



Meet the team who want to put a spin on your joypads, and a smile in your magazine.
“Now that’s what I call a gaming magazine!”
Welcome to a new era of gaming. We’ve come a long way since the era of the Atari 2600, and the future seems so bright its wearing a pair of Ray-Ban sunglasses.
We’re not just another gaming magazine. We’re your confidant mate, your guide, your fellow adventurer, the one who’s always finding the next best thing to play. We’r don’t care if its a AAA title, an Indie darling, or a remade retro classic for a system you never considered. If its fun, playable, and more so... great, then we’ll give it a shot, tell you why you should take a look, make a few cheap puns, and generally make you feel good before you even hit that start button.
Here, opinions matter, more so from our team who are in essence a cross section of the varied community we call gaming. Get to know everyone, their styles and humour. You’ll find a favourite, and hopefully the next great game.
Yet we’re not just about reviews. we’ll be diving into those features most other mags can’t include. sometimes silly, sometime absurd, but always enjoyable. That’s our mantra, and we’re sure as hell gonna stick to it!
So if you’ve worked in gaming retail, just been an avid player, or simply want to jump into a mag that ‘seems a bit different’ and haven’t touched a game in decades, just flick through the pages, breath it all in and relax. we’ll take you on a fun ride, bring you back down again, and make you remember what it was like to play for the first time all over again.
This is your magazine, and our chance to shape our community for both us and the next gaming generation.
Welcome to Gaming Culture.
Chris Thacker Editor
Shaun Bebbington
Micro Mart and Retro Gamer Alumini. Shaun has covered everything from Atari’s early offerings to the Amstrad CPC. He considers anything after the ill-fated Jaguar console as “next gen”, the daft bugger!
Neil Cooper
First hand game retail experience, check! Multiple years experience writing gaming colums for newspapers, check! Expo veteran, check! Neil’s you man for an honest verdict.
Operators of a very well known indie retro shop in the UK, the’re premises have been featured by multiple Youtubers, but you’ve yet to hear the stories they have after the cameras stopped rolling.
We had another team member here, but prior to publication, they withdrew their content. Unluckily for us, we had a block of Lard to fill their shoes.
Wing See Li
Guest writer Wing has been instrumental in helping us push beyond where we thought this magazine would go, showing us new angles to take. An amazing addition to the team.
Ivan Oranciuc Raul Prisacariu
Guest writer Ivan, brings along his favourite indie game review to the GC pages. One that escaped our radar for sure too!
Raul’s artistic take on surreal art used on ICO this month made us feel like we’re back at school again.. Though with a cool teacher... and games!
Legendary Spectrum coder Don Priestley, whose unique and colorful games left an indelible mark on the ZX Spectrum era, passed away last year. His death marks the end of an era for retro gaming enthusiasts who grew up with his iconic creations. Starting his career as a teacher in the early 1980s, Don took a leap into game programming, initially experimenting with the ZX80 and ZX81. His early work, including the arcade game Mazogs, showcased his knack for creating engaging gameplay within the technical limitations of the time. This talent soon led him to the ZX Spectrum, where he would become one of the platform’s most recognizable developers.
Partnering with publisher DK’Tronics, Don produced a string of memorable titles. In 1982, he released 3D Tanx, a game that demonstrated his ability to push the Spectrum’s graphical capabilities. He followed this with the puzzle game Jumbly and remakes of his earlier ZX81 games, such as Maziacs (a reimagined Mazogs) and Dictator. These games, though simple by today’s standards, were
groundbreaking at the time, offering players a glimpse of what the Spectrum could achieve in the hands of a skilled programmer.
Don’s career reached new heights in 1985 with the release of Popeye. This game not only cemented his reputation but also introduced a fresh graphical style that would define his later work. At the insistence of the license holders, King Features, Don created a version of Popeye that closely resembled the cartoon character. To achieve this, he made the sprites larger than anything previously seen on the Spectrum, using clever programming techniques to incorporate vibrant colors. While this resulted in slower movement and gameplay, the visual impact was undeniable. The game earned a 90% score in Crash magazine, securing Don his one and only Crash Smash award.
The success of Popeye led to a series of games that showcased Don’s signature style: oversized, colorful sprites paired with lighthearted gameplay. Titles like Benny Hill’s Madcap Chase, The Trap Door (and its sequel, Through The Trap Door), Flunky, and Gregory Loses His Clock became instant classics. These games were not only visually striking but also infused with Don’s trademark
humor and charm. In a 1998 interview, he wryly commented on his Minder-inspired trading game, saying, “Arfur Daley might sell it, but nobody else did,” showcasing his self-deprecating wit.
