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… Operation Wolf (ZX Spectrum / Atari ST)

My Life With… Operation Wolf (ZX Spectrum / Atari ST)

I vaguely remember seeing Operation Wolf, with its mounted Uzi, in an arcade, but where it really made an impression was long before that in Computer & Video Games magazine’s Arcade Action section. Whilst I’d generally skip over that section with just a few glances at the screenshots, I remember three games on those pages that absolutely blew me away, and there was no chance in hell there’d ever be home computer conversions! They were R-Type, Out Run, and, of course, Operation Wolf, where all your Rambo fantasies could finally come true with graphics like you’d never seen before! 

As a side note, at the time of writing in February 2019, I recently picked up arcade perfect conversions of R-Type and Out Run on the Nintendo Switch; they did come, and with Out Run in particular, I still can’t quite believe what I’m seeing on my TV screen even three decades later- when you consider how amazed I was by the ZX Spectrum version when it came, and how bad everyone else seems to think that version is, maybe not a surprise!

I don’t think I’d ever wanted a game as much as I did this; with arcade conversions, especially such high profile ones, expectations of quality were always secondary to the fact that it was just coming to the Spectrum! It arrived in all its monochrome glory for Christmas 1988, and if I remember right was a present from my grandma and auntie. What I definitely remember right is my first time playing it on Christmas Day evening, in my auntie’s bedroom, on her Spectrum+2 and a 14-inch black and white portable TV. As was often the case playing Spectrum games at the time, the fact it lacked colour didn’t, in reality, matter that much! That said, let’s not forgot it more than made up for the lack of colour in the main game by filling the little “suiting up” montage you got when you first loaded the game up with the most garish colours it could manage!

On the home versions, the Uzi was replaced by a crosshair, which controlled fine with a joystick, as the screen scrolled from left to right and enemy soldiers, tanks, gunships and gunboats filled the screen from all directions to bring you death. As well as your Uzi, you could also bring them death with your limited supply of grenades; letting the screen fill up with vehicles and soldiers then dispatching them all at once this way was a great feeling! As was shooting one of the daggers out of sky as it flew at the screen before it hit you and briefly stayed in place, full stab.

The story, such as it was, was true to the arcade original – go through six military themed levels in jungles, prison camps, airports and various bases to rescue the hostages. Each one was a bit more than just shooting everything in sight; you’d have a task like cutting off the enemy communications or getting information out of the enemies, although all of that did involve shooting everything that moved unless it was one of the fleeing civilians or nurses carrying some unfortunate in a stretcher who shouted “NO!” if you shot them. The first few levels were all do-able but I’m not sure I ever got to the end of the final level in the airport. 

The Spectrum version was one of the best arcade conversions the machine got, with absolutely stunning looking graphics that perfectly captured the feel of the original. And there were so many types enemies on screen at once in the distance and in the foreground (including the one that looked like something out of The Village People) and all over the place without any kind of slowdown or mess. The +2 version sounded good too, with a suitably testosterone-juiced theme tune. Overall, out of the two versions I owned, it’s the one I really remember most fondly…

As time passes, it becomes increasingly difficult to dip into recollections from decades long past, but in the case of my Atari ST Operation Wolf experience, I have a major helping hand! Christmas always brought with it a diary for the coming year, and in the days after Christmas you would start re-writing your friends’ phone numbers, family birthdays and school holidays into your latest pocket-sized planner. They always had a theme too, like fishing or cycling or football, with half the pages full of related encyclopaedic content. And for the first few days of the year, you might even use it to record what you’d been up to… “I rushed home to play Op Wolf and it lived up to my high expectations. It is brilliant, the only problem being that it is on three disks. I got to stage 5 on my first go.” The diary then goes on to describing watching Lethal Weapon that evening!

