TM
THE EVOLUTION OF THE EVOLUTION OF THE EVOLUTION OF THE EVOLUTION OF
THE ESSENTIAL GUIDE TO CLASSIC GAMES OLD!
MIKIE
STORM
AGGELOS
JAMES ROLFE
TERRA CRESTA
ROLLING THUNDER 2
ATTACK OF THE
MUTANT CAMELS
WINDJAMMERS 2
R-TYPE DELTA
CRASH
BANDICOOT
AND SPYRO
BEHIND THE SCENES
OF THE SSX SERIES
THE MAKING OF
ALIEN RESURRECTION
HOW TWO NINETIES MASCOTS
JOINED FORCES TO CREATE
THE GBA FUSION SERIES
DISCOVER THE MANY FORMS OF THIS
LATE PLAYSTATION RELEASE
THE MAKING
OF DARK SEED
THE ADVENTURE GAME THAT FUSED
DIFFICULT PUZZLES WITH HR GIGER
PLUS
INSIDE THE HIT PS2 FRANCHISE THAT
ALMOST STARTED OUT ON DREAMCAST
COLLECTING
WILL THE BLUE
BLUR COST YOU A
FORTUNE?
SONIC
GAMES
SONIC
GAMES
ANDREAS AXELSSON REVISITS
HIS FANTASTIC PINBALL SIM
ULTIMATE GUIDE:
PINBALL DREAMS
DAVID PERRY, NICK BRUTY AND
TOMMY TALLARICO ON THE
TRANSFORMATION OF SHINY’S
OUTRAGEOUSLYODD ANNELID
DAVID PERRY, NICK BRUTY AND
TOMMY TALLARICO ON THE
TRANSFORMATION OF SHINY’S
OUTRAGEOUSLYODD ANNELID
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b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
THE RETROBATES
DARRAN JONES
For me it’s the outrageously
slick animations and brilliant
character designs. It felt so
different to all the other Mega
Drive games I owned.
Expertise: Juggling a gorgeous
wife, two daughters and an
award-winning magazine all
under one roof!
Currently playing:
The GG Shinobi
Favourite game of all time:
Strider
LOADING...
WHAT’S YOUR FAVOURITE
EARTHWORM JIM MOMENT?
NICK THORPE
I love quiz shows, so when
Earthworm Jim 2 incorporated a
totally nonsensical one I was a
very happy chap.
Expertise: Owning five Master
Systems and a Mark III
Currently playing:
Detroit: Become Human
Favourite game of all time:
Sonic The Hedgehog
ANDY SALTER
Only thing I remember is the
theme song from the cartoon
series… groovy… never played
the games.
Expertise: Modding games, no
‘vanilla’ versions for me, thanks!
Currently playing: M&B2:
Bannerlord… Modded of course
Favourite game of all time:
Rome: Total War
TIM EMPEY
“I must not fear. Fear is the
mind-killer. Fear is the little death
that brings total obliteration.”
Dunno why Peter Puppy was
always quoting Dune in the
cartoon, but it made me laugh.
Expertise: Finishing Game
Pass games before they leave
the service
Currently playing:
Far Cry 6
Favourite game of all time:
God Hand
RORY MILNE
I knew Earthworm Jim was
something special when I took
out my first crow with his blaster
in the original Mega Drive game.
He’s just the perfect vehicle
for cartoon violence and wellworked gameplay.
Expertise: The game that I’m
writing about at the time
of writing
Currently playing:
Project Gotham Racing
Favourite game of all time:
Tempest
PAUL ROSE
Launching a cow into space.
’Nuff said.
Expertise: Winging it
Currently playing:
Mini Motorways
Favourite game of all time:
Half-Life 2
PAUL DRURY
Watching my mate Oliver
Wilmot play the sequel on
his Twitch channel. I could
appreciate the level design and
humour with someone skilled on
the joypad, not an idiot like me
struggling through.
Expertise: Sharpie permanent
markers
Currently playing:
Dying Light 2, Stay Human
Favourite game of all time:
Sheep In Space
GRAEME MASON
COW LAUNCHED!
Expertise: Adjusting the tape
azimuth with a screwdriver
Currently playing:
The Outer Worlds
Favourite game of all time:
Resident Evil 4
ANDREW FISHER
While I’m not a big fan of the
games themselves, I did enjoy
the anarchic Earthworm Jim
cartoon series in the Nineties.
Expertise: Forty years of
gaming, from Commodore 64
to Switch
Currently playing:
Robot Jet Action
Favourite game of all time:
Paradroid
T
he Nineties were rife with
platform heroes, from Sonic
and Mario to James Pond and
Superfrog. By far one of my
favourites however was Earthworm Jim, the
zany creation of artist Doug TenNapel.
Just the idea of an earthworm in a
high-powered spacesuit is absurdly silly, so
when the team at the newly formed Shiny
Entertainment saw Doug’s drawings, they
knew they had found the star of the game
that would launch the studio’s name. That
story is told within this very issue, but we
also explore how Shiny’s inventive game
was expanded to the Mega-CD, its sequel
and several other non-Shiny releases. We’ve
even managed to get Tommy Tallarico to tell
us a little bit about Jim’s new adventure for
the incoming Intellivision Amico.
But worry not, if you’re not in the
mood for silly, spacesuit-wearing annelids
then we’ve got plenty of other fantastic
features for you to enjoy, from the story of
Mastertronic’s budget Gauntlet clone Storm
to Konami’s jaunty arcade game Mikie. We
also reveal some of the best Sonic games
to add to your collection, talk to a number
of chiptune maestros and rediscover the
brilliance of Digital Illusions’ Pinball Dreams.
This issue also marks the return of our
revamped Homebrew section which is now
being overseen by Andrew Fisher. We
hope you like the new look.
Stay safe and enjoy the magazine,
Darran
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06 Main News
Crazy news as Microsoft gets in a spending
mood and acquires Activision and Blizzard
for outrageous sums of cash
08 Iain Lee
We know Christmas is a dim and distant
memory for some, but for Iain, it’s all too
keen still
10Mr Biffo
This month Paul is wondering what’s
happened about computer game violence
12A Moment With
We chat to Remute, the acclaimed DJ who
has released his brand-new album on a
Nintendo 64 cartridge
14Back To The Noughties
It’s May 2005 and Nick has uncovered some
of Darran’s old reviews
16Terra Cresta
Darran has been spending his money on
Switch shmups and he’s uncovered this
classic he’d all but forgotten about
34Attack Of The
Mutant Camels
Nick enjoys the weird and wonderful so Jeff
Minter’s game is obviously in his collection
48Rolling Thunder 2
Do you like a good password system?
Darran does and this Namco one is a doozy
66R-Type Delta
Irem’s game may look new and shiny but
it’s also built solidly on the past
92 Sega Touring Car
Championship
Young Nick thought all Sega arcade racing
games were great. Young Nick was wrong
112Disaster: Day Of Crisis
Nick continues his ‘The Wii is retro’
campaign with this Namco gem
FEATURED
50 Ultimate Guide:
Pinball Dreams
Nick plays the hell out of Digital Illusions’ fantastic
debut and quizzes Andreas Axelsson about its creation
RETRO RADAR 36
REVIVALS
48
18
The Evolution Of:
Earthworm Jim
Dave Perry, Nick Bruty and Tommy Tallarico discuss the twisted journey of the iconic
Nineties hero, from his inventive first game to his incoming Amico adventure
CONTENTS
>> Load 230 Breathing new life into classic games
30 The Making Of: Storm
Martyn Carroll chats to the team who made
this rather impressive Gauntlet clone for the
Amstrad CPC and other 8-bit systems
36 Ultimate Guide: Mikie
Did you know there were three different
versions of Konami’s game? Graeme Mason
does and he’s played all of them
42 Classic Moments:
Paperboy
Nick recalls more peaceful times like
clearing an obstacle course or chucking
newspapers through someone’s windows
56 So You Want To Collect…
Sonic Games
If you thought collecting for the blue blur
would be nice and cheap you may need to
reconsider (and bring a bigger wallet)
60 Peripheral Vision:
Network Adaptor
We take a quick look at Sony’s add-on device
that allowed you to play certain PS2 games
online. Which game was essential, though?
68 The History Of: SSX
Adam Barnes revisits this classic PS2 series
with Scott Henshaw, the development
director who worked on the early games
74 The Making Of: Crash
Bandicoot Fusion &
Spyro Fusion
Discover why Vicarious Visions thought a
crossover minigame collection between two
Nineties mascots was a great idea
78 Retro Inspired: Aggelos
We chat to François Perez about coding,
designing and creating the music for this
charming action adventure
80 Chiptune Concerto
Meet the insanely talented chiptune artists
who are still making music on devices like
the Game Boy
84 Hardware Heaven:
PlayStation 3
We’re all getting older and so is Sony’s third
console, that’s why it’s in the mag
4 | RETRO GAMER
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The Making Of:
Alien Resurrection
62 ESSENTIALS
28 Subscriptions
Groovier than completing Earthworm Jim
on a single life
98 Homebrew
2021 was an exceptional year for homebrew
gaming and Andrew Fisher is here to
ensure 2022 will be even better
102 Hot Topic: First Loves
Nick, Tim and Darran remember their very
first systems and videogames
104 Collector’s Corner
Have you got as many consoles as Oliver
Hale? At a guess we’d probably say no
106My Retro Life
Paul Drury is immensely proud of his signed
collection of arcade flyers. We’re
actually rather jealous
108 Mailbag
Keep your letters flowing, we
really enjoy reading them
114 Endgame
Nick’s back to closing off the
mag. It’s a good one
In The Chair:
James Rolfe
The Angry Video Game Nerd on rubbish
videogames and reaching 200 videos
REVIEWS
94 Windjammers 2
96 Melkhior’s Mansion
96 SNK Vs Capcom: Card
Fighters’ Clash
96 Shadow Man:
Remastered
96 Breakout: Recharged
86
44
The Making Of:
Dark Seed
Michael Cranford and Joby Otero recall working
on this twisted Giger-infused adventure game
Don’t forget to follow us online for all your latest retro updates
RetroGamerUK @RetroGamer_Mag
Retro Gamer Magazine @RetroGamerMag
RETRO GAMER | 5
FREE
SU
GIFT
SEE
BSCRIPTION
PAGE 28
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by a group of investors led by presentday CEO Bobby Kotick. A massive
restructuring effort followed and by
1997 Activision started to acquire
companies – first Raven Software, then
over the following years the likes of
Neversoft, Treyarch and Toys For Bob
by 2005. In 2008, Activision merged
with Blizzard owner Vivendi Games to
create Activision Blizzard and overtake
Electronic Arts as gaming’s largest
third-party publisher.
It’s easy to see what Microsoft
stands to gain from this deal.
Activision Blizzard has not only major
game development capacity, but an
enormous library of active intellectual
properties that it could use to bolster
its content offering across Xbox and
PC. Call Of Duty, World Of Warcraft,
Crash Bandicoot, Spyro The Dragon,
Overwatch, Tony Hawk’s Pro Skater,
Diablo and more. What’s more, it
gives Microsoft control over plenty of
dormant favourites such as Zork, Pitfall!,
Rock N Roll Racing, Starcraft, Soldier
Of Fortune and Guitar Hero. Any or
all of these could be made exclusive
to Xbox should Microsoft decide to
do so, or alternatively it could enjoy a
major slice of the software sales on
I
ndustry observers will
have taken keen interest
in Microsoft’s game studio
acquisitions over the last few
years – the company swallowed
up eight companies between
2018 and 2020, the largest of
which was Doom and Wolfenstein
owner ZeniMax Media. However,
the company’s latest deal looks set to
dwarf all of those combined as it has
announced plans to purchase Activision
Blizzard for $68.7 billion. If the
acquisition proceeds as planned, it will
be Microsoft’s largest ever, comfortably
surpassing the $26.2 billion it paid for
the business-oriented social network
LinkedIn in 2016.
Activision has been a constant
presence in the videogame market
since 1979, when it was founded
by ex-Atari programmers who were
frustrated with a lack of recognition
and royalties. The company initially
did well with Atari 2600 releases, but
struggled in the wake of the market
crash and by 1986, all of the original
founders had left the company. After
a period of decline and a brief name
change to Mediagenic, the company
was purchased in 1991 for $500,000
CONTENTS
6 ACTIVISION
ACQUISITION
Microsoft buys one of gaming’s biggest
and oldest publishers
8 IAIN LEE
This month our regular columnist
recalls his recent Christmas break
10 MR BIFFO
Paul wants to know why videogame
violence is hardly talked about today
12 A MOMENT WITH
We chat to the German DJ Remute
whose latest album is being released
on a Nintendo 64 cartridge
14 BACK TO THE
NOUGHTIES
Darran’s put his back out so Nick is once
again tasked with travelling back in time
to the mid-Noughties
Microsoft to absorb gaming’s original third-party developer
» [PC] Call Of Duty will become
just one of many iconic FPS series
Microsoft owns – others include
Halo, Doom and Perfect Dark.
ACTIVISION ACQUISITION
» [PC] Back catalogue titles like Starcraft 2 seem like
easy additions to the PC version of Game Pass.
» While Microsoft has said it will continue to
support other platforms, the benefits of enforcing
Xbox exclusivity must be incredibly enticing.
GIVE US TWO MINUTES AND WE'LL GIVE YOU THE RETRO WORLD
6 | RETRO GAMER
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» [iOS] The deal also includes King, which
has major success in the mobile market with
games like Candy Crush Soda Saga.
party releases currently do. This could
also potentially remove some barriers
to past games being added to the
backwards compatibility list, although
Microsoft has claimed to be finished
with that project. More speculatively,
the potential for crossovers is intriguing
– you could well see Crash or Spyro
teaming up with Banjo and Kazooie,
or Master Chief appearing as a cameo
character in Overwatch 2.
One area that will be less attractive
for Microsoft is the company culture
that it is taking over. In July 2021,
the California Department Of Fair
Employment And Housing filed a
lawsuit against the company over
allegations of sexual harassment
and discrimination, complaining of a
“pervasive frat boy workplace culture”
and unequal pay between the men
and women in the company. Activision
Blizzard responded to the claims, calling
them “distorted, and in many cases
false” and saying that, “The picture
the DFEH paints is not the Blizzard
Sony and Nintendo platforms, just as it
does with Minecraft today. For its part,
Microsoft has stated that, “Activision
Blizzard games are enjoyed on a variety
of platforms and we plan to continue
to support those communities moving
forward,” suggesting that it leans
towards the latter approach.
For gamers, there are some truly
tantalising prospects resulting from
this deal. Microsoft has already
confirmed its intention to add “as many
Activision Blizzard games as we can”
to Game Pass on Xbox and PC, which
only makes those services a more
attractive proposition, particularly if
new releases go straight on the service
at launch as Microsoft’s major firstworkplace of today.” Employees
dissatisfied with their working
environment have recently staged
walkouts and begun efforts to unionise,
and have stated that those efforts will
continue regardless of the buyout.
Then there’s the CEO, Bobby
Kotick. He is the longest-serving CEO
of any publicly traded technology
company, and the company has
clearly grown enormously under his
leadership. However, he has long been
an unpopular figure with gamers – in
2009 he attracted negative attention
for comments made about wanting
to raise the prices of games further,
in the wake of the financial crisis,
and wanting to “take the fun out of
making games”. In recent months
some sections of the company’s staff
and shareholders have called for him
to resign over the company’s alleged
cultural problems, but Microsoft has
already stated that he will remain in
place as CEO, and upon the conclusion
of the deal will report to Microsoft
Gaming CEO Phil Spencer.
Such a large and complex merger is
of course subject to various hurdles,
including approval from government
regulators and Activision Blizzard’s
shareholders. That means that the deal
isn’t due to close until 2023 and the
two companies will continue to operate
independently for the time being, so
any changes resulting from the
acquisition won’t be made apparent for
some time. Until then, we’ll keep an
eye on this story and update you should
any major developments occur.
» This was the image used to announce the acquisition – interestingly, it focuses primarily on Blizzard games.
» [PlayStation] Crash Bandicoot, once
considered a PlayStation icon, may well
end up Xbox exclusive in the future.
» [Atari 2600] Could we see Pitfall!
revived as an Uncharted competitor?
Probably not, but it’s nice to dream.
U
nfortunately, this month
we bring you further
news of losses within
the game development
community. 22cans head of art
Paul McLaughlin passed away
at the age of 57 in December,
following a long struggle with
cancer. He began his career
with Emerald Software in
Ireland in the late-Eighties, but
soon moved to England to join
Bullfrog, where he worked on
games including Populous II,
Syndicate, Magic Carpet and
Dungeon Keeper. Paul also
joined Peter Molyneux at
Lionhead, working on games
including Black & White and
Fable, before arriving at his
most recent studio.
Stewart Gilray began his
career in the late-Eighties as a
freelance programmer, before
becoming a producer in the
Nineties, working on games
including Pinball Dreams
and In Cold Blood. In 2006
he founded the development
team Just Add Water, which
has created remakes of the
Oddworld games, a new
Micro Machines entry and the
isometric throwback Lumo.
Stewart passed away due to
COVID-19 on 6 January, at the
age of 51. He is survived by
two children and his wife Bec
Gilray, who has since revealed
that Stewart was unvaccinated
due to a severe phobia of
needles, and urged people to
get vaccinated.
Our thoughts are with
the families and friends
of both men.
THOSE
WE’VE LOST
» Stewart Gilray formed Just Add Water in 2006.
VISIT RETROGAMER.NET/FORUM TO HAVE YOUR SAY
RETRO GAMER | 7
RETRORADAR: ACTIVISION ACQUISITION
The deal isn’t due to close until
2023 and the two companies will
continue to operate independently
for the time being
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So that was Christmas
to grips with, well, how to get to grips with it.
I was a disaster and A and K told me at every
available opportunity. It really got me thinking.
I love your Call Of Duties and your Halos, but
there is something magic about playing really
simple games with low-res graphics and easy
concepts. That thrill of calling someone out for a
silly mistake or cheering them on when they’re
close to getting a personal best. Even though we
were miles away, I felt closer to my children than
if they had been here playing different games in
different rooms.
It’s something I’m going to carry into 2022.
If I am feeling lonely I know I can always set up
another gaming session and suddenly the world
isn’t so grey. I love my boys and I can be present
for them whether I’m in the same building or on
the other side of the world.
Right, that’s the last time I mention Christmas
and the other C word. I promise. How’s your
Easter looking?
Steam Deck, the new console which had been
postponed until February anyway. Everything was
running late unfortunately.
Thing is, we still had a lot of fun together
even though we were 30 miles apart. We spent
a good few hours of Christmas Eve on a Zoom
call playing some really dumb games. Ultimate
Chicken Horse is this ridiculous platformer where
you have to travel from A to B. Except you get
given all kinds of weird weapons and traps to
put in the way of your opponents. It’s really silly,
very funny and bloody frustrating. Both me and
the kids regularly screamed how much we hated
the thing. But there was also a lot of laughter
and congratulations when someone completed a
course that looked impossible.
Heave Ho is another dumb game where
you have to hold hands to help make it across
another course. [That sounds like it would
make for a good Fall Guys level - Ed] This one
I struggled with. My brain just could not get
I
t’s behind us now, so do you
mind if I bring up Christmas?
It probably seems weird talking
about it as we hurtle deeper into
2022, but there’s something I really
have to get off my chest.
My Christmas, like that of millions of others,
was not exactly how I planned it. A few days
before, I got COVID. I had it really bad for one
night and then got better pretty quickly. The
physical stuff wasn’t the problem. It was what
went with it, namely, I didn’t get to see my kids
over the ‘festive’ period. That was tough. Isolating
on my own for ten days not being able to hang
out with my two boys.
The first couple of days I was really miserable
and allowed myself to be consumed by selfpity. Then once I accepted it, it actually became
OK. So our gift giving was going to be a week
later? Does that really matter? It didn’t make
too much of a difference as their present was a
We still had a lot of fun
together even though we were
30 miles apart
FEATURING IAIN LEE
COLUMN Who is Iain Lee?
Iain Lee is a freelance broadcaster who loves gaming, particularly retro gaming.
Join him as he hosts a phone-in show and plays games at www.twitch.tv/iainlee
and also check out www.patreon.com/iainandKatherine
8 | RETRO GAMER
Do you agree with Iain’s thoughts? Contact us at:
RetroGamerUK @RetroGamer_Mag [email protected]
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A history
of violence
W
hatever happened to
videogame scare
stories? You know
what I’m talking about,
“Nintendo killed my son!”…
“Videogames brainwash
children!”… “Epidemic of youth violence!”
Every time there was a new Carmageddon,
Mortal Kombat or… I dunno… Endorfun, our
elders would clutch their pearls and shriek that
we were all doomed unless they banned this
sick filth. Or words to that effect. Heck, even
Pokémon got dragged into the general air that
gaming was causing society to crumble, when
an episode of the cartoon was alleged to have
caused seizures.
Spoilers: the world might not be in the best
place right now, but I doubt much of that has
anything remotely to do with Night Trap.
While the videogame nasties uproar may
have appeared as a concerted media and
political campaign to destroy an industry that
was still finding its feet, it’s arguable that these
sorts of stories made games more popular.
The Streisand Effect meant that the more the
media tried to tear down the latest beat-’em-up,
the more curious 12 year olds became. There’s
no fruit so enticing as the forbidden. Take it
from somebody who has been stealing his
neighbour’s apples for the past decade.
History has proven that the gaming-inspired
epidemic of youth violence never materialised.
I don’t know about any of you, but since first
playing Mortal Kombat on the Mega Drive, I’ve
barely done half-a-dozen murders.
Modern games aren’t without their
controversies, of course. These days they
tend to be less about the content of games,
and more about working practices at games
companies, rather than whether games will turn
our children into bloodthirsty maniacs, or cause
seizures. It’s interesting (read: depressing)
how the mainstream tabloids of the Nineties
gleefully pushed a sensationalist ‘videogame
nasties’ agenda, yet today seem less interested
in depressing accusations of institutionalised
sexual misconduct at big games companies.
Even though I’m an old man now, I sort
of miss that feeling of games being a bit
dangerous. Is that tragic? Is that a bit sad that
I, a man who looks and smells like he should
be collecting his pension, regrets one of
his hobbies being a bit less edgy, and more
acceptable, than it once was? As multimedia
corporate products, games are more pipe
and slippers now than something for the
establishment to fear. These days you’d have to
pay a paper to run a videogame scare story.
When did this happen? Grand Theft Auto V
came out in 2013, so is almost old enough now
to be considered retro. Yet, I don’t remember
many negative headlines surrounding its
violence, themes, or casual misogyny – at least,
not outside the need of games websites to feed
opinions into their content furnace.
Perhaps we grew up and took over the
toyshop. Whatever the case, it happened when
nobody noticed. It just sort of petered out. The
tabloids moved on, found new targets and we
just carried on playing our games, the same as
we’d always done.
There’s no fruit
so enticing as the
forbidden
FEATURING DIGITISER’S MR BIFFO
COLUMN Who is Paul Rose?
Paul is probably better known as Mr Biffo – the creator of legendary teletext games magazine
Digitiser. These days, he mostly writes his videogame ramblings over at Digitiser2000.com. If you want
more Biffo in your eyes, you can catch him as the host of Digitizer The Show at www.bit.ly/biffo2000.
10 | RETRO GAMER
Do you agree with Paul’s thoughts? Contact us at:
RetroGamerUK @RetroGamer_Mag [email protected]
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b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
NEWS WALL A MOMENT WITH...
SHOWING OFF COOL RETRO-THEMED STUFF THAT’S GOING ON
12 | RETRO GAMER
sometimes fun and sometimes
crazy as hell as you have to be very
creative to work your way around
various limitations. But overall I think
that these challenges are very helpful
for the creative process and I love to
communicate with machines.
You previously released albums
on SNES, Mega Drive, PC Engine
and Game Boy. Which was the
trickiest to create?
When working on cartridge albums
for various consoles there’s always a
point when I get confronted with THE
limitation that drives me
nuts! I think the most
trickiest album so far has
been the SNES album
The Cult Of Remute.
How so?
Well the SNES audio
RAM is only 64 kilobytes
and so ALL elements of
a song have to fit into
this very tiny storage
space. That was very
challenging for me as I had
to strip down a lot of things. But in the
end it is also a kind of ‘test’ – if a song
survives the process of cutting down
everything that’s unnecessary and just
focuses on the essentials, then it’s a
good song.
Why release your new album on a
Nintendo 64 cartridge?
I wanted to create a ‘spiritual
successor’ to The Cult Of Remute.
I
f you have any interest in
chiptune music you’re probably
already aware of Remute. The
German DJ not only creates some
cracking tunes but has released
albums across a number of gaming
cartridges for systems like the SNES,
Mega Drive and Game Boy. His latest
project is R64, his brand-new album
for the Nintendo 64. Here he tells us
how the project came together.
Were you a big gamer
growing up?
I am a born geek! I’ve grown up
literally surrounded by
home computers and
game consoles and
received my first C64
when I was five years
old. Gaming made me.
When did you decide
to first create music?
I have been releasing
music as ‘Remute’ since
2002 – I was 19 years
old when I put out my
first vinyl record. I have
been making music since my earliest
teenage days, starting when I was
around 13 years old. Then slowly, step
by step, year after year, I transformed
into Remute full time.
How difficult have you found it to
squeeze your music albums onto
videogame cartridges?
Every cartridge album is an adventure
on its own. These adventures are
We chat to the DJ who is taking the N64’s
sound to a whole new level
» You can find a selection of Remute’s work at remute.bandcamp.com
» Remute is a successful DJ and
has released a number of albums
now on various game cartridges.
Remute
» Remute is such a fan of the Nintendo 64 that his next
album is being released on an N64 cartridge.
Rasky has a deep
understanding of the N64
hardware which is in many
ways definitely borderline
rocket science
REMUTE
» A special limited edition of Remute 64 will include a 7-inch record featuring two album tracks.
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what he’s up for next – he really likes
to push the N64 to the maximum.
What influenced the display that
plays when the N64 is on and
does it change for each new track?
There’s also a visual player GUI in
R64 as well. After the title screen
the user gets teleported to a strange,
real-time generated 3D place and
flies over some trippy objects
reminiscent of MTV Partyzone and
various demoscene experiments.
It will get you in a special hypnotic
mood and the direction, shapes
and speed change for every track
(it also reacts to certain track
elements) and even some slight
interaction will be possible.
Why use 8 megabytes of storage
space instead of compression?
Sure, we could have gone down the
‘lazy route’ and compressed some
audio files down to 32 or even 64
megabytes, but that would be totally
unadventurous and also sound quite
bad. We wanted to make something
that gets generated and played back
in real time – just as all my previous
albums before. This saves file storage
space, sounds decent and for this
project 8 megabytes is just enough.
What programs do you use
and what technical hurdles
do you face?
I’ve composed the album with the
multiformat tracker OpenMPT on a
Windows PC. I’ve used the XM file
format which first came out in the
mid-Nineties for Fast Tracker 2 on
MS-DOS. This file format allowed for
extensive usage of samples I recorded
during live sessions in my mostly oldschool synth-based studio. The tricky
hurdle was to edit these sessions
» A lot of Remute’s earlier cartridge albums have now
sold out so you’ll need to look online to find them.
The SNES album was actually based
on many samples and bits I recorded
on countless live jams in my studio
– tediously edited, compressed and
stripped down to fit into 64 kilobytes
of the SNES audio RAM.
Tell us a little about R64.
Well R64 is also based on many live
sessions I recorded with synths like
the Roland JD 990, Novation Peak
or the Korg Prophecy. The way the
N64 handles sound is quite similar to
the SNES – everything is based on
sequenced samples, but here I didn’t
have the harsh limitations like on the
SNES. I had a whopping 8 megabytes
for all songs and no further file size
limits. Compared to the 64 kilobytes
limit per song on the SNES this felt
like heaven. I feel that R64 is my most
diverse and fun album so far.
You are working on R64 with
Rasky, an acclaimed N64 coder.
How did that come about?
I’ve been following Rasky’s work in
the N64 homebrew scene for quite a
time and I was very impressed. So we
got in touch and it was a wonderful
cooperation. Rasky has a deep
understanding of the N64 hardware
which is in many ways definitely
borderline rocket science. I am curious
RETRO GAMER | 13
and choose ‘the essence’ which then
gets thrown into the tracker. When I
finished the songs, Rasky converted
them and integrated them into his
custom-coded XM player engine for
the N64 – this is the wizardry that
works beneath the surface of R64.
Tell us a little about the limited
edition version of R64.
The R64 Plus Edition comes with
an additional blue 7-inch vinyl which
features the two album songs
Superposition and Tradition Und
Moderne. The versions of these
songs are some upgraded mixes
exclusively made for vinyl.
What influences your music?
Electronics, life with electronics,
living electronics.
You clearly love Nintendo’s 64-bit
machine. What soundtracks from
the console do you enjoy?
I absolutely love the Extreme G
soundtrack! It’s a total mid-Nineties
rave techno blast! It perfectly
accentuates the action-packed
gameplay and is filled with energy!
Oh, and of course there’s also the
Tetrisphere soundtrack – fantastic
breakbeats! In general the Nintendo
64 had some great, almost CD-quality
like soundtracks, despite being a
cartridge-based console with very
limited file storage space compared to
CD ROM-based consoles of that era
like the Playstation.
If you like the sound of R64, or
want to learn more about Remute,
visit remute.bandcamp.com
» R64 includes a cool visualiser so you’ve got something
to watch while the album is playing.
» There’s an excellent interview with Remute on RetroRGB. Watch it at https://bit.ly/rgbremute
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14 | RETRO GAMER
THE LATEST NEWS
FROM MAY 2005
O
n 12 May, Microsoft
officially unveiled
its next generation
successor to the
Xbox, via a live MTV show from
Hollywood hosted by Elijah Wood.
The cast of Pimp My Ride provided
a deeper look at the new hardware
and its features, and The Killers were
on hand for a musical performance.
As far as software support was
concerned, the offering was very
heavy on Western developers,
with no notable games from Japan.
Rare’s Perfect Dark Zero received
the lion’s share of attention, thanks
to a behind-the-scenes trip to Rare
and the first look at a networked
multiplayer game. The 22-minute
show also included short clips of
Kameo: Elements Of Power, Project
Gotham Racing 3, Gears Of War,
Tony Hawk’s American Wasteland,
Tom Clancy’s Ghost Recon 3, Tiger
Woods PGA Tour 06, Need For
Speed: Most Wanted, Madden NFL
06, Quake 4, Call Of Duty 2, The
Darkness and Saints Row.
More detail was provided by
Microsoft in an accompanying press
release. As well as offering the
usual kind of upgrade in computing
power and support for high-definition
TVs, the Xbox 360 promised a
revolution in online connectivity.
Xbox Live would now feature a
unified marketplace for downloadable
content including game demos and
trailers, expansion content and even
full games via the newly emphasised
Xbox Live Arcade service. The new
hardware also sported an easily
detachable hard disk, removable
face plates and support for wireless
controllers as standard, and would be
able to play back media from DVDs
and CDs as well as USB devices and
even via network sources. Microsoft
did not provide launch dates or prices
for the new system.
Of course, the Xbox 360 was the
future. In the present, the biggest
multiplatform game of the month
was Lego Star Wars, which broadly
received good reviews. Scores for
the game included 8/10 from Official
PlayStation 2 Magazine, 7.6/10 from
Official Xbox Magazine, 7/10 from
Edge and 6/10 from XBM. At the high
end of the scale, PC Gamer awarded
the game 87% with Kieron Gillen
commenting that it was “cute and
accessible, but with enough ironic
gags and buried challenge for the
grown ups”, and “as good a place as
any for a gamer to rediscover their
love of fun”. You might think that the
MAY 2005 – It’s not the
biggest gaming month unless
you’re a PC fan, but May 2005
is a big one as we get our first
glimpse at a major new piece
of hardware. Join Nick Thorpe
as he dons the tinfoil hat
and sunglasses he uses
to manage his timetravel allergies
Chinese computer manufacturer
Lenovo bought IBM’s personal
computer business on 1 May,
paying $1.25 billion and assuming
$500 million of IBM debt. Despite
having popular product lines
such as the ThinkPad laptops,
the original PC manufacturer had
wanted to transition away from
selling directly to consumers.
On 5 May, the UK held a general
election in which the Labour Party
won a third consecutive victory,
having campaigned on its record
of economic stability. Tony Blair
remained prime minister with a
majority of 66 MPs and a 35.2%
vote share, but these represented
a loss of 48 seats and a 5.5%
decline in share compared to the
2001 election. The Conservatives,
led by Michael Howard, gained
33 MPs on 32.4% of the vote (up
0.7%). Charles Kennedy’s Liberal
Democrats gained 10 MPs and
increased their vote share from
18.3% to 22%.
In football, Malcolm Glazer
gained control of Manchester
United on 12 May. Glazer had
owned the Tampa Bay Buccaneers
NFL franchise since 1995, and
had been building a stake in
Manchester United since 2003.
On 21 May, Manchester United
became the first team to lose an
FA Cup final via penalty shoot-out.
The Champions League final was
also decided on penalties, with
Liverpool coming back from a 3-0
half time deficit to defeat AC Milan
3-2 in the shoot-out.
NEWS
MAY 2005
[Xbox] With all that green going on, Pariah sure as heck
looks like an Xbox game. Good branding.
[Xbox 360] Joanna Dark emerged
from hiding having had a bit of a
makeover since her N64 days.
[PC] Darran’s low score in games™ proved to be wholly
uncontroversial, generating no online backlash at all.
It’s here! It’s the Xbox 360!
You can stand it on its side
like a PS2 now! Wow!
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RETRO GAMER | 15
MUSIC
1 – Lonely (Akon)
2 – Feel Good Inc (Gorillaz)
3 – (Is This The Way To) Amarillo
(Tony Christie featuring
Peter Kay)
4 – Hate It Or Love It
(Game featuring 50 Cent)
5 – Signs (Snoop Dogg/Charlie
Wilson/Justin Timberlake)
PLAYSTATION 2
1 – Gran Turismo 4 (Sony)
2 – FIFA Street (EA)
3 – Brothers In Arms: Road To
Hill 30 (Ubisoft)
4 – Devil May Cry 3: Dante’s
Awakening (Capcom)
5 – Metal Gear Solid 3: Snake Eater
(Konami)
XBOX
1 – Splinter Cell: Chaos
Theory (Ubisoft)
2 – Brothers In Arms: Road To
Hill 30 (Ubisoft)
3 – FIFA Street (EA)
4 – Timesplitters: Future Perfect
(EA)
5 – The Punisher (THQ)
GAMECUBE
1 – Donkey Kong: Jungle Beat
(Nintendo)
2 – The Legend Of Zelda:
Four Swords (Nintendo)
3 – Spongebob Squarepants: The
Movie (THQ)
4 – Donkey Konga (Nintendo)
5 – Metroid Prime 2: Echoes
(Nintendo)
MAY 2005
zz
Darran Jones gave the game 9/10 in
XBM, praising the game’s set pieces
and map editor and describing it as
“the best alternative to two of the
greatest Xbox games ever made”, in
reference to the Halo series. The only
domestic GameCube release worth
getting excited about was Namco’s
Baten Kaitos, which earned 83%
from NGC. The game’s combat was
considered “engaging, rewarding
and strategic enough to make the
inevitable repeated battles bearable”,
but the atmosphere was criticised.
But if anyone got the best format
exclusives this month, it was surely
PC owners. SWAT 4 from Irrational
Games was PC Gamer’s top scoring
game of the month, with the tactical
shooter earning 91% for being “a
game that rewards care and attention
by making you part of a brutally
efficient machine”. If that wasn’t
to your liking, you could opt for a
second helping of superhero realtime strategy in Freedom Force Vs
The Third Reich (88%), submarine
sim sequel Silent Hunter III (88%),
reviewer for games™ was similarly
impressed, having mentioned that
the miniature renditions of iconic
characters “caused a nostalgic tear
of joy to seep from our jaded eyes”.
However, the game scored 4/10 for
being “basic, generic platforming
that simply requires you to collect
lots of different items”, with
“ropey” teammate AI and combat
that consisted of “stodgy button
mashing”. Elsewhere, car modding
fans could enjoy Midnight Club 3:
Dub Edition (84% Play, 8/10 Official
PS2, 8/10 XBM, 6/10 games™)
When it came to exclusive games,
PS2 owners got the Micro Machinesalike Mashed: Fully Loaded (8/10,
Official PS2) and the gory first person
shooter Cold Winter, with Official
PlayStation 2 Magazine declaring it
“shallower than the kids’ end of the
swimming pool, but it’s undeniably
good fun”, in an 8/10 review. Firstperson shooter Pariah made its sole
console appearance on Xbox and
received strong reviews, earning 7/10
from games™ and 8.9/10 from OXM.
real-time strategy in Empire Earth II
(85%), the offbeat driving sequel
Trackmania Sunrise (82%) or the
indie shoot-’em-up Starscape (80%).
Edge awarded Freedom Force Vs The
Third Reich and Trackmania Sunrise
7/10 each, with games™ giving the
latter 8/10 and describing it as “the
most overblown, flashy and ridiculous
racer of the year”.
Handheld fans could at least enjoy
Meteos on the DS, assuming they
had access to import games. The
puzzler earned 5/5 from NGC and
8/10 from Edge, though the latter
cautioned that “it can be beaten, for
the most part, by scrubbing blindly
at the screen”. If you preferred a
different handheld, WipEout Pure
received its first import reviews,
gaining 8/10 from Edge and games™,
with the latter calling the futuristic
racer “another stunning must-have
PSP title”. That’s it for now – join
us next month for reactions to
Microsoft’s big reveal.
[PC] We’re pretty sure a modern SWAT would include a mission where you get a false report at a streamer’s house.
THIS MONTH IN…
Play
“Grand Theft Auto should be set in
other places than America,” says
reader Kevin Martin of Belfast. “An
idea that could work out is having it
set in Northern Ireland during The
Troubles and it could be like in San
Andreas with gangs.” Less than
ten years after the Good Friday
Agreement, we’re sure that couldn’t
possibly go down badly with anyone.
Official Xbox Mag
“It’s going to be a hell of a lot darker,
that’s for sure,” an unnamed Sega
representative tells the Official Xbox
Magazine. “I mean, this guy carries
a gun around. When was the last
time you saw Sonic packing?” Yes,
Sonic’s frenemy Shadow is getting a
spin-off game. “It’s like KOTOR with
hedgehogs,” says Sega’s source,
straining credibility.
Cube
Tim’s not impressed with Dragon
Ball Z: Budokai 2, which “isn’t really
a fighting game”. He gives it 6.2/10
and decides that it’s better left “for
the few remaining fans of a dying and
dull series”. We wonder if he played
Dragon Ball Fighter Z? Meanwhile,
Ryan King likes Trunks because “he’s
got grey hair like an old man but in
fact, he’s a little boy”.
BACK TO THE NOUGHTIES: MAY 2005
[DS] “No scrubs allowed” takes on a very different
meaning when playing multiplayer in Meteos.
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RETROREVIVAL »
» ARCADE » 1985 » NICHIBUTSU
I’m a huge fan of Hamster’s Arcade Archives range
and have been pestering the publisher so we can
write an article for ages. Hamster has released a huge
number of arcade and Neo Geo ports for the Switch and
PS4 and many of them are shmups. Needless to say, I
try to pick up its games whenever I get the opportunity.
One of my most recent purchases was Terra Cresta, which I grabbed
in the sales along with Terra Force (which is by the same developer, but
I’m not sure is part of the same series). I didn’t play it much in the arcades,
but my burning memory of the game was that you could transform into a
fiery phoenix which was reminiscent of the ship transformation in Battle Of
The Planets, a cartoon I absolutely loved as a kid.
The thing is though, I couldn’t work out how to actually make the ship
transform. I knew you had to shoot the fifth hangar (ship parts are locked
down until you free them) but the few times I was able to reach it, all I got
was a lousy single ship part. Of course, what I didn’t know then (due to
the cabinet in our local arcade being Japanese) was that you have to have
all five ship parts in order to turn into a phoenix and gain invulnerability for
eight precious seconds.
