Retro Gamer 284
Retro Gamer 284
TM
M
y first experience with the
adventures of Link was with
A Link To The Past on the
DARRAN JONES TIM EMPEY SNES and I’ve been hooked
Stepping onto Hyrule Field The ending of The Wind by his quests ever since. Some of
for the first time in Ocarina Waker. It was cutesy all the
Of Time. It promised so way through (aside from the my favourite moments in gaming are
much and fully delivered on kid with the snotty nose),
that promise. then Link goes for the head!
connected to Nintendo’s long-running
Expertise: Juggling a Expertise: Finishing Game Pass series, from raising aloft the Master
gorgeous wife, two beautiful games before they go.
girls and an award-winning Currently playing: Sword in a woodland glade in A Link To
mag, all under one roof! Final Fantasy VII The Past, to stepping onto Hyrule Field
Currently playing: GigaSword Remake Intergrade
Favourite game of all time: Favourite game of all time: for the first time in Ocarina Of Time. It’s
Strider God Hand a series that promises great adventure
whenever you leave its first area and so
far Link’s travels have rarely disappointed
me with that promise.
For the 40th anniversary of the series
Martyn Carroll has trawled through
mountains of old translated Japanese
interviews with the original development
teams to uncover nuggets of Zelda lore
that you’ve hopefully never heard before.
He’s also interviewed a number of modern
ANDY SALTER RORY MILNE MARTYN CARROLL indie developers who have been inspired
I’ve never played a Zelda I remember the second When the Breath Of The by Link’s many quests.
game, lived in a mostly Sega quest after finishing the Wild DLC introduced Hero’s
household so we played the original Zelda being so cool Path Mode, so you could Elsewhere we examine the BBC Micro
Shining series, Vay and Luna as I was expecting a harder trace where you’d been, and
growing up. replay of the core adventure. crucially, where you hadn’t.
games of Superior Software and discover
Expertise: Modding games, no Miyamoto really went the Suddenly, there were all these how Match Day II, Command & Conquer:
‘vanilla’ versions for me, thanks! extra mile there. new areas to explore and
Currently modding: Expertise: The game that I’m secrets to find. Renegade and Spider-Man 2 were made.
RTR: Imperium Surrectum writing about at the time Expertise: Spectrum stuff We revisit Indiana Jones And The Fate
Favourite game of all time: of writing Currently playing:
Rome: Total War although I Currently playing: Star Wars: The Legend Of Zelda: Of Atlantis and Project Zero II: Crimson
guess it’s the Remastered Rogue Squadron II: Tears Of The Kingdom Butterfly, quiz Gabriel Nieto Jimenez about
edition now Rogue Leader Favourite game of all time:
Favourite game of all time: Jet Set Willy working on Spanish videogame
Tempest
magazines and review
Resident Evil: Requiem and
Minishoot’ Adventures.
Stay safe and enjoy
the magazine.
RETRO GAMER | 3
CONTENTS
>> Load 284 Breathing new life into classic games
RETRO RADAR 60
8 Main News
Darran goes hands-on with some of the
incoming titles from Clear River Games
10 Mike Mika
Our resident US columnist on coding
NFL Blitz for the humble Game Boy
20 3
D Starfighter overmount Corner:
64 C
You’d often use your imagination when Amiga Action #45
playing Amstrad games, but sometimes James Konik plays a pair of iconic Amiga 22
The Chronicles
imagination just wasn’t enough coverdisks and reports his findings
72 D
r Mario 64 82 Ultimate Guide: Project
If the recent release of the Analogue3D Zero II: Crimson Butterfly
has had you browsing eBay, you’ll be We revisit the iconic horror game and
able to connect with this story quiz the team about their recent remake
88 B
oktai: The Sun Is In
Your Hands 66
Darran recalls his drunken rampage in
London and the heavy toll he paid for an
evening of excess
The Making Of:
112 Bayonetta
Tim used to be crazy good at Spider-Man 2
PlatinumGames’ epic scrapper. Does he Discover how Treyarch reinvented the
still have the magic? iconic superhero sequel for the PS2 era
6 | RETRO GAMER
Don’t forget to follow us online for all your latest retro updates
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SAVE U
RetroGamerUK @RetroGamer_Mag [Link]
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SUBSC
R
SEE PAGIPTION 44
E 32
104 ESSENTIALS
96 Homebrew
Andrew Fisher presents some more
great releases from the scene for you
RETRO GAMER | 7
GIVE US TWO MINUTES AND WE'LL GIVE YOU THE RETRO WORLD
D
In a two-part column, Mike
explains how he made NFL Blitz
for Nintendo’s Game Boy
ue to the nature of The title we’re most interested arcade mode, the ability to play
the magazine, it’s in currently is a game that with a friend where you share
11 NEWS WALL rare for us to get our initially didn’t impress us at all. available credits and a time-based
The passing of Japanese legends hands on early preview When Truxton Extreme was first Score Attack. There’s plenty of
and the closure of Bluepoint builds of games, so when the announced we instantly dismissed unlockables to discover as well.
Games are our latest stories opportunity comes up we’re not it as a cheap-looking iOS game One welcome addition is the
going to turn it down. – boy, were we wrong. From ability to change the speed of
12 IAIN LEE Clear River Games is a relatively the moment we started playing your ship, which makes dodging
Have you ever done the CEX walk
of shame? You haven’t? Don’t new name in terms of retro gaming Tatsujin’s game it’s obvious a lot through the bullet-dense patterns
worry, Iain will tell you all about it but its games will be familiar if of thought and love has been of bosses a lot easier. There’s
you’ve ever preordered titles from poured into it. While we’re still not a good variety to the numerous
14 MR BIFFO Limited Run Games, as Embracer super convinced by its visuals, enemy waves you encounter and
Paul takes a trip back to the world Group owns both companies and there’s no denying it does a great the bosses we faced off against
of Hyrule and explains what makes
the kingdom so special Clear River Games is effectively job of matching the distinctive were suitably challenging too. It’s
the European counterpart to look of the original arcade classic. shaping up to be a great release
16 A MOMENT WITH Limited Run Games, which It sounds astonishing too, with when it drops 30 July.
Darren Melbourne and Chris Smith publishes releases in the States. lovely remixes of past tunes, We won’t spend too much time
on releasing a white edition of It’s already released physical which makes sense as the original on Rushing Beat X: Return Of Brawl
The Spectrum iterations of a number of retro- composer is on board. Brothers as there’s a review on page
based or retro-themed bangers, What surprised us most with 94, but it’s a solid update of the
18 BACK TO THE from R-Type Delta: HD Boosted Truxton Extreme is the sheer Nineties-based scrolling fighter, with
NOUGHTIES and Operation Night Strikers, to amount of content it offers. There’s some neat mechanics and a nice
Martyn Carroll is close to finish an
epic journey. What will he discover the Toaplan Arcade Collection and a story mode with gorgeous range of combatants to master.
this month? Clock Tower: Rewind and plenty comic-book-styled panels by a The third game we went hands-
more games are on the way. veteran Toaplan artist, an intense on with was Taito Milestones 4,
8 | RETRO GAMER
» [PC] The hits aren’t quite as obvious on Taito Milestones 4, BIG ON
but it still includes fun games like Don Doko Don.
SURVIVAL
HORROR
T
here’s been some
» [PC] While the games in Marvel MaXimum Collection aren’t always good news for fans
great, the Spidey & Venom titles are now extremely expensive. of survival horror
games lately. Capcom
recently announced that
Resident Evil: Requiem
(reviewed on page 90)
has already passed six
million sales and it recently
» [PC] We know very little about FZ: Formation Z, but it confirmed that DLC is now
certainly looks like a game we’ll enjoy playing. on the way as well. Konami
also revealed that the late-
which is also out shortly. The 2024 remake of Silent Hill 2
games are all Taito titles, they’ve has passed five million
all been converted by Hamster, so sales. Granted, it has taken
the emulation is of a high quality far longer to achieve, but it
and there’s numerous extras to highlights there’s plenty of
enhance the experience. As with interest in the series still.
previous Taito Milestones releases,
several games are currently » [PC] We enjoyed Rushing Beat X: Return Of Brawl Brothers. You’ll find our review later in the issue.
exclusive to the collection and
include Arkanoid, Kuri Kinton,
Syvalion and Cameltry, but the What surprised us most with
biggest surprise is the change of
publisher as past releases have Truxton Extreme is the sheer
been by ININ Games and Strictly
Limited Games.
We had a lot of fun with this
amount of content it offers
one, but it’s worth noting that it Culdcept: The First, should also Spider-Man & Venom: Maximum MAKING
lacks the big hitters of the earlier
collections, although the likes
be releasing later this year. FZ:
Formation Z is also due, but if we’re
Carnage, Venom & Spider-Man:
Separation Anxiety, Spider-Man A PLAY
P
of Arkanoid, Cameltry and Don honest, we know very little about & X-Men: Arcade’s Revenge and lay Makers is a new
Doko Don are still a lot of fun. The this game, other than that it’s an Silver Surfer. That’s a decent book from Welbeck
remaining games in the ten-strong update of an old Jaleco arcade selection of titles and there are that goes behind the
collection are The Ninja Kids, Water game that we don’t remember ever numerous extras and quality-of-life scenes of 30 classic games.
Ski, Field Day, Bonze Adventure playing. It certainly looks like it could options as well, with the ability to Based on articles from
and Typhoon Gal. be a lot of fun, though. play X-Men: The Arcade Game our sister magazine Edge,
Although we didn’t go hands-on Marvel MaXimum Collection online with Rollback Netcode. the included games range
with them, other titles to look out should be out now, and we’re Needless to say, Marvel fans will from retro essentials like
for from Clear River Games include betting this one is going to be be champing at the bit to play this. Pong and Doom, to more
Culdcept Begins (16 July), Marvel extremely popular. While not all As physical collectors who have modern hits like Assassin’s
MaXimum Collection (out now) and the games it features can be said had to rely on importing games Creed, Left 4 Dead and The
FZ: Formation Z (19 June). Culdcept to be true classics, several of them from Japan or America, it’s Beatles: Rock
Begins is an interesting one as it are now extremely expensive, pleasing to see that more of these Band. Priced
marks the first game in the Culdcept making the physical version of this titles are becoming easily available at £25, it’s
series for a decade (Culdcept a great alternative to the pricey in Europe. If you want to see the available from
Revolt was a 3DS exclusive). The second-hand market. entire range of games available [Link].
card-based strategy title has been The collection includes X-Men: from Clear River Games you can org and other
around since the late-Nineties and The Arcade Game, Captain visit its online store, which is at retailers now.
that original game, now known as America And The Avengers, [Link]
RETRO GAMER | 9
US GOLD FEATURING MIKE MIKA
COLUMN Who is Mike Mika?
Mike Mika’s official videogame career began in the Nineties, working on Game
Boy Color titles like Klax and Alice In Wonderland. He’s now the studio head of
Digital Eclipse, a studio acclaimed for its reverential treatment of classic games.
Illegal formation:
The making of NFL Blitz for Game Boy – part 1
I
must confess, I never liked, understood, or
followed American football. I was a 100%
grade-a nerd, and my only interest about the
game was how it gave Flash Gordon’s
character some kind of depth, but even then I
was more of a Vultan fan. I just wanted to get that
out there, because at the beginning of my
videogames career, understanding American
football was the key to launching my career (or
possibly destroying it completely).
The pivotal life moment occurred inside a double-
decker McDonald’s in Burlingame, California, somewhere
near the Cow Palace convention centre. Not a particularly
inspirational place to make a life decision. Amid the potent
smell of French fries and beef patties, I signed a contract
to make NFL Blitz for Nintendo’s Game Boy. Three months.
That was the schedule. And I had a full-time job writing for
Next Generation magazine.
That meant development of the game had to happen at
night, in a one-bedroom apartment that I shared with my
girlfriend. She was thrilled.
M
Around this time I had just finished a conversion of Yars’
Revenge for Telegames for the Game Boy. It paid enough y development hardware wasn’t exactly
money for me to buy a nice stereo receiver and a pair of standard either. I obtained it from a guy in
rather cool speakers. I thought, if I could do that, I could do Alabama whose father was on the dev team for
anything on the Game Boy. the ColecoVision, which gave it a kind of
This was also my first time working with Digital Eclipse, legitimacy I guess?
where, many years later, I happily remain. I think that kind of But still. Homemade hardware. Three-month schedule.
longevity in one place was the result of being too dumb to One-bedroom apartment. Day job. Then there was
know I was in over my head. the football problem. To me, football looked like a war
game. There were front
All I needed to do was: lines, territorial advances,
• Learn how football actually worked formations that resembled
• Learn true Game Boy development
• Translate logic from the arcade game Football, it turns battlefield strategy. How
hard could it be? Football, it
• Write the whole thing in assembly
• Work nights after my day job out, has a surprising turns out, has a surprising
number of rules.
• Somehow manage a relationship
• And ship it all in three months number of rules The reason I loved NFL
Blitz wasn’t actually the
football. It was the chaos.
Honestly? At the time it sounded The ridiculous post-play hits.
completely reasonable. Because I was stupid. No, naive Players getting slammed into the turf after the whistle.
is a better word. Because naivety, it turns out, is a kind of The Game Boy CPU operates at a brisk 4MHz. The
superpower. When you’re young, you haven’t yet learned all graphics were simple. Getting any sense of those tackles
the things you’re not supposed to do. Everything still exists on that small screen would be near impossible. We were
inside the realm of possibility. making a Blitz game that couldn’t deliver the ‘Blitz’ part.
You assume that if you just work hard enough, the My solution was… questionable and I’ll share that with
universe will sort itself out. you in the next issue.
10 | RETRO GAMER
DISPATCHES FROM THE FRONTLINE OF RETRO GAMING
NEWS WALL
A RARE
TREAT
H
yperMegaTech!
recently announced
a Rare-based Super
Pocket that will include 14
games. Unfortunately, it’s
not quite as exciting as we
first thought due to eight
of the available games
» Sega shared the following image of Hideki Sato on its various » [PlayStation 5] Shutaro Iida was working on Bloodstained: already appearing on Rare
social channels. He was president from 2001 to 2003. The Scarlet Engagement, which will release later this year. Collection 1. Still, if you don’t
GREAT LOSSES
own that Evercade cartridge
we can see the likes of
Banjo-Kazooie, Snake
Rattle ’N Roll, Battletoads In
THREE JAPANESE ICONS OF GAMING HAVE SADLY PASSED
T
Battlemaniacs, Slalom and
he early months of 2026 has seen the and became incredibly important to the company, RC Pro Am II appealing to
passing of several notable members of eventually becoming president from 2001 to 2003. “His the casual market that the
the Japanese videogames industry. leadership helped lay the foundation of Sega, and his Super Pocket caters to.
Hayama Akito, a member of Resetetra contributions had a significant and lasting impact on the
revealed that Kazuo Sawa, the musician behind a entire gaming industry,” Sega posted.
number of Kunio-kun titles, as well as Totally Rad, On the same day, the official social-media channel
The Battle For Olympus and Mazin Wars had passed for Bloodstained: The Scarlet Engagement revealed
after the news was shared by Sawa’s son on 7 that Shutaro Iida, a long-time collaborator of Koji
February. Although Sawa’s discography was fairly Igarashi on various Castlevania games had died on 10
small, his son suspects that he worked on many February at the age of 51. “We are deeply saddened
more games beyond the Famicom era due to his by the loss of SHUTARO, our creative director.
father taking NDAs very seriously and therefore not On behalf of the team, we extend our heartfelt
revealing his involvement with them.
On 16 February Sega shared news of the passing of
condolences to his family and friends during this
difficult time. Thank you for everything, SHUTARO.” ALL
Hideki Sato on its various social channels. Sato was the Our thoughts and prayers go out to the friends and
CHANGE AT
MICROSOFT
designer behind virtually all of Sega’s home consoles family of Kazuo, Hideki and Shutaro.
ART LOST P
hil Spencer will
be retiring from
Microsoft’s games
division. He’s been a pivotal
SONY SHUTTERS BLUEPOINT GAMES
T
part of the console division
he games industry has been hit since the Xbox was released
by numerous layoffs over the last in 2001 but is finally leaving
couple of years and Bluepoint Games Microsoft after nearly 40
has become the latest studio to be years with the company.
shut down after the news was revealed by Xbox president Sarah
Bloomberg. Founded in 2005 by the late Andy Bond has resigned, leaving
O’Neil and Marco Thrush, the studio quickly became Asha Sharma, previously
known for its impressive remaster work. It created » [PlayStation 3] Bluepoint Games was to games preservation Microsoft’s president of
some genuinely excellent remasters of a number of what Criterion is to movies, it’s terrible it has been shuttered. CoreAI to take over as the
beloved games, including God Of War I and II, Ico, new CEO of Microsoft
Shadow Of The Colossus, several Metal Gear Solid Gaming. Matt Booty has
games and the original Uncharted trilogy. been promoted to CCO of
After remaking both Shadow Of The Colossus the division.
and Demon’s Souls, Sony acquired Bluepoint in
2021 and things went extremely quiet. In January
2025, it was revealed that Bluepoint had been
working on a live service God Of War game,
which had subsequently been cancelled. Despite
the critical acclaim of its Demon’s Souls remake,
Bloomberg also revealed that FromSoftware
turned down a request from the studio to remake
Bloodborne. Roughly 70 members of staff are
expected to lose their jobs when the studio » [PlayStation 4] We can’t understand the reasoning behind
closes in March. shutting down Bluepoint, it seems a foolishly silly decision.
RETRO GAMER | 11
FEATURING IAIN LEE
COLUMN Who is Iain Lee?
Iain Lee is a freelance counsellor who loves gaming, particularly retro gaming.
You can get more information about Iain by visiting [Link] or
heading over to [Link]/iainandKatherine
12 | RETRO GAMER
COLUMN
FEATURING DIGITISER’S MR BIFFO
Who is Paul Rose?
Paul is probably better known as Mr Biffo – the creator of legendary teletext games magazine
Digitiser. These days, he mostly writes his videogame ramblings over at [Link]. If you want
more Biffo in your eyes, you can catch him as the host of Digitizer The Show at [Link]/biffo2000.
A world of mystery
W
hen I was 10 or 11, my games. And that, for me, includes the handheld those who felt it was a failed experiment, who
friends and I would iterations. Like many of you, A Link To The Past couldn’t see past those cel-shaded visuals. I
take our bikes to a was my first taste of the franchise, and it blew remember the first time I encountered someone
local park, which had my mind. I’d played RPGs before, but I’d never who hated the graphics, and I was genuinely taken
a large wooded area. It had once felt so much freedom playing anything as I did aback. I couldn’t understand how anybody could
been the grounds of a large on my first trip to Hyrule. see it as anything other than a visual triumph.
mansion owned by the Blackwell family – of Miyamoto, as we know, was inspired to create In purely aesthetic terms, it’s still the best-
Crosse & Blackwell pickle fame. the series based on his childhood spent roaming looking game in the entire series. I’m not going
Since then they’ve thinned out the woodland, the hills and forests of Japan – and it’s that sense to be swayed on that. It’s a masterpiece of visual
but when I was a kid it was really dense… of unbridled childhood freedom, playing out in the design, has one of the best stories, and some of
and among the trees, as we were gathering woods with friends, picking up random sticks, the most varied gameplay of them all.
supplies for our camp, we’d often find the stone funny-shaped rocks, or feathers… that the series And maybe that’s why Zelda has endured. Not
foundations of the former mansion. has always succeeded in capturing. because of its puzzles, or its dungeons, or even its
It felt strange and otherworldly – even though How does he do that? It’s pure alchemy. I mean, stories. It endures because it captures something
we were just a ten-minute walk from home. We on a surface level, the worlds of Zelda don’t make most of us only get to experience once: that
could believe we were in another world – and it’s any sense. There’s nothing to suggest any sort of strange moment in childhood when the world still
that feeling of escape that the Zelda franchise so functioning society. It’s very strange worldbuilding feels huge, mysterious, and full of hidden places.
beautifully captures. once you break down each of the games. And When a patch of woods can become a kingdom…
There hasn’t been a Zelda game I haven’t yet… they work by harnessing a feeling.
loved. Actually… no. Not completely true. I admit It’s nostalgic for an imagined childhood –
14 | RETRO GAMER
NEWS
A MOMENT
WALLWITH...
SHOWING OFF COOL RETRO-THEMED STUFF THAT’S GOING ON
The Spectrum
» Chris Smith is the chief technology officer at
Retro Games Ltd and says the new white model
includes the latest firmware.
R
etro Games Ltd is no and our goal is to meet as many
stranger to launching expectations as we can within
mini-consoles and commercial limitations. Seeing the
has had success with enthusiasm from long-time fans
various devices such as The and from people discovering the » Darren Melbourne is the licensing director of
Retro Games Ltd and explains that “tracking
Spectrum, THEA500 Mini and computer for the first time has down the true legal rights holders can be
THEC64 Mini. Its latest system is been incredibly rewarding for the extremely difficult”.
a limited-edition colour variant of whole team.
The Spectrum, so we were keen massive growth in retro gaming, What was the reasoning to
to find out more about it. The original white Spectrum and a downside of that growth make THE PRINTER and a new
was released to commemorate is the associated increase in the Crash magazine for the Limited
Have you been surprised by the the Spectrum hitting a million perceived value of old games. Edition of the system?
success of The Spectrum? sales. Has The Spectrum found Finding games that are CS: THE PRINTER, as we are
Darren Melbourne: We’re always similar success? available, of suitable quality, and of course calling it, has been a
cautious when forecasting our Chris Smith: We would, of still within budget is becoming significant technical challenge
projects, but like our previous course, love to say yes, but that is increasingly challenging. for us, but a great addition to
releases, the community really a huge number for where the retro our range and one that the true
lit up when we announced The console market is today. However, CS: With The Spectrum we Spectrum fans will love.
Spectrum. Retro home computers we are more than happy with the believe we already have a
(big and small) all have passionate success we are enjoying with all great mix of games, and as the Has this new edition of The
and knowledgeable communities, our hardware releases, and The White Edition is a fun collector’s Spectrum had any hardware
Spectrum is no exception. release, there was no need to updates to it?
change perfection. Across all our CS: Other than the complete
Is there any reason why no new systems, we’ve curated a strong change in colour, no. The Spectrum
games have been included with range of high-quality games went through a good number of
this version of The Spectrum? spanning multiple genres, most years of development, and we see
DM: Licensing retro games of which are must-have classics. it as the pinnacle of what can be
is now a very challenging and And of course, users can also add done with the machine at the mass
expensive process. Over the past their own games via USB on all market price we are offering. From
ten years or so, we have seen a our machines. the use of high-quality plastics,
16 | RETRO GAMER
I think you will agree that
The Spectrum, and the RGL » The Microdrive lets
CHRIS SMITH
» Here’s the full contents of the Collector’s Edition, which includes THE PRINTER,
a Quickshot II joystick and spiral-bound manual as exclusives. » [The Spectrum] You won’t find any new games on this version of The Spectrum, but it still has a great
selection of classics and homebrew releases like Alien Girl.
silicon for the keys, the metal In addition, what we really love
keyboard plate, to the mainboard about the retro world as it is today
featuring a powerful and highly is the huge number of new games
reliable SoC, I think you will agree being released which can often be
that The Spectrum, and the RGL downloaded for free or at a small
family of machines that came charge, put on the USB drive and
before it, are exceptional. That’s played directly on The Spectrum.
not to say that we will continue to While we can’t comment on any
improve our offering as technology specific future plans, I think it’s a
improves. The White Edition does wonderful idea to place new games
feature the latest The Spectrum or compilations on USB drives and
firmware, offering even more release them into the market.
compatibility and technical features.
We pride ourselves on continuing What can you tell us about
development post launch to deliver any upcoming projects you’re
the best user experience we can. working on?
DM: We are, of course, deep into » The Spectrum features great emulation and plenty of classic games, including Manic Miner.
