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C64 Sideways SEUCK Competition 2015

September 4, 2015 By ausretrogamer

SidewaysSEUCK_TitleAs September is traditionally known as Shmuptember, we thought we would let you budding C64 coders know about the latest Shoot’Em Up Construction Kit (SEUCK) competition, but this time, your shoot’em up game must be a horizontal (sideways) scroller to be eligible for entry. So, download the free Sideways Shoot’Em Up Construction Kit and get cracking, I mean, get coding! You never know, you could be a winner just like Ant Stiller (Abyssonaut) or Alf Yngve (Forgotten Forest)!

The best part about these competitions is that you, the gamer, can play the entered games (Ed: Woo hoo!), and then cast your vote on your favourite. We must admit, we are hooked on Alf Yngve’s Edge Of Time entry, which is the sequel to his highly acclaimed game, Double Or Nothing.

This competition is once again brought to you by the great Mr. Richard Bayliss of The New Dimension!

Competition Details
Competition: Sideways Scrolling SEUCK Compo
Submission dates: Now till 30th November 2015
Voting commences: 1st December till 30th December 2015
Prizes: To be announced/given in February 2016

 

Filed Under: Announcements Tagged With: C64, C64 Sideways SEUCK Comp, coders, retrogaming, SEUCK, shmup, shmuptember, shoot'em up, TNDC64

Top 30 C64 Games Of August 1988

August 24, 2015 By ausretrogamer

Top30_C64_Aug88_chart_HDR1988 was my favourite year of the 1980s. I was still playing arcade machines that had come out a year or two before ’88, like Bubble Bobble and Double Dragon, but the new machines hitting our shores were just so impressive – Power Drift, Galaxy Force, Chase H.Q., Ninja Warriors, Dragon Ninja, P.O.W., Vigilante, Cabal, Ninja Gaiden, Forgotten Worlds, Operation Thunderbolt, we could literally go on for another couple of paragraphs! I just wish someone invented a time machine already!

1988 was also a gaming bonanza on the C64. There were great original games, film tie-ins and arcade conversions aplenty. If you were wondering what the top 30 C64 games were this month (August) in 1988, take a peek below, we promise it will send a nostalgic shiver down your spine. Oh, and in case you were wondering, Aliens was our favourite movie on VHS at the time. 1988 was a darn good year!

Top30_C64_August88_chartchart source: Zzap!64 August 1988 issue

 

Filed Under: History Tagged With: C64, C64month, charts, games charts, Retrocomputing, retrogaming, top 30 C64 games

You Don’t Know Jack! Interview with Jack Tramiel from PC’89!

August 15, 2015 By ausretrogamer

JT_interview_titleConsidering that August is all about the Commodore 64 (#C64Month), we thought we would revisit an interview with Commodore (Ed: and Atari Corp.) founder, Jack Tramiel (born: Idek Trzmiel). The interview took place at Darling Harbour in Sydney, Australia, while Jack was here to officially open the PC’89 exhibition. As per usual, Jack is candid in his responses and provides us with an insight into his early life that shaped him as a ruthless businessman. If you are a Commodore fan (Ed: or an Atari fan), grab yourself some popcorn and read on……

Presenter: Jack Tramiel is here in Australia to open the PC ’89 exhibition at Darling Harbour which starts today, and he’s given us a little bit of time in the studio this morning. Good morning.
Jack Tramiel: Good morning.

Presenter: We work our guests hard when they come to Australia and you’re finding that out, aren’t you?
Jack Tramiel: I do yes.

Presenter: You’ve had a very busy time.
Jack Tramiel: But I’m enjoying it.

Presenter: Are you?
Jack Tramiel: Yes.

Presenter: Well I’m glad to hear that. In fact we’ve got a line of Americans in this hour of the program which is interesting because it’s a lot of people from your part of the world making their way to our shores. Commodore 64 is big here, it’s big just about everywhere isn’t it?
Jack Tramiel: Yes it is.

Presenter: Did you really invent it?
Jack Tramiel: No I’m not the engineer. I’m a businessman, but I do know what the public wants and I know how to bring technology and people together. And by living in Silicon Valley where the technology was born I know it’s available, I know how to bring like I said people together and sell volume to bring the price down that the average person can afford to buy. In this we’ve made the 64 so successful.

Presenter: Commodore started out as a fairly small company I think didn’t it? What did they start out as?
Jack Tramiel: Well I founded Commodore and that was in 1955 in Toronto Canada.

Presenter: Where did you get the name from?
Jack Tramiel: From the back of a Opal Commodore of a car.

Presenter: It was as ordinary as that was it?
Jack Tramiel: I was sitting in a taxi cab and I was trying to get the name for the company which I was building, and I was really looking to make it call it General, I’d just come out of the army and I was in the army for three years and seven months, so I was looking for something strong, so I was looking for a name like General which I couldn’t get because it was taken. Then I was looking for a name like Admiral, and that was taken, and as I was talking to a friend of mine in the cab right in front of me this car with the name Commodore. I said well let’s try this one.

Presenter: And that was it?
Jack Tramiel: And that was it.

Presenter: What a wonderful story, I love it, I love it.  We’re back in 1955, let’s go a little bit further back, life started for you in Poland, is that right?
Jack Tramiel: Yes I was born in Poland, I was born in 1928, in 1939 the war started and that’s the time when I to a certain extent left Poland. Auschwitz was still in Poland but it was not Poland for me.

Presenter: When you were in Auschwitz?
Jack Tramiel: Yes.

Presenter: For how long?
Jack Tramiel: I was in the camps altogether for five years and a few months.

JT_interview_C64

Presenter: And then America?
Jack Tramiel: Then I spent two years in Germany from April 10th 1945 till November 19th 1947. In November 1947 I left Germany and went to the United States.

Presenter: Did you have a lot of money?
Jack Tramiel: I had absolutely no money at all when I arrived in the States, I’m Jewish, that’s the reason I was in camp, and a Jewish organisation paid for my ticket and they also gave me 10 dollars spending money. And when I arrived I was in a hostel like which was done by the Jewish Immigration Association and for three weeks I had to find my own way and I started to work for whatever job I could find. But when I did arrive in New York I did not believe that I’m in the United States.

