Sunday, November 18, 2018

Jason C. Brooke

Many of us still enjoy the gorgeous chip music from games like OutRun, Flying Shark, Vixen, Starquake and Overlander. Well, all these and others were created by Jason C. Brooke and are also some of my favourite tunes from the 80s era.

Jason is still online and I found him lurking on Twitter so it wasn't long before I began stalking him for a mini-interview. Well, you know me!! Back in the day, I didn't realise that the same guy created all of the above tunes. So our chat was certainly fascinating to discover he made the humble YM2149 perform far better than Atari ever imagined.

I'd like to thank Jason for taking the time out of his busy schedule to go back in time 30+ years. Bless him for racking his brain trying to remember stories and the jobs he worked on. He's a cracking fella and one I found to be extremely modest about his achievements. I fear he doesn't appreciate just how memorable he helped make certain games, like Ikari Warriors! Well, I hope you guys enjoy this interview and if you wanna hear some of his works then head over to SNDH Records [an awesome digital recording of the SNDH Archive].



Jas C. Brooke - The Interview


How did you get started with computers?

As a kid, I was blown away by seeing a ZX81 obey a list of instructions: I'd encountered another 'computer' so began frantically saving up my paper round money to buy a ZX Spectrum. At the paper shop, there were magazines about these computers and I was hooked on the whole idea of programming.

I imagined game programmers lived in a "software house" and spent their lives making machines do clever things. But before I met 'computers', I used to spend my teenage years writing music. So, when I was asked by a careers officer what I saw myself doing for a living, I naively replied that I wanted to be a music composer.

In response, I was informed that there were only probably two people in the whole country who earned a living from writing music and one of them was Andrew Lloyd Webber. OK - think again!


What 8-bit software did you create?

I knew of a lad at school who was called "Boffy" and he did weird stuff and it turns out that what he did was 'computing'. I ended up teaming up with him to write some Music Composing software for the Spectrum in 1984. He sent it to Melbourne House and they gave us £300 in advance because they wanted to market it. So that was my first encounter of the Games Industry, just around the time I was starting my A' Levels.

Melbourne House stepped back from the deal a few months later, but Boffy and I had spent our sixth form days on many projects. By the end of my A' Levels, I'd started on my own - a Spectrum game called Plum Duff.


  
Plum Duff is not only a game I'd never played but I had never heard of it until this interview!! O_o


It was time to get a job, and my parents were suggesting things that sounded really boring. On the other hand, I'd heard there was a company in Manchester called Binary Design that was looking for Games Programmers - so I moved to Manchester in 1986 and started writing games, eventually selling Plum Duff to Bug-Byte. That was my first 8-bit game and my last was Feud. I asked Jason for more information because Feud was a favourite of mine: 
[Feud] I was the sole programmer for the Amstrad version. We used to program all versions at the same time (I was working at Binary Design) and there was no organised sharing of code even though the CPC and Spectrum were both Z80. However, the Spectrum programmer adopted some of my code but only parts of the AI would have been the same, so I doubt they played very similarly.


  
I remember buying Feud. A couple of mates and I loved it. In fact, we played it to death - almost!!


Wait for it... Jason and Dave Whittaker join forces!

Binary Design's musician was David Whittaker and I loved hearing his music while games were being developed. Max Headroom was being written when I started there but people complained about how much processing time the music driver ate up. In 1987, Dave (who preferred 'David' I seem to recall, but we all called him Dave anyway!) had a conversation with me about writing a new driver. I'd done that sort of thing myself years before but somehow hadn't connected my experience with what I was currently doing. So I wrote a new, more optimised driver, with a few extra features. I think the first music to benefit from this was Dave's Glider Rider.

Then, Dave decided he was leaving Binary and I was offered his old job. But it wasn't long until I was also offered a joint Directorship by Dave who'd set up Musicon Design alongside the games company Icon Design - which was Binary's rival. Around this time, the Atari ST and Amiga were steadily joining the 8-bits as target machines for game development. In my own time, I wrote the driver that Dave used, then wrote conversions for Spectrum, C64, Amstrad, MSX, Atari 800, Atari ST, Amiga and PC. At one point, I recall noting that we'd written the music for 8 of the top 10 games. (I think days had more hours in them back in the 80s?)

When I worked alongside Dave at Musicon, if we got an arcade conversion, it was often me who ended up doing it. Dave preferred to do originals. Conversions like Outrun were done by the company sending an audio cassette tape with the music on, often taped from the arcade machine actually in an arcade. So there'd be lots of muffle, lots of background noise and lots of chance of the tape playing at the wrong speed so that the tempo I ended up with was not at all the same as the arcade original. Unfortunately, I didn't realise this at the time!

