Showing posts with label Retro gaming. Show all posts
Showing posts with label Retro gaming. Show all posts

Mar 8, 2018

The Streets of Beat-'Em-Up


What you see above are four rather classic urban scenes I grabbed from the ever-evolving, and always excellent MobyGames. I've been researching the evolution of urban depictions in games lately, you see, and the side-scrolling beat-'em-up genre isn't something that could be ignored. Oh, and do look at those lovely colours!

Oct 23, 2017

Eye^Game^Candy: Shadow of the Beast II

Age hasn't been kind to Shadow of the Beast II's gameplay, but its aesthetics and visual successes have lost none of their original qualities. Psygnosis' arcade adventure hit remains beautiful and evocative to look at, a highly atmospheric 16-bit offering, and a game with a truly brilliant soundtrack. Actually, it's something that simply shines on YouTube, and is definitely worth checking out on MobyGames.  

Feb 16, 2017

Eye^Game^Candy: Where Time Stood Still


There were but a few games that really took advantage of all the extra RAM the 128k ZX Spectrum provided, and even fewer that attempted to craft beautiful, isometric open worlds populated by rule-based AIs, and the odd Tyrannosaurus Rex. Actually, Where Time Stood Still by Denton Designs (published by Ocean Software), a follow up of sorts to the already groundbreaking The Great Escape, is the only game that managed to really pull off such an impressive feat on the humble Sinclair 8-bit. It is still a beautiful, ambitious, and engrossing survival horror, exploration, RPG-lite action-adventure that has aged remarkably well. Its crisp and fluidly animated black-and-white graphics look as beautiful as ever, and its exotic The Lost World-esque setting remains properly fresh. Interestingly the game also got MS-DOS and Atari ST ports.

Find out more, download a copy, or even play Where Time Stood Still online on World of Spectrum, and then read a bit more about it over at Hardcore Gaming 101

Jul 5, 2016

Eye^Game^Candy: Wonderland

Being one of the most ambitious text adventures ever created, and making a brave attempt at thoroughly modernizing interactive fiction interfaces, Wonderland by Magnetic Scrolls is one of those few games that should be considered important. It also happens to be one I really do love. Somewhere between the fact that I never managed to finish it, the childhood memories of opening its big box with all those 5.25" floppies, the amazing little visual vignettes, and those incredibly appropriate and very whimsical puzzles I absolutely struggled with, I may have created a mental image of Wonderland that might just be too good to be true. I know. And even though I don't want to spoil the memories, I know I'll eventually have to revisit it.

You can play the game online here (albeit not in its full glory; you'll be needing DOSBox for that), and find out more about it on Mobygames and the Magnetic Scrolls Memorial

Oct 28, 2015

Eye^Game^Candy: Life and Death

It may have been released across all major computer gaming formats and may have looked impressive on the Amiga, but it was always the CGA, MS-DOS version of Life and Death I considered the more appropriate. Its garish colours had an uncanny ability to make the subject matter just a little bit more disturbing to turn each operation into an exercise in bloody horror, whereas the PC beeper powered scream was simply unparalleled in its other-worldliness. Oh, yes, and this was actually the version I've always owned and loved complete in its magnificent box with the surgical mask and that brilliantly written The History of Surgery book. 

Find out more about Life and Death on MobyGames and Abandonia.

May 25, 2015

Eye^Game^Candy: Lionheart

Released late in the Amiga years --during the far too recent 1993-- Lionheart by Thalion didn't really receive the recognition it deserved for years, until people finally saw it for the beautiful (stunning even) fantasy epic that it is. So, after marveling at the excellent pixel-art posted above, I suggest you read about Lionheart over at HG101 and IndieRetroNews. You'll probably discover new ways of playing through the thing too. 

