Wednesday, 1 August 2012

Moon Patrol Shoot Out

Released in 1982 under license by Williams, this fondly remembered game had many redeeming features and remains a firm favourite for retro fans.

By this time the graphics and sound capabilities of arcade machines had improved from the single coloured sprites and simple monophonic tones found emanating from the early cabs.

The bright colourful graphics with parallax scrolling and lovely animated buggy instantly drew players to it but the main attraction was the jolly tune that played as you manoeuvred along the moon’s surface.

So could any of the Spectrum clones match the arcade machine?

At the bottom of the list, the games that were really bad included Casey Jones from Blaby Computing (left). This game replaced the moon buggy of the original with a steam locomotive, and takes inspiration from the 60’s television show of the same name. Aliens are replaced with hamburgers and the whole thing falls flat on its face.

Several of the games were written in BASIC and because of this suffered from the usual problems of poor sound, jerky graphics and poor control. Escape From Alderon by Magnum Computing obviously goes for a Star Wars spin on things and is truly appalling. Return To The Moon (Tlauli-ran) and Terra Plen (Thrydhent Vision Systems) are also at the bottom of the list due to clunky graphics, poor or totally missing sound and terrible controls.

The mediocre games are at least in machine code and provide the player with a decent experience, mostly. Hoverkrat from Andreas Zallmann Software is a ‘nearly’ game. The pauses in between playing when you lose a life is annoying and graphics, sound and game-play just miss the mark.

Kamikaze Buggie by Tweety Soft moves away from the norm and gives us a weird hybrid between Moon Patrol and Space Invaders. Jumping is almost uncontrollable, the buggy flying around the screen in all directions regardless of which buttons you press. The aliens drop to the ground and scuttle across the land causing further hazards.

A game with great graphics but flawed game-play is Lunar Rover from Data Design Systems. Jumping is based on how long you hold down the jump key and proves very tricky to master, meaning despite the game looking good, it soon become frustrating. The aliens are also missing, being replaced by meteors that fly horizontally across the screen.

Still in the mediocre section we have several games with the same name; Moon Buggy. Anirog’s version (left) is very colourful and action packed but the jumping is tricky. How far the buggy jumps is based on how fast you are going, but there is no indication of this on screen. Guessing the length of the jump usually ends in disaster, causing frustration.

Vision Software’s version lacks many of the arcade features to the extent it is almost a different game. The landscape does not scroll there are just craters to avoid and the whole thing appears to be a variant of Space Invaders. Despite these problems though, it has fast, smooth graphics and decent sound.

Moon Patrol – the unknown game by an unknown author in an unknown year, has some of the arcade features and the game-play is quite good. Sadly it seems unfinished, which is a pity.

Now we have reached the top of the pile, and the two games that will fight it out for the crown.

Moon Alert from Ocean is a great game with large smooth graphics that sadly flicker sometimes. Most of the arcade elements are present, sound is good and game-play is spot on. The arcade’s tanks are missing, replaced by mines and for some reason the music from Indiana Jones is played when you complete a level.

This for me was the best version, but I had never played the other contender.

The official version, Moon Patrol from Atarisoft (left), proves to be excellent, as you would expect from an official conversion. All of the arcade elements are there, even the tune, and the landscape detail is great. Game-play is superb and the only bad point is the lack of sound effects. Despite this though, this is a quality game.


Which one is best?

All of these games are tested and played in Episode 7, with the winner announced at the end of the tests.

Thursday, 12 July 2012

The Spectrum Show #6


In this episode we go back to August 1983 and take a look at all the Sinclair news and Spectrum game releases.

We have the second part of our game creation feature and there is the usual old and new game reviews.



If anyone wants to help with the making of this show, please get in touch. I am not asking anyone to do reviews, speak or do anything they don’t want to – but I am looking for interesting features that can be based on anything Spectrum related. (Ideally accompanied by pics or video). Of particular interest is hardware (for ideas see episode 2 with the wafadrive feature).

Enjoy...

Best viewed on  Youtube...


Thursday, 21 June 2012

The Spectrum Show #5


In this episode we go back to July 1983 and take a look at all the Sinclair news and Spectrum game releases. We have the first part of our game creation feature and there is the usual old and new game reviews.



HELP!