My job was to play a short part of the music and listen for the bass, the backing and the main tune. I might also have to make decisions about what to miss out on because the arcade machine's hardware was far more sophisticated than the 3-channels of square waves and the white noise produced by the Atari ST's AY chip. But for games like Buggy Boy and Pacland, the original sound wasn't overly complex.





How was multi-platform music created?

All programmers at both Binary and Icon Design used a Tatung Einstein as a development system that had links to output the compiled code to Spectrum, C64, Amstrad and Atari 800. The ST and Amiga were different so, if I was writing music on the ST that I'd already composed for other AY-sound-chip-based systems, then I would port the musical data over to the Atari ST and work on it directly there.

We didn't have MIDI or any fancy hardware or software. My drivers were written in the relevant assembler language for each target machine and the code was compiled and tested time and time again with music being typed in as "defined bytes". I gave each musical note a label like "c3" for 'c' on the third octave and "fs2" for 'f#' an octave down. Then there'd be labels for extra features to create chords and different 'instruments'.

I would then send the music to the programmers to help them implement the music. I've just found the instructions for the Atari ST game Savage which is typical of the information I'd have sent for other games. The only thing I've changed in the following text is to * out the phone numbers because I don't know who'd own them now. [download].


Which Atari ST tunes are you most fond of?

It was interesting to take a peep back at what I've done on Atari ST. Outrun was an arcade classic and a relatively early conversion for me (from one of those audiotapes!). So I'm fairly fond of that one, though it is basically a port from Spectrum 128k. By the time I was asked to write some music for Overlander on the Atari ST, I had noticed that companies seemed to be asking me to do the music for games in the racing genre. I think this probably had something to do with Outrun so Overlander is one of my 'Outrun'-esque pieces.

Doing the bulk of the arcade conversions in the early days meant I had little chance to create my own tunes. Vixen was an early exception and so I'm fond of that, though I do think it's overly twee in the middle! And Savage was one I was fond of because it was all original music and I was given it over a number of platforms so I was able to spend more time on it than usual. When I look back at much of the music, it's with a knowledge that they could have been better: if I'd had two days instead of one or one full day instead of a half!

As for Resolution 101, that was just a basic "12 bar blues". We hardly ever knew what the style of a game was, merely guessing from the title. I'm not convinced that the music here fits the game and I don't think it was what the developers were quite after - but they went with it!





Any free time left to play?

At Binary Design in 1987, we had some arcade machines in the office, mainly because was being asked to convert them to home computers. I played Pacland quite a lot but at that point, I wasn't being asked to write the music, but the game (though that didn't happen). If a game looked like you had to spend time on it, I'd avoid it because I didn't have the time. I guess there were some puzzle games too but in short, I don't think I ever did much gaming!


Are there any long-lost unreleased tunes?

Yes, there was one piece I wrote called Dreadnaught but I haven't seen of that since. Also, I have this other note of a game "Chainsaw Warrior" which I must have written music for it as the two pieces both have how long they last - and NO music would last 0s! Sadly, these ST tunes are now long lost.
;Chainsaw
;Title tune "The chain"    1m 19s
;Game tune  "With Caution" 2m 08s

Do you listen to chiptunes?

I rarely listen to music. I don't find it particularly restful, which may well be because I find myself listening out for the bass line, the main tune and whatever might be appropriate for that third channel!





Are you proud of your achievements?

I don't look back with pride at what I did because I was fortunate to be able to encounter those early days of Computer Games, especially from the mid to late 80s. From around '89, I was back into programming and did little music as I had moved into writing 3D games: F29 Retaliator (PC - DID/Ocean - and I wrote my own music for that one) and Darker (PC, Psygnosis/Sony). Then I joined Perfect Entertainment. I wrote some sound and video compression code for the Discworld games but otherwise, I moved away from music.

When I look back at my music-writing days, I smile at how the careers officers had told me I couldn't write music for a living and yet, by heading in the direction of Computer Games Programming, I ended up doing just that without even seeking it out. By 21 I had achieved my childhood dreams and got bored of it so the challenge of writing 3D games on a 12MHz 286 PC was my next goal.



Jason "at work" with Brian Beuken during the development of Ken Griffey's Slugfest in the late 90s.


So what is Jas up to these days?

