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Copyright
© 2005 Andy Krouwel. All rights reserved. andy@sockmonsters.com
Article
originally appeared in Issue 12 of Retro
Gamer magazine, January 2005
Notes at
the end as usual.
Jeff Minter
is impossible; he shouldn't still exist. For over twenty years
he's been programming the most energetic, personal, fun and
eccentrically llama based games. And he's still doing it. No
multimillion pound development studio, no teams of junior programmers,
just him, some furry beasties, and the machine. And the odd
curry. With the complete Llamasoft archive due for release in
the summer, and the definitive history written by the man himself
still unravelling at excellent webzine Way of the Rodent (www.wayoftherodent.com),
we quickly take this chance to get our own take on the life
and career of one of Britain's software treasures. In the inspirational
words of Knight Rider, One man can make a difference. Michael.
Origins
In 1981
Tadley, Hampshire was famed only as a centre for making the
besom brooms so favoured by witches, and being near Basingstoke.
Strange then that this name would be etched indelibly in the
memories of school kids and teenagers the length of the country.
But this was where Jeff Minter lived, this is where you sent
off for the latest game or the Nature of the Beast Newsletter.
This was the home of Llamasoft. And it was mainly due to illness.
That was
what stopped Jeff from getting very far into his Polytechnic
course, or anything energetic in fact, and convinced him to
give computer games a serious go. It was one of the things he
could do whilst recovering. He'd already "had a few bad
experiences in the games biz", as he describes the ZX81
games he published through Dk'Tronics, and founded Llamasoft
"to release stuff that I was happy with for reasonable
prices."
"I always make games that I want to play, and I don't want
anyone to be disappointed, having bought one." He didn't
ever think it would go anywhere.
He began
with a Defender clone on the Vic 20. Originally called 'Defenda',
when it became clear that this cunning ruse was unlikely to
fool Atari's lawyers for long it was changed to 'Andes Attack'.
The humanoids had to be changed to Llamas, obviously, or it
wouldn't have made any sense. Selling it from a table at a computer
show, he didn't expect much response. He was therefore somewhat
surprised when he sold the lot in the first morning. And immediately
secured a licensing deal to sell a cartridge version in the
US. Not bad going. He's still somewhat embarrassed about it,
but it was a respectable game at a time when they were rare
beasts. And it sold respectable quantities and made respectable
money. Jeff, also known as Yak from his arcade high score table
initials, thought he might be on to something here. He began
selling games by mail order, and the name of Tadley began to
spread.
His first
real success would also be his own interpretation of a classic.
He'd already written a ZX81 version of Centipede, which was
surprisingly good considering he hadn't played the arcade version.
And that it was on a ZX81. For the Vic he wanted a less cutesy
version, and knocked something up in a week, naming it 'Grid
Runner' after Ridley Scott's popular, but notably centipede
free film, Blade Runner. His Americans distributors loved it,
and kindly phoned him up at four o'clock in the morning to tell
him so. A large number of other Americans liked it too, but
fortunately they didn't all feel the need to phone. They did
buy it in huge numbers however, sending it to number 1 in the
Vic charts and putting Llamasoft on a firm footing. "Best
week's work I ever did in my life" he says, not unreasonably.
The Commodore
64 was a natural next step, and proving that inspiration can
come from the oddest places Llamasoft's next major hit was inspired
by a review of a game of a sequence in a film. The film was
The Empire Strikes Back, the game was from Parker Brothers,
who can't have been over happy at having their AT-AT graphics
described as giant mechanical camels in the review. Actually,
as it was on the Atari VCS they were probably flattered it was
recognisable as anything at all. Anyway, Jeff just cut out the
middleman and made a game with camels, of the giant mutant variety
rather than mechanical. They also had the added advantage of
being easy to draw. The game was another hit in the UK, but
there was some confusion with the US and somehow the same name
was used for Gridrunner sequel Matrix. It's an understandable
mistake, after all Matrix doesn't have any camels. Um.
