Wednesday, 28 September 2016

Adventures in Gaming Part 13

Amongst the games I got with my second hand Commodore 64 was most of Jeff Minter’s back catalogue of games (Batalyx most memorably), and I found out why he was loved and hated so much by the press and games buying public. A lot of his games were sheep and llama populated clones of already existing games. What made Batalyx interesting was that it was six games in one. You could switch between any of them at any time. I honestly don't recall what the purpose of the game was other than to get a high score, and it seemed almost impossible to die. If you did it dropped you back to the game selection screen with your score intact. Also with this Commodore computer came a huge back catalogue of ZZAP64! magazines which filled out the missing issues and I was able to chart the rise and rise of the Commodore 64.


Despite all this “retro-gaming”, discovering games I had missed first time around while growing up in Ipswich, I began to yearn for the next level of computing. I began starting to see adverts for the new 16 bit computers Atari ST and the Commodore Amiga A500 in my 8 bit magazines that I bought just before moving to Spain, and in those rare British imported computer magazines I bought in Spain (always at vastly inflated prices). Both machines were priced at four hundred pounds each, which was the same price as my BBC Model B almost ten years ago. It was always my intention to eventually own both machines as I believed the same situation would occur with the Spectrum and Commodore in that I would need to own both machines to enjoy the full range of games, as each machine would be host to system exclusives. In reality, this wasn't the case, as apart from the MIDI interfaces unique to the Atari ST, it was an inferior machine in the video and sound department. Sinclair dropped out of the home computer market to focus on the business end of machines and to explore other innovations selling its entire computer business to Amstrad. This left Commodore and the newly invigorated Atari to fight the 16 bit home computer market. The most popular outlet was the Silica Shop who sold both machines. Each one came with a small collection of pack-in games. The Atari came with twenty games and the Amiga only came with ten. The Amiga games were the same as the Atari ones, but seeing as The Silica Shop was a dedicated Atari specialist, they pushed the Atari machine over the Amiga for the same price. It just shows you how wrong you can be, that despite twice as many “free” games the Atari still undersold the Amiga many times over. And obviously I was wrong about their being system exclusives as games that were released for both machines, and in almost every instance it was better on the Amiga. The only benefit the Atari had was a inbuilt (well on an included Disk) a version of BASIC and MIDI In and Out connections. Amiga had better dedicated sound and graphics chips. Silica Shop’s eventual undoing was their steadfast focus on the Atari despite the Amiga being a better and more popular machine. Silica Shop also entered the PC market too late and sold PCs that were too expensive. They also championed the stillborn Atari Lynx and Jaguar consoles, both with too many overstocks. I should have stuck with the Amiga and forgotten all about owning an Atari ST, and saved myself four hundred pounds in the process.


The 16 bit market would belong to Commodore and Atari, as Sinclair had withdrawn from the home computer market. Sinclair instead explored the business potential of the Sinclair QL machine (which had a microdrive tape drive and was fairly decent at playing games) and his C5 electric car, both of which flopped because they were too far ahead of their time. Sir Clive Sinclair did not see the future of computers as a games machine. I think he disliked the reputation as a producer of a games machine that was home to piracy being his legacy. He would eventually sell the entire business to Amstrad and focus on his other business interests which at the time would require a lot of funding to succeed.


I decided to choose to buy the the Atari first, which in hindsight was a terrible choice, as although the machine came with twenty games, as opposed to the Amiga which only came with ten, the Atari was an inferior computer. I knew I'd get bored quickly of just ten games. The Atari ST FM would be the second and last time I'd own a piece of Atari hardware. My parents flew to back to the United Kingdom as they needed to update their passports and documents and brought the Atari back. In retrospect it was a bad decision, as the Atari ST was a poorer machine all round. The processor was faster than the Amiga, but it didn't have any of the dedicated chips inside for graphics and sound. I didn't know anyone in the United Kingdom let alone Spain who actually owned one. It was damaged when my brother eventually brought it back from Spain to the United Kingdom and the flight insurance paid out enough so that when we sold it at a later date to a musician who wanted it for its MIDI music interface capability, we got most of our money back, half through the sale, and the rest through insurance.


The twenty games that were bundled with the computers were fairly average, only a few of which were stand out titles. They were designed to get you playing and stop you being bored.

