RetroMagazine 07 Eng
RetroMagazine 07 Eng
RetroMagazine 07 Eng
"Seeing" retrogames through their sounds ◊ The I.C.L. One-Per-Desk computer Pag. 3
◊ Evercade - Blaze Entertainment Pag. 4
Everyone tells me that I always try to "see" the beauty of things
and I turn the difficulties I encounter into my strengths. ◊ PC Engine - The small giant from the Pag. 6
Land of Rising Sun
And now I'm here, 40 years old, playing, having become blind, Pag. 8
with my head full of 8-bit memories. For once, a strength of mine ◊ The MOS 6502 CPU
that doesn't come out of a difficulty but out of a lot of good ◊ Structuring old BASIC dialects with For- Pag. 12
memories. Next loops
◊ BASIC in a nutshell: waves on LM80C Pag. 14
I have always been tied to the sounds of those times, those and MSX-1
sounds that today are the only thing that reminds me the
◊ Grapheur 1.0 - Doing graphs with the Pag. 16
emotions of my teenage years, when the only thought was to Amstrad CPC
come home from school to sit down in front of my MSX and later
◊ SpeedCalc 2019 - Like having Excel on a Pag. 18
my Amiga 500 Plus and try out new games and software.
C64? Well, almost...
How nice to remember the sound of the MSX cassette recorder ◊ Simulating PLOT X,Y in C64 bitmap Pag. 20
mode
or Amiga's floppy drive head.
◊ May the FORTH be with us - part 3 Pag. 22
And what about this pandemic period, the first months of forced ◊ Basic 10-Liner Contest 2021 Pag. 23
lockdown, when I discovered this great magazine? With it I was
◊ Introduction to Hollywood - part 4 Pag. 26
able to turn my passion for the world of retro-computing back
on! ◊ Emulators: DOSBox ver. 0.74-3 Pag. 30
◊ Kick Off 2, when the football is the Pag. 32
So I asked myself: where did I put this great passion of mine for protagonist
more than 20 years? When did I forget about it? Perhaps, as it ◊ The Last Ninja: legends never die Pag. 35
happened to many of us, I did leave it in my basement/attic or I
◊ Paprium (MD) Pag. 38
had lost it in one of the many moves.
◊ Runn 'n' Gunn (C64) Pag. 40
What I miss the most now is the images coming out of the ◊ Wonder Boy in Monster Land (MD) Pag. 41
cathode tube screens, all those knotted cables, the yellow color
◊ Smarty and the Nasty Gluttons (Amiga) Pag. 42
of Amiga's case, the black joysticks with the red buttons and the
small sprites of Sensible Soccer players. But thanks to ◊ Chrono Trigger (SNES) Pag. 44
RetroMagazine World, the many evocative videos on YouTube ◊ Metamorphosis (ZX Spectrum) Pag. 46
and the many Facebook pages dedicated to this magical world, I
◊ Gravibots (MegaDrive) Pag. 48
too can relive those fairy moments and see again those colourful
screenshots in the form of sounds. ◊ Monstro Giganto (C64) Pag. 49
◊ Neptune Lander Elite (C64) Pag. 50
So I started exploring other worlds, reading, documenting ◊ Inviyya (Amiga)
myself. I have discovered so much in such a little time, but much Pag. 52
◊ Xain'd Sleena (Arcade)
more I have to discover, learn, read and listen to. Pag. 53
◊ Pub Trivia Simulator (C64)
Pag. 54
How many machines I didn't know about, how many games and
software, but even more, how many fans!
A bit of rarity
(rummaging here and there)
Bibliography
[Wi21] retrieved in 2021/03/29 from https://en.wikipedia.org/wiki/One_Per_Desk
games in 4:3 ratios may seem odd; but Atari Lynx games
require 16:9 for example and black sidebars for other
systems are tolerated.
I would have preferred a better quality video, but overall
it's fine.
The big D-pad works fine, while the buttons and triggers
on the backs are really nice but I found them “fingertip
slaughter.”
In fact, L’Evercade as a whole “feels good” in his hand.
Released at the end of 2020, Evercade jumps head-on It's heavy enough to look SUBSTANTIAL, but comfortable
abnormally despite other well-known retrogaming devices. for long sessions.
It does it in the most classic way possible... the cartridges!
Gentlemen, the classic system of good times!!! But how does playback work? With emulation logically.
A selection of games chosen instead of billions of Roms The console has not magically managed to hide the tide
on an SD card. It avoids paralysis of choice and I have to of platforms inside it and so it turns directly to emulators.
admit that the producers have done things correctly, with
a license for each game (Everything is Super Regular).
Let's take a closer look.
THE STRUCTURE
Evercade does not allow space for further storage on board.
Games arrive on real cartridges that fit on the console.
An anomaly in a world of streaming, downloading and
other devilishness.
Each cartridge comes with a color instruction manual
that outlines the history and rules for each game. Nice!!!
Really nice!
A widescreen display on a handheld that mainly plays
GAMES
Different cartridges are available and you are well over
100 games.
The complete selection can be viewed on the console
Page 4 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7
HARDWARE
There are both classic and new title collections. Very positive.
Mega Cat Studios Collection 1: The strongest selection
- is this set of modern titles for vintage systems. Each
stock is sold for a small fortune in its original form, so ten
of them for 17 euros is a real bargain. Tanzer, Old Towers
and Super Painter are amazing.
PROs
Collectible Cartridges
Reactive controls
Good selection of games
Save state for each title
Affordable price and many possibilities to customize your
Bundle
CONs
Display not really top of the range.
PC KID
The whole Hudson Soft mascot saga. A particular and
very fun platform, a must-see saga on PC Engine.
Final considerations
A large console with an impressive playground ranging
from J-RPG to hardcore, from platforms to shoot em up.
In 2020, the PC Engine Mini was released, a well-made
reproduction containing a number of games to be tested.
Your purchase is highly recommended. You can find it on
Amazon.
PC KID
Origins
In the early 1970s Motorola was the second largest
semiconductor manufacturer after Texas Instruments.
From the production of transistors, which began in the
second half of the 1950s, the company had then moved
towards the production of computer memories. In the
early 1970s, the development of a microprocessor on a
single silicon chip began and was introduced in 1974 as
the MC6800. Among the developers was Chuck Peddle,
who was also in charge of commercial promotion: talking
to various potential customers Peddle realized that the
market wanted a much cheaper CPU than Motorola's
6800 (it then costed more than $300).
Speaking to his superiors Peddle therefore proposed a Fig.2 - Chuck Peddle (photo by Jason Scott)
simplified and cheaper processor but the project was not As a result, production collapsed and MOS found itself in
accepted. Deeply disappointed by this internel trouble and failed looking for other customers, including
obstructionism and determined to carry out his project, Atari, which started the production of a version of the
Peddle, after a short time, left Motorola together with Pong on a single chip. Peddle, along with Bill Mensch, Rod
other engineers who had developed the processor in Orgill and others, were hired by MOS where they were
search of someone willing to invest in their idea. They able to complete the production of the processor they
then agreed with MOS Technology, a company founded designed. The development of the project led to the
by Allen-Bradley initially to produce chips on behalf of creation of a family of CPUs, whose forefathers, presented
Texas Instruments. The latter, however, in the early 1970s in 1975, were MOS 6501 and MOS 6502. Compared to
gave life to the so-called "calculator war”, starting to sell the 6800, they had fewer registers and fewer instructions
the assembled calculators on its own and no longer the but, due to the reduced complexity and fewer internal
only chips to build them. transistors, even a much lower production cost.
Architecture
The MOS 6502 is an 8-bit processor with a 16-bit address
bus, which can address up to 2^16=65,536 bytes (64
KB) of memory. Its instruction set includes only 56 but
there are 3 different addressing modes to compensate
for. In order to contain costs, the development group
revised the 6800 project and made a number of changes.
