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Snapper retro game review for the BBC Micro

Acornsoft’s Classic PacMan Clone

Snapper was one of the many quality arcade conversions that Acornsoft created for the BBC Micro, being a very faithful example of Pac Man. Anyone who remembers the early 80’s will have experience of Pac Man clones on every platform, many of them pitifully poor (yes Atari 2600 I’m talking about you).

Snapper on the BBC Micro with original PacMan graphics

Most consoles or home computers of the time did not have the graphical capability, and just couldn’t to replicate the complex maze structure. So the results were often a compromised mess that whilst playable, did not give you that “arcade at home” feel that gamers at the time craved.

The AcornSoft range of “Big Box” games were probably the most successful home computer recreations of original arcade games available in the early 80’s, the best of them being Snapper.

Snapper on the BBC Micro, or is it Pac Man?

Arcade Clones on the BBC Micro

This is where the BBC Micro shone due to its graphical capability being much closer to dedicated arcade boards of the time. Strange in that the BBC was an experiment in education, to teach IT in schools, and not designed as a games device.

The Snapper rendition of Pac Man released by AcornSoft was so faithful that Namco took offence, and later versions of the game replaced Pac Man with a sort of grapefruit in a hat, and the ghosts with generic monsters.

Revised Snapper for the BBC Micro
Version 2 of Snapper with revised graphics

All other aspects of the arcade game are retained in Snapper, including the power pills and bonus items (with the Acorn bonus item a nod to BBC owners), and even the ghosts eyes escaping back to the central area after being eaten.

Rather than the ghosts in the BBC version having set patterns, they patrol their own corners of the maze, before breaking out to home in on the Pac Man. As the game progresses the ghosts become more aggressive, breaking out of the pattern earlier to chase you.

Snapper was a great PacMan conversion due to the graphic and sound capability of the Beeb and a world away from the famously rubbish attempt on the Atari 2600. Given the similar hardware of the Acorn Electron, Snapper was also released as a launch title for the BBC Micro’s younger sibling.

Playing Snapper Today

After restoring an old BBC Micro complete with period Cub colour monitor and solid state drive, one of the first games I wanted to play was Snapper. While there are some very good emulators around, there’s nothing like playing on original hardware. The beep as the BBC Micro turns on, the blinking cursor, the weight of the keys, the glow of the monitor, takes me back to 1984 and lunchtime computer club.

Playing Snapper on my BBC Model B

No joysticks for me, the “Z X” for left and right, “: /“ for up and down is the only way to play on a BBC Micro. It’s as good as I remember, smooth controls and very authentic graphics and sound, just like the arcade.

Magic.

Snapper gameplay on the BBC Micro

Astro Wars by Grandstand Handheld Review


The best 80’s handheld game?

On the last day of term at my primary school we would all bring in toys, which back in the early 80’s would include games like Operation and Buckaroo, which still exist relatively unchanged 20+ years later. There would also be the kid who had the really cool toy of the moment, and one of those was Grandstand’s Astro Wars.

Anyone around in the 80’s with any interest in gaming will have come across the Astro Wars handheld, but do they know how the multi-colour display was achieved? Or that Grandstand never actually manufactured the games?

Astro Wars by Grandstand
Astro Wars Handheld by Grandstand

Origin of Astro Wars

Astro Wars was created in 1981 by Japanese games manufacturer Epoch, and licenced to Grandstand for distribution to the UK and European markets. Grandstand was known in the UK for its early “Pong” based TV consoles, also imported from Japan, and had previously released the popular “Invader from Space” handheld game. Grandstand went on to release a number of popular handhelds, including Tomy’s PacMan clone Munchman, and Epoch’s Scramble.

Epoch’s version of the game was released as Galaxy II in Japan, and was virtually unchanged by Grandstand apart from the branding around the magnified game screen.

Galaxy II from Epoch
Epoch Galaxy II released in Japan

Hardware Technology

Grandstand’s previous Epoch game “Invader from Space” used a Vacuum Florescent Display (VFD), originally developed for pocket calculators. The original VFD calculator displays showed glowing green on black shapes in fixed locations which could be turned on or off to show different numbers. With “Invader from Space”, as well as showing numbers for the score, the display could also show 3 columns of aliens and bullets, and 3 player ships at the bottom of the screen. By switching the aliens, bullets and player ship on and off, basic movement could be simulated on the screen.

