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3D Monster Maze for Sinclair ZX81

3D Monster Maze Cassette
3D Monster Maze Cassette
As an 11 year old with an interest in computers, what better birthday present could I get but the latest in home computing the Sinclair ZX81. During the 1980’s you could buy computers from John Menzies, which for the under 40’s was a store a bit like WH Smith but with more calculators.On unpacking my new best friend I plugged it into the mains and my old black and white TV, tuned to channel 36, and started typing in some BASIC commands on the plasticky membrane keyboard.  After about 10 lines of code I got an out of memory error. Apparently I had filled the 1K of memory. So Dad got me a 16K RAM pack, which was attached to the expansion board at the back and held on with velcro.  As long as you didn’t jog the keyboard too hard and dislodge the unit, this extra memory let you type in (and load) much larger programs.

3D Monster Maze Sinclair ZX81
3D Monster Maze Sinclair ZX81

My favourite of these 16K games was called 3D Monster Maze, from a company called New Generation Software, which saw you running away from a Tyrannosaurus in a randomly generated 3D maze. Given the limitation of the computer’s graphics, which were in-built character blocks in black, white and shades of grey only, the effect was amazing.

The game managed to really ratchet up the tension as you tried to escape from the Tyrannosaurus, with the status line on the screen telling you how close the Tyrannosaurus was. A bit like Doom did over 10 years later, the tension while you waited for the monster to appear made the game.

Remember this was a first person perspective 3D game, back when you had to load the game from tape, and the computer would randomly reset at regular intervals when it got too hot.  To say it was ahead of it’s time was an understatement.

A great classic from a time when lone programmers working in their bedrooms could release a number 1 selling video game, and proof that you don’t need high definition colour graphics and surround sound to create an atmospheric gaming experience.

Time Crisis retro arcade review

In the same way that Operation Wolf blew away the arcade competition with it’s 2D light gun game in 1987, Time Crisis did the same but in full 3D in 1996. Released after Virtua Cop, the first real 3D light gun game, Time Crisis featured vastly superior graphics, an engaging storyline and a killer feature – the ability to duck behind objects using a foot-pedal attached to the machine.

time crisis arcade game
Time Crisis Arcade Game
This is the defining feature of Time Crisis: the game retained the joy of firing a gun rather than moving a joystick, but the play mechanic was moved on from the “shoot before you get shot” to “use duck and cover tactics to shoot at the right time and avoid getting hit”. The enemy AI forces you to take cover in order for them to come out of their hiding places, and as the view is obscured while you are hiding, you come out blind, blasting for all you are worth at the on screen baddies.

Of course the game, due to the control mechanism, was on rails, but this seemed less of an issue when you had some control over the player in each scene. To ratchet up the tension, the time limited nature of each level forced the player to take chances in order to progress, with bonuses awarded in the form of extra time for killing certain enemies. You were also forced to hide in order to reload, rather than shooting off screen as per the light gun game standard.

The storyline was a standard “storm the castle, kill the bad guys at each level, defeat the boss and rescue the girl”, but it was well implemented, with game engine animated cut-scenes to give you a break from the frenetic action. There were also 2 modes, a standard Story mode, and a time attack mode, where every enemy in a level had to be defeated in a strict time limit.

Lucky Playstation owners were treated to an excellent port of the game in 1997, and various arcade sequels followed, with Playstation conversions keeping track. A ground breaking game that can still hold its own if you can find a cabinet.

Discs of Tron retro arcade game review

Tron: Made for the Arcade

Most of people of a certain age (35 and over) will remember the Disney film, TRON, and the arcade game that it inevitably would have to spawn, given the film’s game-based storyline. One of the scenes involved a deadly game of Frisbee, where combatants battled to the death with electrically charged discs. The original TRON game had planned to include this section, but Bally decided to launch the game in it’s own right.

Discs of Tron Arcade Cabinet
Discs of Tron Arcade Cabinet
As a classic arcade gaming experience, this stands out as one of the first multi-sensory titles, with some cabinets requiring you to stand on a glowing platform, with surround sound and lighting effects linked to the on screen action, and as such drew some big crowds. The game display used a novel mirrored effect that projected the raster graphics onto a glass with hi-res painted graphics behind.

The objective of the game, played in a kind of space-age squash court, is to knock the enemy player (Sark) from the one of his circular platforms by hitting him with your frisbee discs, of which 3 could be in play at a time. You also had to avoid discs thrown by Sark, use the deflect feature, or smash his disc in mid-air with yours. By timing the throws correctly you could knock Sark off before he has a chance to move platforms.

Discs of Tron Arcade
Discs of Tron Arcade

To complicate matters Sark also has green energy balls which he can fire at you, which split into multiples and cannot be deflected but can be destroyed with your discs. There are also special chaser discs which will track you and need multiple hits to destroy.As the levels progress, the number of platforms change, platforms change height or move, and walls appear to block direct shots. You can also shoot each other’s platforms when in raised position, requiring you to visit them in order to keep them.

