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£5.99 UK • $13.95 Aus • $27.70 NZ<br />

I S S U E O N E<br />

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◆❇❚❋❙❙❖❏❉<br />

001<br />

GAMER is the UK’s first regular retro magazine. 2004<br />

*<br />

RETRO<br />

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❇▼▼✄❏◆❋✄◗100<br />

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insides 01<br />

| ❙❋❙✄❍❇◆❋❙* | issue one | |<br />

06<br />

<strong>Retro</strong> News<br />

66<br />

Horror Movie Licences<br />

73<br />

1983 Advertising Gallery<br />

08<br />

Sinclair Researched<br />

John Southern fawns over<br />

Sir Clive Sinclair’s range of<br />

classic micros<br />

30<br />

The Top 100 <strong>Retro</strong> Games!<br />

10 games on 10 formats. Do<br />

you agree with our choices?<br />

**4**<br />

52<br />

Mastertronic, a History<br />

Anthony Guter looks at the<br />

history of the classic budget<br />

software publisher


18<br />

Return of the Rings<br />

A fascinating look at the<br />

many games based on<br />

Tolkien’s epic novel<br />

24<br />

Hall of the Miner King<br />

Martyn Carroll walks down<br />

Surbiton Way in search of<br />

Miner Willy<br />

84<br />

Emulation Nation<br />

92<br />

Coverdisc<br />

98<br />

Next Month<br />

60<br />

Street Fighting Clan<br />

Charles Brigden takes an<br />

swipe at the long-running<br />

Street Fighter series<br />

**5**


| ❙❋❙✄❍❇◆❋❙* | issue one | news |<br />

The latest news from the<br />

world of retro gaming<br />

Get Your Rocks<br />

Off<br />

Nope, it’s not a long overdue reworking of Asteroids sadly, but the almost<br />

comparably exciting news that grubby little seed-meister Leisure Suit Larry is pulling<br />

on his raincoat once more and sinking into the murky underworld of sex shops,<br />

brothels and ladies of the night for another close-to-the-bone adventure!<br />

This seventh Larry adventure, dubbed Magna<br />

Cum Laude, (which is actually some sort of Yankee<br />

award for being the biggest swot in a particular<br />

university, but also has the word cum in it, making it<br />

naturally ‘hilarious’ LSL fare), introduces Larry to the<br />

younger, hipper<br />

scene of PS2 and<br />

The lewdster returns in a brand new<br />

Xbox, and also<br />

adventure, the seventh to date<br />

reacquaints him<br />

with his old friend<br />

and sleazing<br />

buddy, the PC.<br />

Taking its<br />

inspiration from such high-brow art house films as<br />

American Pie, we can expect lots of leching and<br />

leering, but not a whole lot of actual lovin’, as<br />

Larry gets knocked back time and again by the<br />

lovely ladies in the game. While no one on the<br />

<strong>Retro</strong> Gamer team can imagine what that must feel<br />

like, we’re looking forward to finding out. So, get<br />

your leisure suits dry-cleaned, pressed and ready<br />

<strong>Retro</strong><br />

for action when this one arrives later<br />

Zone<br />

this year!<br />

The second Micro Mart Computer Fair took place at the NEC in November, and<br />

once again the star of the show was the <strong>Retro</strong> Zone. Like an island of tranquillity<br />

in a hall full of sweaty bargain hunters, the <strong>Retro</strong> Zone gathered together the<br />

cream of the current retro scene. Allan Bairstow from Commodore Scene magazine<br />

was in attendance, showing off both classic and contemporary Commodore<br />

machines. Ever seen an accelerated C64 with a 4Gb hard drive? You would have if<br />

you were there. Other attendees included representatives from QUANTA, showing<br />

several generations of the Sinclair QL, Colin Piggot from Quazar (issue six of his Sam<br />

Revival magazine is on sale now) and Colin Woodcock, editor of the ZXF online<br />

Spectrum magazine. As an added treat, Arcade Warehouse supplied several arcade<br />

machines for the day, including the classic Dragon’s Lair.<br />

The <strong>Retro</strong> Zone event was expertly organised by Micro Mart column writer Shaun<br />

Photographs from the recent<br />

<strong>Retro</strong> Zone event<br />

Bebbington, who<br />

also showed off rare computers from his<br />

extensive collection. Overall, the fair was a<br />

success, and the <strong>Retro</strong> Zone a highpoint. Here’s hope that it goes ahead again next<br />

year, and if it does, don’t miss it!<br />

**6**


Buried Treasure<br />

If you’re too thick to figure out the emulation stuff (or just irritatingly honest), then<br />

don’t worry, you don’t have to miss out on your retro fix. Companies like Midway<br />

are realising that “there’s gold in them thar cupboards”, so they’re busy dusting off<br />

their back catalogues and repacking them as anthologies of loveliness. The latest<br />

is Midway Arcade Treasures for the PS2, Xbox and GameCube.<br />

Featuring 22 classic titles, MAT is a trip down memory lane that will moisten<br />

the eyes of anyone who’s got a lifetime of gaming experience behind them. Here’s<br />

a list of what’s on it (deep breath) – Spyhunter, Defender, Gauntlet, Joust,<br />

Paperboy, Rampage, Marble Madness, Robotron 2084, Smash TV, Joust 2,<br />

Bubbles, Roadblasters, Stargate, Moon Patrol, Blaster, Rampart, Sinistar, Super<br />

Sprint, 720, Toobin’, KLAX, SPLAT!, Satan’s<br />

Hollow and Vindicators!<br />

Now if there’s nothing in there to get you<br />

drooling you must have sold your soul to EA.<br />

And believe us, you’re going to hell for that.<br />

Codemasters<br />

Honored<br />

Founders of Codemasters, Richard, David and father Jim Darling, have all been<br />

honoured recently by the UK computer and videogames industry. At the industries<br />

annual dinner the father and sons, who formed the company in 1986, were<br />

presented with the ELSPA Hall of Fame award.<br />

Richard and David were teenagers when they launched Codemasters with father<br />

Jim acting as Chairman. The brothers had already been creating games for some<br />

years, firstly selling via mail order before working as developers for publishing<br />

companies, which provided the funds to form Codemasters in 1986. Since their first<br />

release ‘BMX Simulator’, Codemasters<br />

has had over 60 number one bestsellers<br />

and published some of the<br />

games industries most popular titles.<br />

David Darling, CEO of Codemasters said<br />

“We’re honoured to receive the award.<br />

We’ve always been passionate about<br />

creating games and to be recognised by<br />

ELSPA is immensely pleasing”.<br />

Play these classic Midway games on<br />

your next-gen console<br />

Fashion<br />

victims<br />

Half<br />

Fish.<br />

Half<br />

Machine.<br />

All Cop<br />

Thirteen years after he first made his debut,<br />

James Pond has returned. Originally<br />

appearing on the Amiga ST and then<br />

gracing the likes of Sega’s Megadrive, the<br />

chubby-faced mecha-fish finally slinks his<br />

way onto the PSone, a machine that in<br />

itself could be deemed as retro.<br />

Robocod was the second outing for<br />

James Pond, who proved to be one of the<br />

most memorable platform characters of the<br />

16-bit era. Purists will be pleased to note<br />

that the game is exactly the same as the<br />

1992 Atari ST version, apart from a slight<br />

reworking of the intro sequence. Dr Mebbe<br />

has hijacked Santa’s Lapland toy factory and<br />

kidnapped all the little elves. What a<br />

horrible little sod! Fortunately our hero<br />

Robocod, with his magically expanding<br />

stomach (it goes up instead of the one<br />

you’ve got, that goes out), is on the case,<br />

sure to bring scaly justice and free the<br />

dynamite-bound elves. What follows is 36<br />

levels of platform mayhem for the<br />

bargain price of £9.99. All we wonder<br />

know is what happened to the PS2<br />

update of Robocod, originally<br />

announced a couple of years ago?<br />

Robocod has been released by budget<br />

specialists Play It, and is out now.<br />

We’ve come a long way (baby). Games are in fashion –<br />

literally. No longer the preserve of the spotty kid with a<br />

pasty pallor even Steve Davis would snigger at,<br />

suddenly the world is realising what we’ve always<br />

known – games are cool! And now you can wear your<br />

obsession with pride. Fashion labels are springing up all<br />

over the place, each desperate to cash in on the craze,<br />

but in our opinion none are doing it with more style than<br />

the Joystick Junkies (www.joystickjunkies.com).<br />

With a whole range of eye-catching t-shirts (and yes,<br />

hotpants!) that you really wouldn’t be ashamed to be<br />

seen wearing down your local roller disco, there’s<br />

something for everyone – from Space Invaders to<br />

Defender and all the way up to perhaps the greatest<br />

video game ever, the mighty Sensible Soccer. And all at<br />

more than reasonable prices. So get along to their Web<br />

site for a look and smarten yourself up!<br />

**7**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | sinclair researched |<br />

**8**


Sinclair<br />

Researched.<br />

We simply couldn't<br />

launch a retro magazine<br />

without running a<br />

feature on the Sinclair<br />

range of computers.<br />

John Southern, our<br />

resident Sinclair<br />

expert, looks at every<br />

model, from the ZX80 to<br />

the QL, and brings us<br />

up to date with what's<br />

happening in the<br />

Sinclair scene right<br />

now<br />

**9**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | sinclair researched |<br />

The ZX80/81<br />

In the beginning<br />

drawback and very soon, Sinclair started to sell 3K RAM expansion packs. As<br />

prices for memory started to fall at the beginning of the 80s, Sinclair later<br />

brought out a 16K expansion module. Around the world, the ZX81 price mark<br />

broke barriers at $199 in the USA and Dmk 498 in Germany.<br />

Version 2.0<br />

It all really got started in January 1980. This was when Sinclair<br />

Research announced a new computer engineers had been working on<br />

since May the previous year. The Sinclair ZX80 came to life in<br />

February, when the first kits started to sell at computer fairs. This was not Clive<br />

Sinclair’s first venture into selling computers; his previous MK14 kit had sold<br />

well, but nothing like the demand for the ZX80. In total, some 50,000 of these<br />

first stepping stones to modern computers were sold. Not as many as you would<br />

perhaps imagine, but enough to start the computer craze in the UK.<br />

In white moulded plastic, the ZX80 could be bought in kit form (£79.95) or<br />

pre-built and ready to run (£99.95). Advertising in major national newspapers<br />

brought the computer to the attention of many who saw it as the future and<br />

something educational to buy for their children. Sales took off and hundreds of<br />

children throughout the country got their first taste of BASIC programming.<br />

However, all was not as you would expect. The ZX80 could only do integer<br />

mathematics. Decimal points where unheard of. Although this sounds strange<br />

today, the Sinclair BASIC, which was written by John Grant of Nine Tiles, had to<br />

be squeezed onto a 4K ROM chip. The machine’s limited memory was a real<br />

1981 saw the release of Sinclair’s improved ZX81. It was launched in March, in a<br />

blaze of television and media publicity. Similar in looks, the black-cased ZX81<br />

had hardware mainly designed by the ZX80 designer, Jim Westwood. The<br />

upgraded 8K ROM finally had a decimal point for its mathematics routines. For<br />

those who had bought a ZX80, they could buy an 8K ROM upgrade, although it<br />

was the end of Autumn before the final maths bugs had been sorted out. The<br />

new machine retailed for an unprecedented £69.95. This low price was mainly<br />

due to the Ferranti-produced ULA (Uncommitted Logic Array) which reduced the<br />

number of components and, therefore, the overall cost. The ZX80 contained 21<br />

chips, whereas the ZX81 contained just four chips, including the RAM and<br />

processor.<br />

The ZX81 possessed 1K of RAM, but for £29.95 you could purchase a 16K<br />

RAM pack. However, these expansion packs had one major design fault. To save<br />

money, the computers did not have a socket for expansion. They relied on the<br />

circuit board itself. Copper circuit tracks ran to the edge of the board. The<br />

expansion packs had to grip the original board and make a connection. During<br />

>Official<br />

add-ons.<br />

The Sinclair ZX Printer came to market in time for Christmas 1981, costing a<br />

very reasonable £49.95 (this later rose to £59.95 because of rising<br />

production costs). At the time, 9 pin dot matrix printers typically sold for<br />

£200 to £300. The printer used aluminium coated black paper. The stylus<br />

was electrically charged and this burnt away the aluminium, leaving the<br />

black paper to show through. At 32 characters wide (about 4in), the black<br />

on silver output was mainly used for printing program listings. The printer<br />

may have been cheap, but the paper was not, costing £12 for five small<br />

rolls. Fortunately for businesses attempting to use the ZX81, third party<br />

manufacturers produced interfaces that allowed a standard Centronic printer<br />

to be connected. By the time the Spectum arrived, the ZX Printer had almost<br />

been phased out, but it could still be connected to the new computer.<br />

1983 saw the launch of the Sinclair Interface 1. This was a small<br />

expansion module that raised the back of the spectrum. Along with two 100<br />

baud network ports and a real RS-232-C port for either printers or modems,<br />

the Interface 1 had a new connection port. This port allowed the connection<br />

of up to eight Sinclair’s Microdrives. The ZX Microdrive was a cheap mass<br />

storage device using an endless loop of 1.9mm video tape. Each unit was<br />

priced at £49.95, although £79.95 got you one plus the Interface 1. Between<br />

85k and 100K could be stored on a cartridge, and at 15k per second, that<br />

meant that games could be loaded very quickly. At the time it was seen as a<br />

cheap, reliable form of storage, but the new 3.5in disks slowly ate the<br />

market and third party manufacturers produced floppy drive interfaces.<br />

The Sinclair Interface 2 was also released in 1983. This was Sir Clive’s<br />

answer to the boom in console sales, and the small unit (priced at £19.95)<br />

contained two joystick ports and a ROM cartridge slot. Several cartridge<br />

games were released, including a quartet of classics titles from Ultimate, but<br />

they were priced at £15 each! Granted, they loaded quicker than their<br />

cassette-based counterparts, but who would pay three times more for that<br />

privilege? Another blow was that the ROM cartridges could only store 16K<br />

games, so the growling library of 48K games was not supported.<br />

**10**


the design phase, this was reasonable, but in practice, the memory expansion<br />

was prone to lose some contact, so your carefully typed-in program was at risk<br />

if anything was to knock the pack. And as the keyboard was nothing but a<br />

membrane, it was possible to press a key just a little too hard and the whole<br />

machine would move enough to crash. Although a major headache for users, this<br />

did lead to the creation of many a small company, attempting to solve the<br />

problem. These solutions ranged from blu-tak or velcro fasteners to metal strips<br />

and screws which bolted onto the expansion pack.<br />

The ingenuity of users started to show too. Tired of a black and white<br />

television screen? Just buy a sheet of green plastic film and you have a green<br />

screen monitor just like the expensive business computers! Hardware peripheral<br />

manufacturers sprung up in almost every garden shed, which was remarkable<br />

because most were garden sheds. Memory could be added to a massive 1Mb,<br />

although this relied on memory paging. Memotech produced a hi-resolution<br />

expansion box. Moving-key keyboards were popular, along with joysticks and<br />

even digitising tablets.<br />

Gathering pace<br />

The success of the ZX81 snowballed. After sales reached a certain point, there<br />

were enough young wannabe programmers desperate to make the next big<br />

selling hit. These programs increased the software catalogue and so in turn<br />

persuaded others to buy the machine. Christmas 1981 saw thousands of parents<br />

spending the whole of the festive season trying to get the level on a tape<br />

recorder just perfect to be able to load in a program off a cassette tape.<br />

<strong>Magazine</strong>s sprung up quickly to try and cater for the demand, with many<br />

printing program listings. Nobody thought it was strange to type in a<br />

hexadecimal computer listing that was an obvious photocopy from someone’s<br />

Sinclair thermal printer, save it to cassette and hope it did something useful<br />

before the machine crashed and lost everything!<br />

Pre-recorded software was the wise alternative. The Sinclair ZX Software arm<br />

produced a range of cassette-based teaching aids but these were not successful.<br />

Games, however, did rule. With its very limited graphics, it was possible to play<br />

Space Invaders as long as you had no problem pretending the chunky graphics<br />

were alien-like. There was some innovation though, with 3D Monster Maze being<br />

one of the original first-person adventures.<br />

Within two years, over one million ZX81 computers had been sold, some<br />

300,000 via Sinclair’s own mail order service. Of course, some people never give<br />

in. You can still buy original kits, so never mind collecting, start using! The ZX<br />

Team are a user group of (friendly) fanatics who still support the ZX80/81 and<br />

their clones. Fancy making a portable? Visit their site (www.zx81.de) and go to<br />

the projects page.<br />

A selection of official Sinclair<br />

peripherals<br />

**11**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | sinclair researched |<br />

The ZX -<br />

Spectrum<br />

The glory days<br />

Having turned the nation into a computer literate frenzy, 1982 saw Sir Clive Sinclair<br />

reach a pinnacle. He had been snubbed by the BBC, who chose Acorn Computers<br />

(set up by Chris Curry who had once worked for Sinclair) to build a computer<br />

endorsed by the national TV broadcaster. At £400, the Acorn BBC models A and B<br />

were a little beyond the reach of most, and Sinclair planned his revenge. In another<br />

glare of camera lights, he announced the new Sinclair ZX Spectrum. The first<br />

noticeable feature was colour. Then there was the price. £125 bought the 16K RAM<br />

version or £175 for the 48K model (within six months, the 16K model dropped to<br />

£99.95, making the first colour computer available for under £100). Although not<br />

equipped with all the interface ports of the BBC, the price difference was to be a<br />

huge factor.<br />

At the launch, Sinclair’s marketing team had learned some new tricks. They<br />

constantly referred to the educational software that would be available; a brilliant<br />

move as every child in the country could try to persuade their parents that the<br />

computer could help with school work. What parent could take the chance that their<br />

child could be left behind? The first few days saw such a buying frenzy that the<br />

