Showing posts with label Amiga. Show all posts
Showing posts with label Amiga. Show all posts

Friday, 8 January 2021

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Amigan's obsession with Sonic the Hedgehog

Amiga platform gaming's abiding holy grail was to trounce SEGA's blue-rinsed spiky mascot in the velocity department so we could proudly stand by our computer system of choice and declare we don't need a naff kiddie console to validate our gaming credentials. There were many plucky European contenders to Sonic's throne, yet none really captured gamers' imagination or piggy bank contents to the same extent.

Nevertheless, is it remotely feasible that one of these wannabe substitutes runs as fast, or even faster, without necessarily rivalling Sonic's allegedly unique panache?

Obviously, the only cast-iron guaranteed way to deduce the truth once and for all is to place each side by side to compare their locomotive performance scientifically using a proper formula and measuring tools, and stuff.

Methodology then. Despatch all the baddies patrolling a short, flat segment of terrain and race across it at full pelt, capturing the moment for analysis. Easier said than done when enemies respawn incessantly and creative level design aims to eliminate mundane plateaus.

Calculate the distance travelled in pixels employing a calibrated screen ruler and divide by the time taken in seconds to traverse the designated area and we arrive at the velocity in pixels per second. Compare this to our control figure (Sonic's running speed) and we can establish which platforming protagonist is the quickest.

Some of these contestants can ambulate faster still when emerging from a steep descent or loop, yet that's cheating since they're not accelerating entirely under their own steam. As such I've discounted these incidences so as to compare more fairly. Other treacle-treading entrants were included simply for contrast purposes.

So without further preambley pretentious waffle, let's acquaint ourselves with the hyperactive challengers. Those notable for their quick-footed speedy fastitude and do the maths. Ssssss.

  • Kid Chaos - Magnetic Fields/Ocean
  • Mr Nutz - Neon/Ocean Software
  • Oscar - Flair
  • Quik the Thunder Rabbit - Stywox/Titus
  • Superfrog - Team 17
  • Tearaway Thomas - Global Software (DMI)
  • Wiz 'n' Liz - Lunatic/Psygnosis
  • Zool - Gremlin
  • Zool 2 - The Warp Factory/Gremlin

And there we have it. A definitive answer to the perennial conundrum at last. Ultimately, what this demonstrates is that I need to get a life and would benefit from immediate intervention of the mental health variety.

P.S.

To further cement the point, I went to the trouble of extracting every reference made to Sonic the Hedgehog in old-school magazine reviews of the Amiga games under consideration... and then didn't use any of them in the video because surely no-one wants to read this much text via YouTube. To save it going to waste...

Zool

It is a sort of platformy thing but not, and it is a sort of collect a lot thingy, but not really. The closest thing it is, is Sonic the Spikey Haired Git of a Hedgehog, but this knocks the socks off Sonic.

Amiga Computing (issue 54, November 1992)

For an age now the Amiga world has been alight with tales of Gremlin's new Sonic-beater. Now it's here, can it outgun the blue bomber? We put it to the test...

Amiga Format (issue 39, October 1992)

Gremlin finally unleash their hedgehog-challenging ninja ant on a platform-hungry public. Can it beat the consoles at their own game?

For the last few months those nauseating little console owners have been raving about how good their machines are compared to the likes of the Amiga. You know the sort. They are all the same. Talk about games and all they can say is 'Sonic is this fast,' or 'I can do this on Mario'. These sad types who are obviously in need of a holiday in Yugoslavia can brag no more. The age of the hedgehog is over, the age of the ninja ant is here.

Amiga Power (issue 18, October 1992)

Tony Dillon checks out Gremlin's self-proclaimed Sonic beater, to see if it lives up to such claims...

We have a lot to thank the likes of Nintendo and Sega for. Although we may never experience Mario or Sonic on the Amiga, they have opened the way for a stream of highly-playable clones, such as Millennium's RoboCod or Ocean's The Addams Family. The latest of these console-esque platform extravaganzas is Zool - The Ninja Of The Nth Dimension, and, as far as I'm concerned, it's the best of the bunch.

This is where you step in. As everyone must already know, the game is billed as a 'Sonic The Hedgehog Beater'. Having played both, all I can see that Zool has in common with Sonic are the huge sprites, its gaudy use of colour, and its incredible speed.

