Komoda & Amiga plus #05 [ENGLISH edition]

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Komoda & Amiga plus #5

Shadow of the Beast I

t was the year 1989 when the shadow of the beast invaded homes worldwide. We got possessed by a dark, yet beautiful, world. The constant threat of danger evoked both fear and passion in our young minds. We all fought bravely and those who survived thought it was the end. Time proved them wrong… That’s right, Dear Readers. Shadow of the Beast has returned for the fourth time – not for C64 and Amiga – but for PS4. Isn’t that a great topic for our Resurrection? Our editor, Petrichor, has prepared a real treat for you: an editorial devoted to the remake of this classic game. It’s not difficult to figure out that the focus of this issue of “K&A Plus” is Shadow of the Beast, since the cover of our magazine shows Aarbron, the protagonist of the game.

Editorial

Another highlight of this issue is an interview with Sascha Zeidler, aka Linus, an active member of a few C64 demoscene groups. I recommend those with a taste for art check out our gallery of selected works from Marcin Stręka, whose inspiration lies in retro gaming. You can find a selection of his works in this issue of “K&A plus”. And as always there won’t be a shortage of interesting articles and reviews of newer and older games for our beloved computers. In the previous issue of our magazine I briefly mentioned that, with your help, I’d like to create a new section. I intend it to be a “Top 10” list of video games in the vein of the one in – now defunct – “Komoda” magazine. This time I suggest a section extended by a few platforms (C64, 16/116/PLUS4, VIC-20, Amiga). You can find more information on the subject on our website http://ka-plus.pl and our fanpage http:// facebook.com/KA-Plus. Every time we create a new issue of “K&A Plus” or biggest challenge lies in the English version. It’s not an easy task to translate so much text. Because of that I’d like to wholeheartedly thank those who devote their free time doing translation work for us. Big thanks to our collaborators: Michał Rzepka (Slayerpl), Karolina Baranowska (Karo), Mariusz Aniszewski (MA), Michał Sroka, Magdalena Piss, Grzegorz Sojka, Tomasz Kubisztal, Jagoda Grabowska, Matt Skotarski and Matt Knott, who’s our new English native proofreader. Because of these individuals we are able to reach a vast amount of people across the world. Let me also invite you to check out our coverdisk. This time we present “Łazik” – a game developed by Slavia group that was recently converted from C64 to PET platform. A nice appreciation for all PET fans! That’s all I intended to tell you in this introduction. Now I’d like to invite you to read the fifth issue of our magazine with a hope that you’ll like it as much as the previous issues.

Komek & The Crew

EDITORIAL

If you’re a native English speaker and want to help us writing, translating or proofreading texts for our magazine, we kindly encourage you to contact us! We’re still looking for people willing to cooperate or even join the editorial crew of K&A plus. You can contact us via: team@ka-plus.pl or K&A Plus -Facebook page. Thanks!

summer / autumn 2016


Komoda & Amiga plus #5

CONTENTS

summer/autumn 2016

COMMODORE ■

Plus/4 ■VIC20 ■C16 ■C64 ■C128

SPIS TREŚCI

Doom 8

Platman 26

Werewolves of London

10

Qwak 28

Night of the Valkyrie

12

Vortex Crystals

Game Over II

14

Soulless 52

The Lands of Zador

16

Fast bitmap plotting

54

SID Adventures: Linus

20

Blocky Skies 11

Cinnamon Writer

48

Back to the Golden Age

Dungeon Master

50

30

AMIGA ■

M68k ■AOS 4.x ■Aros ■MOS 40

Boxx 2 42

Mp3info 59

VARIA Editorial 2

Pixel Heaven 2016

Fresh News 4

Talking Heads:

Following the footsteps of Ghosts’n Goblins

To cheat or not to cheat? 17

Johnny presents

36 44 60

Resurrection: Shadow of the Beast 32

COVERDISK

Komoda & Amiga plus Commodore computers’user’s magazine Editor-in-chief: Komek Editors: Ramos, noctropolis, Bobikowoz, Tomxx, Minimoog, MrMat, Don Rafito, c00k, JargoV, GeoAnas, Neurocide, Atreus, Petrichor WWW: http://ka-plus.pl E-Mail: team@ka-plus.pl

Design and DTP: Tomxx, MrMat Drawings: Johnny Cover design and concept art: Ruben Messeguer Proofreading: Komek, Minimoog, noctropolis, Tomxx, MrMat English proofreading: Matt Knott Translations: Slayerpl, Bobikowoz, Tomxx, Karo, Petrichor, Michał Sroka, Tomasz Kubisztal, Mariusz Aniszewski, GeoAnas, Grzegorz Sojka, Magdalena Piss, Matt Skotarski Cooperation: Uka, Paweł Król, Michał Sroka, Hery

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Komoda & Amiga plus #5

Fresh News C64

C64

which the duel takes place. The game is obviously free, but you

BUG HUNT RGCD, 2016

SHOTGUN ZeHa, 2016

can also purchase a collector version on a 5.25 inch floppy. Overall, very cool simple game, ideal for beer events with your buddies ;)

■ Komek VIC-20

MINISKETCH There are certainly some of us

The first impulse that triggered

that happen to at least once

me to play Shotgun was a

swallow a fly or other insect. In

screen with a minimalist, classic

real life it happens acciden-

graphics found on CSDb. In

tally, but in video games the

order to play you need at least

“swallowing” is actually a nice

2 people, as there is no single

concept! Furthermore, there

player duel option. As if that

are no negative consequenc-

was not enough, the game of-

Within all the new VIC produc-

es for your health ;) In Bug

fers us the opportunity to play

tions released last quarter there

Hunt you are a lovely crea-

in three, and even four, human

is an app worth to be men-

ture and intend to swallow

opponents, quite nice PvP, isn’t

tioned. Minisketch is a drawing

the incoming insects. Good

it? And what’s it all about? Well,

software which let you use a

reflex and efficient joy are

you run through the labyrinth

light pen. In order to use it you

both necessary to succeed at

with the gun, shoot your oppo-

will have to use the 8 kB RAM

this game. Overall, it’s pretty

nents and avoid their bullets. In

extension for VIC. Using a smart

good entertainment accom-

addition to the previously men-

algorithm, the program can

panied by a nice tune and

tioned selection of the number

handle a higher resolution com-

pretty cool graphics.

of players, you can also choose

pared to the limited one offered

REVIEW

■ Komek

summer / autumn 2016

a type and color of the maze at

Mike, 2016

by the light pen. ■ Komek


Komoda & Amiga plus #5

C64

EYE OF THE GODS Psytronik, 2016

This is another example of

vantages though, for instance

small enjoyable retro gems

you have to first learn the

recently released. Excalibur

controls, and the game speed

features arcade and platform

varies depending on the num-

solutions, and additionally,

ber of objects displayed on

if you like the fantasy mood

screen.

of knights, archers, wizards

5

■ Minimoog

and warriors I guarantee you’re going to enjoy this

C64

game! Fighting with a sword doesn’t need to be another hack’n’slash, and this game

1917 Slavia, 2016

will teach you on how to make a timely and deadly blow. Another advantage of this game is a simple but very nice looking graphics. If only the collision detection was better… Do you enjoy the game Sou-

■ Komek SEUCK Compo 2016 is hap-

less that was released by Psytronik back in 2012? If the

C64, Plus 4

event Slavia has prepared

answer is yes, I have some good news: they have recently relased a similar app titled

pening right now! For this

PENTAGRAM Rod&Emu, 2016

another game – 1917. The action takes place in Oc-

Eye of the Gods. This is a clas-

tober 1917 in Russia. The revo-

sic maze game comparable

lutionary leader Vladimir Lenin

to the famous Draconus, as

must break through the St. Pe-

there are also underwater as-

tersburg Winter Palace to deal

pects of the labyrinth. Exten-

with a bad tsar once and for

sive scenery, good graphics,

all. His goal is to establish the

catchy music and finally high

dictatorship of the proletariat and on the way he have to

playability make the Eye of the Gods an appealing game

Adventure games are, at least

deal with various classes of

that is payable also by peo-

for me, always enjoyable! The

enemies – nobles, bourgeois,

ple who prefer other type of

fun is doubled if the game is

Jews and priests. It should be

games.

perfectly crafted. The new

noted that the game is obvi-

C64 adventure app called

ously facetious.

■ Komek

Pentagram is based on a ZX

■ Minimoog

Spectrum game from 1986. We’re leading a sorcerer C64

task is to recreate an old pen-

EXCALIBUR Laddh, 2016

C64

named Sabreman and our tagram using the runic stones.

KABURA Sputnik World, 2016

The game relies heavily on the exploration of the area and the gameplay is presented in an isometric view. Although the original game is from the 80’s, it is very addictive, has a nice climate and graphics. The game has a few disadREVIEW

summer / autumn 2016


6

Komoda & Amiga plus #5

Shoot’em Up games usually

collisions and without turning

consist of 4 worlds with boss

don’t require too much of our

on the engines, the vehicles

awaiting us at the end of

brain cells. The only thing we

are drifting in the vast space.

each level. The game’s graph-

need is a functional joystick

You have to get used to con-

ics is being entirely created

and powerful reflex. Kabura

trol, but after a few moments

in Deluxe Paint IV and will be

combines fast action with a

you can freely chase comput-

available free of charge.

moderate degree of difficul-

er or a friend in space. Low

Game’s development started

ty. It’s a reasonable game

resolution causes the field of

back in December 2015 and

concept, as too complicated

view to be very limited, but the

the work is progressing nicely,

shooters quite often managed

markers help in general orien-

although we should rather not

to discourage potential play-

tation. It’s worth to follow this

see the final version by the

ers in the first minutes of the

project, which in the future will

end of 2016. Youtube channel

game time. This game some-

get some audio additions and

of user Godzilla7302 presents

times reminds me of the old

further spaceships upgrades

some first pieces of the game-

and worthy Soldier of Light.

available after hunting down

play. We will closely monitor

Varied types of scenery, good

the enemies. http://www.

this project as it really looks

graphics, and the above

spacechase.de/

promising.

mentioned fast action make

■ bobikowoz

■ Petrichor

this program a recommendable title to try out.

■ Komek

Amiga

C64

CBM II

SCOURGE OF UNDERKIND SPACE CHASE

Wayne Ashford, Magnus Tegström, 2016

KILL THE ALIEN Laddh, 2016

REVIEW

Christian Krenner, 2016

CMB II is a computer that

If you positively recall games

only supports the text mode.

like Gods, Chaos Engine or

However, with appropriate

Alien Breed, be sure to check

Galaga is one of the most

resources of time, desire and

out Scourge of the Underkind

important titles among the

skills one can bypass these

project. It is created by two

classic computer games. His-

limitations and create a game

enthusiasts: artist Wayne Ash-

tory is full of similar games,

with graphics in it! Space

ford and programmer Magnus

or even clones, and here we

Chase is such a production

Tegström, who are the lovers

have another example: Kill the

and although it’s still in beta

of the above mentioned titles

Alien. Well, it’s far from unique

it’s already a fully playable

and decided to create their

power of Galaga, but I think

concept.

own game on the Amiga.

it’s not the worst creation

So far not much is known

either. Unfortunately, devel-

This space shooter features

about the game itself, scant

opers didn’t implement any

two spacecraft teams. Each

information only reveal a bit

special aliens’ attack waves –

player controls the captain of

of the single player “maze

I mean, they simply fall down

his team and the goal is obvi-

crawler” mode. There will only

and fly up. With this in mind

ously shoot down the enemies.

be a single playable charac-

everything is just too casual

The author has implemented

ter, and we’re going to learn

and monotonous.

a simple physics, so that ships

his background throughout

are spinning in circles after

the game play. The title will

summer / autumn 2016

■ Komek


Komoda & Amiga plus #5

Plus/4

PAC-PAC Assassins (ASN), 2016

a huge box. Grab the cash

for platformer fans. Super Robin

and escape from the danger-

is a nice new production that

ous objects. Great fun guar-

consists of 31 levels. It’s all about

anteed!

collecting every possible fruit

■ Komek

7

you could find and then finding level’s exit. There will obviously be some obstacles to overcome and it’s a good thing to

VIC20

have 7 lives ;) A nice graphics and high playability turn this

ATHANOR Majikeyric, 2016

game an interesting choice even for non-platformer players.

■ Komek

I suspect we’ll never be free from the Pac-Man clones, but it’s okay as this yellow ping-

PET

pong dude has the power to

ŁAZIK

unite generations. Everyone wants to play him: kids, pim-

Slavia, 2016

ply youngsters, people over

In the third issue of “K&A

30 and even grandpa and

plus” I posted a short article

grandma. The Hungarian

about Athanor released for

group names Assassins pre-

C64 platform. Back then I an-

pared the next version of the

nounced the upcoming VIC-

Pac-Man game and called

20 version and here it is – this

it Pac-Pac. In my opinion this

great adventure game finally

reheated chop is quite tasty.

appeared for an old VIC! The

Who’s up for the round?

main protagonist is a monk

Łazik, the game known for

belonging to the Franciscan

some time within the C64 users

Order who needs to solve a

is now available for PET! Fans

certain mystery in his abbey.

of this platform (let’s be hon-

So let’s do it, dear prayer,

est, there are not that many

ughm, I mean, player.

new releases for PET) can now

■ Komek C64

FORT DJANGO Dr. TerrorZ, 2016

■ Komek

enjoy the newer and better version of Łazik that features

Amiga CD32

more levels and the same playability as known from

SUPER ROBIN Calvin R Allett & Chris Clarke, 2016

C64. Penetrate tunnels, collect scattered money and be aware of monsters!

■ Minimoog

Fort Django is a specific game featuring very large sprites and high quality pixel graphics. One runs around a spacious building, shoot at the bad guys and collect bags of gold. At the end of the game there are some precious treas-

Current review of fresh games

ures waiting for you hidden in

ends up with something new

REVIEW

summer / autumn 2016


Komoda & Amiga plus #5

COMMODORE

8

Review: Minimoog; Translated by: Slayerpl Many elements of popculture become so popular that they have many adaptations, configurations, interpretations etc. The same happened with the game that was created in December, 1999 by an already great and well-known ID Software. We are talking of course about the marvelous FPS named Doom.

A

lmost 20 years passed

age to work the engine of such

the constant awareness that we

by before this great

advanced program as a FPS.

play on Vic to completely enjoy

shooter appeared on

However it was possible with

the game. A lot of persons that

only small tradeoffs.

came into contact with the

the last expected platform – Vic – 20. It may appear completely

game on this platform, lacked

surprising that a platform with

Doom for Vic – 20 appeared

one of those features, that’s

a 5kbit Ram, with a CPU working

in December, 2013 (the date is

why we can encounter many

with a frequency of 1Mhz and

probably not a coincidence)

unfavourable reviews, that

16 colours graphics could man-

and it was made by Kweepa.

complain about the smaller or

Of course, it is not

bigger port errors.

a first release of Doom for other

To start the game, you need

platforms than PC

a siginificant amount of memo-

because users of

ry – 35 kbit. As we can read on

Super Nintendo,

the Internet, Doom for Vic – 20

Nintendo 64, Sega

has 8 levels, 4 different types of

32X, 3DO, Atari

enemies, 5 types of weapons,

Jaguar, Amiga or

11 types of music tracks play-

Game Boy Ad-

ing the background, 20 sound

vance, there also

effects, exploding barrels, arte-

versions for smart-

facts we can find, a map and

phones or even

the codes. It sounds a little bit

calculators (!) or

like a promised 9999999 games

our C64 ( in this

on one device, however this are

instance the port

real statistics, translated accord-

is called M.O.O.D).

ingly for VIC standards.