Nov 12, 2014

Eye^Game^Candy: Cruise For A Corpse

Though largely forgotten today, Cruise For A Corpse was a stunning, triple-A adventure game back in 1991 that launched on the Amiga, Atari ST and MS-DOS and was probably the first Agatha Christie inspired game I truly loved. Granted, the colourful graphics, unique setting (spoiler: everything happens on a posh boat), stunning backgrounds, interesting plot and rotoscaped animation were all I cared for, as I did resort to using a walkthrough and can't really comment on the quality of its puzzles. As for the good news, well, if you still have the game's files you can properly play through it via ScummVM.

Oct 10, 2013

Lawless Legends and the 8-bit Spaghetti RPG

Not all cowboy films are spaghetti westerns, but we all know that those were the best. And I do really want to imagine Lawless Legends as a fantastic RPG set in the Wild West that will nostalgically remind me of both The Wild Bunch and those roleplaying games I used to love as a young little person whose imagination had not been tainted by photorealistic graphics. It will, after all, be an 8-bit offering, meaning its graphics will by definition put the old brain to work.

As for what it will be all about, here is how the devs put it:

"The year is 1856, you have just arrived at Fort Miller, near Mariposa California. The gold rush has now past it's peak and the region is slowly being over run with cutthroats, thieves, murderers and the like. It seems like drifters from the wilderness are gravitating back into the nearest town they can find. The only other thing keeping the peace in these parts, besides lawmen, are the saloons with their fill of booze, gambling and loose women. To make things worse, there are rumors circulating about mysterious, unnatural things taking place behind the curtain of mountains beyond the local ridges, spreading like wildfire. It’s getting to the point where most folks are too nervous to venture far from town...even for gold."

What's more, Lawless Legends is an open source project and is ready to accept all the coding and designing help you can offer it, while simultaneously considering all the ideas you have to throw its way. You can keep an eye on it via this handy facebook page and have a look at the code, editor and assets over here.

Lawless Legends will be released for Apple II and Commodore 64, with a slight chance of also making it to modern PCs and Macs. Sadly, no word on the ZX Spectrum version yet...

Related @ Gnome's Lair:

Sep 9, 2013

It's Behind You: The Making of ZX Spectrum R-Type

Coding on the ZX Spectrum was tough. As was creating decent art and making sure everything moved along at a respectable pace, and that's why a mere glimpse of R-Type running on Sinclair's humble 8-bit was more than enough to drop jaws all around Europe. The thing felt arcade perfect and quite frankly unbelievable, and that's why said conversion is considered one of the machine's finest, while casually finding itself in all sorts of best-of-all-time Speccy lists. 

Finally, you are about to find out how (then) bedroom coder Bob Pape managed to pull it off by reading his just released ebook It's Behind You: The Making of a Computer Game. The 138 pages long book is surprisingly well written, filled with all sorts of information, artwork, ads, bits of code, designs and, well, the complete lowdown on R-Type. Interestingly, you'll also find quite a few words on the Rampage conversion and the whole Spectrum era in there too.

A brilliant and most enlightening read indeed and a freeware PDF you simply have to download! Oh, and do not forget to check out those lovely book extras too.

Mar 18, 2013

Creating the best Monkey Island games possible

Ask anyone with a passing interest in gaming and at least a modicum of taste and they will immediately let you know that both The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge are perfect games. Interestingly though, their recent deluxe versions are pretty good too and, despite a few interface hick-ups and some not always spot-on visuals, they also sport some truly excellent voice-overs.

Which leads us to the question: what are the best possible versions of the first two Monkey Island games? How should you enjoy Ron Gilbert's masterpieces?

Simple! By playing the original games with the original point-and-click interface in the talkie versions that never existed; the talkie versions using the voice-overs of the deluxe editions. All you'll be needing are the original games, their recent deluxe versions, ScummVM and the brand new, freeware, legal and utterly fantastic Monkey Island Ultimate Talkie Edition Builders.

You are most welcome! No, really, 't was a pleasure!