As the games industry developed, it became less creative and less technically challenging. By the 2000s, programmers had become 'coders' just making the computer do what somebody ELSE said it should do. I'd moved on to Gameboy in '98 but when I ended up on XBox/Playstation II in 2002, there was little left that interested me.

I'd become a Christian in the 90s and my evaluation of life had changed. I knew that one day 'soon' I would step away from the industry, but it wasn't until 2003 that the day arrived. Personal circumstances, coupled with the unethical direction of the company in which I was working caused me to jump into something new.

I'd been studying Biblical texts from a 'programmers' perspective, noting how they interrelate, and observing certain structures which are part of ancient orality. Some of these structures are very like ones found in musical forms. I'd started to dig into this, effectively reverse-engineering the texts and working out how they developed. One thing has led to another, with new languages to deal with - Greek, Hebrew and Aramaic instead of Z80, 6502, 68000 etc.

The end result will be a piece of software that enables people to explore Scripture from a structural and developmental viewpoint rather than just linear words. The research has been immense, but I've never been involved in a project which has so great a potential for a valuable and long-term impact. Life has not just been an experience, but a development - to something that would have been off the radar and impossible for me to aim towards when I mentioned being a "music composer" back in my teenage years. It seems to me that God's plans were not my plans, just as my plans were not the plans of that career officer.


Saturday, November 17, 2018

Robotz




Chicken, fight like a robot!

Robotz is a game I got on a cover disk and it was developed by P Fox of ProjectX. It feels somewhat like a tactical version of the Berzerk genre. Once again, we find ourselves in deep space on board a ship that has been invaded - by robots. As the last surviving crew member, we must eliminate them before they fully take over the ship.

This won't be easy because each room has electrified walls for instant death! Each room is different and populated by randomly placed robots who follow your movements in their own specific order (use that to your advantage). We are armed with a one-shot gun but the robots are protected by a shield your shots cannot penetrate. However, it will stun them for a few seconds. If only their shield had a generator we could blast into smithereens?

For a homebrew game, I must say I adore the visuals that personally remind me of a cross between Xenon and Leavin' Teramis. The palette is gorgeously metallic and I love the shadows which add so much depth to the scenario. All sprites are simple but nicely detailed with good animation and I always giggle at our protagonist's legs as he walks. Yeah, it's funny but nowhere near as entertaining as his "ouch" scream when losing a life! Why didn't he wear rubber gloves?

I think this is a cracking example of the Atari ST's public domain library. A stunning game with bundles of stress and tension. A simple idea beautifully executed. Yeah, Robotz is cruel and tremendously addictive. Highly recommended.



Each level has a design that demands lots of time to master the tighter areas.



Those robots are indestructible! Surely there's a way to kill them?



Some levels have more freedom to move, but that doesn't mean they're easy!



This level is extremely tricky. When I say tricky, I mean agonisingly difficult!!



Hmm, this appears easy? One generator... but... three droids!



Oh no, this level features TWO generators to destroy BEFORE the robots are killable.

Tuesday, October 30, 2018

MANIC MINER




We're going back to 1983

It gives me the greatest of pleasure to present Manic Miner for the Atari ST!!! This has been InDev by my mate Peter Jørgensen throughout the year. It's a brand-new remake with redesigned graphics and incredibly funky music (sound effects are yet to be completed). Each, and every one, of the twenty screens is included but there will also be a few surprising extras which I'm excited about. However, we are wickedly keeping these under wraps for the time being!

Those who have played the original on their old 8-bit computers like ZX Spectrum or MSX will instantly be at home with this new Atari ST platformer. The basic game control mechanics and physics are perfectly replicated. This means it feels just like it should with authentic gameplay that hasn't been altered (or spoilt, like we saw with Chuckie Egg II).

Please note, this is still a WIP as there are a few niggles to be ironed out. Each level faithfully follows the same playable mechanics of the original but, don't for a second think this means we have a boring ripoff. Willy's adventure has received a cool makeover with beautiful YMT audio and each screen has been designed with painstaking accuracy.

Peter has kept the keys familiar and included extra keys for a few additional features...
  • During the title intro, press 1, 2, 3 to change the music.
  • Pressing R will display a CPU usage raster for the geeks.
  • In-game, use the cursor keys to walk and he jumps by slapping the spacebar.
  • You can quit and kill poor Willy anytime by hitting the K key.
  • Need a wee? Just pause the game by hitting the P key.
  • Crazy fools who don't love the gorgeous thumping tunes can hit M to mute.

