RetroMagazine 07 Eng

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The author discusses his passion for retrocomputing sparked by sounds of old computers. He explores various retro machines, software, and games through RetroMagazine and YouTube. The author finds joy and nostalgia in reliving the past through retrocomputing.

The magazine discusses machines like the I.C.L. One-Per-Desk computer, PC Engine, MOS 6502 CPU, and others.

The author associates emotions like joy, nostalgia, and fond memories from his teenage years with the sounds of his old computers like the MSX and Amiga 500.

CONTENTS

"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!

May this wonderful world of retrocomputing and retrogaming


never end and continue to cheer us up, give us so many
People involved in the preparation of this issue
emotions, with an eye (or an ear) always looking forward to the
of RetroMagazine World (in no particular order):
future.
• Alberto Apostolo • Attilio Capuozzo
Alessandro Albano • Gianluca Girelli • Francesco Bizzini
• Antonino Porcino • Leonardo Miliani
• Carlo N. Del Mar Pirazzini • Querino Ialongo
• Daniele Brahimi • Roberto Del Mar Pirazzini
• Mic the Biker Novarina • Cover & graphics by
Flavio Soldani
• Francesco Fiorentini
• Revisioning &
• Takahiro Yoshioka proofreading by DLM

Page 2 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


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A bit of rarity
(rummaging here and there)

The I.C.L. One-Per-Desk computer


by Alberto Apostolo
When it appeared on the market in
1984, the One Per Desk computer
(Fig.1) represented an innovative
hybrid between a Personal
Computer and a tele-
communications terminal.

Built by International Computer


Limited, it was based on Sinclair QL
hardware and was the result of a
collaboration between Sinclair
Research and British Telecom that
began in 1983.

The same model was known as Merlin


M1800 Tonto (The Outstanding New
Telecoms Opportunity) and also as
Computerphone (at Telecom Australia
and New Zealand Post Office).

Like the Sinclair QL, it used a Motorola


68008 CPU, ZX8301/ZX8302 ULA
chip, 128KB RAM.

Unlike Sinclair QL, an Intel 8051, two


PSTN (Public Switched Telephone
Network) lines, a V.21/V.23 modem,
a TI TMS5220 speech synthesizer Fig. 1 [MC85].
(used for answering machines as in The Basic Functional Software (BFS) ARCHIVE and EASEL programs that
answering machines) were mounted operating system had no similarities ran on the Sinclair QL.
on the O.P.D. computer. to the QDos despite a subset of the
SuperBASIC Sinclair being provided. Initial orders amounted to £4.5 million
The available I/O drives were a 9 inch (1500 copies) from British Telecom
monochrome monitor (hereinafter a XChange was a suite available for and £8 million from Telecom Australia.
color monitor) and two 3.5 inch disk O.P.D., wired in ROM and for sale for
drives. £130. Made by Psion, it was similar
to the suite of QUILL, ABACUS,

Bibliography
[Wi21] retrieved in 2021/03/29 from https://en.wikipedia.org/wiki/One_Per_Desk

[MC85] MC Microcomputer n.42 Jun 1985, pag.16, https://issuu.com/adpware/docs/mc042

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 3 of 55


HARDWARE

EVERCADE - Blaze Entertainment


by Carlo Nithaiah Del Mar Pirazzini

The new portable consoles that wink at retrogaming. This


is the “new trend” that is changing the general picture
of emulation... And beyond.
Today we present Evercade of Blaze Entertainment.
This cute portable console wants to be a new interpretation
of the "walking” and old-school game.
A new way to reinterpret the game or something that
should stay on store shelves?

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

Fortunately, the emulation is good. No perceptible delay,


the framerate is solid and everything turns more than well.
You can also use the save state for progress in many games.

GAMES
Different cartridges are available and you are well over
100 games.
The complete selection can be viewed on the console
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website. Among the collections I cite some.

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.

better decisions about game formats. In some cases I


would have preferred to see porting directly from Arcade
than conversions from NES.

But there is no denying that this is an idea made by people


Atari Lynx Collection 2: Both Lynx collections are quality,
who really care about the history of games. In addition,
but this second set looks good with After Burner's aspiring
Evercade has not stopped with its first ten cartridges: for
Blue Lightning, the crucial and cruel Chips Challenge
example, some very special ones have emerged: that of
puzzle and California Games multi-challenge sports
Codemasters (including Sensible Soccer), a collection of
simulator (which Atari Lynx version is a bomb).
Worms and the 14 Indian games. According to reports,
the original arcades will also be arriving soon.
Namco Collection 1: I would have been happier with
Given the affordable price, “old-school" feel and sense
arcade ports, but the NES versions of Pac-Man, Dig Dug
of concentration, this strange laptop is an investment
and Xevious work pretty well here. In addition, there are
worth making.
eight other titles, including Battle Cars SNES racing.
You can find all the information for the console at:
Piko Interactive Collection 1: There are 20 new / old
https://www.evercade.co.uk/
titles in this Piko set, collecting the incomplete game
pieces and finishing them. Highlights include the Switchblade
In Italy instead you can take a look at Coinup Italia (which
action platform and the fast Top Racer.
I thank for the test)
Atari Collection 1: You would expect Atari VCS (Adventure)
TECHNICAL SPECIFICATIONS
successes, but it also includes fantastic Atari 7800
Screen: 4.3 inches 480 x 272
curiosities like Food Fight and extravagant sports/ Karateka
Processor: 1.2 GHz Quad-core
mash-up Ninja Golf. I particularly love the 7800 and I
RAM: 256 MB
really liked this as a set.
Connectivity: MiniHDMI output (720p)
Battery life: Up to 5 hours
VERDICT
Size: 182x85x23mm, 216g
It is true that Evercade has irregular edges. The screen
is simply OK but nothing more and you could have made
FINAL SCORE

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.

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 5 of 55


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PC ENGINE – The small/giant from the Rising Sun!


by Takahiro Yoshioka and Carlo N. Del Mar Pirazzini
Originally released by the Japanese consumer electronics
giant NEC in 1987, the PC Engine was the cartridge-based
system for the most avid players.
Designed to compete with the Nintendo Famicom, the
machine was an innovative joint venture with veteran
developer Hudson Soft, which boasted a 16-bit graphics
processor and probably the best audio chip of the time.
Released much later in the US as TurboGrafx-16, and
later again in the UK under the captivating name PC
Engine CoreGrafx, it never had the momentum to challenge
Sega or Nintendo, but its production of faithful arcade
conversions and brilliant sliding shooters ensured its cult
charm.

But let's take a look at its story.


Hudson Soft had a project: to create a new console that
did not use cartridges as a game storage medium. He
market, and with the precaution to make the console
proposed the idea to NINTENDO with whom he had an
compatible with the PAL standard.
excellent relationship. Osaka's house refused, but NEC
Three different versions of the PC Engine were released
seized the opportunity to enter the console market using
in Japan in 1989: Shuttle, CoreGrafx and SuperGrafx. The
the know-how of Hudson Soft's technicians.
latter models were distributed in France by Sodipeng,
while the Shuttle (inexpensive model not compatible with
It was released on October 30, 1987 and was considered
the CD ROM) was unsuccessful.
one of the most compact consoles ever made. The name
The SuperGrafx had to compete directly with the Nintendo
PC Engine, in addition to recalling the link with the series
console that would replace the Famicom/Nes, the Super
of personal computers produced by Nec, was chosen to
Famicom. However, in addition to being compatible with
indicate the expansion capacity of the system.
the PC Engine library, it was able to run only five exclusive
In April 1988 the PC Engine reached 1.5 million units
games.
sold, conquering the Japanese video game market. In
At the Consumer Electronics Show in 1990 Nec presented
October of the same year, the console competed with the
the TurboExpress, an incredible portable console compatible
new Sega Megadrive.
with the games of the TurboGrafx 16, enjoying some success.
In the summer of 1989, NEC marketed the console on
By 1991, however, the market was already dominated by
the US market under the name TurboGrafx 1. It was an
Nintendo and Sega. Nec tried to reduce the price of the
immediate success.
home console and even announced the launch of the
TurboDuo, a version of the TurboGrafx 16 with the built-
The American version was aesthetically different from
in CD player.
the larger, black PC Engine, but used the same type of
In 92 NEC and Hudson founded Turbo Technologies
cartridges as its Japanese counterpart. The console was
Incorporated (Tti) which was to deal with the distribution
also able to play games on CD-ROM (which was innovative
on the American market of the new platform from October
at the time) thanks to the TurboGrafx CD, the American
of the same year.
version of the external CD player CD-ROM for PC Engine.
Tti tried to reduce the price of the TurboGrafx 16, Turbo
The TurboGrafx was also released in Europe, in the UK
Express and TurboGrafx CD even further, but without success.
In 1993 NEC began working on the PC-FX, the next
console, but it turned out to be a colossal fiasco.
The PC Engine finally left the scene in 1995.
But entering the legend!