I can't say it really beats Sonic outright and The Addams Family is slightly more polished in appearance and control. However, it is definitely one of the best platform games released on the Amiga, and you'd be absolutely out of your tree to miss it.

CU Amiga (August 1992)

Well I never - Zool's very fast, dead easy to pick up and totally, totally addictive. In fact, it has a definite consoley feel to it - one might even say a certain hedgehoggy feel (if you get my drift). Through Gremlin would no doubt purport to not caring if Sonic were to end up as roadside pizza, the two games do have a similar atmosphere and that certain playable style. In fact, as well as gracing the Amiga and ST, there's a distinct possibility of Zool eventually appearing on a console near you. You jammy swine, you.

Zero (issue 35, September 1992)

Zool - Ninja of the Nth dimension, hedgehog-beater and self-proclaimed mascot for the Amiga - caused a sensation last year, hitting the charts big time and staying at number one for a Bryan-Adams-ly long time. At last, a character to give Amigans someone to champion, and supposedly one who could beat up both Sonic and Mario in a fight (if any of them actually existed).

Amiga Power (issue 24, April 1993)

Zool 2

This is really the game to make people forget about that damned hedgehog.

Amiga Format (issue 55, January 1994)

Zool has finally sold out. No longer can it be claimed that he is to the Amiga what Mario and Sonic are to the Toys 'R' Us consoles. That is right, he is appearing at a Sega and Nintendo console near you know. I do not know about you, but quite frankly I do not care what Zool chooses do. He never once said that his relationship with the Amiga was a monogamous one.

Amiga Power (issue 33, January 1994)

Tearaway Thomas

As we all know, one of the most impressive things about Sonic is its speed, and Tearaway Thomas does for the Amiga what Sonic did for the Mega Drive. This is so scorchingly fast, I hardly thought it possible.

Amiga Power (issue 22, February 1993)

Easily carrying off the award for worst title of the year is this new offering from newly-formed Global Software. Tearaway Thomas is being touted as the fastest-moving game on the Amiga and a potential Sonic beater, but you'd never guess from the title - it sounds more like a children's bed time story than a state-of-the-art home computer game.

CU Amiga (January 1993)

All Amiga programmers want to write a Sonic beater at the moment. Gremlin managed it with Zool, and now Global Software have gone for a rather shameless attempt at emulating the hedgehog in blue with Tearaway Thomas; an unspecified creature from outer space.

To be frank, Thomas wants to be Sonic. He's probably gone to Sonic classes. You can imagine him as a kid: "Mum! Mum! Can I be Sonic? Please can I?". "No! Go away and jump about a bit, you little... er... whatever you are. And stop using that blue paint, you'll poison yourself."

It's obvious from the packaging that Global Software are a low-budget outfit, but they've tried hard to come up with a credible Sonic alternative for the Amiga. It hasn't come off, because a) Zool's so much better, b) on a standard A500 it's just not fast enough and c) the game's a bit dull.

For instance, there are no continues. To complete the game, you would to play all 50 levels right through with just three lives. Not even the most rabid Sonicophile would have the time or inclination for such a gargantuan task, let alone Mr Average Punter Who Wants To Play Sonic On His Amiga.

Amiga Format (issue 44, March 1993)

Kid Chaos

He can spin and knock everything out of the way and... oh, I can't go on with this. Kid Chaos is Sonic The Hedgehog - replace the blue spiky thing with Kirk Brandon from popular Eighties rock combo Spear of Destiny, bring to the boil and simmer. A recipe for success or half-baked nonsense?

Amiga Format (issue 63, September 1994)

And yes, it does look like Sonic.

Does not just half-heartedly mimic Sonic, but manages to capture all the best bits of it. In places, it is truly uplifting as you get sucked along pipes and thrown from bumper to bumper.

Amiga Power (issue 41, September 1994)

So Sonic can't be done on the Amiga, eh? Since Sonic appeared on the Mega Drive it's been the bone of contention for Amiga kids, jeered at in school playgrounds by smug Mega Drive-owning peers. And seemingly every time an Amiga is mentioned in a Mega Drive magazine it's described as an 'older person's machine, with a great line in RPGs and flight sims, but no great shakes in the platform stakes'.

Kid Chaos, from Lotus creators Magnetic Fields, wields a pretty hefty club in the direction of these doubters. Technically superior to any other platform game (Sonic included) Kid combines fast, smooth-scrolling, an incredible number of parallax layers, and colours and sounds so vibrant it makes you wonder what the hell the other platform creators have been doing for the last few years.

