Showing posts with label commodore 64. Show all posts
Showing posts with label commodore 64. Show all posts

Sunday, 16 November 2014

Another World: The Phenomenon

As a kid I loved games. It didn't matter to me if they were good or not, I still loved playing them. Each was a different experience, with a distinct graphical style and unique music and that was what was important to me at the time.  



Even the not-so-good games were worth a quick blast every once in a while but most didn't hold my attention for too long; There were just too many other games to play and besides, completing a game was an insurmountable task which demanded the kind of dedication I couldn't commit to just one game given the glut available. In short I was a computer game tart, just out for quick and easy thrills.

Once in a while though, something comes along that's so unlike anything else that it's like being woken up with a frappuccino enema.  I can still remember my first glimpses of Another World, contained in this Amiga 600 TV advert:





I didn't know what it was at the time as it isn't mentioned by name within the advert, but it looked incredible and unlike anything I'd ever played before and I'd been an Amiga user for years.  With a bit of asking around in the playground, I soon discovered the title and then set out to acquire the game for myself.


On booting the game for the first of many, many times, I was immediately captivated by the visuals.  I'd seen much more detailed graphics before, but there was something about the style and accuracy of the animation which made it seem special.  

I was convinced that the lack of detail was an artistic decision rather than the result of technical limitation and it's uniqueness added immensely to the immersion and mystique of the game.  




While some other games were trying to make the graphics as realistic as possible, this game concentrated on accurately capturing movement and subtle gestures for it's realism and unlike the others, it succeeded.


I now know that these natural movements were captured by a technique known as 'Rotoscoping' whereby the actions of a real-world stand in - such as a toy Ferrari and cut-out pistol - are filmed and traced from a TV screen one frame at a time. 


This is the kind of painstaking attention to detail which really added to the experience. Some may question whether it would it have been a lesser game if swigging from that drinks can, or grabbing that pistol didn't look quite so realistic, but while the gameplay may have been the same, the experience over-all would have suffered tremendously. Those carefully crafted incidental moments anchored the game in actual reality, making the highly stylised visuals more striking but somehow more natural at the same time.

The visuals and clean sound effects of the lavish intro were exceptional and I was immediately hooked. I couldn't wait for the game to start and as it turned out, I hadn't realised that it actually had already and I got munched immediately. No start screen, no menus just straight in - sink or swim, quite literally as it turned out! 

Gamers of the time were accustomed to a noticeable change in quality of visuals between the into and game proper and it would be many years before we saw game engine driven cut-scenes becoming the norm. Already this was feeling like an interactive movie, and not the naff kind of poorly acted, grainy FMV tosh that become popular in the early days of CD-ROM. The game proper had been running for just a few seconds and it had already broken new ground almost all areas.  What was to lay in store on the next screen? And the screen after that? I needed to know, I was going to find out - the game world had beckoned me. How could I refuse such a rare invitation.

And what a world. How completely realised and sublimely rendered.  The lack of graphical detailing actually enhanced the visuals as it dared the imagination to complete the picture the that superb animations hinted at. Incidental details included to enhance the immersion; Distant, wondrous mountain ranges and dreamy vistas punctuated with strange and fearsome creatures.  

Strange, towering cityscapes archaic in appearance yet alive with futuristic technology and hostile natives.  And to complete the experience, sounds, dreamily reminiscent and startling realistic. Now this was a world worth exploring if you could survive. 

Being unceremoniously dumped into a completely foreign environment with no tutorial to explain the controls was yet another bold move, but it was a challenge I relished.  

Again and again as new challenges arose, the player is forced to adapt and learn, or die.  The pistol for instance; once acquired, only by the careful observation of others wielding this versatile weapon will you unlock it's full potential.  

Fail to pick up on the clues and you'll die. You'll be eaten, mauled, have your head gnawed off, you legs chewed through, fall to your death, drown, be pummeled by rocks, be beaten to a pulp or have your moist flesh zapped off leaving only a carbonised skeleton unable to support it's own structure. 

Back at my school on Earth, an informal support group spontaneously developed amongst us Amiga owners. 

Problems and potential solutions to each of the puzzles could be discussed, theories and anecdotes about the world were exchanged and achievements applauded. 

This helped lend gravitas to the actual game as kudos was up for grabs if you were the first to figure out how to pass a certain point.

What unfolded was to be an epic journey of exploration, adventure and even companionship.  A glorious, balanced mix of desperate combat and devious puzzle solving; each as tricky as the other.



There were furious firefights where the air was livid with crisp, sizzling laser beams.  These encounters required cunning tactics as well as a quick trigger, using all available resources and exploiting the environment to gain the advantage.

