This game and Realtime's 3D Tank Duel are the best versions I ever played on the Speccy. If you are a fan of Battlezone and wireframe graphics arcade games then this version may be right up your street...
Just like the arcade original you begin the game with three lives. The game takes the viewpoint of looking outwards from the front of your tank, the battlefield complete with various landmarks and of course, enemies to evade and destroy.
The game was predominantly 'green screen' (with enemies in cyan) and used a suitable arcade style font to display current score, menu options and so on.
As far as I know there is no end to the game, you just keep going until you run out of lives. As you destroy an enemy each subsequent bad guy is more difficult to kill than the last. Again this is matching the arcade game.
There is not much else to say. For a 1983 game the 3D graphics were very impressive and it certainly wowed a lot of home gamers. The vectors move nice and smoothly and explode nicely when you score a direct hit.
If you like Battlezone and games of this ilk then you can't go far wrong and this is a great example of fine early ZX Spectrum gaming. Jon Ritman would go on to be responsible for many classic games on our favourite 8-bit machine...
We recommend getting hold of the real hardware but if not then download a ZX Spectrum emulator and download 3D Combat Zone for the ZX Spectrum. You may even be able to play it online.
GENRE: 3D vector graphics arcade game RELEASE DATE: 1983 RELEASED BY: Artic Software DEVELOPER(S): Jon Ritman PRICE: £5.95 - UK
It was based on the lesser known 1982 arcade game 'Bagman' by the also lesser known Valadon Automation.
If you liked arcade action and platform games such as Chuckie Egg then you couldn't go far wrong with this offering...
This arcade stylegame was set in a gold mine and split over three inter-connected screens.
The aim of it was pretty simple: collect the bags of gold, evade the outlaws and use the ladders and carts to negotiate your way around.
Games in 1984 tended to be quite simple so for them to work they had to work. Fortunately this game was damned playable and pretty addictive.
After collecting the bags you had to place them in your wheelbarrow, all done against the clock of course. Each bag deposited increased your alloted time and raised your score. All the while the outlaws were after you - and the gold.
It was possible to jump into the mine-carts by hanging on the ceiling hooks and dropping in as they passed by (which was pretty cool), and you could also run up and down the ladders or use the lifts to get around.
Dropping down a long mine-shaft meant the instant loss of a life.
Some of the booty was hidden behind breakable walls. Using a pick-axe would allow you to break through and grab the bag.
In another cool feature bags could be dropped from a height onto the bad guys, which would stun them for a few moments. Stars would whirl around their heads as they lay there concussed, before panting heavily (their stomachs rising and falling) as they began to come around. Using a pick-axe on them had pretty much the same effect.
Touches and attention to detail like this were impressive and added a nice dose of humour to the game.
All in all Gilligans Gold is a good solid arcade game that remains playable due to it's simplicity even to this day.
On Release: Few people tended to realise that this was pretty much a conversion of an arcade original when it was released in 1984. It was well recieved and achieved a good overall score in the likes of Crash Magazine and once you got the hang of how to play the game it was decidedly addictive. It also featured a neat in game beeper tune which again was pretty nifty at the time. Not quite a classic game, but one worth having for sure.
The Test Of Time: This is a nice simple game that I enjoyed playing again. Once you get the hang of the controls it plays well, moves at a fair old pace and is real old school gaming. The graphics are by no means the best but they serve their purpose. Not bad, not bad at all.
We recommend getting hold of the real Sinclair Hardware but if not them download this game for a ZX Spectrum emulator. Alternatively you could try and play it online.
Please see our other ZX Spectrum game reviews - all links are listed in alphabetical order. Cheers guys.
GENRE: Arcade Game (Platform Game) RELEASE DATE: 1984 RELEASED BY: Ocean Software DEVELOPERS: Keith Burkhill, Ronald Rhodes and F.David Thorpe PRICE: £5.90 - UK
Airwolf 2 ZX Spectrum So, the sequel to the popular Airwolf arrived for the ZX Spectrum in 1987. It was a change from the previous game and focused more on classic arcade action, borrowing heavily from the likes of Nemesis.
Anwyay, this game actually came bundled with a couple of others; the bizzarely named 'Great Gurianos' and 'Trio'.
Anyway, like the first game in the series, it had little to do with the actual show, apart from the fact that you were gaming with a helicopter.
The whole premise of the game was that you (as Stringfellow Hawke - I always chortled at that name) had been given a mission to destroy an alien craft which was threatening civilisation! This just would not do.
By collecting and using sophisticated new weaponry you had to overcome the many perils facing you along the route, ultimately destroying the craft and sending those aliens back across the cosmos with their alien tails between their alien legs.
In true classic arcade fashion it was a horizontal scrolling shoot em up (from left to right) with nasties to shoot and powerups to collect.
All of the usual arcade game suspects were in there, such as shields, double fire, smart bombs yada yada yada. Gun emplacements would take pot shots at you, aliens would sneak up behind you and there were destructable walls which had to be blasted away brick by brick.
The game also 'boasted' some fine features such as: - REALISTIC HELICOPTER FLIGHT CONTROL - FRANTIC "BATTLE ACTION" WITH ALIEN STAR SHIPS - COMPULSIVE GAME PLAY - MULTIPLE SCROLLING LEVELS
These could not really be counted as fantastic features - surely they are all major requirements of the game? All in all this was a bog standard arcade game that offered nothing over others.
On Release: This game was met with a lukewarm reception. There were plenty of better arcade games on the Speccy that offered better gameplay, graphics, sound and overall polish. Not bad as part of a trio but folks knew it had little longevity. There was still no sign of the famous theme tune either! Sh*te hawks!
The Test Of Time: This game is pretty basic. It is by no means total crap, but let's say it has nothing special to offer over other titles. There are plenty of better to play such as Uridium, Cybernoid, Zynaps and even budget game Chronos has some neat cheat codes and easter eggs.
We recommend getting hold of the real Sinclair Hardware but if not them download other shoot em ups for a ZX Spectrum emulator. Alternatively you could try and play it online.
Please see our other ZX Spectrum game reviews - all links are listed in alphabetical order. Cheers guys.
GENRE: Scrolling arcade game RELEASE DATE: 1987 RELEASED BY: Hit Pak DEVELOPER(S): Neil Latarche PRICE: £9.95 (as a 3 pack of games) - UK
He worked with New Frontier software and programmed the graphics and AY music for many arcade games such as The Light Corridor, Hostages, North and South and many more. In my opinion his game music was amongst the very best and really pushed capabilities of the AY hardware.
