in this issue
developer low downs
a neil mansell publication
retro handheld fun
re-live the good old days with adverts, news , arcades,
letters, tech help & charts
IT'S BACK - WITH A VENGEANCE
MORE REVIEWS, MORE TIPS, MORE CONTENT,
PLUS NOW COVERING C64 and AMIGA!
ship of the line transylvanian tower forbidden forest
it came from the desert cannon fodder
IS THIS THE RETRO HANDHELD BEATER?
Will the Evercade retro cartridge based system live up to the hype.
Welcome to the latest KickStart Series - taking over from where we left off with many more features and reviews. This time expanding my coverage to the Commodore 64 as well as the all important Commodore Amiga computers.
Each issue covers reviews for C64/Amiga Games, Back to the old days segments fwith News, Letters, Arcades and Charts from a particular yar, so you can relive the good old days!
Need help troubleshooting C64 Board issues or creating an Amiga auto-boot disk
Back in the day, surprising how many companies merged or came out of the video games arena.
ship of the line
it came from the desert
Join me as we I relive the year 1984, from original adverts, news, arcades and letters from
Crazy Balloon (C64) takes you back to the age of romantic adventure where the sky's your limit and the far off horizon is your destination. Placing you in the shoes of Nathan Wigglesworth, an eccentric explorer, you must help him guide his balloon over many obstacles in 26 dangerous levels.
From newly formed Software Projects and available for £7.95
Ex-Employee sues Atari
Atari have been slapped with a class-action suit by two of its former employees, charging the firm didn't give proper advance notice when laying off over 600 workers last February.
According to laid off staff, Atari continued to promise its staff that their jobs were secure.
The current suit seeks damages totally $3.6 million in back pay for all the ex-Atari employees who are still unemployed, as well as $10 million in punitive damages.
NEWS FROM 'back in the day'
Is this the Ultimate Portable Commodore 64?
The new Commodore SX-64 is a portable 'executive' versions of the C64. With Commodore very excited about the machine although with a price tag of £895 that might water down any enthusiasm for you.
So what do you get for your money. Well primarily you get a smart 'executive' grey box (14" x 14" x5"). The lid comes off to reveal a detachable keyboard, restyled from the original. Although look and feel a bit better than its counterpart. Inside there is a 5" colour screen and a single 1541-style floppy disc drive, with space above that for maybe a second drive or spare batteries.
Commodore reported a lot of problems with the twin disc drive that was suppose to be made available, with no word whether the problems have been fixed for any sort of release. Alongside the original announcement for the slightly cheaper monochrome version, which is all but a distant memory.
The departed founder and chief executive of Commodore International who left in the spring (6 months ago) is back. Managing to surprise Commodore themselves by announcing that he has bought Warner's Atari division. With Atari having a meteoric rise and an equally spectacular decline, has enabled Tramiel to buy the company at a bargain price.
Under the new agreement, Warner is set to become a partner in Mr. Tramiel's new company, Tramiel Technology Ltd., while the founder of Commodore will have the opportunity to buy one million shares of Warner Communications Inc. stock. Warner will retain Atari's coin-operated game division and Ataritel, the home communications venture, obtained when it bought Atari in 1976 for $28 million.
The deal comes with Atari's manufacturing facilities. With speculation that Tramiel has intentions to make an onslaught on the low-cost computer market — exactly the market Commodore has carved almost exclusively for itself in America.
According to Commodore's Gail Wellington, the news has surprised but not shaken Commodore with views that the competition will be good for them and their user base.
Although Commodore Int'l is currently suing four of its former staff who left with Tramiel, for alleged theft of secret material referring to Commodore's Z8000 chip project planned for next year.
With the court in Pennsylvania granting Commodore a temporary injunction around the beginning of July.
Virgin's fresh start
Virgin has announced that it's to make a fresh start in the games market by throwing out all their duff titles
from its existing catalogue and selling what remains for £2.99
That’s great news for us gamers as we can now get hold of titles such as Falcon Patrol and Hideous Bill (C64) at bargain prices. Virgin's MD Nick Alexander stated, “we have changed with the market - this autumn we're going to market hell the out of them - spending around £250,000 doing it".
Of those six titles, three are for C64 (Falcon Patrol II, Terrorist and Sorcery) at a cost of £7.99 each
US Gold signs deal with Epyx
US Gold have just signed a deal to distribute Epyx software. They beat Beyond to the deal with cash up front. There's nothing as hot as Impossible Mission on the way though. You'll have to make do with Winter Games and Summer Games II instead.
Quilksilva, one of UK's major game software companies has been acquired by the Argus Press group. It appears they will continue to trade under its own name with a spokesman stating that the forthcoming innovations and a more intense marketing strategy will help maintain its position within the market.
Parker Brothers Bow Out
The company who launched the Star Wars video games with a massive TV advertising campaign, have withdrawn
from the games business stating "until the market settles down". With 50% of their business in Video game cartridge sales for the VCS, the recent Atari price cuts have destroyed any possible margins on their products, many of which are based on licences acquired at great cost from popular films and well known characters.
Their decision means that all planned products will now be put on hold, including the range of Star Wars games, and they would not say when they expected to re-enter the market.
Parker are owned by Palitoy which is one of the largest toy manufacturers in the world.
Mr Pinball Dies
Harry Williams, founder of Williams Electronics has died ages 74 on 11th September 1983, in Palm Springs, California. Mr. Williams started Williams Manufacturing in 1941 and ran the company for ten years. More recently, he had worked for Stern Electronics as a consultant, where he designed Flight 2000.
In the last couple of years, Mr. Williams worked at home due to a lengthy illness. In addition to founding the prestigious company that bears his name, Mr. Williams was the inventor of the flipper and the tilt on pinball
machines, and has often been called the Father of Modern Arcarding.
Bushnell introduces new arcade game system
Nolan Bushnell, the founder of Atari, is back in the gaming business again with a new firm, Sente Technologies. Among the first products shown by the new enterprise is a coin-op conversion method that Noland hopes will revolutionize the play-for-pay field. The Sente Arcade System includes a special game frame and adjustable screen that will host all SAC videogames, so the arcade manager only has to plug in a new cartridge, change the exterior graphics panel, and alter the control system in order to have a brand new Sente game.
The first entry in the SAC System is Snakepit. The arcade uses a trackball and B-position joystick to move a
whip-wielding hero through a secret city, in 12 screens of strategy and adventure accompanied by five classical music pieces, plus special effects and mood music.
Milton Bradley, after counting their losses during the past year have decided to discontinue production of the Vectrex video game system. MB purchased General Consumer Electronics (GCE) in 1982, but by the time the system went into national distribution, prices for videogames and computers had started to tumble. MB reduced the price in an attempt to counteract this with a $100 reduction. Although they were unable to sell sufficient volume and make a profit due to the high cost of producing the vectroscan monitor.
Although the Vectrex software library will continue to be available until current inventories have been depleted.
Early Video Games Podcasting
“The Screen Fiend" is a syndicated radio show exclusively tailored to the videogaming community. Audio Inventions will provide a qualified radio station with five 60-second shows free of charge.
Each show incorporates the latest news and views about the industry's most recent games, home video systems,
accessories and newly emerging technology, and of course, commercials.
Commodore Takes Heart
Commodore has talked Tony Hart into getting involved with their program 'Art Master'.
Art Master is primarily intended for designing pretty pictures, with the completed image being able to be loaded into other programs.
According to Hart, "Art Master has so many features it should challenge the imagination of any Artist".
These features include in-context help, magnified window and 2 2nd preview screen of your artistry.
Art Master is available on cassette and disk priced at £11.99
Bradley & Hasbro merge
Milton Bradley Company has merged into Hasbro Industries. The new combined company will be called Hasbro Bradley, Inc.
Sinclair wants to build BBC
Rumours persist that independent television is planning an ITV Micro to rival the BBC Micro, Sinclair is attempting to wrestle the BBC contract from Acorn.
With Sinclair claiming that Acorn should have not won the contract because their design could not be built for the £200 price ceiling limit, set by the BBC. In fact, the BBC Micro was only on sale for a few months before the price went up from £200 to £300, and now the cheapest BBC you can buy costs £400 whilst Sinclair's contender which eventually became the Spectrum, costs less than £100.
With the BBC contract up for renewal in the Summer, Sinclair is eager to take it a much as Acorn want to hang onto it.
CBS and Acorn agreement
CBS Software has entered a pact with Acorn Computers Corp, to license games for conversion to the Acorn BBC Microcomputer. Acorn will have world-wide distribution rights for selected CBS software, specially in the education areas.
Bally purchases Sente
Following the Chapter 11 Bankruptcy filing of Pizza Time Theatre, Bally Manufacturing agreed to purchase
Sente Technologies, the videogame design unit that Pizza Time formed to create coin-operated game machines. According to Robert Mullane, President of Bally, Sente will continue its engineering, research and marketing operations under Nolan Bushnell's leadership.
AT&T Launches Computer
American Telephone & Telegraph unveiled its new PC 6300, an IBM-compatible personal computer which the
company says operates up to 80% faster than the IBM-PC.
Said to be ‘almost completely" software-compatible to the IBM machine, the AT&T 6300 sells for $2,745 complete with dual disk drive.