Jan 11, 2012

Eye^Game^Candy: Little Computer People

It might have inspired The Sims and that happily forgotten Tamagotchi craze, but David Crane's Little Computer People was far from a commercial success back in 1985. Surely the atrocious cover art couldn't have helped much... The game itself though remains fresh, unique, innovative, pretty brilliant and beautiful in a way only those chunky Commodore 64 games can be. And did you know that its complete title is Little Computer People Discovery Kit and that it was also known as House-on-a-Disk? Oh, I see...

Dec 20, 2011

Remembering Willy Beamish

From all the games I have ever played, there is only one I have firmly associated with Christmas and the whole wintery festive period (I sadly don't seem to particularly care for this one much anymore, what with me being an apparently empty/logical shell of a gnome and all). Said game is none other than The Adventures of Willy Beamish; a game designed by Jeff Tunnell, developed by Dynamix and published by Sierra back in the too distant sounding 1991. A game I was reading about in every gaming mag of the era, an expensive VGA offering in a big box, and a most excellent Xmas present by my parents.

I distinctly remember being incredibly excited about it, yet somehow carefully opening its box to discover a ton of 5.25" disks, one of the best manuals ever designed, a Sierra catalog, some feelies of sorts and those amazing, colourful Willy Beamish stickers that ended up on my room's door. I also remember waiting impatiently for what felt like ages for the game to install itself on my 40MB hard-drive and playing it for hours to the sounds of an old Platters LP. Hmm, this must be why I also associate this kind of music with the holiday season and, apparently, why I was listening to 50s music while photographing my dearest of all game boxes:


Interestingly though, I have never played the game since finally beating it later in 1992, admittedly with the help of a learned, yet younger, friend who I am sure must have gotten his hands on some sort of rare at the times walkthrough. But, why haven't I played it again after all those years, then? Why have I abstained from its many charms? Well, truth is, I somehow feel I might just spoil its memory and have decided to only periodically re-read the manual. Besides, I do actually remember Willy Beamish pretty vividly.

I remember its fantastic Dragon's Lair-esque graphics; they were the first of their sort in a point-and-click adventure. I remember the stunning animations and (low-res, I'm afraid) cartoon quality cut-scenes. I remember the way it showcased the capabilities of my very first PC soundcard. I remember how the story of a nine year old boy trying to competitively play video games while avoiding parental troubles and getting the girl, somehow turned into a ghost infested attempt at foiling an evil corporation. I remember getting sent off to military school and dying a dozen lushly animated deaths. I remember cajoling my in-game parents and entering my frog into competitions. I remember exploring the sanitised darkness of 90s American suburbia and being both shocked and delighted. I remember enjoying the subtle humour. I remember getting hopelessly stuck, but, above all, I warmly remember loving it.


I also remember things I didn't quite notice back then. I remember that Willy Beamish sported an incredibly simple (or elegant if you prefer) interface, one of the first ones to feature a smart cursor, yet remaining incredibly difficult. I remember the dead ends and pointlessly punishing arcade sequences too. And the fact that the trouble-meter was a very smart way of letting players know whether they were on the right track.

Then again, that's enough with my memories. Anyone else care to reminiscent on the festive joys of gaming? Well, that's what comments are for I suppose.

Related @ Gnome's Lair:

Nov 18, 2011

Game Machines 1972-2012

The original Game.Machines: The encyclopedia of Consoles, handhelds & home computers 1972-2005 by Winnie Foster is one of the gaming books I've enjoyed the most. It is a richly illustrated, full-colour, excellently organized, well-written, well-researched and highly informative examination of gaming hardware covering everything from the 1972 Magnavox Odyssey and the Apple II to the Sega Dreamcast and the Sony PSP.

What's more, and besides classics such as the ZX Spectrum, the NES, the Sega MegaDrive or the Amiga 500 and contemporary offering like the Xbox and the Nintendo DS, a huge variety of obscure and rare machines are also getting detailed and visually lush entries that cover their history, games, accessories, various models and evolution. The Interton VC 4000, the Sharp MZ, the Entex Adventurevision, the Commodore C116, the Amstrad GX4000, the Sharp X68000, the IBM PC Jr, the iQue, the Pippin, the Nuon and the NEC PC-FX all get their pages and we (you and me reader, it's always you and me) get a glimpse at the wonderful history of gaming.

