RetroMagazine 19 Eng
RetroMagazine 19 Eng
TABLE OF CONTENTS
The year 2022 is coming to a close, so it is natural to do some ◊ Atari VCS/2600 Pag. 3
reflections. As if the pandemic were not enough, then a war ◊ iQue - the (un)protections Pag. 11
broke out that may drag on for a long time. Finally, the fear of
◊ Grundy New Brain, the renegade Sinclair Pag. 15
being left out in the cold and penniless with creeping inflation
eating away at our hard-earned savings. ◊ Commodore 64 PLA for dummies Pag. 19
◊ Susi strikes again (for C64 and beginners) Pag. 23
Let's cling to RetroMagazine World as a providential lifeboat in a
◊ Code optimization for MSX BASIC Pag. 24
stormy sea of events.
◊ Turbo Pascal + Assembly: fading text in DOS Pag. 28
But it is not an escape from reality. All RetroComputing ◊ May the FORTH be with us - part four Pag. 30
enthusiasts form a worldwide community connected by the ◊ Atari 50: The Anniversary Celebration Pag. 32
Internet, and we believe that sharing ideas, games and projects
should foster brotherhood among people. Then we feel more ◊ Retro Gadgets… building up a Game Boy... Pag. 34
responsible and less frivolous. ◊ Assembly debugging (C64, Kick Assembler) Pag. 36
◊ Sensible World of Soccer: a story still going on Pag. 41
Our editor Francesco Fiorentini compared the early issues of the in Italy
magazine, when they reviewed old 80s and 90s games, with the
◊ Nolan Bushnell: ageless innovator Pag. 46
latest publications where they talk about video games made in
this period. You got it right! New stuff, not just memories of the ◊ Japan - part 21: live in your world, play in ours Pag. 48
past! In addition to video games, we also publish articles where ◊ Zak McKracken, the B-movie game
we describe how to make some repairs or how to somehow ◊ ListAmiga - The 5 (+1) Amiga soccer games Pag. 50
connect an old computer to modern devices (laptops, LCD from Qatar World Cup Pag. 53
monitors, memory cards, etc.).
◊ RM Console
◊ None of us (Amiga) Pag. 58
There is no shortage of tales of historical anecdotes and
educational articles that could be an inspiration and ◊ Devil’s Temple: Son of the Kung Fu Master Pag. 59
improvement in everyday work. (Amiga) Pag. 60
◊ Advanced Busterhawk Gley Lancer (MD) Pag. 61
In addition, RetroMagazine World continues to pursue the
◊ Kidou Soukon Dion (SNes) Pag. 62
project of forming itself into an association to which one can
subscribe and wants to always be there to give voice and space ◊ Star Fox Ex (Snes) Pag. 64
to anyone who has something interesting, like a self-respecting ◊ New Joe & Mac:Caveman Ninja (Multi) Pag. 66
news magazine. Pag. 68
◊ Turrican II AGA (Amiga)
◊ Bosconian (Atari XL/XE) Pag. 70
In short, the journey that began 5 years ago continues, and like
those brave astronauts who first saw the Earth from the Moon, ◊ Duck Hunt (C64) Pag. 71
the Editors of RetroMagazine World wish you a Merry Christmas, ◊ Toki (CPC 128) Pag. 72
a better 2023, and may God bless all of you on dear Earth!
◊ Stevedore (MSX) Pag. 73
Atari VCS/2600
by Leonardo Miliani
This is it! The most "gift-giving" time of the year is here! the planet that since the second half of the last century
Who would pass up requesting a nice gift for Christmas? has been the home of the digital revolution and the home
I don't think anyone. And not even the kids of 1977 would of many of the largest hi-tech industries. In this substratum
be able to resist asking to be given that new console that smells silicon everywhere, he finds work at Ampex,
recently put out by none other than the then king of a company that produced systems for audio/video recording
arcade video games, Atari. Yes, we are talking about the on magnetic tapes. There he meets Ted Dabney, an
Atari VCS, which in the years to follow would come to be electrical engineer who joined Ampex in 1961 after a
known as the 2600: a console capable of being sold in couple of stints at other companies. Here the two become
some 30 million units and remaining on the market for friends and begin dating. Bushnell learns that at the
some 15 years. True, we have already talked about the Stanford Artificial Intelligence Laboratory, a section of
console in No. 2 of our magazine, but this time we want Stanford University, they have made a smaller version of
to do so a bit more in depth, analyzing in great detail the Spacewar based on a PDP-11 and called the Galaxy Game:
history of this illustrious retro-antennae. the latter is made with a cabin cruiser where it houses
the computer, monitor, controls for the players, and, most
A bit of history importantly, a coin-operated game start system. Bushnell
Nolan Bushnell was born and raised in Utah. While attending shows Dabney Galaxy Game and together they begin to
college he earned a few dollars working at the Lagoon fantasize about creating their own business based on the
amusement park in Farmington, where he was made then-emerging video games.
manager of the coin-operated electro-mechanical gaming The two founded Syzygy in 1971 and produced, towards
machines, forming a culture not only about the entertainment the end of the year, their first arcade, "Computer Space" (fig.
systems industry but also making his own the concept 3): it is a game that takes up the concepts of Spacewar
that people must pay to play. After college he went on to and Galaxy Game, with 2 spaceships moved by as many
college, and it was at the University of Utah in Salt Lake players facing each other in a space environment. Compared
City, where he was taking an engineering course, that he to the two games from which it takes its cue, Computer
came into contact with one of the very first examples of Space is much cheaper being based on a motherboard
video games in history, Spacewar (fig. 2). It is a rudimentary with a set of integrals that replicate only the game in
space-themed game running on a PDP-1 connected to a question and not in an actual computer like the other
monitor and controlled by an equally rudimentary joystick systems. Distributed by Nutting Associates, however, the
fashioned from a model airplane remote control. Nolan game is not very successful because it is difficult to play.
Bushnell is thunderstruck by the images depicting 2 Bushnell and Dabney proposed to William Gill Nutting,
spaceships shooting at each other trying to destroy each the head of Nutting Associates, to make a simplified
other. Bushnell finished college, got married, and in 1969 version, but he did not agree, so Bushnell and Dabney
moved to Silicon Valley, for the uninitiated, the area of decided to distribute it themselves. Having changed the
name of the company, which becomes Atari in 1972, the
two abandon the idea of a sequel to Computer Space and,
as soon as they see the tennis game being distributed
with the new Magnavox Odyssey console, they make a
clone of it, thanks to the help of Al Al Alcorn, a former
Ampex colleague of theirs, whom they convince to follow
them into the newly formed Atari. The game is marketed
as Pong, and is a resounding success! It is quickly exported
Fig. 1: Atari VCS outside the United States and domestic versions are also
(source: Wikimedia - author: Evan-Amos) made. By the end of 1974, when it is taken off the market,
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Stella
Mayer and Milner therefore begin the development of a
device derived in part from the JOLT. Toward the end of
1975, Joe Decuir, fresh out of Berkley, who had already
begun his own work on the 6502, is hired. Decuir begins
Fig. 4 - one of the early 1975 prototypes of the future
the testing phase of the first prototype developed by VCS/2600 (source: Wikimedia - author: Chris
Mayer and Milner to which he attaches the name "Stella," Platsikoudis)
after the brand of his bicycle! Harold Lee, one of the in 1974 Atari almost went bankrupt. This was due in part
engineers working on the Stella prototype, knows that to the great success of Pong, which led a lot of other
an old acquaintance of his, a brilliant engineer named companies to saturate the market with the release of
Jay Miner, is working at Synertek, which has a contract numerous clones, causing sales to drop dramatically.
as a secondary supplier of MOS chips. Lee proposes Another problem was the release of the arcade game
Miner's name to design an auxiliary chip to power the "Gran Trak 10" for sale at a price below the cost of
nascent console. Atari makes a deal with Synertek and production, burning about $500,000! More money was
Miner moves on to work on the Stella project. Miner lost to set up an office in Japan, which was resold shortly
designs the TIA, from Television Interface Adaptor, which after to Namco. In the end, only the acquisition of Kee
is used to generate the video signal and sound effects. Games, a front company founded by Bushnell himself and
By early 1976 Stella is completed: it consists of the 6507 run by a friend of his, set up only to offer Atari games
CPU, TIA, RIOT, and a connector for connecting game under another brand name, which made blockbuster hits
cartridges. While Alcorn is in charge of training game such as "Tank," managed to bring some cash back into
developers by presenting the machine's technical features, Atari's coffers, and save it from bankruptcy. Bushnell tries
Bushnell begins to deal with marketing: he hires Gene to find backers but the search is fruitless. He then opens
Landrum, a consultant who has already worked with negotiations with Warner Communications, to whom he
Fairchild and on its future Channel F console, who is to sells the company in 1976 for $28 million. Warner, seeing
draw up a report on what is required of the console in the potential of this new video game market that was
order for it to succeed in the marketplace. In his report, being created, decides to invest heavily in it: in fact, he
Landrum indicates that the console must be an aesthetically infuses some $120 million into Atari's coffers to continue
appealing and possibly wood-finished object to fit into the development of Stella, which is finished in early 1977.
family living rooms, and the cartridges must be "idiot and However, the official presentation slips to June 4, 1977,
child-proof," indicating that anyone must be able to handle because, due to agreements with Magnavox resulting
and insert them. James Asher to Douglas Hardy are hired from patent infringement on the Odyssey Tennis cloned
to design them: the latter worked at Fairchild specifically with the Pong, Atari has to account to its rival for every
on the design of the Channel F cartridges. Asher and game it develops until June 1, 1977: the console is unveiled
Hardy design a cartridge with a case whose design is as the Video Computer System, abbreviated VCS, during
influenced by that of the Channel F cartridges. the Consumer Electronic Show. Due to problems that
arose during the production of the first units, however,
Atari VCS marketing does not begin until October: the launch price
As work progresses, Bushnell begins to notice that the is $199, and included in the package, in addition to the
development of the console is costing more than expected. machine body, are 2 joysticks, 2 paddles and the "Combat"
Unfortunately, there is not a lot of money in the till, because game cartridge. In addition to this 8 other games are put
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on the market, mostly conversions of arcade games from "Missile Command," conversions of their respective
Atari or Kee Games. arcades, debuted on the console, selling millions of
cartridges each. But 1982 is the best year for the console.