The 64 represents
Llamasoft's golden age to many, and Jeff began producing completely
original games, such as the Revenge of the Mutant Camels. They
don't come much more original than that, featuring various beasties,
Austrian skiers, phone booths, roll-ups and even many mini manic
minters. There were more frantic shooters, more beasties, and
complete tangents such as Hover Bovver (see boxout). Some were
too radical, and difficult, for popular tastes, such as the
split screen scrolling of Iridis Alpha, or the punishing Mama
Llama (see boxout).There were also ports to other platforms,
with friend Aaron Liddiment handling some Commodore 16/+4 and
Atari versions and Salamander Software's Chris Clark covering
the Spectrum. Jeff was also beginning to recognise some limitations
in the art and music departments. Artist Mo Warden got a job
after she sent Jeff a sketch for a half-human, half-goat creature
from Brian Aldiss' Helliconia. The creature, and the sketches,
were called Batalyx. "From the reaction, Jeff must have
fallen off his chair when he saw them as he was using Batalyx
as the working title of his next game, but hadn't mentioned
it to anyone." Illustrator Steinar Lund also came on board
to improve Llamasoft's 'interesting' homebrew packaging.
Jeff also
started a distinctly different strand to his work. As part of
the Compunet demo scene he tinker with little ideas then upload
them for others to play. One little program he came up with
was the realisation of an idea that had been bouncing around
in his head for years. It was interactive, but not a game. It
was musical, but didn't make sounds. It was something new, colours
and patterns that you could 'play' along to music. It was Psychedelia.
With the
right music and plenty of (Vimto - Ed) the effects became alive,
an otherworldly visual interpretation of what you were hearing.
That first program, published originally as a magazine type-in,
would start another twenty years of experimentation. Colourspace
on the Atari was dazzling watchers with images that didn't seem
possible. Eventually this technology would be used by The Virtual
Light Company was providing large scale light displays for the
likes of The Shamen and Primal Scream, as well as feeding back
into home based Virtual Light Machines that, for reasons we
will see, sadly not many people ever got to use.
In 1984
Jeff also started his 'Nature of the Beast' newsletter to keep
in touch with his growing following of fans. Write to Tadley,
and you'd receive free copies of Jeff's informal musings. The
thirteen, irregularly produced issues brought fan's into Jeff's
world and are as fondly remembered as many of his games. We've
dragged them across time itself, and placed them on the CD for
your viewing pleasure.
Jeff was
also a natural for the new breed of games magazines. He started
writing a regular column in newly founded Zzap! 64. Described
as "hairy, freaky, hilarious, unorthodox, irreverent, controversial"
he tackled various niggles including the distribution problems
that would sadly never leave him. Unfortunately there was a
disagreement over the low review scores for Mama Llama in the
very first issue, and this wasn't helped by Jeff's describing
the new publication in The Nature of the Beast as "OK,
not brilliant" containing "reviews reading like they
were written BY 12-year-olds FOR 12-year olds". Reviewers
themselves were "so amazingly primitive that they still
believe in charts" who were, just to round it off, "mutants".
Oddly Newsfield weren't happy and column being "banished"
after only three issues. Relations remained sticky for several
months, until the Sizzler Batalyx appeared. Julian Rignall signed
off his comments with a sly "It's HYPER BRILL, okay twelve-year
olds?" and soon Jeff was back with a developer's diary
for Iridis Alpha.
The next
major sighting of the wild Yak would be in Wales. Jeff had moved
there in the last years of the 64 era (correspondence via Tadley,
please) and by some quite unbelievably incredible coincidence
this was suddenly the home of the next wave of arcade games
for the home. It must have seemed like fate. The radical Konix
Multi-System (See RG 8), even looked liked a sheepie's head,
when the handlebars were extended. Well, a bit.
In the late
eighties Jeff could be sighted in magazines and at trade shows
riding the wild Power Chair. Until it broke down. Unfortunately
Konix went the same way, and Jeff was left holding a nearly
completed game for the greatest console that would never be.
The Atari
Era
Konix was
unfortunately not the only problem for plucky Llamasoft at this
time. There was no problem with getting a game, the excellent
Llamatron for the Atari ST was finished, but Jeff couldn't get
anyone to distribute it.
So he gave
it away. Easy. He added a nice little file explaining the concept
of 'shareware' and suggesting you might like to send a cheque
for a fiver to Tadley, if you liked the game. It worked. Thousands
sent in payments, and their stories, from toddlers to pensioners.