I was lucky enough to be able to speak to Alberto who was more than happy to discuss his days making those wonderful graphics and music on our beloved Speccy...
1: What was the first computer you ever programmed on, and how old were you at the time? My first computer was a Casio PB-700, which was not very powerful but at least it ran on batteries, so I was able to bring it everywhere with me. I was 11 at the time.
2: How did you get into the games development scene? Did you have an interest in programming as well as music? I learned some BASIC with the PB-700's operating manual (that's when they were useful) and I started to program my first games on it.
But, at that time, my main interest was graphic design, since I used to draw a lot on paper. I programmed a small program to make graphics with my PB-700, and the first sprite I made was the soldier of Raffaele Cecco's Exolon; I copied it pixel perfect from a screenshot I found in a Spectrum magazine I used to buy (Microhobby).
At some point I changed that computer for a Spectrum +2 and that was incredible, I could play real arcade games and make true useful graphics! Then I continued making graphics with the Spectrum, and some more BASIC coding.
When I was 16 (in 1988) I found a letter-box with the name 'New Frontier' on it. I remembered it from a game named 'Time Out'. I Knocked their door, they liked my graphics and the next day I was in.
At first I started as a graphic artist, then some day a fellow lent me a copy of the Music Box program for the Spectrum. I started to make music, all sort of melodies, experiments... it was amazing to me. They liked how my music sounded, so I started officially making music too. The next step was learning assembler so I could have all the control over the music, and write my own sound driver and utilities.
Music and programming were both incredible experiences to me, I had much to learn and I was highly motivated.
3: Can you tell me a little about your musical background and knowledge? Until I started making music with my Spectrum I had no knowledge or interest in music, in the sense that I didn't know I was capable of composing, I had never tried. I played some flute at school when I was 8 but that was all.
I'm not a good student, I need to make things myself to learn, so I never studied music. I always composed instinctively, without knowing much about what I was doing, or how that thing was named. If it sounded good then it must be OK!
It is now that I'm slowly learning some music theory. Now I know what a chord is! But I'm still unable to play any instrument properly.
4: How was programming the single channel Spectrum beeper? I only made one song with the beeper, for the Light Corridor 48k version, but I didn't write the sound driver; actually I ripped it from another musician (guess who!)
At the time I had enough assembler knowledge to disassemble and understand the code, so I adapted the driver for my own music. I'm a bit embarrassed about that, but I learned a lot from the experience. You know, there was no Internet, or books about that; you had to learn many things that way.
5: How good was it when the machine was released with the AY chip? Well, I started working professionally at 1988, and my first Spectrum was a +2 which already had the AY, so I didn't experience the transition from the beeper. I enjoyed both sounds, some programmers and musicians did a wonderful job with the beeper that couldn't be replicated on the AY.
6: Was programming the AY chip the same across all machines that used that piece of hardware? My Spectrum and MSX soundtracks sounded almost the same. The Amstrad versions sounded a bit different. The sound driver was exactly the same, only with small changes to the code used to write to sound registers.
7: I see you also did some graphics work. Can you tell me what sort of things you worked on? At New Frontier I was responsible of all the sprites and animations of the games. There was other fellow who made the backgrounds and fixed screens. So, I did the sprites for Hostages, North & South and Magic Johnson, in the Spectrum and Amstrad versions. I also made the music for those and other games, as well as some utilities.
Later we started to make Game Boy games, and I did the sprites of Asterix and The Smurfs for the Game Boy and NES consoles. Those were my last graphics, since I had to focus on composing and programming music only for our increasing production.
8: Which game on the ZX Spectrum are you most proud of? It's hard to say, it depends. I really liked the graphics I did on Hostages and North & South. Both games were fantastic and got very good reviews, specially North & South.
On the other hand there was the Light Corridor, which I really loved to compose the soundtrack. I'd rather say which one I'm not proud of (except for the music), and that was Magic Johnson. I did a terrible job with that one.
9: Which programmers or musicians impressed you most at the time? I could name all of them! Some of the favourite programmers that come to my mind just now were Jon Ritman, Mike Lamb, Jonathan Smith (RIP, always remembered), Don Priestley... About the musicians, many more: David Whittaker, Jonathan Dunn, Ben Daglish, Matthew Cannon, Fred Gray, Dave Rogers... each one had their own techniques and style I loved. But the one who I got most inspiration of is Tim Follin, even now!
10: How was life at Infogrames during the early 1990's? I didn't work at Infogrames, my company was New Frontier, and we made games for them. Being a Spanish company published by a French one made us almost invisible to the world and even to our own country.
But in New Frontier life wasn't as good as It could have been. I was very young and motivated to learn and experiment with coding, music, and all sort of game things, but we didn't get a good payment for any of our games. The bosses took all the money, and made all sort of never-ending and agonizing excuses not to pay us. But what to do? We wanted to make games, and there was no other game company in Barcelona.
We couldn't earn a salary until we took the control and founded Bit Managers.
11: Do you have any anecdotes or funnies from your Spectrum days that you can tell me about? There must be some, and good ones, but I can't recall any right now... sorry.
12: How did you come up with the name 'Joe McAlby'? for you Spectrum work? At New Frontier all of us had nicknames for the games. "Alberto J. Gonzalez" is a name so common and Spanish sounding that I had to find a better alternative. At the time there were lots of famous Mc names (MC Hammer, McDonalds, Paul McArtney, Marty McFly...), so I thought I could use that before my own name, "Alby". Some time later I added the first name Joe, which is almost my second real name, "Jose". I take MC as Music Creator :)
Once I started making music for consoles I dropped the nickname, but I'm still not getting used to hear my real name pronounced in English! Sounds very weird to me.
13: Finally, can you please let us know what you are up to these days? Actually I haven't stopped making video games since the Spectrum days. At some point the last New Frontier team (4 people, including myself) founded Bit Managers, where I did dozens of soundtracks for game consoles such as the Gameboy, NES, Master System / Game Gear, SNES, Game Boy Advance... Later I left Bit Managers and founded Abylight with some fellows (at 2003) , and started making more games for Mobile Phones, Nintendo DS / DSi, Iphone, Wii....
Now I'm more focused on game design, but I still do a bit of everything. I'm also still in charge of sound design and programming, but usually music is produced externally.
It was now a 3D vector graphics breakout style game, and very good it was too.
This game was released at a time when the 8-bit to 16-bit transition was gathering pace, but New Frontier software put a lot of polish on this version. If you liked breakout and puzzle games then you wouldn't go far wrong with this one...
The aim of the game was to negotiate your way along 'The Light Corridor'. Equipped with a translucent raquet you had to guide the metallic sphere (not just a ball!) from the heart of the corridor.
