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The deception of Moore's law Table of Contents

◊ Philips Microprocessor Development System Pag. 3


Writing the editorial is never easy. Sometimes the arguments PDMS II
come by themselves, other times you have to think about it for
◊ The Commodore PET 2001 Pag. 4
a long time to find an interesting track. This is why we often
alternate, each of us has something to say and the editorial ◊ First look at EVERCADE VS - everything you need Pag. 10
and the fourth cover are the place to give voice to our to know
thoughts, far from the technicalities of the other articles. This ◊ TheA500 Mini - A compendium of pure happiness Pag. 12
time I wanted to talk about the many editorial initiatives that
◊ MAXIM, the arcade room since 1990 - Part 1 Pag. 15
have arisen and/or restarted in this last period, but the more I
thought about it, the more I realized that I had not yet found ◊ Interview with the creators of Demons of Asteborg Pag. 18
the right narrative key; it is better to defer to one of the next ◊ MSX BASIC the "ghost" commands… part one Pag. 20
issues... The light at the end of the tunnel came this afternoon, ◊ Abacus Super C - The C language on the Pag. 28
when I received and paginated the article for the fourth cover Commodore 64
signed by Mic the Biker Novarina.
◊ RetroMath: Calculation of the function sin(x) for Pag. 32
"tough men"
His reflection struck me and made me think. In recent years
◊ Commodore C128 - Analysis of an "Easter Egg" Pag. 34
we have all experienced the fascination of increasingly
powerful machines, able to perform increasingly complex ◊ Master Mind on PICO Pag. 36
calculations in ever shorter times. It was a real race, by the ◊ EnigmA Story 2nd episode: first steps and first Pag. 39
manufacturers of microprocessors to design and sell CPUs meetings
increasingly powerful and faster to feed to an audience hungry
◊ Retromagazine’s Bowls Club Pag. 40
for performance and benchmarks... A race well represented by
the famous Moore's Law, in times not suspicious. In 1965, in ◊ Bunker - A short story about a piracy tool Pag. 42
authorship
fact, Gordon Moore, co-founder of Intel, had assumed that the
number of transistors in microprocessors would double every ◊ Datassette.org - Brazilian retrocomputing Pag. 45
12 months or so. This resulted in a greater number of ◊ Thunderflash by Seep Pag. 46
calculations that the microprocessor could do in the same
◊ ListAmiga - the 5(+1) games to play in double Pag. 48
fraction of time and consequently in a higher speed of the
computer. This hypothesis, as we have seen, has proved to be ◊ Zorro Pag. 52
accurate given that today it is still almost valid, even if with a ◊ The Great Giana Sisters SE (Amiga) Pag. 54
deviation of a few months (i.e. the number of transistors ◊ Alex Kidd 3 (MD) Pag. 56
doubles on average every 18 months).
◊ DoReMi Fantasy (SNES) Pag. 58
But then, after so many years spent in buying increasingly ◊ Gunbeef F-99 (Amiga) Pag. 60
powerful machines, we suddenly stopped our race and started ◊ 1987 Escape from Berlin (Amiga) Pag. 61
another one... backwards! We are now buying older and older
◊ Unholy Night (SNES) Pag. 62
machines, even more primitive and consequently slower
ones... Almost to defy Gordon Moore's law! ◊ Demons of Asteborg (MD) Pag. 64
◊ Volgarr the Viking (DreamCast) Pag. 66
Obviously to manage the tide of information and data that we ◊ Delta (C64) Pag. 68
take for granted nowadays, we need hyper-fast machines and
◊ Thanks for everything, uncle Clive! Pag. 69
no one would ever dream of entrusting delicate calculations to
machines of 40 and past years... But perhaps, happiness, at
least for some of us, passes through a small heart that we
People involved in the preparation of this issue
want to hear beating. And the less transistor this heart of RetroMagazine World (in no particular order):
contains, the stronger its heartbeat and the stronger we feel it
pulsing. On the other hand, our mind may contain thousands • Alberto Apostolo • Ermanno Betori
of pieces of information, but its speed of calculation is • Marco Pistorio • Roberto Del Mar Pirazzini
relatively slow. So let's have slow machines, with which we can • Carlo N. Del Mar Pirazzini • Michele Iurillo
dialogue on an equal footing, but with a large memory, • Daniele Brahimi • Gianluca Girelli
capable of containing all our memories in digital form. Sooner • Mic the Biker Novarina • Parsec 99
or later we will take them back into our hands to satisfy our • Francesco Fiorentini • Stefano Bodrato
technical and/or playful curiosity. • David La Monaca
• Leonardo Miliani • Cover art by
Francesco Fiorentini Giuseppe Mangini
• Giuseppe Rinella
• Cover layout by
• Christian Miglio Carlo N. Del Mar Pirazzini

Page 2 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10


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Philips Microprocessor Development System PDMS II


by Alberto Apostolo

Among my school memories, there


is also the Philips Microprocessor
Development System PMDS II
(Figure 1 is obtained from an
advertisement in the Italian
magazine Bit #42 , Sep. 1983).
I had used PMDS II to perform
some tests on the assembly
programming of a parallel-serial
interface based on a circuit
controlled by a Zilog Z80
(designing this interface
constituted a complex school
exercise divided into several
lessons).

To give the commands of the UNIX


operating system and access the
emulation programs of the Z80
microprocessor, the students had a Fig.1
small summary written by a willing
laboratory assistant.
However, I do not remember if the
ITIS in Foligno (PG), today ITT
Leonardo Da Vinci, had a PM4421
(single-user) or PM4422 (multi-
user) model.

PMDS II was presented in Italy in


June 1982 on three occasions
(15/6 Hotel Michelangelo in Milan,
16/6 Hotel Eurocrest in Bologna,
18/6 Hotel Leonardo in Rome) as
reported at the time by the Italian
magazine Sperimentare (page 17, Fig.2 (google)
June 1982).
The PMDS II could be connected to
the PM4300 Universal microC
PMDS II (technical details)
Instructor device (Fig.2). C.P.U.: Motorola 68000 (ref. Electronics & Power, p.652, Oct.1982)
The executable programs R.A.M.: 256 Kb (up to 1Mb)
developed on PM4421/22 were Mass storage: 1 or 2 5.25" floppy disk drives,
copied to the RAM of PM4300, 1 Winchester HD of 5Mb or 21Mb
which functioned as an emulation (expandable with other HD up to 147Mb)
probe to check the contents of the O.S.: UNIX (Bell Laboratories version)
registers and memory, check the
execution flow of the instructions, The PM4421 system is a single-user system
etc. The PM4422 system is multi-user sysem (max 7 terminals).
The technical data summarized in
the box were obtained by reading
magazines such as Bit #42
because there is no official
documentation on the Internet.
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 3 of 70
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Commodore PET 2001


by Leonardo Miliani

Today we return to explore the 1977 triad, that is, those vision of the future of consumer electronics: Peddle
3 computers that came out in that year that ideally marked explained to Tramiel that the time of calculators had
the birth of home computing. After having seen, in the passed and that the new market in which to jump was
last article, the TRS-80 of Radio Shack, we will get to that of personal computers. Peddle also showed the KIM-
know more closely a better known machine, both because 1, told him how it was purchased by hobbyists and
it has had a good sales success also in Europe and because explained to Tramiel that that microcomputer could
it has allowed its producer to strengthen its name in a become the basis for a much more advanced system.
disruptive way in the field of home computers: we are
talking about the Commodore PET 2001. Tramiel was convinced of the feasibility of the project and
gave his permission to carry it out but forced Peddle to
The origins develop this system in a short time because he wanted
Year 1975, the year of presentation of the MOS 6502, the to present it at the Winter Consumer Electronics Show in
8-bit CPU developed by Chuck Peddle together with other Chicago, which would be held in early 1977, leaving
former Motorola engineers at MOS Technology. The CPU Peddle only a few months of time. Despite this, Peddle
sold well but its success drew the ire of Motorola, which did not lose heart and started designing the computer,
sued MOS Technology because, in his opinion, its former adding what was missing from the KIM-1 to become a
employees had built the processor using technologies complete computer but also easy to use by anyone.
and knowledge acquired in Motorola. Allen-Bradley, the
then owner of MOS Technology, put the company up for The timing was respected and Commodore was able to
sale before the lawsuit, which was taken over by his own present a prototype of the new machine at the fair. The
employees; later he agreed with Motorola, paying the chassis was made of wood, characterized by rounded
licenses due in order to continue selling the 6502. In lines and designed by Ira Velinsky who in the future would
1976 released a microcomputer intended for developers
interested in adopting the 6502, the KIM-1 (fig. 1).
Surprisingly, the KIM-1 was not only purchased by
professionals, but also by many computer enthusiasts
who built their own systems around that small card.

At the same time Commodore was looking for an integrated


manufacturer. Commodore was a manufacturer of electronic
calculators that had had good commercial success in the
early 1970s. However, Commodore's dominance was
undermined by several competitors, first of all Texas
Instruments, which decided to no longer limit itself to
supplying the components to calculator manufacturers
but to build them themselves, managing to sell them at
a very competitive price because it produced all the
necessary components. Commodore therefore decided
in 1976 to buy MOS Technology, thanks to the fame it
had achieved with the 6502. When Jack Tramiel,
Commodore's boss, met the employees of MOS Technology,
he also met Chuck Peddle, and was impressed by his Fig. 1: the MOS KIM-1 (author: Rama - source:
Wikimedia Commons)
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into the computer was Microsoft's unmissable BASIC


interpreter, which served not only as an on-screen editor
for inserting programs but also as a command line for
entering direct commands. The computer thus revised
was reintroduced, again as a prototype, at the West Coast
Computer Faire held in San Francisco in April 1977 (fig.
3). Interestingly, the chassis was designed with a car
bonnet opening, with a rod to support the upper part (fig.
4): this was also due to the considerable weight to be
supported represented by the metal container and the
screen.

The selling price of the model with 4 KB of RAM was set


at 495 dollars and the computer was initially only available
by mail order. However, the waiting times could be calculated
in the order of weeks because, due to the processing of
the metal chassis, the Commodore plants could not
produce more than 30 machines per day. Given the large
number of orders, Tramiel decided to increase the price
when the computer was officially presented at the Summer
Consumer Electronic Show, which was held in Chicago
in June: the model with 4 KB was brought to 595 dollars
Fig. 2 - The first prototype of the PET
(source: Commodore.ca) while the version with 8 KB of RAM was priced at 795
be appreciated for the design of other computers; the dollars. To facilitate the purchase of the version with more
monitor was a monochrome cathode-ray tube extracted RAM. Commodore began to push commercially only the
from a common TV that had been purchased by the latter, also making it clear that the computer with less
designers themselves; as a mass memory there was an RAM had longer delivery times: certainly not a commendable
integrated cassette recorder; to complete the machine, promotion system... Along with these models were also
a small keyboard with rubber keys (fig. 2). Commodore announced those with 16 and 32 KB of RAM.
PET was born.
The technical characteristics
After that first taste, the PET was revised in some of its The Commodore PET derives from the KIM-1, thus sharing
elements, first of all the chassis. Commodore also produced
metal office files so, when it was time to finalise the design
of the computer, in order to contain costs it was decided
to abandon the rounded lines in favour of a new chassis
with a square profile, more suitable for Commodore's
plants where the sheets for its files were printed. The new
profile was the work of Peddle in collaboration with
designer Larry Hittle: in addition to the more square body,
a trapezoidal-shaped monitor container was made, ideally
resting on the computer. This solution became so famous
that it was eventually representative of the computer
itself. The computer was equipped with 4 KB of RAM
(expandable), the aforementioned white phosphor monitor,
a keyboard with a separate numeric keypad and, as mass
memory, a cassette recorder next to the keyboard. Built Fig. 3 - The Commodore PET 2001 first version
(photo: Rama - source: Wikimedia Commons)

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 5 of 70


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Fig. 4 - The "car hood" opening of the PET (photo: Marcin Wichary - source: Wikimedia Commons)

the MOS 6502 CPU with the latter, which was subsequently common tape recorder modified to be housed inside a
chosen for many other home computers. RAM is, as already slot specially made in pet. The integrated white phosphor
mentioned, optional between 4-8-16-32 KB and always monitor is 9": it seems to rest on the computer but is
resides in the lower part of the CPU addressing space. At actually fixed with the bottom forming a single machine
the top is the ROM with the operating system, consisting block. The video management is not done by any dedicated
of: the KERNAL, that is the routines of access to the chip but by a circuit based on TTL logic that can only
hardware of the machine; the character set; a version of display a text screen of 40x25 characters. The character
Microsoft BASIC adapted to this machine and called set is called PETSCII (from the combination of PET with
Commodore BASIC. Also with a view to saving money, ASCII, the character encoding used). Leonard, Tramiel's
the cassette unit is not designed by Commodore but is a eldest son, also contributed to the design of the set. The

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Fig. 5 - The small keyboard with rubber keys of the early PETs
(photo: Soupmeister - source: Wikimedia Commons)
PET is not able to manage any type of raster graphics nor times, going so far as to ship the computers more than
is it possible to modify the characters, since these are 6 weeks from the order. It also implements other policies
addressed directly by the ROM. To overcome this limitation, to increase the demand for models with more RAM, such
the PETSCII was designed by including two complete sets as not advertising the base model with 4 KB or drilling
of 256 interchangeable characters: the first 128 characters the RAM expansion plots on the motherboard on 8 KB
of the two sets are a combination of uppercase letters models to prevent users from purchasing this version of
and semi-graphical characters (such as lines, arcs, dots, the machine and then expanding it by purchasing the
segments, etc.) and lowercase/uppercase letters, chips later. Those who want more memory must therefore
respectively, while in both sets the second portion of 128 buy the already expanded model or change the machine.
characters is composed of the inverted versions of the first.
Major complaints focus on the keyboard. The problem is
Thanks to the semi-graphic characters, the programmers the size of the keys, which are really small and "rubbery",
were still able to make games of a certain detail such as not only because of the material used but also because
Space Invaders and Defender clones, as well as card and of the sensation they give to the operator while typing,
chess games. Subsequently, the PET has some connection often forcing to check on the screen whether the press
ports: a parallel port, a "user port" connected to one of of the key has been detected by the system or not (fig.
the VIA chips, an IEEE-488 port and a second connector 5). Even the tape player does not shine for quality, since
for cassette recorders. It does not have any audio it is a common music recorder, and for speed: although
management (it is a "silent" computer), even if over time it can reach a theoretical speed of about 1,500 baud per
devices with small "buzzers" have been made, to be second, Commodore adopts an anti-error technique for
connected to the user port and to be driven directly from saving based on 2 consecutive data writes, thus halving
the VIA. The small keyboard has a main section with the the actual read/write speed. To remedy these defects,
keys arranged according to the QWERTY scheme and a the computer was updated in 1979: the rubber keyboard
small numeric keypad on the right side. To the left of the was replaced by a traditional one with mechanical plastic
keyboard is the tape drive for saving/loading programs. keys while the integrated recorder was eliminated to make
Subsequent Models room for it and replaced with an external unit (the
Despite its shortcomings, PET becomes an immediate "Datassette"). A new 12” screen is also offered as an
commercial success. In fact, it is one of the first all-in- option. In addition to these more visible changes, internally
one computers to appear on the market, a few months the new machine comes with a new version of the
before the other two computers of the so-called "1977 Commodore BASIC, which solves the many bugs of the
triad", namely the TRS-80 and the Apple II. It is certainly original interpreter.
not the first ever because there are already other ready- In the same year the computer was presented in Europe
to-use monobloc systems on the market, such as the under the name of CBM (from "Commodore Business
Sphere 1 in 1975, but it is certainly the one that is enjoying Machine") because the acronym PET has already been
the most success in that period. In fact, the orders flake registered by the Dutch Philips for its own computer called
and Tramiel, to increase the hype, increases delivery "Programm-Entwicklungs-Terminal".
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 7 of 70
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The following year the computer line was updated again purchased by amateurs not accustomed to the use of the
and resubmitted as PET 4000/CBM 8000. Basically it is welder: the PET was ready to use, it was not necessary
the same machine but with a new BASIC that integrates to weld hundreds of electronic components as in the case
the dos commands for disk management. The CBM 8000 of computers in kits nor to barge to connect keyboards
line is identical to the PET 4000 but, together with the and recycled monitors from who knows where.
standard 12”monitor, adopts the MOS 6545 video chip
thanks to which it can offer 80 text columns, in high Just plug in the power. Precisely because of its ease of
demand in the professional field. use and its ability to create small networks (up to 15 PET
could be connected through the rear doors) it was
A particular model is the SuperPET SP9000. Developed purchased in large numbers by schools to supply computer
by the University of Waterloo in Canada, it is based on classes. The subsequent availability of models with 80
the CBM 8000 series but features a second processor columns of text made PET attractive also for professional
that flanks the classic 6502, the Motorola 6809, thanks uses, facilitated in this by the rich availability of software
to which it can run all professional programs written for for every type of use.
this CPU, including compilers for C, PASCAL, BASIC,
Fortran, COBOL and other languages. In fact, it was Unfortunately, the success of the VIC-20 first and
created as a machine for university students and scientists Commodore 64 later increasingly turned Commodore's
and many languages and development tools are not yet interest towards the domestic market, leaving out the
available for the 6502. business, which was first relegated to the background
The PET/CBM computer series remained on the market and then slowly abandoned. Even the exit from the scene
until 1982, when it was replaced by the MOS 6509-based of the volcanic Jack Tramiel, which took place in that same
CBM-II machine line, a 6502 derivative capable of year, certainly did not help the company, which began
addressing up to 1 MB of RAM. In fact, with the release from there to make increasingly questionable choices.
of the VIC-20 many home users have already begun to But this is another story.
switch to the new computer because of the possibility of
having at a very advantageous price what the PET can Curiosity about pet
not offer, i.e. color graphics and sound. The name PET was officially the acronym of "Personal
Electronic Transactor" but rumor has it that it was actually
Conclusions chosen because of the "PET rock", that is, the "domestic"
Despite the technical characteristics that would make us rocks collected on the beach of Rosarito in Mexico and
smile today (especially the RAM of only 4 KB) the PET marketed in 1976 as "living stones", sold in a perforated
2001 was immediately a huge success, demonstrating box with a straw bottom, as is done with live animals. The
that Peddle's vision was correct. The computer was creator of this stunt managed to sell more than a million
pieces within a few months, making it a real mass
phenomenon. Peddle, in an interview released in the
2000s, confirmed this theory, saying that the name "pet"
had been chosen precisely to capitalize on the success
of "PET rock" and sell people a "pet computer" (a "home
computer").

Another curiosity about PET concerns the different


references to the film "2001: A Space Odyssey" that the
computer brings with it. Starting from the presence of
the number "2001" in the name, which is not reflected
in any of the technical characteristics of the machine.
Continuing we find that aseptic white color predominant
Fig. 6 - A 2001 CMB with the new keyboard and 12" in Kubrick's film, which in the 60s and 70s was very
monitor (photo: Jeff Keyzer) "science fiction".
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This point was signaled to the


system by changing the status of
a pin of one of the 6522 chips VIA
the computer. Some users,
analyzing the electrical diagrams
of the system, had noticed this way
of managing video times and,
through that POKE they manually
changed the state of the pin thus
deceiving the computer and making
it believe that the video brush was
always in the part without graphics
to be drawn.

This implied an increase in the


speed of video writing because the
system accessed the video memory
without waiting: this, however, was
at the expense of video quality with
the appearance of a "snow effect",
where some pixels were turned on
Fig. 7 - The effects of the "killer POKE", you can see the distortion on the at random on the screen. In
image being compressed towards the center (photo: André Fachat -
source: 6502.org) subsequent models, those equipped
with the 6545 CTRT as a graphic
The shape of the PET itself recalls that of the terminal chip, this POKE no longer had the effect described above
with which one of the protagonists makes a video call. because the hardware had changed but distorted the
Not to mention the name: 3 letters, like that of HAL (9000), screen by compressing it on the vertical axis, thus
the super-intelligent computer that governs the spaceship suggesting that this distortion could lead to damage to
that houses the protagonists (and like that of IBM...). And the monitor caused by operating out of specifications (fig. 7).
finally, the font used for the writings of the labels on the
machine made with the same type of font used for all the In fact such behavior has never led to burned screens or
writings present in Kubrick's fim film, the "Microgramma": computers that have ceased to function.
created in the 50s, it was used very much in the printing
and in the cinematography of the 60s and 70s because
it was very "futuristic" and "science fiction".
Finally, mention should be made of the "killer POKE", that
is, a POKE instruction that, according to the urban myth
that was created behind it, could even "kill" the computer,
damaging it on a hardware level. The infamous instruction
was as follows: POKE 59458,62. In reality, she did not do
what she was known for but, to understand what she was
up to, we must first see how the PET was structured.

As mentioned, the first models of the computer generated


the video signal using TTL logic: to update the video
memory, the system waited for the electronic brush to
finish drawing the image and reach the empty part under
the text area.
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 9 of 70
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First look at EVERCADE VS - everything you need to know


by Carlo Nithaiah Del Mar Pirazzini
We would like to thank Blaze Entertainment ltd for the documentation they sent us.

