|  | |  | Tharg's Computer MemoriesA brief history of 2000AD computer games by Leigh
        ShepherdWhen Rebellion bought 2000AD, you could
        be forgiven for being surprised - a computer games
        company taking over a comic? That said, 2000AD and
        computer games have a lengthy history, with a long line
        of games based on 2000AD characters stretching back
        almost two decades.  Even before any characters
        had made the jump from page to pixel, the comic had run
        features on the burgeoning computer games industry.
        Thargs Mighty Micro Pages was a
        semi-regular feature that ran reviews of games and
        printed short programs submitted by readers. Ex-editor
        Richard Burton worked on the short lived Big K
        magazine (which was promoted with adverts drawn by Ian
        Gibson) while Kelvin Gosnell, another ex-editor, wrote a
        comic strip for Crash and Zzap!64 magazines
        called "The Terminal Man". He even wrote an
        article for the 1985 Christmas special edition of Zzap!64
        called "2000AD speak", which outlined the
        origin of 2000AD words such as grexnix and Zarjaz. The
        introduction to the article made the link between
        2000ADs audience and the new breed of computer
        gamers and programmers; "Judging from Zzaps
        mailbag, a goodly number of you do savvy 2000AD-speak.
        Letters to Zzap talk quite frequently of Zarzog (sic)
        games or scrotnig playability. These two
        particular adjectives seem to be the most popular and
        have even found their way on to software house press
        releases." | 
 
    |  | It wasnt
        until 1984 that Tharg decided that the primitive computer
        technology had advanced sufficiently to bring his
        characters to life. The first game came about through
        unusual circumstances, as Mark Eyles, then Creative
        Director for Quicksilva explains; "I wrote to 2000AD
        while working at Quicksilva asking for a picture of Tharg
        to help give us more thrill power while working on games.
        The then editor, Richard Burton, wrote back, sending
        through a signed photo of Tharg. In an accompanying
        letter he revealed that he was a fan of our games.
 I went up to see him to talk about
        licensing a 2000AD character. My first choice was Dredd,
        but all the rights for Dredd were tied up with the film,
        so I went for my second choice - Strontium Dog."  |  
        |  | Unusually, the Spectrum and Commodore
        64 versions of the games were completely different, with
        Spectrum owners getting "The Killing" (an
        adaptation of the strip from progs 350-359) and Commodore
        owners getting "The Death Gauntlet". Eyles
        explains the reason for this: "(Quicksilva) worked
        on Strontium Dog: The Death Gauntlet. By enormous
        coincidence as we were getting ready to launch Death
        Gauntlet we were approached by some guys who had
        produced a Strontium Dog game for the Spectrum.
        They hadn't thought about licensing the character before
        producing their game! So we said great, we'll publish it
        for you!" Strontium Dog:
        The Killing was a top down affair, where you
        manoeuvred Alpha from room to room. The idea was to build
        up your bounty by clearing each room of criminals, while
        avoiding being shot or touching the glowing hazards that
        littered the screens. As in the original story,
        Electroflares could be used to clear out medi-centres,
        and other characters from the strip such Barnak Spraks
        and Steelkreeg the android made appearances. By contrast, Strontium Dog: The
        Death Gauntlet saw Alpha stranded on a hostile
        planet, fighting his way to a rendezvous with Wulf and
        the Gronk. A sideways scrolling shoot em up, Alpha
        was propelled across the surface of the planet and had to
        avoid both obstacles and hostile aliens. Again, Alpha
        could use electroflares (this time to temporarily stun
        opponents) as well a limited number of time bombs to
        fling himself out of danger. Both games benefited from the
        involvement of Ezquerra, who produced two of his finest
        images of Alpha for the cover art. Mark Eyles brush with
        2000AD would not end with these games. He later wrote
        Wireheads for 2000AD and is now Head of Design at
        Rebellion, where he also helps out with the 2000ADonline
        website and has a hand in editing the graphic Novels. |  
        |  | It would not be until 1986 that other
        2000AD characters would feature in their own games.