Enough with the name-dropping though. What actually matters is that for quite some time now the book has been out-of-print and thus selling for exorbitant prices over at eBay and Amazon and that GamePlan, the book's publisher, has prepared a brand new and updated edition of the book that will launch on the 5th of this very December. It will apparently be a bigger, better, 248-pages long version that will also cover our contemporary HD and iPhone-infested gaming era. You can preorder Game Machines 1972-2012 and find out more over at GamePlan Books

Related @ Gnome's Lair:

Oct 4, 2011

Abandoned Times Magazine: The Second Coming

We all love retro games, we all love classic PC games, we all love gaming magazines, we all love free stuff, we all love the glorious treasures of Abandonia, yet we most definitely do not all live on a yellow submarine. A shame if you ask me, but in an obviously nonsensical manner. So, what is there to do? Download the latest issue of the excellent Abandonware Times Magazine I say! Download its 65 digital pages and feel free in that rare nostalgic way only a good read on Alone in the Dark can provide. Download it and read all about the Doom trilogy, ancient horror games, the intricacies of DOSbox, a Matt Barton interview and Elvira II.

Aug 23, 2011

Eye^Game^Candy: Perihelion

Post-apocalyptic RPGs weren't particularly common on the Amiga, though I'm pretty sure that post-apocalyptic RPGs created by a team of three must have been as rare as, well, an incredibly rare thing. Perihelion, a 1993 Psygnosis release, was not only such a game, but  an incredibly polished and downright stunning RPG too, with striking 32-colour visuals, excellent atmosphere, interesting plot, unique mechanics and a lovely chiptune soundtrack. It has nowadays been sadly more or less forgotten, but one of the people behind it is kindly offering it as a free, ready-to-run download. Get it, play it.

Aug 22, 2011

A C64 Walkabout Book Review

As I love books, care for retro games, deeply appreciate the Commodore 64 and don't have the disposable income to entertain myself in more extravagant ways, a little $1 ebook called A Commodore 64 Walkabout was both tantalizing and within reach. I thus digitally grabbed it, was pretty amazed I had bought it in a huge variety of formats ranging from PDF to them Kindle-loving .mobi files, promptly loaded the thing on my Kindle and started reading, while simultaneously noticing it was written by Robinson Manson. Yes, the same person that happily runs the excellent C64 Walkabout retro site.

Now, the book might generally and rather oddly be aimed at people that aren't so much into retro gaming and collecting (especially of the Commodore variety) just yet, what with its extended introduction on the joys of classic hardware and gaming, but there's quite a bit more to it than that. Mind you, as a beginner's guide to emulating and enjoying the hundreds of classic C64 and VIC-20 games the C64 Walkabout is pretty much excellent. It lets readers in on a bit of history, what emulators to grab, where to find the games, utilities and demos they'll need, how to run them via emulation and even suggest some rather lovely titles.

It's also pretty good when it comes to collecting hardware, though it rather infuriatingly chooses to focus on the VIC-20 and actually for the most part ignore the Commodore 64 itself. Now, you might call me an idiosyncratically grumpy person, but when I do read a C64 book, I do expect C64 content to outweigh VIC-20 one. Not that this isn't the case throughout the book, mind, but I would really love to read an equally detailed piece on collecting C64 hardware.

Said minor annoyance aside, the book is pretty lovely and actually unique as, unlike most retro publications, it does go for a more personal feel, which is frankly brilliant; Mr. Mason, you see, does have a thing for CRPGs and text-adventures and isn't afraid to even walk readers through the more obscure ones like Castle of Spirits. Actually, many of the included games are presented with all the info you'd ever need to get them running on a modern PCs, as well as a short play-guide and -in selected cases- are impressively accompanied by a creator's interview.