By the late 1980s, the gaming industry was changing, and Don adapted by shifting to budget titles like Gregory Loses His Clock and Up For Grabs. However, as larger companies began to dominate the market, Don recognized that the days of the lone bedroom coder were coming to an end. He wisely returned to teaching, leaving behind a legacy that would inspire future generations of game developers.
In retirement, Don moved to rural Ireland, where he pursued his passion for field archery. Though he stepped away from the gaming world, his contributions to the ZX
Spectrum era remained cherished by fans. His games, like Mazogs with their vibrant visuals and playful spirit, captured the imagination of countless players and helped define a golden age of home computing.
For Spectrum fans, Don Priestley will always be remembered as the man who brought larger-than-life characters to our screens, turning the humble ZX Spectrum into a canvas for creativity and fun. His work continues to be celebrated by retro gaming communities, ensuring that his legacy lives on.
RIP, Don Priestley (1940-2024). A true pioneer of the gaming world.
LEGO’s partnership with Nintendo is expanding beyond tech-based sets.
In 2025, the iconic brick company will release a series of traditional LEGO sets inspired by the popular Animal Crossing franchise. These sets will feature beloved characters like Celeste and Leif, as well as familiar locations from the game.
While LEGO has previously released Super Mario-themed sets that incorporated technology, these new Animal Crossing sets are entirely traditional LEGO builds. They are designed to appeal to a wider audience, including those who may not be interested in tech-based toys.
“The one thing that is sadly lacking is a good Sinclair ZX Spectrum magazine (yikes!). Your Sinclair should relaunch to provide a bit of colour to the Speccy community.”
Starting out as a publication called Your Spectrum, which was relaunched in 1986 as Your Sinclair (YS), this magazine became iconic and a huge influence on the Speccy community, both then and now; it was certainly one of the best gaming magazines that one could purchase in the 1980s. It lasted through until 1993 ending with its famous Big Final Issue, signalling the end of commercial 8-bit gaming software in general, with the Commodore C64 being the last 8-bit home computer platform to have a significant release[1]
(which was Psygnosis’s Lemmings, published in February 1994).
YS was skilfully archived by the The Your Sinclair Rock ‘n’ Roll Years website, something now that only the WayBack Machine can tell. Such was the appeal and legend of YS, Retro Gamer Magazine paid tribute to it in 2004 with issue 94, niftily edited by Dan Whitehead, who is by far one of the best writers I’ve ever worked with, and certainly one of the most perspicacious.
Almost 20 years after Retro
Gamer’s aforementioned issue 94 and Retro Games Limited have announced TheSpectrum, and after something of a lull in the mid to late 1990s, and the early part of the 2000s, the Speccy community has grown into something of a monolith. There isn’t the unity that there might have been in the early days, when the independent 8-bit publisher Cronosoft launched, for instance. As communities grow, they can become more fractured. And the lies and propaganda over the Vega+ hand-held console certainly didn’t help, causing more fracturing. The liars and charlatans were backing Retro Computers Ltd (RCL) propaganda even though it was clear to anyone paying any attention that there were quite severe issues with RCL’s management, especially after two of its directors (namely Paul Andrews and Chris Smith) were illegally removed by the fraudsters who remained to drive the Vega+ into its grave. I remember before this time when the once great World of Spectrum website was a bouyant and well respected home for all Speccy fans, and anyone else who was curious about the rubber keyed wonder. Now, sensible people avoid it.
“As communities grow, they can become more fractured.”
Even with all of the apparent issues in the Speccy community there is certainly enough going on for at least a bi-monthly printed matter pe -
riodical to launch. There is an abundance of new Spectrum software; there is the Omni platform and several other popular clones; there is the Sinclair ZX Spectrum Next; and there are loads of emulators to choose from. And now, at a good price point, TheSpectrum is happening just in time for Christmas 2024. And although I find it odd that computering and gaming magazines still exist in printed form, people certainly seem to want them. Your Sinclair, with it’s vibrant and rich history, with its mix of gaming and humour, and being crap (in a funky skillo sort of way) is what I think is needed right now, isn’t it? Although, getting the tone of YS right may be a tough ask. But it’s been done once before. Bring on issue 95 for a Spec-chums reunion for us old gals and geezers. You all know that you need this in your life again.
[1] I know since this time, there has been a lot of new 8-bit games, and one might consider today to be a second commercial era for many 8-bit computers.
