Computer Games

From the Commodore 64, to Amiga, the Atari ST and PC, we cover all your classic PC games here.

Commodore Amiga

Happy Monster

Actually, now that I think about it, this must be how Mr. Neelsen was able to fund his F-Zero exploits. Oh well, he’s no worse than Zoda I suppose. Whether the F-Zero tournaments are tainted or not, our hero is gifted with only the basic platforming actions here. He can drop down through platforms, and he can fall an unlimited distance without harm, but contact from any monsters causes instant death. By means of offensive abilities, he can shoot fireballs from his torso to take out the monsters, of which there are several colours which determines their speed and how many hits they take to defeat, but he can only jump a short height.

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DOS GamesPC

Worms

This PC version of the game also gained a few extras by way of an updated edition of the game called Worms Reinforcements. This allowed you to add custom landscapes and ‘soundpacks’ (i.e. vocal themes for the worms), and also included a number of humorous FMV intros and cut-scenes and a one-player ‘Challenge Mode’ which consisted of various missions that acted like a (rather harsh) tutorial. Some nice extras for sure, but let’s face it – people play Worms for one reason and one reason only – to try and outwit their friends, and to that end it’s peerless. Everyone knows that already though, of course. The only question I was asking before this review was: how much has this original aged?

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DOS GamesPC

The Adventures of Willy Beamish

I remember its fantastic Dragon’s Lair-esque graphics; they were the first of their sort in a point-and-click adventure. I remember the stunning animations and (low-res, I’m afraid) cartoon quality cut-scenes. I remember the way it showcased the capabilities of my very first PC soundcard. I remember how the story of a nine year old boy trying to competitively play video games while avoiding parental troubles and getting the girl, somehow turned into a ghost infested attempt at foiling an evil corporation. I remember getting sent off to military school and dying a dozen lushly animated deaths. I remember cajoling my in-game parents and entering my frog into competitions. I remember exploring the sanitised darkness of 90s American suburbia and being both shocked and delighted. I remember enjoying the subtle humour. I remember getting hopelessly stuck, but, above all, I warmly remember loving it.

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Commodore 64

Paradroid

I’ve always assumed that this is a rather complicated and puzzley game but the first few minutes I played it were spent moving my amusing-looking droid around shooting all the others I encountered. I suspect it gets more involved than this, however, and that indeed proves to be the case, but not by as much as I thought. As mentioned, the object of the game is to take out all the other droids on each deck of the ship. The humorous droid I spoke of is the very weak one you start off with and a device known as the ‘Influence Device’ allows you to exert control over it. You can move it around the spaceship in the eight basic joystick directions and it can fire an energy weapon in its direction of travel. The decks of the ship vary in size and all but the smallest are divided into numerous rooms. Droids occupy these rooms but you won’t know how many there are until you enter.

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DOS GamesPC

South Park

During the single player campaign you are treated to cut screens featuring original dialog from many South Park notables including Chef who gives you your “mission briefings”. Sadly, the first person aspect of the game is lacking. One reason is because even back then the AI was pretty weak. It was almost impossible to get taken out unless you got swarmed by a ton of enemies. The weapons were also way underpowered which makes sense considering they are kids, but so many of the enemies and especially the bosses took so many hits to kill it got boring real fast.

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DOS GamesPC

Deathkeep

As for the gameplay itself, the control mechanism was efficient enough: you could opt to use your keyboard or your mouse for a full range of motions. Combat was handled by facing the creature you wanted to disappear and clicking on your mouse until it was gone. No real problem, aside from the incredibly chunky graphics, that is. Maps and inventory screens displayed in 640×480, but the game ran in 320×200, resulting in walls with very poor textures, and creatures that looked like they would be right at home in today’s Minecraft but with lower resolution. The whole game was just hard on the eyes, and considering the some of the amazing games that were released that same year, SSI really had no excuse.

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Commodore Amiga

Onslaught

These are basically boss fights but feature a floating, four-armed head! You control a hand that can move around the edge of the screen and fire magic stars, and this you must do until the strange creature is no more. Victory means you’ve won the territory and then it’s on to the next. The temple stages are the same as mind duels and there are also plagues, crusades, and rebellions to contend with. These occur at random intervals and make the going even tougher, particularly the latter which costs you a previously won territory. During the battle sections, it’s also important not to let too many enemies past you unscathed as if enough of them make it, they can grab your banner too!

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Commodore 64

Hard Driving

Don’t be fooled by the “C+VG HIT” on the cover of this game. This game was more of a miss than a hit. Originally released in the arcades in 1988 by Atari Games, Hard Drivin’ was a revolutionary coin-op. It was touted as the world’s first authentic driving simulation. The game featured state-of-the-art polygon graphics and realistic force feedback controls, all designed to offer gamers a sense of what it might be like to sit behind the wheel of a high-performance car. So how do you convert this sense of driving, to an 8-bit system and still make it playable ?