As an added bonus the Commodore 64 Walkabout doesn't limit itself to games either. A whole section of the book details the productive and creative aspects of the machine, with SID music being of course the most prominent. The modern remix scene is briefly presented, the needed programs are examined and some lovely tunes are suggested, though what I particularly enjoyed, what really convinced me to take the time and suggest this book, was the look at the Micro Illustrator art package. Why? Well, why not?

Verdict: A lovely, personal book for the Commodore 64 and VIC-20 micros that keeps in mind that some people might have only recently been retro-intrigued.   

Related @ Gnome's Lair:

Aug 1, 2011

The Mark Jones Interview

Having worked on more than a few classic games on the ZX Spectrum -including an amazing port of Wizball, Arkanoid II, Tai-Pan, Gryzor and Total Recall- Mark Jones, a game designer and game artist, has agreed to shed some light on what developing 8-bit (and some 16-bit) games was all about. Oh, and to talk about retro graphics design, classic games, modern indie gaming and his forthcoming iOS projects too.


Do you miss the days working and being creative over at Ocean?

Yeah, I suppose I do. I don't miss the waiting around after I'd finished a project and waiting to be teamed up for the next one. I spent many days looking for things to do. Shame really. It was great though in the main, it was my first job away from home. I was doing something I daredn't even dream of 6 months before and working for one of THE big software houses in the world with some very talented and lovely people.

Did you also work for Imagine?

Yes, but it was the same company after the original Imagine went bust and Ocean bought just the name. The same people did the games, in the same building on the same computers. We all tried to work out the pattern, as to wether a game would be an Ocean or Imagine game, but whenever we thought we'd worked it out, a game would be announced that would contradict our theory!

You were both a games artist and a game designer. Were you often conflicted about your role? What did you enjoy the most in each aspect of your work?

I was never employed as a games designer. The closet I got to being one was throwing some ideas around with Simon Butler when he was given the task of designing a game based on the film Platoon. I was staying at his house at the time and remember talking about it a few evenings after we'd got back to his. I thought of the tunnel section where the bloke comes out of the water, but that was about the only major contribution I ever made to a games design in the Ocean days. I did have a major hand in designing Flood 2 for Bullfrog which was going to have lots of original monsters in it and loads of nicked ideas from all the best platform games I'd ever played, but it didn't happen in the end. 

The best part of either roles was seeing something you'd been working on coming together, be it a loading screen or a walk animation and the programmer puts it in the game and you can see it, moving about, doing what it's supposed to do.

What tools did you use?

On the Spectrum we used an amended version of Melbourne Draw that had added animation capabilities, tacked on by Paul Owens, a veteran in-house programmer. And for the loading screens I used a combination of that one, plus The Artist 2 and Art Studio. They all had bits that they did better than the others, but as to what those bits were, I've completely forgotten. Once we'd moved over to 16 bit graphics we used an in-house animation and map editor called Fudd-Ed (after the programmer John Brandwood, who's nickname was Elmer Fudd). It was a breeze to use and made creating animations & maps on the ST a doddle.


Which games you've worked on make you feel the proudest?

Well, the Spectrum conversion of Wizball is the one I'm remembered for the most. It was my first game proper, it did get loads of great reviews, a Crash Smash and a Sinclair User Classic, but my displeasure at having it released with loads of stuff missing, as good as unfinished, is well documented and I don't feel like moaning about it anymore.

Which of your games and the games you've worked on would you recommend to a modern gamer?

None, they'd all get laughed at. I'd show them my loading screens, that's about all.

How did you decide to get into actually making games?

I just used to draw graphics on the screen while I was till at school, not for any purpose, just messing about, and amassed quite a collection. Not much of it was very good. I was featured in the first Crash 'On The Screen' feature where they showcased readers Spectrum art. Most of mine was rubbish and everyone after me were miles better. I used to show off my work in the local computer shop and my boss, Graham Wilson, and some of the other people who worked there said I should send some stuff off and try and get a job doing it. So I put a tape together and ended up getting the job at Ocean.