Presenter: Why?
Jack Tramiel: Because it was just like being back in Poland, same language, the area I was in it was lots of immigrants and it had the same smell of pickles and of herring and all that which was very nice but this is not what I came for. And I made a decision that the United States was extremely good to me, I was liberated by the Americans and I felt I wanted to learn more about America so I joined the army.

Presenter: Where did you fight, or did you not fight? Did you go to Korea?
Jack Tramiel: No I didn’t go anywhere.

Presenter: You just joined the army?
Jack Tramiel: I joined the army and it did me a lot of good to learn all about America because it was a peopledom. Washington State, from California, from Texas and from New York and black and green and white – all kinds of different people, and I found that America is not New York City only, there is much more to it. Then I left the army and after two years and the Korean War started and I was recalled, but I was still lucky that I was not shipped to the front and there the second time around I made a decision that I’d better learn a trade, and the army gave that opportunity to start repairing office equipment like typewriters and adding machines etc. And before I left I was in charge of the First Army Office Equipment Repair Department which we had something like 25-thousand pieces of equipment in there for repairs. And when I left the army I actually continued working in the same field.

Presenter: And that was the genesis of your interest in computers?
Jack Tramiel: Correct. And so during the day I was working in an office equipment repair shop, at night I was driving a cab to be able to feed my family and after a while I decided I’d better use my allowance which I received from the United States Army I was entitled to borrow 25-thousand dollars from the bank with a government guarantee. And I actually took that money and I started my own business, my own little shop. And after I had done that I found that New York City in which I was in the Bronx, it was just a little too big, people were too smart and 25-thousand dollars which is not enough. And my wife had lots of family, she’s also a survivor, also from Poland, and she had a lot of family in Toronto and we used to go there every once in a while, so we decided to move to Toronto. And there I repaired again the typewriters and adding machines in a company by the name of Sears Roebuck liked my services and they asked me if I’d possibly could find a way how I could assembly a typewriter for them. Being young enough and foolish enough I figure it’s an easy task, as long as you have money you can do almost anything. Well I get 176-thousand dollar loan from Sears and I started to try to find a license to build typewriters. Well no American or West European country or company wanted to give me a license, so I wound up getting a license from Czechoslovakia.

And I actually brought 50 technicians over the counter, we started building typewriters. And we built so many that we could not sell them all in Canada and I had to start exporting them back to the States and that’s the way Commodore started.

Presenter: That’s a fantastic story and it tells me because you haven’t said this, but it tells me that you’re a man of great determination, that you don’t think that any obstacle can get in your way. Do you feel that?
Jack Tramiel: I don’t feel that. When I look back you know there must be something you know. In the camp that I told you I was in there was 10-thousand people in 1944, and we moved from Auschwitz to Hanover and when the war came to an end of these 10-thousand there was only 60 left.

Presenter: 60 individuals?
Jack Tramiel: 60 individuals from 10-thousand people. I was one of those 60. So from there on, nothing was difficult to me.

Presenter: No, having survived that.
Jack Tramiel: Right. So I believe when a person has a goal, when a person is willing to work hard, the person does not want to become rich the same day but he looks at it in the long term, he can make it. The key is to give first and receive after. We live in a society today that’s just the opposite.

JT_C64_screener

Presenter: Everybody wants to take, take, take don’t they?
Jack Tramiel: Right now.

Presenter: Instant gratification?
Jack Tramiel: But if you are willing to invest your time, your effort and you’re willing to serve society, society will reward you in time.

Presenter: Extraordinary, an amazing story. And you’ve got a very happy face. Are you a happy person do you think?
Jack Tramiel: Well a very happy person because I, I’m just looking at that in 1945 I was reborn, I don’t look back, I do remember but I don’t have any hate in me. I have built a company, I have built a family, I have three sons and four grandchildren and they all know about my background and about success and they’re all working together with me, my three sons are part of my company, and we are very happy with what we’ve accomplished.

Presenter: Well welcome to our country, I hope you have a happy stay, and I hope they don’t work you too hard, not in this humidity anyway.
Jack Tramiel: Thank you.

Interview source: commodore.caImage source: 8bitlegends

 

Filed Under: History Tagged With: C64, C64month, interview, Jack Tramiel, Retrocomputing, retrogaming

Pastfinder: A Long Lost C64 Gem

August 3, 2015 By ausretrogamer

Why has it taken me almost 30 years to discover and play Pastfinder? I mean, I love shoot’em ups, so this game should have been on my radar back in the 1980s. Anyway, it is never too late to enjoy a great game, and let me say from the outset, Pastfinder is a beauty.

What’s there not to like, you are thrown thousands of years into the future on a baron planet with high radiation, you have an awesomely powerful spacecraft (called a Leeper) that is able to walk the landscape (the articulating legs look great!) and fly high to blast enemies and also drop-off supplies to the bases that desperately need them.

Pastfinder is a classic vertical shmup with a twist (think of Zaxxon, but in a vertical attribution instead of isometric) – the clever gameplay of flying and walking the landscape to avoid obstacles, together with tight controls, makes this an absolute blast! Yep, that pun was fully intended! Play this now on your C64, you won’t regret it!

PastFinder_TITLE

pastfinder_screen1

pastfinder_screen2image source: Lemon64

 

Filed Under: Reviews Tagged With: Activision, Blast From The Past, C64, C64 Month, C64month, Pastfinder, retrogaming, shmup, shoot'em up

Blast From The Past: A Zzap! Retrospective

July 28, 2015 By ausretrogamer

reset64In issue 6 of Reset, it was abundantly clear which C64 related magazine the staffers held most dear – the one and only, Zzap!64. How apt then that we are celebrating all things Zzap for this issue of Reset!

While indulging in Zzap!64 nostalgia, we take the staffers down Memory Lane to reminisce about this once-mighty British gaming magazine and how we discovered it all those years ago. The first cab off the rank with their story is me!

Upon discovering micro computers in the mid 80s, I was thirsty to learn more about these new machines and their wares. Once I found out that there were magazines filled to the brim with news and game reviews dedicated to these computers, I knew I had to hit my local newsagency to see what was on offer. Since I had a C64, my natural inclination was to look for the latest C64-centric magazine. Being in Australia, it meant that the latest British magazines were always three months old. We didn’t care about this, we just wanted to get our grubby mits on the latest issue, no matter how old it was. Among the gaming magazines on the newsstand, one mag stood out head and shoulders above the rest – well, its cover stood out! The magazine in question was Zzap!64 (oh those beautiful Oli Frey covers!). All wide-eyed, I immediately grabbed the issue and started flicking through its pages. The newsagent wasn’t impressed with me being in there for over an hour reading the magazine cover to cover. The secret to the Zzap!64 formula was its great writers – they knew how to draw you in and hang on their every word, guys like, Julian ‘Jaz’ Rignall, Paul Glancey, Gary Penn and Gordon Houghton were wordsmiths like no other. To say I was hooked, would be a great understatement. From that day forth, Zzap!64 became my monthly bible for C64 information (well, it was till its demise).