Taken from Shaun’s Gaming Blog with permission - http:// shaunbebbington.blogspot.com
Visually, Indiana Jones and the Great Circle is stunning. The environments are richly detailed, from the dusty halls of Marshall College to the lush jungles of South America. The lighting is particularly impressive, with shafts of sunlight filtering through ancient ruins and flickering torches casting long shadows in underground tombs. The character models are equally impressive, with Indy looking like a perfect blend of young Harrison Ford and the grizzled archaeologist we know and love. The facial animations are top-notch, capturing every smirk, grimace, and
The Great Circle is in essence, the lost Indiana Jones film we always wanted but never thought we’d get.
The sound design is also worth mentioning. The score, composed by John Williams (yes, that John Williams), is a masterclass in nostalgia, blending classic themes with new compositions that feel right at home in the Indy universe. The sound effects— from the crack of the whip to the rumble of collapsing ruins—are equally immer-
cranny, meticulously searching for hidden artifacts and solving optional puzzles, you’ll likely find yourself on the higher end of that spectrum. On the other hand, if you prefer to stick to the main storyline, the game still offers a satisfying and well-rounded experience. The length feels just right—long enough to tell a rich, engaging story with well-developed characters and a compelling narrative arc, but not so long that it overstays its welcome or becomes repetitive.
What truly sets Indiana Jones and the Great Circle apart is its replay value. The game is packed with hidden secrets, alternate paths, and multiple endings, encouraging players to revisit the adventure and uncover everything it has to offer. Whether it’s tracking down elusive artifacts, experimenting with different approaches to puzzles and
The gameplay in Indiana Jones and the Great Circle is a mix of exploration, combat, and puzzle-solving, with a heavy emphasis on making you feel like Indiana Jones. The whip is your best friend, and it’s used for everything from swinging across chasms to disarming enemies. There’s a satisfying weight to it, and pulling off a perfectly timed whip crack feels as good as it sounds.
Indiana Jones and the Great Circle is a love letter to the franchise, capturing everything that makes Indy great while giving us a fresh adventure to enjoy. It’s a game that respects its roots but isn’t afraid to take risks, and the result is an experience that feels both nostalgic and new.
So grab your fedora, dust off your whip, and get ready for an adventure that’s worth every second. Just watch out for the snakes.
There’s something undeniably magical about revisiting the origins of a gaming icon, and the Evercade Tomb Raider Collection 1 delivers that magic in spades. This lovingly curated compilation brings together the first three Tomb Raider games. Tomb Raider 1, 2, and 3, offering a comprehensive look at Lara Croft’s early adventures. For fans of retro gaming, this collection is nothing short of a treasure chest, brimming with nostalgia, challenge, and the kind of charm that only ‘90s gaming can provide.
From the moment you fire up Tomb Raider 1, you’re transported back to 1996, when Lara’s polygonal ponytail and dual pistols were the epitome of cutting-edge design. The gameplay remains as engaging as ever, blending exploration, combat, and puzzle-solving into a seamless experience that defined a generation. The tank controls, while initially jarring to modern sensibilities, quickly become second nature, allowing you to guide Lara through perilous tombs, ancient ruins, and the occasional velociraptor encounter with precision. Evercade’s inclusion
“For
retro en
thusiasts, the value of this collection is immeasurable”
of save states is a welcome addition, offering a lifeline for those moments when a mistimed jump or a surprise boulder sends Lara to an untimely demise.
Each game in the collection brings its own unique flavour to the table. Tomb Raider 1 is a masterclass in atmosphere, with its eerie tombs and sparse soundtrack creating a sense of isolation that’s still palpable today. Tomb Raider 2 expands the scope, introducing urban environments, snowmobiles, and a body count that rivals an action movie. Tomb Raider 3 takes globetrotting to new heights, with levels set in jungles, deserts, and even Area 51, showcasing the series’ ambition and creativity. C.
The narratives are steeped in the kind of pulpy charm that defined ‘90s gaming, blending ancient myths, shadowy conspiracies, and larger-than-life villains into a cocktail of pure escapism. Lara herself remains the star of the show, her dry wit and unshakable confidence making her one of gaming’s most enduring protagonists. The voice acting, while delightfully of its time, adds to the charm, with Lara’s iconic “Ah-ha!” and “No!” becoming as memorable as her acrobatics.
Visually, the games are a time capsule of gaming history. The blocky graphics and pixelated textures might look dated to modern eyes, but they’re packed with atmosphere, from the eerie silence of forgotten tombs to the lush greenery of hidden jungles. The soundtrack, with its haunting melodies and pulse-pounding beats, perfectly complements the tension and excitement of each level. It’s a reminder of how much could be achieved with so little, and how these games captured the imagination of an entire generation.
