Tag Archives: Review

Yie Ar Kung Fu for the ZX Spectrum

Yie Ar Kung Fu started life as an arcade game released by Konami in 1985, having features that were seen for the first time in a fighting game, including multiple opponents, a health bar and multiple special moves. This really was the birth of a genre which has spawned 100’s of one on one fighters, including series such as Street Fighter, Tekken and Soul Caliber.

Yie Ar Kung Fu ZX Spectrum
Yie Ar Kung Fu ZX Spectrum
The Yie Ar Kung Fu game on the Spectrum was a faithful rendition of the original game, and featured a martial arts master, Oolong, whose mission was to fight through a series of bouts against increasingly difficult competitors. Moves were achieved through the joystick and a punch and kick buttons, and included jumping attacks. With practise you could pull off moves such as leg sweeps and roundhouses, which were needed to defeat each of your opponents different fighting styles. Whilst not the first game to feature hand to hand combat, earlier games such as Kung Fu Master had a very limited move set, with basic punch and kick moves. The Spectrum version of Yie Ar Kung Fu managed to replicate all 16 special moves from the original arcade game, providing a great variety in the approach to defeating each opponent. This did however mean that playing on the keyboard required use of 9 different keys, and so a joystick really was the preferred option.


This video is the enhanced 128k version with fancy fonts and improved music and effects

Yie Ar Kung Fu advert
Yie Ar Kung Fu advert

The winner is the first to 10 points (or hits) in a single bout, each hit reducing the opponents life bar, a feature that carried across to pretty much every fighting game that followed. Each of your 10 different opponents had unique moves and attacks, some armed with weapons such as swords, nunchaku, chains and throwing stars. A different strategy was required for each, dodging attacks and timing your strikes at a moment of weakness.

The graphics of the Spectrum version of Yie Ar Kung Fu were detailed, if a little less colourful than on other conversions, mainly due to the Spectrum’s attribute clash issues. But this didn’t stop it from being a great game, and remembered fondly by many Spectrum owners.

Along with “Way of the Exploding Fist”, this game represents the height of fighters on the Spectrum (a machine not ideally suited to the genre) and is memorable for being my first experience of a proper fighting game.

Grandstand Scramble 80’s Retro Handheld Game

Grandstand Scramble Handheld
Grandstand Scramble Handheld

Grandstand Games

If you were a kid in the late 70’s and early 80’s it is likely you will have owned, or knew someone who owned a Grandstand handheld game. For many retro gamers this was their first real “video game” – for me it was Galaxy Invader, but games like Astro Wars and Munchman were also incredibly popular. These were handheld versions of popular arcade games such as Galaxians and Pac-man, but only one of these Granstand games was named after an arcade original, and that was Scramble.

Arcade Scramble

The arcade Scramble was one of the earliest side scrolling shooters, relased by Konami in 1981 and set the format for such classics as Gradius and R-Type. The arcade version of Scramble featured a novel weapon configuration of a front facing missile, and bomb which followed a realistic arc to destroy ground based enemies. As an additional twist, you had limited fuel, and had to destroy fuel depots in order to top up (not quite sure of the logic here). This introduced a risk / reward element to the game, requiring you to concentrate not only on avoiding the scenery and enemies, but also keep up your rocket fuel levels to stay in the air.

Scramble arcade game by Konami
Scramble arcade game by Konami

Grandstand Scramble Handheld

Grandstand Scramble followed a similar in not identical format, a neat trick considering the limited capabilities of the Vacuum flourescent Display (VFD) which could only show fixed graphical images which could be turned on and off, like the LCD display of a Nintendo Game & Watch. Unlike earlier Grandstand games, the VFD was multi coloured, and through clever use of the space managed to pack in multiple images into each square on the screen, allowing the display of a missile one moment, and a spaceship the next. By scrolling the bottom layer of laser turrets, the impression of movement was acheived, with your player ship on the left of the screen shooting to the right.