Imagine Software, Liverpool's gaming giant and the largest company in the UK software industry has gone bust.
It had grown from 2 members to a firm employing over 160 in less than a year. It was almost the huge expansion that overstretched them. This means the future of their much publicised 'mega games' (Bandersnatch and Psyclapse) seem uncertain at the moment, although Finchspeed is most likely to pick up the pieces.
Happily all the Imagine games are still available in the shops, and another software house, Beau Jolly, has taken over all of Imagine's remaining stock of games with plans to launch titles like BC Bill and Ah Diddums (C64) which Imagine had planned to release over the next few months.
Beau Jolly is also planning to introduce 'value packs', a compilation of 4 or 5 Imagine titles at reduced prices.
Electronic Xmas Cards
Elm Computers have developed three seasonal programs that make an original change to the traditional Xmas
card. All include festive themes and yule tide tunes. All have animated graphics, featuring falling snow,
Father Christmas and flying reindeer. Apart from the addition of sound and moving graphics the computer cards follow the theme of their paper predecessors.
All are available from Leicestershire based company for £2.50 each or £7.00 for a pack of three.
Blind Dragon's Lair Champ
Laserdisc games have opened up a whole new world for Felix Pagan, a blind New Yorker, who practices both
Dragons Lair and Space Ace at the Station Break arcade in Manhattan's Pennsylvania Station. Felix uses the audio cues to guide Dirk and Dexter through their paces.
“With laserdisc games, can play at the arcade like anyone else,” said Felix as he held a tape recorder to the
Space Ace machine. Don Bluth, creator of both games, was so touched that he sent Flex a Dragons Lair T-shirt
and a Dirk the Daring videotape.
Where has Cuthbert gone?
Melbourne House has withdrawn all copies of 'Cuthbert in the Jungle' after Activision threatened to sue.
With a view to taking Microdeal to court alleging that the latest Cuthbert games were a direct copy of its own game, Pitfall, and considered Microdeal's behaviour as positively piratic.
Microdeal have backed down rather than taking on the industry giant, leaving you to draw your own conclusions on the matter.
Although it looks there may be some merit in their madness as Microdeal latest game, 'Cuthbert in Space' plays oddly familiar to Ultimate's Jetpac. With Ultimate now considering whether to place the matter into their own lawyers. Microdeal's MD John Symes refused to comment.
No games have ever had the hyped that much as Psyclapse (C64) and Bandersnatch (Spectrum), and it seems have brought down the software giant Imagine.
This year seems to be the year where publishing and developing houses are crying out for new talent. just look at the magazine advertisements.
arcade action FROM 'back in the day'
NFL Football (Bally/Midway)
Three Stooges (Mylstar)
Discs of Tron (Bally/Midway)
Mr Do's Castle (Universal)
What was you playing in the arcades..
Band Aid -
Do They Know It's Christmas
Paul McCartney/Frog Chorus -
We All Stand Together
Like a Virgin
Frankie Goes to Hollywood -
Power of Love
Jet Set Willy
Taken from CV&G, Official Charts.com and Movie Web.com
Give My Regards
to Broad Street
charts FROM 'back in the day'
FEATURE - EVERCADE
What makes the Evercade so different from the zillion other handheld retro devices already on the market, you may ask?
Well rather than fill your handheld emulation device with all your favourite game roms (thus never know what to play or play for 10 seconds before moving to the next), this device forces you to play an array of selected games using its unique cartridge based system.
Each cartridge also comes in its own box with colour printed instructions.
A nod to yesteryear.
I loved the way it made me focus on games that I would have never gave a second glance to previously.
Blaze Entertainment haven't missed a trick here. The games on offer aren't always the best versions but there are enough good ones on each cartridge to keep you entertained for hours.
I really mean it when I say I have been hooked on many games that I have never even heard of before getting the Evercade.
retro power in your hands
It's unique cartridge system allows the ability to play games (the emulator is ran from the cart not the system) at a good quality and speed. Just take a look at the Evercade website under Performance to view video comparisons against the 'real' consoles.
Licenses for each cart is good with many famous names under license such as Namco and Atari.
The Evercade is powered by 1.2Ghz Cortex A7 SoC running a customized Linux setup. 4.3" screen (resolution 480 x 272, just like the PSP), a battery pack designed for between 4 to 5 hours of play time and fully rechargeable via USB.
It also has stereo speakers and a mini-HDMI port for output to TV in HD.
Buttons and D-Pad controls feel solid and very responsive.
The Evercade can be bought from retailers in the UK such as Amazon, Argos, Game or Funstock.
I pre-ordered mine for a 30th August dispatch and receiving it a few days later.
It was the Collectors Edition, that comes with Carts 1-10 and a nifty carry case to protect the device from scratches and such,
whilst not in use.
Other Edition options available are the Standard; which comes with one cartridge
and the Premium Edition that comes with three cartridges.
So how much does it cost, well you can obtain from UK stockist (Funstock) at a cost of £59.99 (Standard), £79.99 (Premium) or
£159.99 (Collectors Edition). With additional carts each from £14.99 https://funstock.co.uk/collections/evercade
Also available from:
The Evercade is a great retro handheld gaming system.
Its cartridge based system means it will still have collections being released
for some time, and there
are enough cartridges available now to keep you busy, with more planned later this year such as The Oliver Twins Collection and the Atari Lynx Collections.
Each Cartridge has a unique number on its spine which looks great when you have lots of cartridges on your shelf. There is something very satisfying about having an actual box, cartridge and booklet (showcasing the games on the cart) in your hands.
This allows you to build up
a big collection of retro 8-bit and 16-bit titles without breaking the bank too much.
The Evercade is attempting to compete with the Switch (or Switch Lite) but instead gives you a compelling handheld 'retro' gaming experience, for a great price, and that is slightly future proof with more cartridges on the horizon before the end of the year and many more planned. A must for any retro gamer in my opinion.
The top edge has the power switch, mini HDMI output and left and right shoulder buttons either side of the cartridge slot, which follows the contours of the case design very nicely. The red lines of the design remind me of an 80's arcade, and its about similar size to that of the original Game Boy Advance or PSP.
The bottom edge has volume controls, 3.5mm haedphone port and the micro USB port for charging (cable supplied).
The top has the 4.3" screen, D Pad and A,B,X and Y buttons as well as Start, Select and Menu buttons. All the buttons feel solid and nice to use.
Although the 4.3" screen could have been made larger and its rather annoying not being able to change the screen size to stretch for every game by default (system change) - as this is the way I like to play them, but I understand some like the original 4:3 screen. The screen has a resolution of only 480 x 272 which didn't bother me on the system this size.
Although some of the games are inferior versions (Pac-Man on Namco Collection 1 is the NES version rather than the original arcade, as are Double Dragon and Double Dragon II on the Technos Collection 1). Dragon Spirit (Namco Coll 2) is also the NES version although Immortal (Piko Coll 1) is the 'superior' Sega Genesis/Megadrive version.
Games have quick saves by pressing the Menu button and selecting a save slot. This is a nice feature for such a system, although since the release of Mini consoles, this feature is to be expected.
It actually feels really solid in your hands. The buttons are spaced out well enough not to make your hand feel worn out after a gaming session. It forces you to play games you never would have played if you had a system with all the roms on a SD Card. I like that about it. The fact that you can play 8-bit and 16-bit classics on a handheld system. The games list on the available cartridges are fantastic, with some hidden gems among them. You can also play it on your TV (purchasing a HDMI Mini cable) in High Definition.
With its own cartridge system, allows the device to be expandable on some many levels, as each cartridge concentrates on one type of system developer. Games run well as each cartridge holds the emulator for that system so there were no slow downs or audio issues that I found. This works well for future expansions and other systems and developers that can be covered in the future.
So whats not to like - well I'm afraid it does have some fall backs. For instance, the buttons cannot be changed in some systems (although this has now been rectified with a firmware update). If you buy the Collectors Edition, you get the first 10 cartridges, which will keep you busy for hours (if not days or weeks) as you play favourites and come across games you have never heard of, yet played, to your suprised enjoyment.
02 - Namco Museum Collection 1
03 - Data East
Burnin’ Rubber (Bump & Jump)
Joe & Mac 2: Lost in the tropics
Magical Drop 2
Two Crude Dudes
04 - Interplay
01 - Atari Collection 1
Missile Command (2600)
Alien Brigade (7800)
Ninja Golf (7800)
Food Fight (7800)
Motor Psycho (7800)
Crystal Castles (2600)
Desert Falcon (2600)
Canyon Bomber (2600)
Double Dunk (2600)
Video Pinball (2600)
Night Driver (2600)
Swordquest Earthworld (2600)
Yars Return (2600)
So what games are on the cartridges, well here's a run down of Carts 1-17
06 - Namco Museum Collection 2
Tower of Druaga
Dig Dug 2
08 - Mega Cat Studios
10 - Technos Collection 1
Double Dragon II:
Crash ‘N’ The Boys:
07 - Interplay
Earthworm Jim 2
The Adventures of
05 - Atari Collection 2
Yars' Revenge (2600)
Submarine Commander (2600)
Haunted House (2600)
Planet Smashers (7800)
Desert Falcon (7800)
Radar Lock (2600)
Human Canonball (2600)
Street Racer (2600)
Air Sea Battle (2600)
Realsports Tennis (2600)
Dark Chambers (2600)
Demons to Diamonds (2600)
09 - Piko Interactive
Brave Battle Saga
Dorke and Ymp
Way of the Exploding Fist
Jim Power – The Lost Dimension
Power Punch II
Power Piggs of the Dark Ages
Canon – Legends of the New Gods
4. River City Ransom
5. Super Dodge Ball
6. Super Spike V’ball
7. Super Double Dragon
Release Date: Early 2021
12 - Oliver Twins Collecion 1
Treasure Island Dizzy
Super Robin Hood
Go! Dizzy Go!
