Showing posts with label spectrum. Show all posts
Showing posts with label spectrum. Show all posts
Wednesday, September 28, 2016
#EPISODE100 - #RoomTour 2016 & #PickUps 9 - It's a #PixelTHING #special
And here we are, Episode 100! What an awesome ride! Come along and enjoy this 1 hour long walk through my man cave!
Thank you all! Without you, this wasn't possible!
Support the show on Patreon:
http://www.patreon.com/PixelTHING
#pixelthing #pixel_thing
If you're into retro - or not so retro - stuff, please subscribe at:
http://www.youtube.com/user/ThePixelTHING
and visit:
http://www.facebook.com/PixelThing
&
http://twitter.com/Pixel_THING
Labels:
amiga,
dreamcast,
game room,
genesis,
huge collection,
man cave,
mega drive,
nintendo,
pixelthing,
playstation,
retrogaming,
room tour,
spectrum,
turbografx,
video game pickups,
xbox
| Reactions: |
Friday, January 2, 2015
Dakar [Off-Road Rally] Games Overview - It's a Pixel THING - Ep.#33
Every year, when the world’s greatest off-road race is
about to begin, nostalgia hits me in an unimaginable way.
Back in the glorious Sinclair ZX Spectrum days,
one of the most important games in my collection was Paris-Dakar,
developed and released by the Spanish company Zigurat in 1988.
When I finally got my hands on my brand new Spectrum +2A, few
were the games that worked. That caused me some frustration. Never crossed my
mind to return it for repair or replacement, such was the desire to play games.
Maybe it needed just a slight adjustment on the head of the incorporated tape
recorder.
Slowly and gradually, I was able to play the many games that I already had
in my collection, but the infamous Paris-Dakar game persisted
in presenting that "tape loading error" demonic message.
One fine afternoon, I placed the tape once more in the machine and hold the
"enter" key just to see what could happen. I couldn't believe my
eyes! The game worked! Total joy! Jumps, smiles, complete hysteria!
In short, Paris-Dakar in the ZED X Spectrum is,
until today, one of the most absorbing racing games I've ever experienced.
It unfolds in three stages: Europe, the deserts of Sahara and Teneré bound
for Dakar, being each step an incredible challenge. The Road-book had the
correct directions to take; 5 km to the North, 2 km to the
East, 15 km to the South, etc.. We must reset the partial kilometre
counter after every change of direction to get it right. Much attention also to
the level of water, state of the gearbox and the fuel tank! Along the way there
are areas of supply and repair for us to stop. But even with all these
precautions, reaching the chequered flag intact and well classified was almost
impossible, but achievable!
Every time the game is loaded, the circuits are randomly generated. This
means that we could never know to which way was the first curve. In that time,
this simple feature was enough to keep me hooked to my Spectrum making its
longevity almost endless. And even after a withdrawal, the mere label
"game over" was not enough for the programmers from Zigurat.
Thus, when we press the "quit" key, a helicopter appears on the
screen, picks up the pilot and disappears in the horizon. Simply brilliant!
The game was also ported to the Amiga and DOS personal computers, but
never grabbed as much attention as it did on the 8 bit machines, MSX, Amstrad
CPC and, of course, the ZED X Spectrum.
A year
later, in 1989, the arcade saloons received a 3D rally racing arcade game
entitled Big Run, Jaleco’s attempt to take down Sega’s famous Out Run. There
was also an Amiga and Atari ST port and, as well, a slightly newer version for
the Super Famicom, in 1991 but I believe that this last one was only released
in Japan.
In this
game we’re granted access to a Porsche 959 and participate on this six stage
Dakar race. The other opponents’ cars that we can also find in Africa’s natural
terrain depicted in this game, resembles the Peugeot 205 T16 and the well-known
Mitsubishi Pajero.
There’s a
little nice feature incorporated in the cabinet: a horn that we must sound when
we’re planning to overtake other cars. That way, they will allow you to pass.
Otherwise, Gandalf appears and “YOU SHALL NOT PASS”!! Just joking ;)
In 1990
there was a title for the Commodore Amiga and Atari ST, named Paris-Dakar 1990,
that the only nice thing to watch a babe showing her nice attributes (watch the video)...
Moving on, the next Dakar game that really deserves being brought up in this video, was only released 11 years after the last one that I’ve mentioned here.
From the
developer Broadsword Interactive and publisher Acclaim came Paris-Dakar Rally,
in late 2001, where we’ve got the chance to participate in this mythic off road
event with a dirt bike, ATV, dune buggy or SUV.