The Evercade retro gaming system is growing with the existing library with multiplayer functionality will be
announcement of Evercade VS, a new home gaming supported immediately.
console from Blaze Entertainment.
The VS will also support numerous third-party USB and
After the successful launch of the Evercade portable wireless controllers, including the Xbox Adaptive controller
gaming system in 2020 (reviewed in issue 29 ita and 07 and 8bitdo wireless controllers.
uk), which has become the officially licensed option for
many retro gaming players, Evercade VS builds on this The system offers packages of licensed games, curated
by bringing the portable experience to multiple players and collectible through a cartridge with a stylish box and
and at home… just like the good old days! a manual. The cartridges are currently reproducible using
the Evercade handheld console, launched in 2020.
With Evercade VS, Blaze continues to offer its customers
an unparalleled gaming experience with a catalogue of
classic titles and several independent titles of fine
workmanship.
Using the same cartridge system as the laptop, the VS
was born with an existing library of over 260 games on
over 20 cartridges and with continuous support for new
outgoing titles.

Evoking nostalgia for the games of yesteryear with its It will also support two cartridges at the same time. This
only physical distribution of the game, Evercade VS takes will allow players to have up to 40 selectable games at
a step forward in allowing people to play together. any time depending on the number of titles on the cartridge.
The new console supports up to four players simultaneously All of this will be displayed on the screen with a new and
via the proprietary Evercade VS USB controller provided improved user interface with full visual capabilities
in the package (or purchased separately for additional including screen filters, sorting options, and resolution
controllers). features that enable Pixel Perfect rendering.
The joypad follows the same comfort levels as many of
us have praised Evercade portable, with ergonomically Evercade VS will be played at 1080p, making it the compact
designed controllers that fit all retro games. gaming system with the highest resolution on the market
Evercade games already have multiplayer support, so the and will be equipped with built-in WiFi for easy upgrades

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and future online features. • New resolution options, including the Pixel Perfect option
• Built-in Wi-Fi to enable only the seamless user interface
The games themselves are all linked to the cartridges and game updates
with a top-of-the-range emulation powered by Evercade • New controller with increased button selection (full set
VS 1.5GHz quad-core CPU and 512MB DRAM. All cartridges of bumper buttons) for games
contain save and load states. This means that any progress • Supports non-Evercade controllers, including wireless
on an Evercade laptop can be easily resumed on Evercade adapters, adaptive controllers and other USB controllers
VS or vice versa. The save states will also have a new full • The existing laptop can be used as an additional controller
visual area within the new user interface to show users with a connection cable (sold separately)
exactly where they saved their games.
Technical specifications
The price is also remarkable, starting at £89.99/ $ 99.99/ • 1.5 Ghz quad-core processor, 512 MB DRAM and 4 GB
€ 99.99, Evercade VS offers a great entry point for those internal memory.
who want to have an impressive library of official game • 4 USB controller ports (up to four supported readers)
collections. with support for third-party controllers.
The release of the console is scheduled for November • HDMI output with 1080p resolution (cable not supplied)
2021 with pre-order already activated from the official • Updated user interface with resolution options (4:3,
website. Pixel Perfect, Full Screen), Scan Line Filters, visual game
library and visual save states.
Evercade VS Details • Built-in Wi-Fi for easy updates and future network-
• HDMI output for TV with 1080p resolution and 5v power enabled features.
to use any USB power supply device • Dual cartridge slots for expanded library
• Dual cartridge slots to allow multiple games to be selected • 5V micro USB power supply (cable supplied, power
at the same time adapter not included)
• Fully supports all existing Evercade cartridges. The
cartridges (subject to license) are compatible with both For more information you can consult Blaze's website:
the laptop and the console VS. Over 280 titles by the end https://evercade.co.uk/
of 2021
• Saves states on cartridges so that progress can be saved
on both laptop and recorded on VS or vice versa
• New user interface

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 11 of 70


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The A500 Mini - A compendium of pure happiness


by Giuseppe Rinella

Finally what has long been rumored is reality, Amiga 500 available, but considering the (not) weight of the games,
Mini has been officially announced. it will not take much to load all the titles we prefer.
Joy, joy and triumph!
The people responsible for this (mini) bomb are the guys The keyboard, as was the case for the first version of the
from Retro Games, the same ones who brought out the C64, is not working but there will be the possibility to
C64 in 2018, initially also in the mini version, later in the connect one via USB port.
"big" version, that is the biscuit in its glorious dimensions And again: ability to save the game at any time, HDMI
and original functionality. port, graphics filters to reproduce the cathode-ray tube
Subsequently, the Vic 20 also came out, directly in full effect. In short, all those features that mini consoles have
size version. now gotten us used to.
The C16, the first home computer of the undersigned, do In addition to the mini Amiga we will have a mouse, that
we skip it that far? yes, reproduced in its real size, and a joypad.
A500 Mini is scheduled to be released on March 31, 2022, Since there was never an official joypad/joystick for the
too bad I can't have her for Christmas. Amiga 500, it was chosen to include the CD32.
It will have 25 games pre-installed, of which at the moment All this for the price of 129 euros.
only 12 have been announced and are: Alien Breed 3D,
Another World, The Chaos Engine, Worms: The Director's Since the official announcement and for several days,
Cut, Cadaver, Kick Off 2, Battle Chess, Atr, Pinball Dreams, nothing else has been said in the various groups of
Simon the Sorcerer, Speedball 2 and Zool. retrogames, of faithful devoted to Mother Commodore,
There will still be the possibility to charge other games in the forums and probably also in bars and supermarkets,
(OCS, ECS and AGA) via USB port. queued at the checkout.
It is not yet known how much hard disk space we will have You can read any type of comment, from the hyper-

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HARDWARE

enthusiastic to the ultra-critical. For those lucky enough to have a room specially dedicated
Could I, as a total worshiper of all that is Amiga, not to their toys, there is no problem and indeed, in that case
express my fundamental opinion? Of course you don't. having the exact reproduction of an A500 in all its majesty,
makes its beautiful effect.
According to the large population of retrogamers, there For everyone else, however (here it is), finding a space
are a number of positive and negative aspects in this suitable for that keyboard poo is not at all trivial, in short
operation, for the avoidance of doubt I come out immediately: it is not exactly like making space for a Snes, to say one.
personally I think that the negative ones are not many Not to be overlooked then the price aspect, if the mini
and not even that huge. version will be sold at 129 Euro, the full size version risks
being really too expensive and dangerously unattractive.
The first is the price, 129 Euros is a lot, it is true, especially
if we consider the cost of the other mini consoles released Another much criticized aspect is the choice of pre-loaded
sofar. titles.
Except for the Neo Geo which is a bit of a case apart, I say this very frankly, it's an objection I really don't
being a real mini cabin. We also know that Neo Geo, by understand.
definition, has to cost more than anyone else. As mentioned, there will be 25 games, of which only 12
To give some examples: the mini Nes cost 60 Euro, the are official, so 13 are missing and jumping to conclusions
Snes 80 Euro, the mini C64 "only" 50 Euro. is therefore at least premature.
For A500 Mini it was hoped for something similar, perhaps But I add two considerations: the first, 25 games compared
tending to the 80 Euros of the SNES or so. And not wrongly, to all the titles released for Amiga are inevitably few and,
I add. equally inevitably, anyone will have to deny the selection.
To overcome this problem you can arm yourself with Ask 100 people for the list of the best 25 Amiga games
patience (I don't know about you, but in my vocabulary and you will have 100 different lists, and it is right that
I haven't found this word) and wait for any offers online it is so. Fully satisfying everyone is impossible.
or elsewhere.
The second, A500 Mini will have a brilliant USB port
Another element that was not received very well, the size through which to charge whatever you want. Possibility
speech and keyboard. that also exists for other mini consoles, but in those cases
Many ask loudly for the working keyboard and the real size. you have to handcuff yourself a little, read guides, watch
This choice has already been explained by Retro Games tutorials. In some cases it is necessary to arm yourself
in a post published a few days after the announcement, with a screwdriver and operate.
and is due to purely economic reasons. Here instead are the producers who are telling us "Go
This project did not start from Kickstarter or another and load what you want!".
crowdfunding platform, thanks to which once the necessary In my opinion, gaming is not a problem.
figure is reached, production begins, thus having capital
and future customers insured, therefore at practically I have also read other objections, in my opinion a bit harsh
zero risk. and pure.
For example, I happened to read that, since it is a
In addition, two numbers regarding the sales of the C64 reproduction of an Amiga 500, it should not support AGA
are enough to give a further explanation, always provided games. Yes, you can, but I see this A500 Mini as a
by Retro Games: the "life size" version came out after the celebration of the whole Amiga world, at least up to 16
more than satisfactory sales of the mini version, but the bits, so the AGA games are welcome.
total units sold, of both versions therefore, say 20% full
size units and 80% mini units. I have also read some doubts about the choice of the
Let's add the fact that Retro Games is not a giant like joypad, not of a "pure" Amiga 500 but of the CD32, but
Nintendo, Sega or SNK, which means more limited resources in this case the choice seems quite obligatory, wanting
and much higher risk. to only propose Commodore products again.
So the ultimate answer is, let's see how it goes. Another objection, which concerns mini consoles in
In addition to all this, there is an aspect that I think is not general, is that games should only be played on real
insignificant, namely the original size of the Amiga hardware, otherwise nothing.
keyboard, which is quite important. All right, having a real Amiga 500 is great, just like any
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 13 of 70
HARDWARE

other original hardware. But with the current prices for It takes up very little space, with that size you can take
a working and dignified Amiga, you buy a PS5 and get it anywhere you want.
something for a future PS6. Maybe not at the restaurant, but on vacation why not?
So I think it is also an excellent invitation for the new And then, attack two cables and games, ideal for those
generations, who can deepen retrogaming by spending who want to retrace the good old days, without having
relatively small amounts. to handcuff too much.
And again, you charge everything you want (or at least
Finally, a criticism read several times, which also concerns a good part), save the games at all times, which on Amiga,
a little here all the mini consoles, that is, the one according in many cases, is a far from trivial aspect.
to which similar operations are only commercial and for For those like me who lack space, how much joy can the
old nostalgic. vision of a Amiga 500 puppy, always there next to the
Nostalgic old men, let us join together and say it loudly: television, give me? So much.
it is exactly so! At every glance there will be a nostalgic sigh and a vaguely
And I add, give me more! When's a mini Dreamcast? What stupid smile.
about a mini Gamecube? A reissue of the Gameboy?
We are fully aware of how much this relies on our memories In conclusion, buy it on day one? Buy it later? - Never?
of youth, indeed we are almost flattered by so much Obviously the choice is yours, I think mine is clear.
attention. To be honest, we've been waiting for a mini Seeing the price, I thought, almost instinctively, that I
Amiga 500 ever since the first mini console came out, would buy it when it would fall a little, maybe after a few
the delicious mini NES. months.
But I managed to stay serious for five or six seconds at most.
Be clear, they are all free and very respectable opinions The truth is, as soon as it's available in pre-order, I'll be
and we would miss them, we are still talking about there in the front row.
something far from fundamental, it is always good to We will meet here again for a long and in-depth review,
remember(if)it. little but sure.
Speaking of the merits instead.
What about you? Will you buy it now or immediately?
Let's face it, judging by the images that circulate, it's Greetings to you all and AMIGA FOREVER!
beautiful.
He could easily rival all the pictures of kittens on the
Internet he knows, and a cat lover says so.

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RETROINTERVIEW

MAXIM, the arcade room 1990 - Part 1


by Mic the Biker
Hello to all fond readers of Retromagazine, here Mic the idea this summer, on vacation, to interview Massimo, the
Biker who greets you. I begin this article with a proper owner of the games room Maxim of Jesolo Lido, the last
preface: retrogaming has exploded. As a niche phenomenon, and only one left standing from the golden age. A really
within a few years the return to old systems and the curious and pleasant chat, thanks to which I had the
rediscovery of forgotten video games is increasingly pleasure of meeting someone who has always carried his
present in the vast world of gaming. We have seriously passion and who has never given up.
risked losing an immense artistic heritage and seeing a
large part of the history of our country erased, that history Let's start from the beginning: in what year did Maxim's
made up of smoky arcade gaming venues and pioneering arcade open?
domestic systems. Now that everything is coming back, The Maxim arcade opens in March 1990.
thanks in no small part to emulation and dumping, we
see that those fantastic rooms full of booths are emerging Tell us, who had this idea?
again, which can be given the full name of the "Games It all started in the late 60s when my father Placido had
Room". It is fresh news that in June 2021, in Carpi, a real a small room located in Jesolo Pineta. There was a track
games room opened, which, on the overwhelming wave for battery-powered cars, a five-a-side soccer, a pinball
of the return, intends to propose "only original vintage machine, a micro-guide and some rockers.
pieces" from the 70s to the 90s. The words of those who To be precise, an elephant and a seahorse, the latter
had this idea are praiseworthy: "Our purpose is to transmit symbol of Jesolo for many years. Then some
the memory of what were the game rooms of the 80s, electromechanical play of the time was added.
passing on their memory even to generations who have
not experienced them". At the end of the 70s, with the advent of the first video
games with black and white monitors, the need to enlarge
it. In the 1980s he decided to use the adjacent space of
an apartment he rented to expand the business. In March
1990 the decision to open Maxim in the central area of
Lido di Jesolo for a longer season.

Tell us a little bit about yourself.


I was born in 1971. From the age of 8 I spent the summer
seasons in that small room, changing the 100/200 lire
coins from my beige cloth purse to the customers. Then,
as I grew older, at the age of 14, I took care of the complete
management of the room. I went from cleaning to game
maintenance, observing and learning from the technicians
who came to the service. When I was 18 years old, I took
All this can certainly do good to a world like that of video her to Maxim. I have always been passionate about music
games, because you know well that for the undersigned and images, and everything that was beautiful was built
preservation, sharing and passing on are three pillars on from the 50s to the 80s. It is no coincidence that at Maxim
which this great passion is based. And here, with this you can find and admire antique objects, including radios,
article, I wanted to introduce you to a person who had a toys, bicycles, cars, etc.
dream, realized it and never stopped cradling it. His name
is Massimo and he owns a games room in Jesolo Lido. He How did the name Maxim come about?
did not take advantage of the good time to go out and Maxim, by my name Massimo.
propose the old glories of the past, he has always been
there even when the arcades were now forgotten places, Which cabinets do you remember most fondly?
supplanted by the next Gen console on duty. I had the Among the 1978 Ultra Laser cabins, an Italian copy of

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RETROINTERVIEW

ABM Milano, the most famous Space Invaders. To name arcade world, from the mid 80s to the next 10 years?
a few Friends and Nibblers from ’82, Pacman from’80, I lived that period to the full, being able to see and know
Scrambler from ‘81, Phoenix from‘80, Gallagan and Donkey 90% of the games that came out in that decade. I remember
Kong from ’81, and many others from thatage. being impressed by the first laser game, Dragon's Lair,
With the advent of Dragon's Lair and Space Ace in 1983. which was at Jesol Matic. An epochal change from classic
arcade to laser games, although the latter did not have
What about your favorite arcade video game? a great continuity due to the repetitiveness of the game
Space Ace, Cinematronix, designed by Don Bluth in 1984. and the problems related to technology too sensitive to
mass use. Laser technology was applied not only in this
Give us a personal ranking of the most played cabins, field but in many others marking a real era.
the ones that when you opened the door you had the
box full of tokens. I saw that you also have a "multi arcade" station to be
In the 1980s there were several including Space Invaders, able to play the old titles. What system is it based on?
Phoenix, Nibbler, Donkey Kong, Super Sprint, Pacman Many customers asked me for titles from the 80/90s so
and various laser games. In the 90s the most significant: in those two booths I inserted pandora cards, containing
Daytona USA, Street Fighter, Mortal Kombat. 1000/1500 games of the time.

The arcades attracted people of all kinds. Have you ever A question I've always asked myself. On the right the
had a problem? Dragon games room, on the left the Jesol Matic, bowling-
By maintaining a correct dose of patience, kindness and mini-games room with billiard tables in Piazza Marconi.
listening, many situations of discomfort have been resolved How was the coexistence with these two giants of
positively. entertainment?
Stimulating. Quite a lot. We were in the middle of two
Can you tell us how you lived the "golden age" of the giants in the arcades, the Jesol Matic and the Dragon. We

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RETROINTERVIEW

arrived with great humility, trying to carry out our work of the first playstation in the living rooms of the house.
Do you agree or was the game room world already in
at its best, day after day, always looking to the future but
with the experience of the past. decline?
When it comes to technology, it's always evolving. The
Today our greatest achievement is to see the joy in the world of the arcade has also followed changes and
eyes of children in having fun together with their parents innovations over the years, becoming what it is today. In
or grandparents. Right there we understand that what the 80s, those who frequented them were teenagers,
we are doing we are trying to do in the best possible way. today it is open to all generations, from grandchildren to
For us the games room is a healthy place of fun open to grandparents, reaching the completion of the ultimate
several generations. social purpose: fun for everyone.

These two massive arcades haven't been around in You're on a deserted island. What musical CD would you
years. Maxim's still here. How many sacrifices did you definitely have with you? Only one.
have to make to survive the change? Carboni by Luca Carboni, 1992 (italian rock singer, ndN).
Keeping up with the times, following market needs. Surely
family management was our winning weapon. And the coin op you'd hope to find on this deserted
island? Just one.
Nowadays the arcades look more like mini-casinos, with Space Ace.
almost all games based on "Ticket redemption". I buy
tokens, when I play I get tickets that will entitle me to We have reached the end of this beautiful interview: a
a prize. On several fronts this system is accused of heartfelt thanks to Massimo for giving us some of his
directing children to gambling. The next step, growing time. If you pass through Jesolo Lido, go to Maxim, in Via
up, is likely to be the slot room. What do you think about Bafile 48.
that?
This connection is one of the biggest mistakes you can It contains valuable machinery that is history. Precisely
think of. There is no place where the whole family, from for this reason, in the next issue we will continue our
the smallest to the largest, can have fun together with a journey in the Maxim games room to discover the wonders
minimum expense. that lies within!

There are no social distinctions. It is nice to see children,


even very young, coming in the arms of their parents,
who smile in front of the lights, sounds, colors of this
world. The gaming halls, or more modernly called F.E.C
"Family Entertainment Center", have nothing to do with
gambling. The two things are completely at odds: the
arcades are open places where everyone has fun together
and becomes a bit of a child.

You are the only game room of the old guard left in Jesolo
that has survived to this day. Is there still someone who,
apart from myself, comes in and compliments you?
Fortunately many, and this fills our hearts every day. Who
lives in memory reviewing games of the years 60-70-80-
90-2000 and the latest news, and also the compliments
for the vintage objects that can be admired by those who
do not play. Over the years we have seen many families
whose children, who then frequented the arcade, have
become parents and in turn take their children to play.

It is universally known (or at least thought) that the


cause of death of the arcades is attributable to the advent
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RETROINTERVIEW

Interview with the creators of Demons of Asteborg


by Carlo Nithaiah Del Mar Pirazzini
For some time we have been seeing high quality indie/ and our inspirations.
homebrew games coming on Mega Drive, both in gameplay The Megadrive is the console of an illusionist, there are
and design. a lot of suggestions to create amazing visual effects for
the time and still effective today, so we learned how those
Demons of Asteborg as we have seen is one of these (find effects work and we had a great time playing them in
the review in this same issue, NdFF). Demons of Asteborg (The youtube channel "Coding
A project born in 2013 and that has achieved a really Secrets" has helped us a lot)
amazing result.
Nith: Since we are talking about evolution, between
I had the opportunity to ask 5 questions to the two project 2019 and 2021, the writing of the game is very different!
managers Simon and Christopher of Neofid and talk about Why is that?
this incredible product! Christopher: It's very different and not for nothing. In
fact, in 2019 we presented a prototype on Kickstarter,
Nith: "Ghouls'n Ghost", "Castlevania" and "Demon's made with vehicles in hand and as fast as possible. We
Crest" are 3 magnificent references that I quote for the had to come up with a good product with everything that
creation of Asteborg. Does developing today on Mega was available for development on the market and that
Drive give you the advantage of all the "tips" of the past, would help us get financing.
all the optimizations acquired on the support over time? Once we reached the funding we could really have fun
Simon: In fact, our inspirations come from great historical and use artists that we liked and that corresponded much
games, which necessarily involve a form of pressure in more to our style goal.
the development of a product that is inspired by it, but I
think this is positive, it pushes us to give the best of Nith: Although more and more games are being created
ourselves to create a game that satisfies our ambitions on old systems, their online funding is often a failure.

