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### Bomb Chase 2007 [C64]

#### http://www.cronosoft.co.uk/

#### http://www.redesign.sk/tnd64/

#### Reviewed By J. Monkman

Bomb Chase 2007 is the *final* version of a game that Richard Bayliss originally released back in 2002. It's an improvement over his Bomb Chase Revival project (thanks to some minor game-play modifications and the removal of the few remaining bugs), and is due to be one of the many new 8-bit titles released later this year by top retro-publisher Cronosoft.

The game-play mechanics in Bomb Chase are very simple, and on a first glance it's likely that you'll mistake it for a clone of Konami's classic Frogger. However, although the game does focus on the player navigating between moving obstacles and avoiding suitably cute enemies, Bomb Chase is far from an idle stroll across the road - the player's primary goal on each level is to collect and defuse a number of randomly placed timed-explosives before they detonate. When you add to this Smudge's ability to plant retaliatory mines (to combat the endless waves of monsters) together with the game's commercial quality graphics and audio, you end up with what is likely to be one of the best single-screen arcade titles to grace the C64 this year.

These seemingly small alterations to the standard Frogger format result in Bomb Chase being both far more challenging and enjoyable to play than the classic game it borrows elements from. Because each bomb must be collected within a tight time limit, the player is forced to take risks in order to succeed - even more so on the later levels when the gaps between moving walls become increasingly narrow. As with Richard's Square Pit (also reviewed in this issue), Bomb Chase is best described as a 'twitch' style old-school arcade game, requiring fast reflexes and good timing to play. However, Bomb Chase feels far more complete when compared to Square Pit - and in that sense it's a good illustration of the difference that the addition of a level structure, high score table and title screen can make to an 8-bit game.

To summarise, it's no secret that I'm personally a big fan of Richard's recent work, and Bomb Chase 2007 is a prime example of why. Each of his C64 releases is more accomplished than the last and I've personally no doubt in my mind that this game will be one of Cronosoft's strongest C64 titles this year. Nice one T.N.D.!

(Note that the Cronosoft release will differ slightly from the version on disc in that it will be complete with loading/splash screen and appropriately credited).

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Graphics: | 88%
Sound: | 88%
Game Concept: | 90%
Gameplay: | 92%
Lasting Appeal: | 85%

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Q1. As way of introduction, please could you give a brief paragraph or two about yourself and The New Dimension?

A1. My name is Richard and I am 28 years old of age. I am a warehouse operator. I originally started The New Dimension in 2000, but I did not launch the TND web site until in 2001. Before I did, I used to use different labels, such as Maniac Designs (Or MDES Projects), Technologic Software, Bayliss Bros. UK, Mirage Designs and other small labels for my games. Then in 2001, The New Dimension was born.

The second thing was that I needed a web site to release games for people to download for their C64, after buying an XE1541 transfer cable from a UK supplier (as I would not be able to make one myself as I didn't have the skills or patience). So I originally used one of my old UK accounts from where I was at college, until those people had closed the account down, due to changes to terms and conditions. Then someone from a C64 news web site offered me unlimited web space for free and I still use it today. So I can keep expanding my web site any time I need to, without any kind of hassle.

Q2. What development tools and hardware set-up were used to create Bomb Chase (and TND's other releases), and could you briefly describe the development process?

A2. I used various development tools. Some public domain tools, such as Sprite Editor V1.3 by Cellux/Faces. This tool was very handy for me to quickly draw sprites for the game, and was no hassle for me either. For the main game graphics, libraries and character set I used the Multi Screen Construction Kit, a commercial utility that allowed me to draw character sets and create own graphics libraries and put those on to separate screens, by building each thing bit by bit like lego bricks.

The tool also stored the built in graphics libraries, which helped me a lot to short cut coding separate screens for the game, when programming.

The music was composed using Graffity's Demo Music Creator. This was one of my all time favorite music editors. I only used Action Replay M/C monitor to type all text and scroll text, high score tables, etc. Amica Paint was used for the graphics, although I had to use the Picture Splitter utility.

Now you will probably be more interested about the game programming itself. Well, I did not use a real C64 for the programming, because if I did, it could be pretty tough restrictive stuff, unless I used a M/C monitor (which I'd prefer not to because it would be bloomin' hard work). I used the DASM cross assembler on my brother's PC to program the game title and music, etc. To put everything together I used the CBMCombine utility. For compression I used Exomizer V2.05 (because V2.06 wasn't ready at the time). I originally used PuCrunch for this game but it bugged the game causing it to crash, where as with Exomizer V2.06, I had no trouble whatsoever. Finally for the testing I used WinVice, CCS64 and of course my real C64.

Finally for the tape mastering I used the Freeload tape loader source (Now freely distributable). I made modifications to the source code, because I did not want it to be the same as the Ocean software loader. The flashing borders were changed (Now instead of the Cyberload colour bars, I mixed loads of colours together). The loading scroll text does not have the two lines above and below it. The scroll is slightly colourful. I was going to add a colour washing routine to the scroll text, but when I tried that, the loader bugged some of the colour washing memory. So maybe next time. I also modified the anti-cartridge routine that instead of a blank screen crash, etc. You get a border flash. I set the anti-cartridge as first thing after the boot loader, to make it harder for people to load the game with cartridge and also to make the C64 cracking scene's life a misery :o). The loader uses music composed by me as well.

