Tuesday, 26 April 2016

The Last Ninja (System 3, 1987)


Designed by Mark Cale; Storyboard by Tim Best; Programmed by John Twiddy; Graphics by Hugh Riley;
Music by Ben Daglish and Anthony Lees. Originally released for the Commodore 64 in 1987.

Converted for the Acorn BBC Micro and Electron computers by Peter Scott, and published by Superior Software in 1988.

Converted for the IBM-PC compatibles in 1988 by Tanager Software: Programming by Peter Fokos; Graphics by Erol Otis; Title screen by Doug Barnett; Music and sound effects by Russell Lieblich; Technical engineering by Nicky Robinson; Produced by J. David Koch.

Converted for the Apple computers by Tanager Software: Apple ][ programming by Peter Fokos and John Krocckel; Apple ][GS programming by Jeff Silverman; Graphics by Erol Otis; Apple ][ music and sound effects by Robert Kelly; Apple ][GS music and sound effects by Russell Lieblich and Don Harlow; Produced by J. David Koch. Apple ][GS version published by Activision in 1988 and Apple ][ version in 1989.

Remade as "Ninja Remix" for the Commodore Amiga and Atari ST by Eclipse: Programming by Marc Rosocha, Klaus-Peter Plog and Lothar Becks; Graphics by Hugh Riley, Erik Simon and Tim Lange; Music by Jochen Kippel; Published by System 3 in 1990. Originally converted for the Atari ST in 1988 by the same team as "The Last Ninja", but was never officially released as such.

Converted for the Acorn Archimedes by Andrew Catling with music by John Bell, and published by Superior Software in 1992.

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HISTORY & GAME STATUS


Ninjas were in the latter half of the 1980's basically what the Jedi are once again, but there was an advantage to the coolness of ninjas: you could do many movies about them with a tiny budget. It was just a natural continuation from old kung fu movies with Bruce Lee and the likes, to ninja movies with very little known actors. So, with kung fu and karate games having already been made and remade numerous times, it was only natural that game developers moved on to ninjas. After having had such a huge hit game with International Karate, System 3's new ninja game was awaited with as much anticipation in late 1986, as gamers would now wait for a new Bethesda game, be it a sequel to Fallout or the Elder Scrolls. But The Last Ninja was about to be something completely different and, probably most importantly, would bring a notable change to the gaming rivalry dynamics.

Thursday, 14 April 2016

Enduro Racer (Sega, 1986)


Designed by Yu Suzuki, and developed by Sega Amusement Machine Research and Development Department 2.

Converted for the Commodore 64 by Doug Anderson* for Icon Design, with music by David Whittaker and graphics by Focus. (*officially credited for Nick "Orlando" Pelling)

Converted for the Amstrad CPC by Mevlut Dinc, with graphics by Focus.

Converted for the Atari ST by Ian Morrison for Giga Games, with music by David Whittaker and graphics by Focus.

Converted for the Sinclair ZX Spectrum by Alan Laird and Ian Morrison for Giga Games, with graphics by Focus.

Published in 1987 for the Amstrad CPC, Atari ST, Commodore 64 and Sinclair ZX Spectrum by Activision.

Also converted and published for the Thomson MO5 and TO8 computers by France Image Logiciels in 1988, but no further credits are known at this time.

Also converted for the Sharp MZ-computers in 1989, but further credits are currently unconfirmed.

Rewritten for the Sega Master System by Sega Enterprises, and released by Sega of America, Inc. in 1987.

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GAME STATUS


Here's a game, which I'm quite certain most retrogamers out there will consider somewhat of a disappointment in most cases, at least when it comes to any of the home conversions. Enduro Racer was basically developed as the dirt version of Sega's previous motorcycle racing game, Hang-On, and utilised either handle bars or a full-sized dirt bike on the cabinet itself. Missing these embellishments would make any of the home conversions feel and look incomplete, but due to its arcade hit status, it had to be ported on as many home computers as possible. In Sega's own stroke of infinite wisdom, the Master System version was developed as a completely different racing game, but most of us fondly remember Enduro Racer as an awkward Hang-On clone.

Saturday, 2 April 2016

Updates - The Next Generation: Part MMXVI

Since it's been about one and a half years since my previous entry of updates, it's no wonder that new finds have necessitated another entry of updates, even though I clearly remember having promised that I shall only be updating the required entries whenever necessary. The thing is, I realised that these compiled Updates entries serve as a good reminder for me to do my research more thoroughly, as well as a good notifier for you folks out there to see what sort of information has been added to old entries, or more likely will (or will NOT) be added to them, depending on the nature of the new finds. As usual, proper updates on the original comparisons and other entries will be made after I have posted this one, and found some actual time for updating the old ones. Perhaps it will have to wait until my summer holiday, but whatever. Now, let's get to it. Hopefully, this will truly be the last one I will ever have to make, but I think the opposite seems more likely...