>Sinclair<br />

overseas.<br />

Sinclair mail order department could not keep up with demand. These delays were<br />

to become part of folklore and the mail order department was never able to shake<br />

its less than stellar image.<br />

Almost immediately, industries sprung up to support the Spectrum. <strong>Magazine</strong>s<br />

were launched, software companies created almost nightly, and hardware add-ons<br />

flourished. Most people bought the 16K version as you could later upgrade to 48K<br />

by slotting in extra RAM chips for about £50. Programmers had by now spent two<br />

years learning how to cram code into 16K. This was the machine they had been<br />

waiting for.<br />

After Christmas, school playgrounds became a battle field of rivalries. Parents<br />

who had paid extra to buy a BBC or one of the newly imported Atari computers<br />

found their child outnumbered by the Spectrum-owning kids. This rivalry intensified<br />

with each new machine launched, forcing the owners to become inventive in their<br />

programming. Other computers could boast better hardware features and facilities.<br />

Spectrum users made up for this by using brilliant software hacks. Every time a new<br />

program hit the shop shelves it was eagerly bought and carefully reverse-engineered<br />

to learn just how the programmer had implemented the new features. Disassembler<br />

programs were common, and no-one thought anything wrong with taking other<br />

programmer’s code to pieces in pursuit of learning.<br />

Profit from piracy<br />

No-one worried about reverse engineering because a much bigger existed.<br />

Software was sold and stored on cassette tape, and any child could connect a<br />

Starting with the ZX81, the machines were being manufactured by the<br />

American Timex company in their Dundee factory. This gave Sinclair a way<br />

into the American market. Timex re-badged the ZX81 and Spectrum and sold<br />

them in the States as the TS1000 and TS2000 respectively.<br />

Other countries saw the success and a few started to make their own<br />

cloned versions. Brazil and Argentina were not part of the official Sinclair<br />

distribution and many unofficial clones were produced. These ranged from the<br />

MicroDigital TK82 clone of the ZX80 to the Argentinean Czerweny Electronica<br />

CZ2000+ Spectrum clone. Hong Kong followed with a Spectrum derivative<br />

called the Lambda 8300. However, most clones came from behind the iron<br />

curtain. The cold war meant that Sinclair could do little about copyright. From<br />

Slovakia came the Didaktik Gama. It is actually still possible to find versions<br />

for sale, with the Didaktik Kompakt having a built-in disk drive! Russia<br />

naturally went a little further and produced the Hobeta or Hobbit Personal<br />

Computer in Leningrad, with a high degree of compatibility and a<br />

considerably improved spec: 64K RAM, dual 5.25in disk drives, three joystick<br />

ports, both TV and RGB monitor output, parallel and serial ports. It was<br />

mainly sold for use in Russian schools.<br />

The ultimate Spectrum though was the Scorpion ZS-256 – a Z80B 7Mhz<br />

CPU with a huge 256K of RAM. It came with a disk drive controller and TR-<br />

DOS. More recently in 1996, an upgraded Spectrum called the Sprinter arrived,<br />

which could run both TR-DOS and MS-DOS!<br />

MicroDigital released a whole<br />

host of unofficial Spectrum<br />

clones<br />

**12**


couple of tape recorders together and run off a copy or two. You could buy the<br />

latest game and within a day, have swapped it at school for dozens of other<br />

games. Although illegal, everyone knew that you could quickly have a huge<br />

library of programs. Buy a Spectrum and stock up on C90 tapes, and you could<br />

end up with hundreds of the cutting edge programs for a fraction of the price<br />

compared to BBC owners. Acorn hit back the only way they could – by<br />

introducing add-ons such as 5.25in disk drives. Sadly these were so expensive<br />

that third party manufacturers produced their own, adding to confusion over<br />

single or double sided and single or double density. Spectrum users just bought<br />

double tape players – so their parents could also copy music – and more C90s!<br />

The early days saw a host of innovative games as each new feature of the<br />

Spectrum was discovered. Having thousands of bedroom programmers meant<br />

that the market was ruthless. Thousands of games were written, and as piracy<br />

was rife, only the very best sold. For all of the features of modern computer<br />

games with extensive graphics and dialogue, the ultimate test is playability.<br />

Limited hardware meant that, to survive and make a million, the games had to<br />

grab your attention and be instantly playable. The list is impressive. Early<br />

success came to companies like Imagine, with tales of young programmers<br />

earning thousands. After its spectacular collapse, many left to form other<br />

companies such as Ocean. Probably the best known software house was Ashby<br />

Computer Graphics which traded under the name of Ultimate Play The Game. It<br />

produced classics such as Jetpac, Atic Atac and Knight Lore. As a typical game<br />

took some six minutes to load, it soon became common for a splash screen to<br />

be loaded before the rest of the program. Many software houses at the time<br />

hired artists just to produce these images, which due to the limited palette and<br />

resolutions, were in fact real works of art.<br />

Third party hardware manufacturers flourished, and fought to out do one<br />

another with inventive add-ons, including graphics tablets, full-sized printers,<br />

alternative storage media and, due to the popularity of games, joysticks. Where<br />

the rival BBC had analogue joysticks requiring expensive potentiometers, the<br />

Spectrum made do with cheaper contact switches.<br />

When it came to the keyboard, Sinclair had learned valuable lesssons from<br />

the previous computers. The flat membrane keyboards had been poorly thought<br />

of, and in an effort to reduce cost but improve features, the Spectrum used a<br />

membrane as the contacts, but this time had rubber blocks for the keys. The<br />

‘Dead Flesh’ keyboard gave a little response back, but many add-on keyboards<br />

were developed and sold. With so much potential for third party fixes, the<br />

system was as cheap as you were willing to pay. You could live with the basic<br />

model or spend as much as your piggy bank could afford to buy yourself a<br />

better computer.<br />

>Super<br />

Spectrum.<br />

No, not the SAM Coupe, but rather the Spectrum +3e. This souped-up<br />

Speccy is the work of Garry Lancaster. He’s basically upgraded the +3<br />

ROMs, fixing bugs and adding new features. The improvements range from<br />

the small (you can now change the colours in the editor) to the significant<br />

(the introduction of user-defined text windows). Best of all, the enhanced<br />

ROMs allow you to connect a standard IDE hard drive to your Spectrum +3<br />

(or +2A)! Obviously you need to construct a suitable interface, but if your<br />

soldering skills are up the scratch, the new software will do the rest. It’s<br />

even possible to build an interface that plugs directly into the Z80 socket,<br />

so the connector sits neatly inside the casing. Lancaster reports that he’s<br />

connected drives as big as 8Gb, and he sees no reason why you can’t<br />

connect even bigger drives. For more information about the Spectrum +3e,<br />

including details on how to upgrade your ROMs with the new code, visit<br />

Garry’s Web site at www.zxplus3e.plus.com.<br />

Upgrade your Spectrum +3 to support<br />

a standard IDE hard drive<br />

**13**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | sinclair researched |<br />

Broadening the range<br />

Sinclair was on a roll, with Spectrums being shipped as fast as they could be made.<br />

The Prime Minister, Margaret Thatcher, presented one to the Japanese leader, and<br />

Clive Sinclair was knighted in 1983.<br />

In October the following year, the Sinclair ZX Spectrum+ was produced. This was<br />

similar to a software patch. It was still the same machine but had a working<br />

keyboard, where the keys actually moved. By 1985, sales started to slide and so the<br />

Spectrum+ was again improved to produce the ZX Spectrum 128. This new machine<br />

had the keyboard of the Spectrum+ and a new sound system, with three channels<br />

and seven octaves, plus the ubiquitous 128K RAM. The new 128 BASIC did away<br />

with the one-touch entry system of the original version, although you could still<br />

switch to 48K compatibility mode if needed. Britain finally saw the model in<br />

February 1986, but by then Sinclair was on the way out. A few months later, Amstrad<br />

took over Sinclair after the company sustained heavy financial losses, accredited to<br />

the doomed Sinclair C5. The Spectrum 128 was soon dropped as Amstrad<br />

consolidated the operation, making it something of a rarity today.<br />

In 1987, Amstrad sold the Taiwanese-manufactured ZX Spectrum +2. This was<br />

basically a Spectrum 128 stuffed inside Amstrad’s own CPC 6128 case. With the builtin<br />

tape player, it was perfect for playing games and marketed more as a console<br />

than a computer (early packs even came bundled with a light gun). Development<br />

continued but at a slower pace. 1988 saw the release of the Spectrum +3. This was<br />

basically a +2 with a built-in disk drive replacing the tape player. It also included an<br />

upgraded version of BASIC, complete with new disk operating commands. At £250,<br />

the +3 was not a big seller. This was partially due to the unusual choice of disk<br />

format. Amstrad opted for its own 3in disk drive rather than the standard 3.5in<br />

floppy drive that is still used today. The +2 was still popular though, and the<br />

upgraded +2A model also appeared in 1988. This was basically a +2 with +3 BASIC,<br />

and a port to connect a standalone disk drive that was never released. This model<br />

outlived<br />

The<br />

the +3 and remained<br />

Sinclair<br />

on sale well into the early 90s.<br />

QL<br />

Sir Clive gets serious<br />

Riding on the wave of success from the ZX Spectrum, Sinclair decided that the<br />

business market was the next big thing. This time, it was not to be a super<br />

Spectrum, but rather a leap forward. The Sinclair QL (Quantum Leap) was<br />

marketed as the first 32-bit business machine to retail for under £400.<br />

The first improvement was the memory. Chip prices were slowly falling so 128K<br />

on-board was possible. Ending Sinclair’s use of the Z80 processors, the QL used<br />

the new Motorola 68008 chip, although once again with only a 16-bit bus. The<br />

ability to connect a real computer monitor or television offered the best of both<br />

worlds, while the twin Microdrives would provide rapid storage for programs and<br />

data. How could it go wrong?<br />

The launch was dogged by the fact that the hardware was not quite complete.<br />

The new QDOS operating system did not fit into the ROM and so initial models<br />

had a ‘Dongle’ circuit board. This was complicated by a disastrous mail order arm<br />

>Software<br />

support.<br />

Every QL was sold with four business programs written by Psion, who itself<br />

went on to produce handheld computers. Quill was the standard word<br />

processing package while Archive was a database, capable of real business<br />

use and scripting. Abacus introduced spreadsheets, only to be let down by<br />

Easel for graphical output. This was not really down to the software, but the<br />

fact that QLs only had four colours (Black, White, Red and Green) made<br />

graphics somewhat limited.<br />

Games did not take off for the QL, which was both its downfall and its<br />

saving grace. Without games it failed to hit the mass market. No games<br />

meant that it was used in businesses throughout the country and further<br />

afield. Software was written and is still being improved. The latest commercial<br />

software, released just a few weeks ago, is called Launchpad. This is a<br />

program<br />

The<br />

launcher and<br />

Z88<br />

general GUI for all the differing operating systems.<br />

After Sinclair had been bought by Amstrad, Sir Clive was not quite out of the<br />

market. He formed Cambridge Computers which manufactured the very<br />

portable Z88. This was really a follow on to the Grundy NewBrain designed<br />

by the Sinclair Radionics company, which was released in 1980 and would<br />

possibly have been the BBC computer had ownership not changed before<br />

launch. The Z88s are still favoured by some researchers as the rubber<br />

keyboard is silent, so it can be used in libraries and recording studies<br />

throughout the world. Oddly, the operating system is very similar to that of<br />

the Acorn BBC.<br />

**14**


which failed to supply machines. The independent user group (QUANTA) was<br />

formed before anyone managed to get hold of a machine and even produced a<br />

magazine before machines were shipped. At the same time, the 3.5in disk drive<br />

arrived. Previously, the Microdrive was seen as a viable alternative to cassette<br />

tape, capable of holding 100K on each continuous loop of tape. Drives of 3.5in<br />

killed this idea so that very soon, any self-respecting QL user had upgraded by<br />

adding a third party disk interface.<br />

Launching the Sinclair C5 tricycle around the same time did not do the name<br />

of Sinclair any favours. Slowly, the rise of the Intel/IBM PC eroded the market.<br />

Over 100,000 QLs were eventually sold. BT, with Merlin, produced a clone called<br />

the Merlin Tonto, and ICL, which later became part of the Fujitsu empire, made a<br />

version called the One-Per-Desk. These two models had built in telephones and<br />

modems along with being made in a dark beige colour, rather than the now<br />

standard Sinclair black. Other compatibles followed including the CST Thor. By<br />

1986 Sinclair’s fortunes had reduced to the state where Amstrad took over its<br />

business. Amstrad, ever one to market a good idea, stopped production of the QL<br />

and focused on improved versions of the Spectrum.<br />

The QL lives!<br />

The network sockets never worked as stated, but the added RS-232-C ports did<br />

leave an opening for attaching a modem as well as a printer. Cheap 1200/75 baud<br />

