Playing Mission Genocide (Amstrad CPC)

The Badstar Empire is on a mission to subjugate the people of your world, but a counter attack has been organised; the first wave of this assault is to do as much damage as possible to the little Badstars using a small but manoeuvrable spacecraft armed with lasers for airborne enemies and missiles to destroy the ground-based defences. The cassette inlay comments that this super secret project has been given the codename ZTB – Zap The Badstars… and yes, that’s deliberate because the original name of Paul ““Spindizzy” Shirley’s hardware scrolling 1986 blaster was ZTB, which in turn is short for Zap The Bastards.

The gameplay in Mission Genocide for the Amstrad CPC is fairly traditional scrolling shooter fare, using a fairly rarely employed feature of the CPC hardware for scrolling – similar to the technique used for the excellent Firetrack on the BBC Micro – and some neat tricks to speed up sprite rendering which keeps things very smooth and responsive. The ship is simple to control but rather cleverly puts two weapons onto just the one button; holding fire down shoots the main guns at nasties in the air – pressing space will toggle a handy automatic fire option – whilst missiles are launched when the button is pressed after being released.

There’s a power-up system too, with items being found in storage silos after they’re destroyed along with blobs of Astro Gloo which are needed to actually stick said items to the craft. Just grabbing everything uncovered will rapidly backfire however because, if the player accidentally picks up a black hole, said adhesive loses its stick and the previously collected toys are lost. The other item to keep an eye out for is the shield which is incredibly useful , especially when things get busy around the third stage – rather subtly called “Taking the Urineium” – where the ground bases start getting more enthusiastic about firing back.

Mission Genocide is on a couple of other platforms but didn’t have as much impact there as it did on the Amstrad CPC; the Atari ST version is much of a muchness that doesn’t really take advantage of the hardware and the C64 version didn’t make much of an impression in part because there were a lot of more accomplished scrolling blasters around when it arrived in 1988. If you think I’m perhaps being harsh there, Paul Shirley himself has previously described the C64 conversion as “not worth the tape it’s saved on”. But the Amstrad CPC version is solid stuff and, when our trusty CPC464 has been set up in the front room and left running in the past, it’s usually Mission Genocide that’s loaded into it.

Playing Matta Blatta (Atari 8-bit)

Published by Firebird’s Silverbird label for a couple of quid, Matta Blatta is a horizontally scrolling blaster for the Atari 8-bit from developer Shahid Ahmad who previously coded Chimera on a range of platforms. It was released in 1988, which was quite late in the day for the Atari’s market here in the UK so quite a few fans of the machine or indeed shoot ’em ups may not be aware of it; I missed out personally because most of the local shops had already stopped selling Atari 8-bit games by that point and the lack of new releases meant I’d already been enticed away by the C64, copious amounts of new releases and a larger library of software overall.

Matta Blatta is also a surprisingly simple game as well, each level is populated by just one type of enemy with a fixed movement pattern and the player merely has to survive through each onslaught to progress to the next, although actually making it through a wave is tricky though, since the speed of enemy movement doesn’t leave much in the way of reaction time. The collision detection is definitely on the side of the invading forces as well with little mercy being shown to the player’s craft when it gets too close to the enemies or their bullets, something that other games in the genre tend to be far more generous about.

That stinginess means Matta Blatta can often be irritatingly tough, but at the same time it’s not ridiculously difficult in the way that something like Firefleet is. There isn’t much variety to the gameplay – not necessarily a problem to my mind, but that can sometimes be off-putting for others – but, along with existing games already doing the same sort of thing better, Zeppelin’s Zybex came out the same year and offers far more meat on the bone for just a quid extra. Matta Blatta probably won’t be anybody’s first choice when thinking of something to destroy on the Atari 8-bit, but there is still some fun to be had from the frantic manoeuvring and wanton, sometimes desperate blasting it offers.

Playing Warhawk (C64)

I’ve been playing Warhawk quite a bit recently whilst testing various recording settings for YouTube, so it’d be churlish of me to not actually talk about the game itself! And it’s another budget shooter that I’ve got some nostalgia for, including a few shockingly vague memories of being at what I believe was a PCW show in London and seeing it running for the first time on Firebird’s stand; trying to play a fast-paced game in the middle of a raucous exhibition hall was never going to work and my arse was duly handed to me, but I was sold and picked up a copy as soon as my local software emporium had it in stock.

The obvious influence is Tehkan’s 1984 classic coin-op Star Force to the point where a couple of escaped preview versions exist (included in the Gamebase 64 archive, one under the development title of Proteus) which have similar end of level guardians; these disappeared for the actual release to be replaced by a final screen on each stage where the player is pelted with enemies which home in on them. Actually, here’s a handy hint for that part of the game whilst I’m here; park the ship over the second digit of the score from the left, hold completely still and just hammer the fire button – you’ll take a few hits doing this depending on how fast the enemies are moving, but it’s safer than trying to dodge, weave and blast.

The pace increases with each stage of the ten included and some of the enemies get more vicious in the process, but there are gaps in the madness since a new wave can’t start until the bullets for the previous one have left the playfield and players can “herd” enemy bullets to maximise that quiet time with a little practice. Because it gets so manic this isn’t a “one hit kills” kind of shooter and there is what at least initially appears to be a generous energy gauge which decreases a little with each hit. There’s also a power-up that starts appearing at level 4 which speeds the ship up a bit, gives it a faster firing rate and removes the need to constantly stab at the fire button, but this enhancement is only temporary and care must be taken to avoid shooting the items.

Warhawk‘s sprites are very nice – the titular craft in particular really looks the part – but, whilst the background graphics are reasonable, they did look somewhat dated even when the game was released in 1986. The Rob Hubbard soundtrack, on the other hand, still holds it’s own well is is certainly worth several listens; that’s best done on the titles page, it gets “remixed” during play since the lead channel constantly drops out to make room for firing and explosion sound effects. It might be an unintentional effect but having just the bassline driving away behind the frantic action works well especially when things really heat up.

Firebird published some very solid budget shooters for the C64 – and a few howlers like Force One, more on that another time perhaps – and this is a great example that starts off sedately but builts to a crescendo by the time the tenth level is conquered to the point where going back to start a new game almost feels like you’re playing in slow motion. And for those players who manage to loop Warhawk there’s always the challenge of playing for score to keep them going, the remaining shield is translated into points at the end of eac h stage and destroying all of the bases will earn an extra bonus.