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SPLATTERHOUSE

Retro Gamer

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Issue 274

IN A GAME FILLED WITH HORROR CLICHÉS, THIS ONE NATURALLY BEGINS ON A DARK AND STORMY NIGHT, WHEN A COUPLE OF KIDS ENTER AN ABANDONED MANSION. JOIN US AS WE TOO STEP INSIDE THE SPLATTERHOUSE - AND IF YOU'RE FEELING FAINT, JUST KEEP REPEATING, "IT'S ONLY A VIDEOGAME... ONLY A VIDEOGAME...."

- MARTYN CARROLL

SPLATTERHOUSE

1988 was a great year for horror cinema. The franchises dominated, with the releases of Hellraiser 2, Halloween 4, A Nightmare On Elm Street 4 and Friday The 13th Part 7. And if you were of the opinion that all those numbers didn't add up to much, there were some great original releases too, including Child's Play, Pumpkinhead, Night Of The Demons and Killer Klowns From Outer Space.

The Eighties horror resurgence was on the roll and this naturally influenced the games that popped up in the arcades. Chief amongst these was Splatterhouse, Namco's love letter to the decade's grisly successes.

imageThe team behind the game professed a deep love for the genre when interviewed in the Jan/Feb 1989 issue of Namco Community Magazine NG. Notably, the game's chief planner, Kazumi Mizuno, mentioned two specific scenes that inspired him: in Dario Argento's Phenomena (1985), where the heroine falls into a pool brimming with bodies and maggots, and the shock ending of Brian De Palma's Carrie (1976), where young Miss White literally reaches out from beyond the grave. Mizuno also referenced the Friday The 13th series, and specifically the sixth part from 1986, where Jason Voorhees came back to life (again), only this time as a hulking super zombie capable of snapping people's spines like twigs. This unstoppable version of Jason was the inspiration for Rick Taylor, the game's hero in a hockey mask who has to rescue his girlfriend Jennifer from the cursed West Mansion. The setup borrows heavily from The Evil Dead (1981), and the scene where Ash confronts his girlfriend Linda (who's the girl-next-door one moment, a laughing demon the next), is brilliantly replicated in one of the game's boss battles.

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40 YEARS OF AMIGA

IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

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TURBO CHALLENGE-2

WITH ITS INSTANTLY CATCHY AND ENERGETIC MELODY, CRISP DIGITAL SAMPLES AND ARPEGGIOS, BARRY LEITCH'S LAYERED, SOARING TITLE TUNE FOR GREMLIN'S LOTUS TURBO CHALLENGE 2 (OR LOTUS II: RECS AS IT'S KNOWN ON THE MEGA DRIVE) QUICKLY DROVE GAMERS CRAZY WITH EXCITEMENT

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THE MAKING OF DRAKAN

EVERYONE KNOWS LARA CROFT, THE TOUGH 3D ACTION HEROINE. BUT HOW MUCH COOLER WOULD SHE BE IF SHE COULDN'T JUST JUMP AND SHOOT, BUT COULD ALSO DISH IT OUT IN HAND-TO-HAND COMBAT AND RIDE A FIRE-BREATHING DRAGON? WELL, THEN HER NAME WOULD NO LONGER BE LARA, BUT RYNN

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