To juxtapose this furious pace, there were liberal amounts of logic puzzles where only fiendish lateral thinking could see you safely through.  Many's the time I'd get that light-bulb moment, a potential solution to the puzzle that I couldn't wait to get home to try.  If it worked I was were elated, earned bragging rights for the next day and I saw the next section first.  If the gambit failed, I was crushed, frustrated but not deterred.

Having invested so much into this journey, it was with mixed emotions that I neared the conclusion. It was a relief to have completed such a grueling journey, but I knew my life would be emptier without the game to explore and I felt a genuine kinship for my alien companion, with whom I'd relied on and been through so much. It was partly due to my personal investment and partly due to the wonderful cinematics, that the bitter-sweet ending sequence evoked real emotion in me and, I must confess, the final sequence brought a tear to my eye - something no other game has managed before or since.

It's possible to play the game right through in 25 minutes, but going in blind with none of the solutions it took weeks of evenings.  The game, also known in America as Out of This World, was such a hit it was ported to the other 16-bit systems around at the time, but the console publishers, concerned about re-playability demand some minor changes: an extra baddie here and there which added little to the length of the game to the game.  Nintendo in particular were keen on having the length of female alien bum cleavage reduced in one scene as it was thought to be too provocative.  



Despite the publisher's concerns about it's length, it offered such a unique experience that it was ported to just about every machine of the day, with some creative tweaking required in by the game's creator, Éric Chahi, in some cases to get the required performance from machines. The game, a triumph of quality over quantity, continues to be ported to this day to modern systems, including iPhone and PS4.  


This release for the 20th anniversary features the options of high res graphics, re-drawn backgrounds, high quality music and remastered sound.  



The 20th Anniversary Edition really is the ultimate version (so far) and I was delighted to play it through again recently with one of the original playground partisans. Being armed with many of the solutions, it took us around 1.5 hours as our memory had faded a little and some sections needed figuring out from scratch.  It was immensely enjoyable to revisit that unusual place once more and it's highly recommended for first times too.

GYL Guest Review - by Andy Pryer

Follow Andy on Twitter @clammylizard


Friday, 19 September 2014

A 1980s childhood brought to life - A book review

GamesYouLoved synopsis: 
Diary of an 80s Computer Geek
By Steven J Howlett 
As a child growing up in the 80s you would have seen dramatic changes occuring in technology along with music, movies, toys and fashion.  

In the Diary of an 80s Computer geek, Steven J Howlett brings this to life through the eyes of a child and the world around him changing before him. 

The wonderment of change and a life dedicated to computers started early for our protagonist. From the longing for the simple ZX81 in 80s Britain, where the individual had a chance make something from new if they really wanted. To the idea that this could even be a job or career.  Could this 'hobby' of computers and gaming become something more?



From the playground where cassettes could be bought and sold on the black market, to programming line after line of code to create simple games Stephen was on a journey that no other generation had encountered. 

This diary takes you through the 1980s with how Steven dabbles in ventures which from a simple hobby using the ZX81 becomes more to him as the years go by. 

We won't spoil the overall plot and detail, but some of the highlights of the story are as follows:

- upgradings of one machine to the next and what this meant at the time!
- computers at school and the games you loved and played
- computer magazines and how we trusted and cared for them
- the evolution of computers from 8-bit to 16-bit, and the high and lows of this

In summary when reading this book - cast your own mind back and think about computers and video games in the 1980s - what kind of memories does it conjure up? 

It might be quite different depending where you are in the world but nevertheless it was a time of great innovation and ground breaking products.  There was also an air of mystery around gaming and computer companies in the very early 80s - with no internet we relied on magazines, newspapers and limited TV channels to serve up information and in some countries (including the UK!) it came much later than 
others such as the USA and Japan. 

Whatever memories you had - the Diary of an 80s Computer Geek is sure to unlock some happy thoughts and will having you looking on ebay or googliing after reading it!

Diary of an 80s Gomputer Geek is available in print format & digital format here:
http://www.amazon.co.uk/Diary-80s-Computer-Geek-Computers-ebook/dp/B00JYGGCTO
http://www.amazon.com/Diary-80s-Computer-Geek-Computers-ebook/dp/B00JYGGCTO

You can also follow it's author Stephen on Twitter here: @sj_howlett  

Saturday, 13 September 2014

Putty Squad to get a physical Amiga release after 20 years!

Set to be used as special pledges in an upcoming Amiga book Kickstarter campaign, 100 physical replica copies of Putty Squad for the Amiga are set to be produced!

