My Life With… Enduro Racer – ZX Spectrum

My Life With… Enduro Racer – ZX Spectrum

I bought Computer & Video Games magazine religiously every month between the end of 1983 and around 1991. By April 1987, my school journey consisted of either one slow bus from about ten minutes walk away from home that went right across town, or a quick one from the end of the road into town then pick up the slow one there. As well as less of a walk, the latter also allowed a cheeky visit to WHSmith, which at around 7.45am was always an interesting shop because only the newsagent bit was open, signified by the lights being on there whilst the rest of the shop was in darkness! Anyway, until I realised that Smash Hits wasn’t really covering the type of music I liked anymore, it meant I could buy that every week, then for a few days every month go in wondering if C&VG would be out yet.

Seeing the cover on the shelf was always exciting, and over the years produced some incredible, iconic artwork that could sell you a game by itself, let alone the magazine! But  now and then it was a bit crap, as was the case with the May 1987 issue – an evil looking, wounded elf-thing throwing two badly proportioned, overly-loaded dice with some purple pterodactyls flying about behind him. “Join the Guild of Thieves!” it exclaimed. Really didn’t do much for me, but slightly deflated, I still dutifully bought it and things quickly picked up inside…

But before that, I’m going on one of my asides. I went digging back through my old copies to find the pictures you can see here, and remember what I said about Smash Hits a minute ago? Well, right there in the contents is a picture of the guitarist from Dark Angel – Music, p.56… I’d completely forgotten about C&VG’s We Will Rock You section, which this month featured reviews of the aforementioned Dark Angel’s Darkness Descends, Joe Satriani’s Not of This Earth, classic Christian metal act Stryper’s To Hell With The Devil, and a tiny, two paragraph review of an album called Master of Puppets by Metallica, which they’re not very impressed with due to the lack of originality and their lack of songwriting skills! Maybe they should stick to games in future…

And the same probably applies here, so let me go back to where other things were picking up inside the May 1987 issue. Inside cover – advert for one of my favourite compilations, HIT PAK, featuring Scooby Doo, Fighting Warrior, 1942, The Sacred Armour of Antiriad, Jet Set Willy 2, Split Personalities and Duet (a previously unreleased bonus game that I really don’t remember being on my copy when I eventually got it). Some of my all-time faves all in one place! Opposite was an advert for Paperboy, then the heavy metal contents page, then a big double page advert for Enduro Racer. And for a Spectrum owner, this advert was very special because whilst the game was out on Amstrad and C64 (and possibly Atari ST or that might have been shortly after), the two screenshots were very definitely Spectrum ones and not the usual C64 fodder, so things were boding very well. Then we got to news, a couple more adverts, then Game of the Month… Arkanoid! Classic of course, though not as good as the Your Sinclair cover freebie Batty on the Spectrum. Then, what’s this? Another Game of the Month… Enduro Racer! And two more Spectrum screenshots!

I’ve gone on about this a bit because, as mentioned in previous tales, I very rarely got games at launch, but with my birthday only a month away, C&VG’s closing words of “Get it!” had a real resonance with me after reading and re-reading and re-reading their review and poring over the incredible looking Spectrum screenshots!

I do have a vague recollection of seeing Enduro Racer in an arcade in Great Yarmouth, but not so much the game as seeing people violently heaving back on the faux-bike they were perched on to try and get over the game’s big selling point – jumps! It was Sega’s follow-up to Hang On, and shared the above and behind the rider view, but now switched the action to racing an off-road bike.

You’ve got one minute to complete each race, with five different tracks that take in different vistas featuring deserts, snow, lakes and the seaside, all of which are filled with hills and undulations that scroll the track up and down brilliantly at a hell of a pace, other riders, cars, vegetation, water, far too many rocks and boulders, and of course, those wonderful jumps that you had to wheelie in front of just right so you didn’t slow down!

The Spectrum conversion was, quite simply, phenomenal. It is probably the best arcade conversion ever made for the machine – the graphics, the playability, the feel of the bike, the speed, the slight panic as you bounced off the ground after a jump, the little touches like the rider putting his foot down if you went far enough into a turn… and the 128K version even sounded okay! It really was a feat of programming that no other racer on the machine ever really equalled.

Without question in my top twenty games of all time – number fourteen to be specific, sandwiched between The Perils of Willy on the VIC-20 (with its own post here) and Journey on PS4! And just to conclude, we move forwards to the June 1987 cover of C&VG, where normal service resumed with an illustrated Wolf from Gladiators and busty Page-Three starlet Maria Whittaker, of course based on the legendary Barbarian cover art, but that’s another story for another time!

Bonus Post – Ghouls ’n Ghosts on iOS: Arcade Perfection Behind Massive Controls!

Bonus Post – Ghouls ’n Ghosts on iOS: Arcade Perfection Behind Massive Controls!

This is something I wrote in 2017 that started for someone else then fell between the cracks, but having just found it again I didn’t want it to go to waste…

My history with the original Ghosts ‘n Goblins is indelibly etched on my mind, from the second in the summer of 1987 that I bought it for £1.99 at a service station on the M4, on the way back from a holiday camp in Dorset, possibly Pontins; although the only real memory I have of the camp itself was its shop, which had a fantastic array of pop badges, where I got a fantastic reflective Adam Ant badge that I still wear to this day! Back at the service station, two games jumped out at me from a bargain games rack (which must have been an eighties service station thing) that I’d heard about in C&VG magazine, but like most games, didn’t have the money to buy on release. For completeness, the second game was Southern Belle, which, apart from the London to Brighton speed run mode, never really got a look in for quite some time once we got back home to my Spectrum! That conversion of Ghosts ’n Goblins was all I was interested in that hot and sticky afternoon, and in time would become one of my favourite games ever, despite never getting very far!