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RETROINTERVIEW

Your first kickstarter just brought you back… 138 €. scale is unbalanced compared to a beginner player.
How you approached this first “failure”. You, indeed, Fortunately, we managed to balance many things during
had to put money into it out of your own pocket. How the testing phases. The game remains challenging, but
do you feel, when today, when the project is over, we also fulfilling, once fully mastered, it is easy to complete
find that the feedback from the players is mostly very the adventure in less than two hours.
positive?
Simon: A project like "Demons of Asteborg" is a personal Nith: How important was the release of this game for
investment of several years, we wanted to finish it at all you? Are you going to stay in the same universe for the
costs, the problems encountered sometimes are also an future? Same kind of game? The same platform?
opportunity to improve our creation process, we find the Simon: The release of the cartridge was essential for us!
strength to continue and the support of the players. It is also our vision of retrogaming, to think that "Demons
It is very gratifying to see that the feedback is mostly of Asteborg" will have its place on the shelves of some
positive. It's great when you work so hard on a project, Megadrive fans, it is priceless. As for the cartridge, it's
when you see everything you've been through so far and really perfect! We wanted to create a great adventure,
finally get the reaction from the audience! Afterwards, with landscapes and varied situations and I think we have
there will always be people who will not like this or that reached our goal!
thing, or people who will definitely hate it. But it's all part For the rest, nothing is yet definitive, we would like to
of the game. expand the universe of Asteborg and we already have
some ideas for new protagonists, there may also be clues
Nith: “Demons of Asteborg” could be included in the in "Demons of Asteborg", but so far no one seems to have
ranking among the rather difficult games. An anomaly found yet.
compared to modern times.
Why this choice? How did you manage to balance this Thank you for taking the time to answer our questions.
difficulty in the creation phase? I'm going back to play ;)
Simon: The dosage of the difficulty is something very
complicated, the whole team has been playing for more
than two years now, and obviously we know the bosses'
patterns, we are used to the gameplay and the combat
system, so when we add a new enemy or boss, we try to
reach a difficulty quite equivalent to that already present
in the rest of the game, but it is easy to forget that we
know the game by heart and that therefore our difficulty

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SOFTWARE

MSX BASIC the "ghost" commands… part one


(i.e. how to redefine graphic characters in MSX Basic)
by Ermanno Betori & Parsec 99
Today we present the first of a series of articles where
we will explain a series of instructions from the Basic of
MSX computers to achieve the management of the graphics,
taking the cue from the commands used on the TI99/4A
computer having the same graphic chip but with a different
approach in the implementation of these instructions
through the Basic language.

Let's assume that the two computers (TI99 & MSX1) were
created about 6-7 years apart, so in theory the computer
created later should have the basic instruction set improved
and simplified. This should be an absolute truth, but it is
Below in the figure instead we have the Philips VG-8020
not always real, in fact a careful retro-programmer sees
which represents the top technical characteristics of the
that in the basic language on MSX1 computers some
MSX1 models having the possibility of the double cartridge
functions/instructions related to graphics have been
and the 64 Kbyte ram.
omitted and enhanced in other fields.

Let's start from the very beginning. The graphics chip


present on both computers is the TMS 9918A/29A (NTSC/
pal) with its own dedicated 16 Kbyte video RAM independent
from the one used by the computer CPU, which will
determine a choice in defining the basic commands on
the TI99/4A computer of Texas Instruments.

At the time of the TI99 project (1977) ram memories


As a historical note, above in the photo we read on the
were very expensive and to contain the costs the designers
body that the VG-8020 HAS 80K of ram this was a
used the ram of the video-processor as a system ram
commercial crap (due also to technical ignorance) as it
instead of the one dedicated to the CPU, therefore the
can be considered true only if we add the ram of the 64K
TI99/4A without any expansion was sold with a video
CPU to the 16K of the VDP that are not absolutely sum.
ram of 16 Kbyte and with a ram dedicated to the 256-
Again as a historical background it should be remembered
byte CPU (it is not a mistake it is really 256 bytes).
that Microsoft in the 70s-80s was the company that
created the majority of the porting of the Basic language
on the various home computers (as they were defined at
the time), but there were exceptions including the Texas
Instruments that created its basic version. This version
called TI Basic was used not only on TI99/4A but also
on mini computers of the TI-990 series and subsequently
on calculators programmable from TI-73 to TI-89.

What was special about this version of basic used on the


The MSX1 systems that were later sold in the following
TI99? Or better to say what was missing on this Basic…
years (1983/84), started with a 16Kbyte video ram and
Since it had to exploit the video ram as a system ram, it
a ram memory dedicated to the microprocessor that
was not equipped with graphic commands in high resolution
ranged from a minimum of 8 Kbyte (as seen with the Casio
such as circle, draw etc.. it was not equipped with the use
PV-7 which was one of the first models produced).

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SOFTWARE

how can you proceed? The solution is not particularly


simple, as you need a basic knowledge of how RAM VIDEO
is organized and how the VDP works, which is acquired
by reading the MSX manuals related to programming in
machine language or assembler! Now for you new retro-
gamer and hopefully retro programmer, we will try to
explain the basics and instructions needed to manage
and manipulate the graphics fonts so that you can use
the graphics of the VDP TMS9918/29 in depth.
Let's start with the first-generation MSX, whose VDP offers
several video modes, 16 colors and 32 hardware sprites:
TI-990 TI-73
The Video Modes
of sprites (which was then compensated with an Extended
SCREEN 0: Alphanumeric mode 1 – "MA1" – (Text I) 40
Basic cartridge that partially expanded the features), it
columns on 24 rows in 2 colors
did not have access to the high resolution graphics, and
SCREEN 1: Alphanumeric mode 2 – "MA2" – (Text II) 32
it could not use the whole set of characters (256). And it
columns on 24 rows in 16 colors
didn't have the ability to switch screens in the 4 graphical
SCREEN 2: Graphic mode 1 – "MG1" – (Graphics) 256
modes that VDP allowed, but the basic programmer could
x192 pixels on 3 sets of 256 characters for a total of 768
only use the 32-column x 24-colour 16-line mode.
to 16 colors taken from the color table, also called
Bitmapped.
This mode on MSX manuals is called SCREEN 1. In fact,
SCREEN 3: Graphic mode 2 – “MG2” – (Multicolor) 64x48
this basic was very limited, so how could the poor user
squares of color each of which is formed by a 4x4 block
interact with the graphics? How could he draw, create
of pixels that can independently have one of the 16 colors
games etc.? The idea was to allow the graphic redefinition
available.
of the characters of the ASCII table present in the video
chip using a series of direct basic commands such as call
The basic SCREEN command ‘x’ (non-existent on TI99),
char that redefines the character and call hchar/ vchar
is precisely what activates the various video modes on
that displays the character repeated horizontally or
MSX 1 which as we have seen are two text, a graphic and
vertically according to a pattern of abscissae and ordinates.
a multicolor, while on MSX2 systems the configurable
Therefore, using this system it was possible to allow the
modes are two textual and 8 graphics.
TI-basic of TI99 to create graphic programs or games,
The characteristic of the MSX video architecture is to be
managing to compensate for its gaps in graphic commands.
equipped with a RAM dedicated to the screen, called
Video-RAM, which is a memory external to the system,
The MSX Basic, on the other hand, was among the most
with a map that changes depending on the video modes
advanced versions available on the various home-computers
set, on which the VDP reads and writes data.
for this programming language. In fact, it is full of functions
On MSX1 systems, the 16 Kbyte Video-RAM is divided
dedicated to the management of variables, matrices, text
into tables that can be addressed directly from the Basic,
and especially graphics and sound, such as direct commands
but that change the pointers when the video mode is
for the use of SPRITES and commands for the creation
changed.
of high resolution images such as DRAW, PSET, LINE,
CIRCLE, etc... that allow an advanced use, but on the
The main accessible tables are defined as follows:
other hand put a strain on the performance of the computer.
TEMPLATE TABLE - (Character Set – defines character
In the Basic MSX, as already mentioned, some commands
drawing)
were omitted, in fact no direct command was implemented
NAMES TABLE - (Display array – defines character
for the redefinition / management of characters (perhaps
position)
it was considered an old programming method but very
SPRITE PATTERN TABLE - (Sprite Character Set – defines
useful if wisely used), and the absence of these instructions
sprite design)
is clearly visible reading any Basic manual dedicated to
SPRITE ATTRIBUTE TABLE - (Screen – defines position
MSX systems. So for example to carry out the porting of
on sprite screen)
a game, even simple, written with the Basic of TI99/4A,
COLOUR TABLE - (Colour Set not used in multicolour &
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 21 of 70
SOFTWARE

text mode) equivalent tables have been reported, the one on the left
was created to have a better display and the 0 placed to
Leaving aside the management of sprites for now, it is the right of the hexadecimal encoding of the rows should
better to understand exactly what these tables are. not be taken into account, example 40=4, D0=D). Now
The MODEL TABLE, which is the actual character set, is that it is clear how to identify a character, the problem of
the table that needs to be modified to redraw or redefine placing it on the screen remains and here comes the name
the characters that are displayed on the screen. table. We have said that this table divides the screen into
The NAMING TABLE can be confusing because of its an invisible grid and a number of cells that differs between
nomenclature, but it is actually the matrix on which to the "MA1" and "MA2".
place the characters on the screen, such as an invisible
naval battle-like grid composed of cells where you can The following image gives an idea of what is exposed
place the various characters individually. about it and how the screen is divided during SCREEN 0,
or "MA1": 40 columns on 24 rows.
Below in figure one we show the set of characters present
in the system ROM that when the computer is turned on In this video configuration, if we wanted to place any
is stored in the model table of the Video-RAM. They are character on the screen, we would use the basic LOCATE
the famous 256 characters of the ASCII code (acronym [column],[line] command followed by the PRINT command.
for American Standard Code for Information Interchange)
which are all redefinable unlike the TI99 whose basic only
allowed the redefinition from the number 32 to 159 for
a total of 127 characters
The characters shown in Fig.1 are present in the model
table in both SCREEN 0 and SCREEN 1 mode, while in the
graphic mode "MG1", i.e. SCREEN 2, the VDP completely
resets the model table, so everything must be redefined.

Fig. 1 - The complete set of 256 MSX characters Fig. 3 - NAMES TABLE in the "MA1" mode
Character identification takes place through a 16x16
position reference table with hexadecimal encoding, such In practice, if we wanted to display the "A" character
as the following: corresponding to the position calculated by the intersection
Fig. 2 is fundamental for the programmer when he needs of column 20 with row 10, we would simply write these
to identify which character to place on the screen or two LOCATE 19.9 commands directly: PRINT "A", or for
redefine, so for example, wanting to identify the "L", just a better display the following list.
go to line "4" and column "C", obtaining the hexadecimal
code "4C". MSX TI99/4A
10 CLS 10 CALL CLEAR
20 LOCATE 19.9 20 CALL HCHAR(10.20.65)
30 PRINT “A” 30 GOTO 30
40 GOTO 40

With these instructions, the capital letter "A" is printed


on the screen at the intersection of column 20 with row
10. Note that the values entered are not 20 and 10 but
19 and 9 respectively, this is because obviously it is
Fig.2 - Character set identification table
considered a scale of values that also includes zero as
Therefore, the character "L" is identified in the model the first (as opposed to TI99 starting from 1).
table with the hexadecimal value "4C" (Attention, two It is therefore absolutely necessary to remember two
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SOFTWARE

important things... the values start from the number zero recreate the coordinate logic by referring to the names
not one and the columns set when the computer is turned table in Fig. 3 and in this way:
on are 37, so the last visible column is number 36 (alias
37 real column) and if we want to use the invisible columns VPOKE [column]+[row]*40,&H [character table 
37, 38 or 39, the "A" will still be positioned at the last hex code]
available column. To bring the screen to display all 40
columns, Microsoft Basic, and therefore also MSX Basic, Since the names table in "MA1" (SCREEN0) starts from
use the WIDTH [x] command (which also does not exist the address "0" of the Video-RAM, it is natural to immediately
on TI99), with a value ranging from 1 to 40. enter the values of the column and pointing line for the
character we want to display, entering values 0 – 39 and
0 – 23 respectively. The [row] must also be multiplied by
the value 40 because in reality the counting of the cells
takes place sequentially and once reached the last column
this count automatically continues to the next row taking
into account the number of times that 40 locations are
counted, how many are the columns in "MA1".
The value to be attributed after the location of the Video-
RAM is the character identified according to the table on
the left of Fig. 2 so considering the hexadecimal line
"40" (they are the 4 most significant bits) plus the
hexadecimal column "01" (they are the 4 least significant
Fig. 4 – The 37 columns set at computer startup in
bits), we find the position of the capital "A" character. The
"MA1".
right table of figure 2 instead reads the hexadecimal
letters to be written first are the columns and then the
rows so you have both ways of reading the coordinates.
As we can see we can write the vpoke command directly
to the computer obtaining the result shown below:

Fig. 5 – The 40 columns set with the WIDTH 40


command in "MA1".

However, going back to Fig. 3, it is possible to address


any character on the screen without the need to set the Fig. 6 – This is what the command looks like on the
number of columns using the video memory locations in MSX screen
the name table. It should be noted that the result of the mathematical
formula 19+9*40 is the famous 379 mentioned above.
For example, if you want to display the letter "A" again in It is clear that the advantage of VPOKE in addition to
column 20 and row 10, always referring to Fig. 3 and also decreasing the drawing up of the list compared to the
to Fig. 2, just run the command for direct access to the use of the LOCATE and PRINT commands, is direct
VideoRAM, that is, VPOKE in the following way: VPOKE communication with the video registers and therefore it
379,&H41 is faster. However, there is the disadvantage that with the
VPOKE it is possible to print only one character at a time
That number 379 does not make a logical sense like the on the screen, unlike the PRINT command which, after
LOCATE command, and it is impossible to remember the positioning the cursor, can print an entire string on the
position of a character cell in this way, but we can try to screen.
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All this procedure is the same also in Alphanumeric Mode through Windows, MSX graphics of excellent artistic and
2, "MA2" (SCREEN1) with the difference that the available functional level, in an easy way for both the creation and
columns are 32 and in addition to the models table and the programming, but it is essential to understand how
names table, the color table is also integrated, which we the model table works. A real space in the Video-RAM,
will deal with later. where the drawings that are used as characters in the
The substantial difference for the reduced number of name table are stored and redefined.
columns in the "MA2" mode is that the characters in this In “MA1” and “MA2” modes, the Video-RAM offers the
mode are composed of cells of 8x8 pixels, against the 6x8 ability to redefine all 256 characters, but first you need
pixels present in the "MA1" mode. to understand how modifying the video memory affects
Therefore, in addition to resizing the area available for the MODEL TABLE.
printing strings on the screen using LOCATE and PRINT,
it also changes the starting address in the name table, Let's take a step back and remember how the "MA1" and
which instead of starting from the location "0", starts "MA2" act with the characters: in "MA1" each character
from the address 6144, for a total of 768 cells and therefore is defined by a cell/grid composed of 6x8 pixels, while in
bytes, organized as in the following image: "MA2" it is 8x8 pixels and its definition takes place line
by line for every 8 pixels, as shown in the following figures:

Fig. 8 - “MA1” Fig. 9 - “MA2”

In "MA1" (SCREEN 0) the area of the Video-RAM dedicated


to the MODEL TABLE starts from the decimal address
Fig. 7 - NAME TABLE in "MA2" mode in SCREEN 1 2048 and from the first hexadecimal character "&H00" (or
even "0" decimal) of the character table. Each address
It is clear that now the values used with the LOCATE of the Video-RAM starting from that 2048 (included),
command vary from 0 to 31 for columns and always from corresponds to a row of 8 pixels of the character, as in
0 to 23 for rows, but it is also clear that the formula used the following image.
with the VPOKE to place a character requires an addition As can be seen, the VRAM
in the "MA2": is represented in the
For example, if you want to place a “Q” in column 12 and figure as a "cascade"
row 10, the formula is as follows: VPOKE tape where for each
6144+11+9*32,&H51 location address are
assigned values of 8 bits
Based on what has been said so far and from the name and therefore one byte.
table in "MA2", 6144 is the Video-RAM location of the Based on this association
first cell in the upper left, the value "11" is column 12 we will redesign each
(from a reference between 0 and 31), the value "9" is row character at will among
10 (from a reference between 0 and 23), which will all 256 available.
obviously be multiplied by 32 because of the repeated Observe how in "MA1"
columns for each row. the last two bits on the
Now that we have understood how the Video-RAM is right are not displayed,
organized in reference to the names table in "MA1" and but must still be
"MA2" it is time to address the principle on how the calculated, then taken
characters can be redefined, or redesigned at will. into account. If we omit
Today there are many tools that allow you to process Fig. 10 them, the computer
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would automatically add two more significant "00" bits, content is displayed on the screen 7 more times, so as
that is to say to the left, with the result of translating the to obtain the 8 decimal values that make up the capital
character of two pixels to the right and not always displaying letter "A".
the last two columns to the right. Each value
corresponds in
So if you want, as in the example, to redefine the ASCII sequence to one of
character "A" (uppercase), you have to start from the the 8 rows that
video location ram 2568, which is the value obtained from construct the letter
the sum of the first memory location of the MODEL TABLE "A", from 2568 to
in "MA1" with that of the ASCII character that we want 2575, as in the
to use. Now the hexadecimal code of the character "A" is representation
&H41 which is converted to decimal as 65. FIG. 10 shown in FIG.12.
Since each character is composed of 1 byte by 8 rows,
we will have to multiply the decimal value of the character Finally, this is how
Fig. 12
"A" by 8, then 65x8 =520 that added to the first address the "A" character, or
of the MODEL TABLE 2048 becomes, 2048+520=2568, ASCII code 65, is presented according to the MSX
that is the first address shown in the figure to represent calculation methods.
the model of the ASCII character 65, that is the capital Each of the 8 addresses corresponding to the character
letter "A". is assigned a decimal value that, converted into a binary,
represents the lit pixels that make up the "A" drawing line
The last step to take before understanding how to redefine by line.
a character is to interpret the system used to encode the
content of each of the 8 locations for a single character. On the TI99 that uses the hexadecimal code extrapolated
Always taking as an example the character "A", having from the binary to define the characters, we will have as
ASCII code 65 that starts from the VRAM location 2568 an example that the code of the letter "A" moved to the
as we see from Fig. 10, we need to know the value contained left with respect to an array of 8x8 pixels is the following:
in each of the 8 bytes that make up the character to then "A" = "20508888F8888800" which is the equivalent of
manipulate it. 32.80.136.136.248.136.136.0 written in decimal. At this
To do this, we use the VPEEK command, which reads the point it is clear that to redefine the character ‘65‘, we will
contents of a memory location, so it allows us to know have to change each of these 8 values.
the decimal content of a Video-RAM location. In the figure
below we show a small demonstrative list. Now, for example, we want to give the "A" character our
own style, redrawing it in its grid as in the next figure.

As seen in the figure below, all the locations of the VRAM


that make up the "A"
character have been
modified in their
contents, each of
the 8 8-bit binary
series that draws
the letter "A"
corresponds to the
decimal value to its
right. Therefore, if
Fig. 11
you want to
In Fig.11 we see the MSX Basic screen and the list that Fig. 13 translate all this into
with a simple For - To - Next cycle starts to read the MSX Basic based on
content of the VRAM starting from the first memory what you have learned so far, you must build a routine
location of the ASCII character 65 the number 2568. that writes the respective 8 values in the 8 corresponding
Once the content has been read from the VPEEK, the locations that will redefine the ‘65‘ character in the new form.
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 25 of 70
SOFTWARE

Below we show our program to redefine the "A" character


in the new graphics.
As you can see, you have opted for the convenience of
writing directly from the VRAM 2568 location, instead of

Fig. 15 - The same routine of fig. 14, in "MA2" and


then SCREEN 1
However, calculating in the way already known the first
location of the letter "A", the mathematical expression 0
+ 65 x 8 gives as a result 520, and here comes the figurative
Fig. 14 representation of how the character ‘65’ is configured in
the VRAM MODEL TABLE in "MA2".
the ‘ 2048+(65x8) ‘, but in case of need or difficulty it is
always better to take into account this system to be The figure next to it finally shows the possibility of using
adopted for the redefinition of the ASCII characters in the entire 8x8 area and then also the last two columns
the "MA1". of the character cell will
be displayed if redefined.
Now the "A" character has been modified and its modification Nothing changes from
will remain so until you change the content again in the the "MA1", the reading
corresponding VRAM addresses on which we have already and writing phase from
worked, for example by performing a reset . At this point the MODEL TABLE of the
it is clear how to redefine a character, but so far we have VRAM, we will always
done so in the "MA1" to learn its principles, however the have 256 characters
"MA1", or SCREEN 0, is a purely textual mode, with the available to be redefined
only final purpose of writing texts and writing programs at will and this time a
in BASIC, limiting the use of colors to only two from the better detailed
palette of 16 colors of the VDP. possibility to manage
the 16 colors on the
In "MA2", or SCREEN 1, the procedure is practically the Fig. 16 screen, an operation
same. There is only one difference relating to the starting that will be expressed
address of the MODEL TABLE, which this time starts from later and will close this tutorial.
the address‘ 0 ’(zero), maintaining the encoding of the
ASCII code for the characters, so always taking the letter At this point we can repeat the character writing operation
"A" as an example, its code still remains the‘ 65 ’, so that but this time instead of the ‘65’ we will take one of the
the entire procedure exposed so far remains the same, special ones that are usually used only on special occasions.
with the variant that is no longer used 2048 as the Now let's choose a character for creating an animation game.
reference VRAM address but‘ 0 ’.
The character chosen for this practical part is the ‘234’,
It is evident as in Fig. 15 that the syntax ‘VPOKE [character stored in the ASCII Table of the European MSX with the
code]*8 ‘ to locate the VRAM location of the character to symbol ‘omega’.
be redefined, is a little easier since the address‘ 0 ’of the This is how the "omega" character appears in the MODEL
MODEL TABLE in “MA2” can be omitted. Once the first of TABLE, starting from the VRAM 1872 location, identified
the 8 memory locations of the character has been identified, with the calculation of the ASCII code 234, multiplied by
the encoding of each of them remains the same as in "MA1". 8, as well as on the left the decimal values for each VRAM
Page 26 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10
SOFTWARE

location that makes up the character. So, repeating once and its representation on the video.
again what has been said, we must change the values of
the 8 locations, from 1872 to 1879, establishing first
what we want to achieve.