Is there the option to perhaps THEA1200, our flagship Amiga
release new licensed Spectrum compatible full-sized home-
games via the supplied USB drive? computer release. After the
DM: The USB drive was another release of THEC64 Mini, fans were
nod to the fans. For the original The asking for a full-sized machine, and
Spectrum release we made a small we delivered THEC64 a couple of
number of USB Mini-Microdrives years later. Initially perceived as
which went down very well in the niche, this has gone from strength
community. With the White and to strength and is still selling well
Collector’s Editions, it made total five years down the line.
sense to include one in the box. It is As for future projects, we’re
unfortunately blank, as adding any always brainstorming ways we can
new games to it would cause us to bring new hardware to the retro
fall foul of age-rating systems around community. There are many
the world. And users can of course challenges to overcome, not least
source ROMs they already own licensing, but you will be very excited
and run them on The Spectrum. with our future plans I am sure.
RETRO GAMER | 17
NOVEMBER 2009 – Christmas
is approaching and the big guns
are getting ready to fire their
festive offerings. The result
is a heady gaming cocktail of
platforming, FPSing, stealthing
and skateboarding. Join
Martyn Carroll as he
rounds up the month’s
most notable releases
NEWS
NOVEMBER 2009
THE LATEST NEWS
FROM NOVEMBER 2009
The weather dominated the
UK news this month. In the
time before we named storms (so
T
let’s make one up), Storm Colin
caused severe flooding in parts of his is one of the busiest simultaneous play. One to four While it wasn’t the best reviewed
Dorset and Sussex. Then, extreme months of the year for players could now assault levels Mario game, it sold like Bowser-
rainfall resulted in around 200 new games, when the together, and while it wasn’t breath-baked cakes, achieving
people having to be rescued from biggest AAA releases able to fix the inherent pitfalls in lifetime sales of 30.3 million and
Cockermouth in the Lake District, and franchise updates typically co-op platforming, it came pretty going on to become the fourth
as the town experienced the worst arrive to capture Christmas close. And it was loads of fun. best-selling Wii release of all time
flooding in its history. sales. There’s plenty to wade “It’s essential,” asserted Official (behind the two Wii Sports games
On 9 November, Germany through, but we must begin with Nintendo Magazine in its 96% and Mario Kart Wii).
marked the 20th anniversary of Nintendo’s New Super Mario Gold Award review. “This is the If we restrict sales to just 2009
the fall of the Berlin Wall with a Bros Wii, simply on account of it sort of game you bought your then New Super Mario Bros Wii
Festival Of Freedom – and yes, being the first proper 2D Mario Nintendo console for, not those was surpassed by a non-Nintendo
David Hasselhoff was involved platformer for a home console daft minigame collections.” The game. Activision’s Call Of Duty:
in the celebrations held at the since Super Mario World, released other mags were a little cooler, Modern Warfare 2 would amass
Brandenburg Gate. for the SNES 19 years prior. mainly due to its multiplayer focus. multiformat sales of 11.7m before
On 16 November it was When it was announced, many NGamer awarded it 85%, calling the year was out, despite only
announced that British actor believed it was a port of the 2006 it a “social experiment”, and it being released on 10 November.
Edward Woodward had died, DS game, but no, this was a received the same score from Developed by series creator
aged 79. The star of Seventies brand-new game that introduced GamesMaster. Edge gave it 7/10. Infinity Ward, this was the sequel
folk horror classic The Wicker to the game that turned Call
Man and later the US crime serial Of Duty into an entertainment
The Equalizer, passed away in phenomenon. The new entry
hospital after a period of illness. was a critical hit too, earning 9/10
In other entertainment news, from games™, 9/10 from Edge,
the second Twilight movie, New and a full house 10/10 from the
Moon, generated record-breaking Official PlayStation Magazine who
box office returns on its opening said, “The world’s biggest game
– leading to lots of fan snobbery. just got bigger.”
Similarly, Susan Boyle’s debut Arriving a week later was a new
album, I Dreamed A Dream, was entry in a series that would soon
released this month and became rival Call Of Duty as an annual
the fastest-selling UK debut album franchise monster. Ubisoft’s
in history. Not bad for a Britain’s Assassin’s Creed II introduced us
» [Wii] Looks serene. But anyone who’s
Got Talent runner-up. played New Super Bros Wii in four- to new hero Ezio and shifted the
player co-op, knows it’s anything but. setting to Renaissance-era Italy.
18 | RETRO GAMER
BACK TO THE NOUGHTIES: NOVEMBER 2009
» [PC] Dragon Age: Origins introduced » [Xbox 360] Tony Hawk: Ride. The » [Wii] The brilliantly bonkers
us to the world of Thedas and some promise – stylin’ in a skater’s paradise, Rabbids Go Home. We love NOVEMBER 2009
of its scaly inhabitants. at one with the board… it to the moon and back.
PS3
The result was a superior sequel Age: Origins, the inaugural entry Go Home, for the Wii. Despite 1 – PES 2010 (Konami)
that critics loved. Both the Official in BioWare’s heroic fantasy series. releasing in the inescapable
PlayStation Magazine and games™ Duffer of the month by some shadow of New Super Mario Bros 2 – FIFA 10 (EA)
awarded it 9/10, with the latter margin was Tony Hawk: Ride, the Wii, this joyful supermarket sweep 3 – Tekken 6 (Namco)
praising its advances over the tenth main entry in Activision’s was rated higher than Nintendo’s 4 – Uncharted 2: Among Thieves (Sony)
2007 original, calling it, “A brilliant skateboard series that made a game in some magazines, 5 – WWE Smackdown Vs Raw 2010
game, and a vast improvement.” desperate grab for the Christmas receiving 86% from NGamer and (THQ)
One interesting facet of this period market by bundling the game with 96% from GamesMaster. For Wii
is that the big publishers liked an expensive plastic skateboard owners, these two exclusives PSP
to leave no stone unturned. So that middle-aged men gyrated on made a brilliant Christmas brace
1 – FIFA 10 (EA)
while Activision released Modern to pop tricks. Edge damned it to – years before the two parties
Warfare 2 for the Xbox 360, PS3 hell, awarding it 3/10 and calling it would officially collaborate in 2 – Gran Turismo (Sony)
and PC, it also put out Modern “deeply flawed”. Mario + Rabbids Kingdom Battle 3 – Football Manager Handheld
Warfare Reflex on the Wii and With Christmas just around the on the Switch. 2010 (Sega)
Modern Warfare Mobilized on the corner, let’s wrap things up with Join us next time as we focus 4 – GTA Chinatown Wars
DS. Similarly, Ubisoft also released perhaps the surprise offering of on December 2009, looking at (Rockstar)
pared-back Assassin’s Creed the month. Those pesky Rabbids the games that closed out the
5 – WWE Smackdown Vs Raw 2010
games for the DS and PSP. from Ubisoft’s Rayman Raving Noughties in style – including a (THQ)
Another highlight of the month Rabbids games finally turned return to the wilds of Hyrule and
was Valve’s Left 4 Dead 2 which up in their own outing, Rabbids the streets of Silent Hill.
splattered onto the Xbox 360 and DS
PC to strong reviews across the 1 – Professor Layton And
board, including a 9/10 from Edge. Pandora’s Box (Nintendo)
Also landing well was Dragon 2 – Scribblenauts (Warner Bros)
3 – Kingdom Hearts 358/2 Days
» [PC] Left 4 Dead 2 nicely built on the
co-op gameplay that distinguished the (Square Enix)
original game. 4 – Professor Layton And The Curious
Village (Nintendo)
5 – MySims Agents (EA)
MUSIC
1 – Meet Me Halfway
(The Black Eyed Peas)
2 – Fight For This Love (Cheryl Cole)
3 – Down (Jay Sean Ft Lil Wayne)
4 – Bad Boys
(Alexandra Burke Ft Flo Rida)
» [PlayStation 3] Assassin’s Creed II appears to be channelling 5 – Bad Romance (Lady Gaga)
something here, but we can’t quite put our finger on it.
RETRO GAMER | 19
3D Starfighter
STAR WARS ON A BUDGET
» RETROREVIVAL
» AMSTRAD CPC » 1987 » CODEMASTERS
Due to coming from a single-parent
family, money was always tight growing
up, so the vast majority of games I could
afford were budget games. Maybe it was
because of the Dizzy games, but I found
myself owning more titles from Codemasters in my
collection than any other budget label.
Often these purchases were carefully considered
and based on reviews, but I would sometimes choose
something on a whim, because the back of the box took
my fancy or I had some rare birthday money to spend. 3D
Starfighter was one of those titles that was a purchase
that wasn’t given much thought, and in retrospect, I
probably should have read some reviews about it.
Like many youngsters of my age, Star Wars had a huge
impact on me and if I wasn’t reenacting key scenes from
the original trilogy with friends, I was reading comics,
making jigsaws and playing with my Star Wars figures.
3D Starfighter’s back cover offered exciting space
battles, similar to the ones I’d seen in George Lucas’
film and while the fighters that looked like disembodied
alien heads were nothing like ships found in the movie,
the game itself still appealed to me.
Sadly, 3D Starfighter is a rather generic blaster and
it struggled to hold my attention for very long. There’s
plenty to see and do in it and the visuals are nice
enough, but I couldn’t imagine it as a Star Wars game
like I could with Deathchase (pretending you were on
Speeder bikes) and 3D Starstrike (pretending I was Luke
in the final Death Star assault).
I’m not sure what it was about 3D Starfighter, but it
just didn’t fire my imagination in the way that Deathchase
and 3D Starstrike did. Maybe I was expecting too much
from it, but it just didn’t deliver on any of the thrills and
excitement that the back of the box promised.
I tried foisting 3D Starfighter off to my mates, but
none of them were interested, so it became stuck in
my collection and eventually ended up in a skip with all
my other Amstrad games. But that dear reader, is a sad
story for another time.
hey say the best legends are Mario and then get the
destined to be retold, and Mario programmers
over the past four decades, involved in the final push
the stories behind the creation to finish The Legend
of The Legend Of Zelda Of Zelda.” It’s quite
series have been shared countless times. amazing to think that both
Its primary creator and torchbearer, Shigeru games – titles of such
Miyamoto, is not shy when it comes to talking significance – were in
about the series. Back in 1997/8, in the long lead development at the same
up to the release of Ocarina Of Time, he was in time by largely the same
full PR mode, giving enough interviews to fill a team. Even more so as the two games were
» Shigeru Miyamoto, the tome or two. You might argue that the voices of very different: Mario was a linear platformer,
primary creator of The Legend
Of Zelda, has had a hand in Miyamoto and his team have been exhausted on Zelda was a sprawling adventure with role-
every game in the series. the subject of Zelda. Yet, the various interviews playing elements.
often throw up fascinating tales and obscure The difference in approach was dictated by
details that deserve spotlighting – particularly cost. Famicom cartridges were durable and
as many were conducted in Japanese and not loaded instantly, but they were expensive to
translated until years later. produce. And bigger games meant larger ROMs
To tell the story of Zelda, we have sought the and higher costs. Hence why the eight worlds
insights of three people who are integral to its of Super Mario Bros were crammed into a
continued success: Miyamoto, series co-creator 40KB cart. Famicom floppies were cheaper to
Takashi Tezuka, and current series producer Eiji produce and offered 112KB of storage per disk, » Takashi Tezuka co-designed
Zelda alongside Miyamoto. He
Aonuma. Let’s go back to the beginning, and which allowed for more expansive games. This directed A Link To The Past
start with Miyamoto’s memories of the original opened the door to the Kingdom Of Hyrule, with and Link’s Awakening.
game, The Legend Of Zelda. Establishing a its large overworld and nine distinct dungeons
trend that many Zelda games would follow in to explore. There were other technical benefits
the future, it was developed to take advantage too. “We were eager to take advantage of the
of new Nintendo hardware. “Development Disk System’s features,” said Miyamoto. “We
began on The Legend Of Zelda in 1984, as a were able to register names, add better sound,
launch game for the Famicom Disk System,” save the player’s progress, and incorporate
he said, in a Q&A included with the 1994 audio other new ideas, which made the game a lot
CD The Legend Of Zelda: Sound And Drama. of fun to make.” But because the game drops
» Eiji Aonuma directed “We had started development on Super Mario players into a hostile world, with enemies on
Majora’s Mask, The Wind Bros shortly before, so we were extremely busy nearly every screen and minimal signposting, » [NES] The legend begins. Link
Waker and Twilight Princess. sets out on his epic quest, his
He currently serves as the with planning, with the two projects progressing Miyamoto and his team were nervous. “We progress underscored by Koji
Zelda series producer. simultaneously. It was very difficult to finish were worried that people wouldn’t know what Kondo’s iconic theme music.
22 | RETRO GAMER
THE CHRONICLES OF: ZELDA
RETRO GAMER | 23
» [Switch] Blossom Tales is a love letter to 2D Zelda games and other 16-bit adventures. » [PC] Demon Tides was inspired by the 3D Zelda games, particularly The Wind Waker.
Can we begin by asking about your our attempt to bottle that sense of discovery exploring is rewarding, and if the moment-to-
relationship with The Legend Of and pass it on to a new generation. moment gameplay keeps players engaged. A lot of
Zelda series? development is just experimenting and refining until
Fabian Rastorfer: Ocarina Of Time ended up Rob, Blossom Tales is a homage to 2D Zelda everything finally feels right.
being my gateway drug into the Zelda world games. How did you look to add originality?
and it had a huge impact on me. It made RM: We always tried to strike a balance As Zelda celebrates its 40th anniversary, where
me realise games can be more than just between honouring the games that personally would you like to see the series go next?
fun to play, they can be an entire adventure inspired us and building something that FR: I believe the team over at Nintendo knows
you can get immersed in. This feeling » Fabian Rastorfer felt like its own world. The storytelling what they are doing and I’ll be there for whatever
was only further amplified when I played leads the team at framework helped a lot. We were big they do next. I do think what Breath Of The Wild
Fabraz that developed
Majora’s Mask, which I actually found quite Demon Turf (2021) and fans of The Princess Bride and always introduced, and Tears Of The Kingdom refined, has
frightening back then! Demon Tides (2026). loved that grandfather and grandchild been fully explored, so I’m eager to see what new
setup. Framing the game that way gives it innovations they cook up.
Rob Maher: Some of my earliest memories the feeling of sitting around with friends
are sitting cross-legged in front of a CRT listening to a story together, which gave us RM: I would love to see the series explore
television playing Zelda with my older a lot of creative freedom while still keeping something a little cosier alongside its adventures.
brother. Every secret we uncovered felt like that classic adventure feel. Imagine building a home, becoming part of a village,
a discovery we had made ourselves, and and spending time with familiar characters who
every Game Over was something we shared. Fabian, Demon Tides has a strong Wind grow alongside you. You could still venture out into
Later, when I got into game development, Waker feel… classic Zelda-style dungeons, but the things you
I learned that Shigeru Miyamoto originally FR: That was absolutely intentional. If you’d bring back would help your home and community
created The Legend Of Zelda to capture the » Rob Maher is the have asked me what my favourite Zelda is, I’d grow. A mix of life or farming sim elements with
feeling of exploring the woods as a kid. That lead creator of the two have answered The Wind Waker. I truly believe traditional dungeon exploration could make the
Blossom Tales games
really reframed the series for me. It showed (2017, 2022), developed it’s a timeless game, which was actually a rarity world feel more personal and lived in.
me that a game world can come from by Castle Pixel. for many 3D titles back in the day due to the
something very personal. race to higher fidelity. It looks as beautiful today Can we expect further adventures for both of your
as it did back then. Its sense of exploration and discovery game heroines at some point?
How influential has the series been out in the open ocean is also unparalleled and was FR: Right now we’re working on a big patch for
on you and your team? definitely a reference point for Demon Tides. Demon Tides that will feature more polish, bug
FR: I think it’s Zelda’s approach to world design fixes, quality-of-life additions and even a few new
which has left a mark on most of us. Connecting What were the biggest challenges you faced? features. After that it’s all about getting the game
locations spatially, having villages with lived-in FR: It’s hard to design levels for an open-world game, on the Switch before we decide what to do next.
NPCs etc. It all adds to a sense of place and it’s even harder to structure progression around Who knows, the possibilities are endless.
immerses you wonderfully. it, and it’s a big technical hurdle too as you need
to ensure everything loads seamlessly. There’s a RM: We have always imagined Lily’s story as a trilogy,
RM: Blossom Tales came from a mix of ambition reason Demon Tides took us over three years! a full journey of growth and discovery. There is still
and nostalgia. We grew up inspired by the classic more of her world we want to explore, and we are not
adventure games and wondered if a small team could RM: Honestly, the hardest challenge was figuring ready to say goodbye to those characters yet. When
capture that same spirit. At the same time, I wanted out how to make the game fun. You are constantly the time is right, we would love to invite players back
to recreate the feeling of childhood exploration. It was asking yourself if a puzzle feels satisfying, if for one more adventure.
24 | RETRO GAMER
THE CHRONICLES OF: ZELDA
» [NES] No turn-based moves here. The first boss Aquamentus
is spitting deadly fireballs in our direction.
» [NES] Aha! After roaming the wilderness, Link finally finds » [NES] Link discovers a bow hidden
the entrance to the first dungeon. Let the real fun begin. in the depths of a dungeon. This
might come in handy…
to do, even at the beginning of the game, and will I buy a map. Zelda RPG elements. NPCs
the game wouldn’t be well received. We were games are very much played a greater role
also concerned about the puzzle-solving element like this. First you in the game and
and whether we’d pitched the difficulty level explore, then you gain Link could now earn
correctly. Solving a puzzle could be difficult…” a useful tool – like my experience points to
Indeed it could. We all know how progression bicycle – and then you upgrade his abilities.
in Zelda games works, where inaccessible get a map. The map is The sequel was
areas are unlocked using items retrieved from not essential, it just makes things easier.” another commercial hit, but its departure from
dungeons (and the dungeons themselves have the original (and what would follow) has led to it
their own rulebook, learnt through trial and error), he Legend Of Zelda launched being known as the ‘oddball’ entry of the series.
but back then it was all brand-new. There were in Japan alongside the Disk Speaking about the game in a 1992 issue of
clues of course, but they were often cryptic System in February 1986. Famicom Tsushin, Miyamoto, who moved to
– and doubly so, when translated (somewhat Players were absorbed in Link’s the producer role for the sequel, explained the
loosely) from Japanese to English. Through gated quest to rescue Princess Zelda reasoning behind the changes. “The Adventure
progression, players were actively encouraged and defeat the dark prince Ganon, and sales Of Link was created with the premise that the
to explore the world, mentally map it out, were strong, topping 1.7m – impressive, when player will grow and improve as they play. But
and yes, get a little lost. “I wanted to create a you factor in that new hardware was required there are also people who just aren’t very good
game where the player understands the history to play it. The Disk System was not released at the game, so we made it so that even those
and nature of the land, and it feels like they’re outside of Japan, so for its 1987 worldwide people can progress if they work hard and earn
exploring,” said Miyamoto. “In traditional RPGs release Nintendo had to revert its approach enough experience points. The good thing about
the game progresses solely through dialogue, and issue the game on cartridge. This required RPGs is that even if you’re not great at the game,
but we wanted the player to interact with the a large (for its time) 128KB ROM and an you’ll be rewarded if you put in the effort.” A
game world using the controller, and conquer additional 8KB of battery-backed RAM to save decade later, speaking to the Swedish Super
dungeons using a simple mapping system.” In progress. It proved to be a wise move as the Play magazine, he was more reflective – and
another 1994 interview given to Total! magazine, game would sell a further 4.8m copies on cart. less forgiving. “It was my original idea, but the
Miyamoto shared a story about his love of While Western gamers were exploring actual game was developed by another team,”
exploring which beautifully encapsulated his Hyrule for the first time, in Japan the second he said, mitigating. “The games I make usually
entire approach to the series. “I like to explore instalment was already old news. Released in get better in the development process, since we
on my own,” he revealed. “When I visit a January 1987, Zelda II: The Adventure Of Link keep coming up with good ideas, but Zelda II
new town, like New York, I like to walk alone was turned around quickly, but this wasn’t a stayed the same. It was sort of a failure… We
at night, simply exploring the back streets and simple rehash like the Japanese Super Mario actually see A Link To The Past as the real sequel
hidden places. I explore on foot for a while, then Bros 2. Instead, Nintendo went back to the to The Legend Of Zelda. Zelda II was more of a
sometimes I buy a bicycle and cycle around drawing board to create a new adventure that side story about what happened to Link after the
town. Only when I know my way around a little was more of a side-scrolling platformer with events of The Legend Of Zelda.”
RETRO GAMER | 25
Let’s follow Miyamoto’s overlapping worlds. In the the controls, the sound, the rhythm. No matter
lead and move onto the end, we decided it would how good the story is, if these aspects are
third game, A Link To The be best for us, as well as neglected, it won’t be a good game.” He felt
Past, which was initially for players, to have this as the same way about the visual enhancements
released for the Japanese two worlds: one light, one offered by the new hardware. “I’ve never
Super Famicom in November dark. We felt the best way to thought about it in terms of aesthetics alone.
1991. Miyamoto retained represent this overlap of light It’s important to first create the images, words
his producer role while and dark, and to represent and sounds that are the things you want to
Takashi Tezuka, who co-designed the original the changes between them, was to use the express, and then have the attitude of finding
alongside Miyamoto and wrote the story for the same slanted top-down view used in the original something that elevates them further.”
two previous entries, directed the new game. The Legend Of Zelda game.” Miyamoto’s design philosophy would reap
Speaking to this magazine in 2017, Tezuka results. A Link To The Past sold 4.6m copies
remembers being excited by the prospect of he third game placed more worldwide, which was more than the second
bringing Zelda to Nintendo’s new 16-bit console. emphasis on the plot, and game (4.4m), but short of the original (6.5m).
“The hardware allowed us to do things we particularly Link’s path to Sales aside, the game is celebrated by many
hadn’t been able to until that point,” he said. “I’d becoming the princess-saving, fans as the pinnacle of the traditional 2D Zelda
only been drawing four-colour pixel images up Ganon-conquering hero of format. In that category it does have competition
until then, so even just increasing the number Hyrule. “The game starts with a dark, rainy from a plucky outsider – Link’s Awakening, the
of colours available to 16 or 256, as well as scene, with Link being just a regular village Game Boy entry which was released in 1993.
being able to use high-quality sounds, was really boy who, in the same situation as the player, While the GB could have conceivably handled a
exciting.” That said, the technical challenges doesn’t really know what’s going on,” said port of A Link To The Past, Miyamoto and Tezuka
remained. “We had a long battle with the Tezuka. “He just follows Princess Zelda’s voice chose instead to create an exclusive adventure
memory size,” he revealed, “and I remember and works to save her. We didn’t have Link for the handheld. Link’s Awakening truly was
very clearly that the engineering team worked start out as a sword-wielding hero, because a side story, taking place away from Hyrule,
extremely hard to optimise it.” we wanted him to awaken as a hero when he on a mysterious island, with Zelda nowhere in
The game would return to the top-down pulls out the Master Sword. We thought that sight. 1993 also saw the release of two offshoot
perspective of the original – a decision that was players would form an emotional connection entries, The Faces Of Evil and The Wand Of
partly driven by the game’s backstory, which with Link as they play.” For Miyamoto, Gamelon, developed under license by Phillips for
saw Hyrule split into two parallel worlds which however, his oft-repeated maxim of ‘gameplay its CD-i hardware (more on those in RG 27). A
Link could flip between. “When we were first, story second’ still rang true. “The most third, Zelda’s Adventure, followed in 1995. Many
starting the project, we experimented to see if it important thing is how comfortable you feel words have been used to describe these CD-i
was possible to include a multi-world structure,” when playing the game,” he said in a 1992 efforts, but ‘misjudged’ is the most apt.
he continued. “Our plan was that events in the interview with The Super Famicom magazine. Despite the Phillips deviation, the series
hub world would have an effect on the other, “What determines that is not the scenario, but remained a vital property for Nintendo, so
1993 • GAME BOY 2001 • GAME BOY COLOR 2004 • GAME BOY ADVANCE
■ Link’s first Game Boy adventure is a miniature ■ Developed by Flagship, and released ■ This entry looks great, using the GBA hardware
marvel. Rather than the pared-back experience consecutively with its ‘twin’ game Oracle Of Ages, to deliver visuals that channel A Link To The Past .
you might expect, it’s a proper Zelda game that’s this emulates the look and feel of Link’s Awakening Gameplay-wise it’s another triumph, with the titular
delightful from start to finish. The difficulty level to excellent effect. Of the two games, Seasons is headwear that makes Link tiny leading to lots of
is slightly more forgiving, making it a perfect entry more cerebral, with a greater focus on puzzles over clever puzzles. It’s not the longest Zelda, but it’s
point for newcomers. action, so it gets our vote. every bit as rewarding.
