Tag Archives: Amstrad CPC

Super Mario Multiverse: Mario Bros.

 

smm logo FINAL black

Well, the stars have aligned, the time has flown and here we are. The Well-Red Mage invited I as well as a slew of others to take part in the Super Mario Multiverse special crossover event. In it, you’ll see some words about the many, many, MANY games featuring Nintendo’s mustached mascot. Everyone remembers Super Mario Bros., Donkey Kong and Super Mario 64. But not a lot of people comparably talk about the first major game where his name was in the title.

SMMultiverseTitle

Mario Bros. came at a weird time for many of us. It bridged the gap between Mario’s adventures as a construction worker trying to save his girlfriend from a crazed ape and his time as a plumber trying to save royalty from a dragon turtle. And while a lot of people knew about it well in advance of Super Mario Bros. Some people didn’t. In fact, some people still don’t know it’s a thing. Imagine my surprise for instance, when a former coworker tried playing it on the Famiclone handheld I’d brought in for my lunch break one day. He kept trying to jump on the shell creepers and flies to no avail.

SMMultiverseArcade

Travel back to 1983 however, and you’ll find there were a few home versions released across several platforms. In Japan, the Famicom obviously got a version. But Hudson Soft also ported the game to the PC-88 computer. Ocean Software would port the game to a slew of computers in the European market including the ZX Spectrum and Commodore 64. Here in the United States Atari would get the publishing rights and proceeded to release the game for the Atari 2600 and Atari 5200.  The 5200 version is interesting because the console largely used the same components as Atari’s 8-bit computer line, the 400/800, XL (and later under Tramiel) XE. Despite this fact, the 5200, and 400/800 versions were different games. When the XE came out years later, a vastly superior version came out from Atari Corp. which was backward compatible with the 400/800 and XL lines. It makes one wonder why this couldn’t have simply been on the 5200 years earlier.

Atari also published North American computer versions on its Atarisoft label. Most famously for the Commodore 64. Of course, the North American video game market crash was right around the corner. So before long Warner Communications (Warner Media) would sell the home division of Atari to Jack Tramiel, who had been pushed out of Commodore. This version of Atari was called Atari Corp. to differentiate itself from the Arcade division Warner still owned. Which they sold to Midway, who renamed it Atari Games West, folded it back into Midway, and then Midway sold itself to Time Warner. (Warner Media.).

 

SMMultiverseAtari2600

But I almost went on a tangent of coincidence there. We’re talking about Mario Bros. And Atari Corp. would port Mario Bros. to the Atari 7800, and the Atari 400/800/XE. At a time when the NES was already killing it with Super Mario Bros. Though you can also find Mario Bros. on the NES as well. It’s also interesting how the porting rights worked out back then as it often led to computer platforms getting two versions of the same game. In this case, Ocean brought Mario Bros. to European C64 owners while Atari brought Mario Bros. to North American C64 owners.

 

As an aside, there were a bunch of unofficial ports and sequels like Thundersoft’s Mario Bros II, which was more or less a reworking of Mario’s Cement Factory into a bottling plant. You filled cases of bottles and put them on a truck. And if you messed up, the boss would come out of their office and berate the Mario Bros. Thundersoft was mostly known as a group of European code crackers who would give away retail games with the anti-piracy measures removed. But this seems to be the one lone quasi-original thing they did. which they also gave away. It does, of course, use Nintendo’s characters and concept. But it doesn’t seem to have lifted graphics. Many of the other ports and clones of Mario Bros. walked much closer along the line of legality.

SMMultiverseAtari5200

Nintendo itself has also given the game these stealth reissues over the years. As a mini-game in Super Mario Bros. 3 then again as a mini-game in Mario & Luigi Superstar Saga. The port jobs, in general, are pretty good. Save for one or two bad ones, every one of them gets the core concept right. Some even go above and beyond. Atari’s Commodore 64 (as Atarisoft), and Atari 2600 versions are fantastic. Yes. The Atari 2600 version is a great version of Mario Bros. Atari Corp. also re-released it when they brought out the 7800 version which is also an excellent version of Mario Bros. In PAL (European) territories the 2600 re-release came as a red label variant no less, driving completionists just a little bit more crazy as there were already two domestic silver label variants in the wild.

 

Despite, all of the ways that Mario Bros. has been available to play though, a lot of people never checked it out. Particularly, Stateside. There are a few reasons for this, but many hypothesize the North American video game market crash certainly didn’t help. Fewer people were getting games as there was a lot of drivel out there at the time. There were also a lot of consoles out there. Sure most of us remember Atari 2600, Colecovision, and Intellivision. Thanks to the wealth of info out there today many of us wish we had maybe gotten a Vectrex. But ask the average person about an underlooked good system like the Magnavox Odyssey 2, and you’ll get a blank stare. Ask about the Emerson Arcadia 2001 and they may start wondering if you’re from another world. Or on a watchlist.

