You often see the NES Friday the 13th game referenced in rubbish game lists, but the C64 and Spectrum versions never get a look in and I wanted to find out why!
There’s another “why” I want to look at before we answer that though… As a decades-long massive fan of both systems and the films, why am I playing these games for the first time in 2020?
Friday the 13th came to Commodore 64, ZX Spectrum and Amstrad CPC in 1985, courtesy of Domark. I very much remember seeing it advertised because I cut the advert out and put it on my bedroom wall! I also very much remember the Computer & Video Games magazine review; it went along the lines of once you were past the gore of said shock advertising, the game was average, but the black and white screenshot they used was enough to put me right off. It looks like some kind of dreadful prototype of The Sims, not Hollywood’s greatest slasher!
Friday the 13th was long forgotten by the time I had a machine that could play it, and it was even longer before I saw my first Friday the 13th movie. I think I saw The Omen and The Entity in my early-ish teens thanks to the Wild West days of video rental shops, but the slasher movie passed me by until the very late eighties. I’d eventually make up for lost time though, and Jason Vorhees remains this 3000+ horror movie collector and general nerd’s favourite genre icon!
As many times as I’ve now seen every movie, the game remained absolutely forgotten for decades, and it took one of the aforementioned crappy NES game videos to start me digging again! I think it was a simple C64 walkthrough being recommended, but I didn’t even click it – I just made a note to look up the Spectrum version at some point.
As well as the advert, the box did its very best to lure in curious. And I’m not just taking about that immediate red-flag to me of C64 screens being used on a (relatively speaking big-budget) Spectrum inlay! There was a stark warning that before you play the game, close all doors, windows and curtains – yes, curtains have always been Jason’s kryptonite! Then you have to turn out the lights, but can use a candle if necessary – possibly down to some of the garish colours on the Spectrum version burning your eyes through some kind of light overload. Then you have to make sure granny isn’t in the room – I expect she slipped the tenner into your hand that paid for the game and you don’t want her to know you wasted it on this crap! Then turn up the volume to the max! Now, of all these tips, don’t do that. I’d there’s one thing worse than the graphics, it’s the sound, whether the horrendous (not in a good way) scream sound as one of your mates dies somewhere on the Spectrum, or the dreadful context-sensitive nursery rhymes on C64! Speaking of sound, the box also includes a competition to win a monitor if you can identify ten of the noises you heard while on holiday in Crystal Lake. Good luck identifying more than one of them!
To Domark’s credit, they clearly knew they’d spent a load of money on the license but had a stinker on their hands, and they did their best to fix that by chucking a load more money at all kinds of provocative marketing. The game pitch is pretty decent on the surface too… Jason is hiding out in the forest in his “filthy grotto” waiting to avenge his mother’s death when a bunch of teenagers turn up to party at nearby “eerie” (that’s what several massacres will do – if only they’d had Domark’s marketing people) holiday camp. He dons his hockey mask, sharpens his machete and gets ready for a “razor-edged massacre” (nice)!
From there, I’m slightly at odds with how the box then describes the gameplay loop… “You must warn everyone that the mad murderer is on the rampage and lead them all to safety – without, of course, losing your head!” The reality is that you’re going to wander around a few screens that include a farm, some archery targets, a church and lots of gravestones and lots of trees looking for a weapon then hitting everyone in sight with it trying to work out which one is Jason so you can keep hitting him until he’s dead. And while you’re doing that, Jason is wandering around killing everyone. If you die or they all die (indicated by their avatar at the bottom, of the screen turning into a gravestone) then it’s game over.
Here we need to talk specifics about each version because they go about things – by design or not – in slightly different ways. On C64, Jason is disguised as one of your fellow campers. As you walk around the various locations, you might notice someone acting a bit suspicious, whether they’re following someone else or simply just in the act of murdering them or you. Assuming you’ve found a weapon, this is your cue to hit him, and assuming you’ve found Jason, he’ll turns from a camper into a guy in a black outfit.
And that’s about all there is to it. If you’re lucky, you’ll work it out in a few minutes, but in the game I eventually beat Jason, I was walking around forever, exploring the same places over and over again but never finding him. And once you’re down to a couple of your friends left alive, the frequency of death has all but dried up and there’s really not very much happening. You just walk about, with only minor tension that all this walking about for ages is potentially about to end in time running out because everyone else is dead.
Kill the man Vorhees and you get a game over screen telling you he’s dead, but for how long? Well, having then played the Spectrum version to completion too, there’s an easy answer to that…
There’s not a lot to the C64 version, but it has a degree of 1985 charm to it. The Spectrum version doesn’t only have no charm (which even the bizarre use of magenta on the brick walls can’t fix), but it’s a buggy stinker! Eventually you’ll work out that rather than potentially being disguised as one of your friends in this version, Jason is the guy that looks the same as you. If you get confused which is which, don’t worry, he’s the one who can walk through stuff like trees and haystacks. Get close and he’ll batter you, no escape – he’s got some very sticky pixels and that’s all your hard work wandering about these ultra-uninteresting landscapes wasted! Naturally, as you might think, he can also attack you from any direction. You, on the other hand, can only attack if you’re on his left because no matter which way you’re heading, your weapon only comes out to play on the right!
When you do get on his left, there’s absolutely no feedback that you’re actually connecting with him. Your score (which is irrelevant anyway) doesn’t even change like the C64 version. You just keep maybe hitting him and nothing happens – which, thinking about it, is how a fight with Jason Vorhees probably should turn out, but it doesn’t make for a great game! Anyway, after far more experimenting than the game deserves, I worked out that the axe will damage him even if you don’t know its working until he’s dead. The chainsaw might offer the glamour, but leave it; spear things, pitchforks, knives and other things you can chuck at him seem to do nothing. That’s all assuming you can actually pick the weapon up because it’s quite often somewhere like a top corner and the screen has flipped before you can get close enough to trigger picking it up.
And while your either on the hunt for Jason, or more likely running away, you’re also going to get stuck on scenery all the time, which is the exact opposite to Jason who can walk into fences and simply vanish into thin air. And quite often you’ll be trying to traverse what appears to be thin air between screens but you’ll get stuck on something that isn’t there regardless.
Spectrum Friday the 13th is just about without merit, but I’d definitely recommend a go on the Commodore version if you’re a fan of the films. It’s a very C64-looking game circa 1985, which I always find somehow comfortable, but like so many other licenses of the time, is just bland once you get past the fancy box art. And that kind of answers my original question about why these versions never get a mention nowadays too, but in the case of these systems there were so many greater crimes against licenses – Highlander is always a good place to start there – and there were so many worse games spanning well over a decade of their lifetimes… Sadly, Friday the 13th is just very forgettable.
Here’s some more pure self-indulgence just because I can’t resist a list, so feel free to go and do something less boring instead! My recent examination of Elite versus Perils of Willy (here) – as well as passing the 500 hour mark in Animal Crossing on Switch – got me thinking about what games I’ve put the most time into over the decades. There’s no question about the first two, both running into thousands and thousands of hours: 1. Kick Off on Atari ST 2. Elite on Atari ST
Kick Off is my second favourite game of all time. I can’t imagine the hours I spent either playing against my brothers or in the complex single player leagues and cups I invented where every player had a name long before that kind of thing was a thing. We turned it into far more than a top-down football game, and it extended the life of my Atari ST into the late nineties, way beyond when the first PlayStation should have consigned it into the loft.
Elite is also well within my top ten games ever, and unusually for me, that opinion is not exclusive to me either! Early experiences of the space-trading sim on the BBC astounded then fascinated me, but this version absolutely captivated me. A game that never knew there were limits from the outset, and equally there were no limits to playing it, pretty much forever.
Building out my top ten, I’ve got some other contenders that immediately spring to mind in no particular order yet: – Pro Evolution Soccer 4 on PS2 – Pro Evolution Soccer 2008 on PSP – Destiny on PS4 – No Man’s Sky on PS4 – New Star Soccer on iOS – Animal Crossing New Horizons on Switch – Football Manager on C64 on Pocket PC – Tetris on Game Boy
Thinking out loud, I reckon Pro Evo on PSP then Tetris then Pro Evo on PS2 make up the top five. The only actual point of reference (at 500 hours) is Animal Crossing, and I’m going with that next, followed by Destiny and No Man’s Sky. To round out the top ten we’re going pre-smartphone, emulated Football Manager, and its spiritual descendant (and on actual smartphone) New Star Soccer.
My wife used to go nuts about my PSP always being in my hand every evening, but actually I think it was the fact I only ever played Pro Evo that annoyed her! It was full season after full season on there, even though it was about as predictable as old-school Scottish Premier League, with only a couple of teams ever in the reckoning! Actually, in a strange twist of fate about seven years later, my top goal scorer’s son and my son would become best friends in real life!
I am very familiar with the Tetris Effect. Not the game (for motion sickness reasons), but the phenomenon. I was playing Tetris every waking and non-waking hour like it or not! I loved my Game Boy, and Tetris never stopped being an integral part of its joy, through my sixth form years, university and buying at least three houses!
PS2 Pro Evo was the first to rekindle that Kick Off experience, and now everything looked just like on Match of the Day, and like on PSP later, I didn’t need to keep score for my league and cup fixes. And that Master League was just awesome – no matter how good you got, it always seemed to come down to the wire between you and one or two rivals!