Success Atari deals with the conversion of "Pac-Man" and, with a
1977 ends with just under 400,000 units sold, a decent great marketing strategy, starts a million-dollar advertising
but not excellent number, caused not only by the huge campaign long before the game's release, creating a very
number of handheld electronic games in circulation at strong expectation and the rush to buy the console to
the time but also to a marketing that began relatively prepare for the game's release: in that year, 12 million
late. Despite agreements with the Sears store chain, which units are sold of the console, and the "Pac-Man" cartridge
offered to sell the console in all its stores in exchange for turns out to be the best-selling game by far, with more
the possibility of offering it under its own name, things than 7 million copies purchased in 1982 alone. This is
did not go well: 1978 closed with about 800,000 units joined by other successful titles such as conversions of
produced but of these only 550,000 reached a gamer's "Defender," "Centipede," "Frogger," but also exclusive
home. In 1979 Atari sells 1 million units, but competition titles such as "Yar's Revenge."
is fierce: along come the Magnavox Odyssey2 (or Philips Atari's economic and commercial strength also succeeds
Videopac depending on markets) and, most importantly, in making inroads into the world of cinema: Atari wins
the Mattel Intellivision, which offers superior video and the conversion of Steven Spielberg's famous film "Raiders
audio features. The Atari VCS does not shine in the quality of the Lost Ark" into a game. On the strength of the good
of its games: to keep production costs down, the technical response with this game, Atari retries the operation with
choices made affect what the console can offer. For this another box-office hit film, also by Spielberg, "E.T. the
reason, Atari decides to change its marketing strategy: Extraterrestrial," initially enjoying a good commercial
it contracts with the producers of the most popular bar response (the title will be sold in more than 1.5 million
games to "port" their titles exclusively to its console. The copies) also thanks to the fame of the film.
first title it secures is the world-famous "Space Invaders," The console is also sold in fair numbers abroad. In 1980
which it introduces in 1980. The path is the right one: it is marketed in Britain (fig. 5), in 1982 in France, in 1983
once the bar game is over, those who want to play "Space in Italy, and in 1984 in Germany. The hardware limitations
Invaders" also at home have no choice but to buy the are balanced by the huge game park: despite technologically
Atari VCS. And so sales soar: 2 million consoles were superior consoles released at that time, for example the
marketed in 1980, doubling the following year to a total 1982 ColecoVision, none can boast the number of games
of 10 million units sold. of the VCS. Also in 1982, the heir to the VCS is unveiled:
In 1981 other famous games such as "Asteroids" and designed to stay on the market for only 3 years, the
console's useful life has been extended due to its widespread
use but competition is becoming increasingly intense and
Atari decides it is time to retire it with the Atari 5200, a
console based on Atari's 8-bit computer hardware. It was
with the release of the 5200 that the VCS was renamed
to the 2600, reprising the code name by which its prototype
was initially known, CX2600, before it became Stella.
at Atari begins to be felt, partly because of a couple of time this event takes on, between denials and confirmations,
titles released the year before, namely "Pac-Man" (fig. the features of an urban legend, but excavations conducted
6) and "E.T.": despite the money spent on promotion they in 2014 confirm that Atari really did send a lot of unsold
do not perform as well as they should. The former pays material to the scrap heap (fig. 7). Warner greatly reduced
for the technological inferiority of the console compared investments and, in early 1984, dismembered the company
to the arcade while the latter pays for the haste in making by selling the home computer and console department
it to get it out by Christmas. Pac-Man sells just over 7 to Jack Tramiel, who had left Commodore, to create the
that number while the latter sells only 1.5 against the
budgeted 5. Sales of the console are also slow and so, in After 1984
mid-1983, Atari announces losses of more than $500 With negotiations over and the company reorganized,
million. It is unfortunately not alone, the whole system the 2600 is not taken off the market but remains on sale
collapses: it is the 1983 video game crisis that hits North as a low-end gaming system at a price around $40 to
America. Atari is forced to dispose of more than 700,000 $50: after all, there are still hundreds of games in circulation
and the console continues to sell. In 1986 the console is
revised and given a more compact case, which, despite
not being officially affected by a name change, becomes
known to all as the 2600 Junior. The Junior continues to
receive support from game manufacturers, however: Atari
itself continues to support the console, ceasing game
production in 1990 and production in 1991. The curtain
officially falls on January 1, 1992, when the 2600 no
longer appears on the company's lists.
The void left by the 2600 was quickly filled, however. Its
fame remained in the hearts of many so the interest in
bringing something related to the console back to market
Fig. 6 - the hated/loved Pac-Man, box office was there. Some experiments were seen such as the Atari
champion but the same conduit of Atari's crisis
Classics 10-in-1 TV Game, a replica of the 2600 integrated
(source: Wikimedia - author: The K3nger)
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into a 2600-style joystick that could be connected to the of operation was called "race the beam," which could be
TV set with 10 of the most famous original games integrated translated as "chase the beam": for each line, data from
inside. Or the TV Boy, released in the 1990s, a gamepad the background objects and the various sprites must be
also connectable to the home TV with a hundred games passed. Speaking of the latter, the chip supports five: two
integrated. More recently, with the resurgence of interest "player," two "missile," and one "ball." The names sound
in all things retro, Atari itself (or rather an heir to it) has funny but reflect both what they are used for and the
released since 2004 a series of more or less faithful differences they show: the "players" are monochromatic
replicas called Flashbacks, to give modern gamers a taste and composed of a horizontal row of 8 bits, although they
of the "pixelated" beauty of the games of the original can be reduced or enlarged; the "missiles" are 1, 2, 4 or
2600 as well. 4 pixels wide and are the same color as the corresponding
The VCS name has been reused for the Atari VCS, a console player; the "ball" is a row of 1, 2, 4 or 8 pixels, the same
unveiled in 2021 and sold for now in only a few countries color as the playfield. The latter is called the "playfield"
(Australia, New Zealand, the U.S., and Canada), possibly and is a 20-bit wide monochromatic object (where each
coming to Europe (fig. 8). Despite what the name might bit covers 4 pixels on the screen) that overlays the
suggest, this console has nothing to do with the 2600: it background and covers the left half of one line of the
is a system based on a Linux distribution that connects screen, with the possibility of being duplicated or reflected
to an online shop from which adapted versions of a on the other half. Since all objects (sprites and playfields)
selection of games originally developed for the Atari 7800 are only 1 video pixel high, to create 2-dimensional objects
can be purchased. the programmers at each line scan of the image must
send all the necessary data back to the chip. The TIA
Technical characteristics handles collisions between sprites through the use of
The console is offered for sale with a low-profile black registers, which are also used to manage the color and
plastic case, slightly raised at the back where the control positions of the various objects. The TIA generates a
switches and cartridge insertion port are housed. The graphic image of 160x192 pixels. The palette is 128 colors
trim is wooden, because the style and taste of the time (16 colors for 8 shades) for the NTSC and PAL-M version
considered consoles to be objects of furniture so they chip (the system used in Brazil), which drops to 104 colors
should fit into the home environment as much as possible. (13 colors for 8 shades) for the standard PAL system,
As mentioned earlier, the console was developed around and reduced to only 8 colors (without different brightness
MOS 6507 (fig. 9), a scaled-down version of the better- levels) in the case of the SECAM version chip.
known 6502 from which it differs by having only 13 The TIA is also responsible for generating the console
addressing lines and by eliminating other pins with sound: its capabilities are quite limited, being able to
functions not used on the 2600. The result is an integrated handle only 2 audio channels each with 32 tones and 16
circuit with only 28 pins, thus more compact and less levels of wave management, and a 4-bit volume control.
expensive to produce. The cost to be paid, however, is In support we find a MOS 6532 RIOT, an acronym that
the inability to handle more than 8 KB of memory because stands for RAM-I/O-Timer. This integrated provides what
of the reduced address bus.When the console was designed, little RAM is available for the console: in fact, it contains
this limitation was not thought to be limiting because 128 bytes that is used by games to store game data such
memories were expensive in the 1970s, and from the as player points and lives, game variables, and whatnot.
outset it was planned that the console would not have In addition to this it offers a programmable timer and 2
much of them. Also, the life of the console was reputed bidirectional 8-bit input/output ports, which are used to
to be 3 years at most so memories were expected to drop
in price before its successor was developed.
Next to the CPU is the TIA, designed by Jay Miner. This
chip mainly handles video and audio signal generation.
Picking up on what was said above, due to the cost of
RAM, the console was not equipped with a video buffer
so the programmer has to supply the graphics chip with Fig. 8 - the Atari VCS of 2021
data to draw each individual line scan image. This mode (source: Wikimedia - author: Wizzard)
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Versions
The first version of the console was made of a particularly
heavy plastic which, combined with the weight of the
shielding, gives the impression that the case is full even
though in reality it is almost completely empty since the
circuit board, given the simplicity of the design, is very
small. This version, because of its weight and 6 switches,
is informally called a "heavy sixer." At the same time,
Fig. 9 - the motherboard of the first version of the
Sears releases the console under its own brand name but
console. From above, the 3 main chips are: the MOS
6532 RIOT, the MOS 6507 CPU, and the Atari TIA calling it "Video Arcade."
(source: Wikimedia - author: Evan-Amos) To reduce production costs, production was moved to
read game controllers connected to the console and status Taiwan in 1978, and the console adopted a less thick
switches. Speaking of the latter, the console somewhat plastic, resulting in a lighter weight and being referred
echoes the features of those of the first generation of to as a "light sixer."
gaming systems, with some front levers to change some The third version has only 4 switches at the top because
of the console's settings: the first version has 6 levers, the 2 game difficulty selection switches, which are not
respectively for power, choice between color or B&W video widely used, have been moved to the rear.
output, game difficulty level for the left and right player, In 1982 the console was renamed the 2600 to resume
game selection in the case of cartridges with multiple the number-based nomenclature adopted with the unveiling
games, and hardware reset. of its successor, the 5200. This version saw the elimination
The game controllers supplied with the console are of of the briarwood inserts and the adoption of an all-black
two types: 2 classic gamepads with rotary encoders, a plastic case, so among enthusiasts it took the appellation
legacy of the Pong-like games of earlier years, and a more "Vader version," from Darth Vader, the name of the Star
versatile joystick with a single fire button (fig. 10). More Wars (Star Wars) villain, also known in Italy as Darth
complex controllers such as devices designed for driving Vader, and known for his all-black suit.
games also appeared on the market later. The adoption In 1983 it was introduced in Japan and the name 2800
of the "Atari game port," as the connector for connecting was adopted here. The console differs greatly from the
the joystick is commonly called, on the Atari 8-bit computers American version, presenting a much more formal
facilitates its widespread use so much so that it becomes appearance with the switches replaced by as many buttons.
a de-facto standard, being adopted by many other systems The console was not a great success because it was
such as the Commodore VIC-20, C64 and C128 computers, released a year after the Nintendo Famicon (which would
the MSX, and later by the Atari ST and Amiga series. There shortly thereafter be exported as the Nintendo Enterainment
are also adapters to use them on the Apple II, the TI-99, System, NES). After being withdrawn from the Japanese
and the ZX Spectrum.