Avoiding the walls and the traps, you had to collect the bonuses on offer and battle your way along, until eventually you would see the light, quite literally, at the end of the tunnel.
The game was spread of four stages and in classic arcade style there were plenty of bonuses to collect and nasties to avoid.
First off, this game had one of the best pieces of title music on the ZX Spectrum ever. Even the 48K version was nicely done:
The ZX Spectrum 128 was blessed with an AY Chip, and it was majestically put through it's paces with the title music. This is one of my favourite AY tunes and showcases just how good it could sound in the hands of a talented developer. Check out this pure ear candy:
At the beginning of the game you had to release the ball and watch if fly down the corridor until it struck a wall or similar obstacle. At this point it would bounce back towards you and you had to 'hit' it with the paddle, sending it back 'away' from your viewpoint.
The player used the time the ball spent in flight to move along the corridor (you could stop and start as and when you wished). The colour of the walls also changed as you progressed further which was a nice touch.
The object of the game was to reach the end of the corridor without allowing the ball to miss the paddle and 'hit' the player. If this happened, as you might guess, it was the loss of a life.
Obstacles such as moving elevator-style doors and blocks made navigating your way quite difficult and the game was all about quick reflexes. There were also nice powerups to be had to help you on your way.
It must also be said that this classic game was extremely customisable.
You could run the paddle at normal or fast speed which was nice, but the real boon was being able to create your own 'corridors'. The game had an in-built editor that allowed you to create corridors and then save them to cassette or disc. Now just how cool is that?
This was a great feature at the time and added a lot of longevity to the game.
On Release: This classic game was met with high regard when it was released and rightly so. Crash Magazine awared it an overall score of 87% and praised it's playability, smooth 3D graphics, music and digitized speech (sampled from no other than pop Prince, Prince!). It was a very good mix of arcade action, 3D gaming and puzzle solving. It turned out to be a deserved big hit and proved that there was still life left in the good old Speccy in 1991.
The Test Of Time: I have to say that this game has aged superbly. It is still playable and addictive, and creating your own in-game levels is rewarding. For me most of the classic games on the Speccy come from the mid 1980's, but this one is up there with best of them. A playable and different game.
Play this one again, you'll trip the light fantastic.
We recommend getting hold of the real Sinclair hardware but if not then download a ZX Spectrum emulator and download this classic game for the ZX Spectrum. Alternatively you could try and play it online.
GENRE: Arcade Game / Puzzle Game RELEASE DATE: February 1991 RELEASED BY: Infogrames DEVELOPER(S): New Frontier (Zydro, Robin, Fustor, McAlby) PRICE: £10.99 on cassette, £15.99 on disc - UK
ZX Spectrum Programmer Lee Tonks Lee Tonks developed a number of text adventure games for the ZX Spectrum back in the 1980's and has continued to create both adventure and arcade games on the machine well into the 2000's.
Lee still develops games to this day, not only on the ZX Spectrum but also on other formats.
We were lucky enough to talk to Lee who was more than happy to discuss his passion for coding on the greatest ever 8-bit computer.
1: What was the first computer you ever programmed on, and how old were you at the time? The first computer I ever programmed on was also the first computer that I ever owned - a 16K Spectrum that I got for Christmas back in 1983. I was 11.
2: How did you get into the games development scene? I didn't, really. From the very beginning I loved games and always wanted to make my own, but I was never actually particularly good at it. Games programming has always been something I've done 'on the side' rather than a main hobby, mostly because I tend to lose interest in projects half way through and never pick them up again (you'll note the rather large gaps in time between my various projects if you check my WOS profile). So I don't really consider myself part of 'the scene', I just call in from time to time when the mood takes me.
3: You have worked on adventure games as well as arcade style games. Which do you prefer to create? I do like to work on adventure games, mostly because as well as being a programmer I'm also a frustrated amateur writer. Doing adventures allows me to mix the two hobbies together in interesting ways. The main problem with adventure games is convincing people to actually play them, though - they're pretty much a niche audience these days.
Most of the arcade-style games I've worked on have been created in some sort of game-making package so I've never really been truly happy with any of them because you're always having to limit what you wanted to do somehow. I'd love to do a kick-arse arcade game, but I don't think I have the skills - looking at some of the amazing stuff that's come out for the Spectrum in the last couple of years sort of puts me off even trying!
4: What was the first game you worked on? My brother and I used to spend hours typing games into the Spectrum from magazines like Sinclair Programs and would quite often try to make our own so that we could get them printed and become famous. That never quite worked out! Because we weren't very good at programming back then I turned to Gilsoft's "The Quill" and began working on adventures, because back then it was still possible to get an adventure game published commercially.
The first game I ever completed was a mini-adventure called School (it's in the archive), and to be frank it's bloody awful! Several experiments followed, but the first 'proper' adventure game I ever finished writing was called 'Attack of the Mutant Bumpries', which I actually submitted to Atlantis Software for publication (they sent me a nice 'sorry, we're not interested' letter after a few weeks). Sadly that's now lost to the mists of time, although I still hold out hope of rediscovering it (and it's sequel, 'Revenge of the Mutant Bumpries') on an old tape somewhere one day.
5: What did you/do you like about programming on the Spectrum and what was your impression of the machine the first time you used it? The thing I liked best was how quick it was to get going. Switch it on, do some stuff. Spectrum BASIC wasn't super-fast but it was quite easy - even as kids we could get something out of it. Of course, it wasn't nearly as easy as we'd imagined it - I remember before we had our own Speccy I used to sit and design all the games I was going to make once it arrived, but of course they all proved far too ambitious once reality set in. I wasn't too disappointed once I discovered Jetpac, though. Basically I was never off it, my parents had to physically throw me out of the house to get some fresh air.
6: And what did you/do you not like about programming on the Spectrum? Tapes! I really, really hated tapes. They were fine for loading your favourite game, but when you're working on something and want to try something out which may or may not work, it's furiously irritating to have to wait for everything to save out to a cassette. And you're always living in fear of the dreaded 'tape loading error' too - I remember losing a 95% complete adventure to a chewed-up tape, and the only other copy I had was only about 50% done. Mortified.
7: Of the games you have created, which is your favourite? My last game, On Reflection. I set out to do a modern-style adventure on the Spectrum and I'm pretty pleased with what I achieved. I wanted to create something which wasn't just 'you are in a room, it is empty, what now' and instant deaths every five seconds because you couldn't guess the exact keywords to use. Ideally I wanted something more akin to modern interactive fiction but with the ease-of-use of a point-and-click adventure like Monkey Island.