BEST FOR PC ENGINE


Here's a selection of the top five titles:

Dracula X - Castlevania Rondo of Blood


Released on CD and with a truly incredible graphics and
sound compartment, this Symphony of the Night prequel
Page 6 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7
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is considered one of the best Castelvania ever.


Technical specifications
Beautiful!
Custom 8bit CPU: HuC6280 (7.16MHz)
Video Processor: HuC6270
Snatcher Color Processor: HuC6260
Very pulp Cyberpunk graphic adventure. A little masterpiece Color Palette: 512
by Hideo Kojima. On-Screen Colors: 512 (256 for sprites, 256 for backgrounds)
Resolution 256×216
Lord of Thunder Sound: 6 stereo channels (5-bit sampling)
Graphically impressive and with compelling gameplay. Handling of 64 sprites at a time (16 colors and 32×64 maximum
One of the best shooters for the PC Engine and one of the size).
best ever. Ram: 8 Kbytes (TurboDuo = 32 Kbytes)
Video Ram: 64Kbyte 512 Kbit
Cartridge Size: 256Kbit - 20 Megabit Max. (Street Fighter 2)
AirZonk
Normally 8 Mbits
Crazy shooter fast and hilarious.
CD reading speed for Turbo CD / TurboDuo : 1x

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

Dracula X – Castlevania Rondo of Blood Snatcher

Lord of Thunder Airzonk

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 7 of 55


HARDWARE

The MOS 6502 CPU


di Leonardo Miliani
We continue our journey through the integrated circuits
that have left their mark in IT history. In this episode our
focus will be on MOS Technology's 6502 microprocessor,
one of the most popular 8-bit CPUs that has been used
in a myriad of home computers, consoles and arcade
video games between the late 1970s and the first half of
the 1980s.

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.

Fig.1 - MOS 6502 (photo by Dirk Oppelt)


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microcomputer called KIM-1 was created to allow developers


to create software for the computers that would adopt
the 6502. The KIM-1 was intended for professionals but
its relatively low cost and ease of use made it a computer
widely used by hobbyists: it was enough to connect it to
a terminal (a system composed of keyboard, screen and
accessory circuitry that dialogues with a remote processing
unit) that obtained a complete computer. Equipping it
with a video chip and integrating it into a case with a
monitor and keyboard was the logical evolution of that
system that led to the commercialization of the Commodore
PET.

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.

Not only did the company save itself from bankruptcy,


but it also started to earn a lot because the 6502 was a
huge success, being sold in thousands of units thanks to
its low price, a factor for the adoption of this CPU by many
computer manufacturers that was much more decisive
than the limited characteristics of the chip.

Fig.4 - MOS 6502, inside architecture (from


To facilitate the adoption of the CPU, an on-board
Wikimedia Commons)
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 9 of 55
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to the first 256 bytes of the memory is made using


instructions consisting of only 2 bytes, one for the op-
code of the instruction and the other for the address:
omitting the second byte normally used to compose a
16-bit address avoids further read access to the memory.
The stack also follows this philosophy. Since it is mapped
in memory on “page 1” to addresses $0100~$01FF, that
is, an address space of only 256 bytes, it also needs only
8 bits for addressing. Thanks to these choices, the number
of final transistors is only 4,000 (by comparison, the Z80
has more than twice as many).

However, there are instructions for the addition and


subtraction in BCD encoding. Binary Coded Decimal (BCD)
encoding is a number management system based on the Fig.5 - An Apple II+. Apple II models are equipped
use of 4 bits to represent a decimal digit: going from 0 with the 6502 (photo by Bilby)
to 9, you need 4 bits per digit (since 2^4=16). BCD the latter CPU also appeared in the same period and was
encoding was once used in TTL logic systems without a used for the same purposes, namely computers and game
microprocessor, where simple 7-segment displays were consoles: the Z80 has a richer set of instructions, many
used to display data, driven precisely by 4-line input internal registers, a higher working frequency but, on the
decoders. The 6502, having also been created as a solution other hand, requires more clock cycles per instruction,
for embedded systems, and the choice to support BCD a field in which the 6502 stands out where many instructions
logic was dictated by the fact that it could thus also be are executed in a couple of cycles. Obviously, just analyzing
used in such systems where the data could be shown on these factors to evaluate the efficiency of a CPU is reductive
these displays with little calculation effort. because both processors excel in certain fields and defect
in others but at the time they came out there was a
Again with a view to cost containment, an internal clock tendency to compare easily comparable elements, and
generator has been integrated that requires a single the clock value was the argument used by the supporters
phase input signal. The CPU can also handle 2 interrupt of the Z80 while the speed of execution of the instructions
levels, one maskable (IRQ) and one non-maskable (NMI). was that used by fans of the 6502.
The first one can be deactivated via software while the
second one, as the name implies, can't. There are 13 Uses and derivative processors
routing modes among which, as mentioned above, there Due to its low price 6502 was chosen by a large number
is a quick access mode to “page 0” which makes up for of hardware manufacturers for the most diverse products.
the lack of internal registers. The instructions are 56: for One of the best known isdefinitely the use in Apple
this reason the 6502 is often described as a “Restricted computers. Steve Wozniak, in fact, made his Apple I thanks
Instruction Set Computer” (RISC), which is a system with to the fact that the 6502 was put on the market at such
a limited number of instructions, although in reality a a low price. His idea had remained on paper until then
true RISC processor replaces the limited number of because the Intel 8080 and Motorola 6800 cost far more
instructions by offering a large number of internal registers, than a student like Wozniak could afford at the time. The
which the 6502 does not have. In addition, RISC systems 6502 was so important to Apple that the 1977 Apple II,
are also based on a couple of other assumptions: instructions
with a fixed length and “load/store” philosophy, that is,
to divide the instructions for loading and saving data in
memory from those that follow operations in ALU. In these
aspects the 6502 appears more like a CISC processor,
having both variable length instructions and some
mathematical instructions (type “INC”) that also modify
the memory.

The maximum clock frequency allowed by the original


6502 design is 1 MHz. Despite this apparent slowness,
the 6502 does not disappoint other CPUs, since its
designers optimized it to access memory quickly: the
6502 is in fact up to 4 times faster than the processor
that inspired it, the 6800. It also doesn't disappoint other
CPUs with higher clocks.
Fig.5 - PET 2001, first Commodore's computer
The rivalry with the Z80 is famous, if only for the fact that equipped with the 6502 (photo by Max Mustermann)
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sold in its various evolutions until 1993, continued to use


this CPU throughout its 16 years of commercialization.

Atari used the 6502 in his wide range of 8-bit computers.


The first model to use it was the 1978 Atari 400, while
the last use was on the XE series, which ended its commercial
cycle in the late 1980s. For its VCS console (later known
as 2600) it used the 6507, a cheap version of the 6502
with a package with a small number of external addressing
lines and therefore capable of handling only 4 KB of
memory, to keep production costs low.

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

Structuring old BASIC dialects with FOR-NEXT loops - part 2

by Alberto Apostolo

The papers presented about this topic (RMW 27-ITA/


05-ENG for ZX Spectrum, RMW 28-ITA/06-ENG for  REM IF
           LET A = condition
other computers) opened a debate in our readers.  REM THEN
Many interesting posts inspired me to write a sequel.            FOR F = 1 TO A
The idea of creating structures with FOR-NEXT loops was
               then_statements
essentially appreciated, despite some criticism for the
difficulties of writing programs and for the slowing down            NEXT F
 REM ELSE
of the execution speed (from 10% to about 20%).            FOR F = A TO 0
      
In BASIC versions that do not support STEP clause or do                else_statements
      
not allow "STEP 0" option, you can make a loop virtually            NEXT F
infinite by placing  REM END­IF 
FOR F = 0 TO N Fig. 1
where N = 1E+38 (or at least a very large number).
In addition, it has been highlighted that some One-Liners
handle conditional expression in the TO clause of FOR-
NEXT loops ("THEN" branch in Fig.1).