I very rarely buy a game day one, but I knew that with Animal Crossing New Horizons I’d be getting incredible enjoyment and incredible value from whatever the asking price. In under two weeks I’d played more than 50 hours, and we’re now over ten times that. It’s the ultimate in gaming escapism, making the mundane as addictive as crack!
Destiny might have delivered less than it promised in the eyes of many, but not me! The shooting is as good as it’s ever got in any game, but the continuous search for upgrade materials through a continuous search for whatever was going on in that time and place you were in provided exactly the same addictive quality as Animal Crossing; it’s a different type of mundane, but you still can’t stop! Until you move to the country and have terrible internet…
Given what I’ve said about Elite, it’s no surprise that infinite space-trading discovery adventure No Man’s Sky rounds out my top ten, and it’s a game where tinkering eventually killed it for me. I was so happy with this game when it came out – unlike the rest of the world – and the first few major updates added loads to the experience that maybe should have been there previously. But the updates kept coming, and still keep coming to this day. And the one that made my sprawling moon base end up floating in the air and completely inaccessible was the beginning of a sadly quick ending.
Football Manager was one of the first games I played on my friend Paul’s Spectrum, then played it endlessly when I got my own, but it was on that forgotten pre-smartphone gadget the Pocket PC is where I spent the most time on this. It was great for emulating the C64, and this game was great for emulation. And it’s another that used to drive my wife crazy for all the aforementioned reasons!
Moving from football manager to player, New Star Soccer on iOS is one of the most addictive games I’ve ever played, to the point that in the end I knew I had a problem and had to go cold turkey! Unfortunately (or fortunately, for my sanity) it’s now a great example of a premium game destroyed by free-to-play mechanics. As well as excessive tinkering. Again.
I’m mostly happy with my top ten, but there’s also a few wildcards that I’m struggling to quantify versus the others; I just have a hunch that they might also be up there too! – Snoopy Tennis Game & Watch – Alto’s Adventure on iOS – V-Rally 3 on Game Boy Advance – Game Dev Story on iOS
Snoopy Tennis was ubiquitous in my hands in the first half of the eighties until I got my VIC-20. Likewise in the early 2000’s, I was travelling loads and always had V-Rally on the go on my GBA, and have barely taken a break from playing it since. And by 2015 I was travelling insane miles all over the world, and Alto was my plane and hotel time-killer… Until it was almost usurped by its successor in 2018 then along came Sega Ages Out Run on Switch a year later! Game Dev Story on iPhone figures here somewhere too, but in a much more concentrated time period – I went completely nuts on that for a couple of months when it came out; also one of the most addictive games I’ve ever played!
As an aside, I can probably pick out my longest narrative-driven play-throughs without too much thought, and because they weren’t long ago I even know the timings: 1. The Witcher 3 + some DLC on PS4 – 95 hours 2. The Legend of Zelda: Breath of the Wild on Switch – 90 hours 3. The Elder Scrolls V: Skyrim – 80 hours
None of my long games list or my wildcards are much of a surprise to me. Unsurprisingly! But what I’d never thought about before was how many of these are football-related! I know your typical FIFA player is probably out-playing anything on my feeble list here every single year, but I don’t play stuff like that. Apart from the 50% of these games seemingly being stuff like that of sorts!
Wow. This wasn’t supposed to turn into an identity crisis! And let’s not even go to why a 48-year old man is spending 500 hours playing Animal Crossing in under six months… But ignoring all of that, I’m okay with representing on Atari ST with my two big hitters, and Kick Off is still my second favourite game of all time and Elite is still in my top ten, and that’s pretty cool, so let’s just stop there where everything is good with the world!
Ever since I put together my list of favourite sights in all of gaming, a few weeks ago at the time of writing, I’ve been giving more favourite sights in other games a bit of thought, and we’re definitely in a position now where we can add some more to the list and make up a top ten!
You can read about the original top five here, but just to recap…
1. The road opening out in the first stage of arcade Out Run 2. The sunset background in level two of arcade P-47 3. Olli & Lissa: The Ghost of Shilmoore Castle’s second screen on ZX Spectrum 4. The sunset background in level two of PC Engine Victory Run 5. Mega Drive Streets of Rage 2 third stage pirate ship
I struggled a bit to get far beyond a top five previously, but did give a single honourable mention to Super Castlevania IV’s ghost and glitter and gold level, also known as Stage IX, also known as The Treasury, so it’s only fair that we start right there at our new number six favourite sight in all of gaming!
I could probably make up another top ten only using sights from Super Castlevania IV on SNES! And actually, before I came up with Stage IX, my initial thought was climbing the famous Castlevania steps up to the final boss with the moon behind the castle. Absolutely stunning, and in every Castlevania this sight is an indicator that your’ve nearly made it! If I had to choose any game world to live in, it’s this one (or maybe Silent Hill… more later)! I absolutely adore the unique gothic art-style, the sumptuous colours and the sheer imagination. The game has already put you through the ringer by the time you get to Stage IX, but seeing this unique environment compared to everything you’ve been through before is like a reset, refreshing you for the last push! The ghosts that float up all around the screen are harmless but remind you that in Castlevania, all that glitters – and there’s a lot here that does – might not always be gold. What is gold, though, is this little tip – jump on any treasure chest in this level 256 times and you’ll be rewarded with a big meat to boost your health. It’s all just glorious, unique in the game, and you’re welcome!
If I ever do a list about gaming music, that level in Castlevania might figure too (though it might have some competition from Symphony of the Night), but what would definitely figure – and probably right at the top of the list – would be Commando on the Commodore 64. And that’s where we heading now in our favourite sights list too! This is a mid-eighties vertically-scrolling run and gun arcade conversion, where your commando (who is more Rambo than Commando) is shooting up the enemy, chucking grenades and freeing hostages. When it first came out, like many kids on many games of the time, I spent most of my time in the first stage. And that didn’t matter, of course! And at the end of that first stage, you’re clearing out a few last soldiers as you reach a huge set of double-gates. As you get close, they spring open and all hell breaks loose as masses of enemy soldiers rush you all at once. You’d start off getting into a good position to spray them down with bullets from the side, then it was a case of just never stop moving, and should one of the enemies come face-to-face with your rifle, take them out! If you’re lucky you won’t get killed by the last guy left – which seemed to be what happened most times – and you’ll run through the gates into stage two. But if you don’t, no worries, because every time you get there you’ll get that same sense of anticipation and exhileration as those gates swing spring apart and all those guys break through!
Before we move on, I’m going to quickly mention the advert for Commando too. Obviously, the advert for Barbarian was the greatest gaming advert of all time ever, closely followed by its sequel. But, for the purpose of this discussion, let’s pretend there’s no adverts featuring Page Three stunner Maria Whittaker wearing a couple of scraps of metal… As dire as that world might be, the Commando advert – complete with what appears to be a hand-painted screenshot – is definitely one my favourite gaming adverts.
I’m not sure I can write many more words about Silent Hill 2 than I did already here! I think it’s the greatest horror game of all time, which I’d also say about its predecessor if this didn’t exist! The original Silent Hill was probably as famous for its fog as its sequel is for Pyramid Head, but this was mostly there to hide graphical limitations of the original PlayStation; it just happened to create an incredible atmosphere while it did it! The second game, on the PlayStation 2, didn’t have those limitations, but it did have fog… the absolute best fog in any game to this day! At the very start of the game, you notice wisps of fog swirling around you, and then you begin your descent, and then the fog starts to envelope you. And when you’re moving down towards the town and slowly become completely surrounded by this brilliant, multi-greyed, almost living and breathing entity, you suddenly realise that you’re really back in Silent Hill. And that’s a wonderful realisation in a wonderful moment!
In 2020, Star Wars: Squadrons came very close to the thrill of flying an X-Wing, but a long time ago, in a galaxy far, far away, something else came even closer! When you sat down in the sit-down Star Wars arcade cabinet in 1983, you were Luke Skywalker climbing into the cockpit of an X-Wing. And you’d never seen graphics like this before – you were in a 3D colour vector dogfight approaching the Death Star, then you were navigating your way across the surface of the Death Star, and then, in one of the most exhilerating moments you’ll ever come across in the history of gaming, you dropped down into the trench! You’re being shot at from side-mounted cannons and you’re avoiding beams up and down and in the middle, and it all feels wonderfully claustrophobic and so dangerous, until that moment of absolute panic when you need to fire your proton torpedo down the exhaust port. “Great shot kid, that was one in a million” then rings out as the Death Star explodes and you start all over again with the difficulty ramped up. Never before did a few coloured lines spark so much imagination!
We’re closing out our top ten with a game that took the giant leap into filling-in those coloured lines, and not only that, but doing something else you’d never seen the like of in a game before… especially a racing game! I have absolutely no recollection of Hard Drivin’ in any arcade, but it was a huge deal when the conversions hit in 1990, and the undisputed highlight of Christmas that year was the Atari ST version (more on that here)! Even though I’d never played it before, like everyone else that played it, I knew exactly what I was looking out for the very first time I loaded it up. Go up the hill from the start, do a right towards the Stunt course, take the bridge (again and again until you realise the speed limit signs at the side of the road aren’t just there for decoration), one more right, and there it is in all it’s majesty – the legendary loop-the-loop! I still think it’s a technical marvel every time I play it, and I still every time I go around it I still wonder quite how I did it! And there you were thinking I was going to say the cow that moos when you run into it!
