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Chase HQ: completed!

Posted on 29/10/2024 Written by Xexyz

Everyone remembers the synthesised speech of “Let’s go, Mr Driver!”, but in fact there are other sayings in different levels; the one that I noticed as I played through today was “Giddy up, boy!”. I wonder how many people have heard the full set.

Chase HQ on the CPC is one of the best 8-bit computer arcade conversions of all time. Comparing it to the arcade machine there are obvious differences – smaller sprites, digital controls, less accurate handling and lower framerate – but given the constraints of the hardware the game plays amazingly well. I remember when we first bought the game, on disk, from the basement of Hamleys in London – I’d read the review in Amstrad Action and knew it was meant to be good, but when we got home and I played it for the first time it was better than I could imagine. So colourful, so fast, and speech as well. Amazing.

There’s not so much amazement nowadays, since we can, if we want, play the actual arcade game emulated on a computer, and driving games like Need for Speed Most Wanted have provide a more coherent ramming-the-baddies experience. Nostalgia is still a powerful thing, though.

Getting the game to run wasn’t easy. I had a CPC core in RetroArch, and Caprice32 as a standalone emulator. The latter crashed immediately on startup. The former worked fine, until I loaded the game in – and found that it was a pre-hacked disk file which offered me the option of infinite time and infinite turbos. I didn’t want these, so pressed “N” … and found that the keyboard didn’t work. To be exact, some of the keys didn’t work – they’re mapped to RetroArch shortcuts – and some did. I could get into the game by choosing “O” (for ‘oui’) and the “W” key seemed to be mapped to RETURN. Once in game I could use a joypad, or the cursor keys (with X changing gears and A operating the turbo). The joypad was OK apart from the fact that the accelerator was mapped to UP on the d-pad, which got a bit painful after a while.

I committed to only using three turbos per stage, and roughly timed 60 seconds to get to the criminal and then another 60 seconds to take them out. I think I just about managed it, but it’s hard to be sure.

Who puts massive columns at the side of the road anyway?

The game is still great, if a little samey after you’ve completed the first few levels. There are five in total, and the only thing that seems to change is traffic density and the length of the stage – meaning the last level is pretty tricky to complete. Well, complete in the right time limit anyway. I’ll try to find an unhacked ROM and try that one out next time.

Filed Under: Gaming Diary Tagged With: completed, CPC, Emulation, PC

Billy Hatcher and the Giant Egg: I’m rolling

Posted on 25/07/2024 Written by Xexyz

For years I had the theme tune from Billy Hatcher on my phone to use as an alarm, though I had cut the initial spelling off the front so I would be woken with a cockerel crowing.

I never really played much of the game, however – this was back in the days where I had more money than spare time, and £20 spent at HMV on the reduced-price GameCube stock was good for an afternoon of entertainment. At the time there was a glut of 3D platformers, and despite its Sonic Team heritage this just didn’t feel like it stood out. It didn’t help that the first part of the game is set in comparative darkness, with shadowed colours and a lack of spark.

Going back to it today, though – albeit via the slightly glitchy Dolphin emulator, since I currently can’t connect my GameCube to the TV – the egg rolling mechanic does actually make the game a bit different to the standard platformer, adding in a sense of vulnerability when you lose your egg, and fostering an element of wanting to collect and hatch different egg types.

The controls work pretty well, and the camera doesn’t get in the way as much as other games of the era. I have rescued the Chicken Elder, who has brought morning back, and then found and beat a big lizard thing who tried hiding in the grass. The relatively free-form nature of the levels (as opposed to something like Crash Bandicoot) has meant I’ve had to do a fair bit of exploring at times, which is only problematic because I’m still not sure I’ve got the controls down pat.

I died a fair few times falling off those rails, even though I’m pretty sure you’re not supposed to be able to.

Filed Under: Gaming Diary Tagged With: Emulation, GameCube, PC

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98: There Were No Ramekins
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Sleigh bells ring, are you listening? Of course not. You don’t listen to the podcast so why would some random jangling entertain you, eh? But do listen, because it’s only bloody Christmas again!

In Episode 98, deKay and Kendrick chat about some The Game Awards stuff, Half Life 3 (or not), and games!

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