You often see the NES Friday the 13th game referenced in rubbish game lists, but the C64 and Spectrum versions never get a look in and I wanted to find out why!
There’s another “why” I want to look at before we answer that though… As a decades-long massive fan of both systems and the films, why am I playing these games for the first time in 2020?
Friday the 13th came to Commodore 64, ZX Spectrum and Amstrad CPC in 1985, courtesy of Domark. I very much remember seeing it advertised because I cut the advert out and put it on my bedroom wall! I also very much remember the Computer & Video Games magazine review; it went along the lines of once you were past the gore of said shock advertising, the game was average, but the black and white screenshot they used was enough to put me right off. It looks like some kind of dreadful prototype of The Sims, not Hollywood’s greatest slasher!
Friday the 13th was long forgotten by the time I had a machine that could play it, and it was even longer before I saw my first Friday the 13th movie. I think I saw The Omen and The Entity in my early-ish teens thanks to the Wild West days of video rental shops, but the slasher movie passed me by until the very late eighties. I’d eventually make up for lost time though, and Jason Vorhees remains this 3000+ horror movie collector and general nerd’s favourite genre icon!
As many times as I’ve now seen every movie, the game remained absolutely forgotten for decades, and it took one of the aforementioned crappy NES game videos to start me digging again! I think it was a simple C64 walkthrough being recommended, but I didn’t even click it – I just made a note to look up the Spectrum version at some point.
As well as the advert, the box did its very best to lure in curious. And I’m not just taking about that immediate red-flag to me of C64 screens being used on a (relatively speaking big-budget) Spectrum inlay! There was a stark warning that before you play the game, close all doors, windows and curtains – yes, curtains have always been Jason’s kryptonite! Then you have to turn out the lights, but can use a candle if necessary – possibly down to some of the garish colours on the Spectrum version burning your eyes through some kind of light overload. Then you have to make sure granny isn’t in the room – I expect she slipped the tenner into your hand that paid for the game and you don’t want her to know you wasted it on this crap! Then turn up the volume to the max! Now, of all these tips, don’t do that. I’d there’s one thing worse than the graphics, it’s the sound, whether the horrendous (not in a good way) scream sound as one of your mates dies somewhere on the Spectrum, or the dreadful context-sensitive nursery rhymes on C64! Speaking of sound, the box also includes a competition to win a monitor if you can identify ten of the noises you heard while on holiday in Crystal Lake. Good luck identifying more than one of them!
To Domark’s credit, they clearly knew they’d spent a load of money on the license but had a stinker on their hands, and they did their best to fix that by chucking a load more money at all kinds of provocative marketing. The game pitch is pretty decent on the surface too… Jason is hiding out in the forest in his “filthy grotto” waiting to avenge his mother’s death when a bunch of teenagers turn up to party at nearby “eerie” (that’s what several massacres will do – if only they’d had Domark’s marketing people) holiday camp. He dons his hockey mask, sharpens his machete and gets ready for a “razor-edged massacre” (nice)!
From there, I’m slightly at odds with how the box then describes the gameplay loop… “You must warn everyone that the mad murderer is on the rampage and lead them all to safety – without, of course, losing your head!” The reality is that you’re going to wander around a few screens that include a farm, some archery targets, a church and lots of gravestones and lots of trees looking for a weapon then hitting everyone in sight with it trying to work out which one is Jason so you can keep hitting him until he’s dead. And while you’re doing that, Jason is wandering around killing everyone. If you die or they all die (indicated by their avatar at the bottom, of the screen turning into a gravestone) then it’s game over.
Here we need to talk specifics about each version because they go about things – by design or not – in slightly different ways. On C64, Jason is disguised as one of your fellow campers. As you walk around the various locations, you might notice someone acting a bit suspicious, whether they’re following someone else or simply just in the act of murdering them or you. Assuming you’ve found a weapon, this is your cue to hit him, and assuming you’ve found Jason, he’ll turns from a camper into a guy in a black outfit.
And that’s about all there is to it. If you’re lucky, you’ll work it out in a few minutes, but in the game I eventually beat Jason, I was walking around forever, exploring the same places over and over again but never finding him. And once you’re down to a couple of your friends left alive, the frequency of death has all but dried up and there’s really not very much happening. You just walk about, with only minor tension that all this walking about for ages is potentially about to end in time running out because everyone else is dead.
Kill the man Vorhees and you get a game over screen telling you he’s dead, but for how long? Well, having then played the Spectrum version to completion too, there’s an easy answer to that…
There’s not a lot to the C64 version, but it has a degree of 1985 charm to it. The Spectrum version doesn’t only have no charm (which even the bizarre use of magenta on the brick walls can’t fix), but it’s a buggy stinker! Eventually you’ll work out that rather than potentially being disguised as one of your friends in this version, Jason is the guy that looks the same as you. If you get confused which is which, don’t worry, he’s the one who can walk through stuff like trees and haystacks. Get close and he’ll batter you, no escape – he’s got some very sticky pixels and that’s all your hard work wandering about these ultra-uninteresting landscapes wasted! Naturally, as you might think, he can also attack you from any direction. You, on the other hand, can only attack if you’re on his left because no matter which way you’re heading, your weapon only comes out to play on the right!
When you do get on his left, there’s absolutely no feedback that you’re actually connecting with him. Your score (which is irrelevant anyway) doesn’t even change like the C64 version. You just keep maybe hitting him and nothing happens – which, thinking about it, is how a fight with Jason Vorhees probably should turn out, but it doesn’t make for a great game! Anyway, after far more experimenting than the game deserves, I worked out that the axe will damage him even if you don’t know its working until he’s dead. The chainsaw might offer the glamour, but leave it; spear things, pitchforks, knives and other things you can chuck at him seem to do nothing. That’s all assuming you can actually pick the weapon up because it’s quite often somewhere like a top corner and the screen has flipped before you can get close enough to trigger picking it up.
And while your either on the hunt for Jason, or more likely running away, you’re also going to get stuck on scenery all the time, which is the exact opposite to Jason who can walk into fences and simply vanish into thin air. And quite often you’ll be trying to traverse what appears to be thin air between screens but you’ll get stuck on something that isn’t there regardless.
Spectrum Friday the 13th is just about without merit, but I’d definitely recommend a go on the Commodore version if you’re a fan of the films. It’s a very C64-looking game circa 1985, which I always find somehow comfortable, but like so many other licenses of the time, is just bland once you get past the fancy box art. And that kind of answers my original question about why these versions never get a mention nowadays too, but in the case of these systems there were so many greater crimes against licenses – Highlander is always a good place to start there – and there were so many worse games spanning well over a decade of their lifetimes… Sadly, Friday the 13th is just very forgettable.