Q3. What is it about the C64 that *most* inspires you to continue developing games for the platform? And how do you find the time to continue releasing new games (almost) every month?

A3. Well since I was 13 (when I had my first C64) I really loved this machine. I used to be a gamer, and had large collections of games. However at the age of 15, I felt that it was about time I made myself useful and actually write a C64 game in BASIC. It wasn't until 1999 I got into assembly language and producing games. I just produce games on the C64 for fun.

As for finding time to create stuff. Well, I seem to spend most time on the computer in the evenings. Due to the fact that there is *never* anything good on UK television since it has been dominated by soap operas and low-class dramas. I used to enjoy things like multi-talent entertainment shows, game shows, etc., but entertainment has gone downhill. Either I go to the pub, or I go on the computer. It depends if I am to meet anyone or not.

Q4. Aside from Sub Hunter (more on that in a bit), are there any WIP titles in the pipeline? What can we expect to see from TND in the future?

A4. There was originally Crash Course, a sort of maze collect 'em up based on Hunter (a classic), but I don't know if this will be continuing, we will just have to wait and see. Apart from this, a horizontal scrolling shoot 'em up may be planned too. Nothing too explosive like Armalyte, but it should be something fun. We will just have to wait and see.

Q5. When reading your profile on the TND website I noticed that you've worked with Protovision in the past (composing music for several of their releases) along with many other groups. Which group did you most enjoy working with and why?

A5. The group I mostly enjoyed working with was Civitas. The people in this group were really nice. I even had a bit of help with one or two people who are now ex-members. Sadly the group does not seem to be active today, but you never know what may hit you in the face of CSDB in the future. The thing I enjoyed the most was arranging and composing music on the DMC editor for various Civitas productions and mainly the disk mag (which is not active now) Publication.

I also enjoyed composing music for Protovision, but I felt it was time to leave the group as they did not really ask for much from me. Perhaps my job was done or the guys were just too busy.

Q6. On a related note to the above, what (if any) game releases by other active C64 groups have captured your attention recently?

A6. I was surprised with the GameOver(view) freestyle Jam. It certainly encouraged people code new and very decent games for the Commodore 64.

However the game release that really sparkled the games scene and really amazed me was Green Runner by Aleksi Eeben. What a excellent game. It reminded me of how games used to be in the early 1980's, like in the style of Jeff Minter. The game was fast, frantic and fun. The music was pretty good as well. This game was a real winner, although not much on the graphics front. Hey, graphics are not that important though - playability is the x-factor in games. Another game which captured my attention was a fun game called BomberMan 64 (Formly known as Boombastic Benny) by Samar. It was cool to play. Nice graphics, excellent music and brilliant game play. It impressed me a lot.

Q7. As a C64 developer, what do you consider to be your main strength - code, music composition or pixel art? If you had to focus on one skill only, what would you choose and why?

A7. My main strength would be music, then programming. Mainly because you can get various sounds out of the good old C64 and I like my style. Some people also like my style too.

If I had to focus on one skill, it would have to be programming. I want to keep programming games, demos and stuff like that, but as people already know, my programming is very limited, unlike the great demo coders of today. Maybe if I concentrated hard in programming more new things, then that would be a major plus side for me.

Q8. Most of your games are fully compatible with the MMC64 cart due to them being contained within single-file programs. Will Sub Hunter also be compatible with this device, or will it be a multi-file, disk only game? If not, would you consider creating a MMC64 fixed version for people (like me) who rely on the device for speed loading their C64 games?

A8. Sub Hunter will be a 1-filer game. I can't really do multi-file games, as it would be too much hard work. When compressed with Exomizer V2.06 Sub Hunter will probably by over 111 blocks or something like that. We will just have to wait and see. Besides this game does not need multi load which is a plus side for us :o)

Q9. What is your relationship with Cronosoft like, and would you recommend them as a publisher to other retro-platform game developers? With Cronosoft now charging a fee for downloads, will Sub Hunter be a Cronosoft exclusive release?

A9. Cronosoft is a good and pretty helpful publisher to retro-platform game developers, but there is a long wait before your game gets published, which is a major disadvantage. After the game is ready and you have done your tape mastering there is a wait for the tape inlay cover to be done and the work to be done on tape, but it is worth it.

As for the question about Sub Hunter. This game was originally planned to be released free on the TND web site as well as via Cronosoft on real media like a mastered tape/disk, etc. But we will have to wait and see until the game is finished. At the time of writing, the game is 75% finished.

Q10. Thank you for participating in this interview. Is there anything else you'd like to add before signing off? (This is your chance to speak, ask questions, plug your website, etc.)

A10. If anybody is interested and would like to visit The New Dimension, you can visit our web site at http://www.redesign.sk/tnd64 and download as much of my work as you like. Also I hope people will look forward to Sub Hunter once it is ready and released.