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Quadralien was a brilliant puzzle game that had you solving large maze puzzles all the while trying to keep the nuclear reactor cool with water barrels. Most of the puzzles would give you access to more water barrels and so complete the level once the reactor temperature was under control. Although I didn't see beyond the third level, these were big complicated layouts with many traps that would force you to restart. It had some mesmerising music by Andrew Whittaker. This was a game that kept me really interested. You could play it with a joystick, but the best control method I found was the mouse. I think of all the games I played on the Atari this is the one I sunk the most time into and made ironically made the least progress. It was a sliding block Sokuban style game that I thoroughly enjoyed, and mixed in with the sci-fi elements made for an engaging puzzle game. The levels were huge and spread over many flick screens, meaning you had to think puzzles through far in advance, as you could push blocks between screens as well. Added to this the different “robots” you could control as well as keeping your eye on the ever increasing temperature of the nuclear reactors wherein you would have to push cooling barrels into the reactors to buy you more time.
Return to Genesis was a game I remember very little about, despite playing it a lot. I think it was a good shoot em up that reminded me a lot of Uridium mixed with a platform game.
Marble Madness was a straightforward clone of the brilliant Atari arcade game that was done competently well, but was difficult to play with a joystick or mouse, like every version of this kind of game, it was best played with a trackball. In hindsight the mouse on the Atari wasn't great so it was a poor trackball unit, and hence made the game more challenging than it ought to be.
Ikari Warriors was one of our arcade favourites from my time in Ipswich and a difficult game as well, especially without the directional control stick that you had in the arcades. All the 16 bit conversions played like a two-player version of Commando, i.e. you shot in the direction you were moving in. It had great power ups and grenades and it was enjoyable to drive tanks briefly, but you needed to watch out that you didn't kill the second player. The game tried to emulate the “tall” monitors of the arcade, by having black borders left and right but it still gave you a very limited view of the path ahead. The gameplay was similar to another of our favourites, The Jackal, a two-player Konami game in a similar vein.
Arkanoid II was a game I played once or twice. I don't know why but I just have never liked the gameplay of Breakout or any of its clones, and Arkanoid is as poor/good as any other version. Maybe it is because I don't see any depth to the game, but the idea of bouncing a ball to destroy walls just annoys me. Maybe I played some really bad Breakout games with terrible physics making you suffer just to destroy the final brick which took forever. I would be happy to never play Breakout or Arkanoid again.
Thundercats was a platform game based on a cartoon series from the 1980s that I never watched and the game was uninspiring and unenjoyable. I think I played the game once, and only tried it once more a week later to confirm how bad it was. Beyond the Ice Palace was the unofficial sequel to Thundercats and just as tedious, and probably explains why it is included in this pack.
Black Lamp was a side-scrolling platform game that had you wandering around dark castles as a Jester rescuing your friends. It had impressive colourful graphics, lots of variety and its slow paced platform adventure really worked well. I think the exploring the castle and finding treasure and keys to open doors to the next level just seemed to work very well. I actually enjoyed this game a lot, it didn't have any save points so it was a real marathon to play. When you lost all your lives it was back to the start. This was a game I played a lot of and returned to quite often.
Buggy Boy was probably one of the most enjoyable arcade conversions, especially when I got to play it on the Amiga. Whilst it wasn't a faithful rendition of the arcade game (in fact it looked and played nothing like the arcade game), it was brilliantly playable arcade driving game in its own right and very fair in punishing bad driving. You drove around circuits which had a time limit which counted down. Every star or challenge you completed increased your time limit which reset every time you crossed the line, it was a driving game you could stick to.