Game cartridges are small electronic boards placed in a
plastic case that must be inserted into a special compartment
on the top of the console. To further reduce costs, of the
13 address lines allowed by the CPU, only 12 are carried
on the connector so the maximum manageable memory
drops to 4 KB. While initially this is not a big problem
because the first games reside in only 2 KB of ROM, over
time the complexity of the games increases and the
graphics, sound, and code grow accordingly with the
result that newer games require cartridges larger than Fig. 10 - the iconic console joystick (source:
4 KB: in order for the CPU to be able to read all the stored Wikimedia - author: Evan-Amos)
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in used markets today at risk of obsolescence since, since 4101104 Star Fox (old version)
the termination of the Depots, it is no longer possible to 4101105 Star Fox
upgrade to the latest firmware and thus use the PC 4101902 Star Fox manual (old version)
download): 4101904 Star Fox manual
4102103 Sin&Punishment
4102901 Manual Sin&Punishment
5101104 Wave Race
5101902 manual WR (old)
5101904 WR Manual
5102108 Excitebike 64
5102902 EB64 manual
5201104 Mario Kart 64(old version)
5201105 Mario Kart 64
5201902 MK64 manual(old)
5201906 MK64 manual
5202103 FZero
The games, only 14 in total, were downloaded from a 5202902 FZero Manual (old)
service called Fugue Online, which officially ceased service 5202904 FZero Manual
on December 31, 2016 although they were still accessible 6101104 Dr.Mario
for direct download for a few years. 6101902 Dr.Mario Manual (old version)
6101904 Dr.Mario Manual
To download them one had to enter this address in the
browser: There were also other values that you can find here:
http://cds.idc.ique.com:16963/cds/download?content_id=x https://gbatemp.net/threads/ique-player-hacking-
possibility-with-ique_diag-exe.466906/
where, instead of the final x, you must enter one of the
following numerical values: To download and install them required a gift card, a kind
10000000 likely old firmware of ticket, with a code that allowed precisely the transaction.
10000001 likely old firmware The games are stored in a 64MB memory cartridge that
10000002 likely old firmware plugs directly into the controller that acts as the console:
10000003 probable latest firmware The protection is precisely in the system by which the
1101104 Super Mario 64
1101902 SM64 Manual (old version)
1101906 SM64 (Manual)
1102101 Yoshi's Story
1102902 Yoshi's Story manual (old version)
1102904 Yoshi's Story manual (old version)
1102906 Yoshi's Story manual
1201105 Super Smash Bros.
1201901 SSB (Manual)
2101104 Ocarina of Time
2101902 Manual OOT (old)
2101904 Manual OOT
2102104 Paper Mario
2102902 PM manual (old)
2102904 PM manual
2104108 Animal Crossing
2105103 Custom Robo
Page 12 of 83 RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 19
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games are encrypted. In fact, a partial study found that contains arbitrary code. ROM and save are specially
games that are downloaded online are already in encrypted modified and preemptively copied via USB prior to execution
form; the PC application (or the Depot) along with the of the game itself.
console re-encrypts the game a second time and armors
it to the console ID. The system is quite similar to a With this system, it was possible to add and make full all
primordial ticket system later used in the Nintendo Wii, existing games for the console by editing the ticket.sys
and the online service seemed to be a precursor to file, renaming it to hackit.sys, and having the system
Nintendo's future NUS. reload it (thus a temporary change, not a permanent one,
On April 24, 2018, after a good 15 years of inviolate which must be rebooted each time the console is restarted).
security, the hacker group called SUXXORS got the console After careful analysis of both the hardware differences
right and released the first decrypted game, Xingji Huohu with a real N64 and from the analysis of the information
(Star Fox), along with its manual also decrypted with leak, it came up with patches to adapt more than a hundred
an .NFO full of valuable information including Common
Key and IV for the AES-128-CBC algorithm used in the
console. The exploit used to extract the Common Key and
IV was a glitch, presumably hardware.
On May 2, 2018, both OTP and bootROM of the console
were dumped ! The former turned out to be a memory of
256 bytes while the latter contains a code of 8Kbs !
6 - if the batch file had not done so, rename the file to 8 - File -> Save
XXXXXXXX.app 9 - copy the .app and hackit.sys files to the flash cart
7 - edit hackit.sys with "ticket_sys_editor.exe" as follows: through the ique_diag_extended tool (command: " 4
cid.app " and "4 hackit.sys")
- add a new ticket entry using Edit -> new ticket (max 48 WARNING: Disclaimer
titles otherwise the console may behave strangely);
The information contained in this article is for
informational purposes only. This documentation is
not guaranteed to be error-free. If this information
is used to modify your hardware, it is your
responsibility to take all necessary emergency,
backup, redundancy, and other measures to ensure
its safe use. RetroMagazine World disclaims all
liability for any damages caused by the use of the
information in this article.
Fig. 1
Fig.4
Missed opportunities and broken promises
The delay in market launch was the cause of a number tape recorder connections, as well as monitor and TV (fig.
of missed opportunities. The most important was that 4). An expansion port on the back could accommodate
the British state broadcaster BBC chose Acorn-produced 64KB, 128KB, 256KB or 512KB Ram packs. Ram packs
models for its "Hands on Micros" broadcast (although it had pass-through connectors that allowed up to 2MB of
is said that it initially intended to adopt the NewBrain). memory to be added, far more than competing machines
Unlike Grundy, Newbury probably did not have the could offer. No sound effects were provided, and graphics
capabilities to complete and market the NewBrain. Finally, were virtually monochrome (fig.5). The AD model came
the NewBrain was launched by Grundy in July 1982 (fig with a 16-character VFD (Vacuum Fluorescent Display,
1). Two models were offered: the 233-pound Model A (fig fig.6) display (with 14 segments) and could mount the
2) and the 267-pound Model AD (fig 3). Model A had 32KB optional battery (long promised). NewBrain came with a
of Ram, a Zilog Z80A processor clocked at 4MHz and BASIC compiler to translate software into machine code
ports for a dedicated printer, communications and two at once (instead of an interpreter). It was not a machine
Page 16 of 83 RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 19
HARDWARE
Fig.5
for beginners. An experienced user could have exploited
it for applications available on more expensive machines.
A version of the CP/M operating system was supposed
to be out by January 1983 (but instead customers had
to wait many months). There were problems with the
ports for cassette recorders. Other peripherals (such as
floppy-disk and hard-disk controllers, expansion modules,
and a special multi-module housing) were launched much
later than announced, if they ever arrived at all (fig.7).
After a slow first phase of sales, public interest increased
at Christmas 1982 with more requests than Grundy
Fig.6
expected. In early 1983 it was decided to increase
production tenfold but (due to delays in the release of
promised peripherals) demand then collapsed. Basil Smith
and Mike Wakefield, who had worked on the NewBrain
from the beginning, quit at that time. Their connection
with the machine was so close and their knowledge so
deep that it would have been difficult for their remaining
colleagues to continue the project. Thus the Grundy
Business System headed for closure in the later months
of 1983. An estimated 50000 NewBrains had been sold.
The stock in the warehouse came to the Dutch company
Tradecom, which installed them in schools in the Netherlands. Fig.7
general. The vicissitudes of the companies involved in In Italy we say that "History is not made with ifs and buts"
the realization of the project caused delays in putting the in the sense that you cannot change the course of past
computer and very important accessories into production, events by making assumptions. However, I tried to make
discouraging the public who (despite the interest shown) a little joke with Paint to see what a Sinclair "ZX NewBrain"
then turned their attention to models of other brands would look like, perhaps provided with colors and sounds
available immediately in large quantities. It could have (fig.8).
been a Sinclair computer but it was not, affecting the
evolution of computers envisioned by Clive Sinclair.
Useful links
New Brain enthusiast site with documentation and emulators featured in the Downloads section
https://newbrainemu.eu/
Bibliography
[Giu83] C. Giustozzi, "Grundy NewBrain", MC Microcomputer n.17, pp.38-43, Mar. 1983 (in Italian only)
by Salvo Cristaldi
Many of us, during the lockdown period due to COVID- This type of device is used to have a complex set of logic
19, dusted off old projects to take advantage of the large gates to form a well-determined logic function.
amount of time spent at home. In my case it was homebrew In digital electronics, the basic logic gates are the AND
(homemade software) on the PS3 and mainly emulators, and OR gates. They have two or more inputs and one
including VICE. From the emulator to the dear old output. In the AND port the output has "high" value,
Commodore 64, friend of a thousand adventures in my commonly called 1, if all inputs have value 1, otherwise
youth, then, the step was short. 0 ("low" value). In the OR port the output has value 1 if
Purchased without guarantee of operation a nice "cookie," at least one of the inputs has value 1.
as the first version of the C64 is lovingly called, discovered By cascading multiple logic gates, one can have complex
that it would not turn on. logic functions, with multiple inputs and multiple outputs.
Having eliminated the trivial things like power supply, Each different combination of the inputs will always have
fuse, and voltage regulator, the problem was definitely a the same output value. PLAs are precisely used to have
component of the motherboard. complex logic gate systems in a single chip.