 

SMMultiverseAtari7800

These days, people worry if a fourth contender tries to enter the console market. Well, back in 1983 there were far more than four video game systems on store shelves. And most of them looked about the same in what they could do. Even the ones that looked better still had very similar games on them. There were also a lot of tiny upstarts throwing whatever they could at the wall to see what would stick.

 

And the home computers were running the same games at a higher fidelity, running their own deeper experiences the consoles didn’t have the features to handle, and they were getting down to similar prices. Before long everything would implode and Mario Bros. was one game that for at least a few people got lost in the shuffle. Some of this was felt in arcades too. While I can remember seeing Donkey Kong, and Donkey Kong Jr. among the machine selection at Chuck E. Cheese, I really only remember seeing Mario Bros. at Riverside Park when the family went to Agawam, MA. on a summer day. (It’s Six Flags New England now.)

SMMultiverseC64US

My first experience with the Atari 2600 version was at a friend’s. They had the Atari 2600 Jr. as well as an NES. I had never seen it before. But there it was. And while it isn’t the prettiest version of the game, it nails most of the gameplay down. There are a couple of tiny things missing like the ability to jump on the POW block. But the most important stuff is there. I’d imagine a lot of people’s first experience with a Mario game was Super Mario Bros. if it hadn’t been Donkey Kong. The NES was a juggernaut largely in part because of it. And it’s much more vast, and a more complex game compared to regular Mario Bros. But here’s the thing. Everyone who has played Super Mario Bros. but not Mario Bros. Should play Mario Bros. And before everybody jumps down my throat just hear me out.

First of all, it’s a really fun game. One that has a great sense of risk vs. reward. It’s also quite competitive when you get a second player as Mario and Luigi have to rally to outscore one another. It even can be dastardly when you’re intentionally bumping your opponent into enemies to stay alive longer. But more importantly than that, many of the things you love about Super Mario Bros. began here. Shellcreepers were the forebears to the Koopas. Coins are a big part of both games. and it got the ball rolling on Mario’s platforming style. There will be plenty of times you find yourself in situations where pixel-perfect jumps and timing are the only way to get out of hot water.

SMMultiverseMarioBros2

Mario Bros. is also where the earliest series’ jumping physics got started. While not the same as in the Super Mario Bros. trilogy on the NES, they are similar. You can see what that classic bump and jump gameplay was built upon. Most of the Super Mario games feature bonus stages and even those are in Mario Bros. in the form of coin stages. Speaking of coins, they make that familiar sound whenever you collect them. But in Mario Bros.,  you had better get all of them if you want that sweet stack of bonus round points. And Mario Bros. even proves itself a viable stage in Super Smash Bros. Ultimate. Even more so than Donkey Kong’s 75m stage.

It’s a game that is important on so many levels and is sadly overshadowed by historical factors and future Mario releases. Thankfully, Nintendo often reminds us of this with its presence in newer releases. And there is a slew of ways to play it today. Any number of the aforementioned home ports are out there for collectors to seek out. And you can still get the arcade version on the Nintendo Switch through the e-shop. The Nintendo Online service also includes sone NES and Super NES ROMs you can download at no additional charge. One of those games is the NES port of Mario Bros. So if you own a Switch, and have been considering paying the annual $20 to play against your friends in Mario Kart 8 Deluxe or Splatoon 2, you’ll also be able to check out NES Mario Bros. without having to track down the original Game Pak.

In any case, the next time you find yourself in a conversation about important Super Mario moments, remember that between chasing down a gorilla to save his ex-girlfriend and chasing down a dragon-turtle to save his current one, Mario ran a successful plumbing business with his brother Luigi. And it was during those years he gained the skills he needed to save the Mushroom Kingdom hundreds of times over.

Beach Head II: The Dictator Strikes Back Review

BTBH2ScreenTitle

These days, there are all kinds of wonderful death match experiences. From Rise Of The Triad onward, First-person shooters have given players hours of competitive multiplayer. But back in the golden age, not as many games did this. Oh sure, there was the quest for the high score. However, many games had you on the same side, or alternating turns while competing for points. But when Beach Head came out it had a novel idea. Combining several games resulting in a really fun campaign. The sequel took that idea on step further.

PROS: Well crafted. As fun today, as it was when it came out years ago.

CONS: Last stage can go on too long between two great players.

MEDIC: The voice samples are some of the most memorable quips in a video game.

Beach Head II is one of the best competitive multiplayer games ever made. Released two years after the original game, it made one little change to its formula. This completely changed the dynamics of the game in this sequel. Instead of alternating turns, this game casts one player as the heroic army, and the other player as the dictator’s evil forces. The core concept is intact. There are a set number of scenes, each acting as its own arcade style game. Once that game is played, things move onto the next game, and so on. This tapestry of games, makes for an overall campaign, and storyline. Beach Head takes place during World War II. But the setting in this sequel is more contemporary.

