Midnight Resistance Longplay (Spectrum 128k) [50 FPS]
Developed by Special FX and published by Ocean in 1990
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Before we begin, I should point out that you're not imagining things - yes, this is a Spectrum longplay made by a stalwart C64 fan. Back when I started the channel, I focused on replaying the games for platforms that I remembered ondly as a child (something that is still a big part of my channel). However, I wanted this channel to be as much about remembering/preserving gaming memories from childhood and the Spectrum was a massively important part of the both the UK home computing scene, as well as the history of computing in general. To this end, I'll be looking to cater for all the Speccy fans out there by covering more games for Sir Clive's pivotal micro!
Released in 1990 for the Spectrum, Midnight Resistance is a conversion of Data East's classic run 'n gun arcade cabinet. Your family has been captured by the evil King Crimson and it's up to you to wage a one-man war against his forces and bring your folks home to safety.
Each of the game's levels feature plenty of gun-toting bad guys, tanks and choppers intent on reducing you to a pile of ash. One of the game's biggest features was the 8-way aiming system, something recreated faithfully in the Spectrum version without the need for a fancy, rotational joystick like the arcade version.
Another significant feature included from the arcade version is the keys that can be collected from fallen foes, which can be used to unlock new weaponry in the armoury that separates each of the game's levels. The items available are randomised, as are the number of keys required to unlock the item, adding some variety to each play-through.
Just as with most 8-bit conversions, concessions had to be made, as well as coding ingenuity (Jim Bagley) to produce something that worked. Perhaps the most obvious change to the Spectrum version is the use of pseudo side-scrolling where each level is split into a series of individual screens that scroll into view when the player reaches the edge. Despite some early misgivings, the technique works well and didn't make the game any less fun.
In terms of visuals, the artwork and animation on display (Charles Davies) here is remarkably good. The sprites are all big, bold and drawn in a much more cartoon-like style that looks surprisingly good. Whilst the C64 didn't have the problem of colour clash, the graphics often looked more blocky than Spectrum equivalents, something true here. I particularly liked some of the attention detail in later levels, such as the lapping water around the hull of the destroyer on level 7.
On the audio front, their are some pretty basic blips and beeps that pass for sound effects. However, Spectrum 128k owners are treated some excellent chip-tune renditions (Keith Tinman) of the arcade version's music.
My only real complaint with the Spectrum version is the difficulty in spotting certain enemies and their projectiles once the screen starts getting busy, although this is due to having to work around the machine's limited colour palette and colour clash issues than design problems.
One of the traps that 8-bit conversions of arcade titles usually fall into is trying to recreate all the features of the arcade version on a ridiculously limited set of hardware. What struck me most about the Spectrum conversion is how it manages the precarious balancing act of harnessing the essence of the arcade version, whilst working with the limitations of the Spectrum. In fact, I'd go as far to say that the developers actually embraced the limitations of the machine and produced their own interpretation, rather than blindly trying to produce a 1:1 replica.
Ultimately, the Spectrum version of Midnight Resistance is remarkably fun to play and should be top of your list if you're a fan of run n' gun shooters!
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