Fig. 19

Finally we have redefined a character as we wanted it and


where we wanted it on the screen using only the addresses
in the Video-RAM, but through the MSX Basic.
The logic as we have seen is slightly complicated compared
to the TI99 commands related to these specific uses, but
once we get used to it, it becomes quite easy to use.
Fig. 17
Just for completeness, below we will compare the two
Below instead we have the new design that we want to basic listings used by the two computers to obtain the
take on character 234. same result: the representation of our little man in the
center of the screen using characters.

MSX 
10 CLS
20 FOR B=0 TO 7      
30 READ CH
40 VPOKE 234*8+B,CH
50 NEXT B
60 READ 24,24,126,189,153,36,36,102
70 RESTORE
80 VPOKE 6144+15+12*32,324
90 GOTO 90

TI99/4A
10 CLEAR CALLS
Fig. 18 20 CHAR CALLS (150,”18183EBD99242466”)
It seems like a funny thing, but it is the basis of the creation 30 HCHAR CALLS (12,16,150)
of advanced graphics on MSX and especially for the 40 GOTO 40
creation of games.
In the second part of the tutorial we will discuss the color
As already done for the character ‘65’, we now have to table whose organization requires learning some concepts
change the values of the character ‘234’ in the MODEL as it was for the two tables represented.
TABLE, from location 1872 to 1879, with those illustrated See you next time.
in the right column.
For comments, information, suggestions..:
Below we will show our definitive list which is the summary [email protected]
of what is described here, that is, character redefinition
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 27 of 70
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Abacus Super C - The C language on the Commodore 64


by Francesco Fiorentini
I really like reading the posts in the Facebook groups compiled code of the Abacus Super C. The Power C will
dedicated to retrocomputing. You discover many novelties surely be the protagonist of an upcoming RMW article. :-)
and at the same time you can find interesting ideas for
articles. C language
The C language was developed at the Bells Labs by Dennis
A few weeks ago, I remember coming across a post where Ritchie between 1969 and 1973, but reached its consecration
someone asked if there were any Commodore 64 C only in 1978 after the publication of the book The C
compilers in the ’80s. At the time I never used a C compiler Programming Language by Brian Kernighan and Dennis
on the Breadbin, my first experience with this language Ritchie.
dates back to when I owned the Amiga 500, but I remember The C language has been used to replace most of the
in the following years that I came across at least one assembly code of the Unix Operating System, becoming
compiler from the past. de facto the main language for the realization of highly
performing operating systems, programming languages,
In fact, after a quick search, I was able to find at least libraries, games and applications.
two compilers that had been produced in the 1980s for
the Commodore 64: the Abacus Super C and the Power C. After the publication of Kernighan and Ritchie's book,
The Abacus Super C is a C compiler developed by Franz several dialects began to flourish, making it necessary
J. Hauck and Thomas Eirich between 1983 and 1987. The to define a standard. This is how the ANSI C standard
software was released by Data Becker in 1985 under the was born, which will guarantee the portability of programs
name C-Compiler 64, later under the name Profi-C and written in C on all platforms and compilers adhering to
sold by Abacus Software in North America and First this standard.
Software Limited in England. I don't think it was ever
distributed in Italy in the ’80s. If anyone had any news
about it, I'd be interested to know more.

Abacus Super C consists of two versions, one for the C64


and one for the C128. As can be seen from the table
below, version 2.03 of 1987 is the latest version released
for the C64. And it is also the version that we will use in
the article to compile the test program written in C.

Release date C64    C128
08.05.1985       v1.02      /
25.06.1985       v1.10      /
11.09.1985       v1.21      / Abacus Super C
16.01.1986       v2.00    v3.00 The Abacus Super C, while quite close to the standard,
16.07.1986       v2.01     v3.01 is only compatible with early versions of the K&R, so the
29.09.1986       v2.02    v3.02 function and include statement must be written in a
15.10.1987       v2.03    v3.03 slightly different way.

Around the same time, in 1986, another compiler, the ANSI C:


Power C, was released under the label Better Working function declaration: int square(int x)
Software by Spinnaker Software Corp., Cambridge (USA). include statement: #include <stdio.h>
As confirmed also by some articles that I found on the
net, Power C, as its name indicates, is actually powerful Abacus Super C:
and performing and able to generate smaller and faster function declaration: int square(x) int x;
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include statement: #include “stdio.h” end - exits the Super C environment and returns to the
There are also other small differences, but they do not Basic V2. As if a soft reset had been made.
affect the goodness of this product.
Here are some of the transient commands, which you
Development environment might find useful. For the full list, please refer to the manual.
At the start of the Abacus Super C we will be greeted by device - allows you to change the device address of the
an introductory screen and a well known prompt, at least disk drive from the software.
to those familiar with the MS-DOS world: copy <source> <dest> - allows you to copy one or more
A: files. <source> and <dest> are file names with the device
identifier.
Obviously the letters a: refers to drive 8, following this logic: es: copy a:test h:*
Device letter a  b  c  d  e  f  g  h c1 - is a command that invokes the contemporary
Device number 8  9  10 11 12 13 14 15 compilation and linking process
es: c1 <x:file> <link1> <link2> …
At this point we can use a whole series of commands invokes the following command: cc <x:file>.c <x:>o.o
already available to the user, called residents, because <x:>error.e <x:file> <x:>libc.l <x:link1> <x:link2> …
unlike the so-called transients, they are already present type <file> - print the contents of the file on the screen
in memory and do not have to be loaded from the disk:
The commands ce (editor), cc (compiler) and cl (linker)
dir <arg> - Displays the current drive directory. You can are also considered transient, but we will see them in the
also use wildcards paragraphs dedicated to them.
dir lib*
The Editor
As you may have guessed, the Abacus Super C is proposed
as a complete suite for C programming. Of course, the
package could not lack an editor that would allow the
creation, modification and maintenance of our C listings.
The editor must be loaded from the official disk of the
Abacus Super C, as a transient command, via the instruction:
ce

err - reads the error message of the specified device


e.g. a: err
00, okay,00.00

com <arg> - executes the text <arg> as a command


v - validate disk
r - rename file - e.g. a:com r:prog=test

tod (in V2) or time(V3) - displays the current time. The


clock is set to zero at startup, the time that appears the The editor is not really user-friendly, especially for those
first time is the time since you started working with Super C. unfamiliar with text editors such as vi, EMACS or Wordstar...
Commands are not accessible through menus, but must
set <time> - sets the clock. <time> uses the form format be entered by the user using certain key combinations.
HH: MM: SS Here is a short list of the available commands that you
HH indicates the hours (00-23) will need to start writing your first program; also in this
MM indicates minutes (00-59) case, for the complete list, please refer to the official
SS indicates seconds (00-59) manual, really detailed and well made.
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 29 of 70
SOFTWARE

The command [F5] activates the command mode.

- [F5] [n] to create a new file


- [F5] [x] to exit the editor
- [F5] [l] to load an existing file
- [F5] [s] to save the current file
- [F5] [h] to search for a string
- [F5] [r] to replace a string
- [F7] create an empty row
- [F8] delete the current row

Warning: creating a new file you have to choose the length


Link file name is the name of the object program that we
of the program lines; you can choose between 40 or 80
will have to pass to the linker.
columns. The viewable columns will always remain 40,
Error file name is the name of the file that will contain
but you will enable automatic horizontal scrolling to reach
errors detected by the compiler during compilation.
80 columns.
If the compilation is successful and there are no blocking
errors, we can move on to the next step, the linker.
Warning: when a new file is created, it is empty, no editing
lines are present. Press [F7] to insert a new line. Obviously
Linker
you will have to do it for every new line of program that
Some built-in header or library files are stored in the C
you want to insert.
language. These libraries are predefined and contain
essential functions for running the program. The linker
This editor is really powerful: you can even copy/move
is the program that connects the functions invoked by
entire sections of text. If you are really going to try the
our source to the already compiled libraries.
thrill of writing a C program on the Commodore 64, I
The Abacus Super C compiler can be called via the
suggest you read the manual and take advantage of the
command: cl
features provided. Personally, using an emulator, like
VICE, I couldn't find a way to display the closed brace on
Once the linker is loaded, we will have to provide the
the screen, so every time I copy and paste the line that
subsequent information:
contains it... :-D
- program file: program
- link file: libc.l
Compiler
- link file: program.o
The compiler is the program that translates the instructions
- memory top page: $d0 (default)
in C language that we have inserted in our source file, in
- linker option (c=ccp, b=basic): c (default)
an object program (in this case in machine language).
Actually the compiler also takes care to perform some
steps to optimize the code and to find out any errors. If
there are syntax or lexical errors in the source code, the
compilation process will be interrupted and we will have
to correct the source file to finish the compilation
successfully.

The Abacus Super C compiler can be called via the


command: cc
Once the compiler has been loaded, we will have to provide
the following information:
- source file name: program.c
- link file name: program.o
Obviously we have to link, in addition to the object file
- error file name: error.e
created by the compilation, also all the libraries that
contain the functions that we have used in our code. For
Source file name is obviously the name of our source file.
example, in the test program of the next paragraph, we
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SOFTWARE

will also have to link the libmath.l file that contains the getchar();
sqrt function (for calculating the square root). }

A sample program in C The program is relatively simple, and even those who
Now that we are familiar with the tools available in the have never seen a line of C before can easily guess the syntax.
Abacus Super C suite, we can try to write, compile and A couple of things to note: the FOR loop that has a
link our first program in C. completely different syntax from the BASIC one and the
use of a variable seed for the generation of random
After spending a bit of time thinking about what a good numbers. During my tests I realized that the random
example could be for a first simple C program, without numbers generated by the function rnd(), were not random
ending up in a banal Hello World, I finally came up with at all. To overcome this problem I had to provide a different
the idea. Why not translate the Greek Pi calculation seed to the rnd() function. So I thought to use as seed
program with the Monte Carlo method proposed in BASIC the seconds read by the sscanf function (gettime(),"%d:
by Marco Pistorio in the previous issue (31-IT or 09-EN) %d:%lf",&h,&m,&se).
of RMW?
The code will not be super efficient, but at least the value
I do not go into explaining the technique because already returned by the rnd(se) function is a little more random.
exhaustively described by Marco in his article, so I move To compile the program, simply follow the instructions
directly to the code: in the compiler and linker screens assuming that you will
call the program pigreco.c.
#include "stdio.h"
#include "math.h"

main()
{
double xp, yp, pi, ci, se;
int pp, np, h, m;
printf("\nCalculation of the pi-green by\n");
printf("the MonteCarlo method\n");
printf("Idea by Marco Pistorio - RMW 31\n");
printf("Abacus Super C Implementation\n");
printf("by Francesco Fiorentini - RMW 32");
printf("\n\nPress a key to start the calculation"); For those who want to try writing their own program in
getchar(); C with the Abacus Super C, I suggest to follow the
printf("\nNumber of iterations:"); instructions in the manual and create a program disc that
scanf("%d",&np); already contains the libraries to link to not going crazy
with the swapping of the disks...
for(pp=0; pp<np; pp+=1)
{ Have fun with the Abacus Super C.
sscanf(gettime(),"%d:%d:%lf",&h,&m,&se);
xp=rnd(se); Useful links
yp=rnd(se);
printf("\n>pp=%u",pp); Abacus Super C - D64 image:
https://www.lyonlabs.org/commodore/onrequest/
printf("\n>xp=%g",xp);
abacus-super-c.d64
printf("\n>yp=%g",yp);
Abacus Super C Manual:
if (xp<=sqrt(1-yp*yp)) https://www.lyonlabs.org/commodore/onrequest/
Super-C-Abacus.pdf
ci=ci+1;
}
pi=(4*ci/np);
printf("\n--> Calculated Greek: %g\n",pi);
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RetroMath: Calculation of the function sin(x) for "tough men"


by Marco Pistorio

INTRODUCTION which can be written in a more compact form such as:


Have you ever had to use a trigonometric function with
a language where such functions are not usually available?
Well, I did. More precisely, almost thirty years ago. I
worked on the first IBM AS/400 systems, using the old
RPG version III language. It is important to notice that the error made in this
approximation is not greater than the first derivative that
The language in question was born in 1959 and was is neglected in the calculation of the polynomial, the latter
developed by IBM. polynomial which is called the "Taylor polynomial".

RPG, acronym for "Report Program Generator", allows A Taylor development in which x0 is equal to 0 is called
you to easily generate reports by pulling out data stored "MacLaurin development", a condition that comes handy
in many files. for our objective since sin(x) has a well-defined value for
x=0, it is always calculable and it has a finite value for all
Unfortunately, this old language did not feature any the derivatives of the function sin(x) for x=0.
function that allowed trigonometric calculations.
So, what? How do you determine, for example, the values The following are further references that those who wanted
of sin(x)? to get deep into the issue from a mathematical point of view:

Using pre-calculated tables with the values of sin(x) could


be an easily feasible way.
But instead, I decided to "raise the bar a little", taking
advantage of my newly acquired math knowledge at the
university.
I thought, in particular, about the Taylor-McLaurin series,
which are an excellent means of approximating a function
with an arbitrary k-grade polynomial.
Graphical representation of sin(x)
image from Google
This is due to the fact that the sin(x) function is a continuous
function, always derivable and it is therefore always https://www.math.it/formulario/Taylor-McLaurin.htm
possible to determine its first, second, third derivative, https://en.wikipedia.org/wiki/Taylor_series
and so on at any point in the function's domain. It is
demonstrated that the function sin(x) is analytical, a
necessary condition for Taylor's formula to be applied.

Bearing these assumptions in mind, Taylor's formula

states that:

CALCULATION OF THE FUNCTION

Page 32 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10


SOFTWARE

To determine the various elements of the Taylor polynomial


LISTING IN BASIC V2
it is necessary to know the first, second, third, etc derivative
of the sin(x) function by x=0. 10 rem ====================== 
20 rem = Calculus of sin(x) = 
30 rem = by using Taylor­   = 
*The calculation of such derivatives is quite simple.*Below 40 rem = McLaurin series.   = 
I report the results, omitting the relative calculation 50 rem = by marco pistorio  = 
procedure for brevity. 60 rem = for RMW magazine   = 
70 rem ====================== 
80 :
- Derivative before cos(0°)=1 90 dim d(4),f(13) 
- second derivative -sin(0°)=0 99 : 
100 data 1,0,­1,0 
- third derivative -cos(0°)=-1 110 data 1,2,6,24,120,720 
- fourth derivative sin(0°)=0 120 data 5040,40320,362880,3628800 
and the values of the successive derivatives are repeated 130 data 39916800,479001600 
131 data 6227020800 
cyclically, the fifth is equal to the first, the sixth to the 140 : 
second, the seventh to the third and so on. 150 for i=1 to 4:read d(i):next 
160 for i=1 to 13:read f(i):next 
170 : 
For those who would like to make a quick comparison of 180 an=78:rem angle for which calculate the 
the data I have obtained, I would like to point out this sinus 
useful online computer: 185 : 
190 if an>=90 and an<=270 then an=180­an 
200 if an>270 and an<=360 then an=an­360 
https://www.youmath.it/ym-tools-automatic-calculator/ 210 :
analysis-1/derivating-a-function.html 220 pi=4*atn(1):rs=0 
230 ar=an*pi/180:rem converts in rad
240 for x=1 to 13 
The other elements we need are the factorial of the various 250 if x=1 then ac=ar:goto 270 
natural numbers, from n=1 onwards. 260 ac=ac*ar 
270 dc=x 
280 if dc>4 then dc=dc­4:goto280 
These are numbers that get big quickly. So I pre-calculated 290 rs=rs+ac*d(dc)/f(x) 
the factorials from 1! up to 13! 300 next 
310 : 
My Taylor polynomial will then stop at grade 13. 320 print "angle (degrees):";an 
330 print "sin (";an;") approx:";rs
At this point you need two vectors, one with the derivatives 340 print "sin basic v2:";sin(ar)
350 end
of the various orders of sin(0) and one with the factorials
of n! and a sum within a for loop to get the desired result. Calculation of sin(x)
by Taylor/Mclaurin series

Next, take a look at the code that, for simplicity, I've


written in Commodore BASIC V2. The method described
can also be used, by modifying the code appropriately,
for the determination of other trigonometric functions,
such as cos(x), tan(x), sec(x), arcsin(x), arctan(x) and others.

*Greetings to all, dear readers.


See you next time!

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 33 of 70


SOFTWARE

Commodore C128 - Analysis of an "Easter Egg"


by Gianluca Girelli
Following a tradition that was consolidating as a result the address at which the program to be launched is stored,
of the first legendary "easter egg" hidden inside the game while on the C128 it has up to four additional parameters
"Adventure" (Atari 2600 - Warren Robinett) and, as far used to preload with preset values one or more registers
as Commodore is concerned, inside the Plus/4, a secret of the chip in the following order: accumulator, "X" register,
message was also hidden in the C128. Said message was "Y" register and "Status" register. Therefore, the command
a tribute to some of the most relevant developers of the actually invokes the routine previously stored at the
hardware and software teams working on the machine. location 32800, loading the accumulator with the value
Among them were: Fred Bowen (kernal developer), Terry "123" and the registers "X" and "Y" with the values "45"
Ryan (BASIC 7.0), Von Ertwine (CP/M implementation), and "6" respectively.
Bil Herd (original computer design and hardware team
leader), Dave Haynie (systems integration, signal analysis The C128 has an integrated assembler/disassembler
etc) and Frank Palaia (Zilog Z80 integration with CMOS environment that can be activated via the "MONITOR"
6502 etc) (figure 1). command and, since we know at which address the
program starts (location 32800), we can display the
relative code by using the command "D F8020" which
means: "start disassembling from location 32800 in the
memory bank 15" ("15" decimal equals to "F" hexadecimal;
32800 to "8020"). Since routines always end with a "RTS"
command ("return from subroutine"), after some trial
and error we discover that the entire easter egg code is
viewable with "D F8020 F8039". (figure 2)

The message said "Link arms, don't make them", was


activated by the BASIC command "SYS 32800,123,45,6"
and was located inside "Bank 15" [Note 1]. Its content
had beeen previously encrypted so that it wasn't immediately
recognizable by mean of a simple hexadecimal dump.

Since I don't have a particular knowledge of 6502 Assembly


(yet), in order to better explain the Easter Egg without
making any blund mistake I referred to a video by David
Youd that I retrieved from his YouTube channel (link A thorough examination of the Assembly code reveals
available at the end of article): please refer to it should the two "EOR" instructions (exclusive OR; the first is at
any more information be necessary. For the sake of those the address "F802A") which are the core of the decryption
who are not so experienced with Commodore 8-bit systems, program: in particular, the first "EOR" tells us that one of
I will try to sum up the topic in the following paragraphs. the two parameters is placed at the address obtained by
adding "$AE37" (decimal 44599) to the contents of
The first thing that catches the eye of the most experienced register "X", initially loaded with the decimal value "45".
programmer is the format of the "SYS" instruction, used So here's how we found that the encrypted text starts at
to execute a resident machine language routine or one location 44644 (decimal) and that we can therefore
defined by the user ("sys" is short for "system"). display it with the following Monitor command: "M FAE64
On the C64 this command has no other parameters than FAEFF". (figure 3)

Page 34 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10


SOFTWARE

Have fun!