26 | RETRO GAMER
THE CHRONICLES OF: ZELDA
» Before his Game Boy » [Game Boy Color] Link’s Awakening DX features a new ‘Color Dungeon’
adventures, Link made his designed to show off the GBC’s new hues.
portable debut in a Game
& Watch LCD handheld,
released in 1989.
RETRO GAMER | 27
» [Game Boy Advance] In a neat touch, if you
play either Oracle title on a GBA, a new ‘Advance
Shop’ pops up, carrying exclusive items.
» [Nintendo 64] Horses were introduced to Hyrule in Ocarina Of Time, enabling you to travel around quickly with neigh problems.
» [Nintendo 64] In Majora’s Mask, Termina Field acts as the game’s central hub, serving the same purpose as Hyrule Field in Ocarina.
28 | RETRO GAMER
THE CHRONICLES OF: ZELDA
■ After a few hours of play in A Link ■ It’s perhaps the quintessential ■ Zelda games like to limit your ■ Breath Of The Wild begins on The
To The Past , you’ll battle the evil moment in the Zelda series. Having exploration at the onset, and The Great Plateau, a raised region that’s
wizard Agahnim who will draw you finally escaped the confines of Ocarina Wind Waker does this more than initially secluded from the rest of the
into the Dark World, a gloomy version Of Time’s Kokiri Forest, young Link most. But once you reach Windfall map. To leave, you first must acquire
of the Sacred Realm. With Link is allowed to roam Hyrule Field for Island you can purchase the Sail from the Paraglider from the mysterious
standing atop the Pyramid Of Power the first time. Suddenly, this vast Zunari’s shop. With this item, you Old Man and use it to drift down
at the world’s centre (with Death overworld appears, with wide open can begin to explore The Great Sea to the region below. From here,
Mountain looming in the background), plains spreading out before you. The properly and enjoy an island-hopping the true adventure begins, with
you suddenly realise that this quest is door to the rest of the game is opened tour. Initially, however, you will need the sweeping expanse of Hyrule
much bigger than you first thought. and the impact is unforgettable. to factor in the wind direction. unfurling in every direction.
RETRO GAMER | 29
In this way, we’re not of those, there were ideas
interrupting the gameplay that weren’t used to their
with lengthy cutscenes, full potential. One of those
but attaching the movies was the mask salesman.
to the character’s own We felt it would be a lot
movements.” of fun if Link acquired all
Ocarina Of Time was these abilities by putting
late but worth the wait. The on different masks. We
delay only served to build felt that would expand the
anticipation and players were not disappointed gameplay. Once we decided we were going
– it was another series high point, a genuine with the masks, everything just fell into place. » Ocarina Of Time was a huge hit on the Nintendo 3DS, selling
masterpiece. Sales were the best yet too, Well, we really didn’t have time, so things had to almost as many copies as the Nintendo 64 original.
hitting 7.6m. Capitalising on its success – and fall in place [laughs].”
the 3D engine it had built – Nintendo rushed Skyward Sword [2011] had a painting-like look
ahead with a direct sequel, Majora’s Mask. The ajora’s Mask was released with its half cel-shaded animation. It keeps
game was directed by Eiji Aonuma and Yoshiaki in 2000, at the beginning of changing with each new release…”
Koizumi, two of the Ocarina Of Time designers. the decade that would see The truth is the ‘look’ has always evolved, just
Aonuma, speaking to former Nintendo president the Zelda release timeline as the plot has repeatedly reset and Link, Zelda,
Satoru Iwata for an Iwata Asks interview, become very busy. There Ganon and the other characters have continually
revealed the story behind Majora’s Mask and its were three separate strands: the exclusive changed over time (Miyamoto confirmed this
unusual gameplay, which was based around a handheld titles (which you can read about in our back in 1994, stating that, “Each character is
repeating three-day cycle. “This all started with Side Quests panel); the multiplayer spin-offs, recreated for every new game.”) The style of
Miyamoto-san asking whether we could make released under the Four Swords banner; and game is also fluid. With the release of A Link
a game in one year if we repurposed the 3D the enduring mainline entries, beginning with Between Worlds (2013), and to a greater extent
models from Ocarina Of Time,” he revealed. The Wind Waker in 2002. This GameCube Breath Of The Wild (2017), the series has
“I started thinking about what kind of game I game, which saw Link navigating an ocean become less linear with an emphasis on open-
should make. I met Koizumi-san around this time overworld, featured cel-shaded graphics and world exploration. Its 2D roots are not ignored
and I asked for his help. He was working on a introduced the world to ‘Toon Link’. This new either – see the remake of Link’s Awakening
plan for a different game, one where you would look proved to be rather controversial at the (2019) and the more recent Echoes Of Wisdom
play the same moments in time over and over time. “There was division between those who (2024). With Aonuma’s steady hand on the tiller
again. From there, the ‘three-day system’ was liked that artistic style and those who didn’t,” as series producer, and both Miyamoto and
born.” Wearing masks to transform Link was Aonuma told Iwata. “We upended a lot of Tezuka retaining creative interest, we can be sure
also integral to the game. “The development things with The Wind Waker, and we continued that one thing won’t change: The Legend Of
of Ocarina Of Time was so long, we were able to do so beyond that. Twilight Princess [2006] Zelda will always inspire warmth and a sense of
to put in a whole lot of different elements. Out had serious and photorealistic looks, and then wonder in everyone who steps into its world.
■ The 1993 original worked perfectly within the ■ This is how you improve on perfection. The 3DS ■ The game looks amazing displayed in HD,
limits of the Game Boy hardware. With the arrival version sharpens up the graphics (and presents and the Wii U’s GamePad acts as a handy map/
of the Game Boy Color in 1998, Nintendo chose to them in 3D, naturally), and makes the controls more inventory screen. But the main improvement is
remaster the game, adding colour graphics and responsive. A myriad of small tweaks (such as the new Swift Sail, which makes travel across
bringing the visuals to life. A brand-new ‘Color simplifying the use of the Iron Boots) seal the deal the ocean faster and less fussy. There are other
Dungeon’ was also added. on this brilliant update. gameplay fixes but this is key.
30 | RETRO GAMER
THE CHRONICLES OF: ZELDA
■ Debate continues as to whether Twilight ■ This one’s an easy choice. Skyward Sword was ■ The fact this demanding game runs on the
Princess was best on the GameCube or Wii – but built around the Wii’s motion controls, making it Switch as well as it does is an achievement, but
these days it has to be the Wii U version every time, a bit of a Marmite entry. The Switch version lets performance regularly dips below the 30fps target.
thanks to the 1080p visuals, various quality-of-life you play it using a standard controller, making it On the Switch 2 it maintains a steady 60fps and
improvements, and the new Hero Mode designed more accessible. Gyro fans can still faff with their also introduces HDR and faster loading times. The
for seasoned players. Joy-Cons if they wish. end result is simply glorious.
RETRO GAMER | 31
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FROM THE TITLE SCREEN THROUGH TO STAGES TWO, FIVE AND BEYOND, THERE IS NO DOUBTING THE IMPACT
TIM FOLLIN’S INTRICATE AND AMBITIOUS SCORE HAD ON PLAYERS OF THE HOME-COMPUTER VERSIONS OF THE
CRITICALLY ACCLAIMED GHOULS ’N GHOSTS
WORDS BY DAVID CROOKES
C
apcom’s Ghouls ’N Ghosts was my grandmother had saved up for
IN THE KNOW a frighteningly good platform because she also played so I grew
»D EVELOPER: game. It made its debut in the up hearing a lot of music.” Tim’s
SOFTWARE CREATIONS
» COMPOSER:
arcades in 1988 as the follow-up first instrument was a Yamaha CS-
TIM FOLLIN to Ghosts ’N Goblins and it quickly 01 monophonic synth which allowed
» BEST TRACK: caught the imagination of gamers, paving the way him to experiment with pulse-width
TITLE MUSIC for an inevitable slew of home-computer versions modulated (PWM) square waves.
» RELEASE: that were, in the main, also positively received. A few years later, aged around 14,
1989
The game’s combination of challenging he got a ZX Spectrum. “I began
» PLATFORM:
COMMODORE 64,VARIOUS gameplay and gorgeous graphics proved experimenting with machine code » [C64] Of the original tunes Tim
wrote for the game, his favourite
» GENRE: captivating enough but there was a special treat programming and immediately gravitated
was the high-score screen
PLATFORMER for anyone who played it on the Commodore towards creating sound,” he says, explaining he tune, mainly for the key change
64, ZX Spectrum (128K), Amstrad CPC 6128, learned to create multiple channels and began towards the end.
Atari ST and Amiga. These versions had a writing tunes “just as a way to show what the
blistering soundtrack by Tim Follin who many code could do”.
have argued to be the greatest ever composer Around that time, his older brother Mike
of videogame music. was writing games and Tim assisted with
That’s quite a pedestal on which to be the audio. After Mike developed a Spectrum
placed but Tim’s tunes certainly struck a version of the BBC Micro title The Sentinel
chord, particularly with Ghouls ’N Ghosts on and asked Tim to copy the four-channel sound,
the Commodore 64 and the 16-bits. What employment beckoned. “Mike landed a full-time
makes the soundtrack even more remarkable job at Software Creations and the boss asked
is that it was composed when Tim was just me to work there too,” Tim says. “That was
18 years old. Working for Software Creations, my introduction to all the other computers and
he not only improved upon the work of consoles and the other programmers explained
Tamayo Kawamoto, who composed the arcade how the various sound chips worked. I soon
version’s audio, but came up with a set of
original tunes, unleashing a gothic symphony. » [Amiga] The Amiga
“I’d always had an interest in music,” included a different title tune
but otherwise it included
he says. “My older brothers had various converted C64 tunes.
instruments, my grandad was an amateur
singer and we had a piano in the house, which
34 | RETRO GAMER
MUSIC MEMORIES: GHOULS ’N GHOSTS
FROM SID
TO SNES
Tim Follin highlights some of his
favourite systems for making music
■ Tim Follin has composed audio using many
different computers but he certainly had his
favourites. In terms of the 8-bits, he enjoyed
working on the Commodore 64 the most,
and he was frustrated with some of its rival
machines. “I hated the AY-8910 chip found
in the later Spectrum and Amstrad CPC,” he
admits. “It was so annoying that so many
computers used that chip which was already
dated at that time.”
For this reason, he didn’t like working on the
» [C64] Different tunes accompanied each of the different » [C64] Tim’s haunting soundtrack has been Atari ST either, preferring the Amiga which he
stages and all were appropriate to the gameplay. performed by symphony orchestras. says was always full of promise. “But I was
never given enough sample memory to make
stopped coding my own music drivers and let the woody, flutey sound would suit the game. He the most of it and I was never happy with what
much better programmers there do it for me, so I also looked at what was technically possible I was able to do with it,” he adds.
could concentrate on writing the music.” and ran with it. “It is really just the same as Tim seemed to get on better with the consoles.
T
someone overdriving their guitar and then “The NES was probably my next favourite after
im had been a fan of Ghosts wondering what sort of music makes the most the C64 because it was a simple chip but again
’N Goblins and he used to play of that sound (that is, all of rock music),” he just about flexible enough to achieve some
it in the arcade on his way says. Yet many of the main theme’s flourishes interesting sounds. The SNES was my favourite
home from school so, when were born from boredom. “I used to get bored sample-based chip to work on. It offered a lot of
Software Creations asked him very easily with the music I wrote and I used flexibility despite its small sample memory size.
to compose audio for the sequel, he was to make it evolve and change quite quickly,” he I’ve always loved a challenge!”
more than happy to get involved. He didn’t admits. “I think the overall effect of constantly
really get any direction. “I was familiar with the changing the tricks I was using made this
sequel and the mood it was going for but the theme sound busier and bigger.”
music was just left to me,” he says. “I think One thing’s for sure, Tim enjoyed working
music was seen as a sort of bit of extra gloss on the C64. “It was obviously a very simple
on top, rather than being integral to the game.” synth but it was still flexible enough to allow
Even so, Tim ended up me to create some
pulling a blinder.
Work began on
“I BEGAN EXPERIMENTING interesting sounds,”
he says. He also felt
the C64 version WITH MACHINE CODE he could experiment
first, starting with PROGRAMMING AND on the Amiga which » [Atari ST] Although Tim didn’t like the AY-8910 sound chip, he still
achieved great things with the Atari ST.
conversions of the
arcade tunes. “I IMMEDIATELY GRAVITATED allowed him to produce
a different title tune.
thought they were TOWARDS CREATING SOUND” He made a great job of
great, but they TIM FOLLIN all of the versions he
were all quite short worked on and says
and needed to be longer for the C64, so I Ghouls ’N Ghosts was the project he was most
embellished them and often took them in a invested in. “It aligned with some of my music
new direction.” He then turned his attention to interests outside of videogame music at the time
the original compositions, notably the amazing and I felt it was more atmospheric than anything
title tune. “The inspiration for this came from else I did on the C64,” he tells us. But he won’t
listening to Black Sabbath on the commute into take full credit for the work. “A lot of it was due
Manchester from my home town in St Helens,” to those brilliant original arcade tunes by Tamayo
he says. “If you listen to that first album you’ll Kawamoto,” he says. “I felt, and still feel, like I
hear where I got the inspiration from!” was riding on the coat tails of a better composer
Tim was starting to get into acoustic folk/ and I see this work more as a technical
rock at the time and he thought a more achievement than a compositional one.” » [C64] Ghouls ’N Ghosts is among Tim’s best work on the Commodore 64.
RETRO GAMER | 35
THE MAKING OF
IN THE
KNOW
» PUBLISHER:
OCEAN
SOFTWARE
» DEVELOPER: RELEASED IN 1984, OCEAN SOFTWARE’S MATCH DAY
JON RITMAN,
BERNIE REVOLUTIONISED FOOTBALL GAMING, PARTICULARLY ON
DRUMMOND,
GUY STEVENS THE ZX SPECTRUM. RETRO GAMER CAUGHT UP WITH CREATOR
» PLATFORM:
ZX SPECTRUM, JON RITMAN TO CHAT ABOUT ITS SUPERIOR SEQUEL
MSX, AMSTRAD
CPC & PCW, C64 WORDS BY GRAEME MASON
» RELEASED:
1987 espite missing out on Crash
D
» GENRE: magazine’s Smash accolade
SPORTS (something developer Jon
Ritman never let it forget),
Match Day became a perennial
favourite everywhere thanks to its innate
simplicity and accessibility. Yet it was far
DEVELOPER from perfect. Its player sprites, scrounged
HIGHLIGHTS from Jon’s earlier game, Bear Bovver,
BEAR BOVVER were functional at best, and there was little
(PICTURED)
PLATFORM: C64, variety in the gameplay. “Obviously, there
ZX SPECTRUM were all sorts of things that could have been
RELEASED: 1983 better,” says Jon as we begin our latest
MATCH DAY conversation with the veteran developer.
PLATFORM: AMSTRAD “Such as the way the ball bounced off the
CPC, ZX SPECTRUM, players and the graphics themselves. I did
C64, BBC MICRO
RELEASED: 1984 the art for my early games, and I wasn’t the
best in that department.”
HEAD OVER HEELS
PLATFORM: ZX
International Match Day, released to help
SPECTRUM, VARIOUS promote the new 128K ZX Spectrum, arrived
RELEASED: 1987 two years later, but did nothing to address
Jon’s issues. “There was very little added
– the new Spectrum was being launched
in Spain and [Sinclair] wanted it for that.
We jazzed up the sound, put in the intro,
and that was literally it. The gameplay was
» Jon Ritman is
the creator of the identical.” Meanwhile, Ultimate’s Knight Lore
Match Day series had turned Jon’s head – as it had so many
and released a other developers – helping him create his
number of isometric
isometric masterpieces, Batman and Head
8-bit hits including
Head Over Heels Over Heels. But Jon never forgot about his
and Batman. football game. “Match Day had been very
36 | RETRO GAMER
THE MAKING OF: MATCH DAY II
successful,” he notes, “but I thought I could that Ocean was a good partner and better
do something a lot better. Ocean never at marketing, and mindful of the risks of
asked – I decided to do it myself.” jumping ship to another publisher, Jon
Between Match Day and the start of Match accepted its offer, and Match Day II was go.
Day II, Jon Ritman’s development methods Top of Jon’s list for improvement was
had changed significantly. First up, he now Match Day’s rudimentary passing and
had an artist partner, Bernie Drummond. deflection systems. “It was very basic,”
“[Bernie] was always drawing, any time he notes Jon on the latter. “If the ball hit
got a spare moment,” a player, it simply
grins Jon. “He’d always be “FOR ME, A FOOTBALL bounced back in the
doodling, and he was such GAME SHOULD BE direction it came from.
a natural. Once we started In Match Day II, the
working together, it was ABOUT PLAYABILITY” game treats the player
the way to go.” Secondly, JON RITMAN as a cube that rotates
Jon was now using a as the player turns. » [ZX Spectrum] For that authentic Eighties winter look, Match Day II
CP/M business machine, connected to the From the angle of play, it either looks like includes this headache-inducing white pitch.
other computers for his game development. a square or a diamond, and I calculated
“Everything was on floppy disks and much the deflections based on that.” Thus, the
faster. I could go from one machine to the Diamond Deflection technique emerged,
other in a matter of seconds.” significantly expanding the game’s scope.
Players could now accurately deflect the
he scene was set for another ball into the path of colleagues, stop it in the
T
Match Day game, but it almost air before collecting it on the ground and,
didn’t happen – at least, not more importantly, divert it towards goal.
at the famous Manchester Continues Jon, “It also took into account
software house. “I received the player’s movement, slowing or speeding
an offer from Ocean,” remembers Jon, up the ball depending on whether you
“but then John Cook [of rival Mirrorsoft] were running in the direction the ball was
contacted me and made me a better offer.” travelling, or away from it.”
Jon dutifully returned to Ocean with the The difference was monumental: now,
news, which matched the offer. “But they fans could employ one-touch football,
said they weren’t going to go backwards dabbing the ball into spaces for other » [ZX Spectrum] Match Day II’s tactics menu is from the Mike Bassett
and forwards – that was it.” As with his players or themselves to run onto. “It’s school of football.
previous arrangements, Jon was freelance, a simplified system, nothing like today’s
taking an upfront advance on expected physics-based systems – but way better
royalties, before beginning to earn once the than in the original,” says Jon. “But it gave
game sold a set number of copies. Aware the user a chance to gain another skill in
RETRO GAMER | 37
manipulating the ball. If you controlled
it, you might not be able to get past the
opposition player – but if you pull back, wait
for it to bounce, then run in the direction
of the ball and knock it forward, the other
player wouldn’t be able to catch it. Like in
real football, you use your body.”
» [MSX] With the clock ticking down, non-league Chelmsford City are » [MSX] The corner comes in –
leading Premier League Arsenal. Can they hold on? who’s going to get on the end of it? n the original Match Day, the
I
footballers had two types of
kick – ground and air, both hit at
the same speed and strength, no
matter what you pressed. Aware
that the majority of players used a joystick
» [ZX Spectrum] The Portsmouth striker rather than a keyboard and that he needed
bears down on goal during the first half
of this south coast derby. to improve the kicks, Jon devised Match
Day II’s Kickometer, a constantly shifting bar
at the top of the screen. Depending on the
settings decided before kick-off, this rapidly
spiked between three differing strengths
of forward kick and a back-heel. When
added to Match Day’s two styles – ground
pass when stationary, lofted pass when
moving – it again gave fans significantly
more varied options, whether in attack or
defence. Mix in a fast and low first-time
pass (also three different strengths), plus a
volley and players had notably more options
for pinging the ball around. Recalls Jon, “I
wanted to have a greater variety of kicks –
but it had to be controllable with one button,
as most joysticks only had the one. And
even if they had two, they usually did the
same thing!” Like much of Match Day II, the
Kickometer is customisable in the front end.
“The back-heel option didn’t really work,” he
38 | RETRO GAMER
adds, “which is why you could disable it, “IT’S A SIMPLIFIED SYSTEM,
and change the other kicks. The player
decided how they wanted it to work.”
NOTHING LIKE TODAY’S
As Jon tinkered away with the game’s PHYSICS-BASED SYSTEMS”
engine, Bernie Drummond worked JON RITMAN
on Match Day II’s graphics. Ever the
perfectionist, Bernie spent many long that the goalies were blocking players rather » [Amstrad CPC] Soccerama goes on the attack, but it’s too little, too late.
nights perfecting the game’s players, just than active ones.” Also absent are tackling
as he had with Batman and the symbiotic and fouls, and therefore free kicks, offside
stars of Head Over Heels. The result wasn’t, and penalty shoot-outs. “I added stuff until
erm, the most athletic of footballers. “It’s the memory was full. It just wasn’t feasible
difficult when you’ve got so few pixels to to get it all in,” grimaces Jon, and Retro
work with,” laughs Jon, “and you’ve got to Gamer takes its cue to move on.
try and make it work with the actual game
motion. Bernie would bring the graphics to s in Match Day, the computer
A
me, and I’d say, ‘That’s rubbish’ or, ‘Great.’ controls one side completely
He’d take my word for it and move on. in a versus computer game,
For Match Day II, what he came up with while the player controls one
seemed to work in the game, and I was player, with a piece of code
happy with it at the time.” deciding which of the other footballers
» [Amstrad CPC] Tussling in the box as Ritman Utd prepare for a corner.
Like the rest of the players, the is transferred to them when they pass
goalkeepers got a visual overhaul – but the ball. Match Day II’s difficulty levels
remained as generally static as in the – changed from Amateur, Professional
previous game. As in Match Day, Jon and International to Low, Medium and
admits they were “a bit crap”, steadfastly High – refined the principles and artificial
refusing to move from the goal line, intelligence behind the computer’s ability.
take goal kicks, or indeed interact in “It’s funny to think of it being called AI,”
any meaningful way apart from the odd smiles Jon. “I remember thinking, for
save and tip-over. Did he try to improve the lowest difficulty level, I’m just going
the custodians between the sticks? “It’s to whack this guy on the head so he’s
not easy to fit in the code and graphics, stunned a bit and doesn’t react as quickly!
especially in the space on the Spectrum. It The hardest level was essentially just
would also have been time-consuming to everything working as it should do, while I » This licensed footie game from » Jon Ritman’s finest hour:
come up with the code to handle a good did a lot of work on the positional play, all Gremlin appeared at the same Match Day II in at number one
time as Match Day II. Look at in the Crash chart, while two
goalkeeper, running around the area and the theoretical places that all the players the picture in the bottom right. of his earlier games lurk in the
taking goal kicks. In the end, I just accepted you weren’t controlling were trying to get Seem familiar? top ten.
RETRO GAMER | 39
» [Amstrad CPC] Horns are locked between Ritman
» [Amstrad CPC] With no penalties, this match heads Utd and Bombay Mix as the teams ready for the
into extra time. second half.
» [ZX Spectrum] Chelmsford City kick off against the might of RG Utd.