"I still get emotional about it to this day ... It was
the goodwill of people that saved Llamasoft", Jeff would
later put it. A small company called ID would later try the
same technique and achieved some moderate success with Doom.
Soon afterwards
Jeff attracted the attention of a publisher again, Atari, who
agreed to release Atomic Tadpoles vs. Savage Mutant Weirdoes
from Basingstoke. Only if he renamed it Photon Storm though.
Bah. Jeff would stick with Atari for many years, producing games
for the ST and bizarrely its direct competitor the Amiga. Jeff's
desire to work on the latest hardware, coupled with Atari's
unfortunate ability to cancel or not sell its latest hardware
lead to a quiet time for public releases. The TT030 and Falcon
were released, but passed without much notice. The Panther didn't
even get that far. Yak would come back into the public eye riding
Atari's next big cat: The Jaguar. Meow. This would even tempt
him to relocate from rainy valley to Sunnyvale.
Jeff's Jaguar
version of Tempest 2000 is now legendary, but incredibly he
didn't have access to an original Tempest machine for reference.
I know its difficult, and your kids might not believe your crazy
dad-rambles, but once upon a time Mame didn't actually exist.
The version of the 'original' included with Tempest 2K was mostly
from memory, which would explain some of the differences. The
Jag also received a Virtual Light Machine for its CD player,
and Jeff's less well known Defender 2000, but these couldn't
prevent it being flattened by an oncoming Playstation.
Despite
several job offers with large companies, one promising "a
llama upon initial signing, with the option of a yak after six
months" Jeff went underground and wouldn't be seen again
for a few years when he cropped up again in Wales. Sunny California
just couldn't compete with the weather, the curries, the beer
and being back with his beasties.
The secret
project turned out to be Nuon, a console hiding in a DVD player.
Jeff provided Tempest 3000, and an updated Virtual Light Machine.
Unfortunately people preferred DVD players hiding in their consoles,
and Nuon failed to get very far. Nowadays Tempest 3K is about
the only reason to own one, although opinions of it vary, with
some highly impressed with the refinements over 2K, and some
contending that there is too much visual clutter and the changes
ruin that game's balance. Either way, it'll take you a lot of
money to find out for yourself. To get a Nuon player you'll
be lucky to see much change from £200. You could try emulation,
and Nuance is Tempest 3K compatible, but you'll have to find
a fast enough PC, which may require a time machine, so £200
begins to seem quite reasonable.
And so Jeff
began again, with (Gnu) Llamasoft. In no time at all there were
Pocket PC and PC versions of Deflex and Hover Bovver 2, and
then the excellent Gridrunner++ (see boxout). Demos were on
the now established shareware model (and on our cover CD). Full
games are still just a fiver. That's right, the same price Llamatron
had been all those years ago. I'll just say that again in case
you missed it. You. Can. Buy. Gridrunner++. For. A. Fiver. I'll
just wait for you to do that, then we can carry on.
Right, are
we back? Goodwill kept Jeff afloat until along came help from
an unexpected quarter. Peter Molyneux's studio had heard that
he was available, and wondered what were his plans? Jeff described
an idea that had been kicking around in his head for a few years,
to fuse the two main strands of his development - manic shooters
and light synths. The name? Unity. They liked what they heard,
and so it came to pass that the Lionhead did lie down with the
Llama. Jeff's future was secure, and set up with a Gamecube
devkit and the resources of Lionhead behind him the future was
bright.
Which should
bring us neatly to a happy ending; The imminent release of the
game that will unify the diverse strands of over twenty years
of gaming heritage. It would prove that one man could still
make the game, and that the industry is still receptive to the
kind of endearing, quirky, personality filled games so many
of us long for.
It isn't
going to happen. Unity has just been cancelled. It just wasn't
going to work out in time. Once again Llamasoft is looking for
a new project, but Jeff seems upbeat. When I asked him about
his future plans his reply was typical for the man who has been
through so much, "Pretty much the same as always - develop
more games, work on lightsynths. Maybe buy a donkey." Well,
whatever it turns out to be, it'll be furry, funny, eccentric,
unique, just like its creator.
Hover
Bovver (CBM 64 version)
Not your
typical Llamasoft game this. It doesn't feature many of the
usual beasties, just a daft dog. Clues are there though, with
a Llama on the title screen, and a llama shaped flowerbed as
one of the levels. Its also not Jeff's normal, frantic pace.