Here’s some more pure self-indulgence just because I can’t resist a list, so feel free to go and do something less boring instead! My recent examination of Elite versus Perils of Willy (here) – as well as passing the 500 hour mark in Animal Crossing on Switch – got me thinking about what games I’ve put the most time into over the decades. There’s no question about the first two, both running into thousands and thousands of hours: 1. Kick Off on Atari ST 2. Elite on Atari ST
Kick Off is my second favourite game of all time. I can’t imagine the hours I spent either playing against my brothers or in the complex single player leagues and cups I invented where every player had a name long before that kind of thing was a thing. We turned it into far more than a top-down football game, and it extended the life of my Atari ST into the late nineties, way beyond when the first PlayStation should have consigned it into the loft.
Elite is also well within my top ten games ever, and unusually for me, that opinion is not exclusive to me either! Early experiences of the space-trading sim on the BBC astounded then fascinated me, but this version absolutely captivated me. A game that never knew there were limits from the outset, and equally there were no limits to playing it, pretty much forever.
Building out my top ten, I’ve got some other contenders that immediately spring to mind in no particular order yet: – Pro Evolution Soccer 4 on PS2 – Pro Evolution Soccer 2008 on PSP – Destiny on PS4 – No Man’s Sky on PS4 – New Star Soccer on iOS – Animal Crossing New Horizons on Switch – Football Manager on C64 on Pocket PC – Tetris on Game Boy
Thinking out loud, I reckon Pro Evo on PSP then Tetris then Pro Evo on PS2 make up the top five. The only actual point of reference (at 500 hours) is Animal Crossing, and I’m going with that next, followed by Destiny and No Man’s Sky. To round out the top ten we’re going pre-smartphone, emulated Football Manager, and its spiritual descendant (and on actual smartphone) New Star Soccer.
My wife used to go nuts about my PSP always being in my hand every evening, but actually I think it was the fact I only ever played Pro Evo that annoyed her! It was full season after full season on there, even though it was about as predictable as old-school Scottish Premier League, with only a couple of teams ever in the reckoning! Actually, in a strange twist of fate about seven years later, my top goal scorer’s son and my son would become best friends in real life!
I am very familiar with the Tetris Effect. Not the game (for motion sickness reasons), but the phenomenon. I was playing Tetris every waking and non-waking hour like it or not! I loved my Game Boy, and Tetris never stopped being an integral part of its joy, through my sixth form years, university and buying at least three houses!
PS2 Pro Evo was the first to rekindle that Kick Off experience, and now everything looked just like on Match of the Day, and like on PSP later, I didn’t need to keep score for my league and cup fixes. And that Master League was just awesome – no matter how good you got, it always seemed to come down to the wire between you and one or two rivals!
I very rarely buy a game day one, but I knew that with Animal Crossing New Horizons I’d be getting incredible enjoyment and incredible value from whatever the asking price. In under two weeks I’d played more than 50 hours, and we’re now over ten times that. It’s the ultimate in gaming escapism, making the mundane as addictive as crack!
Destiny might have delivered less than it promised in the eyes of many, but not me! The shooting is as good as it’s ever got in any game, but the continuous search for upgrade materials through a continuous search for whatever was going on in that time and place you were in provided exactly the same addictive quality as Animal Crossing; it’s a different type of mundane, but you still can’t stop! Until you move to the country and have terrible internet…
Given what I’ve said about Elite, it’s no surprise that infinite space-trading discovery adventure No Man’s Sky rounds out my top ten, and it’s a game where tinkering eventually killed it for me. I was so happy with this game when it came out – unlike the rest of the world – and the first few major updates added loads to the experience that maybe should have been there previously. But the updates kept coming, and still keep coming to this day. And the one that made my sprawling moon base end up floating in the air and completely inaccessible was the beginning of a sadly quick ending.
Football Manager was one of the first games I played on my friend Paul’s Spectrum, then played it endlessly when I got my own, but it was on that forgotten pre-smartphone gadget the Pocket PC is where I spent the most time on this. It was great for emulating the C64, and this game was great for emulation. And it’s another that used to drive my wife crazy for all the aforementioned reasons!
Moving from football manager to player, New Star Soccer on iOS is one of the most addictive games I’ve ever played, to the point that in the end I knew I had a problem and had to go cold turkey! Unfortunately (or fortunately, for my sanity) it’s now a great example of a premium game destroyed by free-to-play mechanics. As well as excessive tinkering. Again.
I’m mostly happy with my top ten, but there’s also a few wildcards that I’m struggling to quantify versus the others; I just have a hunch that they might also be up there too! – Snoopy Tennis Game & Watch – Alto’s Adventure on iOS – V-Rally 3 on Game Boy Advance – Game Dev Story on iOS
Snoopy Tennis was ubiquitous in my hands in the first half of the eighties until I got my VIC-20. Likewise in the early 2000’s, I was travelling loads and always had V-Rally on the go on my GBA, and have barely taken a break from playing it since. And by 2015 I was travelling insane miles all over the world, and Alto was my plane and hotel time-killer… Until it was almost usurped by its successor in 2018 then along came Sega Ages Out Run on Switch a year later! Game Dev Story on iPhone figures here somewhere too, but in a much more concentrated time period – I went completely nuts on that for a couple of months when it came out; also one of the most addictive games I’ve ever played!
As an aside, I can probably pick out my longest narrative-driven play-throughs without too much thought, and because they weren’t long ago I even know the timings: 1. The Witcher 3 + some DLC on PS4 – 95 hours 2. The Legend of Zelda: Breath of the Wild on Switch – 90 hours 3. The Elder Scrolls V: Skyrim – 80 hours
None of my long games list or my wildcards are much of a surprise to me. Unsurprisingly! But what I’d never thought about before was how many of these are football-related! I know your typical FIFA player is probably out-playing anything on my feeble list here every single year, but I don’t play stuff like that. Apart from the 50% of these games seemingly being stuff like that of sorts!
Wow. This wasn’t supposed to turn into an identity crisis! And let’s not even go to why a 48-year old man is spending 500 hours playing Animal Crossing in under six months… But ignoring all of that, I’m okay with representing on Atari ST with my two big hitters, and Kick Off is still my second favourite game of all time and Elite is still in my top ten, and that’s pretty cool, so let’s just stop there where everything is good with the world!
Ever since I put together my list of favourite sights in all of gaming, a few weeks ago at the time of writing, I’ve been giving more favourite sights in other games a bit of thought, and we’re definitely in a position now where we can add some more to the list and make up a top ten!
You can read about the original top five here, but just to recap…
1. The road opening out in the first stage of arcade Out Run 2. The sunset background in level two of arcade P-47 3. Olli & Lissa: The Ghost of Shilmoore Castle’s second screen on ZX Spectrum 4. The sunset background in level two of PC Engine Victory Run 5. Mega Drive Streets of Rage 2 third stage pirate ship
I struggled a bit to get far beyond a top five previously, but did give a single honourable mention to Super Castlevania IV’s ghost and glitter and gold level, also known as Stage IX, also known as The Treasury, so it’s only fair that we start right there at our new number six favourite sight in all of gaming!