Astro Wars VFD Display
Astro Wars Colour VFD Display

Grandstand took the basic format of Invader from Space and ramped it up to 10 with Astro Wars, with its multi-coloured VFD display, 5 column play area and unique magnified “Fresnel” lens. The multi-coloured display was actually only 2 colours (green and red), with the other colours being achieved with the use of coloured film, similar to that used on early Space Invade arcade monitors.

Astro Wars Gameplay

Astro Wars followed the “Galaxian” arcade gameplay format, with aliens diving from fixed formations at the top of the screen, and the player at the bottom of the screen firing upwards. The five column format, colour display and Fresnel lens presented a much more arcade-like gameplay over the previous Invader from Space.

Astro Wars Grandstand Animated Gif
Astro Wars Gameplay)

The action was also suitably turbo-charged, with the speed and volume of enemies on screen increasing to a frenetic level, putting the maximum score of 9999 well out of reach of all but the most dedicated players.

There were 4 distinct phases to the game, and 5 lives with which to complete them, with slight variations in the gameplay:

  • Phase 1 – Enemy ships loiter at the top of the screen before dive bombing in a zig-zag pattern down the screen. Destroy 10 to progress.
  • Phase 2 – Solitary enemy ships attack in a looping pattern. Destroy 10 to progress.
  • Phase 3 – The enemy “command ships” at the top of the screen are now vulnerable, and will shoot a barrage of missiles. Destroy all three for a “GOOd” message and progress to the final phase
  • Phase 4 – control a falling space shuttle with the joystick to meet with the moving base at the bottom of the screen, using fire to abort and retry. This was an idea borrowed from the 1980 arcade game Moon Cresta which also featured a docking level.

On completing the 4 phases, the game looped back to the start, repeating until the top score of 9999 is reached. The game also featured 4 difficulty levels available via the “Select” button, combining single or double attacking aliens with slow or fast attack speeds, providing at least some variability in the challenge.

Astro Wars Variants

There are 4 variants of Astro Wars available, all virtually identical apart from the font and wording on the screen:

  1. Galaxy II – the original game launched in Japan with Epoch branding
  2. Super Galaxian – also by Epoch, with the game being marketed in Japan as Super Galaxian, but showing “Astro Wars” on the screen.
  3. Astro Wars – the Uk version with white lettering and Grandstand branding. This is the most readily available version for European gamers.
  4. Astro Wars (Red Font) – another UK version, with the title in large red letters and an extra pinstripe around the screen lens. There are some references online to this being the “launch” edition.
Astro Wars Variants
Galaxy II, Super Galaxian. Astro Wars & Astra Wars (Red Font)


Finding an Astro Wars Handheld Today

I’ve become a big collector of Grandstand handhelds and own examples of most of the games released in my collection. Due to their robust design and huge number sold, you can still find good examples on ebay today

The games are built from study plastics but they suffered from being left in the loft with batteries in. This corroded the terminals, dropping acid onto the circuit board. The VFD display could also fade and die, which is pretty much game over as they cannot be replaced. The PCB was very simple, but did have a couple of weak points. The NPN power transistor (D882) can fail, and also Zener diode (S06) can fail, either of which will leave you with a dead game. Fortunately they can both be replaced by anyone handy with a soldering iron.

The only moving parts are the joystick, start, select and fire buttons and on-off switch, which can all benefit from cleaning the contacts and sometimes lubricating with WD40.

The games also benefit from robust packaging, protected by polystyrene inserts within a cardboard box. Due to the cost of these games they tended to be well looked after and many games for sale will include the original packaging, albeit with 40 plus years of wear and tear.

Grandstand Astro Wars Box

Was the Astro Wars game any good?

Compared to the handhelds of today such as the Nintendo Switch or any of the many retro gaming handhelds currently for sale, Astro Wars was slightly less than portable due to its shape and size. It was heavy too given it was powered by 4 “D” batteries, so this is probably better described as a tabletop rather than a true handheld. As with all of these early units, the play was fairly repetitive, given that it was hard wired in both hardware and software terms to support only one game with 2 basic levels.