Among the various hardware components of which the In the Commodore 64, the PLA chip is used as a decoder,
Commodore 64 is composed, there is one famous for its to produce selection signals for chips connected to it,
fragility, which is the cause of most of the machine's plus other control signals. Many chips within the C64
remain inactive as long as a value 1 is present on the much more expensive and faster than a regular ROM.
respective chip select pin, called CS, and will be activated It must be said that in a ROM with a 16-bit address bus,
by the appearance of a value 0. For example, the BASIC, all 65536 (216) memory locations are addressable,
Kernal and character ROMs have their respective CS pins readable, and their contents do not vary over time. In the
connected to the PLA outputs, pins 17, 16 and 15 (Figure 2). PLA not all the different combinations of signals can be
From pin 18 comes out the CASRAM signal used to enable presented as inputs because some of them do not
dynamic RAM during addressing and arrives on pin 15 of correspond to real situations that can be accessed during
each of the eight RAM chips, from pin 13 comes out the machine operation, it follows that the set of all outputs
GR\W signal that enables the chip from color RAM, from defined by the functional specification is a sub-set of the
pin 12 comes out the I\O signal that enables one of the obtainable totality.
two parts of the 74LS139 decoding chip, and from pins Through this premise we can understand why the first
11 and 10 come out the ROML and ROMH signals that modern substitutes for PLA were EPROMs, appropriately
are used to enable the ROMs (lower memory $8000- loaded with the corresponding content of the original,
$9FFF and upper memory $A000-$BFFF) in any cartridge obtained either by reverse engineering the chip or by
inserted in the expansion port, respectively. reading it as if it were a memory. On the net it is easy to
All this makes it clear how essential the PLA chip is in the find the BIN (binary) file to create a homemade PLA via
Commodore 64. Being also a very delicate chip, in case an EPROM (usually a 27C512), but having the exact
of failure it is very complicated to find a replacement for content to emulate the PLA chip inside an EPROM is not
it. Obviously, it has not existed commercially for decades enough since the exact behavior is also dictated by the
except second-hand on Ebay or Chinese electronics sites response time of the EPROM, which must be neither too
where it is easy to find replacement parts from computers slow nor too fast.
that have been dismembered to sell their components. This is because the PLA is a sort of signal sorter that has
Fortunately, even today there is a large group, including certain cadences measured by the clock. As well documented
myself, of die-hard enthusiasts who continue to use these
computer "grannies," and among them are those who
design and make modern devices to replace their
discontinued components. Indeed, there are a variety of
"Modern replacements" to replace the ROMs, the SID,
the DRAMs, the VIC II, the CPU, other custom chips from
MOS Technology found inside the Commodore 64, as well
as the PLA chip itself. Maybe not all of them are perfect
functional clones of the original chips, but just be well
informed before acquiring one.
Let us return to the discussion of what the PLA is, focusing
on its view as a black-box that receives an input formed
by 16 inputs and provides an output formed by 8 outputs.
Each different input value corresponds to an output value
respectively that is always the same. Doesn't this remind
you of anything? A (read-only) memory with a 16-bit
address bus and an 8-bit data bus. Trivially a ROM (an
EPROM, a FLASH, etc etc). In fact, the PLA was considered
by some to be one of the Commodore 64's ROMs, but Fig. 3
upper ones, i.e., the socket housing and vice versa (Figure
5). You insert the PLA into the socket, and the whole thing
gets read by the EPROM programmer, which in addition
to writing, reads and verifies the chip contents.
Once read, you save the BIN file for future use. In this
way you have made a nice backup (dump) of the contents
of your PLA.
The EPROM programmer, through its software, is useful
not only for reading and writing the contents of writable
memory chips, but also for testing chips with logic gates,
such as the 74LS family of integrated circuits, to verify
their operation. Many of these software programs allow
you to recognize and test uncommon integrated circuits,
just by importing the correctly described specifications
into a special file. One such file exists on the net so that
the operation of the C64 PLA can be verified. As shown
in Fig. 6, the operation of the PLA replacement was tested
via EPROM, with positive results (Figure 6).
It should be emphasized that this type of test is a necessary
Fig. 5
but not sufficient condition to decree EPROM as a 100%
philosophy would answer differently. If you have a working functional replacement for PLA, since response times are
C64, the contents of the PLA are available to you, just not taken into account. It will be your Commodore 64,
read the original chip as if it were an EPROM of the same after intensive testing, that will give you the final answer.
type as the one you want to use as a replacement. Just If anyone was wondering then if the breadbin bought as
take the adapter and mount it backwards. The pins that not working had a broken PLA... yes, but it also had the
would go underneath are in this case reversed with the defunct CPU (6510), which is quite rare.
Fig. 6
On the latest "Puzzle Week" appears a new "Susi's Query," If, on the other hand, x is not a multiple of 4, x/4 is not
the 988th. A friend of Susi's, let's call him Francesco, had an integer and in int(x/4) the decimal digits of the quotient
to face a test consisting of 100 questions, of the "True" are "eliminated" so that int(x/4)*4 does not return the
or "False" type, numbered from 1 to 100. When the test initial x (e.g., if x=19, you have 19/4=4.75; int(4,75)=4
is over, we learn that the correct solution is: "True" for and 4*4=16 other than 19). In this case m4 remains 0
questions with a multiple number of 4, "False" for the as it was initialized at instruction 20.
remaining ones. Francesco marked "False" for all questions This is repeated for the value 3 in instr. 40: m3 will be
with a multiple number of 3, "True" for all others. worth one if x is a multiple of 3, zero in opposite pot.
How many correct answers did Francesco in total? At 50 the C64 checks if situation (a) has occurred, at 60
if situation (b) has occurred; in these cases, the total of
If "x" is the number of a question, the answer is correct responses (variable "e," initially null) is incremented.
for Francesco if When the cycle is complete, "e" will contain the score
(a) x is multiple of 4 (so the correct answer is V) and x is totaled by Francis, which is printed at 80. And bravo to
not multiple of 3 (so Francesco marked V) our Commodore 64!
or
(b) x is not a multiple of 4 (so the correct solution is F) Will "Puzzle Week" readers who cannot rely on the C64
and x is a multiple of 3 (in which case Francesco scored F). (their loss!) have been able to solve the Query?
Here is one possible solution:
At this point, our trusty C64 is able to solve the question the lowest common multiple between 3 and 4 is 12. Here
with a handful of instructions in Basic. Here it is: is the situation of the first 12 questions:
It is known that interpreted languages such as basic are First of all, the different values, which need the program,
limited according to the speed performance. have been precalculated and saved them in a vector.
To overcome this matter, there are some inventive ideas The running of the program lasts around 2 seconds. This
to write a program in basic with a better running speed. way is more suitable than the last one. You can see the
diferences in the figure 1.
For example: To use integer variables, the main loop
should be at the beginning of the program and so on.(1)
The next lines show some tests and a game written in Now, let's go to see a proof with the sine function and
MSX Basic (2) in order to clear up this issue. other things in a game.
All the examples are included in the autoexecutable disk The program is a kind of space game. You can imagine:
image which is attached. An enemy space ship is moving in a kind of wave trajectory.
Let's go to see an example with the sine function in a test Besides, it is able to shoot.
and to check the time spent. On the other hand, there is another space ship which is
Firstly, the program which use the sine function: driven by cursor keys. And it can shoot as well using the
If you run the program, you will see the program draws space bar.
a sequence of points showing a kind of wave trajectory. As to optimize the running speed of the program, the
The running of the program lasts more than 25 seconds. following points have been applied so that the game can
Therefore, this is not acceptable for some critical cases be playable:
such as games or others. - Integer variables applied.
- The main loop is at the beginning of the program.
Let's go to get better it. - Of course, sine function values are precalculated.
- Movement about cursor keys are precalculated as well.
Next test: we are going to change the sine function to - And something more such as handling the video memory.
precalculated values.
020 to 100. Main loop. In view of all this, I would like to point out the following:
110 to 180. Set enemy starship parameters.
190 to 220. Collision check procedure. The elapsed time from the test in the interpreted basic
230 to 260. Crashed enemy starship procedure. using sin table and the elapsed time from the test using
270 to 290. Score and highscore view. sin function in a compiled basic program are approximately
300 to 390. Game over view. the same, around 2 seconds.
400 to 440. Crashed user starship procedure.
450 to 480. Start game environment. Thereby, this fact could mean the compiler uses tables
490 to 490. Clear sprites of the screen. to get the fuction values as well.
500 to end. Set graphic resources and tables.
In the next article, we are going to improve something
Last but not least, this method is also used in compiled such as the background stage keeping up the program
languages because of its efficiency. performance.
For example, there is a compiler for the MSX system called As is often said: the optimal systems are the most efficient
xbasic (3). If you compile the previous test, you will see and effectual systems.
the following diferences:
Have fun!
Firstly, the program which uses the sine function: The
running of the program lasts around 2 seconds. It is fairly
References mentioned in the article:
fast.
1. https://map.grauw.nl/articles/
Finally, the program which use precalculated sine function basic_tips_tricks.php
How many times have we come across demos or intros Converter) which sets each color and its RGB values. Let
of games that showed on-screen text with a fading us consider color 7 which by default is set as Light Gray
effect?...many times, I'm sure. is its RGB register is composed as follows:
With this very first part of the new column devoted to RED has a value of 43
programming, I want to explain precisely how this is possible. GREEN has a value of 43
BLUE has a value of 43
So turn on your dusty PC, dim light, put on a good cup of Now if we raise the Red and Green value to the maximum
coffee, stretch your fingers and let's get started right (63) and decrease BLUE to 0, we will get a nice deep Yellow.
away! :-) Okay, but how can we translate this into programming?
As mentioned it is not complicated, but we need the
Introduction: assembly to come to our rescue and I can assure that the
Fading text is a very nice practice to use especially in assembly is part of the pascal turbo so we can call ASM
demoscene introductions or games. Achieving such an code safely in the source.
effect is not difficult, you just need to know how and where
to aim to achieve a satisfactory result. Each color is Development:
composed in equal or different measures of the main We have to create two separate procedures, one precisely
tones: Red, Green and Blue, simply called RGB. in assembly the other in pascal code and both help us
set the colors and their RGB values. The first procedure
Analysis: will interpolate the DAC and set the color we intend to
In the DOS environment, particularly in text video mode, change in the opening while the second procedure sets
you have 15 different colors and each individual color the RGB values through the ports now ready to receive
has its own register managed by the DAC (Digital Analogic the data. Once we have created our procedures we only
need to increase the gradations of RGB through the use
of loops, which in this case the classic FOR loops are fine.
As you will notice in the source I have inserted three
different cycles, this is to create a more creative animation,
in fact, the first cycle increases from 0 to 45 and then
stops through a delay, afterwards it increases further to
the maximum and then decreases towards black.