40 | RETRO GAMER
THE MAKING OF: MATCH DAY II
THE KING OF
THE GAME
RETRO GAMER CHATS TO CRASH MAGAZINE’S
CHAMPION MATCH DAY II PLAYER, PHIL KING
■ Issue 59 of Crash saw the World Cup tournament for that.” Scores on the
» [ZX Spectrum] A rousing cup run for RG Utd ends in glory. second of its inter-magazine doors: Phil’ Maradona’ King beat Zzap’s Gordon
challenges, with journalists Houghton 6-0, and The Games Machine’s Robins
to, depending on who had the ball and from the new multiformat Candy and Hogg 2-0 and 4-0 respectively. But it
whereabouts on the pitch the ball was.” magazine The Games wasn’t enough to prevent the Crash man from
While many of Match Day II’s options Machine pitched against finishing last. “I think I just wasn’t very good at
are similar to its forebear – such as the Zzap!64 and Crash writers. the other games,” he laments.
three computer skill levels, the ability to Each participant chose their own game, and
change team names and the length of each Crash’s Phil King didn’t need to think twice. “I
half (although the choice of playing a full absolutely loved [Match Day II] at the time,”
90-minute game is gone, with the maximum recalls Phil, “and remember thinking how much
a more sensible 15 minutes) – the front of an improvement it was over the original
end was radically redesigned from Chris Match Day.” Hugely familiar with Match Day II’s
Clarke’s original, echoing Jon’s games in the mechanics and having already triumphed in an
meantime. “That was all a bit of a fiasco, so earlier Crash challenge, Phil was well positioned
after Match Day, I decided to do it all myself to hand out some thrashings to the other
in the future. So the front ends for Batman, mags. “I particularly loved the Kickometer and
Head Over Heels and Match Day II were all Diamond Deflection system – good for headers.
based around the same code, which took up It’s really quite skillful once you get the hang
far less room in the computer.” of it.” Phil’s silky skills duly saw him triumph in
Match Day II. “Football was always my thing.
dditionally, Jon introduced I loved the Kick Off games on the Amiga, then
A
a new twin-player mode Sensible Soccer. I won the inaugural journo
alongside the existing two-
player option, though both
modes presented issues for
non-joystick users. “[The twin-player were differences for the “IN THE END, I ‘mere’ developer, Jon’s
option] was an obvious thing to do as MSX, because I actually JUST ACCEPTED THAT name also appears above
I wanted to give another way to play had to use sprites, and
THE GOALIES WERE the game title. “I think
and whatever flexibility I could. But the there was a limited [Ocean] saw it as good
Spectrum’s matrix keyboard gave you number, in particular with BLOCKING PLAYERS” advertising,” he muses.
problems, as it sometimes couldn’t detect having too many on the JON RITMAN It worked, with Match
which key was pressed or would choose same horizontal line.” Day II following the
one over another when more than one key Meanwhile, Ocean’s John Darnell coded success of its forebear. “My favourite
was pressed at once. Not much I could do the C64 game, a line-by-line conversion of moment was in Crash magazine,”
about it – get some joysticks, guys!” Z80 Match Day II. Remembers Jon, “Any remembers Jon. “It had this reader chart,
While curiously absent from most time something didn’t work, he’d get on and when Match Day II came out, it went
magazine reviews, Match Day II’s ponderous the phone, and we would step through the straight to number one, and I also had
speed remains its one source of criticism code, Z80 my end, 6502 his, to see at which two more places in the top ten.” But does
today. Presumably, Jon tried to optimise it point they went different ways and where he have any regrets? “Match Day II was a
as much as possible? “Hey, it was as fast the problem was occurring.” much better game [than Match Day], but
as I could get it!” he grins. “I spent ages As Jon expected, Ocean’s supreme three years too late – I could have done it
staring at the inner loops that drove it, trying marketing skills ensured Match Day II better straight away, but I’d seen Knight
to shave a t-state off [a unit of operation became a big hit, helped by another skilled Lore, which opened my eyes as to what the
within the microprocessor]. If you’ve got Bob Wakelin cover. “Look at the guy in Spectrum could do.”
something that’s happening thousands of yellow on the left – that’s Gary Lineker!” Jon soon began working for the Stamper
times a second, even if you can shave off laughs Jon. Under intense time pressure, brothers at Rare, shifting to console
one, that makes a significant difference to Wakelin often looked to existing images for development and thus making Match
the game’s speed. The drawing of the pitch inspiration. Unfortunately, on this occasion, Day II his ZX Spectrum swan song. But it
and the players was the main problem, and that very picture, of a youthful Lineker wouldn’t be the last we’d see of his most-
I optimised those to hell and back. I doubt I athletically volleying the ball, appeared on famous series. “For me, a football game
could have got them any faster.” the front cover of Gremlin’s official Gary should be about playability,” he notes, as
Match Day II debuted early in 1988, with Lineker game, Gary Lineker’s Super Star our chat heads into injury time. “You know,
Jon himself handling the Z80 versions. “I’m Soccer, released the same month as Match passing into space, and running onto the
not entirely sure, but I might have done Day II. “We were lucky shit didn’t happen ball. Easy to get to grips with. Just a good,
them simultaneously. I remember there over that,” ponders Jon. Unusually for a simple, football game.”
RETRO GAMER | 41
Warbirds
STEALING A WIN
» RETROREVIVAL
F
ormed in 1982 by developers Two other 1985 games further established it brought the innovative arcade adventure Exile
Richard Hanson and John Dyson, Superior’s reputation for quality BBC Micro to the system and re-released the compelling
Superior Software launched with fare: the puzzle platformer Citadel and the puzzler Imogen. Superior also published popular
a handful of arcade-inspired BBC Boulder Dash-like Repton. conversions for the BBC that same year,
Micro titles. Then when the publisher’s The following year, the company brought out including Barbarian and The Last Ninja.
1983 Beeb coin-op clone Hunchback topped more acclaimed Beeb originals like the gravity Further Superior ports for Acorn’s 8-bit
the charts, a deal was made to make it an game Thrust and the run-and-gun Stryker’s micro followed as the Eighties gave way to the
officially licensed title. Run. It also re-released Acornsoft hits like Elite Nineties, with 1993’s Citadel 2 being one of its
In 1984, Superior released its biggest seller and Revs for the 8-bit system after buying its last hurrahs for the Beeb.
to date in the form of the Pole Position-style former rival’s back catalogue. Now known as Superior Interactive, the firm
racer Overdrive, and a BBC version of Sinistar Superior’s 1987 output for the Beeb included focusses on releasing updated versions of
called DeathStar did similarly well for the the likes of the Stryker’s Run sequel Codename its BBC Micro computer classics for PCs and
publisher in 1985. Droid and the fun racer Crazee Rider, and in 1988 mobile platforms.
44 | RETRO GAMER
THE RETRO GAMER GUIDE TO: SUPERIOR SOFTWARE
CITADEL 1985
■ What’s interesting about Citadel is that it’s equal parts arcade adventure
and platformer, unlike the arcade-style platform games and platforming-
light arcade adventures created by most other developers. Citadel also
differentiates itself by effectively giving you a health bar in numerical
form rather than contact with hazards and foes instantly killing you. You
can also play Superior’s game as a male or female protagonist, and its
sprawling maze of levels has some impressively unpredictable challenges.
OVERDRIVE 1984
■ At first glance, Overdrive looks like the Beeb’s answer to Namco’s
coin-op Pole Position, and it seems clear that’s where Superior’s
racer takes its lead from. But you soon realise that Overdrive is a
very different beast when you take it for a spin. Most obviously, the
BBC game has a perpetually straight track, unlike the arcade game’s
meandering course. In Overdrive you race past fields, through the
night, in snowy and desert environments, and along a riverbank. Pole
Position, by comparison, is set entirely in a single location. Superior’s
game is also tougher, even if there are no puddles to avoid like in Pole REPTON 1985
Position. Instead, your car explodes on contact with rival drivers, unlike ■ It’s quite difficult to describe Repton without making it sound like
Overdrive’s coin-op inspiration where that only happens if you hit Boulder Dash, and to be fair it is similar in many respects. However,
the roadside signs. Taken as a whole, these various distinctions give some crucial differences make it an entirely distinct experience. For
Superior’s racer a quite different challenge from Namco’s. one, Repton shows you far less of the environment, so you can’t plan
nearly as far ahead. Then rather than fast reflexes and speedy navigation
IN OVERDRIVE YOU R ACE PAST FIELDS, there’s a greater emphasis on working out routes that won’t leave you
T H R O U G H T H E N I G H T, I N S N O W Y A N D D E S E R T trapped or unable to secure treasure.
ENVIRONMENTS, AND ALONG A RIVERBANK
RETRO GAMER | 45
STRYKER’S RUN 1986 SPELLBINDER 1987
■ This quintessential Beeb run- ■ The detailed, monochrome
and-gun is a riot of colour and graphics and trial-and-error nature
RAVENSKULL 1986 remains a lot of fun to play. To of Spellbinder brings to mind
■ A compelling combination of Gauntlet and Dungeons & Dragons, make progress through its single, arcade adventures more typically
Ravenskull manages to be greater than the sum of its parts. The maze- epic side-scrolling level you need found on the Spectrum. That’s no
like arcade adventure gains depth from its layers of gameplay. Each to have extremely quick reactions bad thing, as Spellbinder is visually
level’s treasure has to be collected before you can secure one quarter of and be able to adapt and learn impressive, and there are clues
a crucifix, and there are insects and hazards to avoid. Then in addition to your opponents’ numerous attack hidden throughout its locations that
these arcade elements there are objects that overcome obstacles and patterns. Along the way you face mean your objectives aren’t too
spells with unknown effects. ground troops, helicopter gunships obscure. There are also ingredients
and mines. Allied soldiers help you for spells to be found and energy-
out, and there are aircraft to take draining foes to avoid on your
into battle. quest to defeat an evil wizard.
REVS 1986
■ The version of Revs that Superior released has four more tracks than
the Acornsoft original, so as well as Silverstone you can race at Brands CRAZEE RIDER 1987
Hatch, Donnington, Oulton and Snetterton. Its other notable enhancement ■ Progressing between tracks in Crazee Rider requires you to finish in
is optional computer-controlled steering, which tempers the unforgiving the top six of sixty riders. This would be hard enough, but your rivals
nature of the original. Staying on course by getting your speed right on leave you in the dirt as each race starts, so you have to plough through
the bends remains a core challenge, as does safely passing your rivals. the pack at top speed just to stand any chance.
46 | RETRO GAMER
THE RETRO GAMER GUIDE TO: SUPERIOR SOFTWARE
IMOGEN 1988
■ The originality in Imogen’s design
stems from its layered gameplay
and innovative mechanics. It’s also
a joy to look at. Its platforming and
puzzles typically require you to
select one of three player characters
for the task at hand. The cat is
adept at jumping, but the monkey is
capable of climbing. Then the wizard
BONE CRUNCHER 1987 PALACE OF MAGIC 1987 can use weapons and other items.
■ Despite its strange and morbid ■ A follow-up to Citadel in all but
storyline, Bone Cruncher is an name, Palace Of Magic shares its
evolution of games like Repton.
Instead of rocks there are living
inspiration’s format and some of
its mechanics while differentiating
REVISITING RAVENSKULL
creatures to avoid, and instead of itself with its level designs and MARTIN EDMONDSON ON HIS COMPELLING ARCADE ADVENTURE
being affected by gravity these surreal opponents. Palace Of Magic HOW DID RAVENSKULL’S vampire, and I found that
move left, right, up or down also distinguishes its gameplay in DEVELOPMENT BEGIN? all fascinating. A lot of
depending on which direction the various ways. Its locations are more When I was at school that inspired Ravenskull,
last door that you went through uniform in nature, in that there we had a computer club, because I didn’t want it to
was facing. In order to go through aren’t setpiece rooms with unique and they had a BBC be a pure arcade game. I
these you have to collect skeletons mechanics like in Citadel. Palace Of Micro there. I was then wanted spells with certain
and make them into soap, which Magic’s enemies all have set paths; lucky enough to get a effects, some of which you
is the strange and morbid part. there aren’t foes that home in on BBC Micro for Christmas. There would know about and some you
There are locked gates you need you like Citadel’s monks. Lastly, was a guy at school called had to learn about or talk to your
keys for and spiders to steer clear Palace Of Magic doesn’t give you Nicholas Chamberlain who also friends about. I suppose I had a
of, and you have a friend your foes a weapon, and its outdoor areas had a BBC Micro, and we just bigger imagination than the BBC
can’t hurt that you can send out in are more in keeping with its indoor started messing about writing Micro allowed for.
front of you. screens than Citadel’s. games. I proposed one with
four-directional smooth scrolling. HOW MUCH INPUT DID
It was based on an idea where SUPERIOR SOFTWARE HAVE?
you were in a creepy castle. Ravenskull was basically finished
The design happened as we when we took it to Superior. It was
went along, and actually it came the first and only company I took
together fairly rapidly. it too. There weren’t too many
BBC Micro publishers at the time.
WHAT THE INSPIRATIONS FOR Acornsoft wasn’t really a publisher
RAVENSKULL’S DESIGN? as such because it had its own
Gauntlet certainly influenced internal teams. But Superior just
Ravenskull, and the whole loved Ravenskull. It sent us a letter
Dungeons & Dragons look. I was suggesting a change to make it
GRAND PRIX CONSTRUCTION SET 1987 always a fan of the artist Roger more fun. It wanted there to be
■ If you’re thinking Grand Prix Construction Set sounds like Scalextric Dean. I loved all of his stuff, and a way to kill the Ravenbees, so
then you’re not wrong! Superior’s racer is a racing track play set in its fantasy themes. Then spooky we added a bow and arrow to kill
pixelated form. You build courses with straights, bends and crossovers castles always used to appeal them just to give it more action.
before racing on your creations. Races are into-the-screen affairs, and to me. That was very hard to get Pretty much straight away we had
there are stock tracks if you tire of making your own. across on the BBC Micro with its a publishing deal.
chunky graphics and bright primary
colours, but we did what we could. HAVE YOU ANY REGRETS ABOUT
Then in terms of running around I MAKING RAVENSKULL?
suppose Repton, although that was You started off having to run all the
a completely different game. But way around the side of the castle
Gauntlet was a heavy influence. I to get to the door to get in, which
put a lot of money into that as a kid. was such a dopey design decision.
Every single time that you started
DID ANYTHING INFLUENCE the game you had to run around
RAVENSKULL’S PUZZLES? the outside of that castle. I just
The puzzles were sort of inspired look back at it and think why? We
BARBARIAN – THE ULTIMATE WARRIOR 1988 by Dungeons & Dragons. I didn’t had to test the game, and every
■ Although a little blockier and gaudier than some other versions of really play it, but I did like reading time I would have to start at the
the popular hack and slash, Superior’s BBC Micro Barbarian still looks the campaign modules. One of beginning, even if I was testing
and plays the part. All of the moves are there, from attacks and blocks them was called Ravenloft. It something like the Ravenbees
to acrobatics and decapitations. As with other iterations, there are was about a castle owned by a halfway through the game.
two different arenas that you fight in, and as you cycle back and forth
between those the combat gets progressively tougher.
RETRO GAMER | 47
THE LAST NINJA 1988 SPYCAT 1988
■ The Beeb computer was never ■ In terms of objectives and
going to be able to replicate structure, Spycat doesn’t veer too
the sublime aesthetics of the far away from your typical BBC
C64 version, and so you get Micro arcade adventure. However,
four-colour blocky graphics and its British spy narrative and themes
no soundtrack. That aside, the scores it points for originality. The
original’s gameplay is translated likes of CCTV cameras drain your
very faithfully by the Superior energy, as do assorted enemies.
ACORN ARCADE
PETER JOHNSON on his coin-op tributes Overdrive and DeathStar
conversion. Its level designs are
also spot on, and its combat has
that same intense feel.
There’s platforming, but primarily
you find objects and work out which
challenges they can help you with.
48 | RETRO GAMER
THE RETRO GAMER GUIDE TO: SUPERIOR SOFTWARE
PREDATOR 1989
Inspired by the Arnold
Schwarzenegger flick of the same CAMELOT 1989
name, Superior’s BBC version QWAK 1989 It’s impressive how Camelot distinguishes itself from other arcade
of Predator doesn’t take any Part platformer, part puzzler, Qwak adventures by keeping some fundamentals of the genre in place while
prisoners. Even flocks of birds tasks you with clearing single- dispensing with others. Instead of assembling something, your objective
prove to be deadly! It’s not that screen levels that while adorably is to score a set number of points. Bags of gold are worth lots of points,
there are more enemy soldiers cute are anything but child’s play to but you also get some for blasting foes. However, they re-spawn and are
than in other versions, and the complete. Contributing to Qwak’s harder to beat. Then instead of working out puzzles, it’s always obvious
Predator itself isn’t tougher in this challenge are precariously placed which objects are required to overcome each obstacle.
iteration. It’s that the low-resolution fruit that you collect for points,
mode that the game uses gives deadly enemies that you dispatch
you so much less space to avoid with eggs and locked doors that
bullets, hazards and attacks. you need to find keys for.
HOSTAGES 1990
The BBC Hostages lacks the 16-
bit originals’ animated cutscenes HYPERBALL 1990
and cinematic presentation, Bat and ball games tap into
but it does faithfully adapt their that same part of the brain as
RICOCHET 1989 three levels. The first has you shoot-’em-ups, so it follows that
In many respects, Ricochet takes its lead from Citadel. It has flick-screen positioning commandos in an Hyperball provides power-ups for
levels, you have energy not lives and collectable objects overcome embassy while avoiding snipers. your bat. The collectables that
obstacles, but Ricochet differentiates itself with its spherical hero. A third-person stage has you drop down the screen include
Squashing him creates kinetic energy that when released propels him taking out terrorists and abseiling weapons, bat extensions and
upwards or across the screen. There’s much bouncing around, but with into the embassy. Lastly, you multiple balls. There are also
practice you can get him over obstacles and to high up places. have to save hostages from the bubbles to collect for points,
remaining terrorists in a technically which you can spend on upgrades
impressive first-person finale. between levels.
RETRO GAMER | 49
LEMMINGS ABILITIES
OUR GREEN-HAIRED MEANDERERS HAVE BEEN CLIMBING, FLOATING, MINING, BASHING AND BLOCKING FOR 35 YEARS STRAIGHT NOW.
WHAT BETTER WAY TO CELEBRATE SUCH AN ANNIVERSARY THAN HIGHLIGHTING THE VERY BEST OF THOSE ABLED RODENTS?
Words by Adam Barnes
FLOATER
■ Not to be confused with the mess your uncle made in your washroom the last
time he visited, the Floater is arguably the most iconic of all Lemmings. It’s easy
to see why: it was the deciding factor between level completion or ending up
a green and blue mess on the floor. A choice many of us intentionally decided
against for our own morbid humour.
POLE VAULTER
■ It’s tough to pick out the best from Lemmings 2’s 50+ skills. The Pole Vaulter might
not be the most extravagant of all of the new Lemmings that the sequel brought and it
has to be said that it’s quite finicky to use effectively. But that cool animation as the pole
itself bends under the weight of the Lemming flinging through the air is just fun to see.
BOMBER BUILDER
■ It’s easier to destroy than it is to create and for that we must respect the Builder
■ Where the Floater was a choice of omission, the Bomber is the Lemming for those Lemming. We wouldn’t want to be so incriminating of DMA Design’s true intentions,
who preferred to brutalise these creatures with a little more clarity. Maybe we’re feeling but we like to think there’s a real-world comparison here; brick by brick the Builder
a bit poetic, but there’s something noble about that one hero – an individual selected out works until his sack is empty, then it’s a shrug and ‘job’s done’ with half a roof
of a mass of sprawling clones – to sacrifice themselves for the greater good. hanging unsupported in the air.
50 | RETRO GAMER
RETRO GAMER’S FAVOURITE… LEMMINGS ABILITIES
SUPERLEM
■ This Lemming might not appear too many times in Lemmings 2, but that makes it all
the more tempting when it does make an appearance. One click and it’s up and away
but, much like the Super Sheep from Team17’s Worms, the SuperLem requires a degree
of tact and deftness to achieve your goal. With great responsibility, and all that…
BAZOOKALemmings
■ At its very core is a game about deforming the terrain to make the road
home easier. There are many ways to deform said terrain: digging, bashing, exploding,
mining. A plethora of choices. You’re abundant with deformations. But when it comes
down to it, when all is said and done, this is a Lemming with a bazooka… why would
you choose any other method?
ATTRACTOR JUMPER
■ Here’s a Lemming whose only skill is to jump. Thrilling. Good for getting over
■ So we have to admit that the humble Blocker Lemming was originally going to make small gaps, true, but that’s it, right? Well the significance of the Jumper comes in its
it on this list, but it feels disrespectful to this Lemmings 2 upgrade. The Attractor capacity to cancel out other skills, and that’s arguably one of the most important tools
achieves practically the same as the Blocker, but it does so with flair, with panache, in the game. This Lemming is also critical for getting the fastest completion times, if
with (dare we say it?) razzmatazz. And each Lemming Tribe comes with their own you know how to use it smartly.
style of musical expression too, which is neat.
BASHER NUKE
■ Not a Lemming, admittedly, but still the most noteworthy skill in the whole series.
■Lemmings 2 brought with it numerous new tools to complete its levels, but the Basher Some games allow you to restart the level through a pause menu. Yawn. Here it’s a
proves you don’t need to overcomplicate things. All you need is a bit’a brawn, some elba press of a button and your little Lemming lollygaggers are kaput. No more. They’re ex-
grease and a ’ard day’s graft to get ya through t’other side. Your guess is as good as ours Lemmings. Raise your hand if you also regularly trapped a colony of Lemmings between
as to why we imagine the Basher to be a Northern lad. two Blockers and hit that button just to hear the pops. [That was definitely me – Ed]
RETRO GAMER | 51
GABRIEL NIETO
JIMENEZ
From his words for the weekly computing magazine MicroHobby to his
key role in Club Nintendo, Gabriel Nieto Jimenez has been pivotal in the
development of the videogames industry in Spain. Retro Gamer speaks
to him about his varied and fascinating career
Words by Graeme Mason
THEN
How did you get into computing, Gabriel? had been the preserve of a select few. Overall,
I was always quite interested in computing however, and most importantly, I think it was
and started reading programming books. I about the games that you could play on it.
was fascinated by this new world, so I began
Fascinated by researching it, reading the magazines in this It’s always about the games! Let’s move on
computers and field, mostly foreign at this point, as there to yourself – how and when did you start
programming, Gabriel slowly was only one Spanish magazine. Little by your writing career?
immersed himself in this new little, I came to understand what it was all I studied at the Faculty Of Information Science
world, culminating in his role as about, until I was completely immersed in the [at the Complutense University in Madrid – Ed],
a reviewer for the newly formed world of computers. not in journalism, but in the field of audiovisual
MicroHobby magazine in 1984. communication. Despite this, there were many
From here, he fostered a love And from here, you presumably discovered things common between the two industries.
of computer games, helping a love of computer games? And ever since I was quite young, I have
form the games-focussed That actually came later, when I began to work enjoyed writing and been good at it. So I had a
MicroManía, before switching at MicroHobby. I was given the role of writing solid foundation thanks to this.
sides to the Spanish developer/ game reviews, something that was totally
NOW
publisher Topo Soft. new to me at the time, and on which I knew What was the written computer scene
practically nothing. So, slowly, I got involved in like in Spain? Did you get British
that world, too. magazines such as Crash, Your Sinclair,
CVG and so on?
Do you recall when you first discovered the When [MicroHobby] started, there was only
After his ZX Spectrum? really one other magazine, and that was
adventures in Firstly, it was not the ZX Spectrum itself, but average. It was in black and white, and didn’t
programming and journalism, the previous model, the Sinclair ZX81, which offer too much information – but that was
Gabriel worked for Erbe, then was much less powerful. I found it in a shop, in all there was. Apart from that, yes, we tried
Nintendo, helping to create the a department store. I didn’t even know what it to read magazines that came from other
Spanish branch of the famous was, but I became interested, and that led me countries. Computer & Video Games was one
Japanese games company and to the Spectrum. of them, and another I can’t remember, but
giving it a uniquely Hispanic they both helped access information that was
flavour. Today, he is retired As an aside, why do you think the difficult to get hold of over here.
and focussed on another Spectrum was so popular in Spain?
life passion, making music, I think it was affordable, a reasonable price for Did you work for MicroHobby from issue
specifically a musical. the time. Plus, it was a new experience, a new one? Were you staff or freelance?
way of accessing something that until that point I contributed to the first issue and was part
52 | RETRO GAMER
MAGAZINE CRAFT: GABRIEL NIETO JIMENEZ
BEST COVER
GABRIEL TALKS TO US
ABOUT THE MAG COVER HE
ADMIRES THE MOST
“There have been many great
covers over the years, but
undoubtedly my favourite was for
MicroHobby issue one with the
kid pretending to be in ET, flying
into the sky towards the sun.