But at the time in 1981, before availability of home computers such as the ZX Spectrum and the BBC Micro, these VFD handhelds were the closest thing to an arcade game experience available for a budget, at £30. For comparison, the Atari VCS / 2600 was £199 at launch in 1977, down to £99 by 1980, with each game around £30.

The advent of home computers such as the ZX Spectrum, with games retailing at £5-£10, spelled the end for these dedicated handhelds. They are however still beautiful as well as functional objects in their own right and should be celebrated at such. With its unique design, Astro Wars will be remembered as one of the best.

Tranz Am Review for the ZX Spectrum

Ultimate’s 16k Driving Marvel

For many, the ZX Spectrum was a gift from parents that believed it would be an educational tool, like the Sinclair ZX81 before it, but in reality it was used by everyone for gaming. One game that stands out is Tranz Am, a top-down game set in a post-apocalyptic USA. Developed by Ultimate Play the Game (the developers who later became Rare), Tranz Am wasn’t just another game; it was a test of reflexes, strategy, and sheer willpower.

Tranz AM Gameplay GIF

Background of Tranz Am

Tranz Am was released in 1983, a time when the ZX Spectrum was still relatively new but already a household name among gamers. Ultimate Play the Game had already established itself with titles like JetPac, but Tranz Am was different. It combined the thrill of racing with an open-world map, something quite ambitious for its time, particularly as it was written to squeeze into only 16k of memory.

I remember first loading up Tranz Am on my trusty WH Smith data cassette player, grateful that I didn’t have to adjust the tone to improve the quality of the signal. I’d actually bought this game, rather than using a “backup copy” acquired from a friend, so it worked first time….

Gameplay Mechanics

Objective and Controls

In Tranz Am, your mission is simple: survive a Mad-Max style apocalyptic world in your dune-buggy car. You start with a limited amount of fuel and must traverse a vast map to collect the “8 Great Cups of Ultimate” while avoiding obstacles and enemy cars. The controls are straightforward: left and right to steer, forward to accelerate, and backward to decelerate. For those who preferred joysticks, the game supported that too, though many stuck to the trusty keyboard. I was always a keyboard fan, even though I had a Kempston joystick and interface.

Tranz Am gameplay screen
Tranz Am Gameplay

The Game Environment

The game’s map is a sprawling depiction of the United States, albeit a very pixelated one. Major cities are represented by clusters of buildings, where the name of the city would appear at the bottom of the screen, giving you another navigation reference. You’ll often find fuel pumps scattered around which you need to run over to refuel your car. Enemy cars, represented by different colored sprites, roam the map, ready to crash into you and end one of your 3 lives. There were also trees and boulders to avoid, as well as the occasional tombstone and oil derrick.

Fortunately for you, your radar shows the position of the approaching cars allowing you to avoid them or plot your escape. The radar also shows the cups, although they look the same as an enemy car. As an added twist you couldn’t just smash the accelerator to outrun your enemies, as this would cause the engine to overheat and the car to slow down.

This created a certain tension as you constantly monitored your fuel gauge while trying to outmanoeuvre rivals, and not overheat the engine.

Tranz Am Graphics and Sound

Visual Style

Considering the hardware limitations of the ZX Spectrum, Tranz Am’s graphics were impressive. The car sprites were detailed enough to be recognizable, and the map, though simplistic, conveyed the vastness of the environment effectively. Compared to other games on the Spectrum, Tranz Am’s visuals were quite advanced, with a good use of the limited color palette.

To provide a bit of variety, there was a “Night Driver” mode which would randomly occur at the end of a life, inverting the screen colours to provide a black background. This would have required a very low programming and memory overhead but was a great effect.

Sound Effects

The sound effects, while basic, added to the immersion. The rising hum of the engine as you accelerated, and the crash sounds when you hit a car or boulder were all part of the experience. Unlike modern games, there wasn’t much in the way of background music, but the minimalist sound design worked well, keeping you focused on the gameplay.

Cassette art for Tranz Am on the ZX Spectrum

Tranz Am Difficulty and Replayability

Level of Challenge

Tranz Am was no walk in the park. The difficulty curve was steep, especially for beginners. The controls were responsive but unforgiving, and it took a few crashes before you got the hang of maneuvering your car. However, this difficulty was part of the game’s charm. It felt rewarding when you finally managed to outlast your rivals and gather enough fuel to keep going and start collecting cups.