Dizzy The Adventurer
Mystery World Dizzy
Release Date: 2021
17 - Indie Heroes Collection 1
SUPER HOMEBREW WAR
Release Date: October 2020
9. DOODLE WORLD
13. ALIEN CAT
14 - Atari Lynx Collection 2
Todd’s Adventures in Slimeworld
Gates of Zendocon
13 - Atari Lynx Collection 1
Super Asteroids/Missile Command®
Crystal Mines II: Buried Treasure
Dracula the Undead
Ishido: The Way of Stones
Jimmy Connors Tennis
Malibu Bikini Volleyball
8. Full Throttle All American Racing
9. Top Racer 2
10. Soccer Kid
11. Football Madness
12. World Trophy Soccer
13. Racing Fever
16 - Piko Interactive Collection 2
Hoops Shut Up and Jam
Hoops Shut Up and Jam 2
Brutal Sports Football
Eliminator Boat Duel
11 - Dual Game Cart
15 - Jaleco Collection 1
Earth Defence Force
Super Goal! 2
Operation Logic Bomb
SCORing THE GAMES
Special Awards that I feel should be given as an extra merit for the game.
2. Gameplay Music
3. Game SoundFX
4. Dual Music/SoundFX
5. Environment FX
The retro community is split between this decision, but I run the games through emulation software as not everyone has access to the real hardware, especially nowadays with the inflated prices on auction sites. The PC spec I use is an Intel i7-4790S (3.2Ghz, 8Gb, SSD, Win 10) with a rather low-end nVidia 710 Graphics card (which is better for the onboard graphics and WinUAE DirectX).
The PC has been retro fitted with a Keyrah that allows it to use 9-pin original joysticks and gamepads, although I also have the option of USB wired gamepads and the X-Arcade Tank controller, if the need arises.
The emulator and settings used are listed under the review page for each game, although these are the following commands for each:
3. Colour Palette
4. Screen Fill
The scoring system is split into four sections, each containing 5 parts. Each part can have a maximum of 5 points with each section having a maximum of 25 points; with an overall total of 100.
1. Enemy AI / Variety
2. Level Design
4. Player Controls
winuae64.exe -f "Path\Game"
other formats: zx spectrum, amstrad cpc
c64 - trashman
Originally made for the ZX Spectrum, the aim of the game is to empty all the trashcans in a street, within the time limit. It's obviously not that easy, with obstacles to slow you down or stop you in your tasks; such as being run over by traffic.
With the main goal being to complete all the seven streets to be nominated for ‘Trashman of the Year’.
This can be achieved by collecting the trash as fast and accurate as possible, along with all the bonuses to help obtain the highest score.
Your job as a Trashman
What does the job entail you may ask? Well you start in Staunton Lane, collecting 5 trashcans. This one is a pretty easy level to curve you into the job, as the trashcans are always in sight; be it next to or at the back of a house.
To collect it you just walk over to it. If its full then you walk slower, and must then take it to the garbage truck, walking against the back of the truck will empty the trash. Shaking the trash can once is enough to empty it fully into the truck. Returning the trash back empty from where you collected it from.
You must do this without walking on their grass (when collecting and returning) and a housekeeper will appear at the door, inviting you with various invitations. Remember to always accept the invite, as this grants you a bonus (and time) along with a quite amusing response.
Making sure to immediate leave after you enter the house, as the amount of time you stay won’t affect your bonus in any positive way. Stay too long for example in a café or large house and you’ll end up with a stomach so full you wont be able to walk, or worse leave the house drunk, staggering on the pavement.
To speed your job ,the truck automatically moves upwards through the street, although it eventually stops at the last house where you empty their garbage, thus completing the street/level.
Completed Neil Collins
Distributed by: www.c64endings.co.uk
COMMODORE 64 - ARCADE - 1984
(new generation software)
£4.99 - £11.99
zx spectrum version
The first level is rather easy but gets you in the swing of the game. Although it’s rather easy to keep up with the garbage truck on the lower levels but as the streets and thus levels increase in size, the truck moves faster and even some other vehicles drive like madmen in later levels.
Each street has a road of houses, drawn from a forced 3D perspective, with flick scrolling as you move up the street. The player must work to the time limit of collecting all the bins on the street, in which is indicated by the Bonus timer shown at the top of the screen.
If this reaches zero, you receive the first of 3 warnings (lives), with the last putting you on the dole queue.
Whilst setting foot on any grassed area causes the bonus to drop faster, as well as additional hazards to deal with such as cars, cyclists and barking dogs. All which can hurt you and slow down your movement, and in this game where the movement is key to winning; that is not good.
To keep the tradition with many titles of this era, most of the streets have been named after real life street names in Bath, where the designer, Malcolm Evans, lived. Albeit the exception to this is Montague Road, which is actually in Saltford, although this is actually a small village very close to Bath.
amstrad cpc version
First Impressions - Controls
The streets are detailed enough to recognise the various aspects of street life. You control the trashman by making him walk in all four directions to collect the appropriate trashcans from the properties.
To collect the trashcan, walk over to it. To empty your full carried trashcan, just walk against the back of the truck, it really is as easy as that! Even easier to return the trashcan by revisiting the spot where you collected it from. To finish the street/level, you must empty all bins and walk to the end of the street at the top of the screen.
There is little in the way of sound, the dog and the cars zooming past every now and then (note they drive on the left-hand side of the road). Although it brings me back when I listen to the title music, so Brian Doe done a superb job on that front. He also had musician credit for other New Generation Software games such as Cliff Hanger and Shoot the Rapids.
Controls work well with either the joystick in Port 2 or the keyboard. The trash man is animated enough to make you feel you are walking and carrying heavy garbage loads and you don’t ever feel like he is lagging behind to where you want him to go.
Walking around the garden areas of each house (making sure not to step on the grass) reminds me of 'Hover Bovver'; the slightest touch the wrong way and you’re on the grass.
Multiplayer action is based on alternative play which makes it about the score rather than speed to collect trashcans against your opponent. Which is what it should be about.
Level 7 - Milson Street
Follow these simple rules if you want to get high scores on this game:
1. Do not get run over by traffic. If (or when) this happens, an ambulance will show up only to determine tell you that you're dead and then the game ends.
2. Do not walk on the grass: ever. If you do, your bonus will decrease with a considerable faster rate, and Bonus equals time. To add, the housekeeper will stay inside, so you won't be able to pick up your bonus from them. Also, sometimes a dog appears from the house and tends to bite you, which leaves you limping for a while, which as you can appreciate slows you down considerably. To add further, grass also appears to be behind hedges, so also avoid hedges.
3. Make sure you pick up all bonuses. (especially from the big house with the car park in front of it) and the cafe, but leave as soon as possible, otherwise you come out drunk and your Trashman is uncontrollable for some time.
Do not get hit by cyclists. They will cripple you and again you will be limping for a short amount of time.
Level 2 - Pultney Street
Level 4 -
Lyncombe Vale (8 Bins)
Level 5 -
Widcombe Hill (9 Bins)
The Levels get progressively harder with the amount of bins you need to collect as well as obstacles to slow your daily task down.
Level 1 - Staunton Lane
Level 3 - Grove Street
Level 6 - Lansdown Hill
Trashman Crisis Time (PC Nono Games) (ZX)
A fun enjoyable game with excellent replay value that keeps you coming back for more. Although overall sound is disappointing with little sound FX to keep the atmosphere going, graphics are well presented and controls easy to get to grips with.
OTHER TRASHMAN GAMES
Trashman Goes Moonlighting (ZX)
Travel with Trashman (ZX)
Previous Magazine Scores
L>R: Paul Bunn, Rod Evans (seated), James Day and Malcolm Evans.
New Generation Software was a firm best known for the computer games with innovative graphics it produced for the Sinclair ZX81 and ZX Spectrum computers. It was conceived in the spring of 1982 shortly after the lead developer, Malcolm Evans created 3D Monster Maze (initially released by JK Greye Software, then later republished by New Generation Software)—one of the first 3D games for a home computer.
Malcolm was born in Romford, Essex, UK (with his twin brother, Rod), although his family soon moved to Portsmouth. He has a B.Sc. in electronics from Portsmouth Polytechnic and joined Marconi before moving on to work for Smiths Aviation, where he designed hardware to implement computer control systems for jet engines.
In 1979 he moved to Sperry Gyroscope in Bristol, where he joined its micro-processor applications group. There he found himself using Zilog Z80 and Intel 8088 machine code language for small applications of a classified nature for the Ministry of Defence. The Bristol factory was closed in 1981 around the same time that Malcolm had received a ZX81 from his wife (Linda) for his 37th birthday.
