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1986 turbo esprit<br />
1985 chaos<br />
DEVELOPER: Julian gollop GENRE: turn-BaSed coMBat<br />
With each passing year more and more<br />
amazing games were made available<br />
for the Spectrum. 1985 saw the release<br />
of many fan favourites including Fairlight,<br />
Saboteur, Cyclone, Highway Encounter<br />
and Tau Ceti. This was also the year that<br />
Acornsoft’s all-conquering Elite finally<br />
docked onto the Spectrum and easily<br />
justified the hype surrounding it.<br />
In comparison, Chaos was not a game<br />
that people were waiting for. Creator<br />
Julian Gollop was hardly known and<br />
publisher Games Workshop was better<br />
known as a developer of board games<br />
than computer games. The game’s<br />
appearance certainly didn’t help sell it<br />
in the press, thanks to the sparse black<br />
backgrounds and tiny, twitching sprites.<br />
But if there was ever a game where<br />
its design triumphed over graphics<br />
then Chaos was it. Up to eight warring<br />
wizards battled it out on the ‘Plane Of<br />
Limbo’, taking turns to unleash their<br />
spells and be the last sorcerer standing.<br />
The spells were randomly apportioned,<br />
so every game played out differently.<br />
on spec<br />
Julian gollop<br />
Julian had been developing the game for<br />
years, initially as a board game played<br />
between friends, so the computer version<br />
was impressively deep and perfectly<br />
balanced. And when eight human players<br />
were locked in battle, hurling gold<br />
dragons and gooey blobs around the<br />
place, it was, well, chaos.<br />
The game might not have been a hit<br />
when first released but over the years it<br />
has attracted a devoted following. Many<br />
will have discovered it retrospectively<br />
thanks to Your Sinclair <strong>magazine</strong>, which<br />
included it on two separate cover tapes<br />
in 1990 and 1993. The <strong>magazine</strong> billed it<br />
as a “true classic” and it’s impossible to<br />
argue with that.<br />
The legendary designer talks about Chaos<br />
On creating Chaos as a computer game<br />
I was able to add an extraordinary game mechanic – the<br />
illusion system. The idea was that you could summon a<br />
creature as an illusion and they would behave as normal but they could be<br />
‘disbelieved’ by any other player. I still saw Chaos as primarily a multiplayer<br />
game, but the AI proved to be pretty cool – something you can’t really do<br />
for a board game. Many players loved to play a co-op game against the AI<br />
wizards before turning on each other.<br />
DEVELOPER: durell Software<br />
In this year Sinclair launched the<br />
Spectrum 128, a new model that was<br />
supposed to usher in the next generation<br />
of Speccy games. That didn’t happen, of<br />
course, as most publishers were happy to<br />
continue releasing standard 48K games with<br />
some token 128 improvements (Rainbird’s<br />
Starglider and Mastertronic’s Knight Tyme<br />
were two early exceptions). It didn’t matter<br />
too much as the flow of amazing 48K games<br />
continued with gems like The Great Escape,<br />
The Trap Door and Quazatron.<br />
Turbo Esprit from programmer<br />
Mike Richardson was another title that<br />
showcased what could be achieved on the<br />
bog-standard Speccy. It was essentially an<br />
8-bit prototype of Driver from Reflections,<br />
presenting ‘living’ 3D cities which you could<br />
1987<br />
GENRE: driving<br />
freely navigate. The objective was to catch<br />
drug runners but for most players there<br />
was joy in simply driving around, obeying<br />
traffic lights, zebra crossings, junctions<br />
and the general rules of the road – or more<br />
likely, flouting them. Even now, we feel<br />
desperately sorry for those little guys on<br />
their ladders, just going about their work.<br />
head over heels<br />
DEVELOPER: ocean Software<br />
Isometric adventures were hugely popular<br />
on the Spectrum. Ultimate showed with<br />
Knight Lore and Alien 8 that the Spectrum’s<br />
processor had the grunt to make isometric<br />
presentation work well, and then pretty<br />
much everyone else followed its lead.<br />
Games like Sweevo’s World, Movie and<br />
Batman not only optimised the technique<br />
but also added their own unique traits<br />
and quirks. This progression peaked with<br />
Head Over Heels.<br />
Jon Ritman and Bernie Drummond’s<br />
follow-up to their Batman game may have<br />
lacked a popular licence but it was strong<br />
enough to succeed on reputation alone. Its<br />
key feature was to introduce two playable<br />
GENRE: iSoMetric adventure<br />
characters, with their own strengths<br />
and weaknesses, which you could flick<br />
between. And when reunited (which was<br />
the game’s first task), you could join them<br />
up and take on the evil Blacktooth Empire<br />
together. Head Over Heels was cute, clever,<br />
devious and delightful. The graphics and<br />
animation were excellent and so was the<br />
sound (on the 128K version at least). All in<br />
all, this was an instant Spectrum classic<br />
and yet another hit for Ocean which was<br />
finding form after a few uneven years.<br />
On the Spectrum<br />
The Speccy was absolutely essential for my career. For strategy games it<br />
was great because you had a whopping 48K available and it was cheaper<br />
than the alternatives. Not only was I able to persuade my parents to buy<br />
me one but I was able to make fairly sophisticated games for it. And the ZX<br />
microdrives never let me down!<br />
46 | RETRO GAMER