Strategies for beating Tranz Am

One tip is to always keep an eye on your fuel gauge. It’s tempting to speed ahead, but managing your resources is crucial. Another strategy is to learn the map layout. Certain routes are safer and have more fuel canisters, so memorizing these paths can give you an edge.

My personal strategy involved a lot of trial and error. I found that sticking to the edges of the map often yielded more fuel and fewer enemy encounters. It wasn’t foolproof, but it worked more often than not.

Complete the game by collecting all 8 cups, and you will be presented with a score and a time, with a game being completed in around 10 minutes.

Replay Value

Trans Am on the Spectrum garnered praise for its substantial replay value, a sentiment echoed by gaming magazines of its era. Reviews highlighted the game’s dynamic gameplay mechanics and the unpredictability introduced by its open-world format.

Magazines often emphasized how each session felt fresh due to the random placement of fuel canisters and enemy cars, keeping players engaged and challenged. This variability not only added to the game’s excitement but also encouraged strategic thinking and replayability, making Trans Am a standout early title in the ZX Spectrum’s library of games.

Tranz Am ROM Cartridge
Rare Tranz Am ROM Cartridge

Comparing Tranz Am with other ZX Spectrum Racing Games

Chequered Flag

Chequered Flag, developed by Psion and released in 1983, is a classic racing simulation game for the ZX Spectrum. It offers a surprisingly deep experience given the hardware limitations of the time. Players can choose from a variety of cars and tracks, each offering unique challenges and requiring different strategies to master.

The graphics, though simplistic by modern standards, are impressive for the ZX Spectrum, with detailed car sprites and well-designed tracks. The game employs a first-person perspective from behind the wheel, which was quite innovative for its era. The controls are responsive, allowing for precise handling, which is crucial in navigating the tight corners and straightaways of the tracks.

Chequered Flag for ZX S-ectrum
Chequered Flag by Psion

One of the standout features of Chequered Flag is its realism. The game simulates different car dynamics, such as acceleration, braking, and skidding, adding a layer of depth that was uncommon in many racing games of the time. The inclusion of a gear shift mechanism further enhances the simulation aspect, making the gameplay both challenging and rewarding.

The sound effects, while basic, complement the action well. The engine noise changes pitch as you accelerate and decelerate, adding to the immersion. However, the absence of music might make the experience feel a bit stark to modern players.

Pole Position

Pole Position, ported to the ZX Spectrum by Atarisoft in 1984, brings the classic arcade racing experience to home computers. As one of the earliest racing games, it set a high standard with its blend of fast-paced action and competitive gameplay.

Pole Position Screenshot Spectrum
Pole Position

Graphically, the ZX Spectrum version of Pole Position is quite basic, but it retains the essence of the arcade original. The car sprites and track elements are simplified, yet they convey a clear sense of speed and motion. The first-person perspective from behind the car adds to the excitement, and the colorful backgrounds, though rudimentary, are effective in creating a dynamic racing environment.

The controls in Pole Position are responsive, which is crucial for navigating the twists and turns of the Fuji Speedway track. Players must qualify in a time trial before competing in the main race, adding a strategic layer to the gameplay. Successfully weaving through traffic and avoiding obstacles while maintaining high speeds is both challenging and exhilarating.

Sound effects in the ZX Spectrum version are minimal, primarily consisting of engine noises and collision sounds. While these are rudimentary, they serve their purpose in enhancing the racing atmosphere.

Overall, Pole Position for the ZX Spectrum captures the spirit of the arcade original despite the hardware constraints.

Enduro Racer

Enduro Racer, ported to the ZX Spectrum by Activision in 1987, brings the off-road motorbike racing excitement of the arcade original to the home computer. While it can’t fully replicate the arcade experience, it offers a fun and challenging ride.

Graphically, Enduro Racer is impressive for the ZX Spectrum, with detailed sprites and varied terrain. The game uses an isometric perspective, providing a clear view of the track and obstacles. The bikes and riders are well-animated, and the sense of speed is effectively conveyed, even with the Spectrum’s limited graphical capabilities.