Without cheating, I have reached level 14 - Skylab Landing Bay. However, I have never beaten this terrible screen in 40 years - either on my ZX Spectrum or Atari ST. It's a killer room that blows my mind. Let me know how you do!

Keeping this project quiet from everyone has been tough - months of beta testing have been an absolute joy. It's impressive how development progressed into a fully playable game. The final version is near completion, so you know where to come when it's ready. Genuinely, this is one of the most exciting Atari ST games released in recent years.

I'd like to take a moment to thank Peter for creating this Atari ST version of Manic Miner. It originally started as a joke, a playful teaser, but it wasn't long before he began programming a playable demo. From there, we created and tested what was nothing less than a crisp clone of the original - with spanky new aesthetics. To think that we now have a (near) complete version of Manic Miner is mindblowing. So, I'd like to thank Peter for all his hard work and kindness. This is something I'll always appreciate beyond words.

Okay, the latest version is now available to download via the Demozoo website. Go on, grab it now!!



A few words by Peter...

I wrote Manic Miner because I have a friend that was very sad that this platformer didn’t exist for the ST. So I thought that I would make him happy and began drawing the title picture which soon lead me onto designing the intro screen - but I only wanted to make a prant screenshot for April 1st. Sadly, I did not finish in time. But then the idea started to continue on with the programming to see what happens. However, I’ve not made a game in decades because life always got in the way but I wanted to do this remake just to stop my friend from crying.
So you could say that this is a Manic Miner AtariCrypt Edition! (I love that -Steve)

My goal was to make the gameplay feel as close to the original as I could but still take advanced of the Atari ST's hardware. Thus, this is a remake rather than a conversion because I have not used a single piece of the original code. I have spent many hours analysing each level, and I’ve used the original sprites and recoloured them but some needed minor changes to work. The map graphics were changed in a big way, to what I think was the idea was behind each level. I played the MSX version so I could see how the game acts and I also think this is close to the Speccy original.

Overall, I'm quite pleased with the results and I hope people enjoy playing Manic Miner :-)


Atari ST Music and Game Map





The famous menu screen with its funky music. It's also (kinda) used in the final level.



The first room everyone knows so well and brilliantly reconstructed for the ST!



A confusing level which is actually easier than you think.



Perhaps my favourite level in the entire game. And I've no idea why!



This is the erm, I forget... Oh yes, the 16th level :o)



You cannot tell, but what Peter did with this final screen is legendary!!



This is the level to prove how authentic the game is. Faithfully reconstructed!!



An iconic room and so much fun without being overly difficult.



He's back and dying to be slaughtered once again!



I could never complete this screen as a kid but it is doable!


Ugh, what is this??? It's a map of our Atari ST game which you can now download :)


Friday, October 19, 2018

Dungeon




Much thought went into that title!

Dungeon is a role-player released in 1993 by TC Basset for legends Budgie UK. It uses the Talespin adventure game creator engine which is something I've personally never encountered before. Upon loading, we are greeted by a creepy dude (with an obvious blood pressure problem) who has an incredible sense of humour. He warns us of the adventure ahead and offers the choice of character but, listen carefully and heed his warnings. No, seriously listen to him!

Ultimately we must battle the evil necromancer, Malik Abdul Aziz, and recover something called The Great Orb Of Thoth. Who thinks of these names? The dungeons are pretty simple but also infested with a wide range of hideous creatures so tread carefully. It wouldn't be right without monsters! Choose your character wisely but newcomers are best picking a Warrior or Fighter as they come readily equipped to tackle most beasts well. And who doesn't love a free weapon?

With that in mind, let's check out a couple of freaky screenshots of what you're likely to encounter...



No sooner had I begun and the first nasty creature is a blood-dripping zombie. YEAH!!



A couple of steps deeper into the dungeon and the mother-in-law appears. An old bat!



Then this weird dude appears from the darkness fancying a piece of me.



Monsters, battles and blood!

Yep, you are not alone down inside the dark corridors, so stay frosty and be ready for anything freaky that's waiting to jump out: decaying zombies, barbarians, venomous snakes, gnarly bats, and many more hideous creatures are all lurking in the shadows. Fighting is crudely entertaining and far more frequent than you initially realise.

The metallic chinks of your weapons are great but battles can also be fought magically using potions and victory ensures a deathly scream - before hearing their bodies crump to the ground. Each defeated enemy (even a bat) will reveal a hidden treasure chest filled with random goodies so collect your loot and leggit!! Those that cluck like cowardly chickens may wanna run away? Your choice but beware, there could be a price to pay...

There's nothing better than exploring a village and hey, check me out and my body...