The Idea was in fact co-developed with his dad, based on a conversation
over breakfast in a Birmingham guesthouse. There was very nearly
a tie-in with Flymo, but they pulled out at the last minute
leaving Jeff to rename everything to 'Airmo'. Luckily he got
to keep a free lawnmower used to decorate a show stand. So that's
alright then.
It's essentially
a maze game, and close to Pac Man in approach and in its wide
appeal. Your task as horticultural recidivist Gordon Bennett
is to mow a series of lawns whilst avoiding having your 'borrowed'
mower repossessed by its original owner. You are helped and
hindered by your daft dog, who careers around randomly until
he gets annoyed with the mower. He then homes in relentlessly
and tries to bite the thing. Mow over the flowerbeds and you'll
also incur the additional wrath of the gardener. Through cunning
use of hedges, flowerbed, and dog position, you can trap your
opponents and continue your mowing in peace for a while. And
if that fails, you can set the dog on them. It's what fire buttons
were invented for.
Presentation
as always was excellent, with animations before each 'life'
showing you obtaining your mower from a very suburban looking
house. There was also a full musical score. Jeff's college mate
James Lisney's jaunty arrangement of 'English Country Garden'
is unforgettable. Sometimes so unforgettable that it keeps running
around your head when you've finished playing. Jeff soon learned
to keep the game music quiet after listening all day at a show.
You have been warned.
Despite
its deviations from the beastie formula and its relaxed pace,
Hover Bovver contains many of the typical Llamasoft elements.
It is eccentrically British. What other nation could possibly
produce a lawnmowing game? Hover Bovver sparked an entire garden
game genre. It also takes a number of simple rules, and makes
something challenging, satisfying and fair. It's easy to see
how the neighbours, Rover and the gardener move and interact.
It's the challenge of using that knowledge that makes the game.
Hover Bovver
has proved perennially popular, and Jeff started, but didn't
complete, Intellivision and Game Boy Colour versions. It was
one of the titles picked for an iDigicon remake, and sequel
Hover Bovver 2 is available for PC and Pocket PC. Keeping the
same design elements, it's a surprisingly different game. Faster
to play, and with more pick ups, its highly enjoyable in its
own right.
Mama
Llama (CBM 64)
In a similar
vein to Revenge of the Mutant Camels, Mama Llama contained a
number of innovations, but also marked a turning point in Llamasoft
games. Generally considered the hardest of the bunch, there
were very polarised reactions. "It's one of the least loved,
but also very loved because its so bloody hard." As Llamasoft
archivist Mark Rayson puts it. The learning curve is certainly
cliff-like, and Jeff now admits it might be a little difficult.
It's certainly not the first Llamasoft game you should ever
feel like trying. At the time Jeff described it as "like
acid rock in the 60s
weird experimental stuff that was
definitely not chart music", an extremely apt comparison
that is as true today as it ever was.
It was certainly
an extremely original game packed with novel concepts. The most
obvious experiment was the 'Killdroid' system, an invincible
satellite that you could steer around to protect your llama
family. The game was originally designed to use traditional
bullets, but that just didn't sit well with the inertial motion
routines used in every other object. Having the user control
the Killdroid satellite directly provided a consistent, inertial
answer, and a spiritual link to shooters such as Gradius. If
you had difficulty controlling the game, you could choose between
the different characters that varied the gameplay settings until
they were more to your taste.
The way
you approached each level was also a game in itself. It was,
quite literally, not as linear as previous shooters. Instead
of being presented with the levels one after the other, as in
Revenge, the chosen level was based on a grid of a hundred sectors.
Not only did this give you some control over what you got to
fight, there was an added layer of strategy. As you moved through
the game and completed levels the density of aliens in all the
other sectors would increase. This allowed you to choose to
tackle levels you found difficult early on, before the level
of opposition built up too much. You also skip certain levels
altogether, or apply bombs to control the level of opposition
in a sector before you even arrived. This level of player control
over the game was unprecedented, and would be highly unusual
even by today's standards.
Despite
all this assistance however its far beyond my mortal playing
capability. "My highest on Mama Llama is maybe ten levels"
admits Mark. So how is the walkthrough for his archive going?