STA $70
TYA
SEC
SBC #$05
STA $71
LDA $71
EOR $AE37,X
EOR $70
BEQ $8075
JSR $FFD2
Then, in order, there are the instructions used to call the INC $71
internal subroutines that display the characters on the INX
screen, and the ones which incrementthe loop counters BNE $8028
until all the contents of the Easter Egg is shown on the screen. RTS

The author of the video also translated the Assembly 10 REM DECRYPT THE ANTI­WAR EASTER EGG


program into BASIC 7.0, easier to analyze for study 20 FOR I=1 TO 155
purposes (figure 4). 30 A=I
40 B=PEEK(44643+I)
50 GOSUB 1000
60 B=123
70 GOSUB 1000
80 PRINT CHR$(A)
90 NEXT I
100 END
1000 REM XOR
1015 A=XOR(A,B)
1020 RETURN

[1] The Commodore C128, like all 8-bit computers, cannot


"see" more than 64kb at the same time. To get around
For the readers' convenience I have listed below the code this limitation the hardware team refined the concept of
of both programs: as far as the BASIC code is concerned, splitting the memory into segments (called "banks"),
you can either type it in by hand or use the "copy / paste" previously used on other computers.
feature of emulators such as VICE (I recommend using
the emulator suite for 8-bit Commodore machines included These banks can be selected by the user as desired by
in Cloanto's "C64 4ever"); as far as the Assembly code means of the "BANK bank_number" command.
goes, it can be entered as follows in case you want to
experiment with the monitor: There are 16 memory banks on the C128 which are
- type MONITOR to enter the machine language monitor; managed by the MMU (Memory Management Unit).
- start typing the instructions with "A F8020 STA $ 70" (this One of the most important for the programmer is Bank
will activate automatic numbering and direct conversion 14, which holds the character ROM (see also article on
from Assembly code to Machine Language); character redefinition on RMW English n. xx).
- continue typing in the instructions as reported in the
following pages; https://youtu.be/ZO_aBoCQQkU
- once finished, press "Return" and type "X" to exit the
Monitor;
- launch the Easter Egg with the command "SYS
32800,123,45,6".
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 35 of 70
SOFTWARE

Master Mind on PICO


by Stefano Bodrato
Hello everyone, I am, like many "nerds" who grew up in However, he immediately passed to the scanner the paper
the 80s, a fan of the history of technology and computer version that he had printed on paper at the time and
science in general, which often leads me to do senseless provided me with a copy.
research and unlikely software experiments. Among
others, I collaborate with "z88dk", a kit for z80 systems Here's what he wrote to me about the PICO and the choice
that includes a C compiler. This language has been used to use an 8085 CPU:
for several interesting creations, including a Twitter client
for the ZX Spectrum and a WEB server still active on a ZX81. I didn't have the SDK-85: the project dates back to an
earlier time (1978), when there was only the 8080 and
During research carried out for the project "z88dk" (oriented the 8279 display controller had just come out. So I never
to census the old microcomputers with Z80 processor even used the Intel monitor, and I wrote the PICO one
and the respective emulators) I came across the "PICO", from scratch.
a system reduced to the minimum terms. Although it was
based on 8085, so not relevant to the goal I had set for The development system was one of the first Intel, equipped
myself, I was impressed by the fact that Forlani (its author) only with the telewriter and without memory and without
had found a way to make software with so few resources. disk: the assembler was loaded into memory by perforated
tape (45 minutes), then the program was assembled by
In particular, the game "Master Mind" occupies half a K passing the perforated tape with the source. The assembler
of ROM, very little RAM (I think about forty bytes could was two steps away, so you had to pass the source tape
be enough), uses a display of only 4 digits with 7 segments twice, or three times if you also wanted the list. The
and a simplified keyboard containing practically only comments were limited to the minimum, because they
decimal numbers. lengthened the tape and the assembly time...
It is a slight variation of the board game that to simplify
the logic of the program makes the life of the player The program was then poured into Intel's first ISIS
difficult, because the clues regarding the numbers placed development system (which finally had the floppy), and
in the wrong position are not accurate. For some strange the list I sent her came from that. This "new" system also
reason the game remains just as compelling... Maybe had one of the first circuit emulators, a masterpiece!
more engaging!
So the schema is completely original, obtained by examining
So, in the spring of 2014, I contacted Paolo Forlani, author the datasheets of the devices...
of the "PICO" and the game and I immediately received
an enthusiastic response! Once I received the program, I was faced with the need
to find a suitable platform: no one has ever created a
Paolo explained to me that he still has the prototype of PICO emulator!
the PICO (pictured) but that he no longer has the EPROM
of the MASTERMIND program. Discarded the idea of building one, I identified the SDK-
85 platform in the multi emulator MESS. It was, in its
original form, a base produced directly by Intel to facilitate
the implementation of projects based on their new
microprocessor.

Both the "PICO" and SDK-85 use the same controller


8279, but the wiring to the display segments is slightly
different, and therefore I had to appropriately correct the
"font" or rather, the display transcoding table:

Page 36 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10


SOFTWARE

PEAK  SDK­85  Output version (for example 0.157) that does not impose validity
­­­­­­­­­­­­­­­­­­­­­ on the ROM checksum, or a recent version (2019..2021)
$FC    $F3     '0' which includes it among the options. For the first case,
$60    $60     '1' in the "roms'' folder remove any "sdk85.zip", create a
$DA    $B5     '2' subfolder called "sdk85" and copy it into "sdk85.a14",
$F2    $F4     '3' which in this case instead of the Intel ROM contains
$66    $66     '4' MASTERMIND assembled and ready to use, otherwise
$B6    $D6     '5' you will have to use the filename assigned by the MAME
$BE    $D7     '6' team (mastermind.A15).
$E0    $70     '7' - Own SDK-85 hardware (original or rebuilt) and use the
$FE    $F7     '8' specially modified ROM.
$F6    $76     '9'
(etc...) The game instructions derived from the original article
of CQ Elettronica (an Italian magazine), are summarized
PICO sees the display controller at $3001, while SDK-85 in the MAME source:
must point to $1900.
This applies to both writing on the display and reading Start, and press 0 to start.
the keys, the keyboard map varies in this way (I only The game will show ‘----‘, you will have to try to guess a
report the positioning of the keys from '0' to '9'): number between 0000 and 9999.
Enter your attempt, the computer will respond by showing
PEAK             ­­­   SDK­85 on the left the number of exact digits, on the right a clue,
0,0,0,0,0,0,0,0       0,1,2,3,4,5,6,7 slightly different from that of the original game (which
1,2,3,0,0,0,0,0       8,9,0,0,0,0,0,0 makes the game slightly more difficult but rather intriguing).
4,5,6,0,0,0,0,0       0,0,0,0,0,0,0 When the exact number is discovered, then the computer
7,8,9,0,0,0,0,0       0,0,0,0,0,0,0 will flash it. Pressing 2 will show the score, that is the
number of attempts that were made before guessing.
The PEAK RAM is in the range of $3800 to $38FF; in the Needless to say, the lower it is, the better you will have
adaptation I had to move in the range of $2800 to $2FFF, played !
but otherwise the program does not require changes that Press 0 to start over.
make it distinguishable from the original.
Basically I can confirm that Paolo had really designed The PICO machine could be made in two configurations;
everything from scratch. This was much less frequent for the game I described, 9 keys and 4 digits with 7
than you might imagine, both for hardware and software segments were enough!
aspects. The monitor required a slightly larger keyboard.
Being able to exchange those four emails with one of the
pioneers of microinformatics was exciting. :) The listings
Mastermind.asm is my reconstruction of the game in PICO
To play with "MASTERMIND" on the PICO in 2021 you version (never tested), it is slightly improved to recover
have 4 options: some bytes. It is still valid as a comparison term to
- Build the PICO machine and program the ROM with the understand how close the two platforms were. For my
binary image I produced (I could not test it but I checked convenience I used the Z80 mnemonic notation, which I
the operation of the variant for SDK-85). think is more readable. The original listing is obviously
- Use a ZX81 or a ZX81 emulator with my game port. Of written with Intel notation.
course the gaming experience will be different, but equally
"vintage"... Thanks to the genius of Paolo Forlani there Forlani created his card in 1976, a year before the launch
is no need for RAM expansions, just the basic configuration of SDK-85, with the aim of allowing many hobbyists in
"European" with 1 Kbyte. :) Yet Another 1K mastermind the world of electronics to approach the world of computer
game - Sinclair ZX80 / ZX81 / Z88 Forums science at a low cost.
(sinclairzxworld.com) The effort to make the circuit sufficiently essential to be
-> https://sinclairzxworld.com/viewtopic.php?t=1324 built even by beginners without having to resort to printed
- Use MESS/MAME to emulate SDK-85. You need an old boards is evident.
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 37 of 70
SOFTWARE

In the photos, the extended version of the keyboard (also the random number to guess.
valid for the "monitor"):

The various files mentioned by Stefano in the article can


be found in the link at the bottom of the Bibliography.

and the peak on, with the monitor EPROM operational:


Bibliography (available online):

Z80 Assembler Programming Guide on the PICO


COMPUTER, (Dante Del Corso - Gruppo Editoriale
Jackson)

SDK-85 System Design Kit User's Manual, (1978 Intel


Corporation)

Article "the PICO", (CQ Elettronica 12/80, 1/81, 2/81 and


3/81)

Article "SUPERPICO", (CQ Electronics 10/81)


MONITOR.PDF could be useful for those who want to use
MAME and build the emulation of the PEAK in the two
Download of the material provided by Stefano:
possible configurations. https://retromagazine.net/download/RM32_Pico.zip

I don't know if there has ever been any software other (Note by Stefano: Mastermind for SDK-85, I think it
than these two EPROMs. It should be borne in mind that should be renamed to mastermind.a15 if you want to use
it with MAME from version 2019 onwards)
not all current literature existed at the time, just as the
current spread of IT culture was lacking: few in the late
70s had a precise idea of what a computer was, when it
differed little from microcomputers, and what it could do.
Needless to say that in 5 years the world would change...

The game in my variant for ZX81 without expansions


Given the fact that the ZX81 in the 1K version must
sacrifice a good part of it for system variables and the
screen area, it is clear how compact the code designed
by Paolo was.

Even the initial loop, when the player has to press‘ 0 ’to
start the game, has its own function, which is to construct
Page 38 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10
RETROHISTORY

EnigmA Story 2nd episode: first steps and first meetings


by Michele Iurillo

Once I entered that editorial office, I had the pleasure of At first, especially in the first issue, the articles were
meeting personally all those who were behind it. translated from English by the mother magazine, but
already from the second issue things changed.
Unique characters to whom I owe a lot and with whom I
spent fantastic years between work and crazy laughter. The permanent body included other subjects, the best
known obviously Maurizio Feletto for me a brother.
The two partners: the already announced Maverick and
Gianluigi Zanfrognini the managing director, a great Nicknamed “SuperFellets” because of his ability to
publisher between dentistry and journalism. concentrate, he could start a riot in the street, or hear
an explosion but he focused on his Amiga 500 with his
There was also Sofia the very good “graphic queen of elbow resting on a 20MB hard drive (Sigh!) did not even
Xpress” and woman with easy Sardinian monosyllables move an eyebrow.
(no/yes) (in Sardinia they are a few words). The brilliant
Paolo Sciortino nicknamed by me "Shorty" but being tall SuperFellets coordinated the entire editorial staff and
we could also call him "Long" (things that only we managed the collaborators. I started doing little things
programmers of disused languages can understand) he and under his careful guidance I took my first steps into
was the only real "journalist" with a lot of desire to write the world of journalism.
and a certain frustration to be in that editorial office and
not in via solferino. In addition to Zanfrognini called Giangi, and Greissing
He was famous for opening articles with Scribble! and called Maverick, there was also a character of the most
directly set the CUT function and cut everything away to incredible... Gegio! Giangi's Brother is a real office matador,
make it more usable to the varied public. unpredictable, always in a good mood, something crazy
but you couldn't resist his Gags. Then we had a delivery
guy, and I helped him out.

He was nicknamed "Zanza", a half-breadmaker who was


also always cheerful.

Think that in the old newsroom of Via Sassoferrato before


EnigmA there were some Iranians who sold carpets and
listened to the Koran with a ball sipping tea... (they ordered
from my father's bar).

Hassan the owner had also appeared in the various local


televisions selling carpets... from carpets to magazines
the pace is not so short in the basement where the
machines to copy diskettes went to ball there was still a
stale oriental carpet smell.

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 39 of 70


RETROHISTORY

RETROMAGAZINE’S BOWLS CLUB


by Mic The Biker Novarina
Summer has its foot pressed on the accelerator; it does the ace”, because in any case we have the experience
not want to give up the gas: it is hot, as is right in this and the cards in our hands are good. Under the shade of
part of year. Even in the morning, when theoretically you the pergola even the summer heat is less torrid and
should breathe a little, it’s like being in an oven or, at best,
induces me to start talking alone, thinking aloud about
having a hairdryer pointed at 20 centimeters from the face. some tasty content to be included in the next issue of the
magazine. In that moment, Nith comes out of the club
The editorial work continues, despite the fact that the bar, he sits next to me and engages in the speech. We're
climatic conditions are more to take a bath. The congregation talking about arcade games room. There's nothing more
of an editorial office is strange: there are very different like them. Some images take us back in time; Nith asserts
people who coexist, that change from particular to bizarre, thoughtfully that in Emilia Romagna there is very little
many heads and a thousand thoughts. The nice thing is left. I pour some wine in our two glasses, as if I wanted
that we all converge towards the same goal, namely to to wet the throat burned by the heat, and I say that even
express our passions on paper (in this case virtual). In in Jesolo there is almost nothing. A friend, who has always
the collective imagination, an editorial group is often seen had a games room, is pulling out the old golden pieces:
as a group of super-professional people who talk to each Pac Man, Out Run, Space Invaders.
other using hyper-technical terms, unrolling mileage lists,
dressed in long white gowns and wearing round glasses. All the original stuff, you know? And he told me that there
However, in reality, an editorial office is more like a bowls is a massive return in search of video games of the past,
club: every hour there is always someone who is talking and not only by the over 40s: kids that enter and ask him
to themselves, another came to sit at the table, trying to about old games. I say kids, do you realize? Those grown
understand what he says. In the meantime, a guy drops up with bread and playstation! Suddenly our attention is
the bomb, starting some discussions that take a thousand drawn to the noise of an old plastic chair crawling in the
turns and intertwine in multiple scenarios. gravel: it’s Alberto, who has taken the same and sits with
us at the table. “Crazy!” is his first word. But he doesn't
Can you see how the scenario changes in an instant? We stop here, he takes his glass, fills it up and tells us that
are dressed with tank top and a straw hat on our heads, there's a reason why some people ask for old games. A
a glass of red wine in our hand and always ready to “drop cicada sing is the only audible sound, there’s silence

Page 40 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10


RETROHISTORY

everywhere. His theory is flawless: although new games In that moment, Alberto has a wrinkled forehead and a
have superior graphics and sound, it takes half an hour doubtful expression, and, wiping the sweat from his neck,
to set them up. Space Invaders need no explanation: he says that he is always suspicious when he hears "the
Joystick, fire button and go. Did you hear that too? This market asks us". How much is true or self-referential? I
is the sound of the bomb, the decisively winning ace: the mean, people are practically forced to buy or want certain
argument is the right one! I immediately engage by saying things! All I can do is nod, in agreement with these
that I have my own theory: people get to a point where speeches, as I start to fill the empty glasses again, after
realize that the super realism of modern games is stressful. having gone to get a new bottle. Nith stares at the horizon,
as if searching for answers. He holds the glass softly in
The old games reveal the desire to get out, for a while, his hand and, while the eyes become smaller due to the
from reality and launch into a clearly "fake" dimension, strong light, he asserts disconsolate that the market is
where you can unplug, detach from the routines of real made of few kinds. Fps, Jrpg, Metroidvania, adventures
life and sink into a world where anything is possible. Nith in Last of Us style: this is the current market, whether on
sips his glass and nods decisively, agreeing with my theory. PS5 or on Xbox S or PC. People are forced, but they don't
Alberto makes it easier: for him the old games are simply know the difference: it was like that even in the old days,
easier to use. In that moment we hear screaming from the market wanted beat’em up and Doom style games
inside the bar of the bowls club. The voice said that a and people were trimmed with this rubbish. I take cigarette
table pong with two potentiometers and two friends will long puff, as I think of these words and, with a fixed look
never be able to exceed the online of a Red Dead Redemption on the floor, say that it's not okay, that it's all too limited.
2 or a Grand Theft Auto V.
Let's ask ourselves why there is a return to the old games
Alberto winces for a while, and then he answered that in and new ones for old machines are programmed, made
his opinion the simplicity and technological genius of in a divine way. In the end there are also those who want
some games must be highlighted, things that allows us to play a good Shoot em Up! Nith smiles slyly as he tells
to appreciate the progress made towards a more engaging me that this return to bombing is for the old players who,
realism. I drain yet another glass before saying my own, fortunately, have educated the new generations, or it is
that is today's super realism is fantastic, incredible, almost thanks to decent game designers who develop games
suggestive, but when I put Out Run I systematically send like Mario Rabbids, games that are based on gameplay.
to hell everything. Today's adventures, so immersive, are The three of us look each other in the eye as we hear the
authentic masterpieces; but then I put on The Last Ninja buzz coming from the bar inside the bush: are the other
and I immediately forget them! The photo-realism of guys who are either playing something or fixing some old
modern football games and the perfect animations are Amiga recovered from some dump. Someone shouts,
demolished by the dynamics of Kick Off or Sensible Soccer. "What are you doing out there? You've been talking for
I raise my voice, so that everyone can hear me, to say half an hour! At least give us a story.”
that I do not like to play online: I hate not having the
second player by my side to spit on him eventually. Alberto In that while Nith pats me on the shoulder, telling me that
takes the tone back to a higher level, asserting that these this return takes place with small numbers and luckily it
reflections of mine should also be made by software happens. But video game market is made by players who
houses. It is the question that becomes important: to play Fifa, Fortnite and so on. These are not his theories,
what extent does a player like this hyper-realism? Is it they are the words of Ubisoft Italia guys, who find
not more convenient to divert efforts towards a better confirmation with those of Takahiro, one who works for
graphic fluidity and colors, on a compelling plot, on the a Japanese major. We get up from the chair while the sun
characterization of the protagonist towards whom to burns our skin. On our faces the smile of those who know
identify for half an hour? The theme is warm, if possible that they have built something beautiful, that they have
more than the torrid weather of this August afternoon. given space to their dreams and that they continue to do
Nith agrees, adding that software houses push for hyper- so, obviously out of pure passion. The new meets the old
realism because the market demands it. Not only the one, I put my hand in a pocket and I take out a virtual
graphics or the game system have changed: the player coin: there is the Out Run cabin that is waiting for me at
has changed and the way of approaching the product... the bar.
Fortunately there are indie houses that still develop games
focusing on gameplay.
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 41 of 70
RETROHISTORY

Bunker - A short story about a pirate tool authorship


by David La Monaca
In the previous issue (31-IT, 09-EN) of RetroMagazine games and programs from the groups that were responsible
World we published an interview with Pierluigi Fresia, also for buying the originals, removing the protection and
known as the pirate group (PierSoft) active in the releasing the pirated version on the market. Sometimes
Commodore 64 scene in Italy and Europe as an "unofficial they bought them by making a commercial agreement
dealer" of games and software from the mid-80s onwards. with underground groups and then sold them through a
The interview received quite a good feedback by the newsstand compilation. It was a very rich market (and
readers and shed some objective light on the events of partly tax-free) considering the big number of periodicals,
programmers, enthusiasts and pirates of the first hour, the sale price to the end user, the widespread distribution
when home computers first made their appearance on and the number of years in which these companies have
the European consumer market. The story of PierSoft is moved practically undisturbed. If we think that even many
a bit like that of other so-called "pirate" groups that, computer stores had organized themselves with lists and
exploiting a legislative loophole in Italy’s laws about backrooms ready to make copies of cassettes and floppy
copyright on producing, duplicating and distributing disks, then it becomes easy to understand what the real
software at least until the end of 1992, formed proper dimensions of piracy were in Italy and, with the necessary
organizations dedicated to importing, "protecting" and proportions, also in the rest of Europe and in the USA.
reselling games on tape and diskette, pursuing and
realizing profits and practically acting publicly as normal In an organization such as the one set up by PierSoft and
companies. many others (not only in Italy, of course), the roles of the
its members were very clear and defined based on their
In addition to these spontaneous groups, as in the case technical or "managerial" skills. The real stars were
of PierSoft/2703, some publishing companies that were obviously those (very few at the beginning) who knew
completely legal and normally dedicated to distributing the hardware machines very well. They also could juggle
magazines in newsstands (a widespread network throughout effectively with the machine language, the assembly and
Italy) sniffed out the business and began to produce the BASIC to remove the copy protections that after some
periodicals with a tape (or, later, a floppy disk) included, time the software houses had begun to insert in their
full of new and unprotected games for the many home games and programs. But they also needed more supportive
computers that at the time had conquered the hearts of figures for the purchase of the original games and the
Italian consumers. These packages were sold in large rapid distribution of copies. And “commercial” minds
quantities in newsstands at affordable prices (with values were also needed to organize the copying machine and
related to the present from 10 to 20€, averagely) and the maximize profits. These, as confirmed by PierSoft himself,
games distributed featured different names from the played the role most exposed to the law, risking in person,
original and largely "Italianized" as well as the texts and aware of the substantial unlawfulness of the actions of
labels inside them (SCORE became "PUNTI", PLAYER 1 the group.
became "GIOCATORE 1", GAME OVER became "FINE
GIOCO", and so on). These de facto illegal distributors However, we must also note that some of the members
could not be easily prosecuted, as they were collecting of the "pirate" groups were often good hackers/coders.
In those years they laid the foundations for a new reality,
a movement all based on the use of computers and
software: the so-called "scene" (from "computer scenes",
the expression most used by underground groups in
Germany, Scandinavia and the United Kingdom). In the
daily events of protection and copying of software on
magnetic media and of the manuals of a program, small
and large stories are inserted that closely concern these
programmers often self-taught or formed in very small
groups around one or more machines of the 80s.