It was epic, and what’s more,
it was the cover that appeared
» Like its British counterparts, MicroHobby throughout the television
had a close relationship with its readers. » One of Gabriel’s developer interviews. campaign and marked a turning
point for videogames in Spain.
Until then, there was practically
nothing; from that moment on, an
industry was created.”
RETRO GAMER | 53
I REMEMBER WHEN
NON-STOP RINGING
“The Monday after the
MicroHobby TV campaign had
shown, the phone wouldn’t
stop ringing. We were
completely overwhelmed, and
realised the magazine was
succeeding far beyond what
we had ever imagined.”
» Erbe’s version of the Club Nintendo magazine, » The first of Nintendo’s own Spanish » MicroHobby wasn’t shy about using shock tactics:
BEST
before Nintendo itself took over. Club Nintendo magazines. “Don’t be left hanging,” this advert grimly declares.
something new that gradually became although it was already doing quite well. The
established in the next generation of computers idea was to add something new and offer an
PRESS TRIP
and consoles. alternative to readers who didn’t want to type
in the very long codes we included in the
What was writing for MicroHobby like? magazine. I thought it was a brilliant idea, but
It was brilliant. We were like a big family. We I wasn’t directly involved – I had enough on
GABRIEL WILL ALWAYS had a fantastic atmosphere and all got on very my plate with running a ton of sections in the
REMEMBER HIS FIRST SIMO well. We were colleagues, but also shared our magazine itself!
The Madrid computer expo SIMO leisure time. A wonderful, marvellous period in
TCI had been running for several which I was really happy. How did you get the games for review?
years before the wave of Eighties I managed to get games via the distributors I
micros moved it away from stuffy Who else was involved? was in contact with. I got in touch with Erbe
IBMs, software utilities and The magazine’s editor was José Ignacio Software and the other companies that worked
(believe it or not) office furniture. Gómez Centurión. He was the owner as well. on bringing games to Spain. Everyone was very
Originally devised in the early Otherwise, there were four or five of us who cooperative, particularly when we explained
Sixties, the show initially focused worked on it: editor-in-chief África Pérez Tolosa, that it was for a weekly magazine that would
on corporate concerns, before Domingo Gómez, the director, layout artist appear on television as part of a major
the games entertainment industry Rosa María Capitel and Miguel Hinojosa, who advertising campaign. Everybody wanted to be
entered its space, causing was in charge of the MicroHobby cassettes. involved, including the companies that made
attendance to balloon and games, such as Dinamic and Opera Soft.
paving the way for its peak years On that subject, what did you think of
of the late-Nineties and early MicroHobby cassettes? They were a great Tell us more about that TV advert.
Noughties. “The first SIMO I way to discover new games. It was a surprise to everyone because there
attended was a special moment,” MicroHobby Cassette was an attempt to were initially no plans for television advertising.
remembers Gabriel, “as it marked increase the magazine’s profitability further, But when we made the important decision to
the arrival in Spain of computers turn the magazine from monthly to weekly, we
and the world of computing at a had to reach as many readers as possible as
popular level.” quickly as possible. It was a very risky move,
and we needed it to succeed from the very first
issue, which it did.
54 | RETRO GAMER
MAGAZINE CRAFT: GABRIEL NIETO JIMENEZ
» [ZX Spectrum] As in the UK, Spain adored the output of Ultimate Play The Game.
» The MicroHobby cassette version saved
At the beginning, we used
typewriters, and the layouts
We were like a
married, he came up with
a cover that, rather than
all the laborious typing.
RETRO GAMER | 55
» José María Ponce’s striking cover to issue
» MicroHobby cover artist José María Ponce 29, celebrating Beyond Software’s sci-fi
specialised in arcane images such as this cover » Like most of its British peers, MicroHobby featured type-in listings. strategy, Shadowfire.
for issue two.
MicroHobby, and I was determined to keep it a totally different time. I left MicroManía in
that way because I believed we were entering January 1988 when I started working for Erbe
a new era and that it was important for us to and its videogame company.
clearly differentiate ourselves from it.
This was Topo Soft, right?
How did the computer magazines change Yes. I was there when it was making a lot of
in Spain as the 8-bit era came to an end? games for the Spectrum, Amstrad CPC, MSX and
They changed a lot because 8-bit computers even the Atari computers. Then, the Commodore
disappeared, and the arrival of new Amiga and, finally, for the PC. Our greatest
computers brought new and different ways project was a game called Viaje Al Centro De
» Gabriel’s multi-part feature on BASIC programming
was a highlight of MicroHobby’s early issues. to play computer games. It was a much La Tierra (Journey To The Centre Of The Earth)
more established era, less adventurous. based on the Jules Verne novel. It was a great
We gave [Club Furthermore, other elements closely
related to computing and technology
success because we made it for all the platforms
we had previously worked on at that point. It was
Nintendo Magazine] began to appear [in the magazines]: new
peripherals to talk about, new operating
a very elaborate project, with graphics drawn by
Alfonso Azpiri [a talented Spanish comic artist
our own personality systems, and the important emergence known for his Spectrum game covers such as
I REMEMBER WHEN
A DIFFICULT CHOICE
“I left Hobby Press. It was
a sad day, as, even though I
would be earning more money,
I’d be working in videogames
instead of talking about them.”
» Gabriel pilots a magic carpet with his wife behind
him in this special cover from José María Ponce. » It’s a sports-themed spread, with Decathlon, Match Point and World Cup all covered.
56 | RETRO GAMER
MAGAZINE CRAFT: GABRIEL NIETO JIMENEZ
PROUDEST
MOMENT FROM MICROHOBBY
TO MICROMANÍA
» MicroHobby’s review of Ultimate’s Alien 8, complete » “Return To The Wild West” – MicroHobby celebrates
with 18 (!) screenshots. Ultimate’s isometric cowboy game Gunfright. “I’m most proud of when
the team we had created at
What made Topo Soft so successful? not only for the people who worked there but, MicroHobby set out to create
It had a large investment, which was a of course, for the Nintendo users, who already a new magazine in a very short
decisive factor – we wanted to occupy an numbered in the hundreds of thousands. And time, MicroManía. I also have
important position within the Spanish software me, after all those years of adventures with much personal satisfaction
industry, which was booming at that time magazines and programming, I then spent many from the fact that when I took
with companies such as Dinamic and Opera years working for Nintendo. I created [Nintendo over MicroManía, it was selling
Soft. We decided to create a large group of Of Spain], which was quite different from what 15,000 copies; when I left, it
programmers and artists to develop a series of it had done in other countries. I focussed a lot was already selling as many as
games with precisely that objective. on it, and we created a club that left quite an 85,000 copies.”
impression on many of Nintendo’s users who
You mentioned Dinamic. Was there any big shared their experiences with us at the time.
rivalry with it?
Not at first, but when Erbe invested in Topo Tell us about the Club Nintendo magazine
Soft to turn it into a software company on the and your responsibilities there.
scale of Dinamic, it did create some rivalry. The company thought that, because I came
The year I joined, Dinamic had won practically from the magazine world, I would be a good
everything given out annually by the magazines; fit. The truth is, they gave me carte blanche to
our goal was to challenge that. launch Club Nintendo, a club that in Spain was
quite different from those in other countries.
Why did you leave Topo Soft? We gave it our own personality and, in a
I left because its time was coming to an end. very short time, turned it into an important
Topo was an Erbe company and had been marketing tool, capable of connecting users
acquired with investment in mind. And what in a way that had not been realised before.
happened in that period was that videogame We distributed around 300,000 copies of the
sales began to decline slightly, other platforms magazine to members, publishing it every two
began to emerge, and Topo continued, but with months. It was an important link to the users.
minimal staff and its games were developed
outside of the company by freelancers. What are you up to today?
RETRO GAMER | 57
Gain Ground
EVERY CENTIMETRE COUNTS
» RETROREVIVAL
20%
civilisation of Atlantis, first described as a naval
empire by Greek philosopher Plato around 360
BCE. In fact, the whole game fully embraces
OFF YOUR FIRST Atlantis mythology which also sees our hero
GOG PURCHASE hunt for the Lost Dialogue Of Plato.
USING CODE Although many of the puzzles need to be
RETROGOG20 solved in a set way, there are exceptions and
(ONE-TIME USE) » [PC] Some of the puzzles involve some action. A whip is effective against this rodent. this becomes clear very early on when trying
60 | RETRO GAMER
ULTIMATE GUIDE: INDIANA JONES AND THE FATE OF ATLANTIS
RETRO GAMER | 61
» [PC] The man in a red fez can
be tricky to pin down – if you don’t
say the right things, he’s off and
you need to find him on the map!
62 | RETRO GAMER
ULTIMATE GUIDE: INDIANA JONES AND THE FATE OF ATLANTIS
» [PC] When traversing the desert looking for a dig site, you need to bribe
any officials you encounter.
» [PC] Indy changes his clothes so as not to arouse suspicion while he’s on the submarine.
to meet Sophia who is Players nail this choice through can keep you occupied for many hours.
“THE CINEMATIC
onstage in a sold-out theatre. early-ish in the game. Having Regardless of the path taken, though, each
Indy can’t buy a ticket so STORYTELLING IS globe-trotted to Iceland, Tikal rejoins the story ahead of Act III which marks
he looks for another way in, SO GOOD, IT COULD and The Azores, encountering the big push towards the end.
encountering a doorman called EASILY FORM THE English archeologist and It’s clear a lot of time and attention was paid
Biff. Indy is able to sweet talk
Biff into allowing his access.
BASIS OF A MOVIE” antique dealer Charles
Sternhart and grumpy
to this game over its two years in development.
There’s an abundance of exotic locations and
He is also able to move some crates and sneak womaniser Felipe Costa along the way, Indy intriguing characters together with logical
in through the fire exit. But there’s a third way. and Sophia talk over their findings in Indy’s puzzles as well as some creative sequences.
He can trash talk Biff to the point where the office at Barnett College. Players can then These will have you chasing around the streets
doorman wants a fight. decide to allow Sophia to accompany Indy following servant Paul Abdul to Omar Al-
(the Team path), go it alone (the Wits path) or Jabbar’s house (or looking to pin down a man
ombat is simple enough. Each increase the number of foes Indy will have to wearing a fez). They’ll see you on camelback
opponent gets a power bar and fight with (the Fists path). Each branching path looking for a dig site while avoiding bribe-
health bar and the trick is to strike offers different puzzles and methods of play and receptive officers and getting directions from
when the power bar is sufficiently there is an incentive to go back and try each nomads and they’ll see you chasing round the
full and avoid getting hit (which one once the game is complete thanks to the streets of Monte Carlo seeking to ram a car full
reduces health). It’s possible to block, step inclusion of IQ Points. of Nazis to rescue amateur scholar Alain Trotter.
back and punch high, middle or low and there’s Short for Indy Quotient, these points are You’ll end up dashing around trying to find a
a sucker punch option too. amassed for carrying out certain actions such as street corner or stabbing around in pitch-black
The fighting element adds another distracting the stage hand, moving a totem pole, darkness feeling around for objects. There’s
dimension to the game and leans into Indy’s obtaining camels and opening secret doors. a balloon ride that takes you to a submarine
penchant for a punch-up when required. But The only way to achieve a maximum 1,000 IQ where you’ll fire a torpedo. You’ll need to pick
the fact that players don’t have to engage points is to play all three paths and, because up a trio of stones and put them on a pedestal
in fisticuffs ensures traditional adventurists of the way the game is structured, you’ll need so you can turn them to make things happen.
can remain comfortable. It ensures the game to play those paths at least a couple of times And you’ll need to make your way through a
tailors for different tastes. too. That’s no mean feat when an average play labyrinth as well as around Atlantis itself – the
latter being no mean feat because you’re
essentially charging around three rings, entering
rooms, solving puzzles and meeting dead ends.
Fate Of Atlantis is certainly a challenge.
It also holds up well today. Although the
graphics have inevitably dated, they still manage
to sparkle and that is helped enormously by
the rotoscoping technique used to animate
Indy and Sophia. The cinematic storytelling is
also so good, it could easily form the basis of a
movie but then it is clear the game’s developers
fully understood what makes Indiana Jones so
» [PC] The solution to some of the puzzles, including this stone-based one, » [PC] The fights are rather basic but there appealing. On that basis, it’s no surprise that it
can change each time you play. can be fatal consequences so be careful. sold more than a million copies.
RETRO GAMER | 63
The best way to spend your pocket money
» [Amiga] Helpfully,
the battle droid can’t
drown, but there
are baddies in the
water, too.
64 | RETRO GAMER
» [Amiga] You’ve got several special powers, and turning into an egg
renders the enemies harmless.
» [Amiga] There are lots of diamonds, and you need to find them all to unlock the exit in Donk.
RETRO GAMER | 65
THE MAKING OF
W
WORDS BY PAUL KAUTZ
estwood Studios may as one of our hero commando characters.
not have invented Renegade and Sole Survivor were both
the real-time strategy ideas of how our players might control a
genre with the single unit but be part of the greater real-
release of Dune II in time strategy that was authentically C&C.”
1992, but it clearly defined it and brought After some experimentation with the
it to the masses. The competition, led by genre-typical bird’s-eye view, Westwood
the well-armed Blizzard Orcs, came, saw turned to the first-person perspective. A
and built upon it. So Westwood had to step tech demo developed in mid-1997 on the
it up a notch to maintain its dominance. first PlayStation was called Command
Which it did in abundance with Command & Conquer: Commando and consisted
& Conquer. Not only was it a fantastic RTS of rotating real-time 3D objects and an
in its own right that cleverly expanded on animation test, all based on the 3D engine of
the gameplay mechanics of Dune II, but the racing game Sports Car GT, which was
it was also a huge hit also in development at
that continued to grow
in 1996’s Command &
“WE ALWAYS the time by publisher
Electronic Arts. However,
Conquer: Red Alert. VIEWED C&C AS this quickly proved to
Both games featured A WORLD WHERE be too inflexible, so
dedicated missions in MANY GAMES Westwood decided that
which heavily armed COULD BE PLAYED” a customised 3D system
lone wolf fighters were LOUIS CASTLE had to be developed.
let loose. It made sense The result was called
for Westwood to give these commando W3D, which stood for Westwood 3D, and
units their own game, as executive producer was later renamed SAGE and used in games
Dan Cermak confirmed to us. “C&C was a such as Command & Conquer: Generals
huge IP and the commando was one of the (2003) and The Lord Of The Rings: The Battle
favourite units in the game. So it seemed For Middle-Earth (2004).
natural to try to move to another genre while However, its first appearance was in
hopefully pulling in a sizeable audience that the game that was announced in a press
knew and loved the character.” release by Westwood on 15 September
Louis Castle, cofounder of Westwood 1999. “C&C: Renegade puts players directly
and also executive producer on Command on the Command & Conquer battlefield as
& Conquer: Renegade, elaborates further, the Commando, the one-man army made
“We always viewed C&C as a world where famous in the original Command & Conquer
many games could be played. We especially strategy game. Instead of commanding
liked the idea of playing first/third-person troops from afar, you’ll be on the battlefield,
66 | RETRO GAMER
THE MAKING OF: COMMAND & CONQUER: RENEGADE
SURVIVAL
A
STUDIOS
» PLATFORM: game was still not released until spring 2002. Oculus VR. Since 2022,
PC
OF THE
he has been COO at
» RELEASED:
2002 ccording to lead game VR game developer
SINGLEST
» GENRE: designer David Yee (who Another Axiom.
FIRST-PERSON also appears in the video),
SHOOTER
there were many reasons
for the significant delay. “It HOW C&C WENT SOLO BEFORE
took a long time for the team and studio ■ Command & Conquer: Sole
to figure out and agree how the game Survivor Online, released at the
should play and what the tone would be. end of 1997, is the third and now
Once decisions were made to answer these largely forgotten game in the
questions, we needed more time to finish C&C series. Visually, it was very
DEVELOPER acceptable assets for the time we were
releasing.” According to Dan, there was also
reminiscent of the first game, but it focussed on
online multiplayer, in an unusual way: each of
HIGHLIGHTS a lack of vision as well as technical issues. the up to 50 players per map (in 1997!) controlled
THE LEGEND OF
KYRANDIA “I don’t think there was a clear path for exactly one unit and engaged in deathmatch-like LOUIS CASTLE
PLATFORM: PC, AMIGA what the player should be doing and what battles against the others, either alone or in ■ Louis was one of the
RELEASED: 1992 it meant to be the Commando. When I got teams. There were 23 different units and lots of founders of Westwood
LANDS OF LORE: THE there, the team was demoralised and there upgrades hidden in crates that had to be found Studios and executive
THRONE OF CHAOS really wasn’t a product plan, but the game on the large maps. Ultimately, the game boiled producer of Renegade.
(PICTURED)
was supposed to ship that year. The art down to a kind of last man standing – whoever After Westwood, he
PLATFORM: PC
assets were very good but too much for the was left at the end or had the most points after was vice president of
RELEASED: 1993
engine, and we had to simplify most of it. the time limit expired, won the round. creative development
COMMAND & CONQUER We reworked the narrative and it felt like we It sounds like a great idea at first, but at Electronic Arts for
PLATFORM: PC, VARIOUS
started from scratch in a lot of areas. I do unfortunately plays very sluggishly and is simply many years and is now
RELEASED: 1995
remember having to demo the game to EA quite boring. The game mostly received only a freelance consultant.
» [PC] The game’s levels offer a Studio execs on a regular basis and it took average ratings and was anything but a sales
remarkable amount of variety. a ton of team focus to set those demos hit. The official servers were shut down in early
2002, and the game never found its way onto any
of the Command & Conquer collections released
over the years. It may have its fans (who have
been trying to revive its online functionality since
2022), but it is generally considered one of the
blackest sheep of the C&C family.
DAN CERMAK
■ Dan was also
executive producer
of Renegade. He then
spent many years in
senior management at
Volition and now works
as both a consultant and
teacher for game design.
RETRO GAMER | 67
» [PC] Nick occasionally has to
deal with helicopters as enemies.
Unfortunately, flying them yourself
is not permitted in the campaign.
COMMAND
& COMRADE
HOW THE PLANNED RENEGADE
SEQUEL NEVER CAME TO BE
■ Immediately after work on Renegade was completed, the
developers turned to a sequel, as Louis confirms. “We rarely
built a new IP without a notion of how we would expand it. In
the case of Renegade, we talked about moving into the Red
Alert universe to follow the path of the original C&C games.”
Renegade 2 (which had the working subtitle Battlegrounds)
would have used an advanced W3D engine to tell a new story
in the popular Red Alert scenario. The hero would not have
been Havoc again, instead players would have fought their
way through the dark world in the role of a renegade Soviet
commander, using vehicles and weapons typical of the scenario. up. The team would fly in and we would
However, Renegade 2 never made it past the preproduction show the progress and discuss things. I feel
phase. Publisher Electronic Arts had more confidence in the like it took too much time away from the
recently released Battlefield 1942 and did not want to release dev process but the discussions were very
two similar games at the same time. Dan regrets this in hindsight, useful.” Last but not least, the sheer size
“I find that with a new IP, the first game isn’t usually the best of of the game was also a problem, as Louis
the series. The second is when the team has a real knowledge of » [PC] The standard enemies are very simple and only recalls. “It just took longer than expected
the tech and tools and a much clearer understanding of what the pose a threat due to their sheer numbers. to get to a high-quality, high-performance
IP is about. We pitched a sequel that, if we had done it, would game with the large open battlefields
have felt more like C&C from a first/third-person perspective. We we wanted to represent. Renegade was
wanted to allow the player to command units rather than just be a very ambitious game in terms of both
one character. The team was really excited to do it, but the sales technology and design. A few times we got
just didn’t support a second game.” pretty close to a release date but felt we
R
needed to make things a bit better.”
» [PC] Havoc can also drive some enemy vehicles, including the
beautifully destructive Flame Tank.
68 | RETRO GAMER
THE MAKING OF: COMMAND & CONQUER: RENEGADE
» [PC] Some of the rare boss fights are quite challenging. » [PC] Most buildings can be entered, seamlessly transitioning between the outside and inside.
A
damage and could not be destroyed. C4 did like at ground level.” “Originally it was both GDI & Nod, just like
not work unless you placed it exactly on the in the original game. However, we reduced
ccording to the game’s scope to just GDI fairly early on when we
manual, Renegade is set realised it would be just too ambitious to try
at the end of the first and build out two campaigns to the level of
Tiberium War between quality we were shooting for.”
the GDI (Global Defence The campaign, consisting of 12 missions,
Initiative) and the sinister Brotherhood Of is divided into primary, secondary and
Nod, which kidnaps three leading Tiberium occasionally even tertiary objectives: Havoc
researchers in order to turn the tide of war must free prisoners, eliminate enemies,
in its favour. They can only be freed by reunite his old combat unit Dead 6, flee
one man: Nick Seymour Parker, codename from a nuclear missile, escape from prison,
Havoc. According to David, the reason for and protect people on several occasions. As
the lone wolf centre was primarily a desire the whole game is deeply rooted in the C&C
to diversify. “Westwood always had a spirit universe, he also has to deal with Tiberium
of experimentation with the franchise, Harvesters, deadly Obelisks and the Hand
» [PC] Later in the game, Nick reunites his old team, the Dead 6, who including games like Sole Survivor (see Of Nod, all of which feature familiar-looking
then fight independently alongside him. the Survival Of The Singlest panel). The energy bars, and are accompanied by
RETRO GAMER | 69
familiar sound effects.
Not to mention the EVA
“EVERYTHING the RTS, but I think it added
a modern element that fit
(Electronic Video Agent) CHANGED the FPS game better.” It was
menu system, the bird’s- ONCE WE GOT definitely worth it – Renegade
eye perspective overview MULTIPLAYER is a Command & Conquer
map and the ever-present WORKING” game through and through!
Tiberium fields. DAVID YEE Unfortunately, this is also
Havoc fights his enemies true of its drawbacks. Anyone
» [PC] There are plenty of references to Command & Conquer: not only on foot, but also at the wheel of familiar with the original RTS is sure to be
Overview maps, Tiberium Harvesters and, of course, legendary
buildings like the Obelisk. a Humvee, a Light Tank or even a mighty familiar with the infamously stupid Tiberium
Mammoth Tank! Many of the vehicles Harvesters. In Renegade, this role falls to
standing around in the environment the regular enemies, as their AI is practically
or being carried into view by transport non-existent for the most part: they tend
helicopters are fully usable and very to run blindly towards the player, without
easy to control. According to the original tactics or finesse. You can easily take out
press release, even more were planned, individual enemies from a group without
most notably flying units such as Orca the others giving any care, and most enemy
helicopters, but these had to be cut from vehicles can be safely destroyed from a
I
the campaign due to time constraints. distance with a few missiles – the biggest
danger to Havoc actually comes from
n addition, the existing vehicles snipers and Flame Tanks.
do not always behave as we Dan mentions with a smirk that this at
know them from previous games, least gave players the feeling of being a
which according to David was an truly overpowered hero. Who is, typical
» [PC] Letting a Flame Tank get this close is a bad idea. But with the right intentional decision. “One of the for the Command & Conquer series,
weapon, it’ll still become scrap metal quite quickly. most controversial decisions I made was the accompanied by a thunderous soundtrack
balance of the Stealth Tank and the Flame written by Westwood maestro Frank
Tank. Specifically, going against C&C canon Klepacki. David still remembers it very
and giving them increased movement fondly, “I do want to take a moment and call
speed. In the RTS, especially the Flame out Frank’s awesome music for the game.
Tank, these vehicles are superpowerful but Mechanical Man was one of my favourite
fairly slow, relying on a sense of impending original songs and I thought it fit the
doom or stealth to be effective. In our spirit of a C&C game where you play as a
playtests, they just became useless and too character. Seeing/hearing that Frank did an
easy to pick off with other units. Making updated version for Renegade was a career
that change is not what you would see in highlight. I still have the soundtrack on CD.”