The 6502 has only 3 internal registers, all with 8 bits: a
main register on which most calculations are performed,
called A, or “Accumulator", and two index registers, called
X and Y, used for addressing instructions. A pointer to
Fig.3 - MOS KIM-1 (photo by Rama and Muséè Bono) the stack “S” and a status register “P” are added to these
registers. These registers are also 8-bit. The only 16-bit
These factors, combined with an innovative production
register is the "PC”, or “Program Counter”, which points
process developed by MOS that allowed to limit defects
the instruction to be executed in memory.
in silicon wafers, thus obtaining many more functioning
chips for each production, allowed to market the 2 CPUs
These constructive choices were dictated by some factors:
at 20 and 25 dollars respectively.
the number of transistors contained in a processor greatly
influenced its final production cost, and keeping the
Presented at the Wescom that same year, they attracted
number reduced using the minimum of registers meant
a lot of interest, not only from potential customers but
obtaining a low final cost. In addition, RAMs were, at the
also from Motorola... who sued MOS Technology in court
time, fairly fast, so it was decided to sacrifice the internal
believing that its former engineers had designed the
registers and adopt particularly fast instructions in
processors using knowledge and technologies developed
accessing the memory cells, so as to use them as some
in Motorola labs.
sort of external registers. The 6502 is in fact equipped
with a addressing mode called “zero page” where access
The 6501, moreover, was compatible in terms of pinout
with the 6800, thus being interchangeable with it. Allen-
Bradley, considering that MOS Technology's business
was not going very well, as soon as the subpoena arrived,
decided to sell the company, which was taken over by his
own employees: Motorola had the money and time to
pursue a lawsuit that could bleed the company dry, so
MOS' new property settled with Motorola without going
on court. The agreements envisaged removing 6501 from
the market and paying royalties in order to use the 6800
peripheral chips.
The English Acorn Computer used the 6502 for its 1980
Acorn Atom and for the much more famous BBC Micro of
1981, which remained on the market for 13 years and Fig.7 - Bill Mensch,
used by the BBC both for a computer television course co-designer of 6502 and founder of Western Design
and in British schools. Center
(photo by Jason Scott)
Commodore was one of the main users of 6502, and we
would miss it too, since the factory that produced it was (heir to the BBC Micro) and the Laser 128 (8-bit Atari
his! The 6502 was used in Commodore PET first and VIC- clone). It was used in the Atari 5200, released in 1982
20 then. Many of its derivatives were also used in the as heir to the 2600, and in the 7800 of 1986, as well as
Commodore house: the 6509, used in the little widespread in the Atari Lynx of 1987, one of the first portable consoles,
CBM-II computer line; the 6510, used only in the famous and in the XEGS (derived from the Atari XE) of 1987. The
Commodore 64; the 7501, used on C16 and Plus/4; the late 1980s PC-Engine/Turbografx-16 mounted the Hudson
8502, for the Commodore 128. The 6502 was also used HuC6280, an integrated derived from the WDC 65C02
as a processor in Commodore disc drives to run the DOS with several additions, such as a memory manager, a
which, unlike other home computers, was contained in a timer, a parallel port, and more. WDC continues to produce
ROM of the player itself and run independently of the main and market 65C02, which has remained on the market
computer software. for over 40 years.
Nintendo built a custom CPU for its NES (Nintendo Another product of WDC derived from 6502 is 65C816.
Entertainment System) console derived from 6502, the This processor is essentially a 16-bit evolution of the
Ricoh 2A03/07 (NTSC/PAL), where the BCD arithmetic processor that allows, however, to also execute 8-bit code
management logic makes room for a programmable sound thanks to a particular software-activated emulation mode
generator. (hence the number 816 in the acronym). It was used as
a CPU in the Apple IIGS, allowing this computer to run
Numerous arcade games also used the 6502, both as a both the 16-bit programs written for it and the old 8-bit
main processor and as a coprocessor. Among the best software written for earlier Apple II models based on the
known are Super Breakout, Burger Time, Missile Command 6502.
and the famous Asteroids.
Finally, how can we not mention the 6502 used as Bender's CONCLUSIONS
brain processor, the main robot in the cartoon series The 6502 was a processor that made the history of
"Futurama”! computing and contributed, thanks to its economy, to
the spread of cheap computers among the masses.
WDC 65C02 and 65C816
After the acquisition by Commodore, some MOS engineers Let's not forget that the first computer built by Steve
decided to leave the company. Among them was Bill Wozniak became a reality thanks to the fact that the 6502
Mensch, who founded the Western Design Center (WDC) was put on the market at an affordable price even by a
in 1978. Having acquired the rights to the 6502, he revised student who was a bit on the bill what was the legendary
the project by correcting the bugs in the original CPU “Woz”.
and, in addition, decided to use the new CMOS production
technology and also to make the chip completely static, Or that all 8-bit Commodore computers, including the
that is to say that the clock could be stopped completely famous C64, were based on a 65xx family CPU. Not to
without the processor losing the data currently present mention that the emergence of home consoles was
in its registers. achieved thanks to very important and widespread gaming
systems such as the Atari 2600 before and the “Nintendo” (or
The WDC 6502 was used on various computers, such as NES) after, both based on CPUs derived directly from the
the Apple IIc and Apple Enhanced IIe, the BBC Master 6502.
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 11 of 55
SOFTWARE
by Alberto Apostolo
CASE
WHEN cond_1 THEN [statements_1]
WHEN cond_2 THEN [statements_2]
. . .
ELSE [else_statements]
END
100 REM main program
. . .
499 REM CASE
500 LET A = 0
510 IF cond_1 AND A = 0 THEN LET A = 1: GOSUB 1100
520 IF cond_2 AND A = 0 THEN LET A = 2: GOSUB 1200
. . .
598 IF A = 0 THEN GOSUB 1990
599 REM END
. . .
999 STOP
1100 REM branch 1
statements_1
1199 RETURN
1200 REM branch 2
statements_2
1299 RETURN
. . .
1990 REM else
else_statements
1999 RETURN
Fig.4
DEF FN WNE(X,Y) = SGN(ABS(XY)) : REM X <> Y
DEF FN WGE(X,Y) = SGN(1+SGN(XY)) : REM X >= Y
DEF FN WLE(X,Y) = SGN(1SGN(XY)) : REM X <= Y
DEF FN WEQ(X,Y) = 1 SGN(ABS(XY)) : REM X = Y
DEF FN WLT(X,Y) = 1 SGN(1+SGN(XY)) : REM X < Y
DEF FN WGT(X,Y) = 1 SGN(1SGN(XY)) : REM X > Y
DEF FN WNOT(X) = 1 X
DEF FN WAND(X,Y) = X * Y : REM WAND3(X,Y,Z) = X*Y*Z
DEF FN WOR(X,Y) = SGN(X+Y) : REM WOR3(X,Y,Z) = SGN(X+Y+Z)
DEF FN WXOR(X,Y) = X*X Y*Y : REM WXOR(X,Y) = ABS(XY)
DEF FN WMIN(X,Y) = ( X + Y ABS(XY) )/2
DEF FN WMAX(X,Y) = ( X + Y + ABS(XY) )/2
Fig.5
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 13 of 55
SOFTWARE
Those who follow my articles on RetroMagazine World basic French, I can easily master the program.
know that every now and then I like to review, in addition
to games, 8-bit and 16-bit application software. Before we move on to drawing a chart, we need to create
This passion stems from the desire to understand how a table that contains the data that will be represented
these machines were, or could be, used for professional graphically. As with databases, before creating the data
or semi-professional purposes before the almost structure it is good to keep in mind what we want to
unconditional surrender to the MS Office suite. represent, in order to avoid subsequent changes that
could undermine the stability of the structure.
So I decide to represent this table that I found on the web.
Being a French software, developed by Patrick LEFEBVRE, Remember that you can use these commands to move
the menus are obviously in this language and without the easily between the program menus and within the tables:
possibility of localization, but fortunately, also with my - Cursor keys to move between entries
Conclusions
The program is full of options and possibilities. Probably
when it was released, accompanied by his manual, it was
a very respectable program; it was not by chance sold
for a price of about 300 francs, not exactly a gift. Currently,
however, it is relegated to the sole purpose of preserving
the software; useful to demonstrate how an Amstrad CPC
The unavailability of the manual in this case is a problem. could be used in the same way as a personal computer
However, it will certainly not be a first failure to stop me; in a small office.
I continue to study the menus without, however, finding
the key to displaying bar graphs and histograms Unfortunately, the lack of the manual makes it incomplete
satisfactorily. So I decide to try a new chart type and for preservation purposes. If anyone has the manual,
choose Pyramides. contact us, or contact CPC-Power.
After drawing graphics with Amstrad CPC, I want to remain CTRL-F: Change cell format
in the office area, but change computers. I found this CTRL-G: Go to the selected cell
interesting spreadsheet for Commodore 64 that I think CTRL-M: Moves a cell or group of cells
is worth reviewing. CTRL-P: Print Sheet
CTRL-R: Turn automatic recalculation on/off
CTRL-W: Change column width
CTRL-X: Quits SpeedCalc (asks for confirmation)
CTRL-4: Disk directory
CTRL- ^: Send disk command
CLR / HOME: home cursor
SHIFT-CTRL-C: Relative block copy
SHIFT-CTRL-D: Change decimal mode for all cells
SHIFT-CTRL-M: Move relative block
SHIFT-CTRL-P: screen, disk, or printer printing
SHIFT-CTRL-R: Displays the current recalculation mode
SpeedCalc 2019 is an advanced version of the 1986 SHIFT-CTRL-W: Change the width of all columns
SpeedCalc by Kevin Martin. Since it is a spreadsheet, SHIFT-CLR / HOME: erase entire sheet
Excel immediately comes to mind, although, in this case, F1: change border color
the most obvious similarity is with Lotus 123. Older readers F3: Change the background color
will certainly remember the Lotus Software spreadsheet F5: change font color
and will have no difficulty comparing it to SpeedCalc. F7: Upload SpeedCalc file
F8: Save SpeedCalc file
The workspace <-: recalculate sheet
The SpeedCalc workspace is divided into 3 parts. The
first line starting from the top is reserved for messages. Note: For THOSE who use VICE, the CTRL key is mapped
Rows 2 through 4 are the workspace, where the user to the TAB key.
enters data and formulas. The remaining 21 rows are the
actual spreadsheet.