The BREAK statement


Some readers have expressed the need to have an
equivalent of the "break" command (present in the C
language) in order to exit a loop immediately.
Slavo Labsky (reader of RMW ENG) sent the Facebook
group "BASIC ON THE ZX SPECTRUM" an elegant suggestion
(Fig. 2) based on an appropriate change in the count of
FOR command. Fig. 2
Unfortunately, the idea for the ZX Spectrum may not work
on other versions of BASIC. For example, in GW-BASIC  1000 REM THIS "WHILE" STRUCTURE
the error "FOR WITHOUT NEXT" is encountered (Fig.3).  1005 REM DOESN'T WORK IN GW­BASIC
 1010 REM "FOR WITHOUT NEXT AT LINE 2010"
 1015 REM OCCURS
The CASE-WHEN structure  2000 X = 10
In Fig.4 I propose a possible solution suitable for many  2010 FOR F = 0 TO 1 STEP 0 
 2020 IF NOT(X<=30) THEN FOR F = 1 TO 0
variants of BASIC, but everyone is free to invent alternative  2030 INPUT X
solutions.  2040 PRINT X
 2050 NEXT F
 2060 STOP
Conditional expressions in arithmetic calculations
Not all variants of BASIC have the versatility of BASIC
Sinclair and it is not always permissible to write instructions Fig. 3
of the type
LET X = X + ( A$="8" AND X<= 31) Conclusions
If you are dealing with numerical variables, you can define The trick has been discovered by now.
some work functions with a DEF FN command (Fig.5) and In BASIC you can unconventionally use FOR, NEXT, GOSUB
get to write statements to eliminate the use of "GO TO" and transform
X=X+FN WAND(FN WEQ(ASC(A$),ASC("8")),FN WLE(X,31)) a BASIC version (poor of instructions) into a structured
It is advisable to apply the functions listed in Fig.5 to language.
integer variables because with floating-point variables,
unpleasant effects due to rounding may occur (in some The price to pay is greater attention in writing programs
particular cases). and endure a certain slowdown in execution.

Page 12 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


SOFTWARE

              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

BASIC in a nutshell: waves on LM80C and MSX-1


by Antonino Porcino
Recently I happened to come across a nice 1-liner program From time to time I enjoy writing small BASIC listings for
(i.e. made from a SINGLE BASIC line) for Commodore 64 this computer using one of the emulators I have created:
that creates the illusion of a swaying surface [1]. the software emulator for the browser [2], or the FPGA
implementation for MiST [3].

How can this 1-liner programme be adapted to the LM80C?


Thelatter does not have those particular PETSCII characters
used in the list. These are 8 characters whose shape is
simply a horizontal line; for each of the 8 characters the
line rises by one line:

The list below is easy to explain: using the PETSCII graphic


characters of the C64, PRINT prints a piece of the wave
that occupies 13 characters. Three waves are 13 x 3 = In the LM80C, but also on any computer that uses the
39 characters long and since the C64 screen is 40 columns TMS9918 chip, you can redefine the characters by writing
long, the missing character creates a phase shift on the to the video RAM, modifying what is called the "Pattern
next line, thus drawing inclined curves. Then scrolling Generator Table”. You can easily do this from BASIC with
the screen up creates the illusion of movement. the VPOKE command, which is identical to normal POKE
only writing to video memory instead of normal RAM. This
is because the TMS9918 chip has its own dedicated RAM,
separated from the system memory.
For simplicity I decide to redefine the graphics of the
characters “abcdefgh” (in lowercase).

In TMS9918 the "Pattern Generator Table” starts at


address 0, so the lowercase "a” graphics starts from
address 97 x 8, where 97 is the ASCII code of the "a” and
8 are the number of lines per character (the character
array is the classic 8x8).
A simple but ingenious program that aroused my curiosity,
so I told myself, how to adapt it to the LM80C? Then I write:
20 S=97*8
For those who do not know it, the LM80C is the computer
entirely created by Leonardo Miliani and presented on I then clean the 8 characters starting from the "a”, writing
the pages of this magazine in previous issues. It is based the value “0” with VPOKE:
on the Z80 processor and TMS9918 video chip; it also 30 FOR T=0 TO 64
has a powerful BASIC interpreter customized to take 40 VPOKE S+T,0
advantage of the machine's graphics and sound potential. 50 NEXT
Page 14 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7
SOFTWARE

Now I have to draw the horizontal lines of all eight


characters. I start by moving to the eighth line of the
letter "a” with
60 S=S+7

Horizontal line graphics is nothing more than the value


255, that is, all the bits on. I also notice how to move to
the next character I should do S=S+8 but I also have to
go up one line, so S=S+7.
Ultimately:
70 FOR T=0 T0 7
80 VPOKE S+T,255
If you stop it with the ESC key (which acts as A BREAK),
90 S=S+7
you can see that in the list the characters “abcdefgh”
100 NEXT
appear redefined:

Now that I've redefined the characters, I can finally write


a print loop similar to the original C64 program:
110 PRINT “aabcdefghhgefbcda”;
120 GOTO 110

Notice how I repeated “a” and “h” twice, this to arrive at


a string of 17 characters. Two strings reach 34 characters
creating a two-position offset from the 32 columns of the
LM80C screen.

Here is the complete list:

This lasts until the computer is warmly reset, either with


the PHYSICAL RESET button or with THE Basic command
of the same name (the combination CTRL+ALT+PAUSE
also applies on the emulator). I conclude this short article
by thanking Orazio Cacciola who pointed out that the
program also works for MSX-1 without too many changes;
in fact, with the LM80C they have the same video chip
and the same VPOKE command in common. In the link
[5] you will find the video running on MSX-1.

[1] Video of the original one-liner program:


https://www.youtube.com/watch?
v=0yKwJJw6Abs&ab_channel=JuhuTuubi
[2] The LM80C emulator:
Which produces the following result visible in the next image. https://nippur72.github.io/lm80c-emu
[3] FPGA implementation of the LM80C:
To appreciate the effect of the animation (not reproducible https://github.com/nippur72/LM80C_MiST
[4] Program WAVE.bas running on the emulator:
on the pages of a magazine) you can simply click on the
https://nippur72.github.io/lm80c-emu?load=prg/
link [4] of the online emulator: wave.prg
[5] Port version for MSX-1 by Orazio Cacciola:
https://nippur72.github.io/lm80c-emu?load=prg/wave.prg
https://www.youtube.com/watch?
v=_AmkKIA24Dc&ab_channel=oraziocacciola

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 15 of 55


SOFTWARE

Grapheur 1.0 - Graphs with the Amstrad CPC


by Francesco Fiorentini

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.

The software I present to you this time is called Grapheur


and was distributed in France by Micrologic and E.S.A.T.
Software. Amstrad CPC did not have much luck in Italy,
where the market was dominated by Commodore and
Sinclair, but in France and Spain this computer had a
completely different impact on the market back in the '90s.
From the Tableau menu, choose Ouvrir and build an 8-
Launch the program using the command: row table with 2 columns:
LOAD "GRAPHEUR.BAS"
Once the upload is complete and the initial splash screen
passes, we are faced with a pleasant and very professional
graphical interface. Well done!

Then the table will be displayed automatically and we


have to go to Donnee (Data) and select Saisir (Insert) to
enter the values until they are completed.

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

Page 16 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


SOFTWARE

- Space to select a menu item - Initial range: 1


- Return to confirm the value entered - Final range: 8
- ALT to enter the alternative menus (e.g. Quitter in the table)
- Quitter to exit drop down menus I click on Tracer and... drum roll... my chart is finally drawn:
Once all the data has been entered, we will enter the
column headings; then our table should look like this:

Satisfied by the result obtained, I continue to play a little


more with the menus, being able to view the legend and
Now that we have the data in our chart, we can try to duplicate the graph creating one in 2D and one in 3D:
create a chart.

From the Graphiqué menu I choose Barres, but after


populating the options and choosing Tracer to draw the
graph, an incomprehensible drawing appears. I get the
same result by choosing Histogrames... I have to admit
I'm a little frustrated by this lack of results. :- (

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.

This time in the chart options I notice a couple of entries


that remind me of something and then try to populate Grapheur can be downloaded from CPC-Power:
the entries accordingly:
https://www.cpc-power.com/index.php?
- Nr. rubrique gauche: 1 page=detail&num=13866
- No droite heading: 2
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 17 of 55
SOFTWARE

SpeedCalc 2019 - is it Excel on C64? Well, almost...


by Francesco Fiorentini

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.

Page 18 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


SOFTWARE

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.

Those who are used to working with modern spreadsheets


will have to get a little used to the new commands and
especially to the fact that they cannot change the values
already entered except by using the appropriate command
CTRL+E.
For the rest, I have to admit that after an initial struggle, Too bad, a great tool penalized by an annoying bug!
the management of the tool is, after all, straightforward.
You can copy cells, move them, and even make copies of SpeedCalc 2019 can be downloaded from:
http://cbm.ficicilar.name.tr/program/27/
them, just like you would in Excel. speedcalc-2019
The thing that struck me in the negative, and that I had
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 19 of 55
SOFTWARE

Simulating PLOT X,Y in C64 bitmap mode


by Attilio Capuozzo Founder of RetroProgramming Italia – RP Italia

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.