"We have a guy whose videoing now. He's basically 80% of
Mama Llama complete on video. That's bloody good." I'll
say.
Gridrunner++ (PC - Mac OS X and Mobile Phone soon)
Jeff's most
recent game, and one of his most playable and accessible If
you've never experienced Llamasoft, this is an excellent place
to start, showing that the ideas that have been powering Jeff's
games for the over twenty years are still going strong.
This is
only the most recent in the long and distinguished Gridrunner
series, originally inspired by a desire to make a not so cutesy
version of Centipede. You'd be hard pressed to spot the influence
now. It keeps the archetypal Gridrunner X-Y Cannon. firing regularly
to keep you on the move, and the main enemies are vaguely centipedal,
if that's a word. But there's typical Minter diversity and humour
to be found. This time you'll be battling everything from footballs
to giant Mutley heads, and will see many familiar symbols and
characters along the way. The mine laying Uridium ship is a
particular nemesis of mine, but I won't go on too much and spoil
the surprises. Of course there are also sheepies to save, or
be saved by, who will lend a helping, er, hoof. Eventually you'll
get an ever so useful sheepie head for backup. Nice. This is
pure shooting in action, and all the better for it, and with
the dying creatures leave a legacy of laser mines to be mopped
up sharply if you don't want the screen filling with deadly
unpleasantness, you have to be on your toes.
Although
it gets pretty (how did I get this far without saying it?) hairy
at times, the influence of Jeff accessibility is clear. The
controls use the mouse and do away with manual firing of the
main gun altogether. And it works splendidly, removing the need
for the costly RSI treatment you'd need to pump out that volume
of shots by hand. So well does it work in fact that I didn't
even notice the high powerered zapper smart bomb until well
into the game. It's the right mouse button, if you were wondering.
Couple this with different game modes, starting from any level
you've seen, continuing from your 'best' point, and the useful
power-up recovery method to save embarrassing sheeplessness,
and you've got a game that challenges rather than frustrates.
It's truly a player's game, and would recommend everyone to
get a copy. Best value ever, as its only a fiver.
Community - YakYak, Camels at the Edge of Time & Retrovision
No history
of Llamasoft could be complete without talking about Jeff's
flock of fans: the Llamasofties. Jeff has always been close
to his fans, and The Internet has brought even more of them
together than The Nature of the Beast. Llamasofties are an active,
creative bunch who have produced many projects and spin offs
with a separate and distinct life of their own. Here is just
a selection.
YakYak
(www.yakyak.org)
The YakYak forums are the place to talk all things Llamasoft
and beyond. You'll find Yak there most days, along with pretty
much everyone else mentioned here. The forum is a natural successor
to the original Nature of the Beast newsletters, and his pre-blog
blog, the Grunting Ox. It's a very welcoming community, and
with regular socials, meets and contributions and collaborations
with the projects below, very busy. Started to run alongside
the Nu-Llamasoft website it now has over a thousand members,
and has grown beyond the original brief. Its popularity surprised
Yak. "I honestly thought we'd get about 50 members tops",
he recalls. Not that he's unhappy. "It's an entity shared
between the members in its own right, and I think it is probably
the best thing ever to emerge from Llamasoft, games"
Camels
at the Edge of Time (www.llamasoftarchive.org)
2006 will see the re-release of the complete Llamasoft archive,
Camels at the Edge of Time. Cateot to its friends, it began
at the end of the last millennium when Justin Leask was making
a repository for Jeff's 'Nature of the Beast' newsletters. He
linked up with Mark Rayson, who had also started putting together
some archive material. Together they thought the combined material
should go further. "Lets create an archive of exactly what
Llamasoft always has been since 1981" as Mark puts it.
A simple idea, but as it turned out, this would go an awful
lot further.
Working
together they produced the first archive, christened it, and
unleashed it as both and archive CD and website in 2002. As
well as the Nature of The Beast, the original site contained
several sections of Llamasoft games, of course, which Jeff has
kindly released to the public domain at the end of 1996, and
accompanied them with a few SID tunes, some type-in pokes, a
game high-scores table and the instructions for Jaguar VLM and
Colourspace.