We should not omit this game and lose

The procedure of starting Doom

the chance to play

takes a considerable amount

it.

of time, fortunately we are ac-

REVIEW

companied by a really good

summer / autumn 2016

I will say that

graphics resembling the original

Doom for Vic – 20

game. It is really surprising that

is a niche game.

the logo of ID Sofware appears

It requires certain

very often in a lot of places in

amount of pa-

the game what brings to our

tience, forbear-

mind the question if the game

ance, minimal

was authorized (Doom from

knowledge of the

1993 didn’t enter the public do-

original game and

main). I will leave this question


Komoda & Amiga plus #5

cided to calculate the size of

though the music tracks are

the review.

the gameplay screen because

consistent with the ID order,

I was surprised by it. In the be-

the player feels more involved

When we load all the compo-

ginning of the review I wrote

with the Doom tradition, after

nents, we are welcomed by

that we should treat the game

listening for a long time you feel

the neat main menu made to

in this platform without huge

annoyed. The cult e1m1 and

match the original, even the

expecta-

font is the same. We can hear

tions be-

in the background one or two

cause it is

voice music, which can be eas-

VIC-20 and

ily recognised by every Doom

it is a good

aficionado. However, the joy-

result for

stick users will be unhappy – the

this type

main menu and the gameplay

of plat-

are controlled only by the key-

form. Even

board. The steering looks com-

though the

plicated at first sight, we can

graphics

find out more about it in the

are pretty

options menu.

simple, it

COMMODORE

unanswered and go further into

9

allows us to The beginning of the gameplay

differenti-

contains a real easter – egg.

ate in the

We can choose three scenarios

small window the most impor-

the other tracks are in most cas-

but... there is only one availa-

rtant things such as enemies,

es one voice, and when some

ble. When we choose the other

artifacts, switches etc. A big

accords appear, it creates

two, we receive information

advantage of the graphics is

a nice effect. Moreover, those

about buying them and the

a clear interface – you can

are short fragments, which are

game will mention the sentence

clearly see, what is the health

repeated continuously.

placed in the shareware version

level, ammo and armor and in

of PC version of Doom ”To order

the centre of the interface we

The game has its disadvantages

Doom, call 1-800-idGames”.

see the Doomguy.

but I will say it once again – it

This tidbit is a testament of the

is only VIC-20. Even though the

passion with which the port was

Because the gameplay plays

gameplay is slow, the music

created and care about the

out in the 3D, and not in its imi-

is irritating and the gameplay

details contained in the original.

tation, a lot of resources of VIC

screen is tiny – Doom leaves

The names of the levels of diffi-

are used and the gameplay is

good memories. I recommend

culty is taken from the original,

not so quick. To increase the

it to those that are not afraid of

magnifying the atmosphere of

pleasure of playing, I decided

small disappointments, and at

”Doom”.

to use a small ”cheat” and

the same time like to get their

I doubled the speed of emula-

butt kicked: by the opponents

tion. It made the playing better.

but also by the hardware.

Until we see the screen of the gameplay, we aren’t really sure how VIC – 20 will manage

The game quickly enchanted

to work with the 3D graphics

me. Maybe it was not as quick

engine. After loading the port,

as PC Doom, but it definitely

we encounter the biggest dissa-

impressed me – you do not

pointment – the gameplay is in

play FPS everyday on VIC-20.

the small window which takes,

Unfortunately, the levels from

read carefully, a whopping 6

the ports are not completely

percent of the whole screen

identical with the original ones,

(when we do not count the bor-

I would only find small referenc-

der – it will be 12 percent). I de-

es to the classic levels. Even

DOOM Publisher: Kweepa Year of publication: 2013 Platform: VIC-20

5

3

5 REVIEW

summer / autumn 2016


COMMODORE

10 Komoda & Amiga plus #5

Werewolves of London Review: bobikowoz; Translated by: Grzegorz Sojka Lycanthropy makes my life a lot more difficult. As long as the sun is in the sky I’m a faultless citizen, but when dusk comes so does the change. My body shifts, my hunger grows, the people scream. Another night, another gnawed corpse. Horror. Disgust. Shame.

N

ever used to believe in

names. People who wronged

to do is feast. Every battle is like

legends. Now I am one.

me. Their lives have to be taken

a damn buffet.

So why not believe?

if I want to fix this curse.

That this can be fixed. Back to

Can’t stop getting lost. Every-

before the fur and fangs. So

London is a big mean city.

where looks the same in this

I made a list, checked it more

I need to search every street.

city. Same backdrops, same

than twice. Eight very naughty

Luckily I can sniff out those

sounds and smells. Even the

I need over long distances. Be-

situations. Coppers lock me up,

ing part wolf has some perks.

I knock them down. Rinse with blood. Repeat.

Something’s wrong with the Underground.

Like an R Rated

No trains roll on by. Could be a strike. Could be something… else. I’ve spent so much time hunting for a key to the sewers.

Groundhog Day.

Extra music

Why don’t they just kill me? Maybe they

Cassette with version on ZX Spectrum contained on B side a song “Werewolf Rap- Silver Bullet Remix”. https://www.youtube.com/watch?v=5uZek2qgW7M.

can’t. Maybe it’s all some sick game. It’s the sounds that scratch at me the

Who the hell

most. My own foot-

locks a sewer

steps are the only

grate? I also need a light, too

music I know. It’s an ugly beat.

dark down there even for the

Annoying.

wolfman. Then again the hunt can be Coppers locked me up. Seems

thrilling. Last night I crossed

they don’t believe in legends.

a name off my list. I want more.

After a night with me they do.

All this suffering will end soon.

I have to take it to the rooftops. Streets are too full of people

For them and for me.

hunting me. They’ve armed themselves. Think bullets will save them. Sure, they sting like hell. Enough

WEREWOLVES OF LONDON Publisher: Viz Design Year of publication: 1988 Platform: C64

of them will kill me, but I’m stronger. I’ve evolved. Now

REVIEW

I can devour my foes. All I want

summer / autumn 2016

7

2

8


Komoda & Amiga plus #5

AMIGA

Blocky Skies

11

Review and Translation: Tomxx

The start of the holiday season on the Amiga scene was heralded by a fresh arcade puzzler! The game was developed for M68000 and released by alpine9000 from Enable Software Pty Ltd.

B

locky Skies is the author’s

falling floors. It’s obviously

first project ever released

a homebrew, so by no

on a classic Amiga and

means is this graphical

its development process was

piece of art, but it still

part of the 8-week assembler

features a decent quality

learning course during which

for a non-commercial and

the fully playable game was

solo project. The game

completed.

music comes from tireless Simone Bernacchia (JMD)

The goal of Blocky Skies is

– same person who deliv-

to follow the multi direction-

ered audio for Tanks Furry

al paths to reach the finish

that was featured in the

line. The main problem is to

previous issue of K&A plus.

remember the grid, as from

JMD’s audio is always of

time to time it just vanishes.

highest quality and this

Along the way we traditionally

game is no difference.

collect coins, avoid flying ene-

The game only requires

mies. Doing our best to quickly

512kb ram memory, is free

complete the levels, as floors

and downloadable from

will eventually drop below if

the official project web-

we take too long to complete

site (http://blockyskies.

give puzzle. The game fea-

com) in 3 different ver-

tures 10 levels which makes

sions: boot disk ADF, hard

the gameplay more compli-

drive install and CD32/

cated once we progress.

CDTV ISO. Source code is open and available

The unusual grid based move-

from the GitHub repository

ment system is fun. Working in

(https://github.com/al-

tandem with pleasant audio-

pine9000/blockyskies). Be

visuals. The playfields graph-

sure to try out this game –

ics are clear. Independently

we should be all happy to

scrolled on two separate

see new authors getting

layers, animations are smooth

back to code their ideas

and everything is wrapped

on our classic Amiga

with a dynamic effect of

platforms.

BLOCKY SKIES Publisher: Enable Software Pty Ltd Year of publication: 2016 Platform: Amiga 68k

5

6

6

RECENZJA REVIEW

summer / autumn 2016


COMMODORE

12 Komoda & Amiga plus #5

Night of the Valkyrie Review: noctropolis; Translated by: Matt Skotarski Transylvania, year 1942, World War 2 is at it’s peak. Could this be yet another, runof-the-mill commando shooter with predictable gameplay? Quite the contrary. While we will have to single-handedly take care of an entire SS Panzer division, this time we’ll do it as a vampiress names Mariska. Quite a surprise, for sure.

T

he game tells us a curious

hausted, our hero was forced

story narrative. It also takes the

story. A member of Royal

to retreat and hid in an ancient

reader back to 1492, unearth-

Marines Sgt Joe Harker

crypt nearby. Having reached

ing long lost secrets and events

attempted to liberate prison

the deepest tomb, he found a

through which our princess, on

camp, found on the Axis ter-

sarcophagus with a painting of

her wedding day (which, to

ritory – alone. The plan was

a young maiden and a gothic

put it mildly, she was not happy

crazy as it sounds; as could

letter M, but before long he

about, as it wasn’t her decision)

be expected, injured and ex-

collapsed, unconscious.

became a vampire.

Shortly after, the nazis followed.

The graphics experienced in

Sergeant was to be taken alive,

Night of the Valkyrie are of fin-

and so he was captured and

est quality. The background,

bandaged, not without a fight,

based on different shades of

and taken to the very camp he

gray interrupted with vibrant

wished to liberate. Soon how-

colors, creates a unique and

ever, through unknown means,

memorable atmosphere, one

magic or otherwise, the injured

felt from the moment we enter

soldier’s blood spilled upon the

the setting. A good example

sarcophagus woke a vampir-

of this is during the intro, when

ess from her slumber – princess

sgt Harker bleeds out over the

Mariska. After long years spent

tomb, waking Mariska in her

in the darkness, years that felt

long, crimson dress. Sprites are

like ages past, she felt... free.

good quality, and not only for

Tasting the blood let her see

the main characters, but also

recent events unfold before her.

opponents, which are quite

Wishing to help her savior, she

varied themselves. The score,

set off to rescue him from nazi

composed by Richard Bayliss, is

oppression, hoping he could be

limited to the title screen which

the one true love she waited for

is a shame, as it’s gloomy, mys-

all along... It’s only a taste of the storyline, but for anyone wishing to savor the atmosphere created by Eleanor Burns it is worth to note that the manual PDF attached to the

REVIEW

game includes a detailed

summer / autumn 2016

For anyone wishing to savor the atmosphere created by Eleanor Burns it is worth to note that the manual PDF attached to the game includes a detailed story narrative.


Komoda & Amiga plus #5

In summary – we’ve got a great

ambience. It’s worth to enjoy it

story, supported with talented

for a while before setting off to

writers; high quality audio and

the adventure.

visuals; detailed and thoughtful gameplay elements; and,

While in many productions of

most importantly, fun (game’s

this type getting close to the

accessible difficulty works in it’s

enemies ends our quest rather

favor) with a surprisingly well

abruptly, here tables are some-

done ending.

what turned: our heroine is a

Some compare

vampiress, and as vampires do,

the game to

she can suck her victims dry,

Commando

dealing with most privates eas-

and while it

ily. Most, but not all – generic

might seem odd

soldiers, those carrying flame-

at first, there’s

throwers, rifles or grenades (skill-

some truth

ful dodging is still recommend-

to that com-

ed) have nothing on war-priests

parison, even

and exorcists ruining our day

though the story

with crosses, speedy motorbikes

and ambience

BMW R-12 or powerful tanks,

are quite differ-

which need to be dealt with

ent. In the end,

exclusively at range.

Night of the

NIGHT OF THE VALKYRIE Publisher: The New Dimension Year of publication: 2016 Platform: C64

9

8

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terious feel fits perfectly with the

13

9

Valkyrie is a high These differing combat styles

quality SEUCK

are part of the core game-

product and I

play mechanic. Defeating the

recommend it

enemies at range, using our

wholeheartedly.

phenomenal pyrokinetic projectiles, fills up red score bar; meanwhile, sucking the enemies dry in melee combat fills up our brown bar. The game takes place on three levels (third of which is the final internment camp, where we have the option to save the prisoners, receiving gifts of much needed blood in return). If we don’t take care of our vampire lust, in the final cutscene we’ll find the enemy commander escape in a plane. If, however, we take care of our needs correctly, our princess will take flight and follow the enemy in aerial pursuit, turning into a... well, I won’t spoil that for you. Only after defeating the commander can we truly save sgt Harker and experience the happy ending. How romantic :-) REVIEW

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14 Komoda & Amiga plus #5

Review: Minimoog; Translated by: Michał Sroka Games like Great Giana Sisters, Flimbo’s Quest, or Boulder Dash will always remain at the top of the heap in popularity, greatness and gameplay. In my opinion that’s a bit exaggerated, so I devised my own “ranking” of the best C64 games. Way up high, perhaps even at the very top, resides Game Over II.

J

ust how popular, ill-fated

II. Based on the same concept

ged to immerse me and con-

and preceded by hun-

as its predecessor, but richer in

stantly kept me in suspense. I’ll

dreds of hours of suffering

gameplay, the game mana-

try to answer the question: why did the game succeed? The game impresses in every aspect. The hope for Game Over II being a good game kindles in the player’s mind with a simple, but beautiful intro sequence, crafted by skilful hands. Pleasing and catchy music leads the intro with the initial hope becoming something more! The first part of the game is a shoot’em up. Despite the fact that – traditionally – we fly a space ship and shoot enemy vehicles, nice and not-too-flashy graphics along with excellent gameplay keep the player immersed.

and irritation is the phrase GAME OVER! Everyone who has had the faintest encounter with computer games (or more broadly, video games), witnessed this particular phrase. So what if someone named their game Game Over?... This is a question that the developer of this fine 1988 game might have asked themselves. Because of that, the country of siestas and paellas saw the rele-

REVIEW

ase of the fantastic Game Over

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Komoda & Amiga plus #5

nally collect an item. The gameplay here resembles the likes of Castle and Frankenstein.

COMMODORE

a labyrinth and occasio-

15

Listening to the sound effects makes me think that the game has something in common with SEUCK, but that’s not a bad thing in this case. I recommend the game to those who have like to shoot and are not afraid of surprises or alien planets. That’s not everything, because the game seamlessly transitions to a platformer. After we land on a planet, we can traverse the sea on the back of a weird monster. Here we counter the attacks of incoming enemy monsters. But that’s not all! After we reach the land we are given a secret activation code. This is required to load the next part of the game. This part of the game is solely a platformer. Graphics and gameplay are still excellent. The game opens another plane for exploration. We are no longer constrained to horizontal gameplay, as we have to traverse

GAME OVER II Publisher: Dynamic

Software

Year of publication: 1988 Platform: C64

10

9

10

REVIEW

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16 Komoda & Amiga plus #5

Review: Komek; Translated by: MA What if we did away with unpleasant thoughts and brought colour to all the worlds grey spaces? I think it could be a wonderful idea that doesn’t require a lot of effort to come true. It is not a big thing, however...

F

rom my experience I know

gaming events, games such as

we have a futuristic stage “The

that most gamers like

Flimbo’s Quest, Creatures or The

Future” with small machnoids,

platform games. During

Great Giana Sisters tend to be

armed robots and robobirds. At

among the most popular titles.

the end of that stage there is

Some time ago, German group

a lever that you need to push.

