"No-one has the kind of development system we're working with here, because we've built it ourselves." Basically they have two 64s linked up via three communication lines. This allows the machines to talk to one another in a "complicated handshaking technique". This in turn allows them to utilise 128K of memory, though not of course at the same time. (Why not buy a C128? - Ed.]

So what you'll get will be the same kind of technique used on Sabre Wulf where entire blocks are repeated all over the place to generate the effect of a changing landscape.

What of Rambo, will he be a little blob drifting around the screen? "No way", says Dave vehemently. "He'll probably be two, maybe even three sprites big. We'll give him the head-band and the muscles. You'll know it's him" - maybe one sprite per muscle.

Rambo - Sylvester Stallone


The scale is big as well. Fifteen screens tall, maybe thirty [they haven't decided yet) by three wide. The view you will get is a sort of elevated camera angle, situated 180° behind Rambo. You will be able to see him in profile, though, because he can turn. As you move him up-screen the land-scape scrolls past. They had finished the scrolling before I left and it was smooth and surprisingly quick.

There will be musical accompaniment - not just when the game loads, but all the way through, and not one of the horrible la-la tunes you get with many games. This is where Merton Gallway comes in. He was the man responsible for that superb loading music on Hyper sports. He'll be looking to get that pompous Rambo music on-to your 64, plus a variety of sound effects, like jungle noises and drums. Typically, the expensive looking synth in the corner of the room is discarded for a piece of home-made junk that looks like it came out of a rubbish skip.

SPEED FREAKS

So there you have it, now all they've got to do is put that all together before the November deadline. Sounds impossible. "We did have a minor setback just before you came actually," smiles Tony. "We lost everything we'd done so far when the power failed. It was really funny, one minute there was that little buzz of activity you get when everyone's busy. Next minute, complete silence - then the air was filled with obscenities!".

So you're behind then? Tony again: "Not really, we work very fast, I can't understand these programmers who spend a year on their games - it'd bore us senseless. Roland Rat took three weeks. We'll beat the deadline." I wouldn't give you odds on them missing it either.

That, then, is how the Rambo game got underway, but the story has only just begun and Commodore User will be keeping in touch with the 'team in the Tip' to keep you up-to-date on the game's development.

Rambo - First Blood Part II
Rambo - First Blood Part II

Article reproduced from Commodore User magazine October 1985 edition.
Although all text appears unchanged, some photographs or images have been added or modified for aesthetic purposes.

Thank you to the following websites which were used for sourcing some images that appear in this article:
Reagan Library, Wikipedia.