modems allowed many people to use bulletin boards for<br />

communications. Online communities developed and dedicated users<br />

grouped together. Just like a PC has evolved from an XT to the modern<br />

3GHz machine, the QL has since evolved both in hardware and software.<br />

The user group is still going strong, with monthly meetings in various<br />

parts of the country.<br />

After disk drive interfaces and memory expansions, the QL really<br />

took the hearts of its users with accelerator cards from Miracle Systems.<br />

Upgrading the processor and RAM was then usually followed by ROM<br />

changes. Full keyboards, mice and proper disk drives followed. Never<br />

mind 1.44Mbs per disk – later QLs used ED disks capable of storing<br />

3.2Mbs each! Hard drives eventually came and the latest models now<br />

being produced are the Q40 and Q60, which use faster processors and<br />

are housed in standard PC cases. These can run either the QDOS<br />

operating system or Linux.<br />

QDOS survived because the SuperBASIC was more like a Pascal<br />

language in some respects. Multitasking was the norm. Improved<br />

ROMs became available along with additional software toolkits.<br />

Finally, a replacement operating system was produced which is now<br />

called SMSQ/E. ✺✯*<br />

Down but not out. Sir Clive strikes<br />

back with the Z88 portable computer<br />

>Sinclair<br />

model<br />

specs.<br />

ZX80<br />

NEC 780C-1 (Zilog Z80A compatible)<br />

3.25MHz<br />

4K ROM<br />

32x24 characters<br />

64x48 (Quarter Character blocks) graphics<br />

Black and white via a UHF TV aerial adapter<br />

No Sound<br />

Microphone and earphone sockets at 250 baud<br />

Expansion bus<br />

Touch-sensitive, smooth-membrane keyboard<br />

ZX81<br />

NEC 780C-1 (Zilog Z80A compatible)<br />

3.25MHz<br />

4K ROM<br />

32x24 characters<br />

Black and white via a UHF TV aerial adapter<br />

No Sound<br />

Microphone and earphone sockets at 250 baud<br />

Expansion bus<br />

Touch-sensitive, smooth-membrane keyboard<br />

ZX Spectrum<br />

3.54MHz Zilog Z80A<br />

16K or 48K RAM<br />

32x22 text 256x192 8 colour graphics<br />

1 channel 5 octave range sound<br />

Dead Flesh Keyboard<br />

ZX Spectrum+<br />

3.54MHz Zilog Z80A<br />

48K RAM<br />

32x22 text 256x192 8 colour graphics<br />

1 channel 5 octave range sound<br />

Tactile Keyboard<br />

ZX Spectrum 128<br />

3.54MHz Zilog Z80A<br />

128K RAM<br />

32x22 text 256x192 8 colour graphics<br />

3 channel 7 octave range sound<br />

Tactile Keyboard<br />

Joystick ports<br />

RS-232-C<br />

Midi Out<br />

ZX Spectrum+2/+2A<br />

3.54MHz Zilog Z80A<br />

128K RAM<br />

32x22 text 256x192 8 colour graphics<br />

3 channel 7 octave range sound<br />

Tactile Keyboard, Grey casing<br />

Built-in tape recorder<br />

Joystick ports<br />

RS-232-C<br />

Midi Out<br />

ZX Spectrum+3<br />

3.54MHz Zilog Z80A<br />

128K RAM<br />

32x22 text 256x192 8 colour graphics<br />

3 channel 7 octave range sound<br />

Tactile Keyboard<br />

3in disk drive<br />

Joystick ports<br />

RS-232-C<br />

Midi Out<br />

Sinclair QL<br />

7.5 MHz<br />

Motorola MC68008P<br />

128K RAM<br />

48K ROM<br />

42x25 text, 256x256 8 colours, 512x256 4 colours<br />

2 joystick ports<br />

2 RS-232-C ports<br />

TV and monitor connections<br />

2 100K Microdrives<br />

2 network sockets<br />

**15**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | lord of the rings |<br />

**18**


With The Return of the King<br />

<br />

>return<br />

of the<br />

rings.<br />

From simple arcade<br />

games to complex<br />

adventures and sprawling<br />

battle sims, The Lord<br />

of the Rings has been a<br />

major source of<br />

inspiration for software<br />

developers for over 20<br />

years. Martyn Carroll<br />

sets off on a journey<br />

to uncover the many<br />

games based on<br />

Tolkein's epic work<br />

movie still raking in cash at<br />

cinemas up and down the<br />

country, and the extended DVD<br />

release due in November, it seems<br />

that no mere mortal will be able to<br />

escape the Lord of the Rings for the<br />

foreseeable future.<br />

You won’t find respite by<br />

playing videogames either,<br />

because EA has recently<br />

released its Return of the King tiein<br />

and are following it up later in<br />

the year with Lord of the Rings<br />

Trilogy, a game based on all<br />

three films.<br />

In a separate licensing deal, Vivendi<br />

Interactive are also releasing<br />

PC games based on the<br />

original book; the War of<br />

the Ring is out now<br />

and The Battle for<br />

Middle-earth is due out<br />

in the summer. The<br />

games are coming thick<br />

and fast, but it’s not<br />

the first time players<br />

have stepped into the<br />

shoes of their favourite<br />

Tolkien character and<br />

walk the world of<br />

Middle-earth.<br />

**19**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | lord of the rings |<br />

Two early games that were<br />

loosely based on The Lord<br />

of the Rings<br />

The bold and<br />

the not so<br />

beautiful<br />

Back in the early 80s, long before<br />

the fledgling computer games<br />

market could be classed as an<br />

industry, publishers could not justify<br />

licensing costs so they dreamt up<br />

unofficial yet blatant titles. Games<br />

with titles like Return of the Jedy<br />

and Invasion of the Body Snatchas<br />

were common place. In 1982,<br />

Postern Software released the<br />

more subtly titled Shadowfax, an<br />

arcade game named after<br />

Gandalf’s horse. Originally<br />

released on the Vic 20, and later<br />

appearing on the Spectrum and<br />

C64, the game saw the player<br />

ride the titular beast into battle<br />

against a never-ending stream of<br />

Black Riders. By hitting the fire<br />

button you could zap Sauron’s<br />

servants with well-placed<br />

lightning bolts. There was no<br />

level structure as such, and the<br />

riders just kept on coming,<br />

making Shadowfax something of<br />

a one trick pony. The animation<br />

of the horses was excellent, however,<br />

being based on Eadweard Muybridge’s<br />

famous photographs.<br />

Shadowfax is a solid gold classic<br />

when compared to Moria – a game<br />

released in the same year on the<br />

Spectrum, C64 and Oric-1. You played<br />

Gandalf in this too and your aim was<br />

to retrieve Durin’s ring from the mines<br />

of Moria. It sounded intriguing until<br />

you realised Moria was depicted as a<br />

11x11 square grid and your position<br />

was marked with a letter G. As you<br />

moved from square to square you<br />

would stumble upon enemies. Here<br />

you could choose to fight or run and<br />

that was about as interactive as the<br />

game ever got.<br />

As Moria shows, developers were<br />

never going to successfully visualise<br />

Tolkien’s tale with these primitive<br />

machines, so the best games came in<br />

the form of text adventures. These<br />

games where often characterised by<br />

their complexity, although half the<br />

time, players struggled with the syntax<br />

rather then the puzzles themselves.<br />

Many games required you to enter<br />

exact phrases to progress, resulting in<br />

much thesaurus thumbing.<br />

The very first text adventure,<br />

cunningly entitled Adventure, was<br />

loaded with Tolkien references. This<br />

influential game toured University<br />

campuses throughout the 1970s,<br />

eventually turning up on home<br />

computers (as Colossal Adventure) in<br />

1981, courtesy of Level 9 Computing.<br />

By now it had gathered even more<br />

Tolkien lore, including trolls, elves<br />

and a volcano that was strikingly<br />

similar to Mount Doom. The game<br />

spawned two sequels, Adventure<br />

Quest and Dungeon Adventure, and<br />

the three adventures came to be<br />

known as the Middle-earth Trilogy.<br />

The games were later re-released<br />

under the Jewels of Darkness title<br />

and all of the Tolkien references were<br />

removed. This was no doubt due to<br />

the fact that Melbourne House had<br />

licensed Lord of the Rings from the<br />

Tolkien estate.<br />

Following on from their successful<br />

adventure game based on The Hobbit,<br />

Melbourne House released Lord of the<br />

Rings Game One in 1985 on Spectrum,<br />

C64, Amstrad CPC, BBC, PC, Apple II<br />

and Mac. The game covered The<br />

Fellowship of the Ring (in the US the<br />

game was released as The Fellowship<br />

of the Ring Software Adventure), and<br />

was split into two parts like the book.<br />

In what was a first for an adventure<br />

**20**


The rather cheeky Middle-earth Trilogy from Level 9 Computing<br />

game, you could choose which<br />

character you wanted to play from<br />

Frodo, Sam, Pippin and Merry. Your<br />

selection didn’t make a great deal of<br />

difference, but if you managed to<br />

complete the game (no small feat) you<br />

could play through again from<br />

different perspectives.<br />

The game began in The Shire,<br />

where you were able to explore the<br />

Hobbit’s homeland before setting off<br />

on your journey to Rivendell. In fact, it<br />

was possible to stray from the story<br />

and head in the opposite direction,<br />

over the Blue Mountains towards the<br />

forested planes of Harlingdon and the<br />

ocean beyond. So while the game<br />

followed the plot closely, it was<br />

possible to explore some of the places<br />

only mentioned in the book (or<br />

included on Tolkien’s map of Middleearth).<br />

The game threw in a number of<br />

unique plot twists too, so even fans<br />

were in for a few surprises. Saying<br />

that, at the time of release many fans<br />

were disappointed with the game,<br />

possibly because an in-depth<br />

knowledge of the book was not<br />

assumed. The text was riddled with<br />

grammatical errors too, making it look<br />

like a rushed job rather than a game<br />

that had been in development for 15<br />

months. On a more general note, the<br />

game cost a staggering £16! However,<br />

it did come in fancy packaging with a<br />

paperback copy of The Fellowship of<br />

the Ring thrown in.<br />

In 1988, Melbourne House released<br />

Lord of the Rings Game Two on the<br />

Spectrum, C64, Amstrad CPC, PC,<br />

Apple II and Mac. It was subtitled<br />

Shadows of Mordor and specifically<br />

covered book four of The Two Towers,<br />

following Frodo and Sam’s quest<br />

rather than Aragorn’s plotline. While<br />

not a great departure from the first<br />

game, it was certainly a lot more<br />

polished, with far fewer typing errors<br />

and improved graphics used to<br />

illustrate the text. Characters also<br />

displayed more independence. They<br />

would go off and do their own thing<br />

rather than follow you dumbly whilst<br />

singing about gold.<br />

The company always intended to<br />

release a trilogy of games and the<br />

final instalment duly appeared in<br />

1989. Subtitled The Crack of Doom, it<br />

covered the events in book six of The<br />

Return of the King, climaxing in the<br />

ring forging scene on top of Mount<br />

Doom. Unlike the first two adventures,<br />

you could only control Sam Gamgee<br />

but overall the game was a marked<br />

improvement over its predecessors. It<br />

was only released on the C64, PC and<br />

Mac, and rather strangely, the game<br />

was never released outside North<br />

America, The Tolkien Trilogy, released<br />

in 1989, actually consisted of The<br />

Hobbit and the first two Lord of the<br />

Rings games.<br />

Speaking<br />

volumes<br />

The PC and Amiga were home to the<br />

first fully graphical adventure game<br />

based on the book. It was entitled<br />

At £16, Game One was almost three times more than standard<br />

games at the time!<br />

**21**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | lord of the rings |<br />

Game Two improved on its<br />

predecessor with better<br />

graphics and clearer<br />

descriptions<br />

One of the rarest 2600<br />

prototypes is now<br />

available for download<br />

The third game in the trilogy<br />

was only ever released in the<br />

US, making it something of a<br />

novelty for UK fans<br />

Lord of the Rings Vol 1 and was<br />

released by Interplay in 1990. It was<br />

similar to the early Zelda and Final<br />

Fantasy games in many respects. The<br />

action was viewed from overhead and<br />

the gameplay revolved around slaying<br />

enemies (wolves and wargs at first,<br />

spiders and sorcerers later on) and<br />

solving tricky puzzles. If you were<br />

stumped, you could always gain clues<br />

by engaging the local inhabitants in<br />

conversation. You started out<br />

controlling just a single character<br />

(Frodo) but as you progressed you<br />

were able to enlist the services of<br />

various dwarves, elves and humans.<br />

With a party of up to ten in tow, you<br />

could stage some spectacular battles<br />

later on. Lord of the Rings Vol 1 was<br />

an entertaining game which has aged<br />

far better than the earlier text<br />

adventure. However, like the<br />

Melbourne House games, the plot was<br />

not too linear, meaning that the player<br />

was not forced to complete tasks in a<br />

strict order (some tasks could be<br />

avoided completely).<br />

Interplay followed up the game<br />

with an enhanced CD version (which<br />

featured scenes from Ralph Bakshi’s<br />

animated movie), a SNES version and<br />

a very similar PC-only sequel titled<br />

Lord of the Rings Vol 2: The Two<br />

Towers. The follow-up shifted the<br />

emphasis from combat to puzzle<br />

solving and was better for it. This<br />

SNES version was interesting<br />

because while it shared the same<br />

name as the PC/Amiga version, it<br />

was a completely different game. It<br />

supported up to five players for a<br />

start, and there were loads of silly<br />

errands to run and mind-boggling<br />

mazes to explore. You could interact<br />

with non-playable characters, and<br />

level-up the members of the<br />

fellowship, but this was very much a<br />

light RPG. The game ended abruptly<br />

too, and the proposed SNES sequel<br />

never appeared.<br />

The same fate befell the final part<br />

of the PC trilogy. Work was well<br />

underway on Vol 3 when it was<br />

unceremoniously pulled. The third<br />

game was to be more of a strategy<br />

game than an RPG, and it was very<br />

nearly released as part of Advanced<br />

Dungeons and Dragons’ Forgotten<br />

Realms series before it was canned<br />

altogether.<br />

**22**


war games.<br />

Melbourne House marched out War in Middle Earth in 1988, shortly before<br />

the release of The Crack of Doom. This turn-based strategy game was<br />

developed by Mike Singleton, author of Shadowfax and The Lords of<br />

Midnight (which was heavily inspired by The Lord of the Rings itself).<br />

Using an icon-driven interface, you had to guide Frodo and the fellowship<br />

from The Shire to Mount Doom. Along the way you would become<br />

embroiled in battles with Sauron’s armies. The removed perspective<br />

distanced the player from the characters, who were, after all, just pixels on<br />

a huge playing field, yet the game certainly emphasised the epic nature of<br />

the novel. It was ahead of its time too, predating the similar Dune games<br />

by at least two years. The game was originally released on 8-bit machines<br />

(including the MSX) but later appeared on the PC, Amiga and Atari ST.<br />

These later versions benefited from enhanced visuals, including graphic<br />

sequences which showed the characters preparing for battle.<br />

Beam Software, the Australian owners of Melbourne House, released Riders<br />

of Rohan on PC in 1990. This strategy game was similar to War in Middle Earth<br />

and began with the battle for Helm’s Deep. There were a number of units you<br />

could utilise, including Frodo and Aragorn, but the battle engine was on the<br />

simplistic side. Besides making tactical decisions, there were also several action<br />

scenes in which you battled against orcs, either firing arrows as Legolas or<br />

swinging your axe as Gimli.<br />

The Interplay games used a series of stills to drive<br />

the story<br />

Dead and<br />

buried?<br />

There is hope that Vol 3 may<br />

surface some time in the future,<br />

especially as a Lord of the Rings<br />

game written for the Atari 2600 has<br />

recently surfaced. This unreleased<br />

prototype, subtitled Journey To<br />

Rivendell, was originally scheduled<br />

for release in 1984 by Parker<br />

Brothers but never materialised,<br />

even though box artwork and screen<br />

shots appeared in one of their<br />

release catalogues at the time.<br />

Excited fans who phoned Parker<br />

Brothers were told that the game<br />

had sold out to cover up the fact<br />

that it had never been released. The<br />

prototype available on the Web is<br />

clearly unfinished, although some<br />

gameplay elements have been<br />

implemented. For instance, when the<br />

black riders attack, you can wear<br />

the ring to become invisible and<br />

dodge their attack.<br />

All this is a long way off the<br />

licences available now, but then<br />

again, both The Two Towers and The<br />

Return of the King games from EA<br />

are little more than polished versions<br />

of Golden Axe. Perhaps we haven’t<br />

travelled that far after all! ✺✯*<br />

These turn-based strategy sims<br />

were a welcome departure from<br />

the adventure games<br />

**23**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | miner willy |<br />

**24**


Hall of<br />

the Miner<br />

King.<br />

Miner Willy is one of<br />

the most recognisable<br />

game characters ever,<br />

having starred in Manic<br />

Miner and Jet Set<br />

Willy, two of the most<br />

successful and<br />

influential games of<br />

the 8-bit era. Martyn<br />

Carroll takes a walk<br />

down Surbiton Way,<br />

following in the<br />

footsteps of the<br />

intrepid explorer<br />

**25**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | miner willy |<br />

When we first considered putting together a retro magazine, talk about content,<br />

readership and the business side of things always led, in a roundabout<br />

fashion, to Miner Willy. Nostalgia is infectious, and meetings would be filled<br />

with musings about back in the day, when games were good. The frequency with<br />

which Miner Willy entered the conversation was alarming. Indeed, talk to any<br />

videogame veteran about classic games and they’ll nearly always remember Manic<br />

Miner and Jet Set Willy with fondness. Miner Willy seems to strike a chord that cannot<br />

be ignored. And ignore it we won’t.<br />

Manic Miner<br />

Manic Miner was originally written for the Spectrum by Matthew Smith and released by<br />

Bug-Byte Software in 1983. Smith was 18 at the time, and it was only his second<br />

commercial game (Styx being the first). His main inspiration was a game written for<br />

the TRS-80 called Miner 2049’er.<br />

Miner Miner was immediately a huge hit, and perhaps the first Spectrum megagame.<br />

It was released at a time when many Spectrum games were simple affairs, often<br />

written in BASIC. In contrast, Miner was a stunningly smooth machine code creation. It<br />

was also big, featuring 20 screens, an almost unheard of number. And the best bit –<br />

each screen was completely unique, and home to a variety of weird and wonderful<br />

enemies. There were no alien ships or ghosts here. Smith introduced clockwork robots,<br />

mutant telephones and man-eating toilets!<br />

The game delivered a succession of firsts. It featured in-game music in addition to<br />

standard spot effects. Granted, the stunted version of In The Halls Of The Mountain<br />

Kings was continually looped, but it worked brilliantly. The game also featured an<br />

animated loading screen, with “Manic Miner” flashing as the tape played. Although this<br />

was a simple trick using flashing attributes, it was still a first for a Spectrum game.<br />

However, Manic Miner is perhaps best remembered for being the first very difficult<br />

game! You couldn’t complete this in an afternoon. In fact, you probably would never<br />

complete it. There was a fair chance you’d lose your three lives before Eugene’s Lair,<br />

and that was only a quarter of the way through the game. You could cheat, but this<br />

prevented you from completing the game properly.<br />

Following the success of Manic Miner, Smith left Bug-Byte and formed Software<br />

Projects with two associates. A legal loophole allowed Smith to take Manic Miner with<br />

him and re-release it as a Software Projects game. Subtitled Second Edition, the game<br />

was virtually identical. A small number of character sprites were changed, and some<br />

excellent new inlay art was created, but it was the same game. But fans needn’t have<br />

worried, as the true sequel was just around the corner.<br />

Jet Set Willy<br />

Jet Set Willy was scheduled for a Christmas 1983 release, but it slipped and eventually<br />

appeared in April 1984 (this would probably explain why the inlay says 1983 and the<br />

tape says 1984).<br />

>Perils of<br />

WillY.<br />

Neither Manic Miner or Jet Set Willy could be squeezed onto the Vic 20, so<br />

Software Projects set about creating a brand new Miner Willy adventure for the<br />

Commodore computer. The result was Perils of Willy, a Manic Miner clone with<br />

much cruder visuals. The aim was to jump from platform to platform, grabbing<br />

musical notes. Collect all the notes and you’d be taken to the next screen. It<br />

was a good step back from Manic Miner, and is only worth seeking out if you’re<br />

a Miner Willy completist.<br />

**26**


Jet Set Willy was not so much a sequel as a completely new game, in which Willy<br />

was let loose in a mansion containing 60 unique rooms. Unlike the original, there was<br />

no need to complete one screen in order to move onto the next. You could now<br />

explore! If one room looked a little tricky, why not leave it and come back later. If you<br />

were having trouble grabbing a tricky object, why not enter the room from the other<br />

side. The level of freedom offered was unprecedented, and the sheer scale was<br />

unparalleled. Jet Set Willy received rave reviews in the gaming press. Crash magazine<br />

called it “a high point in the development of the Spectrum game” and gave it 95%<br />

overall.<br />

Like Manic Miner, it was very unlikely that you would ever complete the game,<br />

despite the seven lives you began with. Just visiting every room in the game was<br />

sufficiently challenging. Software Projects sensed this, and offered a prize to the first<br />

person to telephone their offices and tell them how many glasses needed to be<br />

collected to complete the game. The winner would receive a case of Don Perignon<br />

champagne and a helicopter ride with Matthew Smith. The winners were Ross Holman<br />

and Cameron Else, who realised that the game couldn’t be completed, because an<br />

object in the First Landing couldn’t be collected. So you could only collect 82 objects<br />

instead of the required 83.<br />

Holman and Else won the prize nevertheless, and Software Projects released a<br />

Manic Miner. Perhaps the only<br />

game in existence with three<br />

different covers!<br />

**27**


series of POKEs that fixed the game. This is generally regarded as the first ever<br />

software patch! In order for the POKEs to work, Software Projects disclosed<br />

information on how to MERGE the basic loader. This opened up the possibility of<br />

changing the game in other ways, and quickly Jet Set Willy became the most hacked<br />

game ever. Your Spectrum magazine even included a special feature on hacking the<br />

game, including information on how to add a new screen in the place of a previously<br />

empty room. In fact, the game’s room format was so easy to exploit that two<br />

publishers, Spectrum Electronics and Softricks, released Jet Set Willy editors in 1984.<br />

These editing tools allowed users to design their own rooms, and many used them to<br />

create complete Miner Willy adventures. The best were Jet Set Willy III, an unofficial<br />

sequel by Michael Blanke and Arno P. Gitz, and Join the Jet Set, a surprisingly faithful<br />

spin-off by Richard Hallas.<br />

Jet Set Willy topped the charts throughout most of 1984, and rumours about secret<br />

rooms and the emergence of new hacks meant that it was never far from the pages of<br />

the specialist press. A sequel was inevitable, so it was no surprise when Software<br />

Projects announced that Smith was working on a new Miner Willy game. It was to be<br />

called the Megatree.<br />

Jet Set Willy II<br />

The Megatree (aka Willy Meets the Taxman) went on to become the stuff of legend.<br />

Some rumours suggest that Smith never even started work on the game, while others<br />

claim that a single screen was created before Smith walked out on Software Projects,<br />

The foot that squashed Willy<br />

was influenced by Monty Python's<br />

Flying Circus<br />

**28**


The Gaping Pit?<br />

apparently after an argument over royalty rates. The fact is that Matthew Smith never<br />

wrote a sequel. That job was left to Derrick Rowson.<br />

You can imagine the situation. The fans are crying out for a sequel and the man<br />

behind the series has gone AWOL. Software Projects needed something quick, and the<br />

solution was Jet Set Willy II: The Final Frontier. Released in July 1985, just over a year<br />

after the original, part II is best described as an enhanced version of Jet Set Willy.<br />