Sunday, 27 March 2016

FRGR #04: Uuno Turhapuro muuttaa maalle (Amersoft, 1986)

Game concept by Petter Kinnunen
Game design and programming by Pasi Hytönen
Music by Jori "Yip" Olkkonen
Co-produced by Petter Kinnunen for Amersoft, and Simo Salminen for Nasse-Setä Oy
Released for Commodore 64 in December 1986.

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HISTORY, DESCRIPTION & GAME STATUS


The most obvious game to be featured in the series, Uuno Turhapuro muuttaa maalle has the honour of being  simultaneously the most frustrating Finnish game ever released on the 8-bits, and the most sought after Finnish C64 game of all time, if only because it's so well-known. The most recent spotting of the tape version of the game being auctioned at huuto.net earlier this year reached 500 euros, and the tape version is the more common one, since around 2000 copies were pressed of those, while the disk version had a much smaller print - only about a 100 copies were made! For the quality of the game, I'm hesitant to vouch for, but merely for what it represents, it has definitely earned its firm spot in the commercial history of Finnish games.

Sunday, 20 March 2016

The Sacred Armour of Antiriad (Palace Software, 1986)

Programming by Andrew Fitter
Plot and graphics by Daniel Malone
Sound design by Richard Joseph
Originally released for the Amstrad CPC in 1986.

Converted for the ZX Spectrum and Commodore 64 by Stanley Schembri in 1986.

Converted for the IBM-PC compatibles and Apple ][ in 1987 by Stanley Schrembi and Craig Seastrom. Converted for the TRS-80 CoCo by Jesse Taylor in 1988. The Commodore 64, IBM-PC, Apple ][ and TRS-80 CoCo versions published in North America by Epyx as "Rad Warrior".

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INTRODUCTION & GAME STATUS


Now, here's a game I have to admit having an almost complete ignorance on, even though I came across it plenty of times back in the day. The Sacred Armour of Antiriad, or just plain Antiriad, as it was often referred to, never caught my fancy due to its initially awkward controls and slightly more than usually restrictive flip-screen system. Only lately I have found out that there is actually more to this game than just walking around naked in a jungle, dying randomly on things I don't understand, and since a comparison of Antiriad was suggested a good while back in a blog comment posted by Brain Breaker in 2014, I thought I might as well try and learn to play this game now, almost 30 years after its release. Better late than never, right?

Sunday, 13 March 2016

NGOTM & TWOFER: The New Dimension Special!


Balloonacy

Concept based on "Crazy Balloon" arcade game by TAITO from 1980. Programming and music by Richard Bayliss. Graphics by Richard Bayliss and Hiram Kumper. Loading screen by Marq Watkin. Originally released as freeware for the Commodore 64 in 2001 by the New Dimension, and published by Cronosoft in 2003. Converted for the Amstrad CPC by Kevin Thacker, and published by Cronosoft in 2007.

Sub Hunter

Concept based on a Commodore VIC-20 game "Sub Hunt" by Mastertronic from 1984. Programming by Richard Bayliss. Graphics by Frank Gasking. Music by Thomas "Drax" Mogensen and Richard Bayliss. Originally released for the Commodore 64 in 2008 through Psytronik Software.

Converted for the Amstrad CPC by Paul "Axelay" Kooistra, with music by Herve Monchatre. Released in 2011 through Psytronik Software.

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GAME STATUS, PLURAL


All right, so we have a curious little twofer here this time: it's simultaneously a New Game Of The Month special entry, although neither of these games are particularly new anymore, only released well after the two machines' commercial demises. Also, neither of these games are particularly original - rather remakes of over 20 year old titles, so I shall be taking a quick look at the original games the two remakes are based on, as well.

Saturday, 5 March 2016

Eliminator (Hewson Consultants, 1988)

Designed and developed for the Atari ST by John M. Phillips, with graphics by Pete Lyon.

Converted for the Commodore Amiga by Linel: Programming by Christian Haller and Christian A. Weber, Music and sound effects by Roman Werner, Graphics by Pete Lyon, Title screen by Michael Tschoegl.

Converted for the Amstrad CPC and Sinclair ZX Spectrum by John Wildsmith, with sounds by Nicholas A. Jones. Graphics for the Amstrad version by Hugh Binns and for the Spectrum version by Stephen Crow.

Converted for the Commodore 64 by Tim Rogers, with graphics by Darrin Stubbington and Hugh Binns, title screen by Stephen "SIR" Robertson and sounds by Jeroen Tel for Maniacs of Noise.

All versions released in 1988 by Hewson.

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GAME STATUS


Here's something that this blog hasn't featured in quite a while: a game that was made for all three principal 8-bit computers, that these sorts of comparisons usually are focused on, as well as the two next-generation computers that went through a similar battle of "whose reproductive organs are more appropriate for the job" as the three 8-bits. If only the MSX and 8-bit Atari computers were included here, it would be perfect. But curiously enough, Eliminator was first made for the 16-bit Atari, so that's something to consider with a bit of seriousness. Particularly as it is also one of the select few three-dimensionally behaving games featured on the blog so far. And if that's not reason enough to write about Eliminator, then at least having included it in the teaser picture in last August should give me some excuse to do this now.