2
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
3
4
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
summer / autumn 2016
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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.
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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
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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
summer / autumn 2016
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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
summer / autumn 2016
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,
summer / autumn 2016
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.
summer / autumn 2016
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
$0140 bytes farther in a mem-
values of Y even very slow. Thus
ory for as many times as Yâ&#x20AC;&#x2122;s
it gives us some room to make
higher 5 bits indicate:
it faster.
sta BIT_MASK lda (VECTOR),y
lda (VECTOR),y
lda #>BITMAP
Please note that this procedure
txa
area of 256x200. Extending it
and #$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 â&#x20AC;&#x153;bit_maskâ&#x20AC;?, 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 â&#x20AC;&#x153;11â&#x20AC;?
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. Iâ&#x20AC;&#x2122;d like to schedule an appointment to the laryngologist. - Let me find a free slot. What are the symptoms? - I hear voices.