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	<title>The Grunting Ox &#187; Historical</title>
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		<title>Atarians of Note</title>
		<link>http://minotaurproject.co.uk/blog/?p=427</link>
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		<pubDate>Sun, 27 Nov 2016 16:24:05 +0000</pubDate>
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				<category><![CDATA[Historical]]></category>
		<category><![CDATA[Atari 8-Bit]]></category>

		<guid isPermaLink="false">http://minotaurproject.co.uk/blog/?p=427</guid>
		<description><![CDATA[Back in 8-bit days it was quite common for people to actually know the names of the individuals who made some of their favourite games (for back then many games were made entirely by individuals, before it became the huge-team-effort &#8230; <a href="http://minotaurproject.co.uk/blog/?p=427">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Back in 8-bit days it was quite common for people to actually know the names of the individuals who made some of their favourite games (for back then many games were made entirely by individuals, before it became the huge-team-effort that it is today). These days you&#8217;re only likely to know the name of a game&#8217;s designer if they are egotistical enough to actually mention it in the title of their game.</p>
<p>On the Speccy you had the likes of your Matthew Smiths and Mike Singletons. On the Commodore you had your Andy Braybrooks and Tony Crowthers. There were quite a few well known names on each platform and you could generally be assured of getting what you were after if you liked the work of one of these fellows and then decided to pick up further games by the same person. It was a bit like following a favourite band, but with nerds.</p>
<p>But what of the Atari?  Continuing my amble through the world of Atari 8-bits, today I&#8217;ll look at the A8 output of some people whose names I actually remember from those days. I&#8217;m not going to begin with the obvious like Doug Neubauer because he deserves an entire blog entry on his own which I shall hopefully get to one day. Here I&#8217;ll just examine the a8 output of a couple of chaps whose work I enjoyed, and who actually did more than one game on the system. I&#8217;m not saying these guys are the best of the best, just that their work impressed me enough back in the day that I remember their names even now. And their work is pretty consistent so it likely won&#8217;t be a waste of time to boot up and try any of the games I mention here.</p>
<h2>Russ Wetmore</h2>
<p>One has to feel sorry for poor Mr. Wetmore having had to go through school with a last name that sounds like one of those baby dolls with convincingly disgusting simulated bodily functions that some children seem to like (perhaps because they have only recently mastered voluntary control of said bodily functions themselves). I bet that can&#8217;t have been much fun. Nonetheless Russ Wetmore emerged from this unfortunate circumstance with sparkling Atari 8-bit programming skills which he put to good use in some excellent titles that are well worth a look.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr0.jpg" alt="Preppie" /><br />
<em>Preppie</em></p>
<p>I had this on cassette for my a8 and spent many happy hours in front of the Radio Rentals BAIRD 19 inch colour telly that we had in the family living room waggling my stick thereto. This is perhaps surprising as the game is based on Frogger and I&#8217;ve never been an especially huge fan of Frogger. Not even the prospect of lady frog action can hold my attention for more than a few goes of that I&#8217;m afraid.</p>
<p><img src="http://www.radios-tv.co.uk/wp-content/uploads/2015/02/baird5.jpg" alt="BAIRD" /><br />
<em>19 inches of 70stastic glory. I don&#8217;t think this one caught fire.</em></p>
<p>For all that the gameplay is basically Frogger though, Preppie is so nicely dressed up that I can forgive it that and enjoy persevering through quite a few levels. A &#8220;preppie&#8221;, apparently, is the kind of American college student who is far too rich by dint of having rich parents. They like to wear Lacoste shirts (remember those, with the little alligator on them? I vaguely remember those being a thing in the 80s) and are generally a bit annoying, apparently. In this game you are one of these &#8220;preppies&#8221; by the name of Wadsworth Overcash (I SEE WHAT YOU DID THERE) and for some reason you have to collect balls on a golf course (because golf is a preppie kind of game to be playing apparently). Anyway.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr1.png" alt="Preppie. Basically Frogger." /><br />
<em>Basically it&#8217;s Frogger isn&#8217;t it.</em></p>
<p>Yes, basically it is Frogger, but there&#8217;s at least a little humour in it and the music&#8217;s rather good. It starts out pretty gentle and easy but the time limit in particular becomes a lot shorter on higher levels where you have several balls to pick up.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr2.png" alt="Preppie level 5" /><br />
<em>Here we are on level 5 with three balls to collect and Lacoste alligators to mount.</em></p>
<p>As far as Froggers go this is one of the nicest on the a8, and very nicely made as are all the games on the platform by Mr. Wetmore (I wonder if he&#8217;s ever been to Wetwang in the Yorkshire Wolds? Probably not). His next though is a little more interesting as it departs (mostly) from being so basically Frogger.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr3.jpg" alt="Preppie 2" /></p>
<p>In this outing Wadsworth Overcash is back and for some reason is tasked with painting the floors of a maze pink.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr4.png" alt="Preppie 2" /><br />
<em>Pinken that maze Wadsworth.</em></p>
<p>To be honest I think he looks more like a footballer here than a rich American college student but I guess there&#8217;s only so much you can do with player/missile graphics. The giant frogs from the first game are back (they appear in the median strip of that game after a few levels) and these lollop in a fairly leisurely fashion around two of the three interconnected mazes. There are a couple of turnstile-doors like in Lady Bug that you can use to thwart their relentless advances, and just like a real rich person you can make yourself visually and corporially imperceptible with a press of the fire button, allowing you to pass straight through your slimy pursuers like a bad lunch. Naturally this power isn&#8217;t unlimited and you must use it sparingly in order successfully to pinken all three mazes.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/pr5.png" alt="The interconnecting room." /><br />
<em>The second of the three mazes.</em></p>
<p>In the second maze of the three there are no giant frogs; instead there is a reprise of some of the elements from the first game in the shape of golf carts and lawnmowers. Beware as although there can only be one of each in each corridor at a time, they can emerge from either side, making painting the corridor ends somewhat of a bugger if you&#8217;re not careful.</p>
<p>Another jolly nice game from Mr. Wetmore then, again excellently programmed and with nice jolly music, rather more interesting than the first in that it incorporates elements of the painting and maze genres as well as a slight remaining whiff of Frogger. I can&#8217;t remember if cats come out and leave paw prints in your pink paint on higher levels or if I&#8217;m just imagining that. If they don&#8217;t then they ought to.</p>
<p>Russ Wetmore also did a game called Sea Dragon which is a port of a game originally infinitely uglier on the TRS-80.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sd0.jpg" alt="Sea Dragon cover" /></p>
<p>The game itself can be pretty much summed up as &#8220;Scramble with a submarine&#8221;.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sd1.png" alt="Scramble with a submarine." /><br />
<em>Scramble with a submarine.</em></p>
<p>It&#8217;s considerably slower than arcade Scramble, and you might think that&#8217;ll work to your advantage but trust me, it really doesn&#8217;t. This game is harder than a drunken Scotsman. You will die and swear a few times even on the first, relatively easy bit where you are just shooting the mines. Once you get into the twisty little caverns (which are immediately about as hard to navigate through as the last parts of arcade Scramble, necessitating those kind of turns where you have to haul back on the stick just to scrape through, <em>and </em>there are bastard lasers) good luck. </p>
<h2>William Mataga</h2>
<p>You might have seen some of these games ported to the Commodore 64 but they originated on the A8 (in fact I plan at some point to do a blog entry along the theme of &#8220;<em>Games whose A8 Versions are the Original and Best</em>&#8220;, which is actually quite a large category containing some famous names). We&#8217;ll start with one of my favourite A8 games from back in the day:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh0.jpg" alt="Shamus" /><br />
<em>Apparently &#8220;shamus&#8221; is American slang for a private eye. I did not know that. The only Shamus I knew at that time was the dog out of Meddle by Pink Floyd.</em></p>
<p>I had this on cassette tape for my Atari 400 before I got posh and bought an 800 with a disk drive. You could actually hear the data as the game loaded; it sounded something like the ringing tone of an American telephone. Still took bloody ages to load though. However did we all put up with tape decks for so long? (Mind you, back in those days when you&#8217;d actually paid a decent price for a game and waited ten minutes for it to load, you damn well took your time to learn to play that game well, despite how much more difficult many games were back then. Having invested a not inconsiderable amount of money and time to get that game into your machine you were damn well going to persevere for a bit before switching it off).</p>
<p>Anyway, sitting through the bleeps and burps was well worth it.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh1.png" alt="Shamus on the A8." /><br />
<em>May not look like much but it was in fact challenging and fun.</em></p>
<p>Granted the graphics don&#8217;t look like that much, and the colours aren&#8217;t quite as lovely as they can be in a lot of A8 games, but the gameplay was strong and challenging. It&#8217;s basically faster Berzerk with some actual purposeful exploration bolted on. Rooms could contain treasures as well as monsters, and there were variously coloured keys to be found which opened up new parts of the maze and eventually whole new levels.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh2.png" alt="Corner maze section." /><br />
<em>The enemies look like they belong in one of those peculiar childrens&#8217; breakfast cereals.</em></p>
<p>Notice the line between the little man&#8217;s head and his hat &#8211; bullets will pass straight through that without harming you, just like the same thing with the player&#8217;s neck in Berzerk. Also like in Berzerk spending too long in a room will lead to an indestructible enemy appearing and chasing you out of the room. Gameplay overall is a good bit faster than Berzerk though &#8211; not quite up to Robotron standards but pretty quick on the later levels. There&#8217;s nice little touches throughout like the fact that if you die for the next couple of rooms the enemies are a little bit less aggressive, giving you a little breathing space for you to recover from your loss. Nice.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh3.jpg" alt="Map of the first level." /><br />
<em>Map of the first level. There are four in total.</em></p>
<p>A jolly nice game, and one which scratches a nice little itch between fast-paced arena violence and exploration. In fact I think there&#8217;s still room for more of this type of thing to this day &#8211; straight arena shooters have been done to death by now I think, but something like this done in a Robotron style is something I could play the hell out of even now.</p>
<p>Mataga did a sequel to Shamus:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh4.jpg" alt="Shamus Case 2" /></p>
<p>which is kind of interesting but IMO not such a good game as its ancestor.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh5.png" alt="The first kind of screen." /><br />
<em>The first kind of screen.</em></p>
<p>Play alternates between two different kinds of screen. In this first kind you can move around the chambers and ladders, jumping over the pits and avoiding the snakes that come through all the snake delivery tubes that cross the level. It sort of looks a bit like Montezuma&#8217;s Revenge (another excellent game I&#8217;ll get to in a future update) but it&#8217;s really not.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/sh6.png" alt="The second kind of screen." /><br />
<em>The second kind of screen.</em></p>
<p>On this second kind of screen you can shoot projectiles upwards into the teeming masses of thingummajigs, some of which come down and try to get you. You have to knock out all of the pacman-snake-things at the top to move to the next bit. There&#8217;s something to do with a bird that is supposed to be your ally but which nonetheless attacks you and needs shot, and every now and again the indestructible enemy from the first game appears and attacks you. It&#8217;s all a little bit confusing to be honest, and I don&#8217;t fully understand all of it yet despite having read the manual. Definitely more complex than the basic &#8220;you, gun, baddies, maze&#8221; of the original. Still, quite a lot of people seem to like it, and I fully admit I haven&#8217;t played it much so it could be I&#8217;ve just not given it a fair chance yet. I&#8217;ll have a few more goes and see. As of this moment I still prefer the original Shamus by far.</p>
<p>Finally let&#8217;s have a look at Mataga&#8217;s final release on the A8, &#8220;Zeppelin&#8221;.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/zep0.jpg" alt="Zeppelin" /><br />
<em>Continuing the videogame tradition of subterranean aviation.</em></p>
<p>In this multidirectionally scrolling shooter you get to fly a dirigible through a cave. Cave-based aviation seemed like quite a popular theme for 80s videogames, with the likes of Fort Apocalypse having you pilot a helicopter through subterranean caverns, and Looping having you fly a small, acrobatic prop plane through various cave-like structures. Not to mention Scramble and Caverns of Mars.</p>
<p>Anyway.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/zep1.png" alt="Zeppelin gameplay." /><br />
<em>Flying through the caverns.</em></p>
<p>OK it looks a bit of a dog&#8217;s breakfast in the screenshot bit it&#8217;s actually not too bad when you&#8217;re playing. The terrain scrolls past smoothly in whatever direction you&#8217;re going. There are switches to shoot which turn on or off various defences, little balloons to shoot, and factories under domes that you get to wreck as you pass by. By moving your zeppelin to different parts of the screen you can kind of choose which direction the scrolling will go next and therefore where you will end up going. There are some parts of the cavern that are locked and which require you to pick up an absolutely enormous key, almost as big as a bungalow, and bring it to an equally gigantic lock by carrying it underneath your zeppelin.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/zep2.png" alt="Look out, bungalow." /><br />
<em>Nice little bungalows can be found throughout the caverns.</em></p>