The gameplay is straightforward but engaging. Players control a motorbike, navigating through a series of tracks filled with jumps, bumps, and other hazards. The controls are responsive, allowing for precise handling, which is essential for avoiding obstacles and maintaining speed. The game requires a mix of speed and strategy, as players must manage their bike’s position and momentum to tackle the various jumps and rough terrain effectively.

Enduro Racer Spectrum

Sound effects are minimal but functional, consisting mainly of engine noises and crash sounds. While not particularly immersive, they do add to the overall experience.

Enduro Racer’s difficulty level is well-balanced, offering a satisfying challenge without being overly frustrating. The game captures the essence of off-road racing and provides a good sense of progression as players advance through the increasingly difficult tracks.

Overall, Enduro Racer for the ZX Spectrum is a solid racing game that effectively translates the excitement of the arcade original to the home computer.

Pros and Cons of Tranz Am Compared to Peers

Pros:

  • Huge open-world map
  • High replay value due to randomised environment
  • Simple arcade-like controls

Cons:

  • Steep learning curve
  • Lacks driving realism compared to traditional racers
  • Lack of graphical variety

Tranz Am’s standout feature is its combination of racing and exploration. The post-apocalyptic setting adds a layer of excitement and tension, making it more than just a race against the clock. The game’s ability to mix adventure and survival is what makes it memorable.

Conclusion

While not a household name today, the 1983 ZX Spectrum game Tranz Am left its mark. This overhead racer, with its smooth controls and post-apocalyptic setting, was praised for its originality and accessibility. It helped establish developer Ultimate Play the Game as a force in early gaming and showcased the potential of the ZX Spectrum platform.

Fruit Machine Simulator for the ZX Spectrum

Fruit Machine Simulator
Fruit Machine Simulator by Codemasters

I’ve always been partial to a bit of a flutter, and I was particularly drawn to the fruit machine and casino game simulations on the early home computers.  Due to the relatively simple graphical requirements of these early games, they would often appear as listings in magazines – I can remember spending hours typing in a BASIC listing for a really very mediocre offering.

The Spectrum had its fair share of commercial fruit machine and casino games, which were launched 20 years before the availability of online gaming sites and dedicated apps.  Home computers really were the place to be if you wanted this kind of gaming experience outside an arcade or Bingo Hall.

Back in the early 80’s the arcades were not only full of great games, but also the more traditional slot machines which had to become more exciting in order to retain the attention of their shared audience.   As the fruit machine developed more features and become more game-like, rather than just repeatedly spinning reels waiting for a win, it was only natural that home computers would be the natural target for fruit machine simulators.  The home computers at the time were owned by a much wider demographic than that of the equivalent consoles, which were targeted at the under 18’s, and unlikely to release these kinds of games.

Fruit Machine Simulator
Fruit Machine Simulator

My first experience of these games was Codemasters Fruit Machine Simulator, a popular distributor of budget games, this one being available for £1.99, which was probably about right for a niche game of this kind.  The game attempted to recreate the feeling of a fruit machine of the time, which started to feature special bonus games as well as just matching fruit.  The simulation centred around the usual Fruit Machine formula – match fruits to win, or hold fruits with numbers on to light up the bonus letters until full, unlocking the bonus game.  Once unlocked the bonus game could earn you extra cash through features such as a skill stop, my personal favourite, where you had to time a key press to stop a flashing light at the right time and increase the cash prize.

The game received mixed reviews at the time, ranging from tedious to brilliant depending on your perspective – I loved fruit machines so I loved the game, I am sure there are other who just wouldn’t get it.  Play it in isolation of a real Fruit Machine and it just wouldn’t be the same.

Looking back, the game seems representative of a time when we were still working out what home computers were for, people would experiment with different programs to see what worked and what didn’t, as we didn’t really have a frame of reference, and everything was a first.  I’m sure you would struggle to get interest in this kind of game as a free browser based application today, but in the 80’s it was yet another reason to fire up the Spectrum and try something new.  Plus you didn’t risk losing your pocket money to the one-armed bandits.

Galaga by Namco – Retro Arcade Review

Namco’s classic vertical space shooter

At the time of writing, summer is here, and I am reminded of hot days spent in the arcades in Southen-on-Sea playing games like space shooter Galaga.  In the early 80’s my holidays would be spent camping with my family, and many of the campsites we visited would have a clubhouse and games room, and my pocket money would be spent indulging my arcade habit on whatever cabinets were available.