This is easier said than done, because Terra Cresta is a challenging game
that punishes careless play. Enemies come at you in clever waves and
sometimes configurations will change based on where your ship is positioned.
They’ll often change their velocity too, which can also catch you out and you’ll
often blunder into them as a result.
You’ll stick with it though, as Terra Cresta is a fantastic evolution of Moon
Cresta, keeping the multi-ship aspect but cleverly expanding it so that you can
now detach your ship parts and create different weapons based on what parts
you’ve collected. Hell, you can even see the DNA of Nichibutsu’s later game
Armed Formation F in it, which is also in Hamster’s range. It has taken me 37
long years but I’ve finally unlocked Terra Cresta’s phoenix while hammering the
online leaderboards. Needless to say I’m rather chuffed with myself.
Terra Cresta
DEFINITELY WORTH THE WAIT
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THE EVOLUTION OF THE EVOLUTION OF THE EVOLUTION OF THE EVOLUTION OF
Having made a
string of hits for
Virgin Interactive,
a number of its
developers left
to form Shiny
Entertainment. David
Perry, Nick Bruty
and Tommy Tallarico
discuss Earthworm
Jim, the series it
led to and their
new efforts to
continue the series
WORDS BY RORY MILNE
DAVID PERRY
» Programming was just
one of David’s roles on the
original Earthworm Jim.
NICK BRUTY
» Nick did graphics and
design work on the Sega
Earthworm Jim games.
TOMMY TALLARICO
» The crazy tunes that feature
in the first three games are
courtesy of Tommy.
18 | RETRO GAMER
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THE EVOLUTION OF: EARTHWORM JIM
N
o matter how much freedom the
creators of a licensed game are given,
their design must include certain
elements and avoid using others.
Virgin Interactive’s in-house development
team walked this line for several years during
the Nineties, producing hits like Global
Gladiators, Cool Spot and Disney’s Aladdin.
Virgin’s musician on these titles was Tommy
Tallarico, who remembers the experience as
a pleasure rather than a chore. “We worked
on a string of amazing games there,” Tommy
reviews. “I think it just goes to show how
gelled the team really was, and how important
the friendships we all had were. We were
pretty much all single guys at the time, in our
early to mid-20s, and we just wanted to make
great videogames. No one ever asked us to
work late or work on the weekends; we just
did. We were just so excited to be creating
something that we felt was so special – with
each one of those games.”
But however good things were at Virgin,
the massive success of Aladdin convinced
several of its in-house development team to
part ways with their employer and form Shiny
Entertainment. They hoped to work on another
big licence, but as artist/designer Nick Bruty
explains, things didn’t quite go to plan. “When
we left Virgin to start Shiny we were hoping
to convince Disney to give us The Lion King
licence to follow up Aladdin,” Nick remembers.
“But Disney stuck with Virgin, so that left us in
search of a new licence or an original property
for our first game. Doug TenNapel had joined
Virgin shortly before we left, and Mike Dietz –
our animation director – suggested we meet
with Doug, because he was working on his own
original character creations.”
A lack of licensed alternatives to The Lion
King soon led to Nick and Shiny founder
David Perry doing just that, as the former
coder recalls. “We just couldn’t find a licensed
project we were excited by,” David notes.
“But Doug was interviewing and we got to
see Earthworm Jim, and that’s what not only
got him hired but also pulled us away from
licensed games. He drew Professor MonkeyFor-A-Head, and I thought it was so funny,
probably the most insane character I’d ever
seen. If our game wasn’t starring Earthworm
Jim I’d have wanted to make a Professor
Monkey-For-A-Head game!”
The professor would still appear in Shiny’s
debut, however, as would many of Doug’s
other creations, including one that Nick
remembers the artist pitching at his interview.
“Dave and I had just been looking over
THE BRAVE ATTEMPT TO TAKE JIM
INTO THE THIRD DIMENSION
n To give credit where it’s due, the
developers of Earthworm Jim 3D tried
to retain everything they could from the
earlier games. Jim’s head whip and blaster
survive the transition from 2D, for example,
and the sequel’s new weapons are suitably
surreal – especially its Gnome Bazooka! The
majority of the platforming mechanics from
the original games are present too, but the
trouble is that their transition into 3D just
doesn’t work too well, and this is exacerbated
by the camera not always self-aligning itself
with the direction that Jim is facing.
Much more successful is the 3D sequel’s
approach to humour, and although this
doesn’t quite nail the wildly inventive
insanity of the games it tries to channel,
there are certainly moments in its narrative
that have you laughing out loud – Jim
playing an udder like the bagpipes and
riding around on an upside-down pig being
just two examples! But just the fact that
it has a narrative seems to go against the
grain. If the original titles had storylines
then they were really beside the point, and
they certainly didn’t put their gameplay on
hold so that non-player characters could
advance their plots.
Earthworm Jim 3D does look the part
in terms of its depictions of the returning
cast, however, and its new characters don’t
look out of place, but its focus on collecting
numerous marbles and killing off endless
foot soldiers isn’t nearly as much fun as
taking a trip through the crazy and eclectic
levels of the original games.
STAGES OF EVOLUTION:
» [Mega Drive] Doug TenNapel suggested Earthworm Jim’s hellish
What The Heck? level should be plagued by lawyers!
» [Mega Drive] Earthworm Jim was clearly influenced by Global
Gladiators’ open-world platforming and ranged weapons.
“TEX AVERY WAS A BIG
INSPIRATION TO THE
ANIMATION TEAM. THE
ANIMATORS HAD HIS
LASERDISCS PLAYING ALL
THE TIME WITH JOHNNY
CASH IN THE BACKGROUND”
DAVID PERRY
RETRO GAMER | 19
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n It’s far from a bad game, but Earthworm
Jim: Menace 2 The Galaxy could have
easily been based around any number of
franchises; there’s just nothing about it that’s
uniquely Earthworm Jim. That said, it does
have bosses from the original titles, and
battles with the likes of Bob The Goldfish are
by far the most original aspect of the Game
Boy Color sequel.
Otherwise, Menace 2 The Galaxy is a
collect-a-thon, with much of the time spent
bouncing between platforms in search of
what look like giant doughnuts. Occasionally
you use your blaster to dispatch level-themed
foes – little green men in its space level,
science experiments in its lab level and so on,
but otherwise your goal is to collect things.
In terms of interactive features, the
handheld sequel better reflects its
predecessors. There are zip lines straight out
of the first game, and ropes suspended over
steep falls that mirror the original’s hanging
chains. You can even blast your way along
some in reference to the mechanics of the
original, which is a nice touch.
The Game Boy Color title’s levels aren’t
the most imaginative, but there are nods to
the humour of the original games – such as
Jim warping between sections by jumping
down toilets, and bouncing on sheep to reach
higher areas. Although these sorts of surreal
diversions are few and far between.
In the main, Earthworm Jim: Menace 2
The Galaxy involves hopping from platform
to platform, which is a real shame given the
potential of the licence.
STAGES OF EVOLUTION:
THE HANDHELD SYSTEM
EXCLUSIVE THAT FELL SHORT
» [Mega Drive] Earthworm Jim’s submarine maze race is just one of the game’s seriously tricky challenges.
» [Mega Drive] Jumping between balloons in Cool Spot
led to swinging between hooks in Earthworm Jim.
» [Mega Drive] Where Aladdin has suspended vines, Earthworm
Jim has chains strung between platforms to negotiate.
» [SNES] Shiny’s SNES Earthworm
Jim features background art on levels
where the original didn’t have any.
20 | RETRO GAMER
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THE EVOLUTION OF: EARTHWORM JIM
licensed IPs from a Hollywood agent, and
they were all rather dreadful,” Nick sighs.
“Then Doug showed us a single image of Jim,
and we were sold instantly. Jim really was a
perfect videogame character. I think Doug had
about three or four other characters in place
by then too. I remember falling in love with
Evil The Cat, so I made sure his was the first
level I’d be working on.”
Of course, Doug’s character sketches
had to be animated for Shiny’s game, and
David remembers two very different artists
influencing his animators. “Tex Avery was a
big inspiration to the animation team,” David
acknowledges. “That style of animation was
really funny, like when someone got punched
and their whole head turned into a U shape!
Back then, the animators had his Laserdiscs
playing all the time with Johnny Cash music in
the background. That combo ended up making
them do crazy stuff!”
I
n keeping with Earthworm Jim’s
cartoon-inspired physical humour, Shiny’s
character was made to sound equally
amusing, thanks to the project’s musician
Tommy Tallarico. “We were all asking what sort
of voice Jim should have,” Tommy ponders,
“so I said I thought it would
be funny if he had this
Southern drawl, and make
him this back-town kind of
guy that went, ‘Gr-oo-vy!
Yeah! Woo-hoo!’ I said to
Doug that we ought to have
him as the voice, because
he’s quite the comedian.
One thing we thought would
be good was if Jim always
stated the obvious. Like he
got a manta power-up, and
just said, ‘Mant-a!’ Or he got a
gun and said, ‘Plas-ma!’”
Given the Shiny team’s track record, it’s
unsurprising that they broadly designed
Earthworm Jim as a platformer, although their
approach was decidedly ad hoc. “We had
just come off making Aladdin for Disney on
the Sega Genesis, so we were very interested
in making more platform games,” David
enthuses. “The challenge was that we didn’t
have a design document, so instead we used
the, ‘That feels good’, ‘That would be funny if…’
strategy, and it worked out nicely. It meant the
game didn’t get stale as it was impossible to
know what was coming next.”
After working with so many licences, Nick
viewed Earthworm Jim as a breath of fresh
air, although he saw an upside to his team’s
previous projects all being platformers. “With
Jim we were free to do what we wanted,” Nick
beams. “We had just made a series of licensed
titles, and as you might imagine there wasn’t
a whole lot of artistic freedom when working
with publishers like Disney. But having made
numerous platformers, Dave’s game engine
was very robust, so it was fun just trying to
push it in new directions. The smaller levels
were interesting to work on, as you could
use up all the memory on just one to two
screens worth of play.”
The design of Earthworm Jim’s opening
level certainly pushed David’s engine, but as
he points out, Shiny stopped short of making
its junkyard boss Chuck edible! “Over the
years, I had found a pretty cool way to make
games, where you had your own programming
language running inside the game engine. That
meant any object could do just about anything,
so you could have Chuck driving equipment,
or you could have a sandwich doing it! It was
insanely flexible, so it really just needed crazy
ideas, and we had plenty of those.”
The crazy ideas fuelling Earthworm Jim’s
design came out of the Shiny team joking
around, and as Tommy recollects, taking the
joke too far was all part of the process. “We
never had a game design. Where we started
was with the humour, and that dictated how
we made the game. So I remember somebody
saying it would be funny if we launched a
chicken up in the air! Then maybe it would
be funnier if it was something that didn’t fly.
So what if we had something heavy fall and
launch a cow up in the air? How about an old
refrigerator? What if we were in a junkyard?
Boom! So the gag came first,
and as we talked it through
the level came together.”
On bringing these
discussions to life on the
screen, Nick describes
the task as building
compelling environments
around the aesthetics of
Doug TenNapel’s character
designs. “Since Doug had
most of the characters
in place by the time we
met, what we added was
really the surrounding
world of the game. We were really just trying
to come up with what would be interesting
levels – something different for players to see.
We would discuss certain points within them,
where we were going to have end-bosses and
what characters we were going to have. So
the background artists were also the game
designers, it all went hand in hand back then.”
In the same way that Earthworm Jim’s levels
complemented Doug’s crazy characters, the
music Tommy selected for the stages reflected
their wacky objectives. “When you first saw
the Andy Asteroids level Jim was riding on his
rocket through space, and any normal person
would make it sound like Star Wars – or have
techno music or something. But what would be
funnier, because he was from the South, was
to play banjo music! For Heck – Evil The Cat, I
used Mussorgsky’s Night On Bald Mountain,
the joke being that when it got really serious I
did a record scratch, where Evil The Cat played
elevator music to torture you!”
As well as a gag soundtrack, Earthworm
Jim’s hellish second level ended up with
eclectic opponents, and thanks to Nick some
“WE NEVER HAD
A GAME DESIGN.
WHERE WE STARTED
WAS WITH THE
HUMOUR, AND THAT
DICTATED HOW WE
MADE THE GAME”
TOMMY TALLARICO
» The original Earthworm Jim team, many of
whom are working on the new Amico title.
» [Mega-CD] The extended New Junk City level in
Earthworm Jim Special Edition sees Jim stripped naked.
» [Mega Drive] The series of
eclectic levels in Earthworm Jim
includes one based around a
bungee-jumping battle!
» [Mega Drive] The Intestinal
Distress stage in Earthworm
Jim was designed just days
before the game’s release.
RETRO GAMER | 21
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
new level, the design of which fell to Nick. “I
consider the Mega-CD version to be the best
version,” Nick beams. “Our publisher wanted to
strike while the iron was hot, and to release the
CD version with a whole new level. I was kind of
hoping that would fall to someone else, as I had
just come up with Intestinal Distress. I didn’t
have a start point or an idea in mind when I
started working on it. I just kind of mindlessly
drew some planks of wood, and it grew from
there like the ramshackle level it was.”
More a product of evolution than the end
result of team meetings, Nick’s exclusive
Mega-CD level was given a boss that its
animators named after the stage’s designer. “It
started to look like a crazy assault course, and
I thought it might be cool if you were chased. I
asked the animators for a slobbering monster
that you had to tease to come after you. I
think they were also short of ideas, and they
named the creature Big Bruty. I could say that
I was thinking of the game as a whole when
designing this, but looking back it feels quite
different, kind of creepy. And that’s OK.”
Given the urgency for Earthworm Jim Special
Edition, it’s no wonder that it just had one new
level. With more time, David imagines it would
have had various new stages.
really mad scramble at the end there. The last
level I did – Intestinal Distress – I made that in
a day and a half, and I played through it maybe
twice before it went off, so I was
a nervous wreck over that and
I’m just amazed that anyone
actually got through it.”
Players got their first
chance to play Intestinal
Distress when Earthworm Jim
debuted at a US trade show,
and thanks to a friend of Nick’s
this was a huge success.
“Playmates was showing Jim
for the first time, but it just
had a tiny little monitor – you
couldn’t even see it! But we
had a friend who had his own stand. We were
telling him how disappointed we were, and
he was like, ‘Do you want some of my space?’
So we went out and rented a rear-projection
TV and got hold of a Genesis, and hooked up
Earthworm Jim properly. That was the first time
we got a sense of how people responded to the
game, and that was a real buzz!”
Soon after, Playmates asked Shiny for a
Mega-CD version – Earthworm Jim Special
Edition, to include extended stages and a
quite unusual modes of transport. “The
animators would often come up with enemies
– I think it was Doug who wanted the lawyers
for Heck, but then I felt we needed something
flying around the open areas and came up
with the black smokey things with teeth. The
animators were busy, so I animated them
myself. At the time I was playing around
with 3D rendering, and I made the
spinning jewels, which eventually
turned into elevators. So a lot of things
just kind of got thrown in due to the
short development time.”
I
n addition to working to a tight deadline,
Shiny received word that Earthworm Jim
would be expected to support related
projects, which was enough to make Nick’s
head spin. “We didn’t know how successful Jim
was going to be, and it was all very, very quick.
We were working with a publisher – Playmates,
who was initially funding it, and this was its
first videogame. It was like, ‘Hey! We think we
can make this into a toy line!’ That was halfway
through Earthworm Jim. Then it was like, ‘And
we’re going to do a TV show, because that
will promote the toy line.’ So everything was
happening all at the same time, and we didn’t
get a chance to catch our breath.”
Although not the only level designer on
Earthworm Jim, Nick did create the lion’s
share, which included a last
minute effort that left him
exhausted and on-edge. “I
handled a lot of the levels,
especially at the end where
Sega asked for a new one
days before we were going
to publish. That made it a
» [Mega-CD] The Big Bruty stage was especially created
for Earthworm Jim Special Edition by Nick Bruty.
» [Mega Drive] Cows are Shiny’s mascot, so Jim carrying
them around in Earthworm Jim 2 makes perfect sense!
» [Mega-CD]
Earthworm Jim
Special Edition’s
What The Heck?
stage is bigger
than the original’s.
» [Mega Drive] Sidekick Peter
Puppy Hulks-out to lively
Italian music in a recurring
Earthworm Jim 2 level.
“OUR PUBLISHER
WANTED TO STRIKE
WHILE THE IRON
WAS HOT, AND TO
RELEASE THE CD
VERSION WITH A
WHOLE NEW LEVEL”
NICK BRUTY
22 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
THE EVOLUTION OF: EARTHWORM JIM
n Rather than the dream sequel planned
by the creators of the original Earthworm
Jim game, the half-finished PSP iteration
was put together by an internal Shiny team,
long after its founders had left the formerly
prestigious firm.
The one fully completed level from the
reboot is a return to New Junk City, where
Jim is given a gem-collecting sidequest and
an upgradeable super suit. The new abilities
it offers him include being able to stick to the
sides of platforms by the soles of his boots,
run fast along conveyor belts against their
direction of travel and fly short distances
using jets built into his footwear. Jim’s
enhanced exoskeleton is also far stretchier
than before, which allows him to squeeze
through narrow spaces.
His trusty blaster is much like it was in
the original games, but the portable
PlayStation title boasts a new head whip
move, where Jim’s suit swings the hapless
worm around and around, battering
everything in his path as he goes!
The partially completed PSP title brings
the crows back from the original’s New Junk
City, although they have cybernetic cranial
implants for some reason. The junkyard dogs
from Jim’s debut also make a reappearance,
and they’ve been taught the new trick of
spinning around like mini tornados. Billy
The Bin makes his return in the PSP title
too, although the boss is less cartoony than
he was in the first Earthworm Jim game,
which is true of the general approach to the
unfinished and unreleased PSP outing.
STAGES OF EVOLUTION:
THE CANCELLED REBOOT WITH
SUPER SUIT UPGRADES
RETRO GAMER | 23
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
“I liked a nice mix of
platform levels, and then
minigame levels. The
minigames were more
fun to develop – like
the underwater glass
submarines. It was also
fun to add memorable
moments – like riding the
giant hamster. So given more time I’d have
wanted to add a mix of all three of those.”
A
s things turned out, not only was
there no time to give Special Edition
more new stages, but Shiny also went
straight on from getting it shipped to
making Earthworm Jim 2. “It’s a shame we
didn’t have more time,” Nick reflects. “Not
necessarily for development itself, but just to
have a creative break for a while so we could
hit the sequel feeling fresh – especially as this
ended up being our last 16-bit title. So I’m
not sure why the push was there for a quick
turnaround on Earthworm Jim 2.”
Naturally, there was commercial pressure
to release the follow-up, but David offers
an additional reason for rolling on from one
Earthworm Jim game to the next. “When you
had a team of people that were used to making
games fast, they couldn’t just sit around. They
were bubbling with ideas, and just needed to
keep going. It didn’t feel like work, we were
happy to experiment with ideas, and when it
felt right we just kept moving forward.”
Earthworm Jim had certainly been full of
experimental ideas, but the stages being
imagined for its follow-up upped the ante, with
one being based around carrying cows! “We
liked the game to be a roller-coaster,” David
n There’s not a lot to say about the HD
Earthworm Jim’s take on the original’s levels.
They’re rendered in a higher resolution,
obviously, and then whether they look nicer
or not is in the eye of the beholder. They
play exactly the same, aside from giving
you pre-level hints and in-game arrows
that point you in the direction you should
be going. Other than that, the bosses in the
HD remake’s versions of the original game’s
stages have on-screen health meters, which
the original lacked.
More interesting are the new levels in the
HD adaptation, the more successful of which
are the multiplayer ones. Each one is set in
one of the environments from the original
game, but with entirely different layouts
and fresh challenges designed to encourage
co-op play. They’re best described as chaotic
fun, and this is at least partly because they
borrow mechanics from the original game’s
levels. But the clever way that the camera
in the two-to-four player challenges pans in
and out depending on how close or far away
players are from each other definitely helps.
The new single-player stages in the HD
game are set inside a games console, and
these feature both fresh mechanics and some
from the original game. New opponents
include a keyboard-playing cat, a jetpackwearing granny and a swarm of locusts!
Purists may prefer the original game’s
visuals, but the HD update’s new solo levels
and multiplayer mode make it a must-play
title – if only it hadn’t been taken offline.
STAGES OF EVOLUTION:
THE HD REMAKE WITH EXTRA CONTENT
AND A MULTIPLAYER MODE
» [Mega Drive]
As with many of
Earthworm Jim 2’s
stages, the sequel’s
finale involves very
little shooting.
“EARTHWORM JIM 2 WAS
MUCH MORE RANDOM
AND LOOSE. IT WAS
INTERESTING IN ITS
OWN RIGHT, BUT IT
DIDN’T FEEL LIKE A
SINGULAR VISION”
NICK BRUTY
24 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
THE EVOLUTION OF: EARTHWORM JIM
considers, “so there was running,
shooting, new control systems,
weapons, and of course you ended
up as a defenceless naked worm
at times. The goal was to keep the
gamer on their toes. Cows were the
mascot of Shiny, so they could be
included anywhere and that would
be just fine. Moo!”
The soundtrack for Earthworm Jim 2 was
Tommy’s attempt to outdo its predecessor, in
that he wanted to have even funnier music in
the sequel than he had in the original. “You
know what the Earthworm Jim games were?
It was ten guys in a room trying to make each
other laugh every day. So I’d use polka music or
carnival music. Or we’d be in a dark cave, and
I’d use Beethoven’s Moonlight Sonata! Italian
music is kind of funny – you wouldn’t expect
that! So La Tarantella, Funiculì Funiculà, I did
a kind of combination of those two. I started
thinking, ‘Oh Peter Puppy’s doing this, so let’s
put that tune in for that.’”
But while bouncing Peter Puppy around
to Italian music brought fun to the follow-up,
spanning multiple genres meant having
fewer run-and-gun stages than the original.
“There wasn’t a conscious effort to have less
shooting,” Nick clarifies. “I just think everyone
felt we needed to keep pushing boundaries,
and keep things interesting for ourselves.
Looking back, I wish we had more run-and-gun
platform levels. It would have required more
effort to make them feel fresh and creative, but
I feel they’re Jim’s bread and butter levels.”
P
layers’ reactions reflected Nick’s
concerns on the sequel’s release; it was
a great game that fell short of Jim’s
first outing. Nick puts this down to its
episodic nature. “The biggest problem I felt with
Earthworm Jim 2, and all of its many gameplay
styles, was that it felt less cohesive than the first
one. The first game was kind of random, but it
was held together by the characters: Heck was
built around Evil The Cat, The Lab was built
around the Professor – and so on. Earthworm
Jim 2 was much more random and loose. It was
interesting in its own right, but it didn’t feel like
a singular vision like the first one did.”
Although the Shiny team moved onto other
projects after Earthworm Jim 2 came out,
the hero’s animated TV show aired around
this time, and he also appeared in print. “The
cartoon was such an exciting step; we had a
videogame, a toy line and now a TV show,”
David enthuses. “Doug worked closely on the
creative side, and the result was funny! Then
Marvel ended up doing an Earthworm Jim
comic book series, which is now pretty rare – I
saw a mint copy on eBay for $999.”
In the following years, Earthworm Jim had
cameos in Clay Fighter 63 1/3 and the DOS
version of Battle Arena Toshinden, then in 1999
he starred in two non-Shiny titles: Earthworm
Jim 3D and Earthworm Jim: Menace 2 The
Galaxy. “Interplay wanted Earthworm Jim to
have cameo appearances in those games, and I
had no issues there. It was just for fun!” David
grins. “We had no problem with other people
making Earthworm Jim games either; we just
weren’t involved in them.”
Although he left 2D design behind for
polygon-based development after finishing
work on Earthworm Jim 2, Nick felt that
» [SNES] Unlike Shiny’s
Mega Drive Earthworm
Jim 2, the firm’s SNES
version begins at night.
RETRO GAMER | 25
» [PC] It’s worth beating the
PC Battle Arena Toshinden in
order to unlock Earthworm
Jim as a fighter.
» The Nineties Earthworm
Jim cartoon was in the
works long before the
original game came out.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
speaker and microphone, and having multiple
players – are you kidding me?! You know, it is
really funny! So we’re designing something
unique just for the Amico, and that really
enhances the joke aspect of it.”
Reviewing the gameplay in place so far for
the in-development Amico Earthworm Jim,
Tommy highlights its accessibility, multiplayer
mode and returning characters. “One of the
things with the first two games was that
they were difficult, so in that regard the new
game will be more accessible and a little less
frustrating. But the characters will be making a
return, and because of the multiplayer aspect
wouldn’t it be cool if you could play as some of
them? So you’ll get an opportunity to play as
Professor Monkey-For-A-Head!”
T
he long wait for the original Earthworm
Jim team to continue their hero’s
adventures is nearly over, although a
cautious Tommy doesn’t want to overpromise. “Because of the whole COVID crisis
I would say that we’re probably looking at
2023. We don’t even really have the name of
the new Jim game exactly. The working title is
Earthworm Jim 4, but I always thought it would
be funny to call it Earthworm Jim 3 – For Real
This Time! Just for a little controversy, and a
little humour. But it really is the third game that
the original team has worked on.”
As an investor in the Amico, David is
obviously fully behind the new Earthworm
Jim title for the system, but he’s also keen to
see the character’s new TV show. “Intellivision
has managed to get the rights to make an
Earthworm Jim game, and the support of
the original team, so it technically stands
the best chance of being authentic. I’m also
really excited that Interplay is bringing back
Earthworm Jim as a TV show. I’m not currently
Shiny should have given its hero a trilogy.
“I always had a feel about those games, not
that I should compare them to Indiana Jones,
but I felt like Jim was our Raiders and Jim 2, to
me, felt like Temple Of Doom – so not as much
fun but still good. But we never got a chance
to make our Last Crusade, where everything
would have normalised a bit and we could have
attacked it with some fresh energy, so that was
a little bit of unfinished business.”
In 2006, that unfinished business was
almost addressed, when an Earthworm Jim
game for Sony’s PSP was approved, with
David and his former team on board. “I was
trying to get the original Earthworm Jim
team back together, funded by Atari. It was a
thumbs-up from the key people, and so we
started thinking of ideas. The problem was
that Atari then told me that it couldn’t fund
the game. I ended up leaving Shiny, but I
believe its internal staff continued to work on
Earthworm Jim PSP for a while longer.”
In light of his purely business role at Shiny
before he left, it follows that David wouldn’t
have much to do with Earthworm Jim PSP,
and as Tommy notes, the original team had no
input at all. “We were trying to work on that,
and we had meetings, and then it just kind of
fell through with Infogrames and Atari. We
gave an offer to do it for next to nothing, and
they just passed on it. Then they started to do it
internally, but it never came out. I think I played
one level of it, and it just didn’t look like Jim.”
Following the disappointment of the PSP title,
a new Earthworm Jim game was announced
by Tommy in 2019 for his firm’s Intellivision
Amico console, with many of the original team
signed on. “When we started designing it we
thought, ‘What are some of the funny situations
we could do?’” Tommy muses. “Then using
the touchscreen, the gyroscope, accelerometer,
involved, so I’m just crossing my fingers and
hoping that I like it when I see the final thing.”
When asked how he feels about the original
game now, David reveals the effort that went
into coding it, which explains why it still plays
so well and feels so responsive. “It’s become
a bit of a cult hit at this point, but being the
programmer, there’s always stuff I wish I did
differently. I care passionately about the feel
of games, and you could pour thousands of
hours into trying to get the perfect feel when
controlling them.”
Earthworm Jim’s background artist and main
level designer Nick Bruty has just as personal a
view of the game, and he clearly values his time
working on it. “I’m proud of all the Earthworm
Jim stuff I did at Shiny. Earthworm Jim was
fantastic, you know, being free from a major
corporation, having our own independent
studio, doing everything completely crazy and
having people responding in a really positive
way. It was an amazing experience, with one of
the best teams I’ve ever worked with.”
» [N64] Interplay Productions saw fit to include
Earthworm Jim in its N64 brawler Clay Fighter 63 1/3.
IT’S A WORM’S LIFE
n If you take the shortcut in the Just For
Laughs tip you meet less foes, but take
out those you do meet quickly. Watch for
crows attacking from above, as they attach
themselves to Jim’s head. The dogs are
deadliest when Jim’s hanging from a chain, as
they tend to go for his groin!
TAKING OUT THE TRASH
n Mini-boss Billy The Bin is an animated trash
monster that likes to dance, so when he does
light him up with ammo while avoiding falling
trombones. When he turns into a trashcan
on wheels alternate between blasting and
jumping over him to avoid contact, and you’ll
soon put him down.
JUST FOR LAUGHS
n Head-whip the safe near the start to launch
the cow! Then jump up the tower of tyres and
leap left to get to the zip line. Jump off the
end and head-whip left to hook the moose,
then jump up the zip lines and warp down
the toilet, where you’ll find plasma blasters
and a handy extra life.
GROOVY GUIDE TO NEW JUNK CITY GROOVY GUIDE TO NEW JUNK CITY ROOVY GUIDE TO NEW JUNK CITY
HERE’S HOW TO BEAT THE CRAZY FIRST
LEVEL OF EARTHWORM JIM
26 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
THE EVOLUTION OF: EARTHWORM JIM
WHAT’S UP CHUCK?
n Junkyard boss Chuck is well-named – if
you shoot or head-whip him he throws-up
deadly fish! He operates a crane that drops
crates, and you need to whip each one to the
right and knock it onto a spring as he passes
overhead. He’ll vomit fish, but the crates will
run down his energy.
CROSSING THE LINE
n New Junk City is full of unlikely ways to
get around. As well as chains hung
horizontally above hazards that Jim crosses
hand-over-head, there are zip lines to slide
down or blast your way along. There’s even
a conveyor belt that you have to clamber up
while avoiding the junk on it.
“WE’RE DESIGNING
SOMETHING UNIQUE
JUST FOR THE AMICO,
AND THAT REALLY
ENHANCES THE JOKE
ASPECT OF IT”
TOMMY TALLARICO
RETRO GAMER | 27
» The new Earthworm Jim TV show
combines slapstick with knowing,
wry humour to great effect.
» [Amico] The Earthworm Jim Amico title begins with its
hapless hero crash landing his rocket on a beach.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
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30 | RETRO GAMER
» Kevin Shrapnell is currently CEO of
Magic Fuel Games.
STORM WASN’T JUST
ANOTHER GAUNTLET CLONE
– IT WAS THE FIRST
TO ARRIVE ON HOME
COMPUTERS, AND IT WAS
A BUDGET GAME TO BOOT.
RETRO GAMER DISCOVERS
HOW THE GAME’S CREATORS
THREW DOWN THE GAUNTLET
AND WHIPPED UP A STORM
THE MAKING OF
Word By Martyn Carroll
» PUBLISHER:
MASTERTRONIC
» DEVELOPER:
THE FIRM
» RELEASED:
1986
» PLATFORM:
AMSTRAD CPC,
VARIOUS
» GENRE:
MAZE GAME
IN THE
KNOW
BRIDGE TO THE EAST
SYSTEM: BBC MICRO
YEAR: 1984
BALL CRAZY (PICTURED)
SYSTEM: AMSTRAD CPC,
C64, ZX SPECTRUM
YEAR: 1987
BIGFOOT
SYSTEM: AMSTRAD CPC,
C64, ZX SPECTRUM
YEAR: 1990
DEVELOPER
HIGHLIGHTS
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
THE MAKING OF: STORM
RETRO GAMER | 31
G
od bless Mastertronic, purveyors of
bargain-budget gems. In the Eighties,
when the cost of 8-bit games was
creeping towards (and sometimes
beyond) the £10 mark, Mastertronic
came along with a catalogue of titles
costing just £1.99. The pocket-money price
meant that the games secured floor space in
the smaller retailers that the main wholesalers
ignored, such as newsagents, convenience
stores, video shops and petrol stations. It
was a classic disruption strategy and it saw
Mastertronic sell more
than 2.1 million units
between its launch in
April 1984 and July 1985.
The business model
meant that Mastertronic
was also incredibly agile
and was often able to beat
the bigger publishers to
the punch. A textbook
example was Storm, a
two-player clone of Atari’s Gauntlet which
went on sale several months before US Gold’s
official conversion. The effect of this was
perfectly illustrated in the September 1986
issue of Computer And Video Games magazine,
where it was revealed in the news that US
Gold had commissioned Gremlin Graphics to
develop the 8-bit conversions of Gauntlet, while
in the same issue Storm received a glowing
review. “Storm is by
far and away the best
budget game I’ve ever
seen on any micro,”
commented editor Tim
Metcalfe. “As good as many full-price offerings
around right now… a budget game that thinks
it’s worth nine quid!” The game scored a ‘Rave’
award in Amstrad Action, with Andrew Wilton
singling out the co-op gameplay, saying, “If this
was a one-player game it would be pretty good
– it earns its Rave with the two-player option.”
Computer Gamer magazine also praised Storm
in a review that casually
dropped truth bombs at
US Gold’s door. “That this
game should appear before
Gauntlet is surprising, that
it should be at a budget
price is truly amazing.”
Storm was created
by The Firm, a small
Somerset-based developer
which initially comprised three friends: Mike
Talbot, Kevin Shrapnell and Seán Martin. Seán
says, “The Firm was Mike and Kev doing the
programming, with me providing ideas, but my
time was curtailed by being away at university
– I remember always working on games when
I came back home. The Firm came into being
after the demise of our earlier company Ixion
Software. Ixion’s most successful game was
Bridge To The East, which was released in
1983. This was a combination of arcade-style
and text-based gameplay. There were various
shoot-’em-up levels to get through, and then
you’d have a text-based level, which usually
involved solving a puzzle. The game is, at least
on a conceptual level, a precursor to Storm,
because both games were based on epic
fantasy poems of mine. Yes, that’s the sort of
thing teenage poets write!”
The Ixion games were all written for the BBC
Micro, but this would change following the
launch of the Amstrad CPC. “In 1985 Ixion did a
text adventure for the Amstrad CPC called The
Avaunting. When The Firm got going, Mike
Kevin Shrapnell
“WE SPENT A FAIR
AMOUNT OF TIME IN THE
ARCADES AND GAUNTLET
WAS A TOTAL GAMECHANGING INFLUENCE”
JUST WHEN YOU THOUGHT
IT WAS SAFE TO GO BACK
IN THE DUNGEON
» Seán Martin is a published
author, poet and filmmaker.
» [BBC Micro] Before Storm there was Bridge To The East, an arcade adventure game based on another of Seán’s fantasy poems.
» [Amstrad CPC] The game could be played solo, but it
was much easier, and far more fun, when played co-op.
» [Amstrad CPC] The superior sequel was released
on Mastertronic’s MAD label in 1987 and came with a
premium price tag of £2.99.
n Storm was such a sizeable hit,
particularly on the Amstrad CPC, that The
Firm returned the following year to produce
a sequel. In The Fear: Storm II, the evil
wizard has finally acquired the Fear, the
box-shaped artefact that he was searching
for during the events of the first game. It’s
now up to Agravain’s daughter Silver and
her man Prince Frost to find the Fear and
return it to its rightful place in the crypt of
a creepy old monastery (that’s overrun by
demons, obviously).
The sequel is another dungeon-crawler,
yet there are a couple of key differences.
Firstly, the viewpoint is skewed down
slightly, which brings perspective into
play and gives many screens a maze-like
quality. Secondly, and significantly, the tank
controls from the first game have been
replaced by a standard up, down, left, right
system. This makes movement much faster,
although bizarrely the characters can only
fire their weapons to the left and right. That
aside, the sequel is a step up from the first
game in almost every way. It’s a shame
then that The Fear is largely unknown
compared to the original – no doubt
because Mastertronic only published it on
the CPC and not multiple other platforms.
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32 | RETRO GAMER
game ideas. Mike was the technical
brains behind everything we did.
Seán was at university through
some of the early days, but we
worked together on design, art,
sound and anything else that was
needed. Everything that happened
involved all of us, and we shared
creative duties.”
Storm was The Firm’s first published title,
but it wasn’t the developer’s first game. “Storm
was actually our second project together,”
reveals Kevin. “Our first game was based
on procedurally creating a world to explore
and everything in the world was generated
randomly. Unfortunately we hadn’t really
considered the realities of publishing the game
and kept developing ideas until the disk was
full. The game was never published but we
learnt a few things in that process. When we
started Storm we were much more focused
and had a more reasonable plan for releasing
the game on cassette. We spent three-to-four
part-time months working on the game, fitting
work around game development.”
The inspiration for Storm will not shock
you. “Gauntlet was absolutely our main
inspiration,” says Kevin. “We lived in WestonSuper-Mare and spent a fair amount of time in
the arcades, and Gauntlet was a total gamechanging influence.”
U
nlike Gauntlet, Storm features a rather
detailed backstory which introduces
the main characters and explains their
motivations. It transpires that an evil wizard,
the questionably named Una Cum, is searching
for an all-powerful MacGuffin called the Fear.
As a distraction, he has kidnapped Prince
Storm’s wife Corrine and hidden her in an
underground maze filled with monsters and
traps. It’s up to Storm and his friend, the good
wizard Agravain, to raid the lair and find three
special keys which will unlock the door to the
room holding Corrine.
The story was provided by Seán. “The world
of Storm, like Bridge To The East, was based on
one of my epic poems,” he says. “I only wrote
three of them, which formed a trilogy. Storm
was based on the first poem, Window On The
West. The title is a steal from The Lord Of The
Rings, but was equally inspired by the cover of
the album Trespass by Genesis, which shows
a lord and lady looking out of a window across
a mythical landscape. I can’t remember much
about the story – it was the usual light versus
darkness, sword and sorcery stuff – but it was
fairly detailed and Mike and Kev took what they
needed for Storm.”
In a nod to Ixion’s text adventures, each of
the game’s 100 rooms features a brief text
description which scrolls across the top of the
screen, revealing such delightful details as,
“The floor of this once impressive room is now
drenched in a seething slime,” and, “The sweet
smell of rotting flesh washes down from the
north, violating the air.”
Storm was developed directly on an
Amstrad 6128 and once the game was
finished, The Firm quickly found a publisher
in Mastertronic. “We just reached out to them
based on a magazine ad, sent them a demo
and then made the connection,” remembers
Kevin. “It was all pretty straightforward, we
didn’t experience any of the horror stories you
hear about the UK game scene of the Eighties.
We wrote Storm for the CPC and Mastertronic
provided all of the other versions. The game
was released on a crazy-long list of platforms.”
Storm was converted to six formats including
AMSTRAD CPC
According to Kevin, this is the ‘true’
version. “Storm had a simple but effective
difficulty mechanism,” he says. “Each
room you cleared added one to the spawn
rate for generators. In the other versions
this feature was removed, so only Amstrad
players had to master the true experience.”
ZX SPECTRUM
The graphics were ported from the original
CPC version, which gives the game quite an
unusual look on the Spectrum. At least a lot
of lovely colour has been retained. Sound is
limited to the occasional effect (there’s no
128K version, so no AY soundtrack). This is
a very decent conversion.
MSX
Both this and the Spectrum version were
converted by Simon Freeman and in
almost all respects they’re identical. The
only real difference is the audio. While the
Speccy version features a few blips and
beeps, on the MSX there’s a full in-game
tune playing alongside various effects.
COMMODORE 64
Converted by Jim Baguley (note the spelling,
it’s not the person you might be thinking of),
the C64 version features a wider display
which means some screens have altered
layouts (nothing major). It also features a
heroic title tune by David Whittaker which
sadly does not play in-game.
» [Amstrad CPC] Enemies and enemy generators are
often hidden from view beneath the wooden floorboards.
» [Amstrad CPC] Some screens feature few enemies,
allowing you to take a breather and stock up on supplies.
and Kev decided that the Amstrad market
had more potential than the BBC, and so we
decided to focus on writing for that.”