There was
more missing than present however, and appeals went out for
material to plug the holes. And plugged they were. Hosting problems
caused the original site to be moved to the care of Stephen
Morton (aka MedwayPVB), and provided a chance for a redesign.
This is now nearing completion, and the re-release is scheduled
for next summer. A tiny, unfinished sample can be found and
rummaged through on the CD.
There will
be two forms of the archive The Internet version will be open
to everyone, and for the dedicated there will be an enhanced
DVD release. What's in it now? According to Mark, it's complete
"Every single game, every single sound effect, every single
sprite, every single cover scan, every single instruction scan,
every single nature of the beast". And if that's not enough
there will be magazine articles, adverts, and early Compunet
and graphics demos. And the walkthroughs. Mark? "We're
going to feature every game screen from every [Llamasoft] game
ever written". Ambitious? "There's a hundred levels
in Ancipital. There'll be three pictures from each level."
But this is just the Internet version, the DVD will go even
further. As well as additional special features, including such
minutiae as pictures of Jeff's original development machines,
there will be video walkthroughs. For every level. Of every
game. Ouch. Quite a task putting that lot together, but for
Mark, PVB and the volunteers of YakYak, it's a pleasure.
Retrovision
(www.retrovision.org.uk)
Not content with his archiving, Mark Rayson has another colour
to his head. He's founder and organiser of one of the biggest
Retro gaming events in the UK. And once again Llamasofties have
been involved from the very early days.
RV started
in late 2001 in Oxford, a combination of Mark's fifteen years
of collecting consoles and arcade cabinets, a pub basement with
many electrical sockets, a bottle of wine, and an enthusiastic
response from YakYakers. It was a free day of play, or £3
to non-Llamasofties. Organised in only three months, the response
was heartening; some turned up with their own consoles, and
even cabs, in tow; Yak came along to play, drink and mingle.
The RV motto
is 'we came to play', and that's what its all about. Getting
your hands on the machines, playing the old games and having
a laugh while you do it. Alternating between public and special
Llamasoftie events, RV has expanded every year and has taken
on a distinct life of its own.
RV 5 will
be the biggest yet. Four days of play, plus an expanded musical
link up with Back In Time. And as usual Jeff and the Llamasofties
will be in attendance. It's being held from 11th-14th of February,
in Frome, Somerset. If you hurry to the website, there may still
be some tickets. Look out for Mark. Can't miss him. Guy with
the green head.
Remakes
(www.idigicon.com)
In 2000 long time Llamasoft fan George Bray though of an excellent
use for the new Blitz Basic package that his employers Guildhall
Leisure were distributing. He'd been in contact with Yak for
several years, discussing aspects of the games industry and
previous projects, but now he suggested remaking the Llamasoft
back catalogue for the PC. "If you're serious, yeah",
was the response, which resulted in Blitz coded versions of
Gridrunner, Hover Bovver, Ancipital, Revenge of the Mutant Camels
II and the tricky Iridis Alpha. The remaking program is going
well at the now renamed iDigicon, and has expanded to non-Llamasoft
games such as Elite's Kokotoni Wilf and Dr Franken, and George
is now looking for more games to remake. So if you're a successful
80s game designer, why not drop him a line? Demos for the iDigicon
remakes can be found on our cover CD.
Softography
Should probably
present as chart. Obviously better than this one. I thought
boxes with lines, but hell what do I know? I'm a writer, dammit.
Anyway, I've organised it into 'threads' of common game ideas,
with each thread in roughly chronological order. I did have
dates for many of these, but they're so all over the place it
was just cluttering it up. I mean Deflex, ZX81 (1981) and Pocket
PC (2002)? Where the hell do you put that? Anyway. The threads:
HOWEVER
There are cross links!