Press
reviews were unanimous: what a piece of crap this game is. And that’s kind of
true. Controls are painful, sound is awful with also some irritating music,
but, there’s something of a challenge that makes me come back to it year after
year right before the real race starts. I believe the reason for that is its difficulty
that is what the real Dakar race is all about. The extreme and complicated
riding engine implemented in this game, turns it into an awesome challenge even
if the game is painfully horrible! Am I insane? Believe me, it’s like a drug!
Every year I try to get to the top 10 after all those stages, and there’s a lot
of them, but I simply cannot achieve that! And I just love those free roaming
desert stages, where you must find the checkpoints and, also, pick up those
repair icons in the form of wrenches.
Give it a
try, only if you’re a fan of the real thing!
Two years
later, in 2003, Acclaim decided to develop indoors and release another Dakar
game. This sequel named Dakar 2, and also subtitled as The World’s Ultimate Rally
in certain places of the globe, was a huge step up from its older brother.
It has
pretty nice Graphics and music, but sound effects could be better. Another not
so good feature is the fact that, in one stage, our co-driver is a girl and, on
another, she changes her voice and sounds like a man! Isn’t this kind of
weird?..
Again, the
desert free roaming stuff is what makes this game so enjoyable. Those are
beautifully designed and gameplay on these special stages are so freakin’
awesome and we need to be extremely careful to avoid rocks, grass that hides
nasty sand banks, etc. Unfortunately this good stuff ends really fast, ‘cause
stages are quite short in length and the clock is ticking.
There’s the
mighty trucks, SUVs and dirt bikes to pick and embrace the desert, but I found
the SUVs and pickups the more suitable and an easy way to finish victorious in
this 12 stage race that you can complete in about 50 minutes.
This game
was intended to appeal to the arcade racer and simply accomplishes it very
well.
Aside from
some walls, in a couple of stages, that works as some kind of a magnet that
insanely attracts our vehicle, this game is quite enjoyable to play, but don’t
expect it to have a Colin McRae or DiRT type of gameplay. It’s really far from
there.
Once again,
play it if you’re a real fan of the world’s greatest off road event.
In 2005,
French developer Asobo Studio was working on something big: Grand Raid Offroad.
But, as part of the publishing deal with Codemasters, they ended up
transforming the code to what we know today as FUEL. If you haven’t watched my
thoughts about it, just click on the rectangle.
But if
you’re eager for some desert racing, you’ll be much more satisfied with 2XL’s
BAJA Edge of Control, only on XBOX360 and PS3. It was developed by the same
team that brought Motocross Madness 1 and 2, and MX and MX vs ATV Unleashed
games.
Will we see more Dakar games in the future now
that the race is no longer a European and African exclusive event? Will the
next DiRT game have some desert racing stages or championships? I would love to
see these questions answered.If you're into retro - or not so retro - stuff, please subscribe at http://www.youtube.com/user/ThePixelTHING and visit http://www.facebook.com/PixelThing & http://twitter.com/Pixel_THING
Support me on Patreon: http://www.patreon.com/PixelTHING
Labels:
acclaim,
amiga,
atari st,
baja,
commodore,
dakar,
dakar 2,
fuel,
grand raid offroad,
paris-dakar,
pixel thing,
playstation,
ps2,
retrogaming,
spectrum,
xbox,
zigurat
| Reactions: |
Friday, November 7, 2014
Trials Fusion [2014, PC] Review - It's a Pixel THING
This week's episode is about a "not so retro" title that has some good old school references. I'm talking about Trials Fusion and this game is the first Pixel THING's "Not so Retro Review" series.
Hope you enjoy watching these videos as much as I enjoy making them!
If you're into retro - or not so retro - stuff, please subscribe at http://www.youtube.com/user/ThePixelTHING
Also visit http://www.facebook.com/PixelThing & http://twitter.com/Pixel_THING
If your feeling generous, please support the show on Patreon: http://www.patreon.com/PixelTHING
Labels:
1989,
2014,
amiga,
atari st,
fusion,
gremlin graphics,
pc,
pixel thing,
playstation,
review,
spectrum,
super scramble simulator,
trials,
ubi soft,
windows,
xbox
| Reactions: |
Tuesday, October 28, 2014
It's a Pixel THING response to Steve Benway's TAG Video
Hi, guys! This is my response to Steve Benway's Tag video from yesterday, October 23rd.
