Showing posts with label Chris Butler. Show all posts
Showing posts with label Chris Butler. Show all posts

Wednesday, 20 March 2013

Budget Day - Arnie (Commodore 64)

If it's the early Nineties and you're making a game about an all-action hardman, you could do a lot worse than calling it Arnie.  Just that one name conjurs up images of a gun-toting muscleman, cutting a swathe through entire squadrons of armed bad guys.  It did then and it still does now, twenty years down the line.

It's appropriate enough, because the Arnie of this game is, indeed, a one-man army.  Dropped into a warzone by chopper, it's up to you to guide this man of steel around the map, shooting down everything in his path, until the inevitable confrontation with the mad dictator at the source of all the troubles.

There's not much that's as satisfying as exploding enemy hardware.
It's a tried-and-tested scenario, but the game is a bit more interesting and enjoyable than its cliched storyline.  That's partly because of the graphical viewpoint... Arnie is in glorious isometric 3D, which is fairly unusual for a game of this type.  It does mean that your viewing area is restricted at time (when you reach the edge of the map), but this doesn't really cause any problems.

Unusually, the game is not split into levels.  You're deposited into the jungle, and from there you just make your way across the landscape until you (hopefully) reach the end.  I often wondered why more action/shooting games weren't like this.  Life isn't split into levels, nor are action films.  Why shouldn't a shooting game be one seamless journey?  It works really well, with not a single break in the action.

That enemy truck looks dangerous. Luckily, my rocket is about to take it out.

Arnie was programmed by Chris Butler, and you get a little bit of a feeling that he was out to prove just how good a shooter he could program, having been hamstrung by Elite when programming (the still very enjoyable) Commando conversion.  This is a bit slower-paced than Commando, but still has plenty going on.  With extra weapons to pick up and new enemies and obstacles introduced along the way, it's never boring.

Arnie was released later in the Commodore 64's lifetime, and as a result it had a more expensive budget price of £3.99.  It was still well worth that bit extra though... I never regretted the purchase, and even today it's a worthwhile blast and a fair old challenge.

Tuesday, 31 July 2012

Day 66 - en route

One of my favourite game genres is the racing game.  I love flogging the life out of a car (or bike, truck, whatever) engine, roaring down highways or around tracks at the highest speeds possible, all the while fending off the attentions of evil opponents who will stop at nothing to leave me eating their dust, or worse, the asphalt.


Unfortunately, they were quite difficult games to pull off effectively on the 8-bits.  That didn't mean there wasn't a multitude of choice, and even when they weren't great, I would often play them for hours on end.  What can I say?  I needed my speed fix.


Time? You'd think they'd have had time to clean the track before we raced on it!
What our favourite computers lacked in power when attempting to convert arcade racing giants, though, they made up for through the programmers' imagination and creativity.  And so for every failed or disappointing 3D arcade racer, you could find enjoyable and playable original racers or stunning overhead-view 2D games.  And they weren't all "racers", either... not all games where you drive a vehicle take place against the clock.


Some arcade conversions were successful, though.  On the Commodore 64, Buggy Boy is renowned as one of the best games available.  For the Spectrum, Chase HQ is generally regarded as being among the cream of the racing crop.  It's hard to argue... I played Buggy Boy to death in the day, and I've heard many a similar testimony regarding Speccy Chase HQ.


Erm... can you get my driving gloves out of the glove compartment, please?
What of the original games, though?  Most were based on arcade games, as was the way back then.  It was hard to be truly original with a racing or driving game.  The Kikstart games managed it, though, and managed to be fun, challenging and maddeningly addictive.  The urge to shave milliseconds from your best times pulled you back time after time, even if you did tend to end up gnashing your teeth with frustration.  Those games were so good that they live on today in spirit, through the Trials series.


Then there was Turbo Esprit on the Spectrum.  I must emphasise "on the Spectrum" here... the difference between Spectrum and C64 versions seems to have been like night and day, with possibly the largest ratings disparity I've ever seen in reviews... the ZX version receiving an impressive 88% in Crash magazine, with ZZAP! 64 awarding the Commodore version just 9%. With its original viewpoint and plot-driven gameplay, it made for a highly-satisfying alternative to the usual on-wheels fare.


It's burning like a flame, now nothing seems the same, I've lost control of mind and body...
From successful arcade ports like Turbo Out Run and Power Drift, to amazing originals like Stunt Car Racer and Turbo Charge, to those inspired by the arcades like BMX Simulator and Speed King, to other types of driving game like Deathchase and The Fury, our need for speed was very well catered for.  And I'll be writing about them all, and hopefully talking to their authors.


And with that, I'm going to leave you with this: a Commodore 64 game called Stock Car.  A lot like Super Sprint, it was a game you could customise almost to no end, and my mate Graeme and I played it for ages.  Trying it again now, I'm not quite sure why... it's not as much fun as I remember.  It must have been for that remarkable end sequence...



Friday, 22 June 2012

Day 26 - the impossible dream

One thing I'll be focusing on in the course of this book will be the people who had the impossible job - converting arcade machines to the home computers.


Of course, in most cases the coders weren't literally converting the arcade games. It would be ridiculous to even try. I mean, Chris Butler attempted to make Space Harrier on the Commodore 64. Space Harrier! On the Commodore 64! Preposterous.


That said though, he actually managed to produce a pretty playable shooter, featuring elements that were recognisable from the arcade behemoth. And really, that was all we could hope for, and all these guys could attempt. If they were able to put out something that was an approximation of the arcade game, something that looked something along the lines of the original and had at least some of the necessary gameplay elements, we were happy.


Oh, come on... what did you expect?  It played pretty well though.




In some respects it must have been like writing a new game, but with a stricter template to work with. We all anticipated these games eagerly, and inevitably there were disappointments, but by and large we were very happy to get to play versions of the big games in our own homes.


This brought me to a very interesting conversation with some mates: were there any arcade conversions on the 8-bits that were actually better than the arcade versions?  Initially, you'd have to say, "No"... despite some amazing technical achievements, the home machines couldn't compete on so many levels.  But there's one thing that's more important than everything else... playability.  And you can get that right on any machine.


Games that were mentioned were Spy Hunter on the Commodore 64, and Buggy Boy, also on the Commodore 64.  Having recently played Buggy Boy Jr. in MAME, I would say Buggy Boy on the C64 does play better than the arcade game (even if I didn't play the exact arcade game in comparison).  And I never really got on with the arcade version of Spy Hunter, but loved the C64 version.  Have you got any others?