As we keep traveling down Memory Lane, I realise I have rambled on for too long and ask the rest of the Reset staff to share their personal Zzap!64 stories. Here we go!

Zzap72apr91

Rob Caporetto: Coming late in the grand scheme of things (1989), I missed a lot of the early buzz around Zzap and it’s early peers. So, the first time I heard about it was after buying some other mag, which after showing to my ‘cool’ cousin at the time, told me was rubbish and I should have gotten Zzap instead…

Advice I’d forgotten about… until early 1992. I was at one of my local newsagencies, and I saw Issue 79 – the first of the post-Newsfield issues. Seeing that Oli Frey art (tying into the Smash TV review in the issue), and of course Megatape 23, with Boulderdash 4 (and Construction Kit) & Spy vs. Spy 2 both giving me plenty of play time.

As a kid without much pocket-money, especially in an era where finding C64 titles to purchase was becoming tougher, it rapidly became my source for reading about the newest releases & other aspects of C64 life. Plus, the Megatape

Whilst it had its ups & downs, when it made the transition into Commodore Force, it stabilised and became a solid read each month. Despite the name not having the same character, features like “Back to the Feature” covering earlier years of the C64’s history (and some of the hits & misses of the era), along with peeks into the demoscene, and the return of “Diary of a Game” to cover the development of Lemmings.

I’ve been lucky to read some of the early issues recently, and whilst I’d have loved to have been old enough to enjoy it during the C64’s heyday, I think it’s as special in its own way to be there at the C64’s twilight.

Zzap35mar88

Cameron Davis: I blame my baby brother for all of this! He was born in 1985, and I was eleven years old at the time – a once-promising smart kid who had been bitten by the gaming bug and spent his weekends alone in his room writing imaginary BASIC programs on dozens of exercise pads. I didn’t actually own a computer, but I excitedly studied those Usborne “write your own game” books for every technique I could find and entertained the notion I could make my own games one day.

My parents had heard that older siblings often felt left out when a new baby arrives, so they bought me my very own Commodore 64 to help keep me entertained. It was the C model and had a tape drive and I could plug it into the dodgy 14” TV I was given a year previously and I could not think of anything I could ever want more again. I told my parents that the only games I would be playing on it would be ones I wrote myself. They smiled politely and had no idea what I was talking about. I guess they were just glad I wasn’t riding BMX bikes to breakdancing parties while huffing paint or whatever kids did back in the ‘80s.

I spent that summer holiday laboriously typing in all those BASIC games I wrote, trying to run them, debugging them and then saving them to tape. They were all terrible. Text adventures that were more like simple Choose Your Own Adventure stories with worse writing. Overhead racing games that stored every possible outcome as a separate screen (what the hell was I thinking?!). A strategy game where you choose which country to nuke and then saw where the radiation cloud went (I worried about Chernobyl a lot). And so on. Rotten stuff but good God I was a happy camper for the first few weeks.

It seemed like half the kids in my school had gotten a C64 over the Christmas break – schoolyard conversations changed from Ghostbusters the movie to Ghostbusters the game, and copies of Commodore User, C&VG and Zzap! 64 were passed around and devoured like they were made of curry, hot dogs and pizza at the same time. This was valuable intel. Nobody seemed to know where the magazines came from, but we knew they were full of powerful secrets that we had to keep safe at all costs.

Curious, I started peeking over people’s shoulders while they read the latest issues. It wouldn’t hurt to see what games are out now, right? Just for research purposes of course, to inspire my game programming skills.

I didn’t know what most of the games were about, but I quickly learned which ones were worth playing, and which magazines were worth reading. Those wacky reviewer heads and in-jokey cartoon drawings of Thingy and Rockford in each Zzap! 64 review were so much more inviting than the text-heavy competition. C&VG felt like a bore in comparison. Heck, CU felt more like a games-themed issue of Smash Hits magazine than a gaming publication. Zzap! 64 was filled with photographs of reviewers and developers hanging out and playing games all day – how cool would that be to do, we all thought!

I started playing the real games that got the coveted Sizzlers and Gold Medals. I had to know. How were such amazing things as sprites and sound effects and scrolling possible? I kept hoping that if I pressed Run/Stop I could get a LISTing of all the program to study. I had no idea about Machine Code. There were no books in my library about this stuff and I didn’t know anyone I could learn from. I quickly hit a wall in my fledging game programming career so started picking up the joystick for a quick game of whatever I could find or borrow more and more often.

C64 magazines started appearing next to the comics at my local newsagent. The first issue of Zzap! 64 I picked up was issue 35, with Apollo 18 on the cover, and it was a revelation. All these games I could buy! All the lingo to learn. Shmup. Aardvark. Coin-op conversion. Oh man.

Every month a new issue of Zzap! 64 appeared, containing all the reviewer’s worldly wisdom that I just had to know. What games were cool now? Which ones were to be avoided? In the wild west of early computer gaming, Zzap! 64 was the lawbook, and I was a devoted reader. It’s hard to pin down my favourite era – I stuck with the mag from that point on – but it’s hard even now for me to put down an issue from the Gordon Houghton era. The energy, humour and giddy enthusiasm for gaming is still infectious, and the C64 played host to some tremendous games that I still fire up today.

My career as a game programmer was clearly doomed from that point on. On the upside my brother and I got to spend years playing all the great games that Zzap! 64 introduced me to.

