Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Friday, 4 July 2014

Grandmother buys old building in Japan, finds 55 classic arcade cabinets

Grandmother buys old building in Japan, finds 55 classic arcade cabinets

If you wanted to experience arcade games any time over the last forty years then you had to visit the Far East!. The game centers are still there lit up with neon lights all very attractive and Blade Runner like! But you have to go back 20 years to see them at their prime. Now one very lucky arcade fan is experiencing just that right now due to a surprise purchase by his girlfriend’s grandmother.
The grandmother agreed to purchase an old building in Chiba, which is just outside of Tokyo. When they arrived to check out their  building they found out that the first two floors used to be a game center in the 1980's!!. Whoever ran the arcade back then left all the cabs behind when it closed, and it is full of classic and now highly sort after games!
In total there are 55 arcade cabinets, most of which are the upright Aero Cities cabs, but it’s the game boards that they contain that’s the most exciting discovery. The list of game includes the following:
  • Columns
  • Donkey Kong
  • Galaxian
  • Magical Tetris Challenge
  • Metal Slug X
  • Pengo
  • Raiden 2
  • Super Puzzle Fighters 2 X
  • Street Fighter 2 Championship Edition
  • Street Fighter Alpha 2 (Zero 2)
  • Street Fighter EX 2
There’s sure to be more games discovered as not all of the cabinets are in working order, with monitor damage being the main fault but whatever they find, this lucky gamer has just cashed in his extra credit!!

Monday, 10 February 2014

A New Gen Gamer - Reviews an Old Skool 'New' Console

The GamesYouLoved Team is full of different kinds of gamers - different preferences and ages.  For this review of the Sega Sonic Nano by www.funstock.co.uk we gave it to one of the younger members of the team. All of 21 years old - Alex Reviews...

Let’s face it…gaming has gone mainstream. In the last 5 years or so the popularity of new-gen consoles has grown exponentially, with millions of people now owning an Xbox, a Playstation, or some form of games console.

So in today’s era of modern gaming where bigger, faster and sharper always means better, you could be forgiven for struggling to understand why someone would opt to play a smaller, simpler, retro games console like the Sega Mega Drive Arcade Nano.
As a new-gen gamer myself, I too had a certain degree of uncertainty about what I might be about to play.

But oh how wrong I was.

This little beauty is amazing, plug it into the TV and you’re away in less than 10 seconds. Considering many modern games have loading times long enough to grow a beard in, this is brilliant, and a definite positive if you’re looking for a ‘quick fix’ gaming session.
And if you’re a fan of variety, you’ll be pleased to know that straight out of the box there’s almost as many games on this as there are in your local GAME store.

Sure, the graphics aren’t quite up to the same level as the (massively overpriced) Xbox ONE, but in the age of ultra-fast processors and almost perfect graphics, we seem to have become ‘graphics sluts’, losing any loyalty and prostituting ourselves just to find a game with better graphics, and completely forgetting our roots.

Games don’t need to be perfect to be enjoyable.

The Arcade Nano is the perfect example of this. It’s quick, simple and massively fun to play…and what other games console will clip onto your key ring! It makes a so-called ‘sexy and slim’ Xbox ONE look like a fat geezer that single-handedly keeps his local McDonalds afloat.

I wasn’t around in the age of the original Sega Mega Drive and this retro style of gaming, I was still years away from being born in fact, but I am so glad I can still enjoy those great games today in such an easy, hassle free way.

There’s only one thing wrong with the Arcade Nano…it needs a warning message on the box: WARNING, HIGHLY ADDICTIVE

Get yours here with 10% off - use code GYL10:

Friday, 6 December 2013

Analogue vs Digital by David Campbell

Games and how they have changed!
by David Campbell



The way we buy games has changed. You may have noticed this yourself. It seems that in today's faced paced lifestyle, we need everything instantly. Steam, iTunes and a plethora of other online options means your game store is open 24-7.. but this isn't necessarily a good thing, in my opinion.