Listing:
{ FADING TEXT: }
{ þ TEXT video mode (standard). }
{ þ Code in pure pascal and assembly. }
{ Orbital Crew / Code by Mr "H" }
uses Crt;
{
}
{ This procedure will deal with the invocation
of the DAC register }
{ and ability in receiving RGB
ports. } }
procedure SetDacColor(color, dac: byte);
assembler; { Reset text mode }
asm asm
mov ax, 1000h mov ax, 03h
mov bl, color int 10h
mov bh, dac end;
int 10h
end; end.
{
} Conclusion:
{ This procedure sets the RGB values of the The color taken as a guinea pig is 7 (Light Gray) but we
chosen color. } can choose any other color from those made available
procedure SetRgbColor(color, r, g, b: by the text mode, i.e., from 0 to 15. In the graphics modes
longint); the method is about the same, only the amount of colors
begin available from the mode set changes, for example, in the
Port[$3c8] := color; 13h MCGA mode we have 256 colors available. Also it is
Port[$3c9] := r; { red } important to remember that once an RGB register is set
Port[$3c9] := g; { green } to a particular color it will remain so until reset with the
Port[$3c9] := b; { blue } original values or a simple call to int 10h service 03h in
end; AX will be needed to reset everything originally as before.
{ The latter operation was my choice in this source.
}
I hope it is of interest to you and that you experiment
var with the code by making changes yourself, only then will
c: integer; you learn better.
durex Forth
Although there are several portings of the Forth language
for the Commodore 64, durex Forth is perhaps one of the
most interesting ones. Why? It is quickly said, durex Forth
is a project still in full development phase, in fact, the last
update dates back to July 20, 2022, as you can see from
the official site on github:
https://github.com/jkotlinski/durexforth
If you would like to learn more about the Forth 2012 Fig. 1 - The rich vocabulary of the durex Forth
standard, find the list of supported words here:
https://forth-standard.org/standard/core Since we like to get right down to business, let's try writing
some simple little programs to familiarize ourselves with
Here you will find an excellent manual for getting started the durex Forth.
with the Forth language:
https://www.forth.com/starting-forth/ Try typing the following:
: loop 21 1 do i . loop ;
Let's find out about durex forth
A simple program that, using the do ... loop, prints numbers
Obviously since it is a dialect, while it has a similar syntax
from 1 to 20 on the screen. A very simple program on the
to the Forth of the Jupiter ACE, it also has many differences
that we need to learn in order not to run into mistakes. surface, but one that requires a minimum of explanation
especially for those who, like me, are new to this fantastic
The command to access the durex Forth dictionary is words. language.
As we can see from the two images in Figure 1, the basic
dictionary is significantly richer than that of the Jupiter ACE.
The command to clean the screen, on the other hand, is
page. I must admit that without the help of the manual I
would never figured out. First we should note that the command : <xxx> is used
to define a new word.
rvs instead prints the text in reverse mode. This will be added to the durex Forth vocabulary, in fact,
if you try to type words again you will see that the word We are progressing in small steps, but we will get to
cycle appears in the list of available words. something more interesting in future articles.
Also note the two numbers before the do command: 21
is called the "limit" and the number 1 is called the "index."
They basically define the starting value of the index, and
the ending limit. Basically in this way we are simulating
a more familiar for loop... next.
: multiply
11 1 do Fig. 2 - The durex forth manual
11 1 do
j i * .
loop
cr
loop ;
Each nicely breaks down Atari's history with clean, clear The infamous Alamogordo burial images from 1983 are
narratives, allowing access to original material and the also shown (although the ET game is never mentioned,
games themselves. but that's okay-we don't miss it).
There is also so much to play and discover, even in the
We are not forced to read or look at anything to progress key of semi-unknown titles such as those for Atari Jaguar.
through the experience; its simple approach to progression Despite the strengths, there is one major sticking point.
to depth allows us to dig as deep as we want into certain Perhaps even more than one. Some games are not taken
points, such as consoles or industry developments. In care of from the control point of view for example. It
addition, Atari 50's light-hearted ludicization of every happens that the controls do not respond correctly.
piece of information (pictures, videos, manuals, and more)
encourages us to explore what's there. Missing some historical titles (in this case perhaps due
to lack of official licenses) such as Star Raiders for Atari
The videos are never too long; they stick to the topic at 400/800. Missing is a section devoted to Atari ST titles
hand, introduce important elements and offer rich and a more substantial section for Atari Lynx.
anecdotes. Crucially, the history section that is never Also missing is any reference to anything produced by
presumptuous. Although key figures show pride in past Atari under license from third parties. For example, the
work, they are also able to tell us about mistakes, criticisms, section devoted to some of Atari's pinball machines is
and failures. missing.
It is essential to make one thing clear, however. It is not You can purchase it from here:
a game. It is not a throwaway title and requires commitment https://store.steampowered.com/app/1730260/
once installed. If you are looking for something low-tech, Retro_Gadgets/
it is not for you.
We thank the folks at Evil Licorice for providing the trial
Summing up, it is a product for those who like to build version for review.
and spend hours examining objects and how they work.
Fig. 1 - Photo of what is the first real bug found in a computer, Sept. 9, 1947 (source Wikipedia)
///////////////////////////////////// //**************************
// print Akku hex value
.label BSOUT = $ffd2// Print character in accu //**************************
OUTHEX: tax // save value for low nibble
:BasicUpstart2(main) lsr // ignore CARRY and shift hi nybble to
lonybble pos.
.pc=$08F0 lsr //
main: lsr //
lsr //
//BRK service routine management jsr NIB2HEX // print nibble
ldx #<debug_handler txa // restore value
ldy #>debug_handler and #$0f // Low nibble
stx $0316 jsr NIB2HEX // print nibble
sty $0317 rts
save_pc: .byte 00.00 "1545. Relay #70 Panel F (moth) in relay. First actual case
txt01: of bug being found." This log is preserved at the Smithsonian
.text "A=$ " National Museum of American History." (see fig. 1)
txt02:
.text "X=$ "
txt03: Basically, it seems that one of the first computer errors
.text "Y=$ "
txt04: was caused precisely...by a moth!!!
.text "SP=$ "
txt05:
.text "PC=$" I conclude with warm greetings and sincerest wishes to
.byte $0d all of you and your families for a peaceful Christmas and
///////////////////////////////////// a prosperous New Year, fellow readers!
CURIOSITY.
Do you know what the use of the term "bug" (i.e., "bug,"
RESOURCES
in English) is due to when referring to programming errors?
Many of you will know this, but in dispensation to all other
• https://it.wikipedia.org/wiki/Ciclo_di_vita_del_software
curious readers, here is what Wikipedia says about it: • https://sourceforge.net/projects/c64-debugger/files/
• https://codebase64.org/doku.php?id=base:
"The widespread use of the term bug, which in English 8_bit_to_hexadecimal_conversion
generically means a small insect, is linked to a curious • http://theweb.dk/KickAssembler/Main.html#frontpage
anecdote dating back to the pioneering days of computing: • https://it.wikipedia.org/wiki/Bug
our youth. Clearly with lots of improvements to adapt it Amiga version is the one we grew up with and the one that
to the present day. The goal, however, is always the same: has the best gameplay. How could we play with any other!!!?!
you sign up, we create a team with which you start from Joking aside of course there are other versions, but we
the lowest series, the D series or C2 depending on how don't like them because of the gameplay far from the real
many participants we have. Through the soccer market SWOS and so we prefer not to use them.
you set it up by buying players from a real current database
(updated as you go with the real values of the players) But isn't playing online or entering your world complicated,
through ebay-style auctions, thus beginning your climb especially for those with little time?
to the big leagues. All this complete with goalscorer No, participating is very simple just sign up and through
rankings, cups, promotions and relegations. In addition our discord or whatsapp channel, then you make
to this we have another portal where we play tournaments, arrangements with other participants to play... all very
funcups or challenges between users, complete with simple and easy since we have as deadline tournaments
ranking and roll of honor of the players on the site. In accessible to everyone.
short, a small world of SWOS available to all fans.
Advice then for those who want to get into the field as
Today there are many platforms on which to play SWOS, a neophyte?
purely Amiga, ms-dos, xbox and pc. Which version do The advice to a new user is only one, jump into the fray
users in your community play the most? as soon as possible and start stomping the pixelated fields
Strictly the Amiga version, no kidding! If you want to play online. I recommend online, not offline! We say this because
the real SWOS you can look no further!!! The legendary playing online is a whole different thing than playing
As proof that the Community behind SWOSit is healthy, welcoming, full of imagination and united to make everyone have
fun, we could not fail to mention their monthly magazine. Which is then just a paper, in digital version, but nevertheless
this editorial production oozes with passion, self-mockery, and a desire to be together. In short, it is lovely. In this organ
of information you will find, in addition to all the updates on how the tournaments are going, the announcement of
community news, interviews with historical and other users, as well as highly goliardic moments such as the awarding of
"pixel head of the month." In the last issue that honor fell to user Ziobestia, who was pinched for inflating auctions in
terms of numbers of players allowed. Obviously pinched and fined. What a pixel head!
SWOS will never give you the heartbreak that this title
gives you: its fantastic gameplay, its immediacy in playing
it even after 30 years and unpredictability is unrivaled.
Then again, these elements are what made it famous and
loved by so many users. Then let's face it... playing SWOS
makes us all a bit of a child again, and playing it online
being able to compete with the strongest players in Italy
and Europe in a wide variety of tournaments is a fantastic
thing. You want to put playing the online career of SWOS
Photos of the winners of one of the two compared to playing the Master of Pes!?!? (laughs with
tournaments of the Italian sensible gusto .Ed). As for carrying on the community let's say that
soccer offline Championship 2017
it is not so easy, especially as we get older and the time
sites without any problems. to devote to it is less and less, but given the many users
we have and the fun there is in playing it ... for now we
Offline, how are you doing? hold out and aim for our 9th birthday which will be next
We clearly being Italian and with a user base by force of March. In this aspect we are overjoyed because Italian
things more Italian we devote ourselves more to our communities born before us always lasted a short time
national scene rather than the international one, but let's while we have been up for a lifetime now. The only regret
say that we are very satisfied with what we have put up (and he continues to laugh .Ed) is not having opened when
and we have organized over the years various offline we were younger, with plenty of free time on our hands
gatherings in various parts of Italy such as Milan, Palermo, and no wives and children to take care of.