As we had an honourable mention in our previous top five, which is now our number six, before I summarise the full top ten I just want to award a replacement honourable mention! I struggled to not include this, but if I had included it, I’d have struggled to decide exactly what I was not going to include, or, indeed, what from this game I would! Before stuff like Halo (RIP) or Uncharted or Tetris or various Marios became system sellers on their respective consoles, a game called Defender of the Crown was exactly that on the Atari ST. I don’t think there was ever a graphical leap between computer or console generations like that one. One minute you’re prodding monochrome ghosts in Scooby Doo on the Spectrum, and the next you’re looking at this jaw-dropping vista with the most realistic medieval castle you’ve ever seen recreated on anything!
I’m also awarding another honourable mention because if the first instalment had one, then surely this one deserves one too? This time we’re talking about the arcade version of Gradius II, known as Vulcan Venture outside of Japan. I’ve dabbled with Gradius and its offshoots (such as Salamander, also known as Life Force) for years, and I’m equally terrible at all of them, but fortunately this sight comes midway through the first level, so even I get to have a gander! This is a 1988 side-scrolling power-up shooter, and you’re quickly dodging these stunning suns that fire-breathing fire serpents occasionally slither out of. Then at one point you’re surrounded by three of these fiery planets and it just looks terrifyingly beautiful. If only I could get past the flaming boss at the end of the level, because who knows what incredible sights lie ahead?
Finally, unless I think of anything else that urgently needs to be included in the next five minutes (like stage one of 3D Fantasy Zone II W, or a mass of ghosts in Gauntlet, or the cemetery in Resident Evil 4, for example), I’m going to further preview what’s potentially already turned into the inevitable top fifteen! It would be be here right now – and in all probability be a lot more than something after the honourable mentions too – except I reckon there’s a better version of it waiting in the arcade game, and that’s the wonderful scene from Stage V of Splatterhouse on PC-Engine with the flying scarecrow pumpkin skeleton thing and it’s bony zombie army. I’ve just never got that far in the arcade game, but there’s a challenge for me one fine day…
In the meantime, let’s just run down our all new top then!
1. The road opening out in the first stage of arcade Out Run 2. The sunset background in level two of arcade P-47 3. Olli & Lissa: The Ghost of Shilmoore Castle’s second screen on ZX Spectrum 4. The sunset background in level two of PC Engine Victory Run 5. Mega Drive Streets of Rage 2 third stage pirate ship 6. Super Castlevania IV ghost and glitter and gold level (Stage IX) 7. Gates opening at the end of C64 Commando first stage 8. When the fog engulfs you at the start of Silent Hill 2 on PS2 9. Dropping into the trench in Star Wars arcade (sit-down) 10. The loop-the-loop in Atari ST Hard Drivin’
As a final aside, when I was playing Star Wars again recently to get some screenshots, I noticed something that I’ve never noticed before in all these years! After you’ve done you’re business in the trench, check out the Death Star just before it explodes… May the Force be with you!
Power Drift passed me by for a very long time. I remember the arcade game in the late eighties, and thinking it looked like Out Run on a rollercoaster, but don’t think I ever played it, and never got a home version, which at the time would have been the Atari ST one for me. Much like Stunt Car Racer (see here), it’s a bit of a mystery why I didn’t get it because it was right up my alley and I seem to remember it reviewing pretty well. That said, looking at it on the ST more recently, the cars look too big for the tracks and it seems to struggle a bit with some of the more exotic track furniture, so maybe steering clear was a good move. I also remember the PC Engine version being reviewed, and like most things on there, wished I had one of them!
That’s about it until 2016 and the Sega 3D Classic Collection on 3DS, and suddenly realising how much I’d wanted to be able to play Power Drift for all those years without ever knowing it! And it’s the arcade game in your hand, which will never cease to amaze me whether it’s this or R-Type or Elevator Action! That said, in this case I’m still pining for the arcade version of Power Drift at home on a big screen, and hope that one day Sega will do the right thing on the Nintendo Switch so I’ve got the best of both worlds! Just like its predecessors Out Run and Super Hang On, the sprite scaled 3D with loads of parallax scrolling is still a wonder to look at, with all those huge ramps and bombastic environments. And the game still feels great to play, where your car is always just about under control as you fling it around some really fun track designs. But that’s not why we’re here today…
We’re also not here to talk about Fantasy Zone II on that compilation, but I need to give it a mention because I’d never even heard of this gorgeous side-scrolling shooter franchise until then, and it would not only become the game I played more than even Thunder Blade on there, but it would also become a beloved series for me as a result! Since then I’ve obsessed over seeking out every Fantasy Zone game on every system I can get my mitts on, and whilst I may never admit it again, any number of Fantasy Zone variants might top Andes Attack on the VIC-20 as my genre favourite when I get around to thinking about it properly!
Back to Power Drift, after the arcade game was released in 1988 it was ported all over the place the following year to the 8- and 16-bit computers, then the PC Engine and I think the Saturn too. But as was often the case for stuff like this at this time, versions for my old flames the Spectrum and Commodore 64 would be way off my radar for decades to come. Until now!
At this point I need to thank my kindred spirit and favourite YouTube streamer Nick Jenkin for taking me on this particular journey of discovery, as well as several others – on top of the C64 version of Power Drift, which led to the Spectrum version, there’s also Pacmania and Super Monaco GP on the C64, and Komando 2 and Enduro on the Spectrum to name just a couple. I’ve been watching his retro gaming reviews for a few years, but have recently really enjoyed his company several evenings per week in his live streams. Very nice man and very nice community having a very nice time with retro games on a variety of systems, and you should check out his channel here!
Racing games were never really a big part of my original C64 experience (not being a big part of my C64-owning friend Stephen’s C64 experience), but I’ve always loved that version of Buggy Boy. I’ve latterly spent a lot of time playing Super Cycle too. And I’ve played some stinkers, with WEC Le Mans probably being the greatest culprit of all… Play it on the Spectrum instead! And we’ll come back to that later.
My first impression of the C64 version wasn’t that great. And keep in mind that at this point, this is my only experience of an 8-bit version of the game, not Spectrum bias! The road edges looked rough, and when you hit the hills you’ve got a jarring journey up the screen on a straight, flat floating road with no ground on either side, versus the exhilerating gravity rushes of the arcade version. I’m not a fan of the sound either – if I have to make a choice, I want engine sounds in a racing game and not a chiptune. But for all of that, it’s so much fun to play! I had no expectations that this was going to run at any kind of pace at all, but apart from the lacklustre hills, everything flies by in beautifully varied 3D across the different courses. Cornering feels really tight but loose enough at the same time to make you feel like you’re hanging on for dear life in the later tracks. This is a really, really good conversion!
Over on the Spectrum, it starts off looking and feeling very much like its superlative version of WEC Le Mans. With rollercoasters! And no, I know what you’re thinking, but I won’t have a word said about the Spectrum version of Out Run (see more here)! Anyway, it’s by the same guys that did the Le Mans game, and carries over all of its detail and all of its speed (as well as its colour schemes, for better or worse), delivering not only a great-looking version of Power Drift, but a very faithful rendition to play too.
This just feels like a much more ambitious conversion that the Commodore 64 one. The graphics have loads more going on, with all sorts of bumps in the road that you really feel, as well as the arcade-like hills going off in all directions. The 128K version (which is the one you want to avoid multi-load) kind of fixes the lack of sound effects too… Until someone in front of you finishes before you, in which case everything seems to go silent in sympathy! And sometimes it seems to just decide you’re getting music instead of the preferred engine sounds on some tracks too.
Compared to the C64, the Spectrum version is a harder game which feels more tactical and more like you’re in a race. Actually, I’m even tempted to make that comparison with the original arcade version too! It reminds me a lot of Enduro Racer on the Spectrum. And that is high praise indeed!
But now that Spectrum bias is back, right? Just look at all those Spectrum words! Well, maybe they’re compensating for how I’m going to close this. For everything the super-slick Spectrum version does right, and for the really, really crappy hills in the C64 version, the latter is just more fun to play! It absolutely nails the spirit of the arcade version, and doesn’t try to go one better like the Spectrum one.
Which, in conclusion, means that you need to be playing both versions of this for two different, but probably equally engaging versions of the wonderful Power Drift.
Not for the first time in its lifetime, as I write this my Spectrum +2 has just had to make way for my Atari ST! I’ve got Spectrum emulators coming out of my ears, but the ST isn’t as straightforward, and a recent obsession over an old ST favourite on other platforms meant it had to come out to play again!
And there’s a sore point we’ll come back to shortly, but for now, my ST has sat in a plastic Selfridges carrier bag in my loft for the last two years, that was also its home in my Dad’s loft for the best part of thirty. (And that’s the same plastic bag it came home from London in when I bought it in Selfridges all those years ago). Apart from looking a bit dishevelled and grubby (which is probably how it looked when it went in the bag), everything just about worked fine. My Quickshot Python 1 joystick has seen better days, with left sticking a bit, and that stupid joystick port under the front next to the mouse port is still a right pain to get at, but otherwise it powered on and the possibly pirated disc containing Ghouls ‘n Ghosts and Kick Off which was still in the drive worked great! It was a little jarring going back to that ST homescreen and remembering how to boot up a game from the floppy disc though – too much Windows in the interim when all I needed to do was press the reset button!