The Standard Bitmap Mode, also referred to as HiRes or


High Resolution Graphics, is the alternative mode to the
C64 Character Mode and involves working on a 320*200
pixel screen.
Since each pixel is encoded in 1-bit memory, it is easy to
calculate that the Graphics Page occupies 64,000 bits
of memory corresponding to 8,000 bytes (64,000/8).

So in memory we will need to allocate a space of 8K that


will necessarily correspond to the 1st half or 2nd half of
the 16K bench to which the VIC-II can access; the 16K
memory banks have been extensively explained in Attilio
Capuozzo's series of articles "How to Create Custom
Characters on the C64” published as well on Fig. 2 - Chars per row
RETROPROGRMMING ITALIA (RPI).
Our purpose is therefore to find a mathematical formula
Leaving aside the operational details of how to allocate that allows us to calculate the absolute address of the
storage space for the Bitmap (see the aforementioned byte and - within the scope of the byte found – the bit
“HiRes and ASM Graphics with C64”), let's see how we that corresponds exactly to the pixel to be turned on of
can simulate THE PLOT on the Graphics Page to “turn on” X and Y coordinates.
a single pixel of X and Y coordinates, taking into account
that the Bitmap has a horizontal resolution of 320 pixels It must be said that the calculation may appear at first
and a vertical resolution of 200 pixels (see figure). glance rather complex or otherwise cumbersome, but if
we can carefully follow the logic that leads us to the
mathematical formula everything will appear clearer to us!
We indicate with X and Y respectively the Horizontal and
Vertical coordinate of the pixel to be turned on.

We will first calculate the Vertical and Horizontal Offsets


of the byte to which we will then add the start address of
the Bitmap to find the Absolute Address of the byte.

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):

start bytes Line = RI * 320 PX = (X AND 7)

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

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 21 of 55


SOFTWARE

May the FORTH be with us - part 3


by Francesco Fiorentini

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.

Page 22 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


SOFTWARE

BASIC 10-LINER CONTEST 2021


by Alberto Apostolo

On April 10, 2021, as part of the NOMAM (Not Only


Marvelous Atari Machinery) event held annually in
Germany, the award ceremony of the "BASIC 10Liner
Contest 2021" (Fig.1) organized by Gunnar Kanold
(Fig.2) and his friends from the Homeputerium group
took place.

Homeputerium is a laboratory located within the Eider-


Treene-Schule in Friedrichstadt, Germany. In the laboratory,
students can practice with home-computers from the
1980s donated to the School.
As the name says, "BASIC 10Liner Contest" means trying
to create (documented) BASIC language program no
longer than 10 lines (in [Kan21b] you can find the link to
the rules, written in German and English).
Participations (from all over the world) were received
between February 1, 2021 (when the post appeared on
Fig. 1
Twitter) and 6:00 pm on March 27, 2021 (deadline for
admission).
The 146 programs registered for the 2021 edition have
been divided into five categories:
1) PUR-80 (games in 10 lines, max 80 chr. per line),
2) PUR-120 (games in 10 lines, max 120 chr. per line),
3) EXTREME-256 (games in 10 lines, max 256 chr. per line),
4) SCHAU (=show i.e. utility/demo/applications in 10
lines, max 256 chr. per line),
5) WILD (programs that do not respect the previous
categories).
The competition was fierce (everyone could send more
programs for the race) and a very strict jury had to do a Fig. 2
difficult job.

The HIGHLIST program


I usually follow this wise advice: participate in contests
only if you already have something that you think is
interesting (without having to invent something on purpose).
Starting from a programming exercise, I had long ago
developed a small utility for ZX Spectrum (and emulators)
that I then modified to participate in the "BASIC 10Liner
Contest".
The concurrent HIGHLIST program in the SCHAU category,
is a utility (to be used mainly as a subroutine) that displays
the BASIC program list present in the RAM of a Sinclair
ZX Spectrum highlighting BASIC tokens with a certain
color (Fig.3).
Basically, it is about accessing the system variables that
point to the beginning of the RAM segment of the program
Fig. 3
in BASIC and then patiently scroll it one byte at a time
(in Fig.4 you can find the pseudocoding written in English).
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 23 of 55
SOFTWARE

Line 9000 : Remarks

Line 9010 : Initialization of variables ls (line-start), le (line-end).


Calculation of s (program start address) and e
(program end address/variables start address)
pointed by Spectrum system variables PROG (addr. LSB-MSB 23635/6)
and VARS (addr. LSB-MSB 23627/8).
Set foreground and background default colors.
Begin main n-loop.

Line 9020 : Initialization of a$, needed to store a line of BASIC program.


Each line of BASIC program has the form:
- Line number : 2 bytes (HSB,LSB)
- Length text included ENTER : 2 bytes (LSB,HSB)
- Text : 1 or more bytes
- ENTER : 1 byte.
Calculation of q (line number) and w (length text).
Increase of n by 3.

Line 9030 : If q greater than ls then "break;" the n-loop (by means of that "weird" FOR)
(the limit value has been exceeded)

Line 9040 : If q greater or equal ls then initialize a$ with q (converted in


string and justified right when q < 1000).

Line 9050 : Begin "Parsing Text" m-loop (performed if a$ is not empty).


Store in z the content of memory cell addressed by n+m.
Choose a color for the BASIC token (black for other characters):
- Magenta for functions (coded from 165 to 194)
- Red for binary operators (coded from 195 to 201)
- Blue for commands (coded from 202 to 255)
- Green for REM (coded 234).

Lines 9060-9070: Deploy of a kind of "CASE-WHEN" ("weird" FOR even here):


CASE WHEN z>164 THEN add a colored BASIC token (coded z) to a$
(chr 16 represents INK control, chr in variabile c
represents a color,
chr 0 represents black, the foreground default color)
WHEN z=14 THEN skip next 5 bytes after a numeric literal
( chr 14 is a delimiter)
WHEN z=13 then print a$ on screen
ELSE add the character (coded z) to a$
END-CASE.
End of m-loop.

Line 9080 : Increase of n by w (length of text).


End of main n-loop.
Restore background and foreground default colors.
End of utility.

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).

Winners of the 2021 edition


The results are published in [Kan21c] and the programs
can be downloaded from the site indicated in [Kan21d].
In PUR-80 category he won with 8.36 points "Moon
Landing" written by RAX for Oric Atmos (Fig.5).
In PUR-120 category he won with 8.67 "Noxious" points Fig. 5
by Victor "Vitoco" Parada written in Fast BASIC 4.5.2 for
Atari 800 XL/XE (or emulators) (Fig.6).

Page 24 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


SOFTWARE

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,

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 25 of 55


SOFTWARE

An introduction to Hollywood - Part 4


by Gianluca Girelli

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.

Source: https://it.wikipedia.org/wiki/Screen_tearing Scene demo:


Double buffer by any means. A lot of custom graphics have
to be drawn. This is a classical double buffer case.

While the use of layers and the difference between hardware


and software sprites will be explored in later tutorials,
the scope of this article is to delve into the advantages
of double buffering. This animation technique uses two
different memory areas (hence the name) to store game
graphics (or program in general). The graphic scene is
composed entirely in the area called the "back buffer"
and, only when the entire rendering cycle has been
completed, it is transferred into the graphic memory
("the front buffer") and then displayed on the screen. In

Page 26 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


SOFTWARE

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.

Ideally, the render loop should be contained in a dedicated


routine, so you can change or refine it without having to
modify all of the main code. This time, however, given the
simplicity and purpose of this tutorial, we have inserted
the rendering part directly into it. Note the use of the
"Flip" statement right at the beginning of the routine: it
has the task of immediately pouring the contents of the
back buffer into the front buffer without interruptions
that would result in tearing or flickering.

The "Flip" statement only works if previously activated


with the "BeginDoubleBuffer" statement, as reported in
the main code on the following pages. Technically, when
forms the components of our writing. The code’s author you don’t need the double buffer any longer, the
(Andreas Falkenhahn) chose to compose a table of 12x3 "EndDoubleBuffer" statement should also be used to
characters (containing the capital letters of the alphabet, terminate double buffering in the current display, but for
the numbers from 0 to 9 and a little punctuation) within our purposes this is not necessary.
which each character has a size of 14x14 pixels.
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
What happens in the code is this: Next
- The p_InitText() function initializes the text by comparing DisplayBrush(2, 0, 0)   ; display planet
the characters that make up the writing to be displayed /* Update parameters for new x position */
on the screen (string "TE$") with a reference string DIS = DIS ­ 3
("SCN$"). If DIS = 0
Then, the x and y coordinates of the letters that make up DIS = 18
the writing, with reference to their position within POS = POS + 1
"chars.png", are saved in a vector ("chars[k]"); TEX = Wrap(TEX + 1, 0, TL)
- A star field (p_InitStarfield() function) is build by creating EndIf
an array of records whose elements contain: the position /* Render scroll text! */

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 27 of 55


SOFTWARE

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

Page 28 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


SOFTWARE

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

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 29 of 55


EMULATORI

Emulators: DOSBox ver. 0.74-3


by Francesco Fiorentini

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.