<p>There are more factories under glass domes which you get bonus points for fucking up, and nice little bungalows everywhere that you get to ruin. Some switches are guarded by a monster that likes hamburgers, so you have to find a giant hamburger almost as big as a bungalow and bring it to said monsters to distract them. To progress to the next level you have to find a box of TNT almost as big as a bungalow, shoot an absolutely gigantic plunger to make it go up, deposit the TNT into the box, and then shoot the plunger, itself almost as big as a zeppelin, in order to progress to the next level.</p>
<p>I love 1980s game logic. It&#8217;s like being stoned without having to actually smoke any weed.</p>
<h2>Where are they now?</h2>
<p><a href="https://en.wikipedia.org/wiki/Russ_Wetmore">Russ Wetmore</a> stopped making games after the three mentioned here and went on to develop business and productivity software. Still coding, according to the info about him on Wikipedia. Excellently enough he recently released the source code for all three games on archive.org.</p>
<p>William Mataga is now <a href="https://en.wikipedia.org/wiki/Cathryn_Mataga">Cathryn Mataga </a>and appears to have had a productive career in the games biz since those early 8-bit days. You&#8217;ve probably played some of the games she&#8217;s worked on.</p>
<p>Right that&#8217;s it for this week. I&#8217;ll be doing more Atarians of Note in the future and I have a few other themed entries I&#8217;m going to do, all still centered round the A8, and all of which will featire games well worth firing up on the emulator. Do play along <img src='http://minotaurproject.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<h2>And finally&#8230;</h2>
<p>From December 1982, A8 public domain.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/bats.jpg" alt="Flappy Bats then." /><br />
<em>Sounds familiar&#8230;</em></p>
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		<title>A8 Arcade Ports: Win some, lose some&#8230;</title>
		<link>http://minotaurproject.co.uk/blog/?p=405</link>
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		<pubDate>Sun, 20 Nov 2016 17:36:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>
		<category><![CDATA[Atari 8-Bit]]></category>

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		<description><![CDATA[Some Atari 8-bit cartridges. The brown ones are Atari releases. In the early days of the Atari 8-bit machines, pre-5200 era, Atari came out with a bunch of arcade game cartridges; as mentioned in the introduction Atari owned the rights &#8230; <a href="http://minotaurproject.co.uk/blog/?p=405">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://minotaurproject.co.uk/atariblog/ata06.jpg" alt="Atari carts" /><br />
<em>Some Atari 8-bit cartridges. The brown ones are Atari releases.</em></p>
<p>In the early days of the Atari 8-bit machines, pre-5200 era, Atari came out with a bunch of arcade game cartridges; as mentioned in the introduction Atari owned the rights to a lot of popular coinops back there so it was only natural that they would produce ports for their own line of 8-bit machines. Some of these were excellent, and some of them rather missed the mark for various reasons.</p>
<h2>Atari Getting It Right</h2>
<p><img src="http://minotaurproject.co.uk/atariblog/ata07.png" alt="Missile Command" /><br />
<em>Missile Command. Excellent.</em></p>
<p>There had already been a very good (nay miraculous, considering the technical limitations of the VCS and just how <em>not at all</em> cut out for drawing multiple arbitrary lines that system was) port of Missile Command onto the VCS game console, but Rob Zdybel&#8217;s port to the A8 was sublime. It managed to incorporate just about every feature of the coinop, including features such as MIRVs, satellites and planes, and those complete and utterly bastardy little guided bomb thingies that were such a bugger to shoot. The three missile bases of the coinop were consolidated into one, but that was a necessary compromise in order to fit the game to controllers of the day which had but one button, and although it simplified the gameplay somewhat it certainly didn&#8217;t detract too much from what was a great port, and well worth spending a bit of time with to this day. I believe that later releases of this cart for the XL/XE machines even allowed the user to plug in an Atari ST mouse and use it to control the cursor after selecting trakball mode (Ctrl-T).</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata08.png" alt="Donkey Kong" /><br />
<em>Donkey Kong. I never found the donkey.</em></p>
<p>Atari&#8217;s Donkey Kong port isn&#8217;t perfect &#8211; if you wanted to get really picky you might moan about the slightly too thin girders and that on the first screen there was one less level than in the coinop so Kong is on the wrong side (completely understandable as the coinop had a vertical aspect ratio), and masking might&#8217;ve been nicer than XORing. But in terms of playability this is a very good port indeed. Most home versions of the day managed to lose at least one of the levels from the arcade game due to constraints of space but this port retains all 4 of the coinop&#8217;s levels plus the animated intro and intermission screens. Surprisingly it was written by a guy who didn&#8217;t even like Donkey Kong that much &#8211; read his blog entry about it <a href="http://www.dadhacker.com/blog/?p=987">here</a>, for a good insight into what it was like to actually be in the belly of the beast at Atari working on these arcade ports. Visually the Coleco port was probably a bit more attractive but you could at least play the A8 port with a controller that wasn&#8217;t almost entirely unpleasant, making it my Kong winner of that era for pure gameplay.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata09.png" alt="Defender" /><br />
<em>Defender</em></p>
<p>Here&#8217;s a good example of an arcade port that&#8217;s toned down somewhat for its home incarnation. Arcade Defender is one of the most notoriously difficult arcade games of the era (in modern times no doubt people would start comparing it to Dark bloody Souls) and this port is a lot more forgiving. Part of Defender&#8217;s difficulty lies in its control method, which is here tamed to a much more conventional joystick control, with the keyboard&#8217;s space bar activating the Smart Bomb. This led to the demise of the space bar on my own Atari 800 &#8211; I was playing Defender with the 800 sat on the ground where I was using my foot to trigger Smart Bombs. I must have been too vigorous one day and broke the space bar, forcing me to up my game and play without using Smart Bombs. I did get to the point where I was able to play forever even on hard difficulty and no Smart Bombs, which further indicates the lenience of the port, since I have never come anywhere near that on an actual coin-op.</p>
<p>The port itself is smooth and competent and features all the essential elements of Defender gameplay. The ship&#8217;s a bit on the large side and the sound effects don&#8217;t have quite the same bite as the Williams originals, but it&#8217;s one of the nicer looking and sounding ports of the time. Explosions are appropriately shattery, although they seem to be made up of generic particles rather than the actual parts of the disintegrating sprite&#8217;s bitmap as in the coinop. It feels a little bit soft and mushy in control compared to the original but that just makes it feel comfortable and easy to settle into; it&#8217;s not hyper twitchy. It makes Defender nicely accessible to most people, who might not have the skills or patience to get to grips with a more accurate port.</p>
<p>If you do want to experience Defender gameplay that&#8217;s closer to the original in terms of difficulty then I recommend you check out Planetoid on the BBC Micro, or Guardian on the C64, both of which use the keyboard rather than the joystick to more accurately emulate the coinop&#8217;s multitude of buttons, and both of which are hard as a bastard.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata10.png" alt="Berzerk" /><br />
<em>The Humanoid must not escape</em></p>
<p>Atari&#8217;s port of Berzerk to the 2600 was pretty decent for that system but if you studied the gameplay you noticed that the robots never strayed outside of the horizontal band of screen space in which they originated, a constraint imposed by the limitations of the VCS&#8217; hardware that rendered accurate reproduction of the coinop&#8217;s gameplay impossible. This A8 port, however, suffers from no such constraints and is as perfect a rendition of coin-op Berzerk as you are likely to see on any machine of that era. There is even the taunting speech from the robots, calling out &#8220;The Humanoid must not escape&#8221; and &#8220;Chicken, fight like a robot&#8221; should you leave the room before all of them are dead. The only difference is that the speech is only generated between levels since without speech generation hardware the 6502 has to play back the samples by hand, which can&#8217;t be done at the same time as running the game. That doesn&#8217;t detract at all from an excellent port of Berzerk though.</p>
<h2>Atari Getting It Not So Right</h2>
<p><img src="http://minotaurproject.co.uk/atariblog/ata11.jpg" alt="Asteroids." /><br />
<em>Asteroids. In my eyes. Ow.</em></p>
<p>I have to begin by pointing out that if you look at the truly dreadful things perpetrated in the name of Asteroids by other people on other systems then it must seem positively churlish to call this out as not being good, since on most of those other systems it&#8217;d be considered great. However it&#8217;s the A8 here and we expect a degree of arcade-style lustre which is simply entirely absent &#8211; look at it, the poor thing&#8217;s ugly as sin. Plus it&#8217;s Atari making a port of one of their own best known and loved coinops so I&#8217;d expect the highest standards to apply. </p>
<p>To add insult to injury Atari had already produced an excellent port of Asteroids to the 2600 which was actually verging on the miraculous, and which despite a bit of sprite flicker and some constraint of the asteroids&#8217; trajectories nonetheless managed to deliver a decent looking and playing game on that system. Here the game ported to a much more capable system actually ended up looking worse. Multiplexed sprite graphics were replaced by XOR plotted monochrome playfield graphics, which allowed more asteroids to be on screen at once, but which also unfortunately ended up being flickery and ugly and looking like a dog&#8217;s breakfast when a lot of asteroids occupied the same space.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata12.jpg" alt="XOR draw ugliness" /><br />
<em>An XOR dog&#8217;s breakfast.</em></p>
<p>Even the motion of the asteroids got a bit choppy when there were a lot on screen. This game was intended to be one of the flagship titles on the 5200 (game system never released in proper British parts, consisting basically of an a8 in a gigantic, enormous case paired with unreliable, unsuitable analogue joystick controllers for no apparent reason, so we were actually rather better off without it, especially as most of its games were either derived from existing a8 games or could be trivially backported to the a8). It was never actually released on the 5200 though, perhaps because someone sensible at Atari decided that a dog&#8217;s breakfast looking port of Asteroids on a system with a wholly unsuitable controller might not be showing the company or the system in their best light.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata13.jpg" alt="Multiplayer Asteroids" /><br />
<em>Fun multiplayer options though</em></p>
<p>It is a shame though because not everything about the game is poor. Moving the asteroid rendering to the playfield freed up the sprite system allowing for a variety of multiplayer local gameplay options for up to four players at once, whcih was actually kind of fun. And as I said at the start, on any other system this would probably be considered good. It&#8217;s just that we hold the A8 and Atari to much higher standards and this just doesn&#8217;t make the grade.</p>
<p>If you want to see just how well an a8 machine can do Asteroids, then you should check out this version, made in 2012:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata15.png" alt="Asteroids emulator boot screen" /><br />
<em>Your eyes do not deceive you.</em></p>
<p>Yep, that&#8217;s not a port; that&#8217;s an emulator. It actually loads and runs the code from the ROMs of the real arcade version of Asteroids. Additional software emulates the vector drawing and sound routines and it runs fast enough to be fully playable.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata14.png" alt="A miracle." /><br />
<em>A miracle.</em></p>
<p>This is a truly remarkable achievement on behalf of the programmer, and the only example I have seen of an emulator running on a system that was designed a couple of years <em>earlier </em>than the thing it&#8217;s emulating. </p>
<p>Now for another truly remarkable achievement, although in an entirely different sense&#8230;</p>
<p>Cast your mind back. It is the early 80s (and there will not be time for Klax for nearly another decade). You are Atari. You own the license to one of the hottest arcade games of all time, Space Invaders. You&#8217;ve already done a decent VCS version that flew off the shelves. You have expert programmers on hand to do ports onto hardware that you designed. Space Invaders isn&#8217;t even that difficult of a game to program. So your own A8 port of Invaders is going to be a bit special, yes?</p>
<p>Erm&#8230;</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata16.png" alt="What the actual fuck." /><br />
<em>What the actual fuck.</em></p>
<p>If you are at all familiar with what Space Invaders looks like I am sure that there are several questions that will go through your head on looking at that image. Questions like &#8220;where the fuck are my houses&#8221;? Questions like &#8220;what the fuck is that giant shed at the side of the screen in aid of?&#8221; and &#8220;where are the iconic Invader shapes that everybody in the Universe recognises instantly and the license for which you paid a crapload of cash to Taito?&#8221;</p>
<p>That kind of thing. Lordy knows what they were thinking, for this is a rubbish port of a great game. </p>
<p>I think the shed at the side is supposed to be some kind of rocket. At the start of every wave the invaders actually come marching out of it, giving you plenty of time to pick plenty of them off before they&#8217;ve even mustered their ranks in the play area. Maybe that&#8217;s why the houses were taken away as you had an unfair advantage in murdering the Invaders as they came out the shed doors. I really don&#8217;t know. It gives me a headache to think about someone at Atari looking at this port and going &#8220;yup, looks like a good version of Space Invaders to me&#8221;, and signing off on it, maybe even paying the programmer a bonus for producing what is so blatantly obviously a huge pile of smeg to anyone with competent eyes to see. Maybe they&#8217;d given S. Munnery a job, I don&#8217;t know. This is why arcade ports and remakes should never be trusted to anybody whose main motivation is money alone. They must be done by people who love and will respect the original work or you end up with this kind of crap.</p>
<p>I decided to take a look at the 5200 version of Space Invaders to see if they&#8217;d improved it at all:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/inv5200.png" alt="Still smeg." /><br />
<em>Still smeg.</em></p>