The spreadsheet consists of 200 rows for 50 columns,
for a total of 10,000 viewable cells! Unfortunately, due
to obvious memory limitations, only a part (about a third)
of the cells can contain data.
The controls
The list of commands available in SpeedCalc is relatively
long. Some of these commands can be invoked by pressing
a single key, while for others it is necessary to press 2 or
even 3 simultaneously. Let's see them: Fig. 1 - Justified text and modified colors
CTRL-A: Displays available memory This list, however, is not exhaustive.
CTRL-B: empty (delete) the current cell I noticed that it is possible to justify the text contained
CTRL-C: Copy the cell or group of cells in the cells by using THE CTRL-~ command and then
CTRL-D: Sets the number of decimals specifying L for left, C for Center and R for Right, see
CTRL-E: Modify the current cell example in Fig. 1.
Functions not noticed during the writing of the first part of the
@abs () absolute value article, is the lack of some basic functions that I would
@atn () arctangent have considered useful. I refer to functions to find the
@ave () average of a cell block [form: @ave (xxn: xxn)] minimum or maximum value within a cell block (for
@cos () cosine of the argument in radians example). Surely these functions are much more useful
@exp () logarithm complement, returns and^X in the office environment than the trigonometric ones.
@int () integer (rounds to the lowest integer) Pretty weird.
@log () natural logarithm based on and (log <=0 is illegal)
@sgn () sign (-1 for negative numbers, 0 for 0, 1 for positive) An annoying bug
@sin () argument sine in radians Unfortunately, I have to tell you that in my brief rehearsal
@sqr () square root (sqr of a negative number is illegal) I ran into a small but annoying bug. By varying the amount
@sum () sum of a block of cells [form: @sum (xxn: xxn)] of hours worked by Richard, the sheet is automatically
@tan () argument tangent in radians recalculated (I turned on automatic recalculation using
@pi value of pi (3.14159265) CTRL-R), but I noticed that a formula is not updated. I
do not think that this depends on the formula because it
Road test is correct, but rather on a bug in the program.
Now that we have all the information we are able to start
using this software productively. Let's try to create a sheet
with some simple calculations: multiplications, sums and
an average.
I try to put myself in the position of a hypothetical employer
of the 1980s who has to pay his employees according to
the hours worked and needs to know quickly how much
the total to pay.
To make the example more readable and close to the
present day, I have expressed monetary values in not
specific currency (euro or dollar, you choose...).
I tried to edit other cells, too, but the problem remains.
I also added another formula (which is recalculated
correctly), but the bug of not recalculating average wages
remains. By placing us in the cell and forcing a recalculation
from there, the value is updated.
Before moving on to the theme of this episode, let's say 8 bytes in height) and since in a Row there are 40 Columns
that here we will omit to explain how to activate a Bitmap it is easy to calculate that each Row contains a total of
(the Graphics Page) and how to tell the VIC-II graphics 320 bytes (40*8) arranged according to the particular
chip what the start address of the Bitmap allocation is. sequence shown in Fig. 2.
For these topics we refer you to the excellent articles by
Tonino Scaffidi “Grafica HiRes e Asm con il C64” Part
#1 and #2 published on the RETROPROGRAMMING
ITALIA (RPI) group.
Finally, we will trace the position of the bit within the byte.
Let's start by calculating the vertical information of the
The Bitmap can be imagined as a Page consisting of 1,000 pixel: we said that each Character on the Bitmap is
Programmable Characters distributed over 25 Rows of represented by a square area of 8*8 pixels so to find the
40 Columns each, a bit like in a Text Display of the C64 Line number (from 0 to 24) just divide the Vertical Y
Character Mode. coordinate by 8 (we will only take the whole part of the
Looking at Fig. 2, attached to the article, we can easily division):
see that each character occupies a grid of 8*8 pixels (i.e. RI = INT(Y/8)
To know the number of the start byte of the RI Line found
Page 20 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7
SOFTWARE
before, simply multiply RI by 320 (Line 0 starts with byte again to the use of the logical operator AND to find the
0, Line 1 with byte 320... Line 24 with byte 7680- see Fig. 2): rest of a division for a power of 2 or 8 (2^3):
Now we have to calculate the Line within the Row (each We took the Horizontal X coordinate of our pixel and
Row is formed in height by 8 Lines corresponding to 8 putting it in AND with the power of 2 -1 (ie 8 – 1) we
bytes – see Fig.2): to obtain the Line number (from 0 to calculated the rest of the division between X and 8 (8 is
7) simply calculate the rest of the division of the Vertical the number of pixels in each Column equal to the number
position Y by 8. of bits in each byte).
To obtain the rest of a division for a power of 2 (in this The remainder PX corresponds to the number of pixels
case 8 which is equivalent to 2^3) simply put in AND the to the left of our pixel within a group of 8 consecutive
number in question (Vertical coordinate Y) with the power pixels constituting a specific Column.
of 2 -1 that is with 7:
LI = (V AND 7) The problem is that the horizontal positions of the pixel
on the screen go from left to right while the bits in a byte
Then by combining the above calculations together we are numbered in reverse, i.e. proceeding from right to left
will obtain the total Vertical Offset of the byte in which (bit 0, the 1st bit, is the rightmost bit and is defined as
our pixel is positioned: LSB=Least Significant Bit; bit 7, the 8th bit, is the last
VO = INT(V/8) * 320 + (V AND 7) leftmost bit and is also called MSB=Most Significant Bit).
Now let's move on to calculating the Horizontal Offset of Therefore, to calculate the BI bit, just do the inverse of
the byte: the above calculation (the one related to PX):
to know the number of Column (from 0 to 39), simply BI = 7 – (X AND 7)
divide the horizontal X coordinate of the pixel by 8; again
we will consider only the entire part, omitting any decimal Perfect! With bytes and bits in hand we can finally use
fraction: the instruction to “turn on” the pixel of X and Y coordinates,
CO = INT(X/8) i.e. set the corresponding bit in memory to 1:
POKE BY,PEEK OR (2^BI)
Note: as for the calculation of the Row number, even in
the case of the Column number we must divide by 8 With the aforementioned instruction the pixel will take
because, as mentioned, the 1,000 Programmable Characters on the Color whose numerical Code (from 0 to 15) is
that conventionally form the Graphic RAM are contained contained in the High Nibble (bits from 4 to 7) of the
in 8*8 pixel grids that in the Bitmap Mode are called Cell corresponding byte of the Screen Memory which, in Bitmap
and that are roughly similar to the Character Block of the Mode, becomes a Color Map of the Graphics Page (see
Text Display in the Character Mode. the aforementioned articles “HiRes and ASM Graphics
If we look closely at Fig. 2 we notice that, due to the with the C64”).
particular arrangement followed by the bytes within the
Bitmap, the start byte of each column is exactly 8 bytes In the same way we can “turn off” the pixel i.e. set the
away from the one preceding it (Row 0: Column 0-->byte bit to 0 with the instruction:
0, Column 1-->byte 8, Column 2-->byte 16 and so on). POKE BY,PEEK(BY) AND (255-2^BI)
Therefore, if we multiply the Column number * 8, we easily
calculate the total Horizontal Offset (that is, the start In this case the pixel will take the Color whose numerical
byte of the Column number calculated previously): Code (always from 0 to 15) is contained in the Low Nibble
HO = INT(X/8) * 8 (bits from 0 to 3) of the Screen Memory.
Now by adding together the Start Address (i.e. the initial That's all folks!
memory location) of the Bitmap BA with the Vertical VO
and Horizontal HO Offsets we will finally find the Absolute
Address of the byte BY within which the bit corresponding
to the pixel to be turned on on the screen is located:
BY = BA + VO + HO RetroProgramming Italia - RP Italia:
We have almost reached the end...all we have to do is
https://www.facebook.com/groups/retroprogramming/
calculate the bit that corresponds to our pixel; we resort
After taking a look at the vocabulary and stack, it's time Strings
to see how we can create constants and variables to use Typically programming languages allow you to manage
in our programs. strings with native functions. The ACE Jupiter Forth, on
the other hand, does not have string management within
Constants its vocabulary. Fortunately, this is not a problem, since
To define a constant we must use the constant keyword: we can define new commands ourselves.
