Sunday 2 December 2018

Presenting: Another brand new thing!

Yes, you read it correctly: I'm starting another new thing, and this time, as you can see, I'm going for video format! Going video is something that has been suggested to me many times during the active FRGCB years, and starting to do so now could be the means to restart the blog in some manner. But before you can utter the words "ooh, nice, new comparisons", take a look at this brief introductory video I've prepared (using a potato-quality camera) to see what I'm really on about right now.


Meanwhile, work on the Retrogame Talkshow continues on-and-off, whenever Bob and I can find common time to work on it, and we're hoping to get a new episode out before 2019. Also, another comparison article has been delivered to the Reset64 magazine staff to be reviewed, so that's coming out in its own time.

All in all, the future of FRGCB is looking surprisingly promising at the moment, so stay tuned!

EDIT 18th of December 2018: Here's the first actual episode, enjoy! If you want to keep yourself updated on my videos, you might want to consider subscribing to my channel.


Tuesday 17 July 2018

Voidrunner (Mastertronic, 1987)

Written by Jeff Minter for the Commodore C64, C16 and Plus/4 computers.

Converted for the Sinclair ZX Spectrum by Icon Design Ltd.

Also converted for the MSX, but no credits are known.

All versions released through Mastertronic Added Dimension in 1987.

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INTRODUCTION & GAME STATUS


Because this article was originally prepared for the RESET magazine's issue #11 many months ago, I have been holding on to the blog release of it due to a certain agreement I have with the magazine folks. I guess, from the point of view of an FRGCB reader who doesn't read RESET magazine, this entry comes as an arguably nice bonus surprise, although if you're a Commodore fan, but don't read the said magazine, do yourself a favour and fill this void in your life now. Naturally, from the point of view of a RESET magazine reader, this entry will come as not much of a surprise.

Monday 26 March 2018

Presenting: A Brand New Thing!

While the FRGCB's closing-down has been in process, there's something new and interesting for retrogaming fans that's been in the works. Today, on the 26th of March, 2018, my good friend Bob and I have launched our very own podcast, which is simply, but very effectively called:


The first episode, which is an introductory episode, has now been released through Spreaker on Soundcloud and YouTube, and you can follow us on Instagram, Twitter @RetroGamePod, and Facebook. Take a listen, and send us some comments on any of those social media accounts, and you can also send us some e-mail to retrogametalkshow(at)gmail.com (link removed for spam prevention).

Listen to "Episode #1 - "The Beginning"" on Spreaker.

Friday 16 March 2018

Nebulus (Hewson Consultants, 1987)

Designed and written by John M. Phillips for the Commodore 64, Sinclair ZX Spectrum, Commodore Amiga and Atari ST. Additional graphics and misc help for the Commodore Amiga version by Stephen "SIR" Robertson.
IBM-PC version written by Ste Cork, and published in Europe by Hewson in 1987, and in North America by U.S. Gold in 1988.
Amstrad CPC version written by Chris Wood, and published by Hewson in 1988.
Atari 7800 version converted by U.S. Gold and published by Atari Corp. in 1988.
Atari 8-bit version developed by Hewson, but not published by Atari Corp. in 1988 - beta release only.

Published in the North American region as "Tower Toppler". An Italian translation called "Subline" was also published for the C64 by Edigamma S.r.l. in 1987.

Converted for the Nintendo Entertainment System and Game Boy by Bite Studios, with music by David Whittaker. Published as "Castelian" by Triffix in the USA in 1991. Also released in Japan in 1992 through Hiro Entertainment as "Kyoro Chan Land".

Acorn Archimedes version programmed by Nigel Little, with music and sound effects by Matt Furniss and graphics by John M. Phillips. Published by Krisalis Software Ltd. in 1992.

Also unofficially released on the Enterprise 128, but it has two releases based on both ZX Spectrum and Amstrad CPC versions.

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INTRODUCTION & GAME STATUS


Here we are, the last comparison of FRGCB. Well, at least, the last one I'm writing. It might not be exactly the most epic possible finale, but I thought it's a perfect reminder of how much more interesting and imaginative top-shelf game developing was at best during the 1980's, than it came to be decades later. Also, considering the number of versions listed above, it's bound to be a properly big one to end with, featuring most of the regular "contestants" and then some. In case you didn't arrive on this page through one of the forum links I have infested with my spam, click on to read, and hopefully learn something in the process.

Wednesday 21 February 2018

1,000,000 !!!

Well, here it is! The milestone of one-millionth visit to the blog was reached today, on the 21st of February, 2018. In addition to being now featured on two top retrogaming blog lists (many thanks for the more recent addition to The Great Setup!), this is definitely a milestone worth celebrating. Of course, since I figured this was coming sooner or later, I prepared this little video to express my thanks and thoughts on the matter. (Hope you can make out all the words, my recording setup is not perhaps the best for this sort of a thing...)


Saturday 17 February 2018

Frankie Goes To Hollywood (Ocean Software, 1985)

Developed by Denton Designs.