This was all around the beginning of 1990 for me, but the ST version came out around the same time as the Spectrum one, and was probably the only dampener on that version – as great as the Spectrum version looked, in magazines like C&VG you were seeing it side by side with this incredible, virtually arcade perfect looking version on the ST. As well as the glorious graphics, you also had all the little details like the pigs running around you could shoot for extra ammo, and some great enemy death animations especially when you shot one of the guys up close to you. And more than anything, it had a mouse that made shooting stuff a lot easier than with a joystick! This was a really great conversion, but what’s interesting to note is that I don’t remember ever being blown away by it, like I had been the Spectrum version just over a year earlier – it didn’t take long at all to become spoilt by the incredible games that just came as standard in the next-gen machine. Or maybe it was just all the disk swapping.

And despite getting to stage 5 on my first go, I never did get to the end of the game here either!

Remember ZERO Magazine?

Old gaming magazines like Computer & Video Games, Crash and Zzap! 64 quite deservedly still get a lot of attention, but whilst looking for a specific copy of C&VG from a pile that covers most of the eighties for my last post, I found a rogue magazine in my carefully ordered, er, pile! That magazine was issue one, November 1989, of something I’d completely forgotten existed, ZERO, “the brand new magazine for you, the 16-bit and consoles games player.” As I’d forgotten about it, I thought others might have too, so here we are!

What I expect drew me to it, and the subsequent issues I bought during its three-year lifespan, was the cover disk, which featured not only demos, but actual full games for the Atari ST and the Amiga. Actually, this mag did cause a bit of controversy when it stuck a strip poker game, Cover Girl Poker, on the cover. In the interests of a well-researched post, I did seek out this game and play a few rounds… It appears to have been linked to the UK’s finest newspaper, The Daily Sport, and features some of its finest regular glamour babes, including gaming favourite, Maria Whittaker. By complete coincidence, this is the second post in a row that mentions her – the previous referencing her most well-known work, the Barbarian cover! Anyway, it’s not a great game but I’m sure served it’s purpose for ZERO mag.

Issue one featured a couple of games, worth £40 according to the first issue’s cover! On the ST you had Recoil by Jonathan Smith, who’s previous works included classic Spectrum conversions Green Beret, Hypersports, Batman, Mikie, Cobra and more. This was a Defender clone that was pretty fun. On the Amiga you had Merv the Merciless, which I’ve never played but you seem to be a troll collecting stuff and avoiding other stuff whilst trying to keep up with a top-down scrolling screen. Also looks very nice.

Back to the mag itself, reading it again it’s pretty cool. Usual stuff – previews, reviews, competitions, developer features, tips, comic strips, and best of all, The Price I$ Right, a feature on budget games that is actually presented by Leslie Crowther! Or at least there’s a picture of him on the page, which I really wasn’t expecting when I flicked through it today!

This month one of the opening features was a kind of lighthearted mass review of some of the big flight sims making waves on ST, Amiga and PC at the time, including Falcon, F-16 Combat Pilot, Interceptor and F-15 Strike Eagle II. Quite rightly,  Falcon came out on top with a score of 92% – Top Gun had finally arrived on your home computer with this corker – MIG21’s, burning it up over desert mountain ranges, outside views for a cool fly-past and some brilliant cockpit action (my words not theirs)!

I’m a little disappointed by the main event review this month – Tintin on the Moon. No interest in Tintin ever, and I imagine that 17-year old me was equally unimpressed. Continental Circus, the pioneering “True 3D” arcade racer was next, justifiably getting a better score than Tintin; interesting fact here – it was supposed to be called Continental Circuit but without Google Translate in 1989, they had a few Japanese to English translation problems! Also reviewed were Steel, Dynamite Dux, Gunhed, Vigilante, Bloodwych, APB, Oil Imperium, and the mighty Strider, which received a disgraceful 84% on the ST, and 81% on the Amiga, which makes me a bit happier! In retrospect, it probably wasn’t the best month ever to launch a new games mag! To be fair, things did hot up a bit in the Review Shorts section, which mostly featured conversions of older gems like Paperboy and California Games, but also the 3D alien Pong favourite of mine, Shufflepuck Cafe (83% on the ST and 82% on the Amiga – justice done again!), which was actually a longer review than the non-Shorts reviews earlier in the mag!