BTBH2Screen1

The first stage is an invasion. Player one air drops a squadron onto the shore, and from here they have to storm the Bastille. Player two has to do everything in their power to keep the heroes from getting inside, by using a giant turret. As the second player fires down upon the walls, the first player has to move combatants one by one, to the entrance. They can scale walls, or run down toward the next set. If they get to the bottom, they’ll succeed.  The more combatants they can get down to the bottom the better prepared for the following stage. This is also the moment you’ll see something else that makes the game memorable. This is one of the earliest computer games that implemented voice samples.

When one of the allied combatants get shot, it plays one of four samples. These are looped so the deaths will vocalize the same pattern of phrases. Even still, these are pretty great for the time, and are still pretty memorable. There are other samples that play in later stages too. Now one may think the odds are against the allied forces, and they are. But the heroes can throw grenades at the dictator’s turret. A successful throw will destroy it for big points, and the soldier will make it in, as a replacement turret spawns in.

BTBH2Screen2

Stage two sees the allies taking control of the turret, and firing into the dictator’s military installation. Here the object is to provide prisoners cover as they try to shuffle along, and escape. The person playing dictator, can summon tanks, combat jeeps, a bomb expert to set traps, and even a guy on a roof dropping rocks onto the prisoner. Points are awarded to the allies for every successful rescue, while the dictator gets points for successfully murdering prisoners.

The third stage is a helicopter escape mission. The allied player loads the chopper with liberated soldiers, and attempts to get away. It’s a shmup level, but the dictator can control the many vehicles in an attempt to shoot down the chopper. If they’re successful the round starts again, with the allies trying to shuttle out any remaining prisoners. Obviously the allies get huge bonus points if they can successfully dodge all of the dictator’s assaults.

BTBH2Screen3

The final stage sees the leader of the allies facing off against the dictator himself. Each on a pier facing each other. They throw knives at each other. After landing a few hits the victor will see their opponent fall into the sea. This battle goes on for ten matches. This is where the game’s one major flaw comes into play. The final battle can go on far too long. Once you have two evenly matched players, they can easily duck out, sidestep, and otherwise dodge dagger throws. A 30 minute match up of fun, can quickly become a several hour affair due to the last battle. In hindsight Access Software should have made this a two out of three falls match.

Be that as it may, the final battle is still a lot of fun thanks in part to the nice animation, and splendid sound samples. Hearing the dictator exclaim “YOU CAN’T HURT ME!” is a pretty rewarding experience. Once all of the modes are done, the final score is tallied letting you know which army was victorious.

Aside from the voice samples, the sound effects are really good. Explosions, gun fire, and other sounds are all a cut above most other games of the time. There is also a really nice chip tune of the US Marines theme song. Visually the game still holds up pretty nicely. The sprites all have a great use of shading techniques to portray details. And while not every thing is graphically impressive, it does an awful lot, with a little.

BTBH2Screen4

Now in addition to the full on campaign, you can play the individual stages instead. This is nice if you really enjoy a specific level more than the other ones. But for most who go back, and play this one, going through the campaign together is really what makes things fun. One can also play through the game on their own as the allies. There are three difficulty levels, and the higher you go the more punishing it is. The highest difficulty is notoriously difficult, as the computer will rarely make a mistake. If you have nobody to play it with, it’s a fun ride. But the real entertainment comes from competing with a friend. I spent many Saturdays, and afternoons playing this with my brother, and friends from school back in the 80’s. It was one of the most fun multiplayer experiences on the Commodore 64.

But Beach Head II was also published on other computers of the time. If you collect for the Apple II or Atari 400/800 line, you can also find this game for those platforms. If you happen to live in Europe, you can also find versions for the Amstrad CPC, and the ZX Spectrum. No matter how you play it though, this is one awesome head to head game worth picking up if you have the chance.

Final Score: 8 out of 10

Cybernoid: The Fighting Machine Review

vtw0li4

Hewson. That isn’t a name that many people remember but it was an important one. Back in the mid 1980’s home computer gaming was on the rise. Computers were more capable than game consoles, and did more than play games. Families were opting into them as parents could figure out their finances on them, as well as work on them. Their children could do homework, run educational software, and of course play games.

Many developers cropped up out of this environment, as they could affordably code their own software. In the USA home computers would spare Activision from the console market crash, as well as allow Electronic Arts to slowly build its empire. It gave way to independent publishers too like Cosmi who would put out a lot of great budget titles. Japanese companies like Konami, Capcom, SEGA, Technos, and Taito would see official ports of their games on computers. But in Europe computers would prove arguably even more popular. Time Warp, Rare, Firebird, Codemasters, and Hewson are but a handful of European developers who would make a lasting legacy on these machines.

