The Years
1962-1981
1982
1983
1984
1985
1986
The Games
Adventure
Arcade
Arc. adventure
Beat 'em up
Platform
Shoot 'em up
Simulation
Space
Sport
Strategy
Other
Home
Pioneers
Interviews
Goodies
Credits
About
Sign guestbook
View guestbook
E-mail



1
CHAOS (Games Workshop - 1984)
The Games Workshop was founded by Ian Livingstone and Steve Jackson, and with the intention of producing fantasy roleplaying games similar to Dungeons & Dragons. Although these were popular with enthusiasts, they really found fame as the authors of the legendary Fighting Fantasy books. When the Spectrum appeared, they saw another creative outlet and converted wargames such as Apocalypse to the new home computer. Their involvement with computers only lasted a few years, but a couple of memorable titles were produced in this time. Having already written Rebelstar Raiders, programmer Julian Gollop created Chaos. The game is based on the spell-casting elements of Dungeons & Dragons, invloving battles between competing wizards. Between 2 and 8 wizards can compete, taking turns in casting spells and moving summoned creatures. The last wizard standing is the winner. It sounds simplistic, but Chaos is utterly absorbing and undoubtedly one of the Spectrum's all-time greats. Jackson and Livingstone eventually decided that there was too little money to be madein computers and returned to their board games and books. When they sold off Games Workshop, both made a return to the world of computers: Steve Jackson currently works for Peter Molyneux's British development house Lionhead (makers of Dungeon Keeper and Black and White), while Ian Livingstone is now head of Eidos, who brought us the Tomb Raider series.


2
REBELSTAR (Firebird - 1986)
Having written Rebelstar Raiders for the Games Workshop three years earlier, Julian Gollop decided to polish the game up with better graphic, improved sound and a large scrolling playing area. The result was Rebelstar, a sublime squad-based wargame. In one player mode, you take control of the Rebels as they attempt to break into a lunar base and destroy its reactor. Standing in your way are the evil mechanoid Operatives. The strategy begins from the word go. Which doors do you enter by? Do you delay part of the force while the others act as a diversion? Do you sacrifice individual members rather than risk the group? The game can often become a battle of survival, desperately holding your position while you wait for the reinforcements to arrive. Other times your squad is shot to pieces in minutes, with only a couple of survivors striving to reach the reactor before the pursuing droids catch them. I recommend playing the two player game and then e-mailing the saved snapshot file to a friend after each move. You'll be pleased to hear that there were sequels too: Rebelstar 2 and the superlative Laser Squad.


3
FOOTBALL MANAGER (Addictive - 1982)
Having already found success on the ZX81, Kevin Toms converted his football management game to the Spectrum, and as you'd imagine in the year of the World Cup in Spain, it was a best seller. You only have to play the likes of Championship Manager to see that beyond fancier graphics and tactics, the overall format of the football management game has changed very little since 1982. You still buy and sell players, juggle your squad, cope with injuries and financial problems, all the while trying to please the board and hang onto your job. Come match day, you will be taken to the 'highlights' - a simple line drawing of the penalty box, populated by stick men - and watch the goals rattle in with bated breath, praying that your side scores more. Despite the highlights' graphical simplicity, you still find yourself on the edge of your seat, praying for a win. It can prove to be frustrating, demanding and a long slog to success, but true to the company's name, it was addictive. There was the inevitable sequel, but it was outclassed by other management games of the time. As a footnote, I should point out that still the finest football management game I have ever played is Anco's Player Manager. If you can get your hands on an Atari ST emulator, check it out.


4
ARNHEM (CCS - 1985)
Until Arnhem was released, many wargames were often criticised for their limited playing area, awkward control system, pitiful sound and feeble graphics. None of these complaints could be levelled at Arnhem. It was based on World War II's Operation Market Garden, the Allied attacks on key river crossings in Holland, designed to pave the way for the advance of British and American troops into the Rhineland. RT Smith's version uses a straight forward control system, enabling even wargaming amateurs to get stuck in. As well as normal movement and attacks, your units can also travel long distances by road with the mimum of hassle, although this does compress their map size, making them far more vulnerable if attacked. The graphics are clear and easily identifiable, which is all that can be asked of, while the sound is terrific for a wargame, with the rattle of machinegun fire and the whistle of artillery shells adding atmosphere to what is often quite a lifeless genre. In RT Smith's own view, the sort of artificial intelligence that he used compares favourably with today's wargames and playing Arnhem it's hard to argue. Smith continued to hone his skills with worthy follow ups Desert Rats and Vulcan.