Bauknecht released a really

After that you will be taken to

good platform game called

a space ship. Later you can find

Majesty of Sprites. Recently it’s

stages such as: “The Space Lab-

follow-up has been released. It’s

oratory”, “The Seas Of Fortune”,

called The Lands of Zador. It is

“Trithium Mines”. All of them are

as great as its predecessor.

beautiful and colourful.

The game’s protagonist is Kate

As often happens in platform

who has been chosen for

games we kill enemies by jump-

a dangerous mission. Restore

ing on their heads (if they have

a magical stone into the world

one). It should be remembered

of Azur. Each and every level is

that the other forms of contact

colourful yet at the same time

mean losing your energy. Luckily

dangerous. “Theadventuresbe-

it can be replenished by col-

gins” is the first level. There you

lecting little hearts.

can find a wizard who needs a diamond to build a path to

As it comes to the graphics

old caves. You can find it on

I must say that a piece of good

the second platform, so take

work has been done by the

it and give it to the wizard.

people at Bauknecht. All those

Stone tables appear quite often

colours and details are impres-

during the game because the

sive. Music and sound effects

wizard will ask you for additional

go nicely with an overall feel of

items. He can also present you

the game. The playability can

with magic balls that can be

be just summarized by saying

useful in fighting some tough

that I had a nice time during

enemies. During the first level

this game. Should you play it,

you should be aware of jump-

you’ll surely not regret it.

ing monsters and flying birds. You can also find “The Hidden Castle” with flying scary ghosts. The next level is “the Zador’s Skylands”. There you can find

THE LANDS OF ZADOR Publisher: Bauknecht Year of publikation: 2016 Platform: Plus/4

small robots and some unidentified objects that look like mol-

REVIEW

ecule made clouds. After that

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9

9

9


Komoda & Amiga plus #5

Ghosts‘n Goblins

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Following the footsteps of

17

Editorial: Komek; Translated by: Slayerpl

It happens very often that a success of some kind, for example in music, cinema or computer games, breeds imitation. Generally, there are two reasons for that: the first because of being inspired by the original – a great amount of admiration for it, and the second reason – commercial, the will to get an easy payday and profit as easily as possible. The cases mentioned in this article are mainly a result of inspiration or sometimes results of something between those two reasons.

I

think that most of you know

just to name a few. Let’s move

great game but fans of this gen-

the game Ghosts’n Goblins. It

now to the gist of it all, to the

re should like it.

is not surprising because it was

games based on this hit from

a huge success in the second

Thunder Light (preview)

the eighties.

C64

half of eighties which caused a lot of conversions of the game

1988

for different platforms. The original from 1985 was made for

Xenon, 1988 Another release from 1988, it

arcade games by Japanese

Varidan aka Vardan

was presented on The Silents

company Capcom. One year

C64

& Stage 3 Party in Sweden.

later, in 1986, a version for C64

ItalVideo SRL, 1988

Generally, it is described as

appeared, and the version for Amiga in 1990.

The first game that I thought about, is

Probably a lot of you wondered

Varidan created

what was the reason behind

by Alberto Frabetti.

the success of Ghosts’n Goblins

In my opinion, the

and why this game made such

similarity to G’n

an enormous impact on the

G is in this game

market? The huge advantage

pretty big, main-

of this game is how it is made

ly because of its

(graphics, music, sound effects),

construction and

which were pretty good for

graphics. While

1985. Playability was also a big

steering a coura-

reason of success because I

geous warrior with a

would say that this game has

sword, you are sup-

this intangible quality, that lures

posed to kill a cruel

the players. The protagonist of

monster. To reach

the game is a valiant knight

him you need to

Sir Arthur, who has to save a

wander through

princess Prin Prin, abducted by

the haunted court,

the cruel King of Demons. This

dreadful forest and

task is not so simple, because

dark caverns. Dis-

he has to make his way through

gusting monsters

a dark place, where monsters,

live in all of these

zombies, demons, goblins and

places. Varidan is

other horrifying creatures live,

not an especially EDITORIAL

summer / autumn 2016


COMMODORE

18 Komoda & Amiga plus #5

“preview” but it does not lack

a dark, haunted forest and the

was thrown into darkness by

much to consider it a complete

futuristic buildings. You will meet

bad King of Demons, who freed

game, however it lacks such

zombies, bats, monsters, mutat-

demons from Saggoth swamps.

elements as music, sound ef-

ed spiders etc. as enemies. To

The leader of Thalax – King Dun-

fects and an ending. The game

sum it all up, a highly playable

can chose a brave and strong

has seven levels and at the end

preview.

warrior Darius who has to defeat

of every level there is a huge

all the monsters and the King

1989

of Demons. Dragon’s Kingdom consists of six levels. Before the beginning of every level, we

Ghouls’n Ghosts

can see on the screen a map

C64, Amiga

showing where the warrior Dar-

US Gold, 1989

ius is. Too bad we didn’t have this option in G’n G from 1986

One year later and here is one

for C64, but fortunately this and

of the most important releases

other shortcomings were cor-

using the aforementioned style

rected years later, you will find

– Ghouls’n Ghosts. It is a sequel

out about it in the later part of

to G’n G with the participation

the article.

of a valiant knight Arthur and Princess Prin – Prin. This time our

Prince Clumsy aka The Sword &

protagonist deals with Lucipher

The Rose

– cruel king of demons, who

C64, Amiga

imprisoned the soul of a princess

Codemasters, 1990

and his servants took control of the castle and the village. The

Codemasters team also tried

brave Arthur goes in the direc-

an already made formula for a

tion of the Lucipher’s castle.

game. It is titled Prince Clumsy

Unfortunately, his task is difficult

in their version for C64 and for

and dangerous and the game

Amiga – The Sword & The Rose.

is definitely not easy. Apart

Yeah, yeah, it is once again

from nice graphics and high

about the princess, very beau-

playability, a great sound track

tiful one who was imprisoned

is here very important, com-

in the castle by her ugly sister.

posed by Tim Follin. I think that it

A knight in shining armor goes

is a very good sequel to G’n G.

to save the princess. As far as similarities with G’n G, there are

1990

many, mainly the scenery and the opponents but we should

Dragon’s Kingdom

treat that as a advantage of

C64

this game.

Genias, 1990 Deadly Evil Another similar release from

C64

1990 is Dragon’s Kingdom.

Players Software, 1990

EDITORIAL

Created by Alberto Frabetti who created Varidan. It dif-

In this case, there are way less

ferentiates itself from Varidan

similarities. Deadly Evil is a short

cross, that we need to get. The

because it has better graphics

game consisting of only two

gameplay takes place in bizarre

and music. The game has a

levels. Once again we are a

places such as fields with pipe-

very interesting description. One

knight who is supposed to save

lines and abandoned factories,

day, a peaceful land Thalax

a princess and her land. It all

summer / autumn 2016


Komoda & Amiga plus #5

the original version of C64 from

graphics and the animation

the hero of the game was a

1986? I think that it does. I will

were improved. The soundtrack

child. He survived back then an

first mention the lacking earlier

changed because on each

attack of monsters who were

element of the game, when

of six levels there is a different

sent by evil people to invade his

the princess is abducted by the

song. To sum it all up, a piece

land. Fortunately, he managed

demon. Then two additional

of nice work, and what is more

to survive but young princess

levels and the fight with the

important a nice rebirth of a

was abducted and scrolls from

King of Demons were added

game from 1986.

Middle Ages who were protect-

to the game. Another added

ing the land from the evil. Now

element is the earlier mentioned

he is an adult and a brave man

map which shows the level

and he decides to save his land

where our hero currently is. The

COMMODORE

began long, long ago when

19

and restore the stolen scrolls to its place. What can I say more? A very average game, but it is playable.

1991 Hobgoblin C64 tlantis Software, 1991 Is Hobgoblin really similar? Maybe not completely but definitely more than Deadly Evil. The protagonist of the game is Zanock – the son of the king of Altrois who needs to through the land of Goblins and get back the stolen gold sphere which protects the land from the evil. The graphics are pretty good but the lack of scrolling is annoying. Look out for the sound effects! These are really irritating so maybe you should turn them off. Even though the game has its’ drawbacks, this release is quite OK and it is nice to play.

2015 Ghosts’n Goblins Arcade C64 Nostalgia, 2015 I left this great game for the very end. In June 2015, Nostalgia published a new version of a game titled Ghosts’n Goblins Arcade. Does it differ a lot from EDITORIAL

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20 Komoda & Amiga plus #5

Linus

SID Adventures:

Interview by: GeoAnas; Proofreading: Tomxx

Sascha Zeidler – well known as Linus – is an active member of some well established demoscene groups: Artstate, Camelot, MultiStyle Labs, Oxyron, Resource and Viruz. His style was once perfectly described as: “There are C64 musicians. There are good C64 musicians. There also are legendary awesome fantastic C64 musicians. And there’s Linus, king to all of them.” I think it tells a lot about him, enjoy the interview! ;)

Hi Sascha! We all welcome

music lessons. From there on

Monty (probably just because

you here to “K&A Plus”! Let’s

I used to play in several bands

of the music!), Hawkeye, Gi-

start with a short bio of yours,

(all sorts of genres from electro

ana Sisters, Boulder Dash in all

shall we?

to free jazz), trying all sorts of

its incarnations, The Last Ninja.

instruments with varying suc-

Too many to mention, really.

Thank you! The pleasure is

cess. Lately I started to take

I haven’t played any of them

all mine. Sure, my name is

more jazz piano lessons again.

for at least a decade, though.

as ”Linus” among C64 sceners,

What exactly does an old C64

How long have you been ac-

turning 36 this year. Married,

home computer mean to you?

tive in the scene and how did

two kids and a dog, self-em-

Had you own any as a kid?

you start?

ployed. I run a web-agency

Did you enjoy playing games?

specializing in integrating mer-

Could you name your most

As far as I can remember

chandise management into

favorite titles?

I became interested in the

Sascha Zeidler, better known

e-commerce systems as well

demoscene around 1992

as WordPress development. As

I had one or another all the

after buying an Amiga, ba-

for hobbies next to composing

time since 1989 I think (not

sically just watching demos

I enjoy hunting down obscure

necessarily set up, though)

my neighbor (an old Amiga

music and movies from the 60s

and used to play games

swapper) provided. In a local

and 70s, beers and petting my

whenever I could or mom

computer club (hah!) I got to

dog.

allowed me to. I pretty much

know some crackers and soon

grew up on it and it still pro-

enough started to compose

Did you study or took any spe-

vides a warm feeling of both

tunes for their cracktros. The

cial courses in music?

childhood nostalgia AND an

first proper music release

occasion to artistically express.

occured in 1995 on the long

My whole life started to re-

There is nothing like the sound

defunct netlabel ‘phase’d‘ af-

volve around music one way

of a 1541 doing it’s magic, is

ter talking to prat/phase’d on

or another after I got hold of

it?

one of their bbs systems. Other

INTERVIEW

an Amiga and a certain disc

netlabels such as Mono211,

labeled “Noisetracker” when

My favorite games? From the

Voodoo, MoPlayaz and Theral-

I was around 11 or 12 years

top of my head: Maniac Man-

ite followed and I eventually

old. Soon enough, after some-

sion, Turrican I + II, The games

switched from using Protracker

what grasping the concept of

series by Epyx, especially

and the PerfectSound sampler

that magic tracker thing, my

World- and California Games,

to Windows and (yep, you

mother bought me a key-

HERO, River Raid, Defender of

already guessed it) FastTrack-

board and I started taking

the Crown, Auf Wiedersehen

er II. Oddly enough I never

summer / autumn 2016


Komoda & Amiga plus #5

sound libraries, you’re able

a milestone as it won the

a handful of XM releases by

to control every frame of the

X2014 music competition. It

me out there) which lead me

sound. One doesn’t need

was the very first time ever

to using Buzz and Renoise later

to concentrate on mixing in

I put down a tune with “win-

on, mostly for the back-then

a treated room either and thus

ning” as the main goal in mind

live act “K:inski“.

can get tunes done rather

quickly. What sparked your interest to start composing SID music?

Have you been involved to some other systems (8- or 16-

It must have been as late as

bit) demo scene(s) as well?

2004 I stumbled upon Goat-

achievement unlocked!

What intrigued me about writing sid music is the low level approach – everything you do you do from scratch, independent from plugins and sound libraries, you’re able to control every frame of the sound.

tracker by accident making

Yep, I started out on the

a child dream come true to

Amiga until the scene com-

actually write sid music. I have

pletely dried up towards the

always been a fan of the SID

turn of the century and also

chip (even listening to sid

did some VIC-20 music (quite

recordings on my walkman in

a funky chip, I might add) for

the ’80s all day) and was more

a TRSI demo. Regarding the

than surprised when I found

PC scene it was all about net-

out there still was a vital C64

labels for me, I never did any

scene in 2004.

demo soundtracks at all, nor

Apart from that Urban Canyon

did I ever really watch any PC

Cruising is something I am real-

I started writing some tunes

production either. I also did

ly satisfied with. Generally the

for fun (it wasn’t that hard as

some commercial soundtracks

coops with GH produced a lot

I knew tracker based systems

for small indie game studios for

of favorites, our album “Pixels“,

and had a decent grasp of

various consoles, but I cannot

which is hopefully going to be

subtractive synths already)

remember any titles atm. Oh,

released soonish, even more

and eventually got invited

and I love playing Atari VCS

so. Regarding older stuff I feel

to join my first C64 groups

games from time to time.

like Still Ready was a highlight,

(Civitas and Jeff’s ViruZ).

as well as Fortress of Narzod.

What intrigued me about

From all these tons of quality

I also released a sid LP with vo-

writing sid music is the low

SID tunes you released, are

cals names Mini Melodies: “IF

level approach – everything

any special or favorite ones?

I NEVER CAME HOME AGAIN”,

you do you do from scratch, independent from plugins and

COMMODORE

really got into it (there are just

21

where I like both “Vegas“ and ”64 Forever” certainly marks

“Someday Soon“ very much. Could you please give me your recipe for a well distinguished and memorable tune? Uh, I guess I am the wrong guy when it comes to memorable tunes. Usually I am not really after catchiness, but like more progressive tunes (abandoning the usual verse-chorus 4/4 beat structure) with a jazzy touch most. Prime examples are Hein Holt and Randall, but it can be anything, really. Tunes by e.g. Ed and Goto80 INTERVIEW

summer / autumn 2016


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22 Komoda & Amiga plus #5

come to mind.

certainly reflect the mood

ard mono single speed sids

I am in while writing them. As

without samples, I guess.

How many unfinished projects

for my present mood? “Across

have you left behind or totally

Tundras”, maybe...

trashed?

I always like to ask all fine musicians to describe their

8580 FTW...or not? I never actually trash any work

studios. I will not make an exception here! Would you

tunes and still have everything

8580 for Kaiser, definitely. Not

please give us a picture of

archived from the early

to say the old chip doesn’t

your equipment, programs and

Protracker .mod days on. My

have its advantages but my

trackers?

C64 work tunes folder current-

whole sound design approach

ly says 1619 files (one tune

relies on heavy filter type

Uhh, nothing too special,

can have multiple iterations,

switching resulting in massive

I guess. A couple of years

though). As for left behind ...

clicks on the old chip. So

back I used to have a treat-

most of them, I guess.

yeah! 8580 all the way for me.

ed room with quite some gear, but sold a lot of it when

URLs featuring Linus’ artistic works http://csdb.dk/scener/?id=10025 http://minimelodies.bandcamp.com http://multistylelabs.bandcamp.com https://soundcloud.com/linusvrz

Do certain SID tunes reflect

Is it easy for a musician/coder

I became a father and moved

to teach an old SID chip some

houses. You probably know

new tricks?

that moment when priorities suddenly shift...