In stand up cabinet format this game was merely good, but in the surround cabinet it was a real arcade experience. I have not played any of the recent Tron console games, or even seen the long awaited sequel to the original film, but I’d love to get my hands on one of these machines as it just cant be emulated on a PC or even a MAME cabinet.

 

This review featured in Retro Gamer magazine, written under my Phoenix username.

 

PSSST! for the ZX Spectrum, an Ultimate review

One of the less lauded games from Ultimate, PSSST! was one of my first experiences of a really slick and addictive Spectrum game. It was launched around the time of Jet-Pac, prior to the later and more popular isometric games. I remember cutting out the coupon in Sinclair User to order the game, paid for with a postal order for £5. No downloadable content and PayPal for us back in 1983! Back then you had to rely on a grainy screenshot if you were lucky, and the idea of Youtube to view gameplay was a fantasy.

PSSST! Loading Screen on the ZX Spectrum
PSSST! Loading Screen on the ZX Spectrum
Playing the role of “Robbie the Robot”, your objective is to patrol your garden and protect your green shoot from invading insects long enough for it to grow and flower. The insects would crawl or fly towards the flower, and could be killed by using the right kind of spray for the insect – either a puff of gas, an electric zap or a water spray. The cans were dotted in alcoves by the side of the screen, and you could only carry one at a time, which forms the main game mechanic.  You will encounter a number of different bugs as you progress through the game, starting with caterpillers and moving through bumble bees and wasps, each with a different attack pattern, and requiring different spray types.

Survival of your flower was a frantic battle to keep swapping sprays and killing insects moving at different speeds towards your flower.

Not the best or deepest game from Ultimate but a taste of things to come, and a world away from the clunky amd jumpy character animation of most early Spectrum games.

 

Arcadians retro game review for the BBC Micro

In my retro games reviews I’ve covered a few BBC arcade conversions including Killer Gorrilla, so won’t repeat what I’ve aleady said about some of the liberties taken in the early days by developers like Acornsoft.

Arcadians for the BBC Micro
Arcadians for the BBC Micro
But if they hadn’t stretched the boundaries of IP infringement we would not have arcade perfect conversions such as Arcadians (a thinly veiled Galaxians clone). All seems to be in order, from the swooping aliens to the large player ship at the bottom of the screen. In fact the player ship was huge, making bullet dodging quite a challenge.

Arcadians was quite a repetitive game, sitting somewhere in between Space Invaders and Galaga in the arcades, with not much variation in gameplay if any between waves. Galaga took the Arcadians model with swooping aliens and added in bonus screens and dual ships, perfecting for many the formula and providing some much needed variety.

Anyway, back to Arcadians, in addition to the perfectly replicated gameplay, it also featured an arcade-style high score table and a novel “attract” screen with a demo of it being played, just like a real cabinet, making it feel really authentic.

Arcadians was also released later on the Acorn Electron, the BBC Micro’s younger brother, and it was just as good despite it being a less powerful computer. Anyone with a BBC or an Electron back in the 80’s should remember this game, another great example of what the BBC was capable of in the right hands and the closest thing to the arcades for a home gamer.

Killer Gorilla for the BBC Micro

Not a Donkey Kong Clone, Honest

The BBC Micro was touted as an educational tool, if you believe Fred Harris, and most of us growing up in the 80’s will have used one at school, either doing some rudimentary programming, or playing with maths tools such as “Turtle”.

Killer Gorilla BBC Micro
Killer Gorilla Screenshot on the BBC Micro

It also happened to have a great specification for replicating arcade games due to the colourful high resolution screen and multi-channel sound. Various publishers in the early days of the BBC chose to go down this route, with faithful renditions of Mr Do! (Mr Ee), Frogger (Hopper), Space Panic (Space Monsters) and Donkey Kong which, you guessed it, was renamed Killer Gorilla.

For some reason, in the Program Power version, they felt the need to replace Mario with a stick man, quite how they felt this would fool Nintendo I don’t know, as in every other way this game was a carbon copy of the arcade game. The levels were recreated perfectly, and even had the “How high can you try?” message between stages.

I won’t dwell too long on the gameplay as we all know Donkey Kong, but this game had it all, as your not-Mario jumped and hammered his way across various levels to rescue his girlfriend. The gameplay was true to the arcade original, including the need to time your jumps to perfection to avoid the many different obstacles put between you and the big monkey. The sound was also pretty spot on, as well as the inter-stage screens showing your progress up the skyscraper.

I spent a lot of time on this as a teenager when I was supposedly “doing homework” on my BBC… at the time it was streets ahead of the competition in terms of its ability to replicate arcade games, and I was very jealous of my friend who had one if these when all I could manage was a Sinclair ZX81.