5
SHADOWFIRE (Beyond - 1985)
After Imagine went bust in the summer of 1984, a group of ex-employees started their own programming team, called Denton Designs. Over the next few years they wrote some superior titles for other software houses, such as Frankie Goes to Hollywood and Gift from the Gods for Ocean. Shadowfire was a departure from their normal arcade adventure fare and made use of a new control format, based on the cursor and icon system found on the new Apple Machintosh computer (a system, incidentally, which Microsoft decided to champion a mere decade later). Shadowfire puts you in control of a squad of alien misfits called the Enigma Force tasked with breaking into a blah blah blah. Apart from the slick icon interface and attractive graphics, the game sported some of the most amazing opening music that I've ever heard on the Spectrum. The follow-up Enigma Force was far more of a graphical adventure, as some of you might regard Shadowfire. However, it was voted as a strategy game, so a strategy game it is.





Strategy games

With its number cruching capabilities, the computer is perfect for transferring board games to the small screen. Not only can it perform millions of dice rolls in the blink of an eye, but can it can even act as an opponent. With the advent of the home computer, the days of needing the company of a friend to play chess were over.

Computer strategy games were some of the first titles to appear on the Spectrum in any great number. They were relatively easy to produce and could even be programmed in BASIC (as most were) without greatly affecting the playability. Companies like CCS churned out countless 'management' games in the early days, putting you in charge of anything from a humble farm to the British government. Undoubtedly the most successful of this type of game was Football Manager from Addictive. Such was its popularity, in fact, that it spawned a sub-genre of football management games that still exists today.

The other side of the strategy coin was wargaming. The first company to make an impression was MC Lothlorien, with titles like Roman Empire and Johnny Reb. Around the same time, Red Shift produced Apocalypse, a sprawling tactical warfare game, and Rebelstar Raiders, a squad-based combat title by a young programmer called Julian Gollop. Four years later Gollop improved upon his original game with the brilliant Rebelstar (1986). This, in turn, led to a sequel and then the superb Laser Squad in 1987. Julian Gollop and brother Nick went on to create the acclaimed X-Com series on the PC under the name of Mythos Games.

Although historical wars were the inspiration of many titles (see RT Smith's WWII games - Arnhem, Vulcan, Desert Rats - for a lesson on how to make a wargame), some used futuristic settings and others, like CRL's Theatre Europe were based on hypothetical Cold War battlefields. A novel feature of the latter game was that in order to obtain the code to launch the nukes, you had to phone a number which played a desperate plea to reconsider before revealing the password to you. This was very much reflective of the constant threat of nuclear war at the time.

Back in the world of management games, Addictive offered the chance to control your own games company in Software Star, Incentive let you run the country with 1984, while Virgin's The Biz allowed you to guide your very own pop group to stardom. By the mid-Eighties, text-based management titles were becoming scarcer, limited mainly to those with a football theme. Not that these were poor games. D&H's Football Director, for example, was far superior to Addictive's original footie classic.

In strategy games, graphics are merely symbolic. They represent a battalion, a chess piece or a football player. They aren't supposed to be believable - no more than a square on a Monopoly board is supposed to look like a London Street. Therefore, the aesthetics of these games are less important than their content. Indeed, many such games have no graphics at all. For this reason, they have aged surprisingly well. If you know what you are letting yourself in for (simple turn-based affairs), you won't find yourself balking at too many anachronisms. Since the days of the Spectrum, wargames have developed into spectacular real-time strategies, while the management game has evolved into the likes of Championship Manager and Sim City. None of these grand monuments to the progress of software would have been possible without the kind of games that are listed here.