You can check out Steve's original tag video by clicking on the following link: https://www.youtube.com/watch?v=A5u2zO8eGJo
The questions are:
1. What State/Province/Country/City/Village do you live in?
2. How did you get into collecting?
3. What does your significant other think of your gaming hobby?
4. Favorite game of all time?
5. First person you were ever subscribed too?
And now, I would like to tag:
• ShiryuGL: https://www.youtube.com/channel/UCq7NSS5gsfD5nW0O3YcTr-w
• 1UPGameOver: https://www.youtube.com/channel/UC2QQacaXe_O7dlkqPG9iWaA
• Bill Benton: https://www.youtube.com/channel/UCoL_GLS7R8ibPS-NW1dgDcg
• Lazy Game Reviews (LGR): https://www.youtube.com/channel/UCLx053rWZxCiYWsBETgdKrQ
• Metal Jesus Rocks: https://www.youtube.com/channel/UCEFymXY4eFCo_AchSpxwyrg
Hope you respond! :)
----------------------------------------------------
If you're into retro stuff, please subscribe at http://www.youtube.com/user/ThePixelTHING and visit http://www.facebook.com/PixelThing & http://twitter.com/Pixel_THING
Support me on Patreon: http://www.patreon.com/PixelTHING
Labels:
5 open questions,
amiga,
collector,
dos,
game room,
home theater,
man cave,
megadrive,
pixel thing,
playstation,
projector,
retrogaming,
spectrum,
steve benway,
tag video,
xbox
| Reactions: |
Wednesday, October 1, 2014
Video Game Pick Ups - 34 Games - It's a Pixel THING
Take a look at the 34 video games I have added to my collection over the last couple of months! There's XBOX 360, original XBOX, PlayStation 2 and PC games!.
The soundtrack in the background is from a portuguese metal band - Atonement - in which I was the drummer. You can download the full album from the following link: http://www.mediafire.com/download/n2zbqqmimjz/ATONEMENT-Beyond_The_Shrine_Of_Doom%5B2003%5D-Black_Melodic_Metal_Portugal_.rar
If you're into retro stuff, please subscribe at https://www.youtube.com/user/ThePixelTHING and visit https://www.facebook.com/PixelThing
Support me on Patreon: http://www.patreon.com/PixelTHING
Labels:
amiga,
big box,
grand prix legends,
gta,
guitar hero,
need for speed,
nintendo,
pc,
pick ups,
pixel thing,
playstation,
ps2,
racing games,
retrogaming,
review,
sega,
spectrum,
tomb raider,
x360,
xbox
| Reactions: |
Tuesday, September 23, 2014
Rock'n'Roll [1989, Commodore Amiga] Review - It's a Pixel THING
Developed
and released in 1989 by Rainbow Arts, Rock’n’Roll was available for a bunch of
systems, like the ZX Spectrum, the Amstrad CPC, Commodore 64, PC and Atari
ST.
You’re looking at the Amiga version which, besides the fabulous gameplay,
features music composed by the great Chris Hülsbeck.
In this
action arcade puzzle game, there are 32 huge levels (plus 1 secret bonus level)
divided across 7 continents where we control a ball with the mouse and the objective
is to reach the exit in each one of them. But this apparently simple task can
be, sometimes, really hard and stressful. Thankfully, the superb soundtrack
keeps us tapping our foot on the floor making every level an awesome and
extremely joyful adventure.
There’s
numerous objects scattered throughout each level that help or hinder our path
to the exit. These take the form of ventilators, which blow the ball away,
magnets, which attract the ball, arrows, which roll the ball in a specific
direction, etc. Many objects can also drain your energy. If you lose too much
energy, your balls.. sorry, your ball will collapse.
You must
avoid some occasional gaps on the surface that shows a nice parallax scrolling
effect with the background. If you roll into one of these gaps, you will be
dead, unless you happen to possess a little parachute. Prepare yourself to open
it up before you hit the bottom and your ball will live to roll once again!
Besides the
useful parachutes, there are other essential items for you to pick up, that
will help you finish the level, like keys to open doors, armor for your ball,
spikes to help you on ice, repair kits to fix gaps on the floor and bombs to
blow up obtrusive barriers and uncover previously hidden sections of the
walkway. But before you can collect any of the useful items, you must have some
money to pay for them. Coins are left lying around on each level and, if you
search carefully, you’ll also find valuable colored diamonds.
The ball
rolls around very realistically and the programmers have got the inertia effect
just right. The way the ball slips and slides over patches of ice and the way
the view pans as the ball travels through pipes, are nice and extremely well
done.
Rock’n’Roll is one of the most brilliantly addictive games I’ve ever come across!