Rowson took all 60 of Smith’s rooms and added a further 71 rooms of his own,<br />

bringing the total number to 131. New rooms are dotted throughout the house, with<br />

the majority lying in the rarely-explored area beyond The Forgotten Abbey. However,<br />

the majority of new rooms were not in Willy’s house at all. In the original game, if you<br />

made your way to the very top of the house, and jumped up from The Watch Tower,<br />

you’d be looped back around to The Off License. But in the sequel, you’d appear in<br />

The Rocket Room. This would then take you to a space ship from which you could<br />

beam down to an alien planet.<br />

The main problem with Jet Set Willy II was that the new rooms were largely dull<br />

and boring. The author shared little of Smith’s imagination, and apart from a few nice<br />

touches (Willy in a space suit being one of them), the sequel was something of a<br />

missed opportunity. Crash agreed, giving the game 61% overall and saying “Good, but<br />

not much progress.”<br />

However, the sequel’s greatest strengths lay behind the scenes. Smith has<br />

squeezed every last byte out of the Spectrum to produce the original, and yet Rowson<br />

somehow managed to cram over double the amount of screens inside the 48K<br />

memory. To achieve this, Rowson created a compression algorithm that he used to<br />

scrunch the size of each screen. On the downside, this made the game much harder to<br />

hack, and very few modified versions of the sequel have appeared. ✺✯*<br />

Many rumours surrounded Jet Set Willy, with the main ones relating to<br />

supposed secret rooms. This seems to stem from a reference in Smith’s<br />

original code to a room called The Gaping Pit. Imaginations were on fire<br />

and the whole thing boiled over when Your Spectrum printed this letter<br />

from Robin Daines in issue seven:<br />

“Seeing your article in issue 4 about Jet Set Willy I felt<br />

compelled to write to you about some locations you’ve missed<br />

out. The Gaping Pit seemed the most obvious one, though<br />

even I haven’t visited it. Secondly, and more importantly, you<br />

omitted three major locations; here’s how you get to them.<br />

Wait on the bow till 11.45pm (Smith time), which may seem an awful long time to you<br />

swashbuckling Spectrummers. At that moment, a raft will get tossed up on a large wave and<br />

you must then jump on. It takes you to Crusoe Corner (a desert island to us landlubbers).<br />

Then you shin up a palm tree to arrive at Tree Tops – The Sequel, from which you catch the<br />

bird that travels up towards In The Clouds. From there you can control yourself all over the<br />

house (funny things happen when you try to enter<br />

the water or the Master Bedroom) and from that<br />

point, it should be possible to find The Gaping Pit<br />

(though I’ve not tried it myself). It also clobbers the ‘Attic<br />

Attack’ and makes it possible to go through baddies (fire puts<br />

you down where you are, so be careful) whereupon the bird<br />

disintegrates.”<br />

Your Spectrum countered with a sarcastic reply, about how they<br />

themselves had found even more secret rooms, but this was no doubt lost on<br />

countless readers, who waited and waited for that raft like Crusoe himself.<br />

This hoax became so famous that Derrick Rowson actually included the desert<br />

island in Jet Set Willy II. If you flick the trip switch, and then make it to The Bow<br />

without losing a life, the yacht will take you to The Deserted Isle.<br />

>Surbiton secrets.<br />

• The JSW in-game tune is “If I was a Rich Man” from Fiddler on the Roof,<br />

although the version of JSW that appeared on the They Sold a Million<br />

compilation features In The Halls Of The Mountain Kings from Manic Miner.<br />

JSW II also features the Grieg’s movement.<br />

• There’s a room in JSW called We Must Perform a Quirkafleeg. In case you’re wondering, a Quirkafleeg is an act that involves<br />

lying on the floor and kicking your legs out. It comes from a comic Smith used to read called The Furry Freak Brothers.<br />

• In the original JSW, you would die instantly if you entered We Must Perform a Quirkafleeg after visiting The Attic. It seems that<br />

the large caterpillar messed up some of the graphics, causing the crash. Software Projects released a POKE for this problem,<br />

although they claimed it was part of the game’s design! Apparently, after visiting The Attic, Quirkafleeg filled with deadly gas,<br />

forcing you to find an alternative route.<br />

• In JSW, the screen Nomen Luni is a mikey-take of the Nomen Ludi legend that appeared on Imagine’s plane-shooting game<br />

Zzoom. And if you look at that particular screen, you’ll see that a plane has indeed crashed into Willy’s mansion.<br />

• If you do manage to collect all 83 objects in JSW, Maria will let Willy retire to bed. But as soon as his head hits the pillow, he<br />

dashes to The Bathroom and throws up in the toilet! The ending to JSW II is even more devious, because it transports Willy to<br />

The Central Cavern. That’s right – the first screen from MM. Perhaps it was a recurring dream after all.<br />

• MM, JSW and JSW II were ported to many different machines, with some minor but interesting changes. For instance, the BBC<br />

Micro version of MM completely replaced the Solar Power Generator with a new screen called The Meteor Shower.<br />

Similarly, the Amstrad CPC version changed the layout of Solar Power Generator but the name remained the same.<br />

However, Eugene’s Lair was renamed Eugene Was Here.<br />

• The Commodore 16 version of Jet Set Willy only featured 20 screens, even though it was labelled “Enhanced<br />

Version”. The furthest to the left you could go was the Back Stairway and the furthest to the right was The Bridge. The<br />

C16 version of JSW II included over 80 screens, but the game was a four part multi-load<br />

• The Commodore 64 and Spectrum versions of JSW II were identical, expect that in the C64 port you could jump into<br />

the toilet at the start and visit several additional screens.<br />

• Software Projects commissioned Atari ST and Amiga versions of JSW in 1989. The company later canned both<br />

versions, but the Atari ST version was finished, and has since found it’s way onto the Web. It’s a very faithful remake of<br />

the Spectrum version, although there are two new rooms – Buried Treasure and Zaphod Says: DON’T PANIC!<br />

• Jester Interactive now own the rights to MM and JSW. A jazzed-up version of MM appeared on the GameBoy Advance in<br />

2002, and there are plans to port both games to mobile phones.<br />

**29**


| ❙❋❯❙✄❍❇◆❋❙*| issue one | mastertronic |<br />

>mastertronic,<br />

a history.<br />

It was announced in August last year<br />

that Mastertronic would be reborn as<br />

a software re-publisher. As its new<br />

owners look forward, we take the<br />

opportunity to look back at this<br />

classic software label. Anthony<br />

Guter, employee at the company from<br />

1985 to 1991, takes us back to the<br />

beginning, revealing how Mastertronic<br />

ripped up the rulebook and redefined<br />

the UK software market<br />

astertronic was<br />

founded in 1983<br />

by Martin<br />

Alper, Frank Herman and Alan Sharam.<br />

Based in London, the three businessmen<br />

had some financial backing from a<br />

small, outside group of investors. Unlike<br />

many of the company’s competitors in<br />

the games software market, the<br />

company was not set up by<br />

programmers seeking an outlet for their<br />

creations. Nor was it part of an<br />

established business with money to<br />

spare, dipping its corporate toe in the<br />

games industry’s rising tide.<br />

Mastertronic’s founders committed<br />

themselves to succeeding as publishers<br />

by selling games as cheaply as possible.<br />

Other publishers seemed to be<br />

concerned only with the process of<br />

creating the software and marketing an<br />

image – a strategy aimed directly at the<br />

consumer, with the hope that customer<br />

demand would somehow bring the<br />

games into the shops. In contrast,<br />

Mastertronic aimed its strategy at the<br />

distributors and retailers. If the games<br />

could be put on the shelves then a low<br />

**52**


selling price would do the rest.<br />

To this end, the core of the strategy<br />

was budget software – games priced at<br />

no more than £3, at a time when most<br />

decent software was priced at £6 or<br />

more. In fact, Mastertronic opted for<br />

£1.99 as the basic price. Both Alper and<br />

Herman had experience in the video<br />

distribution business, and they believed<br />

it possible to build up a reasonable<br />

market share at this low price. With the<br />

strategy in place, the company began<br />

trading on April 1st, 1984. It initially<br />

operated out of the back room of<br />

Sharam’s office, in the heart of London’s<br />

West End.<br />

Trading blows<br />

After the infamous videogame crash<br />

of 1983, a new generation of cheap,<br />

programmable computers emerged. This<br />

was led in the UK by Sinclair, with fierce<br />

competition from Commodore. At this<br />

time, the retail end was poorly<br />

organised, with console games being<br />

sold through a variety of outlets<br />

including electrical stores, photography<br />

shops and some of the high street<br />

chains. When the console market<br />

collapsed, these retailers pulled out. And<br />

as there were virtually no specialist<br />

games shops, publishers were forced to<br />

take out adverts in computer magazines<br />

and sell their software by mail order.<br />

The problem was one of classification.<br />

Were games merely toys, or published<br />

products like books and records, or did<br />

they rightly belong with consumer<br />

electronics alongside the computers on<br />

which they ran? There was no obvious<br />

answer.<br />

One certainty was that the trade was<br />

in disarray. The failure of the first<br />

consoles made retailers suspicious. The<br />

buyers for the larger high street chains<br />

like Woolworths and Boots were<br />

confused by the many different types of<br />

home computer. They did not know how<br />

to cope with suppliers who might<br />

produce a good game one month, then<br />

nothing but failures thereafter. They<br />

were afraid to commit to buying product<br />

unless they could be sure of returning<br />

unsold stock for a refund, but who<br />

knew how long the new games<br />

publishers would be in business?<br />

And how the hell do you sell a<br />

computer game anyway? A customer<br />

could flick through a book, listen to a<br />

record, play with a toy. Games were<br />

slow to load and needed some<br />

understanding which sales staff usually<br />

lacked. It seemed crazy to stick a tape<br />

into a computer, wait five minutes for it<br />

to load and then watch the potential<br />

customer play with it for ten minutes<br />

before deciding not to buy. Retailers<br />

were unsurprisingly sceptical and<br />

reluctant to believe there was any<br />

money to be made.<br />

Distribution<br />

deals<br />

Mastertronic was started by men<br />

who understood distribution and<br />

marketing. They knew nothing about<br />

computer games and were proud to<br />

boast that they never played them.<br />

When programmers came in with<br />

demos, someone would have to set up<br />

the machines, load the games and even<br />

plug in the joysticks for the directors.<br />

Mastertronic rarely advertised<br />

in the specialist press, but<br />

there were exceptions<br />

**53**


| ❙❋❯❙✄❍❇◆❋❙*| issue one | mastertronic |<br />

>Masterwhat?<br />

Why was it called Mastertronic? As part of a general marketing plan, the word<br />

‘master’ was to be used with a variety of other words in order to distribute<br />

various electrical products. The company briefly published music under the name<br />

Mastersound and videos as Mastervision. These were not particularly succesful<br />

ventures. It also used the name MasterAdventurer for marketing interactive<br />

fiction. This was partly due to a deal with Carnell Software to publish an<br />

elaborate adventure game for the Spectrum called Wrath of Magra. Carnell<br />

Software fell into financial difficulties and ceased trading in the summer of 1984,<br />

although Mastertronic republished two of their earlier releases, Volcanic Dungeon<br />

and Black Crystal.<br />

>Where are they<br />

now?<br />

Mastertronic agreed publishing deals with many programmers, yet records show<br />

that some of them never returned to collect their royalties! Those who vanished<br />

without trace include Nigel Johnstone (The Captive, Spooks), M&S Srebalius<br />

(Rockman, Rest in Peace), Paul Ranson (converted Bump Set Spike to Amstrad and<br />

Spectrum) and Raymond Tredoux (Star Force Nova). One cheeky chap who<br />

probably had good reason not to return with cap in hand was Sean DeBray, who<br />

sold the same game as Ghettoblaster to Virgin, and as Streetbeat to Mastertronic!<br />

Mastertronic's re-release carries the familiar colourcoded<br />

packaging design<br />

The same game, but with a different title and a different<br />

publisher<br />

directors. They never employed<br />

programmers directly. Everything was<br />

bought in from outside, either directly<br />

from the authors or from other games<br />

publishers. Once established,<br />

Mastertronic was deluged with games<br />

from enthusiastic amateurs and actually<br />

published quite a few of them.<br />

Before the company started trading,<br />

the business strategy had been clearly<br />

defined. Each of the separate elements<br />

(distribution, sourcing and pricing) were<br />

vital to success.<br />

The founders fell back on their<br />

backgrounds in video retail and used<br />

their contacts to set up distribution<br />

deals. In the beginning, the high street<br />

chains were not interested. But because<br />

the games were cheap, it was easy to<br />

persuade smaller retailers to take them.<br />

Mastertronic set up a network of selfemployed<br />

distributors, with some<br />

knowledge of merchandising, to reach<br />

outlets that the mainstream wholesalers<br />

overlooked. A key figure in setting up<br />

these networks was Richard Bielby, an<br />

ex-professional cricketer with<br />

Leicestershire. Bielby and his wife kept<br />

in touch with dozens of shops and<br />

traders, bought in bulk from<br />

Mastertronic and broke the stock into<br />

manageable units for their subdistributors<br />

and merchandisers. Many<br />

had experience of the video distribution<br />

business, which was now rapidly<br />

consolidating as large high street<br />

operators took over. Computer games<br />

software was a welcome alternative.<br />

They targeted newsagents,<br />

sweetshops, garages, video shops,<br />

groceries and even motorway service<br />

stations. Shops were encouraged to take<br />

‘dealer packs’ – 100 games at a time<br />

mounted on cardboard racks. They were<br />

asked only to give the products some<br />

floor space. Sale or exchange agreements<br />

meant they undertook no risk.<br />

Rallying the<br />

retailers<br />

The nervousness of the retail<br />

trade about the continuity of software<br />

products was profound. Buyers did<br />

not want to rely on publishers who<br />

might not deliver new product on<br />

time. They wanted the same sort of<br />

assurances that the long established<br />

music and book publishers could<br />

supply, with guaranteed releases of<br />

new titles and buyback arrangements<br />

for overstocks. Mastertronic set out<br />

to provide these assurances. While<br />

other publishers based their<br />

marketing strategy on the output of<br />

one or two key programmers,<br />

From left to right, Martin<br />

Alper, John Maxwell, PR<br />

person Alison Beasley and<br />

Alan Sharam<br />

Mastertronic cast its net wide and<br />

looked to release a constant flow of<br />

new titles.<br />

Unlike its competitors,<br />

Mastertronic did not entrust the<br />

storage and distribution of its<br />

products to wholesalers. Determined<br />

to control the distribution process,<br />

the directors set up their own<br />

warehouse. In the early days this was<br />

a cellar in Paul Street, on the edge of<br />

the City of London. Most of the<br />

employees were casual labourers. To<br />

take on the overheads of a<br />

warehouse was a bold step, and one<br />

which very few publishers would ever<br />

do. But for Mastertronic, the key was<br />

to keep promises about delivery. No<br />

publisher working through a<br />

wholesaler could guarantee when<br />

products would be issued. A retailer<br />

buying from Mastertronic could, if<br />

they wished, go to the warehouse<br />

and collect the goods there and then.<br />

Running the warehouse kept the<br />

directors in touch with the physical<br />

side of the business too. By listening<br />

to retailers, they were forced to<br />

understand how to pack games, what<br />

sorts of packaging broke in transit,<br />

what sort of labelling was required,<br />

and just about every aspect of<br />

distribution. Furthermore, the three<br />

key suppliers – the tape copier, the<br />

arthouse and the printers – were all<br />

geared to fast responses. They<br />

understood that it was often crucial<br />

to get a certain number of titles out<br />

each month.<br />

Mastertronic also pioneered<br />

colour coded packaging. All games<br />

had a coloured triangle on the top<br />

right hand corner of the inlay and a<br />

coloured rectangle on the spine.<br />

Spectrum games were yellow,<br />

Commodore 64 games were red and<br />

Amstrad games were orange. This led<br />

many software houses to use<br />

variations on this theme. Retailers,<br />

who understood very little about<br />

computer games, liked this system<br />

and it enhanced the professional<br />

image of the company.<br />

**54**


One Man and<br />

His Droid II.<br />

>Formats of<br />

the future!<br />

Lurking just outside the top 10 best selling Mastertronic games is One Man & His<br />

Droid, the world’s first alien sheep-herding simulator. Clive Brooker, its<br />

programmer, wrote a 128K-only sequel in 1991 and approached Virgin<br />

Mastertronic. The company told him that the Spectrum market was all but dead,<br />

but if the game was good enough, they’d convert it to other formats. In the end<br />

the game was never published, but Clive has made it freely available for<br />

download from his site (www.autolaunch.freeserve.co.uk).<br />

Mastertronic was one of the few publishers to sell dedicated software for the more<br />

powerful Spectrum and Commodore 128 machines. The Enhanced versions of The Last<br />

V8 and Kikstart on the C128, only sold around 5,000 copies – very poor compared to<br />

the standard machines. It was a similar story on the Spectrum where the 128K<br />

versions of the Magic Knight sequels suffered badly against their 48K counterparts. In<br />

fact, the 128K version of Knight Tyme was released a couple of months before the<br />