After the reviews, one of the features made me smirk… Chip Shop Boys,  a feature on getting the most out of your MIDI music features with some bloke from Bomb the Bass, which begins with “Fancy yourself as Jason Donovan? Garry Glitter? Richard Clayderman?” I can’t believe they spelt Gary Glitter’s name wrong…

The tips section featured a complete solution to Spherical, which I don’t have any recollection of, and a map for Mr Heli. Again, hardly magazine sellers, but with £40 of games on the cover, who cares? There’s even a section for hex, POKEs and hacks to type in!

Near the end now, and it’s time for the Price I$ Right, featuring £9.99 budget titles such as Populous Promised Lands, which scored 80%, and Postman Pat at 77%; funny how nowadays you don’t hear about the Postman Pat game only 3% less than you hear about Populous…

Even in 1989, computer games mags still insisted on an adventure game section, quite rightly at the back of the mag where no one cared about it, but ZERO really knew how to close a magazine, and in issue one it did so with an interview with none other than Jeremy Beadle. Genius!

I had a great time flicking through this, even if most of the games in October 1989 were a bit crap. What’s really cool is seeing the adverts you used to see every month everywhere again after a near 30-year gap! Remember this one with the MIDI keytar?

My Life With… Hard Drivin’ – Atari ST

My Life With… Hard Drivin’ – Atari ST

Just take a look at this for a second…

fullsizeoutput_633

Yes, it’s a loop. And in 1989, that was a complete groundbreaker. It’s why you had to own this game – the ultimate show off to your mates title; they’d simply never seen anything like it. It was seeing Virtua Racing on my brother’s MegaDrive all over again. But there was more! The more-or-less filled 3D vector graphics, cars and trucks [slightly inexplicably] on the track in both directions, the Dukes of Hazzard style bridge jump, the instant replay, and the cow! Take out the cow by the farmhouse [located at the side of the race track] and you got a beautifully sampled, realistic MOO! And the realism didn’t stop with the cow – the car drove like a real car, and I should know because I’d just turned 17 and started driving lessons! Which was great, but temporarily spelt an end to the riches from my Saturday job at Sainsbury’s that had funded my ST and its burgeoning games collection up to that point.

A year into my role there, and I was specialising in collecting trolleys. I was the master! I knew all the hiding places around Bedford town centre – the car parks, the alley ways, where the bins were at the back of Iceland… I could get ten of them into a car park lift at once. I could push fifty of them in a massive train like a supermarket Rubber Duck out of Convoy. Nothing annoyed the shopper more than no trolleys, so once the supervisors picked up on my brilliance, there was no more stacking shelves or till duty. especially as the old mechanical tills I knew had transitioned to electronic ones that were clearly beyond me once I’d missed the training. This afforded such freedom too, being paid to hang out on the top of a car park surveying the impressive Bedford skyline with a can of Dr Pepper and a Boost bar, putting a bet on the Grand National, buying tickets for a Simple Minds concert, or – wait for it! – taking part in a police identity parade and earning an extra precious tenner for the driving lesson fund! And in retrospect, fortunately not getting collared in the process!

I’d pass my test, first time, after 15 lessons, which I’m sure owed no small debt to Hard Drivin’. As I said, this game felt realistic, which I think had a lot to do with the mouse controls (a first for me) – they felt great once you got used to them, offering far more control than my days with a keyboard on Chequered Flag or Out Run with a QuickShot II on the Spectrum. It was also easier to pull off a deliberate skid (also maybe a first?) which meant faster lap times and meant slightly more forgiving cornering, especially on the speed track when a decent time rewarded you with the challenge of the Phantom Photon ghost racer (another first?) on the stunt track .

629292-hard_drivin___advert.jpg

Like collecting trolleys, the stunt track was where the glamour was at. And specifically, being upside down on the loop. In 1989, there was no thrill ride outside of the corkscrew roller coaster at Alton Towers that was like it. If you could stay on the loop, take the banked corners, pull off the jumps, avoid the trucks (that wouldn’t look out of place in Crossy Road with all those straight lines) and resist the urge to hear the MOO, beating the exotically named Phantom Photon would result in the Phantom Photon taking on the ghost of your ride in the next race, which you could even save to disk, providing endless challenge despite there only being two tracks.