Thankfully, as you've probably gathered by now, the stunning technicalities don't overshadow the gameplay. It makes no claim to be original; indeed, it copies (parodies?) many other games like Zool and Sonic. The Toy Factory, say, could be directly taken from Zool (or any one of a number of other platform games), while the underground rollercoaster tubes and 45-degree springs which cannon you into the air are classic Sonic features.

CU Amiga (issue September 1994)

Mr Nutz

It all bears more than a passing resemblance to Sega's Sonic, with the levels' sweeping curves and the way Nutz turns into a ball of fur when he speeds up. The map section is reminiscent of Super Mario.

Amiga Format (issue 59, May 1994)

Schizophrenia is a funny thing. (No it isn't. - Ed) Take Mr Nutz, for example. (Blimey, that's an uncharacteristically early plunge into relevance. - Concerned reader)). For one thing, he's not sure himself who he wants to be. At first, he seems to want to be Sonic The Hedgehog, but then he changes his mind and reckons he'd be better off as Super Mario. But then he has another change of heart and goes for Zelda (eponymous star of several Nintendo RPGs) instead.

The game is also structured a lot like Super Mario World (look, sorry about always bringing up this kind of thing, but it's so blatant and deliberate I wouldn't be doing my job properly if I didn't tell you about it, okay?), but the actual platform bits are (oh no, not again) the closest yet that the Amiga's come to cloning Sonic.

Amiga Power (issue 38, June 1994)

Have Ocean Software come up with their own Amiga Sonic beater? Tony Dillon isn't so sure.

CU Amiga (June 1994)

This competent platformer is let down by a complete lack of originality and a very high frustration level. Mr Nutz tries so hard to be Sonic that it hurts.

Amiga Format (issue 59, May 1994)

Quik the Thunder Rabbit

Quik: Sob. Okay, okay, so the first of the four worlds looks every such a lot like the first level of Sonic, even down to there being different ways through each level. And I do spin a lot, but whereas Sonic does it facing the direction of travel, I face out of the screen and smile at you, so that can't count, can it? (Chokes) Can it? And I'll admit that my speed power-up may look a little like the Sonic's speedy boots, but it wasn't deliberate, honest. (Blubs.)

Oh, please don't kill me, I'm just a little fluffy blue rabbit trying to make an honest living. (Begs.) Have a pity on me.

DEATH

Interviewer 3: Okay, well, I suppose I'll give you the good news first. I've checked your credentials and you're actually not at all bad. I can see that the hidden nasties that lurk behind foreground scenery are supposed to be tricky when in fact they just slow you down, but I'll let that one side.

The inherent Sonic-ness of your game's frankly a bit naff, but seeing as you're just another generic platform game, I'll drop that one too. The long and short of it Mr Quik is that I'm not going to blow you away with the shotgun.

Quik: Phew

Amiga Power (issue 40, August 1994)

Superfrog

It's a cute platformer of the Sonic clone school - lots of fast scrolling (but stupidly dead-stop obstacles) and coin collecting.

Amiga Power (issue 42, October 1994)

What ensues is one hell of a good platform game. Released at a time when the rest of the Amiga world was cloning Super Mario Brothers, Superfrog borrows more from Sonic The Hedgehog than anything else.

CU Amiga (November 1994)

Oh dear. Here it comes. Oh no! Sorry, I can't stop myself... here I go... yes, yes, yes.

Superfrog is (shock, horror) based on Sonic The Hedgehog. There's no getting away from the fact - you can smell traces of the spikey speed-merchant all over this latest game from Team 17. And as it turns out, this is no bad thing, for two very good reasons.

First, as anyone who owns a console toy will tell you, Sonic The Hedgehog is a very fine game indeed. It pretty much redefined what platform games were all about, but so far the bluey blur hasn't appeared on the Amiga.

But before you all start whingeing that you don't want 'Sonic The Bleedin' Hedgehog on your Amiga anyway, thank you very much, and that you'd rather have some real gameplay (something Amiga programmers have proved themselves to be really good at) as opposed to some half-baked attempts at recreating some here-today-gone-tomorrow console's fancy custom chips whizzing through their paces, here comes Good Reason Number Two...

Amiga Format (issue 47, June 1993)

Oscar

You can run but you can't hide. And there's no escaping the fact that cutesy characters sell game platforms. Sega and Nintendo would be nothing without Sonic or Mario. So it's no surprise Commodore have joined the fray by bundling Oscar with the A1200.