Rome, Rimini, Salerno, Trieste and so on. In addition, we
have participated in various retrogaming, comic book Why would an old SWOS fan, who lived through the
events... unfortunately due to pandemic we had to suspend glorious years of the title, and who does not know of
all that, but we plan to start again as soon as possible. your existence today, join your community?
Simple, if you want to be a kid again and have fun or
We are in the world of PES and FIFA, of nextgen consoles, measure yourself against other real players, you can't
so why is SWOS still relevant to you and what drives you help but come and play in SWOSit. With online Sensible
to sacrifice time, effort, even money, to keep a community Soccer lives a second youth and anyone who has never
of a "30-year-old" game going? done it for me should try this experience. We have so many
Let's say that if you grew up with SWOS you will love it as tournaments and leagues that a SWOS fan can't pass up
long as you want to play video games. Honestly Fifa and the opportunity. In the end, it is not very challenging to
Pes are nice but for those of us who grew up on bread and play the tournaments: you just have to organize yourself
WHAT IF I WANT TO PLAY OFFLINE? OK, LET'S DO IT, BUT IN THE ITALIAN WAY!
As mentioned in the interview, the version of SWOS most beloved by Italian players is the original, AMIGA version. Having
ascertained that, how can we train "offline" in World Of Soccer today with what we have easily at hand? Well, for those
who are happy owners of the Commodore home computer, original diskettes of the game or even backup copies are easy
to find on the usual markets. Even easier-if you have the means-is to write the floppies yourself, starting with the .adf
files. You can likewise upload them to pendrive/sdcard is to use them via Gotek reader. In short via real hardware the
original SWOS is widely accessible even today. Even - but we will discuss this in more detail next issue - there are offline
versions of SWOS with current leagues, formations and statistics, updated to last football season. There is one problem,
though. Since some goody-goody has been haggling over such copies, creating a bit of an embarrassment for those who
- with the promise that the whole thing was for passion only - had gotten the green light from EA Sports, owners of the
brand, the guys in the team dedicated to updates no longer made the .adf file available after the 2019/2020 season. On
the Sensiblesoccer.de website - a site that will be our welcome guest in the very next issue - you will therefore find
the .hdf version, which is nothing more than a "non-deadable" disk image and which you can easily load via emulator. For
example, using FS-UAE, you can from hard disk icon tab load such a file, then run it on an AMIGA 1200 model with 4MB
of Fastram. Thus you will get the 2021/2022 season. And, spoiler of spoilers, the 2022/2023 one will be available in a
few months!
with the various channels and you manage to settle with much hassle.
all your opponents without too much effort. In addition Inflated budgets, calcioscommesse, calciopoli, why can
to this, as I said before, we have two portals where the those who join your community feel safe with their own
tournaments take place with lots of ranking, roll of honor, company instead?
statistics between players... stuff to put the various Fifa Ahahah no from the big scandals we never had any. Let's
and Pes to shame. Let's then tell the truth a bit 'all ... in just say that our users are all pretty good and have
SWOS we felt like little champions in the days of our youth, understood the spirit of the site: having fun playing among
so why pass up the opportunity to compete against real friends and not bothering them too much. In the past
opponents in a small micro cosmos tailored to SWOS? In we've had a few smart ones but as they say...we walk them
short, if you love the game, you can't not be with us. to the door in no time. So those who join our community
can rest assured that no one is going to bother them or
Besides players are you also looking for some other be smart with cheating and stuff. At our place, the main
kinds of technical help on a voluntary basis? purpose is to have fun playing SWOS, disconnecting from
Regarding help from users... well of course they are always the real world and the various problems of daily life. For
welcome, it is not easy for us to follow all the users we example, one of the things we are overjoyed and proud of
have and manage the whole site. The most valuable hand was giving a place, during the lockdown due to the pandemic,
they can give us is following new members in testing the to so many users who due to isolation found in us a place
connection, explaining to them how the site works, how to stay and have fun, on a daily basis, away from the
tournaments work, what we do and so on. For us, new problems and various menaces of that bad period.
users are the most valuable asset and what allows us to
survive for years as a community, but unfortunately it is
not so easy to find people who actively lend a hand to us
on the staff. 90% rightly come to us to play without too
English, but says it will be usable in other idioms as well. "Atari from the very beginning focused on innovation,
He then talked about concretization and how to make it emphasized results." Nolan Bushnell also talked about
possible to emerge even from nothing. mistakes and how they are important in the journey.
To do things you have to "Start," he said. "Initially it will He talked about how it is critical to keep trained in ideas
suck, but when you introduce yourself to the world, it will and to always jump in with enthusiasm. He signed
respond to you and you have to be there to listen." autographs, opened booths and viewed cards that he
"Don't give up if the first project went wrong, the public himself was testing, and demonstrated that he is a giant
will tell you why and you can improve next time." who walks among men with a word for everyone.
"When I founded Atari we had no money, we had nothing,
we didn't even have marketing skills. We had one tool: He greeted with this sentence, "Do strange things. You
innovation." That's how Busnelll recounts Atari's 50 years will see that your brain is more apt to do just that. And
in the beautiful exhibition at San Franceschetto created that makes life an adventure to be lived to the fullest."
thanks in part to friends Carlo Santagostino, Antonio Nati
and Mike Arcade.
We were left, with our DeLorean, in 1987, lost in that named after the wives or girlfriends of the programmers.
masterpiece that answers to the name Maniac Mansion. Annie Larris was the maiden name of David Fox's wife,
We need only take a small leap forward in time and plunge and the character's appearance is inspired by her. Similarly,
into 1988 to see how the discourse undertaken by the Leslie Bennett was Leslie Edwards, girlfriend of Matthew
first point-and-click adventure programmed with the Alan Kane, who also worked as a play-tester during the
SCUMM has evolved. game's production. Each time Leslie's helmet is removed,
her hair is a different color. This refers to Leslie Edwards,
Zak McKracken and the Alien Mindbenders is, in fact, who changed her hair color virtually every week.
the second game to use this splendid engine. Like Maniac
Mansion, the game was initially developed for Commodore Zak McKracken, the mirror of those years
64 and later ported to other systems. First it was ported The game absorbed the stereotypes of that period in the
to PC and the following year to Amiga and Atari ST. David late 1980s. It was inspired by theories about aliens,
Fox led the development and design of the game, with ancient astronauts, and mysterious civilizations of the
Matthew Alan Kane as co-designer and co-programmer. past. In 1988 there was no Internet or YouTube, but there
Right from the start they wanted to give, the adventure was no shortage of books or TV documentaries discussing
in question, a deeper game atmosphere, so Fox consulted the mysteries associated with vanished civilizations and
writer David Spangler. Here many aspects and scenes how they had managed to create, with the means of the
faded into a brilliant New Age bent. The comic and surreal time, true construction miracles. In the game we will
aspect of Maniac Mansion was not to be lost sight of, therefore find ourselves visiting many pivotal places, such
however. Therefore, even though the game was meant to as the pyramids in Egypt and Mexico, Lima and its jungle
be more serious, Ron Gilbert insisted on keeping the crazy full of mysteries, and the Neolithic site of Stonehenge.
and genial humor in this chapter as well. But the ever-present Bermuda Triangle and the Face on
As in Maniac Mansion, the three girls in the game are Mars, at the time a true stellar enigma, are not left out.
Human beings have always asked questions: who are we, Zak, our reporter with a vivid imagination. But this time
where do we come from ... but also "will there be anyone it's all true, no hoaxes or fake news. Hardly anyone really
up there, in space?" Zak McKracken takes this millennial believes him except the three people who will accompany
human question and transposes it with rare skill within him on his mission: Annie, head of an archaeological
the game. Indeed, he manages to go further: aliens are company, and her friends Leslie and Melissa, who have
protagonists, along with our characters, in this tightrope flown to Mars in a mobile camp. The four of them will have
adventure. On one side we will find the good guys, namely to piece together the parts of this archaic alien machine,
the Skolarians, while on the other side we will have the unmask the aliens, and destroy the machinery that makes
Caponids, or Caponians, that is, the villains of the day. us stupid.
But you know, when we are dealing with a point-and-click
adventure from the house of Lucas nothing is random as An unexpected journey
well as trivial. The good guys have a name that brings to And that's where we gang kids come in: we have to play
mind the concept of "education" and "intelligence." the role of Zak, Annie, Melissa and Leslie and guide them
Obviously there is a reason: they have to counter the on their unexpected journey. This journey will be full of
process of "imbecilication" of humankind! The bad guys, quirks, humor, craziness and strokes of genius. This point-
whose name comes from Al Capone, are a masterpiece and-click adventure will take us all over the world, going
of humor and brilliance, with their Cadillac-shaped from the Bermuda Triangle to the jungles of Lima, from
spaceship and a fanatical leader of Elvis, nicknamed Egypt to Mexico, and on to outer space, destination Mars.
precisely "The King." Simply absolute! The adventure is definitely vast and complex, and to help
us out we will have to deal with the very useful "Cut
Zak McKracken, the plot Scenes." These are scenes that take place in other places
The story is set in 1997, so a full nine years after the where something important is happening. I remember
game was produced. In those years, the average intelligence we were amazed when we first came across them. Until
level in the world is deteriorating: this is because aliens then, never had we felt like we were playing with the plot
have built a machine that slowly lowers the IQ of the entire of a movie! We had already played Maniac Mansion but
population. Strange life, a game from 1988 has such a
present-day and current plot! What could be worse in this
grotesque world situation? Obviously that the only person
who can stop this diabolical alien plan is a journalist.
That's right, not a scientist or a superhero, but a simple
when unreliable journalist who invents, for his magazine,
the most outlandish stories, writing about vegetarian
vampires and a carnivorous cauliflower. His name is Zak
McKracken.
The treacherous Caponians have taken control of the
famous "Phone Company," a company into which all the
world's telephone companies are merged. Through this
company they emit a 60 Hz buzz using a "mind-bending
machine," with the aim of slowly reducing the intelligence
of all Earth's inhabitants (but are you sure the game is
not set in 2022?). Fortunately, our Skolarian friends, an
ancient alien race, left us humans with a defense mechanism,
the infamous "Skolarian Device." Unfortunately, the parts
are scattered all over Earth and Mars.