Kevin was not involved with Mike and Seán
at Ixion, but being local and like-minded, their
paths were always destined to cross. “At the
time I was running a hobby game shop called
The Dragon’s Lair,” recalls Kevin. “We met at
the shop and they were interested to know
more about tabletop RPGs, and I was looking
for a way to take my hobby game design into
something more, dare I say, professional. We
played some Call Of Cthulhu together and
started to hangout and talk about computer
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THE MAKING OF: STORM
RETRO GAMER | 33
the ZX Spectrum, MSX and Commodore 64.
Across all the different platforms reviews
for the game were mixed (Crash and Zzap!
both went in hard, awarding it 44% and 32%
respectively), but many reviewers agreed that
Storm was a bit of a bargain. In hindsight,
should The Firm have considered courting a
full-price publisher? “We were happy,” says
Kevin. “Maybe it would have been better at full
price, but I don’t think the game had full-price
production values! It sold very well at a budget
price, and we received a regular supply of
royalty cheques.”
The game did sell well. According to data
shared by Mastertronic’s former financial
controller Anthony Guter, the game shifted
197,782 copies across all seven formats,
making it Mastertronic’s 18th best-selling title
of all time. Interestingly, around a quarter of
the total sales were on the lead CPC format,
with the Spectrum version taking the second
largest chunk. Mastertronic paid a royalty rate
on every copy sold, including the conversions
that were outsourced (once the conversion
programmer’s flat rate had been covered).
“We were paid a £1,500 advance on Storm and
I think we received 10p per unit sold, so total
earnings of £15-25k sounds feasible,” says
Kevin. “Nobody retired on the profits, but it
paid the rent and bills for some time.”
T
he proceeds allowed The Firm to expand,
as Seán explains. “Previously most of
the work was done at Mike’s house. We
eventually got an office in town, and moved
in around December 1986. I remember
decorating the place was a team effort. The
Firm also grew in size. Four or five others
joined the team by the end of 1987.” More staff
meant more games and several budget titles
followed including Ball Crazy for Mastertronic,
Combat Zone for Alternative, and Bigfoot
for Codemasters. The Firm also developed a
sequel – The Fear: Storm II – which continued
the story and introduced some welcome
refinements. Sadly, none of these titles would
repeat the success of Storm. “We all thought
The Fear was a better game than the original,”
says Seán, “but it didn’t receive as much notice
when it came out in the spring of 1987.”
The Firm soon fizzled out and the team
went their separate ways during 1988. Kevin
says, “Seán was off at university, Mike moved
to Paris for a couple of years to work for a
French game publisher, and I moved to London
and joined EA. My first boss at EA was the
producer on Druid, another Gauntlet clone,
and it was nice to remind him that Storm
beat Gauntlet to market.” Looking back, both
Seán and Kevin have fond memories of The
Firm’s early days, when they created Storm
at Mike’s house in Weston-Super-Mare. “It
was a very happy time”, says Seán. “We lived
and breathed the spirit of Monty Python. We
all worked well together, and there were days
when all we seemed to do was laugh – but
this helped the work. There was a vaguely
gangster-ish look to The Firm. We liked to
wear overcoats and hats, and smoke cigars. I
remember we took some photos early on at
Ebbor Gorge, a nearby beauty spot.”
“We did photo shoots with long coats, hats
and cigars, and spent time hanging out at
Glastonbury,” confirms Kevin. “For Storm in
particular, I remember we regularly went to the
local library to borrow records for inspiration,
mostly jazz, folk and the occasional native tribal
chant. I am not sure that any of those things
contributed to the development of Storm, but
they were part of the indie life. Overall it was a
really good time, plenty of highs and lows but
a great start to working in the industry.”
COMMODORE 16
This looks very similar to the C64 version,
but some (OK, a few) compromises
have been made to squeeze it into 16K.
There’s no music, no scene-setting text
messages, and crucially, there’s only 40
rooms compared to the full 100 featured
in every other version of the game.
ATARI 8-BIT
Another Jim Baguley conversion, so you’ll
be unsurprised to read that this is almost
identical to the C64 version. It also features
the same David Whittaker title screen
music and effects. The only change is the
reduced number of on-screen colours, but
this doesn’t detract from the game.
PC
Mastertronic released around 75 games for
the PC and Storm was one of its bestsellers
on the format. Converted by Randall Don
Masteller, the game is based on the C64
version, and when running on EGA mode, it
looks very similar to it. One difference: you
can select the speed of the game.
HOW THE VARIOUS VERSIONS OF STORM STACKED UP
Seán Martin
“WE LIVED AND
BREATHED THE SPIRIT
OF MONTY PYTHON.
THERE WERE DAYS
WHEN ALL WE SEEMED
TO DO WAS LAUGH”
» [Amstrad CPC] That’s one of the special snake keys
located. Just two more to find and the game is won.
» [C16] Although it was noticeably pared back, the C16
version actually sold more copies than the C64 release.
» [ZX Spectrum] Mastertronic converted the game to
multiple formats, and it became a solid hit on all of them.
» The boys from The Firm, pictured
at Ebbor Gorge in Somerset, giving
off strong Bugsy Malone vibes.
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CAUGHT IN ITS CAMEL CLUTCHES
» COMMODORE 64 » 1983 » LLAMASOFT
One of the benefits of growing up with older
cousins was the hand-me-downs that you’d
get, and the first time I benefitted from that
in a gaming sense was when I was given
a Commodore 64 in 1994. My cousins were
teenagers, and they’d made the switch up to the Mega Drive
and SNES, so the trusty breadbin went to me. For the most
part, the games they gave me were exactly what you’d expect
– lots of sports stuff, TV and film licences like Ghostbusters and
Knightmare, and of course arcade conversions like Space Harrier,
Double Dragon and Paperboy. But like me, one or the other had an
eye for silly concepts, though this didn’t always work out as the
presence of Bionic Granny proves.
One of the other things I got a lot of was Commodore Format
Power Pack tapes, and I like to imagine that my cousin saw Sheep
In Space and Attack Of The Mutant Camels on the cover one
month and decided it was an instant purchase. It was certainly an
eye opener for me. I didn’t know that it was a lot like The Empire
Strikes Back as a kid, but then I’d also never seen a Star Wars film
at that point anyway. The silly name drew me in, and the simple
shoot-’em-up gameplay kept me going when a lot of the stuff I got
for the computer was just a bit over my head.
I won’t pretend that I was a Jeff Minter devotee from there on –
I was seven, after all – but it was my first encounter with a formula
that has kept me coming back to his work for decades since. Good
shooting and some references to ungulates, that’s all I need. I
played the free Java trial of Gridrunner++ to death as a teenager,
and hoped that Unity would be a GameCube exclusive I’d be
recommending to all my friends. I even broke my own rules about
not buying digital-only releases to pick up Space Giraffe and TxK.
So today, I look back at that tape with a great deal of fondness.
» RETROREVIVAL
Attack Of The
Mutant Camels
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b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
classroom is the teacher – he is supposed
to be studying, after all – and should he
catch up with the tearaway then a life is lost.
Fortunately, depending on which version of the
game you are playing (we’ll get to that later),
Mikie can temporarily incapacitate his teacher
by either head-butting or shouting at him.
Once the hearts in the first class have
been harvested, Mikie takes to the school
hallways which are no less hazardous for the
errant lad. Pursued by not only the teacher,
but a jobsworth janitor, Mikie must make
his way to the locker room and collect more
hearts, this time by bashing open the lockers.
Next up is the restaurant and its trio of cooks,
angry that this heart-collecting student has
interrupted their dubious culinary efforts.
After another jaunt through the school
corridors, the final class is the dance studio
where a group of young ladies follow their
instructor’s energetic workout. There’s just
the teacher to watch out for here – boy, he’s
persistent – but bumping into one of the
gyrating girls sends Mikie temporarily loopy,
making him vulnerable to the chasing tutor.
Once the hearts in all these locations have
been collected, Mikie escapes outside to the
school garden. At the top of the screen
T
here’s no doubt that there is a decent
amount of overlap in cinema and
videogame demographics. In the Eighties,
with the popularity of movies such as
The Outsiders, Fast Times At Ridgemont High,
Fame and The Breakfast Club, the commonality
was even more pronounced. Mix in the lateSeventies hits Grease and Animal House and
it’s no surprise that eventually, someone would
attempt a videogame based around the concept
of a cheeky high-school student, disobeying the
teachers and generally behaving badly, all in the
name of love. The company was Konami and the
game, at least to Western audiences, was Mikie.
And it’s a funny old tale.
First, the story inside the game itself.
Eschewed of the standard alien invasion
backdrop, Mikie is a simple love story,
strangely mixed in with some wanton and
entirely unreasonable violence. Mikie has
decided to take a message to his girlfriend,
who is waiting patiently for him by the school
gates. In order to achieve this, our eponymous
youngster collects the hearts that are dotted
around the school. Some of these are hidden
underneath his fellow students’ chairs and
Mikie collects these by bumping the poor
saps off their seats. Chasing him around the
Buoyed by the success of Track & Field, the following year Konami
tried its hand at a totally different type of arcade game. Inspired
by the Fifties nostalgia of films such as Grease and American
high-school flicks, this is the story of the amorous Mikie and his
quest to deliver a heartfelt message to his girlfriend
WORDS BY GRAEME MASON
MIKIE
SPEAKER
36 | RETRO GAMER
ULTIMATE LTIMATE
GUIDE
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ULTIMATE GUIDE: MIKIE
RETRO GAMER | 37
» [Arcade] Causing chaos in the restaurant. The chef at the top doesn’t move, choosing to hurl food at Mikie instead.
» [Arcade] The locker room has three more hearts to grab. Mikie has just head-butted the cook and his teacher.
» The Ocean/Imagine
home ports of Mikie
were very well-received.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
his girlfriend waits; between Mikie and his
love are three yellow-jacketed jocks, ready to
knock his block off should he get too close.
Make it past them and to the school gate
and Mikie delivers the heart-laden message,
his girlfriend planting a loving kiss on his
cheek. Thus reunited both physically and
emotionally, the pair drive off, seemingly
unconcerned about missing out on vital
education. Ferris Bueller would be proud.
P
oint scoring in Mikie is achieved in
several ways. Firstly, by collecting the
hearts, with each small heart yielding
200 points, while the special flashing one
nets Mikie a cool 1,000 points. Secondly, points
are awarded for assaulting school employees
and fellow students. Bumping one of the latter
off their chair scores 400 to 800 depending on
which row they’re sitting. Stunning a teacher,
janitor or cook scores 400 points if performed
horizontally with double that score for a
vertical takedown. In addition to this, there are
significant points awarded for simply leaving
a room, collecting certain items such as the
lunchbox and hamburger and acquiring all the
hearts in flashing order. There are also several
hidden bonuses. Open an unmarked door in the
school’s hallway and it’s likely you’ll get a boot
or boxing glove in the face. If it’s Mikie’s lucky
day, however, he’ll reveal a scantily clad lady and
gain an impressive 5,000 points for his trouble.
By 1984, the golden era of arcade gaming
was coming to an end, especially in the United
States where the videogames crash of 1983
was felt more keenly than in other territories.
Licensed by Centuri Inc for arcades in North
America, Mikie was part of a desperate last
gamble to save the coin-op machine company.
Saddled with expensive Laserdisc flops such
as Badlands, Centuri badly needed a hit,
and pinned much of its hopes on this odd
teen drama from its regular partner Konami.
Unfortunately, while a moderate success
thanks to its novel theme, Mikie failed to
38 | RETRO GAMER
CONVERSION Capers WHICH VERSIONS OF MIKIE ARE WORTH
BUNKING OFF SCHOOL TO PLAY?
BBC MICRO
Peter Johnson turned in a technically excellent
port of Mikie on the BBC Micro and Electron that
unfortunately inherits the original’s stodgy controls.
Nevertheless, there’s a delightfully languid rendition
of A Hard Day’s Night and it’s entertaining enough to
be one of the better BBC Micro arcade conversions
– it’s just a shame about those controls.
SG-1000
It’s a trip to the office for this Sega home conversion
of the Japanese game Shinnyushain Toru-Kun. The
game’s precious positioning makes the bumping,
sitting down and even negotiating around tables
tricky, but once you get used to this, it’s a decently
enjoyable and colourful game of unwarranted office
violence where you get to head-butt your boss.
COMMODORE 64
While some of the fussiness of the arcade game’s
controls are retained, the brilliant use of colour
and stunning Martin Galway music ensure that this
Commodore 64 game by Tony Pomfret and Steve
Wahid is another wonderful effort. Our particular
highlight: the teacher’s teeth zinging across the
classroom before amusingly embedding in the wall.
ZX SPECTRUM
The dearly-missed Jonathan Smith was on coding
duties for Spectrum Mikie and he predictably
produced another brilliant arcade conversion.
Based on Mikie: High School Graffiti, the fussiness
of the game’s controls is gone, replaced with a
smooth and supremely fun style. Notably easier to
play, and with a nice tune, this is one of the finest
Spectrum arcade conversions on the system.
AMSTRAD CPC
On the opposite end of the BBC Micro’s relaxed
tune, Amstrad owners get a jaunty interpretation of
the famous Beatles song, A Hard Day’s Night. Alas,
despite looking pretty, the rest of the game is a
little too frustrating to be anywhere near top of the
class. A disappointment, especially considering its
fantastic fellow Z80 version.
» [Arcade] In the dance studio, Mikie dodges
dancers and the teacher as he collects hearts.
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ULTIMATE GUIDE: MIKIE
RETRO GAMER | 39
GREENBOARD MIKIES
Multiple
THE THREE ARCADE
VERSIONS OF KONAMI’S
CHEEKY CAPER
SHINNYŪSHAIN TŌRU-KUN
The version that Japanese fans played, now
set in an office rather than a high school.
MIKIE: HIGH SCHOOL GRAFFITI
The cleaned up Western game with no
head-butting and Failure Teaches Success.
MIKIE
The original game for Western audiences,
complete with head butt and E=mc2.
» [Arcade] Descending to the ground floor.
Don’t forget to pick up that lunchbox, Mikie!
» [Arcade] Mikie doesn’t let up, and this final screen, the
garden, contains three fast-moving football players.
» [Arcade] Mikie finally makes it to his love and delivers his heartfelt message
before speeding away, nonplussed by his education, or lack of.
MIKIE’S
GIRLFRIEND
TEACHER
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do serious business for Centuri,
possibly due to its reputation as an
awkward game to play. The head butt move
is slow and cumbersome to use and with the
rapid teacher constantly harassing Mikie as
soon as he gets up from his seat, the game
soon becomes frustrating. Worse still is the
‘bumping’ mechanic where Mikie unseats
students so he can claim their heart. Stodgy
and unresponsive, performing this trick can be
difficult to perform initially, and it’s certainly
not made any easier by the incessant pursuit
from Mikie’s teacher.
And the trouble with Mikie didn’t end with its
gameplay issues. Stateside, controversy over
the game’s school-based violence impaired
its popularity with arcade owners. Apart from
Mikie’s penchant for hurling basketballs and
food at staff, his vicious head butt was a step
too far for many. The result was Mikie: High
School Graffiti, the titular teenager’s assault
now changed to an overpowering bellow, an
adjustment that makes the game less violent
yet much trickier to play. Meanwhile, back in
Japan, Konami had already met considerable
resistance to the overall premise of Mikie and
its school-based setting.
T
he early Eighties were a tumultuous time
for Japanese schools. Motorcycle gangs,
known as bosozoku, were dominating
youth culture and violence in schools
was a hot topic. An arcade videogame, replete
with unashamed acts of insurrection, not to
mention its reckless violence, was destined to
become notorious for all the wrong reasons.
Subsequently, the worried suits at Konami
ordered a change of scenario and Mikie
40 | RETRO GAMER
HEAD-BUTT WITH CARE
While the head butt move is a useful,
if rather violent, method of temporarily
dissuading Mikie’s pursuers, it’s
something of a double-edged sword.
Why? Because every time you connect
with an enemy, they get angrier, more
aggressive and faster. Can’t say we blame
them, and it means you should use it only
when absolutely necessary.
RESTAURANT RUCKUS
Don’t dally here because as with the
locker room, the teacher is soon barging
through the door looking for Mikie. Of
the three cooks, one remains stationary
at the top, chucking random slabs of
meat at Mikie. Otherwise you can use
similar tactics, with roast joints replacing
basketballs and one heart inside a glass
jar which must be smashed to release.
LOCKER ROOM TIPS
Mikie’s second room houses the student
lockers, cook and janitor. Don’t linger by
the door for too long because the teacher
will soon be joining the others in hunting
Mikie down. Here there are three bins
full of basketballs which can be picked up
and hurled at Mikie’s shadows. Beware
though: like the head butt, this angers and
speeds them up.
NAVIGATING THE HALLWAY
The school janitor haunts the corridors
and while he doesn’t specifically
chase Mikie, he has a habit of hurling
his bucket in the wayward student’s
direction. The teacher will soon be out
of the classroom and back to stalking
him again, so don’t spend too long
opening those doors and looking for the
points bonuses.
Detention
MIKIE IS A NOTORIOUSLY TOUGH GAME – BUT HAVE NO FEAR OF THAT RAMPAGING TEACHER, RETRO GAMER IS HERE TO HELP
HOW TO AVOID
HEART IN
LOCKER
STUNNED
TEACHER
JOCK
LUNCHBOX
» [Arcade] Mikie’s reward for his efforts: a kiss on the cheek. » [Arcade] Better get back to your seat, Mikie!
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became Shinnyushain Toru-Kun, taking place
in a stereotypical city office. Now, instead of
head-butting a teacher, the hero assaults his
boss and knocks fellow employees from their
workstations, an aesthetic difference that in
truth alters very little except the age of the
game’s characters. Throughout these changes,
one thing that remains consistent is its music.
Whether The Beatles’ tunes A Hard Day’s Night
and Twist And Shout were officially licensed is
highly doubtful, at least outside of Japan. But
endorsed or not, the catchy riffs are a suitable
aural enhancement to the high-school antics
of Mikie and the office-based pandemonium of
Shinnyushain Toru-Kun.
With Shinnyushain Toru-Kun converted
to Sega’s SG-1000 by Konami itself, the UK’s
Ocean Software published the only other
home versions of Mikie and released them
solely in Europe under its Imagine imprint.
Presented with a marvellous cover courtesy
of Ocean regular Bob Wakelin, the BBC Micro,
Commodore 64 and ZX Spectrum versions
were all well-received, with the Amstrad CPC
game lagging a little behind. While in Japan
and America, Mikie remains a curio at best,
in the UK these excellent home ports of Mikie
endeared the game to a new audience, ensuring
that in this region, at least, there’s some love for
the cheeky, head-butting scamp.
ULTIMATE GUIDE: MIKIE
RETRO GAMER | 41
RETRO GAMER TALKS TO PETER JOHNSON ABOUT HIS WORK ON THE BBC MICRO/ELECTRON PORT OF MIKIE
How did you get to
work on Mikie?
Imagine was being used as a label
for Ocean’s arcade conversions at
the time and for me, Mikie probably
followed Yie Ar King Fu, also a
Konami conversion for the BBC
Micro and Electron. As I finished one
conversion for Ocean, they would
show me the other games they
currently had in development, most
of which were in their arcade room
in the basement. I would choose one
that I felt would suit my platform.
Were you familiar with the arcade game?
I’d never seen Mikie in an arcade, although I
used to visit the arcades at nearby Whitley Bay
quite often, to see what was new.
Did you code from scratch or convert
another version?
It was all written from scratch for this version,
both code and graphics, by studying the real
arcade machine. I had one of Ocean’s special
suitcases containing a joystick and buttons
and a Jamma interface which the circuit board
from the real arcade machine
connected to. I then viewed it on
an RGB monitor from my Amstrad
CPC 6128. I also had a VHS tape of
someone at Ocean completing the
game, so I could study the level
layouts and see how the difficulty
changed and so on.
Did you have much experience
at this point of coding on the
BBC/Electron?
Yes, at least three years of
commercial development for it,
a full-time job working from my home in
Newcastle. I stayed a coder for a further
four years or so, working on Atari ST,
Amiga, Sega Mega Drive, then Atari Jaguar,
before being asked to manage the Newcastle
studio for Rage Games.
What did you think of the original arcade
game? It must have felt quite novel, a
change from all that shooting!
Thinking about it, most of my games haven’t
been particularly ‘shooty’. I’m always attracted
to something that is different and interesting.
How did you work around the
comparatively limited resources of
the BBC Micro?
To display a decent screen resolution in
very little memory, I would use a four-colour
screen with vertical colour interrupts, allowing
different sets of four colours to be used in
different areas of the screen to create the
illusion of more colour (there were only eight
possible colours on the BBC Micro, anyway).
Mikie is renowned as an excellent
conversion on the BBC – what’s your own
opinion of how you did?
Thanks, I am happy with it. The game uses
an unusual semi-top-down view, and its
screens are littered with obstacles, such as
desks and lockers. I developed an unusual
sprite method, where it could simply EOR
the character sprites as they were printed,
masking behind the back part of objects onscreen without needing any clever code, or
the overhead of reprinting the foreground. I
was quite proud of that solution at the time,
but it’s the only game I needed it for.
Our thanks to Peter for his time.
DEVELOPERQ&A
BRING ON THE DANCING GIRLS
This loving homage to Fame is another
tricky level in Mikie. While only one
enemy will chase you – that teacher,
again! – touching any of the dancers
stuns Mikie for a few seconds. Pick
your way around them carefully,
discouraging the teacher whenever you
are able to. Collect the hearts and enjoy
Twist And Shout!
GARDEN CAPERS
We are outside the school now
and Mikie is within touching distance
of his beau. In his way patrol three
jocks, each moving at a different
speed, and all faster than the regular
enemies. Cautiously navigate around
each one, collecting the hearts as
you go in order to reach your patient
girlfriend. Mwah!
COOK
HEART
DANCER
JANITOR
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Paperboy
D
elivering newspapers is not a fun job –
you have to endure dodgy blocks of
flats, dangerous dogs and all for pennies
per paper. What’s worse is that it’s just as
rough an occupation in videogames. The titular star of
Paperboy gets a bike, but does have to deal with radiocontrolled cars, street brawls, bees and even the most
dangerous drivers this side of Barnard Castle.
That’s why it’s so much fun to finish your delivery
duties and tackle the training course. No more
reversing hearses, just plenty of targets to chuck
papers at with no penalty for missing, as well as
ramps to send you flying over streams. Even though
this is a relatively relaxed part of the game, there are
plenty of ways to mess up – you can run into a target
or the water, or even just run out of time. So when you
get to the end of the course to stands full of cheering
fans, you know you’ve earned their adulation.
» PLATFORM: ARCADE » RELEASED: 1985 » DEVELOPER: ATARI GAMES
The best game concepts are often
those that are easy to understand,
and the idea of cycling up the
street and delivering newspapers is
certainly one that can be understood
in seconds. The game was
successful in arcades thanks to its
bizarre humour, novel bike-handlebar
controls and high average play time,
and that success saw it converted to
just about every home format of its
era. A home console and computer
sequel and a 3D reboot on the N64
both failed to replicate that success
in the Nineties, but the original game
is still very fondly remembered today.
BIO
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MORE CLASSIC
PAPERBOY
MOMENTS
We imagine British
postal workers quite
envy their American
counterparts, given
that they deal with
mailboxes that don’t
require them to walk all the way to the house.
Land a newspaper in this postal receptacle
rather than the vague vicinity of the doormat
and you’ll earn yourself 250 points rather than
100, as well as a sense of smug satisfaction.
Shot In The Box
Give a character
a voice, and you
give them a new
layer of personality.
Play that voice too
often and you end
up with a furball named Bubsy. That’s the
key with Atari’s hero. If he gets wrecked by a
speeding driver, he might say something like,
“Sometimes, I hate this job,” but he might
not – and the next time he does, it’ll be a
different phrase.
Get Smashed
What should be
done with someone
who doesn’t
subscribe to the
local newspaper?
Why, they deserve
a free sample to convince them to subscribe.
It’s not your fault that the publisher stipulates
that such copies must only be delivered
through closed windows. Fair warning, we’re
implementing this protection racke- erm,
marketing campaign soon.
Petty Vandalism
Miss a delivery,
lose a subscriber.
It’s a harsh world
out there, isn’t it?
It’s easier to miss
a house than you’d
think too, as landing slightly to the left or right
of the doorstep doesn’t count as a successful
delivery. That’s why scoring a perfect day of
deliveries is so satisfying – you really feel like
you’ve done something special.
Paper Perfection
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ark Seed is a game as infamous
for its difficulty as it is famous
for its licensed use of the art
of HR Giger. At the same time
as stumbling over just about every
pitfall of Nineties adventure game design,
it’s memorable for its dark story, atmosphere
and that intro which shows the protagonist
having his forehead pulled open before an alien
embryo gets planted inside.
Founded in 1990, game developer
Cyberdreams would become renowned for
attracting big-name talent, but often struggling
to coagulate it into cohesive final products.
Its games were deeply flawed but always
fascinating, and nowhere is that tension more
palpable than in its first game, Dark Seed.
Designer Michael Cranford, the creator of the
first two Bard’s Tale games, was a big name
in the fledgling PC games industry at the turn
of the Nineties, but was taking some time off
to focus on his PhD in social ethics. He was
brought on as a designer for Dark Seed before
it had any kind of structure. “All I knew was that
it was going to revolve around Giger’s artwork
and star this guy Mike Dawson [the game’s
Cyberdreams’ take on psychological horror was
infamous for its dark subject matter, crushing
difficulty and involvement of esteemed artist
HR Giger. Michael Cranford and Joby Otero
reveal how real-time puzzles and a Stephen
King novel shaped this distinctive game
» PUBLISHER:
CYBERDREAMS
» DEVELOPER:
CYBERDREAMS
» RELEASED:
1992
» PLATFORM:
PC, VARIOUS
» GENRE:
POINT-AND-CLICK
ADVENTURE
IN THE
KNOW
The Making of
W ords by Robert Zak ords by Robert Zak
44 | RETRO GAMER
» [PC] Giger’s 1974 painting Li II was used to represent the mysterious The Keeper Of The Scrolls in the game.
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co-designer who would later take over from
Cranford] as the protagonist,” Michael tells us.
“It was really bizarre.”
The reality behind Mike’s star turn as the
bewildered, alien-impregnated hero was
somewhere between an in-joke and a financial
decision. Mike used his name as a placeholder
in a concept document and it ended up sticking,
with Mike ultimately being digitised and used
for the game proper. It also saved the studio
money on having to hire an actor.
Michael worked remotely on Dark Seed.
While this suited his circumstances at the
time, it was also a challenge. “It was very
much just me sitting at my kitchen table
with graph paper, writing out pages of
content and doing sketches,” he says. “I’d
always worked with a group of guys around
me, where I could say, ‘Hey, come over and
look at what I’ve got. What do you think?’ It
was a very unusual experience.”
At his kitchen table, Michael mapped
out the game structure, which would be
comprised of two mirrored worlds: a Light
World set in the sleepy town of Woodland
Hills, and a Dark World, which is where
Giger’s art came in – a cold nether realm
where flesh doesn’t exist without the intrusion
of metal, spinal towers loom over barren
dreamscapes and hostile alien beings with no
regard for humanity patrol the land.
Michael wasn’t a huge horror fan, having
only watched Ridley Scott’s Alien after being
pressured into it by friends. Nevertheless, he
knew how to make the player feel ill at ease.
“Shortly before starting on Dark Seed, I’d read
Stephen King’s book The Tommyknockers,
and you’ll definitely see some overlap with the
game,” he reveals. King’s book is about an alien
ship buried in the woods near a small town,
which begins to telepathically control the local
population. In Dark Seed, the latter portions see
the alien ‘Ancients’ take control of the town’s
police force in their bid to stop Mike from
destroying their power source. Both the book
and the game end with the hostile craft being
forced to depart back into space.
Michael also came to Dark Seed with
a fascination for real-time puzzles. He
was inspired by the Eighties Infocom text
adventure Deadline, which gave you a time
limit in which to solve a murder. He later
incorporated some time-based puzzles into
» [PC] The game’s Light World settings still look great thanks to
the tastefully dithered 16-colour palette.
RETRO GAMER | 45
THE MAKING OF: DARK SEED
POINT AND TIPS
GUN SHY
■ Whatever you do, do
not take the gun from the
police station before you get
arrested. If you do decide
to do so, don’t say that we
didn’t warn you.
FRIENDS FOREVER
■ The shop sells sardines,
soy sauce and scotch. Just
think about which one of
these is the best way to
make friends in a town
populated by lonely men…
LOOK AGAIN
■ Interactive objects are
often ineligible against the
background, especially a
particularly important one
you should grab early on in
the library.
STASH TIME
■ One of the game’s more
interesting mechanics is the
ability to stash items in one
world then pick them up in
the other. Bear this in mind
when in the police cell.
USEFUL HINTS TO START YOU OFF
Dark Seed is an obscure and unforgiving game, even
by the standards of the time. Certain story-progressing
events won’t trigger if you do or don’t do certain things
(even if they’re seemingly unrelated), and you can lock
yourself off from completing the game very early on
without knowing it. Here are some hints on how to
overcome some of the junctures at which you’re most
likely to walk yourself into an irreversible dead end.
» Michael Cranford is a pioneer
videogame designer, programmer,
ethicist and software architect.
» After Dark Seed, Joby Otero went
on to help run studios like
Neversoft and Shiny Entertainment.
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his 1990 RPG Centauri
Alliance. With Dark Seed,
however, he would go even
further: he would turn the
whole game into a single
real-time puzzle.
“I thought it would be a
great vehicle for the horror
element, kind of like you’re
watching a horror movie,”
he tells us. “You can’t just
pause the movie if you’re a
character in the movie, right?
It offers that sense of stress and immersion, that
sense of, ‘I gotta make it through to daybreak.’”
The idea was accepted, and soon programmer
Lennard Feddersen had updated the game engine
to support a persistent in-game timer.
F
or artist Joby Otero, Cyberdreams
marked his big break into the
games industry when he joined
in 1991. Describing himself as
a “nerdy kid with weird clothing and a furry
pimp hat”, his art style was inspired by the
biomechanical and the psychedelic. “On my
first day, I just brought in this loose bag of crazy
artwork that looked like Hieronymus Bosch
meets Dali meets MC Escher,” he tells us. “I was
a huge Giger fan, and didn’t initially know they
were working on something involving him.”
Joby’s idiosyncratic fashion sense was a fine
fit for the office environment of Cyberdreams.
Art director Bernd Brummbaer (who worked out
of a tiny office that Joby affectionately called
‘The Brumm Closet’) was one of the first people
he met. “He emerged from his shadowy office
dressed all in this very casual white linen suit
with a white wide-brim hat and this very thick
German accent,” Joby recalls. “He looked like
something from an Indiana Jones movie, but we
hit it off right away.”
The internal Cyberdreams team was small,
and the office was quiet and unusually dark. “I
later learned this was partly because artists like
to work in the dark so that the pixels jump off
the screen,” Joby tells us. “It actually means
that you tend to make artwork that’s too dark
though, which was particularly problematic
on a game like Dark Seed, where the whole
vibe is very dark. We had to tweak the art a
lot later on because of that.”
Joby began working on Dark Seed when it had
been in development for at least six months, and
immediately faced a unique challenge. At a time
when most VGA games utilised 256 colours and
a 320x200 pixel resolution, Giger’s one major
intervention in the game’s development saw him
demand that it be rendered at 640x350. Dark
Seed became one of the first ever games to use
such a high resolution, but the technical strain
of this meant that the colour palette had to be
reeled back to 16 colours.
This made sense for the Dark World, which,
true to Giger, was monochromatic, but it was
tougher for the Light World. The team used
a tried-and-tested technique called dithering
to imbue the game’s Light World scenes with
an impressive amount of texture and depth.
“Dithering was pretty common at the time for
8-bit games. It’s basically this technique where
each adjacent pixel you would use a different
colour from your palette,” Joby says. “We’d do
these almost stippling patterns that would let
you do gradients if they needed to span a lot
of the screen, creating an impression of much
more than 16 colours.”
Creating the game’s Dark World scenes based
around Giger’s art was a rewarding experience
for Joby, but it wasn’t just a case of slapping
Giger’s works in the background. “We would
find Giger artwork with pieces that could be
conducive to the kind of composition that we
needed for any given screen, then we would
take those bits and pieces of those scans and
use different tricks and Deluxe Paint to create a
composition,” Joby says. “We’d rarely use the
scans as is. More often we’d use these organic
shapes into which we would fill the scan then
build up some kind of object then copy-paste
that object to create our rooms.”
The result was a fascinating fusion of Giger’s
art with that of the game artists’. Many Dark
World scenes were made from the ground up,
heavily sticking to the Giger style but not directly
using his work. Other scenes, like the cave in the
Dark World and the nightmare Mike has on the
third day when his head changes into a skull, use
Giger’s work more directly.
Your main ally in the game meanwhile, The
Keeper Of The Scrolls, is an almost unaltered
take on Giger’s 1974 painting Li II, which
depicts the artist’s former lover as a serpentine
biomechanical demon.
It would be natural for an artist to be
precious about their work being modified and
merged into a videogame, but Joby says that
Giger rarely intervened and was delighted with
how it turned out. While Joby didn’t get to
meet Giger in person, he shared an anecdote
» [PC] You’ll meet all manner of dark and twisted characters in
Dark Seed, so be on your best behaviour.
CYBERRACE
SYSTEM: PC
YEAR: 1993
I HAVE NO MOUTH
AND I MUST SCREAM
(PICTURED)
SYSTEM: PC, MAC
YEAR: 1995
DARK SEED II
SYSTEM: PC, VARIOUS
YEAR: 1995
DEVELOPER
HIGHLIGHTS
46 | RETRO GAMER
All I knew was that it was going to
revolve around Giger’s artwork and
star this guy Mike Dawson
Michael Cranford
» [PC] There are some truly upsetting visuals in Dark Seed and
they’re enhanced by HR Giger’s insistence on a high resolution.
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that revealed a little bit of the man behind
the nightmarish art. “For someone’s birthday,
Giger faxed over a little birthday card he drew,
covered in bunnies and birthday cake – nothing
like his usual stuff,” Joby reminisces. “It just
really touched me because it resonated with me
that he had this dark side but was also a very
childlike character in other ways.”
While the art department embraced their
unique mission, the game’s design was far more
problematic. Michael’s structure and time limit
remained in the game, but his contract was not
renewed to see out the development and refine
it. “I think they just felt like ‘we got this’
at the end, and I wasn’t there for the
tuning phase of the game.”
T
he result is the
unforgiving
beast we
know today.
Interactive items blend with
the scenery (a tiny 11-pixel
bobby pin, for example, or
a watch with the exact same
colour as the floor), interesting
mechanics – like the ability to stash
certain items in one world and pick them up
in another – go unexplained, and there are
multiple points where you can lock yourself off
from completing the game without triggering
a fail state, leaving you lingering in limbo
without realising you’ve lost. Michael rues
not getting the chance to refine the game he
designed. “I would’ve implemented some kind
of positive payoff if you hit a dead end or didn’t
do something in the right time frame,” he says.
“Your failure should be a learning experience.
I would’ve put in clues – maybe a dream
sequence or something.” Despite not being
there for the final part of development, with the
game’s star Mike Dawson finishing the process,
Michael takes responsibility for its notorious
obscurity, while finding a fitting analogy for his
dissatisfaction with the development process,
“It was like you stepped through a mirror to a
different world and everything and everybody
was a little off,” he concludes.
Back at Cyberdreams HQ, Joby’s experience
was arguably even stranger than Michael’s. Once
the game went gold his role on Dark Seed took
an unexpected turn. “The game boxes shipped in
flat so we had to unpack them, unfold them into
full 3D boxes and stuff the disks that we
just duplicated in there then shrinkwrap them ourselves,” he laughs.
“We were also doing customer
service calls. At one point,
someone’s grandmother bought
the game for her grandson,
and she says, ‘I’m stuck during
installation. It says ‘put in disk
two,’” he recalls. “It turned out
she hadn’t taken disk one out.”
Once Otero and his fellow
developers had done everything
from hand-painting the in-game art to
hand-packing the boxes for distribution, Dark
Seed shipped. For all its flaws, the game was
a resounding success and would later become
a cult hit. Even though Joby didn’t get to work
with Giger directly, by modifying, morphing
and drawing directly on his work, he got to
experience an intimate artistic connection
with one of his idols.
“To try to create stuff that was representative
of him, and knowing that he’s going to see it
and approve it ultimately was just gigantic,” he
concludes. “I couldn’t have hoped for more in
my first game gig.”
RETRO GAMER | 47
THE MAKING OF: DARK SEED
A DARK LEGACY
DARK SEED’S PORTS AND SEQUELS
In an unusually prolific streak for a PC point-andclick game, Dark Seed spread across the home
computer platforms (Amiga, Macintosh) the Amiga
CD32, and even came to Sega and Sony’s shiny
new consoles in 1994, over two years after its
original launch. The Amiga version had a superior
soundtrack to the PC version, albeit without
voiced dialogue, while the Amiga CD32 version
had voiced dialogue and a richer music track.
The PlayStation and Saturn versions only came
out in Japan, with the former having the highestquality sound across all versions of the game.
Interestingly, both console versions, however,
were lower-resolution than the PC original,
therefore deviating from Giger’s demand that the
game use a higher resolution.
Visually, Dark Seed was an advanced game for its
time, and an 8-bit Nintendo version probably wasn’t
a priority for a studio that had its eyes on launching
the game for upcoming 32-bit consoles. But thanks
to Chinese studio Mars Production (best known for
pirate-porting Pokémon Gold to the NES in 1999),
a heavily diluted version of the game came to
Nintendo’s seminal Eighties console as well.
The unlicensed game had a maddening
15-second loop of classical composer Carl
Czerny’s Op 821 No 61 (whose music was also
used in Pokémon Gold), a brown colour palette
and graphics simplified from the Amiga version.
A terrible game by any objective measure, but
nonetheless fascinating. On the bright side, the
sparse environments made key items more visible
and some of the awkward puzzles easier to solve.
The mid-Nineties was the golden age of
uncanny-valley digitisation and FMV, which was a
natural fit for Dark Seed. The sequel, Dark Seed II,
sees Mike Dawson make a return, this time in
his hometown of Crowley, Texas, following the
murder of his childhood sweetheart.
The game is bigger, stranger and had even
more involvement from Giger, who again
provided his existing art for integration but
this time wanted to also include imagery that,
according to the manual “had recently been
haunting him”. This included the image of a
sled carrying a vat down a seemingly endless
staircase, inspired by his Shaft series.
» The creepy, unsettling imagery continued in Dark Seed II.
» [PC] This background merges parts of Giger’s Hommage à Böcklin painting into a scene created by the game’s artists
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» MEGA DRIVE » 1991 » NAMCO
Although I rarely got to play Rolling Thunder 2
in arcades, I have lots of fond memories of
the rather excellent Mega Drive conversion. I
remember the way enemies would peek their heads
out of pipes, making them a nightmare to hit, I
remember the stylish cutscenes that looked like they were out of a
James Bond flick and I also have great memories of gingerly hiding
in archways to avoid pouncing black panthers on the game’s second
stage. Other highlights I remember were the silly animations agents
made as they leapt to higher platforms, the irritating sound of a
certain enemy that was surrounded by an annoying energy field and
the overall gaudy look of the visuals.
By far the biggest thing I remember about Namco’s game though,
was the ridiculously silly password system that the game uses
because it’s so delightfully absurd. Complete a stage and you’ll be
given a bizarre password sentence like A Rolling Program Smashed
The Genius, A Private Leopard Punched The Neuron, or my personal
favourite, A Magical Thunder Learned The Secret. I’ve no idea why
Namco decided to go with English passwords on a Japanese game,
but I’m bloody glad it did, because it made it a lot easier to play.
