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# There’s a Star Man waiting in the sky, he’d like to come and meet us…”
FOUND ISSUE 57
“I invent the game, find the kid, drag him up there and he doesn’t want to be a Starfighter, I give up!” – Can you name the movie?
COVER FEATURE: WARHAWK
It’s one of our favorite budget shoot-em-ups for the Commodore 64, and so it’s time to share a bit of love for Warhawk. We take a retrospective look at this fabulous game before sharing our final verdict.
JOHN ROWLANDS’ APEX ARCADE
John is back for another installment of his ever-popular Apex Arcade. This time round he shares some insight on the making of his (and Steve’s) fabulous platform adventure, Cyberdyne Warrior, which Hewson Consultants published.
JULIAN RIGNALL’S ZZAPBACK!
Our Julian revisits issue 37 (May’88) of ZZAP!64, and takes a look at three top titles for the Commodore 64: Cybernoid, Samurai Warrior, and Pac-Land – all receiving a well-deserved SIZZLER. We even get to find out what Julian thinks of the games today. Plus – he reveals a little insight into the day-to-day workings of the ZZAP!64 office. It may surprise you!
SECRET SQUIRREL INVESTIGATES
Secret Squirrel is always on the lookout for more hidden elements within Commodore 64 games. There’s a story going around that he hacks a brand-new game even before playing it! Weirdo. Anyway – he’s back with two more secrets to reveal.
DEVELOPERS’ DEN: MICHAEL WARE
Veteran Commodore 64 programmer Michael Ware discusses his journey into the games industry, and talks us through the making of our exciting cover feature game, Warhawk – along with a few of his other C64 titles.
WE DON’T DO REVIEWS!
Oh, how we long for new and exciting arcade platformers on the Commodore 64; waiting for them can feel like an age! Well – it looks like the waiting is over! Monte Boyd’s KNIGHTS & SLIMES gets put through the mill and we see exactly what the fuss is about. Is it worth a play? You’re about to find out…
PERFECT PIXELS: STEPHEN ROBERTSON
We catch up with prolific Commodore 64 bitmap artist Stephen Robertson who chats about his time producing loading screens for the commercial games market and reveals his process to successfully drawing on the C64.
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