It’s very possible. A couple of years back who would have

I’ve got my Macs (for both

thought the stuff Jammer and

professional and music re-

Randall do would be possible?

lated work), pretty decent

Or the jaw dropping sounds of

Adam Audio monitors, AKG

LMan and Jason Page...

and Shure headphones, an

your present mood? Did you

old Korg XP80 workstation

make any as a reminder for

2X, 3X...multiple SIDs...love or

currently being used as a midi

a special occasion?

hate?

masterkeyboard, a Tenori On,

Since I am not a professional

Indifferent, I’d say. Multispeed

a Fender US guitar I rarely

musician who has to deliver

is too much hassle for a lazy

play. I mainly compose on my

commercial tunes in a given

ass like me and not really nec-

piano downstairs and record

style on time I am free to do

essary most of the time and

sketches on the fly.

whatever I feel like doing.

stereo feels a bit like cheating.

Therefore I guess all the tunes

In the end I just prefer stand-

a Novation Bassstation and

Regarding software there are just Goattracker and Logic Pro X these days. Emulation or Real SID? How far have we come? How about when SID chips become obsolete? Since I don’t have my C64 set up right now I usually listen to sids via emulation, which is pretty darn good by now, at least regarding the 8580 chip. I never encountered bad surprises when I moved from the

INTERVIEW

emu to real sids at parties.

summer / autumn 2016


Komoda & Amiga plus #5

eration under guidance from an experienced director to achieve something that will amaze the

COMMODORE

people in a fine coop-

23

audience. What’s your opinion? Next to an artistic disposition passion and dedication (obsession, maybe?) is the key I think. Social skills shouldn’t be goes into remixes at all but What about DTV? You’ve

listening to the nth-rendition

been active there as well

of a Hubbard/Galway/Daglish

with “Ghost In the machine”

tune with modern synths isn’t

and “2008 – A DTV Odyssey”.

particular interesting to me.

Seems that 2008 was DTV’s

But then again I might not

year, am I wrong? These were

have heard enough tracks to

some excellent prods out of

really say anything about that.

a few releases for this platform.

As for originals, there are many

Do you like to see more prods

tunes I really adore.

released for hardware based

From the commercial heydays

emulation, modern system like

Tim Follin and Martin Galway

the DTV?

are my favorites by far.

From a musician point of view

Randall – Vinyl Headz, Unin-

doing DTV stuff can be quite

telligible Disco, A Liquor Store

frustrating as there are no

Anthem, Girl from North Car-

filters and the ADSR settings

olina ... Oh well, too many to

can be very unstable at times

mention, really. His stuff just hits

(amongst many other prob-

a certain nerve.

lems). To be honest I did not really enjoy doing DTV tracks,

Hein – The Jam, Syntax Error,

although the TRSI demos itself

Scott-Land, Ticking Timebomb

where excellent, of course.

and many more, similarly to

I can see the attraction for

Randall.

coders, obviously, and really

Jeff – Dune’s K Remix

felt sorry for the TRSI guys when

Jammer – Big Beat

my motivation dropped to

GH – Dying Star, Wind Downs

zero after 2008 – a DTV Odys-

Laxity – Schmold Skool

sey.

Ole Marius – Trick’n’Treat Tune Aleksi Eeben

Originals or Remixes? Could

Goto80

you please name some of your favorites tunes from each

I could easily name a few hun-

category?

dreds more.

Sorry, but I am not really famil-

“Demo-ing” is an expression of

iar with the C64 remix scene.

art. Demos are much like mov-

Not to devalue the work that

ies, requiring many talented

underestimated either. What are your criteria to give a solid 10 to a SID tune? Oh, that’s hard to tell. It certainly has to hit a certain nerve and be at least somewhat compatible with my own taste, although I can appreciate well executed tunes outside of my listening comfort zone (say, Eurotrance, hah!), too. I cannot quite put my finger on what it is, really. It can be anything from Ed’s glitch, GH’s wonderful chord progressions to Jammer’s amazing sounds. Multistyle Labs includes so many talented musicians! Do

Linus’ top 15 tracks based on CSDB rating 1. 64 Forever (2014) - 9.6 2. Grandma Was a Druglord (2013) - 9.5 3. It’s Winter, Winter in Kleve (2015) - 9.5 4. The Vice Squad OST (2013) - 9.4 5. Truck On (2016) - 9.4 6. Composition for the 11th Finger (2015) - 9.3 7. Je suis Linus le salaud (2015) - 9.3 8. Midnight Upon Us (2015) - 9.3 9. Urban Canyon Cruising (2015) - 9.3 10. Establishing Eye Contact with a Squirrel (2015) - 9.2 11. Her Web is the City at Night (2016) - 9.2 12. Summer BBQ Oppression Olympics (2015) - 9.2 13. They Cut the Grass Again (2015) - 9.2 14. I heard it through the Grapehein (2013) - 9.1 15. The Getaway (2006) - 9.1

INTERVIEW

summer / autumn 2016


COMMODORE

24 Komoda & Amiga plus #5

Having never owned a Vectrex the black and white spartanic vector gfx gave me a creepy sort of retrofuturistic lost in space feel.

“Fantasmolytic”, “BCC Faces”, ”Cauldron 101%”, ”Durch den Monsun”, ”Demo of the Year 2013”... So many quality releases! What was the most

you work on your tunes strict-

is really in my heart...well...be-

harsh to complete? Have you

ly by your own or assist each

side C64 of course! Have you

got any stories you want to

other as a team? I see you as

own a Vectrex machine? How

share?

a ‘dream team’ of musicians,

did you come with this neat

but how closely do you coop-

idea to port a Vectrex game to

Most harsh to complete...

erate with each other?

C64 and compose its catchy

Well, that must have been the

tune (with some...hmm...’East-

soundtrack for BluReu as I was

ern’ sound touch) and sfx?

moving houses at the time

Oh, we run a certain infamous,

and had to compose it during

politically incorrect, at times disgusting, often hilarious hill-

Hah, I did not come up with

late nights. Also that VIC-20

billy-esque chat room where

the idea at all, that was Pei-

Demo by TRSI was quite some-

we meet to trash talk (often)

seluli whom I met at X2008.

thing, as I had to learn the

and share work tunes (rarely).

Having never owned a Vec-

VIC-20 soundchip, its software

Work in progress tunes are also

trex the black and white

and limitation very quickly and

shared via Dropbox. As we

spartanic vector gfx gave me

come up with a couple of

are well-grounded characters

a creepy sort of retrofuturistic

tracks.

commenting on and judging

lost in space feel. If that makes

the other guys’ tunes is usually

any sense whatsoever, which

“Darkness” (2014) and “VICE

not a problem at all, no mat-

I doubt. As for the music: East-

squad” (2013) are two very

ter how harsh it gets at times.

ern scales (and especially the

well crafted and high quality

switching of the whole tone

commercial game releases

“Fortress of Narzod” - you

scales in the ingame tune)

from “Psytronik Software” and

touched a very sensitive chord

kind of underline that foreign

“RGCD”. Could you please

here! You know I am very ac-

atmosphere I felt, although

give us a picture of the “mak-

tive in Vectrex scene as well.

I admit that might not work for

ing of...” stages?

Vectrex is a machine I cherish,

everybody. The atmosphere of “The Darkness” made me wanna

▼▼YouTube.com screenshot presenting oscilloscope view of ”64 Forever” track.

go for a Follin inspired style, of course. As far as I remember Achim provided me with a playable demo with all graphics done already, so it should have been hassle free but I was constantly (up until the *very* end) completely unsatisfied with the in-game tune so I started from scratch weeks before the finishing line. The hardest part was to cram something listenable and not too repetitive into two voices without eating too much memory. The third voice is reserved for SFX, but as there

INTERVIEW

can be more than one SFX at

summer / autumn 2016


Komoda & Amiga plus #5

COMMODORE

a time it had to be possible to

25

mute the 2nd voice without actually killing the song. That means no long sustained notes on voice 2. So yeah, several hurdle to overcome. C64 scene will continue to flourish for the time to come, with many more wonders to get unveiled out of our beloved C64. Agree? I sure hope so, although I cannot see much (any?) young blood. As Randall put it “X parties are parties of old men nowadays”... What are your plans for the upcoming future? I am looking forward to the release of GH’s and mine 12 tracks “Pixels“ album (It was released on July 5th, 2016 on: https://multistylelabs.bandcamp.com/album/pixels – editorial note) and planning to do more tunes/EPs/LPs with GH (an underrated brilliant and better musician than I will ever be and a very nice bloke, too). I am also starting to slowly build a proper mixing room in the attic again, which is probably going to be the main goal this year. Apart from that? More jazz piano and a proper X2016 tune, maybe a demo or two. Do you want to add anything else, important or not, that I have overlooked? someday! Again, thank you very much

Just one thing – special greetings to my biggest fans Stinsen

We were so glad to have you

for your kind words and inter-

and Fanta, keep on practic-

here, Sascha! Good luck to

est. Good luck with the site

ing, dudes. You’ll get there

whatever you are planning to...

and mag, keep on trucking! INTERVIEW

summer / autumn 2016


COMMODORE

26 Komoda & Amiga plus #5

Review: noctropolis; Translated by: Karo It would be difficult to find a person who doesn’t know Pac-Man. It is not only a renowned game but the character also holds a historical position in the electronic entertainment field. It comes as no surprise then, that throughout the years, many similar titles emerged. Drawing from either mechanics, style, or history of the original. Several remained relatively faithful to the style of the prototype, while others took only some elements to fill the rest up with original ideas and create something essentially unique. Platman can be placed in the latter category, for it tries to mix the basics of Pac-Man with – as the name suggests – typical platformer mechanics.

P

latman for C64 is the

um. What is interesting, at the

background), but all of the lo-

brainchild of Andrea

same time when the game has

cations are very similar to each

“Wanax” Schincaglia,

been released for C64, its port

other. It is not a big shortcoming

for Atari was created as well

however, because the game

(thanks to Wanax’s cooperation

itself is simply packed with

with another graphic designer).

action, so one doesn’t pay so

Most of all, it is important to

much attention to the embel-

mention that both of this year’s

lishments. So, the very energetic

productions have been creat-

and rhythmic music is an asset

ed based on a 1995 game for

here. A lively melody and puls-

Amiga, bearing the same title

ing base line complement the

(whose authors are John and

whole.

with audiovisuals designed by

Diane Hardie).

REVIEW

An interesting aspect connectSome of you might recall the

ed to the platform aspect of

Amiga oldie, so it would be ap-

our hero’s movement is the lack

propriate to mention that the

of collision with the “ceiling”

Commodore version of Platman

during the jump – if the upper

differs in only a few details of

platform is low enough, he will

small significance. The most im-

jump right on top of it. At the

portant elements, so the whole

beginning it might be confusing

construction and character

but later on it turns out to be

of the game remain the same

a key feature – the unique con-

(together with the map). For

struction of the rooms requires

those of you who are not famil-

such an extraordinary solution.

iar with the Amiga version, it is

Scouring through the locations

about more or less the same as

our pizza-like friend needs some

almost all labyrinth platformers.

sustenance of course, but here,

Find the exit by going through

instead of customary Pac-Man

a few dozens of locations. The

dots, he gets to munch on

Saul Cross. The game has been

graphics are really pleasant (as

different goodies. The delica-

submitted to the RGCD Com-

for example the skillful illusion

cies are a-plenty: strawberries,

po 2015/2016, in which it has

of depth – the platforms seem

cherries, oranges, ice-cream,

a good chance for the podi-

convex in contrast to concave

candy, doughnuts and many

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Komoda & Amiga plus #5

The game

ommend this game to anyone

is, without

who happens to be on a diet!

doubt, quite

;) Apart from getting satiated,

demanding

the most important thing is to

as far as

look for keys that are scattered

difficulty is

here and there on the map –

concerned.

only they will let us open the

And thus,

sequence of doors needed to

it’s one of

reach further locations and,

those games

in consequence, to finish the

that requires

game.

some profi-

COMMODORE

similar temptations. I don’t rec-

27

ciency from Our enemies are of course the

the player.

well-known colourful ghosts.

So, if after

Here, however, they are mov-

numerous

ing in a predictable way, either

failed tries

horizontally or vertically, in

you feel dis-

a straight line. In spite of that,

couraged,

it is anything but easy to avoid

don’t hesi-

them, since most of them move

tate to use

with considerable speed, and

a trainer, for

in addition, our hero is confined

infinite lives

within the walls of the platform

for example

labyrinth (it’s easy to get caught

(I am men-

on something accidentally

tioning it in

when you’re all hectic).

connection to this issue’s

Sometimes, after gaining a spe-

“Talking

cial bonus, you are able to eat

Heads”

the ghosts, just like in standard

topic that

Pac-Man. But don’t get too ex-

explains

cited about that, those bonuses

the point of

are pretty rare. Apart from that,

using such

as if we didn’t have enough

facilities).

problems with the ghosts, we

Even with

also have to look out for cun-

a trainer

ningly placed traps that we

the game

can encounter in any place

is really fun

on a given map – automatic

to play, as

cannons, prickles sticking out of

it’s a very

some platforms, and pools of

successful

water or whatever liquid is actu-

production

ally there. Worry not, however,

anyway.

for we have as much as 10 lives at our disposal! The number seems pretty high, unfortunately illusively so, as we discover soon after beginning the game. Luckily though, by finding special bonuses we can get new ones.

PLATMAN Publisher: Andrea

Schincaglia

Year of publication: 2016 Platform: C64

7

8

8 REVIEW

summer / autumn 2016


COMMODORE

28 Komoda & Amiga plus #5

Qwak

Review: Komek; Translated by: Grzegorz Sojka I run over the fields, swim in the lake, Win the competitions for the best beak, Turkey gurgles, chicken cuckles and I just quack the best, Feathers always dry, for I care about them a lot, It occurs, that I’m a weird bird, You may be surprised, when you turn on the game, For I run, fly, jump and the next level complete there, So get the joypad, dear player and let my legs walk me as far as the eye can see.

H

ow many years has it

The plot is quite simple, survive

a good arcade, there is a fast

been since the premiere

to the last stage with the larg-

action with many bonuses and

of Qwak for Amiga?

est amount of points. As befits

objects to collect. The most important are the gold keys. It is required to gather them all, only then will the doors open to the next level. One should also search for fruits, sweets, flowers because they give extra points. On C64 I had found a shield which gave me a few seconds of immortality, meaning every monster can do nothing but kiss your ass. Unfortunately, the Challenge level, a bonus stage giving an opportunity to earn a lot of points, has not been converted from Amiga to C64. Furthermore there are different types of weapons: for C64 are

1993 belongs to a distant past. No one ever expected that, in 2016, it will be possible to play a new version on C64. Well, it happened. The maker of original version launched in 1993 by Team 17 is Jamie Woodhouse and the authors of conversion on C64 are: Daniel Hotop, Saul Cross. These 2 games are slightly different, but most of the elements are alike. Either way, it is

REVIEW

the same excellent game.

summer / autumn 2016


Komoda & Amiga plus #5

COMMODORE

the bubbles,

29

for Amiga- thrown eggs (what a waste, a ton of scrambled eggs for breakfast would do for that). During the gameplay one can meet with spikey balls (mainly on C64). It is wise to avoid them with great caution. Luck-

Bomb Jack or Rodland. Such

There is nothing to be added

ily, there are bottles (with god

games are very popular among

about C64 version, it is the same

knows what kind of liquid inside)

players. Another one is the

level. But the thing that satisfies

changing the balls for fruits.

gameplay- one can be stuck to

me the most is the possibility of

Things are different when it

the computer for hours.

playing the game for the users

comes to Amiga. There are skulls which change into flowers as

of platform, despite the amount There are many features of

of passed time.

long as we eat a mushroom. But there is the catch- it works also in reverse. Every flower turns into a skull when a player eats mushroom first. Better keep that in mind. To make the game more interesting there are bosses to be defeated every now and then and like other enemies they seem to be quite sympathetic, but may

Qwak that it should be praised

be dangerous to our ducky.

for and we do. Amiga’s version, in spite of the fact, that it has

A great advantage of Qwak is

been so many years, still shows

resemblance to other excellent

beautiful graphics, along with

arcades like Bubble Bobble,

both music and sound effects.