» [PC] Renegade offers an extensive arsenal of weapons that can be used to wreak great chaos.
70 | RETRO GAMER
THE MAKING OF: COMMAND & CONQUER: RENEGADE
A
» [PC] The battles are simple, but usually look cool and
are a lot of fun.
THE THREEDEERIUM
that was not to be, as the very average
sales figures told a different story, as Louis
CONFLICT
sighs. “Renegade underperformed against
high expectations. One of the great things
about being part of a big company is that
you have incredible resources to build and WHY RENEGADES MULTIPLAYER MODE WAS SO SPECIAL
promote games. One of the key difficulties ■ Renegade’s multiplayer mode (called C&C Mode)
is that you are competing with all the other is basically a game of classic Command & Conquer
great franchises for the same limited pools – only from a first-person perspective and with
of investment dollars. The storyline and significantly more action. On the GDI or Nod side,
single-player of Renegade were okay, but you work as a team (originally a maximum of 32
didn’t measure up to games like Medal of players, later up to 128) to destroy your opponents’
Honor: Allied Assault. I do like the IP and base. Tiberium Harvesters bring in money that can
wish we could have revisited the genre with be used to buy equipment, weapons and vehicles.
a stronger investment in the core technology It’s great fun that fans kept alive over all these
and an emphasis on the multiplayer game.” years and still play it today.
A planned console version never came Its development presented some unexpected
to be, nor did a planned sequel (see the problems, as David remembers. “For multiplayer,
Command & Comrade panel). And so we really struggled with how to integrate super » [PC] In multiplayer mode, you have a free choice of characters
Renegade remains the only first-person weapons. But how could you not have an ion cannon and vehicles – as long as you have the money to buy them.
shooter in the C&C universe to date. or nuke? We also took a lot of inspiration from
Which is a real shame. Because despite Counter-Strike with placing and defusing the bomb
all its drawbacks, such as average graphics to come up with the concept of the beacons. My
and weak enemy AI, Renegade also got a favourite line from a review of the game described
lot of things right: Its integration into the the feeling of being on the battlefield getting hit with
C&C universe was exemplary, the action an ion cannon as watching the middle finger of God.”
had a lot of oomph, and the online mode Looking back, Louis regrets the development
was a masterpiece (more on that in the The focus of Renegade. “I wish we had started with the
Threedeerium Conflict panel). David still multiplayer mode and then built more single-player
has nothing but fond memories of it. “C&C levels that leaned into all the fun of base defence
Mode is one of my favourite things I’ve and assault. I think the multiplayer of Renegade really
worked on. I think we did a decent job of broke new ground and should have been the focus
capturing what it would feel like to play an rather than trying to teach players about shooters.”
RTS as an FPS for the time.”
RETRO GAMER | 71
Dr Mario 64
FAMILY DRAMA
» RETROREVIVAL
» NINTENDO 64 » 2001 » NINTENDO R&D1
Although I’ve recently sold off my
entire Game Boy Advance collection
and a large amount of my SNES
collection, my N64 games aren’t
going anywhere.
In some ways it represents two distinct sides of
me, the carefree idiot I was before I had kids and the
carefree idiot I became afterwards. Before my first
daughter Emily came along, the N64 was a constant
part of my life. If I wasn’t playing Ocarina Of Time
or Banjo-Kazooie, I was having multiplayer sessions
of GoldenEye 007, Turok 2 or Mario Kart 64 with
friends. Even Mel used to love Nintendo’s console,
and when she wasn’t staring at her character’s feet
in GoldenEye, she’d be using a guide and helping me
through whatever game I was playing.
With the imminent arrival of Emily, I sold my entire
N64 collection because I knew it was time to grow
up. Alongside swapping my original NTSC SNES for
an Amiga 1200, it’s the biggest gaming mistake I
ever made. I rectified this error around five years ago
when I looked at rebuying all those games I’d foolishly
sold off because I naively thought that being a parent
meant becoming a completely different person.
The new N64 became a hit, particularly with my
younger daughter Alice. She enjoyed playing Mario
Party 2, GoldenEye and Super Mario Kart 64 with
me, and even Mel started to play the odd session
of Gauntlet Legends – one of the few games we
completed together back in the day. She even played
some GoldenEye (she’s still terrible at it).
The arrival of the Analogue3D has made multiplayer
gaming even more appealing to my family now, as we
can play N64 games together in the front room on a
big TV. We don’t get together very often as Alice is in
uni and Emily is too cool to play games, but I picked
up Dr Mario 64 recently because I’ve heard very good
things about its multiplayer.
The few games I’ve played highlight that it’s not
really doing much mechanically over the earlier
games in the series, but it does come with a large
number of different game modes, which I’m looking
forward to getting stuck into.
It’s the four-player multiplayer mode that really drew
me towards buying the game however and I’m really
looking forward to experiencing it with the rest of the
family when we’re all under one roof again.
IN THE
KNOW
» PUBLISHER:
ACTIVISION
» DEVELOPER:
TREYARCH
» PLATFORM:
PS2, XBOX,
GAMECUBE
» RELEASED:
2004
» GENRE:
ACTION-
ADVENTURE
DEVELOPER
HIGHLIGHTS
TONY HAWK’S PRO
SKATER 2X
PLATFORM: XBOX
RELEASED: 2001
CALL OF DUTY:
WORLD AT WAR
PLATFORM: PS3, XBOX
360, WII, PC
RELEASED: 2008
CALL OF DUTY:
BLACK OPS (PICTURED)
PLATFORM: VARIOUS
RELEASED: 2010
74 | RETRO GAMER
THE MAKING OF: SPIDER-MAN 2
JAMIE FRISTROM
T
■ In recent years,
RETRO GAMER | 75
» [PlayStation 2] Beating Quentin Beck
in a challenge to round up prisoners
and prove Spider-Man’s credentials.
mechanics that you can after iteration. If you feel it strongly enough,
getting there is just a matter of work. And
dump in somebody’s lap we were excited enough that we didn’t care
how much work it would take,” says Tomo
and say, ‘Here, learn this!’
S
Moriwaki, the game’s creative director.
CONVERSION CAPERS
one team working on gameplay and controls
and character and how the camera would
OTHER DEVELOPERS STRUGGLED work, and then another team working on the
TO FIND THE RIGHT FORMULA tech,” he explains.
■ While Treyarch were responsible for the Boy Advance and N-Gage versions. Although the “In today’s world, with the kind of budgets that
acclaimed console version of Spider-Man 2 , its side-scrolling GBA title had cartoony in-game would be in place for a game like that now, it’s
best features – dynamic web-swinging, non- graphics, it borrowed cutscenes and backgrounds unreasonable. Our bosses would have stopped
linear gameplay and freedom to roam – were from the PC game. The N-Gage version combined us,” says Tomo. “But, at the time, there was
sadly lacking from the games made for other some painfully slow 3D swinging levels with more distance between publisher and developer,
platforms, leaving some players feeling misled. more responsive 2D sections. Both were and even the leaders of the development
The Fizz Factor, a branch of Amaze underwhelming at best. company. We were given a wider berth.”
Entertainment that specialised in delivering There was no guarantee that all this
licensed games on a budget, made the PC version. experimentation would deliver the results
Targeted at a younger audience, it was criticised they wanted, causing a lot of anxiety. “There
for being simplistic and clunky, especially the web- were several months of us telling our bosses,
swinging and fighting elements. like, ‘Don’t look at it yet! Don’t look at it yet!’
Vicarious Visions, now known as Blizzard Albany, That moment came where we couldn’t hold
fared better when developing Spider-Man 2 for the them off anymore,” recalls Jamie. “That was
Nintendo DS and PlayStation Portable. On the PSP, a great day for us because they were all very
the style of gameplay was very similar to Treyarch’s impressed. They ran it all the way up the chain
original Spider-Man, but the missions were often to the chief operating officer of Activision to
too easy to complete. The DS game posed a show everybody what we’d done.”
tougher challenge, arguably too much so. Players The new fluid style of web-swinging, in
also had to settle for a 2D perspective and limited » [Game Boy Advance] Digital Eclipse’s GBA game didn’t capture the which Spider-Man would latch onto a building,
graphics. Lastly, Digital Eclipse made the Game majesty of the home-console versions, but it did look lovely. lamppost, tree or other structure and pivot like
a pendulum, was given resounding approval.
The more attachment points that were added,
the smoother the experience became. You
76 | RETRO GAMER
THE MAKING OF: SPIDER-MAN 2
» [PlayStation 2] Spider-Man
meeting Black Cat in one of
the game’s many cutscenes.
TOYING WITH
ENEMIESSPIDER-MAN 2’S MELEE
COMBAT SYSTEM PRIORITISED
STYLE OVER SUBSTANCE
■ Combat was another area that evolved
to reflect the game’s focus on making
movement faster, smoother and more
satisfying. A wide variety of acrobatic
moves could be strung together
quickly, creating impressive animation
sequences that highlighted the influence
of series like Marvel Vs Capcom, Devil
» [PlayStation 2] Performing May Cry, Soulcalibur and Ninja Gaiden.
acrobatic tricks while flying “We had a combo system. We
through the air charges up only had a limited number of buttons
your Spider Sense.
(web, jump and attack), but they were
contextually sensitive,” says Tomo. “If
I hit ‘web’ in the air, I’d yank the guy up
to my altitude and stick to it a little bit to
could suddenly cover large distances much were basically just boxes. Always having those accommodate the next button presses. It
more quickly than before, in a way that felt things in memory was pretty key, and then just was fun how Spider-Man moved through
liberating and much truer to the film. “Spider- having the nearby stuff loaded in high detail.” space entirely through combat combos.”
Man becomes more like a ball that just moves Eric Pavone and other designers populated The experience was primarily
through space and is influenced by the choices Manhattan with activity to keep players designed to be enjoyable and visually
we make with the controller,” says Tomo. “That occupied between missions. You can make appealing, with much less concern about
shifted our thinking towards uninterrupted deliveries for the pizzeria and take photographs the level of challenge that players faced.
movement. We were on the hunt for animation for the Daily Bugle. There are various races to “It wasn’t a great combat system; it was
transitions that took account of player velocity. complete, hidden tokens to collect and crimes more of a gratuitous one. Being able to
If you were swinging at like 70 miles an hour, to stop, each earning you Hero Points that are web a guy and then spin him around.
if you let go, you’d fly at that speed before used to buy upgrades like new attack moves or Knock people around and tie them up
T
starting to slow down.” increased swing speed. to turn them into punching bags. It was
This one fundamental change served as totally there just as a fun decoration.”
the catalyst for so many others that came he most common type of challenges in
together to make Spider-Man 2 far more Spider-Man 2, where you have to stop
engaging and memorable than its predecessor. a crime or help a member of the public,
Building a large open-world environment – a were referred to as ‘shenanigans’ by
faithful recreation of Spider-Man’s version of the Treyarch team. Some had to be
Manhattan that players could freely explore initiated by players, while others occurred at
outside of missions – was one of the most random, leaving you to choose whether or not
significant, drawing inevitable comparisons to intervene. Time limits occasionally applied, like
with Grand Theft Auto. when a ship was sinking or a construction worker
Programmer Greg Taylor led the city’s was about to fall from a ledge.
construction, which was a huge task. “It took The lack of variety in shenanigan scenarios
longer than we expected. Greg definitely did is one of the game’s biggest drawbacks,
get pretty stressed out,” says Jamie. “One of forcing players to stop an armed carjacking,
the things we had that GTA III didn’t have was rescue a kid’s lost balloon or retrieve a stolen
the verticality. On GTA, you’re usually down on purse from a mugger many times over. This
the road so you can’t see that far. If you haven’t was a by-product of the approach the team
loaded in distant neighbourhoods because you had taken and the scale of what they were
don’t have the memory, or whatever, then it trying to achieve. “Part of the problem is
didn’t matter that much. that, in hindsight, we were a prototype game
“With Spider-Man, you could go up to the long enough that we had to use whatever
top of the Empire State Building and look the results were,” says Tomo. “We were just
around so we needed something. You couldn’t diligently going on, building all kinds of complex
just have a fog plane, like so many games did infrastructure for a system that we didn’t know
back then. Somebody came up with the idea of would work. Because of the way we were
loading in these low-detail neighbourhoods that doing it, it had to work.
RETRO GAMER | 77
“Some of that stuff, like the armoured end. If the movie had come out when they
car robbery, was really complicated. It was originally said it was going to, I don’t know
already a huge logical difference to the way what we would have done,” says Jamie. “We
we scripted gameplay. It meant we were got a three-month reprieve. That gave us time
going to have to be responsible for itemising to bring more polish. Even with that, we had
» [PlayStation 2] Spider-Man what we pulled into the scene, and also when plans to do this whole sewer system with the
follows Black Cat as she quickly
traverses the city’s rooftops. we dumped it out. That required a difficult Lizard boss, which ended up making it into the
and complex memory management and third game eventually.”
M
streaming logic model.” Looking back, Tomo believes that the team
were simply too close to the project, and too
atthew B Rhoades adapted the passionate about it, to recognise that their bold
Spider-Man 2 screenplay to create plans were getting out of hand. Eventually,
the story. It covers the main plotline, Activision had to intervene, requesting that
the rise of Doctor Octopus and his Treyarch narrow the scope of the game
fusion experiment that threatens considerably to ensure that everything could be
to destroy New York, but other Marvel villains finished in time. Some painful sacrifices had to
like Rhino, Mysterio and Shocker are drafted be made. “Spider-Man 2 must have more cut
in to extend the gameplay. A highly sexualised content than any game that had come out until
Black Cat competes with Mary Jane Watson that point,” says Tomo. “The amount that was
for Spider-Man’s attentions as he struggles to cut is staggering. There were some people on the
reconcile his superhero responsibilities with project who had almost their entire work removed
» [PlayStation 2] Spider-Man his normal life as Peter Parker. “We had to from the shipped game and that’s terrible.”
gains the upper hand in a get approval and that wasn’t automatic for us. The control system used in Spider-Man was
second battle with Shocker.
We did a first round of just asking for a lot of completely overhauled to make the sequel’s
different characters and a bunch of them came gameplay as fluid and fast-paced as Treyarch
“We developed a control scheme back ‘no’. All the stuff that they said ‘yes’ to, we
basically came up with a rationale for it,” says
wanted it to be. Amid all the excitement about
what they’d created, there was an underlying
and a locomotion experience that Tomo. “We broke up the overall story into half
a dozen pieces and then plopped the movie
concern that players might find the new
controls too complex, potentially alienating a
could sustain an almost unlimited script’s key points across that timeframe. We significant chunk of their audience.
78 | RETRO GAMER
» [PlayStation 2] Saving Mary Jane Watson THE MAKING OF: SPIDER-MAN 2
from thugs in the alley behind the theatre.
» [PlayStation 2] The
game’s map, showing
Spider-Man’s location,
a shop, the pizzeria
and several races.
of the most difficult core game mechanics the third-highest grossing of 2004, Spider- over-commitment just felt like mad science
that you can dump in somebody’s lap and say, Man 2 was always destined to sell in huge and experimentation.
‘Here, learn this!’” says Jamie. “I was nervous numbers. Perhaps more significant was “We developed a control scheme and a
as we were shipping the final thing. It was like, the overwhelmingly positive reception from locomotion experience that could sustain an
‘Will people just buy this and not be willing to players and critics, who praised the game almost unlimited amount of exploration. We
figure out how to play it?’ Most games with 3D for its vast scale, daring style and sheer fun had no precedent for what we did and the
swinging do fail, but I have a theory that the factor. Sprinting, swinging, climbing and way we did it gives me this clear example of
T
lure of Spider-Man means people are willing to leaping around Manhattan was an absolute joy. why we take chances.”
get over that learning curve.” “In a lot of ways, I still feel like it was the peak
The new control system was much less he developers reflect fondly on the of my career. Even over 20 years later, that’s the
intuitive than the previous one, but with process that led them there too. coolest thing I’ve ever done, other than having
the time and space to practise, which the “I had an extremely good time and a kids!” laughs Jamie. “There’s just something
open-world setting offered in abundance, its ton of those people are still basically about Spider-Man 2 that’s special and enduring.
intricacies would gradually become second like family to me,” says Tomo. “What “The fact that Spider-Man games keep coming
nature to most players, making Spider- we were able to discover, and accomplish, out, and they keep paying homage to that
Man 2 a far more rewarding experience. together was super-satisfying. It was a lot of swinging mechanic we developed, really makes
Treyarch’s leap of faith paid off spectacularly. work and, I think in hindsight, it was maybe at me happy and proud still to this day. We changed
With the success of the film, which was a somewhat unreasonable pace, but even that gaming history in our own tiny way, right?”
RETRO GAMER | 79
New games that wish they were old
FAR FROM MERELY DUSTING OFF SCREAMER AND GIVING IT HD VISUALS, MILESTONE HAS
IN THE KNOW COMPLETELY REIMAGINED ITS NINETIES RACER. DIRECTOR MICHELE CALETTI DISCUSSES THE
» PUBLISHER:
MILESTONE
NEW GAME’S OVERHAULED COMBAT, MULTIPLE MODES AND CYBERPUNK ANIME NARRATIVE
» DEVELOPER: WORDS BY RORY MILNE
MILESTONE
A
» RELEASE:
»P
OUT NOW
LATFORM:
rcade racers triumphantly
came home in the mid-
and as Michele spells out,
Screamer’s story mode
“MANY RACING GAMES
STEAM, PS5, EPIC GAMES
STORE, XBOX SERIES X/S Nineties thanks to the likes ‘The Tournament’ isn’t just IN THE PAST INCLUDED A
»G ENRE: of Milestone’s Screamer bolted on. “For many on the FIGHTING SYSTEM, SO THE
ARCADE RACER trilogy. Milestone still makes
racing games, but it’s only now that it’s
team, anime was a central
part of their formative years.
IDEA WE HAD WAS TO
revisiting Screamer. The studio’s development Being set in the near future LET YOUR RAGE GO WHEN
& creative director Michele Caletti explains
why. “There were no new significant arcade
and throwing in some sci-fi
elements was also the right
YOU’RE ON THE ROAD”
racers coming out, we knew that the audience bridge between the story MICHELE CALETTI
was there and just like us it was ready for and the gameplay. The story
something new. We were also shifting our gradually introduces and explains mechanics,
internal focus from motorcycles to other so it all connects together.”
racing subgenres, and it was time to make Screamer’s narrative concerns competing
something that was completely unique.” teams of drivers – or Screamers, that Michele
The new Screamer’s uniqueness comes from considers important for player engagement
its teams of characters, reality-defying cars and and replay value. “The teams gave us a good
» [PC] Your choice of character
the cyberpunk anime narrative integrated into opportunity to explore the dynamics of one
in Screamer decides which
its story mode. Michele points out that these team against another. Having teams elevates power-ups you have when you
were created in co-operation with external the storyline and sustains its complex narrative. tackle its challenges.
■ Screamer’s director specialists. “We worked with an American Every team has its own storyline, and you can
Michele Caletti has been writer on the story, an external concept artist explore those team by team. So there’s a lot to
making hit racers at for the characters, an external studio for the discover in that sense.”
Milestone for decades. vehicles and the animation studio Polygon In terms of in-house development,
Pictures in Japan. We had very clear ideas of Milestone’s focus has been on the gameplay
what we wanted, but we needed this level of at Screamer’s core. Michele notes how it
» [PC] Naturally Screamer has a
expertise to bring them to reality.” takes the original’s combat to another level.
mode where you try to beat your
Giving an arcade racer depth with a “Many racing games in the past included a best times, and of course it has
cyberpunk storyline is an innovative approach, fighting system, so the idea we had was to ghost cars to race against.
» [PC] Screamer’s story mode ‘The Tournament’ shows that cyberpunk anime and arcade racers are a natural fit. » [PC] The checkpoint mode in Screamer recreates the experience of playing arcade racers like Sega Rally.
80 | RETRO GAMER
RETRO INSPIRED: SCREAMER
SCREAMER
SERIES 101
A bluffer’s guide to the classic
Screamer titles
■ Channelling hit coin-op racers of the early
to mid-Nineties like Ridge Racer and Daytona
USA, Screamer brought the thrills of arcade
racing home. PC gamers were treated to
impossibly colourful polygon courses rendered
at breakneck speeds and the highest of
framerates. Up-tempo rock music by Allister
Brimble only added to the game’s coin-op
credentials. A year later, Screamer 2 followed in
its wake. To get the best out of it you needed a
pretty fast PC, but those that did were treated
to Sega Rally-inspired racing action of the first
order and a thumping techno soundtrack. Its
successor, Screamer Rally, was perhaps more
of a revision than an out and out sequel. Its
vehicle customisation offered similar options,
but these were all the more important to get
right if you wanted to successfully race on its
tracks. These were marked out from Screamer
2’s with the introduction of realism-enhancing
holes and bumps. Screamer Rally also raised
the bar in terms of hardware requirements with
its support for 3D graphics cards. Although
not developed by Milestone, the fourth game
» [PC] Milestone has gone the extra mile with Screamer’s Score Attack mode; there’s even a high-score table! Screamer 4x4 delivered a compelling take on
off-road 4WD racing, although its release sadly
let your rage go when you’re on the road. But the game also allows players to create their led to a hiatus for the series.
whenever you have an offensive measure you own racing experiences, as Michele explains.
need a defensive one, so you can save stocks “There’s a mode called Race! where you can
of Sync and use that as a shield.” customise all the rules. If you want to have a
D
race with no combat you can do it, if you want
espite its innovations, fans of to have different levels of multipliers you can do
the original are well catered that. So you can experiment in whatever way
for, and as Michele observes, you think would be interesting.”
this is especially the case Of equal importance are Screamer’s
with Screamer’s Checkpoint multiplayer modes. Michele runs us through
and Time Attack modes. “These modes the available options. “We have a mode called
are the basic training grounds for your skills. Mix Tape where you can have a sequence of
Being lovers of games like Daytona USA and tracks to race on, or you can jump into a quick-
Ridge Racer these sorts of challenges are join mode with up to 16 players. Then you have
something that we couldn’t miss out. These a mode that’s purely a team race. You can also
are the classic, bread-and-butter challenges have two or four-player split-screen races.”
for the arcade racer lover.” With its anime narrative-driven mechanics,
Similarly retro in feel is Screamer’s Score its combat-focussed racing and its celebration
Attack mode. Michele describes it and the of arcade racers, Screamer innovates by
game’s survival-based Overdrive Challenge. riffing on cherished concepts. So it’s no
“In Score Attack every character has a string wonder that Michele has high hopes for its
of challenges. You can make them short, release. “I’m pretty confident that we’ve
medium or long, and then choose other made something that isn’t present on the
aspects. The Overdrive Challenge is brutal! scene right now, so we’re very positive about
You just get faster, and after a short spell you the public response. Because being a stand-
get vulnerable. We’ve provided one shield, out in an industry where innovation in recent
but after that if you hit the walls it’s game years is not so frequent is something that will » [PC] Local multiplayer is back and Screamer is on-trend with its two,
over.” As well as Screamer’s traditional modes, be a badge of honour.” three and four-player split-screen modes.
RETRO GAMER | 81
ULTIMATE GUIDE
82 | RETRO GAMER
ULTIMATE GUIDE: PROJECT ZERO II: CRIMSON BUTTERFLY
■ The younger twin and the ■ The elder twin who limps due to ■ Itsuki is found imprisoned and ■ The white kimono-wearing spirit
protagonist of Project Zero II: her leg being damaged as a child. offers aid to Mio, mistaking her for makes for a menacing figure as she
Crimson Butterfly, Mio must find her Mayu (left) finds herself in All God’s Yae Kurosawa. He is a Remaining, stands in a pool of blood and corpses.
sister with only the Camera Obscura Village with her sister after noticing which means he killed his twin, Sae was the last twin to participate in
to protect her. She holds a lot of guilt a strange, glowing crimson butterfly Mutsuki, in the ceremony prior to the town’s ceremony but because her
over causing her sister’s disability which leads the girls towards a the one which failed, destroying All sister, Yae, escaped, the ritual failed
when they were younger. terrible destiny. God’s Village. and the village was swallowed whole.