If you headed to the password section you were shown
numerous words that were presented in four columns consisting
of eight words each, which allowed you to create all manner of silly
sentences. My friend Paul and I would make all sorts of ludicrous
combinations like A Digital Leopard Desired The Genius and some
of the nonsense we inputted very occasionally got us to later levels
in the game. (A Natural Program Desired The Neutron gets you to
the final stage on hard difficulty for example.)
Needless to say, messing around with Rolling Thunder 2’s
password system was almost as much of a laugh as the game itself
and it’s a shame I don’t own more games that do this. Although
that’s probably a good thing as I’d never get them finished.
» RETROREVIVAL
MAGICAL THUNDER INDEED
Rolling Thunder 2
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
trick – the ability to travel through a variety of
interconnected tables. Although both games
had received reasonable reviews, neither of
them had quite nailed the ball physics in the
way that the greatest pinball videogames do,
and both struggled to convey the length of a
pinball table. Time Scanner would
pause to scroll as the ball moved
between upper and lower sections
of the table, while Pinball Magic
crammed everything into a single
screen. It’s fair to say that there
was a gap in the market for a more
authentic pinball experience.
The situation changed
drastically when a group of demo
scene coders that had been part of
the group The Silents decided that
they wanted to move into game development.
Digital Illusions was the new company
set up for this purpose, based in Sweden.
Andreas Axelsson was the programmer,
Markus Nyström handled the graphics, Olof
Gustafsson was the musician and resident
pinball expert of the group, and Ulf Mandorff
worked on the ball physics. The team was
coordinated by Fredrik Liliegren, and Barry
Simpson served as the producer from the
game’s publisher, 21st Century Entertainment.
Digital Illusions created Pinball Dreams as
its very first game. It was a more traditional
pinball game than its Amiga contemporaries,
with the most realistic ball physics of any
game on the platform at the time. The game
offered four tables, all of which are original
creations for the game, rather than being
licensed from major pinball manufacturers
as is common today. As well as carrying
very distinct visual identities, each of the
four tables – Ignition, Steel Wheel, Beat Box
and Nightmare – offered a different type of
pinball experience. You could opt for the
P
inball and videogames have
always enjoyed a fairly close
relationship, owing to their shared
historical status as coin-operated
amusements – and to some, social menace.
In fact, if you think politicians and the media
are taking a long time to accept
videogames, it’s worth noting
that the city of Kokomo in Indiana,
USA, only officially lifted its ban
on pinball machines in 2016, 40
years after New York and Chicago
did the same. Pinball videogames
first arrived soon after the lifting
of those bans in the Seventies,
and by the early Nineties we’d
received some true classics
including Pinball Construction
Set and Devil Crash.
Up to this point, Amiga pinball games had
been OK. Time Scanner and Pinball Magic
were the best available, but neither of them
were pinball simulations as such because
both games used video pinball’s greatest
There’s nothing like a great pinball game – and
before Pinball Dreams, Amiga owners had nothing
like a great pinball game. We look back at the
game that set Digital Illusions up for future
success and made pinball wizards of us all
WORDS BY NICK THORPE
50 | RETRO GAMER
» [Amiga] The scoreboard at the top of the screen will
regularly inform you of features like the ‘Bonus Booster’.
ULTIMATE GUIDE ULTIMATE GUIDE LLTTIIMMAATTEE G GUUIIDDEE
“WE WANTED TO
MOVE ON FROM
JUST MAKING
DEMOS, AND A
GAME SEEMED
LIKE THE ONLY
REASONABLE
NEXT STEP”
ANDREAS
AXELSSON
» [Amiga] Nightmare’s an easy table to trip up on, as the
ball is launched straight into the middle of the table.
» [Amiga] Steel Wheel’s bonus features focus on things
associated with trains, like tickets and carriages.
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ULTIMATE GUIDE: PINBALL DREAMS
RETRO GAMER | 51
IGNITION
Ignition is a table themed
around space exploration
that is arguably the simplest
of the lot, which is probably
for the best since it’s at
the top of the list of tables
and therefore the first that
most players will try. There
are no ramps at all on this
table, but there are plenty
of stationary targets though,
as well as a tricky hole on
the left of the table that can
award an extra ball if hit.
BEAT BOX
Beat Box will test your
ability to accurately shoot
for ramps and lanes. It has
the most complex ramp
setup of the four tables,
as one ramp has two exit
points and the other has
two entry ways. You’re
really going to rely on
them, as getting up into the
bumpers can be tricky and
there aren’t too many other
targets to be aiming for.
STEEL WHEEL
The golden age of steam
locomotion provides the
theme for this decidedly
brown table. With practice,
you should be able to
repeatedly run the ramp
on the left of the table,
whereas the central one is
a little trickier. The bonus
lane on the right is relatively
easy to hit, but the more
lucrative one in the top left
will require some real skill
to hit consistently.
NIGHTMARE/
GRAVEYARD
The name of this one will
depend on your version of
the game. Thankfully the
layout doesn’t change, as
this is a fast-paced table
that sets you up to run
the left and right ramps
consecutively, or loop the
top of the table via the right
lane. This is the only table
in the game with a short
launch path that puts you in
the middle of the playfield,
so watch out for that.
HERE ARE EACH OF THE FOUR TABLES YOU’LL ENCOUNTER IN PINBALL DREAMS, AND THEIR UN
RUN THE TABLES
IQUE FEATURES
» [Amiga] Drat, that’s a ball gone. The blow is softened only slightly
by the promise of bonus points to be calculated afterwards.
» [Amiga] Accessing this upper section is quite
tricky since it’s so easy to struggle with ramps.
» [Amiga] With so many targets positioned in strategic places, the
left lane is really the best way to access the top of Nightmare.
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52 | RETRO GAMER
PC
Year 1993
The PC version is faithful to the Amiga
original in the graphical department, and
it includes all four tables. You do lose
some vertical visibility due to the 320x200
resolution which isn’t ideal, and though the
soundtrack is well represented across sound
cards, the Amiga’s music is still preferable.
GAME GEAR
Year 1994
A US-only release, this is much like the
Game Boy version of the game. The
addition of colour graphics is obviously nice,
but the music doesn’t come across quite as
well. Since your options for pinball games
on the Game Gear are pretty limited, this is
the pick of the bunch.
GAME BOY
Year 1993
This handheld version is respectable,
but never feels as good as the original –
movement is less smooth. It’s missing the
Beat Box table of the original game and
obviously takes a good graphical hit, too.
It’s not among the premier pinball games on
Nintendo’s green-screened wonder.
SNES
Year 1994
A really nice conversion, with good graphics,
satisfying ball movement and all four tables
intact. For some reason, many of the console
versions renamed the Nightmare table to
Graveyard and that’s the case here, with a
couple of slight graphical edits needed to
comply with Nintendo’s content guidelines.
CONVERSION CAPERS
» [Amiga] We’ve just managed to save the ball from dropping
out of play here – a tense moment indeed.
» [Amiga] Beat Box is themed around scoring hits and going
on tour – a European one, according to the score board.
» [Amiga] The rocket blasting off gives you all the information you need to work out this table’s theme.
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simplicity of Ignition or the more technically
challenging Beat Box, and everyone has
their favourite. Most importantly, all of them
adhere to the limitations of real pinball tables,
and mimic the long table layouts too.
P
inball Dreams could have succeeded
simply by playing a decent game
of pinball, given the lack of games
that were trying to provide such an
experience, but what made it so memorable
was that every aspect of the game was so
highly polished. Markus Nyström brought
the table themes to life with art that makes
excellent use of the Amiga’s graphical
capabilities, while ensuring that none of
them ended up being so visually busy that
the action became hard to discern. Olof
Gustaffson’s music was brilliant too, and
remains one of the key appealing aspects
of the game for fans today. What’s more,
the tables all had sound effects that really
captured the feeling of playing a real pinball
table. In fact, sound was
often one of the more heavily
downgraded aspects of the game
when Pinball Dreams was ported
to other formats.
When Pinball Dreams launched
in March 1992, it received a very
warm welcome from the Amiga
press. Despite claiming to have “never liked
pinball”, The One’s reviewer Paul Presley gave
the game 89%, praising it for “the superb
musical scores that play throughout the game
to the sheer speed with which everything
moves”. In Amiga Power, Stuart Campbell
awarded the game 87%, saying that it was
“closer to the real thing than any other
attempt I’ve seen on any machine”.
Amiga Action also gave it 87%, noting
the realism of the ball movement and
ULTIMATE GUIDE: PINBALL DREAMS
RETRO GAMER | 53
GAME BOY ADVANCE
Year 2002
This Europe-only release was titled Pinball
Challenge Deluxe, and features great
graphics and music as well as all of the
tables, plus the four Pinball Fantasies tables.
It sounds ideal, but unfortunately the view
of the table is zoomed in way too close and
there’s no option to change it.
IOS
Year 2009
This version by Cowboy Rodeo is titled
Pinball Dreaming: Pinball Dreams. It’s a
remake with 3D versions of the four original
tables, and like its PSP counterpart features
plenty of options. Despite being an older
iPhone and iPad release, it was updated
until 2016 and is still available to buy today.
PSP
Year 2009
Cowboy Rodeo’s digital-only release is a
faithful conversion of the Amiga original,
with all four tables and the graphics and
sound intact. There lots of options here,
including the ability to rotate the screen. The
PSP digital store has closed, so you’ll need
an alternative system to buy it today.
AMSTRAD CPC
Year 2019
This homebrew conversion by Batman
Group shows just how capable Lord Sugar’s
computer really is. All four tables are
included, graphical detail is excellent and it
plays very well indeed. The only downer is
that it requires a 128K machine with a floppy
disk drive, so won’t run on a standard 464.
PLENTY OF FORMATS GOT SOME PINBALL LOVE, BUT
WAS EVERY VERSION AS DREAMY AS THE ORIGINAL?
MORE
VERSIONS
A faithful Atari Falcon conversion
was created by the late Stewart Gilray
in 1995, and scored 80% in ST Format.
The PSP version is a Minis game and
compatible with the PS3 and PS Vita –
in fact, if you do want to play it on
your PSP you’ll need to download
it via PS3 and transfer
it across.
» [Amiga] Working out how to do these ramps was one of the trickier tasks Andreas tackled.
“ARCADE MACHINES
IN GENERAL WERE
VERY RESTRICTED IN
SWEDEN, SO IT WAS
HARD TO FIND ANY”
ANDREAS AXELSSON
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“fast and extremely smooth” vertical scrolling.
Daniel Whitehead voiced a common
complaint in his review in Amiga Computing,
noting that “for nearly £26 you don’t get
enough variety”, though he still liked the game
enough to give it 86%. Other scores include
86% from Zero, 84% from Amiga Format and
83% from CU Amiga.
T
hat acclaim was a sign of success
to come, as Pinball Dreams sold
extremely well for Digital Illusions and
21st Century Entertainment. Digital
Illusions quickly got to work on
the next game in the series, and
with Pinball Fantasies achieving
a similar level of success upon its
release in October 1992, Pinball
Illusions followed for the Amiga
1200 in 1995. However, Digital
Illusions wasn’t the only team
working on the series. Spidersoft
produced ports of the first two
games to a variety of formats,
and was then tasked with producing its own
pinball games for 21st Century Entertainment.
This partnership resulted in Pinball Dreams II,
Pinball Mania and its update Total Pinball 3D,
Pinball Builder and Pinball World.
Digital Illusions moved on from pinball and
by the end of the Nineties, it had established
itself as a racing game specialist with games
like S40 Racing, Motorhead and the Swedish
Touring Car Championship series.
The studio reached a turning point in
2002 upon the release of Battlefield 1942, a
first-person shooter that became a big hit
based on its excellent multiplayer gameplay.
That success resulted in the studio’s gradual
acquisition by EA from 2004-2006. Today,
the studio is commonly known as DICE and
the founding members have moved on. It
mostly works on its most famous series, but
is also known for the likes of Mirror’s Edge
and Star Wars Battlefront.
Though Digital Illusions hasn’t been
developing pinball games for many years
now and 21st Century Entertainment is long
defunct, the widespread love for Pinball
Dreams has endured. That popularity has
ensured that it remains relatively easy to
buy today, as the original releases can
still be purchased on PC via
GOG or on older PlayStation
consoles. If you prefer a more
modern experience, the Finnish
developer Cowboy Rodeo
released a 3D remake on Apple
devices in 2009, which thankfully
survived the great 32-bit app
purge of iOS 11 and remains
available via the App Store.
In an age where players have
easy access to dozens of licensed tables via
Pinball FX 3, the idea of a game with just four
tables can seem a bit quaint. But it’s worth
remembering that even offering four tables
was a pretty great deal in the early Nineties
– after all, games like the Pro Pinball series
and Worms Pinball gave players just a single
table to enjoy well into the late-Nineties. By
offering players real value as well as a focus
on authentic pinball action that couldn’t be
found elsewhere, Digital Illusions really earned
its success with Pinball Dreams. We’d suggest
you put it on and have a quick bash on
Nightmare too, because even after 30 years, it
still plays like a dream.
54 | RETRO GAMER
BEYOND
YOUR
DREAMS DREAMS
PINBALL FANTASIES
Year 1992
This sequel took only months to develop, and is substantially
similar to Pinball Dreams but features four new tables – Party
Land, Speed Devils, Billion Dollar Game Show and Stones
‘N Bones. Much like the first game, it was very popular and
widely ported to other consoles and computers.
PINBALL ILLUSIONS
Year 1995
The third game in the series was designed for the Amiga
1200 and consisted of three tables: Law ‘N Justice, Extreme
Sports and Babewatch. This swan song for the series on the
Amiga featured multiball functions for the first time. The PC
version gained an extra table, Vikings.
TRUE PINBALL
Year 1996
Ocean published this version of Pinball Illusions for the
PlayStation and Saturn. It contains 3D rendered versions of all
four of the game’s tables, with a tilted perspective allowing you
to see more of the table at any time, but unfortunately lacks
the brilliant intro music from the Amiga version.
“WE DIDN’T
ACTUALLY START
WORKING ON
ANYTHING ELSE
UNTIL AFTER
THE PHYSICS
FELT GOOD”
ANDREAS
AXELSSON
THE PINBALL DELIGHTS THAT DIGITAL
ILLUSIONS WENT ON TO OFFER
» [Amiga] Shooting the loop around the top of Nightmare will trigger bonus features like ‘Run For Your Life’.
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ULTIMATE GUIDE: PINBALL DREAMS
RETRO GAMER | 55
Why did the team decide to
create a pinball game?
We wanted to move on from
just making demos, and a game
seemed like the only reasonable
next step. We all loved pinball
games, and it seemed rather easy
to do, just get the ball moving right,
add some sound and graphics! In
addition the few pinball games that
were available at the time were
lacking the feel of real machines,
and had all been modified to fit the
screen, if you like.
Were there any pinball tables that
were popular with the team when
making the game?
I think we played everything we came across.
At the time arcade machines in general were
very restricted in Sweden, so it was hard to
find any. I don’t even remember which ones I
had access to, to be honest – only that I had to
walk down to the basement behind the tobacco
shop in the alley to find them. The first time
I had really good access to real games was
when we went to Seattle and Los Angeles after
releasing Pinball Dreams. There I played The
Addams Family and Terminator 2 any chance
I had. Two amazing games. Olof had much
better access as he knew people working with
distribution and service of pinball games,
but we didn’t live in the same town, so it was
mostly to his benefit.
Were there any aspects of
Pinball Dreams that were
difficult to implement from a
programming perspective?
There were all sorts of things we
had to figure out. The ball physics
was the main thing. From the start
we said that if we can’t get that
right there’s no point in making
the rest of the game. So we didn’t
actually start working on anything
else until after the physics felt
good on a black and white mini
section of a table. It looked like a
bowl with a flipper and a couple of
round bits in the middle, and one could get a
feel for it without sound, score, or art. Using
the half-bright mode for lights seemed quite
obvious, but it took a while to come up with
a model for doing ramps and multiple layers
that didn’t use too much memory. I recall the
copy protection was a bit too good, the disk
duplication equipment couldn’t make copies,
so I had to simplify it a bit.
Pinball Dreams was the start of a
successful series – did it feel like a
special game while you were making it?
We had a lot of fun while we were making
the game, so it always felt like we had a
good thing going, but there was one specific
moment when we knew we had something
big. Fredrik shared an apartment with a
friend at the university, and he was going
away over the weekend. He asked
the friend to try the game, but the
friend declined as he had an exam
coming up. Nevertheless, when
Fredrik came back a few days later
he found the friend in front of
the computer with dark eyes,
pizza boxes on the floor, and
not a single minute spent on
studying for the exam. He
looked up and said, “I hate
you,” then kept playing.
Which table did you find to
be your favourite?
I had a fierce competition for
first place with the producer Barry
Simpson on Ignition, so in a way I keep
coming back to that table the most.
Did the team end up with a pinball
wizard who dominated the high score
tables, or did you all find yourselves
closely matched?
People played to a varying degree, but Olof
was the de facto pinball master when it
came to real tables, so he just had a knack
for racking up points that were hard to beat,
regardless of the table. I did get over a billion
points on Beat Box at one point though. I
recall that caused some stir. I think I played
the most hours of all of us, since everything I
was doing basically meant I was playing and
testing the game every day for years.
THE DIGITAL ILLUSIONS COFOUNDER AND PROGRAMMER OF PINBALL DREAMS LOOKS BACK AT HIS EARLY HIT
ANDREAS AXELSSON Q&A
» [Amiga] We’ve successfully hit the hole here to earn a nice big 250,000 point bonus. » [Amiga] The middle of the Steel Wheel table has a good number of targets for you to aim at.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
56 | RETRO GAMER
SONIC GAMES
For when you need nostalgia on the go
GENERATIONS
APART
DEVELOPER: SONIC TEAM
RELEASE: 2011
CHEAP THRILLS
SO YOU
WANT TO
COLLECT…
Sega’s mascot has starred in plenty of games, from quality outings to questionable
releases – and as always, the price doesn’t always match the pleasure. Here are
some of the most interesting items in the speedy little chap’s repertoire
Words by Nick Thorpe
» [Xbox 360] Stages like Chemical Plant Zone look pretty
amazing given a lick of modern 3D paint.
» [Xbox 360] The new stage designs incorporate fan
favourite moments like City Escape’s boarding.
» [Xbox 360] Old enemies return, but
not always as you remember them –
Chopper was never this big before!
n Sonic Generations
was also released for
the 3DS, and it’s a
completely different
game to its home
console counterpart.
Both classic and modern
Sonic explore 2.5D
stages this time, and
a largely different selection of stages and
bosses are represented, including Casino
Night Zone, Emerald Coast and even Water
Palace from Sonic Rush. That last inclusion
is down to the fact that this game was
developed by Dimps, the team behind the
Sonic Advance and Sonic Rush series on
the GBA and DS, and it’s similar in quality to
those games. While the handheld version of
Sonic Generations isn’t quite as cheap as the
others, it’s still priced low – you can pick up
a complete copy from as little as £6. Since
the 3DS is region locked, you may also wish
to know that Japanese copies are similarly
priced, while a US copy is a little more at
about £11+ complete.
SONIC GENERATIONS
£2+
EXPECT TO PAY
360, EUROPE
n When Sonic had to team up with another hero
for a time-travel anniversary adventure, there was
only one choice – the shorter and considerably
quieter Sonic of the Mega Drive era. Together they
visit classic stages from across the series including
Green Hill Zone, Speed Highway and Crisis City,
each spectacularly remade with brand-new 2.5D
and 3D designs. It’s an absolute treat for fans of
the series, and arguably the best Sonic game since
the Dreamcast era. Sonic Generations sold well and
isn’t too expensive on any platform.
The Xbox 360 version was
reissued in a dual-branded Xbox
360/Xbox One variant, and gains
big improvements on modern
hardware – Xbox One X gives it a resolution boost,
and Xbox Series X adds 60fps gameplay to that,
making it the console version of choice. Big fans
may wish to seek out the collector’s edition box
set, which includes a figure, documentary DVD,
soundtrack CD, art book and gold ring, and goes for
£120 and up on Xbox 360 and PS3.
£8+
EXPECT TO PAY
PC
£3+ EXPECT TO PAY
PS3, EUROPE
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RETRO GAMER | 57
SO YOU WANT TO COLLECT… SONIC GAMES
DEVELOPER: SEGA
RELEASE: 1995
DEVELOPER: ASPECT/SEGA
RELEASE: 1995
32XPENSIVE
CASH COMPILATION
» [32X] Knuckles throws Vector, in a desperate
bid to rid himself of the annoying crocodile.
» [32X] Polygonal bonus stages mark a rare
display of the 32X’s power within Chaotix.
KNUCKLES’ CHAOTIX
SONIC 2-IN-1
£350+
EXPECT TO PAY
EUROPE
n When Sega sent the 32X into the world, it didn’t send the big guns –
nope, Sonic stayed at home and Knuckles was teamed up with a bunch
of misfit heroes including the forgotten sidekick Mighty and the conceptart relic Vector. We feel that says a lot about Sega’s confidence in the
32X, as well as the oddball gameplay twist that had pairs of characters attached by bungee
cord. Even without that, the levels aren’t the strongest in the series. However, demand is
high as this game has never been ported to any other platform, and supply is low because it
was a 32X exclusive. While NTSC copies will work on NTSC hardware regardless of region,
PAL copies won’t run on NTSC systems and vice versa. All regions got cardboard boxes, so
you can potentially strike a deal if you don’t mind owning a tatty copy.
n This one’s a strange one, as it’s the form rather than the function
determining the price tag here. It’s a compilation of Sonic The Hedgehog 2
and Sonic Spinball for the Game Gear, and it’s so incredibly simple that
there’s no menu – the system simply boots up one of the games each
time, and the other the next time. Loose carts are going for £30+ alone, as it’s a late release
released in limited quantities, and only in Europe. Finding a complete copy is very hard, so while
we’ve provided a baseline, you should expect values to be volatile when one does eventually
surface as people try to complete their Sonic or Game Gear collections. Since neither game is
hard to obtain elsewhere, this one is really strictly for the collectors these days.
£100+
EXPECT TO PAY
JAPAN
£120+
EXPECT TO PAY
USA
» [Game Gear] Sonic Spinball
is a pretty tricky game on
the Mega Drive, and remains
so in portable form.
DEVELOPER: SEGA
RELEASE: 1995
SONIC DRIFT
RACING
DRIFT KING
n This is actually the second Sonic Drift
game, and in other regions it goes by the
title Sonic Drift 2. The original Sonic Drift
never left Japan, but to be honest that’s for the better as
this one is miles better. Three new racers have joined the
roster for a total of seven, there are new items to pick up,
and the game has eighteen tracks – three times as many
as the first game. They’re pretty ambitious too, with
features like bridges, tunnels, banked curves and gaps
that you rarely see in 8-bit racers. The AI improvements
also mean that you’ll really need to fight for first place.
Pricing is all over the place for European copies but other
regions seem a bit more stable, and as always, loose
cartridges are much cheaper.
£100+
EXPECT TO PAY
EUROPE
STARTING GRID
Our favourite racers and their special abilities
Sonic
Our hero is nice and
fast, but his handling
isn’t great. His unique
special ability is a
speed dash.
Amy
Amy’s quick off the
mark but has a low
top speed. She throws
hearts which slow
down other racers.
Knuckles
The guardian of Angel
Island can also jump,
but if he’s close enough
to a rival he’ll punch
them instead.
Metal Sonic
Sonic’s robotic foe is all
speed, no handling. His
super-speed dash costs
three rings instead
of two.
Tails
Sonic’s pal drives a
vehicle with decent
all-round capabilities.
Jumping is his personal
special move.
Eggman
Nobody corners better
than the good Doctor
Robotnik. He can drop
mines to damage his
opponents too.
£45+
EXPECT TO PAY
EUROPE
£12+
EXPECT TO PAY
JAPAN
£32+
EXPECT TO PAY
USA
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58 | RETRO GAMER
Think Global
n Whenever you’re collecting a series across multiple
platforms, it’s smart to pay extra attention to each
system’s region locking status ahead of buying anything.
COLLECTING TIPS!
Look Around
n Sonic games are popular enough that you’ll find
them in the wild, so it’s always best to scout the
market before resorting to a Buy It Now listing on eBay.
Variant Of Concern
n Cover variants aren’t usually a huge factor, but can
affect price – we saw a couple of copies of Sonic Lost
World go a little cheap because of their German covers.
Life Choices
n Do you really need that copy of Sonic 06? Who’s going to
give you a medal for having Sonic Boom: Rise Of Lyric on your
shelf? These are good questions to ask. [Nick has them - Ed]
SONIC THE
HEDGEHOG
DEVELOPER: SEGA
RELEASED: 1991
EXPECT TO PAY:
EUROPE £5+ , USA £7.50+ , JAPAN £7.50+
SONIC TRIPLE
TROUBLE
DEVELOPER: ASPECT
RELEASED: 1994
EXPECT TO PAY:
EUROPE £80+ , USA £40+ , JAPAN £10+
SONIC CD
DEVELOPER: SEGA
RELEASED: 1993
EXPECT TO PAY:
EUROPE £45+, USA £32+, JAPAN £12+
SONIC R
DEVELOPER: TRAVELLER’S TALES
RELEASED: 1997
EXPECT TO PAY:
EUROPE £20+ , USA £75+ , JAPAN £6+
SONIC
ADVENTURE
DEVELOPER: SONIC TEAM
RELEASED: 1998
EXPECT TO PAY:
EUROPE £5+ , USA £15+ , JAPAN £2+
MORE GAMES TO CONSIDER
DEVELOPER: SONIC TEAM
RELEASE: 1997
SONIC JAM
PUMP UP THE…
n It’s crazy to think that this
compilation of Mega Drive games was
the only Saturn Sonic release developed in whole by
Sonic Team. The collection comprises Sonics 1-3 and
Sonic & Knuckles, and while later Sonic compilations
have surpassed the quantity of games here, few
videogame compilations of any kind can match it
for the care and attention shown. The games are
natively ported to the Saturn and, bar some quirks
arising from the use of CD audio, run exactly as you’d
expect. However, what really makes the compilation
so good is its plentiful extras, which improve the play
experience and provide historical context. As usual
with Saturn games, Japanese and European prices
are reasonable but American prices are very high.
» [Saturn] It looks like the Saturn could have
hosted a very decent 3D platformer, given a
team that understood it.
» [Saturn] You can’t normally do the spin
dash in Sonic 1. All hail Sonic Jam!
£22+
EXPECT TO PAY
JAPAN JAM-PACKED!
The bonuses that are worth seeking Sonic Jam for
GAME
TWEAKS
Revised versions of
every game are available
in Sonic Jam – as well
as the Original mode,
normal and easy options
have been created
with fewer hazards and
sometimes even fewer
stages. The first game
also includes the extra
graphical effects of the
revised Mega Drive
version, and the spin
dash move from Sonic 2
can be enabled.
MUSEUM
EXHIBITS
Games are represented
with authentic 3D
cartridges, and digital
versions of the original
manuals are included.
The various buildings
in Sonic World grant
access to all sorts of
goodies – a timeline of
Sonic’s history, various
clips of adverts and
cutscenes from past
games, a wealth of
character art and of
course a sound test.
SONIC
WORLD
This graphically
impressive playground
is the closest thing we
got to a proper 3D Sonic
game on the Saturn. The
missions you undertake
are actually very simple
– collect rings, find
secrets, pop balloons –
but they’re fun to mess
around with, and give
a tantalising glimpse at
what could have been
achieved with Sega’s
32-bit machine.
£95+
EXPECT TO PAY
USA
£20+
EXPECT TO PAY
EUROPE
DEVELOPER: HUDSON SOFT/SONIC TEAM
RELEASE: 2000
DEVELOPER: SONIC TEAM
RELEASE: 2001
BOARD SILLY
SONIC SHUFFLE
UNCONTESTED
SONIC ADVENTURE 2:
BATTLE
n When we think of Sonic Shuffle, an
imaginary scenario plays out in our heads.
“There’s a Mario Party, and we’re not
invited,” says a dejected chap at Sonic
Team. “Why don’t we do that, but with
Sonic? It’ll be great,” a colleague responds.
“We’ll get Hudson Soft involved, and
it’ll even have that
cel-shading all the
kids loved in Jet
Set Radio! What could go wrong?” Back
here in reality, plenty did go wrong – even
if you eliminated the party-pooping AI,
the obnoxious loading times between
confusing minigames could
easily ruin the fun. It’s a
shame, because it does
look nice. There’s a big
regional discrepancy here
as the Japanese game is
cheap as heck, American
copies are reasonable, and
PAL copies are more than
we’d consider for a game of
such dubious merits.
n This wasn’t Sonic’s first appearance on
a Nintendo console – that honour went
to Sonic Advance – but this GameCube
release was a formative experience for
many new fans,
and younger fans in
particular regard it as a
favourite in the series.
It’s an enhanced version
of the Dreamcast
original (£45+ in
Europe), and tasks
you with controlling
both Sonic’s crew and
Robotnik’s new mates
Shadow and Rouge
in a battle for the fate
of the planet, across
platform, shooting and
treasure hunting stages. As well as general
gameplay tweaks, this version justifies its
subtitle with expanded
two-player and Chao
Garden modes. While
the GameCube can be
expensive to collect
for, this game was so
popular that it’s now dirt
cheap by the standards
of the platform in
Europe and Japan. US
copies are a little higher
in price as there’s a bit
more demand there.
£10+
EXPECT TO PAY
JAPAN
» [Dreamcast] Running around Sonic
Shuffle’s boards can be pretty tedious,
especially against the CPU.
» [GameCube] Blowing stuff up with Robotnik’s
laser tank thing feels pretty cool because evil is fun.
» [Dreamcast] Some minigames are OK
– this one where you have to survive a
tilting maze is rather decent.
£90+
EXPECT TO PAY
EUROPE
£7+
EXPECT TO PAY
EUROPE
£30+ EXPECT TO PAY
USA
£7+
EXPECT TO PAY
JAPAN
£22+
EXPECT TO PAY
USA
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
RETRO GAMER | 59
SONIC MEGA
COLLECTION
DEVELOPER: SONIC TEAM
RELEASED: 2002
EXPECT TO PAY:
EUROPE £7+ , USA £4.50+ , JAPAN £7.50+
SONIC
RIVALS
DEVELOPER: BACKBONE ENTERTAINMENT
RELEASED: 2006
EXPECT TO PAY:
EUROPE £3+ , USA £5+
MARIO & SONIC
AT THE OLYMPIC GAMES
DEVELOPER: SEGA SPORTS R&D
RELEASED: 2007
EXPECT TO PAY:
EUROPE £2.50+ , USA £1.50+ , JAPAN £1+
SONIC CHRONICLES:
THE DARK BROTHERHOOD
DEVELOPER: BIOWARE
RELEASED: 2008
EXPECT TO PAY:
EUROPE £4+ , USA £18+ , JAPAN £20+
SONIC
COLOURS
DEVELOPER: SONIC TEAM
RELEASED: 2010
EXPECT TO PAY:
EUROPE £4+ , USA £5+ , JAPAN £3.50+
» [Mega Drive] Everyone loves Ice Cap Zone,
even if it can give you some hard times.
» [Wii U] Takashi Iizuka has claimed
Jack And The Beanstalk was more of an
influence than Super Mario Galaxy.
SO YOU WANT TO COLLECT… SONIC GAMES
KART ATTACK
DEVELOPER: SUMO DIGITAL
RELEASE: 2013
SONIC & ALLSTARS RACING
TRANSFORMED
n Sonic has done his share of bandwagon
jumping in the past, but you’d be a fool
to overlook this amazing racing game.
Rather than racing exclusively on the
road, Sonic and guests from games such as Jet Set
Radio and Shinobi have vehicles that can transform
into planes and boats. Sumo Digital put together
some fantastic tracks that change from lap to lap,
and any Sega maniac will be delighted with the fan
service on offer here. There are a multitude of versions
available but they all strive to provide the same
game experience, with
necessary concessions on
handhelds. Xbox Series X
owners will benefit from
an improved framerate
on the 360 version, but
the PC version also rocks
60fps and has extra DLC
characters to buy.
THREE’S COMPANY
Here are Sumo Digital’s other Sonic racing games
SONIC & SEGA
ALL-STARS RACING
This first outing in the series was
released on Xbox 360, PS3, Wii, DS
and PC in 2010. It keeps Sonic and
his Sega chums strictly on the road,
with the main gimmick being that
each character has a unique ‘All-Star
Move’ for times of desperate need.
Beyond that it’s just a very good take
on Mario Kart, with some nice driving
missions to keep you busy.
TEAM SONIC
RACING
This arrived in 2019 on the PS4, Xbox
One, Switch and PC, and ditches the
Sega characters and transforming
vehicles. Instead you get an unusual
co-op twist on kart racing, which lets
you boost and donate items to your
friends. It’s great for less adversarial
types but recycles plenty of tracks
from past games, and it’s not quite as
much fun as Transformed.
DEVELOPER: SEGA TECHNICAL INSTITUTE
RELEASE: 1994
DEVELOPER: SONIC TEAM
RELEASE: 2013
THIRD TIME LUCKY
LOST TO TIME?
SONIC 3
SONIC LOST WORLD
n Sonic’s third adventure may be
essentially only half of what it’s
supposed to be, with the other
half being Sonic & Knuckles, but
it’s still a very high-quality outing
for Sega’s mascot and his yet-tobe-playable rival. It sold well, but
it isn’t as common as the first
two games in the series and hasn’t been reissued since
2010, so demand has pushed the price up a bit. It’s also
the only one of Sonic’s major Mega Drive outings to be
region locked, though you can get around that by locking
on to Sonic & Knuckles. The US version comes in two
forms – the original 1994 release in the usual plastic
case, and a 1997 Mega Hit Series version in a cardboard
box. Both of them seem to fetch similar prices, although
the cardboard version will naturally be more prone to
wear and tear.
n After experiencing success
with Sonic Colours and
Sonic Generations, Sonic
Team decided to take a
different approach for the spiky mascot’s next
appearance. The cylindrical stages reminded
many of Super Mario Galaxy’s awesome globes,
but this experiment was too uneven to match
those glorious heights. This game formed part of
an exclusivity deal between Sega and Nintendo,
so the Wii U has the only home console
version of the game – it did also appear on PC,
and there is a 3DS game of the same name
with different stage designs. The Wii U was
infamously unpopular to begin with and Nintendo
platforms often attract a price premium amongst
collectors, so this could be one to watch in the
future as the platform transitions from being
merely old to being regarded as retro.
£22+
EXPECT TO PAY
EUROPE
£25+
EXPECT TO PAY
USA
£14+
EXPECT TO PAY
USA
£20+
EXPECT TO PAY
JAPAN
£8+ EXPECT TO PAY
JAPAN £13+
EXPECT TO PAY
EUROPE
£10+
EXPECT TO PAY
EUROPE PC
£10+
EXPECT TO PAY
EUROPE VITA
» [PS3] Everybody’s favourite character
Shadow jets around the After Burner
aircraft-carrier stage.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
Network
Adaptor
» PLATFORM: PlayStation 2 » RELEASED: 2001
» COST: £24.99 (launch), £20+ (today, boxed) £10+ (today, unboxed)
W
here Microsoft was enthusiastic about online
gaming with the Xbox and Nintendo was basically
uninterested with the GameCube, Sony’s online
plans for the PS2 were somewhere in between.
The company did throw development resources at online
games, but stopped short of including network hardware in the
console. Instead, players were required to purchase an additional
accessory, which connected to the expansion bay on the rear of
the console. As well as enabling online gaming, this device was
used to facilitate local network play, which had previously been
provided by the iLink port that was present on early PS2 models.
The Network Adaptor also allowed players to connect an IDE
hard disk for storing game patches, and some games used this
function to improve gameplay, for example by installing data
to reduce loading times. The redesigned slim PS2 introduced
in 2004 featured integrated network hardware, eliminating
the need for this accessory, and all official online support was
terminated in 2016. However, the Network Adaptor can still be
used for online gaming thanks to unofficial servers run by fans,
as well as offline multiplayer via LAN, and naturally any games
that used hard disk functions in offline play also still use it.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
RETRO GAMER | 61
PERIPHERAL VISION: NETWORK ADAPTOR
SUPPLIED BY
EVAN
AMOS
Despite being one of the best arcade racers
of all time, OutRun 2006 does have a couple
of flaws and one of them is the lack of a splitscreen mode. While you can’t play it online
these days, you can still enjoy a multiplayer
race as OutRun 2006 supports LAN play for up
to six players. The experience is a bit hardware
intensive, as each player will need a PS2, a
copy of the game, the necessary networking
hardware and of course a TV. Is it worth getting
the kit together? Well, it’s certainly cheaper than
linking multiple arcade cabinets.
ESSENTIAL GAME
OUTRUN 2006:
COAST 2 COAST
■ North American models of the
Network Adaptor features ports for
both dial-up and broadband internet
connections, whereas international
models only support
broadband via Ethernet.
Network
Adaptor fact
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
» PUBLISHER:
FOX INTERACTIVE
» DEVELOPER:
ARGONAUT
SOFTWARE
» RELEASED:
2000
» PLATFORM:
PLAYSTATION
» GENRE:
SURVIVAL HORROR
IN THE
KNOW
The sci-fi movie Alien Resurrection was released in 1997.
The videogame for Sony’s PlayStation, published by Fox Interactive and
developed by Argonaut Software in the UK, started development in
1996 but was not published until 2000. What happened?
Words by Richard Hewison
DEVELOPER
HIGHLIGHTS
STARGLIDER II
SYSTEM: ATARI ST,
AMIGA, PC, MACINTOSH
YEAR: 1988
STAR FOX
SYSTEM: SNES
YEAR: 1993
CROC: LEGEND OF
THE GOBBOS (PICTURED)
SYSTEM: PLAYSTATION,
VARIOUS
YEAR: 1997
62 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
» [PlayStation] Everyone knows that standing close to an alien egg as it opens is a really bad idea.
T
he fourth movie
in the Alien
sci-fi horror
series appeared
in cinemas five and
a half years after the
melancholic Alien 3, and
by the late-Nineties,
several Hollywood film
studios were having a go
at videogame publishing,
rather than licensing their
IP to others. 20th Century
Fox set up Fox Interactive
in 1994, founded by former Time
Warner Interactive executive Ted
Hoff. Over the next nine years, Fox
published nearly 50 titles including
original games as well as TV and
film properties based on Die Hard,
The X-Files and Alien Resurrection.
Working at Fox Interactive in Los
Angeles in the mid-Nineties was
experienced games producer Gary
Sheinwald, who was a close friend
of Jez San, founder of Argonaut
Software in the UK. Started in the
early Eighties from his bedroom,
Jez had developed Argonaut into
a multimillion-pound plc by the
late-Nineties, creating globally
successful games like two Starglider
titles, flight simulator Birds Of Prey
and helping Nintendo to develop
the Super FX GPU for
the SNES console, as
well as the phenomenally
successful Star Fox game
that first used it.
When the idea of a
game based on Alien
Resurrection was first
proposed at Fox, Gary
knew who to recommend.
Argonaut already had
a working relationship
with Fox, thanks to its
multi-platform 3D title
Croc: Legend Of The Gobbos. Most
of the development team that had
recently completed the unrelated
game Alien Odyssey for Philips
Media Inc were moved onto the
official Alien Resurrection game.
At that early stage the team had
little information on the plot, and
so Argonaut used the time to
develop a game engine, employing
a top-down 3D view, similar to the
recent PlayStation release Loaded.
As it happens, that approach
fitted in with early versions of the
screenplay, as Gary recalls. “The
game was initially developed as a
top-down parallax scroller because
the original movie idea was for the
main spacecraft to be like a tower
block in space, on many levels.”
the film’s tone, a major change in
approach was also requested for
Argonaut’s game.