QWAK Publisher: Team 17 / RGCD Year of publication: 1993 / 2016 Platform: Amiga, C64

7

8

9 REVIEW

summer / autumn 2016


COMMODORE

30 Komoda & Amiga plus #5

Review: bobikowoz; Translated by: Michał Sroka My choice of which game to play next is often based on the name of its creator. Vortex Crystals is a production developed by Alf Yngw and Richard Bayliss. These guys have been providing me with sources of entertainment for years. Their new game doesn’t disappoint, but is not free of flaws.

V

ortex Crystals entered

minister has no other choice but

a RGCD C64 16K Car-

to ask you for help. It’s time to

tridge Development

put your suit on, charge up the

In spite of these flaws, Vortex Crystals makes for a pleasant

Competition 2015, requiring the

laser retrieve what was stolen.

game to fit in 16K of memory.

Aliens won’t stand a chance!

time-consumer. The music is

The game can be categorized

of sound effects less noticeable.

as a one-screen arcade game.

I think that laser shots and other

Each of 16 levels requires the

sounds will be included in the

player to collect all of titular

extended version. Graphics are

Crystals and kill an alien that

diverse, especially considering

holds the key to the next stage.

the memory limitations. New en-

The task seems easy, but the

emies appear every few levels

player is constrained by time

and developers utilize full color

and ammo limits. Ammo can be

pallete of C64.

The games creators announced that after the contest ends, the game will be expanded

resupplied by killing aliens, but nothing can be done to extend the time. Inaccurate collision detection is another constraint. I often found myself shooting at an enemy moving on the same plane, just to have my shots (with loading screens, among other features). In spite of that, the game can be regarded as complete at this of development. At the time of writing this text, the winners of the contest were yet to be announced. In the future, scientists are going to discover a new source of energy on the planet Vektor. Cosmic crystals will help us defend the Earth from an alien invasion. Unfortunately, one of the scientists was bitten by an alien, which caused a strange mutation to his body. The secret formula for the cosmic crystals gets stolen by an alien and prime REVIEW

us no time to react.

summer / autumn 2016

pass in front of him. Alien robots can also rise from their grave a second after we kill them. I can understand a random in-

catchy, which makes the lack

Knowing the positives and negatives of the game ask yourself the most important question: will you answer the call of the prime minister and battle aliens?

VORTEX CRYSTALS Publisher: The New Di-

mension

Year of publication: 2016 Platform: C64

terval between respawns, but it definitely is too short and leaves

8

7

6


Komoda & Amiga plus #5

31

COMMODORE ADVERT

summer / autumn 2016


32 Komoda & Amiga plus #5

Resurrection:

Shadow of the Beast

Review and Translation: Petrichor

I won’t lie – A Shadow of the Beast series has a soft spot in my heart, that’s why I was super excited, but also bit anxious when I read the announcement that Sony was working on a “remake” of this game. It’s been a while since the new Shadow of the Beast was on the market, so it is a high time for me to dive into the world of the Beast to check how the game is doing. Of course, to make it more challenging I will look into this remake through the prism of the original series.

T

he Shadow of the Beast tril-

was not forgiving any mistakes.

ceived by the players, which

ogy should be well known

The player had just life with tiny

encouraged developers to work

to the most of Amiga play-

amount of health that could

on the sequel.

ers. The series is quite famous

only be renewed through spe-

for its beautiful graphics, good

cial beverages, the problem

animation of the main charac-

was that there were just a few

ter and also for so-called par-

of them in the entire game.

allax scrolling backgrounds to help player get immersed into

Shadow of the Beast

The sequel to Shadow of the Beast again was created by Reflections and published in 1991 by Psygnosis. Aarbron man-

the world of game. The series

REVIEW

Beast Strikes Back

also gained plenty of popu-

Developed by Reflections and

aged to regain his human form,

larity thanks to amazing music

published by Psygnosis in 1989,

but his curse weighed heavily

the first part of the series told

on him. Zelek, our main an-

a story of Aarbron, who was

tagonist and servant Maletoth

kidnapped as a child by the evil

kidnapped sister of our protag-

mage Maletoth. Corrupted by

onist. The story is being told by

the magic, Aarbron was turned

super climatic and incredibly

into a titled beast and had be-

well done intro that shows our

come a killing machine serving

enemy in the form of a dragon

the above-mentioned mage.

attacking Aarbron’s house. The

During one of the rituals of

main character roams again

sacrifice the father of the main

through the dangerous land

character is being killed and

of Karamoon but this time to

through that sacrifice our main

save his sister. The second part

hero can see his human form.

of the series presents an even

This moment of truth allowed

better graphics and music

him to release himself from the

than its predecessor. The whole

evil mage control. Aarbron then

atmosphere of the game is

swears ultimate revenge and

even more grim and unsettling.

death to Maletoth. He travels

From the very first minute of the

through the world of Karamoon

game, you can see how sinister

in search of the evil mage,

and dangerous place the land

composed by the talented Tim

fighting his servants, and from

Karamoon is, this feeling is en-

Wright. On the bad note, Beast

time to time by solving simple

hanced by this brilliant music,

series gained notoriety for be-

arcade puzzles. The very first

which again was composed

ing extremely difficult to finish,

Shadow of the Beast, despite

by Tim Wright. The second part

the truth is that the production

its simplicity, was very well re-

of the Beast raises the difficulty

summer / autumn 2016


Komoda & Amiga plus #5

bar even higher than part one.

that the creators decided to

in the series got average score

Because of the insane level

continue the story of Aarbron.

from the reviews resulting in the

of difficulty, many reviewers back in the time, reduced the

Beast III

33

series being abandoned for many years.

score of the game, saying that the game is just too difficult

SShadow of the Beast III ap-

to enjoy! In fact, the game is

peared exclusively on the Ami-

not forgiving even the smallest

ga platform in 1992, same as in

mistake, every drop of energy

Beast 1 and 2, the third game

counts, and with only one life

was also developed by the guys

even the smallest misstep could

from Reflections and published

mean that you would have to

by Psygnosis, and again the

start the game from scratch!

soundtrack was composed by

Developers, probably realized

the talented Tim Wright, who

that they went a bit crazy with

has proven himself as a great

the difficulty, that’s why they

composer in the two previous

hid a little cheat in game that

games. Shadow of the Beast

could make you immortal. To

III is the last part of the Beast

do this, at the very beginning of

trilogy. Aarbron must eventually

the game, when going into right

deal with Maletoth to fully re-

player meets one of the enemy

gain his humanity and not just

pygmies, to turn the cheat on

the human form. In the third in-

all you need to do is ask him

stalment instead of one continu-

about “ten pints”. Going bit out

ous world we have four different

of subject, if you would like to

stages / worlds to choose from.

know our opinion about cheat-

What’s important, all four worlds

ing in games read our “Talking

are available to explore and

Heads” article that can be

for playing from the very begin-

found at the beginning of this

ning, so you could start with the

magazine issue. In the Shadow

most difficult of the worlds, even

of the Beast 2 the game play

without knowing it. As befits the

changed a bit, now equipped

series, in the third instalment

with a weapon- spiked metal

we can again enjoy the at

ball on a chain, Aarbron can

the of audio-visual artistry, the

damage his enemies from the

3rd Beast also changed a lot

range, increasing his chance of

when it comes to the game-

survival. To expand the element

play. Difficulty level has been

of adventure, the game also

lowered a lot, and this time the

This condition did not change

added a function of chat with

developers focused mainly on

until 2013, when during the Ga-

the NPCs in game to get some

the puzzle elements. The game

mescom event, Sony Interactive

details about and important

became more complex, but

Entertainment announced that

information about the traps or

still did not offer the possibility

they started working on a re-

quest objectives, or simply just

of save game progress, the ar-

newed version of the game.

to learn something interesting

cade elements became easier,

All the heavy lifting was com-

about the land of Karamoon.

but the puzzles were extremely

manded to a little-known studio

Unfortunately, the game itself

difficult and sometimes not in-

called Heavy Spectrum Enter-

is super short and if it wasn’t for

tuitive at all. Last, but not least,

tainment Labs. Since the an-

the level of difficulty, it would be

for some strange reason, the

nouncement, until 2016 players

possible to finish it in about 25-

devs used a strange anti-piracy

didn’t get many updates, and

30 minutes. Despite these flaws,

system, making it impossible to

some thought that the project

the game was a commercial

install the game on your hard

was dropped. Surprisingly, one

success, which of course meant

drive. In the end, the last game

day Sony made an announce-

Beast - Rebirth

REVIEW

summer / autumn 2016


REVIEW

34 Komoda & Amiga plus #5

ment that the game would be

spirit “of good ol’ days”? Luck-

now inflict tons of damage on

released exclusively on Playsta-

ily, I was not disappointed. The

multiple enemies at once, he

tion 4 in May 2016.

game itself resembles the clas-

can stun the enemies, or throw

sic, but is adapted to today’s

them. Thanks to the new com-

standards. Obviously,

bat moves, we can now hit

game meets all the

effective combos, which in ad-

2016 standards, but

dition to the fact that they look

at the same time the

like bloody and impressive on

tone of the game,

the screen, they also give a lot

and how it looks will

more experience points that

bring back many

you can invest in the develop-

memories in the old-

ment of our hero. In addition to

er fans. The very first

the never-ending combat, from

stage is particularly

time to time, we will have to

interesting, because it

solve a puzzle or two, but they

is actually a renewed

are not too demanding and on

first location from the

few occasions when solving the

original version of the

riddle instead of your brains and

game. The music and

creative thinking, you will ex-

sounds also meet all

ercise your fingers on the pad,

my expectations, but

because it turns out that some

unfortunately, it wasn’t

of the puzzles you have to solve

created by Tim Wright.

in a specific length of time. The

However, some of you

storytelling side of the game at

may hear very famil-

very beginning is quite poor,

iar motives from the

we get some scraps of mem-

original (again, they

ories that we have to sort out

are very prominent in

and connect. To make it more

It’s been couple of months

the first stage). The gameplay

difficult, all the dialogues in the

since the digital release in the

itself has also been adapted to

game are written in strange

Playstation Store. In the new

today’s expectations. Finally,

languages, so to understand

edition of the game once again

we can now choose a difficulty

the dialogues we have to de-

we are playing as well known

level at which we want to play,

code them by learning a spe-

Aarbron and like in the original

from the simple, to the “beast”

cific language. We can only

game from the 80’s, we must

level , which is as difficult as the

do this by purchasing a special

again regain our humanity and

one you may remember from

skill using the experience points

defeat the evil mage Maletoth.

the old days. The combat itself

(the experience points are also

I must admit that as a huge fan

is now much more dynamic

used to buy other skills needed

of the series I was waiting for this

and spectacular. Aarbron has

in the game). I have to admit

“remake”, but was truly afraid

various new skills he can use

that the option of foreign lan-

if the remake would keep the

in fight, for example, he can

guages ​​is not the best solution,

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Komoda & Amiga plus #5

35

as it forces players play again and again only to unlock extra options. Experience points can also be spent to unlock and play the original version of the game, or to unlock the original soundtrack, or the old artworks. It’s a nice gesture to the fans, but it would be better that these options were available for players right away. On the bad side, the game is terribly short and with normal difficulty it takes around 3-4 hours to complete it. We can of course extend gameplay time by playing the Beast (and by crying and swearing from time to time), or by replaying each level gain with more experience points to unlock more options.

The Beast is dead, long live the Beast.

New Shadow of the Beast is a strange title. On the personal level, I really enjoyed my time with the game and I had plenty of fun playing this remake. This is definitely a game directed to the group of those players who are familiar with the series and they will enjoy this game very much. Younger players or those who are not familiar with the old Shadow of the Beast will probably also enjoy this game. However, they will have to approach the game with a reserve, and treat this title as a kind of a time machine. It will help them to understand that beneath 2016 graphics and audio they will experience what others experienced by playing old Beasts. On the last note, the biggest problem is the fact that you can enjoy this game only if you are a PS4 owner. REVIEW

summer / autumn 2016


36 Komoda & Amiga plus #5

Review: c00k; Translated by: Karo From the 3rd to 5th of June a big gaming gathering was held in Warsaw and it’s obviously the event that our magazine members could not miss. Especially because it was filled with retro highlights. Together with Komek we went to Warsaw, Poland, to see what exactly was going on.

a bus in front of us. 1The whole

and what follows, some acous-

thing took place in an old bus

tic problems in the main hall.

depot, which made an amaz-

A pity, because some of the

We came to the event and

ingly spacious and accurately

movies displayed were quite

did the reconnaissance. We

atmospheric place. As the

interesting. And “Unboxerki”

stood in a long queue and then

representatives of the media,

did not appear either :( We

bought our passes. Everything

we were given special lanyards

were up for spending our time

seemed to be pretty well or-

with a booklet attached to it,

actively, browsing multiple stalls

ganized so far: there were

which explains all the “WHAT”s,

and exhibits. The whole area

three ticket offices arranged in

“WHERE”s and “WHEN”s. Not

was divided into few zones: ret-

everything was to be presented

ro games, new games, board

that day but the retro zone was

games and books (mainly com-

fully up and running. Apart from

ics because as we all know, the

the more renowned hardware,

art of reading regular books is

we also found the prototype of

a dying one nowadays). Apart

Oculus Rift, some non-standard

from that there were some stalls

PSX controllers and an Atari de-

with various thingamajigs, which

vice after some serious tuning

bring to mind tacky souvenirs

(on which we played Silkworm).

from popular tourist places.