RETRO GAMER | 83
» [PlayStation 2] The game uses black-and-white, grainy sequences to
push the story and scare factor.
84 | RETRO GAMER
ULTIMATE GUIDE: PROJECT ZERO II: CRIMSON BUTTERFLY
CRIMSON BUTTERFLY IS PROBABLY offers distinct functions that are FINALLY, TSUKI AMANO HAS BEEN
THE MOST BELOVED TITLE IN THE useful not only in combat, but also A PART OF THE FRANCHISE SINCE
SERIES, WHY DID YOU WANT TO during exploration. THE ORIGINAL CRIMSON BUTTERFLY
REMAKE THE GAME NOW FOR GAME RELEASED AND HAS
MODERN CONSOLES AND AUDIENCES? YOU’VE ADDED IN NEW MECHANICS CONTRIBUTED MANY, POWERFUL
Hidehiko Nakajima: When we LIKE THE HAND-HOLDING SYSTEM, DO IMAGE SONGS TO THE FRANCHISE,
released the recent remasters, we YOU REGARD THIS REMAKE AS THE CAN YOU TELL US ANYTHING ABOUT
received many requests from fans DEFINITIVE VERSION OF THE GAME? HER CONTRIBUTION TO CRIMSON
asking specifically for Fatal Frame II: MS: Yes. The producer told us to BUTTERFLY REMAKE?
Crimson Butterfly. Responding to make sure we would have no regrets. MS: For the new ending, we
those voices was the primary reason This remake can be considered a entrusted Tsuki Amano with creating
behind this project. As it is one of the definitive edition that incorporates the theme song after sharing the
most popular titles in the series, we ideas we have carried since the ending’s concept, intent and the
felt that a full remake – rather than a original release, as well as everything characters’ emotional states with
simple remaster – would allow it to be that can now be achieved with her. For each title in the series,
embraced by players who enjoy a wide modern technology. she has consistently captured
variety of modern horror games today. the game’s themes from her own
OUTSIDE OF THE WELL-KNOWN perspective and expressed them
WHY DO YOU THINK JAPAN-SET CAST IN THE GAME LIKE MIO, through song. We believe her music
HORROR IS SO POPULAR OUTSIDE MAYU AND ITSUKI, DO YOU HAVE plays an important role in adding
OF JAPAN AND WHY DO YOU THINK A FAVOURITE SIDE CHARACTER IN depth to the world of the game.
CRIMSON BUTTERFLY IS SO POPULAR MINAKAMI VILLAGE?
AROUND THE WORLD? MS: Personally, my favourite spirit
Makoto Shibata: Horror titles set is Chitose Tachibana. While many
in Japan often convey a sense of Wraiths attack the player, Chitose
realism that its creators understand instead runs away and hides. Unlike
intuitively, and we believe that other spirits, there is something
authenticity resonates with overseas about her that makes defeating her
players as well. The Fatal Frame feel almost heartbreaking. In this
series minimises jump scares remake, she also appears more
and graphic depictions, focussing frequently through side stories, so
instead on fear that stimulates I encourage players to experience
the imagination. Among the that for themselves.
series, Crimson Butterfly strikes a
particularly strong balance between THE VARIOUS DIFFERENT VERSIONS
story and horror, which we believe OF THE GAME HAVE ALWAYS HAD » [PlayStation 2] The game uses tank
led many players to complete NEW ENDINGS, CAN YOU GIVE US A controls and static backgrounds you can
the game. As a result, I think the HINT AT WHAT WE CAN EXPECT FROM move around, impressive for the time.
impactful ending may have left a THE REMAKE WHEN IT COMES TO
lasting impression in their memories. ENDINGS AND REPLAYABILITY?
HN: In addition to the original ending
WHY DO YOU THINK THE CAMERA of Fatal Frame II: Crimson Butterfly,
OBSCURA WORKS SO WELL AS AN IN- a new ending has been added. In this
GAME DEFENCE MECHANISM? new ending, players can also hear
HN: In many horror games, being a brand-new song by Tsuki Amano,
approached by an enemy puts the so we hope they will play through to
player at a disadvantage. In contrast, experience it. To make it easier to
combat with the Camera Obscura view endings and complete various
requires players to capture Wraiths collectibles, the game includes chapter
in the viewfinder, face them directly, select and a New Game option that
and draw them in close. We believe carries over upgrades. Floating Wraith
this risk-and-reward structure is very photography, which was added after » [Xbox] In addition
deliberate. In this title, we replaced the original release, is also included, to new endings and
lenses from previous entries with and we encourage players to make costumes, the Xbox
version has a cool
filters. Each filter not only changes full use of these features to find and first-person mode.
how the viewfinder looks, but also photograph everything.
RETRO GAMER | 85
THESE USEFUL PLAYING TIPS WILL LET
YOU SURVIVE AS YOU EXPLORE CRIMSON
BUTTERFLY’S ALL GOD’S VILLAGE
■ Ghosts wander the village, but not all of them ■ All God’s Village is huge and filled with ghosts. ■ For your first playthough, focus on the story and
want to hurt you. Malevolent ghosts are orange- But resources are finite so it’s very important the combat. You’re more than likely to get the Crimson
red while other ghosts will be blue, often flashing that you look everywhere for the various grades Butterfly or Lingering Scent endings (where Mio
in and out of your field of view. Snap them before of film, Sacred Water and Herbal Medicine, as leaves Mayu behind). On your second run, aim for the
they’re gone for special photos. you will need it. Hellish Abyss ending by playing on Hard Mode.
86 | RETRO GAMER
ULTIMATE GUIDE: PROJECT ZERO II: CRIMSON BUTTERFLY
■ As the game continues, you can use points ■ One of the more fun environmental puzzles ■ Most of the lore comes from the items you find in
gained from shooting ghosts and convert them involves photographs showing you an area you the village: newspaper clippings, notes, diary entries
into new lenses, power-ups and the ability to hold need to find in order to open a door or get access and even video in the form of projector film. These are
more film. Remember to go into your menu and to a new location. Most of the time you’ll recognise superimportant as they will slowly piece together the
periodically spend them to make life a little easier! the spot as soon as you get there. story and the true horror of All God’s Village.
Much of the lore-dumping and exposition least one new ending in the “MUCH OF THE LORE-DUMPING
is done via newspaper clippings, notes
and photos, while cutscenes and full voice
upcoming remake, as it includes
a new image song, Utsushie or
AND EXPOSITION IS DONE VIA
acting break up the gameplay elements. Sketch/Shadowgraph.
NEWSPAPER CLIPPINGS, NOTES
These cutscenes were created for the initial Crimson Butterfly also has AND PHOTOS, WHILE CUTSCENES
trailers and the game, but also ended up on a strong focus on outfits you AND FULL VOICE ACTING BREAK
a themed ride called Zero 4D that was found can earn, from a maid uniform UP THE GAMEPLAY ELEMENTS”
around Japan as late as 2010. to character costumes from
Using an open-world and chapter- Tecmo’s popular Dead Or Alive series.
based structure, the game allows Mio to (These are found in the Xbox’s Director’s Cut ike other titles of the time, there
explore the whole village and also offers while Mario and Luigi outfits feature in the is a strong focus on puzzles from
multiple endings (three in the PS2 version, Wii version.) The remake is also continuing ‘find x key’ or deciphering glyphs
four in the Xbox version and seven in this with an upcoming collaboration with and finding corresponding locations
the Wiimake. We also know there is at Konami’s 2025 horror title Silent Hill f. from photographs, to inventory
management for rare items, resources and
» [PlayStation 2] Butterfly key items. This made the game even more
Lanterns offer a place to of a challenge in a time before wikis and
save the game and spend online strategy guides, especially when you
points acquired from
photographing ghosts. factor in the requirements for each ending.
Where the game works is in its unique
horror aesthetic. All God’s Village is filled with
terrifying Japanese ghosts and the various
locations you visit are a mix of wooden floors,
paper screens and sliding or bolted doors.
Every slow creak, every ghost flitting past
just adds to the slow chill of J-horror. It is the
alien-ness of the village which makes it such
a compelling location to explore and it’s filled
with rooms with kimonos on stands, libraries
full of books and Shinto shrines with their own
secrets. Finally, there’s the dark tone of the
Crimson Ritual itself where one twin murders
the other in order to placate the Hellish Abyss,
With the remake about to be released (it
even includes a retro viewfinder for fans
of the original game), this is the perfect
time to revisit the PS2 original. Anyone
who wants to practice their photography or
enjoy slow-burn horror with deep themes
and terrifying combat, should be sure to
take a visit to All God’s Village.
RETRO GAMER | 87
Boktai: The Sun
Is In Your Hands
CRUSHED DREAMS
» RETROREVIVAL
» GAME BOY ADVANCE » 2003
» KONAMI COMPUTER ENTERTAINMENT JAPAN
I love a good gimmick so Boktai’s main mechanic
instantly appealed to me. Hideo Kojima’s vampire
game relied on actual sunlight to make progress, so
you were actively encouraged to go outside and get
a dose of the good stuff if you wanted to give the game’s many
vampires a good battering.
What I really loved about Kojima’s new game though was that the
Japanese edition of it launched alongside a black-and-red Game Boy
Advance SP, which looked incredibly cool compared to the single-
colour editions we often got in the UK. So after paying about £250, I
ordered a copy from PlayAsia and waited for my new GBA to turn up.
I loved that machine and I took it everywhere I went, the in-laws,
the cinema (although I didn’t play Boktai) and even restaurants.
Everywhere I went that little black-and-red device went with me,
until one day I took it on a press trip.
We were travelling up to London to see an NBA Jam game and I
was still within my probationary period on games™, so I should have
been on my best behaviour. Being new to the excess (at least back
then) of game launch parties, I had way too many free drinks and
woke up the next morning in a London hospital. I had been picked
up wandering the streets by an ambulance and the night staff were
keen to get me out before the day staff turned up.
Anyone else’s first thought might have been to phone their wife
or wonder why the rest of their colleagues had simply gone home
without them [Ahem! We spent about an hour looking for you!
But we had to get the coach back to Bournemouth and didn’t get
home until way after 3am – Tim], but all I could think about was my
precious GBA. I was in a hospital gown (my clothes had apparently
been ruined) and I’d put my GBA in the back pocket of my jeans, as I
was nervous about leaving it on the bus.
I asked for my belongings, saying I should have a wallet, mobile
phone, glasses and a small games console. My mobile, wallet and
its contents were long gone and my glasses were smashed and
useless, but the GBA was there in all its glory. I opened it up to
play it as I waited to be discharged and that’s when I saw that the
screen was smashed to pieces.
I must have fallen on my backside while drunk and my large
posterior had pulverised my precious console. The nurse let me
phone my wife Melanie and also gave me a fiver so I could travel
the Underground to Waterloo Station. I was able to make another
call to Melanie who booked me a ticket home. I got moved up to
first class as people complained I looked weird due to still being
in a hospital gown (think 28 Days Later but with no zombies) and
I was picked up at the station by Melanie and we went straight to
Vision Express so I could get new glasses. I then rolled into work.
I didn’t drink for about four years after that, but there is a happy
ending to my tale of woe. Despite being told it would be impossible
to fix, a local games store did indeed replace my GBA’s screen.
Needless to say, I never left it in my back pocket again.
» [PC] The game opens up significantly
once Leon returns to Racoon City.
90 | RETRO GAMER
REVIEWS: RESIDENT EVIL: REQUIEM
▼ SOMETHING NEW
SILENT HILL F (PC)
RETRO GAMER | 91
RETRO ROUNDUP
WE LOOK AT THE LATEST RETRO-RELATED RELEASES
Minishoot’ Adventures
INFORMATION We’ve played all sorts of » [Xbox Series S/X] Areas like this are
A MINIATURE
RESI
NEVER
ADVENTURE
4 AS YOU’VE
OF EPICSEEN
PROPORTIONS
IT BEFORE
great for farming crystal fragments, so
» FORMAT: XBOX SERIES S/X shmups over the years, but shoot as many enemies as you can.
» ALSO ON: PC, PLAYSTATION
we’ve never experienced
5, SWITCH, SWITCH 2 one quite as creative as
» RELEASED: OUT NOW Minishoot’ Adventures. Feeling like a
» P
RICE: £11.99+ bizarre love child between The Legend
» PUBLISHER: SOULGAME Of Zelda, Metroid and Thunder Force 2,
STUDIO, INDIEARK Minishoot’ Adventures tasks you with
» DEVELOPER: locating your missing friends and finding
SOULGAME STUDIO the resting place of the Unchosen. It’s
» PLAYERS: 1 a relatively simple story requiring you to
traverse a surprisingly large open world
and work out how to find access to and
then solve the game’s many dungeons.
Initially you’ll find progress frustrating
WHY NOT TRY as it’s not always clear where you’re
▼ SOMETHING OLD supposed to be going and whenever
THE LEGEND OF ZELDA:
A LINK TO THE PAST (SNES) you go underground it’s impossible to and skill to bypass. Initially these mayors
note your location, but as you slowly don’t put up too much of a challenge, but
explore and investigate the various as the ten-hour adventure progresses their
nooks and crannies hidden around the ordnance will become more powerful and
brilliantly designed map, you’ll gradually their bullet patterns more tightly packed, » [Xbox Series S/X] Power-ups offer various abilities and
start making headway and the game meaning you have quite the fight on your can make traversal easier or power-up your craft.
really opens up. hand if you choose the higher difficulty
Stylistically and mechanically it reminds level (of which there are three). What makes Minishoot’ Adventures
us of A Link To The Past, with bold, Thankfully, shooting enemies leaves so much fun is the actual world itself.
▼ SOMETHING NEW
ARCHVALE (PC) primary colours painting each environment behind crystal fragments which will It’s jam-packed with hidden secrets to
and the challenging boss dungeons that slowly fill up to form crystals. These discover and while some of the puzzles
require you to solve basic puzzles and can then be put towards a variety of can feel a little obtuse at times, it’s
defeat numerous monsters, but there are useful upgrades, from speed boosts and really satisfying when everything clicks
also elements of Metroidvania games increased firepower, to longer-reaching and you’re able to finally finish off an
here as well, as later ship upgrades will and faster-firing shots. The friends you underground area. There are Sprites that
allow you to blast pesky boulders or fly rescue also make your quest easier, can be raced, fragments of lore to be
BRIEF HISTORY over once impassable stretches of water providing you with better firepower (for tracked down and countless enemies
» SoulGame Studios to reach brand-new areas. a price of course), free health restores to blow apart. The sense of exploration
consists of two cousins,
Argl and Kuho, who are Once you do encounter a dungeon’s and items that will make exploration far is really involved at times, but it’s also
based in Toulouse, France. boss you’ll find yourself dodging intricate easier. Many additional items can be rewarding and it always feels like there’s
The duo have released a waves of densely packed bullets that found by taking down the mini-bosses something new to do (particularly once
number of popular indie
require a surprising amount of dexterity that are dotted around the world. the game is completed).
games, including Soul Driver,
Swords & Souls, as well as With its tight controls, finely balanced
two Rogue Souls games. gameplay and dynamic open world,
Minishoot’ Adventures is a genuinely
GO DEEPER excellent game and it’s astonishing
The facts behind to think that it’s the work of just two
Minishoot’ Adventures talented individuals. It’s certainly taken a
» Minishoot’ Adventures long time to reach consoles, but anyone
originally debuted on PC in early
2024 and was a nominee for that who plays it will understand that the wait
year’s Indie Game Awards. was absolutely worth it.
» Minishoot’ Adventures is
currently available on Game In a nutshell
Pass, which is how Tim A delightful fusion of genres that
discovered it and subsequently proves you don’t need huge teams
suggested it for review.
or gigantic budgets to deliver
» An item was added to genuinely enjoyable gaming
let you locate missing experiences. Top stuff!
collectibles as Argl doesn’t » [Xbox Series S/X] Minishoot’s
bosses can get quite challenging, so
like wasting hours hunting
them down in other games. be sure to memorise their attacks. >> Score 90%
92 | RETRO GAMER
RETRO ROUNDUP
WE LOOK AT THE LATEST RETRO-RELATED RELEASES
Despite some decent entries, play styles and feature everything from nimble
Jaleco’s Rushing Beat series never ninjas to hulking brutes that slowly wander around
gained the same popularity in the but cause immeasurable damage when their
West as franchises like Final Fight attacks connect. Mechanically the game is varied
and Streets Of Rage did. The series is now back too, building on the earlier games while adding
after a 23-year hiatus and it’s a surprising amount new wrinkles that help it stand apart from other
of fun that should appeal to both fans of the series modern scrolling fighters. The game’s Rage Gauge
and the genre in general. has multiple uses depending on how filled it is, » [PC] While we’re not massively sold on the visuals, we do
The game’s plot is completely ridiculous, but it and lets you deliver powerful blows, hurl away enjoy the comic-book styled approach Rushing Beat X takes.
does a surprisingly good job of pulling together all enemies or deliver intense combos. There’s plenty
the lore from the earlier games (often using cute more to discover to, from counters to combos
sepia-toned pixel images of past events). It’s funny and even the option to make meals by combining
as well, and is not afraid to take either pot shots uneaten food. Still, Rushing Beat X is not without
at itself or other aspects of pop culture (there’s its issues. It’s not always easy to tell if your attacks
a great Thriller gag later in the game). Ultimately are being blocked, some of the later enemies feel a
though it’s just barmy nonsense and is largely there bit spongy and there are annoying difficulty spikes.
to introduce the seven playable characters (one of Despite this, it’s easily the best game in the series
which is unlocked upon completing the game). and a must-play for fans of the genre.
One of the strengths of Rushing Beat X is how
varied each hero is. They cover a wide range of >> Score 76%
» [PC] The range of available characters is great and you’ll
easily find one that suits your playing style.
If you’re looking for a hardcore The latest Pokémon spin-off is a Blaze continues to delve into the
old-school shooter it’s hard to go delightful fusion of Minecraft and fantastic back catalogue of Taito and
wrong with Area Wars. Each stage Animal Crossing and as you can it’s come up with another solid cart
has you shooting down enemies while imagine, it’s a gigantic time sink. The that’s filled with some great titles.
contained in a small area, which changes main appeal of Pokopia comes from The excellent Puzzle Bobble is easily
in size with each new enemy wave you building suitable habitats to entice new the highlight here (particularly when
encounter. You’ve a limited amount of Pokémon and then doing numerous played on a VS) but Qix, Zoo Keeper and
bombs and lives, while a useful timer tasks to keep them happy. Playing as a Cameltry are great fun too.
bar tells you when the next wave will Ditto, you can learn abilities from other The remaining games are Crazy
begin. You’ll also have to contend with Pokémon to reshape your environment Balloon, Football Champ, Lunar Rescue
some exceedingly tough bosses. and the aim of the game is to make the and The Fairyland Story, which range
Later levels get almost puzzle-like in region habitable again so that humans (and from OK to good. The emulation is
their structure and the difficulty ramps up hopefully your trainer) will return. This is of a high quality, there’s a nice poster
significantly as well, perhaps too much. a genuinely delightful experience, largely alongside the usual manual and a good
It’s admittedly very basic and there’s thanks to the interactions you have with mix of variety with the featured games,
very little in the way of extras, but it’s the Pokémon and the many things you but this collection is definitely not as
hard to argue with the £2.49 entry point. can build. More please, Omega Force. strong as the previous two releases.
DARRAN JONES DARRAN JONES DARRAN JONES
94 | RETRO GAMER
CELEBRATE THE BEST OF
RETRO GAMING IN 2025
Our latest tome features an incredible amount of fantastic content from Retro
Gamer’s past 12 months. Iconic characters, huge franchises and classic
systems all feature, making it an essential read for retro fans. Don’t miss it!
ON SALE
NOW
<MAIN HEADER>
A SHEDFUL
<intro> We’ve spent a
lot of time this month
playing the brilliant
OF SOFTWARE
Roguecraft DX from
Badger Punch Software.
Digital versions are
available for Amiga,
MEGA65 by Retro Cogs,
and a clever top-down
version for Game <intro> Richard Faulkner of Technoshed Software is an important <!--- The sketch and finished
Boy Color by Shane publisher, musician and game coder for the Sinclair Next </intro> cover art for Next Point. --->
McCafferty. Check
them out by visiting 001 <body> Richard Faulkner started as a publisher 011 Patricia has an ethos that it must be of the standard
[Link]. 002 after collaborating with Patricia Curtis (get 012 of the Bitmap Brothers or Team17; excellence in
io. Physical boxed 003 013
copies are planned to more information at [Link]). presentation and execution, and it’s something we’re
follow from publisher 004 “Patricia had initially tried to launch TX-1696 directly 014 upholding going forward.”
Thalamus Digital as 005 015
well. And check out through her Lucky Red Fish label/website,” says Richard’s music is a key part of each Technoshed
our features for the 006 Richard. “Unfortunately, things went awry with 016 release, and is produced in three different ways.
Next, NES, and Mega 007 017
Drive, plus our usual PayPal, so having contributed some code and all “Vortex Tracker can produce files for one, two, or
reviews. </intro> 008 the music, it fell to me. I spent about three years 018 three AY chips. You can use NextDAW on the Next.
009 of evenings and weekends on the soundtrack 019 This is more powerful in some ways and is great fun
010 LP and did the SD loading code as a prototype. 020 to use. Or I’ll often make music on the Atari ST’s
TERRIFIC TITLES <intro> Richard talks about five forthcoming Technoshed titles. </intro>
96 | RETRO GAMER
NEW GAMES NEEDED
Our new email address is waiting for all your homebrew news, <!--- [Sinclair Next] Go With
The Flow’s starfish hero
previews and more: retrogamer@[Link] floats between surfaces but
only stops moving when
they hit something solid. --->
RETRO GAMER | 97
Don’t forget to follow us online for all the latest retro updates
RetroGamerUK @RetroGamer_Mag retrogamer@[Link]
MAURO XAVIER
<intro> With Final Fight MD nearly complete, Mauro’s next FULL SPECTRUM
DEFENCE
project is a 3D racing game </intro>
98 | RETRO GAMER
NEW GAMES NEEDED
Our new email address is waiting for all your homebrew news,
previews and more: retrogamer@[Link]
Score: 74%
<!--- [GBA] Pogo can shoot snowballs to <!--- [GBA] Completing a tower leads to
clear these bricks, or to freeze/destroy the visually impressive bonus fishing
certain enemies. ---> game. Get shooting Pogo! --->
<!--- [NES] Unlock the shop with the first key, then
NEBULUS
you can spend Coins on extra energy, the Dash
ability, and more keys. --->
<info Format: Game Boy Advance Credits: The Retro Room / Rebellion Price: £8 digital
download / £18 cartridge only / £36 boxed cartridge plus shipping
Web: [Link]/nebulus-gba />
<body> The classic John Phillips game (aka Tower Toppler and Castelian) of
climbing and destroying rotating towers has been converted from the Atari ST. You
must guide Pogo upwards, using lifts and shooting snowballs. Falling or getting knocked
down costs valuable time. Reach the top, and the tower self-destructs before your submarine
takes you to the next tower through the bonus level, where you shoot fish with bubbles to
catch them. This polished adaptation features great graphics and sound, an alternating two-
player mode, plus the tougher second mission (giving 16 towers in total). </body>
Score: 85%
RETRO GAMER | 99
HOT TOPIC
RETROBATES MULL OVER THE SCENE’S MOST INTRIGUING ISSUES
W
ith the recent to imagine Project Zero or remember being blown away
release of Resident Forbidden Siren working well by the Resident Evil remake as
Evil: Requiem and on the previous consoles. Do the graphics looked astonishing.
the remake of you have a standout game from Those new zombies could do
DARRAN Project Zero II, Darran and the period, Tim? one, though! Did you enjoy the
JONES Tim decided to revisit the PS2 Silent Hill games? Did you
PS2 era of survival horror. It TIM bunk off work like I did?
was arguably one of the most I tried Forbidden Siren because » [PlayStation 2] Rule Of Rose proves expensive
interesting periods for the genre, it looked so creepy with the TIM games aren’t necessarily good ones.
thanks to a number of great and whole sight-jacking thing. But Er, I’ve only played PS2 Silent
not so great games. it played terribly, so I didn’t get Hill: The Room, and I didn’t TIM
TIM through a lot of that. Not long get what I was supposed I reviewed Rule Of Rose, it’s
EMPEY DARRAN after I got my GameCube I to be doing in that one. The not very good, but then all
So Tim, why do we think played most of Eternal Darkness only other one I have played the controversy hit. I think I
survival horror games became and, while I loved the way it is the one with the ex-soldier still have the disc, but there’s
so popular during the PS2 era? messed with you, I just didn’t who couldn’t put his hand in a nothing printed on it to indicate
get all the way through it. puddle to unlock a door near it is the game. So it’s probably
TIM Instead I played the GameCube the start, and that annoyed me worthless, and buried in a box
Well Resident Evil kicked off remake of Resident Evil and it something rotten. I did go on that I still haven’t unpacked from
the whole genre I reckon, and was amazing. Those graphics! a press trip when Play had the moving over a year ago.
then everyone wanted a piece At that time! Amazing. Did you exclusive for Alone In The Dark,
of the gory pie. Then with the finish Eternal Darkness? but that gave me tonsillitis. DARRAN
PS2 etc, graphics improved and I laughed so much when
everything looked a whole lot DARRAN DARRAN hundreds of copies were found
better/worse. Man, I fricking love Eternal Mate, Silent Hill 2 is superb. in Italy, which caused the
Darkness. I can still remember Play the new remake when prices in CEX and elsewhere
DARRAN when it was a planned N64 you can as it keeps the core to plummet. There were some
I think that’s a fair assessment game so I was made up story but solves much of the half-decent curios during this
of what happened. It felt like when it turned up on the original’s clunkiness. I quite time. Haunting Ground by
there was a lot more diversity GameCube. It’s clunky as hell, like The Room and it’s been Capcom with the dog, the
on the PS2 as well. It is hard but so ambitious in its scope. I reappraised in recent years. Obscure games which were set
Are there any smaller games in a high school and Cold Fear
from this period that stood out which was on a boat. Did you
for you? experience any of those?