Amiga Format (issue 53, December 1993)

I'm going to be the Sonic for Amiga, for crying out loud, and all you can do is go on about some superficial similarities to another Flair game, damn you!

The Amiga equivalent of Sonic? Yeah, right.

Amiga Power (issue 31, November 1993)

There are loads of nasties and power-ups which add to the fun and frolics. In many respects, Oscar has all the classic features of your platformer, but for one exception - it's better, both in graphics and playability, than the likes of Mario and Sonic could ever dream of becoming.

Amiga Computing (issue 68, Christmas 1993)

Wiz 'n' Liz

Sonic watch out! Wiz goes crazy whenever he changes direction in mid-jump. It's funny but I can't remember my granny ever doing this, well maybe after a few sherries.

CU Amiga (November 1993)

Tuesday, 24 November 2020

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The rise and demise of a classic adventure game anti-hero

Simon the Sorcerer parts 1 and 2 constitute a treasured double act amongst fans of traditional point and click adventure games. 'Upgrading' to the 3D realm for the long-awaited third entry in the series wasn't met with quite the same degree of approval. It was tantamount to wringing the neck of Adventure Soft's prized golden goose and flushing it down the toilet. Then events really took a turn for the worse... nosedived downhill and fell off a sheer-drop cliff face. Allow me to explain. 

Friday, 6 November 2020

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Why there's a stampeding rhino enemy in Ocean's Hudson Hawk Amiga/Atari ST platform game

Undoubtedly one of life's great unresolved mysteries... until now!

Stompy is present in the two 16-bit games, yet none of the five 8-bit interpretations for the home micros/consoles. FYI precisely zero rhinos feature in the 1991 movie starring Bruce Willis, Danny Aiello and Andie MacDowell. Gosh! How intriguing! Almost makes you want to delve into the article or watch the YouTube video version for a thorough explanation.

Sunday, 11 October 2020

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Kid Reacts to Speedball II for the Amiga

Not an official 'Kids React' video, though probably the closest thing we're likely to see. 14-year-old Brae joins his uncle (at gunpoint by the looks of it) for a violent bout of futuristic, cyberpunk sports-brawling. Thumb-screws firmly in place and tightened, he even expresses some opinions on the game (ish).

Black box health warning: if you suffer from epilepsy or migraine, turn away now!

No doubt there are other attempts at Miggifying the KR concept out there, even if they haven't been specifically labelled as such. What have you stumbled across? Feel free to share them in the comments section below.

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Meet the official Turrican II joystick

Don't be surprised if you've never seen one of these before in the wild; they are extremely rare. Not eBay l@@k l@@k super-mega rare, I mean really-properly rare. They were bundled with copies of Turrican II for the Amiga and Commodore 64, only ever sold in Germany from what I can gather. "Double fun" guaranteed!

Regrettably, the joystick itself isn't actually an exclusive product made for the release. Rather, it's a Commodore-branded model CBM 1399, also known as the 'Challenger' in Germany according to the Amiga Joker magazine in which I saw it featured as part of a joystick review round-up article.

Made in Hong Kong, it boasts "high precision" and is fully micro-switched for durability, much like the Competition Pros and Zipsticks the majority of Amiga gamers favour.

I typed up the German review in Google Translate (and even included the umlauts and Eszett, which I believe equates to 'ss' in English). While mostly what it generated is gibberish, I can decipher a few keywords that make sense. It seems to be suggesting the joystick is challenging by nature as well as by name since it's a real workout for the nerves, shaft motion is loose and inaccurate. It has measly (?) fire buttons and squeegees (I think it means suction cups) and an auto-fire switch.

Germans, feel free to correct me.

The ordinary Commodore-branded version isn't an uncommon sight on eBay. At the time of writing, there are three listed, all located in Italy, hiked up to 'buy it now' prices ranging from £15.43 to £38.69.

Typically, unpopular 9-pin joysticks sell for less than a fiver, to put things in perspective.

On your marks... get set... eBay!

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HUDson Baulk

Writing my bottom 10 list of games featuring criminally gargantuan HUDs, I Googled the heck out of the topic and found naff all. My problem was not knowing the keywords people might use to describe all those ridiculous, screen real estate hijacking gizmos and wotsits. Had I guessed that 'status panels' might be among them, I would have stumbled across this post over on the English Amiga Board and my task would have been a whole lot easier.