*The brief story that we want to summarize here to bring


to light and your attention is the one related to the disputed
Fig. 1 - Bunker in action authorship of a software, initially created by a coder/pirate

Page 42 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10


RETROHISTORY

and large bugs. But in fact, the tool originally created by


2703 and that "many disasters" and many problems had
created in PierSoft/2703 with a few dozen users who had
found the read/write head of their drive practically
destroyed, was called The Wizard, a very valid program
but with this drawback definitely not recent. He confirms
this and recalls it in a rather spartan interview MS, a
member of the PierSoft/2703 group (see references). At
the time another program for the protection of copies of
games was very popular and appreciated, The Sentry,
released by the MFFC group in Padua. Bunker instead (we
have reconstructed its real authorship thanks to some
input from Andrea Pachetti and other research on the few
documents and direct testimonies found in forums and
Fig. 2 - Author's signature on Bunker websites), was conceived and programmed by a coder
of an Italian group. We mentioned this tool in the interview from Livorno, member or external collaborator of the
with PierSoft. In fact, to be precise, it was he himself who Tuscan group Fanta-Soft based in Pistoia. For details,
mentioned it when, in response to our question about please refer to the references found in the short bibliography
how the distribution of the copied diskettes worked, he of this article.
replied that even at a certain point the pirate groups had
set about protecting their copies of the diskettes deprived There is a lot of detailed information that allows us to
of the original protection. They did this evidently to prevent reconstruct with good approximation the history of this
those who bought the copy from them from then making protection tool that, given the skill and abilities of the
a thousand more for friends and relatives, using a simple programmer, was actually a complex object and included
copier, since by now the game or program was without a kind of language to give the games a more or less
the original protection. One of the most used software at complex protection to overcome. In all probability, the
some point between 1985 and 1987 was called Bunker, different protection modes offered by Bunker were soon
according to many a great software tool, probably the overtaken by the techniques devised by other coders of
best. PierSoft cited it as a product coming out of the hands rival groups and competitors of the C64 scene. The same
of the main coder of his group at the time, known as groups later largely renounced to protect the copies of
nickname 2703. PierSoft added that after a while they the games to which they had removed the original
stopped using the protection offered by Bunker due to a protection, especially for the technical inconveniences
hardware problem that could occur with Commodore's that could occur because of the magnetic supports not
1541 floppy drives or with clone disk drives that had always of good quality and for the numerous complaints
meanwhile conquered a slice of the market. In fact, when of the buyers of the pirated games, who often could not
the protection triggered by the tool verified the presence use the copies produced in such a massive way and without
of a copy of the "original copy" provided by the group, tests of actual operation. After some time, the hardware
the software sent the head of the drive to hit repeatedly cartridges arrived on the market from Germany and the
towards the end of the stroke (or towards the outside, United Kingdom that made it even easier to make copies
track 0). This, according to reports, could even permanently of the programs with key tools such as freezing memory
damage the floppy drive, making it unusable. Considering
the costs of a 1541 floppy drive back then, the economic
damage could really create a serious problem for end users.

A friend of RetroMagazine World, as well as an expert and


disseminator convinced of retrocomputing, Andrea
Pachetti, commenting positively on the interview in a
Facebook post, reported to us the problem of the paternity
of the Bunker protection software. The memories of
PierSoft are not wrong, as we will see later, because at a
certain point this software was used by practically all the
pirate groups of the time and each of them entered it with
a monitor and only modified it in the presentation writings
or even improved it with new functions or removing small Fig. 3 - MFFC Group Sentry 1.0
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 43 of 70
RETROHISTORY

owner of the Fantasoft of Livorno (and Pistoia, let's say


from the point of view of the "market"), that is one of the
biggest cialtroni/pirates on the scene - haha. Now after
more than twentyyears I don't remember all the details
but it was a blast to always be at war with other groups
like Niwa in Milan, etc. to present new games first.

Personally, while the other half of Fanta-Soft (Fantoni di


Pistoia) was in charge of "marketing" and distribution, I
was the relatively shadowy one who provided for the
software to arrive from abroad, possibly disrupting them,
adding the hated FantaSoft intro and sending everything
Fig. 4 - The Wizard from PierSoft/2703 group to Pistoia for... distribution. We got to the point that I
wrote a very complicated protection software called
and the monitor for assembly and machine language. The Bunker that cost me so many of those hours at the C64
task of crackers became even easier even if for a long that I probably now wear glasses for that reason!"
time the programmers and software houses on the one
hand and the "pirates" of the most famous groups on the Acknowledgements
other have struggled to overcome each other. For the writing of this article, our thanks go to Andrea
Pachetti, editor of the blog Quattro Bit and to those endless
Bunker was also a "commercial" program in the sense mines of resources and information that respond to the
that it was sold by Fanta-Soft to other groups or users name of READY64, CSDB and Edicola 8-Bit. We would also
who wanted to impose a protection on their software and, like to mention the always precise and objective "culture
according to its creator, a few hundred copies were actually of the subject" iAN CooG, for many years very active and
placed on the market at a price not exactly low for the a reference point in the C64 scene.
time (Lit. 80,000, the equivalent of about 105 euros
today). But obviously there was no shortage of "cracked"
copies of Bunker. Of its many versions released over time
from its author's keyboard, some were unprotected and
modified in the home screens and credits by rival groups References and links
(e.g. ICC and NIWA) of the Italian and foreign scene. And
some have clumsily forgotten to remove from the code The Wizard tool - anticopier by 2703 - https://
also the PET-ASCII traces (fig. 2) that reported the csdb.dk/release/index.php?id=164770
The Sentry 1.0 - https://csdb.dk/release/?
authorship of the tool directly in the arms of its true author.
id=201638
Bunker 1.0 (fake) - https://csdb.dk/release/?
In conclusion, I believe that we should give credit to the id=202526
original creator and programmer of Bunker quoting below Bunker 2.1 - https://csdb.dk/release/?id=184329
a speech he made a few years ago in the forum of Bunker 2.1 Docs - https://csdb.dk/release/?
ready64.org, in which he himself comes out in the open id=201147
Press articles on Ready64 - [Italian] - https://
and presents himself to the retro community, officially
ready64.org/articoli/leggi/idart/73/c64-pirateria-
taking responsibility for his production as a cracker and 04-dossier-speciale-i-pirati-in-italia-commodore-
coder. Hopefully it won't hurt if it shows up here on RMW. gazette-6-1987-settembre-
For us retrocomputing enthusiasts, curiosities like these Thread on Bunker in Ready64.org forum - https://
represent real gems to continue exploring and discovering ready64.org/smf/index.php?topic=3231.0
the countless small pieces of the history of the spread of Interview with MS of PierSoft/2703 - http://
sea7.altervista.org/articles.html
computers in our country.
Press articles on newsstand piracy [Italian] -
http://infogiochi.altervista.org/pirateria.htm
“Hello everyone, I have just signed up [for the ready64 Book: "Elogio della Pirateria" [Italian] - http://
forum, NDA] to simply say hello and offer sincere www.stampalternativa.it/liberacultura/books/
congratulations to all of you. I discovered this site by elogio_pirateria.pdf
chance half anhour ago and I was amazed to see that Blog Quattro Bit - https://quattrobit.blogspot.com
Edicola 8-Bit - https://www.edicola8bit.com
there are still hundreds of people still passionate about
C64 Copy Protection - https://
the C64. In fact, a lot of good memories for me too!!! www.c64copyprotection.com
I am probably not welcome in the forum because - I
introduce myself - my name is Luca and I am (I was) the
Page 44 of 70 RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10
SITES

A bit of rarity
(rummaging here and there)

Datassette.org - Brazilian retrocomputing


by Alberto Apostolo
A few weeks ago, our Director
Francesco Fiorentini discovered
that the Brazilian portal
Datassette.org is mirroring the
English edition of RetroMagazine
World.
Fig.1
The portal (detail in Fig.1) is a
repository of documentation
related to computers and game
consoles of the past.

Of course, the main focus is on


what has been published in Brazil
in past years, but you can also find
publications from other nations.

A few months the portal changed


to a new layout, easy to use (even
by those who do not know
Portuguese).
Facebook login is allowed (but
most of the material is available as
a regular web site).

The sections (Books, Manuals,


Magazines, etc.) have all been
organized to easily access the topic
and the contents for our desired
machine. Fig.2

In addition, there is also the


subdivision by country where
everyone can find contents written
in their own language (Fig.2).
Datassette.org has also its Flash News
Facebook page with its own profile.
On page 27 of RetroMagazineWorld #31 ITA it was written that Prof.
Ugo Montanari had passed away in 2008.
We believe that this project made
in Brazil deserves to be known and
It is not true, his colleagues have assured us that he is very well and
disseminated to the public.
the Editors apologize to the person concerned.
If you have a bit of time, please link
The English edition of RetroMagazineWorld #9 ENG has been
to the the following URL:
published correctly without this misprint!
https://datassette.org

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 45 of 70


GAME TESTING

Thunderflash by Seep
by Mic the Biker Novarina

It's always a pleasure to play and review a Seep video right into those years. Everything has been programmed
game. I already know the boys very well: I was lucky with that purpose: the pixel effect of the crt monitor is
enough to play that masterpiece by the name of Katana amazing. The background have that retro taste in the
Soul, a game that made them known to me. This independent redundancy of some blocks. That's right, it has to be! The
Italian team is very clear about what retro gaming is and sprites have the needed frame rate. Not one more, not
knows how to make it really well: Sergio and Enrico one less.
Giansoldati know what they are doing!
Purpose of the game
I'll say it right away, for the avoidance of doubt: Thunderflash The purpose of the game is to shoot, destroy and raze to
is fantastic. An assumption is however mandatory: I am the ground five stages that are divided in five sub levels.
always been a fan of games such as Commando or Ikari Everything is logically full of pathos and love as only
Warriors, and this last title is part of my gaming adolescence. shooting like a fool can give. You have to hunt down the
Thunderflash is a tribute to it, with a little bit of Commando fearsome terrorist organization called Bloody Wolves:
inside. The result is a "run and gun" game of older times, those who are afraid to die may return to play modern
the kind of games that are no longer done today: the very games, all composed of graphics and movies. To get rid
ignorant shoot em up who had in Metal Slug their supreme of these villains we will have to face, in addition to enemies
example. with an easy trigger, also traps of various kinds.

The graphic is an absolute tribute to the 80s and 90s. It The beginning of the game brought me back to the
was a golden age where software houses and programmers, legendary Ikari Warriors but faced with the typical
in synergy, managed to create real masterpieces, which Commando’s speed. The mix is initially unsettling because
came to our times with their appeal intact. The timeless my subconscious led me to an approach in Ikari style,
charm of what today we call pixel art. Well, Thunderflash more reasoned even in the middle of a bullet rain. No,
has a great taste in it, a graphic that makes you jump here you quickly understand that you have to act in a pure
Commando style, faster than the brain can think! Scrolling
environments change from time to time: vertical scrolling
sessions alternate with horizontal scrolling sessions.
That's a good idea. This gives a great dynamism to the whole.

You can play alone but the top is the two player mode,
side by side, not the cold and boring online collaboration:
here you spit and sweat together! The men on screen are
Page 46 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
GAME TESTING

called Stan and Rock. Initially they used a single-shot the mega bosses at the end of the level in succession,
rifle and were equipped with three bombs: here too Ikari the right mode for those who want to make a trip to the
warriors made school. Along the way we can find bonus neurologist. The game includes two different finals. I know
bins: by shooting them we can have access to upgrades. because I read it and not because of it, I admit it.
But beware, some may explode and can even be lethal.
If we don't blow up, we can have access to extra health, Last but not least, the audio compartment of the game.
but over all to other weapons. When you play these games You know I'm a chip tune fan, so I always try to go further.
the firepower is never too much. The sequence and type The songs are well made, nothing to object to. For my
of weapon enhancement reminded me the first Metal ears, there's no trend to emulate the output sound of any
Slug: we have flamethrowers, triple shot and more powerful chipset. It is not a criticism at all, but it would have been
rifles. the best trying to simulate a set of sounds typical of those
years, perhaps a FM synthesis. However, here we fall into
Be careful, they're not infinite. They don't last until we're personal taste.
killed, these powerful weapons are long-lasting and so
put the dolls down, you’ll play with them later. As long as Biker Considerations
you have these power up, you just have to destroy with What can I say, my friends. If you arrived so far to read
more ferocity than before. Stuff to make Rambo looks like it, is because you like this kind of games, and if you like
a more muscular Mary Poppins. In the game we will have them do not hesitate to buy Thunderflash. It can be the
to deal with some obstacles. Personally I found the mines 4.90 better-spent Euro for a long time now. Five levels
particularly annoying: in the action chaos sometimes I and five under stages represent a challenge that is not
did not notice I was going over it. The Other players near impossible. We always remember that the old coin ops
me did, hearing my blasphemies. The difficulty is high were not as a whole long to finish. They were difficult,
but nothing similar to the old Run and Gun. Here we remain almost impossible. This made us perceive them as infinite.
in reasonable average chaos. Those who went on with However, I repeat, if you are here to read it is also because
Ikari Warriors immediately understand what I mean: they you have the “boxes” full of the infinite never-ending open
could not even manage the delirium of on-screen shots. world games. It’s a pity that's missing the words "insert
coin". On Thunderflash it wouldn't have disfigured!
Wisely in Thunderflash you can add lives with a system
similar to the Coin Op credits. A great advantage of
Thunderflash is the possibility of starting a new game
from the last level reached, avoiding those hysterical
crises with burrs at the mouth typical of having to start
again. There are two different modes in the game. One is
call Survival: specifically, we must resist the waves of
enemies. The more we resist, the greater our score will
be. The second mode is Boss Rush: in this one, you face

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 47 of 70


GAME TESTING

ListAmiga - THE 5(+1) GAMES TO PLAY IN DOUBLE


by Giuseppe Rinella
Welcome back dear brothers and sisters raised like me
by Mother Commodore, who has given us so much joy
and so much love.
This month I propose another beautiful themed ListAmiga,
which never hurts and we like so much (I hope).

Summer is over, while I'm writing it's shooting its last


bullets, then autumn will come and then school, work and
everything.
But our dear old friend immediately brings us back to the
days of our childhood, when Summer meant three months cold metal floor, there are as many as you want.
of vacation, and a large part of these were spent in hours It goes from the simple as lethal slipped, to the possibility
and hours of sweaty games with friends. of turning the ball into a real weapon to be thrown against
the opponents doing him a lot of harm, up to the various
Starting from this association, taking a big sigh in memory power ups scattered on the field.
of the good old days, I want to propose: Among these I mention my favorite ever, that is the
immobilization of all opponents. Yes, it allows us to run
THE 5(+1) GAMES TO PLAY IN DOUBLE undisturbed to score a point, but who has never passed
the ball to an immobile opponent, only to be able to hurt
First of all, why is "5(+1)" and not "6"? Answer: because him with a direct slip on the shins, with consequent
I like it better! laughter in the face of the unfortunate opponent on duty?
Going to the point, I wanted to offer you rather different Obviously, those who score the most points win, but it is
games to ensure a certain variety, in some titles we clash not only by scoring in the opposing goal that we can
and in others we help each other, so as to alternate the accumulate points. The ways to do this are many and
desire to humiliate our joystick partner, to the need to varied, I will not list all of them, but few things give
hug him tightly once our mission is successfully completed. satisfaction as fierce on a player until he leaves the field,
There are so many titles to have fun with, I always invite wounded and suffering.
you to come and visit us on our social channels to tell us In fact, every player has an energy bar, seeing one
your favorites. particularly damaged it will be our duty (and I emphasize
Let's go then! DUTY) to hit him with surgical precision, and then see on
his face the portrait of pain, before it is taken off the field
SPEEDBALL 2 by the robot racks.
Also included in the list of the last issue, considered by It would already be fun like that, but if we think this is
those who write among the best Amiga titles ever. going to make us score as many points as if we scored,
I'd probably put him on any list, including the best driving you tell me why we shouldn't?
games. It's things like this that put a strain on friendship.
The jewel of Bitmap Brother is, from every point of view, All this gives great satisfaction, a certain enjoyment and
a marvel, playing in single player is challenging and above all made fun of our playmate as if it were raining.
exciting, it does not have a smudge that is one. The short duration of each meeting means that the phrase
But it is when we have player two next to us that the fun "come on, another one!" is pronounced hundreds of times
touches the apocalypse. before you've had enough.
Fast, frantic, without a moment to breath.
Each game lasts 90 seconds that leave no room for tactics DYNABLASTER
or anything, you just think of running towards the Conversion of Bomberman released in 1990 for PC Engine,
opponent's goal trying not to get stretched out. I never knew why the title changed but it is not so
Ways to get your opponent to end up with his face on the fundamental.

Page 48 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
GAME TESTING

run dry, and then being destroyed a moment later, and


more laughter and so on.
In short, Dynablaster is really fun, but played in fours is
something exceptional, thanks also to an extremely simple
gameplay, which really allows anyone to learn everything
there is to know in no more than 30 seconds, and then
explode (it is true to say) in loud laughter with our friends.

MICRO MACHINES
How adorable were the Micro Machines? I really liked
them, but having all of them was practically impossible,
even just having a good number greatly increased the
possibility of a financial crack in your family.
Dynablaster is a fixed pattern arcade, PacMan style to be To satisfy the desire to own all those tiny vehicles, here
sure. came the video game, on virtually any platform then
Actually not so fixed, in the sense that the levels will existing, Amiga included.
become more and more extensive as we continue in our It is a racing game with a view from above, where we will
adventure, thus no longer occupying a single screen. compete in different environments and with different
The levels are a kind of maze full of enemies of various vehicles. We'll take part in fastest Formula One races on
kinds, where we can only move vertically or horizontally. a pool table, drive racing cars darting on the desk, fly
The purpose of the game is to place bombs here and there helicopters flying in the garden and much more.
to eliminate the aforementioned villains, as cute as they The game modes are two: the most classic, in which we
are lethal. All seasoned with power ups of various kinds will have to deal with three other participants to try to
that will make the protagonist (along with his bombs) get first.
increasingly efficient and destructive. Or the one that brings out a bit of healthy meanness in
Be careful, however, we will have to clean up every level us. It is a one-on-one challenge, the goal is to sow the
but always be careful of the bombs that ourselves have opponent by making him "exit" from the screen.
arranged with such care; their explosion in fact can It starts with 4 points per head, the goal is to get to 8,
pulverize us too. ending up out leads to the loss of a point in favor of the
Simple, fun and not easy at all. opponent.
But we are here to talk about double play, and that is To achieve this, in addition to exploiting the obstacles of
where this title becomes something magnificent. Talking all kinds along the track, we will soon end up giving
about "double" in fact is reductive, in Dynablaster can powerful reports to those who dared to challenge us.
play up to five players at the same time. Of course, you In double, this was the only mode available.
need to have the adapter to use four joysticks, but if you Bumping into our friend's vehicle on purpose, making it
have one, the fun is not quantifiable. The fifth player will fly down from the pool table, and then squirting it out
have to settle for the keyboard, for a game like this not loud, is really a joke. As well as pushing him against that
at all uncomfortable. orange on the breakfast table, making him fall off his desk
The mode that allows us to do all this is called "battle",
that is, all against all, probably the first battle royale that
is remembered.
We will then be able to throw ourselves into the fray
together and unleash hell, spreading bombs everywhere
as if there were no tomorrow, with the aim of blowing up
our dear friends in shreds.
Always being careful not to let us get caught up in the
destructive heat, however, which could make us explode
thanks to one of our bombs, a possibility that is far from rare.
While you are slaughtering each other, try to peek at your
playmates, you will see satisfied grins mixed with cursing.
And a lot of fat laughter, ridiculing those who have just

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 49 of 70


GAME TESTING

or entangled in a bubble of glue. moves, you could not take our trusted smartphone and
It is worth mentioning the possibility of competing with search, finding in a few seconds the list of what we needed.
tanks, very slow but equipped with powerful cannons, The only ways to find out were buying trade magazines,
with which to destroy each other without mercy. which with a little luck would report all the moves, or word
Each race can last from a few seconds to several very of mouth.
tense minutes, depending on the skill difference between Knowing a fatality and jealously guarding all knowledge,
us and our playmate. despite the friend just eliminated begging you to reveal
Never as in this case it is essential to know the different the arcane, added further satisfaction mixed with an
tracks, especially for the fastest races, in which knowing authentic sense of omnipotence.
in advance which obstacles to exploit, makes a great As mentioned, Mortal Kombat 2 on Amiga is a true
difference. masterpiece, a conversion that is almost miraculous. In
Technically quite essential, easy to play but not at all easy fact, remove the almost.
to master, some tracks in particular are really difficult. Technically exceptional, but it is the fact to make this title
Laughter is assured but be careful: physical revenge by perfectly playable having only one button available, which
your (ex?)friend, in the grip of a nervous breakdown due makes this game something epic.
to yet another flight off the table, is not to be excluded. If you want to be fierce about your friends, Mortal Kombat
2 is definitely for you.
MORTAL KOMBAT 2 You're probably going to find out that you're a bad person,
The beat’em up on Amiga haven't had much luck for a more than you can possibly imagine, which you won't mind.
long time.
Until three authentic masterpieces came out, practically CHAOS ENGINE
at bursts: Shadow Fighter, Fightin' Spirit and Mortal Another Bitmap Brothers title, and what title.
Kombat 2.
Talking about double games without putting a beat'em
up is almost a heresy, among the three I chose to suggest
Mortal Kombat 2 (but to be clear, even the other two are
very good) for a very simple reason: violence.
Delivering kicks and punches to our friends is fun (receiving
them much less), but if we add a massive dose of violence,
accompanied by rivers of blood and with that bit of sadism
that does not hurt (ONLY in video games, I recommend
it), everything becomes even more satisfying.
Let's also add one of the features that still makes the
Mortal Kombat brand famous, that is, the possibility of I have always loved everything about this game, starting
being even harder on the opponent, once the match is from the clamorous soundtrack, to move on to the graphic
won, by performing a Fatality. aspect with an excellent steampunk setting, ending up
You will understand that you come to something very with a gameplay to find defects is a very difficult task.
close to pure poetry. For those who do not know (but I do not think it is possible),
On this point we have to consider an aspect of no small it is a shoot'em up with a view from above, we will have
importance: to know the Fatality, as well as all the other to choose our mercenary among the six available (including
a priest, but in versions for Megadrive and Snes became
a scientist, bah) and shoot everything that moves and
wants to hurt us.
The peculiarity of Chaos Engine is that we will always play
in pairs, even in single player, selecting a second character
that will help us and that will be used by the computer. If
we are in company, the choice will be our adventure
companion, of course.
We are interested in this last option today.
It is therefore a game in which our friend will be an ally
and not an opponent.
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GAME TESTING