Backed up by impressive graphics and a great soundtrack, Rock’n’Roll is a must for everyone who enjoys arcade puzzle games.If you're into retro stuff, please subscribe at https://www.youtube.com/user/ThePixelTHING and visit https://www.facebook.com/PixelThing
Support me on Patreon: http://www.patreon.com/PixelTHING
Labels:
1989,
amiga,
amstrad cpc,
atari st,
ball rolling,
c64,
commodore,
dos,
pc,
rainbow arts,
review,
rock'n'roll,
spectrum
| Reactions: |
Monday, June 23, 2014
Ocean Software, Rise and Fall of a Giant
Repeatedly
named the Software House of the Year, Ocean Software was one of the largest and
most respected producers in the gaming world, a company that adapted and converted,
in a masterful manner, the most successful Hollywood flics and arcade titles
for the various platforms, ranging from the ZX Spectrum to Commodore Amiga and
also for the Super Nintendo Entertainment System and Sega Mega Drive (aka as
Genesis is the US).
We were,
for fourteen years, bombarded with adds of their latest releases in all gaming magazines.
Ocean’s logo stamped on the cover was all that it took for the game to sell millions
of copies. This shows the strength and the quality of the brand.
It all
started in the early '80s when its founder David Ward, after a visit to the
United States, realized that videogames would be a good business to invest in, as
shown by the emerging potential of the industry in that country. Thus, in 1982,
he founded the company Ocean Software and slowly started hiring programmers for
its headquarters at Manchester. At the end of the first year, Ocean had already
achieved profits of 500 thousand pounds and more than 200 thousand games sold.
Then, David Ward became president of the company and his partner, Jon Woods,
commercial director. By that time, Ocean had already 60 developers from across
England with an average age of around 19 years.
In addition
to its talents within the company, Ocean was also proud of its external
sources, including Jon Ritman and Bernie Drummond, Denton Designs, Sensible
Software and Digital Image Design.
David Ward said
"The key to sell a lot of games is to
make them identifiable to the public" and, thus, Ocean assured licenses
for major film successes, television series and arcade games despite their
first titles were total flops: Knight Rider, Street Hawk and Transformers were
examples of bad conversions.
However, in
1987, profits of Ocean already ascended to £ 10 million with over three million
games sold. By this time, Ocean acquires the "defunct" rival Imagine
Software, the company responsible for two classic hits like Renegade and Yie Ar
Kung Fu, cementing its international reputation through the Ocean brand with
excellent conversions for Konami 8bit arcade machines.
Ocean grew
exponentially and its influence reached its peak. The developers were able to
create fantastic games and started having fun while doing them.
By this time,
Ocean decides to reward their employees putting their names in the credits of
each game. Programmers, artists and musicians were now more motivated than ever
and thus wanted the title to be the best possible, cause their name was now
exposed to the world.
Obtaining
licenses to create games from movies was, at that time, very easy and cheap.
Movie studios did not have the perception of the potential that videogame
industry had started to have. There were attempts, by Atari, to recreate the
movie ET: The Extra Terrestrial. Spent £22 million and the results were much
lower than expected. Ocean was determined to do it as it really should be done
and Gary Bracey was responsible for acquiring the rights.
One of the
best licenses was Robocop. This low-budget movie had a huge acceptance from the
public and the game sold millions of copies in different platforms. It was
probably one of Ocean’s most profitable games and its license was insignificant
in monetary terms.
Between all
this success and popularity, there was also room for failure. One of the worst acquired
licenses was Hudson Hawk. The film, written and performed by Bruce Willis, was genuine
garbage and the game does not go beyond that.
Anyway, more
than 100 games have comfortably placed Ocean on top of the charts through the
years.
However, tension
began to rise. There was the need to release the game simultaneously with the
premiere of the movie and, sometimes, that forced programmers to work 24
consecutive hours in order to obtain the final product on time to be sent to
the duplicating machines.
The arcade
licenses were also very important to Ocean. Between 1983 and 1992 half of the
games published by the company were based on movies or on arcade games.
Simon
Butler worked on many film and arcade successes, such as Total Recall, Platoon,
Darkman, The Adams Family and Combat School, and recalls that the conversion to
8-bit machines – Spectrum, Commodore 64 and Amstrad – were always the most
challenging and complicated to perform. One of the most successful conversions
of arcades was Chase HQ. Bill Harbison, who joined the team in 1988, confessed
that, to do an arcade game conversion, he needed to have the machine itself in
the office and, while playing, he would draw sketches of the scenarios as reference.