        Piranhas Rogue Trooper (programme by Design
        Design) brought us an isometric Nu Earth, while Melbourne
        Houses Judge Dredd (programme by Beam
        Software) featured a platform based gameplay that would
        set the template for the next decade of Dredd games. Both
        games struggled with the job of bringing the unique
        features of the comic to life with varying degrees of
        success. Ian Wareing, Programmer for Design Design, realised
        the task set him: "the main part of my job was to
        portray Rogue Trooper as accurately as possible.
        Rogue freaks will recognise him immediately.". Certainly many elements of the strip are
        present, with Rogue marching through ruins, deserts and
        glass zones, accompanied by a running commentary from the
        bio-chips. However, the game as originally envisaged by
        the programmers appears to have had even greater
        ambitions. In early previews there was talk of Rogue
        encountering Bland and Brass and being affected by
        Dreamweaver gas. In addition, Rogue was to have been able
        to don a disguise, and hijack vehicles, but sadly none of
        these elements made it into the eventual release. |  
        |  | The Judge Dredd game sees you
        attempting to keep the crime level down in Mega City one.
        The player first chooses which crime to investigate from
        the sector map, and then takes to the streets to hunt
        down his quarry. The Judges Lawgiver is fully
        equipped with all six types of ammo, and the player is
        able to issue non lethal warnings to lesser perps in
        order to make an arrest. Only when the crime rises above
        tolerance does the game finish. A nice touch was the
        instruction sheet, which was laid out as a Judges
        Manual - for example, section 2.6 states that
        "Regulations allow the individual Judge to pause
        during his or her current mission. Approved procedure to
        pause is to press the F1 key.". These two games are probably the easiest to
        track down, both having been reissued as budget titles a
        few years after the initial release. In a subsequent
        multi-game budget release from Alternative Software
        "4 in 1 MegaHeroes", The Rogue game was
        relabelled "Space Trooper" and featured the
        eponymous hero: "the sole survivor of the Yablon
        Massacre" whose "driving urge is to find and
        expose the traitor responsible for the slaughter of his
        comrades". Hmmm, sounds familiar
 |  
        |  | 1987 brought Nemesis The Warlock,
        again for the Spectrum and Commodore 64 formats, in an
        atmospheric version programmed by Creative Reality and
        published by Martech. Another platformer, this game had
        Nemesis battling Terminators and their reanimated
        corpses, armed only with Excessus, a gun with limited
        ammunition and his ability to spit acid fireballs. Before
        moving from each screen Nemesis has to dispatch a set
        number of Terminators and find the correct place to exit.
        A neat twist that suited the macabre nature of the strip
        was the ability to pile up the dead Terminators
        bodies and use them to gain access to higher platforms. |  
        |  | Martech followed this up a few months
        later with a Slaine game, again by Creative
        Reality. In their design notes they expressed the
        difficulties in realising the galaxies greatest
        characters in 8-bit form: "The idea for the design
        of the (Slaine) game came about as a result of the
        response to "Nemesis the Warlock". This
        game was very well received but 2000AD devotees felt that
        it did not go far enough to capture the true spirit of
        Nemesis, as portrayed in the comic. People asked
        "wheres Grobbendonk?"; "What about
        the ABC Warriors?" ;etc. We realised that for Slaine
        an entirely different approach was required.". Certainly the game, while ostensibly a text
        based adventure with illustrative graphics, featured a
        unique interface for the player. Rather than type in the
        actions the player wished Slaine to take, a cursor was
        used to select instructions as they drifted across the
        screen. These could be strung together to make commands
        and were an attempt to replicate the thought processes of
        the character. Creative Reality also got help from Pat
        Mills (credited as helping with "story and
        text") and Glenn Fabry provided a striking original
        cover for the game, as well as producing a stunning cover
        and internal illustrations for the October 87
        edition of Computer and Video Games. |  
        |  
 | 1988 promised even more 2000AD games.
