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Zzap!Test
"A magazine within a magazine..."
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- REVIEWZ
- PIG IN A POKE (TIPS)
- ZZAP!RRAP (LLOYD'S MAIL CORNER)
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ARKANOID: REVENGE OF DOH
THE NEWZEALAND STORY
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MEGATAPE #2
SIDE A - click here
SIDE B - click here
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Another month has come and here it is: a brand new issue of Zzap!Test, with reviews of not-so-brand-new
classic videogames... And this time it's me to introduce such a great job - and I'm so proud of doing it.
A brief intro. We strongly wanted to show Zzap!Raine's readers the "other side" of videogaming.
Yes we do know it all started from those old rusty coin-op cabinets, but is there anybody there who never actually played 8
& 16-bit videogames... or were you fed with bread, water and Playstation CDs only?!?
So I'm here to introduce this month's comparison between your favourite coin-op classics and their
"younger brothers" which we can still play at home... are they original or emulated... who cares?
This month's classics really deserve all our attention: Arkanoid: Revenge of Doh and The
Newzealand Story... they don't even need to be introduced heh. Following the tradition of Zzap!Italia you won't just
find C64 and Amiga games reviews, but you'll also find Amstrad CPC 464 and (woho!) Sharp X68000 testing reports.
Dulcis in fundo, here comes this issue's real main dish. I'll just name one person: Lloyd Mangram...
well oh I'll also mention the Zzap!Rrap section... you still don't come to the point? Oh c'mon!!! Here he's again after
years of silence, and he awaits for you in the most popular letters corner of all the times, replying your thoughts,
discussions, wishes and suggestions.
Once again, all you have to do is sitting softly on your sofa and turning your old home computer on.
Welcome to Zzap!Test #2. MADrigal
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editor: MADrigal -
staff writers: Lee, MADrigal, Talas, Zaxxon1 -
photography, art editor: MADrigal -
illustrations: Ant, Liliana -
ideas: MADrigal, Zaxxon1
used emulators for testing: VICE 1.5b (C64), Gleck 0.05 (Spectrum 48K/128K),
Caprice32 3.52 (CPC 464/6128), WinUAE 0.8.22r3 (Amiga 500), WinX68K High Speed 0.76 (X68000)
Zzap!Test is part of Zzap!Raine. no material may be reproduced in part or in whole without
the written consent of the authors. graphics layout inspired by the ones from English and Italian editions of Zzap!
reproduced parts are used for information purposes.
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ARKANOID: REVENGE OF DOH
© 1988 Imagine
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Oh God! I've just been transported back to the late '70 bad clothes... glam rock
music and... Breakout! Breakout by Atari, the essential bat and ball game. It came along in the early days of
video games and took the world (and my pocket) by storm. Along with Super Breakout, these games became legend.
Years later, Taito dusted down the old format, added some new bangs and whistles and created Arkanoid which
became popular with its easy gameplay and nice visuals. This game marked the return of Arkanoid, in fact the
Revenge of Doh, the main baddie from the first game. Tweaking the gameplay slightly and adding some new features,
Does Taito have another smash on their hands?
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Beware of blocks without a shade: they move back and forth! |
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That figure looks somewhat familiar, doesn't it? |
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The game is displayed again with the player sitting firmly at the bottom of the
screen only moving left and right with the oposing bricks sitting in various settings at the top of the screen.
The player must ensure that the ball does not pass him when played in the field as this deletes a life. The bat
(or in the game, your VAUS spacecraft) can bounce the ball back across the screen and must dispose of all the
bricks using refection. The player is also aided by powerups given by various selected random bricks. Expanded
bat, sticky bat, laser beams (this time more frequent than the first game), multiball bonuses and even a neat
power ball that smashes through all the bricks it passes in one go.
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The 32 levels are varied in brick design. There are different kinds of bricks
you see, from normal ones, multi hit and even indestructable ones to cause the player pain.
Also on each screen are the enermy sprites that enter through sliding doors at the top of the screen. Rather
than being part of the screen quota of killings, these guys just add more difficulty to the game as they do not
kill the player but get in the way of the ball. If the ball hits one, it reacts as if hitting a brick and sends
it back down to the player. These get more frenzy when the lower down on the screen these beasties become as
trying to get the ball past them without hitting them becomes a game within itself.