The game reads more like a short story than a traditional adventure, and that's on purpose. I also went out of my way to highlight things of interest, exits, etc. so as not to frustrate the player. Frustration is the single thing that puts people off text adventures, I think, so that's precisely what I wanted to avoid. I hope I succeeded for the most part, although I'm not sure how many people have actually played it. It does pretty well in WOS's Top 100 Adventures list though, which is very flattering.
8: How did Manic Miner III come about? Back in '96 I was helping to maintain the NVG Spectrum archive and someone uploaded a file called 'Manic Miner 2'. I presumed this was Jet Set Willy, but it actually turned out to be a hack of Manic Miner with different levels. It was a bit wonky - the levels weren't very well designed and I seem to remember it glitching quite often, but it got me interested.
I remembered a listing in an old Your Sinclair for a Manic Miner editor program, so I asked around and managed to get a copy of the pages sent over in the post from a friendly comp.sys.sinclair reader. I typed the programs in and got to work, wondering if I could do any better. The editors were pretty basic (actually they were literally BASIC!) and didn't allow you to do things like change the positions of the bad guys, so I came up with the idea of using a 'parallel universe Willy' to explain why the levels were sort of familiar but slightly remixed.
In all I think it took about three months to complete a set that I was happy with and unleash it to the public. It seemed to go down pretty well, I think - the levels have been included in several PC-based remixes over the years too, which is always nice.
9: Which other programmers on the Spectrum impressed you most? We always noticed the companies more than the individuals back in the day, but I used to love Raff Cecco's games and Ocean/Imagine had a fantastic set of guys at one point with the likes of Joffa Smith, Mike Lamb, etc. Don Priestley's big-sprite games were always wow-inducing for me, though, and I have a particular soft spot for David Jones and his Magic Knight series - I always wanted to do something similar to those.
These days things are even more impressive, I think - there have been some amazing new Spectrum games in the last five years. Jonathan Cauldwell, Bob Smith, The Mojon Twins - I'd take my hat off to them all, if I had a hat! A special mention to Colin Woodcock too - his 'Blink' adventure game was what inspired me to consider returning to Spectrum adventure-writing.
10: Do you develop games on any other platforms? Quite a few in the past. I've done stuff for the Atari ST and the PC, and I've also dabbled with Gameboy stuff. Most of my coding projects over the years have been utility or productivity software, though - the games are definitely in the minority, sadly. These days I'm pretty much PC and Spectrum only as far as development goes.
11: Any current projects you can tell us about? I have a long-running maze-game experiment called Dex which I sincerely hope to complete one of these days. I think I've been working on it since about 2003 though, so don't hold your breath. It's actually completely playable now but there's only a single level and it's pretty unpolished. I also have about a third of a sequel to Tales From A Parallel Universe (created with much better tools), but that's been in the works since the late 90s - I doubt it'll ever get completed now, but you never know.
Other than that I've been kicking around a few ideas for another adventure, but nothing concrete as yet - I want to do something smaller and leaner that doesn't take quite so long to get done (On Reflection took nearly three years, on and off).
12: Finally, Cheese Freak Software must go down as one of the most impressive company names I've ever heard of! How did it get named as so? Heh. I'm a terrible artist, but I'm a doodler - just about every book I own is covered in scribbled drawings. One of my most popular doodles from as far back as high school is a chunk of Swiss cheese, so the company name comes from that. It also serves quite nicely as the company logo.
Once again many thanks to Lee for taking time out to talk with me. Cheers mate.
The arcade game had been really popular and we were treated to a decent version on the good old Speccy.
In the game you play the part of a world class spy, driving for your life in a snazzy bondesque turbo-charged and armed sports car. The road is crawling with enemy agents bent on your destruction.
You had to manoeuvre your car along the road ways and water ways (where it would convert into a speedboat) watching out for the Road Lord, the Switch Blade, the Enforcer and many other enemies.
The arcade action began with the Weapons Van rolling up from the bottom of the screen and stopping at the shoulder of the road. Your car would then roll out of the back, prepped with fully loaded machine guns.
Your car could be moved left and right as well as forwards (accelerate) and backwards (which could be used to come to a standstill).
The game was a vertically scrolling romp, with the road weaving and forking as you blasted and rammed your way through the enemies.
What was cool about the game was the varying weapons at your disposal. Not only could you blast the bad guys with machine guns, you could also power up with rocket launchers, oil slicks and smoke screens. Muhahahaaa!
If all else failed you could try and ram or nudge the bad guys into the road edge, disposing of them nicely.
The terrain changed too as you traversed the course. As the game moved on you were eventually given the chance to drive into a waterway. Here your car entered a boathouse and automatically became amphibious, skimming along the surface of the water with ease.
Now it was time for waterborne arcade action as you battled away against enemy speedboats et al.
Every now and again the weapons van would appear on the roadway, ready to supply you with weapons power ups. To gain the power up you had to drive into the van by moving behind it and driving up the rear ramp to get on board. Once you had been powered up you would then roll out the back and the game would continue.
There were plenty of different enemies to dispose of (in classic arcade fashion), each one with different strengths and weaknesses:
The 'Road Lord' was bulletproof and had to be rammed off the road The 'Switch Blade' had nasty extended buzz-saw hubcaps to slice you up nicely The 'Barrel Dumper' dumped barrels in water ahead of you, sneaky b*stard The 'Enforcer' fired a powerful shotgun The 'Mad Bomber' aimed bombs at you The 'Doctor Torpedo' unsurprisingly tried to torpedo your ass into oblivion...
All of this aside running off the road or water caused you to crash and lose a life...
On release: Well the arcade game was a huge hit so the converion was eagerly awaited. We were glad to get a nice conversion of the game (Crash Magazine awared it Smash status) and not a quick cash in. I suppose it could have been better with some improved sound effects and smoother scrolling, but overall it was playable, fun and addictive. It did well on the Spectrum and was a big hit.
The test of time: This classic game is still quite fun in a quirky way. Picking up the different weapons does not have the wow factor it did back then, but you know what, it plays quite well and brings back the nostalgia nicely. Not bad at all.
We recommend getting hold of the real Sinclair hardware but if not then download this one for a ZX Spectrum emulator. Alternatively you could try and play it online.
Please see our other ZX Spectrum retro game reviews and programmer interviews - all links are listed in alphabetical order. Cheers guys.