Neighbouring the ST in its bag in the loft was a far more appropriate Lion bar cardboard board full of games, organized to completely fill every space in the box to perfection, with all the skill of the Tetris master that once packed it. Unfortunately he’s not been a Tetris master for a while now, and there’s no way they’re all going back in that box ever again! Not that we’ve got any more plans for the box any time soon – we have everything we need right here! Well, almost everything…
Apart from having a good idea what was in there, opening that box must have been like when Howard Carter opened Tutankhamun’s tomb! There was Pac-Land (more on that here) sitting on the top with another incredible arcade conversion, Star Wars. Poking out underneath was Starglider, glorious flight-sim Falcon and game creation language suite STOS, with two Spy vs Spy games and the Gunship manual padding out a gap on one of the sides. Then there were the boxes of “loose” floppy discs, not all of which were of dubious origin I might add! Actually, I think most of them are issues of short-lived disc-based magazine Stampede. There was probably a hundred games in there in all, and as much as I enjoyed browsing through every single one in turn for the first time, then carefully deciphering the faded pencil labels just to make sure the second time, I was less enthralled with the denial then realisation the third time around that Stunt Car Racer simply wasn’t there!
Yes, for a couple of months now I’ve been playing tons of this on the Spectrum, because I had no idea it was on the Spectrum until recently, then on the C64 because I had no idea that existed either for even longer! And as wonderful an achievement as the Spectrum version is, the C64 version isn’t far off Amiga quality, which isn’t far off my beloved old Atari ST game, and it was only a matter of time until I had to get everything out and get playing that version again!
I still can’t believe that as far as I can tell, absolutely everything except Stunt Car Racer – the one game I was prepared to sacrifice my Spectrum for the second time for – is in that box! I’ve no idea why it wouldn’t be in there. I mean, it was in one of the big style Atari ST boxes where you’d get the manual and a special insert to stop the precious disc bouncing around that vast cavern, and they do take up a lot of box space, but there’s some right old crap in there (what even is Kayden Garth and why do I own it???) that could have gone in another box! And I’ve got any boxes with old copies of 2000A.D. or Murder Casebook in that it might have been shoved into instead to fill a space, and that wouldn’t have been easy to miss when I sorted those out on re-arrival with me a couple of years ago too.
I won’t bore you with the rest of the stages of grief I tore through yesterday at the time of writing, but on reaching acceptance I was immediately on eBay looking at precisely two listings for Stunt Car Racer on the Atari ST. Oh dear, thinking I was going to be spoilt with choice and pick this up for a fiver plus about the same in postage for that huge box was turning out to be wishful thinking. I added them both, at £30 each, to my watch list. Within a couple of hours, there was an offer from the seller for one of them for £26. I ignored it for 18 hours then went back with what I’d decided was my maximum price whenever I was eventually going to buy it of £20; especially knowing perfectly well that my original copy is going to turn up as soon as I click pay on anything! And within minutes they went for it, and we are now back in business!
Buying Stunt Car Racer first time around came late in my Atari ST relationship – probably in 1991 – and excluding multiplayer games of Super Sprint and Rampage with my brothers, was definitely the only single-player game that ever got a look in once Kick Off – the game I’ve still played more than any other on any platform – got its hooks into the three of us! In fact, Kick Off would extend the lifetime of my ST beyond even that of the original PlayStation! But, as much as I loved Stunt Car Racer, it’s very much associated with a specific timeframe during my second year of university.
During my first year, we were offered a kind of year-long exchange with l’ecole d’ingenieurs de Tours in France, and being an unnaturally fluent French speaker – the background for which will forever be a mystery – I decided I’d give it a go. When September came, me and another guy on my course, Stuart, who I’d become as thick as thieves with when we eventually reunited in our final year, went off with the guys (it was an engineering degree in the early 90’s!) from the year above who were doing their sandwich year for an induction week… And what a holiday that week was with the guys from our own year when it was our turn proper the following year! Anyway, we were abandoned at the end of the week (but not as badly as happened the following year!) and eventually found our way to the campus and our halls and our new life in what is the perfect university city. We made some great friends and had a great time, including some of the craziest fresher’s week antics I’ve ever heard of, but over time the course wasn’t quite what I’d signed up to and when I was offered a get-out before the end of the year I decided to take it and get back to normal. Unfortunately everyone else was already back to normal, and I ended up renting a room with a family where I certainly wasn’t hanging around for the weekends, and for the rest of that term I remember two very specific things about those weekends. First, my insistence on having U2’s Achtung Baby album playing on the car journey back there with my parents every Sunday night, and second playing Stunt Car Racer until I couldn’t put that journey off any longer!
We’re now a few days removed from all of the above, and it’s turned up in the post, so we can finally talk about Stunt Car Racer! It had been out for a couple of years before I got it first time around, and given some of the rubbish my big Lion bar box suggests I bought (let alone copied!) in the intervening time, that gap from release to purchase is a complete mystery! I was certainly aware of it, from the very first time it graced the cover of Computer & Video Games magazine in August 1989, with the headline “The best race game ever?” And that’s a very good question!
Ignoring cars, because the question also does that, I’ve got to go with SSX 3 on PlayStation 2 as the best, but that was decades away in August 1989, so we’re then looking at Supersprint on formats such as arcade, Spectrum and Atari ST as the best race game ever, with the caveat that its top-down nature is maybe not in the spirit of the question. Does Out Run qualify as a race game? That’s next if it does; arcade and – always controversially – Spectrum (more here)! Then Destruction Derby 2 on Playstation, also a big while away, so doesn’t count yet either. Then Enduro Racer on Spectrum (see here this time). I reckon Stunt Car Racer can come next in my list, just before the arcade version of Virtua Racer (also three years away), making the answer to the question “No, but it’s maybe top three” when it was asked!
Back to C&VG, and in their gushing 93% August 1989 review they start by bemoaning that aside from Super Hang On – which would be next in my list – there’s not much going on in 16-bit racing. They’d clearly forgotten about the similar-scoring Test Drive II from a couple of months earlier. Anyway, they decided it was the best race game ever. Outside of the arcades. On a home computer. Just looking through my Lion bar box, apart from Super Hang On, there’s Hard Drivin (more on that here, but also recently positively reviewed by C&VG), RVF Honda (which C&VG has also just very postiviely reviewed), Lotus Esprit Turbo Challenge (I won’t labour the point) and Vroom (predictable now). Some serious quality there, so no complaints if that lot still all counts as not a lot to choose from, but I’m not disagreeing with much they say about Stunt Car Racer itself!
For all the race games we’ve just run through, Stunt Car Racer can undoubtely call itself the most unique. It’s a one-on-one car race in a first-person cockpit perspective, but on a raised 3D track that you not only have to stay on, but, as you might imagine, there’s stunts too, in the form of ramps, bumps, hurdles, gaps, massive ski jumps and all kinds of rollercoaster shennanigans. At the start of each race, you’re winched onto the track, held up by chains that let you loose when the man says go. Fall off the track, and after what seems like an agonising wait – especially for some of the more flamboyant crash scenarious you might find yourself in – and you’re going to be winched back onto the track again. The winch is genius, building up big anticipation with your car swinging all over the place before it finally settles in position for you to drop.
The races themselves are hugely strategic affairs of cat-and-mouse with your opponent, and it’s going to take some experience – especially on later tracks – for you to know when you should stay and when you should go. That said, there’s nothing like the thrill of firing boost and just going hell for leather out of the blocks (or being unchained), getting your nose in front and then just trying to defend your lead for the whole race! Even when your opponent is out of sight, a very simple mechanic of telling you how far away they are adds an amazing amount of tension when you can see how fast they’re catching, or how you’re running out of laps to catch them, or even worse, that big lead you had disappearing as you’re being winched back on after a crash! And aside from deciding when to sit back, when to overtake and when to fly with your limited supply of nitrous boost, depending on your specific track situation, you’re also constantly balancing speed for the different obstacles and even for the normal turns, just to make sure you stay on the track.
And the strategy goes on. Winning a race gets you two points, which contributes towards your league position against two computer opponents. But getting the fastest lap nets you a bonus point, so what you’re going to have to consider on top of everything else is making sure that second lap is an absolute corker, because if the computer is in the lead on the last lap then you might not be scoring a time before the race ends, and if you’re in the lead you’re likely to be concentrating on staying in front and not getting a record lap time! With two tracks in each of four increasingly tough divisions, each with two different computer opponents (which the computer works out the results for), and two races each per track per season, those fastest lap points become all important towards deciding whether you’re promoted, relagated or stay where you are.
We need to come back to crashing, and one final tension-building strategic mechanic, which is the big crack that gradually spreads across your roll cage as you sustain damage! Take a corner too fast, small crack; come off the track, bigger (and bigger) crack; hit the opponent or they hit you, devastating crack if you hang around too long! If your crack gets too big, you’re wrecked and it’s race over (so make sure you got a decent lap time in before that happens)! To compound this, once you get past Division 4, there’s going to be permanent serious impact damage in the form of holes in the roll cage that the crack just jumps across, accelerating your doom!