Zzap8dec85

Frank Gasking: I was very late to the Zzap party (as I was to the C64), and didn’t discover the magazine until issue 78, where the cover depicting Terminator 2 had grabbed my attention. I was starting to get into magazines, as being on a small budget – the cover tapes were a real draw, and Zzap’s was no exception that month. It was here that I discovered Spy Vs Spy for the first time and fell in love with the series and then got to enjoy a magazine which was very different to Commodore Format (which I had also started getting around the same time). The magazine felt glossier compared to Commodore Format, but the content not quite as good and seemed to be aimed at the older reader. What I didn’t know at the time was that Zzap had been on a decline and wasn’t anywhere near as good as it used to be.  Still, I enjoyed the magazine and took to the idea of getting both Zzap and CF every month. Issue 78 was ironically though to be the last issue published by Newsfield, so when I couldn’t find the next promised issue – I had assumed it had died a death. A few months later, and missing an issue – I discovered the magazine had resurfaced.  So my (short) journey with Zzap began.

Things got a little crap unfortunately with the inclusions of Miss Whiplash, but I managed to see a period where things improved vastly. The magazine went full colour, and then expanded in page size and doubled its cover mount. Due to mostly buying the magazines for their cover mounts, this was my favorite period of Zzap at the time – where I discovered games like Silkworm, Cops and Ninja Warriors for the first time and for a bargain price. The journey was short, as issue 90 was to be the last ever issue of Zzap. Next issue saw a transformation into Commodore Force, which was an era I actually enjoyed very much (even though the ardent Zzap readers were not so keen). The cover mounts were even more impressive, but little did I realize was it down to the dwindling market! It wasn’t until the later years that I picked up back issues and saw the amazing 1986/87 era, where the pages were full and alive and so many games were coming out every month.  It was then I realized the truly great era of Zzap and just how much I had missed.

Zzap44dec88

Andrew Fisher (MERMAN): We got our first C64 in 1985, and we’d read a few issues of Your Commodore. Then one evening Dad brought home a different mag – issue 18 of ZZAP!, with the gory Beyond the Forbidden Forest cover by Oli Frey. It looked cool and there were so many great games reviewed in that issue, including Super Cycle. But it was almost a year later when I next bought a copy – while on holiday, issue 28 was purchased and read repeatedly. That issue had two amazing games, Head Over Heels and The Last Ninja.

In issue 28 there was a subscriber’s offer – buy 12 issues and get a FREE Quickshot VIII Joyball. This looked like a giant trackball but acted like a stick, rocking in four directions. Our subscription started with issue 31 and the 3D tips supplement.

Fast-forward to a much later issue and a reader’s survey – what did readers want? A suggestion for a technical column lead me to write to the editor Phil King, suggesting I could write it – enclosing a dummy column illustrated with pictures cut out of back issues. Steve Shields replied, telling me I would start work when the magazine rebranded as Commodore Force. I wrote as Professor Brian Strain for 16 issues, then made my reviewer debut in 2005’s Def Guide to ZZAP! (given away with Retro Gamer magazine).

My favourite era has to be 1988, culminating in the immense Christmas special (issue 44). A great year for games including Armalyte and Great Giana Sisters, plus so many great features alongside the reviews.

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Kenz / Psytronik: I was a big Sinclair ZX Spectrum fan before I got into the C64 scene and was an avid reader of CRASH magazine.  This was until a friend of mine showed me his C64 and I was totally blown away by games like Uridium and Paradroid etc.  From that moment I desperately wanted a C64 but life dealt me an unexpected card – my dad bought me an Amstrad CPC!!  Although it wasn’t the C64 I craved I duly immersed myself in the Amstrad scene and migrated from CRASH to AMTIX magazine.  I eventually saved up enough money myself and bought my beloved C64.  It was a very exciting time for me as I was now officially a C64 owner and so I went out and bought the current issue of Zzap!64 that was available – issue 13 (the one with the zombies on the cover).  I still have that very issue (carefully stored in a proper Zzap! binder) and still get a buzz looking through it as it brings back memories of when I first became a proud C64 owner.

My favourite era of the mag is definitely the early few years (the Julian Rignall / Gary Penn / Gary Liddon era), those early issues had a great sense of fun to them and I loved the wacky photos depicting the shenanigans that went on behind the scenes, it looked like everyone involved with the mag was having a great time!  I would buy every issue as soon as it came out and scour the reviews to see what C64 games were worth buying (usually anything with a sizzler or gold medal award).  I would also pay particular attention to the rating the sound received as I was (and still am) a huge SID music fan.  There are plenty of games in my collection that I bought purely because Zzap! gave the music a high rating – including some dubious games with AMAZING soundtracks (Knucklebusters, I’m looking at YOU!).

Something else that comes to mind when I think about Zzap!64 are the AMAZING airbrushed covers painted by Oliver Frey.  I was lucky enough to meet Oliver (along with Newsfield co-founder Roger Kean) at the Revival retro events and it was great to chat with them both about the good old days of Zzap!64.  One of my proudest moments in the running of Psytronik Software has been getting permission to feature amazing artwork by Oli on the Psytronik releases ‘Ultimate Cops’, ‘the Shoot ‘Em Up Destruction Set 3’ and the upcoming releases of the ‘Kung Fu Maniacs Trilogy’ and ‘X-Force’!

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Kevin Tilley: I first discovered Zzap!64 after exploring a newsagency in Ocean Grove after a school excursion. At the time, I had no idea there were magazines like Zzap!64. Instead, I was used to the more serious nature of mags such as Compute! and Australian Commodore Review. This was just about the time I was earning my own money from my first part time job while still at school, and I was beginning to buy my own original C64 games from the local K-Mart after years of pirating (not having any clue of how naughty it actually was!).

I remember in the weeks before at a computer club meeting my father had taken me to, some of the older guys were demonstrating the brand new, just released C64 Terminator 2, and I was blown away. THAT INTRO!!! Well, imagine my surprise when I saw that cover, Zzap!64 issue #78, with Terminator 2 on the front and a tape!! Yes, a freakin tape, they were giving away games!!  Jackpot! After flicking through the mag, I was stunned at the amount of games there were and I felt like I wanted them all! In the months to come, I actually bought a few from that very issue! But, it was Terminator 2 that I wanted, and loading up that tape and seeing that intro on my own C64 was a magical moment. My next original game purchase was indeed Terminator 2, which I still proudly have on my shelf to this day. Zzap would only last another issue or two before Newsfield went under, so I think in the end I only ended up with a handful of issues, maybe a few more when it reappeared under the Europress banner.