Test Drive II The Duel was a sequel to a disk only American game on the Commodore 64 which prick-teased you into thinking you were driving a high performance sports car. It was the first of the Test Drive game series on the 16 bit machines, and despite the huge power leap from the Commodore it still had to overcome the speed limitations of poor graphics and draw distance by simulating you were driving up a mountain, meaning the horizon was just sky, and the right hand of the screen was a flat brown rock effect. The intro to the game had a sexy woman’s voice introducing the game and its full title. The steering controls had very little effect which combined to produce a very poor driving model and no amount of talent would take you far in the game. It also suffered from legendary slow loading times. Whoever designed this game deserves to be shot. It would load up the title screen, then load up the game, then load up the options, of which there were several (choice of car, colour, skill level), and each option choice led to more loading. Between each driving level there was even more unending loading, as you repaired your car, and refueled. I think you spent more time loading than playing the dismal game. Test Drive failed in delivering the fantasies of many wannabe car drivers, by offering an experience that was vapid and dull.
Zynaps was a Nemesis clone that got very hard very quickly and was a 16 bit version of an 8 bit game by Hewson Consultants. The first two levels were very difficult, and after that it became virtually impossible.
Wizball on the Atari (and also the Amiga) was a shoddy clone of the Commodore 64 version. I'd be happy to never see this game again. Whereas the 8 bit Commodore 64 original was clever, inventive and was a carefully balanced perfect game, the 16 bit versions were programmed by someone who confessed that he had only played the original game a few times, and didn't understand the mechanics of how the game actually worked. It resembled the original game only visually, but played nothing like the classic version, and was an abomination. All of the gameplay elements were there but the controls, the waves of enemies was all wrong, and you were left with a tedious left to right scrolling shoot em up game.
Thrust was a tough but incredible game that even on the 16 bit computers still managed to look like the 8 bit versions, but to be fair, the game needed no embellishment. It had incredibly basic wireframe graphics, but it had brilliant gameplay that was an early example of physics based puzzlers. Each level was a genuine challenge and this kind of gameplay has been mimicked many times over. It was originally a budget game by Firebird, but many people raved about it as being a game good enough to have been released full price. It was  essentially a mission based Lunar Lander game that harder and better. This was a game I played many times and on many different platforms. It existed on the 8 bit computers as well, but the Atari ST version was the first time I had encountered it.
Chopper X was an overhead shooting game with great digitised graphics and sound but dismal and boring gameplay.
Ranarama was a 16 bit version of a classic 8 bit game that was similar to Gauntlet and was essentially an arcade adventure. I had played this game on both the Spectrum and Commodore and was surprised that the graphic jump to 16 bit wasn't that great from the 8 bit versions.
Chopper X was a terrible vertical scrolling shoot em up.
Roadwars was a futurist driving game/shooter that looked and played terribly.
StarQuake was a throwback to the 8bit flick screen arcade adventure games. It looked okay, but played average.
Xenon was The Bitmap Brother’s first masterpiece.
Eddie Edward’s Super Ski was a re-skinned version of a shoddy 3-d skiing simulator.
Seconds Out was a sub-standard boxing game.
Summer Olympiad ‘88 was a poor attempt to cash in on the Summer and Winter Games series that were hugely successful on the Commodore 64 by Epyx Games.
And that was it. I never bought any more games for the Atari St other than a wrestling game.
We did find one game to buy for the Atari, a  wrestling game, which had eight wrestlers and lots of fighting. Despite buying the game in Spain, the instructions and game itself was in English. We got it because as at the time me and my brother were watching WWF constantly on Sky Satellite TV and that inspired us to try wrestling computer games.
The Atari ST FM had a BASIC programming language that had to be loaded each time you wanted to program on it. I did try to learn how to program and even began planning on teaching the Atari how to play Games Workshop’s Talisman board game as the Troll. I choose the Troll as it was the simplest of characters to emulate. Atari BASIC adopted a windowed format of program listing, which made programming easier, but it was a concept that I didn't really get my head around, as I was used to listing numbers, rather than essentially a long text file. You typed the program in one window, and the output of the program appeared in another. It came with a very simple instruction manual really designed to just about get you going but didn't allow you to do much more. You would need to buy a specialist programming book to really be able to benefit from the software. The operating system of the Atari seemed fairly unstable and the machine would crash and bomb quite often. I don't remember the Amiga being that fragile, having only seen the infamous Guru Meditation Screens a few times in all the years I was using it, comparing the many times it happened over the six months I had the Atari ST.

