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Retro Gamer Annual Volume 3 PDF

180 Pages·2016·32.82 MB·English
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PC | SONY | SEGA | NINTENDO | SINCLAIR | SNK | ATARI | COMMODORE | COIN-OP | MOBILE 180 PAGES OF ICONIC GAMES WELCOME TO The interest in classic computers and consoles has exploded over the last few years, and gamers are keen to go back to their roots. We all have classic gaming memories, whether it’s clearing the i rst stage of Donkey Kong or remembering the i rst game we purchased for our ZX Spectrum. It’s these moments that stay with us forever. With that in mind, we’ve decided to scour the last 12 issues of Retro Gamer and have compiled the best content from that period, just for you. From the history of Out Run and Quake to the story of the Commodore 64 and Mega-CD, we’ve left no stone unturned to deliver the greatest retro content. Enjoy the book! Future Publishing Ltd Richmond House 33 Richmond Hill Bournemouth Dorset BH2 6EZ (cid:8) +44 (0) 1202 586200 Website www.futureplc.com Creative Director Aaron Asadi Editorial Director Ross Andrews Editor In Chief Jon White Editor Darran Jones Senior Art Editor Greg Whitaker Senior Designer Adam Markiewicz Printed by William Gibbons, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT Distributed in the UK, Eire & the Rest of the World by Marketforce, 5 Churchill Place, Canary Wharf, London, E14 5HU. (cid:8) 0203 787 9060 www.marketforce.co.uk Distributed in Australia by Gordon & Gotch Australia Pty Ltd, 26 Rodborough Road, Frenchs Forest, NSW, 2086 Australia (cid:8) +61 2 9972 8800 www.gordongotch.com.au Disclaimer The publisher cannot accept responsibility for any unsolicited material lost or damaged in the post. All text and layout is the copyright of Future Publishing Limited. Nothing in this bookazine may be reproduced in whole or part without the written permission of the publisher. All copyrights are recognised and used specifically for the purpose of criticism and review. Although the bookazine has endeavoured to ensure all information is correct at time of print, prices and availability may change. This bookazine is fully independent and not affiliated in any way with the companies mentioned herein. Retro Gamer Annual Volume 3 ' 2016 Future Publishing Limited Part of the bookazine series THE ULTIMATE GUIDE TO CLASSIC VIDEOGAMING 8 THE STORY OF 60 THE CHRONICLES SONIC THE HEDGEHOG OF MIDNIGHT Takashi Iizuki reveals how Sonic became Sega’s We look back at the impact of Mike Singleton’s most important gaming franchise The Lords Of Midnight and its key sequels 18 THE MAKING OF COMBAT 68 30 YEARS OF CODEMASTERS Joe Decuir explains how he helped to create 114 one of the Atari 2600’s most iconic games David Darling explains how a budget brand turned into one of the UK’s biggest publishers 24 INSIDE THE COMMODORE 64 76 ULTIMATE GUIDE: HEAD OVER HEELS Learn how Commodore’s top engineer created the world’s bestselling 8-bit home computer Jon Ritman spills the beans on his ridiculously successful isometric adventure 30 ULTIMATE GUIDE: RENEGADE 82 CELEBRATING THE 104 MACINTOSH Everything you ever needed to know about the bone-crunching coin-op from Technos We reveal how Apple’s brand on home (cid:54)(cid:36)(cid:37)(cid:50)(cid:55)(cid:40)(cid:56)(cid:53) computers keeps on evolving 36 ALL-TIME GREATEST BBC MICRO GAMES 90 THE MAKING OF BLUE LIGHTNING Readers reveal their favourite games, while we quiz the developers behind them Chuck Sommerville explains how he helped create one of the Lynx’s best launch games 46 ULTIMATE GUIDE: 54 STAR WARS 94 SEGA(cid:146)S BIG GAMBLE We interview Mike Halley about his classic Find out if Sega’s decision to create two game and investigate its many conversions expensive add-ons for the Mega Drive worked 54 THE MAKING OF 104 THE LEGACY OF SABOTEUR STREET FIGHTER II Clive Townsend takes us behind the scenes of Yoshinori Ono and others explain the impact of his excellent Spectrum game Capcom’s incredible arcade sequel 82 6 | RETRO GAMER ANNUAL 114 ULTIMATE GUIDE: BURGERTIME Discover all the ingredients that turned this classic coin-op into an essential experience 120 FROM THE ARCHIVES: ACCLAIM We go behind the scenes of one of gaming’s most controversial publishers 128 THE MAKING OF WALKER Learn how Psygnosis created its superb Amiga mech-based shoot-’em-up 76 60 68 132 MINORITY REPORT: AMIGA 500 Kim Justice is on hand to tell you about some WW II PP EEOO UU TT of the Amiga’s quirkiest games 136 THE MAKING OF WIPEOUT 2097 We reveal how an add-on disc turned into one of the PlayStation’s best sequels 30 46 136 144 THE HISTORY OF OUT RUN Yu Suzuki and others explain the enduring legacy of Sega’s hit arcade series 154 20 YEARS OF QUAKE Key developers explain how they created one of id Software’s most explosive franchises 90 164 NINTENDO(cid:146)S 3D GAME-CHANGER The programmers behind some of the N64’s greatest platformers pay tribute to Mario 174 RETRO REVIVAL: INSIDE OUTING If you’ve never had a chance to experience this 164 154 gem you’re really missing out RETRO GAMER ANNUAL | 7 With a quarter of a century now behind Sonic, Nick Thorpe looks back at the impact of the original Mega Drive platform games with Sonic Team head and Mega Drive development veteran, Takashi Iizuka 8 | RETRO GAMER ANNUAL T here aren’t many games that could be described as revolutionary, and far fewer series – yet the quartet of Sonic The Hedgehog platform games on the Mega Drive can justifi ably be described as such. At the highest level, the Sonic games had a wide impact that both drove and refl ected the changes the videogame market was undergoing in the Nineties. The original game intensifi ed the rivalry between Sega and Nintendo, bringing the two companies to an even footing for the fi rst time, as well as providing an early example of celebrity involvement in game development. The sequel signifi ed the growing globalisation of the videogame market – the game was the