10 CONSTANT TEN
this command creates the constant TEN with the value 10. A banal way to create and initialize a string can be simulated
To see the value of the constant simply type the following with the following word:
command: : msg1. " Message" ;
TEN . In this way we have created the word msg1 that contains
and the Jupiter ACE will answer you politely: nothing more than the string "Message" inside it.
TEN . 10 OK Obviously, to print the message on screen, simply recall
Constants can also be redefined using the REDEFINE the word using:
command: msg1
11 CONSTANT TEN REDEFINE TEN This system, however, is decidedly simplistic and does
not allow us to manipulate strings as we are used to doing
Numerical variables with other types of languages.
In a very similar way the variables can be declared: Fortunately, as mentioned above, we can define A TYPE
15 VARIABLE VAR1 OF STRING data that allows it to be manipulated.
in this way we will initialize the variable VAR1 with the Then enter the following code:
value 15. We would expect with the command: : count
VAR1 . dup 1+ swap c@
to see the value 15 printed on the screen, instead our ;
computer returns a seemingly meaningless value. define string
In fact, the value returned from the computer is nothing ascii " word count dup c,
more than the memory location where our variable is stored. over + swap
do
To print the value of THE VAR1 variable on screen we must i c@ c,
use the @ (fetch) command: loop
VAR1 @ . does>
This will print the value 15 correctly on the screen. Weird? count ;
Maybe, but by now we should be used to the quirks of the
Forth... :-) Now try to declare a string using:
string msg Hello world by RMW"
Now let's try using the constant and the variable in a and then try printing it using the type command:
simple program: msg type
: Squares To prove that it can be manipulated, we implement FOR
ten ten * . EXAMPLE THE MID command:
var1 @ dup * . : mid
; swap 1 max 3 pick min 1
Probably to those who are used to the syntax of Basic or swat rot min over max
other languages, you will find this list a bit difficult, but over rot rot + swap ;
if you have carefully followed the previous two lessons it and let's use it:
should seem relatively familiar. msg 1 5 mid type
This funny 'word' prints on screen the square of the
constant TEN and the variable VAR1 just created. That'll be all for today, see you in part 4 of the next issue.
Line 9030 : If q greater than ls then "break;" the n-loop (by means of that "weird" FOR)
(the limit value has been exceeded)
Fig.4
Of course the program can be copied to modify it and
improve its performance, sacrificed to remain within the
10-line limit (as per regulation) and to challenge myself
not to use "GO TO" (although in the context using the
"GO TO" command was allowed).
In [Apo21] you will find the web page where you can
freely download HIGHLIST (saved in a file .SNA for ZX
Spectrum emulators).
Fig. 6 Fig. 7
Fig. 8 Fig. 9
In category SCHAU won with 9.75 points "ZXcel 256" a 5) "YELLOW_MAN'S SPECIAL AWARD" is reserved for
remarkable version of Excel for ZX Spectrum made by programs written for MSX.
Nick Shcherbyna (Lviv, Ukraine) (Fig.7), known to the
Facebook group "BASIC ON THE ZX SPECTRUM". Conclusions
In WILD category he won (no score) "Micro Gauntlet" (Fig. Participate in contests only if you already have something
8) for IvanBasic's ZX Spectrum. ready for the occasion or that can be easily adapted.
In EXTREME-256 category he again won 10.17 Victor Realize the program by putting your heart and soul into
Parada points with "The Children" (Fig.9) in Fast BASIC it ("spirit" as Steve Jobs said) and, above all, have fun.
4.5.2 for Atari 800 XL/XE. Also in EXTREME-256, Victor If you do this, the program will still be appreciated
Parada also ranked second with 10.00 points thanks to regardless of the score received and the final ranking.
the Patrol program in FastBASIC 4.4 for Atari 800 XL/XE.
At the time of writing, some special prizes had not yet
References
been awarded. [Apo21] A.Apostolo, "HIGHLIST",
https://bunsen.itch.io/highlist
Comparing the 2020 edition, try to explain what they
consist of (apologizing for any inaccuracies): [Bon83] R.Bonelli, "Alla scoperta dello ZX Spectrum",
1) "PUBLIC'S CHOICE" refers to the satisfaction received Gruppo Editoriale Jackson, 1983.
by a program on the BASIC10Liners Twitter account,
[Kan21a] https://gkanold.wixsite.com/homeputerium/home
2) "BUNSEN'S SPECIAL AWARD" is named after the site
where the programs to be downloaded are located [Kan21d], [Kan21b] https://gkanold.wixsite.com/homeputerium/rules2021
3) "FRATZENGEBALLER's SPECIAL AWARD" can be
translated into English with "Shoot'em up Special Award", [Kan21c] https://gkanold.wixsite.com/homeputerium/results-2021
4. "SKRIEGEL'S SPECIAL AWARD" is the prize awarded
[Kan21d] https://bunsen.itch.io/
by Sascha Kriegel belonging to the Homeputerium group,
After some time off the scenes, let’s go back to Hollywood have to be drawn. For instance, the Hollywood examples
language by introducing the use of double buffering. As that draw a real sine scroller use a double buffer because
many of you will already know, there are several animation they need to draw a lot of different tiles. Such things would
techniques that are used when dealing with graphic not be possible with sprites because the drawing operations
applications, such as video games or technical demos are heavily customized and change every frame.
typical of the underground scene. Among them, the most
commonly used are: sprites (both hardware and software); Layers: Hollywood comes with a powerful layers system
layers; double buffering. which allows you to access every graphics item on the
display as its own layer and modify its position, size, and
Choosing one technique over another depends on many looks on the fly. The layer system is extremely flexible and
factors, the first of which is what the software has to do. powerful at the cost of speed so if you need to draw a lot
As well described in the Hollywood handbook: of graphics it might be faster to use double buffering instead.
Sprites: Sprites are especially useful when there are not Here is a recommendation of animation techniques that
much graphics to be drawn. For example, if you only need are suitable for common types of applications:
to move some blocks or player and enemy sprites around.
In this case, it is better to use sprites because Hollywood Board/card games:
can refresh the display pretty fast because not much Sprites or layers because fast graphics aren't required.
changes.
Tetris:
Double buffering: Using a double buffer Hollywood always Sprites or layers because there's not much action and
needs to refresh the whole display. Although hardware screen updates do not have to be very fast.
acceleration is used here when possible this can still be
quite expensive when you have a 640x480 display which PacMan:
needs to be refreshed 25 times a second. Thus, a double Sprites or layers. The only thing that moves are the enemies
buffer is only recommended when a lot of custom graphics and the player.
Screen tearing is an artifact that occurs when a
single frame displayed on the screen contains 2D shooter:
information from two or more frames. Double buffering because the background is scrolling.
This effect occurs when the frame rate of the source Hence, the whole screen has to be updated every frame.
(typically a video card) is different from the refresh
rate of the display device (e.g. a monitor), so that Jump'n'Run:
the buffer is written one or more times with content Double buffer if there is a scrolling background. If the
from other frames. game doesn't scroll then sprites or layers.
the meantime, the code begins to build the next scene in (x and y) of the stars, their speed and their color. Different
the back buffer and the cycle continues indefinitely. The speeds and colors are used to give the impression of
inversion between back and front buffer takes place only depth through a parallax scroll;
at the end of the render cycle through a well-defined - the p_InitWave() function calculates a sinusoidal curve
instruction and this allows to have stable screens, without but stores only the y-coordinates. This is done because
any flicker or "screen tearing" phenomena (see note). at this stage we only need to know how the curve develops
in height, while the development along the x-axis will be
To better illustrate this technique we decided to use one calculated dynamically at each cycle so as to allow it to
of the many tutorials accompanying the framework, the slide from right to left.
"Sinus Scroller": we will thus create an inscription that
moves dynamically along a sinusoidal line, while in the Once the main elements of the code have been defined,
background you can see a planet (static) and, behind it, we need to write what will be the "Main Loop" and define
a star field in horizontal movement. the rendering cycle. As already documented in the article
"Game Coding Notes" (see RMW No. 17 - Italian), this is
The props we will need are: a picture of a planet (we chose the center around which our software revolves and should
Mars) and a table with alphanumerical characters that be kept as simple and linear as possible to facilitate
maintenance, readability and scalability.