        In the December 87 editions of Crash and Zzap!64
        magazines, Piranha ran a 16 page advert for the Judge
        Death game, that reprinted the first two episodes of
        the Anderson strip from progs 416 and 417. This first
        person perspective target shooting game from
        Budapest-based programming team Hobbyte, allowed the
        player to step into the boots of Anderson as she tries to
        stop the Four Dark Judges rampaging through the streets
        of Mega City 1. In the news section of Crash in
        that issue, Piranha stated they had already started work
        on a Halo Jones adaptation, and were considering
        an Ace Trucking game. The Halo Jones game
        was to have been set on the Hoop and based on the first
        Book of Moore and Gibsons classic. "The basic
        idea is that Halo Jones goes shopping" said
        programmer Mike Lewis. The game was to have featured a
        map randomiser, so that no two games were exactly the
        same, and was due for release in Easter 88. It was not to be, as Piranha folded before any
        of these games could be released. However, the Death game
        was in an advanced state and is available on emulators in
        both its original form, and as the reworked "Horror
        City", with amended graphics. By 1990, the 16 bit Atari
        ST and Commodore Amiga machines had become the new rivals
        at the forefront of gaming. Both Dredd and Rogue were to
        appear in quick succession on this format (the Dredd game
        was also produced for C64 and Spectrum).  |  
        |  | The Judge Dredd game from
        Virgin was another sideways platformer (this time with
        the benefit of scrolling screens), that borrowed heavily
        from the earlier Melbourne House release (the game ends
        only when the crime rate becomes untenable, Dredd can
        arrest lesser perps rather than shoot them, etc). Each
        level is based loosely on a classic strip (for example
        fatties in first level, then devolving citizens in
        Charles Darwin block in the second) though conforms to
        the same set up - locate and shut down food
        dispensers/air vents/water supplies, etc. while fighting
        off and arresting criminals. The game did allow the
        player to drive the Lawmaster (both as a means of
        negotiating the main levels, and as part of sub-levels at
        the end of each stage of the game), but the Lawgiver had
        only three shots; standard, heat seeking and for some
        reason a "high-powered laser" shot. The game is
        notable for featuring a cover by Dermot Power, predating
        his first strip work for 2000AD by some months. The Rogue Trooper Game combined two
        sideways scrolling levels bookending two Space
        Harrier style flying stages. Rogue must break out
        of Nort captivity in the first stage, as well as gather
        data on the identity of the Traitor General.
        Commandeering a Nort craft for the infuriating second and
        third levels (where success is dependent on the blind
        selection of fuel and equipment that you are asked to
        make at the start of the stage), Rogue arrives at a
        Souther base. Here he has to deliver the information to
        Souther command before the Norts overrun the base. The
        instruction manual also included a massive 56 pages of
        Rogue strip, reprinting his earliest adventures. |  |  | After these two games,
        everything went quiet until the Dredd film licence of
        1995. This game was by Acclaim, whose name eagle eyed
        earthlets will have seen scattered through the comics
        pages throughout the early 90s in 2000ADs
        only attempt at product placement. The programmer of the SNES version, Carl Muller,
        wrote to the comic and explained that he had become a fan
        of 2000AD while researching the game. "This is why
        we extended the game beyond the movie, so we could put in
        Chopper, the Gila Munja and the Dark Judges". The
        game once again conforms to the sideways platforms and
        ladders formula established by the very first Dredd game
        from a decade earlier.  In 1997, a Judge Dredd light gun game
        was produced by Gremlin for the Playstation. Perhaps the
        most interesting aspect of this game was the inclusion of
        FMV cut scenes, starring Richard Waters, the actor who
        had been used to promote Dredd for some years prior to
        the games release. Gremlin also hired Simon Bisley to
        provide concept art and the cover.  |  |  | Other than a Dredd based
        pinball game for the PC in 1998, there have been no more
        releases based on 2000AD strips. Two years ago, Rebellion
        bought 2000AD and with it all the licences to the
        characters. Since then, work has continued on the Dredd
        vs. Death first person shooter. There have also been
        rumours and hints about other games high on the converson
        hitlist, such as Rogue Trooper, Strontium Dog and
        Slaine. Controversially,
        the first game to be released under the 2000AD banner was
        Gunlok. Not linked to a strip, there was for a
        time suggestions that Gunlok might make the leap
        to printed page. Since then a prequel to Rebellions
        forthcoming game Wardog has appeared in the
        Megazine, but we still have to wait until next year for
        Rebellions first attempt at realising an
        established 2000AD character as a game.  Until then, enjoy these retro blasts
        from the past and ponder on the thrill power that was
        squeezed out of machines that had less processing power
        than the average toaster!  |    |