result of collaboration between Japanese and American developers, and a full global launch was managed within a week. For Sonic 3 and Sonic & Knuckles, the concept of an expansion pack was pioneered on consoles. However, fi rst and foremost they were platform games featuring fantastic game design and amazing technical achievements. One of the people who best understands the differentiate itself from the competition, and to its » We’re glad importance of Sonic’s 16-bit era is Takashi Iizuka, a credit it was already doing so. The Mega Drive was a lot of these early concept Sonic Team veteran who now heads up development already catering to older audiences with complex bosses were of the series. “While I was seeking employment at RPGs and sports simulations. What’s more, Sega dropped. Why Sega, I bought Sonic The Hedgehog to understand was aggressively advertising against Nintendo. on earth is Dr. Robotnik a the job and products of the company, and that was To advance Sega’s agenda of distinguishing its bee? my fi rst encounter with Sonic,” he recalls. “At that offering from the competition, Sonic needed to time, I only had Super Nintendo, so I was impressed achieve three things. Firstly, the game and character by the vivid screen and speedy gameplay of Sonic, had to fi t into the plan to appeal to a slightly older and I remember thinking that I wanted to make a demographic than the preteen audience associated game like this if I got hired by Sega.” with Nintendo’s machines. Naoto Ohshima’s initial The simple fact that Iizuka only had a Super designs of Sonic gave him sharp teeth, a human Nintendo highlights one of the key reasons that Sega girlfriend and cast him as the vocalist of a rock needed Sonic. After being slow to jump into the band. While these harder-edged attributes would 16-bit generation of consoles, Nintendo had arrived ultimately fall away, Sonic’s attitude remained – he – and while Sega had a sales head start, Nintendo was impulsive, impatient and cool. “In the Nineties, had a more powerful machine. Sega needed to Mickey Mouse, Pooh, all those animal-themed RETRO GAMER ANNUAL | 9 THE MOD SCENE The Sonic community has been producing interesting mods for the Mega Drive games for years – here are fi ve of our favourites » Sonic 2’s Chemical Plant Zone provided a fine opportunity for Sonic to show off his extra speed. SONIC THE HEDGEHOG MEGAMIX SONIC 1: THE NEXT LEVEL characters were all friendly and cute, and that was (cid:81)(cid:3)This ambitious team project is a complete overhaul (cid:81)(cid:3)If you want to see how far a Mega Drive can be the matter of course,” remarks Iizuka. “So seeing of the original Sonic The Hedgehog game, featuring new pushed technically, take a good look at this short, but Sonic being speedy and edgy in that time, made me visuals, music, bosses and gameplay mechanics, as incredible, effort. The animation in Sonic 1: The Next feel that he is a character whom has the exact same well as a range of additional characters. What’s most Level is superb, the sampled music is amazingly clear, identity of the company Sega itself. Maybe everyone impressive is that the entire thing has been ported to and some of the special visual effects call to mind felt that way at the time too.” Mega-CD, allowing anyone with a blank CD-R to play it Treasure’s programming prowess – especially the The second thing that Sega’s new game needed on actual Sega hardware. climactic final boss fight. to do was provide a strong demonstration of the Mega Drive’s capabilities. The machine had been out for a couple of years, and was a known quantity, but there was no ‘killer app’ that new consumers could associate with the console. “I think the fi rst Sonic The Hedgehog, which was born in Mega Drive, was the title that drastically expanded the possibility of the Mega Drive hardware,” says Iizuka. “Although the spec of the Mega Drive hardware was lower than Super Nintendo, the graphics were as good as the Super Nintendo games.” This was the joint work of the experienced graphic artist Rieko Kodama, whose previous work included Phantasy Star and SONIC VR SONIC CLASSIC HEROES the Alex Kidd games, and relative newcomer Jina (cid:81)(cid:3)Do you consider yourself an expert on everything (cid:81)(cid:3)Remember the core mechanic of 2003’s Sonic Heroes, Ishiwatari, who would go on to help defi ne the look Sonic? Beating this fiendish mod without cheating will where you controlled teams of three characters instead of the Sonic series. “It also achieved screen rotation, prove it. This ‘virtual reality training’ game gives you of individual characters? This impressive technical mod which was never done in the previous Mega Drive a variety a short challenges which test your speed, adds that function to the first two Sonic The Hedgehog games,” Iizuka continues. This was the responsibility problem-solving skills and mastery of Sonic’s physics. games, allowing you to switch between Sonic, Tails and of programmer Yuji Naka, who had cut his teeth Highlights include challenges such as ‘The Pain Train’ Knuckles on the fly in order to use their unique abilities, on high profi le arcade conversions for the Master and ‘Roadkill Factory’. based around speed, flight and power respectively. System. As well as this technical feat, he was responsible for Sonic’s advanced physics and the effi ciency that allowed Hirokazu Yasuhara’s stage BIG’S FISHING DERBY designs to be brought to life. (cid:81)(cid:3)This might just be the craziest mod that we have ever seen – not only does it do away with the blue blur (in favour of everyone’s favourite big purple cat), it chucks the entire platform gameplay concept out of the window and replaces it with a fun arcade-style fishing game. When you’ve finished it, try Big’s Big Fishing Adventure 3 for more fun. » Sonic’s speed was more of a reward than a requirement – the original game often slowed things down. 10 | RETRO GAMER ANNUAL

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