DOSBox is a CPU emulator and not a simple additional


layer, it does not need to be run on x86 machines, thus
being independent of the hardware on which it is run.
Although once executed it seems to be in front of the dear
old DOS, only a limited set of commands have been Fig. 1 - DOSBox command in directory Z:
implemented, but enough to run programs.
Where to start
Where to find it Once you start DOSBox, you will be faced with a Z:>
DOSBox can be downloaded from: directory. This is the DOSBox default directory that contains
http://www.dosbox.com/ the basic commands (see fig. 2) to run all the subsequent
At the time of writing, the current version is 0.74-3. DOS programs that we will install.
The first thing we need to do is create a directory in our
On the DOSBox.com site you can also find all the information real drive, for example C:\DOSGAMES and mount it in
you need to run, configure and use DOSBox in the best DOSBox using THE MOUNT command:
possible way: you can then find a manual: MOUNT c: c:\DOSGAMES
https://www.dosbox.com/DOSBoxManual.html
This instructed DOSBox to use our C:\DOSGAMES directory
as the root of its C: disk. Obviously all the subdirectories
that we will create in DOSGAMES will be displayed by
DOSBox and we can use them accordingly.

If you look closely at Fig. 1, you will notice that my DOSBox


has already mounted two directories at startup. One
dedicated to C: games and one dedicated to D: applications.
If you want to do the same, you can copy my simple
configuration. The first thing you need to do is locate the
DOSBox configuration file. Obviously this is stored in
different places depending on your guest OS. Fortunately,
Fig. 1 - DOSBox started with mouted directories

Page 30 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


EMULATORI

the DOSBox manual helps us:


Technical Features
(Windows) "Start/WinLogo Menu"->"All Programs"-
>DOSBox-0.74-3->Options DOSBox is able to emulate the following hardware.
CPU, almost complete emulation of
(Linux) ~/.dosbox/dosbox-0.74-3.conf - 80286
(MAC OS X) "~/Library/Preferences/DOSBox 0.74-3 - 80386
- 80387
Preferences"
Graphic support:
- Text mode
Once you find the conf file, open it with an editor and add - Hercules
the following lines to the bottom of the file: - CGA
- EGA
@ECHO OFF
- VGA
mount c c:\dosbox\games - VESA
- Tandy
mount d c:\dosbox\apps
- S3 Trio 64
ECHO --------------------------------------------------------
ECHO C:\ the games directory - mapped to c: Sound Support:
- Internal speaker/Buzzer
\dosbox\games - Creative CMS/Gameblaster
ECHO D:\ the app directory - mapped to c:\dosbox\apps - Tandy 3 voices
- Tandy DAC
ECHO -------------------------------------------------------- - Adlib
c: - SoundBlaster 16
- SoundBlaster Pro I & II
Replace c:\dosbox\games and c:\dosbox\games with - SoundBlaster I & II
directories of your choice. Restart DOSBox et voilá! - Disney Sound Source and Covox Speech Thing
- Gravis Ultrasound
If you check the AUTOEXEC.BAT file in the Z: directory,
- MPU-401
you will notice that these lines are added to this file.
Additional Hardware:
- DOSBox can emulate a nullmodem serial cable over
How it works network and Internet and the TCP/IP and Tuneling IPX
So far everything is very nice and interesting, but does it protocols.

work well? Of course it does! I copied the 007 License to


Kill game to the c:\dosbox\games\bond directory. Once I copied the DBaseIII PLus directory into the App folder:
DOSBox started, I went to the c:\bond directory and ran C:\DOSBOX\APPS\dbase3 and once I started DOSBox I
the bond.com file. The game started at the first shot, just went to the D:\dbase3 disk and launched the dbase.exe
like it was played on a real DOS machine. file. The DBASE III Plus program ver. 1.1 left immediately
doing his duty.
After a brief presentation we move on to the real game
and this also works perfectly. The function keys are
correctly mapped and the sound is present and emulated
correctly.

Obviously, you can use DOS applications in the same way.

If you've never tried it, do it! A world of opportunity will


open up for you. For our part, we will give more and more
space to the DOS; it deserves it!

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 31 of 55


RETROHISTORY

KICK OFF 2: when the football is protagonist


by Mic the Biker Novarina
Hello friends of RetroMagazine World, in issue number 6 by Dino Dini in 1989 and published by Anco for Amiga
our brave Edoardo Ullo delighted us with a splendid and Atari ST, and obviously also on the eight-bit platforms
comparison between the two football giants who dominated such as the Breadbin, the Zx Spectrum and console. But
who was this unknown author who suddenly came to
the scenes during the ‘80s and in the first half of the ‘90s:
Sensible Soccer and the Kick Off series. Now it’s my turn disrupt the world of video games of that period? Dini is
to pay my personal and proper tribute to Kick Off 2, the an Anglo-Saxon programmer of clear Italian origins who
football game that, for me, took the computer football at the age of 13 created his first video game for the Acorn
game to a higher level. Take a deep breath, tie your boots System 1 microcomputer. It was an eight-bit microcomputer
and keep an eye on that ball, because this time it is the from the late 1970s designed by a woman, a case that I
absolute protagonist. Let's start with our trusty DeLorean think was more unique than rare, especially in those years.
and set the date back to 1990: in that year a game The good Dino continued his journey by creating games
appeared that was the asteroid decreasing the extinction that were published by the English publisher Bee Bug.
of a certain type of video game of football: that name is This helped to showcase him so much that in 1989 the
Kick Off. A cataclysm of biblical proportions that gave risevideo game publisher Anco contacted him. The idea was
to a new way of interpreting football managed by joysticks clear, namely to create a new football video game. This
and buttons. is how Dini realized what he had in mind for a long time,
namely a football game that looked very arcade but at
Those like me who did all the entire path starting with the same time realistic. But how could you do something
International Soccer for C64, saw the football games go like that? First of all, starting from the bird 's-eye view,
great, both at home and with the arcades. The good the only one that could ensure consistent proportions
Andrew B. Spencer wrote one of the monuments of the between the field and the players, and then thinking about
ball in the form of bits, the classic side-view game where the real protagonist of the football game: no player on
the only options were the color of the jerseys and whether duty nor the legendary champion of the past but the ball.
to play in one or two. The years passed and as the members That's how the legend was born. Not the "big name"
of the Band of Borgo San Paolo began to join in company, international soccer or the "champion" football. Simply
the first computers began to appear. Obviously among Kick Off, kick-off football: no name was more suitable.
the first games there was that primordial kick, where you
could go from side to side of the field with the ball glued Here we leave for another universe, dear readers, here
to your head. The game of the ball for almost everyone we interpret the game of football as faithfully as possible
was, at least for a period of life, synonymous with but in the most unthinkable way. Think about your football
aggregation and its video game transpositions were no experiences for a moment: run on the field and the first
less. We met there and we challenged ourselves. It was thing you do is throw the damn ball half a meter ahead
like a great ritual: we met and each of us pulled his own of your foot. This is what the revolution is all about: the
personal Joystick out of the backpack. It didn't matter if ball won't stick comfortably to the feet of our little men.
the host had thousands of them scattered around the
room, everyone had his own. Epic challenges began,
games that are still subject to remembrance today, more
than 30 years later. They have become stories, those that
were all told in a circle in front of the fire: this is how the
oral story becomes myth, it becomes legend.

To understand Kick Off, this brief excursion was necessary,


because the football game in question was the end and
the beginning of everything and to understand what the
second chapter was, it is necessary to explain the first
one. Kick Off is the first video game in the series created

Page 32 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


RETROHISTORY

chapter and elevates it even further towards simulated


football, while maintaining a speed of execution that even
the most acclaimed arcade could not guarantee. Within
a year Dino Dini had created something that even the
arcades envied: he had created THE football game. Kick
Off 2 was released in 1990 by Anco for Amiga, Amstrad
CPC, Atari ST, Commodore 64, MS-DOS, ZX Spectrum
and other platforms.