Thereafter he developed 3D Monster Maze to test what the computer was capable of and completed it by November 1981.
Then in the spring of 1982, Evans founded his own company, New Generation Software.
He was joined by the other core members of the team, Paul Bunn (16) and James Day (19) in 1984. With the company releasing games from 1982 to 1986. Although in 2005, copyright to their games was held by Titus Games.
developer - new generation software
COMMODORE 64 - Adventure- 1984
other formats: zx spectrum
Everest Ascent is a text and graphics adventure game (with parts of strategy) from Richard Shepherd Software, graphics and music by Will Brighton, where the goal of the game is to reach the top of Mount Everest in 20 days. You have limited funds to keep their sherpas well fed and supplied in order to reach the summit.
Starting with a fund of £1,000, you must balance expenses to hire sherpas, purchase equipment (that may be useful in the ascent such as tents, ropes or planks), as well as balance rations to make sure everyone is being fed.
Donations are also given to help your efforts; if you have purchased a radio then you can find out about these.
With these donations and your current funds, you setup base camps on the ascend to the top. You will need to gather new supplies and sherpas and this requires you returning to the village.
Your job is to keep everyone alive long enough for you to reach the summit.
Firstly you have to buy your Sherpas by typing their name from a list of names and their daily costs and strength (typing 'end' when finished). Next you buy your equipment again from a list of items (typing end when finished). The radio is useful if you want to hear bulletins about any donations as without this you won't ever know if anyone is helping you.
Lastly you must purchase supplies for your team. This lists how much supplies will cost per day per man and asks how many days supply you will need.
Then the ascent begins. Screens show you how far your expedition has got with costs per day, strength of your
team and your remaining supplies in days.
You then have to make a decision on whether you need to camp for the night (c), view your current position (p), descend (d) or continue your climb (a).
Occasionally you get hints to what you should be doing; such as camp for night or return to base to collect supplies.
When camping for the night, you can establish a base camp (b) which allows you to set points along the ascent which are easy to follow when you descend and have to return.
There are a few obstacles to overcome, such as vertical rock wall (ladder required) or a wide crevasse (plank required) to overcome, which depends on whether you need to go back to base to obtain such items or continue on if you have the appropriate item with you.
You can also leave stores for x days along with some sherpas and any items at your base camps. Useful to keep items at certain camps along the way, just keep note of what you kept where as the game didn't really keep tally of such things.
I kept running out of cash so could no longer afford to pay my sherpas, which then gives you a fast return trip back to the start. This happened a lot to me and although somewhat annoying, make me think differently on my next trip up the mountain.
Overall I did actually enjoy playing it over and over again, trying new things and actually reached the top once. Graphically it was not great but I didn't expect much, with the same mountain scene being shown, over and over.
Sound was a little disappointing, with no atmosphere at all being presented.
Controls were fully keyboard with the appropriate letter required to be typed upon options, apart from when you have to type names of sherpas or items.
c64 - everest ascent
Previous Mag Scores:
Overall an enjoyable game with some replay value when you attempt different strategies to ascent to the summit. Classed as a 'text adventure', with very little in variety of graphics and audio..
ZX Spectrum 48k version
Market Value Now:
£2 - £3
This game plants you as a 17th century naval commander, looking to obtain fame and fortune. Contact with the enemy ship(s) allows you to either fight them, board them or run away. Surviving the fight grants you the stats of the manpower and state the ship is in. Being out at sea for several days sees you needing repairs and/or restocking; in which you must return to port to obtain either.
Back at port is where your bosses will comment on your overall performance, sometimes offering you a promotion to a much bigger ship. With the main aim of the game to be promoted up the ranks until you become First Sea Lord.
The game allows you to type your commands such as Sail North/East/South/West (or just N,E,S,W), Fire/Attack or Flee. Although finding the commands to type in this game appear sparse on the internet.
A battle between the enemy has you both firing until either your ship is sunk or the enemy surrenders. I found no combat system to this at all.
When the enemy surrenders and you can claim their ship as your own. This means leaving some crew behind and any prize money being evaluated when you return to port.
With the process repeated at sea, with either events happening (such as becalmed, crew affected by sunstroke, ship repairs; which means losing crew or days at sea) or the lookout reporting another ship (or even a mutiny onboard).
Sound is just a loud beep when an event occurs, no music, no atmospheric sounds at all. Graphics are OK for its text based adventure, based on the other Richard Shepherd Games adventure game template. Such as a status page appears between every command to tell you how you are doing at the game (not very well in my case).
£3 - £10
Mutiny ends in your murder
ZX Spectrum version
Overall it didn't offer me much of a replay value. I found it was the same event that was happening and I didn't have any incline to return to the sea anytime soon or even increase my rank or ship. My nostalgic memories held this game in greatness but playing it again soon granted me the realisation that it really isn't that good.
Imagine a single player maze where you must explore five levels of Count Kreepie's castle, then kill him and find his loot. That's what you have to do in this game, withover 500 different rooms to explore, some containing items that you may need on your quest, although with only three slots for inventory (including weapons) you need to choose these wisely.
Items available (in order of battle rating 0-9) are: golden ring, invisible cloak, magic apple, floor plan, clove of garlic, knife, mirror, dagger, sword, silver cross and gun (which is limited to 10 shots). If you die on level 2+, its game over and you are returned to the start of level one.
c64 - transylvanian tower
COMMODORE 64 - Adventure- 1982
You're first asked to start a new game (N) or a saved game (S)
Your quest is to reach the top level, kill Count Kreepie and find his loot, with the small thing of exploring his tower that include vampire bats hell bent on stopping you (later levels).
You start with a gun that has only ten bullets (although you can find more bullets). Walking through the maze leaves a trail of foot prints so you know where you have been, although press 'h' allows you to view the floor plan and navigation much easier.
other formats: zx spectrum, DRAGON
A rather fun game that held all the nostalgic memories for me. The ability to replay is great with a new maze every time. Graphics and sound as expected from the developer. A great little adventure game that won't offer you days of game play or much variety after you have played it a few times, but worth your time as it rewards you for your efforts in the end.
The floor plan is only available upon killing a bat on later levels or unless you find a special floor plan object. With all objects being collected by pressing 'p' alongside 'i' used for your inventory.
The various levels are:
Dungeon exploration level. You can view the floor plan at any time.
You will encounter bats and objects. You need to kill the bats and enough of them to be transported to Level 3. Without enough bats killed you will be transported to a room on Level 2.
You kill the bats by firing your gun at the bats (aim from the bottom centre) using the 'f' key.
There are sealed rooms and it is possible to be transported into one. If you can find the magic ring, this will allow you to move through two walls. This level also has a slight variation of graphics with windows and doors.
The 'h' key can again be used to view the floor plan, but this time it's only available when a bat has been killed.
Levels 3 & 4:
This is much like Level 2 with the main difference that all bats must be shot through the heart.
This is the level where you must kill the evil Count Kreepie. Only one of the items you come across will kill the count. This, as the game says, "will force you to find all the objects so you can try them out". After killing the count you will receive a map showing where his treasure is, although you must fight your way through bats to reach it.
Saving the Game
After 30 minutes of game play, you can save the game when necessary. With main control by using the cursors keys and keys '5-8' move the player in the appropriate direction, with key '6' rotating the character 90 degrees to the left.
Double pressing key 6 retraces your steps. Transferring between levels can take up to 2 minutes due to a new maze being created for each game, making the replay value very good as no two games are ever the same maze. If you can put up with the loading times that is.
£5 - £10
From The Hobbit to Everest Ascent, the text adventure genre on the Commodore 64 was a great experience. Obviously not as good as modern day equivalents, but for the time they were enjoyable.
jackpot fruit machine
Richard Shepherd Software was a software house active between 1982 and 1985. The company was known for releasing text adventure games, most notably Urban Upstart. These were programmed by Richard Shepherd himself and Pete Cooke from their headquarters in Maidenhead, Berkshire.
Although Richard’s finance utility, Cash Controller, was the first Spectrum program to be designed
to work with the ZX Microdrive.
shaken but not stirred
developer - richard shepherd software
devils of the deep
ski star 2000
COMMODORE 64 - SHOOTER - 1984
c64 - forbidden forest
Level 1 - Spiders
Level 2 - Bees
Forbidden Forest has a place in my memories. I remember buying this with my saved pocket money (50p per week) at a local market stall. This was pre-internet, pre-games stores, pre, well pre everything modern.
I loved the look of it. Alright, graphically it looks like a Atari 2600 game on steroids but the back cover art made me buy this game on the spot.
Coded by Paul Norman, the game is basically a shooter. It puts you on your edge of the seat and has you throwing your joystick down in disgust as another bee stings you or a frog squashes down on your forestry man. Who only has a bow and arrow to protect himself from these forest creatures, many of which are frightening giant size (the spiders really scared me when I was younger – OK I admit, they still scare me now).
The title music and effects are atmospheric and hearing that music again brings the thrills and panic back into my head.
The game starts with a dragon flying across the screen, before you as the forester player must firstly arm yourself quickly, by loading an arrow into your bow (you must do this every time before you want to fire). You can run left or right and up and down positions your arrow firing direction.
There are numbers displayed for each level that shows how many monsters you need to kill for each skill level (Innocent,
Trooper, Daredevil, Crazy).