It sounds exactly like another one of the crazy stories of
RETROMAGAZINE WORLD-ENGLISH YEAR 3 - ISSUE 19 Page 51 of 83
RETROHISTORY
and definitely sturdy, I always appreciated them very it requires practice and dedication that pay off, however,
much. There were two views available, one closer than in very well
Kick Off and the other more like Sensible Soccer, perhaps The comparison with Sensible Soccer is inevitable, but
a bit "farther away." Unless you chose to want to use only they are very different games, so different that they are
one of the two, the computer used both. Narrower view perhaps complementary; of the two, Goal! definitely leans
during action, wider view for spot kicks and throw-ins. more toward simulation.
Also it was possible to change the orientation of the field, Goal! is an essential title that absolutely cannot be missed
arranging it horizontally and not just vertically, personally by anyone who loves soccer.
I always found it alienating preferring the classic
arrangement. SIERRA SOCCER
A new mode for taking penalties and corner kicks was I have always loved Sierra Soccer, despite the fact that
introduced; a dotted line appeared in front of the player it is certainly not the best soccer game available on the
in charge of taking the penalty, allowing the angle, force Amiga and indeed, has quite a few flaws.
and trajectory of the shot or cross to be determined. When it came out in 1994, at the height of World Cup
Interesting were the replay functions, which allowed fever in the U.S., the time I theoretically should have
people to review their goals, rewind and replay in slow spent studying for the arduous eighth grade exam dropped
motion, as well as being able to save them to disk. dramatically because of Sierra Soccer.
For the first time in a Dino Dini game, the names of the The game modes that this title offered were rather paltry:
players were real and each had a rich list of statistics and friendly, cup, penalty training and penalty kicks. The cup
parameters, with about 3000 players available this was involved a choice between random rounds or those of the
undoubtedly a great job. official world cup to be played shortly thereafter, a maximum
The available competitions were not many and nothing of 8 players could take part in the competition, each
official, it was possible to create your own league including choosing their own team.
a maximum of 32 teams, while in the arcade mode you Of official licenses there was no trace, the names of the
faced five teams with increasing level of difficulty, finally players were all comically mispronounced, in Italy for
the classic friendly matches. No cup, a curious and quite example played the likes of Maldeeni, Beraisi, Senyori
inexplicable choice. A small remark about the interface and the great Roberto Bajhio, who would still be infinitely
of the different menus: definitely spartan with all those better than the current nationals. There was nothing
square blocks, I always loved it! customizable; on the other hand, it was possible to create
Goal! is really a Mr. soccer game, fast-paced, frantic but your own team from scratch.
with which you can baste really articulate and satisfying Graphically Sierra Soccer was not bad at all, the players
game plots. It is perhaps the title that most of all gave were small but had a good number of well-crafted
me the feeling of playing soccer. It is not easy to master, animations. The special features were the field and the
visuals. Both of these aspects were reminiscent of Striker,
which came out a couple of years earlier. The field was
three-dimensional and the view was not perpendicular
to the field or nearly so as in Sensible Soccer, but more
or less at 45 degrees, more behind the players let's say.
The small size of the players still allowed for a very good
view of the field, plus from this position everything was
in perspective, so with the farthest goal being smaller in
size than the closest one and no penalty areas with
perfectly right angles.
Unlike the games covered so far, Sierra Soccer was
distinctly arcade, the ball staying perfectly attached to
players allowing for resounding slaloms between opponents
and sudden changes of direction, all without the ball ever
Goal!
my opinion, deserved.
Again, just as in Sierra Soccer, the focus was definitely
more on the arcade aspect than on simulation as was the
case in Kick Off and Sons. So ball firmly attached to your
feet and off you go. Despite this, however, the innovative
passing system that CE introduced made the game
definitely deep and allowed the construction of really
spectacular actions.
It was possible to make passes in several ways, starting
with the simplest one, an arrow would appear on the
player with the ball indicating which player we would
throw the ball toward. As the ball traveled from one player
Sierra Soccer to the other, pressing the button again would cause the
recipient of the ball to pass or shoot, depending on where
leaving our feet.
he was, of first intent. In this case both the player to pass
Perhaps the most annoying flaw was the assignment of
to and the action taken by the recipient were determined
the controlled player in the defensive phase. In practice
by the computer, based on our position on the field and
the computer decided when and which player was controlled
that of our teammates, initially giving the impression that
by us, which often did not work very well. Often we would
what was happening on the field was not really our doing.
find ourselves chasing the opponent with the ball, getting
But this was not the case; once the mechanism was
close to him by now, but suddenly losing control of our
assimilated and with a little practice it was possible to
player in favor of a more distant teammate. Quite a
create choral actions with really exciting touches from
frustrating flaw, but after a while we would learn to
the front. Another possibility was to hold down the button,
understand how the computer "reasoned" and thus predict
an arrow would appear in front of our player and we could
which player we would control and when.
direct the pass where we wanted by moving the arrow at
What has been said so far certainly does not suggest a
that point, the longer it was held down the longer the
great game, Sierra Soccer in fact was far from perfect.
pass was. Finally there was the option of passing by
Nevertheless, it was damn entertaining, having the ball
directly selecting the receiver, the ball-and-foot player
always firmly at our feet allowed us not to worry about
would continue his run while we chose who to direct the
having to chase it, allowing us to build up even quite
pass to. The latter was perhaps the least practical mode
complex actions. The goals scored in Sierra Soccer could
but with a little practice it was really interesting.
be highly spectacular and not unexciting; the satisfaction
The control system therefore was not as simple as was
of firing a shot from outside the box that goes straight
into the crossbar, with the diving goalkeeper unable to
do anything, gave no small amount of satisfaction.
Sierra Soccer was a game with no pretense of wanting
to be the best in the business; compared to Sensible
Soccer and Goal! it played a different league, just to use
a metaphor in theme.
It was immediate, fun, almost essential, and unabashedly
arcade-like and gave me and others several months of
pure enjoyment.
EUROPEAN CHAMPIONS
Released in Italy as "Retee 2!" and in Germany as "Lothar
Matthaeus Die Soccer," European Champions (EC) was
an excellent soccer game, in some cases not too well
received by critics or at any rate not as it would have, in European Champions
RM Console
by Querino Ialongo
The game room reopens; many evenings of pure fun await us.
Year: 2022
Editor: Electric Black Sheep
NONE OF US
Genre: Shoot em up
Platform: Amiga
Website: https://
electricblacksheep.itch.io/none-
of-us
Year: 2022
DEVIL’S TEMPLE:
Editor: Geezer Games
Genre: Beat em up
Platform: Amiga
LANCER
Website: https://retro-bit.com/
gley-lancer
» Gameplay 90%
Plenty of combinations for your
spaceship and really interesting
level design.
» Longevity 80%
It is not a title for everyone and
is part of that "old world" that
might turn away casual gamers.
KIDOU SOUKON
Year: 1992
onger and more annoying. Another One life and limited continues affect
downside is the last three levels of the the longevity curve in no small way.
game. After magnificent and detailed Completing the game in different
landscapes, these last three are difficulty modes shows different endings,
basically set in sidereal space. There and the one at hard level is the actual
is a lack of variety except in the final ending.
boss battles. Vic Tokai has made a shooter with
The pace of the game is relentless and powerful graphics and a beautiful
quite varied. Intense I would say. soundtrack but with obvious
Perhaps an additional drawback goes programming issues and strange
to the management of our ship's energy. difficulty handling.
Not having multiple lives but only this There are better games to choose from
bar would have been useful to restore on Snes.
it with some power ups, but this only
happens if you level up. If you can by Roberto Del Mar Pirazzini
maximize the weapon to the best, the
situation is less lethal, otherwise game
over is always around the corner.
» Gameplay 60%
The game's poor optimization
skills make some places chaotic
and difficult to deal with.
Commendable experience
system but bad level design in
some places.
» Longevity 60%
Not too balanced. A proper "life"
system would have improved the
experience.
Year: 2022
Editor: SF Team/Nintendo
STAR FOX EX
Genre: Shoot em up
Platform: Super Nintendo
Website: https://
www.romhacking.net/hacks/
7285/
» Gameplay 95%
The original Star Fox is a
masterpiece in depth, level
design and plot. This title takes
all that is good and multiplies it
with a thousand outstanding
modifications.
» Longevity 95%
Fun and definitely addictive. The
absurd story and the desire to
discover all the new features in
the mod glue to the joypad.
Exploration Showcase) presents a new We can call this modified title a better
map of the Lylat System with 17 worlds sequel to the original title. Better even
to explore. than that Star Fox 2 that came a few
It is possible to customize almost years ago with the Mini Snes.
everything in this title. You can change
the game views, add a wireframe mode, We recommend downloading the mod
modify your ship, and even customize and testing it on a US rom.
the crosshairs.
It is worth it.
All of these new features can be
configured as part of a three-page by Carlo Nithaiah Del Mar Pirazzini
menu at the beginning of the game
that also includes "GOD" difficulty,
"Ridiculous" speed, and "DARKNESS"
mode.
Year: 2022
» Gameplay 65%
It is easy to control, but not
the most intuitive of platfroms.
The character is slow, fragile,
and constantly losing health.
Mechanics suitable for a coin-
operated title.
» Longevity 60%
A product tailored for an
thought Ghost n' Goblins was a relaxing subject to a drastic drop in framerate
audience that likes unfair S&M
experience. Well yes gentlemen, the (in this it is again reminiscent of the
like platformers designed to be
game was a particularly tough title for original title). That said, it is still pleasing replayed. Not recommended
the time and definitely a money-eating to the eye. The soundtrack is ... how for a younger audience. The
machine that made people entertain should I put it ... on the side. It's there dual version is fun.
themselves and want to insert one but I can't remember if it impressed
token after another. me. But that is not a problem; the
original title did not have a memorable
New Joe & Mac is the same thing, only soundtrack either.
with some new visual elements and a
new mode, which is just a series of new Personally, it reminded me a lot of Ghost
levels that keep the same gameplay 'n Goblins Resurrection. It has its
loop. You either love it or hate it. audience of arcade platformer fans
Microids and in-house developer Mr. who will be attracted to the graphics
Nutz (let's see who remembers what and that "old school" style of gameplay,
he is) have stayed true to the roots of but in the end it is a brutal and often
the series in a surprising way. It's still unfair game, filled to the brim with
a tough title, with waves of enemies to difficulty-increasing mechanics
disturb us and the hunger meter implemented in an odd order to prolong
dropping relentlessly. the title's duration. It has its charms,
I won't lie, but the personally my rating
The name of the game is supposed to doesn't go beyond sufficiency.
be "try and repeat," New Joe & Mac
wants you to constantly repeat levels, by Roberto Del Mar Pirazzini
to face enemies and their unfair
mechanisms in order to succeed. A
mechanic this undoubtedly a child of
the past that will make first-time players
turn their noses up at it in no small part.