“When Tomb Raider became
a huge hit, the Alien Resurrection
game was changed to a thirdperson action adventure,” Gary
explains pragmatically. That was
all well and good, but the mixed
messages were not helping
Argonaut get a clear vision for
what the publisher wanted, as Jez
elaborates. “What they originally
asked us to do, we did, and then
we all decided to throw it away and
start again from scratch. Originally
it was a top-down Gauntlet meets
Alien Breed game, but then we
went for the third-person shooter.”
The team was not starting
entirely from scratch though.
The 3D engine developed for
Argonaut’s completed Croc:
Legend Of The Gobbos platform
game was used as the launching
point. Building a rudimentary
representation of Sigourney
Weaver as Ripley 8, the main figure
went through various iterations
as development progressed, until
Argonaut had a main character that
was satisfactory. The team then had
to design representations of other
main characters from the movie,
including Christie, Distephano and
Call, for specific levels. The game
continued evolving, with changes
to the inventory system, level
designs and graphics happening
on a regular basis.
» [PlayStation] This early build shows the inventory
system in use. Ripley 8 is certainly well-armed.
» [PlayStation] Another early build image. It shows
Ripley 8, one of several characters you could play.
Near the start of the movie, the audience is introduced to
the crew of the Betty with a glimpse of an arcade videogame
called Atom Zone. Argonaut got to design and write that game,
so it could be used during filming.
“There wasn’t a deal for the game that appeared in the
movie. I’m sure we signed a release, but there wasn’t a
contract, and we didn’t get paid for it,” reveals Jez San. “Gary
Sheinwald insisted we got a screen credit though, which was
all we got. We did quite a bit of work on it, effectively for
free. Originally, we had the whole Atom Zone game playable,
but the director needed a very specific set of occurrences
in the game, and for it to be reproducible on demand. In
the end we captured a demo, so that it wasn’t playable but
was exactly what the director
required.” The fictitious arcade
machine Atom Zone appeared
on-screen for barely ten seconds
in the theatrical version, and the
only in-game footage shown was of a spacecraft exploding in
a ball of fire. However, there was a chance the playable game
might have lived on. “At one point there was talk of bundling
Atom Zone free with the Alien Resurrection game, but that fell
by the wayside due to the enormous effort of creating the main
game,” admits Jez, and whilst the Atom Zone cabinet can be
tantalisingly seen on the Betty level in the finished PlayStation
game, it remains unplayable.
Work began on
the game levels
as a research
and development
exercise, and a
robust top-down
system complete
with a level editor
was in place early on. Argonaut
also got to work on a game
that was to briefly appear in the
film, and that work initially took
precedence over the licensed game
that was to follow. By early 1997,
film production was well underway
in Hollywood, making it the first
Alien movie in the series not to be
made in England.
Back in the UK, armed with
a huge collection of reference
material including 35mm stills, the
top-secret screenplay, production
art, and even some rough VHS
footage, Argonaut could shape its
game more accurately to fit the
movie. However, mirroring the
stylistic changes being made by
the director Jean-Pierre Jeunet to
THE MAKING OF: ALIEN RESURRECTION
Two games for the price of one?
The game was initially
developed as a top-down
parallax scroller…
Gary Sheinwald
» Jez San founded Argonaut
Software in the Eighties and
received an OBE in 2002.
RETRO GAMER | 63
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
Unfortunately, all these
changes meant that development
continued throughout 1997 and
1998, long after the film had
departed cinemas, and various
developers came and went at
different stages of the project. The
general feeling of disappointment
over the film dampened
enthusiasm, but Argonaut
remained committed to doing as
professional a job as it could.
E
arly versions of the Tomb
Raider-style version
included the ability to
switch to a first-person
view by pressing and holding
a shoulder button on the
PlayStation controller. The player
could look around by moving the
person was so you could have
stuff jump out at you, which felt
more, well, Alien-like.” Indeed,
the 3D world employed for the
third-person view was the same
as what the player saw from
that first-person perspective in
the finally released game.
Unfortunately, the change
to first-person led to some
levels from earlier drafts of
the screenplay, including the
hydroponics and hospital sections,
being removed. Initially, if the player
was impregnated by a Facehugger,
the idea was to speedrun to the
nearest medical bay to get the
embryonic alien removed before it
was too late. That idea was ditched
in favour of the portable autodoc
unit, which did the surgery in situ.
Development sailed through 1999
and despite PR from Fox Interactive
that promised a release in Fall 1999
for PlayStation and Windows 95/98,
Alien Resurrection managed to miss
the domestic DVD and home video
releases as well as the promised
Fall 1999 release date.
Argonaut’s Alien Resurrection
PlayStation game was finally
completed in summer 2000 and
was published in the run up to
Christmas that year. However,
neither the Windows 95/98 PC
version nor the intended Sega
Saturn version were ever finished,
let alone released.
The final version featured
ten expansive levels and four
characters to switch between as
the player made progress. Levels
were mission-based, involving
releasing overheating escape pods,
killing all the previous failed Ripley
clones, battling Facehuggers, alien
warriors, military soldiers, an alien
queen, the albino Newborn and
ultimately escaping the USM Auriga
in the Betty and blowing everything
up in the process. One level
included swimming, simulating the
underwater scenes from the movie,
and echoing the swimming sections
of the first Tomb Raider game.
Specially recorded speech from
actor Steven Gilborn, who voiced
the main computer system called
Father in the movie, was included.
Short snatches of speech were
recorded by other soundalike
actors, but whilst they were
included in development versions,
most of the speech was removed
from the final release, other than
their grunts and groans in reaction
to injury during the game.
Inevitably, the length of time
taken by Argonaut to get the game
finished took its toll. The severely
extended development period, and
the poor box office performance of
the movie had a knock-on effect on
people’s appetite to play the official
MASTER THE CONTROLS
■ Getting familiar with the control system
is essential. Choose between one or two
controllers, with the option to use a PlayStation
mouse in one hand and a DualShock controller
in the other. With just one controller, use the left
stick to move and the right stick to look around.
FACING THE HUGGERS
■ You hear the scuttling and the whiplashing
tails as the Facehuggers approach before you
see them. Sometimes the best way to defeat
them before they latch onto your face is to
switch to crouching mode, so you are nearer the
ground, then shoot them down at their own level.
CLIMBING DOWN WALLS
■ Fully grown aliens love nothing more than
climbing walls and ceilings and then dropping
down behind you just before they start their
attack. If you hear an alien and you start taking
damage, run forward and swing around to face
your attacker, firing as you go.
NOWHERE TO GO
■ If you think you’ve explored an entire level, but
you can’t find anywhere else to go, remember
that you can crouch low and crawl through open
vents, assuming there is one. Vents usually give
you access to unreachable areas you might have
glimpsed earlier in the level.
» [PlayStation] Many locations from the movie, including the Betty spacecraft, were rendered in 3D for the player to explore.
How to survive Argonaut’s game
left stick at the same time, but
they could not move the current
character in that view. Later, a
section where the player had
to crawl through air vents was
added, temporarily switching to
a first-person perspective that
did allow for movement, and the
effectiveness of that approach
became instantly apparent. The
claustrophobic environment, and
the anticipation of not seeing what
was around the corner resulted in
the entire game being switched to
that view permanently.
“Technically the new perspective
wasn’t a huge change as we had a
very general-purpose 3D engine,
so the changes were mostly in the
level designs,” explains Jez. “I think
the main decision to move it to first64 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
game. Also, the original PlayStation
console’s popularity was starting to
fade, due in part to the emergence
of the brand-new PlayStation 2
console, which debuted at the
same time as the Alien Resurrection
game was published.
You could argue that the odds
were already stacked against the
project. Alien Resurrection was not
the first licensed Alien game, and
it was not the first Alien game to
employ that first-person viewpoint
either. Back in 1986, Activision
UK’s 8-bit game based on Aliens
was from the rudimentary
viewpoint of the player being in
the locations. In 1994, Rebellion
employed that view for its Alien
Vs Predator game for the Atari
Jaguar and its later Aliens Vs
Predator game for the IBM PC
released in 1999 to great acclaim,
which somewhat stole Alien
Resurrection’s thunder. That
game had much more variety,
a multiplayer mode and was
closer in feel to the more popular
Aliens movie that was released
in the mid-Eighties. Even earlier,
Probe Software unleashed Alien
Trilogy for the Sega Saturn, Sony
PlayStation and IBM PC in 1996.
That game also employed the firstperson viewpoint that Argonaut’s
game eventually employed.
H
owever, the game that
Argonaut finally produced
was technically superb.
Looking at it cold,
most people would assume the
game was running on the new
PlayStation 2. Alien Resurrection
utilised the SCPH 1200 DualShock
controller to great effect, allowing
the player to move with the left
stick and look around the 3D
environment using the right stick.
Pun definitely intended, that control
system was alien to most people,
and they initially struggled with
it. The game was also one of the
few to support the PlayStation
mouse controller, which gave the
player a much finer method for
looking around in the first-person
perspective, aiming and shooting
their weapons and using items they
encounter throughout the game,
like interacting with security panels,
buttons, wheels and so on.
Looking back at the experience
over two decades later, Alien
Resurrection is not a project Jez
recalls with much fondness. His
personal involvement might
have been at arm’s length, but
the game’s elongated gestation
period was part of a chain reaction
that had dire consequences for
Argonaut. “The whole Alien game
turned out to be a horrendous
abortion. The changes we made
were for the betterment of the
game, but it caused huge delays
that cost us a fortune that we
never earned back.”
“Alien Resurrection was just
one of a few film licence games
we had in development at Fox,”
Technically the new perspective
wasn’t a huge change as we had a
very general-purpose 3D engine…
Jez San
SHORT BURSTS
■ Weapons and ammo are not in bountiful
supply in the game, so when you get some, make
sure you use them sparingly. Short, controlled
bursts for rapid fire weapons like the pulse rifle
will ensure you don’t run out too quickly. Look
out for dropped ammo near dead bodies.
» [PlayStation] In one of the missions you have to swim to escape the marauding aliens, just like in the movie.
THE MAKING OF: ALIEN RESURRECTION
» [PlayStation] Being attacked by a Facehugger gave the
player limited time to find and activate an autodoc unit.
» [PlayStation] As in the film, the concluding level of the
game pitched Ripley 8 against the albino Newborn.
admits Gary. “It was problematic
and very late due to being
rebooted twice. The result though
was a decent first-person shooter
on the PlayStation, which I feel
paved the way for other similar
games on consoles using the
DualShock sticks.”
Alien Resurrection on the
PlayStation is a good example of
developers squeezing every last
ounce out of the hardware, at a
point where many developers were
already shifting their focus onto the
PlayStation 2 and other next-gen
consoles. The game looked and
sounded great, offered plenty of
challenging levels to explore, and
had tons of atmosphere, which is
really all you could want from an
Alien game. It is true that some
people found the control system
difficult, and that it could have
done with a multiplayer mode,
but it is an under-appreciated
PlayStation first-person survival
horror game that deserved more
success than it got.
RETRO GAMER | 65
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» PLAYSTATION » 1998 » IREM
While I’ll always maintain that the
Saturn was pretty much untouchable
when it came to great shoot-’emups, that statement is doing Sony’s
PlayStation something of a disservice.
Granted, Sega’s console has some incredible exclusives,
but the PlayStation’s list isn’t that shabby either and I
picked up a fair few of them during the 2020 lockdown.
One of my purchases from that period was R-Type
Delta and I remember putting quite a lot of time into it
along with the equally brilliant G-Darius. I think one of
the strengths of Irem’s game is that it doesn’t attempt
to break the mould and it offers you an experience that’s
largely similar to what you would have played before.
Granted, you’ve now got a selection of different
ships to choose from which feature new funky Force
configurations and there’s a new Dose mechanic which
lets you absorb bullets to unleash a powerful Delta
Attack, but otherwise this is very much the R-Type you
played in the arcades back in 1987 (or on Sony’s console
if you had picked up R-Types which had been released
earlier in the same year as R-Type Delta).
While it had interesting combat mechanics and
distinctive new polygon designs, it was still easy to
instantly see it was R-Type and it became even more
obvious as you got deeper into the game, as the
developers revisited earlier triumphs from the 1987
original, including the gargantuan mother ship that went
on to influence countless other shoot-’em-ups.
My favourite call back to the original R-Type however
is when you encounter Subkeratom on the penultimate
stage of the game. The level itself is a tough slog through
the Space Corps’ headquarters which has now been
overrun by the Bydo. In addition to negotiating tight
passageways and a general cramped playing area you
also have to deal with some deadly enemies and your
own infected teammates.
The level culminates in a showdown with Subkeratom,
a new deadly form of the Dobkeratops you first met
in R-Type. It’s a terrifying, but somehow comforting
encounter and an interesting juxtaposition between
R-Type’s past and future. Needless to say the two R-Type
Final games that followed many years later walked a
similar tightrope between newness and nostalgia, but
Delta did it first and it did a damn fine job as well.
» RETROREVIVAL
DIFFERENT, BUT FAMILIAR
R-Type Delta
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THE HISTORY OF
WORDS BY
ADAM BARNES
THE PS2 HAD HUNDREDS OF
EXTREME OR ZANY SPORTS
TITLES TO CHOOSE FROM,
BUT ONLY A FEW MANAGED
TO ACHIEVE THE SAME LEVEL
OF RECOGNITION AS SSX.
WE EXPLORE THE ‘PEAK’ OF
SSX’S CAREER AND HOW THE
GAME TOOK THE WORLD BY
(SNOW) STORM…
» [PS2] Even the original game knew that big jumps, scary drops
and a chance to score huge trick points was a selling point.
68 | RETRO GAMER
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THE HISTORY OF: SSX
E
ver since Horace booked his allinclusive trip to a mountainous
resort in the Alps, videogames
have had a constant relationship
with winter sports. From skiing
and hockey to figure skating and snowmobile
races, gaming has done it all. But no winter
sport has been more represented virtually than
snowboarding, which has consistently beaten out
the otherwise more popular sport of skiing as the
number one winter sport for gaming. And when it
comes to snowboard games, few names have the
same reputation and adoration as SSX, which first
landed into stardom alongside the North American
launch of the PS2 in October 2000.
“It was actually the reason I was at EA,” says
Scott Henshaw, “I hadn’t been working in games
at all.” Scott was about to be a father of twins at
the time, so it became apparent that his current
job – which had him spending alternating weeks
in Silicon Valley – wasn’t going to be suitable for
helping to raise his two kids back in Vancouver.
“Distinctive Software had just been bought by
Electronic Arts,” he recalls, “they were about
250 people and growing.” Through a friend of
a friend, Scott managed to find himself at the
newly renamed EA Canada and offered a position
without any details except to say it was a new
IP. “There were a couple of guys there, and the
producer Larry LaPierre was there, and we just
started on a recruiting rampage, and we ramped
up the first 20-odd people. It was a startup
mentality back then, we had space that we were
renting in a building. There was no big EA Campus
or anything, it was a bunch of guys who put
together a bunch of games and just got bought out
by EA and so there was money to do things but
nothing fancy. We’d expand into a space and we’d
have a contractor come in and saw a door opening
from one area to another, and we were laying
network cables on the weekend ourselves.”
The game that would go on to be called SSX
had already been sold as a concept, however, but it
just needed someone to get it off the ground. “The
idea really came from the exec producer, Steve
Rechtschaffner,” continues Scott. “He had done
this boardercross event thing from his background,
he was an ex-US ski team guy, he was a marketing
guy through and through and he had sold it to the
company – it was a big pitch he did. So he was
committed at that point, but didn’t know how to do
it. So he got Larry and I involved.”
In between recruiting, setting up desks
and buying office necessities with the new
EA-funded credit card, Scott and Larry’s work
was to set up the design of what the game
was going to be. This essentially came down
to one question: is it going to be a racing game
or a trick game? “We had a couple of influences
that we were playing from, you know, you do
your research so you go and find as many things
that are close or similar. We went and grabbed
1080º Snowboarding, we were looking at anything
at all that’s similar and trying to identify the
SSX Blur
Since it was released on the Nintendo Wii at a time when
everyone was still trying to crack Nintendo’s motion controlbased console, you can probably assume how SSX Blur turned
out. The game itself features a lot of copy-and-paste content
from previous games, all affixed to slightly awkward motion
controls. The gimmick here was the use of the Wiimote to
draw a specific shape on the screen to activate an Uber
Trick, though the option to fling snowballs at opponents
was a humorous little addition. The problem wasn’t that
it was necessarily a bad game, just that its developers hadn’t
yet learnt what worked on Wii, and in that sense it couldn’t
really offer anything new or novel that the series hadn’t
already done better previously.
SSX (2012)
Controversially, the 2012 reboot of SSX was originally
announced as SSX: Deadly Descents alongside a very dramatic
CG trailer that fans likened to Call Of Duty. The team needed
to do some backtracking somewhat to maintain the hype, and
that’s likely why Tricky mode returned. However, the ghost of
that darker vision lived on in the game, with stages that weren’t
about racing or tricking but rather surviving avalanches,
darkness or freezing temperatures. Overall it was a solid
experience even if it did lose a lot of the tone that players loved
about the series. The always-online world of gaming was better
suited to the time trial and score attack-based stages, though,
since it meant there was a constant stream of new challenges
from friends and online leaderboards.
SSX BEYOND PS2
WHAT HAPPENED TO SSX NEXT?
» [PS2] Much like Mario Kart’s boosted start, SSX
came with its own way of starting each race ahead
of the pack that added some early drama.
RETRO GAMER | 69
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thing that was going to make us feel a little bit
unique.” But the game that had the biggest impact
on the direction for SSX was in fact the arcade
racing game San Francisco Rush: Extreme Racing.
“Larry and I both loved the game, and Steve
Rechtschaffner was pretty impulsive with this stuff
and he went and found a couple of cabinets linked
and put them in the basement,” explains Scott.
“So Larry and I spent a significant amount of time
just playing, dissecting and going through SF: Rush
in every aspect.” This led to SSX leaning more
towards the racing side of snowboarding with
more exaggerated race courses. The prototype
was created with that initial team of 20-25
staff members, and interest in the game
began to grow internally. “Normally games
would take about a year to make, we took
significantly longer,” admits Scott. “Part
of that was attributed to the fact that
once we started to build the prototype,
the company guys were starting to
think, ‘Well, we want to launch this as a
launch title somewhere.’”
E
A’s position around the turn
of the millennium was already
significant, not in the least
thanks to new non-sports
hits like Need For Speed and
Medal Of Honor. “Don Mattrick and
company were constantly talking to game
companies about how they could help
support and grow,” says Scott, suggesting
that with a new generation of consoles on the
horizon, EA was ready to start preparing for
a new console launch. “Long-story short, the
Dreamcast guys were making a good push and
Microsoft got involved to build their operating
system, and we thought, ‘OK, this is going to
make a good splash, we’ll do a better job with
the game because it’ll be a launch title.’ And
then Microsoft pulled their bait and switch,
so basically Microsoft built the operating
system and then about three months
before they launched the Dreamcast,
Microsoft pulled out completely.” With
the potential of the Dreamcast now
1080º
SNOWBOARDING
Like Cool Boarders, this is the granddaddy
of modern snowboarding games. It
released on N64 in 1998 and practically
every snowboarding or skiing game since
has looked to this classic for reference,
and understandably so. Even now 1080º is
looked back on fondly, arguably even more
so than SSX Tricky.
AMPED: FREESTYLE
SNOWBOARDING
Launching exclusively on Xbox a year
after the original SSX and running through
to Amped 3 in 2006, this series was
Microsoft’s attempt to tap into the extreme
sports genre that was all the rage thanks
to Tony Hawk’s Pro Skater. Its focus was
more on tricks instead of racing and it gave
you various tasks as you tackled the huge
mountains. Sadly, it never garnered the
recognition it deserved. [It’s great - Ed]
SHAUN WHITE
SNOWBOARDING
Activision had previously tried to leverage
a popular snowboarder for its own attempt
at a snowboarding title, but it was Ubisoft
that snapped up superstar boarder Shaun
White for this 2008 release. It had nothing
on SSX, however, and ultimately was more
known for its silly Wii Balance Board
controls than for its core gameplay.
EVOLUTION
SNOWBOARDING
Every major publisher tried its hand at
breaking SSX, including Konami who used
its previous Evolution Skateboarding brand
with a snowy rendition. The difference
here was more Road Rage-style combat as
you hurtle down the mountain, which could
have been fun if not for the fact that it was
just a bad game.
TONY HAWK’S
PRO SKATER
OK, so the board might be different but
there’s no denying that Tony Hawk’s really
set something rolling after the release of
Pro Skater. While the two weren’t directly
similar, they were competing for the same
audience at a time where more and more
innovation was needed to maintain steady
consecutive success.
PISTE
LEAVING THE
COMPETITION
THE RIVALS SSX WAS UP AGAINST
» [PS2] Random fireworks and glorious, mountainous vistas
might not be necessary, but they add to the thrill that is SSX.
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THE HISTORY OF: SSX
hanging in the balance, Don Mattrick decided to
speak with Sony – only to learn that the PS2 was
on the way. “They said, ‘Why don’t we get you
one?’ And they did, I had a hand-soldered PS2
sitting on my desk that took three months to get
through customs because they thought it was a
missile guidance system.”
Initially the project was planned for the
Japanese launch of the PS2 in March 2000, and
this meant the team needed to work exhaustive
hours to reach the expected deadline. This wasn’t
helped, of course, by the technical challenges
that would be faced. Despite being on a new
generation of hardware, there were still restrictions
that were in place if SSX was going to truly sell
its fast-paced, extreme winter sports experience.
“Part of the problem is that ski hills are generally
no more than 45 degrees in slope, and at 45
degrees no amount of tuning is going to make
things feel fast and exciting,” explains Scott. “And
the team next to us was the Need For Speed
team, and with them we had a few conversations
and they showed us myriad camera tricks to play.
Things like when you accelerate, the camera gets
closer to the player and falls behind.” But there
were still hard limits to the hardware, too, ones
that severely restricted the game’s design.
The main problem was that the game just
didn’t feel fast enough, but luckily the solution
was surprisingly simpler than anything the Need
For Speed guys could have offered. “One artist
stayed late one day, took the whole world and
tipped it up,” says Scott. “We had kept insisting
on having to be close to realism because we’re
doing everything based on physics, but we played
it the next day and it felt great. He said, ‘I took the
world and tipped it up at 70 degrees and I tipped
the trees out so it only looks like 45 degrees.’ It’s
just simple art, creative-brain thinking.”
» [PS2] “It’s tricky to rock a rhyme, to rock a rhyme that’s right on time. It’s tricky… it’s tricky.” There you go, now you can’t get it out of your head either
Just as the team were ready to ship, however,
EA decided that the Japanese launch perhaps
wasn’t going to cut it after all, and so the deadline
was moved to October meaning another six
months of gruelling crunch. With the internal
politics of EA pushing against SSX, it was an
opportunity for the new EA Canada to raise the
bar for its quality – even if it did mean ultimately
leading to burnout among team members. They
were passionate about doing something new
and exciting, and were willing to do it – but it
had big effects on morale. The reward, then,
was its release, which was met with unanimous
praise for its smooth, slick gameplay, the equal
reliance on both tricking and racing and the unique
dynamic audio functionality – which had the
music’s intensity scale up or down depending on
the player’s performance. “So when the first one
launched and seemed to be relatively successful,
they asked us if we would like to do another,” says
Scott. “We had a really burned-out team, but we
had a little bit of success to build on and so we
had to make some choices. So we said, ‘Yeah
we’ll do it, but we’ll do it in a shorter time
frame, with more people and here’s some
conditions under what we want to work.’”
C
omparatively, the sequel
was much easier. From
a design standpoint, Larry
and Steve had kept note
of all the features that they
had to cut, even despite the additional six
months of development. “We were working
from a position where we already knew what
we were gonna build,” recalls Scott, “because
it was all the stuff that we’d already left off the
end.” Now the team had an opportunity to build
the true edition of the game that they had
» [PS2] Despite being the exact
same engine as the original,
Tricky still managed to up its
game in terms of visual fidelity.
» [PS2] All but two of the stages were copied over from the original game, though Tricky
remixed them to add in new shortcuts or level design elements.
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TOKYO MEGAPLEX
n Arguably the most iconic level of the series, Tokyo Megaplex
is a crazy, quirky design that shuns most of SSX’s previous
level design in favour of something quite outrageous. Based on
a pinball-machine design, this level starts by flinging you high
into the air and then tasks you with evading flippers, blockers
and bumpers all while tricking and boosting.
MERCURY CITY MELTDOWN
n Riding through a neon-lit city is automatically a novel
experience, but the design of this stage made it immediately
popular with a good range of shortcuts to look for and routes
to practice. This stage would later get incorporated into
something very familiar in SSX3, as well, proving it was a
solid idea to include.
ALOHA ICE JAM
n With the warm Hawaiian climate, it’s perhaps no surprise
that Aloha Ice Jam features prominent water pipes and
flowing streams (which slightly boost your speed) as course
features. It’s a particularly good level because it’s more open
than most, meaning there’s a lot to explore – especially with
the number of shortcuts you can find.
LEVELLING UP VELLING UPA LOOK AT THE BEST SSX LEVELS
wanted to make, with the added benefit of
hindsight and player feedback. “I would say the
biggest feedback we got was the mix of tricks
versus racing,” says Scott. “We had stumbled
across that in the first game, but not elaborated
on it. But more people enjoyed the tricks than we
had anticipated.” As a result, for the second game
tricking was “going to be the upsell”, and thus
SSX Tricky was born.
This time around the development was not
so convoluted. The engine had already been
built with the previous game, the team mostly
knew what it needed to make and now the
pressure of fitting into a launch window was
gone. The team had ballooned in size, too, from
its original 25 to a new 60-odd team, with the
former developers acting as the experts to
those new juniors. As a result, the entire thing
was complete in only eight months – versus the
original’s two years. “The attitude on the team
was very much more – I wouldn’t say relaxed
– but there wasn’t the pressure of having to
prove yourself. We had a little bit of time and
space to do the things we wanted to do, we’re
not going to reinvent everything.” The goal was
instead to refine the overall experience, improve
what needed work, add what the team had to
remove during development of the first game
was abundantly clear that open-world gaming was
where the PS2 was taking gaming, and SSX had
to follow suit. “We tore SSX Tricky apart,” says
Scott, “What are all the things that are painful?
Broken? Not fun? Restrictive? We were starting
to recognise that we were being very old school
and restrictive in what we let players do and when
we let them do it. And so we wanted to open that
world up a little bit, and it wasn’t just the world but
also in terms of the way the characters worked,
and the animations and the physics needed to feel
smoother and more natural.”
The development was a little longer this time
around, with SSX3 releasing in October 2003
across a number of platforms. The move to
an open world was significant, but other areas
were improved too. The Uber Trick system was
enhanced to allow for multiple stages – rewarding
those who could maintain a steady flow of tricks
– while the visuals were also given an upgrade.
“I think Tricky was the one that hit the nerve of
the feedback loop between tricking to go faster,”
says Scott. “SSX3 delivered better on it – it was
smoother and a better technological system.” The
PS2 version even came with a fairly robust online
multiplayer mode, though like so many online
console games of the era it didn’t really get the
attention that EA might have wanted.
and ultimately create a game that could cement
SSX as a franchise to build on, rather than a onehit wonder. Released in November 2001, SSX
Tricky was more of a remix of the original game
(there were only two completely new levels),
but came with a much higher level of production.
The graphics were improved, an all-star cast was
brought in to voice the different characters and
of course the iconic addition of Run DMC’s It’s
Tricky just helped to add to the vibe of barrelling
down a mountain tricking all the way. The latter
was especially important for the big new feature:
Uber Tricks, which could be executed once a
meter was filled and if they were landed would
result in a short burst of unlimited speed boosts.
T
o this day Tricky is considered to
be the best in the series, despite
the improvements that came
afterwards. However, this isn’t a
sentiment that Scott shares. “I would
say to go back and play it again. There is this
perception that old was better and good, but it’s
not until you get your hands on it that you go,
‘Well, there are issues… and we can do better.’”
The same happened with the third game in the
series, which this time was a bit more of an
overhaul than Tricky had been. For one thing, it
» [PS2] Tricking in SSX 3 was considerably enhanced, not
only making it easier to do but also making it feel a lot more
rewarding and impactful.
» [PS2] SSX 3 was the debut for DJ Atomica, the fictional
radio host that was present in a number of EA games –
including Burnout Paradise.
» [PS2] Weather effects in SSX 3 accompanied specific
parts of the map, and were a precursor to the ‘Deadly
Descents’ stuff in the 2012 game.
» [PS2] Riding a full peak in SSX 3 meant starting at the
dangerous mountainous areas at the top, down to the
pistes and the groomed trick parks at the bottom.
LEVELLING UP
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THE HISTORY OF: SSX
D
espite the reputation that has
since followed SSX Tricky,
SSX3 was the series’ biggest
success commercially and
critically. It lost some of the
colourful style of Tricky, but overall it was a way
more modern and slick approach to the core
gameplay that had been set in the preceding two
games. During this time, however, a new general
manager came into EA Canada, and through that
there was a good deal of shifts within teams as
they repositioned staff based on where their skills
lay. With EA Canada now a significant branch of
the Electronic Arts machine, a number of projects
needed help getting off the ground. Scott was
called on to handle these, to repeat his successes
in building new IPs, and he explains that the
veteran core team behind SSX was ultimately
moved away from the franchise. “You get a trust
with a certain group and that just drives it,” says
Scott of how he ended up bringing the team
away from SSX and over onto other projects,
including the innovative Skate.
There was still an opportunity for one more
SSX game on PS2, however, and without the
passion of that veteran team, it lost some of
that magic. SSX On Tour introduced custom
characters for the first time and focused on
giving the player agency over who they
played as. There was no online mode in
favour of a stronger single-player, as well as a
controversial sketch book-esque art style that
did not sit well with fans. Like so many sports
games of the time, On Tour was about building
up the player character’s fame to become the
number one snowboarding (or skiing, which was
a new addition) legend. Though SSX On Tour
was received well when it released in October
2005, it was not nearly as popular as the previous
two games, ultimately making the final release
on PS2 more wet snow than powder day. Even
so, the series as a whole may well have peaked
on PS2, likely in part due to the determination
of that dedicated team, “It was just a matter of
passionate people dumping hours into it,” says
Scott of the original team. “It did gel that group
together. So much so that Steve Rechtschaffner
held a reunion in 2020, 20 years later, and 23 or
the original 25 people showed up, we’re all still
working games, we’re all still in the same city.”
UNTRACKED
n By the standards of what makes a ‘good’ SSX level,
Untracked fails to meet any expectation. However, this is a
completely track-free stage without goals or direction and is
unlocked when completing SSX or SSX Tricky, making it the
only time those games offered the feeling of freedom when
riding out powder-covered back country.
ALASKA
n The dramatic scenery of this stage – which was one of
the two all-new levels added in SSX Tricky – really makes
this memorable as you careen between tall rocky valleys,
giant ice spikes and through ice-covered caves, and do
some incredible jumps too. It’s another interesting course
that is open to plenty of deep exploration.
» [PS2] On Tour came with a much greater variety to its levels with more specific challenges and tasks
beyond just racing to first place.
» [PS2] Uber Tricks were replaced with Monster Tricks in SSX:
On Tour. They functioned exactly the same way, however.
» [PS2] On Tour introduced additional boarders who
populated the slopes as a way to score easy bonus
points not unlike Burnout‘s own ‘Close Call’ feature.
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74 | RETRO GAMER
W
hile a certain
moustachioed
plumber may have
established the basic
tenets of platforming in 3D, it
was the handful of plucky heroes
that followed who helped solidify
the new genre’s staying power.
Sony’s need to compete against
Nintendo (and offer PlayStation
owners an appropriate rival to Super
Mario 64) spurred much invention and
development ingenuity, until eventually
Naughty Dog’s Crash Bandicoot and
Insomniac’s Spyro The Dragon were born out of
a joint publishing deal with Universal Interactive.
Both characters seemed purposely engineered
to engage younger audiences, quickly garnering
the status of PlayStation ‘mascot’ by offering up
their own brand of colourful worlds to explore
and jump through. They differed significantly from
Mario, though, by touting a lot more attitude than
what Nintendo would ever dare attempt.
Fast forward to the early Noughties, and the
jump to a totally new console generation was
seen by Universal as a good excuse to have
Crash and Spyro go multi-platform. After all, both
icons received celebrated trilogies on the original
PlayStation. Surely they would be able to do it
again elsewhere? In reality, the two unfortunately
struggled to rouse quite the same level of
excitement as they did before.
The likes of Traveller’s Tales and Digital Eclipse
released decent enough series entries, true, but
nothing ever came close to the quality of, say,
Crash Bandicoot 2: Cortex Strikes Back or Spyro:
Year Of The Dragon. Thus a plan was hatched to
try and make both franchises jump for critical and
commercial joy once more.
“We had already done two handheld sidescrolling Crash Bandicoot titles at that point, so
having us work on a third game seemed a safe
bet,” recalls Jonathan (Jonny) Russell, one of
the lead programmers at Vicarious Visions circa
AFTER BOTH DOMINATING THE LATE-NINETIES WITH TRILOGIES ON SONY’S PLAYSTATION,
TWO ICONS CAME TOGETHER FOR THE ULTIMATE CROSSOVER. ALMOST TWO DECADES ON,
HERE’S HOW CRASH AND SPYRO’S HANDHELD TEAM-UP ADVENTURE CAME TO BE
WORDS BY AARON POTTER
2003. Having just finished up work
on Crash: Nitro Kart, recently renamed
publisher Vivendi Universal, floated the
idea of potentially crossing over the
orange bandicoot and purple dragon’s
two worlds to the team. Initially, the
plan was for Jonny and co to just
make another standard Crash sequel,
following up Crash Bandicoot: The
Huge Adventure or N-Tranced to cap off
its trilogy on the Game Boy Advance.
Vivendi, however, had other plans.
“It was Vivendi’s idea for us to
also do a Spyro game, that could be
a companion SKU [Stock Keeping Unit],” Jonny
explains. Spyro had previously been in isometric
games on handheld at a different studio, so the
idea of having the two meet on the still flourishing
GBA didn’t seem out of the question. Having it
occur on a handheld instead of a home console,
Jonny reveals, would also “be cheaper to produce
because one studio could handle both duties”.
However, it was another high-flying Nintendo
» PUBLISHER:
VIVENDI
UNIVERSAL
» DEVELOPER:
VICARIOUS
VISIONS
» RELEASED:
2004
» PLATFORM:
GBA
» GENRE:
PLATFORMER/
MINIGAMES
IN THE
KNOW
CRASH BANDICOOT:
THE HUGE ADVENTURE
SYSTEM: GBA
YEAR: 2002
CRASH NITRO KART
(PICTURED)
SYSTEM: GBA, VARIOUS
YEAR: 2003
SKYLANDERS:
SPYRO’S ADVENTURE
SYSTEM: 3DS
YEAR: 2011
DEVELOPER
HIGHLIGHTS
» [GBA] Neo Cortex and
Ripto’s dastardly plan involves
disguising minions as versions
of Crash and Spyro, turning
them against one another.
» [GBA] Vicarious Visions was able to leverage existing art assets from
its previous GBA games to inform Crash’s hub world exploration.
» Jonny Russell is credited as coprogrammer on both games, but
mostly oversaw Crash Fusion.
THE MAKING OF
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THE MAKING OF: CRASH BANDICOOT FUSION & SPYRO FUSION
RETRO GAMER | 75
franchise that also served as inspiration behind
the decision. “I know that they were probably
hoping to duplicate the dual SKU success of
Pokémon,” he says. In some ways, the project
started out life even more ambitiously because
“unlike Pokémon the two games we made were
mostly unique and did not share many assets”.
B
efore you knew it, Vicarious Visions
split into separate teams and
development was started on two
platforming-inspired minigame
collections that would later become known
as Crash Bandicoot Fusion and Spyro Orange.
A basic story was penned for Crash Bandicoot
Purple: Ripto’s Rampage and Spyro Orange: The
Cortex Conspiracy, as they were known in the
US, which saw the titular enemies from both
respective franchises team up in the effort to
finally defeat our much beloved heroes for good.
And true, while any proper narrative complexity
would largely be hampered
by the strict hardware
limitations, the basic plot
– in which portals from
the two universes begin to
bleed on into one another –
did well to make each game
genuinely feel like individual halves of the same
whole. Only by playing both stories would players
understand all that was happening.
Spyro and Crash were known for their
platforming prowess, so why go the minigame
collection route for such an ambitious crossover?
Vicarious Visions and Vivendi thought it an
ideal approach when wanting to create a strong
sense of connectivity between the two games,
in a way that wouldn’t lose the essence of
either. Especially since, while both franchises
had already successfully made the transition to
handheld, Spyro in particular required a drastically
different design approach to what had come
before. Vicarious Visions, therefore, pulled from
its most recent experience developing handheld
Crash games to try and make up for the time
needed to make the purple dragon work.
Speaking to the previous Crash Bandicoot titles
on Game Boy Advance, “It helped a lot because
we had those established games to work off of
to hit the ground running”,
recalls Jonny. No such
access existed for the other
lead character, however.
“Spyro had to start from
scratch, as it was the first
time he had been in a
side-scrolling game, so we had to work out the
size of the character, handling, etc without a lot
of previously done work to fall back on.” Nailing
what Spyro would feel like on a 2D plane was
a crucial element to get right because, when
not engaging in the likes of racing, dodging and
platforming challenges that make up the bulk of
both titles, Spyro and Crash both needed to move
around their unique hub worlds naturally.
Vicarious Visions ultimately managed to find
the perfect middle ground. Crash Bandicoot, as
mentioned, remained largely unchanged when
moving from minigame to minigame, collecting
» [GBA] Crash’s closest bodybuilding confidant, Crunch Bandicoot, turns
up in a weightlifting minigame. How fast can you tap that A button?
» [GBA] Both games see Crash and Spyro’s cast of ancillary
characters pop up every now and then to impart useful advice.
JONNY RUSSELL
“IT WAS VIVENDI’S
IDEA FOR US TO ALSO
DO A SPYRO GAME”
TRADING
PLACES
GATHER CARDS IN A ‘COLLECT THEM
ALL’ CROSSOVER ADVENTURE
n Since Crash Fusion and Spyro Fusion
were highly inspired by Pokémon‘s dual
release strategy, it made sense to Vivendi
and Vicarious Visions to also capitalise
on the idea of trading. This came in the
form of collectible character cards littered
throughout both adventures, with certain
cards remaining exclusive to each game.
Cards were given a specific rarity depending
on the calibre of character they presented.
Crash and Spyro, for instance, were given
the highest value, while simple grunt
enemies were made the most common.
The main way you collect cards in-game is
by completing minigames naturally, though
certain ones were also sprinkled in award
positions in each hub world.
Aside from that, you could also visit
one of Moneybags’ shops to either buy a
random card outright using any gathered
gems or Wumpa Fruit, or try your luck on
his wheel spin minigame. The trading cards
were a good idea to promote crossplay
between characters, yet they don’t really
serve a higher function outside of their
core collectible aspect. Unless you were
a die-hard Crash/Spyro fan or devout
completionist, therefore, the trading cards
had only limited use. They weren’t quite as
addictive as pocket creatures you can battle.
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76 | RETRO GAMER
the Wumpa Fruits
needed to unlock more
levels while spinning and
jumping to defeat enemies.
“Because our characters
were sprites,” Jonny
remembers, “we could reuse a lot of the sprite
animations. On the art side, I know our artists
pushed for greater fidelity in backgrounds from
the previous games.” Spyro eventually handled
much the same as the manic marsupial outside of
minigames. He was now controllable from a side
view though still equipped with recognisable skills
like fire breathing and his trademark air glide.
T
he next major challenge was to make
the dozens of minigames featured in
Crash Bandicoot Fusion and Spyro
Fusion fun and engaging. Again, Crash
Bandicoot had a bit of a leg up in this department,
largely because those early PlayStation games
of his offered a good mix of gameplay styles.
For instance, one
level might see him
barrelling down a
track on a motorcycle,
while another may
task players to guide
him underwater in
scuba gear while avoiding
bombs. Spyro The Dragon,
meanwhile, needed the
most retooling out of the
two once more.