Early
Vic Games Thread (Good start: not really a thread, just preamble)
Rat Man - Vic 20
Headbanger's Heaven - Vic 20, Spectrum
Traxx - Vic 20, Spectrum
City Bomber - Vic 20, Spectrum
Viva Vic - Vic 20 Compilation
Centipedesque
Thread
Centipede - ZX81
Gridrunner - Vic 20, CBM 64, Spectrum, Atari 8-bit, C16/+4,
PC remake
Gridrunner 2 / Matrix / Attack of the Mutant Camels - Vic 20,
Atari 8-bits, CBM 64, C16/+4, Spectrum
Void Runner - CBM 64, C16/+4, MSX
Super Gridrunner - ST, Amiga
Gridrunner++- PC, Mac OS X and mobile phone
Defenderesque
Thread
Andes Attack / Aggressor / Defenda - Vic 20, Atari ST
Attack of the Mutant Camels / Advance of the Mega Camels - Atari
8-bits, CBM 64, (Unreleased '89 version for Konix)
Sheep in Space - CBM 64
Iridis Alpha - CBM 64, PC remake
Defender II - ST, Amiga
Llamazap - Atari Falcon
Defender 2000 - Atari Jaguar
Beasties
Thread - Branch off from Defenderesque Thread after Attack of
the Mutant Camels
Revenge of the Mutant Camels - CBM 64 ST, Amiga (Atari TT030
remix), PC .
Mama Llama - CBM 64
Return of the Mutant Camels/ Revenge 2 - CBM 64, ST and Amiga,
PC Remake
Metagalactic Llamas Battle at the Edge of Time - Vic 20, Spectrum,
CBM 64
Batalyx - CBM 64
Ancipital - CBM 64
Yak's Progress - (CBM 64 compilation)
Llamatron - ST, Amiga, PC (Rude Llamatron on Atari TT030)
Hardcore - ST (Only demo, never completed)
Lightsynth
Thread
Psychedelia - Vic 20, CBM 64, Spectrum, MSX, C16/+4. Also available
as type-in hex dump.
Colourspace - Atari 8-bits, BBC B, ST
Trip-a-tron - ST, Amiga
Virtual Light Machine - Atari Jaguar
Virtual Light Machine 2 - Nuon
Virtual Light Machine 3 - Gamecube (unreleased)
Edge
Shooters Thread
Abductor - Vic 20
Laser Zone - Vic 20, CBM 64, Spectrum, C16/+4
Hell Gate - Vic 20, CBM 64, C16/+4
Photon Storm / Atomic Tadpoles vs. Savage Mutant Weirdoes from
Basingstoke - ST, Amiga
Tempest 2000 - Atari Jaguar
Tempest 3000 - Nuon
Deflex
Thread
Deflex - ZX81, PC, Pocket PC
Super Deflex - Spectrum
Turboflex - Atari 8-bit
Mowing
Thread
Hover Bovver - CBM 64, Atari 8-bit (prototype Spectrum, Intellivision
and GBC versions)
Hover Bovver 2 - PC, Pocket PC
Rox(x)
Thread
Roxx 3 - Vic 20, Spectrum
Rox 64 - CBM 64 also as type-in listing & PC remake
And Finally
- Bring Centipedesque, Defenderesque, Edge Shooter and Lightsynth
threads together to make:
Unity - Gamecube (Cancelled)
Notes
from Modern Times
Ah, Llamasoft.
I pitched half-a-dozen features to editor Martyn, with this
as the safe, easy option. Guess which one got commissioned (Not
his fault though)? I wasn't looking forward to writing it, not
because it isn't an interesting topic, but it's been covered
so completely before (not least by the man himself). Finding
something new to say was difficult, so I tried to get more space
for the modern goings on surrounding Jeff.
Hurrah!
Though, as this was the cover feature for its issue, and I provided
pretty much all the CD content. Bah! Though, as not only was
my lovely softography diagram never used, neither were most
of the post 8-bit Llamasoft games I'd included in my submission,
having carefully got copyright clearance for them and pried
them free from various pirate disks (with help from PVB. Cheers,
PVB!)
The magazine
tag line also implied I'd gone to Wales to talk to Jeff, whereas
there was no danger of anything so rash or exciting happening
in reality. I just PMed him some questions on the Yak Yak forum.
Secret Minter
Fact! On asking Jeff if he'd ever owned a tallking car, it was
revealed that he'd once driven an Austin Maestro with a sythesised
voice. Secret! Minter! Fact!
Oh, and
Unity was cancelled a day or two before deadline, which luckily
for me meant I could change the ending to avoid looking like
a complete chump for not knowing something that, by the time
the magazine appeared, would have happened weeks ago.
Oh, and
George Bray at iDigicon offered a pile of Llamasoft remakes
as a competition prize, but we never took him up on it. Wisely,
in retrospect.
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