For Local k = 0 To 19 ScaleMode=#SCALEMODE_AUTO, Mode = "ask", FitScale
tmp = k + TEX = True, KeepProportions = True}
If I[tmp] = 1
TEX = 0 /*
tmp = 0 ** inits the cosine wave
EndIf */
DisplayBrushPart(1, chars[I[tmp]].x, Function p_InitWave()
chars[I[tmp]].y, XP[k] + DIS, Y[POS + k], 14, 14) For Local k = 0 To 230
Next S! = S! + 0.08
POS = Wrap(POS 1, 0, 157) Y[k] = 120 + Cos(S!) * 101
EndFunction Next
EndFunction
Finally, please note the use of the statement "SetInterval(1,
p_MainLoop, 1000/25)" in the main code, which serves /*
to time the code at 25 frames per second creating what ** inits the starfield using some different
is called an "event". colors to generate a distance effect
*/
Using this statement is not important in itself, but defining Function p_InitStarfield()
the "framerate" ensures that the code runs in the same
way on all platforms supported by the framework. In the Local k
pictures accompanying the article you can appreciate the For k = 0 To 9
Sinus Scroller in action on an emulated Amiga Classic, XS[k] = Rnd(320)
but I guarantee that it also works the same way on modern YS[k] = Rnd(255)
systems. SP[k] = 1
CL[k] = $888888
At this point the "magic" is activated by the simple loop Next
(infinite): For k = 10 To 20
Repeat XS[k] = Rnd(320)
WaitEvent YS[k] = Rnd(255)
Forever SP[k] = 2
which will update our video every 25th second by cyclically CL[k] = $888888
recalling the "p_MainLoop" event. The "EscapeQuit(True)" Next
instruction is used to stop the program by pressing the For k = 21 To 30
"ESCAPE" key. XS[k] = Rnd(320)
Below is the complete program code. See you in the next YS[k] = Rnd(255)
tutorial. SP[k] = 3
CL[k] = $888888
/*********************************************** Next
** Name: SinusScroller ** For k = 31 To 40
** Author: Andreas Falkenhahn ** XS[k] = Rnd(320)
** Notes: Music by Heatbeat/Rebels ** YS[k] = Rnd(255)
***********************************************/ SP[k] = 4
@VERSION 2,0 /* Hollywood 2.0 is required */ CL[k] = $DDDDDD
/* Next
** External data For k = 41 To 50
*/ XS[k] = Rnd(320)
@BRUSH 1, "Chars.png", {Transparency = #BLACK} YS[k] = Rnd(255)
@BRUSH 2, "Mars.jpg", {Transparency = #BLACK} SP[k] = 5
@MUSIC 1, "Intro.mod" CL[k] = $DDDDDD
Next
/* For k = 51 To 60
** set display size to 320x256 XS[k] = Rnd(320)
*/ YS[k] = Rnd(255)
@DISPLAY {Width = 320, Height = 256, Sizeable=True, SP[k] = 6
CL[k] = $DDDDDD /* Render scroll text! */
Next For Local k = 0 To 19
EndFunction tmp = k + TEX
/* If I[tmp] = 1
** inits scroll text and brushes + positions for it TEX = 0
*/ tmp = 0
Function p_InitText() EndIf
Local x, ypos = 0, 0 DisplayBrushPart(1, chars[I[tmp]].x,
For Local k = 0 To 19 Do XP[k] = k * 18 19 chars[I[tmp]].y, XP[k] + DIS, Y[POS + k], 14, 14)
Local SCN$="! Next
ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.: " POS = Wrap(POS 1, 0, 157)
Local TE$=" WELCOME TO EndFunction
SOME SINUS TEXT DONE WITH HOLLYWOOD. THIS CODE
USES THE NEW " .. ;==== Begin Program
"DOUBLEBUFFERING FUNCTIONS TO CREATE A Y = {}
SMOOTHLY ANIMATED DISPLAY. CHECK OUT THE HOLLYWOOD XP = {}
MANUAL " .. I = {}
"FOR MORE INFORMATION. GREETINGS TO ALL SP = {}
FELLOW AMIGA XS = {}
USERS............................................. YS = {}
........" CL = {}
For Local k = 0 To StrLen(TE$) 1
I[k] = FindStr(SCN$, MidStr(TE$, k, 1)) p_InitStarfield()
Next p_InitWave()
I[StrLen(TE$)] = 1 p_InitText()
; init lookup table for character positions DIS = 18
chars = {} PlayMusic(1)
For Local k = 1 To 39
chars[k] = {x = x * 14, y = ypos} EscapeQuit(True)
x = x + 1 SetInterval(1, p_MainLoop, 1000/25) ; 25fps
If x = 12 BeginDoubleBuffer
x = 0
ypos = ypos + 14 Repeat
EndIf WaitEvent
Next Forever
EndFunction ;==== End Program
Function p_MainLoop()
Flip ; flip front/back buffer
Cls ; clear buffer
/* Render starfield! */
For Local k = 0 To 60
Plot(XS[k], YS[k], CL[k])
XS[k] = XS[k] + SP[k]
If XS[k] > 330 Then XS[k] = 0
Next
DisplayBrush(2, 0, 0) ; display planet
;update parameter for new x position
DIS = DIS 3
If DIS = 0
DIS = 18
POS = POS + 1
TEX = Wrap(TEX + 1, 0, TL)
EndIf
Fig. 2 - Sinus scroller running
Let’s continue our journey into the world of emulators and a basic tutorial:
and this time I want to talk to you about DOSBox. This https://www.dosbox.com/wiki/
emulator is probably much better known than the Spudace Basic_Setup_and_Installation_of_DosBox.
I presented in the last issue, but it is still good to talk
about it to introduce the topic and expand our offer of Being born as a gaming application, the main purpose is
articles to the MS-DOS world. to be able to run DOS games otherwise impossible to start
in current versions of Windows, the site also hosts a list
of perfectly supported games.
tactic. Everyone with his own controller, everyone with the Kick Off championships but I made little progress,
his own game ideas. Every night we were there, we always the participants were of a monstrous level and Luca
ended up playing with Kick Off 2 and spitting in our faces. Caldiero won that epic edition. But we of the Gang were
The ritual was always the same: first a look at the news, still good at playing it, also because we spent hours at
then a few sessions on the musical trackers and finally, the computer. Part of the Legend are the infamous
in silence, just a look to understand each other. The eye palombella shots struck that quid after the midfield circle,
of the tiger, the tricky expressions: the matter became not one pixel before or one after. Dry pull and pull back,
rather serious, the challenge began. A few moments there was no escape, the ball would be bagged under the
before kick-off, just one sentence: "I'll grind you." And it crossbar. And what about the always lethal "stop and
was the beginning of the end. goal"? Enter the area, press button, stuffed ball, restart
and throw: net ball and empty goalkeeper.
Kick Off 2 carried other improvements compared to its
predecessor: here we will find multiple football fields, BIKER THOUGHTS
equipped with a different graphics and their own To put it bluntly, it all seems trivial, but only those who
characteristics of bounce and inertia of the ball. The have spent a good part of their lives playing with it know
jerseys of the teams are customizable, you can play the that it is not. We were the ones who made it sound banal
league, the cup or the classic championship. The number because watching us play seemed like a football video
of possible participants simultaneously rises to four, game like another. No, it wasn't. The ball here was the
always thanks to the help of door multipliers that for us absolute protagonist, it took all the credit that its importance
miserable were a mirage. In hindsight, I think it was a imposes. I started playing with it again and I am honest,
good thing that we could have played in four, two per I can no longer do an action worthy of this name, the ball
team, at Kick Off 2. I don't think I'd be here to write to runs away and three touches in a row are no longer in my
you since they were going to find four dead bodies the ropes. But I'll be back, I assure you. It's the magic of the
next day... The verbal fights between the players were DeLorean, of the time machine: recharging and starting
always calmed by those who were waiting for their turn: over like never before, to get back to being good. And
if everyone had played they would have even found blood then I refuse to play any faster than I can see, and other
on the ceiling. In Kick Off 2 we find a new devilry that than that, it's just a matter of reflexes. It will have to be
made the games even more incredible: it was aftertouch. years before this series finds a worthy opponent, the
This option is lethal, allowing to give an effect to the ball SWOS that for many is even better, but not for me. Kick
once the shot is made. In practice, it was possible to kick Off 2 is an experience to try, one of those colossal games
into effect by acting on the controls immediately after that makes even modern products pale, equipped with
pulling. This spectacular option turns a trivial shot from extraordinary graphics and super-realistic animations,
inside the area into a possible goal. And what about how but devoid of soul. Especially without that unique protagonist
direct kicks can be made right over the barrier? It wasn't that has characterized this series and that, even today,
easy, but taking a roll over the barrier almost always makes it unique in its kind: the ball.
meant scoring a Eurogoal.