Winning Division 1 is going to take you ages, not just from learning the nuances of each track and each opponent, but also puzzling out how the hell you’re going over some of those obstacles in the first place! And there’s some really fiendishly designed tracks on offer here! But do it, and it’s not game over yet – you’re going into the Super League with a hugely overpowered new car! Don’t worry about that for now though. First you’ve got to get over the thrill of the race on a crazy track, then you’ve got to get to know the tracks in every division, then you’ve got to get your racing strategy down. And that’s going to take some time and you’re going to love every second of it!
By chance when I was looking through my ST floppies, I found my brother Phil’s old Division 2 save on one, under the name of Bern Rubba. I sent him a pic and he replied saying how much fun it was, but he bets it looks like a dog now. I’d say it’s a little primitive by today’s standards, but the 16-bit versions at least run like a dream, even if the backgrounds are sparse, and the opponent’s car is only marginally less sparse, being made up a less 3D polygons than you could count on one hand! The lovely detailing of your cockpit and front of the car – especially the flames coming out of the exposed engine when you boost – take a lot of the graphical pressure off what’s going on outside though. But all the same, the raised 3D tracks do exactly what they need to, and all of this combined was more than enough to blow anyone away at the time! There’s some lovely between race, very 16-bit cartoon-like scenes too, celebrating your victory or having you dejectly looking on at someone else doing it. Sound isn’t spectacular, but is more than functional, and I reckon any more than that would be a distraction in a game like this.
I’ll quickly mention the 8-bit versions, as, like I said, that’s actually where this recent story begins. I was well beyond the Spectrum when I was playing this on the Atari ST, and although C&VG really bigged that version up, saying it was identical to the ST apart from being monochrome, it was only very recently that I came across it again and actually paid attention. I would say that it runs like my brother imagined the ST version to run like now, but the gameplay is all still there! And I very quickly got very addicted to it all over again! C&VG said it promised to be one of the most amazing games yet seen on the Spectrum, and I can’t disagree on that point!
Even more amazing is the Commodore 64 version. Yes, it’s got more colour (even if a lot of it is C64 brown), and the cockpit really isn’t far off looking like the 16-bit versions, but it also runs at a slightly more comparable pace. And so my addiction jumped to that platform, until I finally thought why not go to the effort of opening the loft hatch right above where I was playing and getting the ST out, because I had a nagging feeling that despite being technically close to the experience I remembered now, there was something still missing…
Playing them all in tandem now, there’s one subtle but massive difference for me between these 8-bit versions and both the Atari ST and Amiga (which I’ve also played a bit, emulated on a MacBook Pro) counterparts, which is what makes the game stand out over everything else, and that’s exhileration. Yes, if you’d never played on 16-bit, you’d never miss it and you’d have a wonderful time, but there’s something about the extra fidelity, the longer draw distances, the speed and something about the car physics that makes driving feel more tactile. You’re going to feel every bump, and that’s going to make you also brace yourself for every bump, whether just going into a curve a bit too sharply, or landing a huge jump and bouncing around from the impact. And as a result, your stomach will often be in your mouth and you’re going to be leaning all over the place as you try not to wrestle your joystick too hard because you remember just how easily they can snap by pushing a bit too far in one direction!
This game on the Atari ST is just so immersive, and has so much going for it that you’ll be coming back forever. Eventually, when you’ve admitted to yourself you aren’t going to find it again and need to splash some cash! I still question C&VG’s complaint about the lack of racing games on the platform, but if there is a lack, then no problem because this is the only racing game you need on there. It might not be the best race game ever anymore, but it’s still not far off, and there’s no question in my mind that it is still one of the most exhilerating too!
Finally, next month in C&VG… Xenon II – the most amazing shoot ‘em up ever? Yeah, maybe!
There are very scientific reasons about why I can remember not only every second of Live Aid, but also where I was sitting when Status Quo came on, for example. Same for what I was eating for breakfast (toast) when the Mary Rose was pulled up, or what music was playing (1999 by Prince – see here for more on that) the first time I played Daley Thompson’s Decathlon. It’s a bit like those ghost theories about high-impact things being imprinted on places, but more real and that place is your brain, not the creepy underground boiler room in your middle school that I had forgotten all about until just now… But while that works for high-impact, I am wondering why I also remember what I was wearing (blue La Coste tracksuit) when I bought Queen’s Greatest Hits from the record section downstairs in Boots in Bedford in about 1984. And also why I don’t remember almost anything about what was an hotly anticipated, but in retrospect horrendous sounding, annual church trip to Great Yarmouth that was in full annual swing around the same time. Incidentally, I also have very few memories of why I bought Queen’s Greatest Hits as I’ve never been a fan!
Anyway, I’ve mentioned the church trip before, and playing Mini Munchman on the bus on the way there one year, and the arcade by the big funfair with the giant outside where we were dropped off and picked up that had a Track & Field machine. And on top of that, I vaguely remember thinking that one of the rollercoasters there seemed really rickety as we were going around it one time, but generally, I was thinking my only memories of what we actually did there revolved around that arcade. Now, a apart from a section in Computer & Video Games mag, an arcade was a once-per-year novelty in itself – so kind of makes sense according to our theory – and we’d be in it as soon as we arrived, then be hanging around in it with no money left to play anything anymore for a bit before we left. But coming back to memory, apart from “arcade” and exactly where the Track & Field machine was, in the far back-right corner, I really don’t remember anything else about what else was inside it either… At least until one year something new appeared, around the corner and about five machines to the right of Track & Field, that immediately demanded your full attention and pocket full of 10p’s!
Look it at it today, and it’s probably hard to imagine why Pac-Land might have that impact on a passer-by, but try passing-by this on the way to Track & Field in 1984 or 85, when you’re getting a double-whammy of not only seeing the Pac-Man in a new perspective, but a whole new side-scrolling perspective on gaming too!
Let’s get into the first new perspective, and its cartoon inspiration. As much as I’m a huge fan of Hanna-Barbera’s 1960’s and 70’s output, when it comes to the 1980’s it’s all about Pac-Man: The Animated series, which first aired in 1982 and ran for 21 episodes and a couple of specials until then end of 1984. And that makes it the first cartoon ever based on a video game! It was always going to be a hit with me because it was shown as part of my absolute school summer holiday favourite, Rat on the Road, the Roland Rat [Superstar] show that came on at the end of TV:AM! Which gives us a probable first airing date here of summer 1983. Interesting fact about this is that Roland Rat’s appearance then boosted the ailing breakfast show’s viewer numbers from around 100,000 to 1.8 million. Yeeeeaaaaaaahhhhhhh, Rat-fans!
Back to Pac, you’ve got Pac-Man, Ms. Pac-Man (known as Pepper for some reason) and Baby Pac (in his only speaking role!), and they live in Pac-Village in a place called Pac-Land, of course! Actually, as we’re going far deeper into Pac-lore than I ever intended, what about the older Pac-kid, Jr. Pac-Man? I get that his love antics with Blinky’s daughter might have been problematic to the storyline, but it’s like he never existed! As some compensation, you do get Super-Pac in the second season! The plotline in most episodes is Pac-Man protecting the village and its power pellets from his familiar ghost foes (and Sue from Ms. Pac-Man) and their evil uncle, The Ghost Wizard of Mezmeron… And let me tell you something, if I ever decided to change my name, I would change it to The Ghost Wizard of Mezmeron!
The hugely vibrant look of the show was ported wholesale to the arcade game, as was the iconic music that looped throughout, which you could sniff out in an arcade like a pig sniffing out truffles; in an audio kind of way! The detailed character designs, complete with hats and hair – not to mention their super-smooth animation style – were also a big feature of the game. Pac-Man alone had 24 different frame patterns, where one or two was the norm at the time. As a[nother] side note, something that didn’t come from the cartoon, but by coincidence is relevant here, are the controls – they came from Track & Field, using buttons instead of a joystick, which allowed for those lovely springboard long jumping bits that will always be my favourite part of the game!
And this brings us to that second new perspective. Super Mario Bros. might spring to mind when you think of side-scrolling platformers, and rightly so because it pretty much set the template for anything else that followed it, but Pac-Land was doing the power-upped walking and running and jumping bidirectional horizontal scrolling thing a good year beforehand. It was far more influential than it gets credit for, but seeing it moving in an arcade was seeing that cartoon brought to life, from left to right and sometimes back again, and at the time that was very probably something you’d never seen the like of before!
Back to playing the game, each of the levels is a multi-stage journey to Fairy Land to get a lost fairy home, rewarding you with some super boots that will make your journey back through the level to your family a bit easier. You’ll be going through towns, forests, deserts then castles, and each stage ends with Break Time at the church on the hill where you’ll be awarded bonus points for your jumping performance as you come to a stop (preceding Mario and his flagpole), and I can’t emphasise how welcome that Break Time sign is on some of the more frantic stages! That said, it’s worth saying that things never really gets that frantic, which I think is why I appreciated the arcade game so much – good value for money for the casual player was as important as anything!
Obviously, there’s the ghosts that are constantly on your tail, driving buses at you, chucking stuff at you out of planes and allsorts more to hinder your progress. Then there’s enviromental obstacles like the aforementioned springboard, quicksand, ropey wooden bridges with spinning logs, fire hydrants and other water-based hazards ready to spray you down and take you down. But as well as the boots and sporadic power pills that do exactly what you expect them to do, there’s also a bunch of hidden stuff that will help you out. For example, turn around and push the right fire hydrant in certain stages and you’ll get a hat that will stop you being harmed by dangers from above. There’s also hidden fruit behind certain jumps (something else it preceded Mario with) and even a Galaxian flagship worth loads of points!