And what did you use for your first computer gaming experiences?

My cousin had a ZX81 so my very first games were things like Mazogs and 3D Monster Maze. He ended up getting a Spectrum just after I'd been round a school mate called Neil Anderson's house and saw his Speccy. I remember Neil loading up Bruce Lee, Jet Set Willy and Atic Atac. I started begging my parents for one and they caved in, eventually, and I remember pulling it out, as a surprise, from between the chair and the sofa in our living room. My own 48k rubber keyed Spectrum!

As for Tai - Pan, well, you still remember. it don't you? Could be have a brief making-of?

I only did the loading screen, that's all. The game was made out of house by Sentient Software, they didn't do a loading screen, so Gary Bracey asked me and I did it. It's my least favourite loading screen of mine though.

What about your work on the 16-bit machines? Any fond memories?

No, not really. It all started to go tits up for me then. I suppose back then I didn't have the patience I do now. I lost interest quickly and what with the increase in colours and smaller pixels, graphics took longer to make. You'd end up with 2 or 3 artists working on one game and I didn't like that either. They would do something in completely different style to me and I didn't like that it was going in the game I was working on. Stupid really. I really enjoyed working on Flood 2 for Bullfrog, but then just as we were kicking up speed it all fell through"

What were your favourite games of the era?

Fav Spectrum games include both Legend / Dragontorc of Avalon, Trashman, Tir Na Nog, Dynamite Dan 1 & 2, Stop The Express, all the Ultimate stuff up to and NOT including Cyberun, Boulderdash, Zub, Bugaboo, Splat, Fred, Karnov & Rex to name but a few.

How about today's games?

Well it's not really a new game but I've recently been playing Kameo on the Xbox which is class, by Rare. It's coming on for 10 years old, so I guess it's pretty old now! I have tried playing some newer games like Batman: Arkham Asylum, Halo 3 and Fable II, and I lose interest very quickly. Playing them is like watching a film and you have to commit so much time to them to actually get anywhere that I just get bored! The newest games I LIKE playing are those from the Nintendo 64 era, that's about as modern as I get.

Is there a game designer you truly admire?

The Stampers with all their Ultimate & Rare output. Shigeru Miyamoto for Super Mario 64 and Legend of Zelda: Ocarina Of Time. Predictable answers I know. Less predictable is Steve Turner with his Avalons and the Gargoyle Games fellas.

Would you say the contemporary indie scene is reminiscent of the Speccy bedroom coding era?

A little, the big difference being that back then it was all new, and we were all seeing and experiencing new things for the first time. It's good that people are going back to writing games in their back rooms, but it's all a bit 'seen it all before' now, isn't it?

Are you still interested in designing games and their graphics? Any plans for a new game perhaps?

I am about to start on a retro style game for the iPhone/iPad with a programmer who used to play MY games when he was a kid! He's already had some jolly games published, thought I have to keep quiet about what the game is for now. Though I'm sure I'll just come up some nice but 'seen it all before' type graphics myself! I can't wait to get started. I've had some practice and I'm sure, with just a bit of oiling, I can come up with the goods. It has been over 20 years since I worked on a game that was published. I'm getting a bit bored talking about work I did over 20 years ago! Would be nice to have something new to be interviewed about at last! Fingers crossed all goes to plan.

Related @ Gnome's Lair:

Feb 4, 2011

The Last Express - Part I

I do know that the precious reader of Gnome's Lair has been quite aware of my interest (or is that fascination?) with The Last Express. I have after all been constantly mentioning the thing both via Twitter and Facebook, and have also grabbed a digital copy via gog.com, which I promptly installed. But should I review it? I really don't think so. More than a few excellent reviews and retrospectives for this truly unique, groundbreaking, gorgeous and amazing adventure game are readily available and are way better written than anything I could hope to come up with. That's why I have chosen to do something I've never really done on this blog; namely write a series of posts more or less detailing my experiences through the game.

