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THE MAKING OF Booty

Retro Gamer

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Issue 261

YO HO HO AND A BOTTLE OF RUM! RETRO GAMER FINALLY CATCHES UP WITH JOHN F CAIN, CREATOR OF THE FINEST PIRATE BUDGET GAME ON THE ZX SPECTRUM. FROM THE ISLE OF MAN TO THE HIGH SEAS, THIS IS THE ENTERTAINING STORY OF BOOTY. ARRR!

- Graeme Mason

THE MAKING OF Booty

Like many of his peers, John F Cain drifted into game development, intrigued by the emergent home computer market. "I was working as an architect, doing technical drawings for houses and so on," he begins. "Then someone offered me a job working with electronic equipment, doing engineering drawings - for double the salary." John's new company soon folded, but working there gave him an insight into machine code programming. "So I was out of a job and, by coincidence, I'd got myself a ZX80, built it, then got a ZX81 and Spectrum." Having dabbled with magazine type-ins, he eventually looked to create his own programs. "I was completely self-taught, usually by trial and error. I started moving a dot around the Spectrum screen and seeing what else I could get it to do."

Meanwhile, London-based Rabbit Software, sprung from the Harrow computer shop, Cream Computers, was making its name as an early software house, primarily on the VIC-20 and Commodore 64. Having discovered a bug in one of its C64 games, John contacted Rabbit to help it prevent a PR disaster. "I got talking to the boss and asked if he'd be interested if I converted some of its games to the Spectrum. He was quite interested so that's what I did."

imageDEVELOPER HIGHLIGHTS

THUNDERBIRDS PLATFORM: ZX SPECTRUM, C64 RELEASED: 1985

MOONLIGHT MADNESS (PICTURED) PLATFORM: ZX SPECTRUM RELEASED: 1986

MARBLE MADNESS PLATFORM: ZX SPECTRUM, AMSTRAD CPC RELEASED: 1987

image

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THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

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FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

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OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

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There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

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FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

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