Hewson Consultants was one of the smallest of these studios. But it managed to put out some of the most memorable titles for the European market. Their biggest strength was arcade shooters. Over the years they would put out things like Paradroid, Tower Toppler, and  Uridium. But today’s game was one of their most noteworthy titles published.

PROS: Style. High difficulty. The C64 version’s glorious soundtrack.

CONS: May be TOO difficult for some. Short. Some versions have control issues.

DTV: Cybernoid, and its sequel are bundled in the C64 DTV Games in a controller system!

Cybernoid came out around the time when arcade shmups had transitioned to scrolling stages. But instead of going along with the likes of Gradius, and R-Type, Cybernoid retains vintage flip screen gameplay. That isn’t really a bad thing. The result is something that feels different, even if it is technically inferior. Cybernoid is a game that uses the flip screen mechanics to implement characteristics of an adventure game.

The story is pretty cut, and dry. You’re a pilot for a federation army sent into an asteroid belt to stop pirates from stealing your resources. Cybernoid is a tough game through, and through. When you fire it up, you’ll immediately have the sense things are going to be difficult. As the game doesn’t scroll between screens, each screen is its own puzzle, adventure shooter. Some areas will be a fire fight. Other areas will have a bunch of death traps you’ll need to carefully navigate. Sometimes you’ll find a combination of the two.

lehpj1g

The game becomes extra challenging when you realize that you’re also being timed. If you fail to complete a stage in time you die. In fact, many things will kill you. If your ship grazes a bad guy, you die. In true bullet hell fashion, the screen will be filled with projectiles. If a single one touches you, you die. If you crash into certain parts of the scenery, you die. But there is something really satisfying about Cybernoid in spite of the steep learning curve. When you finally solve a room, you will feel ecstatic. Then crushed when you lose your last life in the next room. But restart you will.

The game does give you a pretty high number of power ups to help you. How do you find these power ups? By killing everything you possibly can. Destroying enemies will allow you to salvage the wreckage for items. You can find missiles, force fields, option shields, and more. You’ll also want to conserve a lot of the power ups because in some rooms you’ll need them to destroy some of the obstacles. If you run out of supplies when you get to these rooms, you’ll be stuck watching the timer count down to your demise.

liboeoq

Cybernoid isn’t very long either just clocking in at three stages. But those three stages will likely take you days of committed gaming to beat. Cybernoid was also released on several platforms, and depending on where you are in the world, some versions may be easier to find than others.

The 8-bit versions of the game are largely similar. Most of the ships, characters, and background textures are the same. The color palettes, and screen modes differ mildly between the versions. The ZX Spectrum, and Amstrad CPC versions look closest to each other while the Commodore 64 version probably has the best look of any of the 8-bit computers. Interestingly the Commodore 64 version also has an entirely different soundtrack than the other computer versions. The legendary Jeroen Tel wrote his own score for the C64 while the other computers had the original soundtrack by Dave Rogers.

z9dit8r

Here in the states though, most people are probably most familiar with the Nintendo Entertainment System version published by Acclaim. This version was done by a small developer called Studio 12. The NES version looks like it was based off of the C64 version, even the color palette used is similar. The NES version also has its own original soundtrack that is decent, but nowhere near the earworm level of the C64 version. The two versions also play pretty close to each other, though the C64 version feels a lot more responsive. On the C64 things feel a lot more fluid, and you’ll have an easier time trying to avoid huge swaths of projectiles. Though again, by no means will the game be easy.

This doesn’t make the NES version bad, but it isn’t the preferred version. This is because of a number of small things that hold it back. Things feel a little clunky when compared to the C64 version. Getting around a couple of the obstacles is harder as a result. A couple of enemy types were shrunk in size to compensate for this but it doesn’t help all that much. There are also a couple of minor bugs that rarely come up. But when they do, they can really annoy you. However, the NES version does have one advantage, and that is you can select between three difficulty levels. They don’t change the level of challenge dramatically, but if you’re getting creamed you can make things mildly easier. The NES version also has a cinema screen that plays upon your death, as well as an ending. Other versions simply restart the game with your current score intact.

qgemvwh

Cybernoid did find its way onto the Amiga, and Atari ST as well. These versions have better graphics than the 8-bit versions. But I can’t really tell you much about them as I haven’t spent any time with them. In my research I’ve found that many people who have played them aren’t particularly all that fond of them. They have a much lower reputation in terms of play control, and balance than their 8-bit counterparts.

No matter which version you go with though, you’ll be presented with a high level of challenge. Cybernoid isn’t particularly long, and may not have the constant action of classic shmups. But the blend of bullet hell, and flip screen adventuring make for a unique, classic. One that belongs in your classic gaming library.

Final Score: 8 out of 10