Level 1 - Spiders
(4, 8, 12, 16)
The first creatures you encounter are the giant spiders. Pretty simple to run towards them, aim and shoot. They turn white and disappear when your aim hits home. You need to keep killing until you finish the level and you end it with a small dance to music.
Level 2 - Bees
(1, 2, 2, 3)
Don’t get too comfortable though as Level 2 begins rather quickly with giant Bees. Aiming is harder than the spiders as they move about a lot.
Level 4 - Killed Dragon
Level 5 - Skeletons
Level 5 – Skeletons
(1, 1, 1, 2)
The levels are pushed up a gear as it starts with a ghostly figure in the background as skeletons run towards you with spears. By now I’m handy with my bow and arrow as I load, shoot, load, shot, as I turn and run.
Although the skeletons are not your target here – it’s the ghastly figure looming. Shoot him in the face to hear his shrieking chill scream as he disintegrates. This really puts your aiming skills to the test using up and down to position the arrow flight path. You must kill the ghastly figure once more to perform your dance routing.
The constant buzzing sound keeps you on your toes as the tone changes when they get closer to you.
Their movement is rather impressive on a C64 game for this time using the pseudo-3D sprite-scaling approach.
I killed my quota of Bees to continue with my dance and onto the next level.
Level 3 – Frogs
(6, 12, 18, 24)
A rather hard level as you need to shoot the Frog to change its colour and I had to kill 11 of these to continue. I had to keep moving otherwise they come from the top to squash you where you stand (with a loud flattening sound when this happens, not nice!). Reloading your arrows and moving are key to completing this level.
Level 4 – Dragon
(1, 1, 2, 3)
As you begin this level you know you are in trouble from the music and the fact that the Dragon starts in the distance and is approaching you at some speed.
Although its actually one of the easiest levels, just stand still with your arrow pointing upwards and time it right to hit the Dragon, which sets a lit and falls to the ground. How a wooden arrow can set it on fire is beyond me, but I am too frightening standing in the middle of now a darker forest to ask the question. Especially when if I miss and it begins to spit fire breathing balls of flame at you. Run forest run I said to myself in jest (get it, you are in the forest, oh never mind) as being on fire is not fun. You must do this two more times to complete the level and your dance yet again.
Level 5 - Ghastly Figure
around £30 - £40
Level 6 – Snake
(1, 1, 2, 2)
It is now fully night, which you can tell as the moon moved across the skyline during the battles with the forest creatures. For now you must face your most difficult weakness, the Snake (only if you are Indiana Jones this would be your weakness).
It swings back and forth making it more difficult to hit with your arrows, but time them right to hit its nose, making it splurt blood and fall to the ground is a much satisfying kill if you ask me. Killing him a third time and watching his blood flow down the screen pushes you to your dance routine yet again, although don’t get hit by his venomous spit as it will slide down from your head to your toes killing you.
Level 7 – Demogorgan
(1, 1, 1, 1)
The level is very atmospheric, the music stops and is replaced with what can only be a heartbeat. Thunder and lightning shower the sky every now and then to briefly reveal the demogorgan. I have to fire the arrow to where I think he will end up (as he gets closer to me), and the correct arrow will hit him. Running isn’t going to help me here.
I eventually hit him to be showered with balls of fire (or fireworks) across the screen. I only had to hit him once to get back to my dancing and the end of the Forbidden Forest. It has great atmosphere, like the appropriate creature sound effects, dying sounds and nice little touches such as how the moon moves across the night sky as you progress through the game. HUD shows your score and hi-score and your arrow quills (50 arrows and no more). The game never really ends as it loops on a harder level. The title music and in-game music keeps the pace with the game and the little tune you dance to for completing each level is rather catchy, if not annoying after the 30th time.
I was impressed with the extra parts such as the moon, music and even parallax scrolling on a C64 game from 1984. It was well worth the effort to play and learn the techniques to kill each type of creature and playing it again after you have completed it gives you a form of achievement as you sail through the levels again with ease. A great game with OK graphics but enough graphical enhancements to keep you interested alongside an atmospheric soundtrack.
IT Came From
other formats: MS-DOS, TurboGrafx-16
I have very fond Amiga memories of IT Came from the Desert (Cinemaware), the Box itself was fantastic - but then all Big box Amiga games tend to follow this nostaglic charm.
Originally released in 1989 and later for MS-DOS in 1990 and then Turbografx 16 in 1992. It even had an unreleased Megadrive version in the works, which was a totally different game altogether in terms of game play. An Atari ST version had been advertised despite never actually being released for the Amiga's competitor at the time.
The game sets an atmosphere for future story telling adventure games from my childhood to my adult life.
I loved the fact this was telling a story and you had to choose the right decisions. Alright this was more than a 'Create Your Own Adventure' book, with arcade elements as well as plot and character arcs.
Created by Randy Platt and Tom McWilliams who both worked on Antheads, TV Sports Football and Rocket Ranger, as well as Randy also working on Wings. The expansion was released in 1990 and was formally named 'Antheads: It Came from the Desert II'.
It's clear to see the game is inspired by dozens of 1950's 'B"' movies, especially the 1954 mutant-ant classic "Them!", with the title referencing the 1953 horror film, 'It Came from Outer Space'. The Game play is a combination of dialogue boxes and several action scenes, which were typical of other Cinemaware releases at the time.
You play the role of Dr. Greg Bradley, who arrives at Lizard Breath, California on 1st June 1951. Being a geologist, you want to study a recent meteor site crash that is close to town, somewhere in the desert.
You eventually learn that the radiation of the meteor has caused the local ant population to grow to an enormous size. You must work against the clock and plan a way to stop the giant ants spreading. To do this you must visit various locations around town from mines, farms, airfield, pub and local radio station to find evidence of the ants, then convince the towns people and authorities to do something about them. Oh and at the same time, the player must contain the ant infestation as well, and eventually take the fight to their nest and queen.
IT can be considered one of the first real time games. Waiting, Sleeping and Driving all consume time. Oh did I forget to mention that you only have 15 days to locate the ant colony and kill the queen.
amiga - it came from the desert
AMIGA - ARCADE Adventure- 1989
Winuae working config:
68020, AGA, 3.1,
A500, 8Mb (Fast), 4Mb (Chip)
Your view of the town is first person perspective, except when selecting the location in the overview. Here the player can select locations and can read how long it would take to drive there. Once a location is selected, the time jumps forward to the time of arrival. Sometimes your trip is interrupted by a mini-game where a gang of greasers challenge you to a game of chicken.
Once at your selected location, your view switches to a first-person perspective showing a somewhat static backdrop with a box that also shows your thoughts.
A nice feature is that depending on the time of the day, certain characters appear at the location that you can speak to. Some of these dialogues are important in your information collecting, others are red herrings.
It's not just about dialogue though, sometimes you can perform other tasks such as examining evidence, making phone calls or just going to
sleep (you can sleep at your residence and set your alarm clock).
There is no inventory system, instead all collected information is handled with the standard options accessible at each location.
The game is very much a play and replay parts game. Where you take the information you learnt from previous encounters and plan your best path to stopping the ants. The replay never felt too strenuous and I actually enjoyed playing parts again and again using different tactics to find the 'ideal' win.
This means you will never win the game with one play through and as long as you start the game knowing that, then it doesn't become a problem. Well, it didn't for me. 'Game Over' doesn't actually exist here, as when you get killed; you awake in a hospital bed (time penalty). You can attempt to avoid the penalty by successfully escape the hospital in a fun mini game.
The duration of one play-through can be about one hour. It will vary due to thinking, exploring and time spent with reading, time wasted ("skipped") from driving around and other factors. Early stages involve more dialogue and collecting clues, later it is more action-oriented; especially when the player succeeds in convincing the authorities to declare an emergency (this can be as early as the 6th day if the player collects four pieces of ant evidence, or as late as the 10th day if the player fails to collect all four pieces). Dr. Bradley's actions and decisions in the dialogue have an influence on the characters, and as a result, on the story, including (at least) two endings.
It was also made into a film in 2017, directed by Marko Mäkilaakso (also known for War of the Dead, Sotilas and World Between Us) and starring Harry Lister Smith (War & Peace, God's Own Country) and Alex Mills (Pennyworth, Head Hunter, Episodes)
It was a nostalgic nod to the game and 1950's B-Movies and featured heroes/heroines, secret underground military bases and of course the giant ants.
"O'Riordan's Pub" is named after the designer David Riordan.
"Platt University Lab" is named after programmer Randy Platt.
"Godfrey's Hotsprings" is named after graphic artist Jeff Godfrey.
It is also referenced in other games such as Command & Conquer: Red Alert as four secret missions named "It came from Red Alert," where the player combats giant ants.
And also parodied in a Space Quest IV, where the player can find the box of the "Enemaware" game 'It came for Dessert'.
WOW! Around £100
A really fun game to play and one that sits well with my memories of Cinemaware titles. The mixture of action and adventure makes the game replayable with many mini-games to keep you entertained.
DID YOU KNOW?
There is a variety of mini games such as 'shooting' (where you have to shoot the ant's antenna), knight fighting, fire extinguishing and escaping hospital; among others. These are rather good fun although when you visit a location you can get the same previous mini-game to play again.