Collectively, the wily EABers (EABtonians?) laid this one to rest years ago and unearthed some even more extreme examples than I did, if you can believe that! They even went so far as to calculate the exact measurements in pixels of the area occupied by the dwarfed playfields, allowing them to definitively and scientifically state which games 'take the biscuit' and should be buried at sea, never to be spoken of again. If only I'd thought of that; they put my geek credentials in the shade. If Blogger included the 'I'm not worthy, sink to the knees and worship' smiley, you can be sure it would be inserted here.

After much foraging and boffinesque analysis on their part, the top (or bottom) three are as follows...

3. Gunboat (272x68) - 2. First Person Pinball (152x95) - 1. Skarbnik (144x100)

Special thanks go to 'discomeat' for the adjudication and calculations. It's a shame his spreadsheet has since been lost in 404land.

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1080p composite images of entire Amiga game levels

Over at Deviant Art TheGouldFish has been busily creating stunning HD maps of some of the most popular Amiga game classics.

They're constructed by snagging the backdrops using the map ripping tool, Maptapper, and stitching them together with multiple in-game screenshots of the enemies and animated segments to populate the landscapes.

Wow, what an arduous task that must have been! I'm glad he took the trouble though - the results are beautiful!

Tuesday, 6 October 2020

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Don't read this

Something that's always baffled me is why people deliberately seek out movie, game or whatever spoilers and then blame the person responsible for the inevitable spoiling having revealed key details of the plot or solution. An all too common occurrence sadly, yet the letter below written to Zero magazine is in another league. I've never known someone to completely wash their hands of a product in protest at having ruined the experience for themselves. Biscuit taken. No crumbs.

Angry from Wiltshire

As a reader of your magazine since the first issue, it's hard for me to believe that Zero could do such a mean and irresponsible thing. I refer, of course, to Crystal Tips in the March issue. Long before Horrorsoft went under I ordered a copy of Elvira, so imagine my surprise to find a complete solution published over a week before the game was eventually released on the ST. My order has now been cancelled and, according to my dealer, so have a lot of others. Everyone makes a big issue out of pirated games, but this sort of thing does nothing to deter it and helps software houses to lose money, when a lot of people like myself would have bought it. I'm in favour of hints and tips after a game has been around for a while, but feel this was a bit over the top. Accolade has been informed of my views and I look forward to hearing what they think about this.

D. Clifford, Swindon, Wiltshire.

Honestly, some people. As I've said a million times before... "You don't have to look, do you?" Have you no willpower? When you were five and something scary happened on Doctor Who, did you sit there and take it all in? No, of course you didn't, you hid behind the sofa and came out when it was finished! So do the same with cheats - pretend they're not there. And if you really don't think you can stop yourself peeking, you can always rip out the offending pages and burn them. (And then send in for a back issue once you do get stuck). Ed.

Zero issue 20 (June 1991)

D. Clifford is the sole reason we have to endure so many pointless spoiler warnings prior to engaging with written, audio or video presentations of games, TV shows, novels, plays, movies and so on. It's also your fault plenty of people attempt to review media without touching upon any spoilers at all for fear of offending some delicate flower who can't grasp the concept of ex post facto analysis. Surely a review without spoilers is a trailer? We already have a word for that and it's not review, it's trailer.

And what's piracy got to do with publishing gaming hints and tips? Elvira is less worthy of a genuine, real-money purchase because a guide for it exists? May as well get the dodgy copy then and save a few quid. Horrorsoft brought it on themselves after all by not casting a hex upon Zero to prevent them from discussing the game outside of their review.

If you sneaked a peek at this post prior to thoroughly digesting your June 1991 copy of Zero and it's diminished your enjoyment of said publication in any way, I'm not remotely sorry. You were forewarned. Ah, oh, umm…

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I'm afraid of no toast

If you don't currently suffer from any irrational fears, you may well develop some new entirely logical ones after playing Tony Crowther's Phobia, a uniquely stylised, claustrophobic headmasher of a shmup that will pilfer your precious sleep and haunt your waking dreams. Psychotherapy not included!

download ebook in epub format

Monday, 5 October 2020

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Every Slimer has his day

Of course you've always wanted to be a vile, mucous-dribbling slug entrusted with rearing a brood of mini-mes. Crawl the walls, trap grubs in bubbles and feed them to your clan to keep them nourished, exuding a basking glow of green-blooded vitality. You win, you've got the job, congratulations. I've already switched your name to Steg the Slug and informed the social security office.