Day I

There were also many arcade machines around, unfortunately

We talked to some game de-

flippers were the only ones we

velopers and played some of

could play for free. There were

their productions. The most

even girls from “Unboxerki” You-

memorable one for me was the

Tube channel, sadly not the full

“Beat Cop”, which was kinda

team and we did not manage

like a blend of GTA and The

to take a picture together. We

Sims (the latter comes to mind

talked to the “Atari Online”

because of the timer and the

squad and were lucky enough

tasks that need to be done),

to try some lemon moonshine

but with a cop as the main

with the C64Power admin. And

character. As it usually is with

that’s how our Friday went.:)

low-rank policemen, nobody

Day II

respects them, especially when, like our hero, they were down-

REVIEW

graded from a detective. Even

summer / autumn 2016

Significantly more people ap-

workmates disregard him, quite

peared in place today, both

openly so. The story is as follows:

exhibitors and visitors. It sadly

you get thrown into the city and

caused some more commotion

have to deal with parking duty,


Komoda & Amiga plus #5

so that’s life right here. You

As a fan of RPG in my youth,

universe and advertised as the

also have quests to do, which

I was particularly interested in

beginning of a great saga.

make up most of the game.

a board game called “Krysz-

I didn’t read it yet but I heard

Everything fully embedded in

tały Czasu” (Time Crystals). If

a lot good about it. I cannot

pixel graphics. In addition, you

you haven’t heard that name,

give my own opinion but the

have to gather recognition

it was an RPG system created

author claims it’s a bestseller.

points from the local commu-

allegedly 30 years ago. I heard

In any case, “Kryształy Czasu”

nity, as well as other important

about it 10 years later when

was to be released as a board

figures in your life. And they

I encountered it in “Magia

can get subtracted too. It was

i Miecz” (Magic and Sword)

a pleasant game, there was

monthly magazine, in which

not much time to do the tasks,

fragments of it were printed.

just like in The Sims, but, as I said

Infamous at that time as an

to the creator: “You’d have to

unplayable system too difficult

be a complete deviant to like

to use because of complicated

giving people parking tickets” ;)

mechanics. Even if the inten-

I also managed to use some of

tions were good (as it meant to

the technical novelties and took

depict reality with utmost pre-

a roller-coaster ride in VR, which

cision), it made the game too

really made me want to hold on

hard. Anyhow, it seemed the

for dear life. And then came the

world completely forgot about

dinner time. There was a superb

it, only for the author to surprise

Vietnamese bar in the neigh-

us with the reemergence of his

borhood, which everybody fell

magnum opus. One has to ad-

in love with, especially because

mit, he really worked hard on

they had to choose between

the game, it does not surprise

this and incredibly expensive

then, that he didn’t want to let

burgers (even considering the

it go so easily and wrote a book

high prices of the capital).

that takes place in the same

REVIEW

summer / autumn 2016

37


38 Komoda & Amiga plus #5

game and that’s what the lecture was about. Unfortunately, he has been working on it for 3 years now but only about 300 games are released every year. It has some serious titles to compete with after all and the high price (around 250 PLN which is about 60 Euro) certainly doesn’t help. The guys from SPInka studio, who are responsible for the “Blok ekipa” series, brought

a punchball to the event, and

The heat was incredible, so we

you could “test your might”,

were happy that it was allowed

should you feel like it. As I do

to bring non-alcoholic drinks to

a bit of boxing from time to

the venue.

time, I decided to try and got myself a “Boar”. (the prize or the

Day III

name of the result?)

REVIEW

Quite a family day. People

summer / autumn 2016

We managed to hunt down

came in with their children after

“Naczelny” from TOP SECRET

the church, the place looked

(classic Polish gaming magazine

almost like an IKEA on Sunday.

from 90’s), who posed for pic-

We could see the exhibitors

tures and answered the same

closing their stalls one by one,

questions for the umpteenth

gradually. I took part in the

time with utmost patience. We

Street Fighter tournament and

also met Jon Hare, the creator

got to the semi-final. Sadly, only

of hits such as Sensible Soccer

the first place got a prize, so

or Cannon Fodder. Memorial

there was no third place match

pics and onwards we go! We

for me. A quick break for a din-

even managed to play a game

ner in the Vietnamese bar and

with banana-controllers!

then we waited for the Atari ST


Komoda & Amiga plus #5

vs. Amiga fight. The organiz-

Amiga without ST, so the rest

pointing. But the rest was very

ers, as well as most of the au-

of the debate was held in this

enjoyable. Oh well and the em-

dience wanted blood to spill,

mood.

ulators in boxes which you can

so everyone suffered a shock right at the beginning. Both sides claimed that ST would

39

normally play for free, here cost

Summary

not exist without Amiga and

2PLN (0.5 Euro) to use. A slight hillbilly vibe, if you ask me. (Pretty lame, if you ask me)

If someone expected a truly retro event, they went to a wrong place. I would say it was simply a geek party. The combination of retro hardware, a game fair, and other more or less similar happenstances. The organization itself was brilliant and the place – very atmospheric. Unfortunately, the acoustics in the main hall and the general commotion were a bit disap-

REVIEW

summer / autumn 2016


AMIGA

40 Komoda & Amiga plus #5

Back to the Golden Age Review: Don Rafito; Translated by: Magdalena Piss

Creating games for the Amiga market, for both lines - classical and contemporary goes several tracks. One of the most common forms is porting software from other platforms. Currently, for “Friends” are written mainly ports titles familiar with Linux or Windows. From time to time there will be a gem, which already had its debut on some retro hardware, and thanks to the port on the Amiga will survive its second youth. This happens with Back To Golden Age. Classic arcade adventure with RPG elements released in the early 90s on AtariST, which now thanks to Meynafowi is also available on the classic Amiga.

A

long time ago there was

knights, warriors, mages and

One day, when the hermit

a land called Euroland.

wizards. Land was ruled by the

considered the boy ready, he

In the world there were

priest, which draws power from

revealed his identity and gave

four Eders. People lived in pros-

him the stolen Eders. Zad knew

perity and peace. However, the

his mission has only just begun.

Euroland was invaded by the

The mission, during which he

evil wizard who with the help

must get the remaining three,

of his priests enslaved people.

overthrow the wizard and sit on

Through the ancient religion

the throne of Euroland to restore

cast spells and suffering, he

peace and good.

invoked to life vampires, half-humans, half-animals. One of the

Zad, as befits a knight, starts

priests fled, taking one of the

equipped with armor, shield

Eders. He hid in a remote, for-

and a sword. But during the

gotten village and led the life of

game his inventory can ex-

a hermit, until they had fulfilled

pand: crossbows, arrows, better

the legend, which said that one

shields and swords, explosive

day the young man who will be

vials. Besides knightly crafts, he

king will rise and he’ll end the

can fight using a magic book

reign of the evil wizard.

of spells or magic potions. On his way Zad can also collect

The wizard knew about the

the enemies valuable items, for

legend, and that’s why he slew

example: keys and money. The

all young men aged 10 to 20

last one are very important and

years, but he missed the forgot-

needed in the game. Thanks

ten village. Village where hid

to them - everything you won’t

the priest and in which was born

find on your way, you can buy it

Zad, the hero of legend. When

for example: mentioned weap-

Zad over 8 years, he began

ons or food, which is essential

studying with the old hermit. The

for the regeneration of life.

man taught him, among other things crafts, combat and wield

Enemies: from simple warriors

magic.

waving axes by other knights, on creatures, priests and wiz-

REVIEW

ards.

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Komoda & Amiga plus #5

41

AMIGA

Our adventure is not just waving a sword, casting spells and barter. Wandering the next stage will sometimes make you search, because, for example: in the pocket we have one key, but in front of us there are three doors and five lever in the wall. Our hero is controlled by joystick and keyboard. It is worth noting that at any moment you can save the game and when something goes wrong, calmly load it later. fighting, explosions and even

and designed for a specific

Graphics, though somewhat

welcomes from the shopkeeper,

audience, so I refer to all fans

deficient in colors, match the

it sounds somewhat artificial.

of Action-RPG to Euroland and I guarantee that this will be well spent time.

BACK TO THE GOLDEN AGE Publisher: Ubi Soft/Power

Concept, Meynaf (Amiga port)

Year of publication: 2014 Platform: m68k, 020

8

times, we can say the Middle

Back To The Golden Age is not

Ages. Forests, villages, castles,

a simple game. Besides agile

dungeons - everything is accu-

waving a sword you have to

rate and legible. Characters

cleverly dodge. The cool thing

have a sufficient number of

here is just a shield that works

frames of animation. The only

very well. But beware, it is not

pity is that controlling our hero

indestructible. When it starts to

instead of liquid scrolling we

blink, you have to make haste

move from screen to screen.

to the store. Besides, the need

It sometimes happens that

to master the principles of wield-

after the transition to the next

ing magic or thinking about the

or previous recession, we are

levers gives the impression that

attacked by an enemy lurking

the game is designed primarily

there.

for fans of the genre. Sunday

6

7

players or typical arcade playBinding sound does not knock.

ers won’t play for hours. But

It is true that samples are quite

this is also an asset because it

neatly done, all the sounds of

proves that the title is ambitious REVIEW

summer / autumn 2016


AMIGA

42 Komoda & Amiga plus #5

Boxx 2

Review and Translation: Komek

What is the key ingredient for a good platformer? Well, the answer is easy: It must be similar to Super Mario Bros. This idea has already been used a hundred times and another example is a game called Boxx 2. It’s predecessor, Boxx, was released in 2014. The graphics in both of these games are identical, however that doesn’t mean that the games have no differences.

Y

our goal is to destroy all

in switches that require you to

Boxx one was simple. Boxx 2

the baddies and collect

take out certain creatures and

evolves on that in all the right

all coins on five levels.

there’s some decent variety.

ways. Bringing in challenges

Finally you must win the golden

and cool set pieces that should

cup. Nothing too special so far.

So what’s waiting at the end of

delight platform fans. The pixel

Be careful, because in this game

each level? A big ass, danger-

graphics are impressive and re-

you will meet some obstacles:

ous robot who shoots missiles. Be-

ally give you the sense of going

bad piranhas, green and blue

fore you begin a duel you need

back to a simpler time. Where

monsters, shooting cannons,

to grab a gun, which is located

enjoyable gameplay ruled.

water, red-hot magma, moving

right before the robot. When

blocks, and a big surprise at the

you defeat him, you’ll move on

end of each level.

to the next level and so on until the finale where things change

In the beginning of the game

up once again. The game con-

you have two lives. When you

sists of five levels, and the last of

touch an obstacle your energy

them you must defeat two big

will fall. Thankfully you can re-

robots and their sidekicks ;) At

plenish it with green vials. Some-

the end of the game you have

times in the game you will be

to defeat a strange machine

forced to go through the water

which consists of three guns.

or magma. Try to do it as soon

When you destroy all of them

as possible, because for contact

you will get three keys, so now

with the elements you will see

you can run for the gold cup.

REVIEW

a big hit to your energy. Throw

summer / autumn 2016

BOXX 2 Publisher: Lemming880 Year of publication: 2015 Platform: m68k-amigaOS

6

7

7


Komoda & Amiga plus #5

ADVERT

summer / autumn 2016

43


44 Komoda & Amiga plus #5

TALKING HEADS To cheat or not to cheat?

E

arly games weren’t the easiest. A lot of releases were characterized by high level of difficulty, so we could differentiate the champions from the rookies. This also assured the appropriate profit for the owners of the arcade games. Every death prompting the emptying of pockets for coins to spend on One. More. Turn. While human nature is drawn to a challenge, it is always seeking the path of least resistance. The more creators tried to make a game challenging, the more programs appeared which decreased the level of difficulty. Dear editors, what do you think about those trainers?

check out a release when I do not want to feel stressed and just have fun. The game is supposed to be a pleasure, and the limited time, in my opinion, forces us to use the cheats, either a trainer or an ability to save the game. We need to finish the game and do not get angry that in a moment, because of our bad move we will need to do everything from the very beginning.

EDITORIAL

Komek: I use also sometimes the cheats. Why? Because it is an only way to create an accurate description of the game, when I need to do a couple of them for a given edition of our magazine. Because imagine if I sit and play every game so long to finish it, this way we would make Bobikowoz: Regardless of the fact probably one edition whether I play new games of “K&A plus” a year! or retro games, I like to know Another situation when everything what the authors someone uses the prepared for me. NowaRegardless of cheats is when the days you can easily adthe fact whether curiosity wins with the just the difficulty level, I play new games or patience and I am deso we, on one hand, retro games, I like to feated by the unstopdo not finish the game know everything what the pable will to know the without breaking authors prepared for me. undiscovered earlier a sweat and quickly levels. forget it, and on the Earlier the only solution for other hand, do not sit this were the trainers. noctropolis: To cheat hours trying to reach the Bobikowoz – of course. Why? next level. Earlier the only Because, for current solution for this were the trainstandards, the retro ers, which I used when I was games are simply too difficult. Back then young, and even today, when I want to

summer / autumn 2016


Komoda & Amiga plus #5

the exaggerated level of difficulty was justified, nowadays definitely not – and I prefer to have fun than to get frustrated (I treat playing as fun and not as

45

irritates me? I’m a supporter of the thing that is happening currently, the adjusted level of difficulty, where the rookie level is simply a carnage with small amount of

summer / autumn 2016

EDITORIAL

effort involved. And without it and with a challenge). So on a real hardware the no saves? Well… But I never understood trainers are like a salvation. And on the people that played the highest level of emulator? Here I have an unusual opindifficulty and used the immortality cheat. ion because most of the time I do not use Maybe only when it was intended to find trainers, but I use very often the option to places unavailable for lower levels of save/load game at every given moment. difficulty. I use them when I play the game only for fun and when I am Petrihor: No, no, no!!!! Ok, making a review /descripI have to admit, when I was tion of a given release Some of the younger I used to use for our magazine. I find games are imposcheats (if you look at it a good solution. sible to finish without my article about Shadcheating… ow of the Beast, you On one hand you will see what I mean). cannot deny that it What kind of fun is it when But today, in hindsight, is still cheating, on I meet such an enormous I think that I was making the other hand you obstacle that I cannot deshortcuts and didn’t take need to put in a little feat and it irritates me? everything that the game bit of effort because was offering, I couldn’t say you need to end every - C00k with pride that “after 150 tries level without the cheats and two weeks of struggle, I finally and saving a game is only defeated the boss!” For me cheating a safety precaution after finishing is something like reading synopsis of the a given stage of the game. book, we can do this, but we will never have all that the book or a game has to C00k: I’m all for it! Some of the games offer… Never… are impossible to finish without cheating….the creators knew about this and That is why when I play newer games, I think that is the reason for the existence I always begin at the highest level of of the cheats ;) I won’t mention such difficulty (that is how I am doing the resituations as writing a review but, even freshed version of Shadow of the Beast), when I play a game for fun, what kind of while cursing a lot, pulling hair from my fun is it when I meet such an enormous head and sometimes I even scream ;) But obstacle that I cannot defeat and it


46 Komoda & Amiga plus #5

that you destroyed the myth that I created around you, dear colleagues. To this day thought that you are complete 8bit destroyers. Let me pick up my chin from the floor. But why am I surprised? All those cheats and amenities are made Minimoog: As an editor, I agree with the mainly for the testers and yes... the remajority of my colleagues that wrote viewers. I can see how the Zzap64 crew earlier. Sometimes you just need to check finishes every reviewed game without what is at the end, how many levels the the cheats, yeaah, right… Why didn’t game has to offer. Sometimes it is imposI think about it earlier? I’m sitting like sible while playing normally. I remember a dumbass and try to reach third level when I launched my first C64 game of Kamikaze for two years now, just not (I don’t remember the title), when asked to seem like a sissy. But there are other if I want to use the trainer, I thought: things – well known to the readers from “Hmm…. The trainer probably has someCentral and East Europe. The trainer thing to do with training. I’ll practice a litmeant that a moment ago you saw an tle bit so I can play good.” It wasn’t that intro of a cracker group and that way, we know it, but thanks to meant that on your cassette that, I realized what a trainer were not one but x amount is. Sometimes I’m a little bit To answer this of games, that you paid irritated that the crackers question, you have for it approximately for almost every game to make another one: one dollar and that provided those settings what is the objective of every game will load and I have to answer: your playing? extremely quickly. I’ll Cheats just like everything are admit it one more time “No, no, I don’t want for everyone, but for every– those were the times. unlimited lives; No, one who knows how to use I don’t want invisibility; them wisely. Mr. Mat: To answer this No, I don’t want unlimitquestion, you have to ed weapons…” - MrMat make another one: what is the objective of your playing? bobikowoz: Oh, I didn’t expect The main objective is, according to that so many of you will overtly me, is the entertainment. But, of course, admit using the cheats. Good job Petrit means for everyone something differihor! I started also by admitting to use ent. If someone has little time and plays the cheats, but I expected, dear colsporadically, the retro games on higher leagues, that you will criticize me, and levels of difficulty won’t bring him enterhere the opposite happens. I am a little tainment, only frustration. Because how bit ashamed for you that in spite of many times can you go through one my love to old difficult games, all of us level and die fighting the boss? Here chose the easy way. To defend myself, “help” is really useful ;) Even the creators I will say that not so long ago I finished of the games decided at one point do without the cheats not provide only fun for the casual playKnight’n’Grail, and ers but also cause a lot of frustration, and when I was young they implemented a variety of codes I was playing The and passwords that make the gameplay Great Giana Sisters easier. without any help. what can we do, it is my penance, which I put on my myself. I play game on the very difficult level because when I was young, I cheated and it was too easy.