It's all gonna be "you on the right, me on the left," or Another game with which I have always had a lot of fun
"watch your back," or "leave me the coins." and for a long time, very different from those mentioned
This last sentence may be a reason for clashes, verbal or so far, is Sierra Soccer, although it is not at all flawless.
physical, with our playmate. The levels are in fact scattered Manchester United Double is also a gem in my opinion.
with coins and power ups of various kinds. The coins will I decided to suggest SWOS 96/97 especially for the
be particularly valuable, at the end of each level they will customization possibilities it offers in the creation of
be spendable to enhance the skills of our alter ego. different competitions.
You can therefore have a more collaborative attitude We can create Cups, Tournaments and Championships,
("Take these you who have less") or be selfish and ruthless each with different options that make the possibilities of
("So you learn not to move!"), in the latter case the customization if not infinite, really numerous.
probability of beatings mixed with insults is quite high. In addition to all this, the database of selectable teams
A healthy competition in short, but remember that the is something resounding and unparalleled, allowing us
real bad guys remain others, do massacres of monsters, to create incredible "themed" competitions.
shoulder to shoulder with our trusted companion, is a Do you want to organize a cup with only Asian club teams?
source of great fun and just as much joy. You can do that.
With that music there, even the level of exaltation flies Or a championship with Central American teams? Do you
very high. prefer English Third Division lineups?
Once the level is over, a very powerful high five starts, You can do all this, the only limit is your imagination.
saying how against us there is none. Another interesting option, the possibility of playing the
But at least a few more coins, though, you could have left game or just being a coach. Deciding in the latter case,
me... who to deploy, the module to be used, intervenes in a
match in progress for possible replacements, however,
SENSITIVE WORLD OF SOCCER 96/97 making the computer play.
Again, the same applies to Speedball 2, we are talking In short, with SWOS you can really create incredible
about a game that can easily appear in different lists that competitions and open to a number of participants that
include the word "best" in the title. will be very tiring to contain in one room.
Sensible World of Soccer is simply an essential game, Needless to say, the level of competition is so high that,
unless you deeply hate soccer. in comparison, the World Cup (the real ones) is a piece
The 96/97 version was the latest official on Amiga as well of cake. :-)
as the best ever. Old issues that have remained unresolved for too long
Can a soccer game be missing from a list of games with will be settled on the playing field, unexpected alliances
which to have fun in company? will arise (other than biscuit Sweden - Denmark) in order
Let's face it, we are still in Italy and, let's add, even fresh to move on to the next round, outrageous rankings,
European champions, it is not really possible to do otherwise. humiliated mattress teams without any remorse.
I could have indicated another title, there are some The truth is that you would want to get on the street and
excellent ones on Amiga, starting with the great Kick Off ask anyone to take part in your championship.
2, but also Goal! with which I spent several happy hours. Never as in this case can we say that the more we are the
When it comes to video game soccer, Dino Dini is a sure thing. better it is!

This is my list of 5(+1) games to play absolutely in double,


but there are many others as you well know, the quantity/
quality of games that Amiga gave to us is really exciting.
So I renew my invitation again: come and visit us on our
social channels and/or on our website and tell us what
is your list of games to play in company until exhaustion!

Greetings and FOREVER AMIGA

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 51 of 70


GAME TESTING

ZORRO
by Christian Miglio
Greetings to all the friends of Retromagazine World, today El Zorro, from the great software house Datasoft
your Elder will wear with you the moustache, hat and Datasoft was a video game developer and publisher
mask and will become Zorro! Follow us on this adventure! founded in 1980 by Pat Ketchum. Datasoft was based in
Chatsworth, a district of Los Angeles, and ported arcade
video games to personal computers.

It developed and published video games for Apple II,


Atari 8-bit, Atari ST, Amiga, Commodore 64, Personal
computer and TRS-80 Color Computer.
The company declared bankruptcy and was bought by
two executives of the same Datasoft, Samuel L. Poole and
Ted Hoffman, who renamed the company in Intellicreations.
Intellicreations continued to distribute the video games
developed by Datasoft until closing.
Among the most famous productions of Datasoft we can
boast games such as Bruce Lee, Conan, Cosmic Relief
(US version of Terramex), The Goonies, Pole Position, Mr
Do!, Pooyan and Zaxxon, just to mention the most famous.

And finally the Z of Zorro at the tip of Joystick


Let's start our adventure, a few laps of tape or a nice load,
8,1 and we are catapulted into Zorro!
Zorro is a game developed by James Garon in 1985 and
Zorro, you moth-eaten old cape! published by Datasoft, it is a single screen platformer
"There on the dune, when the moon shines, our hero genre, in the sense that the action does not scroll with a
Zorro appears... Zorro, Zorro, Zorrooooooo he has a secret continuous screen like conveyor belt but as soon as our
life, Zorro, Zorro, Zorrooooooo, his sign is the Z!" character reaches the bottom of the screen, we move on
to the next screen.
This is the first acronym of the series "Zorro", produced
by Walt Disney and first broadcast in the United States
from October 10, 1957 to July 2, 1959, and for the first
time in Italy, from April 14, 1969 to 17 (in the time slot
of children's TV) in the broadcast "The Mickey Mouse
Club", then rebroadcast in 1992 redoubled, restored and
"colored" (the original series is in black and white). The
series consists of 78 episodes lasting about 25 minutes each.

Zorro (whose name means "Fox" in Spanish) is a masked


hero, an executioner and a skilled swordsman who appears
in works set in the town of Los Angeles during the era of
Spanish California (1769-1821).
This game has all the elements needed to get us into the
And he's the protagonist of our review today. role of the character, a kidnapped senorita, a bully soldier
Page 52 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
GAME TESTING

(Sergeant Garcia) but not very intelligent, soldiers at his


service even less intelligent, arrested peasants and an
impregnable fortress.
Already from the first screen of the game our senorita is
kidnapped by Sergeant Garcia, not before dropping the
handkerchief.
Zorro's main task will not only be to return her handkerchief
as a true knight,but above all to free her from the claws
of the evil warlord (but are we talking about the Sergeant
Garcia that we know? Apparently so...).
The Goonies, and for the graphic part, Datasoft decided
Zorro the gameplay to use only a handful of colors from the impressive palette
As for the gameplay of Zorro as well as the graphics, this of the C64.
game shows obvious similarities with The Goonies, Bruce This, however, has – unlike the games previously mentioned
Lee and Conan, although the gameplay here is expanded – helped to create a certain atmospheric effect.
by the resolution of several puzzles. For example, when you reach the catacombs under the
To enter the enemy fortress you must procure three city, the colors change, but not the number, no more than
artifacts: the "Chalice of Honor", the "Horseshoe of 6 colors are ever used per screen although, in my humble
Fortune" and the "Boot of Liveliness". opinion, wisely used.
In order to obtain them all , Zorro must solve small puzzles Note that Zorro's complexion changes, depending on
by finding useful objects and must use them or combine where he runs or jumps.
them correctly.
The background music is short and is repeated in loops.
One of the funniest puzzles to solve is the bottle of wine. At first it does not attract attention in a negative way, but
Once you can pick it up, Zorro must be taken to the cellar soon, as the game goes on, it gnaws at the player's psyche,
where a drunken bandit is sitting. so much so that it desires the moment when you place
After giving him the bottle of wine, the bandit falls asleep the second bell in its place and enter the catacombs.
promptly after draining it, allowing Zorro to jump on his Then and only then do you get rid of this penetrating music.
swollen belly and use it as a springboard to reach a Alternatively, you can press the "S" key, although the
previously inaccessible platform. sound effects by magic will disappear along with the
Our masked avenger can only carry one item at a time. music, except for the noise of the mythical Z during the fights.
The artifacts, the Lady's handkerchief and the golden Obviously, it was not only the color palette that was
sacks don't count. unknown to the developer, but also the impressive number
of audio channels.
If Zorro finds himself forced to take another object, he
will drop what he has in his hand at that moment. Zorro himself is a monochromatic sprite full of action
The "puzzle" part in Zorro has a really predominant role, ready to defend the good and fight for the innocent, able
enough to be able to separate the merely enigmatic part to run, jump, wield a sword and collect objects.
from the combat part when facing an opponent.
Graphics and sound of the gentleman We will be able to reach the final screen of Zorro only
after having successfully passed 20 screens of the game,
As we said earlier this game is very similar to Conan or in which in addition to the puzzles and having fought
against different guards of Sergeant Garcia we will have
to find the way through a maze of catacombs, perhaps
one of the most difficult and frustrating parts of the game.

Zorro from California to Italy (and to the rest of the World)


In Italy Zorro arrived mainly with newsstands, precisely
in the "GO GAMES" series where he had the name of Don
Rodrigo and on "SPECIAL PROGRAM" with the title of El
Salvador, instead on SUPER GAME 2000 he appears with
the name of Masked Hero.

The Elder's Corner!!! He's here! Let's Rock!

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 53 of 70


GAME TESTING

Year: 2016

THE GREAT GIANA Editor: PixelGlass/ Reimagine


Games
Genre: Platform game

SISTERS SE Platform: Amiga


Web site: https://pixelglass.org/
#gianase

Giana Sisters is for Amiga as Mario


is for Nintendo or Sonic is for SEGA.
It's an iconic game with so much
history inside. Giana is the most hated
and loved platform ever created.
The original Giana Sisters was also
made for Commodore 64, becoming
the reference platform for entire
generations of commodorians.

The Great Giana Sisters is one of the


mythical games, a very popular game
in the golden age of home computers.
Nintendo in fact sued the team behind Giana and some enemies are directly
the original game Giana Sisters inspired by the DS 2009 version of
because of the similarities in the very Giana Sisters . New animations have
first levels of the game stating that been implemented, a new graphic
Giana Sisters was a copy of their game palette for the levels, some changes
Super Mario Bros. to the levels themselves, a new very
But this is history now. The same nice intro, a new logo and new original
Nintendo on her DS will see the game sound effects.
arrive in 2009.
An improved AGA version of the game This version of Giana Sisters SE is the
has been available for a while now. A first version of our new Reimagine
version we're going to look at together. Games label, which focuses on non-
The requirements to work. commercial ports, hacks and remakes.
A remarkable task, I must say.
Giana Sisters SE
• 512 KB of free ChipMem (not total).
• Optionally, +890 KB to preload.
• 2.0 Kickstart.
• 2.3 MB of free HD space.

Special edition… these are the last


letters next to the name of the game.
This version is an unofficial hack of
the original version for Amiga that
replaces the entire visual aspect of
the game. The new graphics by Giana
Sisters SE are completely new or
original remastered designs, while

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GAME TESTING

FINAL SCORE

» Gameplay 90%
The gameplay is always unique
and in this version even
improved. One of the best
platformers for Amiga.

» Longevity 90%
Almost perfect! Almost
because the difficulty level is
the historical one of the
original. It does not forgive
mistakes. But it is not
frustrating and you want to
play it again and again and
again...

Of course, purists will comment that Mario World for SNES. It is also
the new graphics might look a little too implemented the use of the second key
similar to DS, but I also love this new in case you have a joypad.
style. It's a nice touch for this improved Giana Sisters SE shows that Amiga as
version of Jana! The enemies you kill a platform for platform games is second
stay on the screen after you kill them. to none.
You can kill enemies in Jana like Mario
by jumping on them or shooting them. The love that Pixelglass has put into
His Majesty Chris Hulsbech has not this improved version is a lot and you
been set aside. The genius soundtrack can see it. It shows their dedication to
is still here. Powerful and majestic as the platform and it warms every heart
always and strong point of the original. that loves Jana. The game is released
The fact that they managed to keep free of charge on the Pixelglass website.
the original sounds of the game, Run and unload it. What are you waiting
personally gives me a huge respect for for?
Reimagine Games. The sounds and
music of this game never seem to age. by Carlo N. Del Mar Pirazzini
You notice that it is Giana Sisters when
you hear the sounds of the game's
music and sound effects, and that is
how the iconic games should be
remastered.

Platformer gameplay is very important.


Giana Sisters SE has the same gameplay
as the original with some small changes.
Jumps are more fluid and joystick
movements are more precise.

I tested the original and SE version


side by side on my trusty Amiga 1200.
What do you say this version comes
out winning. Looks more like Super

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 55 of 70


GAME TESTING

ALEX KIDD 3
Year: 2021
Editor: Yeti Bomar
Genre: Platform game
Platform: Sega Master System

CURSE IN MIRACLE WORLD


Web site: https://yeti-
bomar.blogspot.com/

Most users of the Sega Master System


will remember with nostalgia the video
games of Alex Kidd, once official Sega
mascot scolded in 1991 with the
debut of Sonic, who almost
immediately took the role of official
mascot of the company to try to
compete against Mario.
Alex Kidd's first game, called Alex
Kidd in Miracle World, was the
childhood game of many users of the
8-bit Sega console, as it was included
in the console's memory, which is
why it became tremendously popular
and loved.
one of the most active communities
For the Sega Master System there are
in the system.
5 titles of the cute character: Miracle
Thanks to the development editor
Word, Lost Stars, BMX Trial, High Tech
called KiddEd (an editor of the game
World and Shinobi World.
Alex Kidd in Miracle World), Mr. Yeti
Subsequently, a single game from the
started creating a new adventure by
Alex Kidd saga appeared for the
editing the original game from top to
Megadrive, Alex Kidd in Enchanted
bottom creating a new game that he
Castle, but on the 16-bit console of
would call Alex Kidd 3 Curse in Miracle
Sega but did not catch on as much
World.
as the 8-bit adventures and the
Completing it was not at all easy and
character fell into oblivion relegated
it took almost ten years of beta version
to a specific aspect as a secondary
until March 2021, when the full version
character in the games Sega
we have in our hands arrived. A free
Superstars Tennis and Sonic & Sega
version on the author's website that
All-Stars Racing.
was also issued in physical copy (ultra
In 2012, a long development began
limited).
by a user named Yéti Bomar (whom
The game is basically based on the
we greet and who has always kept us
style of Sega's monkey saga. Jump
informed about this project, note by
on platforms, collect bonuses, hit
Nith).
enemies, use particular items and
This project was launched in the
challenge bosses.
famous rom hacking and homebrew
Technically, the editor allows you to
development forum called SMS power,
faithfully recreate the graphic style

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GAME TESTING

FINAL SCORE

» Gameplay 80%
Classic control system: jump,
punch. The levels are well
designed.

» Longevity 70%
Alex Kidd punishes you. It's a
game that's not too long, but
at times it can make you curse
at any known deity due to a
punishing difficulty level.

and environments. All right and with Forget the pity! Alex Kidd is a tough
that MASTER SYSTEM style that game, but one that keeps you glued to
distinguishes different titles on this the screen. The previous titles were
system (Sega blue is prevailing as a and so is this 3 "unofficial" title.
shade!).
If, like me, you love the saga, all you I love the Sega Master System scene
can do is test the game and swear. Just in recent times, more alive than ever.
as in the first chapter, here too every Try it!
mistake of jumping, every wrong collision
will be punished with the death of the by Carlo N. Del Mar Pirazzini
little one.

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 57 of 70


GAME TESTING

DOREMI FANTASY Year: 1996


Editor: Hudson Soft
Genre: Platform game

MILON NO DOKIDOKI DAIBOUKEN Platform: Super Nintendo

If we take a look at the list of the 10 just now.


best platform games for Super The music of the game is used in an
Nintendo, we will most likely see Super interesting way for a plaftorm. Often
Mario World and Yoshi's Island among a musical score repeated in infinite
the favorites occupying the top loops is expected. Not so in DoReMI;
positions with the Donkey Kong instead Hudson Soft has tried the
Country series to follow them closely. innovative approach of dissolving the
Even this DoReMi Fantasy should be music in favor of sound effects that
part of this list, but unfortunately the alter the mood as the noise of the
mysterious Hudson platform is wind in some phases of the game.
unknown to the general public for This adds a level of depth when
just one simple reason. It was not combined with all the other accurate
distributed outside of Japan, which touches and works really well in
is a real shame as it easily rivals the building the game atmosphere.
aforementioned Nintendo platform None of this would matter if the game
and in a hypothetical ranking would controls didn't respond and the level
be among the top positions. design was a disaster, but fortunately
The plot is routine. Damsel in distress, Hudson doesn't disappoint on this
demon who abducts her and makes point either. Milon's control is intuitive
music and happiness disappear from and responsive.
Milon's world. There are some times when, faithful
At this point the chubby little goblin
will have to make his way through
various levels, fight enemies, discover
secrets, collect bonuses and face
diabolical Bosses to save his beloved
friend Aris and restore peace. During
the game there are numerous movies
that reveal more and more the plot,
which adds a nice cartoon touch to
the product.
For a 16-bit game, the graphics of
DoReMi stand out. The characters,
enemies and bosses have a great level
of detail and the animations are
impeccable and fluid. The icing on
the cake, however, are the
backgrounds, which really impress
with their soft pastel color and give
life to the game really giving the
cartoon atmosphere that I mentioned

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GAME TESTING

FINAL SCORE

» Gameplay 90%
Compelling design and an
intuitive control system mixed
with a game full of secrets and
bonuses.

» Longevity 90%
This is a good game. Not too
difficult but will keep you
engaged.

to the protocol of platform games, you games for Snes and stands up to the
will have to make perfect pixel jumps, classics like Super Mario World. There
but it certainly does not compromise is nothing to criticize in the game, I
the final gameplay. There are some would say nothing.
notable touches of game design also Unique is the Japanese language (which
to curb some unreachable points. does not hinder much) and its exit late
Our main weapon in the game is a and only on Japanese soil.
bubble blower that will allow us to trap
enemies and launch them out of the Highly recommended if you can retrieve
screen in a very "Bubble Bobble" way. the original cartridge or through
You can also stun them by bouncing emulation.
on their heads. The game is also full of
secret areas to find. by Carlo N. Del Mar Pirazzini
In conclusion, DoReMi is undoubtedly
one of the best examples of platform

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 59 of 70


GAME TESTING

GUNBEE F-99 Year: 1998


Editor: APC&TCP
Developer: Twin Eagles
Genre: Shoot'em up
THE KIDNAPPING OF LADY AKIKO Platform: Amiga

The planet of Valstyx is threatened To the classic shot was also added
by strange beasts and strange space the bomb to hit the targets on the
machines, controlled by the vile Lord seabed.
Khenmir. It is a little-known game, released in
This lunatic is looking for the five the late 90s when the Amiga world
crystals possessed by Princess Akiko, was in full chaos.
crystals that will give him even greater There are two game modes: the Honey,
power... The only one standing in Lord that is, the training and the story
Khenmir's way is Kiara McGuire and mode, which after a good intro will
his last instrument of destruction: make us start with the actual game.
the Gunbee F-99.
Well... short story, simple and linear. Although the gameplay is the one
Nothing more or less. seen in the Twinbee series, the intro
Gunbee is basically a direct clone of is very reminiscent of the one seen
the mythical Twinbee of Konami in Turrican 3: Payment Day (or Mega
(released on different platforms and Turrican). In fact, Kiara McGuire is a
with different titles) also imitating it tribute to Bren McGuire of the Turrican
up to the layouts of the levels. series.

A well-developed game that resides


on two diskettes (or two .adf files)
and can be installed on HD via the
handy personal installer.

I tested it on three cars. In emulation


on WinUae spins that is a beauty, as
well as on A1200 while on A500 slows
down a little, but does not lose the
charm and playability.
Pretty graphics and a very engaging
As in the original model, here too we sound are combined with good
will pilot a super deformed-style playability and a well calibrated level
spaceship equipped with a glove that of difficulty.
we will use to shoot down enemies.
Like the most classic shooters, here
too we can enhance our vehicle
through the use of small bells that
will be released by some clouds. If
we continue to shoot these bells, they FINAL SCORE
will change color and, for each color
will correspond to an enhancement.
» Gameplay 90%
Well developed and with
gameplay that comes from a
truly amazing Konami series.
A product to be recovered and that Simple and intuitive.
will soon be included among your
favorite vertical shooters. » Longevity 80%
Not particularly long, but
by Carlo N. Del Mar Pirazzini challenging and well balanced.