You see, back in the day, buying a new game was an event. Perhaps it was because as a kid your funds were limited, so buying a game was a big decision. You didn't want to waste your hard earned pocket money or paper round wages on something that would be rubbish. For the sake of nostalgia, let's compare how we'd buy a game when we were kids versus how we buy games now.
Imagine, if you will, that it's your birthday. Generous friends, aunts and other relatives have kindly put some money in your card, and you have a princely £15 to spend. £15 is a large amount to invest in a new game, so we need to do our research. If you don't have the most recent issue of your favourite computer magazine to hand, we need to pause here, jump on our bikes and cycle to the newsagent.



Now, this in itself poses a problem. Cast your mind back to the shelves as they were.. groaning with magazines trying to separate you from your pocket money. ZZAP, Amtix, Your Sinclair, Amstrad Action, Crash, C&VG, ACE.. what to choose? Choice made, and 95p well spent, we need to head home to swat up on the latest releases.

Back home, grab a glass of orange squash and a biscuit, then we'll speed to our room to conduct our research. After a couple of hours poring over all the screenshots, then going back to read the reviews of the games we like the look of, we have a short list.

Now, if it's a Saturday, we can head straight into town to grab our new game. However, if it's a weekday, we need to wait the painful wait until we can get into town either after school the next day, or worse, the next Saturday.

Once in the shop, you head to the games section, turning up your nose as the shelves of games for the rival computers. At your section, you scan the new releases. You pick up several of the boxes, scrutinising the artwork, the screenshots.. is THIS the game that you need to buy?
Here's where things get really complicated though. You've spent £1 on the research magazine, meaning you've £14 left to spend. 

This presents several options.Buy a full price, £9.95 release and two £1.99 budget games
- Buy SEVEN(!) budget games
- Buy a compilation at £12.99
- Buy a full price game and one £2.99 budget game


There are many other variants, but you get the idea. You probably didn't realise as a kid, but you were combining accountancy with cost benefits analysis whilst standing in a shop!

After many hours of deliberating, perhaps interrupted only marginally to type "10 print 'big bums!'" on the nearest computer, you finalise your purchase.

With your latest addition wrapped safely in the bag, maybe even stuffed into your coat pocket, you wait patiently on the bus home, willing yourself to wait, and not take the game out until you are sitting comfortably.




At last, you are seated on the ride home. Oblivious to the chatter and ambiance on the bus, it's just you and your purchase. You take it (one at a time if you're lucky enough to have multiples), and you look at the front cover. Although you scrutinised it earlier, you give it a thorough going over. This game is yours now, not a potential sitting on a shelf. You flip the box over, the satisfying muted rattle of cassette coming from within, and you read every word on the back. You stare at the screenshots, imagining what it will be like to play.

Finally, you carefully prise the box open, ensuring you don't break the hinge on the side. You take the inlay and cassettes out in one go, checking the labels on the tapes before placing them safely back in the box. You fold out the instructions. Although you've played hundreds of games on your computer before, you read the loading instructions. You read the backstory, the controls, the credits. By now you can't wait to get home to play the game!

Now, sometimes, a full price release came in a 'big box'. These cardboard gems were usually a treasure chest of oddments. There could be anything inside.. maps, soundtracks, novels, patches, stickers, comics.. a game that came with lots of "stuff" seemed awesome, no matter how bad the actual game.

This long trip down memory lane does serve a purpose - it's not just an excuse to pop on the rose-tinted shades. Back then, the games were simple. The graphics were simple. The game concepts inspired - a guy stealing chicken feed and eggs whilst chased by ostriches? Can you imagine that on the Xbox 360?! The packaging was as much the game as the code was. It had to get you excited. The extras helped maintain that excitement. You felt a game was going to be good because it came on 6 floppy disks.

Now, compare that to how you buy games now. A lot of us still go to specialist shops to buy our physical games. Some people buy online and have them posted. A lot of people now download directly from Xbox Live or the Playstation Store, and have their game within minutes (unless your broadband is terrible, like mine!).

I just don't get the same excitement any more. Even if you buy a physical game, it comes in a DVD case, and all you get for your money is a disc. Sometimes there's no manual. That doesn't make me want to go and play the game.