And the whole thing comes together to be such a joy to play! On the arcade machine, you’re going to get your 10p’s worth out of the first couple of stages for the visuals alone – the transitions from one distinct stage to another are just wonderful, and no matter how far you go, everything will soon become reassuringly familiar, and after each Break Time you’ll be fondly entering the next bit… before you realise that at some point things got a bit hard and you’re starting again!
In the grand scheme of things, whilst it had the biggest impact on me, the arcade machine is the version I played the least. That’s not unusual for me, having had infrequent access to arcade machines back then, but what is unusual is that I might have played a lot on more different versions of Pac-Land than any other game I can think of. It came out on nearly everything, and somehow I’ve spent a lot of time with it on nearly everything!
As was often the case, the Spectrum was the first version I really spent a lot of time on. Strangely though, the Spectrum version did come out about four years after the fact in 1988, along with CPC, MSX and Atari ST versions, and then the C64 version arrived even later. The Spectrum conversion gets a bad rap – it’s got weird colours and Pac-Man has a funny nose and it doesn’t scroll (meaning you need to remember that falling log is right after the next screen-flip!), but its genuinely only latterly that I’ve had those thoughts! It was and still is a very competent port with nearly everything else present and correct, and as was also often the case, it was Pac-Land in your house, on your Spectrum, and that’s all you needed for it to be fun! In terms of reviews at the time, I do remember it getting a bit of a hammering though. If it had come out in 1985 it might have fared better, but we’re not only years after the original (which was decades in eighties home computing terms!), we’re also years after the new Super Mario yardstick.
The version I’ve played most seriously on – not quite finishing it but not being far off – is the PC-Engine conversion from 1990, though actually playing it was much more recent. As much as I’d love it to be a part of the mostly beautifully curated library on my PC-Engine Mini, it’s not, but another machine in my collection does a very good impression of a PC-Engine and plays whatever game you care to throw at it right with no fuss, right through an HDMI cable! Much like the Spectrum conversion of Pac-Land, the PlayStation Classic is very unfairly maligned; at least when it has a USB stick with a certain emulator suite stuck on it! For me this is the ultimate conversion of Pac-Land. I know I’m going from almost 40-year memories, but this is exactly how the arcade version looked, sounded and played. In the last couple of years I’ve played dozens of hours, having a couple of games at least once a week. And that’s a beautiful thing to be able to do!
Trying its best to be as beautiful is the Commodore 64 version, and as a contemporary conversion for an 8-bit machine, you couldn’t expect any more. I’ve been playing this on the C64 Mini for a few years at the time of writing. The colours are a little muted, there’s only 16 levels (I think in common with most if not all other 8-bit conversions) and you can’t jump on top of some of the enemies so a touch from below is death here, but the soundtrack is classic C64! And it scrolls! It’s also a bit easier than the other versions so getting to the end of this one is very achievable.
I’ve not played a huge amount of the Amstrad CPC version – actually, when I finally got around to emulating a CPC for the very first time in 2019 (also on the PlayStation Classic, albeit a bit more fiddly to do than the PC Engine), it was the first thing I fired up and has been about the only thing I’ve regularly gone back to! It’s a real mish-mash of the other two 8-bit versions here, and would be on a par with the C64 version if it hadn’t inherited the Spectrum’s lack of scrolling!
Jumping back to around 1990, and the Atari ST version was a whole fantastic different matter. When I made the jump from Spectrum +2 to Atari ST, I very distinctly remember this being one of the games – together with Star Wars and Operation Wolf – that announced that arcade conversions were finally that mythical arcade-perfect we’d been hearing about for years! In retrospect it stuttered a bit in places, and was lacking parallax scrolling, but do you think that mattered coming from the Spectrum version? This was the holy grail of Pac-Land conversions to that point!
My brother was also a big fan of Pac-Land in the Great Yarmouth arcade, and he also owned a Lynx! And a couple of years later again, Pac-Land on there was also a fantastic conversion. I’d say in some stages it’s even more vibrant than the arcade version, with very faithful graphics, sound and gameplay. And let’s not forget, that’s a contemporary conversion in your hand, which the Atari Lynx was very good at! It moves at pace but the scrolling is a little off when it’s got big stuff like buildings to move along the screen (though I’ll take this over flip-screening and even the ST suffered from this). It’s checkpointing seemed a bit broken too – die in the forest and restart in halfway through the town, for example! It’s main crime though – and I’ll say “apparently” because I’m not the target audience for stuff like this – is that it has no ending! Just keeps going, I assume replaying the same levels over and over. No complaints from me about this version at all though. Still massively impressive!
Moving forwards half a decade again, and the original PlayStation was being peppered with loads of original arcade game version compilations covering loads of ancient stuff, and Namco was front and centre with no less than six of them! Pac-Land finally appeared in 1997 on Volume 4, drawing a short straw I think, being packaged with lesser known games in the West like Ordyne, Assault, The Return of Ishtar and Genpei Toma Den… Where’s Metrocross, Pac-Mania and Dragon Spirit??? (For information, coming a year later in Volume 5). But now we finally have the real holy grail of the actual arcade version in your home. And now I’m sitting here wondering why I spend so much time playing the PC-Engine version when the actual original is also sitting on exactly the same machine… Having just fired it up again, one thing is for sure – all that PC-Engine practice has made me really, really good at the arcade version now!
Most recently, we come to Namco Museum Archives Volume 2 on Nintendo Switch, which along with a favourite version of classic vertical shooter Xevious (Super Xevious) and loads of other NES goodies, we also have the NES conversion of Pac-Land. Firstly, it takes some getting used to, because as far as I can work out, unlike the PC-Engine version that allows you to press Select to switch from default “button” controls to regular “lever” controls, this one only seems to have button controls. And they take a bit of getting used to because you’re walking and running and changing direction on your right hand, and jumping with a directional button on the left. It’s also very minimal looking, Pac-Man is tiny on the screen, and it suffers from a bit of slowdown despite there being very little detail in the characters or backgrounds. There’s a few bits missing too, including the fairy screen – you get a Fairy Land sign like for Break Time instead – and also no super boots for your return trip. And like the Lynx version, I think it loops after 16 levels. I’m not doing a great job of selling it, but despite all of that, give it a chance and it plays absolutely fine, sounds lovely, and is a great version to have if you’re out and about with your Switch!
And that’s a whole lot of Pac-Land, one of my top five favourite arcade games (we’ll cover that another time), same on PC-Engine, and probably true on a lot of other systems too! Now do yourself a favour and dig up that cartoon!
When my friend Stephen got his Commodore 128 for Christmas, I couldn’t spend enough time at his house. And his house was so close to ours that I couldn’t even use the racing bike I got the same year to get there! The best Christmas present I never got… Except maybe my brother’s Mini Munchman and BMX Flyer handhelds! Anyway, that Christmas, and any other time I could get away with until I got my Spectrum +2 a year (or possibly two) later, I was at his house playing almost exclusively C64 games on his C128!
I think my very first experience of his better Commodore than my VIC-20, possibly the day after Boxing Day, probably in 1985 though I’m not 100% sure, was Impossible Mission. To this day I still have no clue what was going on, but somersaulting over electric robots, searching computers and stuff, and going up and down those awesome huge lifts where you could see “under the ground” either side of the shaft was more than enough to say this was the best game I’d ever played!
It was certainly better than the next game we played, Special Delivery, where you flew about in Santa’s sleigh avoiding lightning while you caught presents from angels in the clouds, then landed on a roof, climbed down one of three ladders in an unfeasibly oversized chimney dodging unspecified baddies, then crept around a crude 3D house to deliver it under a tree while avoiding its inhabitants. I recall landing was pretty cool, and actually the variety did give it a bit of life, but there’s a reason why it’s not mentioned alongside stuff like Impossible Mission or The Last Ninja and the like!
What can be mentioned in the same breath as those classics, though, is what came next. And that was, of course, Winter Games! And Impossible Mission instantly became the shortest-lived best game I’d ever played of all time!
As a graphical showpiece for what any home computer could do in 1985, I can’t think of anything more mind-blowing than Winter Games on the C64. The trees were undoubtably the standout, with multiple shades of green that made them look more like trees than anything I’d seen on a computer screen before. Even in Horace Goes Skiing! Then there were the clouds and the snow-capped mountains, and incredible details like the shadows under the fences in the biathlon… The whole thing just transported you to an alpine environment with almost no imagination needed, which is saying something for even the greatest games of that golden age! More than anything, it felt suitably cold!
But we’re jumping way ahead of ourselves! What about that opening ceremony when the game first loads, with its bombastic anthem playing in the background as the torch-carrying athlete runs towards the huge Olympic cauldron and lights a fire that looks and acts like real fire, as doves fly by the fluttering flags in the background! And such was the depth of attention to detail throughout the game, this was just the first of many incredible first impressions you’d be getting for hours to come!
Epyx had released Winter Games earlier in 1985, and it followed the previous year’s Summer Games and then its 1985 sequel, neither of which I’d ever played, but distinctly remember being very impressed by in one of my earlier copies of Computer & Video Games magazine – actually, I think it was the great-looking fire from the opening ceremony that got me in that advert screenshot too!