Level two
The wilderness sees us enter a rocky landscape where at
weapons: for this reason at the beginning it is essential some points the only way to continue is to move forward
to go down, avoid the clash in order to run for the sword. with small joystick movements to avoid falling into the
Once this is done, the game can really start. With a single void! And I'm not going to tell you how long it takes to
button you have three types of attacks: slow or fast hit figure out how to climb the stone wall first, as well as the
and a hit from above, the latter the most lethal. Initially millimetric precision required when walking backwards
you do not immediately grasp how articulated the game in jerks and then being able to descend without falling!
is but you soon understand it, when you begin to find But on this level, I found the first real challenge that made
strange objects that are not weapons. You have to interact me sweat. I spent days succumbing to the breath of the
with the keyboard to select weapons and inventory items. dragons at the end of the level. I just wanted to remind
Dying at first is definitely easy and only with time you you that at the time there were no rescues that simplified
begin to understand the dynamics of the game. The days our lives, and every day the game was loaded it was a
follow each other and thanks to the tenacity of us players redo from the first level. Days to do it again, you would
we move on to the next levels. Collaboration was essential, go for attempts, you would try them all and then almost
even though there were no cell phones, internet and social accidentally touch an object that makes us flashing! It's
networks. But there was the good old phone at home, the not all trivial, you literally have to fly because the effect
one with the wheel, and the line became hot: as soon as doesn’t last too much and there are several enemies.
you could pass an obstacle, you called your friend to Here you learn to use shurikens to kill the bad guys in
communicate how you had done it. You could spend whole one stroke and get immune to the dragon's breath!!! Past
afternoons wandering a level looking for a clue without level, here we are at Palace Gardens.
ever being able to get past it. Sometimes discouragement
took over and long phone sessions were held to try to get Level Three
an idea. And on this level, I've almost had a nightmare. After
finding a quick trick to pass the beautiful river with a
The next day at school, during the interval, socratic waterfall (I put everything down and then only long jumps:
discussions were held between players and possibly even if you ended up in the water you would not sink and
afternoon study groups were organized, where little was proceed quickly) I later found myself faced with a problem:
studied but much was fought to try to move forward. After there was a rose to catch but when I tried I always died.
all, we were simple boys, we aimed for average results at A whole day and then turn off the nerve. After a school
school only to be allowed by our parents to play with our consultation, a friend asked me, "Did you get the glove?”
videogames! The game turned out to be truly splendid
because despite the high difficulty it did not discourage
enthusiasts.
Game structure
Lin Fen Island is divided into six parts, each of which is
full of puzzles to solve. The sections concerned are: the
wastelands, the wilderness, the Palace garden, the
dungeon, the Palace, the inner sanctum. Already in the
first level we are faced with two recurring aspects of the
game: the seemingly impossible parts and the approximate
Level six
Inner sanctum is tough. The enemies killed, if you go back
in the screens, are alive again (characteristic resumed in
the second chapter of the saga since the beginning).
There are a couple of riddles to move on, the most beautiful
of which remains the one to stop the deadly guard dog.
After that, we are in the final fight. Kunitoki hits hard but
if we put in three-quarters and use the stick in four shots
he's dead! The final screen is right here in front of us. But
I won't tell you anything!
Where, how and when? Man, on level two, forgetting an The ending, seen today, can leave a little bit disappointed,
object on the street had stuck me. but at the time I lived it with an almost epic feeling of joy.
The sun outside was setting and filtering through my
Level Four bedroom window as I enjoyed the moment.
Here is the dungeon, a real maze infested with lethal giant
spiders, ghosts and skeletons. Here I had to organize Biker Reflections
myself for a moment: paper and pen to make a map of Last ninja was a game that marked an era. Beautiful
this level because I realized that I was turning in circles. settings echoed by a simply perfect soundtrack, a real
It is easy to go the wrong way, there are few points of masterpiece. All the music was composed by that genius
reference, the screens are very similar. When you reach named Well Daglish, a true 360-degree artist.
the end you climb up to the Palace level, remember the
rope please! Not by chance the songs of the game in question are still
the subject of remakes and remixes of all kinds. Time
Level Five passed by, but often during meetings among friends, we
The level of the palace is definitively more linear and once used to load it.
you enter it you immediately realize that the enemies are
very bad and fast. Nothing worrying, but do you think it It was like putting on a movie. Three or four people sitting
can be that simple? Of course you don't! Because it took around me, in silent religious, while for the umpteenth
time to figure out how to get past the screen in samurai time I was preparing to finish the game. The plot was
armor that fires a deadly spear! After touching the pot there, the music was there, and the friends were there,
and taking the next staircase you reach the final level. while behind us the sun set again.
NEW GAME!!!
Year: 2020
Page 38 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
» Gameplay 65%
The quirks of this game are
many and will make you
scream "WHY?".
The story version is particular
but enjoyable, excellent the
arcade version.
A greater attention to bugs
would have raised the final
vote for sure.
» Longevity 80%
It's not super long but it's fun
to play and very enjoyable with
two players. And then there's
the blue pill and a thousand
other crazy things inside.
boss in place of the boss and the lovers will love, but he enjoys trolling
possibility of disabling friendly fire, the player unnecessarily.
much of the game design only makes Watermelon has some good ideas here,
sense if the developers were joking including having a jack for a feature
with us players. called Megawire that will allow you to
upload your scores and download
The awaiting, the gameplay and... the potential DLCs directly to the cartridge.
problems! This is something I haven't seen before
I emphasize... Paprium is a visually and it's definitely quite interesting.
stunning game and is the best a Sega However, mismanagement of game
Megadrive game can have in terms of crowdfunding and contact with
graphics and animations. supporters is simply unforgivable.
Watermelon stated that this is an 80MEG This combined with the strange design
cartridge and uses the DT128M16VA1LT, choices makes it a “strange" end
also known as Datenmeister, to reach product.
these technical companies. There are There's potential, but I don't think
also many technical options for a variety Watermelon handled things as well as
of system features, such as Mega Drive he did.
handling sound and various visual The numerous bugs are a problem and,
effects. overall, I think Watermelon could have
Paprium is a game that takes the best done more.
of the beat 'em up genre and takes it
all the way from this point of view and After eight years, I expect almost
in terms of gameplay everything seems perfection.
satisfactory.
There is also an arcade mode that has by Carlo N. Del Mar Pirazzini
no branched or unlockable paths.
Final thoughts
Paprium is an interesting beast. He has
some great ideas that all hard-core
NEW GAME!!!
Year: 2020
It's nice this time for productions on often been used clearly and decisively,
our beloved Commodore 64. There so much so that it is essential to
are many games that have been change to finish the adventure.
released recently, of all kinds. In this game unfortunately the change
Developed with passion and, above is not so obvious and decisive and I
all, with knowledge. A knowledge that assure you that we can continue to
was lacking in THE GOLDEN AGE of fight against the opponents even if
Home Computers. It was missing for we remain in the role of one of the
documentation, for practice or, more two protagonists, never changing.
simply, for "marketability” of the final
product. The motto of the times was That's too bad. What was supposed
quantity while now it really seems to to be a peculiarity proves to be
be quality. ineffective.
I have to admit, however, that
This Runn 'n’ Gunn is really a quality technically speaking, the game is very
product, perhaps not incisive or well done. Clean, neat graphics where
original, but well developed and everything moves smoothly on screen.
enjoyable. The two main characters The sound compartment is also very
are soldiers. They come from different nice.
special bodies and, for an experiment,
are fused into a single organism and The controls are immediate and you
use this transmutation capability to play it with pleasure. It's not very
take advantage of their diversity long, but every once in a while you're
during adventure. happy to relive it. In short, a good
platform for action, well produced
A classic adventure where you have and with a very low price.
to free the world from the usual alien
enemies and to do it best as players You can find it on the website of the
we will have the pleasure of “switching” its developer at a cost of 3 dollars
between the protagonists just during (peanuts as we say in Bologna, ndN).
the game, using different skills. Here is the site:
https://carletonhandley.itch.io/runn-
Change status. Switch from one n-gunn
particular way of fighting to another.
In many video games we have seen by Carlo N. Del Mar Pirazzini
this type of development and it has
Page 40 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
MONSTER WORLD
Developer: Westone, Hudson soft
Genre: Platform/Gdr
Platform: Sega Megadrive
NEW GAME!!!