Here I go now...

Being a traditionalist, I didn't immediately start playing after downloading and installing the game. Oh no. I read through the manual, watched the mostly spoiler free making-of video and even had a glance at the digital version of the Quick Reference Guide. The manual was unsurprisingly the best part, what with it trying to explain the intricacies of the game's non-standard interface and features, while wisely providing minimal only information on the plot and some interesting insights to the Orient Express -the setting of The Last Express- itself.

Robert Cath being all bloody five minutes into the game.
The game itself starts off with an impressive if short intro movie that managed to immediately set the tone and introduce me to the amazing visuals on offer, though intriguingly failed to also introduce me to my apparently Irish avatar and his motives. This lack of knowledge has so far proved an excellent idea, as I slowly get to uncover who I'm guiding (most probably to his doom), discovering his shady -hopefully revolutionary, what with Mr. Robert Cath being Irish a few years before Ireland's war for independence- past and finding out what it is I'm supposed to be doing. As for the newspaper clipping discovered in my pocket, the same clipping that let me know I was a wanted man, was too vague to enlighten me, but intriguing enough to get me hooked.

The game's interface, on the other hand, is rather intuitive and more or less straight forward, despite the rather odd way the inventory works. Also, the fact that The Last Express is played in real time and comes complete with an incredibly handy rewind time feature, allows for complete freedom of exploration, true in-game choice and a relaxed pace. There simply is no anxiety for dead ends, which I thought -and still think- is necessary to enjoy such an investigation heavy adventure.

Action sequences are fiddly, though a smart diversion.
The first few hours are, after all, far from action-packed. As Robert Cath I fought a guy, sneaked around, eavesdropped and enjoyed the excellent French, Serbian, English, African and Russian accents, disposed of a body, got a feel for the train, helped an ageing aristocrat make it through the night, met some surprising characters and even hid in a toilet while waiting for a policeman to leave the train. I particularly enjoyed reading through a 1914 newspaper, that ominously foreshadowed the Great War. 

Importantly I also found out that I'd better get the passenger list, some papers and a certain suitcase from the off-limits luggage compartment. Following characters and trying to either chat them up or spy on them proved quite a bit revealing too, whereas climbing in and out of my cabin's window has not been particularly enlightening though incredibly fun, but, I'll admit, hardly as elating as breathing the atmosphere of the turbulent and politically tense times before the First World War.

A Russian anarchist arguing with a young lady of a Czarist affiliation, a German capitalist that wants to purchase gold, Serbian patriots that had something to do with my deceased (and inelegantly disposed) comrade and some sort of colonial royalty make for an incredible assortment of characters, that turn the confined space of the train into a vibrant setting as lively as you'd imagine it. Oh yes, I might have not progressed as much as I'd hoped, but I'm definitely enjoying myself.

The Last Express' flick-screen engine has aged gracefully.
Continued in the aptly named Part II, that will soon appear.

Related @ Gnome's Lair:

Dec 23, 2010

The retro lovable TI Invaders

I do believe that the first video game I ever played was Berzerk for the Atari 2600, but I frankly can't be absolutely sure about this. What I actually do know though is that TI Invaders for the Texas Instrument TI 99/4A home computer was the first game I could call my own and play at home, provided of course I were a good little gnome. And I absolutely loved it (playing the game, not behaving that is); it did after all look and play so much better than Space Invaders on my cousins' 2600 and was actually better than the eponymous glorious game glimpsed in arcades.