I could probably make up another top ten only using sights from Super Castlevania IV on SNES! And actually, before I came up with Stage IX, my initial thought was climbing the famous Castlevania steps up to the final boss with the moon behind the castle. Absolutely stunning, and in every Castlevania this sight is an indicator that your’ve nearly made it! If I had to choose any game world to live in, it’s this one (or maybe Silent Hill… more later)! I absolutely adore the unique gothic art-style, the sumptuous colours and the sheer imagination. The game has already put you through the ringer by the time you get to Stage IX, but seeing this unique environment compared to everything you’ve been through before is like a reset, refreshing you for the last push! The ghosts that float up all around the screen are harmless but remind you that in Castlevania, all that glitters – and there’s a lot here that does – might not always be gold. What is gold, though, is this little tip – jump on any treasure chest in this level 256 times and you’ll be rewarded with a big meat to boost your health. It’s all just glorious, unique in the game, and you’re welcome!
If I ever do a list about gaming music, that level in Castlevania might figure too (though it might have some competition from Symphony of the Night), but what would definitely figure – and probably right at the top of the list – would be Commando on the Commodore 64. And that’s where we heading now in our favourite sights list too! This is a mid-eighties vertically-scrolling run and gun arcade conversion, where your commando (who is more Rambo than Commando) is shooting up the enemy, chucking grenades and freeing hostages. When it first came out, like many kids on many games of the time, I spent most of my time in the first stage. And that didn’t matter, of course! And at the end of that first stage, you’re clearing out a few last soldiers as you reach a huge set of double-gates. As you get close, they spring open and all hell breaks loose as masses of enemy soldiers rush you all at once. You’d start off getting into a good position to spray them down with bullets from the side, then it was a case of just never stop moving, and should one of the enemies come face-to-face with your rifle, take them out! If you’re lucky you won’t get killed by the last guy left – which seemed to be what happened most times – and you’ll run through the gates into stage two. But if you don’t, no worries, because every time you get there you’ll get that same sense of anticipation and exhileration as those gates swing spring apart and all those guys break through!
Before we move on, I’m going to quickly mention the advert for Commando too. Obviously, the advert for Barbarian was the greatest gaming advert of all time ever, closely followed by its sequel. But, for the purpose of this discussion, let’s pretend there’s no adverts featuring Page Three stunner Maria Whittaker wearing a couple of scraps of metal… As dire as that world might be, the Commando advert – complete with what appears to be a hand-painted screenshot – is definitely one my favourite gaming adverts.
I’m not sure I can write many more words about Silent Hill 2 than I did already here! I think it’s the greatest horror game of all time, which I’d also say about its predecessor if this didn’t exist! The original Silent Hill was probably as famous for its fog as its sequel is for Pyramid Head, but this was mostly there to hide graphical limitations of the original PlayStation; it just happened to create an incredible atmosphere while it did it! The second game, on the PlayStation 2, didn’t have those limitations, but it did have fog… the absolute best fog in any game to this day! At the very start of the game, you notice wisps of fog swirling around you, and then you begin your descent, and then the fog starts to envelope you. And when you’re moving down towards the town and slowly become completely surrounded by this brilliant, multi-greyed, almost living and breathing entity, you suddenly realise that you’re really back in Silent Hill. And that’s a wonderful realisation in a wonderful moment!
In 2020, Star Wars: Squadrons came very close to the thrill of flying an X-Wing, but a long time ago, in a galaxy far, far away, something else came even closer! When you sat down in the sit-down Star Wars arcade cabinet in 1983, you were Luke Skywalker climbing into the cockpit of an X-Wing. And you’d never seen graphics like this before – you were in a 3D colour vector dogfight approaching the Death Star, then you were navigating your way across the surface of the Death Star, and then, in one of the most exhilerating moments you’ll ever come across in the history of gaming, you dropped down into the trench! You’re being shot at from side-mounted cannons and you’re avoiding beams up and down and in the middle, and it all feels wonderfully claustrophobic and so dangerous, until that moment of absolute panic when you need to fire your proton torpedo down the exhaust port. “Great shot kid, that was one in a million” then rings out as the Death Star explodes and you start all over again with the difficulty ramped up. Never before did a few coloured lines spark so much imagination!
We’re closing out our top ten with a game that took the giant leap into filling-in those coloured lines, and not only that, but doing something else you’d never seen the like of in a game before… especially a racing game! I have absolutely no recollection of Hard Drivin’ in any arcade, but it was a huge deal when the conversions hit in 1990, and the undisputed highlight of Christmas that year was the Atari ST version (more on that here)! Even though I’d never played it before, like everyone else that played it, I knew exactly what I was looking out for the very first time I loaded it up. Go up the hill from the start, do a right towards the Stunt course, take the bridge (again and again until you realise the speed limit signs at the side of the road aren’t just there for decoration), one more right, and there it is in all it’s majesty – the legendary loop-the-loop! I still think it’s a technical marvel every time I play it, and I still every time I go around it I still wonder quite how I did it! And there you were thinking I was going to say the cow that moos when you run into it!
As we had an honourable mention in our previous top five, which is now our number six, before I summarise the full top ten I just want to award a replacement honourable mention! I struggled to not include this, but if I had included it, I’d have struggled to decide exactly what I was not going to include, or, indeed, what from this game I would! Before stuff like Halo (RIP) or Uncharted or Tetris or various Marios became system sellers on their respective consoles, a game called Defender of the Crown was exactly that on the Atari ST. I don’t think there was ever a graphical leap between computer or console generations like that one. One minute you’re prodding monochrome ghosts in Scooby Doo on the Spectrum, and the next you’re looking at this jaw-dropping vista with the most realistic medieval castle you’ve ever seen recreated on anything!
I’m also awarding another honourable mention because if the first instalment had one, then surely this one deserves one too? This time we’re talking about the arcade version of Gradius II, known as Vulcan Venture outside of Japan. I’ve dabbled with Gradius and its offshoots (such as Salamander, also known as Life Force) for years, and I’m equally terrible at all of them, but fortunately this sight comes midway through the first level, so even I get to have a gander! This is a 1988 side-scrolling power-up shooter, and you’re quickly dodging these stunning suns that fire-breathing fire serpents occasionally slither out of. Then at one point you’re surrounded by three of these fiery planets and it just looks terrifyingly beautiful. If only I could get past the flaming boss at the end of the level, because who knows what incredible sights lie ahead?