This game looked and sounded like a stunner, moving at pace with great attention to detail – the cracked windscreen when you crashed, the engine sound, the skidding noise, the manual gear shifting from a separate joystick, but mostly the cow! And the replay was worth every crash, switching to a fully 3D rendering of your final moments.

A gorgeous,  groundbreaking 3D masterpiece at the time, and you’d still be hard-pressed to find something to match that precarious feeling half way around the loop wondering if you’ll make it around or just drop off!

 

 

My Life With… Dungeon Master – Atari ST

My Life With… Dungeon Master – Atari ST

In 1987, aged fifteen, I was skirting perilously close to being 100% nerd. All the elements were there – the shy boy that was still considerably shorter and younger looking than a lot of his classmates; a love of thrash and death metal, the unexplained, horror, The Hobbit, Fighting Fantasy books and 2000AD. I’d discovered White Dwarf magazine and was beguiled by the painted figures, something called Warhammer and big tabletop war games, and of course Dungeons & Dragons. 

As an aside, that was probably around the same time I came across my first porno mag in a clump of bushes we used as a 45-and-in (a more pro-active version of hide & seek) hiding place in Bedford’s Jubilee Park. It was a copy of Escort, until then a distant and exotic vision on the top shelf of WHSmith next to stuff like Club International, Mayfair, Playboy, Men Only and the classic Razzle. No real relevance here, but the mystery of how porno mags became a regular sight in bushes, hedgerows and ditches continues to fascinate me!

Back to Dungeons & Dragons, and that was equally mysterious to me. Why were there no pictures of it anywhere? Just rule books, paper with a grid on and dice with loads of sides! My best friend, Thomas, talked about it all the time. His older brother, William, who I’d known for years from my previous incarnation as a scout, became instantly more cool when I found out he was a Dungeon Master! He had a hundred-sided dice too. Wild man! And they had such adventures with goblins and poison and battle axes and stuff. It would be another year, during the long post-GCSE summer holidays that the mystery was solved. Such an anti-climax…

Sometime that winter, Thomas introduced me to something close though. To my extreme jealousy, he’d got an Atari ST and that’s when I first laid eyes my future love, and on Dungeon Master. Suddenly my Spectrum looked like a relic (though not as much as when I first laid eyes on Defender of the Crown soon after)!

This was a whole new world – a disk, a huge manual (including what was virtually a novel on how you had to find the Firestaff to rid the dungeon of Chaos or some such nonsense), and how on earth were you supposed to play with the sliding block that moved an arrow around the screen? What do you mean no joystick??? And those lifelike 3D stone walls…

Once you’d picked your four heroes, it was out with your torch and into the labyrinth ye go. Fighting the scariest, most beautifully animated monsters you’d seen in a game to date with the icons that surrounded the main window was actually straightforward. As was using them to create spells with weird symbols, sort out your gear, solve puzzles, avoid traps and carry the bones of fallen allies to reincarnation altars. Providing your torch didn’t go out first! One of the truly “next-gen” features of this game was the ever diminishing light from your torch, and unless you had a spare or a spell that did the job, this was the cause of far more tension than big groups of mummies shambling about!

Some things weren’t so different to my old last-gen relic though; the corridors might have looked great, but they all looked the same, so making your own map was essential. And the dungeon was so big that it made mapping something like Firelord on the Spectrum seem a breeze!

I was in nerd heaven for every second I spent playing this at Thomas’ house. It was the embodiment of what he’d told me about the mysteries of D&D; it was Deathtrap Dungeon brought to life; it made up for all the missing fantasy credentials that made me feel a bit inadequate when I read White Dwarf – oh, the irony!

My very own ST came about a year later, and my own copy (literally) of Dungeon Master, but there’s a tale for another day. 

See you soon, when I’ll make up for the delay in posting this because I was in California with something very Californian!