For retro enthusiasts, the value of this collection is immeasurable. three games, countless hours of exploration, and the joy of owning a physical cartridge—it’s a package that celebrates the legacy of Tomb Raider while making it accessible to a new audience. Evercade’s preservation efforts here are commendable, ensuring that these classics remain playable for years to come.
In the end, the Evercade Tomb Raider Collection 1 is more than just a trip down memory lane, it’s a celebration of gaming history. It’s a reminder of why Lara Croft became an icon and why these games remain beloved to this day.
If you’ve ever thirsted for a gaming experience that’s *bloody* brilliant, sink your teeth into the Evercade Legacy of Kain Collection, a *vein*-dripping good time resurrected from the crypt of classic gaming. This compilation is a ‘grave’ triumph, bundling two vampiric adventures: Blood Omen: Legacy of Kain, and *Legacy of Kain: Soul Reaver, It’s a *fang-tastic* feast for Nosgoth’s devotees and newcomers alike, proving some legacies never die… they just *reign*.
Wielding Kain’s sword or Raziel’s spectral claws has never felt more *clawsome*, with combat so *blood-pumping* it could revive a mummy from its sarcophagus. The series’ signature blend of hack’n’-slash vigor and environmental puzzles—some so devious they’d give a Sphinx a migraine—keeps the gameplay fresh, even if the camera angles occasionally act like a bat with a broken echolocator. Evercade’s save states are a *lifesaver*, offering mortals a chance to redo their missteps, because even vampires need a mulligan when they accidentally impale themselves on their own hubris.
The saga’s plot is darker than a vampire’s coffin at midnight, spinning a web of betrayal, time loops, and existential dread that makes *Game of Thrones* look like a tea party. Kain’s sardonic baritone and Raziel’s brooding rage are delivered via voice acting
“The saga’s plot is darker than a vampire’s coffin at midnight”
so sharp it could stake a heart, with dialogue that’s ‘to die for’ iterally, given how often characters shuffle off their mortal coils. The writing is *wickedly* clever, exploring themes of destiny and decay with the subtlety of a chainsaw in a coffin factory. Timeless? More like *ageless*, with a narrative depth that still sucks players in like a vortex to the Spectral Realm.
Nosgoth’s gothic landscapes, though draped in polygons older than Dracula’s diary, ooze atmosphere like a cursed tomb leaking mist. Crumbling castles, labyrinthine cathedrals, and eerie underworlds are painted in shades of decay, while the soundtrack hums with haunting choirs and strings that’ll make your spine shiver like a werewolf in a snowstorm. The voice acting alone—led by Simon Templeman’s Kain, a performance
so rich it deserves its own chalice of blood elevates the experience from “retro relic” to “eternal masterpiece.” It’s a symphony of darkness, conducted with a baton carved from pure melodrama.
For the price of a garlic-free dinner, this collection offers *eternal* replayability. Five games, countless hours of ‘soul’-crushing (and soul-devouring) gameplay, and the tactile joy of a physical cartridge because digital downloads lack the *soul* of a relic you can hold. Evercade’s preservation here is *immortal*, a love letter to fans who’ve kept the series’ flame alive like a candle in a crypt. Whether you’re reliving Kain’s rise to vampiric godhood or Raziel’s quest for vengeance hotter than a phoenix’s lunch, the value is undeniable—a *blood*-steal for retro enthusiasts and a gateway drug for new recruits.
So power up your Evercade, draw the curtains, and let Nosgoth ‘consummate your night’ . The Legacy of Kain Collection isn’t just a nostalgia trip—it’s a fullblown resurrection, polished until it gleams like a vampire’s fang under a full moon. Just don’t blame us if you start answering the door with a dramatic, “What *vessel* dares disturb my slumber?”
3/5
Pebble Beach Golf Links, part of the Sega Saturn’s 1995 launch lineup, was Sega’s way of saying, “Golf can be fun... really!” With realistic graphics, easy-to-pick-up controls, and gameplay that didn’t require you to own plaid trousers, this game brought the iconic Pebble Beach course straight into your living room—minus the sunburn and hefty green fees.
The real draw? The faithful recreation of Pebble Beach’s legendary holes. From the infamous 17th green drop-off to the “seriously, is this par-5 even legal?” 18th hole, every detail was painstakingly rec-
An oddly charming presentation, showcasing why
reated. The lush landscapes and surprisingly realistic water effects had you questioning if your Sega Saturn was secretly a golf cart in disguise.
Pebble Beach Golf Links offered multiple game modes, including Stroke Play (for those trying to avoid embarrassing themselves) and Tournament mode (for those embracing the humiliation over several rounds). With controls that let you line up shots and adjust power with precision, even newcomers could avoid slicing the ball into the digital ocean... most of the time.