GENRE: Arcade Game RELEASE DATE: 1985 RELEASED BY: US Gold DEVELOPER(S): Denton Designs and F David Thorpe PRICE: £7.95
In fact it is such a bad computer game / flight simulator that not only is it one of the worst ever games on the ZX Spectrum, it must be one of the worst games ever. Period.
Now that I've got that out of the way....
After the basic loading screen you got a slightly odd yet decent piece of music to set the scene. It has nothing to do with flying but must be the best part of the game. Trust me, it get's worse from here on in.
So - onto the flying excitement. Hold onto your hats as we get to grips with our arcade joysticks...
The aim of this 'classic arcade game'(ahem), was to take off, fly over a mountain range then land on the other side. Hardly a thrilling prospect but I suppose flight-sim fans should like it. If was any good they probably would have.
You were given six skill levels to play with, from first solo (easiest) to test pilot (most difficult). The more difficult the skill level, then the higher the mountains would be. You would also be hit with cross winds, turbulence and even engine fires.
But let's be honest here, the game was ultra difficult without any of the extra Roland Emmerich type disasters thrown in.
The instructions supplied with the game were a joke, they didn't even list the keys to use. Figuring out the controls by trial and error was a thankless task too as the controls are so un-responsive you cannot even tell what is supposed to be happening. You can press a key and wait a week for a response.
Getting airborne was difficult enough as being incorrectly lined up by one pixel would cause the airplane to blow up. Realism at it's best there. You could run out of runway too (even though you can still see it in front of you, stretching away into the distance!) - causing you to crash. How bad can you get?
If you ever did manage to get airborne (you would have more chance standing in the street and flapping your arms) the mountain range would come into view. And it would sit there and not move. Ever. Until you probably crashed into them - despite them still looking like they were miles away from you.
Never in the game did you ever get a sense of movement. Aside from your instrument panel changing, nothing else did. This game is sooo bad I just can't describe it. The constant engine drone sound effect is enough to send you over the edge for good.
I'd rather listen to a record by David Hasselhoff on repeat for 24 hours. Honestly, I would.
On Release: Good old Crash Magazine described this game as being a 'botch up'. How right they were. They scored it with an overall of 4% - personally I think they were generous with that. At £5.95 it was a joke - the only way you could recoup some money was by using it as a blank cassette. An abomination of a game and the lowest score in Crash Mag I can ever remember.
The Test Of Time: Well it has not improved with age. An utterly disgusting game. I think it was probably written in BASIC (given the keys being more sluggish than Jabba-the-hut), but even so it is no excuse for being so bad. Have I said it was a terribe, terrible game?
We recommend getting hold of the real Sinclair hardware but if not then do not download this one for a ZX Spectrum emulator. Alternatively you could try and not play it online.
Please see our other ZX Spectrum retro game reviews and programmer interviews - all links are listed in alphabetical order. Cheers guys.
GENRE: Arcade Game / Flight Sim / P*ss take RELEASE DATE: 1985 RELEASED BY: Anirog Software DEVELOPER(S): Stefan Walker PRICE: £5.95 - far too much for a blank cassette ;-)
I remember picking this maze like arcade game up for my ZX Spectrum when it was re-released by Mastertronic at £1.99.
I tell you what, for £1.99 it wasn't bad.
It's hard to get into and fast moving, but if you persevere with it a good (if slightly basic) little arcade game is hidden away in there...
The aim of the game is pretty simple: guide your hero around a maze along the yellow paths to diffuse the numerous time bombs. So finding the bombs is your first problem, but as usual there are plenty of pitfalls to hinder your progress
From time to time there are earthquakes (eh?) which leave a nice gaping hole in the path - which will kill you if you fall in. These have to be repaired or if you can find a way you can 'go around' them.
There are also stomping boots wandering about the maze which are out to... stomp you. Avoid these at all costs as instant death occurs if you touch them. The mazes were usually quite fiendish too so there were plenty of dead-ends to leave you able to see the bomb, but not reach it. A puzzle game to make you a little tetchy.
In a neat touch the mazes are generated randomly each time the game is started, so that no two games are ever the same. Pretty cool.
Dotted around the maze are wheelbarrows (to fill in any holes), toolkits (to diffuse the bombs - do not touch a bomb without carrying one of these!), rollerskates (which scare away the stomping boots - weird!) and food (to top up your energy levels).
As you move around the maze your energy slowly decreases, and firing up the map drains it even quicker. Eating food along the way is essential as when your energy level hits zero your wee guy is kaputski.
The scrolling is quite smooth and the game cracks along at a fair old pace. Once you get the hang of it the simplicity of it means a fair amount of fun as you try and find the next bomb before it explodes. There are also the usual skill levels and high score table - and a huge scrolling message every time you lose the game, which is a little bizarre. Not bad overall and a fun puzzle game.
The test of time: It's simple, but it is pure puzzle and arcade action. The graphics are very simple (and were back in the day), but the scrolling works well, the action is fast and the controls are responsive. Oh, and try leaving chuckman alone for a little while and watch what he does - another little neat touch.
We recommend getting hold of the real Sinclair hardware but if not then download this one for a ZX Spectrum emulator. Alternatively you could try and play it online.
Please see our other ZX Spectrum retro game reviews and programmer interviews - all links are listed in alphabetical order. Cheers guys.
GENRE: Arcade Game / Puzzle Game RELEASE DATE: 1983 RELEASED BY: Customer Cables International then re-released by Mastertronic DEVELOPER(S): K Baker PRICE: £5.00 then £1.99 on re-release
Atari's Moon Patrol was popular in the amusement arcades and was eventually converted to the ZX Spectrum by Atarisoft. Despite the game being completed it was never commercially released.
Why it was never released is a mystery to me (if anyone knows can you please tell me?!!), but it's fair to say that this version never managed to capture the playability of the original classic arcade game.
Moon Patrol (the arcade game) was released in 1982. The game is a shmup of the side view, side scrolling variety.
The player controls a moon buggy, viewed from the side, that travels across the rocky surface of the moon. The player 'drives' it, all the while avoiding obstacles such as craters and land mines. You could also fire missiles upwards and forwards to take out any nasties that would get in your way.
You also find yourself being attacked by UFOs from above and tanks on the ground. This game was one of the earliest linear side-scrolling shoot'em ups and the first arcade game to feature parallax scrolling. How's that for a slice of gaming history?
The top portion of the screen displays a timeline-style map of the current sector, and it also displays incoming ariel threats, upcoming minefields and any attacks from the rear.
The map shows five different checkpoints labeled E, J, P, U and Z. In a similar fashion to racing games, the time spent between each checkpoint determines the amount of bonus points you can score.