The extras that would have been normal before are now 'collectors editions' that are double the price. Compilations don't exist anymore. Modern games really don't excite me. Getting a compilation tape from eBay is more thrilling to me than Medal of Duty 12 on the PS5.

But maybe it is nostalgia. Maybe it's bad broadband that blocks me from all the digital goodness. Maybe I will yearn for Xbox 360 games when I'm older. Who knows?

How do you prefer your games?


Guest blog by David Campbell

Thursday, 7 November 2013

HEWSON GAMES - Covertapes Can Yield Forgotten Classics

By Ewan Robinson

Covertapes Can Yield Forgotten Classics - a Hewson tale...



If you are a gamer of a certain age (or have a healthy interest in gaming on home micros from the 80’s and 90’s), you will almost certainly have encountered games published by Hewson Consultants and their later iteration 21st Century Entertainment.  Many of their classic games have appeared on a wide variety of platforms varying from the original Sinclair and Commodore home micros, the 16-bit successors to that market the Atari ST and Commodore Amiga and even appeared on Nintendo’s Virtual Console service as well as Commodore 64 Plug-n-Play TV Game systems in recent years.


As a collector of older hardware and software, I have a large amount of software for various systems gleaned from a wide variety of sources;  some has survived numerous house moves, others rescued from friends lofts or purchased in bulk lots from Ebay.  While emulators are the easiest choice for most people (and perfectly acceptable for playing on), I prefer to play my games in their original format and on original hardware.  For this article I decided to go back through my collection and see exactly how much Hewson and 21st Century software had accumulated and, providing my hardware was up to the task after 20-odd years, revisit these games again.


Going through my cassettes and disks I discovered that though I had few Hewson games in their original packaging many more were to be found on the fair number of Covertapes that were given away with Sinclair and Commodore games magazines.  These Covertapes included both full games and demo versions of then-newly released software.  For a retrogamer these sources should never be overlooked as there are many hidden gems hidden there.  


Crash magazine (for the Sinclair Spectrum) and Commodore Format (for the C64) seemed to host the most of these games, from around 1988-1991, though I found a few for the Atari ST & Amiga, both as Coverdisks and as software bundled with the machines themselves.  I seem to recall a budget range for 16 bit machines that also included a few titles too, I think by Prism Leisure.

(Note: Unfortunately upon setting up my machines in preparation, I discovered my Sinclair Spectrum+ has developed a malfunction and as such I have not looked over the Crash tapes in this article.  Hopefully I can repair it and bring you a Hewson Spectrum Special article in the future)


Below are the Commodore 64, Atari ST and Amiga games that by pure random chance had been lurking in my collection.  Those of you with large collections of tapes and disks may well have these and others, as it is by no means a complete list.  Dates mentioned are the date the game was copyrighted and not the date of the magazine in the case of Covertapes and Disks.


Shockway Rider (by FTL, 1988)
(C64) Commodore Format CF5
Perhaps not the most auspicious start on my journey of (re)discovery was this game.  As a futuristic trouble-maker on a set of three moving walkways, throw bricks at by-standers, avoid the other gangers and reach the objective.

Ok, the game itself isn’t particularly one of Hewsons greats, but it does use some rather nifty graphics tricks to give the impressions of parallax scrolling (technically impossible on a C64 but clever programmers could get around that) and sprite scaling and even some primitive digitisation features in the presentation.  An interesting look at some ways to bend the C64 graphically, though the game is a bit shallow, even by the standards of the day.


Anarchy (by Michael Sentinella, Music by Nigel Grove, 1987)
(C64) Commodore Format CF10
A brilliant little game that I very much still enjoy. Guide a little tank (actually, its a tank destroyer, but lets not get into semantics) around a maze, shoot out the blocks and battle enemies.  Think Atari’s Combat mixed with Boulderdash or Repton and you get the idea.


The thing I really like about Anarchy is that when you shoot out the blocks it plays musical notes. These are very nicely done as to never grate on the player’s hearing and also randomly generate the sound in a pleasing manner.  More games should have quirks like this and a good soundscape is also a feature of many Hewson titles, either in effects or musically.