At certain times and/or events in the game, the game view switches to a top-down birds eye view. This is where you can control Dr. Bradley directly.
You can throw grenades to defend yourself and later in the game have other weapons at your disposal such as dynamite and a flame thrower (very effective against the giant ants).
You can also drive some vehicles (depending on location) such as tanks, planes (spraying pesticides) and even call in a jet strike.
The game ends when you have found and infiltrated the ant colony, killed the Queen Ant (using explosives). This is obviously the good ending, whereas the bad ending is if the ants win and take over the town (and the world).
Lars Fuhrken-Batist bought the Cinemaware trademark and associated intellectual property, founding Cinemaware Inc. in 2000.
Thereafter, Cinemaware Inc. developed recreations of its past titles, updated for Windows and Mac. These were dubbed the "Digitally Remastered" editions, and they featured the same game play as the originals, but with updated graphics. The first was Defender of the Crown (2003) as well as other classic titles ported to handheld (GBA).
In October 2005, Cinemaware Inc was acquired by publisher eGames, Inc. and Lars Furken-Batista became Vice President of Development.
Shortly after, they announced the launch of Cinemaware Marquee, a publishing label to be used to bring new games to the US market, with their first game 'Space Rangers 2', a space adventure.
Then in 2007, eGames released an Adobe Flash version of Defender of the Crown for download via their website, entitled Defender
of the Crown: Heroes Live Forever.
Starbreeze then acquired the rights to their classic video game catalogue, including “It Came From the Desert”, “Defender of the Crown” & “Wings”.
Many of these have been released for the mobile phone platforms.
Previous Antheads Scores:
The sequel was more of an expansion pack, labeled
'Antheads: It Came from the Desert II'
(Designed by David Riordan) in 1990.
It was available by mail order (US) and in stores in Europe.
It is not a stand-alone game but an expansion that requires the original game disks to play.
This time the story is set 5 years after the previous game, and expands on the 2nd Ant Queen (mentioned in the first game's ending). This time you are an Army officer named Brick, who stole a detonator for an atomic bomb. There is some plot about his brother being a tester for the weapon and he does not want it to fall into the Army's hands. To be honest the plot is rather confusing when compared to the original but you must find Dr. Wells' notes that prove radiation is fatal as well as help the town fend off the new giant ant invasion.
In early 1991, Cinemaware released a version for MS-DOS (ported by Level 9 Computing before they ceased trading in June 1991). These versions were identical to the original, apart from a few minor palette differences.
Believe it or not a Sega Genesis/Megadrive version was to be released in 1990, but was unfortunately cancelled. It was a different game than the original of that being an overhead shooter for the console. It allowed the player to create powerups from collecting machine pieces and joining them together in different combinations. It also didn't use any of the original graphics.
The story line differed from the original game, with your role changing from scientist to a pest control worker known as Buzz.
Although this version was never on sale, it was distributed as a rom image from the Cinemaware website. (http://desert.cinemaware.com/)
The game can be also be played on PC as part of a Cinemaware Anthology collection released on Steam.
The TurboGrafx-CD version was designed by David Riordan and released in 1991.
Being CD-rom based it makes full use of FMV with recorded sequences of live actors.
The side-scrolling action sequences allow the player to battle ants in tunnels.
Although it did reuse some of the graphics from the original for the overhead scenes (not character graphics though).
Again, the storyline and characters were dramatically changed; with you no longer a scientist again and taking on the role of a biker punk named Buzz Lincoln who is somehow immune to the ant queen's mind control and begins a near hopeless counterattack against her hordes.
GAME TIPS - IT CAME FROM THE DESERT
amiga - it came from the desert (tips)
Game Starts on MONDAY June 1, 1951 - 10:00 AM, Sunrise is 5am, Sundown is 7pm
Places close up on weekends, (but the ants don't!).
Call the Weather Station at least every other day for an update.
Do evidence gathering and drop-offs on cold & rainy days.
Ants aren't above ground at night. You may find them in the mines
Check the pub if you're desperate for news.
You can call from the following places (if person present):
Pub (Dusty), University Lab (Dr. Wells), Elmer's Service Station (Elmer)
Hilber Field or Home (if not under attack).
Careless handling of RED ROCKS will put you in hot water. But might be the ticket for finding the flame thrower. (Elmer supplies fuel for your Flame Thrower)
Imprecise directions to the Ant Hole: It's off the South edge of the main map near the South West corner. You can't get there via button click.
Precise Directions to the Ant Hole:
Fly, drive tank or walk, (via Ore Plant), to Mine No.1...
From verticle center line of building, go due South, (about one screen), to second cresent shaped rock, (it will be directly in your path).
Immediately East of this rock, is a small green clump.
Visually draw a verticle line South to a large tear-drop rock (3").
About 1/3 South, (call it an inch), between these two points, and a bit East, is a large green tree. Immediately South East of tree is a very small stone. The next object South and a little East is a medium size stone.
Draw a horizontal line West from this stone.
The intersection of these two lines exactly marks the Ant Hole; There is no hill or other distinguishing features nearby. When closed on cold days, it will look like normal desert texture. It opens when the ants are going in or out, and closes immediately.
If you're going to call an Air Strike on it, it's a good idea to mark it with a dead ant.
You'll need to get 7 hrs. sleep at least every 48 hrs. or you'll have auto accidents.
Buy Geeze a drink and he'll tell you where he found the rock samples.
amiga - it came from the desert (solution)
SOLUTION - IT CAME FROM THE DESERT
Can't be bothered to play the game and want the solution? OK then, here you go..
People who you can always rely on are:
Geez, Dusty (usually), Professor Wells and Biff. Don't trust Bert,the two men at the quarry or Billy Bob and his daughter.
Make sure your home to answer the door or phone at these times;
JUNE 1 (Start) Geez calls round. Ask him about his Donkey for a rough guide to the location of the ants nest.
JUNE 1 (10am) There's a phone call from Bert.
JUNE 3 (9am-12pm) Billy Bobs daughter calls round. Your next door neighbour calls round at random. There aren't many times when your requested to phone people up, but Dusty is usually available between 10am and 7pm for the odd bit of info. Weather reports are helpful for predicting the ants movements.
The ants main hideout can usually be found in and around the SW volcano (also near the NE volcano also). You also find them wandering near Mine 1 or JDs farm. Ida sometimes tell you where the nest is but her information is not always accurate.
You need to collect four pieces of evidence to convince the mayor that the ants exists. If you don't he will still call a general alert but it'll be too late. Remember to take each bit of evidence to the lab for analysis and collect it the next day. After analysing four pieces of evidence, take them to the mayor:
ANT FLUIDS - can either be found at the car accident (June 3), atNeptune hall (June 7) or at the quarry (June 7-9).
ANT TRACKS - Probably the hardest to find. The old codger at Cooks Stud Farm will often let you take a cast (June 7-8) or try searching around one of the volcanoes.
TISSUE SAMPLES - Can be picked after a battle with the ants. Sometimes your next door neighbour pops around with an ant leg.
TAPE RECORDING OF ANT SOUNDS - The best time to get a tape recording is to wait until Louis turns up all excited after having one of his planes fitted with a tape recorder (usually around 4-5), save the game here. Now take a flight and try to find some ants. You know you've found some when you hear a strange whirring noise. Spray a few ants with the insecticide. Then make your way back to the airstrip with your tape recording.
This sequence will only appear if you say to Biff 'hand me the red one' when you are looking at Geez's rock samples.
The best way to deal with the fire is to go for the biggest flames first. Always aim just below the flames for the best results.
Accelerate as normal and hold your ground. Ice will veer off at the last moment.
Easier than the fights in Rocket Ranger. When fighting Ice or Bert you can use the swipe and stab movements and hardly ever need to block. Try to use the continuous swipes. When fighting Billy Bob you must when he attempts to stab you.
Time is precious so escape quickly. Wait until there are no guards or nurses in the room then nip out. Now go and find a wheelchair, they can usually be found in the corners of the hospital. Once you've found one get in and go to the lift (hit the man in traction on the way, just for a laugh). Make sure no-one gets in the lift with you. When on the ground floor, approach the grey guards from their left and make them follow you. Take them around the building, until they are far away from the main door.
Accelerate away and go to the right side of the main doors, the guards shouldn't be there. Make your exit from the hospital.
ANT ATTACK (Face to face)
When the ant appears aim your gun about halfway down its body, at its front legs. When you fire the gun you should blast off one of its antennae (you need some practice). When the ant has calmed down, repeat the procedure, and blow off its other antennae.
ANT ATTACK (Overhead)
It dosen't matter which weapon you use in this sequence, they both have a similar range. Shoot ants when there around one and a half body lengths away. The shot should land nicely on its abdomen, leaving a sticky mess which can be used as evidence.
Use the North runway for the best takeoff. Once airborne head SW to JD's farm (ants can usually be found around here). Fly low to conserve fuel.
Position the cross hairs where you think the ants are heading for.
Start bombing just before the army flies in. This is great for destroying large groups of ants.