NASTY GLUTTONS
Genre: Platform
Platform: Amiga
Good old 8-bit and 16-bit platforms top of the dream begins and will not
are experiencing a second youth these be a piece of cake!
years. Their return to the big market
is linked to the phenomenon of This is where our adventure begins.
retrogaming, which now represents The presentation is nice, with little
a very solid reality that runs parallel Smarty going to sleep cradled by the
to the world of next gen games. We litany typical of those music boxes
no longer stop to emulate the old that make a lot of "horror movies of
glories of the past, but since some the 80s”. The presentation continues
time we have witnessed the with nice graphics but above all with
increasingly constant release of new beautifully swing music, with a Sax
video games of very high quality; with that touches perfection. I start the
quality that in the past we often could game, dying systematically because
only dream of. I am analyzing and enjoying the
beautiful graphics and the spectacular
There is no exception to this Smarty sound: I read that these two
And The Nasty Gluttons, a fun platform components had already been
with troubled genesis. History tells completed in the 1990s so hats off
us that in 1992 the programming to the work carried out.
phase began, but in 1995, due to the
sharp contraction in Amiga's market Graphically it is really beautiful,
share, Avesoft's development was chromatically valid, with a good
abruptly interrupted. But not all evil parallax: we are dealing with a platform
comes to harm: with great tenacity in which the screen scrolls only to the
and determination Jouni 'Mr. Spiv right and left. The sound is spectacular,
’Korhonen and Eero Tunkelo took back the background music is made very
the code, unraveled it, improved it well, with clean sounds and beautiful
and finally finished the game. samples. FX sounds are good as well,
helping to make the game dynamic
As I prepare to upload the ADF file to optimal. The four Amiga channels are
emulator I searched for the plot they
wrote for this platform: the protagonist
of the game is Smarty, a schoolboy
whose grandfather is a brilliant
scientist, in the company of his faithful
dog Slurpy. One day Grandpa manages
to run his most ambitious invention,
the dream machine: he wants to use
it for a good intent, that is to help
those suffering from sleep disorders.
Unfortunately, the cruel Dr. Nightmare,
who entered the laboratory, steals
the machine to take himself and his
grandfather to the dream world to
gain control of people's lives. Our
little hero Smarty, after falling asleep,
is launched into a crazy dream, in
which he runs to the aid of his
grandfather, accompanied by his
faithful dog and the bizarre hat called
“Hyno Zapper”: the way to get to the
Page 42 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
» Gameplay 90%
The controls are simple, in the
tradition of "one-button"
games, so you'll quickly
become familiar with them. It
takes a bit of practice to
understand the dynamics of
bonuses but this is the beauty
of the platforms. To be
discovered during your play!
» Longevity 93%
Once you get the hang of it,
it's damn fun, free of bugs and
slowdowns. The difficulty is
well calibrated and grows with
used properly, the coexistence between center of the screen: if you are hit, the the right pace. In general, with
music and sound effects is perfect. I time will be significantly reduced. Once practice, you can manage to
start playing, at the beginning of the this beautiful interlude is finished, you
master even the hottest and
free spin: it took me a while to will move on to the upper level, with
understand that falling into the holes beautiful graphics and a new soundtrack. most critical situations of the
of the floor level I emerge from the top The game dynamics are always balanced: game. A challenge that will
of the screen. Enemies abound but we even when the screen is saturated with keep you busy without
are equipped with a rifle that fires enemies, you can always find a way
stressing your nervous system!
lightning from limited range so we must out, as long as you are fast... very fast!
always be able to eliminate enemies. From time to time I've been lucky
They are bizarre green beings, they enough to take on spectacular power-
look like a mix between a crocodile and ups, like a temporary invincibility that
some undefined animal. Once hit they allowed me to slaughter everyone
are blocked and remain frozen for a arrogantly and earn a myriad of
certain time, after which they return bonuses.
active but angrier than ever, also
changing colour and aggressiveness. The game takes us by the hand and
entices us to play it. It was a great
To proceed on our journey we need to fortune that this project was not
collect keys, to be precise five of them. abandoned in oblivion, it would not
Getting them is not so trivial, blocked have deserved to pay the duty of an
enemies can be pushed off the platforms unfavourable historical period to the
or through the bottom of the screen to sixteen bits of Commodore's house.
return in the playing area from above. For some time now the dream has
Fortunately, pushing the enemies, I become even more beautiful with the
happened to hit one of them spot on release of a truly rich Deluxe Collectors
an underlying platform and see, in Edition version: inside an A5 format
addition to various bonuses, a beautiful pack we find a floppy containing the
golden key arrive. Once you have taken game, an A4 format poster, a set of
the five keys you can proceed to the stickers, the instruction booklet and a
next session: each level is divided into distinctive gadget. As a niche genre,
five distinct areas. At the end of the retrogaming is once again a very solid
last location you enter a rather special and constantly growing reality, with an
bonus stage where you need to collect ever-widening community of players
flying hearts to accumulate extra lives. that has returned to appreciate the
Here as well we are graphically in front beauty and the atmosphere that was
of a good job and also the sound is breathed with this kind of video games,
remarkable. To complete this mission and forgive me if that is not enough.
we have a limited amount of time and
you have to pay particular attention to by Mic The Biker
the gems fired by the idol placed in the
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 43 of 55
GAME TESTING
Year: 1995
TRIGGER
Platform: Super Nintendo (1995)
– Digital channel Switch,
Nintendo DS and PC
Version: Super Nintendo
Page 44 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
» Gameplay 95%
Simple and intuitive control
system with an excellent
tutorial that will let you learn
how to move through the game
worlds.
» Longevity 90%
The basic story is short, but
the numerous quests and 13
different endings will keep you
glued to the console for quite
some time.
the most beautiful games ever made Together with Legend of Zelda for Snes,
for the 16-bit console. Not only does it represents the highest point of the
it showcase some of the most beautiful genre for Snes and beyond. Chrono
Mode-7 effects seen on the system, has made history, the subsequent Gdrs
but it also has a level of color and detail for the Sony and Dreamcast consoles
that are not present in any other SNES have resumed many game mechanics
role play. Every single area and period and dynamics.
of time has its own distinctive
appearance and really gives the game Retrieve it if you have a Snes or digital
the feeling of being even bigger than version on Switch, or if you want you
it already is. can try the HD version for Nintendo DS
and the 2018 port for PC.
Impressive details abound in every In every version it will take you for a
single area; even the characters offer walk through time on a fantastic
some extremely remarkable animations adventure.
that make them much more expressive Bard's word.
than the standard for 16-bit titles. Pure
Pixel Art! by Roberto "il Bardo" Pirazzini
NEW GAME!!!
Year: 2021
METAMORPHOSIS
Developer: Kees van Oss and
Leonardo Vettori.
Genre: Platform
Platform: ZX Spectrum
What a great game! A real gem them to the central room with the
these days. A small gem in the circles. There's a position in this
Spectrum game collection. room to drop objects into the
circles. When all 3 are in the circles,
Metamorphosis is a macabre, a teleport will appear for the next
bloody, difficult experience that level.
will keep you held to the screen.
It sounds simple in words, but I
First of all. I am almost a rookie assure you that the degree of
on Spectrum. Back in the day, I defiance of the opponents really
had a C64 and an Amstrad CPC. puts us to the test.
I've never tried Sinclair's 8-bit
computer physically. Just tested A refined product.
some emulated games. Well developed and animated and
with minimalist graphics but well
Let's just say I start as a novice animated and very gore. I love the
without prejudice of any kind. No alien protagonist of the game and
expectations. his animations.
As if turning on the small British Sound base and effects suitable
home computer for the first time for the theme.
to test the game wonderfully.
You can play with the keyboard or
How does Metamorphosis look with the help of joypads. The
to us? character moves, jumps and spits
The purpose of the game is to out his acid with the simple
survive, evolve, eat the enemy and directional cross and fire button.
get out of the claustrophobic
underground labyrinth where we
are.
» Gameplay 90%
Simple in commands but well
structured in levels and
"puzzles". Excellent overall
playability thanks to a
compelling and a macabre
gameplay!
» Longevity 85%
It doesn't forgive mistakes and
distractions... and rightly so,
but its degree of difficulty will
keep you glued to the screen.
NEW GAME!!!
Year: 2021
GRAVIBOTS
Developer: Retrosouls
Genre: Puzzle/Platform
Platform: Sega Megadrive
Version: Sega Megadrive
Page 48 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
NEW GAME!!!
GIGANTO
Developer: Pirates of zanzibar
Genre: Beat em up
Platform: Commodore 64
Page 49 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
NEW GAME!!!
NEPTUNE
Year: 2021
Editor: Phoenix Ware
Developer: C64MARK
LANDER ELITE
Music: Phaze101
Genre: Spaziale
Platform: Commodore 64
Page 50 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
» Gameplay 99%
Absolute. The dynamics of
control of the ships are
accurate. If you then add that
there is also the section of
"training" where you can
experience all kinds of landing
and all the neptunian
misfortunes... well, more than
that, I think, from the technical
point of view, it is difficult to
get. A gem.