(Note:  Not to be confused with Psygnosis’ Anarchy which is a Defender clone)


Mission Impossibubble (By Mat, Music by Demon, 1989)
(C64) Commodore Format CF16
Isometric puzzle-shooter with very nice music and some up to the minute effects for its time. Like many later 8-bit Hewson games, Mission Impossibubble uses many graphical techniques to make the game look a lot more advanced than the aging hardware would otherwise allow. The game is quite entertaining with a steep difficulty, but retains an all important one-more-go quality, and the charming characters and pleasant sound effects still work nicely.


Head The Ball (By Jason Page, Spectrum version by Cybadyne, 1989)
(C64) Commodore Format CF16
Combining the best elements of Wizball and Cauldron II, Head the Ball is a perfectly functional and enjoyable platform game. Guide the titular Head along screens of enemies to reach the goal.


The game is well designed, and allows various different ways of traversing most screens.  Again, the sound really stands out, specifically the music, and the controls are much more friendly (though less realistic in terms of physics) than Cauldron II’s ridiculously uncontrollable pumpkin.  I guess Heads are more maneuverable than decorative squashes!


Cyberdyne Warrior (By John & Steve Rowlands, 1989) (C64) Commodore Format CF17
A fun multi-screen platform shooter, Cyberdyne Warrior’s space marine lives in a world not unlike that of Turrican or Metroid.  However, he eschews fancy gadgets and being able to turn into a gyro-ball in favour of firepower and lots of it!

Blast, leap and collect your way through enemies of all kinds in this sci-fi action blaster. Again, Cyberdyne Warrior displays some of the graphical flourishes that would come to be much more familiar on later 16 bit machines.  A very enjoyable game all in all and one I will definately play more of.


Battle Valley (By Simon Wellard & Mark Washbrook, 1988)
(C64) Commodore Format CF17
Silkworm?  Nah.  S.W.I.V.?  Pff who needs it. Not when you have the awesome Battle Valley from Hewson!  Choose between helicopter or scorpion tank in this scrolling shooter. You choose whether to go left or right, ground or air attack.  Bases reload your ammo and enemies will try to shoot you down or destroy you no matter what method you choose.


Aim your cannon up or down in tank mode, take cover, retreat to a better position or fly high or nape-of-the-earth in the chopper in this nice well-rounded Moon Patrol-meets-Choplifter style game.


Firelord (By Stephan Crow, C64 version by John Cumming, 1986)
(C64) Commodore Format CF18
Classic flick-screen adventuring.  Firelord however does nothing to hide its roots on the ZX Spectrum, and in my opinion fails to take any advantage of the C64’s abilities.


Except in one place;  its theme-tune is one of the jolliest medieval ditties this side of Fairlight’s score and is very very good.





Paradroid (By Andrew Baybrook, 1985)
(C64) ZZap! Megatape 24
If you are a fan of the Commodore 64 and you have never heard of or played Paradroid I’m afraid you’ve missed out. Very simple graphically, though still effective, Paradroid is one of the best realised games of its time.  Explore a vast starship as the aforemention droid, evade destroy and “hack” to take over the other robots who have gone berzerk and make your way to the bridge to free the cowering captain and his cowardly crew.


With tons of replay value, for me its the slick controls and ease of play that make the game, though it is far from an easy jaunt walk in the park.


Gribbly’s Day Out (By Andrew Baybrook, 1985) (C64) ZZap! Megatape 25
Can Gribbley Grobbley save the strange things from the other, stranger things? Probably not.  But sure, go on, you might as well try. Even by early C64 standards the graphics are…. a little basic.  The game is odd, yet think Thrust with gravity and a frog with one leg instead of a spaceship and you are sort of slightly close.Hard to describe and nearly as hard to play, Gribbley’s Day Out is a game that will leave you saying…. “What"?!.



Ammotrack (By John M. Phillips, 1988) (ST) ST Action Games Disk (Unknown Issue)
This game claims at the start to be “an incomplete or demo version”. I'm not aware of a more complete version appearing, but perhaps it did. Think Roadblasters meets S.T.U.N. Runner and I think that’s what was being aimed for here.  Unfortunately, the framerate doesn’t quite cut the mustard on the speed side of things and the sound is virtually non-existant.