Finally, unless I think of anything else that urgently needs to be included in the next five minutes (like stage one of 3D Fantasy Zone II W, or a mass of ghosts in Gauntlet, or the cemetery in Resident Evil 4, for example), I’m going to further preview what’s potentially already turned into the inevitable top fifteen! It would be be here right now – and in all probability be a lot more than something after the honourable mentions too – except I reckon there’s a better version of it waiting in the arcade game, and that’s the wonderful scene from Stage V of Splatterhouse on PC-Engine with the flying scarecrow pumpkin skeleton thing and it’s bony zombie army. I’ve just never got that far in the arcade game, but there’s a challenge for me one fine day…
In the meantime, let’s just run down our all new top then!
1. The road opening out in the first stage of arcade Out Run 2. The sunset background in level two of arcade P-47 3. Olli & Lissa: The Ghost of Shilmoore Castle’s second screen on ZX Spectrum 4. The sunset background in level two of PC Engine Victory Run 5. Mega Drive Streets of Rage 2 third stage pirate ship 6. Super Castlevania IV ghost and glitter and gold level (Stage IX) 7. Gates opening at the end of C64 Commando first stage 8. When the fog engulfs you at the start of Silent Hill 2 on PS2 9. Dropping into the trench in Star Wars arcade (sit-down) 10. The loop-the-loop in Atari ST Hard Drivin’
As a final aside, when I was playing Star Wars again recently to get some screenshots, I noticed something that I’ve never noticed before in all these years! After you’ve done you’re business in the trench, check out the Death Star just before it explodes… May the Force be with you!
Power Drift passed me by for a very long time. I remember the arcade game in the late eighties, and thinking it looked like Out Run on a rollercoaster, but don’t think I ever played it, and never got a home version, which at the time would have been the Atari ST one for me. Much like Stunt Car Racer (see here), it’s a bit of a mystery why I didn’t get it because it was right up my alley and I seem to remember it reviewing pretty well. That said, looking at it on the ST more recently, the cars look too big for the tracks and it seems to struggle a bit with some of the more exotic track furniture, so maybe steering clear was a good move. I also remember the PC Engine version being reviewed, and like most things on there, wished I had one of them!
That’s about it until 2016 and the Sega 3D Classic Collection on 3DS, and suddenly realising how much I’d wanted to be able to play Power Drift for all those years without ever knowing it! And it’s the arcade game in your hand, which will never cease to amaze me whether it’s this or R-Type or Elevator Action! That said, in this case I’m still pining for the arcade version of Power Drift at home on a big screen, and hope that one day Sega will do the right thing on the Nintendo Switch so I’ve got the best of both worlds! Just like its predecessors Out Run and Super Hang On, the sprite scaled 3D with loads of parallax scrolling is still a wonder to look at, with all those huge ramps and bombastic environments. And the game still feels great to play, where your car is always just about under control as you fling it around some really fun track designs. But that’s not why we’re here today…
We’re also not here to talk about Fantasy Zone II on that compilation, but I need to give it a mention because I’d never even heard of this gorgeous side-scrolling shooter franchise until then, and it would not only become the game I played more than even Thunder Blade on there, but it would also become a beloved series for me as a result! Since then I’ve obsessed over seeking out every Fantasy Zone game on every system I can get my mitts on, and whilst I may never admit it again, any number of Fantasy Zone variants might top Andes Attack on the VIC-20 as my genre favourite when I get around to thinking about it properly!
Back to Power Drift, after the arcade game was released in 1988 it was ported all over the place the following year to the 8- and 16-bit computers, then the PC Engine and I think the Saturn too. But as was often the case for stuff like this at this time, versions for my old flames the Spectrum and Commodore 64 would be way off my radar for decades to come. Until now!
At this point I need to thank my kindred spirit and favourite YouTube streamer Nick Jenkin for taking me on this particular journey of discovery, as well as several others – on top of the C64 version of Power Drift, which led to the Spectrum version, there’s also Pacmania and Super Monaco GP on the C64, and Komando 2 and Enduro on the Spectrum to name just a couple. I’ve been watching his retro gaming reviews for a few years, but have recently really enjoyed his company several evenings per week in his live streams. Very nice man and very nice community having a very nice time with retro games on a variety of systems, and you should check out his channel here!
Racing games were never really a big part of my original C64 experience (not being a big part of my C64-owning friend Stephen’s C64 experience), but I’ve always loved that version of Buggy Boy. I’ve latterly spent a lot of time playing Super Cycle too. And I’ve played some stinkers, with WEC Le Mans probably being the greatest culprit of all… Play it on the Spectrum instead! And we’ll come back to that later.
My first impression of the C64 version wasn’t that great. And keep in mind that at this point, this is my only experience of an 8-bit version of the game, not Spectrum bias! The road edges looked rough, and when you hit the hills you’ve got a jarring journey up the screen on a straight, flat floating road with no ground on either side, versus the exhilerating gravity rushes of the arcade version. I’m not a fan of the sound either – if I have to make a choice, I want engine sounds in a racing game and not a chiptune. But for all of that, it’s so much fun to play! I had no expectations that this was going to run at any kind of pace at all, but apart from the lacklustre hills, everything flies by in beautifully varied 3D across the different courses. Cornering feels really tight but loose enough at the same time to make you feel like you’re hanging on for dear life in the later tracks. This is a really, really good conversion!
Over on the Spectrum, it starts off looking and feeling very much like its superlative version of WEC Le Mans. With rollercoasters! And no, I know what you’re thinking, but I won’t have a word said about the Spectrum version of Out Run (see more here)! Anyway, it’s by the same guys that did the Le Mans game, and carries over all of its detail and all of its speed (as well as its colour schemes, for better or worse), delivering not only a great-looking version of Power Drift, but a very faithful rendition to play too.
This just feels like a much more ambitious conversion that the Commodore 64 one. The graphics have loads more going on, with all sorts of bumps in the road that you really feel, as well as the arcade-like hills going off in all directions. The 128K version (which is the one you want to avoid multi-load) kind of fixes the lack of sound effects too… Until someone in front of you finishes before you, in which case everything seems to go silent in sympathy! And sometimes it seems to just decide you’re getting music instead of the preferred engine sounds on some tracks too.
Compared to the C64, the Spectrum version is a harder game which feels more tactical and more like you’re in a race. Actually, I’m even tempted to make that comparison with the original arcade version too! It reminds me a lot of Enduro Racer on the Spectrum. And that is high praise indeed!
But now that Spectrum bias is back, right? Just look at all those Spectrum words! Well, maybe they’re compensating for how I’m going to close this. For everything the super-slick Spectrum version does right, and for the really, really crappy hills in the C64 version, the latter is just more fun to play! It absolutely nails the spirit of the arcade version, and doesn’t try to go one better like the Spectrum one.
Which, in conclusion, means that you need to be playing both versions of this for two different, but probably equally engaging versions of the wonderful Power Drift.
Not for the first time in its lifetime, as I write this my Spectrum +2 has just had to make way for my Atari ST! I’ve got Spectrum emulators coming out of my ears, but the ST isn’t as straightforward, and a recent obsession over an old ST favourite on other platforms meant it had to come out to play again!