Now, I recently responded to a Facebook post about albums where you never skipped a track… I was aghast that people actually did that! I mean, I was never a big fan of Round and Round on Spandau Ballet’s Parade album, but I’d have never dreamt of skipping it! I could say the same about Kiss on Prince’s album of the same name. If you’re playing an album you’re playing an album! Especially when it’s on vinyl and skipping involves a steadier hand than you’d need removing the funny bone in Operation if you don’t want to scratch your disc up! And anyone that’s played Winter Games knows exactly where I’m going with this diatribe!
Once you’d torn yourself away from the opening ceremony, there were a very generous seven events included in Winter Games. You had Hot Dog, where you did ski tricks off a ramp. Then there was Biathlon, which was all about skiing speed versus breath control to make sure your shooting bits were up to scratch. The big glamour event was Ski Jump, with its massive ramp and massive tension as you fly past some of the game’s most beatiful scenery. After that you’ve got the rhythmic joystick waggling of the Speed Skating event. Another glamour event was the unique Bob Sled with its big turns and big crashes. And then there was Figure Skating (Spandau’s Round and Round)… And then there was Free Skating (Prince’s Kiss)! In one you had to do a set number of tricks and in the other you could do what you wanted but it went on longer. Which wasn’t ideal, but regardless of the ability to play individual events or some events and completely avoid these two stinkers for the rest of your life, it was not an option. You shall not skip the skating events!
Actually, they weren’t that bad, but when you could have had slalom or downhill or moguls or something else instead of at least one of them, and when everything else was just so cool, your heart did sink a little bit when they appeared as the next event! And as a 13-year old at the time, I didn’t play computer games to pirouette! At the time of writing my son is the same age, and if I went and suggested to him now he should turn off Fortnite and try something where he has to pirouette instead, I know what the answer would be!
There was also a practical reason to not only play them, but to be really good at them, and that was multiplayer, and even in spite of its graphics and sounds and music, this is where Winter Games really shone! You could do an incredible 8-players turn-based, or two players simultaneous (at least in events like Speed Skating where that was practical), and with occasional help from Stephen’s sister and my brother, we caned the hell out of both to the point that Free Skating at least became critical to overall success or failure. And it’s definitely worth looking at the events from the viewpoint of the expert player (which is a viewpoint I’m rarely familiar with so need to take advantage of whenever the opportunity presents itself)!
Going in order of choosing “compete in all the events” you’re starting off with Hot Dog. This is marked out of ten, so getting ten is essential to start competitive! And to do that, you’re pressing fire to start, then doing one trick (for example a mule kick which is joystick left down) then returning the joystick to neutral and doing one somersault (for example joystick right), or doing two different somersaults, then returning back to neutral in time to land. Those tricks are all about timing though, and you’re holding the joystick in position for the duration of the trick, no more and no less!
After a little awards ceremony, national anthem and maybe one of your multi-loads that cue up the next set of events (yes, I know, but it’s a small and very bearable sacrifice), it’s Biathlon. You’re cross-country skiing across a perfectly animated little alpine stream at a nice steady rhythm onto a downhill screen which is also fairly laid-back, but you want to get three downward thrusts in to give you some speed on the uphill screen that you need to frantically waggle your joystick up and is going to completely ruin your breathing, highlighted by an increasingly fast-beating heart indicator. This is important because every few screens you’re going to be shooting five targets (down, up, shoot, down, up shoot…), and the higher your pulse, the less accurate you’ll be. This event is all about overall time, with each missed target giving you a five second penalty, but you shouldn’t be missing anything so whether or not you’ve taken the lead after the second event is going to be about tenths of seconds.
That’s your fun over for a while because now it’s Figure Skating! As I said, it’s not that bad, but it’s just so very bland compared to other events. Most of the screen is ice white, with some crowds behind some flags scrolling by at the very top, though I have to say that the music – which wouldn’t be out of place in a Robocop game – is fantastic! Your execution of the mandated tricks is going to be down to how well you judge foot positions and the little shadow that signifies where your skater is jumping or spinning or whatever. I am being really harsh here again though, because the absolutely stunning character animation is far more useful for getting your timing right than the also well animated shadow alone! Anyway, do your sixty second routine with enough double-axels and triple-lutzes without falling over and the honours for this event should be even with maximum points all around as you get back onto the mountain!
Ski Jump is going to be most people’s favourite event. It looks great and it’s skilful, but it’s also unpredictable and is somewhere else where you’re going to need to score points! You start in a tower at the top of this enormous ramp, then a second fire button press as close to the end of the ramp as you dare is going to launch you onto the jump proper screen, with its wonderfully vibrantly coloured ski resort welcoming you at the bottom. Once you’re in the air, it’s all about the keeping your posture as perfect as possible to get the maximum distance, with continous joystick adjustments of your little man shown in close up in a second screen in the top right as you see him flying through the air in the background. If the skis are crossed, joystick down, leaning back too far, joystick right and so on. The longer your posture is good, the further you’ll go, and the more likely the next anthem played will be yours. Which would probably be the same as your opponent’s too if you’re sat in their bedroom unless you’re trying to be cool and choose USA instead of UK…
Now we’re Speed Skating. I always found this a bit disconcerting because youv’e got four lanes for four racers but I’m sure you only ever saw two of them at the end, and regardless of whether or not you won I’m also sure one of them was always in front on you. I might be overthinking my memories though, and regardless this was a lot of fun, especially because in simultaneous two-player play you’ve got a very clear and instant winner (if you ignore the other two)! You’re waggling your joystick rhythmically rather than especially frantically to try and get your speed guage to the max and keep it there, but actually this one is all about getting the best possible start. Of all the events, this one just feels really good once you’re in the zone.
Just Free Skating between you and the home stretch now! Precisely two minutes of Free Skating… This is like the other skating event, where you’re looking at big air and perfect landings care of a well-timed press of fire when the shadows are right for decent points, though you’re going to want to perfectly transition from pirouette to sitting piroutte with perfect timing for the best possible points! This is free style so you’re needing to do a decent mix of tricks and transitions, and because it’s less prescribed than the other skating event, it’s not all about both of you making sure of maximum points so don’t fall over now!
Of all the events on offer here, Bob Sled is probably the most memorable to me. By which I mean I can still hear in my mind the swish as you hit the corners, and feel exactly how hard do push that joystick from middle to left or right! Half the screen is taken up by an overhead view of your progress on the course, but you’re going to be staring intently at the other half, anticipating the glorious 3D turns with a bang of the joystick to the left, then a bang to the right, and don’t forget that double right at the end. And even more glorious is you and your fellow players watching that all-important big stopwatch underneath you! This one is over in less than 22 seconds, but play this game enough and it’s going to boil down everything that’s happened in the half an hour or so before it into that short period of time, and as the final standings appear, someone it going to be jumping up and down on the bed like a loon, and someone is going to be trying desperately to be sensible with the Atari joystick still in their hands!!!
Winter Games was baked into the wonderful C64 Mini, so around 2018 I did eventually own my own copy (complete with that clunky old-school joystick we used to use), but naturally, when I got a Spectrum long before that I had Winter Games there too, and became just about perfect at everything all over again! And while it doesn’t look or sound quite as good (and that all important skating shadow is completely missing in action), it still looks and sounds very good, and most importantly plays just as perfectly.
As an aside, around the same time I also got a very similar game called Winter Sports, which did have downhill and slalom skiing, and ice hockey too, and it was a lot of fun, but in a world where Games existed with all of its polish, just wasn’t enough fun to be in the mix for what I’d later consider to be in my top five favourite sports games ever. Or, indeed, one of my top two winter sports games ever… Sorry Winter Games, you might beat Horace in the tree department, but with its lack of ice skates, SSX 3 on my PlayStation 2 and my GameCube just edges it!
Previously on Retro Arcadia, we took a look at Deathstar Interceptor – a game I first came across being advertised in the May 1985 issue of Computer & Video Games magazine, liked the look of, but wouldn’t play for decades.
I won’t bore you with any more recapping because you can read all about it right here, but I will just mention again that the Commodore 64 version was very much an afterthought in the advert…
I recently went back a year or so further into the C&VG archives, to July 1984 specifically, and that gives us a bit more to go on than the assumption that it was an afterthought because it’s a stinker in comparison to the Spectrum version. Which it certainly is, but with this new context, it’s all about the Spectrum because the C64 version had been the subject of previous advertising. And the headline might confirm this, with the fight continuing on the Spectrum because the C64 version appeared already. Maybe?
Apart from the word “Deathstar” we are not really getting the very in your face Star Wars vibes of the Spectrum advert, so we are possibly pre-licensing of the Star Wars theme tune. And when we previously mocked the C64’s hamburger and coat hanger enemies, they might simply have been what was there in this original(?) version before any Star Wars association – as loose as it was – materialised on the Spectrum.
A disservice then? Absolutely not! It’s still garbage, though that does make the outrageous advertising blurb even more comical. And I quote…
52K of pure machine code giving you 12 screens of 3D graphics, super smooth 3D animation, unbelievable sound effects music, 4 skill levels and hiscore table… this is the ultimate challenge? This game has to be played to be believed! You have not seen what the Commodore 64 is capable of until you have played Deathstar Interceptor! – Commodore 64
You’re really better off not knowing what it’s capable of if that means playing this awful game! However, thanks to this advert you don’t even need to, because look closely and in one final twist, their strange insistence on showing every gameplay element on offer in tiny numbered screenshots includes “Victory (Screen 12)” – the end game screen!