However, it would be unfair to totally slate Ammotrack.  The 3D effect works very well and once you get into the swing of it, pickup power-ups and dodging obstacles on the course, there’s a fair amount to be said for this little game.  I’d love to know if it was ever finally completed though.


Nebulus (By John M. Phillips, 1988)
(ST) Atari Power Pack Disk G
Another deserving classic.  Nebulus is a platformer concentrating on a rotational tower that you must ascend, avoiding or battling enemies as you do so.  Graphically impressive in all its formats, Nebulus is a brilliant game, even if its crushingly unfair at times. The ST version has unfortunately weak sound effects, but that’s more to the limitations of the platform/hardware itself rather than the game.  Graphically, its still very impressive and the game is a lot of fun, with a real “one-more-go” quality.

Steel (By Gary Biasillo & Mike Williams, 1989) (ST) Zero Cover Disk 22
This was the first “full game” I got on a cover disk for my Atari ST.  I really liked it.  You play a robot, not dissimilar in appearance from V.I.N.Cent from The Black Hole, and attempt to navigate your way around a starship filled with rogue robots, hacking computers to attempt to reach the bridge and...save… the ...crew…  hmmmm I’ve heard this plot and style somewhere before….


Yes, its pretty much Paradroid for 16-bit machines. However, it gives and takes in equal measure. Graphically, it is very very very pretty, the metal of the robots is well coloured, the ship’s corridors look great, and the sound isnt too bad.  Unfortunately, you now play horizontally rather than top down, meaning that where you could drive around enemies in a room, you are often trapped in a corridor with them. They are much tougher to destroy than before and they damage you badly when they hit you. Get the pens out, because to complete this game you’ll need mapping skills. Odd, as in Paradroid the game had a map you could access by the ship’s computer.



Pinball Fantasies (Andreas Axelsson & Marcus Nystrom, 1992)
(Amiga) 21st Century Entertainment Original Version

Follow up to the successful Pinball Dreams, it does what it says on the tin providing four more beautifully designed pinball tables.  This game was expandable through data disks and featured brilliant sound, crisp clean graphics and a good sense of physics.




In my opinion the 21st Century Entertainment Pinball games on the Amiga blew away their competition on consoles and other home micros substantially, with only (and in my humble opinion)  Advanced Pinball Simulator on the Amstrad giving as fun (but much less graphically and audibly enriched) pinball experience.


Given that the above was a random selection of games gleaned from my collection, you can see how varied Hewson’s catalogue is.  Many games had very original features, and often some of the best sound work of their time, especially on the C64.  And I hope that this has inspired you to take another look at that heap of Covertapes gathering dust on the shelf.

Now, where did I put that screwdriver?  I have a dozen Hewson titles for the ZX Spectrum I want to play next…..

This GUEST BLOG review is by Ewan Robinson

Also...

Our Interview with Andrew Hewson can be viewed here:
http://gamesyouloved.blogspot.co.uk/2013/10/exclusive-andrew-hewson-kickstarter.html

Back the Kickstarter here

Watch the Kickstarter video below:


Monday, 28 October 2013

Exclusive Andrew Hewson Kickstarter Interview

Andrew Hewson - 1980s illustration
GamesYouLoved spoke to Andrew Hewson, from
legendary games publisher Hewson Consultants about his memories of the 80s and 90s and his new live Kickstarter

The Book and Kickstarter 

GamesYouLoved. With this Kickstarter why now is the time to launch a book apart from just Rob persuading you!?

Hints and tips for Videogame Pioneers
Andrew Hewson
Rob is a games designer in his own right and he has been bending my ear about writing a book for at least two years. I spent a long time thinking that nobody would be interested but he gradually introduced me to enough of his friends and contacts and in the end I changed my mind. It was a rollercoaster ride in the games business in the 1980s and early 90s for me and for many other people. I've been out of the business for fifteen years or so and so I've had time to let it all settle in my mind. I think there are definitely lessons for the present day developers and also for anyone who is creating a technology business. Hence the name of the book - Hints and Tips for Videogame Pioneers.

GamesYouLoved. Do you think people have forgotten about the way games were developed during the 1980s? 