The first dingy tunnel takes us into a medieval village.


It actually looks like a nice place. Might stay and enjoy a beer or two?



Mr Muscles is actually me. Yes, me!



Chat and try your luck

Exploration is never a bad idea, so take your time and turn over every stone. Why not chat with the locals, there are some interesting characters with superly silly personalities, even if conversations are a little shallow. Communication reveals more than you realise and perhaps you might earn a bob or two and make friends?

A tavern is a safe place to rest and recuperate. Just as with Lure Of The Temptress, they are the perfect place for a chat and why not order yourself a beer and enjoy a flutter whilst here? Perhaps I had too many beers, but I loved this experience which entertains constantly with a wicked sense of humour. Those, outside this great island of ours, might not fully appreciate it but we Brits always had a daft sense of humour. Well, I had a great laugh!

Fancy a beer? Of course, you do. It's a fact that no man can refuse beer so check out these images...


  
Being a normal guy, I head straight for the tavern which opens up a world of new options.


  
I gambled with these likely lads but didn't do very well... Wait a moment, is that a trapdoor I see?



Aesthetics

Graphically, we have a homebrew Dungeon Master wannabe. To be honest, it's actually pretty good and I believe the funky images taken from Deltronics' Fantasy Graphic Disk are quite well-drawn and often humorous. However, I was gobsmacked when the zombie appeared to eat my brain - an intense moment lol. Yes, I think this game has superb pixel art.

Sadly, there's no atmospheric background tune but at least the sound effects are all made from samples. These help to enhance the game's humorous nature: footsteps, knocking doors, groans and the clang of metal, are all good. But it's the horrifying screams that are amazing and really makes me chuckle. I love the effort that's gone into this!!

We always seem to meet the same type of monster down in a dungeon. Which is great stuff...



Abandon hope all ye who enter here as each step reveals something scary!


Or even a hideous ... erm ... Viking?



Beat all of them and then a giant snake appears. Will it ever end?



Sometimes emulation is better than real hardware!

I've never previously experienced a game that uses the Talespin engine. And, although I wasn't expecting commercial quality, it's obvious this creator had limits. The problem is an agonising wait between each and (almost) every action which is quite poor and spoils the experience. Oddly, installing it onto a hard drive didn't present much of a benefit.

Sadly, my 16MHz Mega STe didn't speed up the gameplay as I hoped. Which was weird!! In fact, it made things slightly worse because a few screens suffered palette corruption and its sound effects didn't play correctly. So, (sigh) I find myself in new territory here, and thus advise using an emulator like Hatari - I sped up those waits by hitting CMD X.

Okay, one final screenshot and it's something no adventurer ever wants to see...


I should have spent more time in the tavern!! At least the great humour remains until the very end.



The CryptO'pinion?

I enjoyed finding something "new" and this was most certainly an interesting adventure with silly characters and lots of battles against unearthly creatures. Sadly, it's let down by the Talespin engine itself, which is very slow. However, if you can put up with that, then you have something different to enjoy one quiet night in. A most enjoyable adventure.

Grab yourself the download right now.

Tuesday, October 16, 2018

Goldrunner



Robb says wow!

It's been a while since I posted something cool in our Music section. So, I went looking for something extra special and then I remembered this gem: a "Dark Rock" remake of the Rob Hubbard original. This completely blew me away!!

Okay, I'll award 100 points to those who can answer this question: What game is this music from? (Noooo, don't look at the post title hehe. Pah, never mind). All credit to Yoshitaka Hojo who you can check out on Soundcloud :)

I'm on the lookout now for other "dark rock" or "darker" remakes of ST tunes...

Sunday, October 14, 2018

Yomo


Yomo is an oldskool-styled shoot 'em up by Aaron Fothergill for Mandarin Software. It was runner-up in The 1989 Games Writer Of The Year Award competition which is pretty cool. I've had this on my bucket list for a while because I always admired its 8-bit feel which reminded me of games I played as a youngster back in the early 80s.

The world is viewed two-dimensionally with a landscape populated by many destructible buildings and whacky vehicles which use the most frustrating mechanics. Our character is a tiny stickman who's on a mission to recover a dodgy nuke dropped behind enemy lines. However, this won't be easy because the baddies are constantly attacking so why not fire off a few heat-seeking missiles before jumping inside something probably stolen from the 1960s? On foot isn't fun, but if you see other stickmen wobbling across your screen then hit fire and gun 'em down!!