The sound design? Top-notch. Birds chirped, waves crashed, and the wind whispered, “Are you sure about that shot?”
Commentary added some much-needed wisdom, oc-
gaming, Pebble Beach Golf Links nailed the immersive golfing experience, making it a hole-in-one for golf fans and a charming oddity for everyone else.nament mode (for those embracing the humiliation over several rounds). With controls that let you line up shots and adjust power with precision, even newcomers could avoid slicing the ball into the digital ocean... most of the time.
The sound design? Top-notch. Birds chirped, waves crashed, and the wind whispered, “Are you sure about that shot?” Commentary added some much-needed wisdom, occasionally making you feel like you were just one bad swing away from joining the PGA... or maybe just getting tips from the local caddy.
While it didn’t revolutionize gaming, Pebble Beach Golf Links nailed the immersive golfing experience, making it a hole-in-one for golf fans and a charming oddity for everyone else.
RATING 65%
Ah, Daytona USA. Released in 1995, this arcade racer brought the full-throttle chaos of the Daytona 500 straight into your living room via the Sega Saturn. And let’s be real—who didn’t love pretending their coffee table was a steering wheel?
For its time, Daytona’s graphics were jaw-dropping. Shiny cars, colourful tracks, and reflections so good you thought, “Wow, I should clean my
Away” are so catchy they’ll live rent-free in your head.
Daytona USA isn’t about realism or car tuning; it’s about pure, unfiltered fun. Whether you’re revisiting or discovering it for the first time, this classic racer still delivers the goods. Just don’t blame me when the soundtrack sticks with you for days!
”
And the soundtrack? Iconic. Tunes like “Let’s Go
Daytona USA stands out for its exhilarating arcade racing, iconic soundtrack, and timeless, fast-paced fun that makes every race a thrilling, unforgettable experience.
The perfect company for friends and a quick pint!”
RELEASE 1994 PUBLISHER: SEGA DEVELOPER: SEGA AM2
3, 2, 1… GO!
There’s mushroom for expansion.....
The LEGO Group revealed six never-before-seen LEGO® Super Mario™: Mario Kart™ sets, bringing Nintendo’s iconic Mario Kart franchise to the world of LEGO bricks for the very first time.
The addition of Mario Kart adds an entirely new dimension to the LEGO Super Mario experience, in which digital and physical play collide in the most spectacular fashion together. What’s more, the new sets feature some of Super Mario’s best-known characters, including Yoshi, Donkey Kong, Toad, Baby Mario, Baby Luigi and Baby Peach.
The LEGO Super Mario: Mario Kart sets were originally teased as part of the LEGO Group’s MAR10 Day celebration in March, and today’s reveal provides Mario Kart fans and LEGO builders their first full look at the new, highly anticipated products, launching January 1, 2025. Each set is designed to ensure that the LEGO brick version offers a fun way
The set you never knew you wanted so bad...
to experience the Mario Kart universe.
With vibrant characters, customisable karts and unique track items that will pave the way for endless play, these sets will get fans’ creative engines revving as they can turn unexpected surfaces into the ultimate Mario Kart track.
To add a layer of digital play, fans can also add a LEGO® Mario™, LEGO® Luigi™ or LEGO® Peach™ (figures not included) to the new Mario Kart sets which takes the interactive experience into high gear when putting one of the figures into the driver’s seat. This includes iconic Mario Kart audio and visual effects for race-starting, horn-honking, kart-drifting and gliding sounds from the game. Players can also use these characters to scan Item Boxes, allowing them to collect extra coins and help boost their score as they finish the race!
First-class shopping experience with Pixel Jockey. Great quality item and arrived on time and in excellent condition. Would definitely use again! Thanks so much.
nick15uk, Google Review
Such a wonderful company to deal with and their products are outstanding. Thank you.
Victor Stafrace, Google Review
Got mine today, absolutely LOVE it, so well made, very professional job. I am super happy with this, thank you Paul. You have done us Horace fans proud!
Michael Winn, Kickstarter
Brilliant quality products that are clearly made for the love of the games themselves
ZX Bags, Trustpilot Review
At Pixel Jockey we love the ZX Spectrum and we hope it shows in our products! We’ve made it our mission to design and produce the best quality, officially licensed products we can, we work closely with original programmers and rights holders to design, develop and produce original media cassette boxsets and merchandise that we’re proud of! Our products are designed with heart - from a desire to have ZX Spectrum related software, publications, merchandise and official products that may not have been made in the glory days of the ZX Spectrum.