Andrew Hewson I'm not sure "forgotten" is the right word. Today there are sophisticated tools and equipment to help with the process. Back in the 1980s everything was built from scratch. People wrote their own assemblers. Steve Turner was a dab hand at writing code in Z80 machine code. Chris Hinsley built an art package from scratch and eventually it had evolved to the point that it went on the market. We wrote and released a Z80 assembler for the Amstrad. 

GamesYouLoved. Tell us about the book and and what things you have planned for its content 

Andrew Hewson The book is partly a memoire of course, explaining how things came about, how certain relationships and certain products were developed. It is about some of the personalities such as Steve Turner, Mike Male and Ref Cecco with contributions from some of them. But it is also about what it's like to be part of an industry which explodes into being out of nowhere - about the highs and the lows, the hard work and the heartache. And there are lessons for anyone who is looking to set up in business on their own account. 

GamesYouLoved. How does the community play its part in your plans for the Kickstarter and book going forward? 

Andrew Hewson I've been surprised and pleased by the reaction both before and during the kickstarter campaign. It may seem strange to say so but I hadn't realised how much of what did had a big effect on other people. At the time of course we were just going about doing what we were doing, creating books and games and selling them.  

GamesYouLoved. What are your top 5 games of all time and why - they can be Hewson ones!? 

Andrew Hewson. I really don't have a top five of my own. I'm interested in originality and so I
look back on Gribbleys Day Out with particular fondness, but in truth there are so many great games out there that I don't like to try and pick and choose. 

GamesYouLoved. How do you think the UK games market became so popular during the 80s? 

Andrew Hewson. Oh, that's easy. It's the effect of "I've never seen anything like that before." We are all gripped by novelty. Mass market computing was new and games were many people's path into the market. 





GamesYouLoved.
What kind of great memories of playing games growing up do you have? 

Andrew Hewson. Ooherr. I can remember playing Avalon from beginning to end on the off-chance a couple of years after it was released and thinking it was an even better game than thought at the time.


Thanks to Andrew for taking the time out to speak to GamesYouLoved.

Back the Kickstarter here


Watch the Kickstarter video below:




Sunday, 4 August 2013

Looking at the Mad Max game with a different name - By Michael Westgarth

Beyond Nitendome

One glance at Outlander and the Mad Max inspiration is obvious.

The car, the endless stretch of road, the orange and brown colour scheme of the oh so familiar Australian post-apocalyptic wasteland. Our nameless hero is even rocking the leather jacket, jeans and sunglasses combo. It's more than likely that Outlander was a failed attempt by developer and publisher Mindscape to renew the Mad Max license following their official Mad Max NES game, but that's not important. What is important is that Outlander mixes two very common gameplay types and throws in a survival twist, resulting in a unique and challenging game often overlooked by even the greatest Super Nintendo enthusiasts.

As children growing up with the Sega Mega Drive, my younger brother and I would look forward to visits from our uncle who would reveal to us what we considered at the time to be truly exotic games on his SNES. Even though the likes of Super Mario World and Star Wing wowed us, there was something oddly attractive about Outlander. Funnily enough, I specifically remember asking my uncle what the game was about, only to get a reply along the lines of, “It's like Mad Max.”. Our blank faces, however, required a more detailed description.

Initially, Outlander looks like nothing more than a racing game. In fact, the game starts with no introduction, no story and no instructions – Just your car, the road, and the orange mountains on the horizon. Drive a small distance however and you'll soon be attacked by motorcycling bandits. That's right, it's boomstick time. Your car is equipped with a front mounted machine gun used for taking out oncoming bandits, however, when motorcyclists drive along side you a small screen will appear showing you a side-on view of the bandit in question, allowing you to line up and fire a shot from your shotgun. The assault continues as you wind around corners, dodging road blocks and trying to block off bandits chasing you from behind using your rear view mirror. It won't be long though until you run out of fuel, health or ammo, at which point you can park along side the road in order to scavenge for supplies on foot.