And there’s a sore point we’ll come back to shortly, but for now, my ST has sat in a plastic Selfridges carrier bag in my loft for the last two years, that was also its home in my Dad’s loft for the best part of thirty. (And that’s the same plastic bag it came home from London in when I bought it in Selfridges all those years ago). Apart from looking a bit dishevelled and grubby (which is probably how it looked when it went in the bag), everything just about worked fine. My Quickshot Python 1 joystick has seen better days, with left sticking a bit, and that stupid joystick port under the front next to the mouse port is still a right pain to get at, but otherwise it powered on and the possibly pirated disc containing Ghouls ‘n Ghosts and Kick Off which was still in the drive worked great! It was a little jarring going back to that ST homescreen and remembering how to boot up a game from the floppy disc though – too much Windows in the interim when all I needed to do was press the reset button!
Neighbouring the ST in its bag in the loft was a far more appropriate Lion bar cardboard board full of games, organized to completely fill every space in the box to perfection, with all the skill of the Tetris master that once packed it. Unfortunately he’s not been a Tetris master for a while now, and there’s no way they’re all going back in that box ever again! Not that we’ve got any more plans for the box any time soon – we have everything we need right here! Well, almost everything…
Apart from having a good idea what was in there, opening that box must have been like when Howard Carter opened Tutankhamun’s tomb! There was Pac-Land (more on that here) sitting on the top with another incredible arcade conversion, Star Wars. Poking out underneath was Starglider, glorious flight-sim Falcon and game creation language suite STOS, with two Spy vs Spy games and the Gunship manual padding out a gap on one of the sides. Then there were the boxes of “loose” floppy discs, not all of which were of dubious origin I might add! Actually, I think most of them are issues of short-lived disc-based magazine Stampede. There was probably a hundred games in there in all, and as much as I enjoyed browsing through every single one in turn for the first time, then carefully deciphering the faded pencil labels just to make sure the second time, I was less enthralled with the denial then realisation the third time around that Stunt Car Racer simply wasn’t there!
Yes, for a couple of months now I’ve been playing tons of this on the Spectrum, because I had no idea it was on the Spectrum until recently, then on the C64 because I had no idea that existed either for even longer! And as wonderful an achievement as the Spectrum version is, the C64 version isn’t far off Amiga quality, which isn’t far off my beloved old Atari ST game, and it was only a matter of time until I had to get everything out and get playing that version again!
I still can’t believe that as far as I can tell, absolutely everything except Stunt Car Racer – the one game I was prepared to sacrifice my Spectrum for the second time for – is in that box! I’ve no idea why it wouldn’t be in there. I mean, it was in one of the big style Atari ST boxes where you’d get the manual and a special insert to stop the precious disc bouncing around that vast cavern, and they do take up a lot of box space, but there’s some right old crap in there (what even is Kayden Garth and why do I own it???) that could have gone in another box! And I’ve got any boxes with old copies of 2000A.D. or Murder Casebook in that it might have been shoved into instead to fill a space, and that wouldn’t have been easy to miss when I sorted those out on re-arrival with me a couple of years ago too.
I won’t bore you with the rest of the stages of grief I tore through yesterday at the time of writing, but on reaching acceptance I was immediately on eBay looking at precisely two listings for Stunt Car Racer on the Atari ST. Oh dear, thinking I was going to be spoilt with choice and pick this up for a fiver plus about the same in postage for that huge box was turning out to be wishful thinking. I added them both, at £30 each, to my watch list. Within a couple of hours, there was an offer from the seller for one of them for £26. I ignored it for 18 hours then went back with what I’d decided was my maximum price whenever I was eventually going to buy it of £20; especially knowing perfectly well that my original copy is going to turn up as soon as I click pay on anything! And within minutes they went for it, and we are now back in business!
Buying Stunt Car Racer first time around came late in my Atari ST relationship – probably in 1991 – and excluding multiplayer games of Super Sprint and Rampage with my brothers, was definitely the only single-player game that ever got a look in once Kick Off – the game I’ve still played more than any other on any platform – got its hooks into the three of us! In fact, Kick Off would extend the lifetime of my ST beyond even that of the original PlayStation! But, as much as I loved Stunt Car Racer, it’s very much associated with a specific timeframe during my second year of university.
During my first year, we were offered a kind of year-long exchange with l’ecole d’ingenieurs de Tours in France, and being an unnaturally fluent French speaker – the background for which will forever be a mystery – I decided I’d give it a go. When September came, me and another guy on my course, Stuart, who I’d become as thick as thieves with when we eventually reunited in our final year, went off with the guys (it was an engineering degree in the early 90’s!) from the year above who were doing their sandwich year for an induction week… And what a holiday that week was with the guys from our own year when it was our turn proper the following year! Anyway, we were abandoned at the end of the week (but not as badly as happened the following year!) and eventually found our way to the campus and our halls and our new life in what is the perfect university city. We made some great friends and had a great time, including some of the craziest fresher’s week antics I’ve ever heard of, but over time the course wasn’t quite what I’d signed up to and when I was offered a get-out before the end of the year I decided to take it and get back to normal. Unfortunately everyone else was already back to normal, and I ended up renting a room with a family where I certainly wasn’t hanging around for the weekends, and for the rest of that term I remember two very specific things about those weekends. First, my insistence on having U2’s Achtung Baby album playing on the car journey back there with my parents every Sunday night, and second playing Stunt Car Racer until I couldn’t put that journey off any longer!
We’re now a few days removed from all of the above, and it’s turned up in the post, so we can finally talk about Stunt Car Racer! It had been out for a couple of years before I got it first time around, and given some of the rubbish my big Lion bar box suggests I bought (let alone copied!) in the intervening time, that gap from release to purchase is a complete mystery! I was certainly aware of it, from the very first time it graced the cover of Computer & Video Games magazine in August 1989, with the headline “The best race game ever?” And that’s a very good question!
Ignoring cars, because the question also does that, I’ve got to go with SSX 3 on PlayStation 2 as the best, but that was decades away in August 1989, so we’re then looking at Supersprint on formats such as arcade, Spectrum and Atari ST as the best race game ever, with the caveat that its top-down nature is maybe not in the spirit of the question. Does Out Run qualify as a race game? That’s next if it does; arcade and – always controversially – Spectrum (more here)! Then Destruction Derby 2 on Playstation, also a big while away, so doesn’t count yet either. Then Enduro Racer on Spectrum (see here this time). I reckon Stunt Car Racer can come next in my list, just before the arcade version of Virtua Racer (also three years away), making the answer to the question “No, but it’s maybe top three” when it was asked!