The queens nest - before you attempt to kill the queen in its lair, it is a good idea to equip yourself with a flame thrower and some fuel (available from the gas station). The ants nest is somewhere around the mine shack. By about day 7 this area will be crawling with ants. Go to the source and you will see holes appearing in the ground as the ants emerge from the nest. Kill an ant as it climbs out, and run for the hole. The flame thrower is useful for dispatching attacking ants, but it is often easier to outrun them. Follow the maps to the queen and touch her body. This will set the timed explosives. Make your way back to the entrance to level two of the nest, don't rush, you have plenty of time.
You have now completed the game.
amiga - cannon fodder
other formats: Amiga, CD32, ATARI ST, MS-Dos, Acorn Archimedes, 3DO, Jaguar, Sega Mega Drive/Genesis, SNES, Game Boy Color
Cannon Fodder is an military-themed 'squad based' shoot 'em up developed by Sensible Software and published by Virgin Interactive Entertainment for the Amiga in 1993. Designed by Jon Hare and Programmed by Jools Jameson.
Graphics were completed by Stoo Cambridge and Music by Richard Joseph (Allister Brimble: SNES, Sega Mega Drive, Atari Jaguar). It was ported to home computer systems MS-DOS, Atari ST, Archimedes and the consoles including Jaguar, Mega Drive, SNES and 3DO by Virgin.
Cannon Fodder production started in early 1991, but was then delayed as programmer Jools Jameson worked on the Mega Drive conversions of other games. At that time, Cannon Fodder had been part of a four-game deal with Robert Maxwell's software publisher, which was liquidated after the businessman's death. Although Sensible had little difficulty in finding publishers and after work resumed on the game, concluded a deal with Virgin in May 1993.
Whilst its creators intended it to convey an anti-war message, which some recognised, the Daily Star (UK newspaper) derided the game. Gaming magazines highly praised the game with scores around the 90% mark.
So what does the game entail - well, your task is to direct your squad of five troops through enemy infantry, vehicles and missions. Your squad is armed with machine guns which kill with a single round. Although they can just as easily get killed by the enemy using the same method. The enemy can come at you with vehicles as well which include jeeps, tanks and helicopters and turrets.
AMIGA - ARCADE Adventure- 1993
Control is simple with the mouse, clicking the ground with the left button to where you want to send you troops and the right button fires your guns at any targeted enemy. (Mouse click also bypasses screens to get into action faster when loading).
Your troops will only follow your troop leader and as they progress through the game they get promoted through the ranks. They level up after every 3 missions.
They can fly choppers, run around and erm die!
They can also fire secondary weapons such as explosives, grenades and rockets (ammo is limited though).
Finding crates replenishes your troops and if you cannot do this you could fail the mission due to having nothing to fire at the enemy. Although they can not harm each other with bullets, explosives can have a negative effect on them when they were mean't for the enemy.
There are 23 levels divided into several sub levels, making a total of 72 levels. These include a variety of environments such as jungle, snow and desert. You will also come across rivers (your troops are slower and cannot firing whilst crossing), quick sand and mines.
There are definitely some strategic elements to this game, its not a total shoot everything in sight game. You need to plan your moves and place your troops correctly otherwise things could get very bad for them, very quickly. Your troops can be split into smaller groups, allowing for a reduced risk factor when coming across enemies. Although sometimes you need your full squad together to take down the enemy.
The screen is set with Sensible's signature 'overhead camera' view (much like their other games) which works well for this type of game. The game designers even went as far as to name each of your troop members and you do feel a sense of connection with them after viewing their fallen comrades' gravestones on the the screen in-between missions.
Jon Hare has previously commented that "The graves show that people died, and their names mean they're not just faceless sacrifices". The theme was a departure from Sensible Software's usual non-violent games, and Hare stated "I'm only happy with this one because it makes you think 'Yes, people really die'.
£20 - £40
Amiga Format (CD32)
CU Amiga (CD32)
The One (CD32)
This is a very enjoyable game, although you can get through the levels rather quickly if you know what you are doing. There are some strategic elements to this game which makes it more than your average shooter.
I love the way you are made to think when you lose a member of your troop. The level up is a rather nice feature for a game of this era although I couldn't really see what difference it made. Utterly enjoyable, graphics and title music fantastic and the Sensible Software humour is not amiss. A must play for any Amiga owner, specially since you are not fighting with the joystick as control via the mouse is very easy to get to grip with.
GAME BOY COLOR
TIPS AND CHEATS: CANNON FODDER
Save a game using JOOLS or JOOLSA as a filename. The phrase "Cheat mode active" will appear at the bottom of the screen to confirm correct code entry. The ranks and abilities of your men should now be increased.
Type wellhard during game play.
Click on the "Load" icon, then hold Left Mouse Button + Right Mouse Button for approximately five seconds before releasing. A level select screen with a "Hardman" option will appear.
Level select (CD32)
This is a multiple action operation. Click on the "Load" icon and then press and hold down both mouse buttons for five seconds. Release the mouse buttons and a cheat screen will appear offering level selection and a "Hardman" option.
Supa Dupa Missile Boosta
Mission 8, Phase 3: Go to the bottom right corner of the screen. It is hidden behind a big bush.
Supa Dupa Bullet Proofa Vest
Mission 12, Phase 4: After destroying the turrets and boarding the helicopter, fly to the top right corner of the screen. The vest is hidden in the fat snowman.
Supa Dupa Rank Boosta
Mission 16, Phase 2: It is located in the top left corner of the screen. It is not hidden and it looks like a sign for a four-star general.
Supa Dupa Troopa Boosta
Mission 20, Phase 1: This is a big yellow S in the middle of the screen. It improves your rank until your troopa dies and gives a Bullet-Proofa Vest, Missile and Rank Boostas for the phase. Note: There is a spike trap near its location.
Supa Dupa Troopa Boosta
Mission 22, Phase 2: It is located in the bottom right corner of the screen and is guarded by a turret. Destroy the helicopter with grenades, then rocket the turret before getting the Troopa Boosta.
In Choppas, land on the enemy to kill them - safer than landing and getting out.
In missions in which you have control of a lot of troopers separate the lowest ranking trooper from the rest and give him all the weapons, make sure the rest are safe, then attempt the mission with one trooper. If the trooper dies just press Esc. This saves a lot of troopers later, such as in Mission 18 Phase 5 of 5 - The Doors.
Troopers are able to throw grenades quite a long way and over walls, trees and buildings. Use this to your advantage to protect against Biggunz and Jeeps. To throw a grenade a long way, simply position the pointer further than needed.
Buildings can be destroyed even if you can`t see them. For instance, if a trooper is in a Biggun and there is a building slightly off the edge of the screen, roughly aim at the building making sure the pointer is at the very edge of the screen and Fire.
Learn to control Jeeps and Skidooz early on (how to skid them). In later levels you may need good control to hit ramps at correct angles otherwise you can blow up if you hit walls. This is also useful to get away from shells, rockets and grenades.
An effective way of destroying snipers is to just run straight towards them and shoot your guns. Don`t waste grenades on them unless it is necessary.
amiga - cannon fodder (tips)
Formed in Chelmsford, Essex in March 1986 by two former school friends, Jon Hare and Chris Yates after cutting their teeth for 9 months at LT Software in Basildon.
Sensible initially released games for the ZX Spectrum and later the Commodore 64, producing great titles such as Parallax, Shoot'Em-Up Construction Kit and Wizball.
Then in 1988, Martin Galway joined the team and Sensible Software became a 3-man partnership. That summer they released Microprose Soccer, which was their first venture into association football games.
Galway left in 1990 to join Origin Systems (US), and Sensible decided to swap the 8 bit machines for the Amiga and Atari ST. This allowed them to release seven number one hit games.
Their release of Sensible Golf, which was classed as a simple golf video game and not a simulation, did not perform well and at the same time Sensible's resources were being thrown into "Sex 'n' Drugs 'n' Rock 'n' Roll", initially signed by Renegade Software but was then dropped by GT Interactive. This meant Sensible's days were numbered and the owners were looking for a smooth exit.
Another cancelled game during that period was the Playstation game 'Have a Nice Day' (Office Chair Massacre).
It was never released but labeled as a first person shooter, clearly inspired by Reloaded (Gremlin Interactive).
Sensible Software was eventually sold in 1999 to Codemasters (UK), although Jon Hare has maintained a close working relationship with them.
There is a great podcast interview from Retro Hour (Episode 2) covering Sensible Software with Jon Hare.
developer - sensible software
Q: What are the virtues of a monitor over a standard TV set?
Running computer of videogame systems through the home TV requires an RF box. The Radio Frequency switcher translates the signals from the source system into visual images on the CRT (cathode ray tube). With a monitor the RF is bypassed, and the console plugged directly into a socket, allowing virtually perfect transmission. No more lines, or the dreaded ”RF hash" that disfigures so much of modern gaming.
Electronic Games Magazine (Dec 1984)
Q. At the moment, I am saving up for an Electron, but I would have preferred a BBC Model B. Could you please tell me if the BBC Model B will be coming down in price in the near future?
One never knows what thoughts lurk in the minds of those at Acorn, but the chances of the Beeb coming down in price seem to me to be very, very slim.
Electronic Games Magazine (Nov 1984)
Q: Why won't System A's software run on my System 8 hardware?