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DOS GamesPC

Dune II: The Building of a Dynasty

The list of features that Dune II debuted in real-time strategy gaming is impressive. It was the first RTS to use the mouse to move individual units. It was the first to use building bases and then units. It was the first to use a development technology tree, permitting the construction of advanced units only after certain buildings were constructed. It was the first to use units that you could move and then deploy as a base. It was the first to use different factions with different goals (and strategies). It was even the first to use a world map that you chose your next mission from. This is an impressive list, and these features are now commonplace in RTS games, but were fresh and new back when Dune II was released.

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MSX

3-D Bomberman

Usually when writing about a game I try to remain impartial and detail the various facts and figures of a game before praising or criticising it accordingly, but this game is different. It is, you see, quite literally the original Bomberman but from a first-person viewpoint. This would be a concerning prospect on a modern consoles but on an MSX? It is, quite frankly, terrifying. The first problem is that all the walls are red with nothing to differentiate ‘soft blocks’, or destroyable parts of the wall. This means there’s lots of identical-looking corridors that you’ll most likely end up walking around aimlessly. If you walk into a dead-end, it’s a good bet that it’s a soft block in your way, so you can try laying a bomb. The viewpoint also makes it difficult to judge distance accurately though, so you’ll have to run far away to be sure of avoiding the blast (which looks like a untuned TV).

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DOS GamesPC

Links 386 Pro

But this game had more than just great graphics. The sound quality was outstanding: the whoosh of the club, the smack of the ball, the glorious sound of the ball entering the cup, all this and more enhanced the experience of and the illusion of actually “being there” on the links. Players could mulligan their shots (but it would show up on their scorecard). You could preview the course and analyze the grade of the shot. You could even split the screen to watch the ball coming and going from different angles! So many features added to the enjoyment of the game.

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Spectrum

Jetpac

Developed by Tim and Chris Stamper, the founders of Ultimate, Jetpac is a simple game as you might expect, and it stars Jetman. It’s your job to guide him around the single-screen stages to reassemble his rocket and then refuel it by collecting the fuel pods that fall onto the screen one by one. On most stages after this he’ll just need to refuel it but every now and then there will be a new rocket to reassemble and he’ll have to repeat the whole process from scratch. Jetman can fly using the titular device for indefinite periods and is also armed with a laser to take out the endless swarms of aliens that drift across the screen attempting to stop him from half-inching their resources (such as precious metals and gems), which also drop onto the screen periodically and can be collected for bonus points.

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Classic Windows GamesComputer Games

Hero’s Quest

You could play Hero Quest either as a Fighter, Magic-User, or Thief. The game’s puzzles were designed so that they could be solved in different ways by the different character classes, and you could improve your character’s skills and inventory as you played the game. It played as an adventure game, where your character completed quests and solved puzzles, moving the storyline to its epic finish. By today’s PC game standards, the graphics and sound are rudimentary at best, with your hero looking a bit like a stick figure jerkily moving about the screen. But a good retro gamer never judges an old game by today’s standards! The storyline is strong, and can still be fun to play today.

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Classic Windows GamesComputer Games

Oil’s Well

I thought I’d let you know just what a visually stunning, additively fun and mostly forgotten little gem this 1990 Sierra production is. Well, it is, and its VGA version for our ageing DOS boxes is most probably the best arcade/puzzler this developer ever came up with, though admittedly they did have to remake its earlier 1983 version. Oh, and it would be fair to call this one abandonware. Have a play/look.

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Classic Windows GamesComputer Games

Loom

Bobbin Threadbare, the aforementioned only surviving member of the Guild of Weavers, must learn the ways of his craft. This is not a simple adventure game; players don’t simply point and click their way to the grand finale. In LOOM, magic is music and music is magic. Bobbin can cast spells, but only as musical sequences on the C Major scale, and only if he possesses his “distaff,” a combination walking stick and wizard’s staff. Much of the game revolves around Bobbin seeking new “drafts” – the magical musical sequences – for him to use in his quest to save the universe from a “grey strand” that has unbalanced creation.

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Atari 400/800

Star Raiders

Ships will appear as you reach their grid quadrant, but seem to just randomly appear. Sometimes, the only way you know they are there is when they shoot you. When this happens, there is the typical 2600 sound-effects, but cool red flickering to let you know you have taken damage. You can repair and replenish your constantly-draining energy. Keep your close eye on the energy numbers dwindling at the bottom of the screen, because if it gets to zero…game over.

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Classic Windows GamesComputer Games

Companions of Xanth

The game plays as a standard mouse controlled adventure game. You select what action you want to do from a list of verbs, then select the object with which you want to perform the action. Unlike some Legend adventure games, there is no text input. Inventory management is controlled by the mouse in a similar fashion, by selecting the object and then the action. Graphics are crisp at 256 color VGA, with the player touring various scenic vistas of Xanthian beauty.

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