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Quality and varying backgrounds are pleasantly looking. |
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Clean graphics though confusing colours for Spectrumeers... |
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Many lives can be lost this way. More frustratingly, the ball can increase
speed if the bricks are not cleared fast enough making levels that include enemies and indestructable bricks and
a fast gaining ball frentic fun.
The C64 version is a one load affair making the game more like the arcade game rather than waiting around for
code to load. The graphics are more sluggish than the original Arkanoid game released years before but indeed
are very nicely done, colourful and bright. The sound this time around was not produced by Martin Galway maker
of some the Commodore's better sound moments including Rambo and Wizball but by Jonathan Dunn who created some
nice pieces in Platoon and Total Recall.
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C64
After the pretty amazing job of Arkanoid, the game falls into Imagine's
hands again and this version is a real gem. Its got everything that makes a game playable in the first
place but with some coding magic on the Commodore, it makes the game that bit more enjoyable. The game is
much harder this time around which makes it more lasting. The graphics and sound are up to par and nice
enough (but this time around lack the finish of the first game). I also enjoyed the Galway style openings
to the game. If you like your games nice and simple and are a fan of Arkanoid and Breakout then indeed
seek out this one, it makes the nights fly by.
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The game was programmed by Ocean/Imagine in-house programmer, Allan Shortt who
also created the C64 versions of other arcade games including the brillaint Combat School and Athena. With this
team is the arcade conversion of Arkanoid: Revenge of Doh up to scratch?
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SPECTRUM 48K/128K
I think Imagine did a really great job with this porting. I personally
expected something more from it (especially from the 128K version) but the result is really good either
ways: the 128K version features great sound effects indeed (which the 48K version hasn't) but I think much
more could be added... the two versions have no other differences than that! Gameplay is more than average
(a little bit slow sometimes), and graphics is wonderful! I mention a strange pod marked "SC"
which makes background scroll and has no effect on gameplay... stange though cool, isn't it?
OVERALL: 86%
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AMIGA
Wonderful introductory screen and animations: it really looks like being
in front of the arcade... but it's not like that actually. Sounds are the weakest part of this conversion:
it's too far from the original one, featuring short tunes and a few sound effects, all having average
quality. That's a pity because graphics at least are almost identical to the arcade. Speaking of
playability, well that's no good at all: even collision detection often fails its task - that's
unacceptable to see the ball going down after hitting your Vaus! Disappointing.
OVERALL: 52%
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Stage one: the arrow-painted bricks show the available paths. (Amiga version) |
C64
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PRESENTATION 89%
Simple title screen with usual options. Very nice loading screen and highscore table
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GRAPHICS 79%
Not so different from the arcade game and previous C64 game. Lacks polish though...
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SOUND 90%
Some classic Arkanoid tunes in there plus some great new pieces
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HOOKABILITY 91%
Pick up and play. Very easy to get lost into!
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LASTABILITY 86%
Will be enjoyed for a few months of brick bashing at least
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A good quality conversion of a simple game
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THE NEWZEALAND STORY
© 1989 Imagine
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Welcome to the botany class. Today we'll speak about kiwi, a juicy fuit with
green peel containing a soft pulp... hmm... maybe something's going wrong... oh yes, I've just been informed by
the director that this is Zzap!Test not botany, so the kiwi must be some sort of videogame's main character. But
oh, how could a green fruit full of seeds be the star of a videogame and, the most important thing... what does
Newzealand have to do with this all?
Of course people at Taito's didn't go crazy for the vitaminic properties of the wonderful fruit. In fact the
kiwi we're about to talk is nothing but a tender bird, nidifying in the Newzealandese archipelago, who simply
shares the same name as the fruit: nothing else than that!
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Kiwi Tiki onboard of a duck... this is real brotherhood among birds! |
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Tiki's gonna have some whale-flavoured icicle today |
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So we have a kiwi called Tiki, a terrible walrus having such little bizarre name
as Wally Walrus, and his tasty daily lunch: a batch composed of the whole family of the chicky hero (who luckily
escaped from the kidnap). The story begins at the Auckland Zoo and it consists of a desperate seek for Tiki's
brothers, cousins, friends and relatives, all imprisoned and scattered all around the archipelago (they remind
much as Tweety in his cage).