The game maintains the basic structure of the previous


title by introducing many detailed improvements. The
view always remains from above, the graphics are slightly
We will have to chase her, maintain control and fight with
more defined and the ball management reaches absolute
the opponents to get to the penalty area. I said at the
levels. Here the dribbling method is scientific, even more
beginning that here the ball is the real protagonist: you
than in the first episode. As in it, it consists in hooking
see it moving away from the shoe and it always seems to
the ball by pressing the button and then determining the
be too far away. It assumes trajectories totally contrary
rotation of the joystick to unload the passage, which will
to the player's positioning.
be carried out only when it is released. But here precision
becomes a weapon, the mental speed required is elevated
To master Kick Off it is necessary to deepen the concept
to yet another power: the gameplay is now even faster
of reverse reasoning: you must reason backwards with
and tighter. There is no breath, you fly from one part of
respect to any football game released until that day. First
the field to the other while our players put team tactics
the lever was used to move the player and then, pressing
into practice. Yeah, here's the math problem from before.
the button, a step or a throw was made. Here, forget
Kick Off 2 reaches the level of legend thanks to the tactical
everything: to make a pass you have to keep pressed
compartment that opened an almost infinite number of
when the ball is away from the foot. Doing so, once the
scenarios. It was the heart of Player Manager that beat
ball is reached, the player stops, can rotate on himself
hard, you could feel it, you could touch it with your hand
and, at the time of release, makes the pass. The good
during the game. The leap in quality between the first
Dino Dini had thrown the glove, a challenge that only he
and second chapters was staggering. You become a
was able to take up. Before we go any further, let's go
strategist, you can adapt the movement of each player
back to school. I play the teacher part and you play the
according to the strategy applied during the training on
student part. But you, dear readers, are the best students
the pitch. The world of strategies and tactics opens up:
ever, so I already know that my question will be trivial.
in addition to the basic ones, they can be built ad-hoc by
Let's open the math book on page 10, there is a small
importing them from Player Manager. A madhouse, my
problem to solve: Dino has Kick Off and Dini has Player
friends, I can assure you. Once you have mastered the
Manager (another of his masterpieces). What happens if
control system you start to see the basic patterns and
the two guys put the two together? Everybody with your
there is already enough stuff to make modern football
hands up! I knew you were the best. You don't need any
games go directly in the pocket. And since now without
teachers. The answer is only one: Kick Off 2.
a thousand combinations of buttons you don't even have
one that is better...
Kick Off 2 maintains the formula of the previous football

In Kick Off 2 you have to think with at least one step ahead,


otherwise you don't even hold the ball. The high view
allows a great glimpse and the radar here is really needed,
it's not a graphic detail put there because you have to
have it. The glance confirmed that, based on our pattern,
the player would soon run exactly where in two steps we
would place the ball. We of the Band of Borgo San Paolo
were totally crazy about this game.
In the backpack together with the Joystick you would
surely have found the inevitable floppy with the custom
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 33 of 55
RETROHISTORY

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.

In the game we also find wind intensity and salvageable


replays to elevate our ego to the highest levels. And for
the first time the referee has a precise connotation, it is
no longer a mere detail. The black jackets (the referees)
have their own specific characteristics: we will have broad-
sleeved referees, with whom practically anything can be
done. Then there are balanced referees and very strict
referees who will whistle foul at every tackle and red tags
will be the rule. The Kick Off saga has entered the legend
and it is still common practice today to beat an "angalo
kick" or take a well-deserved "gaillo card" (very famous
translation errors in Kick Off - Note by the translator),
because in these cases even the wrong translations
assume epic connotations. In that 1990 I signed up for
Page 34 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7
RETROHISTORY

The Last Ninja: legends never die!


by Mic the Biker Novarina
In order to better frame what you are about to read, it is
necessary to start from a premise that I believe is important:
for me, the game in question is the most beautiful game
ever played. I know the second chapter is even better,
but the first chapter is like the first love. The reason is
always the same, i.e. the “lived” factor. I still remember
how I discovered this game: a classmate of mine, who
always reads our articles, invited me to his house to do
homework. As usual this practice was completed in half
an hour because there was a new game to try. He had the
C128 and put on this anonymous copied cassette, strictly
taken from Americans Games, a historic store located in
Via Sacchi in Turin.

The loading screen had already bewitched me: those two


eyes staring at me as the colored lines of the loader ran
marked my existence forever. At that time the loading
times from cassette varied from long to titanic but it was
not a problem: we chatted with the friend next door, it
was our way of being social. Once the upload was complete,
an isometric screen appeared in which we could see the
character, at the bottom a power bar and a space for the
weapon. On the side is an enemy power bar and space
for using and holding. Okay, what do we do? The first half
hour we spend understanding that to go straight, in an my C64 and press play on tape. I remember perfectly
isometric sense, you have to go diagonally. And beware, well that I had dinner in about 6 minutes at 6.30 p.m. and
this is not trivial: to continue the game is essential. The then slid into the room. It was good times when we weren't
afternoon was flying between a “Pass the joy to me, keep weighed down by the long cassette loads: now if we don't
it yourself, let me try, try yourself” and in the end we knew have everything ready we immediately lose patience and
how to go straight, make flips and kick and punch. I bet start (but not me...) criticizing. Long uploads often featured
a lot of people find it incredible to be able to make such loaders that were authentic masterpieces. The coloured
a wide range of movements with just one button, but back lines were almost hypnotic, shielded by sublime graphics
in time things worked better. were the protagonists and often accompanied by music
of incredible level. Especially those minutes gave us time
It was time to go home, but not without getting a copy to think. To what? Well, everyone had their own business,
of the tape in question. The bus ride on the legendary 64 age was teenage, so it could be the classmate we liked,
never seemed to end. I just wanted to go home, turn on or the thought of the class assignment the next day. A
task for which we had studied only half an hour short due
to the "fault” of the new video game. Loading finished,
we're going! We are on the island of Lì Fen and we will
have to guide Armakuni to the palace of shogun Kunitoki,
the bad guy on duty: we already know how to move so
we start the exploration phase.

Last ninja is a special game, a small big revolution in


1987. It's isometric, there's action, and there's adventure.
You have to defeat enemies and on the way you find

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 35 of 55


RETROHISTORY

collision of the main sprite with the bottom in the parts


where you have to jump precisely. It was initially stressful
to see the character sink into some river while standing
on a rock! All that remained was to try and find a sequence
of jumps without caring about the position of the stones.
And what about the thousands of thousands trials of
acrobatics to pass the dragon spitting fire and then
discovering that he had to be sent to sleep!

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

Page 36 of 55 RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7


RETROHISTORY

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.

Game cassette (image courtesy gamebox64.com)


RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 37 of 55
GAME PREVIEW

NEW GAME!!!

Year: 2020

PAPRIUM Editor: Watermelon


Genre: Beat ‘em up
Platform: Sega Megadrive

Eight years is a long time. Endless time.


And it was precisely eight long years
that employed Watermelon's “brats”
to release their PAPRIUM.
Is the wait worth all this time?

Let's start by noting that the game


does not work on some Megadrive
systems, in particular on “clones”. A
choice made by the developers.
The game comes to you rich. Excellent
packaging with a good manual and a
strange condom-shaped packaging
that contains the cartridge to be
inserted into the slot.

When you turn on the system, you'll


find a weird mini-game with a
minimalist design that will require
you to turn the system off and back
on to play the real game. But why is But if the idea of being the boss
that? temporarily seems strange to you,
Paprium's rescue capabilities are
Game Overview decidedly bizarre. For example, if we
The game is a classic scrolling hit, upload a save of a certain location,
with three characters that can be we will find ourselves thrown elsewhere
selected immediately and three others in the layer. Crazy!!! A disconcerting
that can be unlocked later in the game. choice, and I wonder again: Why?
Each character is different from the It seems like "controlling” the players
other and this makes the game itself by the developers. If we think about
a touch of originality. this, along with the fakeout of the
One of the interesting and unusual mini-game, the choice to become
aspects of the game is the blue pill
(yes, you understand correctly.. "that”
blue pill! NdN) that you can swallow
during the session to boost your
moves, but that could cause some
“particular” side effects. Unusual
gimmick but a nice touch to distinguish
the game from others of the same
kind and, I must admit, it works in its
absurdity.
There is a "Story” version that winds
through paths and that will also affect
how the game ends. The oddity in this
case is that once we defeat the boss
of an area, we can become the boss
ourselves and consequently get out
of the game. An interesting but perhaps
undeveloped dynamic (or maybe yes?
These Watermelons are weird. NdN).

Page 38 of 55 RETROMAGAZINE WORLD­ENGLISH YEAR 2 ­ ISSUE 7
GAME TESTING

OUR FINAL SCORE

» 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.

However, the game also has some rather


annoying bugs. The strike detection
system is inaccurate and at some points
this becomes frustrating.
In terms of longevity, we're in the middle
of something. It's not very long, but
it's a lot of fun playing with a friend.