EDITORIAL

Neurocide: Ufff, I’m relieved but I have to admit

summer / autumn 2016

There is also one more reason for cheating that not everybody remembers. The games gradually became more and


Komoda & Amiga plus #5

If someone really likes the game and after finishing the game would like to play some more, using a variety of cheats can make the gameplay even more flashy. But, in this case, we need to use them after finishing the game. However you need to be moderate with cheats, just like with everything in life, because you can easily transform a nice and good game into a boring one, without potential and atmosphere, and what is more important, without all the emotions relating to the gameplay. The boundary is for everybody different and everyone, separately, should decide what is fun and what is boring. I think that using cheats is not something you should be ashamed of. I just buy a game and I want to have fun while playing it. Of course the aforementioned refers only to cheating while playing single player (90% of retro games) because in multiplayer cheating is always reprehensible. There are also hardcore players who want to achieve perfection in playing. Here the most important is the challenge and only this provides satisfaction from the well done job. This type of people is like this and you cannot do anything about this. For them, more important than the pure, spontaneous entertainment is mastering the game. Reaching the next level and finding all the bonuses and hidden places – that’s their objec-

Tomxx: I never cheat. I have an inherent prejudice against using trainers and I’ve avoided them since a long time ago. The exception can be a review of a given release, but even then I only use the unlimited lives and not all the other cheats that can be used. I think that the game has to be created adequately and I believe in the producers and I want to play according to their rules. The thing that I like the most about those trainers are the intros which I watch and listen to with passion and admiration. Oh, there is an another exception: I very often invite my 5 year old son to play retro games together who just begins to make first steps in the digital world. Then, to make our game even more entertaining and longer, we use the unlimited lives to make it happen. Last time we played together C64’s Bubble Bobble and Amiga’s Tanks Furry and I have to admit, that, at least for the time being, reaching together 30th level of these games without any outside help would be impossible... Translated by: Slayerpl

summer / autumn 2016

EDITORIAL

The only way to continue the game is to use a code to for a superjump or going through the walls and we can have more fun. You just have to remember to disable those abilities, because they can be an obstacle to a good game.

tive. For them cheating is not possible. Finally, we need to conclude that the cheats just like everything are for everyone, but for everyone who knows how to use them wisely.

COMMODORE

more complex, it was harder to test the games and find the bugs. I don’t have to explain to anyone how difficult it is to enter a place and cannot leave it. The game over without the final subtitles and without the fault of the player.

47


AMIGA

48 Komoda & Amiga plus #5

Cinnamon Writer Review: Don Rafito; Translated by: Slayerpl

A question for 100 points. What are the two problems of “current Amigas”? Top marks to those of you who answered a good Internet browser and a nice office suite. The first problem can be solved by using OWB and Netsurf. And when it comes to office suite, the situation is way worse.

I

know, you can always start

those kids nowadays…. no self –

I noticed while using the pro-

it in the emulator: TurboCalc

criticism). I will let you, readers,

gram that it can move whole

or WordWorth, but for gods

take this into consideration. In

words into another line pretty

sake, the contemporary Ami-

the meantime, we will deal with

good.

ga’s have a lot in common with

a program which tries without

Linux. For Android (which is also

the emulation to reach the con-

The fonts, used by the afore-

partially connected with Linux)

temporary abilities of technol-

mentioned program, are TTFs.

there are many applications

ogy and make a mark on the

You can change them as you

where you can make a pres-

market of “Amigas”.

will as far the type or the size

REVIEW

entation, a spreadsheet, or to

depending on the fact which

make a document consistent

“Cinnamon Writer” is a word

fonts are installed in the system.

with the current standards. The

processor for documents of

You can also make the text

another situation is connected

WYSIWYG type. It already has

bold, underline it or use italics.

with Open Office, which is also

all the basic functions of text

The letters can also have a mul-

available for all the types of Li-

processing: copying, pasting

ticolour background.

nux software. “And?.....” (as my

and cutting. Moreover you can

son says, when he tells about

adjust the document to the left,

The app also allows us to use

the reproof from the teacher…

right, centre or both margins.

indents of the chosen lines or

summer / autumn 2016


Komoda & Amiga plus #5

and what is the most important

back fail. One time, during the

use bullet points.

shortcoming: I could not force

struggle with fonts, my whole

Cinnamon Writer to write in our

system crashed.

An interesting possibility is the

language with our letters even

application of interline in sizes:

though I tried to install the fonts

1.0, 1.5 and 2.0 and the possibil-

from the outside, for instance

ity to search for words with the

Windows, together with the

ability to substitute the searched

changes of code settings in

words for another word.

the system. Our word processor sometimes after going to anoth-

Now comes the time for criti-

er paragraph changes the font

cism. I will be gentle because

and our attempts to change it

AMIGA

whole paragraphs. We can also

49

CINNAMON WRITER Publisher: Claus Desler Year of publication: 2012 (Aros, other OSs – 2016) Platform: aros-i386, AmigaOS 4.x, MOS Score: 3

I know that the program is in the early phase of development. The described version for Aros can only save the document to a *txt format even though there is a possibility to save it as *docx or *pdf (it crashes when trying to save as *pdf). There are no charts, there is no option of adding pictures to a text

REVIEW

summer / autumn 2016


AMIGA

50 Komoda & Amiga plus #5

Review and Translation: Petrichor Dungeon Master is a legendary game that brought role playing games to a new level and defined “dungeon crawler” games genre. Come with me into the world claustrophobic mazes and endless dungeons, and remember at the end is always a reward.

I

hid in the chamber, calming

Master again, and again

the game was released for Ami-

my rapid breath. I just finished

I would stay until early morning

gas in 1988. However, when cre-

fighting Stone Crawlers, my

hours, walking between the

ating Amiga version, the devel-

team is exhausted, and one of

narrow walls of a dungeons...

opers realized that they would

my warriors is poisoned …

That’s how I remember my first

not be able to make the Amiga

meeting with the godfather of

version of the game, which

all “dungeon crawlers”.

would operate at 512kb mem-

I just heard louder steps coming from behind the wall ... some-

ory only, they had to take the

one’s coming! Am I ready for

“Dungeon crawler” is a type

hard decision and require 1MB

a next battle? Or perhaps I sim-

of game in which the player

of memory in order to launch

ply hide myself? Suddenly! The

seeing the world from the first

the game. By making this de-

person perspective, commands

cision, FTL Games created one

a group of heroes and explores

of the very first games with this

narrow labyrinths, always mov-

kind of limitation for the players.

ing up one space in a given

Luckily, the game had already

direction and fights with vari-

established an extensive fan-

ous enemies that inhabit these

base, so the sales didn’t suffer

dungeons. The goals are usually

too much, and in addition, the

the same, and player has to

game boosted sales of memory

perform one of two tasks: to get

extensions for Amiga, helping in

out of the labyrinth or defeat

making this a golden standard

super-evil boss that dwells some-

among the users. Interesting

where at the end of the maze.

story - one of the producers of

And these are precisely two

memory chips back in the days,

tasks that we have to complete

the company called “Tecno”

in Dungeon Master – first, we

decided to create a bundle

have to get out of the dungeon

where by buying their memory

and we must confront and

extension, players were getting

defeat ... The Lord of Darkness.

the game for free. Also, it is

That’s it when it comes to the

worth mentioning that by using

story of the game.

extra memory, the creators

door to the chamber opened

REVIEW

and a mysterious person that

decided to expand sounds in

emerges from the door is ... my

Dungeon Master, was released

the game, by adding 3D sound

mom...shouting! - “Dominik!

in 1987 by FTL Games. The

effects to the game, so players

It’s 3am and you have school

game was originally released for

could hear from what direction

tomorrow, so turn off your Ami-

Atari ST, but shortly it became

the enemies were approaching!

ga right now and go to bed!”

the most popular title available

This is something that was not

Yes, this was the kind of battle

on the platform, selling up to

available on Atari ST.

I could never win, but the next

40,000 copies in the first year.

day I would launch Dungeon

Almost exactly same version of

summer / autumn 2016


Komoda & Amiga plus #5

you cast a spell that gives the

Crawling Stones, huge broods,

tioned, in the “dungeon

team magic torch. Or instead of

mummies and other abomina-

crawlers” players experience

the huge and beautiful fireball

tions!

in-game world from a first per-

spell that could finish the battle,

son perspective. Our first task,

we cast the spell that increases

We won’t experience any music

just after crossing the gates of

the agility of the team mem-

through the whole game, the

the maze in Dungeon Master

ber. So having a quick-pick

only sound we hear is the sound

is to go through the “Hall Of

list of available spells can be

of our steps or spooky spider

Fame”, a chamber full of spe-

a pain, but on the other hand

cial machines with the souls of

I understand the decision of the

the heroes trapped inside. From

developers, as they wanted to

the 24 available characters,

introduce a system that would

player can choose four char-

allow players to experiment with

acters that will become their

spells.

AMIGA

Ok, the game itself. As men-

51

team. Like in classic tabletop RPG’s each hero represents

When it comes to the fights.

a different class, we can pick

The combat is mini turn-based,

between: mages, barbarians,

although the fact that all fights

creaks behind the walls, telling

thieves, priests and even ninjas.

are based on the sequence is

us that the enemy is nearby.

After selecting the team, we

completely invisible. This is due

During the fight, of course, we

enter the network of endless

to the dynamics of each battle,

can hear the sounds of the

mazes and tunnels. During our

during the fight we are in con-

sword clashes or fireballs.

trip we will have to take care of

stant motion, we can circle the

the whole team, by providing

enemy or try to block them in

Despite the poor graphic and

them with food and a good

a place where it will be easier

sound, the game makes up for

sleep, we must also remember

for us to fight, for example we

great gameplay mechanics,

about torches that will light up

can trap enemies between the

cool and diverse monsters and

our way through the dungeons.

doors and crush them. We just

interesting puzzles that we en-

Managing the team isn’t too

have to remember that we fight

counter on our way to defeat

difficult thanks to the very clear

in the maze and sometimes we

the Dark Lord. The truth is that

and friendly access to each he-

can end up in the goat corner

every self-respecting fan of

roes stats and inventory. Equally

with a horde of enemies attack-

computer RPGs and fantasy

easily we can change the order

ing us. AS for the movement,

genre will have to play Dun-

or weapons of our team. The

attacks and casting spells is also

geon Master at some stage,

only thing that can cause some

turned based but the fights are

even just to meet with the god-

problems is the spell system. It is

so quick that the turn-base ele-

father of “dungeon crawlers”.

actually pretty interesting and it

ment is barely noticeable here.

And after that once you fell in

really allows players to feel like

love with this game genre, you

a real mage, but at the same

The graphics and sound of the

have to play Dungeon Master

time is super difficult because

game are very average, the

sequels (Chaos Strikes Back and

it requires players to memorize

textures of the dungeon walls

Dungeon Master II) and after

the sequence of special runes,

do not change throughout the

that, if you want to go deeper

which, if used in the correct

whole game. So our progress

into dungeon crawlers you have

order will allow to cast the right

through the game can be

to try Eye of the Beholder series,

spell. Unfortunately, once the

noticed not thanks to the sur-

Ishar trilogy and many many

spell is used it won’t appear on

rounded dungeon, but thanks

others.

any list, etc. So to cast it again

to the more difficult enemies

players will need to click on the

that stand on our way. The

runes again. It is particularly

good thing is that the enemies

difficult to manage when in the

look really good and are diver-

middle of a battle, where in-

sified. The army of the Lord of

stead of casting a healing spell,

Darkness consists of Dragons,

DUNGEON MASTER Publisher: FTL Games Year of publication: 1987 Platform: Amiga

3

2

8 REVIEW

summer / autumn 2016


COMMODORE

52 Komoda & Amiga plus #5

Review: Minimoog; Translated by: Grzegorz Sojka After many years of war king Rizek finally achieved peace in his country. Not everyone enjoyed it though and evil sorcerer Kalen managed to transform the ruler into a monster, harnessed his soul and eventually locked him in the prison. Only after a century the great earthquake crushed jail’s walls and freed the kind up. Rizek is now released but to fully regain his freedom he has to get back his soul as well.

T

his is the plot of the Soulless

top quality. Solid and smooth

the end. The game is difficult

game that was launched

graphics, catchy and pleasant

and since something called

by Psytronik in 2012. It’s

music, every detail well-polished

“trainer” doesn’t exist, so didn’t

probably not a novelty, but the

up. Full-blown labyrinth, as befits

I make much progress. But it

game is relatively fresh and ab-

a good arcade, makes me feel

only proves, that the times of

solutely worth noticing. Want to

being part of a complex adven-

demanding games have not

experience an incredible ad-

ture while playing this game.

passed away, and the spirit of

venture? Come with me then!

Indeed there is a lot to do in

retro is not about selling stuff by

order to regain

Atari for Atari 2600 in the form of

Rizek’s soul!

Atari Vault platform. There is still

The main mission does not belong to the simplest ones

top quality here, top retro but also something additional and fresh.

by any measure.

To be honest though, in my

It’s about finding

opinion has Soulless a single

12 soul stones and

essential disadvantage with

placing them in

the controls. The jump is prede-

a specific cham-

fined, meaning that there isn’t

ber in a correct

any way to adjust or modify the

order. To make

height or length of it. If one is

it harder for the

not accustomed to such solu-

cheaters, this or-

tions repetitive failures might be

der is generated

really annoying.

randomly every time the game is

I highly recommend this game

launched.

to platformer fans, connoisseurs

Definitely this

of graphics and interesting ad-

game is not to be

venture - they should be super

completed within

satisfied.

of good chiptune and admirers

half an hour - it’s rather a longer playtime. With only 3 lives an inexperienced player may in fact leave

SOULLESS Publisher: Psytronik Year of publication: 2012 Platform: C64

the party much From the very beginning it’s ob-

REVIEW

vious that the product is of the

summer / autumn 2016

faster, but proper caution and patience will surely lead one to

10

10

6


Komoda & Amiga plus #5

ADVERT

summer / autumn 2016

53


COMMODORE

54 Komoda & Amiga plus #5

Fast BITMAP plotting Author: Paweł Król, a.k.a. DJ Gruby/Protovision/TRIAD

In order to devise a fast bitmap plotting algorithm, we need to first better understand, what does it actually take to plot a single pixel onto a bitmap. We will approach all the necessary calculations step by step, so that we can thoroughly examine any potential complications arising as we move away from the center of a screen’s coordinate system with subsequent X and Y offset values.