An easy answer.. Because they built it that way. Multi-formats are not new with computers and electronic gaming systems. Owners of Beta video cassette recorders know the anguish of seeing their favourite movie available only on the more popular VHS format. Then, of course, audiophiles will remember those audio-Edsel’s, the 8-track cassette recorder and quadraphonic sound
Electronic Games Magazine (Dec 1984)
letters FROM 'back in the day'
Q: Will video games hurt my TV set?
Fear of CRT damage ran high among players right through 1981, when most gamers were calmed by a comprehension of the pure, unadulterated facts. Yes, many early Pong-type videogame systems unwittingly damaged TV sets. The bright white graphics—usually constituting the perforated ”net" line running down the centre of the screen, two paddles and the square “ball"—could literally burn themselves into the television's picture tube, leaving an unsightly remnant of the centre line in particular (since it was static), marring regular transmission. it was simply a problem that never occurred to many of the early dedicated chip-type game system manufacturers—a market that proliferated with fast-buck artists by the mid-70's. Christmas of 1976 saw retail shelves crammed with hard-wired ball-and-paddle systems from no less than 70 different manufacturers!
By 1978, however, the ascension of programmable systems, particularly the Atari 2600, rendered the question
moot. Inherent in the software design for these systems was a “colour shift" facility that automatically altered onscreen hues if the game remained in-active for a pre-set period of time (5 to 10 minutes).
Exceptions, alas, prove the rule. Even today, a piece of software occasionally reaches the market without
proper protection against "burn-in" but the games must be totally static and left on for a few hours before anything noticeable will appear on the picture tube.
Electronic Games Magazine (Mar 1984)
Q. In your October 1984 issue in the Arcade Award contenders section, you show a picture of a game from Lucasfilm called Rescue on Fractalus. My friend owns a game made by Lucasfilm with the same graphics and it's called Behind Jagiline. Did you make a mistake (no offense). or has the name been changed?
We hate to be the ones to break this to you, but your friend is a software pirate. Behind Jagiline was the working title of the game during its production phase. but because of the overwhelming number of pirates who stole the game via computer lines, Lucasfilm and Atari are in court as of this writing.
Electronic Games Magazine (Dec 1984)
Q: I've heard that the Atari computer versions of the Lucasfilm games will be 32K cartridges. As owner of a 6OOXL with only 16K resident memory, will i be able to play this software on my computer or will Atari break my heart?
Yes, the two games from Lucasfilm's computer software division are indeed 32K cartridges—but you'll still be able to play them on your 16K 600XL. The Lucasfilm whizzes worked out a bank-switching routine that flip-flops two 16K sections, so that the system is never forced to read more data than its memory can handle, while still providing a full 32K of thrills and excitement.
Electronic Games Magazine (Dec 1984)
Q. I have recently purchased a Cumana disc drive for my BBC Micro, and would like to save programs on disc from tape - Basic and machine code. i have little knowledge of machine code and assembler. Could you tell me how it could be done?
Many PEOPLE, including myself would love to know how to do this. However, we dare not risk the wrath — and the lawyers — from Acorn. One magazine printed a routine for busting the locks on cassette software from Acornsoft, so it could be transferred to disc, and got hit with a £70,000 fine for their trouble.
Electronic Games Magazine (Nov 1984)
Q. I am an owner of the Atari 5200, and was a little upset when I heard about Atari‘s 7800. Will this make my 5200 obsolete?
Atari stopped production of the 5200 towards the end of last year, so like it or not, the answer is yes, your 5200 is obsolete. That doesn't mean it isn't a great game system, and Atari plans to support the machine with new games for at least the near future. To sell the 5200 and buy a 7800? That’s a decision only you can make.
Electronic Games Magazine (Dec 1984)
VIC (6569 PAL, 6567 NTSC)
Character Rom (901225-01)
VIC (6569 PAL, 6567 NTSC)
CIA (6526), Basic Rom (901226-01)
VIC (6569 PAL, 6567 NTSC), PLA (8251)
CIA (6526), Basic Rom (901226-01)
Basic Rom (901226-01)
Chip at U26 (74LS373)
Chip at U14 (74LS258)
Basic Rom (901226-01)
Character Rom (901225-01)
TECH HELP FROM 'back in the day'
Blank screen (6510,6567,8251)
OUT OF MEMORY error on power up (6510,6567,8251)
Cassette Problems (Causes Cursor to disappear)
Cassette Problems (DEVICE NOT PRESENT)
Cassette Problems (Motor keeps running)
Cassette Problems (runs slowly)
Cassette Problems (Screens blanks on pressing Play)
Character lettering incorrect
Character lettering incorrect or not displayed (6526, 6569-7, 901225-01)
Character lettering incorrect or not displayed (8251, 6526, Memory)
Character lettering incorrect or not displayed (8251, 901225-01)
Character lettering not displayed (6526)
Colour washed out or grainy picture
Cursor jumps around the screen
DEVICE NOT PRESENT error when disk drive attached (6510)
Disk drive keeps searching but fails to find file
Flashing Colours or Blocks
Incorrect Screen Colours
Joystick does not work correctly (also check game port)
Keyboard behaves erratically (Basic Rom)
Machine resets itself
No sound (6581)
POKE command doesn't work
Power light on, but no picture
Powers up with block graphics instead of characters
Powers up with corrupted display and blinking cursor
Programs do not load
Repeated blown chips
Restore key does not work
Syntax error appears when machine is left on/resets itself (6510)
System crashes with black/white band
System crashes with multicoloured display
System crashes with wavy display
System does not reset
Unit completely dead with no LED lit
User Port does not work
Technical Help from
back in the day.
If you find your C64 is knackered beyond your knowledge of repair, don't panic! Most faults can be rectified if you have an understanding of what the symptoms indicate. On older C64 or early C64Cs the chips can be levered out with a non-magnetised flatbed screwdriver; on newer machines they might have to be de-soldered.
Here's the C64 innards with some common faults and the likely source:
Creating your own auto-booting disk can be a designers dream to newcomers, although its actually relatively easy to do.
Let me explain how:
Creating the start-up sequence
The final task is to create a script file which tells the Amiga what to load and when to load it.To create a script you need to leave S
Ok, now you should have all you need.The final task is to create a script file will tell the Amiga what to load and when.To create a script we need to leave CLI so click on shrink and then release on QED which you'll find in the main screen pulls down.
When QED appear simply type in one of the listings below:
This would result in the disk being auto-booted, although you must have SID program in your C: directory on the disk for this to work.
This will load up a standard workbench screen and display the program icons.Remember if you want to use icons the programs must be in the root directory of the disk and must be accompanied by an icon file with the same name and the correct tool types.
When you've decided either of the options above, save it as 'startup-sequence'.Be sure to save it to df0: (or df1: if you have a the disk in the 2nd drive).
So you can simply add the program(s) of your choice, making sure they are in the right place to be able to run from the startup sequence.Reboot with the new disk and you would have created your first bootable disk on the Amiga.
If any programs you add to the disk don’t run correctly then check what external files it requires and then copy these to the disk.
1. Firstly you'll need a blank disk.Either a brand spanking new disk or a formatted oldie.Either way it will need to be initialised, so insert into your Amiga, click once on the disk icon of the disk and then highlight Initialize (which you'll find in the pull down 'Disk' menu).
2. Once complete, now select 'Install' (also under the pull down menus), selecting the disk and then following the prompts. Now you have a clean disk that the Amiga will try to boot from.
3. So the next job is to minimum number of files and directories required to boot the disk.Click the appropriate drive and the directory should appear.
4. What you'll find is the ever present Trashcan files and a lonely info file.You shouldn't need any of these so highlight all three and hit delete.
5. Now you will need to create the minimum number of required directories, so click on the MAKEDIR command in the control panel and a new requestor will appear.
6. Click in the window and type 's', then hit Return.
7. Click on the Makedir button in the requestor.This will create a new empty s directory.
8. Follow this process for the 4 remaining directories (DEVS, L, LIBS and C).When all four are complete its time to fill them up.
All the required files are available from the Workbench disks so you can simply copy them across from the identical directories on your system disk.Using two floppy drives makes this part easier, however if you only have one drive, you'll need to copy the files into RAM disk before adding them to your new disk.
Creating an Amiga Auto-booting Disk
If there is a game or system you would like me to cover please let me know. Of course I'm also open to any donations to review at any time be it game or system and I'm always happy for receive sponsorship for an issue.
This is not my full time job so any assistance would be greatly appreciated to help review new software, products or services.
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I always welcome feedback or any questions about writing or the magazine.
If you have any fond (or not so fond) retro gaming memories that you wish to share or wish to comment on any pages, you may contact me at:
more news, arcades, charts from 1984
find out who beat the eureka adventure game
we look at modern c64/amiga games
techno tragedies from the 80's and 90's
more game reviews: eureka, little computer people, Barry Mcguigan Boxing, populous, starglider and king of chicago
This magazine would not be possible without the constant research of myself and the many sites and sailing through the retro pages of many magazines:
Wikipedia, Spectrumcomputing, Crashonline, Lemon64/Amiga, GB64, C64endings, Hol Abime Net, ACE, Amiga Computing, Amiga Format, Commodore User, CU Amiga, CV&G, Electronic Games Magazine, The One, Your 64,Your Commodore ,
Your Computer, Zzap 64!
CAN YOU WAIT FOR..
SOURCES OF INFORMATION