Spectrum Originals

Alien (Mindgames - 1985)
Based on Ridley Scott's 1979 film, Alien is a genuinely tense and thrilling experience set on board the spacecraft Nostromo. It begins with the crew scattered about the decks and the Alien somewhere on board. Your aim is to activate the ship's self-destruct mechanism and then guide the crew to the escape shuttle, leaving the Alien to perish aboard the mothership. Alternatively - and more dangerously - you can attempt to lure the Alien into the airlock and blow him out into space. This may all sound fairly straight forward, but there are problems-a-plenty to overcome before you are home and dry. Keeping the crew alive is the first challenge. The Alien will appear in a room suddenly and attack crew members. There are weapons which will repel his attack briefly, but unless you can get an unprotected member out of a room in time, they are doomed. As well as weapons, there is a movement detector which will indicate if the creature is in a neighbouring room. As casualties mount, the surviving members will begin to panic, dropping objects and refusing to co-operate. To make matters worse, the troublesome Alien will start fires in the engine room which need to be extinguished quickly to prevent the ship from exploding prematurely. Even if you manage to get everyone aboard the shuttle, it will not launch unless you have captured Jones the cat and he is onboard with you. Strange as it sounds for a computer game, it is full chock of shocks and thrills, perfectly reflecting the dark menace of the film.

The Evil Crown (Mindgames - 1985)
Its Medieval England and your mission to to become holder of the Evil Crown, distinguishing you as the most ruthless, powerful baronial maniac in the whole kingdom. Manage your land, your army and your people, keep your enemies at bay, partake in some trading to keep your coffers full and drop in on the occasional joisting competition. Rollicking good fun and easy to play thanks to an excellent icon-driven system.

The Rats (Hodder & Stoughton - 1985)
A real curiosity this one, because it's half strategy game, half adventure, but I think it manages to pull it off pretty well. Based on the titular James Herbert book, you find youself battling an invasion of London by a plague of giant killer rats. The strategy side of the game sees you in charge of the tactical battle against the rats. You must position your thin blue line of policemen, firemen and pest controllers in the hotspots, keeping an eye on breaking news and scientific developments that will help you to fight to furry tide of death. At key moments, you are taken to a brief adventure sequence that places you in the position of someone about to come under attack from the rats. How you cope with these situations affects the spread of the rats across London. The presentation is clear, with good use of graphics and a neat multiple-choice system for the adventure sequences. Most importantly, the game creates a genuine atmosphere of tension, which makes up for any short-comings it might possess. The only fault I remember from playing it was that it had a tendency to crash from time to time

Spectrum Safari (AJ Rushton/CDS - 1983)
You and your band of daring explorers are stranded on an island and must make your escape. Unfortunately, things are not as simple as just building a raft and floating away. If you want to get away alive, you need to track down the island's only boat. As you travel across the dangerous landscape, your supplies diminish and must be replenished at villages by bartering with the natives. Between the villages lurk an assortment of wild animals who are blessed with immense cunning. They will set you a series of logical, mathematical and arcade challenges before you can continue on your way. Failure to complete these results in the loss of one of your team. Although probably aimed at kids, because of its slightly educational tone, this remains a cheery and surprisingly enjoyable game that will provide a test to players of all ages.

They Stole A Million (Ariolasoft - 1986)
I've heard this game described as being like Rainbow Six for the Spectrum, with thieves instead of special forces, and this is actually quite an apt comparison. You begin by recruiting a team of criminals with which a undertake a series of daring robberies. Each criminal possesses different skills, so it is important to ensure that your team is properly balanced. Once your squad of ne'erdowells has been assembled, you move onto the next section of the game, which deals with the raid itself. You oversee the operation, issuing orders to the team members and staying in touch with developments via walkie-talkie, as they break-in and snatch the swag. This is excellent game - involving, intelligent and highly original. Stick with it and maybe you'll achieve the coveted status of Public Enemy Number One.



War and Conquest

Apocalypse (Red Shift - 1982)
Based on an old Games Workshop board game, Apocalypse is an epic wargame set in a variety of different scenarios. The graphics are blocky, but colourful and effective, and the game's dice-based origins are quite evident in its Risk-like gameplay. The defend/attack options are limited, but the game's possibilities are vast and its simplicity makes the two-player version especially playable.