These 100 copies will come in authentic replica packaging on actual Amiga floppy disks. Bitmap Books have gained exclusive permission from System 3 to produce these copies of Putty Squad and will work with them closely to ensure that the final packaging is as near as possible to how Putty Squad would have looked if released in 1994.

50 of the 100 copies will be signed by the original Putty Squad development team.




Commodore Amiga: a visual commpendium
Commodore Amiga: a visual commpendium is Bitmap Books follow up to their hugely popular debut book; Commodore 64: a visual commpendium. Following on from the C64 book, the Amiga book will focus on the visual side of the computer featuring stunning pixel art, game maps and box art. It will also showcase the best software houses on the Amiga and is set to feature the Amiga demo scene.

The Kickstarter campaign starts on the 13th October and runs for 30 days. So far, some really exciting contributors are lined up and Commodore Amiga: a visual commpendium is set to be Bitmap Books biggest project yet.

Sam Dyer of Bitmap Books says ‘Putty Squad remains the Amiga’s most famous unreleased game. To be able to take Galahad’s 2013 release and produce physical copies of the game is hugely exciting. Huge thanks to System 3 and Galahad for allowing this to happen.”


About Putty Squad
Putty Squad was developed by System 3 and the follow up to 1992’s insanely good Putty. Set to be released in 1994 but this famously never happened due to the twindling Amiga market, but a pretty much full game remained in the System 3 archives. Fast forward 20 years and thanks to English Amiga Board member Galahad, in 2013 a version was released as a Christmas gift on System 3's website as free digital download.


About Bitmap Books
A new publisher specialising in beautifully designed and produced books all about video games. Commodore Amiga: a visual commpendium is the second book by Bitmap Books.

www.bitmapbooks.co.uk

Follow on Twitter @mrsidc64

Thursday, 11 September 2014

My top 5 movie licence games by Sam Dyer of Bitmap Books

Everyone loves a good movie licence game tie-in. 
Back in the day, all it took was a mildly popular film and before you knew it a game was released.  
Sam Dyer - Author. www.bitmapbooks.co.uk

Here are my top 5. 


5. Platoon (C64) 

Ah, an 18 rated film made into a video game for kids! Set in the Vietnam war, Platoon was an Oscar winning film directed by Oliver Stone starring Charlie Sheen. A classic war film that is full of violence, guns and death. Sounds like the perfect ingredients for a children's video game. The Commodore 64 version of Platoon was programmed by Zach Townsend and the awesome soundtrack was by Jonathan Dunn. The the actual game is a series of mini-games. The first is a platform shoot em up where you must find your way out of the jungle maze whilst killing enemies that come at you from all directions. Its really tough but great fun. The later levels then turn into a really impressive first person shooter style game. Platoon on the Commodore 64 offers great graphics, expert programming, plays really well and overall; does not feel rushed. Lost hours playing this pretending I was a war hero in the Vietnam jungle. Platoon was also released on Amiga, Amstrad CPC, Apple II, Atari ST, PC DOS and ZX Spectrum. All of which look like pretty decent versions.


4. Indiana Jones and the Last Crusade (C64) 

If there was a fast buck to made and a game to be rushed, you know that US Gold would have to get in on the act. In 1989 they released Indiana Jones and the Last Crusade on the back of this hit film which starred Harrison Ford and Sean Connery. Now I may be wearing my rose tinted spectacles, but I really like this game. Its a platformer that sees you control Indy and must go in search of the Holy Grail. The plot stays pretty faithful to the film and it sees you start in a series of caverns. You must make it to the surface in the pitch darkness but collected torches that enable you to see where to go. The torches burn down so you much grab another before it does. You can you your whip to kill enemies. Once you make it out of the caverns you must then make your way across a train roof. The game style changes slightly towards the end which adds variety. It plays great and is really good fun. So it it's not massive (4 levels), the sprites are poorly drawn and it feels a bit sluggish. The magazines didn't rate it either but for some reason it holds a special place in my gaming heart. I have not seen any other conversions but oddly, the Amiga version was an excellent point and click by LucasArts. Well worth checking out.


3. Robocop (C64 and Spectrum) 

Another ultra violent film made into a game for 9 year olds! Released in 1987, the film of Robocop saw cop Murphy brutally (almost) killed by a gang of criminals and is then brought back to life and turned into a robotic policeman. Robocop then embarks on his one man fight against crime. A great film and a real classic. Released in varying forms on pretty much every system known to man, it was the Commodore 64 version that I actually owned. The games also changed across each system too. The arcade version is a different game to the home 8-bits. The Spectrum, Amstrad and C64 versions have differences. The NES and Gameboy versions also differ. Now, in hindsight the Spectrum version of this is much much better but back in the day, the C64 is the version I played. Jonathan Dunn is responsible for the epic soundtrack. It stays pretty faithful to the film plot. It even mimics the rape scene in the second level where you have to shoot the bad guy whilst missing the woman. Overall the presentation is great. The sound, gameplay and graphics all felt polished and well thought out. The Commodore 64 version got played so much when I was younger, it had to included in this list. A really cool film and a really cool game to go with it. Robocop stayed top of the game charts for months and months and was a massive hit when released.