Each island is composed of four smaller areas, each representing a game stage, being loaded one at once. The
final area always ends with a challenge against bosses, each having their own shape and attack mode. What about
a "matrioska" doll with laser gun? Or do you prefer a frozen whale spitting snow as if it was an ice
volcano?
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The kiwi is a quite similar bird to the quail: his tiny wings and remarkable
weight don't allow him to fly... well, he's the perfect character for a platform videogame, where our heroes
normally use to jump here and there without flying! By the way, Tiki can cross empty areas by applying to the
oldest way in the world: steal a flying vehicle from an opponent, after unsaddling him.
Available vehicles vary quite a bit: you can take a montgolfier, a toy-duck, a flying saucer or balloon (can be
both driven by the upper and bottom side) each having different features as handyful use and resistance to
attacks. Our bird also has a pocket underwater mask and mouth-piece allowing him to swim in the abysses for a
limited time.
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CPC version is all but good-looking |
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The X68000 porting is the closest possible to the arcade game! |
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Apart from jumping around happily, the chicky is a real wrangler, and this
adventure is a great chance for him to practise with his bow, as his kiwi-grandfather taught him. So let's see
him battling such cartoonish, typically New Zealandese opponents as koalas etc.
And what about the ability to change weapon in such a humorous platformer? Here comes the weaponry: huge laser
guns, bombs and a wizard's rods spitting bouncing fireballs. We can also find other useful items such as clocks
(stop time for a few seconds), joystick levers (increase the capability to fly), shoes (Tiki runs faster) and
magic books (clear all on-screen enemies at once). Final words about the greatly useful letter items: by
completing the EXTEND word we'll get an extra life... oh well, what a hard life for adventurer kiwis!
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C64
This is one of the videogames I liked most in its arcade version,
especially because of so many touches of class making it a real milestone, but unfortunately absent in
this though wonderful home conversion. The technical production is real good: high-res sprites, nice
animations, the scrolling routines do work properly... but colours are soooo monotonous. I believe
programmers and graphicians could do more than this in order to make the videogame a joy for the
videogamer's eyes. By the way I think the game is worth it. What about music... they've been well-designed
and sound much much like the ones from the original version - though SID sound processors are not as good
as the YM-2203 series heh! Tunes hold the joyful and cartoonish atmosphere of the game. Gameplay is the
best part of the game, and it doesn't even suffer from the pauses caused by the levels multi-load, which
stop game action for just a few seconds. But well, I'd prefer having to wait a little more seconds if only
the game could feature my beloved maps introducing the stage that's about to start.
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CPC 464
After a good-looking arcade-style loading screen, game begins and
immediately shows the low quality of the conversion: flickering scrolling, poor playability due to the
difficulty in maneuvering Tiki, and the impossibility in seeing forthcoming enemies and platforms over and
under our hero. Sounds are not so bad though. The main features of the coin-op are (almost) all there, but
I believe it's not a capable game of keeping players involved for more than a few minutes.
OVERALL: 43%
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X68000
Here comes little Tiki, trying to rescue his fellows on the X68000! I have
to say this conversion is VERY similar to the arcade game (except the insert coin thing). Graphics have
this crisp, arcade style feeling, sounds are great (maybe FX lack a little) and gameplay just as much.
Even though there are Sega Mega Drive and Amiga versions, this is the version I would recommend to play in
this era of emulators: it's just plain perfect and you can even activate rendering effects (making the
game look even better than the original arcade version).
OVERALL: 87%
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C64
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PRESENTATION 75%
Options screen is nothing special. The lack of the loading screens makes it quite average.
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GRAPHICS 80%
Great main character sprite and varying background. Colours often are a real mess.
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SOUND 74%
Good sound effects accompanied by happy-mood tunes. Boring after a while...
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HOOKABILITY 90%
A conversion of such famous coinop? Let me put my hands on it!
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LASTABILITY 83%
Hard, funny... a little frustrating. Will keep you involved for a long time!