My favourite Zzap era? In retrospect, having read through the classic issues years later, the best era for the mag is clearly when Jaz Rignall was at the helm. However, those few issues of Zzap I got  will always remain prized possessions, given that they introduced me to C64 games magazines and opened up a whole new world for me. After that, it was Commodore Format all the way, although I did also get Commodore Force for their excellent cover-tapes *smiles*

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Anthony Stiller: I always loved going to the newsagency. Comics, magazines, books. I could spend hours in there.

Our family had only just bought our first C64 (ok, our second as the first was faulty) which in itself was a bit of a story. I loved it dearly and the games on it, even the bad games, were amazing.

But, while my friends also had C64s (except for that one guy with the Speccy) they weren’t really into it like how I was. I read every scrap I could about it and the games on it. I wanted to know what was being made for it. Who made them. How.

I’d seen other “personal computer” magazines, of course. Some seemed very adult and business-like and boring, others were full of listings and short reviews and that was great and all but …

Oh, what is this? Glossy. A beautiful painted cover of spaceships and explosions. Zzap! 64? That sounded … exciting. It looked like a comic book. But for the C64. That cover art. I flicked through the magazine. Immediately found the Elite spread. I already knew that I would love that game.

Onwards, blurring through the pages. Stopping at more sketches of people, like in a comic book. Wait. Those are the reviewers! It’s like I knew them already. There’s the grumpy one and there’s the cool one.

Back to the cover. The Elite review. Back to that beautiful cover again. I reached for my thin wallet.

As time passed I would continue to cherish each Zzap! 64 mag and I can still recall the anticipation of hoping to see a new Oli cover standing out on the shelves.

The Houghton era would be the one that I would come to love the most. The gang seemed just like regular people, like they could be your mates, having a bit of a laugh while you play Spindizzy together.

But for now I paid the newsagent five dollars and took my Zzap! 64 issue 1 and stepped out of the store and into the sun.

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Ah, the love of Zzap!64 shines through and through! Even after 30 years, everyone that remembers the mag speaks fondly of it – that is a true testament to a great magazine! Zzap! (and everyone involved with it) has always been deserving of all the plaudits thrown its way. The mag always knew how to engage with its target audience and by doing so, it was an expert at extracting your hard earned out of your pocket to feast your eyes on its pages. Long live Zzap! (and Reset)!

reset_issue7

image source: Reset and The Def Guide to Zzap!64

Filed Under: Retro Gaming Culture Tagged With: 78, BFTP, Blast From The Past, C64, micro computing, Reset Magazine, retro magazine, Zzap!64

Jam It: White’s Men Can Jump

July 10, 2015 By ausretrogamer

JamIt_C64_TitleAt our recent Commodore Club meet we had the pleasure of meeting Leigh White from Throwback Games and got to play a pre-release of his upcoming C64 basketball game, Jam It.

We were so blown away by the game, we couldn’t believe that one person was responsible in the creation of this amazing piece of software for the C64! Think NBA Jam TE on a vertical half court with heaps of features and stats to keep the most ardent of basketball fans interested. Add some tight gameplay mechanics with loads of intensity and 4 player support in the mix, and you have a game that is super addictive and fun. Sports games players will be salivating on their joysticks with this one! It truly doesn’t get any better than this on the C64!

We bailed up the creator of Jam It to ask him a few questions that we know all of you are busting to find out about. Let’s go and shoot some hoops with Leigh White!

AUSRETROGAMER [ARG]: Hey Leigh, let’s start by telling us a bit about yourself and how you got into making games?
Leigh White [LW]: I’m relatively new at making games. When I had a C64 as a kid I attempted some things in BASIC and did a lot of type-ins from books and magazines, however Jam It is the first game I’ve actually completed.

I started it in late 2010 just as a side hobby to take my mind off work. My day job involves maintaining IT systems and in whatever spare time I had I was practicing guitar and writing music as a distraction. For whatever reason during a lunch break, I did some research on XNA Game Studio and had the idea of attempting to make an overhead race car game. I thought I’d soon give up and return to guitar (who wants more hours of the day in front of a computer!?!?) however I stuck with it for a couple of weeks and got a very basic prototype going.

At the same time I was doing some experiments in assembly language on the C64 to see how difficult it would be to write a game. To explain better – as you don’t decide on a whim to do this! – when I was younger, I spent ridiculous amounts of time on the C64 and I still enjoy playing games today on emulators – equally as much as playing modern games. There’s also a couple of online outlets who sell C64 games made by current developers and I was getting into those.

Anyhow, with my C64 experiment I had reached the point where I had a basic prototype tennis game and started having ideas for a basketball game. So now I was at a cross-roads. I knew making a game was going to take a lot of time and would take away time from music. The choice was then to make a game for the C64 (where there is a very limited audience, and the chance of a huge financial reward is zero) or make a game for a modern platform (mobile, PC and console gaming was growing rapidly, and lots of money to be made if you get everything right) … so I chose the C64 …

A lot of it actually came down to determining the reality of what I could realistically complete. For modern games, the sky is the limit with what you can create, whereas on the C64 (or any retro platform) you have very restrictive limits with what you can do with graphics, sound and memory. Having those limits meant there would be a forced end point regardless of me having millions of other feature ideas. I also knew I’d enjoy doing the C64/basketball thing as they were a big part of my life growing up.

I had the basketball game clearly in my mind and thought maybe I could have it done in 12-18 months and if I enjoyed the experience, move on and attempt a modern game. Well here I am now 4 and a half years later, Jam It is being released on the 12th of July 2015 and I’ve got more C64 game ideas than before!

The man behind the brilliant Jam It C64 game, Leigh White
JamIt_Leigh_landscape

ARG: How did the idea of Jam It come about?
LW: The main inspiration was from a C64 game One on One – Dr J vs Larry Bird. It was one of the first games I had as a kid and considering it’s age, it is actually an excellent basketball game. It gets a lot of things right with the gameplay – how it’s all about out maneuvering your opponent to get a clear shot close to the ring, letting you post up, do fading shots, dunk and manage your energy.

The only issue I thought, it was a bit too slow – only until now, playing on an emulator in NTSC mode I realised why this is. I *think* the game was made in the US – or at least for that market – where NTSC systems/TVs have a faster refresh rate. We then got the same game with no changes to compensate for the slower PAL refresh rate, and hence, the sluggishness.