If anyone wants to help with the making of this show, please get in touch. I am not asking anyone to do reviews, speak or do anything they don’t want to – but I am looking for interesting features that can be based on anything Spectrum related. (Ideally accompanied by pics or video). Of particular interest is hardware (for ideas see episode 2 with the wafadrive feature).

Enjoy the show…


Best viewed direct on YouTube! (Direct Link)


Saturday, 2 June 2012

The Spectrum Show #4

Episode 4 of The Spectrum Show is now available.

In this episode we look back to June 1983 and get the Spectrum news and new game releases.

We also track the evolution of the joystick interface plus the usual reviews of old and new games.


Best viewed direct on YouTube.

Thursday, 17 May 2012

The Spectrum Show #3

Welcome to Episode 3 of The Spectrum Show. In this episode we look back to May 1983 and get the Spectrum news and new game releases.

We also have another arcade shoot-out and compare Spectrum versions of Asteroids.

We also review some early Quicksilva games and look at some newer releases.

Enjoy.

Best viewed direct from YouTube. Click here to go to YouTube



Tuesday, 1 May 2012

Asteroids Shoot Out

Asteroids was released into the arcades in 1979, and made a break from the traditional raster based graphics to give the game a stunning and unique look. The new technique was vector graphics, wire-frame objects calculated and drawn in real time to give a neon like feel to the whole game.

Because the arcade machines required special hardware to produce the new style of graphics, home versions struggled to replicate the display. Instead the games companies used different techniques to emulate the game from sprites to custom written, maths-heavy drawing routines.

So – which of the Spectrum clones can claim top dog?

This is an overview of the tests that were conducted, for the full reviews of each game check out Episode 3 (link at the end of this page).

The first game under the microscope is Cosmic Debris (left) from Artic computing. This version of the classic looks very authentic, having vector-like  graphics and all the game elements of the original. The asteroids move around as they should, splitting into smaller chunks when hit and the saucers make random appearances. Thrusting differs from the arcade in that the ship continues to move until opposite thrust is applied, making control a bit tricky.

The sound is adequate but the real let down comes when you lose a life. The screen fills with diagonal lines and you have to press a key to continue playing. There is also no on-screen information like scores, hi-scores of lives.

Next we Meteor Strom from Quicksilva. This game is one of, if not the first, Spectrum games to feature speech, although what it actually says is up for debate. The vectors have been replaced by large raster based graphics that move about in character jumps, and the ship only has eight points of rotation. Having said that, the game does play quite well, but there is still the problem of a continually moving ship is thrust is applied. Not a bad game overall.

Meteroids from Softek doesn’t even try to mimic the vector graphics, instead we get large images – not sprites, just large chunky images that jerk around the screen. Sound is limited and the ship is fixed to eight points of rotation. Thrust moves the ship and the stops it dead with no inertia.

Another Meteoids (left), this time from DK’Tronics fairs no better, with juddering character based images, fixed eight point rotation and below average sound. This game also has a massive problem; when you shoot an asteroid it doesn’t break into segments that move off in the opposite direction, instead it spawns smaller images around the compass points. This means if you hit an asteroid close up, you are likely to die instantly when the smaller objects are spawned.

Next we Planetoids from Sinclair, a game claimed by many to be the best asteroids game for the Spectrum. Again we see the lack of vectors, instead we get smooth moving, solid asteroids and a ship with sixteen point rotation, a huge improvement from previous games. Sound is limited, but the thrust works just like the arcade. There is still room for improvement, but this is the best one tested so far.

Spectroid Storm from Abersoft is a dreadful game that really shouldn’t waste column space. White background, jerking images, poor control, terrible sound and impossible thrust all add up to an easily forgettable game.

One game I missed during this test was Deep Space from PSS, so for completeness, the review is here.
Deep Space is, despite being graphically average, a decent game to play. The small, character based, asteroids move around in eight pixel jumps and the smaller ones are difficult to hit. The ship as fixed eight point rotation and the sound is limited to explosions.

The star filled background is nice and control is responsive, but the size of the graphics lets it down. Thrust moves the ship and then stops, there is no inertia, but we do get the saucers making an appearance. As mentioned before, game-play is nice, giving a good long game, it’s just a pity about the size and movement of the graphics.

To find out the winner, watch Episode 3

 
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