Galaga Arcade Screenshot
Original Galaga Arcade Screenshot

Galaga was the game of the summer of 1981, released by Namco as a successor to one of my previous favourites, Galaxians.  Having played the excellent space shooter Galaxians to excess I was keen to master it’s sequel – Galaxians’ diving aliens were a revelation to me after playing the more pedestrian Space Invaders, and I was sure that Galaga would be even better.

Galaga Arcade Graphics

The first thing you notice on firing up Galaga is the graphics – big, colourful and incredibly fast, faster than anything that had come before it.  Rather than being presented with all of your enemies at the start of each wave, columns of aliens would fly in from the left and right, presenting an opportunity to take a few out before they fell into formation – if you could hit them.  Fortunately, unlike Space Invaders and Galaxians, your Galaga ship had the ability to fire multiple missiles, rather than waiting for each to hit home before you could launch the next, and this was absolutely necessary in Galaga due to the speed of the enemy ships.

Frantic Gameplay

Once the enemy ships were in formation they would begin to attack, and like Galaxian’s, small groups of attackers would break off and dive bomb your ship, requiring you to either avoid them and their missiles, or stand firm and destroy them for extra points.  Care was needed to avoid being trapped in a corner due to the angle of the dive, and also look out for the bigger ships which need 2 hits, although they do change colour after the first hit to remind you.

With each hit you are rewarded with a great sound effect, sounding like a kind of high pitched squelch, similar to the sound of pac-man eating a pill. With the speed of Galaga, the sound created was a constant chattering and chirping that was an audible reminder of the success of each shot.

Beam me Up

At certain points, the large green and blue “boss” aliens at the top of the formation would dive, and half way down the screen fire a tractor beam towards the player.  You have 2 options here, either destroy the boss before he grabs your ship, or allow yourself to be “beamed up” by the alien and lose a life.  At this point your ship is returned to the formation, and will begin to attack your remaining vessels along with it’s wingmen.  If however you can destroy the wingmen of your captured ship, it will be returned to you giving you a “double ship” with twice the width but also twice the firepower.  This extra firepower comes in handy from stage 3 onwards…

Galaga Bonus Stage

Starting at level 3 (and every 4th stage after) you will be presented with a bonus round, where the Galaga ships would fly onto the screen and off again, following erratic flight formations, whilst you try to shoot them all down.  The trick with the bonus level is to find the point on the screen through which all the aliens must travel repeatedly, and at the slowest point of their flight, in order to maximise your chance of hitting all of them.

After 5 waves, each having 8 enemies, you are given a bonus score based on the number of ships you manage to take out, with 40 (obviously) being a perfect score. Hitting all the enemy ships see you rewarded with a special bonus of 10,000 points.  It is possible to score a perfect 40 without a twin ship, but it makes it a lot easier so is highly recommended.

There is a bug in the system that means that only player 2 can score more than 999,990 points, as player 1 is limited to 6 characters for the score.  You’d better get a screenshot though, as only the first 6 digits will display on the high score screen regardless of player number.

Trivia

The Galaga game appeared in the movie War Games starring Matthew Broderick, as one of the “latest games” his character downloads from the hacked servers of the an un-named computer company. At the time I thought this was a fantastic idea, and prompted me build my own computer to play arcade games,

Matthew Broderick playing Galaga in War Games
Galaga in the movie “War Games”


Looking back the idea of downloading a game from a remote computer to play at home was like witchcraft, whereas 30 years later you can do it on your mobile phone. Back then Matthew Broderick needed his own computer and a dial-up modem with an acoustic coupler, all very exotic stuff.

Home versions

Galaga was released on number of home consoles and computers, the most notable being the Atari 7800 and NES versions, as well as a later port to the Gameboy, where it was bundled with Galaxians.  Modern consoles can access Galaga through the Namco Museum compilations, and it has also had the iPhone treatment as part of Galaga 30th Anniversary Collection,  which is available as a free download from the iTunes store.