“On Crash [Fusion], we
used previous Crash games to mine for ideas
and tried to mash that up with Spyro characters
to get inspiration,” says Jonny. “We had a series
of forced-scrolling levels where we tried to use
familiar previous Crash elements such as polar
bear riding or using a jetpack.” Forced-scrolling
levels, Jonny tells us, had been a particular
favourite style of his since Battletoads. “Other
minigames were based on games from Crash
Bash, such as Ballistix, and a tank minigame that
was also inspired by Atari’s Combat. The Sheep
Stampede minigames were inspired by Tapper,
but instead of serving drinks, Crash was shooting
his Fruit Bazooka at sheep.”
Vicarious Visions soon realised that, as well
as paying tribute to the world and characters of
each eponymous mascot, the minigame collection
format was also just a good excuse to celebrate
wider gaming history. Contemporary players might
not be aware that they were playing a warped
version of Breakout whenever Crash or Spyro
bounce metal balls back at their enemies in the
likes of Blizzard Ball, but it didn’t matter. Providing
Crash still collected fruit
and Spyro hoovered up
gems while surrounded by
familiar friends, everything
in between just needed to
be fun within a bite-sized
format, as each selfcontained minigame was
constructed to offer short
bursts of play suited to the
handheld format.
All told, outside of the
initial design challenges
with Spyro, it wasn’t
CRASHIN’ DOWN THE RIVER
n Highly inspired by the river levels found in the original
Crash Bandicoot trilogy on PlayStation, Crashin’ Down
The River is an excellent translation of the marsupial’s
water-boosting exploits. You must make your way down
a river on a dingy, dodging whirlpools and mines while
knowing when to boost.
TANKS FOR THE MEMORIES
n Both Fusion games have Crash and Spyro enter a
tank to shoot up a storm. Crash’s version, however,
is the more valiant attempt, as players have full
360-degree control over the vehicle. Beating the
minigame involves navigating ill-placed canons and
collecting crates before making it to the end portal.
POLAR EXPRESS
n After making it to the Arctic Cliffs hub world, Crash
Fusion sees the return of Crash’s trusty bear pal Polar.
This time, though, hopping from platform to platform
requires you to master jumping and boosting on a 2D
plane. Collecting all the crates in one attempt will see
you gifted a bonus gem!
JONNY RUSSELL
“MULTIPLAYER HAD A
MUCH LARGER BARRIER
TO ENTRY BACK THEN”
MINIGAME MADNESS THERE ARE DOZENS OF
CREATIVE CHALLENGES
TO KEEP THINGS FRESH
» [GBA] Jonny and his team were inspired by a web-based helicopter game for Crash’s jetpack flying sequences.
» [GBA] Never mind counting sheep, Crash has a hard time to
tame them. But it’s nothing a giant bazooka can’t fix!
» [GBA] Vicarious Visions looked to some of the most classic arcade titles
for inspiration with its minigames, such as this Breakout throwback.
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THE MAKING OF: CRASH BANDICOOT FUSION & SPYRO FUSION
RETRO GAMER | 77
RUMBLE IN THE RAMPARTS
n This type of minigame pops up more than once
across both games, pitting you against an opponent
at the top of your screen who you must knock off by
destroying the platforms beneath them using molotovs.
Initially you face a rival dragon, before defeating Crash
in the first boss fight.
CASTLE CRUISIN’
n Spyro gets behind the wheels of several vehicles during
this crossover journey. One of the most interesting comes
early on in Castle Cruisin’, where you must manoeuvre
a cannon-equipped buggy through spikes, gaps and
dragon foes. From knowing when to jump and fire to the
constantly rolling screen, a lot is asked of you at once.
ALTITUDE ADJUSTMENT
n It wouldn’t be a Spyro The Dragon game without a
fair amount of flying. Thankfully, you get to do plenty of
this from a top-down view, first in a minigame called
Altitude Adjustment. Reaching the end means dodging
sky mines and several electrified gates, using your
flame breath to blast through.
too tricky for Jonny and his team to incorporate
key franchise elements into each minigame or
the handful of hub worlds. “We did our best to
combine familiar characters and settings from both
games,” he says. “In some cases, it was natural,
like adding the sheep (a familiar Spyro element) as
characters that could be fodder. Since crossovers
always have a misunderstanding between the
heroes, we had the cheesy idea of the enemies
wearing masks of our heroes to help facilitate this
miscommunication. We also used characters from
each game franchise in the same way to help link
the two worlds, such as Moneybags from Spyro,
who ran a shop in both games.”
Scene setting aside, publisher Vivendi knew
that it needed another major hook to help inspire
players to link up with friends who had got the
opposite game. Crash Fusion and Spyro Fusion
may have never intended to replicate the creature
collection madness found in Pokémon, but both
games did play into the idea of trading by way
of including collectible cards exclusive to either
game. These cards were earned either through
scoring well in challenges or buying them from
the in-game shop, ranging in rarity from low to
high depending on the character they depicted.
Players could trade back and forth with one
another via the GBA link cable, which Vicarious
Visions implemented to try and achieve that same
‘collect them all’ mentality.
O
utside of each game’s main story
mode, also encouraging players to
link up was the suite of reformatted
Party Mode minigames. “For
multiplayer, we based games on mechanics and
modes in the minigames, such as the bridge
fight and Ballistix, which had a variety of different
modes and could be four players,” says Jonny. He
admits, though, that a lot was asked of players to
set up this joint fun. “Multiplayer had a much larger
barrier to entry back then, since not only did you
need a friend with a GBA and two carts, you had
to have a link cable in order to play. I believe we
did have a stripped-down version of multiplayer
where you only needed one cart though.”
Ultimately, Crash Bandicoot Fusion and Spyro
Fusion received mixed reviews upon release, with
select critics noticing the slightly higher attention
to detail paid towards the former – unsurprising
considering that the ambitious crossover project
originally started out as another Crash Bandicoot
game. Nevertheless, it was hard to deny the thrill
» [GBA] One of the most unique vehicles Spyro gets to drive is a magnet
robot that sees him flip from the top and bottom of the screen.
» [GBA] Before Spyro Fusion, the titular purple dragon had
never been presented from a 2D side-scrolling perspective.
of seeing these two Nineties icons rub shoulders
for the first, and pretty much only time in a full
capacity (although both characters also have
cameos in each other’s games).
If nothing else, both titles proved that Vicarious
Visions had the chops to adopt multiple play
styles and implant them into a single game, no
doubt influencing its work on the wildly successful
Skylanders series of toys-to-life games just under
a decade later. Today, Crash and Spyro now
find themselves under Activision’s stewardship,
but does Jonny think they’ll ever cross paths
again? “The two characters are still around and
remembered today,” he says, “and I’m sure fans
would welcome another crossover.”
» [GBA] Moving from one hub world to another usually involves its
own style of minigame, like flaming some ice within a time limit.
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New games that wish they were old
W
ith so many games
being made today
by huge teams,
it’s easy to forget
there are many great releases
out there that are lovingly
crafted by just a handful of
individuals. Aggelos is one such
game, a delightfully constructed
action adventure that’s largely
the work of just one person – the
rather talented François Perez,
who not only programmed Aggelos
but was also behind its design, music and
graphics. Although as he tells us, he can’t take
complete credit for his entertaining adventure.
“Chris [Carson] did the porting [to consoles and
Steam]” François says. “ He actually did a great
job with the bad material that he had to work
with [laughs].”
If you couldn’t have guessed by looking at
the distinctive cartoony visuals, meticulously
designed denizens and cute-looking characters,
Aggelos has much in common with the Wonder
Boy adventures that were crafted by Westone.
“Wonder Boy is my favourite series,” François
confirms. “In fact, my first amateur creation was
also a Wonder Boy fan game [Wonder Boy The
Prophecy]. Initially, Aggelos was supposed to be
inspired by Zelda II: The Adventure Of Link, but
it ended up being between both games.” While
WHILE THE NAME AGGELOS MAY NOT BE FAMILIAR TO YOU, ITS
STUNNING PIXEL ART AND BRIGHT AND CHEERFUL DESIGN SHOULD
BE INSTANTLY RECOGNISABLE IF YOU GREW UP PLAYING CLASSIC
CONSOLE GAMES. FRANÇOIS PEREZ EXPLAINS HOW THE PAST
INSPIRED HIS ENTERTAINING ACTION ADVENTURE GAME
WORDS BY DARRAN JONES
it certainly leans on the likes of
Zelda II and Wonder Boy, Aggelos
is very much its own thing and
certainly doesn’t feel like a cheap
copycat. Things start off traditionally
enough with you rescuing a damsel
in distress, but you soon discover
that there is much more at stake.
Said damsel is actually a missing
princess and when you reach
Lumen Castle its king begs you to
defeat a dark evil that threatens to
overpower the peaceful kingdom.
It’s an admittedly basic premise, but it’s
one that simply allows you to get on with your
adventure and while most seasoned gamers will
discover many of Aggelos’ secrets within ten
hours of play that doesn’t diminish its enjoyment
or its variety. You’ll explore the dark Lumen
Woods, traverse the volcanic wastes of Fira
Volcano and search the watery depths of The
Abyss as you seek out the hearts and relics that
will give you a fighting chance in the game’s
dramatic finale. Like many similar games Aggelos
is a speedrunner’s dream once you know where
you’re going, but that first playthrough will take
you a decent amount of time to complete.
The game itself however had a relatively
straightforward development period, albeit a
disjointed one with François admitting that without
its frequent pauses Aggelos was completed
» PUBLISHER:
PQUBE LTD
» DEVELOPER:
STORYBIRD GAMES
» RELEASE:
OUT NOW
» PLATFORM:
PC, PS4, SWITCH,
XBOX ONE
» GENRE:
ACTION ADVENTURE
IN THE KNOW
» [Switch] There are four elemental rings found in Lumen’s temples
that allow your hero to deal with enemies more effectively.
» [Switch] If you complete some obtuse tasks and beat this fearsome
opponent you’ll receive the best sword and armour in the game.
78 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
RETRO INSPIRED: AGGELOS
in roughly a year. Interestingly, François is
surprisingly frank about his own coding abilities,
explaining why Chris Carson proved crucial in
getting Aggelos over the finishing line. “Coding
was the worst,” he admits. “I’m a very bad
coder and the Aggelos code is a total mess. The
button mapping was almost impossible to fix for
consoles, but Chris helped me there. I am getting
better with each game but I believe I won’t code
anymore for any of my next important projects.”
François may admit to not being much of a
coder, but there’s no denying he’s a terrifically
proficient pixel artist and rather great at character
and monster design. Many of the villagers
and denizens you interact with look wonderful
and have an instant Wonder Boy vibe while
distinctive animation fills them with personality.
While François did draw on Westone’s series for
inspiration he also looked at franchises like Ys,
Zelda and Mega Man, as well as other sources.
“Sometimes I would also look at different
bestiaries, not necessarily a game bestiary, or
longplays of games to find inspiration,” he says.
A
s well as imaginative pixel work,
Aggelos is also notable for its
chirpy chiptunes and they’re also
created by François. There’s a range
of compositions that perfectly suit the on-screen
action and they again draw heavily on the likes of
Wonder Boy and other classic arcade adventures.
“I used a NES VST with fruity loops,” he
explains. “I don’t really ask myself what the
melody will be. When I design a level the music
comes into my head. Other times I hear a song
and it will inspire me, then I find a place where
it will fit into the game. The last boss theme is
inspired by Final Fantasy Legend 2 on the Game
Boy for example.”
While we’re on the subject of Aggelos’ boss
fights, it’s worth mentioning how challenging they
are. Many initially feel quite daunting but constant
play will soon reveal holes in their attacks that
can be exploited. It’s an area that François was
quite keen to hone. “I try to not just repeat what
I see in other games,” he admits. “I know what
I like as well. For example, I don’t like when you
have to wait for the boss to open his weak point.”
Some of Aggelos’ boss encounters almost feel
like a shoot-’em-up at times, particularly with the
final boss, as the screen can be peppered with
bullets, but this too is intentional. “It’s hard, but
fair because the player has all the information they
need to ensure they theoretically never get hit,”
explains François. “Oh, and I pay big attention to
the impact [sound] to give the player satisfaction
when hitting the boss. The sound itself is inspired
by Rygar on NES. I always found this FX so juicy!”
So as we wrap up our time with François we
were keen to know why he created Aggelos as an
action adventure like so many other independent
developers. “Well Metroidvania is a style that
doesn’t really require big financial resources,” he
concludes. “You can make deep, fun games all on
your own. It’s easily my favourite style and I have
two other Metroidvania projects in the works.”
n If there’s one complaint we had with our
ten-hour playthrough of Aggelos it’s that it
does suffer from the odd difficulty spike that
can lead to frustration in certain areas of
the game. Navigation throughout the world
of Lumen is generally excellent because
whenever you’re unsure where to go next
you can simply visit a kindly old seer who
will give you very obvious clues that should
hopefully jog your memory. François does
admit that there were issues with Aggelos
when he first started work on it, though.
“Everything was too hard at the beginning,”
he says. “It’s a mistake every creator makes
and here it was because the enemy patterns
were too obvious to us.”
Needless to say François has been
doing plenty to ensure that gamers can
still get through his adventure with a little
bit of practice. “We have been testing
the game from start to finish hundreds
of times,” he admits. “The hard part is to
make the game finishable for low-skilled
players but still fun and not too easy for
strong players. We’ve also included a hard
mode for the most determined players.”
One aspect of Aggelos that some will
find a sticking point however is the bosses
that reside in the temples you’ll visit
during your quest. While there are liberal
save points throughout Aggelos they’re
not always near bosses, which can make
reaching them at high health quite difficult.
As frustrating as this can be, it’s quite
intentional. “Sorry about boss retries, but
I’m old school on this,” laughs François.
“I like games where there is a penalty
for loss, otherwise there is no tension.
The player must learn to play well, so the
satisfaction of beating a hard boss is even
stronger. I really liked this no pity approach
in Hollow Knight, for example.”
LOWERING
THE CURVE
Making a game everyone can enjoy
» [Xbox One] Scrolls not only give you new special moves to use against bosses but will also allow you to access new areas.
» [Switch] You can increase the amount of hearts you have by either defeating
bosses, completing various tasks for villagers or simply finding them in chests.
» [Switch] Some hearts are not only wellhidden, but will also have to be purchased.
» [Xbox One] This area is normally clad in darkness
so you must light torches to find your way.
RETRO GAMER | 79
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80 | RETRO GAMER
T
here’s something wonderfully
transportive about chiptune. No
matter the context, hearing a few bars
of a square wave melody instantly brings
you to a better time and place, evoking images of
countless hours spent in front of classic consoles.
Think of the Super Mario Bros theme; with just
a few repeating melody lines and minimalistic
percussion, Koji Kondo created something truly
timeless. “I wanted to create something that had
never been heard before, where you’d think, ‘This
isn’t like game music at all, isn’t it?,’” Kondo said
about his soundtrack in a 2007 Wired interview. “It
had to fit the game the best, enhance the gameplay
and make it more enjoyable. Not just sit there and be
something that plays while you play the game.”
However, its history can be traced back decades
earlier. Broadly defined as making music using sounds
generated by retro computer sound chips, composer
and enterprise fellow at The
University Of Melbourne Kenneth
B McAlpine traces chiptune’s
origins back to the Fifties, when
researchers used computers like
the TX-0 and PDP-1 to make music.
“The music of the PDP-1 was raspy
and coarse, but it was a new and
compelling voice,” Kenneth writes in his book Bits
And Pieces: A History Of Chiptunes. “Although it
would be a few more years before this voice echoed
in the virtual space of videogames, it hinted at how
those games might sound.”
In the intervening decades, chiptune has endured
as a cultural force. Kenneth credits sequencers like
Little Sound DJ (LSDJ) and Nanoloop with helping to
bring about a modern wave of chiptune musicians in
the Nineties, alongside the incorporation of virtualised
recording studio hardware into desktop sequencers.
“Chipmusic was reborn with a new, harder sound,
less influenced by videogaming than by other
contemporary musical sounds: dubstep, house, glitch
and reggae,” Kenneth says.
Chiptune soundtracks have also risen in
popularity in tandem with the wave of retro-inspired
independent videogames in the Tens, as well as
CHIPTUNE REMAINS A DISTINCTIVE PART OF MODERN MUSIC, BOTH IN THE GAMING
COMMUNITY THAT POPULARISED IT AND IN WIDER CULTURE. WE SPEAK TO MODERN
COMPOSERS TO FIND OUT HOW THEY CREATE CHIPTUNE AND HOW THE MEDIUM IS EVOLVING
existing as a distinct musical voice utilised in nongaming contexts by musical acts like rock band
Anamanaguchi (who did, admittedly, compose
the soundtrack for cult classic 2010 beat-’em-up
Scott Pilgrim Vs The World: The Game). Festivals
like Square Sounds bring together varied artists
under a shared chiptune banner, incorporating
everything from “trashy pop” to “full hard dance
music” and “progressive SEGA soundtrack-type
stuff,” organiser Alex Yabsley said in an interview
with Sifter in February 2020. “It doesn’t sound like
your soundtrack to your videogame, it sounds like
dance music,” fellow organiser Kristy Dossor added.
“If people were a little bit more open-minded, you
would be hearing it on the radio.”
Dan Behrens first encountered modern chiptune
musicians in 2009, via buskers performing using a
Game Boy outside Penny Arcade Expo in Seattle,
their amplifier hot-wired to a car battery. “I found
out that people were making new
music and playing live shows with
real hardware,” he recalls. “It was
really raw and punk rock. They
were writing music that was way
different than the way Japanese
composers were doing it in the
Eighties and Nineties. The new
stuff that people were making was much more
influenced by glitchy, modern electronic music.”
Composing and performing as ‘Danimal Cannon’,
with soundtrack credits on games like RetroMania
Wrestling and Just Shapes & Beats, he first dove
into the inner-workings of chipmusic in the midNoughties, dissecting NES soundtracks via the
Winamp plug-in NotSo Fatso to create arrangements
for his VGM cover bands like Armcannon. “I really
fell in love with the quirkiness of the way that these
tracks were arranged,” he says. “I would almost
describe them as being hyper-melodic: melodies on
melodies on melodies. And no chords, because you
can’t really do a chord on a NES without using up all
of your sound channels.”
Dan uses trackers to compose chiptune in Game
Boy emulator BGB, a process he finds “lends itself to
adding tons of expressive detail very quickly”.
WORDS BY NIALL O’DONOGHUE
» Eric ‘Rainbowdragoneyes’ W Brown comes
from a musical family, learning trumpet and
piano as a kid before focusing on drums.
» Eric’s stage persona lets him cut loose, saying
“Rainbowdragoneyes could get away with
being kind-of an asshole, a little bit abrasive.”
CHIPTUNE
CONCERTO
"I'VE TRAVELLED WITH BANDS
AND IT'S COMPLICATED, HARD
AND EXPENSIVE: TRAVELLING
WITH GAME BOYS IS NOT"
DAN BEHRENS
© Infected Monkey
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RETRO GAMER | 81
CHIPTUNE CONCERTO
FIVE OF THE BEST ESSENTIAL CHIPTUNES CLASSIC GAMING TRACKS
OPENING THEME
FINAL FANTASY
NES • 1987
n The Final Fantasy series has
sprawled into a gigantic franchise
branching across decades, a far cry
from its humble NES origins, but
Nobuo Uematsu’s work remains
its beating heart. This triumphant
theme is a rousing reminder of
just why that is the case, a true
ode to adventure.
GREEN HILL ZONE
SONIC THE HEDGEHOG
MEGA DRIVE • 1991
n Composer Masato Nakamura
coaxed a gorgeous, utterly
joyful track out of the Sega
Mega Drive sound chip,
perfectly accompanying the
hyper-colourful scenery. With
covers such as a funk version by
insaneintherainmusic this song has
truly proven itself to be evergreen.
DR WILY'S CASTLE
MEGA MAN 2
NES • 1988
n Arguably one of the most
exciting songs in the entire NES
catalogue, this fast-paced track
impressed director Akira Kitamura
so much that he requested
composer Takashi Tateishi to
make “more songs just like that”,
according to a 2015 Brave Wave
interview. Thank goodness for that.
VAMPIRE KILLER
CASTLEVANIA
NES • 1987
n Composer Kinuyo Yamashita
focused on the platformer’s
gothic imagery for this legendary
soundtrack. “The scenario,
gameplay, characters and
everything else were so good and
the score fitted in nicely,” she said
in a 2010 interview with Square
Enix Music Online.
WORLD 1-1
SUPER MARIO BROS
FAMICOM • 1983
n Koji Kondo’s wonderfully catchy
tune accompanies perhaps the
most famous level in videogame
history, it’s harmonised melody in
counterpoint to a bouncy bassline.
Shigeru Miyamoto’s platformer
may have revolutionised level
design, but Kondo’s theme set the
bar for an entire generation.
» Enrique ‘Pentadrangle’ Martin
has played piano since childhood,
alongside experimenting with MIDI
software Cakewalk in his early teens.
» Dan ‘Danimal
Cannon’ Behrens grew
up as a “heavy metal
kid who was also a big
gamer”, both of which
would prove useful for
his musical career.
» [PC] Games like Celeste don’t just look retro, they sound retro too thanks to beautifully constructed chiptune soundtracks.
» Dan has painful memories of forgetting to change out batteries before gigs.
“I’ve literally had one of my bandmates die in the middle of a song,” he laughs.
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82 | RETRO GAMER
JAKE KAUFMAN
n Jake’s recent work on Shovel
Knight brought with it deserved
acclaim, but the veteran
composer’s track record stretches
back to the early Noughties,
including soundtracks for classic
series like Shantae, Contra and
Double Dragon. He’s even done
music for some movies.
LENA RAINE
n Lena Raine’s music encompasses
a broad range of sounds and styles,
both for her soundtrack work on
titles like Minecraft and her solo
music. However, both with her
Chip Collection and soundtrack for
Celeste, Lena incorporates retro
elements into forward-thinking
music to thrilling results.
DISASTERPEACE
n Perhaps best known for his
work on indie darlings Fez and
Hyper Light Drifter, Rich Vreeland’s
chiptune magnum opus is arguably
the concept album Rise Of The
Obsidian Interstellar, which
blends progressive rock and
electronic music elements into an
instrumental odyssey.
CHIPZEL
n Niamh Houston is one of the
most well-known members of
the chipmusic scene, coming to
prominence after scoring rhythm
game Super Hexagon. Instantly
recognisable for her energetic and
uptempo compositions, her work can
also be heard in games like River City
Girls and Cadence of Hyrule.
ANAMANAGUCHI
n Founded in 2004, this longrunning band mixes pop and rock
with chiptune, creating uplifting and
high-intensity music. Alongside their
originals, the band also created
the soundtrack for Scott Pilgrim Vs
The World: The Game, while retro
gaming aesthetics are peppered
throughout their imagery.
» Dan practises his
song transitions
just as much as his
technique, tweaking
laptop settings while
altering Game Boy
files and tuning.
All while keeping a
crowd engaged.
©Chiptography
» The Messenger was Eric’s first
game soundtrack. “The hard
part was composing something
that I liked and that fit the vibe
of the level,” he says.
» PUNKCAKE Délicieux releases one
game every month, such as sidescrolling shoot-’em-up Spectrum Forces.
» Enrique’s goal is to make
music that “sticks with you,
that makes you remember
it [and] whistle to it when
you’re taking a shower”.
MODERN MUSICIANS PUSHING THE BOUNDARIES OF CHIPTUNE
CHIPTUNE MAESTROS
» Enrique Martin got into chiptune music after being impressed with the excellent Shovel Knight soundtrack.
» Jake Kaufman was originally going to produce Cyber Shadow’s soundtrack, but was
impressed enough by Enrique’s music that his involvement was limited to the game’s trailer.
» The Messenger’s levels shift between 8-bit and
16-bit styles, requiring Eric to write both NES
and Sega Mega Drive versions of his tracks.
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RETRO GAMER | 83
CHIPTUNE CONCERTO
“I will borrow a lot of things from the way I interact
with my traditional instrument, the guitar, and apply
them,” he says, jokingly noting that a standard square
wave “sounds like a microwave going off”. Take the
iconic sound of a string bend. To represent this, Dan
takes two notes placed around one-sixteenth of a bar
apart and uses a command to create a ‘portamento’
pitch-sliding effect, the speed of which is determined
by an adjustable hexadecimal value.
“It’s those little expressions that will make even the
simplest sound, like a square wave, come alive,” he
elaborates, saying that text-based trackers allow him to
experiment and implement ideas quicker than modern
audio production software. “Chiptune software, just in
the very nature of the way that trackers work, just lend
themselves to this hyper-detailed music – that was
something that I was very drawn to.”
Live chiptune performances often showcase artists
DJing on a stage. Visualists also play an integral role,
sharing the stage to produce kaleidoscopic imagery
generated using retro or retro-inspired hardware.
However, Dan takes the stage with an electric guitar,
playing blistering leads to staccato backing tracks.
“I’ve travelled with bands and it’s complicated, hard
and expensive: travelling with Game Boys is not,”
Dan says. “It’s allowed me a lot of
opportunities to go across the entire
world that would have been, probably,
financially impossible to do if I had a full
band with me.”
D
an is far from the only
chiptune performer adding
variety to their live shows, however. Eric
W Brown takes the stage as “legendary
chiptune warlock” Rainbowdragoneyes, wearing
black metal-inspired ‘corpse paint’ makeup while
singing and screaming along to a Game Boy backing
track. “I wanted the delivery of a metal performance,
but with this very obviously upbeat and melodic
chiptune music,” he tells us. A veteran drummer for
metal bands like Nekrogoblicon, Eric is best-known
in gaming circles for his work on Sabotage Studio’s
2018 debut The Messenger, composing both 8-bit and
16-bit versions of every song for the time-travelling
platformer. However, he traces his chiptune roots back
to the mid-Noughties, when he discovered composers
like Bit Shifter via Myspace.
“I sent him a message just asking him how he
did this, not really thinking anything of it, and maybe
a day or two later he responded with a page and
a half just explaining the whole thing,” Eric recalls.
“Falling into the rabbit hole of figuring out how it all
works, that was really exciting to me, how people
use the limitations of the medium to make really
amazing music.” Eric produced his first album using
LSDJ, blending eurobeat and death metal using just
his vocals and four sound channels, and says much
of the appeal of composing chiptune goes back to
the old adage: limitation breeds creativity. “You’re
trying to make the most epic banger ever with just
those four channels, whereas you’d use a laptop with
Ableton or Logic and, essentially, the possibilities
are endless,” he says. “You have to start with one
channel and then build from there. You’ve got a
ceiling as far as the amount of polyphony you can
have in a song and just how far you can stretch that.”
However, this ‘purist’ mentality has lessened in Eric
over the years, particularly as his own production
techniques have developed. Modern music software
allows composers to leave hardware restrictions
behind to create layered, multifaceted compositions
that maintain the tone and aesthetic of chiptune.
Indeed, The Messenger’s soundtrack was created
using both Famitracker and DefleMask to emulate
the sound chips of a NES and Sega Mega Drive
respectively, with mastering done in the DAW Logic.
“You’re free to call it chiptune if it’s made with those
[hardware] limitations in mind, it doesn’t matter how
you did it,” he says. “In layman’s terms, it’s 8-bit
music and then that’s fine.”
For example, take Lena Raine’s renowned
soundtrack for 2018 indie platformer Celeste. While
Lena does have a back-catalogue of ‘pure’ chiptune
compositions, she explains that her soundtrack
goes far beyond just chiptune in a 2018 Medium
blog. Lena used synthesisers, layering heaps of
effects like reverb and noise filtering onto base
sounds generated by oscillators. This process,
rather than the “pure, clean sound” of less heavily
effected chiptune music, is what Lena describes
as “the main distinction between calling something
chiptune music, and identifying it as using electronic
instruments in some way that may or
may not originate from chips”.
Enrique ‘Pentadrangle’ Martin,
composer on Cyber Shadow and
resident musician with game studio
PUNKCAKE Délicieux, describes the
work of composers like Lena Raine
and Chipzel paradoxically, “Definitely
chiptune but not chiptune.” Enrique started playing
in bands in his late teens, like heavy metal band
In.Verno, and was inspired to write chiptune after
hearing Jake Kaurman’s Shovel Knight soundtrack for
the first time during a 2015 scuba diving trip. “When
I saw, in a modern [context], what chiptune music
could sound like when done properly with modern
resources, I told myself, ‘I could do something like
this – definitely not as good as what this guy does,
because he is the chiptune God, but I could do
something similar to this,’” he recalls.
Enrique started off using a Game Boy as a drum
machine for live performances around this time, but
uses plug-ins with the DAW Reaper to compose
soundtracks like Cyber Shadow. As a composer,
Enrique finds it highly rewarding to be free from the
necessities of collaborating with bandmates. “When
I had a song, I needed to negotiate with the rest of
the members of the band to change that part or that
order,” he says. “When I started composing music just
for myself, it was super rewarding: everything that I
did was mine.” For him, mixing retro chiptune sounds
with modern instrumentation allows for a much richer
approach to composition. “Blending those sounds
allows you to evoke retro games in a modern way,” he
explains. “I want to sound like those chips, but I don’t
want to be limited by their restrictions.”
As a medium, chiptune continues to evolve and
branch out further from its gaming roots. However, even
four decades on, there’s something about chiptune that
remains indelibly linked to the work of composers like
Kondo, Manami Matsumae or Kinuyo Yamashita, what
Eric describes as an “instant nostalgia”. He concludes,
“It’s that sound and those square waves that are just
bringing you back to better times.”
"BLENDING THOSE
SOUNDS ALLOWS YOU
TO EVOKE RETRO GAMES
IN A MODERN WAY"
ENRIQUE MARTIN
» Dirtywave’s portable tracker and synthesiser
M8 is an example of modern chiptune-compatible
hardware, taking inspiration from LSDJ.
» Dan takes inspirations from experimental
NES composers like Tim Follin, singling out his
Pictionary soundtrack in particular.
» The action of Just Shapes & Beats syncs up to
the music, an intense audio-visual experience in
the vein of Super Hexagon.
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PROCESSOR: STI CELL 64-BIT CPU (3.2 GHZ)
MEMORY: 256 MB XDR DRAM MAIN, 256MB GDDR3 RAM VIDEO
GRAPHICS: SONY/NVIDIA RSX REALITY SYNTHESIZER (500 MHZ)
MEDIA: BLU-RAY DISC, DVD, CD-ROM
STORAGE: USER REPLACEABLE HARD DISK
(20GB – 160GB DEPENDING ON MODEL)
OPERATING SYSTEM: CUSTOM PS3 SYSTEM
SOFTWARE (OPTIONAL ‘OTHEROS’
INSTALLATIONS POSSIBLE PRIOR
TO SYSTEM SOFTWARE 3.21)
■ If you want one of the early models with PS2
compatibility, you should expect to pay a hefty
premium – in working condition, you’re looking at
£70+ unboxed and £90+ boxed.
PlayStation 3
fact
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
PlayStation 3
Sony’s third home console was a formidable piece of hardware, with its custom Cell CPU and Reality Synthesizer GPU that could deliver amazing gaming performance, if developers could master it. But there was plenty more underneath its
bulky black shell, which was frequently compared to a George Foreman
grill. The system was a multimedia beast, with a bank of flash memory
card slots and support for optical media including Blu-Ray, DVD and even
Super Audio CD. The console also included a hard disk and wireless
internet capabilities as standard, and even a chip containing the PS2’s
Emotion Engine and Graphics Synthesizer for backwards compatibility.
Sony seemed to be trying to invent a console that could do everything,
but the result was a bulky, expensive piece of hardware. Cost-cutting
measures began almost immediately, with the PAL consoles using
partially software-based PS2 emulation, rather than the hardware-based
PS2 compatibility of NTSC models. By the time the system was a
year old, it had lost all PS2 compatibility, Super Audio CD playback, the
memory card readers and two USB ports. This model would cease
production following the introduction of the redesigned ‘slim’ console in
2009. Today, these original units are considered to be rather unreliable.
» MANUFACTURER: Sony » YEAR: 2006
» COST: £425 (launch), £40+ (today, boxed), £20+ (today, unboxed)
ESSENTIAL GAME
Uncharted 2:
Among Thieves
This probably feels like it was released
a lot more recently than it actually
was, and with good reason – it set the
template that many modern action
adventures still follow, most notably
influencing the Tomb Raider series.
Naughty Dog is a developer that
understands how to blend cinematic
elements into videogames to near
perfection, and this was really the
first time it nailed it. Nathan Drake is
a likeable protagonist in the game’s
high-quality cutscenes, and the perfect
action hero during the crazy set pieces,
which range from the opening escape
from a derailed train to being chased
by a persistent attack helicopter.
Image by Evan Amos Image by Evan Amos
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86 | RETRO GAMER
What’s it like making your 200th episode? We
assume it’s a mix of pride and hard work or is
one feeling bigger than the other right now?
It’s been extremely time consuming since I’m trying
to cover every LJN published game (67 to the best
of my research). About roughly one-third of them I
already reviewed in past episodes of the show, so
I’ve incorporated the milestone episode trope of
using flashbacks. But still with the massive amount
of new reviews, it’s been a lot to write. I try to keep
it light and funny with keeping each review brief and
humorous with the Nerd being as cynical as always.
There’s also a little story thread in there too about
the Nerd realising it’s actually harder to make games
than he thinks it is. I think it’s an appropriate ‘season
finale’, especially since LJN has sort of been the
Nerd’s arch nemesis. This year, many fans have told
me they’re looking forward to seeing what I have
in mind for episode 200, so I knew that it had to be
something special.
What is it about the series that’s helped it
last so long even through the rise and fall of
websites that hosted the show like ScrewAttack
and GameTrailers and YouTube’s constantly
changing algorithms?
I don’t know. Fifteen years later, the entertainer in me
says to keep going because fans keep expressing
how it has brightened their days and kept them
going too. YouTube has definitely changed a lot over
the years. Screenwave (the media company that
currently handles and distributes Cinemassacre’s
videos) has been handling the YouTube/business
side of things for as long as I can remember now,
probably ten years or so. That way, I don’t have to
handle much bullshit. I just focus on the creative side.
So I don’t know how it has lasted so long. I just keep
doing what I do.
How much of your time creating films and
videos is dedicated to the AVGN series and
what contributes to that percentage?
AVGN has been the majority of my time making
videos for years. That’s the most popular thing I do,
and it’s what pays the bills and supports my children
but I always make some room for personal creative
projects. Last year, I made a short horror film The
Head Returns, and this year I made some fun music
videos for Rex Viper. That’s the artist side of me. It’s
the need to express yourself.
What is it that drives you to keep making videos
featuring the character reviewing these awful,
classic games? How do you keep it interesting
for yourself?
Well, it’s my day job, but I change up the format to
keep it interesting. Some episodes are like history
lessons ‘edutainment’ (SwordQuest). Others are
more action-based (Bugs Bunny’s Crazy Castle, the
Sega Activator motion controller), or story-based
and cinematic (Polybius, Vegas Stakes), or nostalgic
and sentimental (Earthbound, Majora’s Mask), or
funny guest stars/co-op experiences (Home Alone,
Toxic Crusaders), or a laugh out loud review of a
purely ridiculous game (Big Rigs, Hong Kong 97).
Also, there’s a console compilation (Atari Jaguar,
Commodore 64) or sticking to basics (Super
The creator and star of the Angry Video Game Nerd comedy series looks back at
his 200 episodes of creative obscenities, raw reviews and raised middle fingers
that he’s lobbed at some of the worst games of all time
Words by Danny Gallagher
JAMES ROLFE
YouTube is full of vitriolic
videogame critics trying to be
comics but James Rolfe is one
of the few who’s actually funny.
The Angry Video Game Nerd
(AVGN) has played and cursed at
some of the most tedious, boring
and poorly made videogames in
the history of the industry since
2006. James started filming
reviews of unplayable dreck like
Dr Jekyll & Mr Hyde on the NES
as the angry critic just for friends
but they urged him to make
more and post them on the web.
Fifteen years later, Rolfe and
his Cinemassacre studio have
produced a feature-length film
about the character, two retrostyle side-scrollers and his 200th
episode in which he attempts
to play every game made by
the notoriously bad, third-party,
Nintendo-based publisher LJN.
» The Angry Video Game Nerd is fully
equipped to take on gaming’s worst titles.
» The Nerd doesn’t realise that Jason Voorhees from the Friday The
13th series is about to eviscerate him in his practically unplayable
1988 NES game based on the horror movie.
Photos Credit John Depasquale photography
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The entertainer
in me says to
keep going
because fans keep
expressing how
it has brightened
their days and kept
them going too
James Rolfe
RETRO GAMER | 87
» James Rolfe, the creator and star of the Angry Video
Game Nerd series, in his basement with his impressive
collection of classic console games and accessories.
Credit John Depasquale photography
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Pitfall, Lester The Unlikely). So as long as I
keep changing it up, I feel like it’s fresh.
What is it about the Angry Video Game
Nerd that fans find so appealing and keeps
his and your fanbase so strong?
It’s probably a bunch of different things. Some
say they like the character when he feels more
down to earth and is relatable, talking about an
honest memory of a game from my childhood. But
the character is also entertaining when he’s flipping
out, acting like a jerk or going completely off the rails.
There’s some cartoon and slapstick elements, jokes
and laughs, but also some genuine information or
interesting things to say about the games. I don’t know.
It’s a bunch of things. I hear from fans about their
favourite moments and episodes, and they all vary.
Does writing and performing as the Angry
Video Game Nerd give you enough of a drive to
keep it going or is there something else that’s
driving you?
Writing and performing are both therapeutic. It’s not
a bad job when you get to complain about games
for a living. It’s almost like writing an article, except
SELECTED TIMELINE
■ CASTLEVANIA II: SIMON’S QUEST [GAME RELEASE
1987, AVGN VIDEO RELEASE 2004] NES
■ DR JEKYLL & MR HYDE [1988, 2004] NES
■ FRIDAY THE 13TH [1989, 2006] NES
■ POWER GLOVE ACCESSORY [1989, 2006] NES
■ ATARI 5200 CONSOLE [1982, 2007] ATARI
■ BUGS BUNNY’S BIRTHDAY BLOWOUT [1990, 2007] NES
■ TEXAS CHAIN SAW MASSACRE [1983, 2007] ATARI 2600
■ SUPERMAN 64 [1999, 2008] NINTENDO 64
■ HOTEL MARIO [1994, 2008] PHILIPS CD-I
■ ATARI JAGUAR CONSOLE [1993, 2009] ATARI
■ PLUMBERS DON’T WEAR TIES [1993, 2009] 3DO
■ BUGS BUNNY’S CRAZY CASTLE [1989, 2009] NES,
VARIOUS
■ SWORDQUEST [1982, 2010] ATARI 2600
■ ACTION 52 [1991, 2010] NES, GENESIS
■ CHEETAHMEN [1991, 2010] NES
■ ROB THE ROBOT ACCESSORY [1985, 2011] NES
■ NINTENDO WORLD CHAMPIONSHIP CARTRIDGE [1990,
2011] NES
■ GHOSTS ’N GOBLINS [1985, 2012] NES, VARIOUS
■ TOXIC CRUSADERS [1992, 2013] NES, GAME BOY,
GENESIS
■ ALIEN 3 [1992, 2013] SNES, GENESIS
■ BIG RIGS: OVER THE ROAD RACING [2003, 2014]
WINDOWS
■ ET: THE EXTRA TERRESTRIAL [1982, 2014] ATARI 2600
■ CRAZYBUS [2004, 2014] GENESIS
■ MARY-KATE AND ASHLEY “GET A CLUE” [2000, 2014]
GAME BOY COLOR
■ SECRET SCOUT [1991, 2014] NES
■ DARKWING DUCK [1992, 2015] TURBOGRAFX-16
■ MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO [1997,
2015] DREAMCAST
■ SEGA ACTIVATOR ACCESSORY [1993, 2016] SEGA
MEGA DRIVE
■ SONIC THE HEDGEHOG [2006, 2017] XBOX 360
■ STAR WARS: MASTERS OF TERAS KASI [1997, 2017]
PLAYSTATION
■ EARTHBOUND [1994, 2018] SNES
■ DRAKE OF THE 99 DRAGONS [2018, 2018] XBOX,
WINDOWS
■ HOME ALONE [1991, 2018] NES, VARIOUS
■ PEPSIMAN [1999, 2019] PLAYSTATION
■ JURASSIC PARK: TRESPASSER [1998, 2019] WINDOWS
■ RAID 2020 [1989, 2020] NES
■ ECCO THE DOLPHIN [1992, 2020] GENESIS, VARIOUS
■ CORPSE KILLER [1994, 2021] SEGA CD
■ PANASONIC 3DO CONSOLE [1993, 2021]
■ THE ROCKETEER [1991, 2021] NES, SNES, DOS
you have to act it out. So often, when writing, I read
it out loud and retype my sentences over and over
till it sounds natural to speak. When I’m writing, I’m
thinking about the tone, which parts am I yelling,
which parts am I calmer. I don’t know what’s driving
me exactly, but it’s the knowledge that people will
watch it and trying to make it the best possible.