I also remember being rather good at it too, but that was probably the result of spending more hours playing TI Invaders than anyone else in my rather limited social circle. This beautiful cartridge, you see, was constantly replacing boring math and alphabet games, just like nature intended it to:

The game itself, a bold Space Invaders clone, felt totally unique and incredibly high-tech. Little did I know back then that the cheap yet powerful TI 99/4A my father had bought off a colleague was an early 16-bit machine. All I cared for was its one-button joystick, the impressive looking keyboard and its infuriating lack of a pause function, the inclusion of which would make mandatory sleep-breaks a mere temporary stop to my high score beating attempts.

Nowadays, in our era where everything comes with pause buttons and save options and despite the fact that I always keep the old Texas Instruments micro close, I rarely plug the thing in. Connecting it to a modern TV can be quite a problem, you see, but, as I recently re-discovered, a problem worth solving. TI Invaders remains a fantastic game. Possibly the best retro iteration of Space Invaders ever. I mean, really, look at these graphics. How many 1981 game could be this wondrous? 
Then again we all know that graphics aren't everything. TI Invaders might retain a certain retro charm with its blocky aliens and blippy-bloppy sounds, but it's the gameplay that counts and that has aged way more gracefully than you'd expect. 

The game is slightly faster than your average invaders shooting offering, sports a lovely death animation, has a unique scoring system and way more variety than even the arcade it perfectly apes itself. Every three or so levels a new kind of invading alien appears -all of them sporting unique appearances and abilities- two difficulty levels allow you to start off with a less brutal game, an impressive variety of smart little touches enhances the overall experience and then there's the bonus stage that really spices things up. Obviously, constantly improving ones high-score remains as addictive and enjoyable as ever...

You can find out more about TI Invaders here, here and here. To download the game's manual try this link and in order to actually play the thing  I suggest you give the Win994a emulator a try.


Related @ Gnome's Lair:

Nov 26, 2010

Being Creative with a Sinclair ZX Spectrum

The ZX Spectrum was, and gaily still is, a brilliant little computer and a working class gaming machine with a truly huge game library. But why should you care for such a relic of the 80s and why should you try to contribute one more game to the 20,000 already available for the thing? Well, nostalgic and historic reasons aside, the Spectrum does have a variety of advantages: a) it doesn't need to be upgraded/replaced every few years; the Spectrum *is* and Rilke would love it, b) it imposes a series of limitations that help artistic and programming skill thrive, c) it allows for small and focused games, and d) there's a huge and active community that will happily show its amazing spirit of camaraderie.

What's more for those of us that feel that assembly can be incredibly intimidating and Sinclair's BASIC ridiculously slow, there are more than a few game creation utilities that can help get things started. This post is a selection of four of the best and simpler to use utilities of the sort I'm aware of and have even actually tried. Mind you, searching around will definitely provide you with further options.

Professional Adventure Writer: This is probably the best text adventure creation system available on the Speccy that will let you pen pretty huge pieces of interactive fiction and -provided you are so inclined- add graphics to them. More than a few classic commercial adventures have been created with it and though I'd suggest you grab a used boxed copy of the thing (I do like my manuals printed, you see) you can download a copy of everything you need from the World of Spectrum. The PAW Reservoir might also come in handy.

SEUD (Shoot-em-up Designer): A Jonathan Cauldwell creation and an easy to use (really) program that will allow you to create fast scrolling shoot-em-ups on the Spectrum. Having already created a few tiny shmups and having already reviewed SEUD I can't help but suggest anyone interested should grab a copy from Cronosoft. And here is another review.

Arcade Game Designer: Another powerful utility, though this time one geared for the creation of simple arcade games. You can download it for free and thank the prolific Jonathan Cauldwell for it. Keep in mind though that this does require a bit of programming as -despite being much more powerful- it does feel a lot like BASIC.


Platform Game Designer: Shockingly, this is another Jonathan Cauldwell offering and another game creation utility you can buy from Cronosoft. It apparently is very easy to use and will allow for the creation of a variety of platform games provided they are in the style of Manic Miner or Jet Set Willy. Judging by what the community has come up with this, it is a platforming powerhouse and your one chance at creating Manic Miner II.

Related @ Gnome's Lair: