Favourite Sights in All of Gaming – Now The Top Ten!

Favourite Sights in All of Gaming – Now The Top Ten!

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 Salamsnder, 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 Fantasy Zone II, for example), I’m going to further preview what’s inevitably going to turn into a top fifteen very soon! 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!

Discovering 4×4 Offroad Racing on ZX Spectrum

Discovering 4×4 Offroad Racing on ZX Spectrum

Very prominent screenshots from another system were something I became accustomed to when I had a VIC-20, but by the time I’d had a Spectrum +2 for a while I’d get a bit suspicious when what were clearly C64 screenshots were plastered all over the box. In the case of 4×4 Offroad Racing, you can kind of see why they did it though!

That said, back in the November 1988 issue of Computer & Video Games, their 47% review of that version ended with an update, saying that US Gold were unhappy with the C64 release, and the Spectrum and Amstrad versions would contain “vast improvements” when they eventually arrived.

Maybe they spent all their time on vast improvements on the Amstrad version, because let’s be clear, the only reason we’re here is the Spectrum version stinks! Sinclair User gave it 40% and Crash were slightly more impressed, awarding 42%. I think they were both generous to say the least, with their main concerns being loads of loading, and its attempts to mix some racing strategy with arcade racing falling flat and doing neither in any interesting way.

I do have that copy of C&VG, though my own recent history with this was simply coming across a very garish Spectrum screenshot on social media and being intrigued. And here we are! I’m not going to review it, but I would like to give you a commentary of my first (and last) impressions if you’ll allow!

After a decent loading screen, you’re straight into a very uninspiring list of the four “toughest, roughest” course locations and a helpful description of the terrain you can expect in brackets next to it. From what I can tell, that terrain is exactly the same regardless of the description, apart from either one or both colours you get on the screen (you read that right) changing…

1. Baja (Rough Desert). Yellow and red monochrome.
2. Death Valley (Desert). Same as rough desert but yellow and black.
3. Georgia (Mud & Hills). Same as rough desert and desert but green and black.
4. Michigan (Winter). Same as rough desert, desert and mud & hills but white and blue.

And everything in every course is genuinely those same two colours – car, road, background, obstacles, other racers…

After some more loading (and it won’t stop there) it’s time to choose your utility vehicle. There’s several, there’s lots of stats about each, and again, it’s all very uninspiring and won’t make the slightest difference to anything!

You are then a guy that looks like a darts player from the eighties wandering about outside some shops. He’s wearing some strange high-heeled shoes. You can walk into the Custom Shop to buy a bumper and something else I couldn’t work out the identity of. Then you can walk to the Auto Mart to buy extra fuel, springs and stuff like that. All of this is like a bad version of Ghostbusters. Eventually you work out that you then need to walk right to the right edge of the screen (rather than walk to your new car which is parked outside the shops) and press fire to race. This bit looks a bit like a bad Everyone’s a Wally game, and is utterly pointless. Even the next multi-load is more interesting!

Finally we’re at whatever race we chose ages ago. Winter is blue and white and is the only one you’ll have any recollection of choosing. Your car looks like it was programmed in BASIC.

Once you’re underway, you’ll notice there’s no car physics in evidence. Driving feels like moving a slider left and right. Which is precisely what you’re doing and there’s no attempt to disguise it. I think a lot of racing games move the track rather than the car, and this might be a very good example of why that trick exists!

The sound doesn’t help with any potential suspension of disbelief. You’ll find the garish monochrome graphics are perfectly complemented by completely monotone engine sounds regardless of the high or low gear you’re in. Every race is just never-ending drone!

In every course, the main obstacle is the cactus in the middle of the track every few seconds. If you hit the cactus you explode. That’s why you have three lives in a racing game in case you were wondering. You also get potholes or piles of stones or exploding blades of grass or something to avoid (like a rubbish Buggy Boy), and there’s more obstacles on the track than other racers.

There’s a lot of hills and valleys in this game. These are signified by a line on the road then the screen violently shifting, and most of the car disappearing off the top of bottom of the screen.

You also get a lot of rivers – and sometimes something slightly wider than a river – on your courses. Now, I was always impressed reading about the scale of some of the American rivers that the old pioneers used to struggle to cross on their way west, but some of these here are seemingly more ocean than river. Anyway, often when you drive through a river on any level you get stuck, and unless you’re prepared to slowly waggle the joystick left and right and up at the same time for several minutes (assuming there is a shore in sight which isn’t always the case), you’re better off just shutting down and loading the whole game again. Or just playing something else! And I’ve no idea how I worked that out or persevered in doing it once I did during my very short playtime!

The road sometimes forks like Out Run. I’m not sure if it means anything, but it’s a bit of variety I suppose. Similarly, but of more concern in a racing game, is whether or not your race position means anything. It was, admittedly, the last thing on my mind until I noticed it for the first time on the Ghostbusters-like screen you also get when something goes wrong. I’m also not sure what triggers that – your damage indicators are something else that seem meaningless most of the time. Anyway, whatever that most important problem is, now you’re here you can try and fix it (which seems possible by clicking random icons whether you bought the right gear in the Everyone’s a Wally stage or not).

Back to your race position, I didn’t notice it anywhere else, but as I said, like many things in this game I’m not sure it means anything anyway! The courses are so long and monotonous that you’re unlikely to ever get to the end of one, let alone worry about where you came. And all of the opponents are as non-descript and seemingly as uninterested as you are, so what does it matter which one comes first! It’s like those scenes in The Matrix with all the same people fighting each other. Everyone wins or no one wins or no one cares. Actually the only winner here is the cactus. Cacti. Steer clear!

On paper this isn’t a million miles away from Victory Run on PC-Engine. For a system not known for its great racers, this is a great racer. In fact, it’s a toss up between Victory Run and Pac-Land for my favourite game on the system. Anyway, if you like the sound of this and fancy a bit of spare part management in your racing, you’re far better off admiring a garish screenshot of Spectrum 4×4 on social media then going there instead!

Commodore 64 vs ZX Spectrum Power Drift Power Face-Off!

Commodore 64 vs ZX Spectrum Power Drift Power Face-Off!

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.

My Life With… Stunt Car Racer (Atari ST)

My Life With… Stunt Car Racer (Atari ST)

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!

My Life With… Pac-Land (Arcade / Spectrum / Everything Else!)

My Life With… Pac-Land (Arcade / Spectrum / Everything Else!)

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 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) and probably in my top five on a lot of other systems too! Now do yourself a favour and dig up that cartoon!

My Life With… Winter Games (Commodore 64)

My Life With… Winter Games (Commodore 64)

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!

Crash! PC-Engine & Bimbos of the Death Sun

Crash! PC-Engine & Bimbos of the Death Sun

As a current employee of what used to be NEC Electronics, I couldn’t resist sharing this page from the August 1989 issue of Crash magazine. But I’m really not sure what caught my eye first – a very unexpected “advert” from NEC in a Spectrum magazine, or the the proper advert it shares the page with for Bimbos of the Death Sun! Actually, it was the latter, but I think they both deserve a bit of attention…

I started working for Japanese electronics monster NEC just under 12 years after this was published, but you’d still see occasional material with this old, very Japanese logo, especially when you visited one of the two offices I used to frequent in Tokyo. As well as being very Japanese, I really had to laugh at how typically corporate the message on this advert was, even though the readership of Crash was mainly kids who owned Spectrums – if we did it now, I’m sure it wouldn’t be all that different either!

This is all about the PC Engine, and how “NEC Corporation, NEC Home Electronics Ltd, and NEC (UK) Ltd (collectively ‘NEC’ hereafter)” didn’t want it being sold in the UK. Therefore, you need to know it’s not compatible with our old European PAL TV’s, and if it is then it’s been surreptitiously modded by someone that shouldn’t be selling it to you regardless, and if anything goes wrong with it, tough!

Obviously, it probably wouldn’t be wise for me to offer too many more opinions than I have already, but all the same, this is such a wonderful snapshot of the transition from our beloved 8-bit machines to 16-bit computers and consoles. I’d just about moved to my Atari ST at the time, but I do remember the PC Engine was a very exotic-looking piece of kit, with its exotic-looking arcade ports and just generally stunning graphics in screenshots. I also remember it seeming very expensive to own, even once you’d got hold of a console you could actually connect to your telly!

In hindsight, through emulation then much more recently my beloved PC-Engine Mini, it’s also become the one machine I wish I’d owned at the time, but personal favourites like the wonderful Devil’s Crush, Pac-Land and Victory Run, and all the other stuff it’s probably better known for, are maybe stories for another day!

What I can offer an opinion on is the second advert, featuring “MURDER MOST FUN!” with Bimbos of the Death Sun by Sharyn McCrumb. Firstly, why has this never been made into a movie? You might be surprised to hear that in 1988, this won the Edgar Award for Best  Original Paperback Mystery, though apparently it was less well received from the sci-fi and fantasy scene it parodied. And in that case, I assume it parodied it very well.

It’s all about a nerd convention called Rubicon, where the guest of honour Viking fantasy author, Appin Dungannon, gets murdered with a bullet through the heart. Everyone hates him, so who done it is anyone’s guess, but according to the back of the book, fellow author James Owens Mega, “…dons the role of Dungeon Master, and solves this uproarious whodunit in the ultimate Dungeons & Dragons role-playing climax!”

It’s still in print (and digital), and apart from some out-dated technology references, seems to still be pretty much spot-on in terms of nerd culture and their stinky gatherings, as well as being a decent pulpy thriller.

Follow Up: Deathstar Interceptor on Commodore 64

Follow Up: Deathstar Interceptor on Commodore 64

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.

My Life With… Chuckie Egg (Amstrad CPC)

My Life With… Chuckie Egg (Amstrad CPC)

I always thought the Amstrad CPC 464 was an exotic-looking machine, with its splashes of green and red and blue around the keyboard, and its separate cursor keys and keypad, and, of course, its built-in cassette deck (or datacorder, as I think it was officially termed)! The fact that none of my school friends owned one also added to its exotic nature – my world involved arguing about Spectrums over Commodore 64’s, and whilst I knew all about it from poring over every issue of Computer & Video Games magazine through its whole lifespan, I think seeing one on the shelf in Boots and Dixons was my only experience of it in the wild during that time. Indeed, it wasn’t until 1990 – also the year that Amstrad stopped producing it – that I properly got my hands on one.

1990 was also the year I went to university. The University of Hertfordshire in Hatfield, which had proximity to London going for it and not a lot else… Apart from a big Asda supermarket in the centre of town, it had pioneered the death of the high street years before even Bedford caught up! I think that year saw my sole contribution to Hatfield’s town centre economy in my whole time there – a Gun cassette single from a tiny independent record shop that I can’t remember the name of; I can remember it was on a wet and miserable Wednesday afternoon, and the Gun cassette single was Shame on You, with a live version of Better Days on the B-Side.

There really wasn’t a lot to do outside of the university – which was hardly a cultural mecca in its own right – until a big A1 motorway-spanning shopping centre and leisure complex, The Galleria, opened there in my last year, after four years of being teased by building work. And I think that had an HMV where I did contribute far more to the local economy than I should have given my financial situation then!

In stark contrast to the person in the last sentence who, within just a few months, would be singing with his still-to-be-formed band at the legendary Marquee club in London, back in the autumn of 1990 I was hardly the social butterfly, and most of my “socialising” at the start of my university life was a bit forced as a result of various fresher’s week attractions. A short-lived participation in the role-playing club involved coming up with a Nazi dominatrix in slingshot bikini as a character for some sci-fi fantasy game I’d decided to join in with, though I don’t remember ever actually playing it; and some kind of horror film club that gathered in a lecture room every Tuesday night to watch Young Frankenstein and other such classics on VHS. There were also single visits to a shooting club in some cool old World War 2 era military huts and a paintball club too. Rock and roll!

Anyway, all of those were history within a couple of months, during which time I’d learnt that someone I knew was living in a hall of residence just around the corner from me… I’d been to school with Scott since the age of nine, but apart from sharing the same birthday, we’d had little in common until we’d both started going out with two best friends from the year below us in sixth form, just before starting university. Through them, we eventually discovered we were not only at the same university, though he was studying at a different campus, but we were living literally 200 metres apart. After that we started sharing lifts to and from home which wasn’t that far away and hanging out in the evenings; and then I fairly quickly ended up becoming lifelong friends with the little group attached to him and his roommate, who owned an Amstrad CPC!

From around November 1990, the five of us spent every night together, either sat eating chips (having run the gauntlet into a nearby estate not known for their tolerance of students to the fish and chip shop) and watching videos in their room; or heading down the hill and through the main campus to the big student union bar; or gadding around the bounteous number of pubs in St Albans or Hertford in Scott’s Ford Escort. And by “gadding around” I mean being involved in the scariest and most insane driving I’ve ever experienced that didn’t involve one of the three life-threatening crashes I’ve been involved in since! Overtaking a car which was already overtaking another car around a series of blind bends on a national speed limit single carriageway is a particular highlight that immediately springs to mind! Anyway, whatever we were up to, there was always time to take turns sat at the big laminated wooden desk that separated their two beds for a game on the Amstrad beforehand. And there was literally one game! And that, of course, was Chuckie Egg…

I think I first came across Chuckie Egg on one of two BBC B computers at my middle school around 1984. One of them was kept in a repurposed store cupboard in a completely unrelated classroom, and I remember being in a crowd at the door one lunchtime watching someone play something that reminded me of one of the few arcade games I knew at the time, Bagman, that I would later learn was Chuckie Egg. That said, I’d also learn that it was first and foremost a Spectrum game, and is a great example of the eighties bedroom coding industry in the UK, where a 16-year old Nigel Alderton took his half-finished Spectrum game to A&F Software who snapped it up and started developing a BBC version in parallel. Those versions got released in 1983, at the unusual price on the Spectrum at least of £6.90, although in retrospect I think Decathlon was advertised at that too (more on that here) so maybe not so unusual. Anyway, it then got ported everywhere else, including the Amstrad CPC, a couple of years later, and would go on to sell over a million copies. The Amstrad version is most likely a port of the BBC rather than Spectrum version though because they both share more “realistic” physics where you can leap about a bit more freely and dangerously – I think the arc of the jump is a bit different and maybe slightly quicker on the BBC / CPC which makes it a little harder, though the grating running sound of the Spectrum version probably equalises things!

Chuckie Egg is the classic arcade platforme premise. Your little guy, Hen-House Harry, sets out on a screen with a load of eggs to collect against the clock, a load of corn he can also collect to slow the clock and get a few extra points before it gets eaten, and some ducklings that look more like ostriches chasing you around platforms, ladders and lifts. This all goes under the gaze of mother duck, trapped in a golden cage at the top of eight increasingly fiendish screens, but if you conquer those then she’s out, and unlike her little fixed-path duck-ostriches who’ve now disappeared, she can chase you anywhere on the screen. Go round all the screens again and she’s back, the duck-ostriches are back, and you’ve got no chance!

Apparently there are forty levels all together, and if you get through those I believe you go back to effective level thirty-three and loop again. But that’s not something I’ll ever need to worry about! The countdown timer is reasonably generous, and I don’t really recall ever running out of time before I’d lost all of my lives in other ways! Whilst the corn can be used for some bonus time and score, it’s maybe more useful as a distraction for the baddies who will stop and eat it like Road Runner would if they come across any! As well as the duck-ostriches and the mother duck(er), if you fall through one of the gaps at the bottom of the screen you’re losing one of your five lives. Same if you don’t get off a lift before it gets to the top, or get a bit too close to the duck in the cage while its in there. Falling from a height isn’t so much of a concern as bouncing off of one of the platforms in an unpredictable direction, or missing (or overshooting) one of the lifts, which is where you seem to die the most, but there’s some cool tricks you can pull off through seeming leaps of faith in the general direction of a ladder that you can seamlessly catch the bottom of and start climbing if you’ve timed it just right! Actually, getting on a ladder is pretty easy wherever you hit it, but getting off requires you to either jump or be perfectly positioned (Donkey Kong style) and can also be the cause of some frustrating deaths.

I don’t like to use the word frustrating here though. This game is massively playable and hugely addictive once you get into the zone of how it wants you to play. Despite it being harder for me to replicate my original and most fondly remembered experience of playing now – not having the hardware – the Amstrad version I used to play in two, three or four player mode (taking turns for scores, of course!) is still the version I’d rather play over the Spectrum’s. It looks very much of its time, with simplistic single-colour sprites and level features on a black background, just like the Spectrum version, but everything is a bit chunkier and seems a bit more well-defined here; mother duck is a bit bigger and more intimidating too! There’s not a lot going on in the sound department – just some very basic (though not annoying like the Spectrum!) running and jumping stuff, and a very basic (though not annoying like the Spectrum!) chip tune when you die. But all of that is all it needs to do when it’s such a masterclass in gameplay on either that strange, exotic machine or my beloved Spectrum.

If you look really hard you’ll find a sequel that appeared in 1985 on the usual 8-bit suspects, as well as the Atari ST (yay) and Amiga (boo). By this time, Nigel Alderton was working for Ocean and the Mr-Do! style sequel that had been hinted at previously never materialised, but A&F attempted to cash-in on the success of the original undeterred with Chuckie Egg 2. This time Hen-House Harry is collecting stuff in a 120-screen factory, like a big Jet Set Willy, but nowhere near in that game’s league, and nowhere near as playable or addictive as its predecessor.

The sequel never dared show its face in the laminated furniture, laminated carpet tiled grubby hall of residence room that five 18-year old nerdy students effectively called home for that first year at university. Nor did any other game for that matter, making Chuckie Egg on the Amstrad CPC not only one of my favourite games ever, but also still the only game I’ve ever played on that platform almost exactly thirty years later (and thirty six years after the machine first appeared) at the time of writing.

I’m going to leave you with one more car related story from then though. One of the guys in our circle, Ian, lived in one of the university’s other halls of residence, Roehyde, which was also known as Rawhide for it’s wild west reputation. Such was my fear of this reputation that the only time I ever ventured into its prefabricated, temporary classroom-styled walls was to roll one of four wheels from Ian’s Mini down to his bedroom door in the dead of night so we could pile them up there, knock on his door and run away! Yes, that’s what happened when you decided you were staying in to work on an assignment rather than play Chuckie Egg with the Hatfield Hard Men!!! And the car? It was safely sitting wheel-less in the middle of a roundabout half a mile away where we’d rolled it to, without keys or access to the handbrake! Great days…

My Life With… Daley Thompson’s Decathlon (ZX Spectrum)

My Life With… Daley Thompson’s Decathlon (ZX Spectrum)

I’m fairly certain that Daley Thompson’s Decathlon was the fourth game I ever played on the ZX Spectrum! My best friend Paul had moved from an Atari 2600, and our days of playing Boxing and the one with the two tanks (Combat?) on their family TV in the living room were replaced in the most part, in my memory at least, by the distinctive sound of Spectrum loading screens in his bedroom, interspersed by actually playing the occasional game! It was the Classic setup – rubber-keyed 48K Spectrum connected to the type of small portable cassette recorder every home had at the time but didn’t belong to anyone in particular, connected to a tiny portable TV and a couple of games; all on the floor.

I think Horace Goes Skiing (more here) was my first experience of the ZX Spectrum, with it’s Frogger rip-off first screen getting in the way of what still holds up as one of the best-feeling skiing games ever! Second was Chequered Flag, and I can still remember being totally blown away by that in-car view with the moving wheels and steering wheel! Still one of my favourite racers ever. Then a bit later his collection extended to Alcatraz Harry, an early Mastertronic £1.99 title where you negotiated the maze-like prison, avoiding guards and collecting escape tools, but usually ended up caught and in front of a firing squad. We did actually finish that one once! And then a bit later still we got to what would become one of the system’s defining games, as well as the ruin of many a Spectrum itself…

Not sure if he had any other games up to then, but I don’t remember playing anything else over what must have been his first year owning it, with most of the action happening over the summer of 1984; frequent trips backwards and forwards down the network of alleyways that connected the roads where we lived. We all knew and loved every inch of those dusty, poorly surfaced, weed-strewn alleways that ran the length of both sides of each of three roads, behind the terraced houses and gardens and sometimes garages, and were connected by another at each end, one of which was interrupted by the roads. These were our hide and seek and ball tig grounds; our cycle tracks and skate parks; our football and cricket pitches; our assault courses and everything else we needed them to be whenever we were playing outside with the neighbouring kids! And from the time I was allowed to walk to Paul’s house by myself, to when we used to get the bus to upper school near there, to when as young bucks on the prowl I’d go to his house on Friday and Saturday nights to get a taxi into town to go out drinking, that was my own almost private shortcut!

As a related aside, on what was probably one of the last of hundreds or thousands of journeys down those alleyways to Paul’s house, I had music playing on something – most likely my Aiwa PX347 “Walkman” with Super Bass, Feather Touch Control and Dolby 8 NR! It was an incredibly hot summer day, probably around 1993 or 1994, and on came Heat by The Mission, and the lyrics that I knew inside out by that point somehow chose that particular listen to make an eternal connection in my brain between that song and that mundane trip on that particular scorching Friday evening:
And the heat comes down
And the heat comes down
And hand in hand
We melt in the heat

Almost exactly ten years before that, at the end of that exact journey, something similar had happened with another song, 1999 by Prince. Like The Mission’s Heat, it would have been a song I was already very familiar with by that time; it had come out two years earlier in 1982 and was obviously a massive hit, getting non-stop airtime all over the radio and in my fledgling record collection, as well as becoming a regular feature at school discos when 80’s nights really were 80’s nights! But there was something about that song that just happened to be playing in the background at the exact moment I started hammering two rubber keys as fast as humanly possible for my first ever 100m dash that forever connected 1999 with playing Daley Thompson’s Decathlon in Paul’s bedroom! Actually, it was very much the concept of the song at that time that stuck with me during that particular listen, maybe taking note of what the lyrics were saying for the first time… To a 12-year old in what would have been heading into late or even Christmas 1984 by the time the game actually appeared on Spectrum, all that partying like it’s 1999 seemed like science fiction! It was literally more than a lifetime away, too far in the future to fathom. And then when we got there far sooner than this 12-year old might have imagined, that memory and that connection in my brain was still there, but it didn’t seem so long looking back as a 27-year old. And it seems even closer all these years further on! Funny how your brain makes connections just as strong for minor, seemingly random and mundane events as those it makes for remembering where you were on 9/11 or when you heard Kurt Cobain was dead or when the Mary Rose was pulled out of the sea…

Or maybe even where you were when Daley Thompson won his first Olympic decathlon gold medal in 1980 (about my limit!), or again in 1984. Daley Thompson was massive – even bigger than Prince at the time! Remember, we had four TV channels and things like the Olympics, and athletics in general, were a major factor in the summer TV schedule even if you weren’t much of an athlete. And if you owned a Spectrum, you just needed a copy of Ocean Software’s Daley Thompson’s Decathlon. Interestingly, I don’t remember any of my Commodore 64 owning friends ever having a copy (even though I think it came first and was the same great game and a bit more, for example having a second competitor on the screen on track events), and obviously I didn’t know anyone with an Amstrad CPC, which it also appeared on!

As well as cashing in on the man himself, Track & Field was also a big deal in the arcades at the time, sucking up my 10p’s during a church trip to Great Yarmouth that year (also memorable for playing a neighbour’s Mini Munchman on the bus journey there) and the next, and this was as close as you were getting to a home version. In fact, you’d have to wait until 1988 and the Game, Set and Match 2 compilation for a Spectrum (or Amstrad CPC) version; and it wasn’t great, especially as we’d been spoilt by an excellent port of Hyper Sports inbetween. That said, this compilation was generally awesome on the Spectrum – Super Hang On, Basket Master, Match Day 2 and Championship Sprint more than made up for any duds (and the stuff you weren’t interested in, Nick Faldo Plays The Open I’m talking about you)!

The game, predictably, has you taking part in a decathlon. I’d like to say as Daley Thompson, but your character is very white. You might justify this by thinking that’s just to cover up any colour clash, but I’m not sure how the very “white” character hairstyle contributes to that. The loading screen goes a step further, where he’s even more white than the white fellow competitors behind him! At least the hair works a bit better there, and the cassette inlay makes further strides in recognising his actual skin colour.

Anyway, regardless of whether you are playing as Daley or a white imposter, you’ve got two days of athletic pursuits ahead of you, one of each side of the tape! On day one, you’ve got 100 metres, long jump, shot putt, high jump and 400 metres. On day two, you move on to 110 metre hurdles, discus, pole-vault, javelin and 1500 metres. Gameplay ranges from the famous, keyboard killing button mashing of two keys (or joystick waggling if you really want to break some stuff quickly) to make you go faster in races or run ups, to precisely angled jumps then more strategic stamina management in the long distance races. You effectively have three lives, meaning fail to hit the qualifying time or distance or height in an event three times and you’re out. Get through everything and you’re the champ!

Things start pretty smoothly. No brains required in the first event, just hit those left and right buttons as fast as you can and you’ll qualify pretty easily. Play it safe and you should qualify in at least one of your three long jumps next too – just hit jump near enough to the line and hold it down until you get to about 45 degrees – and make note of that number! Shot putt was a variant on that, but you’re throwing a heavy ball at 45 degrees instead of jumping when you get to the line, and it’s really easy as long as you don’t cross the line. High jump is where the challenge starts, and has you hitting and holding jump a second time to adjust your body angle mid-jump, and this is going to take some experimenting until you know the right angle numbers (about 80 and 20 degrees if I remember right) and more importantly, when to hit jump to take off because there’s no distance indicator before you reach the bar; keep going higher until you’ve fouled three times. Should you get there, 400 metres takes the button mashing approach of the 100 meters but goes on four times longer, and your fingers aren’t going to forgive you in a hurry!

Turn the tape over and you’re going to load into the 110 meters – button mashing with the added challenge of timing a jump whilst staying in your running rhythm; screw it up once and you’re going to struggle but avoid crashing into any hurdles and crossing the finish line feels really great. Discus has you spinning rather than running, then timing your 45 degree let-go when you’re facing the right way having reached a decent rotational pace. Another tough one until you’ve got the timing in your head, then it’s hard to not qualify.

Pole vault is another test of timing and knowing when to start dropping the pole, but like the 110 meters, you’re going to feel great when you finally get over a really high bar; like high jump, this keeps going until you foul three times, and is great fun when you’re chasing your record scores. Javelin goes back to the standard running and chucking formula, but I always found watching it (very) slowly ascend and flatten out along the top of the screen then descend quite hypnotic! Qualify this far and you’re at the 1500 meters, the epic final event that struck fear into any Spectrum gamer, but in reality was more sedate (or even boring, some might say) than the long distance test of finger stamina it was perceived to be! This time you have an energy bar, and the faster you go, the quicker it will deplete, so it’s all about finding a rhythm and speeding things up when your energy looks like it can take it. This is definitely the most thoughtful of all the events and whilst the gameplay might not invoke a frantic final push to the podium, it certainly feels great when you get there, though it’s hard to fail once you know what you’re doing.

Sound effects are mostly non-existent up to this point, apart from some white noise of varying lengths representing a starting gun or crowds cheering when you qualify, but there are some short bursts of music elsewhere between events, and, most notably, when you win gold at the end of all this, with a beautiful (in Spectrum terms) rendition of Chariots of Fire as white Daley stands on top of the podium with his arms held high. Then you get the final score and you’re ready to go all over again. After loading side one again, of course.

Apart from Daley Thompson’s questionable ethnicity in the game, there was an awful lot to look at and be impressed by. As said earlier, the white character did avoid any serious colour clash so everything else was very colourful. That screen was really clearly presented (and pretty much directly lifted from the Track & Field user interface) – your score and qualifying requirements at the top, current attempts and records below, then the best crowd representation I’d seen up to that point, moving around excitedly with their Ocean banners; below them you’ve got the track or field area with your main man in action, and at the very bottom a speed, angle and distance guage that appeared as required. Every event was smoothly animated even if the running has aged a bit today, with nice touches like the guy with his tape measure in the long jump or the shadow under the shot putt as it flies through the air.

The game won Best Arcade Style Game at C&VG’s Golden Joystick Awards in 1984, and also Best (Overall) Arcade Game in the Crash Readers Awards, fending off challenges from the mighty Jet Set Willy and only marginally less mighty Sabre Wulf. The following year it joined both of those games and Beach Head on the first They Sold a Million compilation, so we can assume it sold a ton too. And rightly so! Play this or Track & Field or Hyper Sports today, and whilst bashing buttons for speed might not feel as natural and ubiquitous today as it did in the mid-eighties, it’s just as much fun and is just as destructive to your equipment… And don’t forget the old pro tips about rubbing a biro really fast across the keys for an extra boost. I’m sure they all work equally well nowadays!