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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

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