Dear Reader,
The book you are holding came about in a rather different way to most others. It was funded directly by readers through a new website: Unbound.
Unbound is the creation of three writers. We started the company because we believed there had to be a better deal for both writers and readers. On the Unbound website, authors share the ideas for the books they want to write directly with readers. If enough of you support the book by pledging for it in advance, we produce a beautifully bound special subscribers’ edition and distribute a regular edition and e-book wherever books are sold, in shops and online.
This new way of publishing is actually a very old idea (Samuel Johnson funded his dictionary this way). We’re just using the internet to build each writer a network of patrons. Here, at the back of this book, you’ll find the names of all the people who made it happen.
Publishing in this way means readers are no longer just passive consumers of the books they buy, and authors are free to write the books they really want. They get a much fairer return too – half the profits their books generate, rather than a tiny percentage of the cover price.
If you’re not yet a subscriber, we hope that you’ll want to join our publishing revolution and have your name listed in one of our books in the future. To get you started, here is a £5 discount on your first pledge. Just visit unbound.com, make your pledge and type TERRIBLE
in the promo code box when you check out.
Thank you for your support,
Dan, Justin and John
Founders, Unbound
I'm Stuart, AKA Ashens. I make videos for YouTube, write comedy scripts and sometimes act in things.
I recently realised that I miss writing articles and stories, so have joined forces with Unbound in an attempt to rectify that by writing books. I live in Norwich, in a house filled with all sorts of useless items that I tell myself I need for my work. I'm obsessed with old video games and things that aren't quite good enough for their intended purpose.
My favourite soup is crab meat and sweetcorn.
@ashens
youtube.com/ashens
questforthegamechild.com
BY STUART ASHEN
Hello!
Format: Commodore VIC-20
Year of Release: Approx. 1983
Developer: Harteveld Software
Publisher: Micro-Spec Ltd
Original Price: Unknown
There’s confusion with this game before it even starts. The title screen calls the game Alien Raiders, but the next screen calls it Alien Invaders – a name also shown at the top of the screen during the game! For the purposes of this book, I’m going with Alien Raiders as that’s what was written on the cartridge, but either name is valid I suppose. If only video games had birth certificates.
The first thing Alien Raiders does is assault you with four seconds of random beeping, which is never a nice thing to experience. It then tells you the controls for left, right and fire, and away you go into possibly the most worthless single-screen shoot ‘em up ever made.
You control a classic Space Invaders-style ship that sits on a black line. Four green alien ships jerk down the screen extremely slowly. Occasionally two aliens will start in the same place, which leads to one of them disappearing and there only being three on screen for the rest of the game. They move straight down, one at a time from left to right, then sit still for a second before the movement wave starts again. Your ship moves much faster and can shoot straight up, with a single bullet on screen at any time. When you shoot an enemy ship it turns into a black waffle that blocks your shots until the next time the aliens move, although sometimes they remain on screen until an alien moves over them. When an alien is shot, it’s replaced with another from the top of the screen.
Soundwise, Alien Raiders makes only two noises after the initial random beeping. There’s a warble when you shoot and a sound like spit hitting a tom-tom drum when an alien is hit.
The game is written in BASIC, and both the aliens and your ship only move along the 8x8 character blocks of the VIC’s standard screen mode. The result is there are only 20 horizontal positions the aliens can be in, and your ship is restricted to the same columns they travel down. A combination of this restriction, the aliens’ inability to move sideways, and the speed of your ship means Alien Raiders is painfully easy. It’s a very simple task to line yourself up under the extraterrestrial idiots, and you have absolutely ages to do it. If one of the invading raiders reaches the bottom of the screen, it’s instantly game over, but that’s not going to happen unless you deliberately allow it.
This leads us into the game’s strangest design choice. When you shoot an alien, you receive 10 points. When you accumulate 100 points, you win and the game immediately ends. So all you have to do is shoot ten aliens, which takes approximately 36 seconds. It’s so easy that I managed to easily complete three versions of the game at once by simultaneously running multiple VIC-20 emulators.
The only chance of losing without it being on purpose is if you encounter a bug that makes the aliens invisible when you shoot them – they sometimes become impossible to shoot and will just progress down the screen unless you can get the score to 100 first. Otherwise, you effectively have to choose to lose. Also, when the game ends, it asks if you want to play again with a Y/N prompt – but entering Y ends the program; you have to enter the whole word YES. Not that anyone would likely want to play the game more than once, but it’s annoying anyway.
Alien Raiders is an absolute swindle. It’s 36 seconds of utterly tedious gameplay for what was almost certainly a premium price, as it was released on an expensive cartridge rather than a cassette tape.
The game is also a bit of an enigma. It consists of only 88 lines of BASIC code. Was it designed as a game for toddlers? Was it a magazine type-in that somehow got released commercially? And who was the publisher Micro-Spec? There’s no record of them releasing anything other than this game.