There was also another not well known game on the C64 called GBA Basketball. It was a 2-on-2 full court game with great graphics, some more tactical play elements and 2 players as team mates option but felt restrictive compared to ‘One on One’. For example, you couldn’t do fading jump shots and dunks were a fixed animation and didn’t have the action ‘wow’ factor you get in watching a pro game of basketball. Regardless, it was still fun but not in a way you’d initially expect.

So really Jam It is a mash-up of these two games from my younger game playing days with some extras added along the way. My aim from the start was to make players feel the excitement you get from a real game. To achieve this, the direction I ended up taking was to make it more an intense arcade sports action game. There is a lot of strategy involved but it’s all about making quick decisions in the moment, much like the real game.

As an overall package, it really is an attempt to fit as much into 64KB that is what you get in pro-basketball – the dunks, extreme shots, exciting plays, nail-biting finishes, action replays, stats and cheerleaders!

Thrilling 3 pointers!
JamIt_3pointers

ARG: How long did the entire project take – from the ideas phase to completion?
LW: The best conservative estimate I have is around 750-800 hours … I’d actually say it’s more. My routine is generally to get up very early in the morning and work on it for anywhere between 30 minutes to a couple of hours before work. After most sessions I’ll make a backup, but sometimes I’ll be working for hours on just one bug. I’m up to backup version 439. Some of those might only have been about 30 minutes work, whereas others might have 5+ hours.

Mind you, this is all spread over 4 and a half years which I actually feel that has benefited the development. This is in the sense that I’ll have an idea but I won’t be able to try it at least for a day or two. By the time I get around to coding, the idea might have morphed into something better or been scrapped entirely. Similarly, for ideas that I have put in the game – I play them for a bit, get a break and return to play them in another session and have time to decide if they really add to it or not. There’s plenty of features that have been ripped out entirely to make way for new ones.

Let’s see that alley-oop on instant replay!
JamIt_AlleyOop

ARG: What was the hardest part of making Jam It?
LW: Apart from spending hours trying to detect bugs caused by the game randomly overwriting its own code, I’d have to say dealing with the memory and CPU constraints. The limitations are a positive and negative in the sense that you really have to identify and prioritise early on what the important things you want to happen are, and build those in. It becomes very problematic if you later think of another great feature but to put it in means sacrificing an existing feature because you’ve run out of memory or CPU cycles.

What I mean by ‘CPU cycles’ is that the C64 on a PAL (Australian) TV refreshes 50 times per second. Within that 1/50 of a second you have 19565 CPU cycles to work with in executing game code, so you need to be efficient with what you write, especially when some instructions can take 6 cycles just to store a value in a memory location!

The other difficult thing was not knowing if I would ever complete it. I hit a few big bugs which made me question if I’d be able to get through them, and even in the early stages, just programming the code to get the ball to make its way to the ring from any position on court was problematic. There’s actually a clever algorithm for achieving this called ‘Bresenham’s line algorithm‘ and was devised way back in 1962! It’s great having the algorithm but I then had to translate it into assembly language suitable for my purposes. In a modern language you could knock it out in under 20 lines of code, but in my case it was 80+ lines of instructions.

It really wasn’t until I was about 3/4 of the way through making the game that I was confident I could complete it. I had left sound and music fairly late in the process and it was yet another challenge, but it would be pointless releasing the game without that. There’s a great tool on PC called GoatTracker for writing C64 music. The thing is, you really need to understand how the C64 sound chip works while getting a good work out in the hexidecimal numbering system.

Comprehensive stats for the statistician in you!
JamIt_Stats

ARG: There are lots of great features in Jam It (we love the slo-mo shot and instant replay among many others) – what is your best feature in the game?
LW: I really like the slo-mo (highlight) shots too. That came out of an accident while searching for a graphical bug. I had to make the play slow down dramatically as soon as the player jumped with the ball to spot the issue. As soon as it happened, I thought this was a great way to get more extreme looking dunks into the game. The way it works now is you get 3 ‘highlight shots’ per game, and can activate one whenever you have the ball. The next shot you take will be in slow motion, giving you the opportunity to do Jordan-esque dunks or take a crazy long distance shot. If you time it correctly, you’ll get a guaranteed score, so they’re handy when you’re a long way behind or as a buzzer beater.

The action replays I’m also really happy with – the idea was borrowed (stolen!) from ‘One on One’ and makes a huge difference in multi-player games where you can show off the amazing shot you just did. It actually takes up a fair bit of memory but it’s worth the sacrifice. Every second screen refresh, the game writes all of the sprite objects’ position, animation frame and colours to memory which can then be triggered for playback after a goal is scored.

The commentary can be entertaining too. After a goal is scored there’ll be a random phrase generated. Some of these are pre-written but many of them are a random arrangement of basketball jargon and obscure adjectives.

Aside from the usual basketball things like being able to shoot, you can do alley oop pass/dunks, defensive switches, steal from your team mate and block their shot. It’s even possible to give yourself an alley oop dunk – you won’t see that in NBA 2K games! This one wasn’t deliberately put in the game – it was an accidental discovery during testing – and not sure that it’s legal in the game but that doesn’t matter.

Enjoy the half-time show!
JamIt_hires_cheerleaders

ARG: We enjoyed playing the pre-release at our recent Commodore Club meet, how has the feedback been so far?
LW: The feedback has been way better than I ever imagined. I first took it to AVCon 2014 in Adelaide, which is a huge gaming/cosplay expo. I didn’t even think I’d get accepted – since it is a game for an old system – but I did, and went with no expectations. To my surprise, kids, parents and gamers alike were very positive about it – they could pickup the controls easily even if they didn’t understand basketball and appreciated that for all the detailed touches to replicate the basketball experience (within the 8 bit world constraints), it doesn’t take itself too seriously with its gameplay firmly leaning to an arcade game feel. I even find myself struggling with new basketball games getting used to all the button combinations. On the C64 you’re limited to one button and surprisingly that’s enough to be able to do all the actions that you need.

The thing that has really helped is that it supports anywhere from 1 to 4 human players, making it a great social and competitive game. The solo player mode has enough challenge with bonus unlockables to give you incentive to play through too. Once you start adding extra human players, that’s when it really stands out – there’s nothing more competitive than seeing 4 players locked in a tied game with 10 seconds left on the clock!