<p>At first glance you&#8217;d be forgiven for thinking that they&#8217;d improved it because there are at least houses this time, even if they are tiny, rubbish ones. Which inexplicably have random colour streaks through them, and not in a cool-looking raster bar kind of way, just in a random rubbish way.  The Invader shapes would be fine shapes for a canine&#8217;s breakfast I suppose, and notice how they are all coloured in various shades of fugly. Nice. But at least the shed&#8217;s gone&#8230; or has it? In fact when you play it&#8217;s evident that although the awful shed graphic has been removed the game behaves in every way as if it&#8217;s still there. The Invaders still march out inauthentically from the left. Worst of all once out they don&#8217;t even traverse the entire screen properly as they ought; instead they turn around where the invisible shed ought to be, which is confusing and rubbish when you&#8217;re playing. It&#8217;s obviously they&#8217;ve just reused the old a8 code, bolting on some rubbish houses, turning off the shed graphics and changing the invader graphics but not even changing the associated logic to reflect the removal of the shed. I really don&#8217;t understand the attitude that must have prevailed at Atari at that time. Why not give the job to somebody who <em>actually gave a fuck about it</em>, especially given that it&#8217;s supposed to be, you know, a <em>flagship title on your brand new console</em>. You&#8217;d think it&#8217;d be worth making the effort, even if it did cost you a few more bucks, or the effort of finding some loyal fan who&#8217;d do the job more for love than money, but no, just tweak up an already shite port and call it done. It beggars belief, it really does. I just can&#8217;t begin to get my head round it. I&#8217;ll never understand &#8220;business&#8221;.</p>
<p>If you want to play a half decent Space Invaders on the a8 then I would recommend seeking out Roklan&#8217;s Deluxe Invaders:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata17.png" alt="Roklan's Deluxe Invaders" /><br />
<em>Recognisably Space Invaders.</em></p>
<p>It isn&#8217;t perfect but it is at least recognisably Space Invaders (in fact I am not sure how they got away with doing such a close clone, unless they had their own licensing deal with Taito back in the day). You have houses, the Invaders look like Invaders, there&#8217;s no shed, and there&#8217;s also a pleasing number of game variations to enjoy.</p>
<p>It isn&#8217;t the most authentic Invaders from that era though. For that you need to head over to the Vic-20 and look at the excellent Vic Avenger cartridge, which is as close a clone of Space Invaders as I have ever seen, reproducing almost perfectly nearly every quirk of the original game, despite running in a much smaller screen area.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/vicav.png" alt="VIC Avenger" /><br />
<em>VIC Invaders. Best Invaders.</em></p>
<p>The Invaders of the Vic version look a little portly due to the Vic&#8217;s odd screen proportions, but apart from that the graphics are pretty much spot on to the coinop. But it&#8217;s other little bits of attention to detail in reproducing the game that make the Vic version stand out. For one, if you look at the Roklan game, you will see that everything moves very smoothly &#8211; including the block of Invaders itself, they all move smoothly as a body, wiggling as they go; something that it&#8217;s naturally very simple to do on the Atari, animating characters on the playfield and just scrolling them about.</p>
<p>Only if you go and watch a real game of Space Invaders you&#8217;ll see that that&#8217;s not how it works. In real Space Invaders hardware limitations meant that the machine could only move one Invader at a time, and early on in the level you can see that the motion kind of ripples through the block of Invaders as they shuffle left and right on the screen. As the player shoots away Invaders, the hardware has fewer to draw, and so the overall motion of the pack of Invaders starts to speed up. This effect of the game&#8217;s hardware limitation, and its effect on gameplay, was recognised as a positive thing by the game&#8217;s designer and became a defining characteristic of the game. There is a feeling when you play of organically chipping away at the game&#8217;s very code and hardware capability as you battle towards the end of a level; it doesn&#8217;t just go &#8220;oh there&#8217;s thirty Invaders left now; I&#8217;ll speed up the attack pattern a bit&#8221;, it&#8217;s something that you make happen by altering the task that the code has to do through your ablative actions. In both the Atari and Roklan games you never see that, because they use the a8&#8242;s playfield and character handling to make the burden of moving the block of Invaders almost nonexistent &#8211; a clever move technically that uses the target hardware well, but one which unwittingly removes part of the soul of the game they&#8217;re trying to replicate.</p>
<p>The Vic game gets it pretty damn near perfect. Well worth firing up an emulator for if you&#8217;re inclined to study this further.</p>
<p>Anyway! That&#8217;s enough arcade ports for now. There are tons more that I&#8217;ll get to in future weekends, although next up I think I&#8217;ll do some original A8 games rather than just ports. There was a lot of great stuff on there. I hope some of you are playing along and maybe coming to discover a new love for Atari and their 8-bits that you might not have known before <img src='http://minotaurproject.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> . </p>
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		<title>A British Person&#8217;s Introduction to Atari 8-Bit</title>
		<link>http://minotaurproject.co.uk/blog/?p=399</link>
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		<pubDate>Sat, 19 Nov 2016 19:16:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>
		<category><![CDATA[Atari 8-Bit]]></category>

		<guid isPermaLink="false">http://minotaurproject.co.uk/blog/?p=399</guid>
		<description><![CDATA[British people are eminently sensible (or at least they are in some things, but obviously not when it comes to Brexit or voting Tory, but let&#8217;s not dwell upon that) and as such many of them will have owned an &#8230; <a href="http://minotaurproject.co.uk/blog/?p=399">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>British people are eminently sensible (or at least they are in some things, but obviously not when it comes to Brexit or voting Tory, but let&#8217;s not dwell upon that) and as such many of them will have owned an Atari computer at some point during the 80s. However it&#8217;s likely to have been one of the 16-bit ST series of machines from the Tramiel era, and very nice those machines were too (I was way more of an ST man than an Amiga dude myself back at that point in history).</p>
<p>Not so many people are familiar with Atari&#8217;s 8-bit machines though, because just by dint of timing, pricing and how things unfolded during 8-bit times on our lovely isle of tea and biscuits the A8 machines (for that is how we refer to them historically now that we all live in the future) sort of fell through a gap in the market and were never really that popular here. </p>
<p>These machines were actually rather special though, and there was some excellent software developed for them, which it&#8217;d be a particular shame for you to have to go through an entire lifetime never having seen. Plus it&#8217;s getting on for winter which is an excellent time for weekend emulator fiddling and game playing so I thought it might be nice to do a little intro to the Atari 8-bits, link to a decent setup that you can download and use to explore some of their library yourself, and an ongoing series of occasional posts looking at some of the games.</p>
<p>If you remember the A8s at all you probably remember the XL (and later the XE) series machines that only really appeared in Britain as those other machines you&#8217;d sometimes see in the shops that nobody bought many of because they weren&#8217;t Commodore 64s or Spectrums. And whereas you wouldn&#8217;t look as much of a pillock to your mates if you&#8217;d bought one as you would if you&#8217;d've bought an Oric or a Camputers Lynx or something daft like that you probably would have still felt like a second class citizen compared to your mates with their Speccys and C64s.</p>
<p>However it wasn&#8217;t always like that. There was a period in the early 80s when the Atari 8-bit machines seemed glamorous and alluring and were the object of desire for a certain class of computer spods, myself included. To understand this you have to understand certain conditions that prevailed at the time.</p>
<p>Firstly, <em>we fucking loved Atari</em>. It&#8217;s hard to imagine how loved Atari was back then, especially in this day and age; but for a bunch of us growing up round then Atari were synonymous with videogames, both in the arcade and at home. The Atari VCS looks laughably primitive to us now but back then it was the most amazing thing, bringing an ever-growing selection of brightly-coloured and playable games to your telly, beating the crap of the boring Pong-based machines that had come before it. The name &#8220;Atari&#8221; became synonymous with the act of gaming itself and kids would say they were coming round to &#8220;play Atari&#8221; (as would similarly happen with the name &#8220;Nintendo&#8221; some years later). Plus they made or licensed some of the best coin-ops in the arcade, so if you were a gamer at the start of the 80s, you by default loved Atari.</p>
<p>Secondly <em>the machines were incredibly advanced for their time</em>. The basic design of the machines was begun in 1978, originally intended to be a more advanced game console that developed and extended a lot of the ideas that had gone into the VCS. Around that time home computers such as the PET, TRS-80 and Apple ][ started to become popular and the extended-VCS design was itself extended to incorporate the features of a proper home computer. Home computers of that era were in general rather janky and unattractive from a game enthusiast's point of view, usually featuring monochrome displays, a complete lack of sound, and bugger all in the way of controllers. The Apple ][ fared a little bit better in that it had a bitmapped colour display, farty Spectrum-level sound and the possibility of plugging in those floppy analogue controllers that nobody ever used for proper gaming back then. The Apple ][  never gained a toehold amongst gamers in the UK  however, largely because it cost about as much as the moon and was pretty useless without a disk drive, which was another lunar-magnitude expense on its own.</p>
<p>And so it was for us in 1980. The spoddiest of us computer spods had obtained the likes of the ZX80 and the Acorn Atom and were rasterbating furiously over those machines, or farting about on the PETs and TRS-80s at school or college. We'd heard of the Apple ][ but in all likelihood never actually seen one in the flesh. Then in October 1980, nearly a year after their launch in the US, Personal Computer World brought us news of new machines, made by our sainted and beloved Atari, and destined for the UK.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata01.jpg" alt="PCW Oct 1980" /><br />
<em>An 8-bit porn mag.</em></p>
<p>I still remember having that magazine in my digs at uni, I must have read the bit about the Atari machines hundreds of times, poring over every detail like a beloved porno. Compared to what we were used to, from an aspiring game designer's point of view these new machines were nothing short of incredible, full of all kinds of features to make the very tasks we struggled to achieve in games programming on existing machines both massively easier and hugely less limited. Reading again and again the details about such things as hardware scrolling, player/missile graphics, display lists, amazing colour capabilities and compatibility with existing Atari controllers was enough to make one's own joystick somewhat tumescent.</p>
<p>The machines were available in two flavours, the somewhat space-age-looking Atari 400:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata02.jpg" alt="Atari 400" /><br />
<em>Atari 400. Beam me up Scotty.</em></p>
<p>with its Star Trekian angularity and jizz-proof keyboard (which was perhaps less of a deterrent than it ought to have been for those of us already inured to the ZX80's plastic membrane which had a keyfeel about the same as drumming your fingers on the desk). Here you can see the cartridge lid flipped open and the BASIC cartridge inside - not that that would be staying in there for any length of time for those of us who did end up getting one of  the machines, but we'll get to that later. It even boasted an incredible FOUR joystick ports along the front of the machine, a generosity and ergonomic bounty of interface possibilities that would not be equalled for many years to come.</p>
<p>The big brother to the 400 was the somewhat more conventional-looking 800, which looked rather like some kind of office typewriter:</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata03.jpg" alt="Atari 800" /><br />
<em>The imposing Atari 800.</em></p>
<p>and I am sure Atari probably had hopes of making inroads into the business market, but let's face it business types were more likely to go for the existing TRS-80, PET or an Apple ][ if they really wanted to be posh. The 800 had the distinction of being built like an absolute tank, and boasted 16k (later 48k) of RAM and an extra cartridge slot that nobody ever used.</p>
<p>Best of all was the potential for excellent gaming software on these machines. Atari owned the rights to a lot of the most popular arcade games by dint of either having already made or licensed the games themselves, and with all that fancy hardware there was the possibility of hods of excellent games making their way onto those machines. There was also Star Raiders, a game that for its time was so gob-smackingly amazing that anyone who saw the game in action (or even read about it in the stuck-together pages of that PCW magazine) was immediately inseminated with a burning desire to possess a machine to run it on.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata04.png" alt="Star Raiders" /><br />
<em>Star Raiders. Spooooooge.</em></p>
<p>My favourite arcade game of the time was Exidy "Star Fire" which featured the same first-person out of the cockpit window view. Star Raiders promised not only to bring that experience home but also enhanced it by bolting on features that until then had been purely the domain of the ultra-spoddy text-based Star Trek games that proliferated on the less capable machines to yield an arcade/strategy game hybrid that concealed an astonishing depth of gameplay in its meagre 8K of 6502 machine code.</p>
<p>A particularly outstanding feature of the Atari machines was the mind-blowing wealth of colour they allowed programmers to bring to bear on their game creations. Many machines of that era were pedestrianly monochrome; if you had colour at all it was a huge deal, and just about every other machine could only muster up eight, or if you were lucky 16 colours in total. The Atari smashed that limit utterly and allowed programmers to have exotic luxury like<em> several shades of blue on one screen</em>.</p>
<p><img src="http://minotaurproject.co.uk/atariblog/ata05.png" alt="Attack of the Mutant Camels" /><br />
<em>Several shades of blue I tell you.</em></p>
<p>With capabilities like these, a fistful of great software licenses in hand, and the undying love of every potential new game programmer in the country, surely then Atari with these machines would sweep forth and take over Britain? Alas, it was not to be.</p>