A look at the source code reveals an extra final line numbered 65000 that says “Harteveld Software” surrounded with asterisks. Harteveld were a Dutch developer who released the puzzle games Kolom Raden (Guess the Column) and Memory – both simple BASIC games and both of which have the same line 65000 in them. It therefore seems likely they made a game called Alien Invaders that they never released themselves, but that for some reason Micro-Spec published as Alien Raiders. What is the story behind the whole affair? We may never know… or care.
REVIEW SCORES
other versions
Format: Commodore 64
Year of Release: 1983
Developer: Unknown. VIC-20 version
by Kerry Enderson
Publisher: Mr Computer Products
Original Price: Approx. 7 pounds
Space Invaders was a worldwide phenomenon, but five years after release it was getting a little stale. The time had come to put a new spin on a classic. And who better to do that than Mr Computer Products? The answer, tragically, is anybody.
It’s been said that the key to a good game is choice. Some games offer multiple ways to beat a challenge, but even the simplest examples need you to make the right choice at the right time to win. Do you move left or right? Do you fire one last time or retreat to the side? Or do you play Alien Sidestep, which effectively eliminates player choice and therefore any potential fun?
Rows of aliens appear on the screen from the top left. They move horizontally to the right, at which point they reappear at the left further down. If they reach the bottom of the screen, then it is officially a bad thing, because the game ends if it happens three times. Nothing revolutionary so far.
BUT! The aliens have mastered the dark art of the sidestep, a bit like the drivers in the fourth The Fast and the Furious movie. This means that when they are about to be hit by a bullet, they stop moving so it passes harmlessly to their right, which presents a massive problem. The bullets fired from your crude blue rocket crawl painfully slowly up the screen and you can only have 16 on the screen at once. This means the usual tactic of aiming at where the aliens will be is useless, as they just stop moving before they’re hit.
In fact, to actually progress in Alien Sidestep, there are only two effective battle plans. I shall refer to them as Strategy Alpha and Strategy Omega, and both rely on shooting a bullet directly to the left of the previous bullet.
Strategy Alpha:
1. Move from the left of the screen to the right, hammering the fire button so there isn’t a gap in your bullets for the aliens to slip through.
2. Move your ship back to the left as your bullets crawl up the screen.
3. Repeat steps 1 and 2 forever.
Strategy Omega:
1. Move your ship slightly to the left,
then slightly to the right, firing constantly.
2. Repeat step 1 forever.
And that’s it! Any divergence from either strategy will result in not shooting anything, and ultimately game over. And Strategy Alpha is far more effective than Strategy Omega, so you can’t even mix it up by swapping between them without risking failure. There is no room for deviation, improvisation or fun.
The depressingly repetitive gameplay is further reinforced by a total lack of variety in the game’s levels. Shoot enough of the Space Invader rip-off aliens on level 1 and you will get to shoot identically-acting aliens that look slightly different on levels 2 and 3. And if you complete level 3, then the words “POINTS DOUBLE” appear on screen and the charge fanfare that Scrappy-Doo loved so much plays. Then everything starts all over again. And because it never gets more difficult, it’s pretty much impossible to lose if you follow Strategy Alpha. You could actually play Alien Sidestep forever – the only real obstacle is maintaining interest through the mind-crushing tedium.
There is only one unpredictable feature in the entire game – sometimes, if you hit an alien (usually on the top row) you get 50 points and the little “you’ve picked up an item or jumped a barrel!” tune from Donkey Kong plays. It seems to happen at random and is not even 0.001% enough to save the game from being a boring, monotonous chore.
Alien Sidestep was released by Mr Computer Products (also known as O.E.M. Inc.), who may well rank as one of the worst game publishers in history. They released about eight games, all in 1983, and they’re all rubbish at best. Alien Sidestep wasn’t even their worst effort – that accolade goes to Close Encounters of the Worst Kind, an astonishingly honest title for a game that is simply a shrieking, pulsating mess of sprites that seems specifically designed to induce a headache.
REVIEW SCORES
None known.
other versions
Commodore VIC-20: All of Mr Computer Products’ games were also available on the VIC-20, with the possible exception of their dire Donkey Kong rip-off Mario’s Brewery. In fact, their C64 titles seem to be bad ports of the VIC-20 originals! Despite the C64 being a much more powerful machine, its version of Alien Sidestep is slower, jerkier and has annoying sprite flickering. The VIC-20 version has a lower resolution but is otherwise superior in every way.
Format: Atari ST
Year of Release: 1988
Developer: Capital Software Designs Ltd
Publisher: Crysys
Original Price: 14.99 pounds
REVIEW SCORES
The only magazine to review Battle Probe was ST Action, who awarded it a generous 25%.
other versions
None. Possibly no other computers could handle so much orange on screen at once.
by Alan Boiston, racing game journalist and YouTuber
SDI: Strategic Defense Initiative
Format: Amstrad CPC
Year of Release: 1989
Developer: Source Software Ltd
Publisher: Activision
Original Price: 9.99 pounds