Final thoughts
Paprium is an interesting beast. He has
some great ideas that all hard-core

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 39 of 55


GAME TESTING

NEW GAME!!!

Year: 2020

RUNN ‘N’ GUNN Developer: Carleton Handley


Genre: Action/platform
Platform: Commodore 64

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

OUR FINAL SCORE


» Gameplay 75%
Functional in controls and
playable. Unfortunately the
transformation does not affect
the performance within the
game...
» Longevity 70%
It lasts a short, very short
time... and it's not difficult...
however, a game every now
and then is gladly done. It
costs only 3 dollars.

Page 40 of 55 RETROMAGAZINE WORLD­ENGLISH YEAR 2 ­ ISSUE 7
GAME TESTING

WONDER BOY IN Year: 1991


Editor: Sega

MONSTER WORLD
Developer: Westone, Hudson soft
Genre: Platform/Gdr
Platform: Sega Megadrive

Wonder Boy in Monster World is a 2D effects.


adventure with some nuances of role- Compared to its wonderful and
playing and lots of charm. innovative predecessor (Dragon's
Known in Japan as Wonder Boy V: Trap) we will not be able to transform
Monster World III, it was born as a ourselves into anthropomorphic
classic a 2D action adventure originally animals to increase our skills, but to
released in 1991 for Sega Megadrive access certain areas we will have to
In the game, which is the sequel to collect some specific objects that will
Dragon's Trap (which we reviewed in allow us to overcome them. It's a
the number 24 Italian and 2 Uk), we 1991 game and how does it withstand
will assume the role of a warrior named the impact of time?
Shion. Your task will be to clear the The technical sector really very well
Monster World of numerous enemies with beautiful graphics even after all
and discover its secrets. these years. The backdrops are just
Much of what we will do involves as gorgeous as the animations and
jumping across platforms and attacking character characterization. Also
enemies with a sword as in any other beautiful is the soundtrack that will
side-scrolling action game, but the accompany us in quest.
game also has some role-playing I remember that in the Italian
nuances, such as the ability to travel magazines of the time the game
between areas freely with the aim of received incredible praise and grades
collecting weapons and objects that that exceeded 90. Today the game is
will make us more powerful. still very playable and enjoyable but
Nothing to shout at the "MOST perhaps not as profound as we
INNOVATIVE PRODUCT ON THE remembered it as children.
PLANET”, but with its well-designed However, it is a pleasant game to play
levels, with its demanding Boss and on your Megadrive or in the numerous
with graphics and audio that emanate editions that have come out over the
a sort of “cartoonic” charm this Wonder years (it has seen the light from the
Boy turns out to be very, very pleasant. Nintendo virtual console to the
Playstation).
The Monster World consists of six
interconnected lands, each containing by Roberto “Il Bardo” Pirazzini
a village, several dungeons and an OUR FINAL SCORE
end-of-level “Huge” Boss (see
accompanying photos to believe, ndN).
» Gameplay 85%
Shion's Stamina and abilities will You will play with pleasure and
increase during the game as traditional it is quite easy to learn. Vary
in the Wonder Boy saga. We will collect and exploratory.
hearts to increase Stamina, we will
be able to purchase different swords » Longevity 70%
It's not that complex. It will
and armor that will allow us to increase
take you about six hours to
our attack and defense values, and complete it.
access some spells that have different

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 41 of 55


GAME PREVIEW

NEW GAME!!!

SMARTY AND THE Year: 2020


Developer: Eero Tunkelo

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

OUR FINAL SCORE

» 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

CHRONO Editor: Square


Developer: Square
Genre: RPG

TRIGGER
Platform: Super Nintendo (1995)
– Digital channel Switch,
Nintendo DS and PC
Version: Super Nintendo

One of the greatest role-playing this and to 13 different endings due


experiences ever created to the choices you will make during
the game.
Immediately after its release on Super
Nintendo in 1995, Chrono Trigger The protagonist of the game is Crono
quickly became one of the most unique who together with his adventure
and impressive role-playing games companions (up to 7 characters in
of its time. the party) will have the task of saving
his world from the evil alien Lavos.
Not only was it developed by the
Dream Team of video game developers Some classic RPG elements such as
(Hironobu Sakaguchi creator of the the evolution of parameters,
Final Fantasy saga, Yuji Hori creator armaments and magic contrasts with
of the Dragon Quest saga, Akira a different style of combat that, while
Toriyama as designer of the characters maintaining turns at the Final Fantasy,
creator of the Dragon Ball saga, will allow us to make the most of the
Yasunori Matsuda and Nobuo Uematsu positioning of our heroes on the
fathers of Final Fantasy to music and battlefield so as to create more
Masao Kato of Final Fantasy VII) but powerful blows and combos that will
it turned out to the mid-1990s gamer involve even 2 elements of the party
crowd as a refined product like few in the attack.
other titles of the time.
Time travel also plays an important
Released towards the end of the role in the game and makes the
console life cycle, it has become one narrative flow engaging and unique.
of the most beloved role-playing
games for this system and is still Graphically, Chrono Trigger is one of
remembered today as a timeless
unique success.

All in a 32 megabit cartridge that was


supported by an additional Ram
memory powered by a dedicated
battery dedicated to saving.

During the development (rather long


and created in the middle between
Japan and the USA) the game
presented an even more articulated
and infinitely longer plot, but the
limits given by the Snes, by the exit
times and some inconveniences of
the route, brought some cuts. This
translated into an average duration
that was not very high, but at the
same time gave rise to many under

Page 44 of 55 RETROMAGAZINE WORLD­ENGLISH YEAR 2 ­ ISSUE 7
GAME TESTING

OUR FINAL SCORE

» 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

Square has always had a talent for


bringing some of the best soundtracks
into their role-playing games, but
they've really outdone themselves with
the soundtrack in Chrono Trigger. He
has one of the most beautiful music
you've ever heard in a video game.
From softer ballads to battle melodies
to rhythm, there's so much acoustic
intensity throughout the game.

Each piece composed for each area


brings a distinctive mood that always
seems to adapt perfectly to the scene.
In truth, a mediocre track is not included
and music keeps getting better and
better as you progress through the
game.

Chrono Trigger is one of the


unforgettable experiences you've never
seen on a console.
RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 45 of 55
GAME TESTING

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.

We're not the good guys, we're


not the bad guys... we're part of
the hive.
We'll have to fight our opponents
by eating them. Once eaten we
will evolve into a higher, more
resilient and more lifelike form.

This will allow us to explore


labyrinth caves and solve all
puzzles.
In order to get out of the cave we
have to collect three round icons
with our character drawn and take
Page 46 of 55 RETROMAGAZINE WORLD­ENGLISH YEAR 2 ­ ISSUE 7
GAME TESTING

OUR FINAL SCORE

» 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.

Simple, immediate and fun. to give body to claustrophobic and


disturbing tunes. Well done!
I found the levels well structured
and with a degree of challenge neverDownload it and support the
too punitive but that does not allowdevelopment team with a small
carelessness. donation, it's worth it.
A long-lasting and enjoyable game You can find the game here:
you should try. https://ennl-team.itch.io/
metamorphosis?fbclid=IwAR0rRcn-
Not having a Spectrum “real sMC0-
hardware” I tested the game with 4KxNPZQWkIyNj6ZV6GZZskzO0ppDL
the Speccy 5.4 emulator and it ran xBBRjRfBvgGON8R1E
properly. And if you have 128KB of
RAM you can listen to a really Have fun!
excellent music, so a big praise to
the audio team that has been able by Carlo N. Del Mar Pirazzini

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 47 of 55


GAME TESTING

NEW GAME!!!

Year: 2021

GRAVIBOTS
Developer: Retrosouls
Genre: Puzzle/Platform
Platform: Sega Megadrive
Version: Sega Megadrive

“The purpose of the experiments in The purpose of the game is to eliminate


the laboratory chambers was to study enemies by positioning gravitational
the nature of gravitational fields. traps with which we can modify their
As a result of numerous experiments, path of movement, making it easier
a universal bot has been created that for us.
can easily change the local
gravitational field. Put this way it seems simple, but it
takes a lot of practice to be able to
After closing the research program, overcome the levels (and different
we now have a problem: you need to patience! ed. Nith).
dispose of old robots roaming in the
experimental room. Graphically colorful and animated
really well, the game really lets itself
Your job is to drive the latest model be played with pleasure and presents
of the gravibot, clearing all the old a degree of gradual challenge really
robot rooms using abandoned and well done.
forgotten gravitational traps.” OUR FINAL SCORE
Mention should be made of the very
arcade soundtrack that recalls Dizzy's
games.
» Gameplay 80%
The game runs well on emulator or Simple and fun. Well developed
real hardware if equipped with puzzles.
everdrive cartridge or similar.