<p>The trouble being basically that upon introduction <em>the machines were priced roughly in line with their model numbers</em>. Ouch. In Eighties quids as well. Us British computer spods were an impecunious lot, and so excellent though these machines promised to be they were admired from afar as being akin to the Apple ]['s sexier siblings rather than anything we could actually be hoping to buy. And by that time Uncle Clive was cranking up to the peak of his career and bringing us first the ZX80 (at under a ton the first machine I could ever actually afford to buy), then the ZX81 (miraculously both better than the ZX80 and considerably cheaper) and ultimately the Speccy (crowning glory of Uncle Clive's career and the direct genesis of the UK game development scene). Commodore brought out the VIC-20, also cheap as chips and with a decent keyboard, appealing to those of us who'd cut their teeth on 6502-based systems like the PET. So us nerds hoovered up these less capable but a hell of a lot cheaper systems while the Ataris languished out there on the exotic boundary.</p>
<p>Of course this situation didn't last, Commodore firing the first broadside across the industry in what proved to be a punishing price war that decimated the early home computer scene, and also introducing the Commodore 64 which everyone agreed was just the best computer ever, even those who had bought Spectrums, although they would never allow themselves to admit it and they carried that self-delusion with them throughout their entire lives, scarring them to this very day. Atari too became embroiled in the price war, and the prices of the hitherto exotic A8 systems tumbled - but by then everyone was already decided for either the C64 or the Speccy and the machines were never taken up in significant numbers, leaving Atari very much the Green Party to Uncle Clive and Jack Tramiel's Tories and Labour.</p>
<p>For some of us though the Atari machines still had about them a bit of glamour and arcade allure that the other machines, even great ones like the Commodore 64, somehow lacked. The possibility of great, cartridge-based arcade ports was enticing. I was fortunate enough to get my first Atari machine during the Vic-20 era, when they were still quite expensive and finding anywhere selling them and the software for them was pretty rare. I only knew a couple of fellow Atari owners in my area, and we'd meet up several times a month for gaming sessions and yes, a bit of yo-ho-ho did go on, as it always did back then, but in the case of the Atari it was as often as not simply because a lot of the games were hard to come  by via legitimate means unless you were prepared to order stuff from the US. Atari of course were turning out their arcade ports, and there was a succession of other good games coming mostly out of the US, where people were richer and the Ataris had caught on more than they had here. Much of this software was well-made and had quite a different "flavour" to the British and European stuff we saw a lot of on our 64s and Speccies. Us Atarians felt like we had access to games that were somehow more exotic, more arcadey-feeling somehow, than those available on our other machines.</p>
<p>A8 software, the best of it, has a special kind of feeling, I don't know how to explain it really, except that it feels more "arcadey". That isn't to say that it was all brilliant - there was a fair share of smeg as there was on all machines, and not even Atari themselves were consistently excellent, as we shall come to see.  But there was some truly excellent stuff on there, and some games that people might know better on other machines originally had their start (and often their best implementation) on the Ataris. I still enjoy wandering through the A8 section of my emulator collection (or even occasionally firing up my original 800 that I still have, and which still works fine apart from the space bar, which I broke back in the day doing Smart Bombs with my foot whilst playing Defender).  </p>
<p>I thought it might be fun to do a series of blog posts about some of these games, especially as a lot of British people might have missed them entirely, having never owned an A8-series machine. If you're interested, it's also pretty easy for you to follow along with me, or wander through some of the A8 library on your own, through an extensive curated collection of "the best of Atari 8-bit" which you can download from this page <a href="http://atari800.tistory.com/category/Download">here</a>. This collection contains over a thousand games and the emulators necessary to run them, all contained in a neat UI and accompanied by extras such as manuals and screenshots and is a complete piece of piss to install. </p>
<p>Right that&#8217;s it for the intro. Next posts I&#8217;ll get on to the games. If you don&#8217;t know 8-bit Atari that well do make yourself a cup of tea, grab some biscuits and join in, there&#8217;s some great stuff to be found!</p>
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		<title>Fun for the Whole Family: Old Computer Ads Revisited</title>
		<link>http://minotaurproject.co.uk/blog/?p=342</link>
		<comments>http://minotaurproject.co.uk/blog/?p=342#comments</comments>
		<pubDate>Sat, 29 Dec 2012 18:11:07 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>

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		<description><![CDATA[You may remember a few months ago I did a bit of a pisstake of some old ads from out of ancient computer magazines, concluding with this memorable &#8220;OH HOLY FUCK, LOOK AT THOSE KNOBBLY GREEN TRIANGLES!&#8221; one for the &#8230; <a href="http://minotaurproject.co.uk/blog/?p=342">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>You may remember a few months ago I did a bit of a pisstake of some old ads from out of ancient computer magazines, concluding with this memorable &#8220;OH HOLY FUCK, LOOK AT THOSE KNOBBLY GREEN TRIANGLES!&#8221; one for the Apple ][.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads15.jpg" alt="HOLY FUCK IT'S TRIANGLES" /></p>
<p>Computer mags were rife with ads done in that particular style back in the late 70s/early 80s.  I guess it was just part of the Universal Lie that was prevalent around home computers and game systems back then: that these things were Educational, would Help With Your Homework, would Bring The Whole Family Together in Joy and Harmony, and not just for little Johnny to shut himself in his room playing Beach Head and Impossible Mission in the hours in between masturbation sessions.  Kids told their parents that, and the ads were happily complicit in the lie, representing some kind of nonexistent happy family Utopia in many a ridiculous ad.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff01.png" alt="spreadsheets are awesome." /></p>
<p>Mom is gazing adoringly at the Vic, grinning along with Son, who isn&#8217;t doing anything at all apart from gurn at the fingers of Dad&#8217;s left hand.  He&#8217;s also smiling too, in a strange, distant kind of way, and definitely not the expression you would expect of anyone who is actually using a spreadsheet.  A spreadsheet on a Vic-20, with absolutely massive characters, which you are doubtless supposed to use with a tape drive.  And come on, who *actually* balanced their family accounts in giant characters on a Vic-20 with a tape drive?  Nobody at all, not one single bugger.  It was just part of the universally-condoned Lie about how your new home computer would be properly useful *and* bring the family together round it, everyone grinning in endless Utopian bliss.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff02.png" alt="How nice." /></p>
<p>Over in the Tandy catalogue at least Awfully Nice Blue Ribbon Girl is allowed to actually play an honest to God game instead of do a bit of family accountancy, even if it does look like a bit of a boring maze game.  She seems to be smiling way more than the dreadful palette (what was it with the CoCo/Dragon and that nasty bile green?) and dreadful graphics warrant.  Perhaps it&#8217;s due to the reassuring hand of Dad, resting on her shoulder while he gazes at the top of her head grinning slackly.  And look at Mom.  She&#8217;s not seeing her little girl playing some crap maze game.  She&#8217;s in the thrall of the Lie and she&#8217;s seeing her daughter Learning Computer Skills and is already mentally at the daughter&#8217;s graduation ceremony from MIT.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff03.png" alt="Holy crap.  " /></p>
<p>Over in the Bible Belt Dad&#8217;s looking well smug since he&#8217;s not only providing a Computer Education, he&#8217;s also on his way to Heaven for sure.  Son also looks completely artificially happy given that he&#8217;s sat in front of a bloody TI 99/4A instead of the Commodore that all his mates have got, *and* he&#8217;s expected to play bloody Jesus games.  The little girl knows the score though.  Her mouth may be smiling but her eyes are clearly yelling &#8220;oh for fuck&#8217;s sake&#8221;.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff04.png" alt="SO EXCITED" /></p>
<p>This kind of thing has been going on since well back in the black and white age, as this old Atari 800 ad demonstrates.  Big nose 70s moustache Dad has done something so amazing (just by holding the joystick by its very tip in one hand) that his entire family are in abject awe.  Son is slack jawed, pointing wordlessly at the screen.  Mum looks like she&#8217;s just done a fat line of coke and it&#8217;s just now starting to kick in.  Daughter has had all thoughts of My Little Pony princess castle play sets expunged from her mind by the sheer awesomeness of what looks like a complete dog&#8217;s breakfast of an effort on the Sony.  The home computer in this case seems to be being presented less as an educational tool and more like some kind of shared ecstatic visionary experience.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff05.png" alt="surprise!" /></p>
<p>Even in modern times the same kind of thing persists.  Just look at this ad for some kind of Wii sketchpad peripheral.  Mum&#8217;s beaming while she wields the stylus.  Son is clearly ecstatic to see what his mum&#8217;s drawn.  Whatever can it be? Judging by Dad&#8217;s expression and the way he&#8217;s holding his hands out like that, perhaps the game is to guess what Mum is drawing and he&#8217;s about to ask &#8220;is it a horse&#8217;s arse&#8221;?</p>
<p>Daughter, I think, has just unexpectedly sat on a dildo.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff06.png" alt="Wii twii" /></p>
<p>Of course it&#8217;s rife in Wii ads.  This one shows the happy family from the point of view of the telly itself.  Whatever they are playing it seems to encompass a fair range of simultaneous activities for the family members to enjoy.  Looks like Mum&#8217;s jogging, Son is getting ready to fry an egg, Daughter is disco dancing, and Dad has lost something in some dark recess and is looking for it with a torch and a worried expression.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff07.png" alt="Coke is it!" /></p>
<p>Back at the start of the 80s cocaine use was particularly rampant, as evidenced by this buzzing Atari family.  The three adult members are plainly off their tits.  Mom is clenching like crazy.  Older Daughter has a grin that reminds me of Aphex Twin, and Dad is on the verge of drooling while his eyebrows attempt to crawl off his face.  All he can do is gesture limply with his right hand, presumably to the mirror just out of shot on top of the TV, indicating that someone should get busy and chop out some more lines with the platinum American Express card.  </p>
<p>Son is clearly going to grow up to be a Bucky the Beaver furry.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff08.png" alt="Helpless Dad" /></p>
<p>Without everyone else round him gawping and grinning, poor old Dad is left wondering why he can&#8217;t find the footy results on this weird new radio thing he&#8217;s holding.  Now he&#8217;s not smiling &#8211; his mouth is open as he yells &#8220;FUCKING THING!&#8221; at it in frustration.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff09.png" alt="And the dog" /></p>
<p>Here the McPervert family are shown reacting upon the occasion of their first exposure to Goatse.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff10.png" alt="WRONG" /></p>
<p>Oh come off it Tandy, that is not a Family Computer by any stretch, no matter how you try to spin it.  Green screen and another fucking spreadsheet, nary a joystick in sight, parents with huge piles of Serious Software and kids with armfuls of Wholesome Educational Stuff.  This is taking &#8220;we bought it to help with the homework&#8221; way too far in the direction of truth.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff11.png" alt="Better" /></p>
<p>Better &#8211; that is at least the right machine, as it&#8217;s a Commodore 64.  The kids are chuffed and earnestly thank you for it Dad, but they are plainly waiting for you to sod off to bed with your earnest face and your earnest educational software.  Yes, the diameter of Saturn is all well and good, but there&#8217;s Bruce Lee to be played once you&#8217;re out of the picture.</p>
<p>also what the hell kind of Commodore 64 is that that only needs one cable?</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff12.png" alt="woah!" /></p>
<p>What you can&#8217;t see is that the dog is in this family grouping too.  He&#8217;s just stuck his nose right up Mom&#8217;s skirt, and boy is his nose cold.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff13.png" alt="pong fu" /></p>
<p>A few years earlier over in Taiwan families gathered together to learn the art of &#8220;pong-fu&#8221; &#8211; the ability to play Pong without using any kind of paddle controller at all.  Just the merest touch of the little finger sufficed for the true masters. </p>
<p>At that time in history raster bars existed only in textile form.  Here the family TV sits atop a really early Fairlight demo on the dyed wool platform.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff14.png" alt="Serious business" /></p>
<p>It was a man&#8217;s life in the insurance business in the swinging 70s, as evidenced by this little scene.  Mr. Swinging Business Dude is having a right old fine time with his slightly-too-long hair and approximate moustache, grinning like a monkey as he enjoys a rousing game of Pong in his office.  Curiously enough his opponent (presumably his secretary) looks like she is still taking dictation; her hand isn&#8217;t even on the console, as his is.  Perhaps that thing in her hand is a remote paddle and not a microphone.</p>
<p>The gun lies between them like a threat.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff15.png" alt="OUCH MY ARSE" /></p>
<p>This is clearly, as they say, one for Up The Arse Corner.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff16.png" alt="Origins" /></p>
<p>Back in the Bible Belt, another Dad who figures he&#8217;s on his way to heaven.  Little does he realise that Son is going to grow up and become Mr. Goatse.  And that look in the girl&#8217;s eye isn&#8217;t glee.  It&#8217;s psychosis.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff17.png" alt="Healthy play" /></p>
<p>Next door things are also a bit worrying.  Dad is toothless and sports the moustache and belt buckle of a true pervert.  Older Daughter is concealing a knife in that marsupial pouch thing of her Atari sweatshirt.  And they&#8217;ve invited their friend Joe over to play and he seems to have forgotten half his t-shirt.  Little Johnny&#8217;s getting ready to lay his head on that sweet exposed manflesh.</p>
<p>You just know that the joysticks are about to come out.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff18.png" alt="Super duper Mario" /></p>
<p>Ahh, Super Mario Brothers, the multiplayer game for all the family!  Except that it&#8217;s single-player.  And whoever&#8217;s playing is just jumping Mario down a hole in the ground. I don&#8217;t think any of them are actually seeing what&#8217;s going on, it&#8217;s just a big plurry glow for them by now.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff19.png" alt="FUCK NO" /></p>