Real advantages? The two-player mode
that makes our tortuous journey a little
easier.
Year: 2022
TURRICAN II
Developer: Sonic Sloth
Genre: Shoot em up/Platform
AGA
Platform: Amiga AGA
Website: https://
sonicslothgames.itch.io/
turrican2aga
An unexpected gift for all Amiga AGA port of the PC-DOS version.
owners (and not only them).
The conversion of the PC-DOS version And here it is. It has everything and
of Turrican II is finally available for there is more!
free and online. We have all the enemies and bosses
and all the levels. The AGA chipset
A Christmas gift Sonic Sloth gives to was exploited and the whole title
all of us nostalgic gamers, and it also reprogrammed from scratch.
does so thanks to the approval of the Chris Hulsbeck's beautiful score and
Factor 5 who approved the sound effects were left behind.
development on the condition that
the game would be distributed for free. Several interesting options have been
added: we start with three additional
The Turrican saga was for the difficulty modes, the built-in tranier,
Commodore 64 first and the Amiga the option to replace the protagonist's
later a workhorse. It served to show sprite from the DOS model to the
friends how powerful, thunderous AMIGA model, improved Gyro Jump
and tasty there could be in a game. controls, and support for 2-button
Converted to almost all platforms of joysticks, CD32 joypads, and the ability
the time, the Amiga AGA lacked the to redefine the controls at will.
» Gameplay 95%
It is Turrican. Nothing more
needs to be said.
» Longevity 95%
Have I already told you that it
is Turrican?
They added the ability to look down to a500 MINI and on an A1200. All times
see blind jumps (very useful) and it ran smoothly. It is still a damn fun
improved the graphics of the DOS game and difficult to master if you are
version by reintroducing parallax in not handy.
missing levels, some animations, and
graphic effects. Dear Amiga owners, rush out and
It is full of secret bonuses and small download (and maybe support with a
easter eggs. small donation) this title. It's video
game history, and it's a kick-ass release.
How will it run?
Once you download the file you will find Now we are waiting for the MSX version
a lot of "flab" inside. that is under development!!!
There are two adf versions (Pal and
Ntsc) to play on real machines, a version by Carlo Nithaiah Del Mar Pirazzini
specifically for A500mini, and the install
WHDLoad.
Year: 2022
Developer: Shanti77
Genre: Shoot em up
To do this we will use a beautiful In the final 2022 release, speed has
spacecraft that fires both front and been increased and the navigation
rear. angle corrected, a new look has been
added to the spacecraft, and a couple
Bosconian is the first game of its kind of options have been added for
to feature diagonal movement. Continue in Game and for music
selection during the game.
It was successful in Japan and received
a positive reception from critics, but There is the beautiful soundtrack and
was not as successful in the rest of also the spoken sound effects as in
the world compared to other shooters the 1981 title.
of the Golden Age of arcade games.
The Pal version is compatible with
The game was converted for some any emulator and on real machines
home systems such as the Sharp and is free to download. OUR FINAL SCORE
X68000 and on Msx, received a sequel
Shanti77 has again hit the jackpot
by demonstrating his knowledge of » Gameplay 95%
It is 100% coin op.
Atari machines and his deep love of
conversions. Perhaps one of the best
Atari 8bit titles of these months. » Longevity 90%
Like the arcade game you will
by Giampaolo Moraschi want to play one game after
another.
Year: 2022
Developer: Mahna Mahna
Year: 2022
Genre: Platform
» Longevity 80%
...And like any good Toki, it is
not for everyone.
Year: 2020/2022
Developer: TheNestruo
» Longevity 95%
One game leads to another...
like cherries.
Year: 2022
Editor: Pixel Heart/OrionSoft
in the levels.
» Gameplay 90%
Another little gem of
programming and careful level
design.
» Longevity 90%
Beautiful in single player and
resounding in multiplayer with
multiple GBAs connected.
PROJECT
Year: 2021
Editor: Broke Studio
Genre: Platform
BLUE
Platform: Nintendo NES
Website: https://
toggleswitch.itch.io/projectblue
» Gameplay 70%
The levels are interesting but
some technical choices should
be re-considered.
» Longevity 60%
The difficulty is not balanced
and often it becomes very
frustrating.
Year: 2022
SEGA’S
Developer: Acidbottle
Genre: Action
WONDERBOY
Platform: Amiga
Website: https://
acidbottle.itch.io/amiga-
wonderboy
» Gameplay 95%
Immediate and unforgettable.
Perfectly designed.
» Longevity 90%
Not simple, never dull and with
the ability to keep you hooked
on the game for hours.
Year: 2022
Editor: Protovision
Genre: Driving game
» Longevity 90%
Another well-realized title from
Monte Boyd, in multiplayer
becomes endless.
Year: 2022
Editor: Psyktronik Software/
TERRESTRIAL
Icon64 Games
Genre: Multigames
Platform: Commodore 64
Website: https://psytronik.itch.io/
terrestrial
Last minute game and Christmas Was it worth the thought? Yes, it is
game even though there is very little definitely a fun and above all dynamic
in the way of gifts, colorful decorations title. It is not the same all the time
and merriment. and forces the use of different
Terrestial is a multi-stage game where gameplay approaches at each stage.
we will be tasked with protecting Earth Is it a masterpiece? Not really. It is
and humanity from a terrifying and definitely a good title with some fun
cruel alien invasion. gameplay phases and some decidedly
Each phase features a different game less so (e.g., the confrontation with
system. the alien ships).
The first phase is about taking off our Praiseworthy is the phase in the
aircraft (similar to Raid over Moscov), canyon with graphics beautiful to look
the second is about close combat at and fast to play, and super pleasant
with our turret against alien ships, is the tank battle.
and the third takes us into a frantic I found the Cabal-style stage tacky,
battle in a canyon (graphically perhaps too forced.
beautiful).
The fourth phase is a city clash in the
style of Cabal, the fifth phase is a
graphically from the other between
tanks, the sixth is a clash reminiscent
of Space Invader, and the last phase
is the decisive clash with the mega
OUR FINAL SCORE
alien brain.
I don't particularly like multi genre
It is a game made with great care. It
titles they are often too full of random
» Gameplay 80%
took time and hours of development, Some stages are well
and on our facebook page we have things, but Terrestrial is worth testing. implemented, others a bit
talked about it several times. It may not be the best title ever, but mechanical. The download file
it is certainly well-developed and fun. also contains the game manual
that clarifies some aspects.
by Carlo Nithaiah Del Mar Pirazzini
» Longevity 70%
It is a title that is not too
difficult, but an occasional
game is well worth the effort.
Year: 2022
Editor/Developer: SNESDEV
SUPERCOOKED!
Party
Genre: Action game
Platform: Super Nintendo
Website: https://
goldlocke.itch.io/supercooked
Year: 2018
Developer: Jasper van
WYVERN TALES
Turnhout
Genre: JRPG
Platform: Atari Lynx
Website: http://
wyverntales.com/
» Longevity 85%
Not very long and difficult but
addictive.
Year: 1984
It's a Mogwai! This exclamation that simple game and easy to understand.
accompanied many of us children and Personally, I do not remember seeing it
teenagers in the 1980s thanks to Gremlins, between the shelves as its successor did,
the film released in those years that was perhaps definitely more appreciated and
so popular and later saw a sequel made played. Still, it remains a title that, thanks
as well, rightly so. What's more, it was to its continuous loop (there is no real
one of the most-watched movies at end) is played willingly. From time to time
Christmas and I believe still is one of the you pick it up again for a quick game
most-watched. In addition to the movie, thanks to those very peculiar funny little
gadgets and gremlins mania, the cookie beings with big eyes who only need a
also put its own spin on it by receiving no mouthful after midnight to bring out the
less than three games: the first was the worst in you, or a drop of water on your
eponymous title which we will discuss in head if one wasn't enough. Advice for
these pages, then Gremlins adventure progressing in the game doesn't seem
game, a text adventure and finally Gremlins necessary, but one I have to give you, as
2 which we will probably talk about in the in every article after all: get the mogwai
next issues or next Christmas if you prefer. closest to you to safety and stay out of
Well Retromagazine fans, let's set out to harm's way. If you see the others
rediscover this tie in: the game is set at transforming, take them by the sword
night and among the options we will be immediately otherwise the enemies will
able to choose the difficulty, from the become numerous. Ah, if you see a mogwai
third onwards the greater the difficulties above the puddle, don't be too alarmed
encountered. At the start, we find ourselves because they are not very difficult to kill
inside a fixed-screen room in which there and at the end of the level they will earn
are our Mogwai friends (good gremlins) you points since there is a special score
to be picked up and brought to safety in for each one rescued. Since it is Christmas,
the appropriate enclosure, being careful I feel it is my duty and pleasure to give
not to let them take food after midnight, you another piece of advice.... Play it! On
otherwise they will turn into bad gremlins this magical Christmas Eve night, as I am
and we will have to clear them all over playing and writing this article by
the screen with our swordsman. We will candlelight and sparkling wine,
also have to avoid letting the mogwai
come in contact with water, otherwise I can only wish you a Happy 2023 full of OUR FINAL SCORE
they will multiply, doubling our already retrogames with many brand new releases
hard work. The level can be considered that will surely await us in the New Year! » Gameplay 70%
solved when we have cleaned up the entire A simple and also somewhat
room; but there will be endless rooms, of by Daniele Brahimi strategic game.
higher difficulty, to give us hours and
» Longevity 60%
hours of fun, all accompanied by a It may be repetitive in the long
soundtrack very reminiscent of that of run, however, an occasional
the film. As a difficulty I consider it a fairly game is a good amount of fun.
Marco Pistorio
RetroMagazine World-ENG
Year 3 - Issue 19 - MAY 2023
Direttore Responsabile
Francesco Fiorentini
Managing Editor
David La Monaca
Editing Manager
Marco Pistorio
Web Manager
Giorgio Balestrieri