Tuesday, 27 September 2016

Hyperspin trumps The Raspberry Pi and Jamma Arcade Plans

Originally I had planned on building a Jamma arcade cabinet in its rawest form, but as time went on it seemed rather limiting.

I then revisted the idea of building an entire MAME cabinet using a Raspberry Pi, then maybe an old PC might work better.

And in the end I did none of the above, but did make the following;

Raspberry Pi B+ became from 8 and 16 bit console emulators
Raspberry Pi 2.0 became my lounge based Kodi device
Raspberry Pi 3.0 became, courtesy of Amibian, my Amiga A500/A1200 emulator.

Maybe next time around.

Friday, 23 September 2016

Amibian - Amiga Emulator for the Raspberry Pi 3.0

I came across a video on Youtube showing how to set up a new Raspberry Pi 3.0 as a dedicated Amiga emulator.

Here is the video



It took me about an hour to get this up and running. I would recommend you setting the Amiga up as instructed in the video to get an A1200 running. After 60 minutes I was playing Cannon Fodder and Populous to name but a few.

The hardest part was sourcing a USB Joystick. Amazon sell them, but the classic Zipsticks and Competition Pro are unavailable.

Tuesday, 6 September 2016

3 Raspberry Pis and 3 Projects

Right well I now am the proud owner of 3 Raspberry Pi computers.

A classic B+, a Raspberry Pi 2.0 and now 3.0.

Why the hell have I bought another Pi when I have 2 that I really just dont use as it is.

Well my intention is to fully utilise them in the following configurations. I had no intention of buying a 3.0 as I didnt really see the point as I already was "happy" with that I had and didnt use, but the 3.0 has a dedicated Amiga emulator that runs the operating system perfectly. I have been considering buying an Amiga A600 as I wanted to get back into the retro computer before.

So the Raspberry Pi 3.0 becomes my Amiga machine, so what of the other 2?

Raspberry Pi 2.0 will become my Kodi device of choice. I recently got into Netflix and while I enjoyed the service I didnt use it enough to justify the monthly subscription. Well enter Kodi a software and service thats been around for so long now, Im embarassed I havent really used it before. The Pi 2.0 will now sit in the lounge, hard-wired to the internet with a lovely little bluetooth keyboard and trackpad.

And as for the Pi B+? Well that will finally become my 8 and 16 bit retro machine emulator. I know the Pi 2.0 and above runs a few of the SNES and Playstation games better than the older Pis, but those games I really want and the B+ cant run, I already have in original format.

Tuesday, 30 August 2016

Summer Game Finish Plan 2016

I am unhappy to report that this year's 2016 Summer Game Completion Event has been an abject failure.

I had intended to play a complete a wide spectrum of games across all platforms, eras and genres. I wont list below what I intended to play and never even touched, but instead list what I did play and how far I got and whether I intend to at least see it to the end.

Uncharted 3 - Playstation 3
I have played the first 2 games and so knew I really wanted to finished this 3rd effort before moving on to the finale. It has been enjoyable in places, but it does compare unfavourably with the epic 2nd game. Im about 2 levels away from the ending, I think Id prefer more puzzles and set action pieces rather than endless enemy battles that just never seem to end.

Ocarina of Time - Nintendo 64
I upgraded my Nintendo 64 to a Japanese RGB modded console with an Everdrive 64 and have been enjoying great picture quality and the brilliant Ocarina of Time. I have been making steady progress but as always I am stumbling around Jabu-Jabu's Belly which is so far my least favourite level. I do intend to pick this up and continue through.

Rocksmith - Xbox 360 & Xbox One
I have put less hours into this musical educational game than I intended and feel really bad about it, especially as I bought a new guitar to go along with it.

No Mans Sky - Playstation 4
I gave this game just over 1 week, and while Id love to sell it or trade it....I am living in hope a patch or DLC turns this into something more than what it is.

Wednesday, 3 August 2016

Adventures in Gaming Part 12

My parents decided to emigrate out to Spain and I reluctantly went with them. Because of this I missed out on the start of the 16 bit home computer revolution, but this was no bad thing as while I lived in Spain I continued to enjoy the ZX Spectrum 48k+ and my Commodore 64 until my Commodore 64 motherboard unit had a fatal burnt out. I did eventually source a second hand replacement (at a price that was almost the same as an Amiga) in Spain, but with it acquired a huge library of games I knew of but never played before. It was an incredible haul and probably one of the most exciting times of my youth.

