5
I feel as if I’ve been hanging out at the arse-end of the 80s a lot recently,
comparing ports on computers that had no business running them. I’ve long
suspected that if you want to see 8-bit micros at their best, you’re better
served hanging around in 1986 rather than 1989. Things were so much more
achievable back then… So, with a robust tailwind of realistic expectations at
our backs, lets take a look at Tehkan’s 1984 arcade hit, Bomb Jack. The arcade
version of Bomb Jack [https://i.imgur.com/cqcu2TI.png] Bomb Jack is one of those
much-loved arcade classics that everyone knows but which never quite reached the
same revered status as earlier hits like Donkey Kong or Pacman. It came at that
inflection point in the arcades where single-screen, high score games were being
replaced by more complex, sprawling coin-munchers. A kind of last-hurrah for
wonderful simplicity. And Bomb jack truly has simplicity. It is played over five
backdrops, where you play “Jack”, a caped superhero, who is tasked with defusing
a number of bombs that are sprinkled around the level. As you begin to collect
them, a single bomb’s fuse will ignite. Collect this, and you get a 200 point
bonus and cause another bomb to light. Getting the highest score becomes a
matter of strategically collecting the fizzing bombs and avoiding the unlit
bombs. Or you could just collect bombs regardless and forgo the extra points.
Standing in your way is an array of bad guys, from killer robots to um… birds.
But you’re not entirely defenseless, as you can pick up a “P” power-up that
renders all enemies vulnerable and stationary, kind of like the power pill in
Pacman. Ultimately, Bomb Jack is a game about movement. Jack can jump high into
the air and, with a tap of the fire button, float slowly back down to earth,
enabling you to collect the higher up bombs. This requires a bit of skill to
master, and you’ll need to use the float mechanic to avoid the screen’s enemies.
To emphasise this vertical motion, Bomb Jack’s cabinet comes with a 3:4, “tate”
mode monitor. Overall, it’s a fun, bright score-chaser game, well worth a quick
look. But how did it look on the home versions? The C64 version of Bomb Jack
[https://i.imgur.com/GMVNP80.png] Oof. Slipping sheepishly into the hated first
slot is the C64 version, easily the worst of the bunch. There’s no reason why it
should be, it just feels full of unforced errors. Like how chunky everything is.
The Bomb Jack sprite and the enemies are just too big. It’s difficult to move,
difficult to soar, difficult to sneak in for swooping bomb collection moves.
It’s also muddy and grim, with some backgrounds being inexplicably the same
colour as the bombs. Uniquely, among the original home ports, this version has a
clunky rendition of Jean-Michel Jarre’s Magnetic Fields playing in the
background. But not even the Synth Pop King can save it from its grizzly fate.
The C16 version of Bomb Jack [https://i.imgur.com/46AKbyU.png] Listen, as an old
ZX Spectrum advocate, I appreciate moxy. And the C16 version of Bomb Jack more
than makes up for its technical shortcomings with a generous dollop of moxy and
chutzpah. It’s ambitious in a way that 16k machines shouldn’t be, and for that,
it merits a flamboyant doff of the cap. But for all that it plays a surprisingly
okay game of Bomb Jack, it’s not amazing. For a start, it cuts down the number
of backdrops to one or two, with subsequent levels being rearrangements of the
platforms over the same background image. It’s also very grey and dark, and it
suffers the same chunky-monkey shortcomings as its big brother, the C64. Still,
B+ for effort. The Amiga version of Bomb Jack [https://i.imgur.com/iaKvWCZ.png]
A bad day for the Commodore brothers… While the C16 achieved a lot with precious
little, the Amiga does sod all with a great deal. It feels like one of those
early Amiga ports where the devs weren’t quite up to speed with the powerhouse
they were coding for, but it was actually released in 1988, two years after the
8-bit ports. For a game released in the middle of the Amiga’s life, it plays
remarkably badly. Movement is slow, laboured, stuttering. The graphics are
bland. The three-bar theme music is infuriating… overall, a bad, bad port. The
Atari ST version of Bomb Jack [https://i.imgur.com/Bb3WUre.png] Sidling up
alongside the Amiga version, wearing a self-satisfied smirk on its face, is the
Atari ST version. Normally the sickly cousin of its 16-bit rival, the Atari ST
somehow manages to win this inconsequential encounter. Its port looks virtually
identical to the Amiga version, but it moves so much better. It is fast, fluid
and plays largely the same as the arcade. Even the AY sound is inexplicably
better. Word to the wise: By default, the ST version has “Mouse” as its initial
control scheme. Yeah, I don’t get it either. If you don’t spot this, you may
almost write it off without realising it’s actually pretty good! The Amstrad
version of Bomb Jack [https://i.imgur.com/oIA2Dhk.png] What’s this? An Amstrad
port sneaking ahead of the pack? Yep, it doesn’t happen often, but the Amstrad
version of Bomb Jack is actually pretty solid. It’s appears to be based on the
Spectrum version, but with a characteristically Amstrad-esque colour scheme
(garish). It plays well, fast and fluid and with plenty of space to enjoy the
soaring movement. Overall, not bad! The Gameboy version of Bomb Jack
[https://i.imgur.com/D4qE3Ss.png] There’s something uniquely reassuring about a
console port, especially when viewed alongside home micro ports. They tend to
have an extra level of polish, a feeling that the devs haven’t just spent all
their time working out how to get the thing to run, but also how it feels when
it does run. The Gameboy port is a lot like that. It’s Bomb Jack, sure enough,
shrunk down, monochromed into that love-it-or-hate-it Gameboy green… but it
feels so much better than the other ports. Movement is fluid, at a solid
framerate. It feels more balanced. It has continues! Overall, it feels like a
more modern experience. Then again, this version was released in 1992, a full 6
years after most of the 8-bit ports, and a lot of “user experience” water had
passed under the bridge in that time. So for all that it is a great port, I’m
going to have to mark it down slightly. Sure, it’s a fun version of Bomb Jack,
but why wouldn’t it be? It was released in the same year as Streets of Rage 2!
The Spectrum version of Bomb Jack [https://i.imgur.com/y6u5oDu.png] Blimey!
Taking the top spot, surprisingly, is the ZX Spectrum version… no, wait, hear me
out… I know I come across as a bit of a Speccy apologist and, I admit, I served
my time in the Platform Wars of the 80s. I’ve made baseless arguments about the
Spectrum’s capabilities that fly in the face of sense and logic at times. But,
this time, I feel such hyperbole is warranted. See, Bomb Jack feels ideally
suited to the Spectrum. It doesn’t require any fancy scrolling, it is bright, it
demands a reasonably high res screen and a fairly nimble CPU to move things
around quickly. And those are things the Spectrum can do. Sure, our rubber-keyed
pal opts for “any colour as long as it is black” for the sprites and platforms,
but it kind of works. It lets the backdrops be outrageously colourful, just like
the arcade. And it plays well too, moving just like the original, or so it seems
to me. It feels right in a way that the Amiga and C64 ports don’t. Even the
humble 48k sound isn’t terrible… bleeps and bloops and warbling jumps. I don’t
say this often, but if you’re going to play a port of Bomb Jack, you should
definitely check out the Spectrum version…
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