Grandstand Scramble “Red Letter” Version
Grandstand Scramble Handheld “red letter” version

Before you get to the display though, the first thing that strikes you about Grandstand Scramble is the size of the game, this is no handheld, not unless you are a weightlifter, its more a tabletop game, and is best played resting on a flat surface. You could use an adapter, but if you wanted it truly portable you were looking filling it with “D” type batteries, the biggest and heaviest you can get, and normally only used these days in high powered torches. With these loaded the game is VERY heavy.

The other thing you notice when you fire up the game is the sound, which is incredibly loud, and would be extremely annoying to anyone within shouting distance. With no headphone option, the game is best played alone, in a locked and soundproofed room.

Grandstand Scramble handheld gameplay

Controls were well thought out, with a proper joystick and separate bomb and missile buttons, and a big on off switch. Everything feels very physical, and you imagine the individual plastic buttons connecting with the metal switches beneath as you play.

The objective of the game was not identical to the arcade version, as there was no scenery, and no requirement to refuel, just shoot enemies, bomb the ground based gun emplacements, and get to the end of the game before losing the 3 lives available.  

There were five distinct phases to Grandstand’s Scramble:

  • Phase 1 destroy 4 waves of fighters that move towards you from the right in groups of four. Don’t get hit by missives or the enemy ships
  • Phase 2 destroy 4 base ships on the right, by first shooting the fighters they fire you in a zig-zag pattern
  • Phase 3 destroy a single moving base ship that fires fighters directly at you, while avoiding missiles fired up from the (now active) bases below
  • Phase 4 the base ship is now firing missiles at you, and asteroids are raining from the sky. Destroy the base ship enough times to proceed
  • Phase 5 avoid meteorites and destroy the moving energy base at the bottom of the screen

The differences to arcade Scramble are probably down to the fact that the game was not designed to be a Scramble clone, but a rebranded version of a Japanese game from Epoch called Astro Warrior.  Presumably Grandstand thought it would sell more with the arcade association.

Grandstand Pocket Scramble LCD Game
Grandstand Pocket Scramble

There were 2 versions available, the only difference seeming to be the colour of the word Scramble on the front of the game.  I have both (see my video below), and that’s the only difference I could find between the 2. Grandstand also released a Game & Watch style version of Scramble with an LCD screen and virtually identical gameplay to the arcade game – this time a true handheld, powered by watch batteries, which you could fit in a shirt pocket.

What happened to Grandstand Games?

Not much is documented about the Grandstand company other than it imported and rebranded its products from manufacturers such as Epoch and Tomy, releasing games in the UK and New Zealand, and that it ceased to exist some time in the Eighties. For a company with such a short career, it managed to make its mark on a whole generation of gamers, and produced some games that were so well built that they are still being used 30 years later.

Gunstar Heroes for the Sega Megadrive

The Sega Megadrive was never short of great games, but developer Treasure managed to create a smash with Gunstar Heroes, it’s very first commercial release in 1993. Back then the name Treasure was relatively unknown, well before they received worldwide acclaim for games such as Bangai-O, Sin & Punishment and Ikaruga.

gunstar heroes megadrive case
Gunstar Heroes for the Sega Megadrive

Gunstar Heroes uses the horizontal run and gun format familiar to players of Contra, Metal Slug and Forgotten Worlds, scrolling left to right with multiple platforms and routes through each level.  An over-complicated game intro establishes that your heroes “Red” and “Blue” have to cross deserts, aerial platforms, caverns and huge battleships on a mission to rescue Red’s brother “Green” from the evil “Black”.

Gunstar Heroes Gameplay

There are 7 levels to complete, each featuring unique locations and level bosses, and a whole bunch of minor enemies and mini-bosses to defeat along the way. In fact so many that the screen sometimes seems filled with sprites, projectiles and huge blooming explosions, all of which dont seem to incur any kind of slowdown from the 16 bit heart of the Megadrive.

Gunstar Heroes Megadrive
Gunstar Heroes – Explosions!