2. Batman the Movie (C64 and Spectrum) 

A member one of my family who is no longer with us brought me this for christmas 1990 so it's very nostalgic for me. I remember been really impressed with the striking box art and couldn't wait to give it a go. I have reviewed this game before and i'm sure everyone knows it well. As a whole package, I think its the best game on the C64. After recently seeing and playing the Spectrum version, this is also very very good if not better than the C64 version. From the box art to the music to the graphics to the gameplay, it really stands out as a game that pushed these systems to their limits. The most impressive part was that it followed the film plot almost exactly. Level by level it followed the film. This showed great attention to detail and real creativity. The Amiga version is also worth a shout out as it looks amazing. Batman games are still been produced to this day on modern systems which really shoes the strength of this movie franchise.


1. Goldeneye (N64)

As a massive bond fan, none of the Bond games that preceeded Goldeneye really did it for me. From the average View to a Kill to the awful The Spy who Loved me.They were ok but just not amazing. There was a gap in the market for a video game that actually was as good as the amazing films. So when Goldeneye came along in 1997 on the Nintendo 64 it blew me away. The only first person shooter id seen previously was Doom and Duke Nukem and Goldeneye was a massive step forward. The graphics were out of the world and the playability was so addictive. I was a little older when it was released so I would hang out with my mate, usually up to no good and spend hours and hours playing muliplayer battles. It featured characters from the film and also classic bond good and bad guys. Its a classic game that behind Mario 64, defined the N64 and helped sell them by the bucket load.

So that concludes my top 5 movie licence games. Do you agree or disagree with my list? 
Thanks, Sam 

PRE-ORDER Commodore 64: a visual Commpendium now:
http://www.funstock.co.uk/commodore-64-a-visual-commpendium-c64-book

View the Kickstarter: https://www.kickstarter.com/projects/2146199819/commodore-64-a-visual-commpendium-by-bitmap-books 

Facebook: https://www.facebook.com/sam.dyer.54584 

Twitter: @mrsidc64

Friday, 5 September 2014

Commodore 64: a visual Commpendium – A Review by GYL


For those growing up in the early 80s in the UK the Commodore 64 was a monster of a computer in so many ways. Sure we owned a ZX Speccy and even an Amstrad CPC 464 - but this was an American Dream machine. 


From the look of the computer to the amazing array of games and fun they gave us - this was the closest we could get to the arcade.

So when Sam Dyer – he of Commodore addict and Retro Asylum key member, announced his Commodore 64 Book Kickstarter - we were pretty excited to say the least.  

After result of a very Kickstarter successful campaign we had the final printed version in our hands and what a great feeling this was to see this come to life. Over the last few days we have poured over this respectful and entertaining tribute to the C64.  

From amazing graphics used in the artwork,  the games chosen of which there are many - to the mini-review write ups. This is a C64 fans dream.  

In terms of coffee table luxury books on the art and the subject - there isn’t anything like this out there of this quality and it's great to hear there is a next book on the Amiga too to follow up for another Kickstarter beginning on 13/10/14.

For more info on this Amiga book go to:
 www.bitmapbooks.co.uk 




Some of our favourite spreads in the book (as well as the GYL spread of IK+) entries are as follows: 

  Activision's Ghostbusters – which has the commentary of  the game written by its creator David Crane  

  Wizball – which is a crazy and fun game with cool graphics in the entry described by Jon Hare of Sensible Software  

Alongside the pixel art on many gaming spreads is original artwork by Oliver Frey provided by Games industry Legend, Roger Kean of Newsfield Publications and Zzap!64. This all adds to the quality and endorsement of industry games people who still really care about the Commodore 64 and its legacy.


Finally its worth mentioning the quality of print and finishing on this job. Sam is clearly  graphic designer who cares about the final detail of colour repro, the paper stock and quality binding of this job. It even uses spot UV varnish both on the cover and dust cover to great effect. 

This is something to love and be proud of.

Wednesday, 6 August 2014

Arcades - The Scene ain't dead

Back in January 2013 a friend and I were discussing what would it take for arcades to be revived in the UK. 