download ebook in epub format

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There's no going back

If you're a firm believer in the old axiom of pooch as man's best friend and all copies of Sleepwalker, Fire and Ice and Scooby and Scrappy-Doo are completely sold out with no hope of a second dispatch, Doofus may well be the Amiga platform game for you. Protagonist Tim's pet - the eponymous Doofus - is utterly useless and the game, in general, doesn't fare much better. It's bland, uneventful, unoriginal and virtually plotless. Still, erm... check out my fantastic review! It'll make you look at half-decent platformers with a fresh, reinvigorated appreciation.

download ebook in epub format

Saturday, 3 October 2020

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PD: public domain or pure drivel?

Back in the '90s we had legitimately free software as we do now, only it was known as 'public domain' because the authors permitted modification and distribution of their work as long as it was carried out on a not-for-profit basis. As there was a tendency for PD software to emerge from the brains and bedrooms of single, amateur coders, diplomatically speaking, it was assumed by many to be inferior to retail software. Others - who often couldn't afford the latter - considered it a computing lifeline. A virtuous and legal way to obtain free games and utilities. Analogously, this debate played out in the letters pages of computer magazines. Amiga Action for instance…

PD or not to be

I have always read your letters page with great interest and your replies are usually very honest, bringing up important issues. However, a letter I read recently disgusted me. How on Earth could you say that all PD games are crap? You obviously haven't played stuff like Drip, Quick and Silver, Zeus and Obliteration. Those and many others are a lot better than many full price titles. Besides, I cannot afford to spend £25 or even £8 every time I want a new game. Without PD games I would be driven to piracy and that's the last thing I want.

Johann Hari, Edgware

I certainly don't recall such comments and neither does anybody else. We may have put down a few individual titles, but our opinion on many PD games is just as high as that of anyone else. In fact, if the demand is big enough, we hope to put a few more PD titles on our coverdisks in the coming months. Your thoughts on this matter would be greatly appreciated.

Amiga Action (August 1992)

Hmm, not in so many words perhaps, but you sort of did deride the entire creative genre in a response to another reader's letter on the same subject.

Get on your bike

Being on the dole, I find it hard to keep up with increasing game prices. Therefore. I've often relied on Public Domain Software. I used to consult your PD guide, but it's now disappeared. Do you intend to bring back this feature or should I look elsewhere for such reviews?

Alan Stevens, Birkenhead

The quality of PD isn't very high, so we've decided to concentrate on budget titles instead: an area of the market which is expanding rapidly. We will, however, be covering PD software from time to time.

Send your letters to: Peter Lee, Talkback, Amiga Action, Europress Interactive Ltd., Europa House, Adlington Park, Adlington, Macclesfield, SK10 4NP.

Amiga Action (May 1992)

As with most polemic stances, the truth tends to lie somewhere in the middle. PD software is awful, mediocre, good or fantastic dependant on the particular specimen under scrutiny and the authors involved. This applies equally to retail software, except - given the price tag - it carries a harsher sting in the tail should you find that it's not fit for purpose.

What's your opinion? Did PD software deserve its coverage in mainstream computer magazines? Which titles posed a threat to the major high street name publishers?

Friday, 2 October 2020

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Walking alone? Never!

I can't decide if G Bucknell should be awarded the Amiga Action letter-writing Muppet of the year award, or if he/she had ingeniously managed to hudwink the recipient into believing they're completely backwards just for a lark. Either way, I had to share this tasty morsel of nostalgic nonsense from the long lost world of dead tree publishing.

Liver-fool

I am writing to complain about last month's Liverpool coverdisk which I found desperately disappointing. The computer opposition were terrible and I beat them on every occasion I played the game. After playing this demo for a couple of hours, I cannot see myself purchasing the finished product.

G Buckell, Harley

You complete and utter fool. If you'd taken the time to read our informative coverdisk pages, you might have discovered that the Liverpool demo is for two players only. You've been playing absolutely nobody so no wonder you kept winning.

Amiga Action (August 1992)

Although Amiga Action rated Liverpool the most favourably of the UK-based magazines (45 - 81%), it's far from the most accomplished football simulator for the Amiga, so the writer would have been wise to invest in something else. Such as the legendary Sensible Soccer or one of the Kick Off series.