Page 60 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
GAME TESTING

Year: 2021

1987 ESCAPE
Developer: Code / GFX: José A
González
Music: Nacisound

FROM BERLIN Editor: Own production


Genre: Graphic adventure
Platform: Amiga

In a retro apocalyptic universe, the in Super Deformed version. Everything


city of Berlin has become a prison about the game is pleasantly retro.
surrounded by a wall where thousands The graphics, the menus, the narrative
of prisoners live together in a chaotic style.
and uncontrolled society.
A plane from a large computer
company crashed into the city carrying
security data. Our protagonist was
sent to retrieve the data found on a
floppy disk.
Explore, investigate and find the floppy
to send data abroad and escape
without being detected as an intruder.
What a nice surprise! In fact, not really The game setup requires 1 mb of Ram
a surprise but a reunion. Initially the Chip and 2.1 ROM to start. You can
game was to be called " 2027 Escape play it by installing it on hard disk
to Berlin " and was developed in 2017 through a convenient installer, but
by the collective Amigawave you can play it directly from a single
immediately after the release of Retro disk (it is on an adf).
Wars. If you want to try the game in Italian
After some adventures and problems you can retrieve it on number three
it finally sees the light in 2021 and of the magazine Passione Amiga (a
with some graphic and game greeting to the friends of Passione
improvements. Amiga!!) or by contacting the developer
Let's start by saying that it is a "point directly via email.
and click" graphic adventure of the The game is localized in English,
old-fashioned ones. And we like that. Spanish and (only for the Passione
The adventure is simple and linear Amiga version) in Italian.
and not too long but equipped with
a good mechanics.
Compared to the first version, this FINAL SCORE
edition features better graphics, some
additional characters and a touch up
to the bizarre screenplay. » Gameplay 85%
The protagonist reminds us of the An old-fashioned point-and-
legendary "Jena" S.D. Bob Plissken click adventure with an absurd
plot and enjoyable game
mechanics.
Definitively a playable and fun product.
» Longevity 80%
Developer's email address: It's not endless. It's not super
[email protected] long. It's not super difficult.
It's enjoyable.
by Carlo Nithaiah Del Mar Pirazzini

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 61 of 70


GAME TESTING

UNHOLY NIGHT Year: 2017


Editor: Blaze Pro/Foxbat Corp.
Genee: Beat ‘em up
THE DARKNESS HUNTER Platform: Super Nintendo

Unholy Night: The Darkness Hunter "Hunters" and "Darkness".


is a beat ‘em up developed in 2017 - Blaze: a teenage Dampyr who
by Foxbat Corp and published possesses both human and vampire
exclusively on Super Nintendo in abilities.
Japan by Blaze Pro, in America by - Reinhardt: vampire hunter of the
Retroism and in Europe by JoshProd. "Saint Knights", decidedly coriaceous
Set in a dark version of our era, the - Emily: another hunter very fast but
game follows six fighters from three physically not very gifted
groups as they engage in a conflict - Cronos: vampire that aims to kill the
to confront the vampire Katatonia, a Dampyr
creature that terrorized humanity in - Wurzel: a werewolf from the “Wolfe”
the Middle Ages, now resurrected to clan who continues to serve vampires
bring the world to destruction. against humans
The game is a classic matchmaking - Nightmare: a very skilled succubus
game and uses a main three-button (very busty) full of combat
configuration with different combos combinations
(to make special moves) and four - Katatonia: the final boss. Deadly but
different game modes. rather physically weak. He must be
The selectable characters are six with shot mercilessly and without getting
a non-playable boss, divided into caught in his deadly combination.

Page 62 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
GAME TESTING

FINAL SCORE

» Gameplay 80%
A well-developed product in
controls and move set.

» Longevity 40%
Everything lasts very little.
Poor A.I. of the opponents. You
will finish it in just under an
hour.

The game system is a hybrid between Damn it!


the classic 90s beatings and the new The first stages you will overcome in a
games based on energy storage and very short time and the real thread to
combination and, although it is not twist you will only have in the last two
immediately intuitive, the four-button opponents.
system +move set on joypad works.
It turned out to be the first game of its Too little!
kind on Super Nintendo after 21 years Too few even playable characters. In
from Street Fighter Alpha 2, despite 2021 you can not see only 6 characters.
the unfinished kickstarter campaign The situation gets a little longer if we
the publisher welcomed the opinion of talk about the possibility of playing
fans of the genre and decided to continue against each other, but it is irrelevant
publishing the finished product. for the purposes of voting.

On a technical level we are faced with This could be flown over if the game
a product that does not reach who didn't cost $44.90. Certainly there is
knows what peaks of graphics and the packaging, the cartridge, the
animations, but that still lets itself be instruction booklet. Everything is very
watched with pleasure. nice, but too expensive.
You see a certain stylistic influence
(and not only) of Capcom's Darkstalker In 1992 it would have received a higher
and overall it's a game technically above reception.
sufficiency.
Beautiful music and sound effects. Now it is a product to test or for
passionate lovers of Super Nintendo
Let's get to what we're interested in. and beat'em up.
Does the game hold? The Super Nintendo Bard's word!
has been (and still is) the console with
the highest number of titles of the same by Roberto "Il Bardo" Pirazzini
genre in history. Does this Unholy Night
compare to historical titles?
No, definitely not, but not because it's
not playable. The product is undoubtedly
well made and enjoyable, the game
system is well structured but it's damn
easy.

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 63 of 70


GAME TESTING

DEMONS OF
Year: 2021
Editor: Neofid Studios/Nindo
Genre: Action/Platform

ASTEBORG
Platform: Sega Megadrive (this
article) – Also available on
Nintendo Switch and Windows.

Demons of Asteborg is one of the most the sword or with other objects, jump,
anticipated games by the Megadrive crouch, roll and interact with some
audience. parts of the game.
Very long gestation but it was worth The monsters present range from the
most classic giant rats to horror-
it, because we are faced with a product
of 10 and praise. inspired monsters also famous in the
The game is a platformer of action, classic Castelvania of Konami.
with metroidvania elements that pays I must admit that the wait for this
homage to all the great sagas of the game has been well paid. Cartridge
past, one of them being Konami's arrived in its packaging with a well-
Castelvania. paged and well-groomed play manual.
In the game we will play the role of The cartridge and region free and you
Gareth, a knight of the royal guard can use it on any Megadrive possible.
who must stem the forces of evil from In the cartridge there are maps and
invading Asteborg. some very nice gadgets for real "fans".
Inserted the cartridge and gripped
The gameplay is that of the classics the joypad we find ourselves in front
of this genre, after a very short on- of a small graphic jewel. Animated
screen tutorial that will appear very well and with really evocative
whenever it is necessary to use a backgrounds that show once again
particular maneuver with the joypad, the qualities of the 16 bit Sega when
you start for the adventure. used to the best and wisely.
Our character can make attacks with The use of colors is also incredible

Page 64 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
GAME TESTING

FINAL SCORE

» Gameplay 95%
An initial tutorial and you start
slaughtering all the monsters
that infest Asteborg with
gusto!

» Longevity 95%
Not to be underestimated and
to be approached with all the
passion for this genre of
games. It is worth it.

and I must admit that at present it ranks to better set up battles with bosses
as one of the best palettes for the Sega (some really complicated).
machine. We are looking at a new masterpiece
Atmospheric audio is also perfect for for Sega Megadrive that deserves to
this product. be purchased.

The game does not invent anything The game is also available in PC and
new in the genre, but what it does it SWITCH version and if you have these
does well. Not too much inattention is two platforms the advice is the same.
allowed. An occasional player looking Have a good exploration.
for 5 minutes of relaxation is not suitable Bard's word!
for this game. Asteborg requires
dedication to be tasted and completed. by Roberto "Il Bardo" Pirazzini and
To understand every little secret and Carlo Nithaiah Del Mar Pirazzini

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 65 of 70


GAME TESTING

VOLGARR THE Year: 2020


Editor: Crazy viking studios

VIKING
Genre: Action/Slasher
Patform: Sega Dreamcast

Recently, while visiting industry forums


and some web pages, I discovered
some very interesting news. Not only
was the action/slasher game wickedly
brutal Volgarr the Viking brought to
Sega Dreamcast, but the developers
declared that the version for this
machine is completely free.

If you have a Dreamcast and an empty


cd you can make a legitimate copy of
a game that I personally consider a
breath of fresh air totally arcade and
game" while you launch into the
that brings back the glories of Rastan,
paradise of video game warriors.
Golden Axe and Black Tiger in this
21st century made of tutorials and
There are several reasons why this
beautiful graphic adventures but
game is among the best of its kind
without that healthy fun that the
and perhaps the best on Dreamcast.
classics I mentioned gave us.
First of all; his enemies are in
predetermined positions and rarely
The controls are minimal but perfect.
deviate from a designated pattern.
You jump, you use the sword and the
This allows players to develop a level
spear, you stand with the shield and
of cognitive memory as was the case
everything can be combined with the
within the Ghost n’ Goblins franchise,
use of the pad, allowing our Viking to
for example, or in Contra, as well as
perform combos to continue in his
in the more recent Dark Souls.
adventure.
Basically, you learn as you play and
improve with every mistake, you will
But be careful, a particular dose of
control and concentration is required.
If you make a mistake, our Volgarr
will explode in a cloud of guts, bones
and blood!

The game requires patience and


passion to be mastered at its best,
but those who are willing to dedicate
time to our Viking hero will be rewarded
in the Valhalla of the "arcade game"
and the departures of the protagonist
will make you scream "yet another

Page 66 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
GAME TESTING

FINAL SCORE

» Gameplay 90%
Perfect control system and
level design worthy of the
greatest classics of the genre.

» Longevity 90%
The infinite lives are not an
exaggeration because the
game will punish you! It will do
so in a devastating way, but it
will also make you scream
eventually develop the reflexes you (except for the spectra), a great help "One more time".
need to tackle the game's next in the department of musculoskeletal
challenges. memory. The only thing that I personally
Second: The weapons of this game are consider "difficult" for new players is
a sword and a spear and you can use the fact that they don't have a checkpoint
both during the game. The spear is before boss fights.
particularly impressive thanks to the
numerous functions and the throwing Overall I must admit that as a fan of
power, so much so that it is at the same this type of games I can say with deep
level of strength as the sword. It is an honesty that the Crazy Viking Studio
absolutely first-rate weapon and not have succeeded.
the usual weapon of support or panic. It is also graphically beautiful with
Third: This game maintains the “hard” several references to the classics of
double jump seen in Super Ghouls'n the past and I have also seen tips from
Ghost on Super Nintendo. The design Shadow of the Beast and Lionheart on
of the levels is adapted to this standard Amiga.
of jumping and, despite what you might
think, it actually makes things easier The audio is beautiful and creates the
as you get used to it as it "guides" you. right atmosphere.
This ultimately helps us to better A product to try and that can even be
evaluate distances during the match. defined better than most of the classics
Fourth: the level of challenge. Although that were in the game room or on Super
many critics and users have labeled it Nintendo.
as a "retro-hardcore game", it should
be noted that it is actually easier than by Carlo N. Del Mar Pirazzini
some standard platforms of the 16-bit
era of the 90s.

Checkpoints can be found in the middle


of each level and before entering the
next level, you have infinite lives (unless
you are playing at the most advanced
difficulty levels). The levels themselves
are not excessively long and are “only”
6 in the main storyline, so with a little
practice and memory it is not difficult
or destructive.
The enemies do not act in a causal way
RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 67 of 70
GAME TESTING

Year: 1987

DELTA
Publisher: Electronic Arts (USA),
Thalamus
Genre: Shoot'em up
Platform: Commodore 64

A short time ago, I had decided to we had to wait a few more years.
play Armalyte since at the time I had The graphic level, on the other hand,
not played it, so before uploading it struck me positively: the second level
to the emulator, I checked the net probably set near a rocky planet and
from different sources, to know the the robot snake that crawls on the
plot, the story and many other things screen was very beautiful.
about the game itself; personally If at the time you were looking for a
before starting a game I want to know game that could have kept you busy
it accurately as a general who studies for a long time or which was worth
the enemy army. A piece of information the 15 pounds collected for an original
that had completely gone unnoticed game, this one had and has 32 levels
is that Armalyte was the second in a to offer. This game has the classic
series of video games! And so I asked difficulty of shoot'em up of the 80s,
myself: "but which was the first? Why that we all know well, and in addition
didn't they ever talk about it?” Maybe there are also many places to explore
it wasn't as successful... as well as enemies to blast.
The first game was called Delta and Once you have finished the 32 levels
just as I had hypothesized, it was a (and if you know someone who has
game that did not go under the done, send me an email, at any time!)
spotlight much compared to the there will be the colossal second
second; Delta is presented as the chapter waiting for you! We have
classic shoot'em up with horizontal already discussed it separately, for
scrolling, from left to right, in which now it is better not to reveal the ending
we drive the now famous spaceship and think about Delta.
of the 80s, shooting continuously at But I can give you a revelation, or
everything that moves on the screen. rather a tip that will be better known
During the levels we will have some right away, since the third level will
upgrades to collect, marked by some not be difficult to reach. Beware of
blue square blocks and that will appear upgrades you take! Let me explain
on the screen only if we destroy all a better: if you take the upgrade to
wave of enemies. make the spaceship faster, it will serve
Attention! In addition to the blue to avoid the columns at the third level,
blocks that will give us upgrades such but if by any chance you take it back
as additional shots, higher speed etc. at the end of the second, when you
there will also be gray blocks with the already have it, you will not make the
upgrades not unlocked and that if spaceship even faster, but you will
collected, will destroy the spaceship make it return to normal speed
thus losing one of the three lives (...speed is a big word) so you can’t FINAL SCORE
available! avoid those hateful and unpredictable
Destroying all the enemy waves is an columns.
extra stimulus to increase the score With this I wish you a happy autumn » Gameplay 70%
and win extra lives in the shortest and a good return to school and work, Just get used of it and... adjust
time and often. hoping that you have had a great accuracy.
The sound is composed only of the holiday browsing our magazine from
shots and the noise of the upgrades the beach (...or mountain). » Longevity 80%
taken, on the other hand from a 32 Levels and... we know the
genre.
shooter could not be expected much by Daniele Brahimi
and for a deserving background music,
Page 68 of 70 RETROMAGAZINE WORLD­ENG YEAR  2 ­ ISSUE 10
RETROHISTORY

Thanks for everything, uncle Clive!


by Alberto Apostolo

Anyone who owns (or has owned) a the Microprocessor Kit 14 for
Sinclair computer, living through electronics enthusiasts who could do
the legendary eighties of the experiments with little expense.
twentieth century and the epic of
Later, Science of Cambridge became
8-bit home computers, was
Sinclair Computer and finally Sinclair
shocked to get to know that (after
a long illness) Sir Clive Sinclair Research. The ZX series home
passed away on Thursday, computers (ZX80, ZX81 and ZX
September 16, 2021. The sad news Spectrum in 1982) were very successful
was communicated to the press by in the UK and European market and
his daughter Belinda. Clive Sinclair was given the title of Sir
We like to remember him as a brilliant and the affectionate nickname of
and visionary computer manufacturer "Uncle Clive".
(just think of the lucky ZX series and The failures of the QL model and the
the least lucky QL). He also tried to C5 tricycle forced Clive Sinclair to sell
put on the market the Sinclair C5, a the company to Amstrad in 1986.
slow and low electric tricycle that was In 1988, he tried his luck again with
unsuccessful due to many design and Cambridge Computer and the Z88 Clive Sinclair in the '80s
technical problems. laptop but times had changed due to
Clive Sinclair (born in Richmond, PC-IBM compatibility and the demand
Surrey on July 30, 1940) started at for higher quality hardware and
a very young age by founding in 1961 software.
Sinclair Radionics Ltd which produced Curiously, he never made personal
radios, TVs, miniature HI-FI systems use of his inventions. Brilliant and
(and also a horrifying LED watch, the curious about anything, he always
1975 Black Watch, whose poor quality brought with him a rule calculator and
was the fault of a subcontractor). did not make use of computers and
During the 70s of the 20th century, emails. Passionate about poetry, he Sinclair ZX Spectrum (1982)
his cmpany started the production ran marathons and was a good poker grandchildren and 2 great-
and sale (even in assembly kits!) of player. Sometimes he liked to discuss grandchildren.
low-cost calculators with LED displays, engineering with her daughter and
trying to imitate those produced by her husband (both engineers).
Texas Instruments and Hewlett-Packard Sir Clive left his daughter Belinda (57
during the same period (in Sinclair years old), his sons Crispin (55) and
calculators, original construction ideas Bartholomew (52) together with 5
were designed to save battery
consumption). References
Among the most curious models there [Gua21] "Home computing pioneer Sir Clive Sinclair dies aged
was undoubtedly a wrist calculator, 81" (The Guardian, Sept. 16, 2021)
whose commercial failure (combined [RM06] A.Apostolo, "Science of Cambridge MK14, l'antenato dei
with the advent of liquid crystal Sinclair ZX", RetroMagazine #6 (ITA), Apr. 2018.
calculators) put Sinclair Radionics in [RM09] A.Apostolo, "Le stravaganti calcolatrici di Clive Sinclair",
RetroMagazine #9 (ITA), Sept. 2018.
crisis, forcing Clive Sinclair to make
[RM11] A.Apostolo, "I purosangue Sinclair della serie ZX",
use of State financial aid. RetroMagazine #11 (ITA), Dec. 2018.
With a new company (Science of [RM13] A.Apostolo, "Sinclair QL: errori sfortuna e molti rimpianti",
Cambridge) in 1977 he put on sale RetroMagazine #13 (ITA), Feb. 2019.

RETROMAGAZINE WORLD-ENG YEAR 2 - ISSUE 10 Page 69 of 70


SHOPPING NOWADAYS
September, life resumes its post-summer holiday routine. Even for young people,
who after three months of holidays, having spent their time roaring lazily around, Disclaimer
return to their duties, perhaps making great leaps in life, such as the beginning
of middle school or high school. For us adults, the routine never comes off RetroMagazine World as an aperiodic
magazine entirely ad-free is a non-profit
completely, even for this reason I envy these guys a little: they are living their project and falls off any commercial circuit.
most beautiful years, only that they still do not know it. How many times have All the published material is produced by
we found ourselves thinking about that particular moment of life recovered in the respective authors and published thanks
an old memory of 30 years, often even more? Just a song and the time machine to their authorization.
starts. In the case of us video game lovers, a game at an old game can bring RetroMagazine World is licensed under
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beach in the early 90s, with behind a bunch of curious intentions to watch. NonCommercial-ShareAlike 4.0
International (CC BY-NC-SA 4.0)
Afternoons in which the hottest hours of the day were spent lazily under the https://creativecommons.org/licenses/
blades of the ceiling fans of some games room: it took us exchanging just a by-nc-sa/4.0/
“dime” (1000 italian Lire) for five tokens and spending a few hours of carefree
This is a human-readable summary of
company. The girls in costumes, because they too were hanging around the (and not a substitute for) the license. You
games room, with which they exchanged looks, excited smiles; and with which, are free to:
with a bit of a nerve, they could earn a "see you, maybe tonight, here?", and
then go to the beach together walking a meter from the ground. Share — copy and redistribute the
material in any medium or format
Time passes and everything evolves or almost. Over the years we have witnessed
a race to the death to purchase the newest and most powerful gaming platform; Adapt — remix, transform, and build
and many of us have participated in this long marathon. But this run seems upon the material
abruptly slowed down: for some time now the new one is not as sparkling as The licensor cannot revoke these
before. We gamers are simple people and we listen to our gut: when the emotion freedoms as long as you follow the
clicks it's done! And today it's not necessarily called Playstation or Xbox. The license terms. Under the following terms:
emotion is called Evercade or Anbernic. It has the plastic features of the dreamy Attribution — You must give appropriate
CP-64 or resumes the old forms of the eight-bit progenitor, whether it is old or credit, provide a link to the license, and
new. Mini Console chose aside, with which many have managed to realize the indicate if changes were made. You may
dream of a PCEngine, it is also making room for an upcoming Amiga 500, for do so in any reasonable manner, but not
in any way that suggests the licensor
now in "mini" version, waiting for the "maxi". The really cool thing is that they endorses you or your use.
are coming out, for these dusty and old platforms, games that in the golden
age we would have only dreamed: "Demons of Asteborg" in this case is the NonCommercial — You may not use the
material for commercial purposes.
objective testimony.
There is a lot, a lot of excitement, we have also discussed it in our "bowls club" ShareAlike — If you remix, transform, or
as you will have had the opportunity to read a few pages back. Spending build upon the material, you must
distribute your contributions under the
nowadays has changed, there is no longer the "dime" to spend in the game same license as the original.
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money is always wider and not necessarily No additional restrictions — You may
addressed to the Next Gen world. After all, even not apply legal terms or technological
measures that legally restrict others from
the undersigned often invests some money in doing anything the license permits.
this immense and colorful world made of pixels:
the last is a Speedlink Competition Pro to be able
to fully enjoy the games for Commodore 64,
both new and old. In the end, it all comes back.

Mic the Biker Novarina

RetroMagazine World - English Edtion


Year 2 - Issue 10 - OCTOBER 2021

Chief Editor
Francesco Fiorentini
Management/Editing
David La Monaca
Editing Manager
Marco Pistorio
Web Management
Flavio Soldani/Giorgio Balestrieri

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