Is there a type of game that the Angry
Video Game Nerd can’t review or would
be harder to make entertaining or is that
part of the challenge?
It’s always surprising. I never thought there’d be
much to say about Plumbers Don’t Wear Ties and
Big Rigs. But there always turns out to be something
to say. Especially with sports games,
I figured I’d need to have more knowledge in sports,
but instead I played my lack of knowledge
to my advantage. Maybe it’s funnier sometimes
when the Nerd doesn’t have a clue. Maybe he
doesn’t always have to be an expert.
Do you ever hear from the people who worked
on the games you’re reviewing? Are they
complimentary or have some gotten mad?
Surprisingly, not many responses. None have ever
been mad. So many different people work on the
games, that the blame doesn’t usually fall on any
individual. We’ve had a few guests in the videos, like
88 | RETRO GAMER
» James’ basement houses an impressive collection of classic game
cartridges, consoles and accessories that he’s amassed over the last 15 years.
» The Nerd reviews the ultra-rare and ultra-bad western
adventure game The Town With No Name.
» Rolling Rock beer is the Nerd’s alcoholic libation of choice and in
his review of Ecco The Dolphin for the Sega Genesis, he tries to drown
himself in the stuff to avoid having to play it.
» James became every member of the Addams family for
his review of the NES top-down shooter Fester’s Quest.
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IN THE CHAIR: JAMES ROLFE
[former Atari game designer] Howard Scott Warshaw
in the AVGN movie from ET, and [DreamWorks
Interactive executive producer] Seamus Blackley
from Jurassic Park: Trespasser.
Making the movie must’ve been another huge
plateau for you and the character. What was
that experience like?
I loved the final result, but the experience of making
it was stressful. For an indie film, it was extremely
ambitious, an epic Summer blockbuster-type story at
something like 0.15 percent of the cost. And that was
the whole point, to stretch it
as far as we could, but when
it came time to bringing every
shot and every image to reality,
it was a massive undertaking and a miracle we pulled
it off. The experience was a mixture of fun, and
misery at times. But after it was done, watching it
with an audience in a packed theatre night after night
was an incredibly rewarding experience. Everybody
laughed at all the right moments. It was amazing. The
film was a fun-loving tribute to B-movies and gaming
lore and conspiracies, combining the Roswell UFO
crash with the Atari landfill. It’s just the sort of party
film that combines everything I love and is meant for
pure dumb entertainment and to have a good time.
Is there a chance we’ll see another movie?
No. Unless it’s animated maybe but my priorities
are making an atmospheric horror film. Something
that will still take a lot of work, but it will be much
more low key and serious,
in comparison with the
humorous and epic scope
of the AVGN movie.
Angry Video Game
Nerd Adventure and
Angry Video Game
Nerd Adventure II:
ASSimilation must have
been big milestones for
you and the character.
How much were you
involved in planning and
creating the games?
Well, I never intended to
go into game development. I make films. But when
the proposition came to me, of course I was excited
for it, and am glad the games have been received
well. I’m happy with what Freakzone Games and
Screenwave have been doing with them.
Do you think there is ever going to be a point
when you want to stop playing the Angry Video
Game Nerd or are you hoping to just keep going?
I imagine doing them less. But I don’t think I intend
to fully stop too soon, when so many people are still
enjoying them so much. And I’d also have to find
another job, if I ever do stop. It’s much more fun than
any other job I could imagine. That makes it pretty
hard to stop. But I do want to focus more on my art,
mainly my film ideas.
Let’s say you decided to put an end to the
character. How would he ‘ride off into the
sunset’ before the ‘fade out’ so to speak?
There’s many episodes that felt like possible
BEST OF THE WORST
BUGS BUNNY’S
CRAZY CASTLE
Episode 75, Released 2009
■ The AVGN ramps up his talent
for physical comedy as he gets
into a Looney Tunes-style brawl
with the wascally wabbit over
this yawn-inducing sequel to
Bugs Bunny’s Birthday Blowout
on the NES. “This episode has
some of the best slapstick and
physical comedy in the series,”
James tells us.
GAME BOY
ACCESSORIES
Episode 147, Released 2017
■ Nintendo’s iconic portable game
console produced a bunch of
licensed and third-party accessories
like the Light Boy spotlight and
screen magnifier and the Game Boy
Camera with its own printer. James
feels that this episode has more of
“a show and tell aspect, critiquing
some of the bizarre peripherals that
existed for the Game Boy”.
James Rolfe picks the
AVGN’s definitive episodes
EARTHBOUND
Episode 156, Released 2018
■ James’ years of filmmaking
experience culminates in this
complex episode that digs
deep into the cult SNES game
and the AVGN’s strengths and
flaws as he dives deep into his
subconscious just like Ness
and his friends. James says,
“It has more emotional depth
than usual, and analyses a more
complex game.”
ROB THE ROBOT
Episode 100, Released 2011
■ The AVGN celebrates his 100th
episode with a Kaiju-style battle
against the NES accessory that
only had two Nintendo-licensed
games to its rotten name. “This
one was a bit of a change of heart
for the Nerd character, because
he defends the existence of
the bad games from the robot,
realising there must exist both
bad and good,” James says.
HOME ALONE
Episode 164, Released 2018
■ A big chunk of the games
the AVGN has endured over 200
episodes cover games based on
movies. This THQ clunker attracted
the attention of Macaulay Culkin
who joins the Nerd in his basement
to roast this multi-console title.
“This is a good example of a co-op
episode, with guest star Macaulay
Culkin and some ad-libbed
dialogue,” James says.
RETRO GAMER | 89
» James took the infamous
urban legend of the Polybius
arcade game and turned it
into a found footage horror
story drawing inspiration from
his deep love for the genre.
I have a Bachelor
Of Fine Arts
degree but doing
this YouTube series
has opened more
doors for me
James Rolfe
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
finales such as ROB, Mega Man, and even 200.
But I don’t know what the true end will be. I think of
it like the Rocky series. Every film could have been
the last one, and ends on that note, but then it finds
a way to keep going. So if/when that time comes, I’ll
most certainly let everyone know. But it’s hard to say
when things are final. How many times has a band
had a final farewell tour, and then came back?
What opportunities and avenues has producing
and starring in the Angry Video Game Nerd
series provided you?
Well, I have a Bachelor Of Fine Arts degree but
doing this YouTube series has opened more doors
for me. It’s given me opportunities to connect with
fans above all, but it’s also helped me get the chance
to make a big feature film (Angry Video Game Nerd:
The Movie), steady employment, and hopefully soon
bring some of my other creative ideas to reality.
Really the biggest reward is being able to entertain
and make people happy.
Do you have any major filmmaking goals
outside of the Angry Video Game Nerd series
with Cinemassacre?
I plan to make a horror film, possibly as a short, rather
than a feature. And there’s several other ideas that
keep bouncing around in my head. The films I intend
are a little less crazy than the AVGN movie, and more
of an artistic expression. The recurring theme in my
work is nostalgia, and especially when nostalgia goes
wrong and takes a darker turn.
Is there anything you’ve learned from making
episodes of the show that has helped you with
your other film projects?
I’m happy making
any creative project,
whether it’s an
upcoming horror film,
or a music video
James Rolfe
It’s mostly the other way around. I think my
background in filmmaking helped with AVGN. But I’m
sure it also influences my filmmaking.
Your love for horror movies really shows
through in your episodes. Is there anything from
making and watching horror movies pretty
much your entire life that’s prepared you for
making Angry Video Game Nerd episodes and
the movie?
My horror film background definitely plays a part
in those. I always enjoy adding a Halloween,
horror element into AVGN. My favourite might
be Polybius with its suspenseful, slow building,
found-footage style.
What’s the typical process for creating an Angry
Video Game Nerd episode? What’s changed
about it over the years?
Surprisingly, it hasn’t changed much. The process of
sitting down with a shitty game, writing some notes,
then developing it into a script is exactly the same
90 | RETRO GAMER
MIKE MATEI
■ James’ longtime friend Mike
Matei has made numerous
appearances in the Nerd’s video
reviews but it’s usually been behind
a Halloween mask or a face full of
stage makeup. He’s played some of
the series’ most memorable villains
like Freddy Krueger, Bugs Bunny, Leatherface and Chop Top
from The Texas Chainsaw Massacre and the Joker. He’s also the
infamous Motherfucker Mike in Rolfe’s board game series Board
James. James says he’s been one of the “biggest” driving forces
behind the AVGN series.
KYLE JUSTIN
■ There’s only one word
to describe Kyle Justin’s
contribution to the series:
instrumental. The guitarist
and singer composed and
performed the Nerd’s theme song for the series teeing up the
Nerd for his eviscerating reviews of games so bad “he’d rather
have a buffalo take a diarrhoea dump in his ear”.
SKYLAR
■ One of the most annoying games the Nerd has reviewed
over the last 15 years came from
the glitch-filled space flight games
Cybermorph and Battlemorph on
Atari’s Jaguar. EVERY time your
craft would bump into something,
a green AI with a human face called
Skylar would pop on the screen
and remark, “Where did you learn
to fly?” The annoying cluster of
pixels has made several re-appearances since her short but
memorable battle with the Nerd who he quickly dispatched with
a Super Scope shotgun blast to her stupid green face.
SHIT PICKLE
■ He’s actually what
you’re thinking of right
now: a pickle with
poop on it. The cartoon
creation who only says
his name like a profane
Groot appears in some
of the Nerd’s most
scathing reviews of
the worst of the worst from the gaming world like Master Chu
And The Drunkard Hu and Action 52 for the NES. The character
has proven to be extremely popular considering he was simply
made up in a single day by James and Mike Matei.
A look at some of the AVGN’s other familiar faces
CHECK THE LORE
» James reviewed the entire library of the short-lived Nintendo
Virtual Boy console in 2008.
» The Angry Video Game Nerd attempts to play Castlevania on the
NES with Mattel’s unresponsive Power Glove controller.
» The Angry Video Game Nerd isn’t afraid to use a few blue words
to describe how he feels about some of the worst games ever made.
» The Nerd weaponises Nintendo accessories like the Power Pad
and the Super Scope for his battle with ROB The Robot.
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IN THE CHAIR: JAMES ROLFE
they’ve been off camera and the quality times
we’ve had. In more recent years, Cinemassacre
producers Justin Silverman, Kieran Fallon and all the
Screenwave guys have been helping, who have also
been super awesome, both on and off camera. I still
take charge and be creative, while they take care of
a lot of the tedious bullshit stuff, to free me up. It’s
the best workflow I’ve ever had.
We’ve got to ask. How did you come up with
Shit Pickle?
Mike and I came up with it one day. It was one of
those jokes with no meaning or depth, but somehow
it stuck. Even though Shit Pickle is such a minor
character, he’s hard to forget.
One thing that’s impressive is how you’re able
to mine material from games that are flat out
boring like Desert Bus and Plumbers Don’t Wear
Ties. Is there a game that you’ve tried to turn
into an episode that didn’t work?
Those were episodes I never thought would work.
Yeah. But they did. I can’t think of any ultra-rare ones
at the moment that I haven’t done yet but I’m always
finding something.
The games collection you have is extremely
impressive. Has the games come from fans of
the show or do you have a supplier?
They are from fan donations, and eBay. I don’t
actively collect as often anymore, since the walls are
so full now.
Where would you like to see the Angry Video
Game Nerd series go now that you’ve hit your
200th episode?
I’m happy making any creative project, whether it’s
an upcoming horror film, or a music video, anything.
I love it all. Over the years, I’ve also been finding
other ways to celebrate video games, through music
videos, parody movie trailers like Dr Jekyll and Mr
Hyde: The Game: The Movie. Things like that.
You can watch the AVGN series via YouTube at
James’ Cinemassacre channel.
as it’s always been, to the point where I feel déjà vu
when creating an episode. The biggest difference
is I have a ton of help on the editing. That frees me
up, so I can start writing the next episode, while the
current one is in post-production.
Who are some of the other people who’ve been
instrumental in helping build the Angry Video
Game Nerd show and its universe?
Over the years, there’s countless people who have
appeared in or worked on Nerd episodes, but Mike
[Matei] and Kyle [Justin] were the two biggest ones.
They are great friends and very supportive. The
videos don’t do it justice to show how awesome
RETRO GAMER | 91
» [PC] There aren’t many YouTube personalities who star in a videogame, let alone two of them. ■ Some pretty famous faces have joined James Rolfe in
his game basement to help him tear a new one to the bad
games the Angry Video Game Nerd is forced to play. Troma
Pictures founder and filmmaker Lloyd Kaufman helped the
Nerd review the stiff NES side-scroller Toxic Crusaders that’s
based on the cartoon inspired by Kaufman’s Toxic Avenger
films. The Nerd travelled to the deep jungles of Asia after
playing the Xbox bomb Life Of Black Tiger to meet the
unfortunately named game designer Fred Fuchs played by
legendary comedian Gilbert Gottfried. The Nerd played the
entire library of Home Alone games on the NES and SNES
with the films’ actual star Macaulay Culkin.
Rolfe has even had some of the people make appearances
in his videos and the AVGN movie who worked on the games
he’s lampooning. The movie featured a cameo of Atari game
designer Howard Scott Warshaw who made the infamous
ET: The Extra Terrestrial game for the Atari 2600. Rolfe’s
review of Jurassic Park: Trespasser featured Xbox designer
Seamus Blackley as a James Bond-esque villain who traps
the Nerd on his dinosaur island.
James has teamed up with a few
celebrities for various videos
GUEST STARRING
» James celebrated the 200th episode of the show by reviewing
the entire library of LJN games including the 1995 SNES
platformer Cutthroat Island based on the notorious film bomb of
the same name.
» The Nerd’s review of sports games for the Atari 2600 presented
a unique challenge for the character’s creator James Rolfe due to
his lack of knowledge of the genre.
» No game is safe from James’ alter ego, not even those plastic
Tiger Electronics’ handheld LCD games.
» The Nerd goes full Hunter S Thompson with his review
of Vegas Stakes that he played in front of the real Caesar’s
Palace in Las Vegas.
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“SO HIGH, LIKE THE SUN UP IN THE SKY”
» ARCADE » 1996 » SEGA AM ANNEX
Even as a kid with little access
to arcade games, I knew that
Sega made great arcade racing
games. To me, this felt like the most
obvious thing in the world. After all, I
grew up playing Out Run on my Master System, and
Super Monaco GP on my dad’s Mega Drive. Virtua
Racing looked like the most impressive thing in the
world when I first saw it, and although it was quickly
overshadowed by the Daytona USA and Sega Rally
cabinets I’d seek out during every seaside holiday,
I spent countless hours improving my lap times on
the ex-rental Mega Drive copy I snagged for £4.
So when I read GamesMaster’s 53% review
of the Saturn version of Sega Touring Car
Championship, it felt like a bit of a kick in the
knackers even though I didn’t own the console.
Conversions of Sega arcade racing games were
always brilliant. Did I really not know as much about
games as I thought? Astute readers will already
know the answer to that, given the sorry state
of Out Run on home computers and the visually
challenged Saturn version of Daytona USA, but my
young age and a lack of Saturn-owning friends had
prevented me from experiencing either for myself.
Luckily, I soon had the opportunity to try the
game. When Sega Park opened in the local
shopping centre, there was a long row of twin racing
cabinets with Sega Touring Car Championship on
the very end, and it was there that I learned the
horrible truth. The awkward handling and fairly bland
racetracks meant that the arcade original simply
wasn’t up to the level of Sega’s best, regardless of
whatever went on with the conversion. But for some
reason, I keep giving this game chances. I’ve put at
least one credit into it every time I’ve seen a cabinet,
and even bought the Saturn and PC versions. It’s
probably the soundtrack to be honest – I get excited
every time I see that intro with Channel X’s So High
playing, only to end up disappointed all over again.
I’m not too bright, really.
» RETROREVIVAL
Sega Touring Car
Championship
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Windjammers 2
PICKS OF
THE MONTH
DARRAN
SNK Vs Capcom: Card
Fighters’ Clash
I’ve really enjoyed this on
Switch. And best of all,
long distance means Nick
can no longer thrash me at
it while visiting KFC.
NICK
Windjammers 2
Smashing the
unsuspecting in online
ranked games has
been one of my great
pleasures over the last
month or so.
INFORMATION
» FORMAT REVIEWED
SWITCH
» ALSO ON:
PS4, XBOX ONE, PC, STADIA
» RELEASED:
OUT NOW
» PRICE:
£17.99
» PUBLISHER:
DOTEMU
» DEVELOPER:
DOTEMU
» PLAYERS:
1 -2
BRIEF HISTORY
» Originally released for the
Neo Geo in 1994, Windjammers
is a game that draws elements
from games including tennis and
air hockey to create a new and
entirely fictional sport. The game
has remained a popular staple
of multiplayer game nights, and
was ported to modern platforms
with online play by DotEmu in
2017. Windjammers 2 has been
developed by members of the team
that ported the original game, and
has been a long time coming – the
game was announced by DotEmu
in 2018 with a 2019 release date,
and has been delayed repeatedly
in the years since.
your opponent and into a goal, or
have them fail to catch it. As before,
you can do regular or lob shots, you
can add curve, and if you block an
opponent’s shot and send it spinning
into the air you can send back a
powerful charged shot with special
movement patterns. Windjammers 2
adds a few new moves. You can
now jump into the air to catch a lob,
and while in the air it’s possible to
spike the disc into the ground.
There’s also a slap shot, which
allows you to return the disc
instantly without catching it. Finally,
there’s a super gauge that when
fully charged, allows you to perform
offensive or defensive moves.
Early on, we felt the additions to
be somewhat pointless. Slap shots
seemed too risky, and spiking the
disc seemed like a low-value play.
Having access to your super shot
without charging was nice, but that
was all. But as we played further
and tried to work the moves into our
game, we started to feel the benefit
of them being there. It felt great to
win a set by slapping the disc back
while an opponent was recovering.
The first time we used a defensive
super to flip the disc into the air just
as it was coming to rest on the
ground, preventing a seemingly
inevitable loss, was absolute magic.
Pleasingly, it’s entirely possible to
counter the super moves too.
Then there’s the spike. In the
original game, landing the disc on
We love simple
arcade games, but
we’d never want
to be a developer
trying to develop
a sequel to one of
them. The trouble is that sometimes
the original idea is so brilliant, it’s
incredibly tough to expand on it in
any meaningful way. Crazy Taxi 2 is a
great example of this in action – the
ability to jump isn’t a bad addition to
the game and the new city is fine,
but we don’t find ourselves missing
them when we return to the first
game. Windjammers 2 is a sequel
to a simple arcade game, and as big
fans of the original, we were initially
unconvinced that it needed to exist.
DotEmu hasn’t set out to reinvent
the wheel here. Like the Neo Geo
original, Windjammers 2 is a
one-on-one sports game in which
your goal is to fling a Frisbee past
»[Switch] The ability to jump
gives you a new way to
respond to lobs and blocks.
»[Switch] Casino is actually a choice in ranked online play, which seems a bit absurd to us.
THE JAM, PUMPED UP
>> This month
we take the
long-awaited
Windjammers
sequel for a
spin, find out
how Shadow
Man’s remaster
fares on home
consoles and
revisit SNK’s
fantastic
crossover
game for
the Neo Geo
94 | RETRO GAMER
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the floor scored you just two points.
Not so here – on some courts, that
will earn you four points, making it a
better play than the three-point goal.
While we’re talking about courts,
there are some new ones this time
around and they’re a mixed bag. We
really liked the Junkyard stage in
which the central barriers move as
they’re hit by the disc. By contrast,
the Casino really wound us up as
scoring isn’t determined by where
you land the disc, but how many
points the roulette wheel says it’s
worth. When you score repeated
one or two-point discs, only to go
behind after conceding a single shot
worth eight points, it’s quite easy to
get wound up – we know we did.
Thankfully, that is the only stage
with such an irritating gimmick.
DotEmu seems to be banking on
the longevity of the multiplayer
action here, as the content offering
is pretty slight. The character roster
has doubled to a dozen competitors,
each with different speed and
power stats as well as unique
special moves. In single-player
mode, your goal is to beat five of
them and win the championship,
with a couple of minigame breaks
between matches. This mode offers
a fair challenge, especially since you
have limited continues, though you
can earn spare credits by scoring
points during play. Beyond that, you
have a local multiplayer mode and
online play that performs well
enough, and that’s it.
The graphics and audio carry the
spirit of the Neo Geo game well,
which is a good job as plenty of
what’s here is essentially remade
from the original. It’s got that bright
Nineties look but never tips over into
being garish, the character designs
all have a good amount of charm
and there are plenty of neat visual
touches in stages like the
scoreboard animations. The new
music sits well alongside the old
stuff too, and we particularly liked
the Junkyard track.
Windjammers purists may be
reading this and fretting about the
addition of needless complexity and
random elements like the Casino.
We get it because we felt the same,
and it’s fair if that doesn’t appeal to
you. But ultimately, all of the speed
and intensity we loved is present in
» [Switch] The new super moves are an interesting addition, though some are definitely stronger than others.
» [Switch] The moving barriers in the
Junkyard stage are a neat and naturalfeeling new feature.
» [Switch] Dog Distance returns as Hot Dog Distance –
it’s the same, but with extra meaty pickups.
» [Switch] We’ve returned the disc with a slap here,
which is useful for catching opponents off-guard. »[Switch] This stage expands your five-point goal zone each time you score, making it good for handicap matches.
>> Score 86%
Windjammers 2, just with some
extra strategic options that make for
some pretty exciting plays. After
spending some quality time with
this game we felt that familiar
competitive rush, every rally
delivering just as much excitement
as any we had in the first game. So
does it need to exist? Maybe not,
but the fact is that it does, and we
enjoyed playing it – and really, that’s
the only thing that counts.
In a nutshell
Hard-core fans of the original
may decry the new additions, but
DotEmu has managed to expand
upon Windjammers without
losing its core appeal. There’s not
a lot for solo players, but it’s a
multiplayer classic.
RETRO GAMER | 95
REVIEWS: WINDJAMMERS 2
WINDJAMMERS
▼ SOMETHING OLD SOMETHING OLD
ROCKET LEAGUE
▼ SOMETHING NEW SOMETHING NEW
WHY NOT TRY
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PICK OF THE MONTH
If you ever enjoyed an Ultimate game
on the ZX Spectrum, Melkhior’s
Mansion will almost certainly feel like
a big, warm hug. The game structure is
essentially similar to Atic Atac, but displayed with the
isometric perspective that Ultimate used for its later
games. You run around the titular mansion trying to
gather a number of items to complete your quest,
which depends on the character you choose at the
start. Complicating things are your ever-dwindling
health, plenty of constantly respawning monsters,
limited map access and the small amount of items
you can hold simultaneously.
Melkhior’s Mansion looks lovely. The game uses
the ZX Spectrum colour palette without sticking
to the computer’s more cumbersome graphical
technicalities, allowing the great pixel art to shine
and providing an idealised version of that Eighties
experience. If Sir Clive’s machine wasn’t your
favourite, a wide variety of other palettes can be
unlocked, from 8-bit classics such as the Commodore
64 to the more modern charms of the Pico-8 fantasy
console. There’s also some jaunty chiptune music to
accompany you on your adventures.
One criticism that we would make is of the
difficulty level. It’s a tough game even on the very
easiest quest, and though that is entirely within the
spirit of the era it is also something that can put
off players that aren’t quite as hardened. It would
have been nice to see a choice akin to the Casual
and Veteran modes in Bloodstained: Curse Of The
Moon, ensuring that the game was more forgiving
for those just starting out. We also experienced
some technical issues with stuttering performance
after restarting the game, which wasn’t ideal.
Still, there’s plenty to like about Melkhior’s
Mansion – the action never lets up, there’s a good
deal of replay value and it’s fun just to spot all of
the references to Ultimate in general. It does a
very good job of pleasing its target audience, and
if you’re not sure that includes you, you’ll lose
nothing by trying it out as it’s absolutely free.
» System:PC » Buy it from: bitglint.itch.io » Buy it for: Free
Melkhior’s Mansion
Despite its popularity on systems like the
Dreamcast and N64, Acclaim’s Shadow Man
was far from perfect. It’s now been given a
significant remaster courtesy of Nightdive Studios
and the end result is very good indeed. While
there’s no denying certain clunkier aspects of
Shadow Man remain, there are numerous quality
of life changes too, like radial dials for selecting
weapons, tweaked controls, auto targeting and
other useful additions. It’s also been souped-up
graphically, with new animations and highresolution textures. The team has even added
three cut levels and remixed other stages as well,
meaning there’s plenty to discover, even if you’ve
completed the game countless times before. It’s
further proof that Nightdive is in a league of its
own when it comes to restoring classic games.
DARRAN JONES
This crossover card game was one of the
very best Neo Geo Pocket Color games,
and it’s still great today. The cards grab your
attention with beautiful pixel art, the battle
system incorporates familiar character alliances,
and the world is full of neat references to
Capcom and SNK games. This Switch effort
packs both Capcom and SNK versions into a
single download, and allows you to trade cards
between both versions. We appreciate the
effort made in providing a multiplayer mode,
but unfortunately it is severely limited – there’s
no online or local wireless capability, and both
players must use the same deck. The result is
a game that’s still excellent for single-player, but
does lose a big chunk of overall appeal.
NICK THORPE
Atari has been doing a fine job revamping
the classic arcade games in its library
and Breakout: Recharged is no exception.
Recharged mode is where you’ll spend most of
your time and it’s good fun thanks to interesting
wall designs and a selection of power-ups to
tackle with a single life. Classic mode drops the
power-ups but adds two extra lives and keeps
the wall layouts (which slowly drop downwards
like in Recharged) while Classic Recharged adds
both lives and power-ups. There’s an excellent
Challenges mode as well which tasks you
with scoring a set amount of points, avoiding
enemy fire and clearing a set number of bricks.
A second player can join in here or you can play
a more traditional two-player game elsewhere.
Yes it’s simple, but it’s also a lot of fun.
DARRAN JONES
>> Score 76% >> Score 80% >> Score 73%
Shadow Man: Remastered
» System:Xbox Series S/X (tested), PS4/5, Xbox One,
PC, Switch » Buy it from: Online » Buy it for:£16.74
SNK Vs Capcom:
Card Fighters’ Clash
» System:Switch » Buy it from: Online
» Buy it for:£7.19
Breakout: Recharged
» System:Switch (tested), PC, PS4/5, Xbox One/Series
S/X, Atari VCS » Buy it from: Online » Buy it for:£16.99
»[PC] Zouch will spend a lot of time rummaging
through chests during her quest.
»[PC] Bouncing projectile attacks are your main defence
against the rampaging foes within the mansion.
>> Score 85%
RETRO
WE LOOK AT THE LATEST RETRO-RELATED RELEASES
ROUNDUP
96 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
ON SALE
NOW
From the formative experiments of the Sixties, through to modern gaming
today, embark on a decade-by-decade voyage across videogaming’s entire
history. Explore defining titles, legendary developers, killer consoles and more!
TAKE A JOURNEY THOUGH
VIDEOGAMING HISTORY
Or get it from selected supermarkets & newsagents
Ordering is easy. Go online at:
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
98 | RETRO GAMER
<intro> The Amstrad homebrew scene has exploded in recent years, so Andrew decided
to cover CPCRetrodev2021, the latest games jam for the system </intro>
<Your monthly guide to everything
happening in the homebrew scene/>
<MAIN HEADER>
<body> While a large number of things about
2021 were less than ideal, one of the more
welcoming aspects about the year (at least from
a homebrew perspective) was the sheer amount
of Amstrad games that were released. In fact,
the CPCRetroDev2021 games jam featured such an
impressive number of games that it’s the first time
Darran has truly missed his CPC 464 which was lost
in the great skip clear-out of 2012 (Melanie denies all
knowledge of the fateful incident).
The event ran from 15 October to 2 November and
games were graded on a number of elements from joy,
addictiveness and playability to global product and the
usual graphics and artistic quality, as well as music and
sound effects. Additionally, contestants could net 50
points if their game was submitted with Free Licence
(GPL or MIT) and a further 25 points if it included a
meaningful gesture to the classic game Rainbow Islands.
Furthermore, all qualifying games needed to be playable
on an unexpanded CPC 464 or via the emulators WinAPE
2.0 and Retro Virtual Machine v2.0. Games also had to
load onto memory in a single pass and couldn’t have
been published or entered in previous competitions.
The games were judged by 13 experts and there was
an impressive prize pool of 2,400 Euros which resulted
in 37 entries. So without further fanfare, here’s a look at
some of the best games from the show. First up is Shovel
Adventure, which ended up winning. It looks excellent,
has good control and neat mechanics where you dig
holes to attack enemies and pick up diamonds. It could
have made an excellent budget game back in the Nineties
and a Spectrum conversion is already available. We
also like Wireware by CNGSoft thanks to its impressive
look, which includes large sprites and clever background
effects. The control of it is tough with enemies swarming
you, while it features an interesting idea of escorting
astronauts to safety. It’s finished off with excellent music
and sound. If you can get into it, it’s a really fun game.
Survive The Week is an intriguing flick-screen
adventure by Carlos Pérezgrin which netted third place.
You have to find and use objects to carry out activities
– but you need to get to work and also eat and sleep. It
features excellent presentation and nice graphics with
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CPC COMPETITION
IMPRESSES
<!--- Here’s many of
the competition’s games.
There’s a great amount of
variety to be found.--->
WRECKING BALL
<An excellent Arkanoid clone with
good presentation, graphics, and
sound. The only things letting it
down are the limited ball angle and
the distracting character-based
movement of the enemies./>
FITZROY DIVES DEEP
<This has great options including
password and green/colour modes.
There is some interesting gameplay,
although it’s not clear on the first few
screens that you need scuba AND
oxygen to swim./>
<intro> Homebrew
releases for retro
computers and
consoles continued
at a rapid pace
in 2021, and our
homebrew column is
once again back to
cover them. The loss
of Jason Kelk hit us
hard and it’s not
been easy finding a
suitable replacement,
but Andrew Fisher is
keen to take on the
torch that Jason had
to put down. So join
us for a revamped
Homebrew section that
will hopefully cover
all of your homebrew
needs. </intro>
M RE CPC HIGHLIGHTS
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good sound throughout. Fourth place went to Get Out
Of My Store, a great arena shooter where you defend
burgers in your shop from zombies and other enemies.
It has superb graphics and music and great presentation.
It starts off slowly but new mechanics and a satisfying
increasing difficulty make it good fun. Fifth place went
to The Capeture, another flick-screen adventure, but one
where you have to shoot or avoid numerous hazards.
While it has very ordinary graphics the featured tunes
are excellent. It feels very dated in places, but it is
challenging to get through in certain modes. We’ve
been seeing some great games being coded for the
Amstrad CPC lately and the high quality of last year’s
games highlight just how prolific coders are becoming.
Head on over to itch.io/jam/cpcretrodev2021/results
where you can check out all the entrants for yourself.
We’d love to hear about your favourites. </body>
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<!--- Here we have
Exodus Eskpe (top),
Amstred (right) and
Cownight (below) which
finished in 26th, 20th
and 35th place. --->
<body> <Stop the press! Zosya Entertainment,
creator of the rather brilliant Travels Through Time
reviewed this issue, has just released the new
scrolling beat-’em-up Angels for ZX Spectrum
(see above). With one or two-player action, special
powers and cutscenes this is a real treat for fans of
the genre. It’s currently free to download at
bit.ly/angelszx />
<The recent AmiGameJam had the theme of
‘Ports’ with categories for classic and next
generation hardware/OS. Check it out at
itch.io/jam/amigamejam/>
<The popular platformer Chuckie Egg has leapt
onto VIC-20 (+32K RAM expansion) thanks to
Derek and RESET64. Give it a try by visiting
bit.ly/rg_vicegg />
<MSX cartridge Souls Keeper has been released
by Oniric Factor, with enhanced MSX2 features.
News on a second cartridge batch and a digital
download can be found by heading to
www.oniric-factor.com/>
<Bitmap Soft has released Doc Cosmos on Game
Boy Colour, along with original Game Boy titles
Tales Of Monsterland and Pineapple Boy. Find
them all at www.bitmapsoft.co.uk/>
<Prince Of Persia took a big stride onto Atari XL/
XE (it requires 128K of memory). You can play it by
visiting bit.ly/persiaxl />
<Double Sided Games has resumed shipping to
the UK. Its Amiga dungeon-crawler The Shadows
Of Segroth (2Mb RAM, A1200 recommended)
is now available to buy. Head on over to
doublesidedgames.com/shop/>
<Cronosoft has released Paleto Jones by
Mananuk, and the 18+ rated ‘grimdark’ text
adventure The Iron Wolves by Andy Remic, both
for the ZX Spectrum. EU buyers are advised to
purchase via eBay, so IOSS VAT is prepaid. You
can find more information at
cronosoft.fwscart.com/> </body>
WRATH OF THE MCPC
<This has a brilliant intro sequence
and clever in-game design with
familiar Snake/light cycles gameplay
with a couple of neat twists. The
LambaSpeech version adds voice
support with the hardware./>
CASTLE KID
<An arena shooter with cute design
and music. There’s an option for two
players to have a go and there’s also
the useful ability to redefine keys.
It’s nice enough although it’s not the
most original of games./>
WRECKING BALL
<This is an increasingly difficult
platformer with clever monochrome
presentation and an extremely
moody tune. The controls feel
precise and difficulty is well-tuned. It
reminds us of Super Meat Boy./>
RETRO GAMER | 99
<intro>Additional entries to try</intro>
<intro> Your snack-sized news items </intro>
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
100 | RETRO GAMER
Score: 95%
Were you pleased with
the success of Sam’s
Journey on c64?
<The feedback was
overwhelmingly positive.
Casual gamers found the
unlimited retries and save
game feature very enjoyable
while hardcore gamers took
the challenge of finding all the
secrets. It has sold more than 3,000
units and counting./>
Why convert it to the NES?
<The primary intention of creating Sam’s
Journey was to bring console-style
platform action to the C64. Porting it to the
NES feels like bringing it home again./>
What development system
do you use?
<We’re using our own editor to draw
graphics, create the game world and
populate it with objects. Tools written in
Python are used to convert into binary data.
Code is written in 6502 assembly and then
compiled using the ca65 assembler./>
Are you testing Sam’s Journey
on real hardware?
<Always! The NES has loads of
hardware quirks. Many of those still
aren’t properly emulated. As we are
releasing Sam’s Journey on physical
media, we must make sure that the NES
version runs flawlessly. We put in some
extra work to create a fully adjusted
NTSC version. PAL and NTSC players
will experience nearly the same
gameplay in terms of speed./>
Do any of the graphics
need to be reworked?
<On the NES the resolution
is higher, but the visible part
of the screen is narrower. You
have more colours but cannot
use them as flexibly as the
C64. Stefan redrew all the
graphics and adjusted a few maps./>
Will the music be rewritten?
<The NES’ APU has one waveform
generator more than SID, but you
cannot assign any waveform to any
generator. Despite these and other
differences, Alex did a great job and
we’re confident the NES soundtrack will
swing and groove./>
What will be in the final package?
<There will be a standard edition
as awesome as the C64 version. A
limited Ultimate Edition will contain
extra gimmicks. A poster can be
added, as can an audio CD with the
NES soundtrack. For fans who don’t
have access to real hardware, we are
considering a digital download./>
What other games are you
currently planning?
<Another game for the C64, but this
time with a darker theme and a grittier
atmosphere. We’re also keen on
exploring the SNES./>
<intro> The Knights Of Bytes programmer talks about the
forthcoming NES conversion of Sam’s Journey </intro>
CHESTER
KOLLSCHEN
THE BRILEY WITCH
CHRONICLES
<info By: Witchsoft – Sarah Jane Avory, Paolo Rathjean
Format: C64 Price: Digital download $9.99 plus sales tax
(20% VAT in UK) Visit: bit.ly/rg-briley />
<body> This Japanese-inspired RPG is based on Sarah
Jane Avory’s own series of fantasy novels. Briley returns
home from an exhausting day to feed her cat Smokey.
Meditating to relax, she’s drawn to another world ruled by
magic where Smokey can talk. With help from others, Briley
must cure a cursed village as she learns how to be a witch.
Following the intro sequence, the main menu offers New
Game or Continue; four save slots are available on cartridge
or blank disk. Members of the party dutifully follow Briley
around. You can interact with objects and people by pressing
fire, or hold down fire to enter the menu system. A useful
Remind option hints at what you should do next, while
dialogue with others can include a choice of topics. Random
encounters lead to Final Fantasy-style turn-based battles,
where you can use your earned magic and special skills.
The game is beautifully presented, with miniature portraits
of each character when they talk. Other nice graphical touches
include the subdued palette when exploring the village at night,
and the world map that opens once you have left the village. The
music evolves and changes as the story progresses, with some
neat jingles and well-suited sound effects. Everything can be
controlled from a single joystick, and the well-crafted story will
take more than 15 hours to complete. Sarah is starting work on
the sequels and an Amiga conversion, so make sure you play one
of the best RPGs on the C64. </body>
<!--- Pirates Ahoy! Creating a level for
the NES version of Sam’s Journey. --->
<!--- Sam keeps Chester
company while he works on
the NES conversion. --->
<!--- [NES] Flip out like a ninja
with Sam’s Journey. --->
<!--- C64 original on the left, NES
conversion on the right. --->
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
<intro> Here’s a selection of interesting
games that weren’t ready in time for this
issue. Look out for them shortly </intro>
<body> Dread is an amazing first-person
shooter from Altair and Pixelglass, recreating the
look and feel of Doom. The astonishing thing is
that it runs on a standard Amiga 500 or ST with
1Mb of RAM, so no accelerator or other hardware
is needed! Watch the video diary of the demo map
and get download links at bit.ly/dread-9
Pigsy is converting The GG Shinobi (from
Sega’s Game Gear) and the PlayStation classic
Castlevania: Symphony Of The Night to Sega’s
Mega Drive. You can visit their YouTube channel at
bit.ly/rg-pigsy to see the latest builds and a preview
of the games running on real hardware. The
excellent music is covered by Alianger and Pyron is
creating the graphics.
Graeme Cowie is hard at work on Devil’s Temple:
Son Of The Kung Fu Master for the Amiga –
mcgeezer.itch.io/kung-fu-remaster – with graphics
by TenShu and sound by DJ Metune. It draws
inspiration from the classic Kung-Fu Master arcade
game by Irem, reimagined more in the mould of the
later Vigilante (another Irem classic). The preview
screens look amazing, and a brand-new playable
demo is now available. We will be interviewing
Graeme shortly about the creation of this game
and his other great Amiga titles. </body>
TRAVELS THROUGH
TIME - VOLUME 1:
NORTHERN LIGHTS
PUZZLE BOBBLE
<info By: Zosya Entertainment - Kit, Manu Format: ZX
Spectrum with 128K memory Price: Free download or tape
version (with soundtrack CD & data CD) £14.99
Website: bit.ly/northernlightszx />
<info By: Crazy Piri Format: Amstrad CPC Price: Name your own price download
Website: crazypiri.itch.io/puzzle-bobble />
<body> Boy racer Sven takes on a series of races – time
trials, checkpoint races and duels against various rivals.