<p>This kid isn&#8217;t ecstatic.  Those raised thumbs were coerced somehow, perhaps by threatening his dog&#8217;s life or something.  He&#8217;s actually screaming in agony and RAGE at the very idea that anybody would expect him to show any other kind of emotion at the prospect of playing crappy 30 year old Spectrum games in blurry black and white on some piece of Amstrad absolute shite.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ff20.png" alt="ANAL SURPRISE!" /></p>
<p>Finally, here you can see the kids happily playing VCS Indiana Jones (using one of those weirdly complicated and expensive contraptions you could get back then which bolted to your VCS making it awkwardly unwieldy and prone to glitching and saved you the bother of unplugging a cart and plugging another one in) despite the distress of Dad, who has clearly either trodden on an upturned British plug or experienced an unexpected, anal surprise.</p>
<p>Well that&#8217;s it for this time.  More old ads, and rubbish game videos, and of course shiny new games from me next year!  Nadolig Llawen!</p>
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		<title>The odd little world of Commodore 16/Plus 4 Llamasoft game ripoffs</title>
		<link>http://minotaurproject.co.uk/blog/?p=329</link>
		<comments>http://minotaurproject.co.uk/blog/?p=329#comments</comments>
		<pubDate>Sun, 18 Nov 2012 18:47:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>

		<guid isPermaLink="false">http://s349909351.websitehome.co.uk/blog/?p=329</guid>
		<description><![CDATA[Trawling through my emulator bin the other day I became aware of an odd little subcategory of games I had no idea even existed: C16/Plus4 games that are either copies of, or heavily influenced by, my own games on the &#8230; <a href="http://minotaurproject.co.uk/blog/?p=329">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Trawling through my emulator bin the other day I became aware of an odd little subcategory of games I had no idea even existed: C16/Plus4 games that are either copies of, or heavily influenced by, my own games on the Vic-20 and Commodore 64.  So I thought it&#8217;d be fun to play some of those and have a little looksee.</p>
<p>First off we have XELIEN.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/9stLf3KXXjg?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>At first you may not recognise this as being directly a clone of any of my games, but if you look a little closer you&#8217;ll see that it is in fact a slightly more boring version of my old unexpanded Vic-20 game &#8220;Abductor&#8221;.  Like in Abductor you have little people at the bottom of the screen, and there are some pink ships which will occasionally swoop down and collect your men.  Unlike in Abductor though they don&#8217;t chuck skulls back down on you when the guys get abducted.  To progress all you have to do is shoot all the little cyan Os.  Game difficulty seems to consist of subsequent levels having more Os and the pink things dropping more full stops on you as you go on.  At least in Abductor there were several different &#8220;attack patterns&#8221; of the enemy ships; in this it&#8217;s just a combination of the aimless wandering about of the pink things and diagonal bouncing of the Os, making the whole thing a bit more boring than the original Abductor, which was itself not dramatically riveting.  At least in Abductor you could get a fat doubleship after a couple of levels; no such luck in this one.</p>
<p>Chap was obviously a bit of a Vic 20 fan as he seems to have got all his game concepts wholesale from other peoples&#8217; Vic games (one of his others is basically a clone of the old Rabbit Software game &#8220;Myriad&#8221; (which I recall I rather enjoyed myself)).</p>
<p>Moving on then, here&#8217;s another by the same chap &#8211; &#8220;Hunter&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/3D57JAd9Jic?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>And as you can see by &#8220;Hunter&#8221; he basically means &#8220;Gridrunner&#8221;.  However (and this is a common theme with these odd clone-games) he seems to have omitted many of the bits that made Gridrunner Gridrunnery, namely the XY Zappers and the Pods that were left behind upon shooting a bad guy.  Instead shooting the centipede causes a shot to be fired downwards.  Leaving out the pods is a bit of a rubbish thing as they served (like the Mushrooms in Centipede) to create a more complex environment in which the snakes could twist and turn, as well as a bit of a threat as they&#8217;d turn into bombs.  Without them the game just plays like a rather boring version of Centipede, without sufficient actual Centipedeness or Gridrunneriness to actually be satisfying.  </p>
<p>If you&#8217;re going to go ahead and nick bits of other people&#8217;s games then at least leave the good bits in, I reckon.  Why leave bits out, especially if they are the bits that actually help define the game and make it fun?  It is a mystery.</p>
<p>Next up is &#8220;Zonex&#8221;, by the same dude.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/Hp2CSVt1h4U?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>As you can see upon starting the game this is something that is mostly Laser Zone mixed with a little bit of Hellgate.  Crap doesn&#8217;t land on the rails and walk towards you like in Laser Zone, so there&#8217;s no diagonal firing (with the attendant possibility of shooting your own ship).  It plays more like Hell Gate with two guns as a result.  Baddies that look like little bits of that dried cat food, or perhaps Spaghetti Hoops, march towards you and you shoot them.  Meanwhile a ball of some description bounces around in the playfield.  Just like in Laser Zone a counter indicates how many baddies you have left to shoot until the end of the level.</p>
<p>In a staggeringly original twist subsequent levels introduce walls of bricks into the play area, which get in the way a bit.</p>
<p>Next up is &#8220;Spectipede&#8221;, not by the same dude, but by a chap who obviously loves him some Matrix.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/OMX81krjzrE?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is a weird kind of full circle here.  If you recall I deliberately changed the style for my own &#8220;Centipede-style&#8221; games away from actually trying to look like Centipede, in part to avoid the legal wrath of Atari and in part because everybody and his dog and all the dog&#8217;s fleas were bunging out Centipede clones on the old Vic at that time.  This turned out for the good because it lent the games their own style which distinguished them from Centipede in terms of both theme and gameplay.</p>
<p>In this game the chap&#8217;s steered things back towards Centipedesville again, calling it Spectipede and bringing back the traditional mushrooms and insects and things.  However he&#8217;s set his game basically inside a level of Matrix.  Veterans of that game will note the scrolling grid pattern in the background, just like in Matrix (if it were me doing the cloning (well, if it were me technically it wouldn&#8217;t be cloning as the original is mine, but hay) I&#8217;d've had some different tile scroll pattern shapes and colours on different levels. Instead of the Snitch and the y-zapper at the side there&#8217;s just a single side zapper (that fires bombs that look like they generate mushrooms) and there&#8217;s the clusters of Deflex-bats out of Matrix just straight copied and plunked in there.  The game is awash with the usual Llamasoftian tropes of that era, down to the style of the sound effects, level transitions and even the game over message.</p>
<p>And the &#8220;S&#8221; in SCORE is all stretched.</p>
<p>Now let&#8217;s go back to New Era Dianetics&#8230; er, I mean New Multisoft again, for a look at the informatively-titled &#8220;Droid&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/ytDHe6n45cA?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is probably the least Llamasoftian of the lot of them in terms of the actual gameplay, which is far more heavily based on Omega Race.  But it&#8217;s Omega Race done in character mode and mashed up with Gridrunner yet again.  And on some of the levels you get snake-enemies like in Gridrunner.  And there are Deflex bats in the corners too.  I probably enjoyed playing this a bit more than the games more closely based on Llamasoft titles (not really surprising, who likes playing shit versions of their own games after all).  It&#8217;s kinda fun moving around the levels zapping stuff, although being character mode you lack the fine control necessary for that kind of thing really.  Still, one thing I do like about this guy&#8217;s designs, he does believe in giving the player lots of bullets.</p>
<p>Now let&#8217;s look at &#8220;Diagon&#8221;, by S. R. Kellet of Bolton.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/2u0iQ5O7oFk?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>I don&#8217;t know why it&#8217;s called Diagon, because there isn&#8217;t much that moves diagonally at all, and in fact I felt the game could have used some extra firing patterns, possibly including diagonals, to help overcome the feeling of constriction that pervades the game.  It&#8217;s very much like Gridrunner (the little ship is near identical, although the grid is grey) and instead of the XY Zappers there are 4 little ships that traverse the edges, occasionally firing through gaps in the walls.  Areas of the main grid are blocked off.  This is both an advantage (as you can hide behind the walls) and a pain in the tits, since it means in certain parts of the screen your motion and the range of your shots is quite severely constrained.  This is where I think some extra fire patterns (possibly side guns as well as a straight-ahead one) might have improved matters a bit.  Level transitions and message styles are all very Llamasoftish.</p>
<p>I have to award this one some points for at least trying to add some novelty to the Gridrunnery style, but I think they could have done more to make things better, particularly with regard to having extra shooting angles the better to be able to shoot within the constraints of the mazes, and doing more with the pods that are left behind when you shoot something (as it is they just kind of get in the way a bit).</p>
<p>Finally let&#8217;s finish off with something silly by taking a look at &#8220;Hoover Boover&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/ASMXDgj0ZAo?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>I really don&#8217;t know what&#8217;s gone on here to be honest.  Guy starts well by picking a good game to copy, and puts a fair bit of effort into getting together a comprehensive set of menus, options and hiscore tables &#8211; fair enough.  Then you get into the game and it&#8217;s a complete and total dog&#8217;s breakfast.  The introduction is boring and rubbish (just some scrolling text, no more nice little animation of going to nick your neighbour&#8217;s mower).  The garden looks dreadful (the flowerbeds are just two little mud patches off to one side, and where are the flowers?  You could have done really nice flowers on the Plus 4 given that it had a lot more colours than the C64.  What are those round things on the lawn? And the black lines to the right?)</p>
<p>Now Hover Bovver was a humorous game in which part of the fun was being chased by the Neighbour, using the Dog on him, having to pay attention to the mower state and the level of annoyance of the Dog, incurring the wrath of the Gardener&#8230; I mean if you removed the dog, neighbour and gardener you&#8217;d just be left pushing a mower around an empty screen, which would be about as boring as mowing in real life.</p>
<p>So what do you think they did?  They removed the dog, neighbour and gardener, and now the game literally is just moving the mower around, trying not to hit the round things (whatever they are), the lines at the bottom right (whatever they are) and the flowerless flowerbeds.  You can see they have obviously seen some of the humour of the original game (the dog is actually in there, but only as a thing that does you damage, completely missing the point of the dog in the game; and some of the messages are obviously attempting to be humorous in a similar style) but in terms of their implementation they have more or less entirely and completely missed the point.</p>
<p>I got frustrated in the end.  I can&#8217;t see why anyone would go to all the lengths of actually cloning a game, stealing the name and everything, making a bunch of fancy menu screens and then not even copying the game properly. 2/10 for effort really.</p>
<p>Well that&#8217;s about it for this week!  Who knows what&#8217;ll come next.  But whatever it is hopefully it&#8217;ll be fun taking a look at some more gems from back in the day.</p>
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		<title>The Psychedelic World of Old Computer Ads</title>
		<link>http://minotaurproject.co.uk/blog/?p=312</link>
		<comments>http://minotaurproject.co.uk/blog/?p=312#comments</comments>
		<pubDate>Sun, 21 Oct 2012 13:37:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Complete and Total Bollocks]]></category>
		<category><![CDATA[Historical]]></category>

		<guid isPermaLink="false">http://s349909351.websitehome.co.uk/blog/?p=312</guid>
		<description><![CDATA[I have a bunch of old copies of BYTE magazine and suchlike stashed away on my iPad which I sometimes like to have a read of when i can&#8217;t think of anything else to read. It&#8217;s kinda fun to see &#8230; <a href="http://minotaurproject.co.uk/blog/?p=312">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I have a bunch of old copies of BYTE magazine and suchlike stashed away on my iPad which I sometimes like to have a read of when i can&#8217;t think of anything else to read.  It&#8217;s kinda fun to see how crap and expensive everything was back then (thousands of dollars for a few megabytes of hard drive, hundreds for a network card) and some of the technical articles in those old BYTEs are still quite interesting in a nerdy kind of way.</p>
<p>Some of the ads though are quite bizarre.  The juxtaposition of late 70s/early 80s fashions and the &#8220;high tech&#8221; of the day, often with egregiously trippy effects on top, makes for some quite amusing reading.  I&#8217;ve a habit of snapshotting some of the weirder ones against the thought of maybe putting them in a blog entry one day.  Well, this is one day, so here&#8217;s a few of them.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads01.jpg" alt="pervy looking guy" /></p>
<p><strong>&#8220;Now Tommy, I&#8217;ve got some&#8230; <em>very special</em>&#8230; pictures on my computer, but you <em>absolutely must never tell</em> your parents or <em>anybody </em>that you&#8217;ve seen them, ok? So&#8230; would you like to see?&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads02.jpg" alt="plushieeeeees!" /></p>
<p><strong>&#8220;&#8230;and then I got myself a modem, and found this amazing place called Usenet, and found my way to <em>alt.sex.stuffed.animals</em> and found out that actually I&#8217;m not the only one, I&#8217;m not alone in the world, there are others who love their stuffed animals just as much as I do, and in all the same ways!  I&#8217;m so happy I found them!&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads03.jpg" alt="spreadsheet" /></p>
<p><strong>Mr. Perkins was so engrossed in the charts on his Compaq that he completely failed to notice the smouldering glances that were being exchanged between his boss Harry and Martha, his wife of six years.  She gazed into his eyes, mentally loosening the knot of his voluptuous tie, while his brain worked overtime beneath his executive haircut, enumerating the ways he&#8217;d be stripping her assets between the spreadsheets later that night&#8230;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads04.jpg" alt="printer" /></p>