The objective of the game was to make right through to the end of checkpoint Z - where the game would switch to a more difficult sector. Complete that one and you have finished the game (I think!)
The problem with this conversion is that it moves along far too slowly. The jumping action is okay as it feels almost like lesser gravity, but the scrolling, buggy and nasties move around the screen far too slowly. The Speccy was easily capable of running a good version of this classic game, it really should have been great.
For me I think it is a real pity that later in the Speccy's life, (when programming techniques had improved), someone did not revisit older arcade games like this one. Can you imagine this game implemented with Jonathan Smith's parallax scrolling as seen in Cobra? Awesome it would have been.
All in all this is a below par version of one of my favourite arcade games.
In the meantime here is a nice and playable version for you to enjoy (Thanks to classicgamesarcade.com):
This one was programmed by Crash Magazine's very own Derek Brewster, and was released by DK'Tronics in 1983.
There were a lot of Pacman games on the ZX Spectrum, and this one is pretty standard and plays well enough. Crap loading screen though.
Most of the Pacman game features are present: A nice yellow Pacman (or Munch Man) for you to control; four enemy ghosts coloured yellow, green, cyan and magenta, pac-dots, power pellets and a wrap around game screen.
The only thing that seems to be missing is the bonus fruits that Pacman could eat for extra points.
One thing I noticed whilst playing it was the short time that you can eat the ghosts once you have gobbled up one of the power pellets. It is very difficult to eat all four ghosts in one go.
They don't seem to remain in the central ghost pen for very long either!
If you like Pacman then I would say give this one a go. It is not really any worse than the official arcade conversion of Pacman from Atarisoft.
For me you can't beat the original arcade game, and none of the Speccy versions I have played manage to capture the magic completely. Still, for a 1983 game this one ain't bad.
GENRE: Arcade Game (Pacman Game) RELEASE DATE: 1983 RELEASED BY: DK'Tronics DEVELOPER(S): Derek Brewster PRICE:£4.95
ZX Spectrum Star Trader
This classic game was a space trade em up released for the ZX Spectrum by good old Bug Byte software in 1984. They actually had the gall to call it 'The highest plateau yet reached in Spectrum software'!
Now it was a decent enough computer game, but the highest plateu? Not quite...
On start up you would 'enter a galaxy more complex and enthralling than any previously experienced.'
As you may have guessed, the game was in the 'Elite' mould (and came well before that landmark game on the Speccy) and you had to trade, fly and shoot your way around eight planets.
The game switched between wandering around the planets surface buying and selling goods (and eating and drinking to stay alive) and flying across the stars (with some fairly impressive 3D arcade action for the time) to land on another planet to hopefully make a profit.
All enjoyed in the 'most advanced 3D graphics yet attained on a Spectrum.' Ahem.
Star Tradin' across the universe...
A great back story would set the game scene.
A long time ago in a distant galaxy... Are colonies of men on small inhabitable planets in neighbouring star systems. Over the years these communities have learned to rely on each other for trade.
Marauding pirates have been quick to take advantage of the strong inter-dependence of the planets, and patrol the interplanetary routes.
In fact, it has come to the point where interstellar trading is a risky line of work, though profits, as ever, can be made.
As a result of a recent increase in the pirates' greed (their self-imposed "tax" on captured ships is now 1/4 of the ships cargo), all the remaining traders have left the system. All, that is, except you...
You alone must attempt to vanquish these rogues, whilst keeping the vast interplanetary economy intact. So no pressure then.
TRADING: There are eight planets to visit and to buy and sell your goods. They each have eight major industries, which buy and sell goods to you.
You begin the game with an amount of cash and a space ship. You must use your cash wisely, to purchase goods at low prices on producing worlds, so that you may then sell your wares at a suitable profit on consumer worlds. Not immediately easy and gameplay perserverence is required.
Planets with poor supplies of any commodities will suffer from quick inflation, which you may use to your money making advantage. If inflation rises to a chaotic level, social unrest will lead to a complete collapse of civil order; so various people will turn to piracy for as a new source of income.
You have a limited storage capacity in your cargo hold, which you have to keep an eye on. You may only buy and sell your goods during normal business hours, outside of which you will find all shops closed. (They even close at lunchtime!)
The main legal tax on your profits is from the customs officials, who will charge you a sh*t load of duty on your wares. You may try to cheat these officials of their dues (by declaring nothing), but at great peril should you be caught (you are looking at jail time and being 'bashed in').
LIVING: To stay alive during the game you must eat and drink at regular intervals (it can get a little annoying to be told you are hungry after eating a pub dinner along with a pint of beer!). Failure to do so will cause starvation, and eventually death!
You may stay overnight at an inn or a hotel to reduce your chances of being mugged, although it still can happen whilst you are snoring away in a holiday space-inn.
You should also take a quantity of food packs to eat during space flight between planets. These food packs can be bought from the local supermarket.
PIRATES: The worst hazard to the game player is being attacked by a pirate band - the height of scum and villany. You may protect yourself though by buying armaments for your ship. You will need a laser and at least one battery pack to powre up the laser if you intend fight these space bound vagabonds.
This is the arcade portion of the game. The arcade action is viewed from your spaceship front windows, with the enemy craft approaching.
You can move your vessel up, down, right, left and (taken from the inlay instructions was quite something for the time 'so, for instance, if you choose to move left, the enemy craft will drift rightwards past your windows, just like driving a car!'). Amazing stuff I'm sure you'll agree.
If the fight is not going well (as in your shields are fully depleted) you can always surrender and pay the pirates their 'tax'. It can actually work out cheaper to do this rather than buying a lazer and an eight pack of ever-ready. Your shields always have to be repaired too when you land at your destination - so my advice is to avoid space combat and just pay any pirates you bump into.
Watch out for civil unreset on a planet - if society collapses and war breaks out you are immediately killed and the game is over. Keeping the economy secure across all eight planets is no mean feat....
On Release: This game was generally well met, but was never considered a must have. It managed to combine trading elements with arcade action quite well, and the menu screens were easy enough to follow. It was quite a popular game, but every Speccy users wanted Elite (I was jealous of my mate and his BBC Micro) - they would have to wait a little longer and this game filled the void for a while.
The Test Of Time: Well, it's a charming game for sure. Very much a true retro game, this one is quite dated, more so than many other games from 1984. Having said that, there is something that is still enjoyable about playing it. Buying and selling is fun for a while, and the different random things that can happen through the game are both funny and frustrating (such as being mugged and having cash stolen, being thrown in jail, being mugged but being too strong for your attackers, spending a bucket load of cash on food but no matter how much you eat you are still hungry...)