You can choose from 4 weapons, Force, Lightning, Fire and Chaser, which can be combined to make hybrid weapons, which give different perks and allow for different playstyles. In two player mode you can even work in tandam, throwing each other at weaker enemies being another way of destroying them as well as the huge bosses.

Bucking convention, you could pick from any one of 4 levels to start, allowing you to take different routes through the game should you get stuck, which due to the advanced difficulty levels, would often happen. Death would come when you took a certain number of hits and drained your power bar, giving you the opportunity to quit the game or return to the start of the current level.

As with all Treasure games to follow, the sprites were incredibly detailed, and they wrestled every last inch of processing power out of the Megadrive, with the kind of graphical scaling and rotation normally associated with the FX chip augmentented Super Nintendo.

Gunstar Heroes Bosses

Gunstar Heroes Cavern Level
Gunstar Heroes cavern level

Some of the stand out moments include the “sand” boss, created from shifting blocks of sand forming different shapes including a “running man”, a Treasure hallmark, with this character also featuring in later shmup Radiant Silvergun.  There is also a “boardgame” level full of bosses, and a mine level featuring an Indiana Jones style minecart chase.

Playing Gunstar Heroes Today

Getting hold of Gunstar Heroes these days is hampered by its relative rarity and cult status, but you can still obtain a copy on ebay for around £20, and you can also find it on the Sega Megadrive Classic Collection, with 3 other games – which bizarrely is cheaper.  360 owners can also download from XBOX Live Arcade.

There was also a sequel, Gunstar Super Heroes on the Nintendo Gameboy Advance, which had great reviews but didn’t achieve the same cult status as the Megadrive original.

Whilst not selling in the volumes it deserved, due to Treasures’ lack of previous form at the time, and any kind of marketing muscle – it just couldn’t compete with the kind of money being spent on the Blue Hedgehog.  For lucky gamers who did stumble upon it, they got to experience one of the great games of the 16 bit era, and the birth of a developer who would go on to be recognised as one of the greatest.

For more Megadrive classics visit my Top 10 – the Best Megadrive Games Ever!

Battlezone retro arcade game review

Battlezone: The Original Tank Game

Battlezone was a truly unforgettable game from the early days of the arcades, that saw you in control of a tank in a 3D battle against enemy vehicles and space ships, set in a dali-esque landscape of cubes and pyramids.

Battlezone Arcade animated gif
Battlezone Arcade gameplay from a real cabinet

Battlezone used wireframe vector graphics technology, the same technology that was used in the classic Asteroids, and perfected in the original Star Wars Arcade game. Rather than using a matrix of dots on the screen to make up an image, as used in more common “raster” screen technology, vector screens drew lines directly onto the screen using the cathode ray. The phosphor on the screen glowed just long enough for the line to appear solid and the ray had a chance to redraw the next frame, hence the slight flicker associated with the technology. Due to framerate issues it was impossible to draw solid blocks of colour, hence the characteristic wireframe look to all vector games.

Battlezone was the first 3D Arcade Game

Whereas Asteroids was a 2D experience, Battlezone cretaed a 3D world where objects were continually redrawn based on the relative position of the tank, allowing you to drive towards and past them. Through clever use of parallax scrolling, where wireframe 3D objects in the foreground moved at different speeds to the mountains in the background, the Battlezone playfield also had a sense of depth and distance.

Battlezone Arcade Cabinet
Battlezone Arcade Cabinet

The control system was unique in that you had two parallel joysticks which controlled the two tank tracks, so pushing both forwards moved you forwards, push one to turn left or right, or opposite ways for a fast turn. The cabinet also featured a periscope-like hole through which you viewed the screen. This combined with the 3d had the effect of making the game very immersive, for a while you really were driving a tank.

How do I beat Battlezone?

The trick was to use the terrain to hide behind objects whilst waiting for the enemy to drift into your sights. To help with positioning you had a radar that showed the location of enemies, and due to the slow pace of the tanks, you often found yourself in a race with your opponent to rotate to the correct firing position and get your shot in first – too early on the trigger and you might miss, too late and you would be hit. Being shot yourself resulted in your tank being destroyed, indicated by an explosion and the screen being “cracked”, much better than just saying “game over”.