<p><strong>Dot matrix printers were often used by early 80s electro-punk bands as musical instruments.  Their shrieking cadence fit well with the crude electronic bleeping and generally rubbish, out-of-tune vocals that characterised this brand of popular music back in those days.  Here Elena Bootstrap of the Static Discharge poses with her prized Juki 6100.  For the real pros, however, there was no instrument finer than the mighty Epson FX-80.</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads05.jpg" alt="TI 994A" /></p>
<p><strong>&#8220;&#8230;then there was my weird uncle Rupert, everyone was a bit scared of him.  He always smelled slightly of piss and he had this weird computer, Lord only knows what it was, it wasn&#8217;t a Commodore or a Speccy or an Amstrad or anything, it was this big ugly thing with rubbish games and he would always ask us if we wanted to go down into his basement and play some games.  And he&#8217;d waggle his joystick at us.&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads06.jpg" alt="Village People" /></p>
<p><strong>&#8220;Look, Brian, not everyone in the Village People gets to prance around on stage and sing, ok?  We&#8217;re a well-known band now.  We&#8217;re crossing over into the mainstream, it&#8217;s not just the odd gig in the Lavender Club any more.  So <em>someone </em>has to sit in front of the Altos and do the spreadsheets and keep everything together while the boys are out on the road and judging by the way you&#8217;re dressed I think that has to be you, Brian.&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads07.jpg" alt="mormon" /></p>
<p><strong>&#8220;Hi.  I hope you don&#8217;t mind us calling on you today but we&#8217;ve got some really important news that we&#8217;d like to share with you.  Now&#8230; have you ever read the Book of Mormon?&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads08.jpg" alt="radiation" /></p>
<p><strong>&#8220;You know I&#8217;ve been wondering if I should invest in one of those Rad-O-Shield anti-glare/anti-radiation overlays for my monitor.  They do say that you can get cancer from the harmful radiation off a cathode ray tube and I&#8217;m sat in front of this one all day and come to think of it maybe I do have the brightness turned up just a tad high&#8230;&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads09.jpg" alt="psychedelia" /></p>
<p><strong>&#8220;Oh wow, I knew &#8216;Psychedelia&#8217; by Llamasoft was supposed to be a bit trippy, but I put on some Pink Floyd and smoked one of my brother&#8217;s funny cigarettes and now I feel like the entire top of my head is coming off.  Oh wow&#8230; where can I get a llama jumper from?&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads10.jpg" alt="mummy" /></p>
<p><strong>&#8220;<em>&#8230;yes I know I should be showing an interest on what little Johnny&#8217;s been doing with the Apple, we did get it to help with his homework after all, but I honestly haven&#8217;t got a clue what it&#8217;s doing at all and bloody hell I am so touching cloth right now, five more minutes and then I am absolutely going to have to get to the loo&#8230;</em>&#8220;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads11.jpg" alt="GBA SP" /></p>
<p><strong>&#8220;yes I know the GBA SP hasn&#8217;t been invented yet so I think I&#8217;ll just camouflage myself and sit really still for a couple of decades and I&#8217;ll be playing Super Mario eventually.&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads12.jpg" alt="TI again" /></p>
<p><strong>&#8220;&#8230;then after we&#8217;ve finished working on your scales on the TI Billy you can come and work out in my own personal private gym, it&#8217;s got weights and a treadmill and even a steam room &#8211; would you like to get all sweaty and steamy with me Billy?&#8221;</strong></p>
<p><img src="http://minotaurproject.co.uk/YakImages/ads13.jpg" alt="Friendship" /></p>
<p><strong>&#8220;I thought I&#8217;d be alone for ever but then I found Usenet and it&#8217;s so full of genuine, lovely people, I can&#8217;t believe I&#8217;ve found a young girl like you who appreciates the mature charms of an old man like me, but you&#8217;ve found me and I&#8217;ll never be alone any more&#8230;&#8221;</strong></p>
<p><strong><img src="http://minotaurproject.co.uk/YakImages/ads14.jpg" alt="Steamy spreadsheet action" /></p>
<p>&#8220;I used to be just like those Neanderthals, running off scantily clad into the jungle for hot, passionate sex and unbridled usage of Visicorp products.  But now I&#8217;ve discovered Profin and Scientology and damned if I&#8217;m not going to wear a nice suit and get a great haircut and get down to the serious business of salvaging this sector of the Galaxy.  Ron says it&#8217;s our only hope.&#8221;</strong></p>
<p><strong><img src="http://minotaurproject.co.uk/YakImages/ads15.jpg" alt="Triangles" /></p>
<p><strong>&#8220;Holy crap it&#8217;s some triangles.  ON AN APPLE.  Jesus <em>fuck</em>, look at those triangles.  HEY, MUM, DAD! COME AND LOOK AT THESE TRIANGLES! Oh jeez, fucking hell, I&#8217;m ecstatic.  We&#8217;re ALL ecstatic.  WOW.  Triangles on an Apple.   We are just the fucking HAPPIEST FAMILY in the whole 80s right now.  Un-fucking-believable triangles.  I&#8217;m literally shaking with joy now.  Dear God maybe it&#8217;s even a little bit sexual.    Just fucking look at those green-ass triangles.  Wait&#8217;ll we tell everyone in church about <em>this</em>.&#8221;  </strong></p>
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		<title>You&#8217;re Having A Giraffe: More Vic-20 Smeg</title>
		<link>http://minotaurproject.co.uk/blog/?p=295</link>
		<comments>http://minotaurproject.co.uk/blog/?p=295#comments</comments>
		<pubDate>Sun, 02 Sep 2012 14:36:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>

		<guid isPermaLink="false">http://s349909351.websitehome.co.uk/blog/?p=295</guid>
		<description><![CDATA[Sunday again so it&#8217;s time to have a bit more of a rummage through the back cattle-log of the good old Vic. The first game took me rather by surprise as I was trawling through Gamebase, since at first I &#8230; <a href="http://minotaurproject.co.uk/blog/?p=295">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Sunday again so it&#8217;s time to have a bit more of a rummage through the back cattle-log of the good old Vic.</p>
<p>The first game took me rather by surprise as I was trawling through Gamebase, since at first I thought a wrong screenshot had come up for one of the games.  Took me a couple of looks to be sure of what I was seeing.  Understandable I am sure you&#8217;ll agree:</p>
<p><img src="http://minotaurproject.co.uk/YakImages/not_gridrunner.png" alt="Not Gridrunner" /></p>
<p>what the&#8230;?</p>
<p><img src="http://minotaurproject.co.uk/yakimg/hog05.png" alt="Gridrunner" /></p>
<p>&#8230;erm&#8230;</p>
<p>Bit of confusion there, definitely caused me to do a double take.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/dHwlcaPaSW8?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>The game itself is a weird old thing, it must be said.  There&#8217;s a blue guy a bit like the Snitch out of Matrix who runs across the top and doesn&#8217;t do anything discernable at all apart from that.  There are boxes which turn into more boxes if you shoot them, and everything changes state once in a while a bit like the Pods in Gridrunner.  Some things eventually turn into green things which we like.  Some things turn into other things that bounce around diagonally when shot.  Those are the things that usually kill you.</p>
<p>Quite why the guy decided it&#8217;d be a great idea to make it look almost identical to Gridrunner I don&#8217;t know.  It would have been easy enough to use a different tile shape to make the grid look slightly different, or even use a different grid colour.</p>
<p>Next up and continuing the theme of stealing bits out of my games we have &#8220;Minitron&#8221; by Anirog.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/i4m9fFt67gE?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is a sort of minimal version of Robotron for the unexpanded Vic-20 (if you can call anything with pixels that size &#8220;minimal&#8221;.  It&#8217;s actually ok in a very raw kind of a way (but would have been improved immeasurably with just a couple of tweaks to the firing mechanism) if you don&#8217;t mind graphics so chunky they could have your eye out.  The character font is lovingly stolen from Attack of the Mutant Camels on the C64.  As you&#8217;ll see in the video Game Over isn&#8217;t properly debounced and in the heat of the action it&#8217;s possible for it to happen invisibly and unless you&#8217;re paying attention you could miss it.  Ultimately lack of variety and lack of space exhaust the fun in this one after more than a few minutes, but it&#8217;s not as diabolically, unrelentingly awful as some of the stuff people put out for the unexpanded Vic.</p>
<p>While we&#8217;re on the theme of stolen character sets let&#8217;s have a quick goosey at &#8220;Fire Galaxy&#8221; by Kingsoft:</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/XQPmRie_9gY?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>In the commentary I actually malign this game for excessive chuffing, but I discovered afterwards I&#8217;d left an instance of the previous game running in the background and it was that that was chuffing while I was playing this.  This definitely was making noises a lot like a guinea pig we used to have when i was a nipper though.</p>
<p>The game itself is a rather chunky but not unremittingly awful version of &#8220;Scramble&#8221;, featuring my character set from out of &#8220;Andes Attack/Defenda&#8221;.  It&#8217;s not terrible but not particularly engaging either, and one go is plenty for anyone really.  Kingsoft are notable in Llamasoft history as the creators of the Turboload system on the C64, which I licensed off them for use in our games starting with Revenge of the Mutant Camels.  They also did a version of Stargate for the expanded Vic which is fairly well ugly but actually rather good to play.  I&#8217;ll do that one of these days.</p>
<p>To follow that we have &#8220;Frantic&#8221; by Imagine.  If you want to see one of the reasons Imagine went bust you need look no further than this.  I mean take a look at the ad for the game that appeared in C&#038;VG:</p>
<p><img src="http://minotaurproject.co.uk/YakImages/frantic.png" alt="frantic" /></p>
<p>That&#8217;s pretty snazzy artwork for the time right there, and just look at the blurb off to the side.  It actually promises a &#8220;visually breathtaking view&#8221; as you &#8220;plummet towards the centre of Spectrum&#8221; (ah, that&#8217;s why you can&#8217;t fucking go up in the game then), waffles on about mythical aliens and goes on about how you will see &#8220;the sort of full-colour, hi-rez graphics and sound you have come to expect from Imagine&#8221;.</p>
<p>Jesus fuck.</p>
<p>What you actually get is THIS.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/UFpbg7DFcWY?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Your &#8220;breathtaking view&#8221; is a scrolling field of red minus signs with occasional white glitches running through them.  The fugly, chunky enemies flicker egregiously and are hard to see due to their habit of putting enormous vomit-coloured squares on the screen.  The controls are awful, the sound a massed Hoovers chorus, and it&#8217;s genuinely difficult to determine if you&#8217;ve actually scored any points.  Death comes unexpectedly, inexplicably, and above all mercifully.</p>
<p>See that&#8217;s why I bloody hate marketing types.  The only sensible marketing decision that should have been made regarding this game was &#8220;jesus fuck, hell no, get it away from me&#8221;, but somebody, knowing full well how dreadful it was, instead deliberately put together all that burbling tosh deliberately to con kids out of their pocket money to line their own pockets.  Bruce fucking Everiss went on fucking holidays on the back of that behaviour.  It makes me utterly sick to my stomach.  No wonder Imagine crashed and burned, fuck&#8217;s sake.</p>
<p>Anyway.  Deep breath and let&#8217;s moo-ve on.</p>
<p>Next we have &#8220;Ludwig&#8217;s Lemon Lasers&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/WGKdTp0iDJQ?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is a game which is the videogame equivalent of having a really boring job on a production line, the sort of thing that people used to have to do for 8 hours a day on minimum wage back in the bad old days, but which is now done using digital vision systems and cleverly timed blasts of compressed air just like you see on &#8220;How It&#8217;s Made&#8221;.  You have to keep some lemons away from some other lemons for a reason that is never so much as even hinted at, never mind actually explained.  The game&#8217;s sole gimmick is that it constantly plays a bit of &#8220;Fur Elise&#8221; over and over and over again, justifying both the inclusion of &#8220;Ludwig&#8221; in the title and the psychotic homicidal rage you&#8217;d be worked up to by the time you&#8217;d heard it constantly while playing this game for 8 hours a day on minimum wage.</p>
<p>A game that makes you thankful for the advent of machine vision systems and industrial robotics.</p>
<p>Next is a brief look at Solar Software&#8217;s &#8220;Cavern Raider&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/VVUYBLAtIXo?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is a piss-poor attempt at cloning the much more polished &#8220;Caverns of Mars&#8221; from the 8-bit Atari.  It has all the grace of those racing games that everyone used to do on the ZX81 because they were dead easy to do in BASIC by just scrolling the screen using PRINT statements.  It&#8217;s only a brief look because I was feeling increasing levels of drowsiness during the first two sectors and then simple irritation at the third which led me to the conclusion that I simply could not be arsed.</p>
<p>To follow that and cleanse the palette here&#8217;s an even worse version of the same game by masters of shit on the Vic 20 &#8220;Nufekop&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/AJ_7G19_wLg?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>It&#8217;s simply unbelievably bad.  For some reason you can&#8217;t fire at all and the only way to get the fuel you need to progress is to kind of try to smear it off the platforms as you clunk by.  If you die by colliding with a wall it says YOU DIED 75 MILES DOWN or somesuch, but if you miraculously manage to evade the walls long enough (not always a simple task mainly because when you move your ship it often completely disappears, making it hard to see where you are) it says YOU DIED 65 METRES DOWN.  I have no idea why you should be measured in imperial if you die by collision and in metric if you run out of fuel, or why there&#8217;s such a huge discrepancy in the distances reported.  However far down though death comes as a merciful release from a horrible, dreadful game.</p>
<p>It&#8217;s a tossup really as to who was worse on the Vic, Nufekop or Interceptor Micro&#8217;s.  Certainly both were capable of inflicting some eyewateringly bad games on people and somehow actually having the barefaced cheek to make money out of it.  The guy from Nufekop has apparently written a book about it.  I almost want to read it just to see how he justifies inflicting such wilfully vile crap on people back then.</p>