» [PlayStation 2] Cold Fear certainly has some nice ideas and being on
» [PC] Capcom’s excellent GameCube remake of Resident Evil is now available on all modern systems. a boat felt novel at the time, but it’s no Resident Evil 4.
READERS
REACT
The PS2-era games that
tingled your spine
Alex W
I have a soft spot for Extermination. It
made a stumbling attempt at almost
everything Resident Evil 4 would
eventually do perfectly – weapon
» [PC] Silent Hill 2 is one of the greatest survival customisation, over-the-shoulder aiming,
horror games of its era. The remake is also great. a then-novel contextual action button. I
think I cleared it four times.
TIM
Bazza H
Umm, no. I might have tried a
Forbidden Siren I enjoyed, although I was
bit of one of the Clock Tower hopeless at it.
games. Though I did play some
Fatal Frame under some very FatPlumber
unusual conditions… The Resident Evil remake and Resident
Evil 0 are obvious ones. There wasn’t
MEGA
DRIVE II
JURASSIC
PARK PACK
“I got this from a guy in France who
was selling up his collection. I’m
good friends with said collector, so
as soon as he put it up for sale, I
just had to have it.”
AMOUNT PAID:
£1,324
BIO
Words by Faith Johnson
F
or Paul Angell, it has baby, when I went to Southampton’s their youth,” he explains. “Some
NAME: always been the Mega CEX. I saw a PS2 and purchased it people have small collections that
Paul Angell Drive, and later the PS2, with a couple of games, one being include their childhood console and a
that fuelled his love of The Simpsons: Hit & Run. We few games that they played as a kid.
LOCATION: retro gaming. “I first discovered got home, and my partner was so Then some people get the collecting
Hampshire gaming when my mum and dad got excited about the stuff we got for bug, as I did, and go all out. They
me my first Mega Drive as a child,” the baby, but I was excited to relive start collecting variants, side sets
ESTIMATED VALUE
OF COLLECTION: he begins. “I played on it every day my youth again.” and accessories. It’s just such a cool
£35k without fail. I also enjoyed gaming Paul’s main collecting niche is hobby, and I’ve met some amazing
with my late mum, and Tetris was finding different Mega Drive console friends through this collecting journey
FAVOURITE SYSTEM: a favourite. Then the PS2 was bundle variants, and we ask him why as well. I hope to make more friends
Mega Drive released, and I couldn’t have been he loves it so much. “The Mega along the way, and I’m not slowing
any more excited. I came home Drive is my childhood console. As down on my purchases, especially
FAVOURITE GAME: from school to find a brand-new PS2 it stands, I’m at 21 variants, with the Mega Drive.”
The Simpsons: Hit & Run and a couple of games sitting on the some that are expensive and some We finish up asking Paul what
table. I asked my mum if it was for not so much. I just can’t get enough his Grail items would be for his
INSTAGRAM: me, and it was. I remember it like of them. The artwork is beautiful, collection. “The Holy Grail item that
@retrogamer94 it was yesterday. One of my best and I just think everything about the I would love to add to my collection
memories ever was opening that Mega Drive is amazing. I do have a is the Lion King Master System. I’ve
PS2, setting it up, and playing WWF few favourites such as Jurassic Park, never seen one for sale, and for me,
Smackdown! Just Bring It.” Street Fighter and Toy Story. The list that would pretty much complete
We then ask Paul about when goes on, but for me, it’s the thrill of my Sega Disney set. I don’t know of
collecting became serious. “I started the next variant that comes along.” any other collector who has got this
collecting about eight or nine years When asked about why he feels close to the full Disney set. I’m sure
ago when my partner and I found retro gaming is so popular today, Paul I will be the first one to have them.
out we were pregnant with our first feels it’s a hobby that expands with I won’t give up trying to find it, and I
baby. I was walking around town time and has a great community. “In can’t wait to complete this set. I have
with my partner, buying stuff for the my opinion, everyone wants to relive been searching years for one.”
BARGAIN HUNT
Your guide to the rising world of retro prices
THE COVER STAR
THE LEGEND OF ZELDA:
OCARINA OF TIME (NINTENDO 64)
Nintendo’s classic adventure title can be bought loose for about £10. Boxed
MASTER complete PAL copies are around £45, while mint editions can go as high as £300. The
SYSTEM II US version is surprisingly more expensive, particularly in mint condition.
ALADDIN PACK
“I put a post on a Facebook group
asking for this and the Lion King MATCH DAY II (ZX SPECTRUM)
Master System. A guy replied saying Scoring a copy of Ocean’s hit sequel can be had for a transfer fee of
he had an Aladdin for sale, so I made
a more than fair offer and got it.”
about £5 for a complete copy.
AMOUNT PAID:
£1,000 3D STARFIGHTER
(AMSTRAD CPC)
Not many copies of this space game come up for
sale, but they only cost about £7 when they do.
SPIDER-MAN 2
(PLAYSTATION 2)
Complete copies can be bought for as little as £3,
with mint or sealed copies being around £20.
IN THE KNOW
» PUBLISHER:
SEGA
» DEVELOPER:
JAPAN SYSTEM HOUSE
» PLATFORM:
GAME GEAR
» RELEASED:
1995
»P RICE TODAY:
£250+
» [Game Gear]
Ristar can use
enemy spears
to create new
platforms and find
secret items
RISTAR
While he is best known for his outing on Sega’s Mega Drive, Ristar also made a rather
explosive appearance on the Game Gear in what would become one of the last games
released for Sega’s handheld
» [Game Gear] Top players will find
Words by Faith Johnson
their way to the secrets usually hidden
on high platforms. THE GAME practice aiming Ristar’s arms at the THE QUALITY
Ristar is a side-scrolling platform intended target, everything falls into The critics praised Ristar, and although
game that contains many of the usual place, and this suddenly becomes a comparisons to the Mega Drive
gameplay mechanics found in the genuinely different kind of platformer. version were made, most felt it
genre at the time. All the levels have There are several other mechanics stood alone as a decent platformer.
a set theme, such as a forest or a to experiment with in Ristar, such Mike Weigand of Electronic Gaming
pirate ship, and involve reaching the as using items dropped by enemies Monthly reviewed it in March 1995,
end without losing all your life points. to find secrets or use as projectiles. scoring it 7.5/10. “I can’t help but be
Each set of levels ends in a boss fight Some enemies drop hats that can be taken in by the cute little star and
before Ristar shoots off to another thrown like a Frisbee, and others drop its bouncing action,” he explained.
planet in his quest to save his people. spears that can be used as platforms Weigand was also impressed with the
» [Game Gear] There are plenty of The gameplay hook that separates once lodged against a wall. presentation, saying “the colours and
examples of excellent graphics in
Ristar on Sega’s Game Gear.
Ristar from other platformers of the Another aspect that sets it apart sounds are good for a portable”.
time is Ristar’s grabbing mechanic. from other handheld platformers is the Game Informer, which scored
This is used to grab enemies and level of detail in the sprites and the Ristar 8/10, concluded that, “Sega
headbutt them, to grip onto ladders impressive use of colour. It’s one of did a great job in this translation to
and platforms, to swing around the best-looking games on the Game the Game Gear. The play is almost as
poles, activate switches and open Gear and is also large for a handheld good as its big-screen counterpart.
treasure boxes. It’s quite difficult to game, with almost as many levels as Ristar is the next best thing to Sonic
get the hang of it at first, but once you the Mega Drive version. and a welcome change of pace.”
I’VE
GOT IT!
These collectors
have reached out
and grabbed Ristar
Vance the Happenstance
I have it loose. It came with
my used Game Gear I
picked up back around
1998-2000? I can’t
remember the exact year
anymore but I do
remember that I got the
system, a case, the Game
Gear magnifier, the AC
Adapter, Ristar and Taz
Escape From Mars for
around $50. I got it from a
thrift store, which my mom
called the junk store. It shut
down nearly 20 years ago
at this point but I’ll always
remember this find.
blast68k
I bought a complete copy
from a used games store,
but it wasn’t terribly
expensive. I cannot
remember the exact price I
paid for it, but it was not
» [Game Gear] Every set of levels ends in a boss fight, and Ristar celebrating his victory over them. more than 25 Euros.
Mean Machine Sega scored Ristar character, which are always popular Justin Harris
82%, and reviewer Paul Bofton among collectors, and it means I bought a copy of it at
» [Game Gear] Ristar is happy sleeping in his underwater Game Dude in North
enjoyed the size of the game. “Unlike that when good condition complete home before his adventure begins.
Hollywood, CA a few years
most of its rivals, there are plenty of copies do come up, they generally back. I can’t recall exactly
levels,” Bofton said. He also felt it sell quite quickly. how much it was, maybe
may reinvigorate the Game Gear by $20. I bought a heap of
saying, “The graphics will certainly CHEAPER ALTERNATIVES Game Gear games before
they raised their prices. I
give haggard-looking handhelds a bit The cheapest way to enjoy Ristar on checked their price guide
of a facelift.” the Game Gear is to buy a cart-only that was updated in
copy, as these can be picked up for September 2024, and it’s
WHY IT’S EXPENSIVE £30 if you shop around and have currently listed for $39.
By the time Ristar was released on some patience.
Callum Hawkes
the Game Gear, Sega had all but While there are usually a few loose It’s one of the Game Gear
given up on trying to take a slice of carts for sale, complete copies in games that I’m still on the
Nintendo’s dominance of the handheld good condition are quite scarce, so » [Game Gear] You’ll need to use the Shooting Star move if look out for. I do have the
market. The Game Boy was selling this may be the best option for many, you want to build huge scores very rare boxed Tarzan
in the millions, and Sega just couldn’t regardless of their preferences. Lord Of The Jungle, though.
compete. There just weren’t enough An alternative Game Gear title to THE BOTTOM LINE Blanks
Game Gear owners around, especially try that isn’t as expensive is Dynamite Ristar on the Game Gear is a fun I never had it for Game
by 1995, to give Ristar a platform for Headdy. This shares some gameplay platformer that uses every ounce of the Gear. I played it recently on
success that would have inevitably led mechanics with Ristar, especially with handheld’s abilities. It may not be as the Nintendo Switch Online
to more prints of the game. the way both characters hang onto vibrant or polished as its big brother on service. The crazy little guy
runs around strangling
Beyond the original release, this platforms and can use different items the Mega Drive, but it still holds up well everyone like a maniac.
version has only ever been included to gain access to secret platforms. today and is one of the better
in the USA-exclusive Sonic’s PlayPal The next best alternative is to platformers on the system. This is one Jed
Plug & Play device. This was a cheap play the Mega Drive version, which that collectors may find hard to source in I got my Game Gear copy of
controller and console in one that is readily available on several Sega decent condition, complete nowadays, Ristar about five years back
on eBay. I only paid about
plugs straight into a television, but is collections, most notably on Sonic but the box art, especially for the $45 for it. It’s a cart, though.
now hard to find. Add to this the fact Mega Collection for the PlayStation 2, Japanese version, is some of the best I’m assuming it goes for a lot
that Ristar is an anthropomorphic GameCube, Xbox, and PC. the Game Gear has to offer. more if it’s complete.
B
NEW LEASE OF LIFE WHEN
YOU THE ANALOGUE3D’S
ack in and authentic as possible, but I THE OVERCL
OCKED TIT
LES THAT UNLEASHED MODE.
lockdown soon realised that I was kidding HAVE IM PR ES
SED ME
I decided myself. Games like Castlevania: CASTLEVANIA
: LEGACY OF
This is so mu DARKNESS
to invest in Legacy Of Darkness, Banjo- ch nicer to play tha
far higher framerat n before. It runs at
e and the camera and a
the Nintendo 64, Kazooie and Perfect Dark are feel a lot more respon movement
after selling my original system transformed using the system’s sive as a result.
just before the birth of my first overclock settings and as a result PERFEC T DARK
It’s shocking I know,
daughter Emily. As I often do, I they’re far more enjoyable to play. original Perfect Dark
but I’ve never comple
ted the
soon acquired most of the games I realise this is a little hypocritical on the N64. I now pla
via the Analogue3D n to do that
I’d owned the first time around, to say this after recently dunking .
as well as titles like Perfect Dark, on those revisionist gamers who SIN & PUNISHM
ENT:
SUCC ESSOR
Excitebike 64 and Conker’s Bad were proclaiming Sonic Unleashed This was always an
TO THE EARTH
Fur Day, which all came out after I to be a great game because of impressive-looking
but now it’s just a littl N64 game,
e smoother and mu
sold my console. how new consoles were drastically the eyes with som ch nicer on
e tweaked settings.
Despite owning my collection improving its performance, but I
for around six years now, I’ve still feel this is different. GAUNTLET
LEGENDS RACING GAMES ARE
I’ve always had a sof
only completed a small fraction I’m under no illusions that the t spot for this arcade ANOTHER GENRE THAT
it holds up particular port and
ly well when the An SIGNIFICANTLY IMPROVES
of my games. This will seem original games had flaws and fully tricked out.
alogue3D is
ON THE ANALOGUE3D.
ludicrous to some, but if I’m performance issues on release
RAYMAN 2: TH
honest, I’ve always been more but unlike Sonic Unleashed, even E GR
Yes I could just pla EAT ESCAPE
excited about the thrill of the hunt with those issues the likes of y the Dreamcast ver
bought this via eBay sion but I
from a member of
and getting a game for a good Perfect Dark and Banjo-Kazooie holds special value Rare, so it
to me.
price rather than the actual playing were still considered brilliant
of said game. I also now realise games. Castlevania not so much,
that my ASD (I was recently but even before I got my hands I stopped looking at the games I
diagnosed in August 2025) is on an Analogue3D I had come still hadn’t completed and began
a contributing factor to how to the conclusion that the N64 eyeballing new titles that could
obsessive I become when trying Castlevanias are actually a lot be added to my collection. I’ve
to acquire certain things and it also better than I originally gave them already mentioned how I picked
helps explain why I so easily move credit for back in the day. up Rocket: Robot On Wheels for a
S
off them to pursue new ‘passions’. small fortune and how close I am
I’d been following the o what have I been to finishing it and I’ve also added
announcement of the Analogue3D playing on the Dr Mario 64 to the collection as
closely and while its lengthy Analogue3D in the last well. I recently snagged a US copy
production schedule and launch few months? Well, a of Bomberman 64 for well under
weren’t without controversy, I’ve little bit of everything if I’m honest. what it usually goes for and that’s
been really impressed with the Initially I had the honeymoon going to be my next time sink, but
final system, particularly the way period of just trying out all my I’ve also got a Japanese version of
it can boost the performance games to see how much better Pokémon Stadium 2 on the way.
of certain games. I’m not quite they ran when the machine I’m unsure how much Japanese
ready to retire the NTSC-modded was fully tricked out. Sin & knowledge it will require, but as
console I bought back in 2020, but Punishment, Banjo-Tooie, Gauntlet it’s ten times cheaper than the US
since the Analogue3D has turned Legends and Ocarina Of Time all equivalent it felt like a solid gamble
up, all of my N64 quickly grabbed at just over £20.
gaming has been
done in my front
I’ve been my attention and I
was even able to
Despite the fact that I have
eBay searches in place for
room on my 65-inch
LG OLED.
really convince Melanie
to play a bit of
‘NTSC Tetrisphere’ and ‘NTSC
Bomberman Hero’ I’m going
Initially I played
many of my games
impressed Gauntlet Legends
with me (it’s one
to try and focus on playing and
completing my new acquisitions [NINTENDO 64] ROCKET:
on their original
settings as I wanted
with the final of the few games
we completed
rather than get new ones.
Will I manage that? Probably
ROBOT ON WHEELS IS SUPERB.
IT’S EASILY ONE OF THE N64’S
system
BEST PLATFORMERS.
the experience of together before the not, but at least they’ll run
playing on the device kids came along). fantastically well when I do get
to be as accurate DARRAN JONES Inevitably though, around to playing them.
Ciaran
For me? First a RetroTink-5X Pro, and
now a RetroTink-4K. The ability to play
my old dusty consoles on a modern
screen has been a game-changer.
Simon Lock
Not sure if it is relevant, but I credit
the AtGames portable Streets Of Rage
Mega Drive handheld as being so
abysmally bad, it drove me to learn to
repair my childhood Mega Drive. It
snowballed from there.
William
I love my Analogue Pocket, it’s
really got me back into playing GBA
games on cartridge. I’ve recently
been hoovering up lots of cheap
titles off eBay, as I prefer focussing
on one cartridge instead of being
overwhelmed with an endless list
of ROMs.
FrankTheTank
The SNES Classic Mini rocked my
ALL OF THE ABOVE ARE world recently. I got to play some
ON THIS YEAR’S LIST TO titles that I never did years ago. I think
COMPLETE. WILL I ACTUALLY it’s become my favourite system now
MANAGE IT THOUGH? and has overtaken the N64…
Filbert Wang
The Evercade. Just for being able to
slap a cart into the machine and
immediately jump into a game when
you are tired after work. I love that the
games are curated selections too so
I’VE HEARD LOTS OF MIXED STUFF there are generally few stinkers!
ABOUT QUEST 64 BUT A RECENT
PLAYTHROUGH BY ONE OF MY
Antonio
BLUESKY FRIENDS CONVINCED ME
Thanks to the RetroTink I finally
TO GIVE IT A TRY.
invested in an RGB cable for my
Mega Drive.
A TRIBUTE TO NICK
Hi Retro Gamer,
I wanted to write to offer my
condolences for the passing
of Nick Thorpe. I’m only now
reading the news (I held off on the
Shadow Of The Colossus issue
» Nick would have been overwhelmed with the
» [PC] Some readers thought ‘mayor’ referred to it being a nightmare to beat, but we’ve just always liked the until my birthday, today, since it’s sheer amount of messages his work has received.
word to describe a big baddie. one of my favourite games – a We wish he was still here to see them all.
nerdy detail I hope you’ll take as
FEELING BOSS the history behind using ‘mayor’ in an indication of how highly many I’ve read out of order. Partly I
Dear Retro Gamer team, this context? Does it come from a of us value your magazine rather wanted to share that, but it also
I’ve noticed that you use the terms particular region or games genre? than how weird I am to skip an made me realise how much I
‘mayor’ and ‘boss’ seemingly And do you make any distinction issue and return later). value the magazine and wanted
interchangeably to refer to special, between a ‘boss’ and a ‘mayor’? I’ve enjoyed reading Retro to share that with Darran and the
usually end-of-level, videogame Thanks! Gamer for several years now rest of the team.
enemies, but I’ve almost never Henry ‘The Etymology Mayor’ Petrie and have always appreciated I can only imagine how hard it
seen ‘mayor’ being used in this Nick’s articles. I will miss him in must be to carry on with another
way anywhere else. Everyone else Thanks for writing in, Henry. every issue from now – indeed I issue while feeling the loss of Nick.
seems to only use ‘boss’! What’s Darran saw the term used in already noticed his absence given So, I wanted you all to know that I
value the magazine greatly and truly
CONTACT US
Snail Mail: Retro Gamer,
Future Publishing, Quay House,
The Ambury, Bath,
Somerset, BA1 1UA
Email: retrogamer@[Link]
Your say
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 moment from The Legend Of Zelda series?
FPL Gills amazing with all that transparent space felt impossibly large and Gavvie
Playing Link’s Awakening on the mist everywhere. Exploring it and not full of possibility. I just had to The look Link gives
Game Boy at eight years old, being able to find the Master Sword. explore every corner. Getting that his ocarina when he
finding the sword on the beach Then getting the three pendants game for Christmas is still a very learns a new song
at the start of the game, and the thinking you are near the end game, special memory for me. in Ocarina Of Time.
It’s very much a
music kicking in. Even now it only to land in the Dark World. » [Switch 2] Breath Of The Wild is filled with
gives me goose bumps. Aaron Weiss “what the hell?” face memorable moments, so it’s not surprising
Harmony Tetra being revealed as Princess and it makes me laugh every to see it getting so many mentions.
karolinakom Seeing my first dragon, Farosh, Zelda in Wind Waker. From a design time I see it.
In Breath Of The Wild, reaching flying in the distance above Hyrule perspective it wasn’t shocking but moment where 11-year-old me
Kakariko Village after Bridge absolutely stunned me. It from a story perspective it was an RJ Frazer locked in with a game!
experiencing the Blood Moon for really helped to show how vast excellent reveal. The quest to acquire Biggoron’s
the first time was sooo soothing. I the world in BOTW actually is. Sword in Ocarina Of Time. Racing Jamie Robinson
wish I could experience it again. DJE80 against the clock to opposite ends Emerging from the Shrine Of
Gavin Anderegg The beginning of The Legend Of of the map was both a thrilling Resurrection at the start of
Wambam Wammy When I first arrived at Hyrule Field Zelda: A Link To The Past, entering challenge and an enchanting way Breath Of The Wild and seeing
A Link To The Past, entering the in Ocarina Of Time. Compared to Hyrule Castle, hearing the rain to explore the hidden corners the vastness of Hyrule. It’s a jaw-
forest for the first time looked previous games I’d played, the drops on the roof. Magic. of an expansive world. An early dropping moment.
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01 02 03
» Buddy and Lester return to the prison » The cad begs for his life, but Buddy » Buddy starts freeing the other slaves
they escaped from so Buddy can free isn’t having any of it. He releases the who rejoice and immediately start
his mates from their red-eyed enslaver. beast and watches in satisfaction as it torching the prison. Not the smartest
A few cracks from his Power Whip tears apart his red-eyed tormentor. As idea while they’re all still inside, but
forces his opponent into a pit which his nemesis is dragged off screaming these are trying times which call for
contains a very familiar caged foe. for his life, Buddy rescues his friends. drastic measures.
04 05
» Buddy finds Lester who was electrocuted after saving » Having no medical knowledge whatsoever, Buddy simply
Buddy earlier, and he carefully transports him from the assumes that Lester passed away from his wounds (in reality
prison while rioting continues around him. Will the intrepid he was knocked unconscious after the nasty shock). With
scientist live to see another day? Or will something happen tears in his eyes and not noticing his friend’s weak stirrings,
that is so bleak and miserable that it’ll ruin everyone’s day? Buddy incinerates his mate alive. Poor Lester.