I spent literally months going through every tape, every floppy disk searching for games, and I was never disappointed. He had two tape drives, boxes and boxes of original games and magazines. It also came with a disk drive which was a new phenomena for me. Disk drives meant for fast loading speeds, and a spare tape drive. I had never owned one of these devices before but was familiar with how they operated due to my Saturdays spent hanging around the business computer shop where my parents bought the Color Genie all those years ago. I knew all the Disk Operating System (DOS) commands to get what I needed off the floppy disks. I also played games I had never heard of before like Sky Fox (a game which could only have been played on a floppy disk), the beautiful second life experience that was Alter Ego, and disk-based Infocom adventures like Hitchhikers Guide to the Galaxy and many others including all four of the first Lucasfilm Games. My games collection exploded overnight, and I thoroughly enjoyed exploring the games he had on disk. The guy who owned the machine before me seemed to have an incredibly extensive and varied collection. I was able to load and save games and files from a floppy disk. I spent weeks and many late nights going through every file on every disk and finding hidden gems, especially when I found out later that some of the disks were double sided. The previous owner of the machine was heavily into programming and had bought an assembler development kit and programmed several of his own games, including a Crystal Castles clone which was a pretty decent effort as well as Q*Bert!

Boulderdash was a visually simple arcade puzzle game that was addictive and enjoyable. I already had the first game, and managed to find a version with a construction kit built in before moving to Spain. When I bought my second hand Commodore 64, it came with all the versions of Boulderdash that existed to that date. Boulderdash is a simple puzzle game where you controlled a tiny character digging through underground mines looking for enough diamonds to complete the level and move onto the next one. It was beautifully simple with logical puzzles that required arcade like skills. The game was all about learning the rules of the blocks and the physics, and then having the level designer exploit it, and you attempting to solve it. If you died you died because of your lack of skill not because you were cheated out of a life. Everything happened for logical reasons. What blew the doors open on this game was the construction kit. I think the game spawned many sequels and user content and the variety of this action puzzle game really was impressive. The iconic hero was a symbol of the Commodore 64. I spent many hours creating my own levels and creating levels felt more like sandbox levels than levels to play and complete. I also spent time recreating some of the more enjoyable later levels.

Hidden away on two floppy disks were the original four games made by LucasFilm Games, Ballblazer, Rescue on Fractalus, The Eidolon and Koronis Rift. Ballblazer was a two player “football” game that was blisteringly fast but had a difficult computer opponent. I am not sure how much skill was required to play this game, but there was no doubt about its technical performance. The game was a simple one on one football game. When you were not in possession of the ball, your craft would face the direction of the ball or the opponent who had the ball. Crashing into the other player would cause them to drop the ball and you could collect it instead. The ball would stick to the front of whoever had the possession. Once you had possession, your craft faced the direction of the opponent’s end and you could either race to the opponent’s goal and walk it into the net, or fire it towards the goal. It was a narrow goal that constantly moved so it wasn't easy. It was a futuristic version of air hockey games. It was very frenetic, fast and colourful. Lucasfilm released Ballblazer on the 16 bits and consoles, but never really made the same impact as the gameplay wasn't not deep enough to hold interest for maturing gamers.

Rescue on Fractalus is probably the finest and my most favourite of LucasArts initial classic four games released by them in the 1980s. I would go as far to say it is certainly in the top ten games for the Commodore 64 of all time. Incredible graphics and very tense action in the skies and on the planet. Looking at it now the frame rate is horrendously poor, although it was better on the Atari computers. The graphics of the mountains was stunning but did have some cheesy graphic tricks such as the spiraling colour palette when you launched from the mothership down to the planet was nothing more than a simple programming trick that anyone could do themselves. But the game played like a dream and was compelling and tense. Despite their being no speech or dialogue, there was ample room for you to create your own story and narrative. The game got progressively harder with each planet you visited. I don't think I ever died in the game, I just switched it off as the game could last for hours, and there was always other games to play.

The Eidolon was a bizarre maze game that used the same graphics engine as Rescue on Fractalus but less satisfying to play. The pace of the game was sedate and slow, but mysterious. Most memorable was the graphic style which was very H.G. Wells, Jules Verne and Victorian Steampunk. The game was meant to simulate walking through the dream states of the mind. The name of the craft you flew it was called the Eidolon and it was in this that your cave maze journey was viewed from. It was a mysterious game that was full of atmosphere.