The Bulge (MC Lothlorien - 1985)
A mammoth, historically-based title that sees Lothlorien at its finest. The playing area is immense, representing the Ardennes region, where in 1944 the Germans launched a last-ditch effort to cut of Allied supply lines and win the war. Taking the role of either side, you must battle across the wretched winter landscape and decide the fate of Europe. The graphics are large and clear (for Lothlorien) and there are enough options to keep even the most hardened wargamer entertained for hours.

Johnny Reb (MC Lothlorien - 1983)
One of the first great wargame for the Spectrum, Johnny Reb is a traditional turn-based strategy, set during the American Civil War. The graphics are small and simple and the game was soon superceded by superior titles, but that doesn't prevent it from being a detailed and involving game. A classic example of early computer wargaming that spawned a sequel three years later.

Nebula (Red Shift - 1983)
Forget epics like Civilisation; when it comes to conquest games set in space, look no further than this impressive early title from Rebelstar author Julian Gollop. Starting with a choice of galaxies, you assume the role of an emperor whose purpose it is to expand and take control of neighbouring star systems. Building empires has always been a tricky business though, and you can expect no end of aggro from rival empires, revolutionaries, plagues and disasters. An epic, highly playable romp.

Overlords (MC Lothlorien - 1985)
A two-player wargame played in real-time. No frills, but tense, manic action as both players simulatenously manoeuver their units about the battlefield. A highly original concept that actually works, although things can get a bit snug if you are playing it side-by-side at the same Speccy keyboard.

Paras (MC Lothlorien - 1983)
An interesting squad-based wargame that puts you in charge of 15 paratroopers with a mission to destroy an enemy bridge. Your plucky troops can be equipped with 5 different weapons and an infinite number of hand grenades. The graphics are slightly confusing at first glance, but once the game's complexities have been come to terms with, it proves to be a highly entertaining challenge.

Roman Empire (MC Lothlorien - 1982)
As the Emperor of Rome, it's your job to conquer ten rival countries. At your disposal is an army of 90,000 men which breaks down neatly into 18 legions commanded by 9 generals. Shaping your army and appointing your generals is the easy part, before you embark on bitter campaign to enslave Europe. Not overly complicated, but fun.

Theatre Europe (CSS - 1986)
Full scale war in Europe! This is certainly a relic of the Cold War, pitting Nato and the Warsaw Pact in a bitter conflict for continental Europe. As well as the usual movement of units and control of air strikes, there is resupply and resource management to deal with, plus the option of resorting to nuclear weapons. These devices can be used for tactical (limited to the battlefield) and strategic (towns and cities) purposes, but the lesson learnt is that once the red button is pressed, the only thing that you can be sure of is complete mutual nuclear destruction.

Their Finest Hour (Century - 1986)
A brilliant example of Spectrum wargaming at its best. The year is 1941 and the Battle of Britain is raging in the skies over south-east England. The survival of Britain and the outcome of the war rests with the plucky Allied pilots in their Spitfires and Hurricanes. Choosing either a day-long mission or a full campaign, you must battle against the ruthless Hun and their squadrons of Messerschmitts and Junkers. Paying close attention to your intelligence reports, you must scramble your aircraft in the right numbers and using the correct agression to repel the enemy attacks. Failure to use sufficient force will result in blasted airfields which need repairing rapidly in order to maintain your effectiveness. Damage to radar stations also causes major problems, creating blindspots that dangerously impair your visibility of enemy attacks. The effectiveness of your squadrons is influenced by their experience and level of fatigue, so its well-worth keeping your best pilots fresh by sending them up to Scotland for the odd relaxing breaks. The game's artificial intelligence is remarkable and it is nigh-on impossible to predict how the enemy will react next. The presentation is very good, using a user-friendly icon-driven system, and the game also features a 'pulse-rate', enabling you to play it at whatever speed suits you. One of the greats.

Vulcan (CCS - 1986)
Improving on the format that worked so effectively in Arnhem and Desert Rats, RT Smith produced, in Vulcan arguably the finest example of a wargame released for the Spectrum. Set in the Tunisian Campaign of World War II, the game offers you a vast playing area to work with, crisply presented by neat, highly effective graphics. Unlike many wargames, the sound is excellent and conjures up images of artillery strikes and blazing machineguns. The offensive and defensive options are extensive, while the detail and accuracy are unrivalled in Spectrum computing. A masterpiece.