History once again teaches us everything if we care to look. And I’m glad I came across this older advert and could maybe shed a bit more light on this version – and a bit more context on the Spectrum version – of a true Star Wars (or not?) curio.
The April 1985 issue was when I decided I needed to buy my own copy of Computer & Video Games magazine, and not rely on reading hand-me-downs from friends when they were feeling generous. What might have sparked the decision was the type-in game Starship Victory for the unexpanded VIC-20; I was big into those at the time (as you can read about here) and there was no way I was missing out on a cool Asteroids clone like this! There were also a few reviews that probably caught my eye – at the time, there was still pretty good coverage for the VIC-20 here, but of course we were in the minority… and you couldn’t help looking over the fence at what you were missing out on for the big new machines! Impossible Mission, Ghostbusters and Cauldron being of particular note that month! It wasn’t so much jealousy – at least for a year or two – but just wanting to lap up the massive amount of exponentially increasingly incredible games that were now coming out on a massive amount of computers; in that month alone, a quick scan just now revealed stuff for BBC, Electron, C64, Spectrum, VIC-20, MSX, Atari, Amstrad, Dragon and Texas, and I’m sure I missed some PET and C16 stuff too!
I’ve never been that big into superhero stuff, but I always consider the May 1985 cover of C&VG as iconic as well as fairly unique in its styling for them. There’s so much going on in both the main illustration itself and also the text blurb around it. Amazingly, if you actually read it, it was mostly all just promoting stuff you could win, including a copy of text-adventure Questprobe 3, featuring the featured Fantastic Four, but not forgetting a map of Alien 8, which was about the first thing shoved in your face after the contents page! What really stuck in my mind that month though was the advert inside the cover for a game called Deathstar Interceptor by System 3 Software.
I might not have been into superheroes, but Star Wars was another matter, and that X-Wing and the three screenshots had me hooked (mostly because the text was pink on black which was near enough to my red-black colour blindness to make it not worth trying to read). Definitely a Star Wars game though, even though it doesn’t mention it! Strange… Actually, it barely even mentions what the game’s called, which is why it might have long-since escaped my memory by the time I eventually got a Spectrum, and would do so for another 35 years until I was sorting through a stack of old computer games magazines in the garage!
“The Fight Continues… On The Spectrum. …Earth is threatened by an Empire Deathstar, can you penetrate its defences, destroy it before it destroys you? …Deathstar Interceptor gives you 12 screens of 3D graphics, super smooth 3D animations, unbelievable sound effects, music, 4 skill levels and hiscore table …this is the ultimate challenge! …This game has to be seen to be believed! You have not seen what the 48K Spectrum is capable of until you have played Deathstar Interceptor.”
I was probably just as well off with the screenshots! The first one is the first part of the game. A real oddity where you’re taking off in your X-Wing, which at some point will veer off to the side of its own accord and you have to guide it back towards the hyperspace thingy (I guess) at the top. It’s not very scientific and seems to be a matter of luck if your single press in the right direction actually gets you into the middle of it or not, allowing you to proceed into space and the second screenshot!
This looks fantastic; it’s a kind of Galaxians with tie-fighters and some other nasties, and you have horizontal and a bit of vertical movement… Expert tip – move to the top left and nothing can shoot you! As this is going on, the Empire Deathstar is getting bigger and bigger it’s close enough, then you’re into the trench. There’s a couple of phases, involving dodging lasers from the sides then shooting some more enemies, then either I got lucky with an unintentional shot to the exhaust port (unintentional because I never even noticed it) or it does it for you.
Either way, you’re rewarded by the ultimate insult to the red-black colour blindness sufferer – the red explosion in the black of space! Like the advert, I don’t think I was missing a lot here; it was hardly the mind-blower when the same thing happened in the Star Wars arcade game. Then you start all over again, looping until you die and you get a really nice rendition of the Star Wars theme.
If you look hard enough, the advert also mentions it’s available for the Commodore 64. Not surprised they didn’t make a big deal of it though – it’s a shocker! The Spectrum game looks like a Star Wars game and has a bit of variety to its “12 screens of 3D graphics” but for as much as I played of it, the second stage en-route to the Empire Deathstar is a really ropey shooter, then when you get to the trench you’re still playing the same ropey shooter as before but against a trench background. And you’re not even fighting tie fighters in the C64 version, but what look like coat hangers and hamburgers!
The best thing here is the Empire Deathstar design in the second stage though – for some reason, the C64 version has the big round shooting part at the top of the Empire Deathstar repeated at the bottom too! Two death bits! Even the Star Wars theme sounds better on the Spectrum, and when did you last hear that?
As you can tell, at the time of writing in the year 2020 I’ve now played both versions (actually both emulated on a PlayStation Classic console!), and I even got to the end of the Spectrum’s loop. And I think I appreciated that version at least a little more than I would of in 1986 or 1987 when I got my Spectrum +2 because there was loads more going on there then than hunting out this old Star Wars curio I couldn’t remember the name of anyway. The Spectrum version is really fun!
But what about Star Wars? Is this a Star Wars game? Or was it really the case the in the wild west of video games in the mid-80’s you could get away with ripping off even Star Wars this blatantly? Well, partially at least it seems. I’ve learnt recently that the Star Wars theme tune was licensed, but as for the rest, probably not! Which might explain certain aspects of the advert, and using words like “Empire Deathstar,” and not even mentioning their limited official Star Wars licensing, let alone barely mentioning what the game is called! A curio indeed.
Expanding my VIC-20 to 16K RAM was always going to be a hard sell to my parents. “This plug-in cartridge adds 16K RAM to your VIC’s memory, which allows you to write and use longer programs, store more data and increase your VIC’s capacity.” To an 11-year old equipped with his Ladybird How it Works… The Computer book and a couple of marathon type-in games under my belt, it all made perfect sense, but between Christmas 1983 and Christmas 1984, none of this really translated into parental justification!
During that time though, one thing happened, that in my mind at least, was all the justification anyone needed – I played The Perils of Willy at my friend Steven’s house! Not being able to afford most of the exotica you saw every month in Computer & Video Games magazine, this method of games discovery would be a mainstay for the next few years, at least until he went C64 and I went Spectrum, and things like Ghostbusters happened… Having said that, as I write this I’ve just had a go at their version of Green Beret on my new C64 Mini, and they definitely didn’t get it all their own way!
Over the course of 1984 – the greatest year in pop music history – I became extremely clued up on Frankie Goes to Hollywood, Spandau Ballet and Duran Duran, but I think I stayed pretty oblivious to Miner Willy’s other adventures on the ZX Spectrum. I would later own Jet Set Willy on there, and play Jet Set Willy 2 on the Commodore 64, but it would be more than thirty years later that I’d actually get my mitts on the wonderful Manic Miner!
The year went by, and despite still not having a clue what this bizarre, anonymous brown box that plugged into the back of my VIC-20 did, the 16K Expansion cartridge and a copy of The Perils of Willy were dutifully delivered by my parents for Christmas after months of badgering – there may have been some doubt about people knowing it was Christmas time that year, but I definitely knew it!
You could look at The Perils of Willy as a stripped-down Manic Miner knock-off that somehow found it’s way, via Software Projects, onto the VIC-20 – it may have now been a massive 16K beast to me, but to most I guess it was seen as a dying minnow, expanded or not, at that time. However, I prefer to see it as the official Miner Willy game developed exclusively for the VIC-20 that it really was. The Spectrum crowd could only look on in wonder and jealousy at the 33 screens and superior sound!
The premise is that Willy’s had a bit too much to drink on a night out and decides to walk home, catching the notes of music “that seem to hang in the air” across a variety of screens meant to be parks, railways, possibly rooms and other areas. Unlike Manic Miner, none of the locations were named, and given they’re generally a colourful jumble of platforms and conveyor belts with killer dogs, ducks and balloons flying about, it can be hard to work out where you’re at. But the gameplay itself makes it straightforward enough to navigate – collect the notes on the screen within a certain time and you move onto the next. What’s not straightforward is playing it! This is a tough game requiring precision timing of jumps that are a bit floaty (even though Willy appears to have put on a bit of weight on the VIC-20) and take some getting used to, but once you do then this is as much fun as any other Miner Willy game. What I really loved were the dirt platforms that dropped away as you ran over them – real Indiana Jones stuff (which, as a side note, I potentially saw for the first time at my Grandma’s house on Christmas Day night the very day I got the game)!
Despite the hours spent being hypnotised by one of the most “hardcore” 8-bit theme tunes ever created, I never did finish it – I do recall there being a POKE in Computer & Video Games giving you 255 lives. I also recall starting it with POKE in hand on a Sunday morning, leaving it on whilst out with the family on Sunday afternoon, then playing until bedtime, and surreptitiously leaving it on overnight and all day Monday while I was at school. I got through a hell of a lot of it (or, put another way, less than 33 screens of it), but never got to the end game. Assuming there actually was one, as it was rumoured it never finished even after 33 screens!
I guess if I’d played Manic Miner or Jet Set Willy at the time I might feel differently, but I didn’t and The Perils of Willy remains my favourite old-school platformer. Ever!