There has
always been competition and Ocean wanted to be the best. Its biggest opponent
was initially U.S. Gold. Later, when the first consoles started to emerge, the
extinct Acclaim also became Ocean’s largest rival. Even internally, healthy
competition also existed. The various teams were always wanting to better
themselves and exceed expectations.
The
evolution and changing time eventually came with the 16-bit machines. Programming
for these new machines now takes twice as long and Ocean was not afraid of the
challenge. They were excited!
The early
90s were, for Ocean, times for reflection. Remained the question of how the
industry would develop. Then, in 1994, a new company within Ocean, Tribe, was
formed to meet future challenges that had to be overcome: the giant leap from 8-16bit
for the 32-64bit.
Were then
created separate teams, each comprising a team leader, programmer and main
designer. Games began to be planned six months before any programming was
initiated and, in 1996, Tribe was already composed by 80 members.
That same
year, the company ended up bought by French Infogrames. The headquarters
remained in Manchester until Infogrames also purchase Gremlin Graphics in 1999,
which led them to change the entire base of operations to Sheffield. Shortly
after, Ocean brand was extinguished. GT 64 Championship Edition, for Nintendo
64, was Ocean’s last game.
Who is
between 30 and 40 years old, recall with some sadness and nostalgia the
disappearance of Ocean. They left a remarkable legacy that, even today, still
manages to impress.
If you're into retro video gaming related stuff, please subscribe at http://www.youtube.com/user/ThePixelTHING and visit http://www.facebook.com/PixelThing & http://twitter.com/Pixel_THING
Support the show on Patreon: http://www.patreon.com/PixelTHING
Labels:
80s,
90s,
amiga,
atari,
c64,
chase hq,
genesis,
megadrive,
n64,
nintendo,
ocean software,
pc,
robocop,
spectrum,
uk
| Reactions: |
Wednesday, January 1, 2014
O "bichinho" do Retro Gaming
2013 está a terminar.
Este foi um ano em que, lentamente, o bichinho do retro gaming cresceu.
Tudo começou com a aquisição de um Commodore Amiga 1200 logo no início do ano, um sonho para qualquer jovem no início da década de '90.
Entretanto, o retro gaming tornou-se num negócio.
Há quem faça fortuna comprando e revendendo jogos e consolas retro.
Não me considero colecionador. Apenas adquiro jogos e consolas que me marcaram ao longo destes últimos 26 anos, desde o dia em que, pela primeira vez, coloquei as minhas mãos num ZX Spectrum 48k e joguei o 3D DeathChase.
Não só de jogos e consolas vive um adepto do retro gaming. Essenciais são, também, as obras literárias que abundam em livrarias online internacionais.
Um bom exemplo é "1001 Video Games You Must Play Before You Die" totalmente a cores e com uma extraordinária qualidade de impressão. Excelente é, também, uma publicação 100% dedicada às aventuras gráficas, das quais sou fã incondicional - "The Guide To Classic Graphic Adventures".
Muito raramente surge em Portugal algo que desperta em nós o jovem adormecido que, em tempos, devorou jogos e frequentou horas a fio as casas apinhadas de arcadas.
Estou a falar do recentemente publicado livro de Nelson Zagalo: "Videojogos em Portugal - História, Tecnologia e Arte". Desde o obscuro boato de Reinaldo, ex-jogador de futebol, passando pelas origens de Tiago Sousa (atual Lead R&D Graphics Engineer na Crytek), o livro transporta-nos numa épica viagem ao passado. Descobri, com enorme surpresa, que foi numa empresa da Figueira da Foz (na "minha" bela cidade) que surgiu, em 1981, o primeiro - e único - Personal Computer made in Portugal, o ENER 1000. Obrigado, Nelson Zagalo!
Essa era dourada não mais se irá repetir. Sinto-me lisonjeado por ter feito parte dela.
Tenham um bom ano de 2014.
Outras aquisições relevantes:
![]() |
| Commodore Amiga 1200 |
Tudo começou com a aquisição de um Commodore Amiga 1200 logo no início do ano, um sonho para qualquer jovem no início da década de '90.
Entretanto, o retro gaming tornou-se num negócio.
Há quem faça fortuna comprando e revendendo jogos e consolas retro.
![]() |
| Grand Theft Auto III, Vice City e San Andreas |
Não me considero colecionador. Apenas adquiro jogos e consolas que me marcaram ao longo destes últimos 26 anos, desde o dia em que, pela primeira vez, coloquei as minhas mãos num ZX Spectrum 48k e joguei o 3D DeathChase.