I

am assuming that a reader is

expects two 8-bit arguments

already familiar with the basic

provided in X and Y registers,

concept of plotting dots onto

having concrete location val-

a Commodore 64’s bitmap, as

sta BIT_MASK

organisation nor to explain

Constants assignments

why setting specific bits into

on a display screen. Obviously none of the important details is going to remain untold nor omitted, however there are plenty tutorials available on the web that cover the very basics of this topic, so that we can move straight to what is really interesting.

PLAIN SIMPLE APPROACH TO PLOTTING

ror bpl *-2

cific details of a memory map

makes a particular pixel visible

sec dex

ues already assigned.

I am not going to dive into spe-

destination memory locations

lda #$00

Please make sure to put the following two constant assignments at the top of each source code file before attempting to compile any of the examples presented within this tutorial: BITMAP BIT_MASK VECTOR

= $2000 = $fb = $fd

Table data generator (explained later) requires prior memory allocation for the following lookup tables: bitmap_y_hi bitmap_y_lo bitmap_shift bit_and_mask

.dsb .dsb .dsb .dsb

$100,$00 $100,$00 $100,$00 $100,$00

lda (VECTOR),y ora BIT_MASK

sta (VECTOR),y We first set a zero-page vector to point at the beginning of a bitmap data. Then we compute a bit mask that will be used to set a pixel at an appropriate position of a selected address. And eventually we use Y register as an index to an operation of applying a bit mask to a current byte value. Well, that was simple, however it covers only the simplest case

Given X and Y coordinates,

of putting a pixel in the top-left

let us begin with designing our

corner area of 8x8 pixels.

subroutine’s body that puts a single pixel onto a hires bitm-

For X and Y values between

If you would like to have an

ap. Bear in mind that Y value

$00 and $07 things go as simple

accompanying method that

must not exceed $c7, because

as:

clears a pixel, the middle part would have to be modified

bitmap’s height is 200 pixels. We also do not want to slow down our rendering process with unnecessary validations, therefore from now on we will

TUTORIAL

assume that our subroutine

summer / autumn 2016

lda #<BITMAP

to generate an AND mask

lda #>BITMAP

have to be applied in the lower

sta VECTOR+0

instead, and such mask would

sta VECTOR+1

part of a procedure:


Komoda & Amiga plus #5

sta VECTOR+0 lda #>BITMAP sta VECTOR+1 lda #$ff clc ror sec dex

bpl *-3

complicated, however it still covers only an area of 256x8 pixels, so in the next step we

and BIT_MASK

sta (VECTOR),y In order to be able to set pixels for any value entered into an X register, we have to add its higher 5 bits to a VECTOR pointing to a selected byte of a bitmap data, basically like this: lda #>BITMAP sta VECTOR+1 txa pha

and #$f8 clc

adc #<BITMAP sta VECTOR+0 bcc *+4

inc VECTOR+1 pla

and #$07 tax

lda #$00 sec ror dex

bpl *-2

sta BIT_MASK lda (VECTOR),y ora BIT_MASK

sta (VECTOR),y Okay, this procedure has now got a little bit longer and more

ora BIT_MASK

sta (VECTOR),y

are going to further extend it into an entire target screen

This is how our normal bitmap

of 256x200 pixels. We will use

plotting procedure would look

a value entered into a Y regis-

like. It is clean, it does its job,

ter to move a VECTOR to point

however it is slow. And for large

$0140 bytes farther in a mem-

values of Y even very slow. Thus

ory for as many times as Y’s

it gives us some room to make

higher 5 bits indicate:

it faster.

sta BIT_MASK lda (VECTOR),y

lda (VECTOR),y

lda #>BITMAP

Please note that this procedure

txa

area of 256x200. Extending it

and #$f8

would not be a difficult task.

adc #<BITMAP

home to enhance it in a way to

bcc *+4

area of 320x200.

sta VECTOR+1

plots pixels only in a limited

pha

to a full 320 pixels wide bitmap

clc

Consider it an exercise to do at

sta VECTOR+0

support an entire visible bitmap

COMMODORE

lda #<BITMAP

55

inc VECTOR+1 pla

and #$07

TABLES, TABLES EVERYWHERE

tax

And how are we going to opti-

sec

lations, so that they ultimately

dex

pute and set a desired pixel?

sta BIT_MASK

this paragraph, and tables are

tya

precompute as much informa-

lsr

a memory to be used as a few

lda #$00

mise all of these heavy calcu-

ror

require a lot less cycles to com-

bpl *-2

The answer is provided within the answer! We are going to

lsr

tion as we can and store it in

lsr

lookup tables.

beq *+19

You have probably already no-

clc

all of the computed values

adc #$40

coordinates. These regularities

bcc *+4

ues for our lookup tables easily..

dex

Let us begin with a bit mask

tya

ticular pixel needs to be set in

tay

by a calculated VECTOR. This

tax

inc VECTOR+1

ticed a couple of patterns, how

lda VECTOR+0

change with different X and Y

sta VECTOR+0

may be used to generate val-

inc VECTOR+1 jmp *-16

used to determine which par-

and #$07

a memory location indicated is a value that is assigned to TUTORIAL

summer / autumn 2016


COMMODORE

56 Komoda & Amiga plus #5

a BIT_MASK variable (which is assumed here to be placed on a zero page). This is not the

tya

and #$07 tay

most expensive computation, but probably the easiest one to demonstrate the use of lookup

referring to them inside our procedure.

tax

ry location holding a byte with selected pixel information. Here is the pattern you may have already noticed:

sta (VECTOR),y

$0000,$0001,$0002,$0003,$

ora bit_mask,x

The only reason an X coordi-

seeing here?

nate is still put onto a stack and later pulled from it is that X register is used as an index of

0004,$0005,$0006,$0007

$0140,$0141,$0142,$0143,$ 0144,$0145,$0146,$0147

$02,$01

a loop performed to compute

...which repeats over and over

coordinate (we are going to

again.

fix it soon). Pay attention to the

There are actually two different

most important change how-

patterns to consider, which are

If we precompute a table of

ever. We no longer care about

superimposed onto each other.

all possible bit mask values,

permanent calculation of a BIT_

indexed by an X coordinate of

MASK, it is now simply fetched

First, every next value is incre-

a target pixel, and then refer

from a dedicated lookup table

mented by 1 when compared

to it, our put pixel procedure

labelled “bit_mask�, precom-

against its predecessor, with

simplifies to:

puted only once at the begin-

a cycle beginning at $00

ning of a program execution.

and ending up with $07, and

This is a source code of an

then repeating over. Second,

exemplary table generator:

a base value for each item is

lda #>BITMAP sta VECTOR+1 txa

VECTOR position based on a Y

$0280,$0281,$0282,$0283,$ 0284,$0285,$0286,$0287

incremented by $140 for every

pha

ldx #$00

clc

sec

sta VECTOR+0

bcs *+9

inc VECTOR+1

inx

lsr

cpx #$00

8th value, it is however not

and #$f8

lda #$00

adc #<BITMAP

ror

generation.

bcc *+4

sta bit_mask,x

Also note the following fact:

tya

jmp *-7

lsr

bne *-15

lsr

reset, it remains updated over the whole course of table data

values we consider for a Y offset table must be split into two separate tables, since target values exceed the range of an $ff value (they grow above the

tax

The most significant concept

$ff). Hence we end up with 16-

beq *+19

illustrated by this example is

bit offsets, which can only be

inc VECTOR+1

that an X value is taken just as

stored in two separate bytes.

clc

it is and used only as an offset

Knowing this, here is how we

lda VECTOR+0

when picking up a value from

are going to fix our pixel setting

adc #$40

a precalculated lookup table.

procedure:

sta VECTOR+0

This is crucial, because we can

bcc *+4

push this kind of simplifications

inc VECTOR+1

much farther, and consequent-

dex

ly speed up the code.

jmp *-16 TUTORIAL

ordinate value to instantly set

lda (VECTOR),y

So, what is the pattern we are

$80,$40,$20,$10,$08,$04,

us take care of utilising a Y cothe correct pointer to a memo-

pla

tables, explain how to populate them with data, and illustrate

Moving on... In the next step let

summer / autumn 2016

lda bitmap_y_hi,y sta VECTOR+1 txa

and #$f8


Komoda & Amiga plus #5

adc bitmap_y_lo,y sta VECTOR+0 bcc *+4

inc VECTOR+1

This allows us to get rid of a previously applied assignment of an initial VECTOR value pointing to the very beginning of a BITMAP, which is then shifted according to X and Y coordi-

ldy #$00

lda (VECTOR),y ora bit_mask,x

nates. With a bitmap lookup table we get all of this information for free.

sta (VECTOR),y Finally, let us address the issue

lda #$00

COMMODORE

clc

tax

ldy #$00

sta bitmap_shift,x inx iny

cpy #$08 bne *-7 clc

adc #$08 cpx #$00

And here is an exemplary script

of computing how much

to generate a precomputed

a VECTOR needs to be shift-

lookup table with bitmap off-

ed towards the right side of

One of the greatest advan-

sets (both low and high bytes):

a screen depending on a pro-

tages of this procedure is its

vided value of an X coordi-

constant execution time, which

ldx #$00

bne *-16

nate. First things first, know your

allows you to plan execution

lda #<BITMAP

pattern:

time of a whole demo effect

lda #>BITMAP

$00,$00,$00,$00,

sta VECTOR+0 sta VECTOR+1 lda VECTOR+0

sta bitmap_y_lo,x lda VECTOR+1

sta bitmap_y_hi,x inx

inc VECTOR+0 lda VECTOR+0 and #$08 beq *-17

inc VECTOR+1 clc

lda VECTOR+0 adc #$38

sta VECTOR+0 bcc *+4

inc VECTOR+1 cpx #$00

very precisely. And because it

offset value is already calculated in the context of an actual memory location of a bitmap data, thus an initial assignment of a BITMAP address to a temporary vector generates pointers to subsequent values of actual bitmap offsets, and

is also very fast, you can put as

$00,$00,$00,$00

many as 10-20 times more pixels

$08,$08,$08,$08,

you were able when utilising an

$08,$08,$08,$08

original put pixel procedure.

$10,$10,$10,$10,

We ended up with an extremely

in the same period of time than

$10,$10,$10,$10

simple algorithm, which is not

...And so on, and so on. We

to read and understand. Only

can see subsequent groups of

eight lines of code are enough

8 identical values, each next

to set a pixel anywhere in

group increased by a value of

a bitmap area of a 256x200 size.

$08. Our source code optimisa-

Pretty good, isn’t it?

only very fast, but also very easy

tion not only removes the need of calculation of a specific VECTOR shift. It also provides the correct Y index value for the final pixel setting procedure:

bne *-34 Keep in mind that each bitmap

57

lda bitmap_y_hi,y sta VECTOR+1

lda bitmap_y_lo,y sta VECTOR+0

ldy bitmap_shift,x lda (VECTOR),y ora bit_mask,x sta (VECTOR),y

not just offsets to be added to

And table data calculation is

any potential bitmap’s start

just as simple as:

Tables are the answer! We are going to precompute as much information as we can and store it in a memory to be used as a few lookup tables.

address. TUTORIAL

summer / autumn 2016


COMMODORE

58 Komoda & Amiga plus #5

FURTHER EXTENSIONS This procedure plots pixels only on a limited area of 256x200. As already mentioned earlier, consider it an exercise to extend it in a way to support an entire visible bitmap area of 320x200. You need to make sure that a 9-bit value representation is assigned an X coordinate before a subroutine call. This may be achieved by using two 8-bit

FINAL CONCLUSION 00 - background colour ($d020)

01 - colour from bits 4-7 of a screen memory

10 - colour from bits 0-3 of a screen memory

11 - colour from bits 0-3 of a colour memory

variables, for example placed

Therefore, a slight modification

on a zero page. But you could

of our put pixel algorithm would

also stick to an X register alone

require one additional step of

and use a single bit flag to indi-

reseting an original pixel value

cate whether bit 9 is set or not

before setting a selected one.

(carry would be a good can-

We would also benefit from pre-

didate here). If a bit is set, you

paring three different versions

will know that a higher VECTOR

of a subroutine, one for each

byte needs to be increment-

possible colour combination:

ed by 1 in order to point $100 bytes farther. Plotting into a multicolour bitmap could be resolved even without this kind of trickery due to the fact that widened multicolour pixels produce a bitmap of 160x200 size. A subtle difference between a hires and a multicolour mode

lda bitmap_y_lo,y sta VECTOR+0

ldy bitmap_shift,x lda (VECTOR),y

and bit_and_mask,x

ora bit_and_mask_11,x sta (VECTOR),y

involves the fact that we are

Please note that this particular

not necessarily only setting par-

example selects an ORA mask

ticular bits in a bitmap memory

of a colour represented by “11�

area, we might also have to

bits combination. I will leave

clear present bits of a previ-

experimenting with it as well as

ously displayed pixel colour in

precomputed table data gen-

the same coordinate position.

eration to you as an exercise to

That was not the case in a hires

do by yourself at home.

mode, where a pixel is either set or clear. In a multicolour mode each pixel might assume one of four possible bit combinations representing different colour values:

TUTORIAL

lda bitmap_y_hi,y

sta VECTOR+1

summer / autumn 2016

Thank you for surviving this guide up to this point. As you can see setting pixels on a C64 bitmap can be implemented in a fast and elegant way. A final algorithm presented in this tutorial is fast enough for playing around with demo effects requiring plotting of dozens or even hundreds of points per frame. You can use these techniques as a basis for further exploration. Good luck and have fun! Should any questions to this tutorial remain unanswered, please do not hesitate to contact me, and I will be happy to help you out.


Komoda & Amiga plus #5

AMIGA

Mp3info

59

Review: Don Rafito; Translated by: Magdalena Piss Aros, as an alternative for AmigaOS to modern and ubiquitous x86 architecture platforms, more and more proves that is going in the right direction. Day to day users of this system have more access to larger amounts of software, which sometimes compete in terms of functionality with “leading brands”.

F

or some people their music

is based on General Public Li-

ed into seven parts: title, artist,

player (eg. in Smartphone)

cense.

album, year, comments, track

incorrectly plays songs. Not

number, and genre. Click “use”

respecting the chosen playlist or

After downloading and extract-

jumping from album to album

ing the program archive we

or musical genres. The fault for

can immediately go to work.

Simple and pleasant to use. The

all this confusion is typically on

After start-up it will open the

program does not weigh much.

the user end, who often checks

window selection, in which the

After unpacking a little more

tagID3 - additional information

application asks us to identify

than 2 MB you’re certain to use

saved in the music file. Instead

a particular mp3. When loaded

it more than once. Making it

the issue lies with the mp3 file. If

it opens a window with a highly

well is worth keeping on your

the data is incomplete or cha-

intuitive interface. This is divid-

hard drive.

and it is ready.

otic, our players will play them randomly. Editing this data allows to track sorting, because it adapts to particular artist, album or musical genre. Thanks to that our player will not digress on the memory card. Instead playing specific songs from a list chosen by us assigned to this specific album or artist. In some operating systems the “edit” option of tagID3 is available immediately after the call to an additional menu on a specific mp3 file, in others you need additional application. Thanks to Ricardo Cerqueira, Aros users have also the opportunity to edit the ID3 tags on their computers. This is down to the program mp3info, which

RECENZJ RECENZJA REVIEW

summer / autumn 2016


JOHNNY PRESENTS

PHONE CALL

Translation: - Good morning. I’d like to schedule an appointment to the laryngologist. - Let me find a free slot. What are the symptoms? - I hear voices.


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