Back to C&VG, and in their gushing 93% August 1989 review they start by bemoaning that aside from Super Hang On – which would be next in my list – there’s not much going on in 16-bit racing. They’d clearly forgotten about the similar-scoring Test Drive II from a couple of months earlier. Anyway, they decided it was the best race game ever. Outside of the arcades. On a home computer. Just looking through my Lion bar box, apart from Super Hang On, there’s Hard Drivin (more on that here, but also recently positively reviewed by C&VG), RVF Honda (which C&VG has also just very postiviely reviewed), Lotus Esprit Turbo Challenge (I won’t labour the point) and Vroom (predictable now). Some serious quality there, so no complaints if that lot still all counts as not a lot to choose from, but I’m not disagreeing with much they say about Stunt Car Racer itself!
For all the race games we’ve just run through, Stunt Car Racer can undoubtely call itself the most unique. It’s a one-on-one car race in a first-person cockpit perspective, but on a raised 3D track that you not only have to stay on, but, as you might imagine, there’s stunts too, in the form of ramps, bumps, hurdles, gaps, massive ski jumps and all kinds of rollercoaster shennanigans. At the start of each race, you’re winched onto the track, held up by chains that let you loose when the man says go. Fall off the track, and after what seems like an agonising wait – especially for some of the more flamboyant crash scenarious you might find yourself in – and you’re going to be winched back onto the track again. The winch is genius, building up big anticipation with your car swinging all over the place before it finally settles in position for you to drop.
The races themselves are hugely strategic affairs of cat-and-mouse with your opponent, and it’s going to take some experience – especially on later tracks – for you to know when you should stay and when you should go. That said, there’s nothing like the thrill of firing boost and just going hell for leather out of the blocks (or being unchained), getting your nose in front and then just trying to defend your lead for the whole race! Even when your opponent is out of sight, a very simple mechanic of telling you how far away they are adds an amazing amount of tension when you can see how fast they’re catching, or how you’re running out of laps to catch them, or even worse, that big lead you had disappearing as you’re being winched back on after a crash! And aside from deciding when to sit back, when to overtake and when to fly with your limited supply of nitrous boost, depending on your specific track situation, you’re also constantly balancing speed for the different obstacles and even for the normal turns, just to make sure you stay on the track.
And the strategy goes on. Winning a race gets you two points, which contributes towards your league position against two computer opponents. But getting the fastest lap nets you a bonus point, so what you’re going to have to consider on top of everything else is making sure that second lap is an absolute corker, because if the computer is in the lead on the last lap then you might not be scoring a time before the race ends, and if you’re in the lead you’re likely to be concentrating on staying in front and not getting a record lap time! With two tracks in each of four increasingly tough divisions, each with two different computer opponents (which the computer works out the results for), and two races each per track per season, those fastest lap points become all important towards deciding whether you’re promoted, relagated or stay where you are.
We need to come back to crashing, and one final tension-building strategic mechanic, which is the big crack that gradually spreads across your roll cage as you sustain damage! Take a corner too fast, small crack; come off the track, bigger (and bigger) crack; hit the opponent or they hit you, devastating crack if you hang around too long! If your crack gets too big, you’re wrecked and it’s race over (so make sure you got a decent lap time in before that happens)! To compound this, once you get past Division 4, there’s going to be permanent serious impact damage in the form of holes in the roll cage that the crack just jumps across, accelerating your doom!
Winning Division 1 is going to take you ages, not just from learning the nuances of each track and each opponent, but also puzzling out how the hell you’re going over some of those obstacles in the first place! And there’s some really fiendishly designed tracks on offer here! But do it, and it’s not game over yet – you’re going into the Super League with a hugely overpowered new car! Don’t worry about that for now though. First you’ve got to get over the thrill of the race on a crazy track, then you’ve got to get to know the tracks in every division, then you’ve got to get your racing strategy down. And that’s going to take some time and you’re going to love every second of it!
By chance when I was looking through my ST floppies, I found my brother Phil’s old Division 2 save on one, under the name of Bern Rubba. I sent him a pic and he replied saying how much fun it was, but he bets it looks like a dog now. I’d say it’s a little primitive by today’s standards, but the 16-bit versions at least run like a dream, even if the backgrounds are sparse, and the opponent’s car is only marginally less sparse, being made up a less 3D polygons than you could count on one hand! The lovely detailing of your cockpit and front of the car – especially the flames coming out of the exposed engine when you boost – take a lot of the graphical pressure off what’s going on outside though. But all the same, the raised 3D tracks do exactly what they need to, and all of this combined was more than enough to blow anyone away at the time! There’s some lovely between race, very 16-bit cartoon-like scenes too, celebrating your victory or having you dejectly looking on at someone else doing it. Sound isn’t spectacular, but is more than functional, and I reckon any more than that would be a distraction in a game like this.
I’ll quickly mention the 8-bit versions, as, like I said, that’s actually where this recent story begins. I was well beyond the Spectrum when I was playing this on the Atari ST, and although C&VG really bigged that version up, saying it was identical to the ST apart from being monochrome, it was only very recently that I came across it again and actually paid attention. I would say that it runs like my brother imagined the ST version to run like now, but the gameplay is all still there! And I very quickly got very addicted to it all over again! C&VG said it promised to be one of the most amazing games yet seen on the Spectrum, and I can’t disagree on that point!
Even more amazing is the Commodore 64 version. Yes, it’s got more colour (even if a lot of it is C64 brown), and the cockpit really isn’t far off looking like the 16-bit versions, but it also runs at a slightly more comparable pace. And so my addiction jumped to that platform, until I finally thought why not go to the effort of opening the loft hatch right above where I was playing and getting the ST out, because I had a nagging feeling that despite being technically close to the experience I remembered now, there was something still missing…
Playing them all in tandem now, there’s one subtle but massive difference for me between these 8-bit versions and both the Atari ST and Amiga (which I’ve also played a bit, emulated on a MacBook Pro) counterparts, which is what makes the game stand out over everything else, and that’s exhileration. Yes, if you’d never played on 16-bit, you’d never miss it and you’d have a wonderful time, but there’s something about the extra fidelity, the longer draw distances, the speed and something about the car physics that makes driving feel more tactile. You’re going to feel every bump, and that’s going to make you also brace yourself for every bump, whether just going into a curve a bit too sharply, or landing a huge jump and bouncing around from the impact. And as a result, your stomach will often be in your mouth and you’re going to be leaning all over the place as you try not to wrestle your joystick too hard because you remember just how easily they can snap by pushing a bit too far in one direction!
This game on the Atari ST is just so immersive, and has so much going for it that you’ll be coming back forever. Eventually, when you’ve admitted to yourself you aren’t going to find it again and need to splash some cash! I still question C&VG’s complaint about the lack of racing games on the platform, but if there is a lack, then no problem because this is the only racing game you need on there. It might not be the best race game ever anymore, but it’s still not far off, and there’s no question in my mind that it is still one of the most exhilerating too!
Finally, next month in C&VG… Xenon II – the most amazing shoot ‘em up ever? Yeah, maybe!
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.