Full size Battlezone Arcade Cabinet with Periscope
Full size Battlezone Arcade Cabinet

Reputedly used by the American military for tank training, this game was an instant classic and was converted into home ports for the Atari 2600 and also for PC (DOS) amongst others. I recently downloaded a great ipad port called VectorTankX which is well worth checking out.

Dec 2011 – Atari did eventually notice the similarity between Battlezone and the VectoTankX game, and have had it removed from the ipad store. Shame as this was a great app.

Gyruss arcade retro review

I found this game on holiday in Spain, around the same time that I discovered another Konami classic, Track & Field. This was in the early 80’s, a time when games arcades were massively popular and new games were launched seemingly on a weekly basis.

Gyruss arcade flyer
Gyruss arcade game flyer
Gyruss was a memorable arcade shooter for 2 main reasons, the first being the Tempest-like 3D perspective, where your ship travelled in a circle around the screen, with aliens emerging from the centre and flying out towards you. The aliens also fired various missiles as you spun around the edge of the screen, which was slightly disorientating as you looped left to right and top to bottom. Clearing each section advanced you closer to the next “planet”, flying through the solar system.

The other memorable feature for me was the fantastic music, a version of Bachs Toccata and Fugue that perfectly matched the pace of the action on screen. I would play for the music alone, which seemed to blast out of the speakers on all the cabs I played this on.

Gyruss arcade game screenshot
Gyruss arcade game screenshot

Between stages there were bonus sections, which Galaga-style allowed you to rack up points for clearing all enemies on a specific flight path. If you managed to shoot the mother ship you would pick up a “double fire” bonus that helped you clear the bonus screen more easily. This was a great risk reward mechanism, as the mother ship was well armed and defended by wingmen, and you had to work for it.

Simple in format but a great score chaser, you could play this all day and not get bored.

Apparently this was released on the NES – And here is a great review by Nintendo Legend. Gyruss was also released on the Atari 2600, which could only be a disappointment after the brilliance of the arcade original. The game even made it onto XBOX Live arcade, remastered in HD.

Moon Patrol for the Atari 2600

Moon Patrol was a classic 2600 conversion of the arcade game of the same name. Developed by Irem and launched by Williams, this side scrolling driving game was the first of its kind. The arcade version also featured parallax scrolling, a simple optical illusion where different background graphics move at different speeds to give the illusion of depth.

moon patrol marquee Atari 2600
Moon patrol arcade cabinet marquee

Moon Patrol Atari 2600 version

Back to the 2600 version and your mission, as pilot of the moon patrol vehicle, was to traverse the lunar surface, avoiding multiple challenges along the way, and complete the journey as quickly as possible. Sounds pretty basic, but this was an Atari 2600, and backstory was not always a huge feature of these early games!

Moon Patrol Atari 2600
Atari 2600 Moon Patrol

The classic Atari “orange button” joystick allowed you to speed up or slow down by pushing left or right, and pushing up would jump – handy for getting over the craters and also for jumping missiles or other enemy characters, rocks and landmines.

Multiple waves of enemy ships would drop missiles, which also need to be avoided, especially those that create new craters with their bombs. You also suffered ground based attacks from the rear by enemy buggys, which you had to jump to get in front of you and destroy, as well as oncoming enemy tanks. Fortunately you were armed with a laser that fired both forwards and upwards, destroying both enemy ships and obstacles. The game required careful thought as to when to shoot and when to jump, and whether a long jump could clear several obstacles at once, requiring a lot of strategy for a humble 2600 game.

Successfully clear 5 zones with increasingly agressive enemies, and more and more tricky obstacles, and you start again on a new difficulty level.

Moon Patrol had the kind of simple gameplay mechanic that translated well on the seminal Atari console, and this was a well executed example, and still playable today.