» Longevity 90%
Forty screens and three types
of ships to pilot (with different
handling characteristics)
to pass through that always snap when ensure a really high longevity.
you do not expect it. In addition, dear Lieutenant Colonel You'll find yourself putting your
Jhonny Birillo, I confess that this hard-earned hands on it again
Well, now that I've told you the mission, Neptune Lander Elite stripped me so and again. In fact, you'll start
dear Lieutenant Colonel Jhonny Birillo, much that I actually started playing to think that forty levels are
I'm also responding to the easiest of with it and never stopped, improving not enough. You'll play it often.
his objections. Yes Neptune Lander daily and becoming, with 274,648 A space drug.
Elite is nothing more than a living tribute points, 17 extra lives embedded in hard
to two titles who have made the history mode, the world champion of this lovely
of video game entertainment. Or at title.
least one of them.
What…? Lieutenant Colonel Jhonny
We are talking about the classic Lunar Birillo, you say I'm world champion just
Lander arcade (1979, Atari) and its because no one plays with it and so,
"clone" Jupiter Lander (1981, having no competition, do I like to win
Commodore 64). The mission of paying easily?
homage (if not exceeding) these two
titles has been fully successful, so much Oh, that's good. Then let's see what
that this title has brought home the you can do! Neptune Lander Elite is
prestigious FREEZE64 GAME Of THE released free of charge on the website
YEAR 2020, the annual prize of the c64mark.itch.io (any extra donation
English fanzine/paper magazine will go to the "Centre for Computing
FREEZE64 and also other “competing” History" in Cambridge, UK) or can be
newspapers in UK are cuddling it, purchased in a "physical" version, in
acknowledging, a little late, all the cassette format, which can be ordered
success it deserves. for a few euros on the website:
www.phoenixware.co.uk
Yes because we have in front of us a
really fun, potentially eternal game Take a copy as long as you can. You
that puts the emphasis on what all of won't regret it.
us (or at least me) look for in a game
for Commodore 64 (but not only), that And have a good landing!
is, the immediate fun, the challenge of
beating the best score, in short, the by Francesco “iononsoleggere/
dear old thrill from the arcade (excluding Icannotread” Bizzini
the thrill of having the classic dealer
near who was trying to sell you the
stuff).
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 51 of 55
GAME TESTING
NEW GAME!!!
Year: 2021
INVIYYA
Editor: Poly.play
Publisher: Tigerskunk
Genre: Shoot em up
Platform: Amiga
Over the years, the Commodore system with a slight acceleration, but also
has given us a tide of shooters of all on the A500 it runs more than decently.
kinds and genres. The game is very playable and with
Some absolute masterpieces of the a good balance of difficulty.
genre such as Apydia or Banshee,
others beautiful but with serious
gameplay gaps such as Project X or
Agony (beautiful but very difficult).
» Gameplay 75%
We are not facing a
revolutionary game even if all
the elements seen in recent
years are present. But it can be
played pleasantly and has a
good difficulty level.
A fun title that will put you through a » Longevity 70%
few hours of play but will not make The six game levels will keep
you scream at the absolute miracle. you busy for a while then you
It is a game created to be played to risk leaving it inside your hard
the best of all existing Friends, in fact You can download it here: disk for quite some time before
512k and any other form of 512 kb https://tigerskunk.itch.io/inviyya playing it again.
of extra Ram (slow or fast) are enough.
Personally I recommend it on cars by Carlo N. Del Mar Pirazzini
Page 52 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
GAME TESTING
Year: 1986
XAIN'D SLEENA
Developer: Technos
Genre: Sparatutto/Platform
Platform: Arcade
Version: Arcade
A really original title I found in the sixth planet will appear on the map,
arcades was Xain'D Sleena, also known the seat of the enemy fortress.
as Solar Warrior. Its peculiarity lies
in the fact that it presents itself as a In this stage, before we trigger the
normal platform, but, between one last bomb, we have to confront all the
level and another, it turns into a classic bosses we met on previous levels.
space shooter.
At the start of the game the map of The sprites are colorful and detailed
this unknown galaxy appears with really beautiful backdrops, while
immediately and we can choose the the enemies are varied and difficult,
order of the planets to set free. Each ranging from classic aliens to even
has its own peculiarity: there is the prehistoric dinosaurs.
planet of the wild forest, the one
submerged by water, the one with a The sound section is also noteworthy
lunar landscape, the one that looks with different tracks for each level
like a desert and the one covered by and musical effects suitable for each
the lava of a volcano. phase of the game.
We have at our disposal a red armor This game has also been converted
OUR FINAL SCORE
and a laser rifle that we can enhance for several consoles such as the Atari
if we collect certain items left by some ST, Commodore 64 and Amiga.
enemies. » Gameplay 90%
In conclusion, I really recommend In Xain'D Sleena we have a
Once the planets are also set free you to rediscover Xain'D Sleena, you button to jump and one to
from the fearsome end-of-level bosses, will find a little Contra and a little shoot. But this classic game
our hero will plant a bomb and we Turrican in it, in addition to its many system is enriched by many
only have sixty seconds to get on the characteristics that make it original ingenious gimmicks that make
spaceship and leave the planet before even today. it very enjoyable even today.
it explodes.
by Querino Ialongo
At this point the developers surprise » Longevity 90%
us because, before we reach the next Like all arcades, Xain'D Sleena
planet, we have to pilot the spaceship can be finished in about 40
like a horizontal shooter and see it minutes. The initial possibility
with asteroids and enemy ships. of choosing the path, however,
makes it varied and innovative.
But surprises don't end there. In fact,
once the fifth planet is destroyed, a
SIMULATOR
Genre: Trivia
Platform: Commodore 64
We are already at the second Easter above all read and learn as much as
we spend closed at home, with possible; the questions will not be as
prohibitions and restrictions; bars, easy as the one that asks us the name
restaurants, theatres and much more of the Real Madrid stadium.
are all inaccessible. The time to play
and discover new games, present and What about gameplay? Playability
past, has never been and will never cannot be defined when only three
be restricted in any way. keys are available to answer the
question, but all this is compensated
During an afternoon like any other, I by longevity. You will not give it up
decided to have a dart game, with the until you have won at least one game
marksmanship I have in my room and or filled up with information contained
between one center and another I in the questions. If you miss the first,
thought back to all the pastimes and you will have another chance, while
entertainments that could be found from the second onwards you will
in bars and pubs. The shooting was have to think twice before pressing
one of those, although during a video the button, otherwise no gold coins!
game I had read the phrase “drinking Oh, no, sorry, this is not Jeopardy.
and darts do not mix”. But at least one drink is allowed, come
on!
Fate wanted me to discover a game,
which probably would get along with As said, the game is entirely in English
a beer, it's a quiz game... That's right! and I think a basic level is enough to
Just a game of quizzes like early understand the questions, it is not
evening tv games show that our necessary to be a mother tongue
grandmothers don't miss an episode. (fortunately), but at least of the
smallest fans of sports, cinema and
Pub Trivia Simulator takes place on music that are not so unknown
the table of a pub, but without the subjects.
nice and sly conductor as on TV, with
the possibility of choosing a series of While I am writing this review, Easter
cheerful challenging characters, of is almost over and I recommend you
both sexes. play this game at the next party and
possibly in company; it will be great
We will have at our disposal a pyramid
depicted in blocks, each with the kind
fun and a great challenge with your
friends and family. Maybe even giving
OUR FINAL SCORE
of question we decide to choose you a few small drinks as a reward
(sports, cinema, etc...) and in addition for answering all the questions » Gameplay 30%
there will also be wildcards that will correctly. Playability: options a,b,c?
make us gain the next turn without
» Longevity 90%
answering any questions. Purpose of by Daniele Brahimi You won't come off easily, not
the game? Reach the peak! To do this before winning at least one
you will have to study English since game but, no prizes or gold
the game is entirely in English and tokens!
Page 54 of 55 RETROMAGAZINE WORLDENGLISH YEAR 2 ISSUE 7
Mixed feelings Disclaimer
Recently on Facebook and other social networks, I have been noticing an
RetroMagazine World as an aperiodic
incredible increase in posts related to retrocomputing. Articles in newspapers magazine entirely ad-free is a non-profit
and magazines (also in tose not IT-oriented). I even watched a documentary project and falls off any commercial circuit.
on Netflix about retrocomputing (for the sake of the record, it received very All the published material is produced by
the respective authors and published thanks
divergent opinions...). Never before has this subject been so mainstream. to their authorization.
Francesco Fiorentini
RetroMagazine World-English
Year 2 - Issue 7 - MAY 2021
Chief Editor
Francesco Fiorentini
Managing Editor
David La Monaca
Editing Manager
Marco Pistorio
Web Managers
Giorgio Balestrieri/Flavio Soldani