Sinclair ZX Spectrum version:
Programming by John Gibson and Roy Gibson
Graphics by Karen Davies

Commodore 64 version:
Programming by Dave Colclough and Graham Everett
Graphics by Karen Davies
Music by Fred Gray

Published in Europe by Ocean Software in 1985.
The C64 version also published in North America by Firebird in 1986.

Amstrad CPC version written by John Gibson, and published by Ocean Software in 1986.

NOTE: This entry also contains a slightly belated bonus tribute chapter to the recently passed Bob Wakelin, who made the cover art for this game, as well as a great deal of many other classic games of this era. May he rest in peace.

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INTRODUCTION & GAME STATUS


A long time ago in a Finnish village far, far away from any real access to anything that was going on in the real world, a young boy just about ready to take his first steps into computer gaming was utterly, blissfully unaware of anything resembling modern pop music. Right about that time, an oddly named pop group called Frankie Goes To Hollywood had released their few smash hit singles, as well as a couple of albums, before disbanding. The first time I actually learnt that Frankie Goes To Hollywood was a band was shortly after I had first come across this game on Ocean's compilation, The Magnificent Seven, and played it for a while. Like all the other best games have a tendency to do, Frankie the Computer Game (as it was otherwise known) and its brilliance took awhile to sink in. It didn't help, that I hadn't read anything about the game before playing it - not even the manual. See, part of the whole point in experiencing Frankie the Computer Game with as little knowledge as possible is the sheer surprise of discovery, but happily, it still manages to remain somewhat of a mystery. In case you want to keep this game as a mystery before you play it, do yourself a favour and stop reading now. If you're familiar with Frankie the game, read on.

Wednesday 31 January 2018

Crack Down (Sega, 1989)

Developed and released for the arcades by SEGA Enterprises, Ltd. in 1989. Music by Yasuhiro Kawakami.

Converted for the Atari ST and Commodore Amiga by Arc Developments: Programming by Tim Round, Graphics by Paul Walker, Music by Mark Cooksey. Published by U.S. Gold in 1989 for Atari ST and in 1990 for Commodore Amiga.

Converted for the Commodore 64 by Arc Developments: Programming by Chris Coupe, Graphics by Paul Walker,
Music by Mark Cooksey, NTSC conversion by Darrin Stubbington. Published for the European market by U.S. Gold, and for the North American market by Sega in 1990.

Converted for the Amstrad CPC and ZX Spectrum by Arc Developments, and published by U.S. Gold in 1990. No further credits known.

Conversion for the IBM-PC compatibles programmed by Joe Peter, and published by SEGA of America, Inc. in 1990.

Converted for the Sega Genesis/Megadrive by Sage's Creation, Inc.: Programming by SA.160A, Kimihiro Endoh, EBUC and Soft MA; Graphics by Kanazawa, Nagasaki and Gunma; Sound design by Masaru Suzuki; Music by Sega and Mecanoize. Published by SEGA Enterprises Ltd. in 1991.

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INTRODUCTION & GAME STATUS


Odd to think that this will be already the 200th entry on the FRGCB, although I'm not sure if it's quite the 200th game comparison, if you count all the twofers. But since we're celebrating such an occasion, and seeing as this is probably the last time I shall be needing a collaborator on a FRGCB entry, I decided to pick a properly good game. It was to be either Atari's Xybots or Sega's Crack Down, and a coinflip was the deciding factor. To be honest, I never knew if Crack Down was ever considered as a proper classic or anything of the kind, but ever since I found and bought the C64 version randomly from a flea market about 22 years ago, I have always thought Crack Down a cracking good concept, and I had never even heard of it before then. Perhaps if I ever bring the blog back in the distant future, I shall do a comparison of Xybots, but that's a big "if".

Tuesday 9 January 2018

Zenji (Activision, 1984)

Designed and written by Matthew Hubbard for for Atari 8-bit computers and 5200.

Converted for the Commodore 64 by Adam Bellin.
Converted for the Sinclair ZX Spectrum by Software Conversions Ltd.
Converted for the ColecoVision and MSX by Action Graphics, Inc.

The Atari 5200/8-bit, ColecoVision, Commodore 64 and Sinclair ZX Spectrum versions published through Activision in 1984.
The MSX version published through Pony Canyon in 1984.

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GAME STATUS


To start this year with a light-weight comparison, here's an odd little action-puzzler for the other end of the alphabet, which you don't really hear talked about too much. Can't imagine why, really, because I always thought this one was well worth anyone's notice, even though it's aesthetically not particularly inspiring. As a matter of fact, I don't think I have ever seen a review of this game anywhere, so bumping into Zenji at a distant relative's house for the first time when I was about 14 or so, was somewhat of an eye-opener. It was one of those games that got me inspired to do some further research on games outside of my own comfort zone. Until now, though, I hadn't realized that this was originally an Atari game, so for those simple reasons, this became one of the last chosen games for this blog.