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Ghouls ‘n Ghosts admittedly made less of an impression – maybe because by the time I’d picked it up on the Atari ST, I’d been playing platformers for the best part of ten years, and the ST offered so many newer things in gaming to me – Hard Drivin’s 3D replays and mooing cows, Defender of the Crown’s cinematography, Carrier Command’s vehicular variety, Speedball’s sporting violence, etc. But for all the familiarity of the genre by now, it was still lots more of Ghosts ’n Goblins in every way, especially when you consider that I was coming from the dumbed-down Spectrum version! The graphics were beautifully detailed and drawn (and without a hint of colour clash!), the soundtrack was one of the best on the ST to date, and the simplistic, hard as nails gameplay was on another level. Which meant not getting very far all over again!

There was one thing missing though, which it took me the best part of another twenty years to realise… There were no dirty great virtual buttons all over the TV screen! Fast forward to 2017, and Capcom have finally solved that huge (literally) omission with the release of Ghouls ’n Ghosts for iOS!

Ghouls ’n Ghosts arrived onto iOS a few months after its predecessor, which was released earlier in 2017 together with mobile versions of 1942 and Commando; two more games that are among my favourites of all time! They’re all pretty much arcade-perfect versions, which blows me away every time I load any of them up – we’ve come a long way since Snake on phones, and even further since the Spectrum!

Unfortunately, the few months between releases weren’t spent on the dirty great elephant in the room that all of these versions occupy – the controls. Now, I play a lot of games on iOS and I’ve got absolutely no problem with touch controls, virtual buttons, swipe controls, etc. but these are something else! And rather than trying to optimise them for Ghouls ’n Ghosts after all the “constructive criticism” they can’t have missed for the other releases, Capcom have simply offered the same wealth of bizarre alternatives…

Type A gives you left and right arrows, two slightly misaligned (but massive so it doesn’t really matter) up and do wn buttons, and on the other side massive attack and jump buttons, all with convenient icons in case you can’t read the massive words on them. Type B offers two massive up and down arrows with invisible left and right between them, and massive attack and jump as before. Type C gives you invisible up, down, left and right and the standard massive jump and attack. Then there’s virtual controls, which give you a more normal looking directional control that should be the best of the lot but I’m still strangely drawn to Type A as my preferred method.

The good news is that if still can’t decide on the method that suits you best, rather than connect a bluetooth controller, Capcom wants to save you all that messing around with pairing and connecting, and gives you the choice of Normal or Compact control modes! If you’re taking advantage of the arcade experience on an iPad’s big, lovely screen, the Compact method might be the more user-friendly option unless you have giant hands, as the Normal mode spreads the action to all four corners of the screen for you. In their unplayable defence, they are a bit smaller in this mode. This really is a new level in touchscreen design!

But what about the game hiding beneath the massive controls? I’m pleased to report it’s definitely Ghouls ’n Ghosts in all its gorgeous, brutal glory! Every element of the original side-scrolling, medieval-shooting arcade platformer is intact – the stunning, crisp, atmospheric graphics; the Phantom of the Opera on a chip-tune organ soundtrack; the oddly high-pitched sound effects; and, of course, the mystifying amount of fun to be had from a game so horrendously difficult!

That difficulty isn’t helped by the controls, and it takes quite a lot of playing before you stop mashing the wrong buttons in panic when you’re surrounded by grim reapers and a swooping vulture! But when I faced similar problems with Commando (or Wolf of the Battlefield: Commando in case you’re struggling to find it by its Western name), having this on my phone and tablet meant too much to me to let the controls beat me – the game did a good enough job of that by itself! Just find the least offensive control method and persevere, and there’s the same endless enjoyment you had taking Arthur through hordes of undead, demonic stuff that you experienced in the eighties!

A new casual mode is offered if things get too tough. You get more lives, a double jump, and I can’t put my finger on exactly why, but it is a bit easier – possibly less enemies – though it all still seems pretty frantic to me! Regardless of the mode you choose, you’ve still got all those lovely touches that made this game stand out all those years ago – losing your suit of armour on the first hit and playing in your pants; the magician popping out of a chest and turning you into a defenceless duck; the grim reapers peeking out from behind trees; and I want to give a special mention to the wind effects, should you ever get out of the graveyard, which hinder your progress but reward you with the most stunning trees getting blown about that you’ve ever seen in a game, and they really pop on an iPhone 7 or iPad Pro screen!

Many will find the control issues a game breaker, but every time I get frustrated with them I just think of myself thirty years ago and wonder what that fifteen year old would have thought about not only carrying a version of this around in his pocket, but carrying around the arcade version in his pocket… That had cost him less than half the price of a Mastertronic game… Then I hit that virtual start button again!

Before I leave you, one closing word on the controls. If you think these are bad, just check out Sega’s new port to mobile of Phantasy Star II, released just a week ago at the time of [original] writing. At least Capcom had the forethought to show you most of the action, but if you have any interest at all in the story behind this text heavy, creaking RPG, you might want to find a different way to play it!