I also had the opportunity to run a demo of it for a few hours at PAX Aus 2014 and the Freeplay Fete 2015 and the response was equally as positive. Many people who had C64s in the ’80s were shocked but happy to hear that there were new games being developed today. I’m hoping that this adds to the support for other developer’s games in the C64 community – it’s a hobby purely done for the enjoyment and nostalgia rather than any possible financial reward.

Jam It – it will be a slam dunk!
JamIt_comingJuly12

ARG: When will Jam It be officially released and where can we get our grubby mits on this awesome game?
LW: It will be available to purchase as a digital download on July 12 2015 at itch.io ($2.99USD) – with the digital download you can play it using an emulator (needs to be installed on your PC/Mac/console/handheld) or on your C64 if you have a suitable hardware add-on.

The download package will include a pre-configured copy of the VICE C64 emulator for Windows so you can get started straight away. Anyone who is still unsure about emulation can just drop me a message via the contact form on our site at Throwback Games and I’ll try my best to assist.

The great thing about VICE is that it can emulate the C64 Protovision 4 interface adapter so you can run 4 controllers. Instructions for how to do this are included with the game.

Keep an eye out on the following sites for a direct link to purchase the game when it becomes available: Throwback Games, Facebook and on Twitter.

There is also a Commodore 64 cartridge, disk and tape release in the works. These are almost ready and release dates will be announced very soon after the digital download. Keep an eye on the above sites and also: Psytronik (disk/tape) and RGCD (cartridge).

Whet your b-balling appetite!

ARG: Any future projects you could reveal to us here?
LW: If Jam It miraculously sold amazingly well (i.e. in the hundreds of copies), then I might consider making a conversion for modern systems just to make it more accessible to a wider audience. I also like the idea of writing a comprehensive ‘making of’ package including key versions of the game with features that never made the final cut.

I have a couple of C64 prototype games sitting there, one being a tennis game, which again, supports 1-4 players, so it would make a good follow up to Jam It (ARG: Oh man, yes please!). The other is a split screen motorbike racing game, similar to Excite Bike for the NES, but with the added bonus of 2 human players to race against each other (ARG: I think I am going to faint!). You can do flips to build up bonus turbo boosts and it has the working title of ‘Motorman’.

There’s a lot of ideas but the issue is having time more than anything else. I don’t think I could justify quitting my day job to make C64 games at the moment!

Leigh’s next BIG gaming projects for the C64?  – Tennis and Motorman!
JamIt_Tennis

JamIt_Motorman

As we shoot our last hoop with Leigh, we say our goodbyes and wish him all the best with the Jam It release. We reckon the game will be a slam-dunk success on the C64!

If you have a C64 or if you prefer to play via emulation, do yourself a favour and grab Jam It – it is jam packed with awesomeness! Seriously, for a game this damn good, you would expect to pay ten times the asking price of $2.99USD! Buy it now so Leigh can quit his day job and make more brilliant games!

JamIt_Leigh_HDRimage source: Throwback Games

Filed Under: Retro Gaming Culture Tagged With: C64, Jam It, Leigh White, New C64 games, retro computing, Retro Gamer, Retro Gaming, Throwback Games, video game

Exotically Cool Commodore 64 cases

July 2, 2015 By ausretrogamer

The ingenuity of the Germans is second to none! Deviant artist, Thomas Boisse is no exception to this rule! Thomas (aka: Ernie76) has created a number of beautiful and very cool Commodore 64 case paintings, which you can check out below for your viewing pleasure.

With all of these awesome cases, it is difficult to pick a favourite. If we were pressed to choose one, it would be the Ghosbusters case – oh those keys! Which case would you pick as your favourite?

The Great Giana Sisters
C64case_Giana

The Last Ninja
C64case_Ninja

Airwolf
C64case_Airwolf

Bubble Bobble
C64_Bubble

Back to the 80s
C64case_80s

P.P. Hammer
C64case_PPHammrt

Ghostbusters
C64case_Ghost

Maniac Mansion
C64case_Maniac

Donkey Kong
C64case_DK

Source: Ernie76 on Deviantart




Filed Under: Retro Gaming Culture Tagged With: 8-bit, Art, C64, C64 case mods, C64 case paintings, Commodore 64, DeviantArt, diy, Ernie76, homebrew, retro computing, Retrocomputing

Jammin’ at the Commodore Club

June 24, 2015 By ausretrogamer

CC_Jammin_HDRIt had been a while since we last attended the Amiga Users Group’s Commodore Club day. Going to one of these club meets is like a family reunion you look forward to – you know you will see people you know and like, and you are assured to have lots of fun. Well, it is safe to say, we had lots of fun playing games (terribly) and catching up with our great Commodore friends.

The highlight of the day was playing Throwback Games’ Jam It in four player mode on the C64. This pre-release basketball game even had our teams (Tweeters vs Slackers) and player names (I was MagicBoz) hard coded in by Leigh White, the brains behind the one-man-developer-shop at Throwback Games. We will interview Leigh in an upcoming feature to get to know him a little bit better and find out about his creation, Jam It, and its official release details. For now, I want to keep on jammin and slam-dunkin!

Welcome to Casa Commodore
CC_1

A box of C64 goodies. Let’s play lucky dip! 
CC_2

The C64 control deck! This is the nerve centre
CC_3

Meticulous organisation of the C64 5.25″ floppies
CC_4

The remastered Ghosts’N Goblins – it’s an absolute beauty!
CC_5

The battle of Xpiose: Dr Curlytek vs Zen Mare Retro
CC_6

Gonna have some Ivan ‘Ironman’ Stewart’s Super Off Road action!
CC_7

The C64 deck in 4-Player Joystick Mode!
CC_8

This stik is slik!
CC_9

Run for your life!
CC_10

Ice Skating (Hat Trick) battle: Reset Magazine Ed (Kev) vs The Doctor!
CC_11

The lads [L to R]: Rob, Stacey and Kevin getting ready to fly some taxis!
CC_12

Ashton Kutcher’s* dad’s creation – Space Taxi! *may not be true
CC_13

The beautiful Commodore 128D comes to life! 
CC_14

The A1200 – Now you are playing with power!
CC_15

Na na na na na na na na… BATMAN!
CC_17

Anyone for some Pooyan?
CC_16

C16 power!
CC_18

The 1200 can make anyone feel like a Hero!
CC_20

Oh that lush screen!
CC_25

Amiga 2000 represent baby!
CC_28

Getting ready to Jam!
CC_19

Jam It 4P battle: Tweeters vs Slackers! Who will win?
CC_21

Oo’er, I love me some Jam It stats!
CC_22

And the winner is……..
CC_winners

Leigh White playing his creation!
CC_24

The aftermath!
CC_26

Filed Under: Retro Gaming Culture Tagged With: Amiga, Amiga Users Group, C64, Commodore Club, gamers, Jam It, Retro Gamer, Retrocomputing, retrogaming, Video Games

Ghosts’N Goblins Arcade Remastered

June 22, 2015 By ausretrogamer

GnG_titleIf you’ve just plugged yourself back into the matrix, the big news of the day you may have missed is that one of the toughest platform games, Ghosts’n Goblins, has been remastered by the Nostalgia team for the Commodore 64. The game was released this past weekend and is available for download from the C64 Scene Database (CSDb) site.