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No bad at all... and it squeezes every single byte from your rusty C64!
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ARKANOID: REVENGE OF DOH (Imagine, C64)
CHEAT MODE
Play a game and score any points in order to enter the score table. Enter your name as DEBBIE
S (space included) or CHEETAH to get infinite lives.
POKEs
The following activates infinite lives: POKE 34114,189
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THE NEWZEALAND STORY (Imagine, C64)
CHEAT MODE
Unlimited lives: hold R, E, D, Y, H, N, V, B and [Shift Lock] at the title screen.
Level skip: hold T, R, Y, C, H, E, A, I, N and G. The screen border will turn gray to confirm correct code
entry. Press [cursor left] to advance to the next level. Note: the Boss levels can not be skipped.
POKEs
The following activate infinite lives: POKE 3215,173: POKE 20242,173: SYS 2306
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Here we are again
after a while of silence. Looks like yesterday when I joined the Zzap!64 party. Looks like today when I was
"fired" and the mag entered a comatose state. Luckily enough there's still much to say, and our 8 and 16-bit
computers are still here, proud of each single grain of rust over them.
So, what's happened all over those years... well I'm still in Ludlow, I keep on feeding my favourite ferret and I
sometimes hold some satanic parties in the city ancient castle (we had great times on the latest Spring Party last
April 2003 - fun... real fun!).
Aaah, now let me crackle my fingers and clean the type-setting machine. What's next... oh sure: let's play some Last
Ninja remixes as a soundtrack on this hot August afternoon, and then go begin this "resurrected" mail
corner.
LM
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Well I have to admit
our brand new Zzap!Rrap Message Board got little success during the past months since there were a little amount of
emails. Well no problem at all: I'll turn this section into a sort of "summary" featuring the users' most
interesting contributions.
Not mentioning the large amount of newbies asking for Raine ROMs sites (hey dudes, ever heard of Google.com?), I'm
pleased to see the Zzap!Test mag got great success among the whole retrogaming community (could it be different than
that heh?).
Lots of odd people haunting MY brand new message board... I met Tux, the Raine main coder, a few days
after joining the team and... woho! he submitted an incredible link! Looks like Adam Dunkels, a talented
retro-programmer, released a brand new OS for the Commodore 64, named Kontiki! It's available for download at
http://dunkels.com/adam/contiki/.
I had the chance to try it and say it's a masterpiece: it even features a HTML browser wow!
...and oh, Tux, my name is Lloyd not Raine-Cop, in case you didn't notice that... so why should I care about
banning/kicking people asking for WWF Wrestle Fest ROMs? That's not my business heh! ...oh well I'd gladly ban guys
like Ra1j1n, who even dared asking for the Fdump application in order to translate SNES ROMs, aargh!
More odd people... let's talk about Talas, who joint our party and... even begged me for an
interview! Oh, c'mon guy I can't accept such important offer but I'll let you interview my ferret or Roy Jones if you
prefer heh!
Wanna talk about computers war? Well I've really had enough of such sillinesses in the past years,
but looks like brainless Commodorian guys as Zaxxon1 still keep on shouting against Spectrumeers (oh c'mon, they're so
unlucky, they had so little joys in life, they're almost monochromatic... why keeping on bothering on them? It's time
to let them rest in peace, isn't it?). But well I have to admit the news about a future Commodore rebirth makes tears
fall from my tired eyes...
We're also open to any suggestions, so we decided to even review Amstrad CPC videogames - this should make Stephh
satisfied. And Tux himself should be happy to see Atari ST videogames reviewed on Zzap!Test. So... no war (computer or
whatsoever) anymore: we've had enough this year!
More oddities and news... at first we were about to loose the whole Message Board database, then Tux
fixed it and released Raine 0.38 in a few days: Pengo is now emulated wow!, a bunch of fixes here and there, sound
emulation for Macross, more emulated games... who said Raine is dead?
Now a quick warning. Zzap!Raine is growing really slow recently. That's because most people from our
staff is overwhelmed by lots of projects, job, real life, daily problems etc. I'm really busy too and I don't know
when we're gonna meet again in a new Zzap!Rrap section... in the meantime all I wish you is keep on zzapping with us
and take care!
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