According to Grandslam's Paul Chamberlain, Liverpool "is the first game of the type where you can properly do an overhead bicycle-kick volley" (Amiga Power, June 92, page 62). So, that's a jolly cool claim to fame if accurate. If not, blame him, not me.

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Big Bang games development

Reading through the letters pages of C&VG I stumbled across an interesting perspective on the development of video games as expounded by an unashamed pirate attempting to justify the money-saving rouse.

Thomas compares the cost of a pirated disk to that of a legitimate retail package and questions why the gap should be so wide given that the only difference is a properly printed disk, cardboard box and a manual.

I expect he's basing his financial analysis on the lesser-known spontaneous game generation model of publishing whereby with a click of the greedy fat-cat company's claws, immaculately finessed, complete games miraculously appear in their grubby paws, ready to be stuffed in an oversized box and shipped off to WH Smiths for sale at an inflated premium.

Thomas either purchased his economics degree from one of those online certificate-forging outfits, or he was ten years old at the time and still believed in magic. Although, not if he's the same Thomas Sharkey of Glasgow who was murdered along with his son and daughter in an arson attack in 2011, aged 55. There's a cheery take-away epigram to set you up for the day. My pleasure.

Piracy revisited

Dear YOB,

If people who sell pirate games are criminals then what are the people who make and sell originals? They sell a disk in a big box full of useless pictures and stuff and charge twenty-five pounds for it. Tell me how much it would cost for an original to be made. My guess is about 3. That's a profit of around 22. If this isn't criminal, what is? If you buy a pirate game and don't like it, you have only wasted a few pounds. Whereas if you buy the original and don't like it, you have wasted over twenty quid. I think a lot more original games would be sold if the totally idiotic price tag was cut. I don't see why a disk should cost nearly double the price of a tape and I don't see why they expect people to buy originals instead of paying an eighth of the price and getting a pirate.

Thomas Sharkey, Glasgow

YOB: I've had to listen to some pea-brained numb-skulls in my time, but this takes the chocolate Hob-Nobs. Answer me this simple question, poo-for-sense: if everybody bought pirate games and no-one bought originals, who would make the originals that are being pirated? I'll tell you who - no-one. So there'd be no games at all. And that's why your argument is dead before it even comes to life.

Computer and Video Games (issue 114, May 1991)

Thursday, 1 October 2020

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The collected works of moi

For reasons that now escape me, I once believed it would be a sensible idea to create humongous PDF compilations of all my articles, complete with 637 gazillion pictures. The largest of these megabooks filled several thousand pages, occupying well over a gigabyte of data. Problem is, they were totally layout-locked rather than reflowable as is the modern way, so absolutely painful to read on mobile devices, aside from being a nightmare to update and recompile.

I spent so long designing covers and writing the foreword introductions for these unwieldy doorstops, I thought it would be a shame to bin the 'wrappers' sandwiching them now I've individually split out all the contents into more flexible epub format ebooks. I hereby present a mini-loaf of bread slices minus the meat filling. Perfect for those of you who salivate over the prospect of carb-heavy trailers without watching the full bake-off. You could say it's a few sarnies short of a picnic. You could even descend further into inane gibberish by quoting Yogi bear, only this is wibbly enough and needs to end. Here. Now.

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Remember when reading magazines made time-travellers of us all?

Why were Amiga magazine publishers (and magazine publishers in general) incapable of printing the current/correct publication date on their issues? I explore the contentious controversy with a bit of help from a bemused former Amiga Action reader.

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Tuesday, 29 September 2020

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CarVup? What's the connection?

Exploring the origins of CarVup's mysterious title. Core Design's cutesy vehicular-based platformer published for the Atari ST and Amiga in 1990, that is. What do you mean you don't care? You're the reason this remains an X-File... of sorts.

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Thursday, 17 September 2020

Friday, 4 September 2020

Thursday, 3 September 2020

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The newbie's guide to emulating the classic Amiga

I explore the trials and tribulations of running Amiga games on modern hardware via the two most popular emulators for Commodore’s 16 and 32-bit systems; FS-UAE and WinUAE. I cover how to implement the Kickstart firmware, where to find ROMs and games, and the way in which the various models should be configured for optimal success.

Bookending my tutorial is the story of how I came to own my first Amiga, followed by a waffle-packed rant on the depressing state of current mainstream gaming and the dreaded monopolies steering it.

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