48K version, yet still only shifted 7,400 copies.<br />

The unpublished sequel, now available as a free<br />

download<br />

Poor sales forced Mastertronic to can its dedicated<br />

128K games<br />

Sourcing<br />

software<br />

Because Mastertronic was a<br />

publisher and not a software house,<br />

its first problem was to source the<br />

product. One important source was<br />

Mr Chip (later Magnetic Fields), a<br />

software house run by Doug Braisby.<br />

The games he sourced in the first 15<br />

months of Mastertronic’s life (up to<br />

June 1985) sold a staggering 395,000<br />

copies. But this achievement was<br />

eclipsed by another key source, the<br />

Darling Brothers. Having mastered<br />

the art of quickly developing games<br />

for the Vic20 and C64, David and<br />

Richard Darling set up a partnership<br />

with Mastertronic which gave them<br />

both a royalty payment and a share<br />

of the profits on the sales of their<br />

games. It was astonishingly<br />

successful. In that first 15 months,<br />

nearly 750,000 games written by the<br />

Darlings were sold, netting them<br />

some £85,000! For two boys of<br />

school age, this was evidence<br />

enough that games would earn them<br />

more than any nine to five, and they<br />

soon terminated the deal with<br />

Mastertronic and established<br />

Codemasters, their own budget<br />

software company.<br />

To put these two sources in<br />

perspective, about 2.1 million units<br />

were sold of all titles in that first 15<br />

months. Thus the deals with Braisby<br />

and the Darlings secured 55% of<br />

early Mastertronic sales. Later on, as<br />

Mastertronic became better known,<br />

many people approached the<br />

company with finished games, or<br />

just ideas, and were keen for<br />

Mastertronic to publish their work.<br />

Early hits<br />

The early games were produced for<br />

the dominant computer formats of the<br />

time. The Vic20, C64 and Spectrum were<br />

the main machines. The marketing<br />

strategy required a flow of titles so that<br />

retailers had compelling reasons to keep<br />

the games prominent in their shops,<br />

and attracted and held the interest of<br />

the consumer.<br />

Between April and June 1984,<br />

Mastertronic launched 32 titles: 13 on<br />

the C64, nine on the Spectrum, seven<br />

on the Vic20, two on the BBC Micro and<br />

one on the Dragon. Eight titles were<br />

developed by Mr Chip, seven by the<br />

Darlings and four by CME Software.<br />

Almost all were derivative, based on<br />

popular arcade games. Hence there was<br />

a Centipede clone called Spectipede on<br />

the Spectrum and BBC Micro, and a Pac-<br />

Man rip-off named Munch Mania on the<br />

C64. But a couple of titles stood out –<br />

the Darlings’ BMX Racers on the C64,<br />

and Vegas Jackpot by Mr Chip on the<br />

C64 and Vic20. BMX Racers was not<br />

based on an arcade game and it was<br />

the first of a number of extremely<br />

successful games aimed specifically at<br />

young boys. 340,000 copies of BMX<br />

Racers were sold. Vegas Jackpot sold<br />

nearly 300,000 units, including a rare<br />

version for the Dragon.<br />

Great care was paid to the<br />

appearance of the games and to the<br />

image of the publisher. Quality artwork<br />

was commissioned for the inlay covers.<br />

Some of these pictures, particularly<br />

those with science fiction themes,<br />

undoubtedly helped many an<br />

undistinguished game to sell.<br />

Pricing<br />

In 1983/4, most computer games<br />

retailed in the UK at prices between £5<br />

and £8. Retailers disliked cheaper<br />

games because they made less profit<br />

and the public were suspicious of the<br />

quality of budget games (rightly so in<br />

the majority of cases). Despite this,<br />

Mastertronic games were priced at a<br />

mere £1.99.<br />

At the time, all computer games in<br />

the UK and Europe were distributed on<br />

cassette tape. Computers using floppy<br />

disks were available, most notably the<br />

C64 and the models aimed at business<br />

users, such as the Apple, Commodore<br />

PET and Tandy ranges. But these were<br />

mainly sold in the US. In Europe, the<br />

cheaper tape-based machines were<br />

much more common. Games were short,<br />

reflecting the limited memory capacities<br />

of the computers. Code that filled the<br />

memory would fit onto a short length of<br />

tape that could load in around four or<br />

five minutes. For a reasonable print run,<br />

a tape duplicator could produce copies<br />

for about 25p each. Mastertronic,<br />

aiming for large product runs, bought<br />

its tapes at 22p (some assistance was<br />

gained in the directors having part<br />

ownership of the tape duplicator). Inlay<br />

cards cost around 3p each, with the<br />

cover artwork costing anything up to<br />

£1,000; assuming a print run of 20,000,<br />

this worked out at around 5p per unit.<br />

Other distribution costs might add<br />

another 5p in total. So a game could<br />

be duplicated and put out to market for<br />

a total cost of 35p.<br />

The other main cost was the<br />

software itself. Games could be<br />

purchased outright but most authors<br />

wanted royalties, so as not to lose out<br />

**55**


| ❙❋❯❙✄❍❇◆❋❙*| issue one | mastertronic |<br />

>Mastertronic’s<br />

all-time best<br />

sellers.<br />

The top 30 sales across<br />

all formats, including<br />

all Mastertronic labels.<br />

>LOAD"BMX"<br />

>LOAD"SWAT"<br />

>SYNTAX ERROR<br />

>SYNTAX ERROR<br />

>LOAD"VEGAS"<br />

>LOAD"KANE"<br />

>SYNTAX ERROR<br />

>LOAD"VEGAS"<br />

>LOAD"FORMULA1"<br />

>SYNTAX ERROR >LOAD"BMX"<br />

30<br />

NONTERRAQUEOUS<br />

SQUIRM<br />

121,533 123,006<br />

29<br />

24<br />

SPELLBOUND<br />

LA SWAT<br />

MASTERCHESS<br />

MILK RACE<br />

152,378 161,672 167,601 174,110<br />

23 22 21<br />

in case of success. The standard deal<br />

that was offered in 1984 was an<br />

advance of £2,000 and a royalty rate of<br />

10p per unit. Many young authors were<br />

very happy to take this, especially when<br />

Mastertronic usually went on to sell<br />

50,000 copies or more.<br />

Profitability<br />

Having set the costs, the profit<br />

depended on the wholesale price. Here,<br />

the calculations work backwards. From a<br />

retail price of £1.99, VAT (15% at the<br />

time) took 26p. Retailers expected to<br />

make a margin of 30%. They would,<br />

therefore, not buy at prices higher than<br />

about £1.30. Between this price and the<br />

production cost of 35p was a margin<br />

wide enough to cover advertising,<br />

overheads, the profits of distributors<br />

and, provided there were not too many,<br />

the costs of failed titles.<br />

In practice Mastertronic sold to<br />

distributors at about 90p per unit,<br />

reduced to around 80p in the more<br />

competitive late 1980s, and at about<br />

£1.30 when they were able to distribute<br />

directly to retailers. This pricing structure<br />

would generate good profits provided<br />

sales were high enough. If the total<br />

sales of a title were just 10,000 units,<br />

then raw material and distribution costs<br />

might be £3,000, inlay artwork and<br />

advance to the author a further £2,500,<br />

and the receipts about £9,000. So this<br />

would bring a reasonable gross margin<br />

of 38%. But in the early days, the<br />

company easily exceeded 10,000 units<br />

per title. The ten C64 titles released in<br />

Mastertronic’s early days sold (on<br />

average) 40,000 in the first year, then<br />

over 50,000 before being withdrawn<br />

from sale. The Vic20 titles achieved<br />

44,000 on average. Surprisingly, the<br />

early Spectrum releases did less well,<br />

but still averaged 28,000. Budget pricing<br />

proved to be perfectly viable provided<br />

that the majority of titles achieved good<br />

sales, and in the fast growing market of<br />

the mid 80s, at the pocket-money price<br />

of £1.99, they did just that.<br />

Growing pains<br />

Rapid growth required more staff<br />

and the development of internal<br />

systems for accounting, sales, stock<br />

control and royalties. The company left<br />

George Street for a flat overlooking<br />

Regent’s Park. By now there was a<br />

games buyer, John Maxwell (with two<br />

assistants) and some PR, accounting<br />

and secretarial staff.<br />

The flat soon proved too small for<br />

the expanding business, so in<br />

September 1985, Mastertronic found<br />

new offices in Paul Street (where the<br />

warehouse was situated). This became<br />

the company’s home until it merged<br />

with Virgin Games in September 1988.<br />

But long before then, the<br />

emergence of new computers slowly<br />

began to complicate the business. The<br />

company now had to consider whether<br />

it was worth making conversions of<br />

existing hits for different machines and<br />

models. The more types of computer,<br />

the less shelf space available for each<br />

individual format. In a way, this<br />

reduced the range of different games.<br />

The Amstrad CPC, Atari XL, MSX and<br />

Commodore 16 computers all became<br />

established in this year. Few of the<br />

competitors took much notice of the<br />

C16, and for a while, Mastertronic was<br />

the only company with a range of<br />

games for this machine. Each title sold<br />

in huge quantities. For example,<br />

Squirm on the C64 sold 41,000 copies,<br />

but one year later, the C16 version<br />

sold 82,000.<br />

**56**


28<br />

VIDEO POKER<br />

THE LAST V8<br />

BIG MAC<br />

ROCKMAN<br />

127,174 127,331 139,946 143,882<br />

27 26 25<br />

20<br />

WAY OF THE<br />

SPECTIPEDE<br />

FEUD<br />

STORM<br />

EXPLODING FIST<br />

178,115 191,381 193,074<br />

19 182,407 18 17<br />

MAD for it<br />

In late 1985, the company launched<br />

the MAD label. This stood for<br />

Mastertronic Added Dimension, and was<br />

the first, deliberate, step away from the<br />

pure budget market. MAD games<br />

retailed at £2.99 and were intended to<br />

be of better quality than their cheaper<br />

counterparts. The label was launched<br />

with a boat party on the Thames, where<br />

the authors demonstrated the first<br />

games in the range – The Last V8,<br />

Master Of Magic, Hero Of The Golden<br />

Talisman and Spellbound, sequel to the<br />

very popular Finders Keepers. The MAD<br />

launch was an exception to the<br />

company’s policy of not spending a lot<br />

on marketing. Its competitors spent<br />

plenty on advertising, mainly in<br />

magazines. Mastertronic rarely<br />

advertised. This probably reduced the<br />

amount of editorial coverage it received,<br />

but overall the game reviews were fair.<br />

The press had been fairly contemptuous<br />

of the publisher at first, but in 1985<br />

there was a grudging acceptance that<br />

budget games were at least value for<br />

money, with some as good as full price<br />

products.<br />

In 1986 Mastertronic became cool. It<br />

began to be deluged with games, game<br />

ideas and propositions. Sample tapes<br />

arrived daily and were stacked up for<br />

evaluation. People would walk in off the<br />

street and if they had something<br />

promising, they’d be signed up there<br />

and then. The TV show Jim’ll Fix It<br />

received a letter from a youngster,<br />

asking if his idea could to be turned<br />

into a game, and Uncle Jim duly obliged<br />

(with a little help from Mastertronic and<br />

Icon Design). The game was called<br />

Supertrolley and featured a cartoon<br />

Jimmy Saville on the cover.<br />

Programmers visited the company<br />

regularly, including David Jones (Magic<br />

Knight series), Clive Brooker (Empire<br />

Fights Back, One Man & His Droid, Lap<br />

of the Gods), Kevin Green (Skyjet, Flash<br />

Gordon, Space Hunter), Jim Ferrari (King<br />

Tut, Human Race, Hollywood or Bust).<br />

Now and then Rob Hubbard would pop<br />

in and hand over his latest tune. Jeff<br />

Minter, the shaggy-haired one himself,<br />

also visited. Several programmers<br />

worked for the company for a while as<br />

technical advisors. These included<br />

Stephen Curtis (Nonterraqueous, Soul of<br />

a Robot, Into Oblivion), Richard Aplin<br />

(Destructo, Fly Spy, Ultimate Combat<br />

Mission) and Tony Takoushi (Frenesis,<br />

Hyperforce).<br />

Tomorrow the<br />

world!<br />

From the beginning, Mastertronic<br />

software had been sold in the USA by a<br />

local distributor. In 1986, Alper went to<br />

California to set up Mastertronic Inc.<br />

Primarily, this company could only<br />

distribute C64 games because all the<br />

other 8-bit computers were virtually<br />

unknown in the US. Gradually, Alper<br />

introduced games for the new 16-bit<br />

machines and Mastertronic Inc began to<br />

take on a different profile to the UKbased<br />

business. Links with US software<br />

houses provided a new source of games<br />

and the label Entertainment USA was<br />

created to showcase these in Europe.<br />

This was balanced by another label<br />

named Bulldog (‘Best of British’).<br />

The growing business also found<br />

exclusive distributors in the major<br />

European markets and thus created the<br />

impression of a truly international group.<br />

The UK company was now managed by<br />

Herman, whilst Sharam increasingly<br />

specialised in sales and logistics. Around<br />

the late summer of 1986, Mastertronic<br />

**57**


| ❙❋❯❙✄❍❇◆❋❙*| issue one | mastertronic |<br />

16<br />

NINJA<br />

180<br />

MOLECULE MAN<br />

194,897 196,155 210,693<br />

15 14 13<br />

ONE MAN & HIS<br />

DROID<br />

212,722<br />

08<br />

KIKSTART<br />

DOUBLE DRAGON<br />

SPEED KING<br />

VEGAS JACKPOT<br />

286,256 289,510 304,499 306,957<br />

07 06 05<br />

recruited Geoff Heath as Director of<br />

Marketing. Geoff had run both Activision<br />

and latterly Melbourne House. He was<br />

something of a heavyweight in the<br />

games industry, and his long-term target<br />

was to publish full price software under<br />

the Mastertronic name.<br />

16-bit computers became<br />

increasingly popular, and for the first<br />

time, the quality of games for home<br />

machines such as the Amiga and the<br />

Atari ST seemed similar to those found<br />

in arcades. The 16-bit range was<br />

launched, appropriately enough, on a<br />

new label called 16-Blitz, although the<br />

name was not used for very long.<br />

Mastertronic Inc began to develop a<br />

range of new arcade games that would<br />

run equally well on home computers. It<br />

agreed to buy a large number of Amiga<br />

chips from Commodore to power the<br />

new arcade machines. This venture,<br />

called Arcadia, nearly killed the company<br />

because the project developed slowly,<br />

with games of poor quality not well<br />

suited for arcades.<br />

On the other side of the coin, the<br />

success of the budget range and the<br />

growing influence of the company led to<br />

it becoming the main supplier of both<br />

budget and full price software to a<br />

number of major retailers in the UK,<br />

notably Toys R’ Us and Woolworths.<br />

Some full price publishers were happy<br />

to let Mastertronic re-release their older<br />

games at a budget price, and of course,<br />

this was very easy business. The<br />

Richochet label was born, featuring<br />

games from Activision, Martech and US<br />

Gold.<br />

Mergers and<br />

buy-outs<br />

The business had always steered<br />

clear of full price software, but that<br />

changed radically in 1987 when it<br />

purchased struggling UK publisher<br />

Melbourne House from its Australian<br />

holding company, Beam Software.<br />

Melbourne House kept its label identity<br />

and a few of the staff joined the<br />

Mastertronic team, notably Rachel<br />

Davies the marketing manager, and<br />

general manager Martin Corrall. Ironically<br />

they were reunited with their old boss,<br />

Geoff Heath.<br />

This move meant that Mastertronic<br />

had first refusal on re-releases of classic<br />

games such as the Hobbit, Lord of the<br />

Rings and Way Of The Exploding Fist.<br />

However, the main justification for the<br />

purchase was to provide a vehicle for<br />

the sale of full price games, and in<br />

particular as a sales outlet for the home<br />

versions of popular arcade games.<br />

In 1987, following negotiations<br />

between Herman and Richard Branson,<br />

Virgin Group purchased the 45% of<br />

shares held by the outside investment<br />

group. In that year, Mastertronic’s<br />

turnover was about £8 million, with pretax<br />

profits standing at £1 million. The<br />

deal valued the group at around £10<br />

million. The remaining 55% was held by<br />

Alper, Herman and Sharam, who<br />

eventually sold out in 1988. The<br />

company was renamed the Mastertronic<br />

Group Ltd, and later merged with Virgin<br />

Games to create Virgin Mastertronic.<br />

In September 1988, the staff left<br />

Paul Street and joined forces with the<br />

Virgin Games staff in offices just off<br />

Portobello Road. This signalled the<br />

beginning of the end to the key<br />

Mastertronic budget business.<br />

While the buy-out shifted the focus<br />

of the company, the budget end of the<br />

business had been in general decline<br />

since 1986, the year in which<br />

Mastertronic peaked. From then on,<br />

sales declined almost as fast as they<br />

**58**


12<br />

ACTION BIKER<br />

KANE<br />

CHILLER<br />

KIKSTART 2<br />

251,515 262,829 280,173 283,585<br />

11 10 09<br />

04<br />

FINDERS KEEPERS<br />

BMX RACERS<br />

GHOSTBUSTERS<br />

330,758 345,423 412,922<br />

03 02 01<br />

FORMULA 1<br />

SIMULATOR<br />

568,013<br />

grew. The number of titles released<br />

actually increased in 1987/8, so the unit<br />

sales per title were falling rapidly,<br />

The Japanese<br />

giant<br />

came from Sega products. Full price<br />

games such as Golden Axe and<br />

Supremacy were achieving significant<br />

Looking back<br />

The Mastertronic name may have<br />

eroding the profitability of the business<br />

It was Herman who, in early 1987,<br />

sales, making the budget business<br />

died over 10 years ago, but it continues<br />

to the point that there seemed little use<br />

spotted that Sega had no UK<br />

irrelevant.<br />

to bring back memories. There’s surely<br />

in continuing.<br />

distributor for its Master System<br />

In early 1991, Sega expressed an<br />

thousands of kids who could not afford<br />

This decline had several reasons, the<br />

range. Mastertronic applied and was<br />

interest in taking over the<br />

the more expensive games and who<br />

first being new and intense competition<br />

appointed distributor for one year.<br />

distribution business (but not the<br />

were able to enjoy gaming thanks to<br />

in the budget market. Codemasters has<br />

Martin Corrall, who was somewhat at<br />

publishing side). Virgin Group sold,<br />

Mastertronic. The business really was<br />

established itself as a very successful<br />

a loose end after the absorption of<br />

and as a result, the staff moved over<br />

unique – it could not be replicated<br />

company, and full price publishers like<br />

Melbourne House, was the ideal<br />

to Sega. Only a handful of Virgin<br />

today. Games are now developed by<br />

US Gold began to release their own<br />

manager for this new line of<br />

programmers stayed with the<br />

teams, with typical retail prices being<br />

budget labels. The growing market for<br />

business. The company sold all it<br />

publishing side (quickly renamed<br />

between £30 and £40. Gone are the<br />

16-bit computers was another<br />

could get its hands on that year, and<br />

Virgin Interactive Entertainment, or<br />

days when a teenager could walk<br />

contributory factor. Mastertronic<br />

the UK distributorship was renewed.<br />

VIE).<br />

unannounced into a publisher’s office,<br />

produced budget games for these<br />

In addition, Mastertronic were<br />

After the Sega takeover, Herman<br />

load up their game and instantly be<br />

machines but there was never the same<br />

appointed as distributors in France<br />

became deputy Managing Director of<br />

offered a publishing deal. But there<br />

buoyancy in the market. The console<br />

and Germany, and thus was born the<br />

Sega Europe and Sharam was<br />

really was a time when this happened. It<br />

market was bouncing back too,<br />

huge business that was to become<br />

appointed Managing Director of Sega<br />

is beginning to feel like a legendary era,<br />

spearheaded by the NES and the Sega<br />

Sega Europe.<br />

UK. Alper stayed with Virgin and<br />

but it was only twenty years ago.<br />

Master System. This was one pie that<br />

In 1991, the group turnover was<br />

continued to head up VIE for several<br />

For further insight into Mastertronic,<br />

Mastertronic most definitely had its<br />

almost £100 million. Nearly all of the<br />

years. Around 1993, VIE pulled out of<br />

visit Anthony’s website at:<br />

finger in.<br />

sales, and certainly all of the profit,<br />

the budget games market altogether.<br />

www.guter.org ✺✯*<br />

**59**


Street<br />

| ❙❋❯❙✄❍❇◆❋❙* | issue one | street fighter |<br />

Clan.<br />

Fighting<br />

It's 15 years since<br />

Street Fighter first<br />

arrived on home<br />

consoles. To celebrate<br />

this anniversary, Capcom<br />

is to release Hyper<br />

Street Fighter II, the<br />

ultimate version of its<br />

seasoned brawler. Our<br />

resident fight fan,<br />

Charles Brigden, likes<br />

the odd scrap now and<br />

then, especially if it<br />

involves Hurricane Kicks<br />

and Dragon Punches.<br />

Stand guard as he<br />

presents a timely<br />

history of this<br />

legendary series<br />

**60**


**61**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | street fighter |<br />

>The New<br />

Generation.<br />

After a long, long, long wait, Capcom finally released a true sequel to Street<br />

Fighter II in 1997. Street Fighter III: New Generation received a lukewarm<br />

reception from fans, being viewed as a step down from the excellent Street<br />

Fighter Alpha series. Capcom did away with every character except Ken and<br />

Ryu, and introduced a whole new cast of bizarre fighters who really left a lot to<br />

be desired. Improved versions called Second Impact and Third Strike<br />

followed, addressing the character issue by bringing back Akuma<br />

and Chun-Li.<br />

The main problem with Street Fighter III was its<br />

sheer depth. This game was simply too complex to be<br />

enjoyed in the arcades. The Dreamcast version fared<br />

better, because you could take a copy home and<br />

devote the time required to master the game.<br />

>Pocket<br />

fighters.<br />

Unsurprisingly, Street Fighter has also had its fair share of outings on handheld<br />

consoles, the first of which appeared in the form of Champion Edition on the<br />

portable version of the PC Engine. Hot on its heels was a version of The World<br />

Warrior on the original GameBoy. Better versions have appeared on Nintendo’s<br />

handheld successor, the GameBoy Advance, with the mouthful that is Super<br />

Street Fighter II Turbo Revival, and the single best portable version of the<br />

game, Street Fighter Alpha 3 Advance.<br />

Over the history of video and computer games, there have always been groundbreaking<br />

titles that have defined – or redefined – a genre and become<br />

instantly synonymous with that particular category. So much so, that when you<br />

think of that type of game, you immediately recall that one specific title. With<br />

platformers you immediately think of Super Mario Brothers, and with driving, you think<br />

of Grand Theft Auto: Vice City. With 2D one-on-one beat-em-ups though, there’s only<br />

one game that smacks you in the face – Street Fighter II.<br />

First strike<br />

The legacy of Street Fighter II and its legions of modifications, sequels and prequels<br />

began in 1987, with Japanese publisher Capcom, who had previously been responsible<br />

for such classic arcade titles as 1942 and Ghouls ‘n’ Ghosts. Street Fighter arrived, and<br />

while it was not the game we have come to love so much, it had all the signs of things<br />

to come. For instance, there were only two selectable characters, Ryu and Ken. The<br />

final boss of the game was Sagat, who would wear the scar given to him by Ryu at the<br />

end of this game in later entries in the series.<br />

Capcom employed a new gimmicky fighting system, with strange pads on the<br />

machine that you would hit to punch or kick. The harder you hit the pads, the more<br />

damage you did to your opponent. These pads inevitably broke, forcing Capcom to<br />

replace them with two separate sets of buttons for light, medium and hard attacks. The<br />

six button fight system was born, and the rest was history. While not hugely popular,<br />

and still forgotten amongst the mainstream public that would later eat up its sequels,<br />

Street Fighter had sown the seeds for Capcom, and its advance on the beat-em-up<br />

market would soon be coming up full force.<br />

In 1990, they released Final Fight, a side-scrolling beat-em-up that would advance<br />

the work in Street Fighter further, with better animation and smoother moves. The<br />

game was a huge hit, and while its simple storyline and fighting were no match for<br />

Capcom’s later beat-em-up successes, its characters, both good and bad, would later go<br />

on to appear in Street Fighter sequels. After the popularity of Final Fight, the stage was<br />

set for Capcom to unleash its newest title on the world.<br />

World beater<br />

Street Fighter II: The World Warrior was released into arcades in 1991 and immediately<br />

became a smash hit. Word spread through schools and playgrounds with the news of<br />

this incredible game. With eight fighters to choose from, hailing from all around the<br />

world, and the reinstated six-button control system, The World Warrior effectively<br />

created a new genre in which combos could be pulled off with ease, and amazing<br />

special moves could be achieved by a simple combination of buttons. However, while<br />

everybody ate it up, we all wanted more.<br />

In return, Capcom decided to give it to us, over and over, and over again. After the<br />

release of the original Street Fighter II, there were more than five different updates to<br />

the game, with dozens more added to the series. Naturally, this was seen as overkill by<br />

**62**


Ken was one of the only<br />

characters to appear in all<br />

three games<br />

even the most ardent fan, and the later releases in the series were not met with a<br />

huge amount of commercial success or fanfare.<br />

With Marvel vs Capcom 2, the last Street Fighter release in recent times, Capcom<br />

seems to have gone onto pastures new, with series’ such as Resident Evil and Mega<br />

Man selling millions. So is this the end for Street Fighter? You’d think so, but Capcom<br />

aren’t about to let it slip from memory just yet. But just what is it that has made Street<br />

Fighter II still a household name 12 years after its release, and that made the title a<br />

genre-defining game in the first place?<br />

Birth of a legend<br />

just about every other fighting game at the time. While everyone else was putting out<br />

games that still had the basic structure of Double Dragon, Capcom was taking the<br />

genre by the scruff of its neck and shaking it up for all to see.<br />

Street Fighter II also made a reasonable breakthrough in the treatment of its<br />

characters. At the time, most story-based beat-em-ups were the typical revenge dramas<br />

that basically set them up as game adaptations of Death Wish. SFII still had this angle,<br />

but split itself across eight different characters that, while being stereotypical, all had<br />

refreshingly different stories. Ryu was the essential warrior, searching not for glory or<br />

prizes but to satisfy his spirit, while Ken was the arrogant and egotistical one out to<br />

show everyone that he was the best. Dhalsim fought to transcend his spiritual plane,<br />

Video gaming wasn’t particularly exciting at the beginning of the 1990s. We still had<br />

Mario and the usual Nintendo, sugar-coated suspects, and Sonic was about the most<br />

exciting thing around, but there was nothing out there that was ready to grab us by<br />

the throats and make us take notice. At least, not until Capcom unleashed Street<br />

Fighter II in 1991. Here was a game that was so deceptively simple that anyone could<br />

just pick it up and play, and also enjoy it. Each character has an abundance of special<br />

moves, and they could be learned in a very short time. The use of combo moves was<br />

actually an accident on the developer’s part. They discovered there was a split-second<br />

gap between most of the moves – just enough time to sneak in another attack. This<br />

introduced an element of skill, elevating it above the button-bashing tactics required by<br />

and Blanka fought because he didn’t know any different, bless him. There were two<br />

characters, Guile and Chun Li, who did embrace the revenge motive, but neither of their<br />

scenarios were as straightforward or cheesy as something like a kidnapped girlfriend.<br />

But where the game really made headway was the gameplay. Never before had a<br />

fighting game really had such an impact to a point where it was imperative for<br />

everybody to know every single move for every single character. Sure, people picked<br />

their favourite characters and ran with them, but it was still important to know moves<br />

for everyone, so if someone got to Ken or Ryu first you could easily play with Zangief<br />

or Guile. That was the whole dynamic of Street Fighter II. And it was all inherently<br />

linked to the incredible two-player mode.<br />

The one-player mode of Street Fighter II was always excellent and it was one of<br />

**63**


those<br />

games where one<br />

man against the<br />

machine always drew<br />

a crowd of people.<br />

But what was great in<br />

one-player was expanded<br />

exponentially in two-player, with the satisfaction<br />

of beating the machine itself not half as much as<br />

defeating the man standing next to you, destroying his<br />

pride and scarring his soul. Whether it was your best friend or some random kid<br />

you met in the arcade, nothing mattered except sending that person home licking<br />

their wounds and hanging their head in the wake of your bare-knuckle skills.<br />

Attack of the clones<br />

chance to finally play as one of the four bosses, Balrog, Vega, Sagat, and the big<br />

baddie M. Bison. While the ending sequence for each boss was essentially the same –<br />

with the evil hordes taking over the world – the attraction of being able to finally use<br />

moves like the Tiger Uppercut and Bison’s all-powerful Psycho Crusher was a big draw,<br />

and unsurprisingly, Champion Edition was a big hit.<br />

The success of Champion Edition brought on a whole host of illegal pirate versions<br />

of the game, with faster speeds and some outrageous moves. Now every man and his<br />

fish could walk into a seedy arcade, funfair, or takeaway and experience a more<br />

intense, if illegal, Street Fighter experience. Now Ryu could shoot a volley of fireballs<br />

that covered the whole screen, any character could teleport, and you could switch<br />

between characters mid-game. The games had titles like Rainbow Edition and Blackbelt<br />

Edition, and while they looked cool, the lack of any kind of rules to these special<br />

moves rendered them unplayable.<br />

As a result, Capcom went back to the drawing board, and beat the pirates at their<br />

own game by releasing Street Fighter II: Hyper Fighting. This version had similarly<br />

Never one to overlook a potential franchise, Capcom released a new version of Street<br />

Fighter II in 1992. Champion Edition wasn’t that different to the original game, with<br />

Capcom keeping the tried-and-trusted formula but making some small alterations. On<br />

the visual side, each character had some brand new threads, but everyone also had<br />

their moves beefed up. Ken’s Dragon Punch had a further range, Ryu’s fireball was more<br />

powerful, and every character was stronger. However, the biggest addition was the<br />

radical moves, but was much more stable. The main attraction of Hyper Fighting was its<br />

increased speed, but Capcom again gave all the characters new outfits and another<br />

increased level of power and strength. Now Ken was able to fly across the screen with<br />

his Dragon Punch, and he and Ryu could reach higher with their Hurricane Kicks.<br />

Blanka received a new cannonball attack and Dhalsim was blessed with the best move<br />

of all – the ability to teleport. Hyper Fighting was, expectedly, a huge success, but this<br />

wasn’t the end for the series just yet. Capcom was only just getting started.<br />

**64**


The new Hyper Street Fighter II<br />

game includes every fighter from<br />

the long-running series<br />

In 1994, Capcom performed a total overhaul of Street Fighter II. They refined the<br />

look of the characters, gave the game much-improved graphics, and added four brandnew<br />

characters – Fei Long, DeeJay, Cammy, and T.Hawk. This took the total number of<br />

playable characters to 16. Super Street Fighter II: The New Challengers was another<br />

huge hit, as was the special Tournament Edition in the arcades. Basically, this included<br />

four machines that were connected up, and as soon as you won a fight, you were told<br />

which machine you had to go to next in order to continue the tournament. It was a bit<br />

strange, and a bit like musical chairs, but it foreshadowed the tournament modes now<br />

seen in every one-on-one fighting game available. Just as before, Capcom would later<br />

refine the proceedings again and update with Super Street Fighter II Turbo and Turbo X,<br />

but while the game was well-liked, the popularity of the series was beginning to wane.<br />

Homeward bound<br />

The series may have been suffering in the arcades, but it was thriving at home. Street<br />

Fighter II appeared on just about every viable platform, including a pretty horrible<br />

monochrome version on the humble Spectrum! The Amiga, Atari ST and PC versions<br />

were better, but they suffered from long loading times between fights.<br />

No such loading problems plagued the excellent SNES version though. Even at a<br />

hefty £64.99, it was a massive hit. Naturally, SNES owners spent most of the time that<br />

they weren’t playing it taunting the Street Fighter-less Megadrive fans, although this was<br />

short lived as Capcom announced it was releasing Champion Edition on Sega’s console.<br />

But Sega fans didn’t have the upper hand for long, as Hyper Fighting was quickly<br />

announced for the SNES. In the end though, both consoles essentially got the same<br />

game, with the SNES having a brilliant conversion of Street Fighter II Turbo, while the<br />

Megadrive got Street Fighter II – Special Champion Edition, which was just Turbo with a<br />

different name. The last sign of the game on a home console was at the end of the<br />

SNES era, when Capcom and Virgin released Super Street Fighter II. It was only released<br />

in limited quantities, and while a good conversion, signalled the end of Street Fighter<br />

II. Well, for the time being...<br />

Fighting fit<br />

In the latter half of the decade, Capcom released a whole host of Street Fighter<br />

games, the best of which were Street Fighter EX + Alpha and Street Fighter Alpha 3.<br />

Sadly, the series never regained the popularity it had in the early 90s. However, if<br />

you’re an SF fan and in need of a new fix, you’ll no doubt be happy with the latest<br />

news coming out of Capcom HQ. With 2003 being the 15th anniversary of the<br />

series, the publisher has seen fit to issue a new version of the game. Hyper Street<br />

Fighter II: The Anniversary Edition will yet again have a graphical overhaul and will<br />

feature every single character from every edition of Street Fighter II. This means<br />

you’ll be able to pit Ryu from Champion Edition against Ryu from Super Turbo X,<br />

and all kind of combinations. It’ll also be released in a special box-set complete<br />

with a DVD of the fantastic animated movie and a whole host of other goodies.<br />

Rest assured it’ll probably be lapped up by an army of fans in no time. But,<br />

aside form nostalgia, just what is the future of the Street Fighter series? Any<br />

chance of a new SF game will no doubt depend on the success of The Anniversary<br />

Edition. Will Capcom take the leap and do a new title in the style of the mighty<br />

Soul Calibur II? Will they stick to 2D? Will anyone but the most ardent Street<br />

Fighter fan buy it? Whatever happens, Capcom can be safe in the knowledge that<br />

few games have been more influential in the games industry than Street Fighter.<br />

Sho-ryu-ken! ✺✯*<br />

**65**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | horror movie licences |<br />

**66**


>Licence<br />

to Kill.<br />

Horror is hot once<br />

again, with recent<br />

movies like Freddy vs<br />

Jason, Jeepers Creepers<br />

2 and The Texas<br />

Chainsaw Massacre<br />

surpassing all<br />

expectations at the box<br />

office. In time-honoured<br />

tradition, hit<br />

films lead to licensed<br />

games and, indeed,<br />

Vivendi Interactive is<br />

to release a game<br />

based upon the upcoming<br />

Van Helsing movie.<br />

Martyn Carroll casts a<br />

Marty Feldman-style eye<br />

over the history of<br />

horror licences,<br />

beginning with games<br />

that played the death<br />

march when your three<br />

lives had expired<br />

The original Texas<br />

Chainsaw Massacre<br />

movie spawned several<br />

sequels, last year’s hit remake,<br />

and, in 1982, a game for the<br />

humble Atari 2600. Cited as<br />

“The First Violent Video<br />

Game!”, it invited you to “play<br />

the part of the vengeful<br />

Leatherface or an innocent<br />

victim looking for safety”.<br />

Considering the emotive<br />

advertising, it was no surprise<br />

to learn that distributor Wizard<br />

Games was headed by low<br />

budget-movie producer Charles<br />

Band. This title was followed<br />

by Halloween (“The game<br />

where HE comes home!”),<br />

in which you helped<br />

babysitter Laurie save<br />

kids from the hands of<br />

her brother Michael.<br />

While these games<br />

sound intriguing, the<br />

graphics were<br />

extremely basic and<br />

the sound was awful,<br />

even by 2600<br />

standards. It was<br />

kind of hard to be<br />

scared of a beeping<br />

chainsaw or a<br />

shapeless ‘shape’!<br />

TCM and Halloween are two of the rarest 2600 games<br />

because many shops refused to stock them!<br />

**67**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | horror movie licences |<br />

Just keep repeating "it's only a<br />

game, it's only a game..."<br />

Jason lives<br />

After five film outings, Jason Voorhees finally<br />

made his digital debut in Domark’s Friday the<br />

13th: The Computer Game. Released in 1985<br />

on the Spectrum, Commodore 64 and<br />

Amstrad CPC, the game featured the striking<br />

Final Chapter artwork on the packaging and<br />

came complete with free ‘blood’ capsules<br />

containing red sugar water. In the game, you<br />

controlled the female lead as she tried to<br />

protect her 10 fellow campers from the<br />

menacing Jason. Your first job was to take<br />

a cross from the nearby graveyard and<br />

place it in the barn, the library or the<br />

church. This then became the sanctuary<br />

where the campers could shelter as Jason<br />

would not dare enter. The only problem<br />

was that the campers soon became bored<br />

and wondered out into the open<br />

(presumably to have sex, smoke dope or<br />

go skinny dipping by moonlight).<br />

Unjustifiably trashed by critics at the<br />

time of release, the game featured a<br />

number of redeeming qualities which<br />

overshadow its crude visuals. One nice<br />

touch was that you could also become<br />

a killer by locating one of Jason’s<br />

discarded weapons and attacking your<br />

friends. Another excellent feature was<br />

the thud of your heartbeat which<br />

increased rapidly when Jason was<br />

lurking nearby.<br />

Better still was the Friday<br />

the 13th game that appeared on the<br />

NES in 1988, courtesy of LJN. Taking<br />

control of one of six playable<br />

characters, your aim was to destroy<br />

Jason while protecting the kids in<br />

the camp (which, rather strangely,<br />

was also home to a hoard of<br />

zombies). As you searched the<br />

**68**


One, two, Freddy's coming for you! The Dream<br />

Master invades consoles and computers<br />

local area for useful weapons, an alarm would signal that Jason was stalking one of<br />

the cabins. You then had only 60 seconds to stop Jason before the bodycount<br />

started to rise. As in the films, defeating Jason was downright difficult and on some<br />

occasions, you even had his mad mother to contend with! The game was certainly<br />

challenging, but also a lot of fun and probably preferable to sitting through one of<br />

the Friday the 13th movie sequels.<br />

Here's Freddy!<br />

Predictably enough, LJN released A Nightmare on Elm Street on the NES the<br />

following year. While the game was standard platform fare in which you had to find<br />

Freddy’s bones and burn them in the boiler-room furnace to banish him, the<br />

development diary was slightly more interesting. Apparently, the player originally<br />

controlled Freddy but the idea of having a comedic child killer as a playable<br />

character did not sit well with Nintendo. LJN were forced to switch things around at<br />

the last minute, although screenshots of the original concept appeared in the<br />

gaming press, suggesting that a prototype of the game may once have existed.<br />

At around the same time, Monarch Software released an Elm Street game on the<br />

C64 (and later ported it to the PC). Unlike the LJN game, this version was far more<br />

episodic and followed the plot of the third film quite closely (it was subtitled Dream<br />

Warriors in fact). You began by selecting one of the five character from the film to<br />

play, all of which had their own specific ‘dream power’. You then had to rescue the<br />

others from Freddy’s house which, once inside, turned out to be a series of complex<br />

mazes containing monsters and traps. The action was viewed from a top-down<br />

perspective but ‘action’ is probably the wrong word as much of your time was spent<br />

solving increasingly perplexing puzzles. Only the most determined and deft gamers<br />

would make it through to the final battle with Freddy.<br />

Universal appeal<br />

Due to the graphical limitations of the 8-bit computers, the better horror<br />

conversions came along in the form of text adventures. Although the standard ‘get<br />

key, go north’ approach was often associated with bespectacled young males and<br />

blokes with beards, many of these adventures were extremely literate and featured<br />

fiendish puzzles. Software house CRL excelled in their quartet of horror film tie-ins<br />

for the Spectrum, C64 and Amstrad CPC, yet they insisted on submitting each<br />

game to the BBFC. As the guidelines state that all video games are exempt from<br />

classification unless they depict “gross violence towards humans or animals to any<br />

significant extent”, CRL’s actions were viewed purely as a bid to attain some free<br />

publicity.<br />

While featuring no explicit text, their first release, Dracula (1986), included a<br />

small number of gory screenshots which were intended to offend the BBFC and<br />

therefore warrant an 18 rating. However, our beloved censors were obviously made<br />

of stronger stuff and only a 15 rating was issued. Programmed by acclaimed<br />

adventure author Rod Pike, the game itself was an atmospheric mix of gothic<br />

descriptions and fiendish puzzles. Taking on the role of Jonathan Harker, you<br />

began the game in a Transylvanian inn the night before your trip to deliver the<br />

deeds of Carrfax Hall to the Count’s<br />

castle. After signing the register and<br />

obtaining your room key, you were<br />

provided with a seat at the dinner table.<br />

An interesting problem here was that the<br />

food you chose from the menu would<br />

have a direct effect on your dreams when<br />

you retired later in the evening. A dodgy<br />

combination often resulted in a gory<br />

death as your nightmares became reality,<br />

especially if you failed to light your<br />

bedside lamp and close the bedroom<br />

window before you slept.<br />

Naturally, CRL followed Dracula a year<br />

later with Frankenstein, another excellent<br />

text adventure that proved to be similar in<br />

style and content to its predecessor. You<br />

began the game as Victor Frankenstein and<br />

your mission was to locate the monster<br />

that you created four years previously.<br />

When you eventually tracked him down,<br />

you were provided with the dubious<br />

pleasure of controlling the creature’s<br />

actions yourself. Using the original novel<br />

for references, Rod Pike attempted to<br />

emphasise the monster’s inherent humanity<br />

by trying to make the player sympathise<br />

with its plight: “There are no bolts though<br />

his neck”, he explained, “I wanted to get<br />

the atmosphere and pathos of Mary Shelly’s novel rather that the gore of the<br />

Hammer films”. As a result, the small number of detailed illustrations still only<br />

received a 15 rating.<br />

Undeterred, CRL finally succeeded with their version of Jack the Ripper (1988),<br />

the first game ever to receive an 18 certificate. Playing the part of a Victorian gent,<br />

the game began when you accidentally bumped into the Ripper as he fled from a<br />

Whitechapel crime scene. As you investigated his handiwork, the police arrived<br />

and accused you of the murder. Naturally, you were coerced into proving your<br />

innocence by trailing and exposing the man (or indeed men) involved.<br />

Through its vivid use of prose and the subtle accuracy of the murder<br />

descriptions, the game succeeded in recreating both the atmosphere of Victorian<br />

London and the horror generated by the killer’s unmotivated attacks. Programmed<br />

by Irish authors St Brides, CRL added the gory illustrations prior to release in their<br />

commercial aim to secure that elusive 18 rating. Deemed “unnecessarily<br />

distasteful” by Sinclair User magazine at the time of release, the graphical<br />

limitations of the 8-bit machines meant that apparent acts of “gross violence”<br />

were merely poor depictions of bloody corpses.<br />

In the same year, Rod Pike developed Wolfman, his third horror text adventure<br />

**69**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | horror movie licenses |<br />

Oh the horror! Someone protect<br />

us from this sick filth!<br />

for CRL, but this well-written three-part title became lost in the ratings hype<br />

surrounding Jack the Ripper and was sadly overlooked by the press and public<br />

alike. As the title character, you awoke in a strange hovel, covered in blood and<br />

with no memory of the previous night’s events. A mob of incensed villagers had<br />

surrounded the house, proclaiming that the Mayor’s daughter had been killed –<br />

her throat ripped out. As the guilty party, your first task was to cover your tracks<br />

before escaping the village in search of a faraway temple where you could be<br />

cured of your bloodlust. Along the way you met a young girl named Nardia and<br />

you had to play from her perspective on several occasions.<br />

Bloody bits<br />

Ariolasoft seized the opportunity to capitalise on CRL’s Frankenstein by releasing a<br />

game based on the Bride of Frankenstein movie. Neglecting the serious text-driven<br />

approach, Bride was a comical graphic adventure in which you controlled the title<br />

character in her hunt for the perfect husband. Set in Castle Frankenstein, you had<br />

to dodge various ghosts and skeletons as you searched the crypts and corridors<br />

for various body parts. Upon locating the brain, you could spark off the<br />

honeymoon by unlocking the laboratory and electrifying your man’s vital organs.<br />

Considering the inordinate cost of licensing fees, many software releases relied<br />

on unofficial yet blatant titles. Ariloasoft (under the guise of Viz Design) followed<br />

Bride with Werewolves of London (1988), a game evidently based on An American<br />

Werewolf in London. Adopting a similar 2D viewpoint to Bride, Werewolf saw you<br />

wandering around nondescript streets solving simple puzzles. These tasks were<br />

hindered because a full-moon signalled your transformation into the snarling title<br />

character, allowing you to release your repressed frustrations upon London’s<br />

policemen, traffic wardens and underground commuters.<br />

Another unlicensed product was Ubisoft’s Zombi (1990), which proved to be a<br />

faithful interpretation of George Romero’s Dawn of the Dead, right down to the<br />

zombie-infested shopping mall (with a helicopter on the roof) and the impending<br />

attack of the Hell’s Angels. You took control of four characters and the main aim<br />

was to escape the mall by helicopter. From a first-person perspective, you had to<br />

search the mall for precious food while fending off the lumbering living dead. As<br />

in the film, looting the various shops for food and ammunition was the key to<br />

survival. Originally written for 8-bit computers, Zombi later appeared on the Amiga<br />

and Atari ST in a better-looking version.<br />

Barking mad<br />

The work of Clive Barker has been represented in several computer games, the<br />

most well-known being Ocean’s Nightbreed games. The first one, Nightbreed: The<br />

Action Game, appeared in 1988 on 8-bit and 16-bit machines. Based on Barker’s<br />

epic movie, which in turn was based on his book Cabal, the game placed you in<br />

control of Aaron Boone as you ventured into the underground city of Midian in<br />

search of your girlfriend Lori. Standing in your way were the Nightbreed<br />

themselves and a bunch of rednecks who have stumbled upon Midian. Your chief<br />

adversary, though, was a mass-murderer known as The Mask.<br />

As the title suggests, Nightbreed: The Action Game saw you kicking and<br />

punching your way down into the depth of Midian. The sequel, however, was<br />

subtitled The Interactive Movie and only released on PC, Amiga and Atari ST. Like<br />

many of Ocean’s film licences, the result was an uneven mix of several mini-games,<br />

each based on a certain scene from the film. In fact, the game adhered to the plot<br />

of the film so closely that the player was forced into following a strictly linear<br />

path. The Interactive Movie was a step down from the first game and it sold<br />

poorly, canning the third game in what was originally slated as a trilogy of titles<br />

based on the film.<br />

Two titles based on the Hellraiser films befell the same fate. The first, simply<br />

entitled Hellraiser, was developed in 1990 for the Nintendo Entertainment System<br />

(NES) by Color Dreams. Uniquely, the Hellraiser cartridge was rumoured to contain<br />

extra memory and an additional processor chip, allowing the game to display 16-<br />

bit style graphics and run three times faster than standard NES titles.<br />

Unfortunately, the cost of producing such a cartridge was judged to be too great<br />

**70**


Something evil.<br />

Palace Pictures shot to fame in the early 80s when they picked up The Evil<br />

Dead for UK distribution. The cheaply made horror movie was a huge cult hit,<br />

and it wasn’t long before Palace’s software arm released a tie-in game for the<br />

Spectrum, C64 and BBC Micro. All three versions were generally the same,<br />

although the Spectrum version supported the Currah Speech hardware add-on.<br />

It was used to good effect, voicing lines from the film such as the Evil Dead’s<br />

plea of “Join us...join us”.<br />

The gameplay took place within the cabin and the action was viewed from<br />

above. As Ash, you had to keep the Evil Dead out by moving from room to<br />

room closing the windows. If, or rather when, your friends became possessed,<br />

you had to destroy them using a variety of weapons (axe, spade, chainsaw and<br />

so on). The head, torso and legs of each body would then attack! When you<br />

had disposed of all these parts, the Necronomicon appeared and you had to<br />

throw it onto the fire. The game then began again, but the difficulty level was<br />

increased.<br />

Extremely simplistic by today’s standards, The Evil Dead is nevertheless fun<br />

to play (for about five minutes anyway). It is also rather rare so count yourself<br />

lucky if you come across a copy. The Spectrum version is particularly<br />

uncommon as it was never actually released as a main title. Instead, it was<br />

sneaked onto the b-side of Palace’s excellent Cauldron game.<br />

Descend into the depths of Midian in<br />

Ocean's gruesome twosome<br />

and this ambitious project was scrapped with no prototype produced. As a result,<br />

very little is know about the game except that Color Dreams planned to cut the<br />

costs by releasing Hellraiser on the PC. The title was to be based around<br />

Wolfenstein (the forerunner to Doom) and it would even use Id’s 3D engine,<br />

suggesting that Hellraiser was a first-person action adventure.<br />

In 1995, Magnet Interactive Studios secured the licence and they set about<br />

developing Hellraiser: Virtual Hell for the PC. It too was a 3D adventure game<br />

in which you had to escape from the fiery depths of Hell. Along the way you<br />

encountered Pinhead and Pinball – a new Cenobite who could throw steel<br />

spheres, Phantasm-style. Doug Bradley lent his voice to the game during a day<br />

off from filming the fourth Hellraiser movie, and a rolling demo was produced<br />

that showed Pinhead emerging from a computer screen to swallow up the<br />

player, but Magnet could not find a publisher and the plug was pulled on<br />

Virtual Hell.<br />

Although it is unlikely that the games mentioned here will ever become<br />

collector’s items, they prove to be an intriguing element of the modern movie<br />

package. Who knows – perhaps one day we’ll see an old licensed game turning<br />

up as a bonus item on the film’s DVD release. ✺✯*<br />

The Evil Dead game appeared on<br />

home computers in 1985, after the<br />

movie had been banned under the<br />

Video Recording Act!<br />

Virtual Hell failed to materialise, but<br />

many screens are floating around the<br />

Web<br />

**71**


advertising gallery<br />

20 years ago and computer<br />

magazines were very<br />

different to the ones you<br />

read today. Besides pages<br />

and pages of program<br />

listings, there were<br />

always a number of classic<br />

adverts. We've selected<br />

our favourites from this<br />

classic year. Some signal<br />

the arrival of important<br />

milestones in computing<br />

history, while others just<br />

made us smile...<br />

**73**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | 1983 advertising gallery |<br />

**74**


**75**<br />

The original ZX Spectrum advert.<br />

All this for £125!


| ❙❋❯❙✄❍❇◆❋❙* | issue one | 1983 advertising gallery |<br />

Oric looked to cash in on the<br />

success of the Spectrum<br />

**76**


**77**<br />

Down in price, but probably still<br />

too expensive for most parents


| ❙❋❯❙✄❍❇◆❋❙* | issue one | 1983 advertising gallery |<br />

A classic C64 advert. It's not<br />

just a games machine you know<br />

**78**


**79**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | 1983 advertising gallery |<br />

Wow! It's like something from<br />

the original Star Trek series!<br />

**80**


**81**<br />

Brings new meaning to the<br />

term multitasking


| ❙❋❯❙✄❍❇◆❋❙* | issue one | 1983 advertising gallery |<br />

Ultimate arrives on<br />

the software scene<br />

**82**


**83**<br />

Ah, Kevin Toms. His bearded face<br />

was a reassuring sign of quality


**84**


Emulation<br />

Nation<br />

Reading and reminiscing<br />

about retro games is one<br />

thing, but what if you<br />

want to walk the full<br />

length of memory lane and<br />

actually play these<br />

classic titles? The<br />

easiest and least<br />

expensive way is through<br />

emulation. Martyn Carroll<br />

looks at the many<br />

emulators available for<br />

your home PC


| ❙❋❯❙✄❍❇◆❋❙* | issue one | emulation nation |<br />

Emulation is very popular. One of the very first emulation Web sites,<br />

Emulators Unlimited (www.emuunlim.com), is fast approaching the 15-<br />

million hit mark! The site is home to hundreds of different utilities that<br />

collectively emulate any old console or computer you could care to mention.<br />

Whether you want to play Atari 2600 games on your PC, revisit the Amiga<br />

Workbench or test-drive the Gameboy Advance before you buy one, you’ll find an<br />

emulator that will do just the job.<br />

Because there are generally many different programs that emulate the same<br />

machines (there are over a dozen Spectrum emulators for example), the obvious<br />

question is which one do you opt for? The choice is often complicated because<br />

emulators often stem from the source code of other emulators. First and<br />

foremost, you require a program which faithfully replicates the machine in<br />

question. That means it emulates each hardware component and runs all of the<br />

available software – compatibility is key. Secondly, as the software is usually<br />

written by enthusiasts rather than professional programmers, you require a<br />

program which is easy to set-up and use (and includes relevant user information).<br />

Last and least, you’ll be looking for an emulator with a few bells and whistles –<br />

one which lets you control games using your PC joystick, for instance, and allows<br />

you to save your progress while playing.<br />

The aim of the article is to look at each popular platform of yesteryear (and a<br />

few not so popular) and pick out the best emulators for each computer or console.<br />

All of the programs mentioned can be found on the <strong>Retro</strong> Gamer * coverdisc.<br />

Emulating<br />

computers<br />

A number of readers will fondly remember the Sinclair ZX81 (and perhaps its even<br />

more primitive forerunner, the ZX80). For many enthusiasts, these cheap and<br />

cheerful machines were single-handedly responsible for igniting their interest in<br />

computers. If you’re looking to relive a little bit of computing history by emulating<br />

a ZX80/81 on your PC then you can use either Xtender2 or NO$ZX81.<br />

The Xtender2 readme goes out of its way to ward you off by stating that the<br />

program is “NOT user-friendly” and “NOT intended for regular users”. NO$ZX81<br />

does at least include common sense documentation but development has ceased<br />

and the emulator has been discontinued. Serious bugs, and there are several, are<br />

seemingly there to stay, although it does work with the majority of programs I<br />

tested. Despite the warnings in the readme, Xtender2 isn’t too difficult to use and<br />

it also runs native software without a hitch. The main difference between NO$ZX81<br />

and Xtender2 is that the former does not support high-resolution graphics whereas<br />

the latter supports all graphics modes.<br />

How far back can you go? How about a<br />

game of 3D Monster Maze on the ZX81?<br />

ZX80/81 emulators are rare<br />

but if you’re looking to emulate<br />

the subsequent Sinclair machine,<br />

the ZX Spectrum, you’ll be spoilt<br />

for choice. There are literally<br />

dozens of Spectrum emulators<br />

available and some of them have<br />

been in development so long<br />

that they emulate the host<br />

machine perfectly. One such<br />

example is ZX32, which emulates all of the<br />

Spectrum models from the humble 16Kb<br />

version right up to the<br />

floppy disk-driven +3.<br />

The program will even<br />

check the software you<br />

want to load and<br />

The irrepressible<br />

default to the best<br />

Sinclair Spectrum.<br />

model for running it.<br />

Perhaps the most<br />

ZX32 supports all of the<br />

emulated machine<br />

popular file types,<br />

in existence<br />

including the .tzx file<br />

format which is<br />

regarded as the best<br />

way of preserving Spectrum software in its<br />

original form.<br />

Development of ZX32 appears to have<br />

stopped, so if you’re looking for a cuttingedge<br />

Spectrum emulator you should take a<br />

look at RealSpectrum. It runs all Spectrum<br />

software without a hitch and yet also<br />

expands upon ZX32 by emulating various<br />

hardware add-ons such as the ZX Interface 1,<br />

the DISCiPLE/+D disk interface and the Kempston mouse. You can even use it to<br />

set up Spectrum network over the Web! Note that there are several versions of the<br />

emulator, each one optimised to work with different processors.<br />

There are several emulators available for Sir Clive’s last Sinclair machine, the<br />

rather grand sounding Sinclair QL (Quantum Leap). The majority are shareware<br />

though (meaning you must pay if you want to use the emulator after the free trial<br />

period). One completely free QL emulator is QLAYw. It is no longer developed and<br />

therefore slightly lacking in some departments, but it’s easy enough to set up<br />

(don’t forget to assign the ROM file you want to run to a Microdrive port!) and<br />

offers faithful QL emulator.<br />

More 8-bit<br />

micros<br />

The Spectrum’s main<br />

competition in the homecomputer<br />

market came from<br />

the Commodore 64 and the<br />

Vic 20. WinVICE emulates both<br />

machines, as well as other<br />

models in the Commodore<br />

range, including the original<br />

PET computers, the CBM-II and<br />

the Commodore 128. The<br />

program is extremely stable<br />

and the latest version simply<br />

WinVICE is a one-stop shop for<br />

fixes a few bugs caused by<br />

your Commodore emulation needs<br />

individual games. WinVICE is so<br />

popular that other Commodore emulators are generally ignored. However, if you’re<br />

looking for a dedicated C64 emulator you should try Frodo, a program which<br />

focuses on reproducing special graphical effects exactly and includes support for<br />

various peripherals.<br />

WinVICE also offers support for the Commodore 16 and Plus/4 models, but if<br />

you’re looking for a dedicated emulator then try either Minus4w or Artifex. Both<br />

emulators are very similar and they run all software I tested (including dedicated<br />

Plus/4 games). They even include the 3-in-1 office suite built into the Plus/4!<br />

**86**


Loading disk images in WinAPE can be tricky<br />

- this screenshot shows you how<br />

Due to their relative lack of popularity at the time, Amstrad’s range of CPC<br />

computers are not as well supported in the emulation scene. There are, however, a<br />

couple of good emulators in the form of WinAPE and Arnold. WinAPE accurately<br />

emulates the entire CPC range (including the CPC+ models) but it can be difficult<br />

to get up and running, especially if you’re unfamiliar with Amstrad BASIC.<br />

Thankfully, the Running Programs chapter in the Help text steps you through the<br />

process. Similarly, Arnold can be confusing to use but all the help you need is<br />

included in the readme file. There is very little to choose between the two<br />

emulators except that Arnold features a number of configurable options, including<br />

one which allows purists to change to a green screen display (CPCs were originally<br />

purchased with either a green screen or colour monitor).<br />

The Spectrum, Commodore and Amstrad computers dominated the European<br />

home-computer market throughout the 1980s and any other manufacturer that<br />

dared enter the fray was immediately fighting a losing battle. Three early computer<br />

casualties were the Jupiter Ace, the Oric-1 and the Atari 800. While largely ignored<br />

and rare as a result, there are dedicated emulators available to download. Ace32 is<br />

a Jupiter Ace emulator that runs under DOS. It works fine under Windows too –<br />

just refer to the readme for the various keyboard commands. Development of this<br />

program appears to have discontinued but it runs the small amount of software<br />

available for download from the Web without a hitch.<br />

Euphoric allows you to emulate the Oric-1 and its lesser known successors, the<br />

Atmos and the Telestrat. Unusually, this emulator installs itself on your system but<br />

this does mean that you can easily launch tape and disc files by simply doubleclicking<br />

them from within Windows Explorer. This saves you from having to use Oric<br />

Extended BASIC to launch programs. If you’re looking to emulate the Atari 800<br />

computer you can use Atari800Win – a program which accurately emulates all<br />

hardware aspects of the machine and can also be configured to behave like any of<br />

the Atari 8-bit models (including the XL and XE variations). If features full sound<br />

support and is able to emulate both the Atari disk drives and cartridge slot. Unlike<br />

many of the programs mentioned here, the ROM files required to run the emulator<br />

are not provided so you’ll need to obtain them from the Web. However, the<br />

accompanying readme file<br />

tells you exactly which<br />

files you need, where to<br />

get them and what to do<br />

with them.<br />

The Atari 800 was<br />

home to one of the<br />

very best versions<br />

of Pitfall 2<br />

Mac attack!<br />

Ask anyone who works in a design department if they prefer to work<br />

on PCs or Apple Macs and they’ll unanimously opt for the latter. It<br />

seems that designers prefer to use Macintosh software over Windows<br />

software. Compared to PCs, Macs are more expensive and less<br />

popular, but you can use an emulator to run Mac OS on your PC.<br />

Emulators, Inc. produce three different Macintosh emulators<br />

designed to handle all versions of Mac OS on different types of PCs.<br />

Fusion is a free emulator aimed at DOS users that is recommended for<br />

use on 486 and Pentium systems. It runs System 7.0 and 7.1 as well<br />

as Mac OS version 7.5, 7.6, 8.0 and 8.1. Gemulator 2000 is a basic<br />

Mac Classic emulator that is capable of running System 6.0, 7.0 and<br />

7.5. It is especially useful for running old Mac Plus and Mac Classic<br />

games which may not even work on newer Macs. Finally, SoftMac<br />

2000 emulates the Mac Classic, Mac II, Mac LC, Mac Quadra and all<br />

versions of Mac OS up to 8.1.<br />

Here’s the best bit – all three programs deliver around 70% of<br />

the clock speed in emulation. This basically means that a 500MHz<br />

Windows PC will emulate the equivalent of a 300MHz Macintosh<br />

running Mac OS 8.<br />

You can emulate old or new Apple Macs (and<br />

even the Lisa) using various emulators<br />

**87**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | emulation nation |<br />

16-bit models<br />

Atari enjoyed greater success with its 16-bit ST machine. WinSTon is branded as<br />

the definitive Atari ST emulator for Windows as it’s very stable, offers excellent<br />

software compatibility (especially with games) and features full sound support. It’s<br />

ideal for beginners too because it’s very easy to set up and yet packs in enough<br />

features to satisfy experienced ST users. You can use it to emulate an ST hard<br />

drive with up to four partitions and it is possible to read original ST disks using<br />

you PC’s floppy disk drive. Earlier versions required you to locate the TOS (Tramiel<br />

Operating System) ROM but the latest release includes the file, so you can revisit<br />

the familiar green desktop without searching the Internet beforehand. WinSTon<br />

only emulates the standard ST machine. If you’re looking to emulate the expanded<br />

model, the Atari STE, you will need to use Steem. This new emulator runs all of<br />

the standard ST software as well as the rarer STE releases. You do need to obtain<br />

a TOS ROM though.<br />

Relive the delights of Robocod using<br />

the excellent WinUAE Amiga emulator<br />

Let WinSTon and Steem take you back<br />

to the ST's lovely green desktop!<br />

The ST was eventually overshadowed by the very popular Commodore Amiga.<br />

Despite it’s prevalence, there are very few Amiga emulators available. By far the<br />

most popular is WinUAE (Universal Amiga Emulator) which, as the title suggests,<br />

emulates every home model from the A500 to the A1200. It can be quite confusing<br />

to use it first – you have to configure the program correctly and point it to both the<br />

Amiga Kikstart ROM and program ROM before emulation – but it does offer<br />

authentic emulation and runs all programs tested. At the very least WinUAE requires<br />

a P200 to run. If your machine can’t cut the mustard, we recommend WinFellow –<br />

an excellent, if slightly simplistic alternative for users with less-powerful PCs.<br />

I couldn’t move on to consoles without briefly mentioning the Acorn range of<br />

computers. A number of emulators cater for the BBC Micro, although we<br />

recommend BeebEm (Windows) and B-EM (DOS) above the others as they are the<br />

most advanced. Electron emulation is taken care of with ElectrEm (which is great<br />

despite a dodgy GUI), while for the Archimedes you can choose from either Archie<br />

or Red Squirrel. The latter is classed as alpha software and we experienced<br />

problems running some games. Archie, on the other hand, ran all software tested.<br />

However, the RISC OS ROMs are required to run both emulators.<br />

GBA emulation<br />

When a new console is released, programmers fall over themselves to be<br />

the first to emulate it. In the case of the GameBoy Advance, emulators<br />

began to surface before the handheld was even released! Much to<br />

Nintendo’s chagrin, it seems that resourceful writers got their hands on<br />

development kits and began to see what was making the machine tick.<br />

While the some of these emulators only run home-made demos, several<br />

will actually run the latest commercial games. Boycott Advance is one<br />

example that originally had problems emulating some 3D games but with<br />

the latest release runs all games without a hitch or a graphical glitch. Better<br />

still is the excellent VisualBoyAdvance which allows you to use cheats and<br />

save your progress. It also emulates the Pocket, Super and Color GameBoys,<br />

making it the definite GameBoy emulator.<br />

Emulating handheld games may seem nonsensical, especially as the<br />

whole point of the GBA is that you can play it while one the move (or,<br />

more appropriately, while sitting on the toilet). But at least you can<br />

preview games before you go out and buy them.<br />

Squint at a small screen no longer -<br />

run GBA games on your PC!<br />

**88**


Arcade at home<br />

MAME can<br />

emulate a<br />

stunning<br />

range of<br />

arcade<br />

systems,<br />

giving you<br />

access to a<br />

massive<br />

back<br />

catalogue<br />

of games<br />

So far we’ve looked at home computers and consoles, but emulation doesn’t have to stop<br />

in the home. Several older arcade machine boards are the focus of a few emulators out<br />

there and the need to track down that old arcade favourite and pump it full of 10p pieces<br />

is no longer necessary.<br />

When it comes to emulating arcade games many people turn to MAME, the Multiple<br />

Arcade Machine Emulator. This is a multiple-format emulator that can replicate a large<br />

range of arcade boards from a variety of manufacturers. The easy-to-use Windows port,<br />

MAME32, includes support for over 3,000 arcade games, and the number is growing with<br />

each new release. Besides MAME there are other arcade emulators of worth. RAINE, in<br />

particular, is recommended as it features one of the friendliest interfaces of any emulator<br />

and supports hundreds of popular arcade games. If you can’t get a game working with<br />

MAME then try RAINE. If you’re a fan of fighting games then don’t miss Callus. This<br />

Capcom arcade system emulator lets you play all of the major Capcom titles, including the<br />

Street Fighter II series and its many spin-off games.<br />

It seems the only old arcade games that neither of these programs can emulate are<br />

the classic laserdisc titles, such as Dragon’s Lair and Space Ace. You can, however, use<br />

DAPHNE to achieve this aim, providing you have a supported laserdisc player and the<br />

original game laserdisc. As that’s something of a tall order, it’s also possible grab the<br />

games from the Web as MPEGs (they’re pretty large mind) and play them using your PC.<br />

Emulating<br />

consoles<br />

If there was one single program which drew attention to the emulation scene it<br />

would have to be UltraHLE (High Level Emulator). This tiny, freeware program was<br />

the first playable Nintendo 64 console emulator and it caused a storm, mainly<br />

because the machine it emulated was retailing for £200 at the time! Legal threats<br />

were issued and development of the program was immediately discontinued. The<br />

original release still stands up well with the glut of N64 emulators which have<br />

appeared since, although it will not play some of the more recent games. One<br />

active N64 emulator which expands its compatibility list with each new release is<br />

Nemu64. Most games run smoothly even when in full-screen mode, but success<br />

The N64 may<br />

have been<br />

superseded<br />

by the<br />

GameCube,<br />

but you can<br />

relive some<br />

of its<br />

finest<br />

games on<br />

your PC<br />

generally depends on your<br />

system setup and the<br />

graphics card you are using.<br />

With N64 emulation, if one<br />

program doesn’t work for you<br />

just try another from either<br />

Blade64, Project64 or 1964.<br />

The popularity of the<br />

Sony PlayStation has also led<br />

to several emulators of<br />

debatable legality. At the top<br />

of the pile, in terms of<br />

infamy at least, are bleem!<br />

and Virtual Game Station –<br />

two commercial emulators<br />

which have been hindered<br />

by legal threats and<br />

Strangely, bleem! even went on sale as<br />

a boxed product for a short time<br />

lawsuits. In fact, all assets<br />

before its untimely demise<br />

relating to Virtual Game<br />

Station have since been<br />

acquired by Sony and development has ended with version 1.4. It still runs the<br />

vast majority of PlayStation games straight from the CD, although it renders the<br />

visuals in software using DirectDraw capabilities. bleem!, on the other hand,<br />

supports Direct 3D compatible graphics cards and actually enhances the visuals.<br />

Both programs play original games, backup copies and imports – just pop the disc<br />

in the drive and the game will load. In the demo version of bleem! sound is<br />

disabled and you cannot save your progress while playing games. Note that due<br />

to copyright issues, we are unable to include these emulators on the coverdisc.<br />

If you’re looking for a free alternative, then ePSXe and FPSE are the best of<br />

the bunch (once you’ve taken time to configure them correctly). A PlayStation BIOS<br />

ROM is required to run both emulators however, so you’ll need to scour the<br />

shadier side of the Web before beginning.<br />

**89**


| ❙❋❯❙✄❍❇◆❋❙* | issue one | emulation nation |<br />

Games galore<br />

If anything, console emulation is more popular than computer emulation and just<br />

about every gaming platform has been emulated. The classic Atari 2600 is no<br />

exception and there are several excellent emulators available. StellaX is certainly<br />

the most popular, mainly because it runs all 2600 cartridge games and the rarer<br />

Supercharger cassette games. The only downside is that you can’t configure your<br />

own keyboard controls, although you can use a PC joystick to play the games.<br />

Atari has always commanded a cult following and all of their subsequent<br />

machines have been emulated, including the unsuccessful 5200 SuperSystem and<br />

7800 ProSystem models. If you wish to emulate these machines, then Daniel Boris<br />

is your man because he’s written emulators for both! Virtual Super System and<br />

v7800 are somewhat basic and run in DOS, but beggars can’t be choosers.<br />

Everything is run and configured from the command line so be prepared to fiddle<br />

around with various options before getting any results. ROM files are also required.<br />

If the thought of using a DOS-based program makes you turn green, try out Jum52,<br />

an excellent new emulator that runs under the relative safety of Windows. Like<br />

Virtual Super System, a 5200 BIOS ROM is required. Similarly, you’ll need an<br />

appropriate ROM file to run Handy – the Atari Lynx emulator. The final Atari console,<br />

the psuedo-64-bit Jaguar, is proving difficult to emulate. Several promising projects<br />

are afoot and furthest down the development line is Project Tempest – the first<br />

Jaguar emulator to actually run commercial games. At present, only some games<br />

include support for sound, and a fairly fast PC is required to run games at a steady<br />

frame rate.<br />

A great feature of this emulator is the rarity display.<br />

This shows how rare the original cart currently is<br />

Besides Sony and Nintendo, Atari’s other rival in the console market was Sega.<br />

Programming teams are struggling to emulate the two most recent Sega consoles,<br />

the Saturn and the Dreamcast, but the earlier machines are well represented in the<br />

emulation scene. In particular, there are many Megadrive emulators available to<br />

download and lots of debate over which is the best one. If you’re looking to play<br />

The various Megadrive emulators throw open the door to 100s of classic games


Sharing your wares<br />

While using emulators is not illegal, downloading the games to play on them is. You see, someone owns the copyright to just about every game ever<br />

released. Unless you own an original copy of the game or the copyright holder has declared that the game can be freely distributed, it is technically theft<br />

to download it for free. And don’t be fooled by the disclaimers on Web sites that claim that it’s OK to download games as long as you delete them after<br />

24 hours. No such law has ever been introduced.<br />

This includes old games too, because even if the original publisher no longer exists as a company, you’ll often find that the rights fall to the original<br />

programmer. If the publisher has been bought out by another company, the rights will belong to them, lock, stock and back catalogue.<br />

Shades of grey do creep in when considering old games however. To be found guilty of copyright theft it must be proved that downloading games is<br />

done at the expense of the copyright holder. So while this would obviously cover downloading PlayStation and GameBoy Advance games from dodgy Web<br />

sites, it can’t be realistically levelled against those who download old Spectrum and Commodore games. After all, these games have not been commercially<br />

available for between 10 and 20 years! We do not condone piracy in anyway whatsoever, but it’s a matter of fact that no one has ever been prosecuted for<br />

downloading and playing old games.<br />

full speed on low-end systems. When it comes to emulating the Super Nintendo<br />

system, you are generally limited to either SNES9x or ZSNES. Both programs offer<br />

fast, faithful emulation and actually expand upon the original machine by allowing<br />

you to play multiplayer games over the Internet!<br />

Finally you can emulate the Atari Jaguar,<br />

the world's first 64-bit console, on your PC<br />

standard Megadrive games, we recommend Kgen as Sega itself is using the<br />

program to re-release some of its older titles. However, to emulate the Mega-CD<br />

and the 32X add-ons use Gens and <strong>Retro</strong>drive respectively. Moving back in time<br />

further, you can emulate both the original Sega Master System and the handheld<br />

Sega Game Gear using either ChaSMS or FreezeSMS. The latter now includes<br />

additional support for the Colcovision console.<br />

The Master System’s main competitor was the Nintendo Entertainment System<br />

(NES) and there are literally dozens of emulators available for this, with new ones<br />

surfacing regularly. The NES had a strange system of mappers that determined<br />

how the game ROMs were accessed and each one has to be coded separately<br />

when writing an emulator, so the more mappers, the higher the compatibility rate.<br />

At present, fwNES supports the most mappers, with RockNES running a close<br />

second. However, many argue that Nesticle, the first ever NES emulator, is still the<br />

best as it supports all sound channels, allows you to save your game and will run<br />

Enjoy an online game of Super<br />

Bomberman using SNES9x or ZSNES<br />

To be continued...<br />

In this introductory feature I’ve looked at emulators designed to run on a<br />

home PC. In issue two of <strong>Retro</strong> Gamer, I’ll take a closer look at other host<br />

machines, including the GamePark 32, Xbox and PlayStation 2. That’s right –<br />

you can run classic games on the very latest consoles!<br />

**91**


april 2004<br />

issue 2 hits the shelves

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