A pleasant game therefore that I » Longevity 75%


This is what the Retrosouls guys tell recommend. You can find it here: Difficult but never exhausting.
us on their website and it is the story https://retrosouls.itch.io/ A game that will keep you
we will face playing this Gravibots, a gravibots16bit glued to the joypad.
colorful homebrew totally free for
Sega Megadrive. by Carlo N. Del Mar Pirazzini

Page 48 of 55 RETROMAGAZINE WORLD­ENGLISH YEAR 2 ­ ISSUE 7
GAME TESTING

NEW GAME!!!

MONSTRO Year: 2021


Editor: RGCD

GIGANTO
Developer: Pirates of zanzibar
Genre: Beat em up
Platform: Commodore 64

Long live the pirates! Long live the


pirates of Zanzabar! W Mojo, JoJo,
Gorgo and EyeEye!
Giant Monster is the beat em up you
never expected on C64 in the glorious
80/90’s.
Masterfully programmed by that
genius Antonia Savona, by Lobo and
with the fantastic music and audio
digitizations by Aldo Chiummo.
It is a classic fixed screen beat’ em
The pack contains the C64 cartridge,
up with 5 monsters to select (4 already
an 18-page manual with the origins
available and 1 to unlock), each with
comic book inside, a set of four pins,
its own skills and moves (fists, heads,
a postcard and an adhesive. All for
bites).
£35 (you can buy it here:
The graphics are entirely made of
https://rgcd.bigcartel.com/product/
PETSCII, a variant of the ASCII
monstro-giganto-commodore-64).
encoding system used in Commodore
If you don't have an “original” C64
computers since 1977, and move
incredibly. Super animated, super
fluid and really very fun to watch.
Characters are really well
characterized, with a custom set of
moves, a personal sound intro and
graphics, and their own AI (which
works really well).

the game is also available in digital


version and works on easyflash or
similar (Ef version) and in digital
version for emulators or TheC64 (and
you can find it here: https://pirates-
of-zanzibar.itch.io/monstro-giganto).
What else to say... don't miss it.
OUR FINAL SCORE
by Takahiro Yoshioka and Carlo N.
And what about the sound
Del Mar Pirazzini
compartment. Amazing digitized audio
with a speech that will do wonders » Gameplay 90%
on the c64 SID and a perfect Fast and fun control system,
soundtrack. custom move set and fun
A fun game in double, fun in single implementation of fatigue
and with the Origin tales, functionality during combat.
that can be unlocked with the story
narrated in the voice of each monster. » Longevity 90%
The combat system with the Fun in single, fun in doubles....
implementation of fatigue during The Origin Tales is fun too!.
combat is very interesting. You'll play it again and again.
The game was released in a physical
version with incredible packaging.

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

Come here, Doc. Doc, come here! More coworkers.


to the right. No, I don't give a s**t!
To the right! So, give yourselves a hell of a
restraint... inside your belly, outside
And of course you're going to crash, your chest and look up, if nothing else
terribly, but it's going to be the greatest because you have to observe and
crash of your life, believe me. And do calculate (quickly) where you want
you know why you're crashing into to land.
that rock on the planet of Neptune? In fact, for each of the 40 screens,
you will be given an average of three
Because Neptune has never taught opportunities.
you to drive well in the absence of
gravity, GOATS! (Neptune, in italian The more you dare the dangerous
Nettuno, sounds like nobody, landing, the less reachable the
nessuno… - Note by the translator). platform, the more you multiply the
Okay, if you've survived this beautiful, points.
hilarious joke that opens the long-
awaited review of award-winning Yeah, but what points? Right question,
Neptune Lander Elite and you haven't Lieutenant Colonel Jhonny Birillo, you
thought about waiting for us outside may sit down, please. Basically the
the newsroom to beat the crap out of points are calculated on how much
us, you deserve to be able to get into gasoline (yes the one that made
the floating world of the latest creature Jovanotti (...an italian singer) turn
of programmer C64 Mark and his his head) you will have left in the tanks
coder-concubine (in the sense that when you put the legs of your vehicle
they develop games together) on the ground.
Phaze101, which has gone wild with
music and special effects. So, to sum up, to make a good score
you will not only have to dare to enter
With Neptune Lander Elite you will deep places that would blush any
venture on forty screens, choosing system of planets, but you will also
how to torture your spaceships: have to do it in the shortest time
depending on the chosen spaceship possible (but speed is your specialty,
(easy, normal, hard) you will find right?). Lieutenant Colonel Jhonny
yourself piloting an increasingly Birillo, I know it sounds like a suicide
stubborn vehicle, less and less mission, and it is, but I haven't told
manageable and less inclined to slip you everything.
with sinuous movement into the shells
of a planet that has no intention of Basically together with caves,
making landing easy. passageways, ever narrower slits,
you will also have to deal with areas
And you may wonder, why the hell do where gravity will drag you to the
you have to land on a planet so ground without being able to do
unwilling to have an open relationship anything about it (you will recognize
with your rudder? Soon said. A little them by two luminous pixels),
because you're GOATS, a little because concluding this deadly list with lasers
you're officially looking for surviving that want to saw you in two and doors

Page 50 of 55 RETROMAGAZINE WORLD­ENGLISH YEAR 2 ­ ISSUE 7
GAME TESTING

OUR FINAL SCORE

» 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).

Graphically it was made very well.


Nice parallax and nice animations.
Everything moves smoothly.
Sound suitable for the genre.
Inviyya is the classic horizontal SHMUP
featuring 6 levels each with their That being said, we are dealing with
enemies and bosses, weapon a good game but not an absolute
upgrades, 3-level parallax scrolling masterpiece of this kind. OUR FINAL SCORE
and great music and sfx.

» 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.

But let's be orderly.

Published by Technos back in 1986,


in this title we play the role of space
soldier Xain, who has the task of
freeing five planets from the forces
of evil.

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

RETROMAGAZINE WORLD-ENGLISH YEAR 2 - ISSUE 7 Page 53 of 55


GAME TESTING

PUB TRIVIA Year: 1989


Editor: CodeMaster

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.

- That's great! I mean, good! RetroMagazine World is licensed under


the terms of: Attribution-
- Hhmm... Well, maybe...just OK... NonCommercial-ShareAlike 4.0
International (CC BY-NC-SA 4.0) https://
- But, hey? Aren't you happy? creativecommons.org/licenses/by-nc-sa/
- Of course I'm happy! 4.0/
- In fact... No… Er... Actually, I don't know. This is a human-readable summary of
(and not a substitute for) the license. You
Okay, enough of this pantomime. As you may have guessed from the title, are free to:
I'm overwhelmed by a series of conflicting feelings. I am glad that our common Share — copy and redistribute the
passion has finally acquired some popularity and that more and more people material in any medium or format
are interested in it, but as it happens, there is always the other side of the
Adapt — remix, transform, and build
coin to be considered. upon the material
When something becomes public domain and not just the prerogative of a
few fans, the vultures start to come close and turn. And vultures, in this case, The licensor cannot revoke these
are those interested only in monetizing rather than preserving, spreading freedoms as long as you follow the
license terms. Under the following terms:
the voice and sharing.
Attribution — You must give appropriate
When more and more people start to take interest in something, it is normal credit, provide a link to the license, and
indicate if changes were made. You may
that economic interests also become part of the equation: and so far nothing do so in any reasonable manner, but not
bad. People have to earn from their work in order to survive or improve their in any way that suggests the licensor
lifestyle. Far from me to criticize those who try to make their passion a job. endorses you or your use.
What I couldn't stand is the arrival of modern conquistadores looking for a NonCommercial — You may not use the
new El Dorado. Someone who thinks we're just a fat cow to milk in exchange material for commercial purposes.
for peanuts. So, welcome to new projects, new games, new software, new
hardware... And I'm willing to pay for it, because other people's work has to ShareAlike — If you remix, transform, or
build upon the material, you must
be paid, as long as it's done with passion, professionalism and that love that distribute your contributions under the
our hobby deserves. I don't want to see things done just to earn money same license as the original.
without caring about the passion.
No additional restrictions — You may
not apply legal terms or technological
And If most people are attracted to these old computers and want to have measures that legally restrict others from
more, know more, play more, it is right and proper to provide reliable doing anything the license permits.
information and adequate means.
Probably for many of them it is only a momentary interest, the result of the
boredom caused by the pandemic closures, and precisely because of this, if
we want them to stay, they must be able to count on quality, fairness and passion.
Exactly the things we've always coveted to be there in RetroComputing!

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

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