<p>Here&#8217;s another gem from Nufekop in which they actually demonstrate a marginally greater degree of competence than Interceptor in the ripping off Donkey Kong department:</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/dfKwu8T91tg?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Not by much, I am sure you&#8217;ll agree, but at least it is possible to go more than a few steps without turning into a green thing or having your head come off.  They get round the tricky problem of implementing ladders by simply not having any at all and settle for a kind of staircase thing that wraps awkwardly at the screen edges.  Inexplicably there appear to be indicators for three lives at the top of the screen but you never actually get them; the game ends at your first demise regardless.  And then expects you to wait while it plays its crappy jingle before deigning to allow you to restart, although God only knows why you would want to unless you&#8217;re some kind of masochistic videogame pervert.</p>
<p>Finally let&#8217;s have a little look at &#8220;Cyclons&#8221; by Rabbit Software.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/c83Ky63I9FM?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>For all it&#8217;s not got the most spectacular graphics in the world I actually like this game.  Motion is smooth and fluid, very unusually for a Vic-20 game, and it&#8217;s a challenging little inertia-filled shooter that&#8217;s actually quite fun to play.  I always quite liked Rabbit for their anthropomorphic bunny logo and some of their games were utter tosh it&#8217;s true, but some of them were actually not terribly awful.</p>
<p>And so on that not terribly awful note it&#8217;s time to wrap up this week&#8217;s look into the world of ancient software of questionable quality.  More in due course!</p>
<p>Oh and lest you go away feeling bad about seeing poor old Caverns of Mars so hideously butchered not once but twice I&#8217;ll just remind you of this.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/x496wht6v6w?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>There, all better <img src='http://minotaurproject.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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		<title>Fat Pixels, Fun Times: Great Vic-20 Games</title>
		<link>http://minotaurproject.co.uk/blog/?p=292</link>
		<comments>http://minotaurproject.co.uk/blog/?p=292#comments</comments>
		<pubDate>Sun, 26 Aug 2012 15:36:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>

		<guid isPermaLink="false">http://s349909351.websitehome.co.uk/blog/?p=292</guid>
		<description><![CDATA[I wanted to do a bit of a balancing entry to the one I did yesterday where I took the piss out of several bad Vic-20 games, lest I give the impression that I am a complete curmudgeon and that &#8230; <a href="http://minotaurproject.co.uk/blog/?p=292">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I wanted to do a bit of a balancing entry to the one I did yesterday where I took the piss out of several bad Vic-20 games, lest I give the impression that I am a complete curmudgeon and that the Vic was incapable of hosting great games.  For all its limitations the Vic was actually a great little machine, reasonably fast with some decent graphical capabilities if you didn&#8217;t mind pixels the size of house bricks, sturdy and reliable with a good keyboard (my original Vic-20 still works just fine to this day).</p>
<p>There weren&#8217;t any sprites or aught, so it was either use character mode or if you were super clever, write software sprite routines instead.  Memory was at a premium too, but cartridge games didn&#8217;t use up any RAM for code and so were often able to produce decent games even within the constraints of the system&#8217;s 5.5K of unexpanded RAM.</p>
<p>Let&#8217;s kick off with one of my personal favourites, &#8220;Spiders of Mars&#8221; by Peter Fokos.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/wbJdbQhvY0M?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is a fairly simple left/right Defender style scroller, characterised by its nice fluid movement (a rarity on the Vic) and escalatingly hectic gameplay.  Objects in the game move fairly slowly, but as you work your way up through the levels the screen becomes filled with a metric arseload of baddies and insidious floating dust-mines.  There was no autofire so one had to keep up a rapid firing cadence with the old thumb, something that was quite painful on the joysticks of the day.</p>
<p>My original Spiders of Mars cartridge went to one of my brothers along with one of my old Vics and I remember him saying even as late as the end of the 90s that he&#8217;d occasionally still drag out that old thing and play a game of SoM.  The game stands up well to being revisited in emulation and remains a simple, fun and challenging blaster.</p>
<p>Interestingly enough the author Peter Fokos still works in games, but now he works for God and has done a Jesusly interpretation of Dance Dance Revolution called Dance Praise.  But I&#8217;m sure he wouldn&#8217;t've got kicked out of Heaven for this excellent Vic shooter.</p>
<p>Next up: Omega Race.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/pU1dft7Rrhg?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is a conversion which surely shouldn&#8217;t have worked out at all.  Raster conversions of vector games tended to look ugly at the best of times, and the Vic&#8217;s gigantic pixels should have made this look like smeg.  Instead it came out rather well &#8211; the aspect ratio of the pixels makes everything look a little odd, and yes everything&#8217;s blocky, but the motion is fluid and the ship turns and moves smoothly in a way that would have made S. Munnery weep if he&#8217;d had any shame.  The rotation seems a bit quick and the thrust control a bit touchy but upon finding the actual arcade game some years later and playing it I can tell you that&#8217;s pretty much how it was on the coinop too.  Presentation is great too, with a nice attract mode just like in the coinop, the option to use paddles or joysticks, and even to change the colour of the graphics.  If you can get over the chunkiness and sound effects that only mildly make you think of Hoovers you&#8217;re in for a jolly nice and challenging arcade conversion.</p>
<p>Next: Predator by Tom Griner</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/HVbNzmJIPcY?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>This is a peculiar one, by Tom Griner who was for a while my stablemate at Human Engineered Software.  Tom was quite prolific on the Vic and whereas his early games were often a bit crude (as were those of all of us I think) you could see that he was developing a remarkable degree of technical skill as he went along.  By the time of Predator I think he was just about the best coder there was on the Vic.  Sometimes the actual gameplay wasn&#8217;t that great but technically he could make the Vic sing.  He was evidently a big fan of Eugene Jarvis and Robotron as will be evident when you look at this game &#8211; check out the proportional font work, the style of the hiscore tables and the enemy explosions &#8211; dude loved him some Jarvis that&#8217;s for sure.  Beautiful presentation, technically lovely.</p>
<p>I was actually briefly in touch with TEG some years later when I was living in the US &#8211; we emailed briefly while he was working at Silicon Graphics, but then he kind of dropped out of touch after making some comment about how he didn&#8217;t approve of my &#8220;lifestyle choices&#8221;.  Lordy knows what that was about.</p>
<p>But yes, a fantastic Vic-20 coder, no doubt about that.</p>
<p>Next up: something from a company not known for their Vic-20 presence&#8230;</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/7PT4c-hClmw?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Jetpac by Ultimate (or ACG as they were still known at that time).</p>
<p>Call me a heathen but I still think Jetpac was the best thing Ultimate ever did &#8211; you can keep the maze exploration things that came later and especially all that dreadful isometric stuff that was a massive triumph of tech over gameplay.  Jetpac was frantic, fluid shooting action, borrowing a bit from Defender in style, tremendous fun to play on both the Speccy and in this Vic incarnation.  It&#8217;s a bit flickery and chunky but who cares when it&#8217;s this good to play.</p>
<p>No need to say much more than that about it really, so let&#8217;s moo-ve on to:</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/ytP19NH-qiM?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Jelly Monsters, Commodore&#8217;s *ahem* unofficial clone of Pac-Man for the Vic.  It may look a bit odd as due to screen space limitations they&#8217;ve left off the outer edge of the maze border entirely, but look past that and you&#8217;ll see how good this clone really is.  Remember the Vic had no sprites, so they&#8217;ve implemented impressively large and smooth software ones, allowing the gameplay to be fluid and smooth-flowing.  I&#8217;d go so far as to say this is one of the best conversions of Pac-Man on any of the 8-bit systems, including the &#8220;official&#8221; Atarisoft conversion which was OK but not nearly as good.  It certainly puts to abject shame all the endless character-mode clones that the smaller software houses did (I myself bought the Bug Byte one which had the Pac-Man with the continuously flapping lips and I remember trying to convince myself that I didn&#8217;t really mind that it moved in huge character sized steps and was really difficult to get to go around corners properly; a delusion which did not survive once I laid eyes on Jelly Monsters).</p>
<p>Predictably enough Atari didn&#8217;t like this at all, and Commodore were forced to rework it into something involving satellites floating round a maze, which was still very nice (being based on the same code) but lacked the charm that the original had of being just an awesome home version of Pac-Man on a system that not many would&#8217;ve thought could sustain it.</p>
<p>To further illustrate the gulf between small tinpot software houses doing rubbish character-mode versions of arcade games and a decent developer with the advantage of working off a cartridge, remember that dog awful abomination Crazy Kong from Interceptor that I mentioned last entry, and then check out:</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/Gcw1HjOskhY?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Donkey Kong on the Vic-20, the official (and excellent) Atarisoft conversion.  Yes, it&#8217;s chunky as hell, because it&#8217;s in Vic-20 multicolour mode with pixels the size of Lego Duplo, but it&#8217;s again one of the best home versions of DK on any 8-bit system nonetheless, containing all the levels except the pie factory as most home versions back then did, but including intermissions such as the How High Can You Try screen and Kong falling off the girders on the rivets stage.  Gameplay is fluid and well implemented making it fun to play and a credit to the Vic.  Really jolly good.  And you don&#8217;t keep turning into a green thing.</p>
<p>Finally let&#8217;s have a look at an excellent conversion of a simple game:</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/rCT4ZfiB6v8?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Commodore&#8217;s Vic Avenger, which was an unofficial but remarkably close clone of Taito&#8217;s Space Invaders.  The screen looks a little bit cramped, as due to the Vic&#8217;s lower resolution than the coinop there&#8217;s not as much space for the Invaders to march left and right, but apart from that this version is probably a closer copy than most of the 8-bit versions.  It was faithful enough that those of us who knew certain techniques that worked in the arcade version (like counting 22-14-14 to maximise the points you got for shooting the saucers, and the Execution Method where you culd exploit a bug which meant Invaders right on the lowest row close to the ground couldn&#8217;t shoot you) could apply exactly the same techniques on Vic Avenger and they&#8217;d work.</p>
<p>So yeah, the Vic may have had not much memory and got laughed at for having fat little pixels but in the right hands it was capable of some great games and fantastic arcade conversions, some of which could even be considered to be best in class when compared to other much more expensive 8-bit machines of the day.</p>
<p>There was still a load of wank out there too, mind, and I&#8217;ll be back to take the piss out of that some more in the not too distant future.  But I&#8217;ll also be mentioning some more of the great stuff too.  Got to be fair to my old mate Vic <img src='http://minotaurproject.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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		<title>I&#8217;ve Turned Into a Green Thing: Terrible Vic-20 Games</title>
		<link>http://minotaurproject.co.uk/blog/?p=287</link>
		<comments>http://minotaurproject.co.uk/blog/?p=287#comments</comments>
		<pubDate>Sat, 25 Aug 2012 18:14:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>

		<guid isPermaLink="false">http://s349909351.websitehome.co.uk/blog/?p=287</guid>
		<description><![CDATA[While twittering on the tweetatron this morning the subject of &#8220;Asteroids&#8221; by S. Munnery came up. This legendarily terrible version of Asteroids was, as I have documented before in the History of Llamasoft, at least partially responsible for the very &#8230; <a href="http://minotaurproject.co.uk/blog/?p=287">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>While twittering on the tweetatron this morning the subject of &#8220;Asteroids&#8221; by S. Munnery came up.  This legendarily terrible version of Asteroids was, as I have documented before in the History of Llamasoft, at least partially responsible for the very existence of Llamasoft, mainly due to the sheer cheek of Bug-Byte charging seven whole quid for it and making me think &#8220;bloody hell if they want seven quid for that I could bloody do better and people would pay for it&#8221;.  I&#8217;ve been threatening for ages to do some occasional blog posts about bad games from back in the day, because boy was there a metric smegload of them, some of them my own.  But let&#8217;s begin this look back with the seminal (with the emphasis on semen) &#8220;Asteroids&#8221; by S. Munnery.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/_QWgw1Ngd8I?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Now Asteroids was a game that was at least in part defined by the smoothness, precision and fluidity of its gameplay.  These are not qualities which translate well to objects that are moving in character-sized steps on the Vic-20&#8242;s extremely low-resolution screen.</p>
<p>Munnery&#8217;s version actually eschews the idea of having separate projectiles fired by the ship in favour of the simple technique of drawing a string of full stops in a line out of the craft&#8217;s nose whilst making a sound like a Hoover.  In fact the sound effects are evidence of the fact that the programmer wasn&#8217;t aware that there were any volume levels at all on the Vic-20 sound chip apart from &#8220;OFF&#8221; and &#8220;HOOVER&#8221;.</p>
<p>It&#8217;s also pretty hard to see the string of full stops at times because it looks like he doesn&#8217;t poke the colour memory behind the full stops to white.</p>
<p>I suppose it wouldn&#8217;t've been that bad of a game if you and your mates had knocked it up yourselves while learning your way round the Vic, but at seven quid Bug Byte truly were taking the piss, and exemplifying the lamentable tendency of early software houses to slap the name of a famous arcade game on any old pile of toss they could lay their hands on and charge the masses of eager but naive punters significant coin for it.</p>