![]() |
| Indiana Jones And The Infernal Machine |
![]() |
| "1001 Video Games You Must Play Before You Die" e "The Video Games Guide" |
Um bom exemplo é "1001 Video Games You Must Play Before You Die" totalmente a cores e com uma extraordinária qualidade de impressão. Excelente é, também, uma publicação 100% dedicada às aventuras gráficas, das quais sou fã incondicional - "The Guide To Classic Graphic Adventures".
![]() |
| "The Guide To Classic Graphic Adventures" e "The Ultimate History of Video Games" |
Muito raramente surge em Portugal algo que desperta em nós o jovem adormecido que, em tempos, devorou jogos e frequentou horas a fio as casas apinhadas de arcadas.
![]() |
| "Videojogos em Portugal - História, Tecnologia e Arte", por Nelson Zagalo |
Essa era dourada não mais se irá repetir. Sinto-me lisonjeado por ter feito parte dela.
Tenham um bom ano de 2014.
Outras aquisições relevantes:
![]() |
| Sega Mega Drive II |
![]() |
| Shadow of the Colossus (Collector's Edition) |
![]() |
| Shadow of the Colossus (Collector's Edition) |
![]() |
| WRC 4 e WRC Evolved (os melhores jogos de rally na PlayStation 2) |
![]() |
| Gran Turismo 4 e Colin McRae 3 (dois clássicos da condução automóvel) |
![]() |
| Tomb Raider Legend (o melhor jogo da saga) |
![]() |
| Red Dead Redemption (futuro clássico) |
Labels:
amiga,
commodore,
crytek,
ENER 1000,
gta,
indy,
mega drive 2,
megadrive,
Nelson Zagalo,
paradise cafe,
playstation,
Reinaldo,
retro gaming,
sega,
shadow colossus,
spectrum,
Videojogos em Portugal,
xbox
| Reactions: |
Tuesday, November 12, 2013
Convido-vos a conhecer um pouco mais o espaço Pixel THING.
Click here to watch this video in english.
Labels:
amiga,
commodore,
games,
gaming,
hyperspin,
media center,
optoma,
pc,
pixel thing,
pixelthing,
playstation,
projeção,
projecção,
projection,
ps2,
retro,
room tour,
spectrum,
xbmc,
xbox
| Reactions: |
Tuesday, April 24, 2012
Há 30 Anos Surgiu o ZX Spectrum
![]() |
| ZX 80 |
![]() |
| ZX 81 |
![]() |
| Sir Clive Sinclair |
![]() |
| BBC Micro |
Poucos meses depois do lançamento do BBC Micro, surgiu o Sinclair ZX Spectrum transformando-se num enorme sucesso mesmo não tendo uma campanha publicitária ao nível do seu rival. O modelo original, disponível com 16k e 48k, será para sempre recordado pelas suas teclas de borracha, semelhantes às de um comando remoto de televisão.
Era uma excelente máquina para programar, pois cada tecla possuía, para além de uma letra ou número, um símbolo e um atalho para dois comandos distintos.
Mas foram os jogos que mais notoriedade deram ao ZX Spectrum. A quantidade de títulos disponíveis era enorme e a crescente popularidade do Spectrum incentivava as companhias a lançarem mais e melhores jogos.
Já aqui, no Pixel THING, lembrámos com nostalgia a Ocean Software, uma das principais companhias produtoras de jogos para este computador.
O suporte para os jogos e programas produzidos para o Spectrum era a típica cassete de áudio o que tornava a pirataria de software uma fonte de lucro para muitos. Bastava possuir sistema de áudio com duplo deck para ser possível a cópia desenfreada.
Para tentar colocar um travão a estas práticas ilícitas, várias medidas foram tomadas. Uma das mais comuns consistia em solicitar ao jogador que pressionasse a tecla corresponde à letra que constava numa palavra específica, numa determinada frase, situada numa determinada página do manual de instruções do jogo. Tirar cópias do dito manual era dispendioso para a época e, assim, os piratas viam-se obrigados e transcrever todas as páginas à mão.
Parabéns, ZX Spectrum!
Labels:
clive sinclair,
spectrum,
zx 80,
zx 81,
zx spectrum
| Reactions: |
Sunday, April 8, 2012
Ocean Software, Ascenção e Queda de um Gigante
Por diversas vezes nomeada a Software House do ano, a Ocean Software foi um dos maiores e mais respeitados produtores mundiais de videojogos, uma companhia que convertia de modo magistral os títulos de maior sucesso das arcadas e adaptações cinematográficas dos grandes sucessos da época para as diversas plataformas, desde o ZX Spectrum ao Commodore Amiga, passando pela Super Nintendo Entertainment System (SNES) e pela Sega Mega Drive.