GnG_screen2

We had a play of the game and we reckon it is a solid conversion. The game is still tough, but it is definitely more playable than the original due to tight controls and excellent collision detection –  Sir Arthur can finally get further into the game this time around. This remastered version is everything the original C64 conversion should have been! Grab it now!

GnG_Doc

For those of you that want to know why this remastered version is so good, here are a few points to whet your appetite:

* Two completely new levels added
* Existing 4 levels are twice the size
* All levels with completely new graphics
* Each level has a new unique tune
* Each boss fight has a new tune
* New Sound Effects added or changed
* New bug free sprite multiplexer
* Intro sequence added
* Game Map added
* Game Completed Animation added
* Game Over sequence added
* Two new bosses added for levels 5 & 6
* New Jumping Skeleten Enemy added
* Moving Clouds completely recoded
* Arthur can now turn around while jumping so he can shoot backwards
* Arthur can jump over obstcacles when he is touching them
* Weapon system improved
* Enemies have improved AI and a lot of them are completely recoded
* Hitting an enemy animation added
* Time Limit is much better and fairer
* Title Screen with Title Tune added
* Pause added with Quit option
* Easyflash version with High Score saver to flash and backup to disk
* Universal File version that works on any device
* PAL and NTSC supported

 

Filed Under: Announcements Tagged With: C64, ghosts'n goblins, Ghosts'n Goblins Arcade, Ghosts'n Goblins remastered on C64, GnG C64

2015 C64 SEUCK Competition Winner

June 5, 2015 By ausretrogamer

SEUCK_TitleA few weeks ago there was a call to action for the game playing public to cast their votes for the C64 2015 Shoot’Em Up Construction Kit (SEUCK) Competition. Among the many talented candidates was our good friend, Anthony Stiller. Anthony’s entry, Abyssonaut, a horizontal scrolling shmup, was well received and deserved its entry in the competition.

Well, the votes have been counted and we can now proudly reveal the winner – drum roll please……. And the winner is, Abyssonaut (171 points) by Anthony Stiller!

SEUCK_2015_Results_tableTake a bow Anthony, this is a well deserved win and a great reward for all your hard yakka! As the Champagne starts flowing, we corner Anthony to ask him about the win:

AUSRETROGAMER [ARG]: Congratulations Anthony, and well done! Has the win sunk in?
Anthony Stiller [AS]: Thanks, Alex! Last night’s shock (Kev, the editor of Reset C64, gave me the heads up) has finally settled down a little. I was buzzing at 1am this morning after reading the results!

ARG: You beat some seasoned game creators, how does it feel to be crowned the winner for 2015?
AS: There were some really great entries this year and, while I was very happy with Abyssonaut and knew it was in with a good chance, I really wasn’t expecting first place. Alf Yngve, who’s been the reigning champion, is a lovely, talented guy and Gigablast was an excellent entry. Really, though, everyone who makes the time and effort to enter a solid game deserves to be commended.

ARG: What was your inspiration to make Abyssonaut?
AS: Great question! I was at a party and my eyes fell on the label of a bottle of Kraken spiced rum (true story!). Also, once I had decided to use Sideways SEUCK I was thinking of what the player sprite should look like. I wanted to see the player’s figure but I needed to work within the two frames of animation you get for the player sprite. So the player had to be riding a vehicle of some sort. I was almost immediately hit with the image of someone in SCUBA gear riding a seascooter into a seabase. I may have watched a few too many James Bond movies growing up. And the rest is history.

ARG: How long did it take to create Abyssonaut?
AS: About three months elapsed time and over 100 hours actual effort. That includes concept, design (I like the idea of using sketches for design work), testing, and a little marketing, but doesn’t factor in the time my playtesters put in.

ARG: What were some of the challenges creating the game?
AS: Like my previous SEUCK game, Sopwiths & Pterrordons (S&P), I really wanted to make a “proper” game – with gameplay flow, foreshadowing, and a subtle story built into the game itself. All that takes time and effort and lots of testing. I also wanted Abyssonaut to be on a grander scale than S&P. It has a far greater number of different enemies and the actual length of the game is more than twice that of S&P.

Finally, I wanted to ramp up the difficulty. S&P is quite easy. Level 1 of Abyssonaut is gentle but the curve ramps up dramatically in Level 2. There’s a proper end of level boss in Level 2 and at this stage I don’t think anyone’s reached it without cheating.

Oh, I also should add that getting all the animation right was a huge challenge. I need to stop using bio-organic creatures in my games!

ARG: Have you got any new SEUCK projects in the pipeline?
AS: Well, there’s a rumour that there’s going to be a Sideways SEUCK compo later this year and I’ve got this really interesting idea … ARG: Your secret is safe with us. It’s in the vault.

ARG: Just like any award ceremony, is there anyone you would like to thank?
AS: Oh, that’s a long list! First, thanks to Richard Bayliss. Not only does he run the competition, but he is also amazingly helpful and supportive. Stacey Borg, who is the best playtester ever! Cam, Rob, Raj and Kale, my brains trust. There are a whole lot more people out there in the retro scene whom I only know online and are always lifting me up! You know who you are! And, lastly, thanks to everyone who’s played Abyssonaut!

As we toast his achievement and clink Champagne glasses, we leave Anthony to enjoy his deserved win. For those of you that haven’t yet played Abyssonaut, what are you waiting for!

 

Filed Under: Announcements Tagged With: Abyssonaut, Anthony Stiller, C64, interview, Retro Gamer, retrogaming, SEUCK, shmup, shoot'em up

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