Once you get over trying to use your mouse to make menu selections and get back into old school menu selection then progress can be made. Transport yourself back to a time when eight planets seemed almost limitless and when your imagination made each shopkeeper look different...
It's not quite Elite, but it's a quirky little computer game. Not bad. I always thought the spaceport looked quite cool too.
GENRE: Space strategy game/Arcade Game RELEASE DATE: 1984 RELEASED BY: Bug Byte DEVELOPER(S): Trevor Hall, Rob Phoenix,Gary McNamara and Joey PRICE: £6.95 - UK
We were lucky enough to catch up with Nick recently who was more than happy to discuss his days creating wonderful graphics on the ZX Spectrum.
1:What was the first computer you ever programmed on, and how old were you at the time? I started with very limited access to a ZX81 at my high school in Livingston, Scotland. I was around 13 and had little idea what I was doing but I was instantly hooked.
However computers were new and my school didn't really trust us with them. Things didn't take off until I received my own 48K spectrum for Christmas a year later. You couldn't tear me away from that thing. I would sneak up in the middle of the night to keep playing.
2:How did you get into the games development scene? My high school friend David Quinn wanted to apply for a programming position at a company called Softstone.
We were only 15 and really had no idea what we were doing. He was learning some sprite routines from a book and as I liked to play around with art, I made him some sprites for his demo. To my utter amazement and jealousy he got the job.
The good news for me was they liked my art and wanted me to come down to Brighton and try out.After a few weeks they hired me on as a full time artist which although awesome wasn't something I had planned on. I thought I would be a programmer but it all seemed to work out well.
3: How did you Probe Software come about? While we did quite a few titles at Softstone it eventually went bust. David and I were looking for work and found a local company in Probe Software. They were very small back then, in fact David and I were the only developers in the tiny 2 room office.
Our first game for Probe was a horse racing game called Sport of Kings. I can't remember exactly how many different titles I did at Probe, around 20 I think.
4: What was the first game you worked on that was published? That would be V on the spectrum based off the original TV show back in the 80's. I remember drawing the animations of the main character Donavon (you know, the Beast Master!) on graph paper and manually converting it to hex to get it into the game. Things were very primitive back then.
5: What did you like about programming on the Spectrum and what was your impression of the machine the first time you used it? It felt pretty slick coming from the ZX81. At the time I was so desperate for a computer, anything would have been great. I loved how open it was. I knew nothing about code or programming techniques but the machine was so simple you couldn't really break it. I felt like an explorer.
Every day I would learn some new revelation. I felt like Mathew Broderick in Wargames. On my mission to learn the secrets of machine code while my parents had no idea what I was doing. Except I was never going to break into the department of defense with Spectrum basic.
6: And what did you not like about programming on the Spectrum? The lack of hardware graphical support and having to listen to C64 owners go on about their fancy hardware sprites. It did make us speccy's work harder though.
I certainly had my share of micro drive and tape failures. Saving always felt like a treacherous affair. I would hold my breath while the little drive whirled endlessly away, wondering if it would ever return. Thank god for the Opus Disc drive, although even that could be ropey with the edge connection.
7: How did you create graphics on the ZX Spectrum? What was the difference in creating game scenery and game sprites? My main art package was The Artist. With no mice or tablets available I used a old Atari VCS joystick to draw with. To get from one side of the screen to the other I had to press left and wait 10 seconds for the cursor to get there.
Creating loading screens was rather painful.Scenery was generally done in 8x8 tiles. Typically you would only have 256 tiles to play with so you had to be careful how you spent them. This would also have to include the font if you wanted something other than the system one.
Over time I used a few different customized tile editors. You would draw your tiles and arrange them in a sequence of blocks. Then lay those blocks out in a level map. Thrilling stuff!
Early sprites were done on paper but eventually some kind soul made some primitive sprite editors. The frustrating thing about sprites was being confined to a set rectangular shapes. The size of that rectangle would be the same for every frame.
If you were animating a figure running you had to make it quite small so the arms and legs didn't penetrate out of the set shape and size. Years later this was one of the advancements Dave Perry made when we did Aladdin on the genesis. We could finally have sprites any shape or size on any frame which allowed us to use actual Disney animation.
8: The opening huge spaceship sprite in Trantor was mighty impressive. How did you get it to look so good? I've always been a fan of Sci-fi and all the tech that goes with it. Trantor was designed as a very simple game just so I could blow all the memory on giant sprites and try to make something a little more cinematic.
Technically there was nothing very advanced going on, just a big old sprite dumped to the screen. The only concession was to have the movement vertical so we could have smooth scrolling.
9: How did you splash so much colour around in 'Extreme'. It's some achievement on the Speccy given it's attribute problem. It was my last Spectrum game and I wanted to do something special so I pulled out every trick I knew. It was an original game which meant I could create the visual's to play to the Spectrums strengths.
Dave Perry's game engine was based off 8x8 pixel movement so that helped minimized clash but also meant we were going to have a fast paced game like Savage and Dan Dare 3.
10: Out of all of the Speccy titles you worked on - which is your favourite? I would probably go with Extreme as DP and I made that without any contract. We were just having some fun although it would have been nice if we could have made more levels for it. I have a fond spot for the game play of Goonies. There weren't many co-op games like that and it was overlooked at the time.
11: Which other artits or programmers on the Spectrum impressed you at the time? Anything by Ultimate although I don't know the individuals who worked on their titles. Technically they always seemed to be a year ahead of everyone.
Their 2D work was great but my personal favorite was Knightlore.
I'm going to give a shout out to my good friend Bob Stevenson who was doing some excellent art but unfortunately it was on the C64. Never too late Bob!
12: Did you move onto the 16-bit machines once the Spectrum (and 8-bit) scene began to fade? A few titles before I stopped on 8-bit. Dave and I made a space strategy game call Supremacy (or Overlord in the States) for the Amiga and ST. It was a big departure for us and we had a lot of fun.
After 8 bit I moved onto the Genesis and Snes.This brought its own challenges for me as while I had a good reputation for 8-bit art I didn't really have any clue about colour theory and other basic art techniques.
Moving to 16-bit meant I was now competing with "real" artists and it was the start of a new journey for myself that I'm still enjoying.
I could go on... In the arcades it was Star Wars, Defender (which I'm lousy at even though I own one), any race game.
Currently I'm having a lot of fun with Just Cause 2.
14: Can you tell us what you have been doing since those days? After 8-bit was over for us we then moved onto the Genesis with Terminator. I followed that up with my first SNES game Alien 3.
l then moved over to Virgin Games in the states and worked on Terminator for the megadrive CD and the Disney titles Aladdin and Jungle Book.