We agreed there would need to be two fundamental differences from the arcades we remember. The first requirement was that the Coin-Op system has to go. I’d love to know how many pound coins I burnt through as a kid, constantly nagging my parents for another go on Time Crisis 2 and never making it past the first stage. The other requirement was the venue having a sense of community, a hangout spot in which patrons feel involved in the venue’s future. 

Little did I know that shortly afterwards The Heart of Gaming would open and surpass those expectations. It’s located in North Acton, half an hour’s tube ride from central London and 10 minutes to walk there. 

All the machines are set to free play: you pay a flat rate on the door and can game to your heart’s content, a different experience from the arcades of yesteryear. This obviously suits hardcore gamers down to the ground; there was a time I couldn’t tell a shoryuken from a shuriken, but now after some day long sessions and meeting people there I’m a pixelated murder machine. That’s one of the amazing things about The Heart of Gaming, there’s plenty of scope for people to chill out and meet other gamers: shared passions are a roundhouse kick to the face of social inhibition. The same is true of any hobby, but it’s pretty damn cool to know there’s a place where who or what I am doesn’t matter, who I am is how much ass I kick at Ikaruga.

Immediately upon entering the venue you’re greeted by the sight of 6 Versus City Arcade Cabs. These are the Japanese style, with the game’s video replicated on two back to back monitors, the players unable to see each other while sitting, which is a pretty rare set up in the UK. 

This is the arcade room, with Sega Naomi cabs lining the walls, House of the Dead, Fighting Mania, the racing game Daytona USA and a couple of custom retro cabs that cycle between the likes of Donkey Kong, Space Invaders, 1942 and Pacman. Time Crisis 2 has made an appearance too, so I can finally avenge my parent’s wallets. Many of these cabs were rescued from London’s dying arcade scene, places like the Trocadero and Casino Arcade after they closed their doors. For shooters, Naomi titles like Border Down and Shikigami no Shiro 2 hold sway. A great thing about this room is there’s usually some obscure game I’ve never heard of before, like Money Puzzle Exchanger or Xexex. Visitors don’t need to worry spending their money on an unfamiliar machine, as they’ve already paid to get in and can try the games for free. In fact I’d recommend trying everything you see.


Moving onward there’s two little rooms, the first of which is dedicated to a dance machine. After that is a lounge area packed with retro consoles: Super Nintendo, Sega Megadrive, N64 and Playstation with games you can get from the front desk. The last area the HoG has to offer is the console room. There’s roughly 20 flat-screens with as many consoles set up here set up here for PS3 and 360 Gamers as well as a Wii U and some couches to make up a chill space in the middle of the room. Little crowds of gamers are usually in here huddled around their platform of choice, usually doing rotation for a fighting game. The corner has a couple of desks and monitors ready to provide live streams of any tournaments the HoG is running online at www.twitch.tv/thewonderpark. These are usually a wild assortment of fighters but sometimes it’s a dance game.

Tournaments are a huge part of the HoG, the sense of involvement and reward you get from offline competition, whether friendly or for higher stakes is something that was lost in translation when multiplayer gaming shifted to online play. The venue’s roots are in the fighter scene and it’s through these tournaments that community involvement is fostered. There’s always a big turnout for Street Fighter and Tekken showdowns, but an arcade makes for a much needed break from gamerdom’s obsession with new.

As such, there are older games developing large competitive scenes, like Street Fighter III: 3rd Strike and Super Smash Bros Melee; games which are over 10 years old. Upwards of 200 people have been known to turn up for Smash tourneys and the whole place is both transformed by that energy, and physically transformed when HoG staff set up loads of CRT displays to accommodate the demand for more smash setups.
A favourite of mine is seeing the Dance games community show up in force. They arrive equipped with towels, bottled water, crates of coke and order pizza in bulk once they’ve worked up an appetite. Those guys ‘n’ gals move their feet faster than I thought humanly possible and get unbelievable scores.


The HoG’s strength lies in its versatility. The front reception now doubles as a trade-in shop, offering fairer prices than you’ll see in high street stores, as well as some pretty rare finds. A Rock Band and projector setup appears in a spare corner from time to time, and there are plans to introduce PC setups and a bar.

The Heart of Gaming provides people who missed out on the golden age of arcades to experience a similar atmosphere, or for veterans looking for that nostalgia factor it’s a welcome throwback to the good old days. At the same time offering a base for modern game scenes to have their meets and tournaments is a way to remain in the present too. Places like these are timeless, I love the HoG and with enough support it should be here for a long time. 


HoG manz since day 1
By Ben “Blinge” Cataldo - guest reviewer and blogger for GamesYouLoved.com

Check out the BlinJe channel here too: http://bit.ly/1lAtxc2