![]() |
| David Ward e Jon Woods |
Fomos, durante duas décadas, bombardeados com anúncios aos seus jogos em todas as publicações da especialidade. Bastava apenas o logótipo da Ocean estar estampado na capa do jogo para vender milhões de unidades, tal era a qualidade desta marca.
![]() |
| Um anúncio da marca para captar a atenção dos jovens programadores |
Tudo começou no no início dos anos 80 quando o seu fundador David Ward, após uma visita aos Estados Unidos, percebeu que os videojogos seriam um bom negócio no qual deveria investir, pois constatou a emergente evolução e potencial do ramo naquele território. Assim, em 1982, fundou a empresa Ocean Software e foi, pouco a pouco, contratando programadores para a sua sede em Manchester. No final do primeiro ano tinha já obtido lucros na casa das £500,000 e mais de 200,000 jogos vendidos. David Ward tornou-se, então, presidente da empresa e o seu sócio Jon Woods diretor comercial. A marca Ocean transformou-se na EA (Electronic Arts) da época, com 60 programadores oriundos de toda a Inglaterra com média de idades a rondar os 19 anos.
Para além dos seus talentos dentro da empresa, a Ocean orgulha-se, também, das suas fontes externas, nomeadamente Jon Ritman e Bernie Drummond, Denton Designs, Sensible Software e Digital Image Design.

"A chave para a venda de muitos jogos é torná-los identificáveis para o público", afirma David Ward e, assim, a Ocean assegurou as licenças para os maiores êxitos cinematográficos, de séries televisivas e das máquinas de arcada apesar dos primeiros jogos não terem sido grandes sucessos: Knight Rider, Street Hawk e Transformers foram exemplos de más conversões.
Entretanto, em 1987, os lucros da Ocean ascendiam a já £10 milhões com mais de três milhões de jogos vendidos. Por esta altura adquire a "defunta" rival Imagine Software, empresa responsável por sucessos como Renegade e Yie Ar Kung Fu (dois enormes clássicos), cimentando a sua reputação internacional através da marca Ocean com excelentes conversões das arcadas Konami para as máquinas de 8 bits.
A Ocean crescia exponencialmente e a sua influência atingira o auge. Os programadores estavam a conseguir criar jogos fantásticos e começavam a divertir-se enquanto os faziam, conforme se pode constatar no segundo vídeo que se segue.
O primeiro vídeo trata-se de um documentário que relata como a Imagine se transformou numa empresa fantasma, fruto de um "mega-jogo" que nunca chegou a ver a luz do dia.
Por esta altura, a Ocean resolve premiar os seus colaboradores colocando os nomes de todos eles nos créditos de cada jogo. Programadores, artistas e músicos estavam agora mais motivados que nunca e, desta forma, queriam que o título fosse o melhor possível, pois o nome deles estava exposto ao mundo.
Obter licenças para criar jogos a partir de filmes era, naquela época, muito fácil e barato. Os estúdios de cinema ainda não tinham a percepção do potencial que esta indústria começara a ter. Tentativas houve, por parte da Atari, de recriar o filme ET: The Extra Terrestrial. Gastaram £22 milhões e os resultados ficaram muito aquém do esperado. A Ocean estava determinada a fazê-lo como realmente deve ser feito e Gary Bracey era o responsável pela aquisição dos direitos.
Uma das melhores licenças foi Robocop. Este filme de baixo orçamento teve uma enorme aceitação junto do público e o jogo vendeu milhões de unidades nas diversas plataformas. Foi provavelmente um dos jogos mais lucrativos para a Ocean e o seu licenciamento foi irrisório em termos monetários.![]() |
| Gary Bracey e o atleta Daley Thompson (testando o jogo com o seu nome) |
Pelo meio de todo este sucesso e popularidade, houve também espaço para o fracasso. Uma das piores licenças adquiridas foi a de Hudson Hawk. O filme, escrito e interpretado por Bruce Willis, foi uma autêntica infelicidade e o jogo também não passou disso.
De qualquer forma, foram mais de 100 os videojogos da Ocean que passaram pelo primeiro lugar das tabelas de melhores títulos de entretenimento doméstico.
Entretanto, a tensão começava a aumentar. Havia a necessidade de lançar o jogo em simultâneo com a estreia do filme e isso obrigava os programadores a, por vezes, trabalhar 24 horas consecutivas por forma a obterem o produto final a tempo e horas de este ser enviado para as máquinas duplicadoras.