The ability to park the car at any time and start a 2D side-scrolling section amazed me as a child at a time where the games I was playing had clearly defined stages consisting of one type of gameplay. This didn't make Outlander any easier though. Each stretch of road is interspersed with towns in which food, ammo, armour, nitro and other bits and bobs can be found in relative abundance – just so long as you can take out the town's aggressive inhabitants with your shotgun, or failing that, your fist. Completing a town acts as the end of a stage, totting up your score and giving you a password. Stopping your car before a town will result in you walking along side the road itself, battling motorcyclists and dodging land mines – all for a fraction of the items found in a town.

Outlander is a game about survival, a fact that made it impossible for my younger brother and I to get very far when playing it. The game would always give you just a little less ammo than you really needed and just a little a less fuel than it took to get you to the next town. In addition to this, running over one too many road blocks or crashing into a bolder would quickly send you to the 'Game Over' screen. We'd often ask our uncle to play it so we could watch the game in action, begging him to run over sheep at the expense of his health, because running over sheep in Outlander was very funny.

Returning to the game in my adult years has opened my eyes to the addictive balance of 3rd person driving, 2D side scrolling and survival elements Outlander offers. Throw in a few cool and catchy tunes and some decent use of the SNES's ability to scale and you have yourself a rough diamond of a game that can be found for next-to-nothing prices. It's by no means a masterpiece – my nostalgic memories of the game helping to patch over some of its shortcomings – but this Mad Max wannabe is certainly worth checking out.

Thanks to Michael Westgarth for his review.

Michael Westgarth is a videogames writer and journalist whose works include articles for Sega Addicts and Geek Insider.

Links to his work:

http://megawestgarth.blogspot.co.uk/p/blog-page.html

Thursday, 18 April 2013

The Bitmap Brothers - A THREE PART STORY (2)


The Bitmap Brothers


Story two of three....

Speedball 2

Thinking back about my favourite gaming memories, exploring what Bitmap Brothers are about is an obvious one. Recent reboots of Speedball 2 (arguably their most popular title), on iOS and Android also indicates their legacy lives on.


Looking back, the Bitmap’s graphics were striking and realistic (in 16bit terms) in comparison to other games of the day. From the organic textures of Magic Pockets and Chaos Engine, to the futuristic metallic finish of the menus and playing fields of Xenon and Speedball 2, the visuals have stayed with me.





ENTER THE AREA. One of the many scene-settng intro screens from Speedball 2. Great 16bit graphics, a trade-mark of Bitmap Bros’ games.

I remember booting up Speedball 2 on my Amiga 500, and being captivated by the cinematic feel of the intro. Picking up where its predecessor, Speedball, left off SB2 grabs your attention with the usual slick bitmap imagery (Eric Matthews (design), Dan Malone (graphics & design))

To set the scene, it further draws you in with a blistering electro-industrial cyber-punk soundtrack (courtesy of the now legendary Richard Joseph- composer of several Bitmap Bros soundtracks). Straight away I knew where I was. Capturing elements from cult sci-fi films such as Mad Max, Blade Runner and obviously Rollerball, the themes and imagery may has well been lifted from the pages of 2000AD, giving it a distinctly ‘British’ feel.

That attention to detail continued in the game itself with superb use of voice-sampling and crowd effects to generate an immersive atmosphere. I still smile at the thought of the call of ‘Ice Cream’ from a nasally concessions guy, whilst frantically button-bashing to ensure I didn’t miss a tackle. Gameplay is at times palm-sweatingly frantic, whilst managing to maintain responsive and solid controls. (I think about the work that must’ve gone into the mug-shots of the bionically enhanced players in the management screens. No digitised graphics here. This was all stylishly painted bitmap graphics).
To succeed at Speedball, thought had to be given to training and team management. The game featured a clever team upgrade and transfer system which allowing you to improve your chances of victory and providing a satisfying balance to the intense violent action of the matches.

So often, gamers in the micro-computer era would have to settle for either polished graphics or solid game-play. Speedball 2 showed that The Bitmap Bros could deliver on both.

GamesYouloved would like to thank, Graham 'Bones' Jones.  Our Guest Blogger for his RETRO gaming memories. We will carry on with Graham's Gaming Memories of the amazing BITMAP BROTHERS very soon...