Expanding my VIC-20 to 16K RAM was always going to be a hard sell to my parents. “This plug-in cartridge adds 16K RAM to your VIC’s memory, which allows you to write and use longer programs, store more data and increase your VIC’s capacity.” To an 11-year old equipped with his Ladybird How it Works… The Computer book and a couple of marathon type-in games under my belt, it all made perfect sense, but between Christmas 1983 and Christmas 1984, none of this really translated into parental justification!
During that time though, one thing happened, that in my mind at least, was all the justification anyone needed – I played The Perils of Willy at my friend Steven’s house! Not being able to afford most of the exotica you saw every month in Computer & Video Games magazine, this method of games discovery would be a mainstay for the next few years, at least until he went C64 and I went Spectrum, and things like Ghostbusters happened… Having said that, as I write this I’ve just had a go at their version of Green Beret on my new C64 Mini, and they definitely didn’t get it all their own way!
Over the course of 1984 – the greatest year in pop music history – I became extremely clued up on Frankie Goes to Hollywood, Spandau Ballet and Duran Duran, but I think I stayed pretty oblivious to Miner Willy’s other adventures on the ZX Spectrum. I would later own Jet Set Willy on there, and play Jet Set Willy 2 on the Commodore 64, but it would be more than thirty years later that I’d actually get my mitts on the wonderful Manic Miner!
The year went by, and despite still not having a clue what this bizarre, anonymous brown box that plugged into the back of my VIC-20 did, the 16K Expansion cartridge and a copy of The Perils of Willy were dutifully delivered by my parents for Christmas after months of badgering – there may have been some doubt about people knowing it was Christmas time that year, but I definitely knew it!
You could look at The Perils of Willy as a stripped-down Manic Miner knock-off that somehow found it’s way, via Software Projects, onto the VIC-20 – it may have now been a massive 16K beast to me, but to most I guess it was seen as a dying minnow, expanded or not, at that time. However, I prefer to see it as the official Miner Willy game developed exclusively for the VIC-20 that it really was. The Spectrum crowd could only look on in wonder and jealousy at the 33 screens and superior sound!
The premise is that Willy’s had a bit too much to drink on a night out and decides to walk home, catching the notes of music “that seem to hang in the air” across a variety of screens meant to be parks, railways, possibly rooms and other areas. Unlike Manic Miner, none of the locations were named, and given they’re generally a colourful jumble of platforms and conveyor belts with killer dogs, ducks and balloons flying about, it can be hard to work out where you’re at. But the gameplay itself makes it straightforward enough to navigate – collect the notes on the screen within a certain time and you move onto the next. What’s not straightforward is playing it! This is a tough game requiring precision timing of jumps that are a bit floaty (even though Willy appears to have put on a bit of weight on the VIC-20) and take some getting used to, but once you do then this is as much fun as any other Miner Willy game. What I really loved were the dirt platforms that dropped away as you ran over them – real Indiana Jones stuff (which, as a side note, I potentially saw for the first time at my Grandma’s house on Christmas Day night the very day I got the game)!
Despite the hours spent being hypnotised by one of the most “hardcore” 8-bit theme tunes ever created, I never did finish it – I do recall there being a POKE in Computer & Video Games giving you 255 lives. I also recall starting it with POKE in hand on a Sunday morning, leaving it on whilst out with the family on Sunday afternoon, then playing until bedtime, and surreptitiously leaving it on overnight and all day Monday while I was at school. I got through a hell of a lot of it (or, put another way, less than 33 screens of it), but never got to the end game. Assuming there actually was one, as it was rumoured it never finished even after 33 screens!
I guess if I’d played Manic Miner or Jet Set Willy at the time I might feel differently, but I didn’t and The Perils of Willy remains my favourite old-school platformer. Ever!
Like everyone else of a certain age, my memories of Saturday afternoon TV in the late 70’s up to the mid 80’s obviously start with sitting with your grandmother while she made roll-ups watching ITV’s World of Sport wrestling, then some time after the football results there was The Muppets and The Incredible Hulk, or later The A-Team, The Dukes of Hazzard and Knightrider (all of which are likely to get individual goings-over in later posts so I’ll leave it there for now). Were Airwolf and Streethawk in those late afternoon slots too? One of the reasons for doing this blog is to get all of this down before I get too senile and forget more important things like that! Anyway, you get the picture – the golden age of TV, despite there only being three channels to choose from.
My Saturday afternoons were spent with my two brothers at my Grandma’s house – she didn’t smoke roll-ups; Benson & Hedges if I remember right, and this was probably the period when she was vowing to give up if a packet of fags ever reached a Pound! We spent a lot of the time between classic TV programmes outside, climbing trees, seeing how many neighbouring garden’s fences we could chuck stuff across, fighting, and all the other good stuff kids used to be allowed to do. But even in those glorious times, sometimes the weather got too grotty, and you’d have a choice on TV of guessing which horse would win on the racing, an ancient musical starring Mario Lanza, or a black and white western like My Darling Clementine or The Man Who Shot Liberty Valance; High Noon or Red River. To the boy from the 70’s, nothing was more glamorous than seeing the white man slaughtering the evil Apaches. Except maybe shooting Germans. We all had a cowboy outfit, a sheriff’s badge and a collection of cap pistols and rifles. For those of us fortunate enough to holiday in Great Yarmouth, there was the Wild West show where the sheriff and his posse had a real-life shootout with a band of outlaws in what I remember to be an entire frontier town recreated on the Norfolk coast. And in 1986, Mastertronic gave us Kane on the Commodore 64!
I played this a few times on my friend Steven’s Commodore, but don’t have much recollection of that version beyond frustration from never getting far enough to ride horses like he did on the second stage, but it must have made an impact because when I later got my Spectrum+2, it was the first game I went out and bought! Although the familiarity in a bewildering mass of titles available compared to the now meagre pickings for my VIC20, combined with £1.99 price tag, may also have been a factor! With a bit of practice, I soon worked out the secrets of that first stage, and soon realised I was in cowboy heaven, and some thirty years later Kane would work its way into my top twenty games of all time when I started compiling that list that inspired what you’re reading now.