As licenças das arcadas eram também muito importantes para a Ocean. Entre 1983 e 1992 metade dos jogos editados pela empresa eram baseados em filmes ou nas arcadas.
![]() |
| Simon Butler |
Uma das mais bem sucedidas conversões das arcadas foi a de Chase HQ. Bill Harbison, que se juntou à equipa em 1988, confessou que para se fazer uma conversão de um jogo das arcadas necessitava de ter a própria máquina no escritório e, enquanto jogava, ía copiando os cenários desenhando esboços como referência.
Sempre houve competição e a Ocean queria ser a melhor. O seu maior adversário foi inicialmente a US Gold. Mais tarde, quando as primeiras consolas começaram a surgir, a também extinta Acclaim tornou-se no seu maior rival. Mesmo internamente, a competição saudável também existia. As várias equipas estavam sempre a querer superar-se e exceder as expetativas.
A evolução e o tempo de mudança acabou por chegar com as máquinas de 16 bits. Programar para estas novas máquinas levava, agora, o dobro do tempo e a Ocean não estava com receio do desafio, mas sim excitada.
O início dos anos 90 foi, para a Ocean, de reflexão. Permanecia a dúvida de como a indústria iria desenvolver-se. Então, em 1994, formou-se uma nova empresa dentro da Ocean, a Tribe, para enfrentar os desafios futuros que tinham de ser ultrapassados: o salto gigante dos 8/16 bits para os 32/64 bits.
![]() |
| GT 64 Championship Edition, o último jogo da Ocean |
Nesse mesmo ano, a companhia francesa Infogrames acabou por comprar a Ocean. A sede manteve-se em Manchester até a Infogrames comprar também a Gremlin, em 1999, que os levou a mudar toda a base de operações para Sheffield. Pouco depois, a marca Ocean foi extinta. GT 64 Championship Edition para a Nintendo 64 foi o último jogo da Ocean.
Quem se encontra entre os 30 e os 40 anos de idade, recorda com alguma tristeza e nostalgia o desaparecimento da Ocean. No entanto, esta deixou um legado notável que, mesmo nos dias de hoje, consegue ainda impressionar.
Seguem-se alguns dos melhores exemplos da excepcionalidade artística da Ocean Software:
WIZBALL [1987] Commodore Amiga
(também disponível para Spectrum, C64, Amstrad e Atari ST)
MATCH DAY II [1987] Amstrad CPC
(também disponível para Spectrum e C64)
TARGET: RENEGADE [1988] ZX Spectrum
(também disponível para C64 e Amstrad)
OPERATION WOLF [1988] Commodore Amiga
(também disponível para Spectrum, C64, Amstrad e Atari ST)
CABAL [1988] Commodore Amiga
(também disponível para Spectrum, C64, Amstrad e Atari ST)
BATMAN: THE MOVIE [1989] ZX Spectrum
(também disponível para C64, Amstrad, Amiga, Atari ST e PC]
OPERATION THUNDERBOLT [1989] Amstrad GX4000
(também disponível para ZX Spectrum, C64, Amstrad, Amiga e Atari ST)
CHASE HQ [1989] Commodore Amiga
(também disponível para ZX Spectrum, C64, Amstrad e Atari ST)
NAVY SEALS [1990] Amstrad GX4000
(também disponível para ZX Spectrum, C64, Amiga e Atari ST)
RAINBOW ISLANDS [1990] ZX Spectrum
(também disponível para C64, Amstrad, Amiga e Atari ST)
MIDNIGHT RESISTANCE [1990] Commodore Amiga
(também disponível para ZX Spectrum, C64, Amstrad e Atari ST)
PLOTTING [1990] ZX Spectrum
(também disponível para C64, Amstrad, Amiga e Atari ST)
PANG [1990] Commodore Amiga
(também disponível para ZX Spectrum, C64, Amstrad GX4000 e Atari ST)
TOTAL RECALL [1991] Amstrad CPC
(também disponível para ZX Spectrum, C64, Amiga e Atari ST)
JURASSIC PARK [1993] Sega Mega Drive
(também disponível para Amiga, NES, Master System, Game Boy e GameGear)
MR NUTZ [1994] Super Nintendo Entertainment System
(também disponível para Amiga, Mega Drive e Game Boy)
Labels:
amiga,
amstrad,
amstrad cpc,
Amstrad GX4000,
atari,
atari st,
c64,
David Ward,
ocean,
ocean software,
spectrum
| Reactions: |
Subscribe to:
Posts (Atom)




























.jpg)