Football Management Games

Football Director (D&H - 1986)
In the same way that 1982 - a World Cup year - produced a classic football management game in Football Manager, so did 1986. From the previously unknown company, D&H Games, came Football Director. Unusually for the time the game was initially only available by mail order. In spite of its low profile, this game was good. In a specialist market, the rumour was that this game was actually the best of its kind yet. This was especially refreshing news when most football games in recent years had offered little improvement on Kevin Tom's original. You start Football Director in lowly division 4 (yes division 4 - this was before the Sky Sports Premiership came into being) and must fight for silverware in the league, FA Cup and Europe, or more likely, fight for pure survival. As well as the usual transfer market dabblings and financial shenanigans, there is a range of obstacles to trip you up: injuries and suspensions, crowd violence, postponements, other managers poaching your players and of course, the threat of the dole queue for your good self. You'll find no fancy match graphics or sound effects here, just a top quality footie managment game.

Footballer of the Year (Gremlin - 1986)
The is an intriguing, if absurdly unrealistic management/arcade game. You take the role of a star striker attempting to lift your team to the top of the league and perhaps win the prestigious title of Footballer of the Year. There are some strategy elements, including the playing of 'goal cards' which help you to score in matches. What these bizarre tokens are supposed to represent or how they relate to the real game of Association Football are never explained. Come match day you are presented with a simple arcade-style shoot out in which the goal cards will influence how many balls you bury im the back of the onion bag. Despite being ludicrous at times (with your lowly 4th division side thrashing teams at the top of the 1st) it is actually quite enjoyable and makes a pleasant change from many formulaic management efforts.

The Boss (Peaksoft - 1984)
Despite being a dusty old title that was originally advertised in a small black & white ad in the computer press, this is actually a highly competent footie management game that captures the excitment of the genre every bit as well as the original Football Manager. All your favourite features are here and a few more beside that make this an enjoyable addition to any footie buff's collection. This game was re-released as Soccer Boss under the Alternative label in 1987.

Tracksuit Manager (Goliath - 1988)
Yes, yes, I know this website is only supposed to deal with games prior to 1987, but I'm making an exception. This is a cracking management game and I think it needs a mention. The level of detail and care taken in producing this game are evident the first time you play it. There are heaps of intricate player stats for all you facts and figures lovers out there, plus tactics to ponder and all the normal management features that you'd expect. The presentation is neat and several rungs above most games of this ilk. Come match day you are presented with a teletyper which delivers a match report, while a graphic of the pitch shows where the action is being played out. An attractive and highly playable footie game.



Management Games

1984 (Incentive - 1984)
In many ways this is the ulimate strategy management game, because it puts you in charge of the whole country. Taxes, interest rates, unemployment, budgets. It's all here and if you get it wrong, come election night you'll find yourself looking for a new job. The best of several government games made for the Spectrum.

Airline (CCS - 1982)
Can you turn £3 million into £30 million in the high flying world of international air travel? All the hijacks, strikes and crashes will probably make you wish you hadn't tried. Standard CCS strategy fare, but fun enough.

Autochef (CCS - 1982)
It's hard to believe that not long before this game was released, fast food in Britain consisted of the local chippy and Wimpy, which was a typically half-arsed British effort at the burger bar. When the American outlets had swanky advertising, catchy brand names and simple, fun food, Wimpy still had fish and chips on the menu and was little more than a posh greasy spoon cafe. When MacDonalds - which had previously been something only heard about in films - hit the high street, every kid from five to fifteen queued up to buy their distinctive brand of muck. Nowadays the fast food industry is a harsh, competitive world, so why not have a go at it yourself with Autochef? Lots of food related wheeling and dealing to be had as you look to become the next MacDonalds - or even Burger King. You'll have to keep the share price healthy though or the board will put you on the dole.

