventures such Many, particularly those who picked it up cheap, remember a well-
as Thunderstruck, Last Of The Free and Spycat, but later became built machine with excellent expansion capabilities and a sizeable
Superior Software’s go-to guy for conversions. Ported titles included catalogue of fine games. For those close to Acorn, however,
The Last Ninja, Barbarian and Hostages, but perhaps his finest hour thoughts are more rueful. “While I was happy enough with the look,
was his outstanding version of Sim City. “I loved the challenge of performance and cost of the Electron,” says Steve Furber, “it was a
fitting the massive disk-based C64 game into the Beeb,” he says. commercial disaster and contributed significantly to Acorn’s downfall.
“My proudest programming achievement, even if it didn’t sell too So I wasn’t very happy about that!” “We never had the critical
well as the BBC and Electron market was in decline by then.” mass,” says Tom Hohenberg. “If we’d had 300,000 machines out
Another key Superior title was the huge space adventure Exile. there at the start, that would have created enormous demand for
While not as smooth as the BBC version, it was a considerable the software. But it missed its zeitgeist. If the bloody things had
technical achievement. “The Electron version was the same basic been there, it could have been a brilliant success.”
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ACORN ELECTRON
ELECTRON MAGIC
In October 1983, Database
Publications launched the first and only
dedicated magazine for the Electron
– Electron User – as a pull-out section
in the Beeb-oriented Micro User,
before it emerged as a standalone
title in January 1984. Mixing news,
reviews, type-in games, graphics
demos and applications, it became
hugely important to the future of the
machine. “I guess it was a bit like
Web 2.0 today,” says former editor
Roland Waddilove. “Most content was
user-generated and I think this is one
reason why it was so successful.” But
what about those slow news months?
“Sometimes we made it up. Yes, some
of those stories about scout groups
using Electrons to do their newsletters,
accounts and memberships weren’t
real.” While Acorn was struggling in
1985, the mag had an impressive 46
per cent rise in circulation, and survived
well into the 16-bit era, eventually
folding in June 1990.
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ACORN ELECTRON
PERFECT TEN GAMES Just because the Acorn Electron was a cut-down version of the BBC Micro that didn’t mean it didn’t sport a host of
great games. Granted, some of them appeared on both systems, but if you’re a fan, you’ll find the following ten titles
essential. If we’ve missed out any classics why not submit them in the form of a profile at www.retrogamer.net
03 04 05
254
PERFECT TEN: ACORN ELECTRON
06 07 08
BUG EYES THE LAST NINJA 2 EXILE
RELEASED: 1985 RELEASED: 1988 RELEASED: 1988
PUBLISHER: ICON SOFTWARE PUBLISHER: SUPERIOR SOFTWARE PUBLISHER: SUPERIOR SOFTWARE
CREATED BY: PACKRAT AND BIT BRAIN CREATED BY: PETER SCOTT CREATED BY: PETER IRVIN / JEREMY
BY THE SAME DEVELOPER: DRAIN BY THE SAME DEVELOPER: RICOCHET C SMITH
MANIA BY THE SAME DEVELOPER:
The Last Ninja 2 really
ARCADIANS ELITE
RELEASED: 1982 RELEASED: 1984
PUBLISHER: ACORNSOFT PUBLISHER: ACORNSOFT
CREATED BY: ORLANDO AKA NICK PELLING CREATED BY: DAVID BRABEN AND IAN BELL
BY THE SAME DEVELOPER: HOPPER BY THE SAME DEVELOPER: FIREBUG
A tough choice this one, it was one we pondered When David Braben and Ian Bell set about writing
09 for a while. The Acorn has three decent arcade
conversions, and we only had room to put one of them in
10 Elite on their Acorn Electrons, little did they know
the impact their free-roaming space trading game
the top 10. It has a brilliant Breakout/Arkanoid clone called would come to have on the industry. You simply can’t
Crack-Up, a fair Donkey Kong clone – even if the controls talk about the Acorn, strategy or sandbox gaming without
are a wee bit fiddly – called Killer Gorilla, and this sublime bringing Braben and Bell’s interstellar opus to the fold. What
Galaxian homage written by one of the machine’s most makes Elite so special is that in many ways it’s not just a
respected coders. Arcadians is pretty slick but also very game, it’s a living, breathing, wonderfully realised universe
tricky – those pesky kamikaze aliens are unrelenting, but – a virtual escape pod for you to go anywhere, do anything
it’s still great fun. It also looks spookily similar to the arcade and explore to your heart’s content. Elite’s virtual playground
game, down to the neat explosions that occur when the would capture the minds and imaginations of a generation,
enemy insects get blasted to the way the front of your ship and is considered one of the most influential, innovative and
forms the weapon. It’s just a great, great conversion. immersive Electron games ever. 10
255
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