Visually speaking, you better not have high hopes because this ain't no glamourous Bitmap Brothers product: the graphics are lame with titchy sprites and ugly scrolling that had my Atari STe crying out in agony. However, I must admit that the sounds aren't bad thanks to lots of crunchy samples - lightning is oddly my favourite!

Yomo is pants but it's also surprisingly a lot of fun and the ability to jump into any aircraft is genius. However, there isn't enough ammo and collecting extra supplies is laborious and very tricky during the heat of battle. Overall, Yomo is frustrating and overly difficult but if you enjoy blowing stuff up then it's possibly worth downloading.

Wednesday, October 10, 2018

Rubicon




16-bit games are tough!

21st Century Entertainment released Rubicon in 1992 and it's something I've enjoyed playing for years. It's simply my kinda game as it's a ludicrous mix of platformer and shoot 'em-up genres. However, I admit that I'm rubbish and fail to reach the third level - sometimes I cannot beat the first!! So, I've whacked on the trainer and played through to the end.

Developed by the Fingerbobs who certainly had a grim view of the future - by 2011 there would have been a nuclear accident which transformed the local wildlife into vicious mutations. Apparently, the situation is so bad that Finland and Russia were evacuated. Okay... it's our mission to kill everything before these creatures find a way to blow us all up!!

Hey, wanna see some amazing screenshots? Well, whatever you said, here they are...


Level one introduces us to the unfair mechanics, it's not long before infinite lives is enabled!!



But it's also now that you realise the beautiful artwork too.


I love level two with its enormous enemies and trapdoors which host something silly.



Oi, pick on someone your own size!!



Right, I'm impressed

The first thing that hits you is the tracker music which is stereo on the Atari STe and very nice. Why couldn't other developers go that extra mile? Anyhow, the aesthetics keep on getting better with superb in-game graphics: smooth scrolling across gorgeous landscapes with a wide variety of mutated monsters. The attention to detail is outstanding but animations are hit-and-miss because some are great whilst others are oddly void of any extra frames.

Sadly, slowdown occurs when particular (ie, ginormous) enemies are displayed. I must admit that I'm disappointed they didn't also utilise the Blitter along with the DMA - that would have helped! Curiously, this framerate drop occurs for unanimated sprites like the Ceratopia which is surprising after battling a screen-sized skeleton and a squid!

Anyhow, I can live with a little slowdown so let's check out more outstanding screenshots...


Level three continues the theme but in the snow! That tank driver should have ducked down...



Get out of that tank and fight like a man!


We're Pitfall Harry for level four with sinking stepping stones, spikes and lots of monkeys!



That is gonna hurt...................



I need a big gun!

This game is fun but throughout the seven levels, each is pretty much the same but with different graphics. However, I absolutely loved the last two levels which reminded me of Thunder Jaws and, of course, Aliens. Our hero has access to lots of weapons and the single-shot gun initially does the trick well but it's not long before you need to upgrade to something with a little more muscle because those bigger enemies are nigh on impossible to kill with your peashooter.

Weapons are generally excellent but the laser sucks. Thankfully, there are many other great weapons to choose from like the "Scatter" and "Napalm" (my fave). However, we start with zero ammo for everything other than our basic gun so must instead collect ammo boxes which are periodically dropped in. This isn't too bad but is made awkward because you must first press the required Function Key to choose your desired weapon before making the pickup. I would have preferred random types of ammo dropped which would save us from fumbling for the right key before it frustratingly disappears!!

Nothing makes more sense than a fun and senseless game of killing so let's so more of it now...


Level five is incredible with many obscure enemies so upgrade your weapons!



Check out my flame thrower. Take a closer look!


Level six takes us into deep waters and I dare anyone not to love every second of this.



I'll kill you and eat you for my dinner. Well, no I won't but I sounded macho!



The CryptO'pinion?

Rubicon is great fun but doesn't break the mould and is also stupidly hard at times, especially on levels two and three. Also, the gameplay is pretty much the same regardless of the beautifully designed environments. Having said all that, I really love this quirky platformer with its freakish enemies and huge monsters - levels six and seven are my favourites.

Yup, Rubicon is far from perfect but it's still bucket loads of fun and is definitely worth your time playing.

If you fancy going shirtless and flexing your rippling muscles before taking on the hoard then you have this choice: grab either the floppies or one of these versions for a hard drive: 8BitChip or D-Bug.


The final level has us battling Aliens, Facehuggers, giant eggs, and even the queen herself!!



Alien queen beast! What?? Yowzers!!


Hmm, where have I heard that line before? ;)

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