In early stages you can try again repeatedly, but later you are
restricted in the number of attempts. Cutscenes tell a story
from the Fifties to the Eighties, with different vehicles to drive.
The graphics here really impress, with large cars and
amazing roadside scenery. Sound works well, with a good
soundtrack and respectable engine noises. Presentation is
fantastic – although control can feel loose with early vehicles.
With so many levels to play through, this is a game that will
keep you hooked. Oh, and head to zosya.bandcamp.com
where you can stream the soundtrack for free. </body>
<body> The Taito arcade game reaches the CPC in colourful style, with 100 singleplayer levels to master. It neatly pays tribute to other Taito games too, with a frame
surrounding the main play screen to represent Arkanoid, Chase HQ, Bubble Bobble and more
with the music switching to match. The sound FX and speech are good too, and gameplay is
fun – although turning your pointer does feel slightly slow compared to other versions. It’s also
a real shame that the puzzle mode and head-to-head gameplay are missing as well. Even with
those omissions, this remains great fun and Amstrad owners should not miss it. </body>
Don’t forget to follow us online for all the latest retro updates
RetroGamerUK @RetroGamer_Mag [email protected]
<!--- [Amiga] The big enemy with the minigun
will do heavy damage to you in Dread. --->
score:
score:
90%
84%
RETRO GAMER | 101
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
E
very gaming enthusiast
starts somewhere, and
quite often that start
ends up influencing
your tastes down the line. We
got together as a team to talk
about the machines that introduced
us to the wonderful world of
videogames, but ended up going
on a bit of a tangent too, talking
about our first experiences with
other types of hardware and even
the misuse of funds intended for
educational purposes…
NICK
I already know Darran’s answer
here, but what was your first
gaming machine?
TIM
Mine was a Commodore 64 back
in 1985 I think.
DARRAN
We had an old orange Binatone
system that was passed down to
us, but the first actual system I
owned was an Amstrad CPC 464
that I received for my 14th birthday.
That would have been 1987.
NICK
My dad gave me his Atari 2600 Jr
after he got his Mega Drive, which
was in 1992. What were the first
games you guys played on those
new machines?
TIM
Crazy Kong! Please get a
screenshot of this because even
with rose-tinted nostalgia specs
on it looked absolutely atrocious. I
need to see it with fresh eyes.
DARRAN
Amstrads came with a pack of 12
Amsoft games that ranged from
educational programs to games
like Bridge It, Harrier Attack and
Oh Mummy. I’m pretty sure the
first game I loved was Roland On
The Ropes. I also somehow
received two packs, rather
than one, so I had lots to play.
NICK
I think Donkey Kong or Centipede
would have been the first Atari
games I played, but I was too
young to remember for sure. I
think my favourite of the games
I was given ended up being Dig
Dug, though.
TIM
Heh, the C64 also came with
Frogger (or some derivative of
it) but it wasn’t supposed to be
included and my brother and I
were told not to play it as it was
going to be returned. But we put it
on anyway – sorry mum.
DARRAN
Dig Dug, Nick? So even before
Sonic you had terrible taste in
games. All joking aside, can
you remember the first game
you bought? For me it was The
Apprentice by Mastertronic and it
was nowhere near as good as its
cover suggested.
NICK
We used to have a market stall
that sold 2600 carts for £1 each,
and again I was too young to
remember, but it would have been
either Pitfall! or Pac-Man. I know
they have very different reputations
but I loved them both because
I’d never played a more authentic
version of Pac-Man.
DARRAN
Yup, budget games were quite
the saviour back then. I remember
my nan would take me to bingo
and if I had been good or she had
had a decent win, she’d buy me a
book on the way back or a game.
I’d typically grab a Codemasters
release and had a near-complete
collection before they all got
chucked in a skip.
TIM
My brother and I spent most of
our pocket money on Mastertronic
games because they were so
cheap. We had loads of them,
unfortunately one of them was
BMX Racer. Though one time
we pooled our birthday money
together and got Space Harrier, it
was a tenner!
DARRAN
I think the first Amstrad game
I purchased for a tenner was
Sabre Wulf. The sprites were a
little chunkier than the Spectrum
version but I still loved it. In all
fairness I was working full-time
when I was 15 so I soon got hold
of my first console, Sega’s Master
System when I was 16. Did
either of you go down the rites of
passage route of using part of your
student loan to buy a console? I
hear that was a thing.
NICK
I was really fortunate, my mum
bought me a Wii for my first
Christmas at uni – it was the
first time I’d ever got a console
within a month of its launch!
So I didn’t need to spend my
student loan on a console. Not
that it stopped me buying a new
old stock PAL Turbografx a few
months later, of course.
DARRAN
That’s my boy. What about you,
Tim? Did you splurge your loan?
TIM
I didn’t actually. I wasn’t really a
proper student until my 30s and by
that time I had an Xbox 360. In the
Nineties I spent birthday money
and some savings on a Mega
Drive and then a PlayStation a few
years later though. Primarily for
FIRST LOVES
DARRAN
JONES
NICK
THORPE
TIM
EMPEY
I’ve pretty much bought my
own games and systems aside
from that Amstrad
DARRAN JONES
The machines that formed our gaming habits
RETROBATES MULL OVER THE SCENE’S MOST INTRIGUING ISSUES
HOT TOPIC
» Going from Astro Wars to a Game Boy Advance is a big upgrade when it comes to portable gaming!
102 | RETRO GAMER
» [Amstrad CPC] The first game Darran loved was Roland On The Ropes, a
common favourite among Amstrad owners.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
Street Fighter II and then Tekken 2.
I’ve totally skipped over the Amiga
years – we had two big disk boxes
filled with copied games.
DARRAN
I’ve been in an unusual situation
where I’ve pretty much bought my
own games and systems aside
from that Amstrad. I do recall
Melanie buying me The Lion King
Mega Drive bundle one Christmas,
but generally I’ve always bought
my own, including my first import
console which was a Mega Drive.
NICK
How about handhelds? I was really
late to getting one, my first was a
Game Boy Color that I got when
Pokémon came out.
TIM
Aside from Astro Wars, I didn’t
have a handheld until I snaffled a
Game Boy Advance SP from the
Cube desk. A DS followed that but
I eventually sold it. My brother gave
me his old DS Lite a few years ago,
but I haven’t played it much.
DARRAN
My first was an Atari Lynx and
I absolutely adored it. I picked
up a fair few games for it, but
eventually got really annoyed as
I only knew one other person
with the system as everyone
else had Game Boys. You should
go back to the DS Tim, as it’s a
great little system. In fact that
would make for a good Hot
Topic at one point.
NICK
See that’s where I was lucky –
Pokémon made it pretty obvious
what everyone else was getting.
Of course, I then bungled the
social aspect by picking up
Street Fighter Alpha as my first
game, which didn’t incorporate
a two-player mode.
DARRAN
Well if you were as good
at Street Fighter as you
were at Card Fighters’
Clash then that’s probably a good
thing as you’d have ended
up with no friends!
HOT TOPIC
RETRO GAMER | 103
READERS
REACT
» Tim was the first of us to have his own games
machine, and it was a pretty good one too.
Follow us online so that you can join in the discussions
RetroGamerUK @RetroGamer_Mag [email protected]
What were the first
computers/consoles and
games you owned?
Rev Phil Richardson
Amstrad CPC 6128… too late really, by that
point NES and Mega Drive were far cooler.
But it did introduce me to North And South,
Spy Versus Spy and somewhere at my
parents’ house is a big box copy of Osprey!
Anthony Harris
My first machine was a Commodore 64 which
my parents bought for my seventh birthday.
They bought it for me from Dixons, Cardiff, on
the day of the ladies Wimbledon final and I
was so excited I threw up outside the shop!
Jake Warren
Saturday, 18 June 1983, we bought a
Spectrum 48K from WHSmith in Bristol
along with a copy of Flight Simulation by
Sinclair. I still have them and the computer
is still working.
Phil Rowland
Out of the blue once, my dad brought home a
Philips Videopac on an ‘ask no questions’
basis. With a downhill skiing game and a
shooter called Freedom Fighters that blew my
prepubescent mind.
James Moorehead
Amiga 500+. Me and my parents lived in
Turkey at the time as my dad worked on a
plant out there. A friend of his had the
Amiga and I’d play it when we went over
there, he sold it to my dad and the rest is
history. First game was either Superfrog,
Pinball Dreams or Lotus 3.
Mike Larky
NES with Teenage Mutant Hero Turtles for
Christmas 1990. Changed my life! Being
seven it just blew my mind! I sadly had to sell
it and a huge collection of games in box with
manuals to make rent many years back.
Dave Long
My first was the Master System which came
with Hang On & Safari Hunt and the lightgun.
This got traded for a Mega Drive, which got
traded for a PlayStation, which got traded for
an Xbox. Years later I’m now paying the price
of selling these machines by collecting them!
Gary Glover
Texas Instruments TI99/4a. First game
was Hunchback, that I copied the code
from Computer & Video Games Magazine. This
was in April 1984.
Newbie Coder
I desperately wanted an Atari 800 after seeing
Star Raiders running in a shop window but my
mum couldn’t afford it (they were incredibly
expensive) so I ended up with a silent, black
and white, 1KB ZX81. But I grew to love that
little machine and later the Spectrum. » The youngest member of
our team actually started out with the
oldest technology – funny how that works.
» [C64] Tim’s first £10 game was Elite’s conversion of Space Harrier
– definitely a better pick than certain other 8-bit Sega conversions.
Credit: Evan Amos
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
104 | RETRO GAMER
BIO O
ur latest collector was lucky
enough to start his collection
by simply keeping hold of his
original games and systems.
He then began earnestly collecting in the
Noughties, but it was actually one of our
books, of all things, that led to him
securing nearly 60 different consoles.
“I bought Retro Gamer’s Hardware
Handbook back in 2009,” he tells us.
“Prior to that I had been ignorant as to
just how many machines were out there.
It really fascinated me how many had
come and gone, and the more obscure
the machine, the more it interested me.”
That interest led to Oliver picking up
numerous systems. “I decided I wanted
my collection to represent a snapshot of
game consoles,” he continues. “I enjoy
the failed machines, just as much as the
successes. This led to me buying a Virtual
Boy, Game.com and even an Ouya.”
Oliver is aware that a great number
of systems can lead to an inordinate
amount of games so he takes care to not
“spread myself too thin” and is happy
to just own three to five games
for certain systems. One
console he does collect for
however is the Xbox and he’s
built up a decent selection
of games for it. “When I
adult collector I can appreciate how large
and varied the Japanese games industry
was. Many Japanese consoles pioneered
features we take for granted today and it’s
fascinating to see the ones that did it first.
Plus who can argue with the aesthetics,
whether that’s the consoles, games
or the box art. There’s just something
special about them.”
In fact Japanese systems are
something Oliver recommends for
those stressing over the rising prices of
retro. “Don’t be afraid to pick up import
machines,” he concludes. “There are
rarely any compatibility issues now with
modern TVs. Japanese machines and
games often go for a fraction of
their Western counterparts
and can be a good way to
experience those games
that otherwise might be
out of reach.”
bought it in 2004, the Xbox was the first
non-Nintendo console I had owned,” he
admits. “There are some bold ports, and
games that just really should not run on
the machine, yet it pulls it off. Half-Life 2 is
a particular achievement, with its physics
engine intact. It seems to be an underappreciated platform at present, so you
can pick up some great games for only a
few pounds.”
Those low prices are important as
Oliver is another collector who feels that
retro gaming is becoming an expensive
hobby to get into. “Big items in the
media are fuelling the idea that absolutely
everything retro is worth a fortune,” he
laments. “This is spilling over into the
high street and online but as mentioned,
that’s not to say there aren’t bargains.
Like it or not retro gaming is much more
in the public consciousness now, and the
landscape won’t ever be like it was in the
Noughties as there is now the demand.”
Retro games may be in demand
now but it hasn’t stopped Oliver from
adding stuff to his collection and he has
an eye for Japanese items, particularly
hardware. “I think it’s partly down to the
air of mystery that surrounds them,” he
says. “In Europe we barely got a hint
of some of the stuff being released in
Japan at the time, and it’s only as an
NAME:
Oliver Hale
LOCATION:
Manchester
FAVOURITE GAME:
Super Mario Bros 3
FAVOURITE SYSTEM:
Nintendo 64
COLLECTION WORTH:
£12,000 approx
TWITTER:
@RetroGamingGeek
Oliver Hale shares his impressive collection with us
THE CONSOLE ENTHUSIAST
VIRTUAL
BOY
“Bought as new old stock, this
started my love affair of failed
systems. It’s not as bad as
people think.”
PAID: £150
DOKI
DOKI PANIC
“The first Japanese game I
bought myself, and one with
a fascinating double life.”
PAID: £40
READERS TAKE US THROUGH THE RETRO KEYHOLE
COLLECTOR’S CORNER
N64
MAGAZINE -
FULL SET
“I subscribed right from issue
one and it was my bible during
those years.”
PAID: £177
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
Prices correct at time of print
THE COVER STAR
EARTHWORM JIM
Shiny’s game is slowly rising in price with complete PAL
and US Mega Drive copies selling for around £35. The
SNES version is similarly priced although you’ll save money
by simply buying a loose cart. Alternatively you can get it on
the Evercade’s Interplay Volume 1 collection for £17.99.
PINBALL DREAMS
While we’ve seen it as low as £1.95, the usual price for this hit
Amiga game is £15 with the MS-DOS version hitting £20.
The SNES version is pricier with complete PAL versions hitting
£25 and NTSC versions going for £55.
ALIEN RESURRECTION
Argonaut’s Alien game ranges in price between £10 and
£22, although you can get it for around £7 if you don’t
mind owning just the disc. The US version is usually £25.
STORM
If you fancy picking up Mastertronic’s Gauntlet clone you should be
able to get it for less than £10. The Amstrad version is cheapest
and rarely costs more than £2.99, which makes sense as it was
the most plentiful version.
ROLLING THUNDER 2
Namco’s Mega Drive title is another game that’s rising in price.
Complete PAL copies hit £55 while the Japanese release can hit
£80. The US Genesis release is even pricier and can reach £110.
SSX
If you’ve enjoyed our look at the PS2 games you’ll be pleased to
hear that the original game typically sells between £1 and £5.
The US version is a little more expensive but still available for
under a tenner.
DARK SEED
You’ll need serious wedge for Dark Seed. Complete Amiga copies can hit
£185 in immaculate condition, while the CD32 version goes for £75.
The PC CD-ROM edition goes for around £10 and the Saturn and
PlayStation versions can be picked up for under £25.
BARGAIN HUNT
Your guide to the rising world of retro prices
HOW MUCH?!
SUPER MARIO RPG: LEGEND OF THE
SEVEN STARS
While we steer clear of graded games, we still look out
for sealed sales and this one had our eyes goggling.
This sealed NTSC game included an authentic Kay Bee
Toys sticker and sold for a whopping $4,500.
The $30 charge to ship it felt a bit cheeky, mind.
COLLECTOR’S CORNER
Got an impressive collection of your own? Contact us at:
RetroGamerUK @RetroGamer_Mag [email protected]
RETRO GAMER | 105
JEWEL IN
THE CROWN
PANASONIC Q
■ “Ever since I saw it in the pages of
NGC magazine, I knew I had to have
one of the prettiest game consoles
ever released.”
PAID: £300
NES
“My love for this hobby
can be traced back to this very
machine, it was my first ever
games console and it’s still
going strong.”
PAID: GIFT
SONIC
MOUNTAIN
QUEST
“Received as a Christmas gift from
my brother, everything
about it perfectly encapsulates
the Nineties.”
PAID: GIFT
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
D
o you know
who wrote
your favourite
book? Of
course you do. The
author’s name is on the
cover. And you also know who sang
your favourite song and starred in your
favourite film. But do you know who
created your favourite arcade game?
I certainly didn’t back in the lateSeventies and early Eighties, when I was
playing Boot Hill, Asteroids, Joust and
every other new game that magically
appeared, like the shopkeeper from Mr
Benn, in the small arcade or the cafes
and chip shops of my home town of
Ripley in Derbyshire.
I do now. One of the many wonderful
things about writing for Retro Gamer is
getting to talk to, and sometimes meet,
the people who created the games
that I pumped my paper round money
into when I was growing up. I’d never
been one for collecting autographs but
then I discovered the ‘arcade flyer’ – the
advertising sheets, usually A4 in size,
produced by Atari, Williams, Gottlieb and
all the other coin-op manufacturers, to
encourage arcade operators to buy their
latest release. I found one for Q*Bert on
eBay for $10 and as I’d just interviewed
the programmer, Warren Davis, for issue
21, I sent it over to him in California and a
few weeks later, it arrived back, signed. I
got it framed and put it up on the wall…
of my toilet. It was soon joined by Star
Wars, Dragon’s Lair, Defender and a
dozen more, all signed by the coders
and artists behind each game, a daily
reminder of those formative years spent
in pursuit of the next high score.
I have over 70 signed flyers now and
not enough wall space to show them
off so I’ve branched out into getting
other bits of gaming memorabilia
signed by their creators. Lots of tapes
and cartridges, of course, and as a
Commodore kid, I’m particularly proud
of The Count VIC-20 cartridge and
Sheep In Space and Super Pipeline II
on disk, both for the C64, signed by
Scott Adams, Jeff Minter and Andy
Walker, respectively. I’ve tried not to be
partisan, though, and have a Spectrum
signed by both Matthew Smith of Jet
as David Braben was an achievement,
given Ian refused to share the stage with
his one-time collaborator.
No one has ever refused to sign
anything, though when I travelled up
to Liverpool to ask Matthew Smith to
sign a Spectrum to exhibit at the newly
opened National Videogame Arcade,
he said he didn’t want to in case people
thought he’d made it. I said I didn’t think
anyone would get confused but let it
lie and we spent the evening drinking
Guinness and absinthe. When I awoke
the next morning, his distinctive scrawl
was there on the machine.
There are still many signatures
that I would love to bag in the future.
Getting my Donkey Kong flyer signed
by Shigeru Miyamoto and my Blueprint
flyer signed by Chris and Tim Stamper
would make me very happy but I
don’t really fancy my chances. A
more realistic goal is to try and get
Retro Gamer 1 and Retro Gamer 19
signed by Martyn Carroll and Darran
Jones respectively – the issues when
each began their tenure as editor of
the magazine. It seems strange to
ask friends to sign things, but in my
dotage, I’d like to look back at this part
of my retro life and smile. Hope you
can oblige, boys.
Thanks very much to Ian Pare for
the photography.
Set Willy fame and the designer of the
machine, Rick Dickinson. Rick sadly
passed away in 2018 and that adds a
certain poignancy – the things these
talented people created will outlast
them. I visited both Keith Campbell,
who wrote the adventure column for
C&VG, and Ralph Baer, the inventor of
the first home console, the Magnavox
Odyssey, to get them to sign pieces of
their history. I’m glad I got to tell them
in person what their work meant to me
before they died.
I think anyone that collects anything
will agree that the thrill of the chase is
part of the attraction. Managing to get in
touch with people like Nolan Bushnell,
Eugene Jarvis and Steve Wozniak
and getting them to sign stuff was
great, though you know it’s something
they’ve been asked to do many times
before – the latter even has a dedicated
‘Signed by Woz’ contact email. What
is especially sweet is when you ask
someone to sign something from their
past and they are amazed that you are
asking at all. You could tell how surprised
Trevor Hall, author of the first C64 title I
ever bought, Twin Kingdom Valley, was
when I got him to scribble his name
across an original poster of his game.
The same was true for Spaniard Paco
Portalo, co-creator of Bugaboo (The
Flea), and despite the language barrier, it
led to a Making Of feature in issue 91.
S
ometimes the chase
comes your way and I
can vividly recall my eyes
widening when I saw that
Tetris creator Alexey Pajitnov was
speaking at Nottingham’s GameCity
festival back in 2007. I duly harangued
him after his talk and he signed his name
in Sharpie over the front of my Game
Boy, accidentally leaving a fingerprint
on it as he handed it back. The ultimate
signature, that. I similarly ambushed
Masaya Matsuura of Parappa The
Rapper fame and Masayuki Uemura,
father of the NES and SNES, when they
came to Nottingham, though possibly
the best haul was when the extended
team behind Elite congregated for the
25th anniversary of the game’s release.
Getting Ian Bell to sign the same poster
“Sign your name across my retro,” asks Paul Drury, politely
SIGNED, UNSEALED
AND DELIVERED
MY RETRO LIFE
PERSONAL STORIES ABOUT OUR SHARED PASSION
106 | RETRO GAMER
I MANAGED TO GET ATARI
FOUNDERS NOLAN BUSHNELL
AND TED DABNEY TO SIGN
THIS FLYER AND TRIED TO
TRACK DOWN THE MODEL, A
DANCER AT THE BRASS RAIL
STRIP CLUB, BUT FAILED.
COMPUTER SPACE FLYER
My most prized possession – a flyer for the first ever
commercial arcade machine signed by the two men that
created it, Ted Dabney and Nolan Bushnell.
GAME BOY
I always liked the clear case version of the Game Boy
and was very happy to have mine signed by Tetris author
Alexey Pajitnov.
POCKET SIMON
Ralph Baer, the father of the videogame console, also designed the iconic handheld Simon, so I got him to sign
the pocket version.
SINISTAR DESIGN DOCUMENT
I interviewed Williams game designer John Newcomer
for a Making Of Sinistar feature for Retro Gamer 125 and
was staggered and delighted when he signed his original hand-written design notes and sent them over.
WOOL FROM JEFF MINTER’S FLOCK
I won this in a videogames quiz – some wool taken from Flossie, the favourite sheep of Jeff Minter, the author of my favourite game, Sheep In Space.
WHAT I’D SAVE FIRST FROM THE FIRE
PRIZED
SIGNATURES
THE MANUAL FOR ATARI’S
SEMINAL MISSILE COMMAND,
SIGNED BY CREATOR
DAVE THEURER.
I WAS LUCKY ENOUGH
TO MEET SCOTT ADAMS
AND MASAYUKI UEMURA IN
PERSON AND GOT THEM
TO SIGN SOMETHING
FROM THEIR PAST.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
MY RETRO LIFE
RETRO GAMER | 107
Richard Brady
I have signed copies of Super Mario Bros 3,
Super Mario 64 and Super Mario
Sunshine. I queued to see Miyamoto
years ago in London.
Shiiiva
My Shenmue III poster. I won it in a
competition and it’s signed by Yu Suzuki.
Shenmue III was my most anticipated game
of all time and thanks to the amazing fans,
we made it happen after all these years.
Justin Towell
Christmas NiGHTS, UK cardboard slip case
version, signed by both Yuji Naka and
Takashi Iizuka. So awesome.
John Aycock
An Atari 2600 Adventure cartridge signed
by Warren Robinett, after he came to give a
talk to my students.
Sloanysoft
My copy of Football Manager signed by
Kevin Toms himself.
Craig Derrick
My copy of The Secret Of Monkey Island
signed by Ron Gilbert, Tim Schafer
and Dave Grossman, after recording a
developer commentary for Monkey Island 2:
Special Edition.
Jake Warren
The original art board of the Atic Atac map,
drawn and signed by Oli Frey. It appeared in
the June 1984 issue of Crash magazine.
Chris Parsons
It has to be my Magnavox 2 Ralph
Baer’s Pinball cartridge, signed by
the man himself.
Lord Arse!
My hat, signed by Jim Bagley, Mark Jones,
Kevin Toms, Steve Turner, the Oliver twins
and Jon Hare.
Chris Wilson
I have Manic Miner and Jet Set Willy for
the Spectrum signed by Matthew Smith.
Despite being a Commodore kid, I’m rather
proud of those.
Raymond Stewart
Well, it’s not electronic gaming, but my
Warlock Of Firetop Mountain Fighting
Fantasy book signed by both Ian
Livingstone and Steve Jackson.
Readers share
their own prized
possessions
YOUR
FAVOURITE
SIGNED
ITEMS
MY SLIGHTLY BATTERED
SPECTRUM, SIGNED BY
DESIGNER RICK DICKINSON
AND MATTHEW SMITH.
MATTHEW SMITH’S SISTER
DREW THIS PICTURE OF HER
BROTHER WHILE HE WAS
CODING MANIC MINER. HE
ATTESTS TO ITS ACCURACY.
JOHN NEWCOMER VERY GENEROUSLY GAVE
ME HIS ORIGINAL HAND-WRITTEN DESIGN
DOCUMENT FOR SINISTAR. NOAH FALSTEIN
AND RJ MICAL BROUGHT HIS VISION TO LIFE
AND SIGNED THE FLYER.
A FEW OF THE
TAPES I’VE
COLLECTED,
SIGNED BY
THEIR AUTHORS.
MY STAR WARS FLYER,
SIGNED BY PROJECT
LEADER MIKE HALLY.
I CANNOT COMMENT ON
HOW PRETTY FLOSSIE
WAS BUT JEFF MINTER IS
MY HERO SO I’LL TAKE HIS
WORD FOR IT.
A PAIR OF ICONIC
HANDHELDS, SIGNED
BY RALPH BAER AND
TETRIS CREATOR
ALEXEY PAJITNOV.
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METROIDVANIA MANIA
STAR LETTER
Dear Retro Gamer,
I’ve largely given up on AAA videogames as they
don’t offer me the thrill that they used to give
me in my 20s. I still play plenty of new games
however and they’re typically games that remind
me of my youth – either due to their simpler game
mechanics or because their visuals look 16-bit.
While I enjoy a great number of different genres,
it’s the Metroidvania that I seem to spend most
of my time playing at the moment. It seems that
every indie developer wants to plant its own flag
on this huge mountain and it’s easy to see why.
It’s a truly compelling genre that often requires
good hand-eye coordination and a decent memory
(remembering what area your new item will allow
you to access). I know that you’ve run a big feature
on the genre in general but it would be so much
better if you could perhaps do a big article in the
style of this month’s SNES feature. I’d love to
read it. Even if you don’t, I compel your readers
to try the genre for themselves, it really is full of
wonderful games.
Yours sincerely,
Jason Brown
You’ve got good taste, Jason. It’s a really solid
genre and there’s plenty of games to discover
(in fact, after shmups, Darran probably has more
Metroidvanias than any other genre) and the rest
of the team enjoy them as well. You’ve certainly
given us food for thought so enjoy a book.
BURNING NOSTALGIA
Dear Retro Gamer,
You remain my favourite magazine,
and amazing articles like the one
on Turrican in issue 214 really help
keep that nostalgic magic burning.
Turrican in its brilliant 8-bit incarnation
on the C64 was one of my many
tape-based starting points in gaming,
fuelled in no small part by the brilliant
loading screens and music. Is there
any chance of running a Top 20 or
articles of a similar nature? It would
be greatly appreciated, especially
if you covered the brilliant artistic
efforts by Codemasters, Ocean and
of March and it would be fantastic if
you could feature it, as we want as
wide a voting field as possible.
Kev Mason
No worries Kev, consider your poll
well and truly plugged.
AN FMV REQUEST
Dear Retro Gamer,
I’m an (almost) new subscriber of
your magazine from Italy (started
six months ago) even though I
already bought one Spanish issue
» [Switch] Jason has been playing numerous Metroidvanias,
including Thomas Happ’s Axiom Verge.
Apex. Also, any Creatures-related
content wouldn’t go amiss. Cheers
and continue the great work!
Robbie Patterson
We’re glad you’re enjoying
the magazine, Robbie. We’ve
actually got a music article in this
very issue that you might find
interesting. Otherwise we could
certainly run a Top 20 on loading
screens and music tracks if we can
get some suitable developer input.
DREAM PLUG
Hi Retro Gamer,
I am part of the team of contributors
for the Dreamcast Junkyard website.
I was just wondering if it would be
possible to get a little note in the mag
plugging our ‘Top 200 Games Of
The Dreamcast Vote’? Even if just on
the letters page. We’ve run this poll
several times before but it hasn’t been
updated since 2016, so we launched
the latest recount/revote this year. The
poll itself is staying open until the end
from my time working in Madrid
(2017). It is a joy to read your
in-depth articles mixed with that
English attitude, the content also
is absolutely top notch and really
expands on the subject matter
being covered. Plus I have a real
love for paper magazines (I can’t
stand reading on a screen), and the
paper you use makes a so-satisfying
crispy sound that I find myself
waving the pages just for that!
I have a little request. I found an
index of your previous issues, and
I noted that you ran a feature on
cheesy Nineties FMV games in issue
131. Could you perhaps write a new
article on the ingenuity behind these
games? I’d love to read it.
Thank you very much, and keep
up the good work (you set a very
high bar).
Diego Sanziani
It’s nice to hear you approve of the
magazine, Diego. Nick loves cheesy
FMV games so we’re sure he’ll put
something new together once he
finds a suitable angle.
KARATE STUMPED
Hi Retro Gamer,
Do you know who wrote the Technos
profile in issue 20? The list of
programmers was a brilliant addition,
but I’m wondering if whatever
sources the author had access to
might be able to reveal who designed
and/or programmed Karate Do : The
Way Of Karate, which was released in
the US as Karate Champ?
The origins of Karate Champ
remains one of those strange
mysteries. It was an important
game that basically kicked off the
fighting game genre – Street Fighter
» [C64] Look how dynamic this loading screen is.
No wonder it left a big impact on Robbie.
» [Dreamcast] Will Sega Marine Fishing place high?
Cast your votes by visiting bit.ly/junkyardpoll
» [Mega-CD] Nick doesn’t need much
excuse to write about Night Trap.
HAVE YOUR SAY… SEND US A LETTER OR MAKE YOURSELF
HEARD ON THE ONLINE FORUM – WWW.RETROGAMER.NET
Ev
WI
ery mo
IN! nth,
one luck
w
y
riter-in will
s
receive a
panking copy
NES/
of either our
Master
System or
SNES/Mega
Drive
books
108 | RETRO GAMER
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
Brad The Hatter
It’s hands down the What The
Heck level from Earthworm Jim.
That music track and the screams
in the background along with
the visual theme makes it one of
the most memorable stages in
the series.
Steve Hardy
The old stairlift grannies who fall
onto Jim, start bashing him and
yell “fresh!” It’s mad!
Duck Socks
Fighting Evil The Cat in What
The Heck. That whole level was
brilliant, especially the music.
Ian Johnson
Getting the Mortal Kombat
reference in Earthworm Jim 2 as
the screen flashes the word ‘fight’.
Jim then eats Bob The fish.
Luke Middleham
My worst is when I finally got to
the last boss, missed my jump
onto the platforms that surround
her and got a game over without
ever taking a shot. I never did get
back there.
Mark Norman
It was the first game I played that
was so varied in its gameplay, so
wacky and with such beautiful
artwork. It blew my mind!
Oakhammer
My friend and I trying to solve
the underwater/submarine level
without refilling the oxygen.
Until we found out that you can
refill the oxygen. We made it to
almost the last turn of the level…
Grobian Gans
The animation of Jim flexing and
his pants falling down. On Mega
Drive, it came first thing with the
Sega logo. Great start! Gnnn!
Gnnn! Dow!
Andy Leach
Turning it off. [There’s always
one – Ed]
Alastair Omand
Buying Earthworm Jim 2 for
the Saturn, not shutting up
about it during lunch at Burger
King with my family and finally
playing it at home, thinking it
was the best game ever. The
stairlift section with bagpipes
playing and grannies falling was
absolutely hilarious. I was eight.
Cubism
I loved the cartoon series as a
kid. I only rented the Mega Drive
game (which is a lot tougher than
it looks) but the cartoon was how I
knew the characters best.
ThatGrumpyGamer
When that cow you launched on
level one drops out of the sky and
flattens Princess What’s-HerName at the end of the game.
Pure genius.
Adam Rainbolt
Putting the CD-ROM of the game
in the CD player of my truck and
listening to the soundtrack and
WAV files.
Every month, Retro Gamer asks a question on social media
and prints the best replies. This month we wanted to know…
What’s your favourite
Earthworm Jim memory?
Your say
might not have existed without
it – and yet we have no idea who
actually worked on it, or why that
information has been so hard
to find compared to most other
Technos games.
Anyways, I figured it wouldn’t hurt
to ask! Thanks.
Kate Willaert
Hi Kate, John Andersen wrote
the article and told fellow
freelancer John Szczepaniak that
Takeshi Yoneda claims to have
given “production support” and
“supervision” on the game. You
can find this information by visiting
bit.ly/champcredit
SET A DATE
Dear Retro Gamer,
I’ve had a subscription for Retro
Gamer magazine for a number
of years and I used to really look
forward to getting a calendar
included with every end of year
issue. The last couple of times I
haven’t received one. Have you
» [Switch] Karate Champ is available on Nintendo’s
console via Hamster’s Arcade Archives series.
» [Mega Drive]
Lots of readers
clearly loved
the humour in
Earthworm Jim.
stopped producing them? Or did my
issue just not include one?
Thanks in advance,
Rebecca Ashcroft-Smith.
Thanks for getting in touch,
Rebecca. We didn’t run a calendar
in 2020 due to COVID, but there
was a calendar with issue 227
(Halo: Combat Evolved). Hopefully
you’ll have now received it.
Snail Mail: Retro Gamer,
Future Publishing, Quay House,
The Ambury, Bath,
Somerset, BA1 1UA
Email: [email protected]
CONTACT US
Don’t forget to follow us online for all the latest retro updates
RetroGamerUK @RetroGamer_Mag Retro Gamer Magazine @RetroGamerMag
Future PLC Quay House, The Ambury,
Bath, Somerset, BA1 1UA
Editorial
Editor Darran ‘Earthworm’ Jones
0330 3906443
Art Editor Andy ‘Sandworm’ Salter
Production Editor Tim ‘Hookworm’ Empey
Features Editor Nick ‘Tapeworm’ Thorpe
Photographer Phil ‘Spoonworm’ Barker
Group Art Director Woz ‘Bookworm’ Brown
Editorial Director Tony ‘MSBlast’ Mott
Contributors
Writing Adam Barnes, Martyn Carroll, Paul Drury,
Danny Gallagher, Richard Hewison, Iain Lee, Graeme Mason,
Rory Milne, Niall O’Donoghue, Aaron Potter, Paul Rose,
Robert Zak
Design Jonathan Wells
Cover Mike Koelsch and Mike Dietz.
Earthworm Jim © Interplay Entertainment
Advertising
Media packs are available on request
Commercial Director Clare Dove
Commercial Finance Director Tom Swayne
Advertising Director Tom Parkinson
Account Director Kevin Stoddart
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Retro Gamer is available for licensing and syndication. To find
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DISCUSSED THIS MONTH
Microsoft buys everything
We’ve also been discussing Microsoft’s
megaton announcement and the team has
some humble requests. Nick is hoping for
Guitar Halo or Blur 2, but also wouldn’t so no
to a Crash Banjocoot crossover. Darran would
love a compilation in the style of Rare Replay
or a Halo crossover with Tony Hawk’s where
you can ride the Halo ring, while Tim wants
a Diablo V where you hack up enemies from
every Microsoft-owned game. Andy was too
busy playing Bannerlord to answer.
» [PC] A new compilation would be a great
improvement over Blizzard Arcade Collection.
» Hopefully Rebecca will enjoy the calendar
that was included with issue 227.
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
Or get it from selected supermarkets & newsagents
Ordering is easy. Go online at:
Embark on a journey from the very first generation of Pokémon, all the
way to the eighth. On the way, you’ll delve deep into the stories behind the
videogames, television series and more. Get ready to catch ’em all!
A WORLD OF DREAMS AND ADVENTURES
WITH POKÉMON AWAITS. LET’S GO!
ON SALE
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God Of War, Master System II, CJ The Elephant, A500 Mini, NES-039 Controller, Sir Lancelot, Double Fine,
Super Scope Games, Project Gotham Racing, Jurassic Park, BurgerTime, Sakura Wars: So Long My Love
AND MUCH MORE, INCLUDING…
ON SALE 17TH MARCH 2022
>>LOAD 231
WE TAKE TO THE SKIES
AND PLAY EVERY GAME
IN SEGA’S FAST-PACED
ARCADE SERIES
THE HISTORY OF
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
A DISASTER IN NAME ONLY
» WII » 2008 » MONOLITH SOFT
Massive multinational corporations
do not make games for any individual
customer – but if they did, Disaster: Day
Of Crisis might well have been made for
me. It’s themed around natural disasters, it’s
ambitious, it’s flawed and it made me laugh many times over.
You play as Raymond Bryce, a former rescue worker who lost
his best friend Steve in a volcanic eruption. One year later, a
rogue ex-military unit is making terrorist threats and kidnapping
seismologists – including Steve’s sister Lisa. Now Ray has to
act as a one-man army to prevent a nuclear attack. Things only
escalate from there, and while the plot is totally preposterous, it
is played entirely straight.
The game itself seems like an experiment in doing as much
as possible with the controller, and sometimes it doesn’t always
work out. There are platform adventure sections where you
negotiate hazardous environments. Also, shooting sections akin
to Time Crisis. Also also, minigames in which you have to rescue
injured people, often with the aid of motion controls. Also also
also, driving bits where you use the Wii controller as a steering
wheel, which are generally a bit rubbish. I can understand why
it’s not for everyone, as it’s pretty uneven in quality and motion
controls aren’t too popular with core gamers.
Having said all that, I do wonder if people even got what
Disaster: Day Of Crisis was going for. It wasn’t released in North
America and Reggie Fils-Aimé reportedly didn’t like it, which
probably had something to do with that. One particular criticism
he is alleged to have made was that the voice acting was
“laughable”, and I won’t deny that it is ridiculously over the top.
But it’s part of a game where the lead character eats burgers
that are larger than his own head, and tries to outrun a tsunami
while being chased by an attack helicopter. Disaster: Day Of
Crisis feels like a parody of blockbuster disaster movies, and you
can debate whether that’s intentional but I think it is. Either way,
if you take it on those terms you’ll probably enjoy it.
» RETROREVIVAL
Disaster:
Day Of Crisis
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b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
114 | RETRO GAMER
» It’s hard not to feel sorry for Bub and Bob. When
we first met them they’d been turned into bubble
dragons, and even though they became human
again for Rainbow Islands, they’re so famous in
their transformed forms that you rarely get to see
them as humans. Will the brothers ever be able to
get back to living as their original species? Let’s
skip to the end and find out.
» Now this doesn’t look to be too bad, Bub has a bunch of
mates. Unfortunately, this party actually took place during
lockdown, and Bub’s protestations that he thought it was
a work meeting never seemed legitimate. A new ending is
required to get the pressure off Bub, and quickly.
» So this is it. Bub doesn’t get his humanity restored, but he
does get a shiny medal. He had opportunities for friendship,
love, riches or freedom, and all he ultimately acquires is
a trinket. At the end of the day, you must ask yourself one
question: was it really worth the effort?
» Here, Bub can relax and be free, as
illustrated by his casual pose in front of
an arcade machine. There’s a certain
appeal to all of that, but we reckon
the claws would make controlling the
game difficult. Next ending!
» This time, Bub has found himself a
lovely lady and is getting married. But
their difference in species will inevitably
cause problems, and he’ll have enough
of those anyway once she tries to walk
with him standing on her dress.
» Bub has found a treasure chest, of the
kind he’d regularly encounter in Rainbow
Islands. That’s not a bad prize for winning
the Puzzle Mode, but it’s hardly the
restoration of his humanity, is it? Let’s try
a different ending.
PUZZLE BOBBLE 2
01 02 03
04 05
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a
9000 9021
b0317180-1dbc-4fe7-b445-0fab5a6a6c7a