At that point myself and the rest of the core Aladdin team left Virgin to start Shiny Entertainment. Our first titles were Earthworm Jim 1&2 for Genesis, Snes and Megadrive CD.
After EWJ I got back to my sci-fi roots and moved into 3D gaming with MDK on the PC. Then I formed a new company, Planet Moon Studios with the MDK team to make Giants Citizen Kabuto and Armed and Dangerous.
Planet Moon is still an independent game developer based in San Francisco.
15: Finally, the retro scene is booming. Would you consider putting something together on the Speccy again? Only if I can hardwire my Wacom tablet to it... and a mouse... and maybe a hard drive.
Out Run ZX Spectrum Ahhh now this is one the most iconic arcade games of all times. Who else can remember the thrill of sitting in the Out Run cabinet, the 3D graphics racing towards you and Magical Sound Shower pumping in your ears?
Out Run (by Sega) was a fantastic beat the clock arcade racing game, and a conversion to the ZX Spectrum was always on the cards. But could such a large and graphically intensive game be converted to the Speccy? Well, yes is pretty much the answer.
Out Run was released by US Gold in 1987 and was met with a mostly positive reception. I'll get this out of the way first; the Spectrum 128 (or +2 and +3) versions were superior to the standard 48K version, due to the excellent in game sound track. A fine example of great AY Music.
Having the same music as the arcade original really enhanced the gameplay. Aside from this the versions were essentially the same.
Out Run Music:
For anyone that has been living in another dimension since 1986, here is a little overview of the game...
Out Run placed you in the driving seat of a Ferrari Testarossa convertible with a stunning blonde in the passenger seat (female players had to pretend it was a right-hand-drive vehicle ;-)), to race around a series of tracks at breakneck speed.
As you neared the end of a track (assuming you did not run out of time) then you would take the left or right fork to move onto the next track - each one branching into a different area.
As soon as you loaded the game up it was obvious that the programmers, (Probe Software), had pulled out all the stops to to reproduce the original as fully as possible. Graphically it was pretty much all in there. To be fair the graphics were excellently drawn and true to the original, despite the monochromatic colours (understandable on the Speccy).
What was good about the game was that it 'felt' like Out Run - all of the trackside scenery was in place, the bends, the road undulations - it was all true to the original arcade version. The only downside was that the Speccy version could not match the speed or smoothness of the Sega machine, but let's be honest here, there was no way that it ever could.
Kudos goes to the developers for squeezing so much into so little. A bit like Space Harrier, they managed to give us the best version we could have hoped for.
On Release: Well when Out Run came out, some seemed to love it, some seemed disappointed. Some loved the detailled graphics and the fact that the tracks were recreated faithfully, some did not like the slow pace of the game which did not match the original. The game did well and fans of the arcade game snapped up the home version.
The Test Of Time: In a strange way this game still plays quite well. Maybe it's because I'm a fan of the original game - but even after all these years there is something about it. Load it up, give it a go and let the magical sound shower wash your troubles away...
We recommend getting hold of the real Sinclair hardware - but if not then download a ZX Spectrum emulator and download Out Run for the ZX Spectrum. Alternatively you could try and play it online.
GENRE: Arcade Game (3D Racer) RELEASE DATE: 1987 RELEASED BY: US Gold DEVELOPER(S): Probe Software (Iain Morrison, Alan Laird, Nick Bruty, Jas Brooke) PRICE: £8.99 - UK (£2.99 budget re-release)
This game was released for the ZX Spectrum in 1990 - so it really was a retro game back then as the original arcade game had been released in 1980.
Anyway, most of us know the deal with defender, and this version of it held no special surprises over the original. What it did do was capture the playability of the arcade version nicely.
The game took place over a two-way scrolling landscape and all of the Defender type bad guys were present in the game. It was you and your trusty fighter against the mutant menace.
There were ten humans on the surface of the planet, and it was up to you to keep as many of them safe as possible. The raiders would swoop down and pick up one the little guys and make their way to the top of the screen. If they made it to the top they would mutate into a more aggressive foe (a mutant) - whilst the human was destroyed.
If you shot a mutant carrying a human you would have to 'catch' him with your fighter before he hit the ground with a splat. Doing so allowed you to gently drop him on the surface and also earned you some extra points.
In classic arcade fashion the nasties had cool sounding names and different modes of movement and attack. Aside from the raiders (and mutants) you had to contend with Baiters, Lures, Luresses (yes), Hives, Dynamo's, Mo's, Swarmers, Munchie's, Fire Bombers, Technofighters and Fireballs.
RAIDER - Skims planet surface, snatches humans and lifts them to the sky where a mutation will occur
HIVE - A floating capsule containing deadly SWARMERS. When hit, the swarmers will be released (annoying buggers)
DYNAMO - A floating alien mothercraft releasing MOs which will fly on a suicide mission (really annoying buggers)
TECHNOFIGHTER - An advanced alien which fly in a squadron formation
FIREBOMBER - An elusive alien which releases fireballs (total pain in the jacksie)
LURE - The killer alien only appears if you are slow in completing an attack wave. Watch for the female (LURESS) which was probably the deadliest alien of them all
There were also warp gates on each level allowing you to 'jump' from one part of the landscape to another. Useful to escape from a sticky situation.
You were equiped with a limited supply of smart-bombs. Useful for blowing the sh*t out of everything on screen.
Another 'extra' was the Energy Cloak which allowed your fighter to become invisible and destroys every alien you came into contact with for a limited time period of one energy unit. Useful for clearing away annoying buggers.
As all Defender fans will know, if all the Earthlings were destroyed then the planet was lost and the fight continued in space against Mutants alone.
The game was over when all of your lifes were gone.
This was probably an unusual game to come out on the Speccy in 1990 - but as far as arcade games go, this is a very good version of a classic (which I like a lot). The controls are responsive, the scrolling is spot and and the sounds effects match the game perfectly. It's got to be one of the best Defender type games on the machine - and this game (and Planetoid on the BBC Micro) is one I return to time and time again.
Oh and it was nicely priced back in the day at £2.99. Good stuff from H-Tec Software.
We recommend getting hold of the real Sinclair hardware but if not then download a ZX Spectrum emulator and download Guardian II - Revenge Of The Mutants for the ZX Spectrum. Alternatively you could try and play it online.
GENRE: Arcade Game (Defender Clone) RELEASE DATE: 1990 RELEASED BY: Hi-Tec Software DEVELOPER(S): Steve Evans PRICE: £2.99 - UK