In Kane, you’re a cowboy doing different cowboy stuff over four stages. The first stage sees you in front of a colourful Red Indian village surroumded by some even more colourful (clash inducing) mountains, armed with a bow and arrow. It was all about lining up a crosshair just in front of some birds and timing your shot to hit their undersides as they flew at different heights from left to right. The higher the bird, the more time you had to allow for the arrow to get there, less as it got closer and flew twice as fast. Kill enough, and you’re on to stage two, but if you didn’t kill a few more than enough you were still screwed because the amount dead dictated how many lives you carried on with – lives traded for lives with the injuns or something. Clever. Then you got to ride your horse across the arid western prairie, jumping over some rocks and bushes for what seemed like forever, especially if you’d missed a few birds earlier. This was all about timing again, because it was all too easy for your horse’s back foot caught on an obstacle and get thrown off if you were a fraction out, especially on the dreaded double-rocks! Or if you were on a keyboard, missing the jump completely. Eventually you got to the Wild West town for stage three, a fantastic shootout where the outlaws appeared from behind barrels, wagons, in windows or through the saloon doors, and you had a second or two to get your revolver’s sight on them and get them before they got you. Kill enough and it’s back onto your trusty steed as you sped along the side of a runaway express train to slam the brakes on. And if you thought that the imaginatively titled “Horse Ride 1.” stage required superhuman timing, then you were in for a treat on Horse Ride 2. with some cruelly positioned rocks and cacti and stuff! Get to the front before the timer runs out and you get to start the whole game all over again!
I love the presentation of this game, despite there being minimal sound of any kind, and some of the most garish colours the Spectrum ever produced! And there may have been four stages, but in reality this meant not much more than four different screens. But what screens they were! You got a bit of every western ever made in them, and they all did a great job of telling your brain that you were The Duke in all his finest roles! The character design was simple but with some great animation, especially the horse accelerating from a canter to a gallop.
Apart from Horse Ride 2. it wasn’t the most challenging game once you’d played it a few times and worked out the timing, but every stage was satisfying in its own way, and you made your own challenges as you went round the loop again and again after saving all the train passengers, trying to kill every bird, clear every jump or shoot every baddie. Endless cowboy fun. Literally!
As much as I’d adore Red Dead Redemption many years later for finally bringing all those childhood cowboy fantasies virtually to life, it was no Kane. One of the best £1.99’s I’ve ever spent… But not quite the best. Stay tuned!
I usually start these posts with the year I first played the game and what I was up to, but not this time. I want to show you something from the 29th May 2017, just two days ago at the time I started writing, whilst watching my ten year old son play cricket…
I’ve been persevering with Commando on iOS, complete with dreadful touch controls, since it appeared in its Japanese “Wolf of the Battlefield” guise a couple of months ago. But there was no way I was going to let something like that spoil an arcade-perfect version on my phone, so I played and played until the frankly bizarre nature of the controls was meaningless and I saw this screen for the first time ever!
Commando on the C64 was an incredible achievement – also arcade perfect as far as I could tell at the time (though I learnt two days ago that it was lacking a few stages), and that music… I normally switch off when I hear the words Rob Hubbard or SID, but this theme tune is as intense as the first time those big gates swing open at the end of the 1st Area! There’s a great quote from the man himself on this Hubbard remix – “[I] started working on it late at night, and worked on it through the night. I took one listen to the original arcade version and started working on the C64 version. […] By the time everyone arrived at 8.00 in the morning, I had loaded the main tune on every C64 in the building! I got my cheque and was on a train home by 10.00.”
But let’s get back to form, and probably Christmas 1986, which I think must have been the Christmas my brother Phil and me received our ZX Spectrum +2, though verifying that hasn’t been as easy as I’d expected of Google! I’d recently said goodbye to my VIC-20, which was part of the upgrade deal; we sold it and almost all of my games collection for £25 to my Grandma’s next door neighbour for her young son. And it still hurts! It was also the time my friend Steven and I officially went our separate ways. He’d got a Commodore 128 for his birthday the previous April. He’d later get an Amiga and I got an ST, then he went XBOX and I went Playstation, and so it continues to the present day. It was never really a Commodore vs Spectrum rivalry though – I loved his machine as much as my own, which looking back I don’t think he was so impressed with…
During this Christmas period, we played a ton of Winter Games and Commando at his house. And probably Oh Mummy! at mine, but the less said about that the better.
I have to admit that Commando, as great as it was, wasn’t quite what I expected – where was Arnie??? His film of the same name had come out the previous February, and despite it having an 18 rating and me being 14 (and looking 12), I’d obviously seen it just after release thanks to the magic of pirate video! When we’d started upper school at Bedford’s St Thomas More the previous year, there’d been an influx of kids from Milton Keynes, about 15 miles away and without a Catholic school of its own, so they were bussed in; and out, fifteen minutes earlier than us Bedfordians, much to our chagrin. Naturally, after a few months friendships formed, and I became friends with a kid called Clive. Back in those days, the modern metropolis of Milton Keynes had Sky TV, which just wasn’t available to us yokels. He talked about American wrestling a lot, which the rest of us got to see once or twice a year as a special treat in the Saturday afternoon ITV wrestling slot, though my only real recollection of this was a guy called Moondog Rex… when I later became an WWF connoisseur, I learnt that he had a tag partner called Moondog Spot. The Moondogs. Great days. Anyway, at some point he lent me a video of that week’s WWF show, which was the one where Macho Man dropped the ring bell off the top rope onto Ricky The Dragon Steamboat’s throat. And that hooked me, so he’d start recording it every week for me. And along with that the movies started to flow, generally filmed off a primitive camcorder in a cinema, complete with people walking by to go to the loo. Notably that year, we had Platoon, Top Gun, Highlander and Cobra, which was a close second to my favourite pirate video that year, Commando, with Arnie as a retired special forces guy on a massive killing spree to rescue his daughter, Alyssa Milano, who’d grow up to be a right old sauce pot. This film influenced me so much that I actually bought a camo stick like he used for my face; I never used it, but it was probably a safer bet than buying a massive gun and not using it.
At some point in the distant past I was talking about a video game, and the point is that despite sharing a name with this film, it was actually nothing to do with it. Which took about thirty seconds of play to stop being a problem. There may have been no Arnie, but the premise was the same – you’re a crack commando travelling up the screen, shooting everything in sight, lobbing your limited supply of grenades and freeing the odd hostage across eight areas on the way to taking out the enemy fortress.
When I picked up the Spectrum version at some point in 1987, it took a few more seconds than that to get over a different problem, which was the graphics. Or more specifically, the colours. The loading screen is kind of what would have you’d have expected of the Spectrum, with all colour removed, but the developers had other blue and red and yellow ideas for the game itself, which resulted in some lovely colour clash if one of the enemy soldiers ended up behind a tree!
Aside from the colours though, this was another great conversion. The graphics are beautifully detailed and everything seemed to have been translated over from the arcade machine in all the right places – something else that the new iOS version revealed! It’s missing the great C64 tune, of course, but the sound effects are fine. The gameplay remains outstanding though, with a relatively easy first area that culminates in a frantic onslaught out of the first mini-fortress, but then the action really heats up with bunkers, bazookas, gun emplacements and barracks full of enemy soldiers appearing from all directions. It controls so well though that it rarely feels unfair when you die, generally in the second area if you’re as skilled at playing as I am, which kind of negated the high score table for me – it was only ever about getting to the third area!
This is a Spectrum classic, and standing waiting for those big gates to swing open and unleash hell at the end of each area is an enduring magical moment in gaming! Until next time…