Galaga NES Famicom Version
Galaga NES Version

Of all the home versions I would have to go with the NES release as being the most faithful.  Despite playing all of the recent conversions and compilations I can’t recreate the feeling of playing Galaga on an original arcade machine. So when I am in need of a fix I will head back to my BAS upright cabinet , which takes me all the way back to the summer of 1981.

Snow Bros. Nick and Tom Retro Arcade Review

What was the Snow Bros arcade game all about?

There are some games which I hesitate to write about, as they are so good I just don’t feel I will do justice to them, and I put them off to another day. On this list would be the original Star Wars arcade game, as well as the classic Track & Field, neither of which I am quite ready to tackle. Snow Bros may not be as well known as these games, but until now it was also on my list.

Snow Bros. was released by Toaplan in 1990, whilst I was at University, and my first experience was playing in the basement of Aston Student Union. My first thought was that the game was very similar to Bubble Bobble, with the bubbles being replaced by snowballs. My second thought was that I may have to ditch my afternoon lecture on microprocessors to play this game, it was that good. 30 years later and I am still playing Snow Bros using an original (well a bootleg) PCB, and a recent late night game session prompted me to finally write this retro review.

Arcade Marquee for the Snow Bros game

Snow Bros Gameplay

Snow Bros is a platform game starring two brothers, Nick and Tom, whose mission is to rid the world of monsters, using the power of snow. Each level, which features different platform and monster combinations, requires you to destroy all of the enemies in order to progress to the next. Your Snow Brother achieves this by throwing snow at the monsters until they turn into large snowballs, incapacitating them for a period of time. Kick the monster/snowball, and it bounces around the screen and destroys the monster when it reaches the bottom, as well as killing any other monsters it encounters along the way.

Playing Snow Bros Arcade

Snow Bros Arcade Screenshot
Snow Bros. Arcade Screenshot

The trick with Snow Bros is to turn as many monsters into snowballs as you can, without kicking them, and then kick one at the top of the screen to destroy all of the monsters on the way down. This generates a big bonus in the form of currency which drop from the top of the screen and need to be collected quickly before the level ends.

There are various monsters to be found as you progress, each with different characteristics, requiring different approaches to destroy:

  • Red monsters can move around the screen in the same way as the Snow Bros, and can only kill you by touching you
  • Yellow monsters can run on all fours and move quicker than Red Monsters, killing you on contact
  • Green monsters move slowly but breath fire, which can kill you from long distances
  • Blue monsters spin like mini-tornados, and can move through platforms and attack you directly

You will be attacked by an invincible pumpkin-head monster if you take too long to clear a screen, although he can be slowed down with a well-timed snowball.

Destroying monsters gives you bonuses which come in two forms, either a piece of sushi for extra points, or a bonus potion that will give you extra powers, including faster movement, big snowballs and increased throwing range. A green bottle provides a special bonus, where your snow brother inflates like a balloon and whizzes around the screen killing everything he comes into contact with.

Snow Bros Boss Levels

At the end of every 10 levels, which in classic Donkey Kong style, progress upwards, you will encounter a boss. These boss levels provide a break from the platform levels, and take some time to work out. There are 5 bosses to be beaten across the 50 levels in the game, including a giant lizard, a big pink head, and a pair of yellow birds who can be destroyed by turning their weapons back on them. Each boss will have a different projectile to throw at you, and by turning these into snowballs, they can be kicked at the boss to cause damage, indicated by a health bar at the top of the screen.

Snow Bros Arcade Boss Level
Snow Bros 1st Boss Level 10

Like many classic platformers, there are multiple ways to complete Snow Bros, and developing the optimum approach for each screen is part of the challenge if you want to progress to latter stages. Even then, this game is going to take some beating, with later levels a veritable minefield of enemies approaching you from all angles.

Snow Bros Home Conversions

Few home conversions were made for this game, but there were good versions produced for the NES and the Sega Megadrive (Genesis), with the Sega version being the most authentic. There was also a version for the Gameboy that is worth a play.

Snow Bros Megadrive

Returning to the game now, I instinctively repeat the tactics learned on and off over twenty years, almost on auto-pilot, until I get to level 20 and above, when all tactics go out of the window and I switch to survival mode.

Snow Bros. may have caused me to miss a few university lectures, possibly cost me a grade or two, but it was worth it.