Koronis Rift is an intensely deep game that I found very difficult to get into even with the instructions. I never really explored what I could and couldn't do. It was like Rescue but you had trading elements thrown in as well. I did have many tries at playing this, and like Morpheus on the Commodore 64 as well, I struggled to make sense of this. I may yet come back to this after watching a YouTube guide. It’s amazing how much they managed to squeeze into 32 kilobytes and still manage to get such a deep and immersive game.

Sky Fox was a near future combat flight sim wherein you controlled a jet fighter that could fly above the clouds for aerial combat, and under the clouds for ground based warfare. Because of the graphics were different depending on where you were in relation to the cloud level, it could only be loaded quickly from disk which would happen fairly seamlessly when you flew between the two game levels.

Alter Ego is an almost impossible to describe game, that is best described as a life simulator. Before playing this game, I had never played anything like it before, and its fair to say nothing like it since. I knew nothing of this game before loading it, and instead was sucked into a world that had me hooked from start to finish. A floppy disk only game that was a icon and text based journey that took you from birth to death and all the possible life changing events in between. When you first loaded the game you chose whether to be male or female, then either could play a stage in the life of your Alter Ego, (I think there were five in total for each gender, giving ten in total) or play the entire “campaign” from birth to death. You could either randomly create your character’s personality or answer a series of detailed questions to define how “you” would be in the game world. You were rated on happiness, success, education, wealth and so many more things. Visually the game was white icons and text (with minimalist colours) on a black background. Everything in your life was a series of decisions, which would improve one area of your life, and weaken others. New options became available depending on your life situation, but the clock always moved on. Sometimes you had a choice of up to four different decisions of which you could only choose one. E.g. Find a job, get an education, get married, emigrate etc, once a choice was made you couldn't go back. It was a stunning game that could have only existed on a disk. It had a profound effect on me, and only wished I had learnt some of the life lessons the game was trying to teach. Although the game was all content driven, the variety and options meant the game was replayable. The game took a long time to play each module. Luckily you could save, as well as progress between the five modules and document your entire virtual life.

Crystal Castles and Q*Bert were classic old school arcade games. The guy who had owned the Commodore 64 before me had learnt to program in machine code and had written his own version of Crystal Castles. He had a lot of programming manuals and even his own machine code compiler. I was too busy playing games to pay any attention to it sadly. The Commodore 64 was an aging machine that was about to be replaced by the Amiga A500. One of the assembler programs he had was the Ocean Software development kit. I had several reference materials at my disposal should I have wanted to get into programming.

Hitchhikers Guide to the Galaxy was a frustrating but funny computer game version of the book which was co-written by Douglas Adams himself. I knew the story, the radio play and the TV show very well, but even then without access to online guides playing this was impossible, as it had some beautifully fiendish puzzles. I did read a few hints in various magazines I had at the time which helped you through the infamous Babel Fish puzzle. I made my way further into the game and became stuck at the “Tea” puzzle, which is where I gave up. You could die extremely easily in the game, which while was humorous meant you had to reload. The game also had pre-programmed events if you typed in something and would recreate asides and funny moments lifted directly from the novel. I later read a guide and was disappointed that the game just ended when you solved one difficult puzzle rather than tell the whole story of the book, and felt the puzzles were just too difficult to be enjoyable. The game was disk only as it pulled text from the floppy whenever you typed in a command. I also later found out the tea puzzle was the last puzzle in the game and the solution was, like most of the puzzles in this game, obscure. These type in adventures were definitely games that I didn't really enjoy playing. A lot of it was to do with my previous experiences but also fighting the parser and language was half the battle. He also had Douglas Adam’s Bureaucracy text adventure which was a game deliberately designed to frustrate and annoy. I never did complete the game, and this just further frustrated me as an adventure gamer.

Tuesday, 5 July 2016

New Local Retro Gaming Shop

Danger, warning.
There is a new shop opened locally to where I live and it looks like its recently opened and I intend to pay them a visit today.
They cover all the retro consoles and a lot of the hardware as well, so while its good I dont have to travel across the country just to stare at common PS1 and SNES games, it does mean I could be spending a lot more money in one day then I intended to.