<p>Continuing that theme we now present another Munnery classic &#8220;Cosmiads&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/Ec8CmQEqNm4?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>- a version of Galaxians in which you are beset by what look like tiny flying cat heads while a chorus of Hoovers drone on in the background (still not discovered the volume settings on the sound chip yet apparently).  Now it must be said that although I enjoy taking the piss out of Munnery&#8217;s early games it&#8217;s evident that he is at least making some kind of effort to put some actual gameplay in there.  For all that everything jerks around a bit in character mode the cat heads do recognisably leave the formation and fly down firing at you, and fair play he&#8217;s had a crack at trying to make your gun move smoothly even if nothing else does.</p>
<p>But this version of Galaxians is actually awesome compared to our next offering:</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/_Fr3PAiZhNI?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>&#8220;Galaxzions&#8221; by Interceptor Micro&#8217;s, testament to the bizarre belief shared by a lot of software houses back then that one could avoid copyright issues and the righteous wrath of Atari by the simple expedient of spelling the name of an arcade game with a gratuitous &#8220;z&#8221; in it or somesuch (we shall not speak of Llamasoft&#8217;s own early Vic 20 game &#8220;Defenda&#8221; in this regard, for that would not be appropriate).</p>
<p>This game looks and plays much like a broken Game and Watch, with enemies not so much moving as just kind of randomly spazzing about on the screen, appearing in semi-random positions whilst the Hoovers blare away.  Enemy shots don&#8217;t appear to actually move at all; white blobs just appear in set positions every now and again and woe betide you if your strangely knob-and-bollocks-shaped craft should happen to be near them at the time.  Munnery&#8217;s game seems well-crafted by comparison; this game could probably have been bettered by my ex-cat sneezing at the keyboard while the assembler cartridge was plugged in.</p>
<p>Our next exhibit exemplifies a flaw shared by quite a few early Interceptor Micro&#8217;s titles: a complete lack of any gameplay at all.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/a2DGjIW8zMs?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Created to cash in on the famous arcade game &#8220;Defender&#8221; (and skilfully sidestepping copyright issues by putting &#8220;Jupiter&#8221; in front) we have &#8220;Jupiter Defender&#8221;.  Now Defender brought many original features to arcade gaming, not least a world larger than the screen through which the player had to fly in order to perform his defence and rescue mission.  With Reverse and Thrust buttons the player could chart his course at will through this game world, using his &#8220;Scanner&#8221; radar to identify trouble spots and fly to the rescue.  Defender was most of all known for its fierce and unrelenting challenge, making it a favourite of those arcade pilots who considered themselves the best of the best.</p>
<p>Jupiter Defender has nothing in common with Defender apart from the name &#8220;Defender&#8221; in the title, and the vague shapes of some of the ships.  You can&#8217;t reverse.  You can kind of change your speed, but there&#8217;s no reason ever to do so.  In fact, nothing ever moves in anything but a single horizontal direction, and so the best strategy in the game is simply to stay where you started and hold down the FIRE button.  That&#8217;s it.  You can see me using my awesome skillz to rack up 20,000 points without losing a life in that video.</p>
<p>Our final title for today then is another Interceptor Micro&#8217;s gem, &#8220;Crazy Kong&#8221;.</p>
<p><iframe width="470" height="353" src="http://www.youtube.com/embed/OHC70Gzde8A?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Superficially it does look a bit like a mashup of some of the levels of Donkey Kong.  There&#8217;s platforms and ladders and pies, oh my.  Unfortunately it is just beyond horrible to play.  I&#8217;m generally pretty good at playing hokey old computer games in emulation, since collecting old emulator games is kind of a hobby of mine (and I was there to play them back in the day when they first came out too). But I genuinely could not get that little man to do anything apart from turn into a green thing on the bottom of the screen, although I did make his head come off a couple of times.  I did once get him onto one of the ladders, where a barrel went through his head, but then I fell off and turned into a green thing again.</p>
<p>Well, that&#8217;s it for this instalment of &#8220;terrible games&#8221;, I&#8217;m sure there will be more.  And although I did take the piss out of Munnery he was at least trying to make playable versions of the games he cloned; looking at the Interceptor Micro&#8217;s ones I&#8217;m not sure they were even trying to do that at all, more like they were just putting out things that looked vaguely like famous games and charging six quid for them regardless of the fact that they weren&#8217;t any fun to play at all, not even remotely; and that&#8217;s far worse than anything poor old S. Munnery ever did.</p>
<p>Interceptor weren&#8217;t the only ones doing that; there are plenty more egregious examples which I&#8217;ll be back to take the piss out of in other entries, no doubt.  But that&#8217;s all my poor eyes, ears and thumbs can take for now.</p>
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		<title>Happy birthday C64!</title>
		<link>http://minotaurproject.co.uk/blog/?p=266</link>
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		<pubDate>Wed, 01 Aug 2012 14:25:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Historical]]></category>

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		<description><![CDATA[So they are saying that today is the 30th birthday of the c64. Well that&#8217;s true for certain values of &#8220;birthday&#8221; I guess. When was the C64 born? Was it back in 1981 when the designers first began work on &#8230; <a href="http://minotaurproject.co.uk/blog/?p=266">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_0.png" alt="Breadbin" /></p>
<p>So they are saying that today is the 30th birthday of the c64.  Well that&#8217;s true for certain values of &#8220;birthday&#8221; I guess.  When was the C64 born?  Was it back in 1981 when the designers first began work on it? Was it when it was first shown? Was it when it first went on sale?</p>
<p>It&#8217;d been rumoured for a while that Commodore were working on something called the VIC-40, which was to be an extension of the already quite successful VIC-20 which itself hadn&#8217;t been out in the UK all that long.  And there was a weird thing in the Grattan mail order catalogues in that year which was called the Commodore Ultimax (my mum used to get those catalogues and I remember gawping at that thing and wondering what it was like.  To which the answer eventually ended up being &#8220;so rubbish it was never released&#8221;.  The &#8220;Vic-40&#8243; however was a different matter&#8230;)</p>
<p>When it was first released in the US the first ads tried to promote the thing as a business machine.  Yes &#8211; the c64 a business machine.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_1.jpg" alt="Business C64" /></p>
<p>An error that Commodore would repeat again a few years later when they launched the Amiga &#8211; whose chipset had originally been designed to be part of a game console -as a business machine, even acting all po-faced to games developers at the time who were interested in developing for it.  That&#8217;d come back to bite them on the arse quite severely when the Amiga steadfastly refused to take off compared to the less powerful but more accessible Atari ST, until they saw sense and released the Amiga 500 which was squarely aimed at gamers.  But I digress.</p>
<p>Also look at that price.  Ooyah.  That&#8217;s getting on for iPad levels and that was 1982 so you&#8217;re looking at a modern equivalent of over a grand.  Thank goat it didn&#8217;t remain at that price for very long.</p>
<p>Launch date for us UK people was still a couple of months away at this point, due out at the end of September.  I was still busy building up our Vic-20 library so I wasn&#8217;t particularly trying to get one early, but in the end I did end up getting one a few weeks ahead of UK launch date.  After attending our first ever computer show in June (the Commodore show at the Cunard Hotel) I&#8217;d hooked up with Jay Balakrishnan of Human Engineered Software in the US, and we&#8217;d done a deal for them to distribute some of our Llamasoft Vic-20 games, beginning with the actually rather awful Andes Attack, a Defender clone with jerky scrolling, more bugs than a Pyongyang hotel room and a ship the approximate size of a bus with handling to match).</p>
<p>There was another computer show due at the start of September, the Personal Computer World show at the Barbican in London.  We were there pimping our latest Vic-20 games &#8211; the aforementioned Andes Attack, along with somewhat chunky and tricky to control Amidar-style game Traxx and primitive but fun unexpanded Vic bottom shooter (fnarr) Abductor &#8211; along with some fairly low-key efforts on the new Spectrum (rough ports of Rox III and Bomb Buenos Aires *cough* I mean City Bomber, and quite a nice version of Deflex, all things that were easy to write in Sinclair BASIC) and the Atari 8-bits (yet another version of Deflex; the lovely A8 version of AMC was still a few months away at that point).  We probably even had a ZX81 there running Centipede, bless it.</p>
<p>I do recall those Barbican shows being incredibly crowded and noisy, loads of small game companies there and everyone cranking up their sound effects to be heard above the general cacophany. Our own game Traxx certainly didn&#8217;t help, being as it played the theme from Amidar constantly, loudly and gratingly off key.  Continuously.  Loudly.  All day.  You could barely move in there and it was hot and full of nerdstink, ahh, those were the days.  So it was something of a relief when Jay Balakrishnan came by &#8211; he was over on a trip looking for more software to sell in the US &#8211; and he told me he&#8217;d got a present for me back at his hotel room (that sounds dodgy but it totally wasn&#8217;t!).  It was good to have a couple of hours out of the show walking to his hotel where he presented me with a shiny new c64, still a few weeks before the official UK street date.  Score!</p>
<p>It also presented us with a bit of hassle too though.  It was a US machine so it needed 110V instead of 240 proper British volts, and it used the American &#8220;NTSC&#8221; (which stood for Never Twice Same Colour, an inferior foreign TV standard) system.  Proper British tellies wouldn&#8217;t like that at all, so in order to be able to use it we needed a bit of extra kit (which probably ended up working out being more expensive than simply waiting a few weeks and buying a UK C64, but it gave us a little headstart I suppose and it was genuinely useful kit to have around in the years to come).  Accordingly me and my dad headed off on the tube to Tottenham Court Road and bought a stepdown transformer to give us the necessary 110V (I think we still have that somewhere and it still works) and a JVC multi-standard video monitor that could handle two different flavours of NTSC as well as PAL (the Queen&#8217;s own video standard) and SECAM (only used by the French).  I remember that monitor being a big old thing to be horsing about on the tube.</p>
<p>It was still an excellent score though since I think the only other people we saw at that show with an honest to god C64 were Rabbit Software (I believe they were importing games by &#8220;Nufekop&#8221;, whose early efforts were just about as hilariously primitive as my own).</p>
<p>(Speaking of the tube, the first day of that Barbican show &#8211; 9 September &#8211; was the release date for the film &#8220;Blade Runner&#8221; in UK cinemas.  Consequently the tube was full of posters adveritsing the film, and it was one of those posters which game me the idea of a theme for my as-yet-unwritten new Vic-20 Centipede-style game).</p>
<p>Eventually we  all got back home after the show and the US c64, along with the necessary gubbins to use it, was installed in my bedroom.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_2.jpg" alt="Not my C64." /></p>
<p>(Not my actual c64 in this pic.  Or my bedroom)</p>
<p>Actual info about the new machine was still pretty thin on the ground at that time, at least in the UK, and that thin little manual was all I had to go on (and most of *that* was about teaching beginners BASIC which was of no interest to me).  At least it told you where the addresses were in memory for the special chips that controlled the sprites and sound effects which were the main attractions of the new machine.  I didn&#8217;t even have any kind of machine code monitor at that point so I thought as a learning exercise I&#8217;d convert one of my very first Vic-20 games, something I knew would work in just BASIC and a bit of poking and which I could hopefully use the new machine&#8217;s capabilities to tart up a bit whilst learning my way round the new stuff as I went along.</p>
<p>So my first ever c64 game was rather obscure and not terribly amazing but it was all done in one evening the first night I got the machine set up.</p>
<p>On the old Vic 20 I&#8217;d written a little game called ROX that me and my dad enjoyed playing quite a lot one Christmas.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_3.png" alt="ROX" /></p>
<p>It was a really simple game, a bit like Astrosmash on the Intellivision come to think of it, except simpler in that you didn&#8217;t move your little base at all, you could just fire up rockets to intercept falling rocks.  If too many rocks hit the ground it&#8217;d make a hole and that&#8217;s be game over.</p>
<p>I&#8217;d added a few little things to that game and tarted it up with some UDGs and the obligatory awkward to read character set and turned it into &#8220;Rox III&#8221;:</p>
<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_4.png" alt="Rox III" /></p>
<p>although I&#8217;m not sure if we ever even sold it on the Vic ourselves since we really didn&#8217;t like that much selling programs written in ropey old BASIC.</p>
<p>However since at that time there was basically nothing at all out on the c64 I thought it might be an idea to release Rox on the 64 as a BASIC program that other users could LIST to see how the new chips worked themselves, so we did end up selling it for a while on the 64, just at a low price so that people wouldn&#8217;t think we were trying to take the piss.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_5.png" alt="ROX 64" /></p>
<p>It just BARELY made use of the new machine&#8217;s features, using a single sprite for the lunar module (and a right pain in the arse it was drawing that thing on graph paper and converting it into BASIC DATA statements to be poked into sprite RAM; unsurprisingly enough one of the very next things I wrote was a proper sprite editor) which would land on the lunar surface (lovingly constructed out of ropey old PET graphic blocks) to the accompaniment of various whooshing noises from the SID chip.</p>
<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_6.png" alt="Awesome." /></p>
<p>So my first C64 program was a pretty low-key and unassuming thing, but it was a first step on what was to be a long and enjoyable road.  After I finished writing that sprite editor I began straight away using it to draw some big and crudely drawn camels, which looked more like two fat men in a camel suit&#8230;</p>
<p><img src="http://minotaurproject.co.uk/YakImages/pics1/c64_7.png" alt="bull!" /></p>
<p>(Nothing at all to do with the C64, just a drawing from a C&#038;VG from around that time which I was looking through in search of old Llamasoft ads from that era.  It was the only illustration in an article about PRESTEL, believe it or not.  Gotta love early 80s era C&#038;VG art style!).</p>
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