The Biz (Virgin - 1985)
"In the Biz, you get to meet all the top people." So sings Chris Sievey, former member of the modestly successful band The Freshies and the alter ego of curious papermaché-headed pop figure Frank Sidebottom. What's all this got to do with the Spectrum, I hear you ask. Well, Mr Sievey wrote The Biz, a game which gives you the chance to start your own band from scratch, playing in pubs and town halls and guide it, hopefully, to the top of the proverbial pops, playing sold out arenas and filming expensive promotional videos. There are endless statistics for you to keep tabs on, including your bank balance, your chart position and your popularity rating. There were a number of games with a similar theme released for the Spectrum, but I think this is undoubtedly the best.

British Lowland (CCS - 1983)
You are the boss of a small sports car company and your aim is to get £1.5million in the bank. There is a mass of graphs, charts and statistics to help you monitor your costs, margin and production. As well as managing the flow of capital, you'll have to keep your workers happy or face crippling strike action. Then just when you think they're on your side, they start pilfering your stock. It's tough at the top.

Corn Cropper (CCS - 1983)
If you have always fancied chewing straw and chasing people off your land with a shotgun, then this game could be for you. There's plenty of hard toil to be had managing your crops, your finances, your sales and supplies, while keeping an eye on the weather. After a few hours sweating over this game, you might want to reconsider a life in farming. However, hardcore fans of management games will enjoy getting their hands dirty with this one.

Dallas (CCS - 1982)
Fancy giving that JR Ewing a run for his money? The object of this game is to take over the Ewing empire or find yourself consumed by them. You must do surveys, choose areas to start drilling, then set up rigs and lay pipelines. The decent strategy elements of monitoring the prices and your bank balance are slightly ruined by too many random elements.

Dictator (DK'tronics - 1982)
Before writing such classics as Popeye and Trapdoor Don Priestley brought us this excellent strategy game. You find yourself as the president of the unstable banana republic of Ritimba. It won't be an easy ride, because your own army are never far away from mutiny, there are guerilla armies lurking in the hills, wealthy landowners ready to manipulate you, lowly peasants on the brink of revolution and nasty political rivals looking to take your place. It's a real juggling act keeping your enemies at bay, while trying to make a success of the economy. Great stuff.

Gangsters! (CCS - 1983)
Rise to the top of the hoodlum pecking order in Spectral City. You are the head one of five gangs battling for control over the city's speakeasies, distilleries, casinos and brothels. You have the option of buying up new establishments, organising raids on your rivals, or even having them assassinated. Quite good fun, but somewhat routine.

Millionaire (Incentive - 1984)
Using a similar idea to Software Star, this enjoyable management game puts you in charge of a games company with the job of making a million. The type of software you produce and in what numbers are just some of the decisions that will dog you in your long-winded quest to make big bucks. And a long quest it is too, because at times too many random element intrude, making it a tough slog at times. Don't let that put you off though, because it is still a jolly enough title to be worth your while.

Plunder (CCS - 1984)
Hoist the mainbrace, you skirvy scum! If you've always wanted to be the salty captain of a British galleon in the 18th century, then I've just the game for you...jim lad. You must head off the Spanish as they attempt to run gold back to Spain from the New World. There is a map of the North Atlantic for you to navigate, a ship to maintain and improve, a crew to keep happy and plenty of enemy ships to sink or board. A large game with some interesting features.

Print Shop (CCS - 1983)
Dear oh dear, what next? Tobacconist? Shoe shop? Despite the unpromising title, this isn't a bad little game. You need to turn your print shop into a success before the merciless bank shuts you down. The usual financial juggling is involved and it should please fans of the genre.

Smuggler (CCS - 1983)
You are a crafty, no-good bootlegger in the 19th century. Your aim is to accumulate a fortune of £250,000 by smuggling goods from the Mediterranean. To achieve this you need to buy a boat, buy and sell goods, manage your bills, negotatiate the treacherous seas and avoid the Royal Navy and bloodthirsty pirates. Hardly seems worth all the effort, does it? Good entertainment though.

Software Star (Addictive - 1985)
This game offers you the opportunity to emulate hairy software boss Kevin Toms and run your own computer games company. Enjoy the thrills and spills of creating a game, advertising it, watching it top the charts and raking in the cash. It's a little limited, but looks slicker and more colourful than many strategy games.





Home





Copyright R.Tayler