The First and Last: Mastertronic’s Entertainment USA and Bulldog Ranges

In the third part of the First and Last series, we will look at what proved to be the first and last releases for two very different labels within the Mastertronic stable: Entertainment USA, which focussed on bringing American releases to the UK, often with some tweaks, and Bulldog, proudly labelling itself the best of British, with games from a number of developers.

Both of these games had catalogue numbers within the 310 range, but with distinct lettering. Initial Entertainment USA releases had USA in front of the number and had the stars and stripes flag as a backdrop to the inlay and screen shots, and Bulldog had B instead of I to indicate Bulldog along with a distinct blue cover and side spine. In both cases, the catalogue numbering did lead to anomalies but we will come to those in good time.  Entertainment USA and Bulldog games ended up being released on six formats, although in some cases one format only got one game released on each label.

It is worth noting that for this article, we’re covering the cassette releases only. If two of the games released first or last have the same date, the lowest catalogue number for the first and the highest for the last is the winner, which follows the same rule we established for the main 310 range.

Entertainment USA – The First

Commodore 64

Bump Set Spike (USA 0110, May 1986)

The first Entertainment USA release saw this Ken Grant programmed volleyball game get some treatment for UK audiences. The main addition consisted of two Rob Hubbard tunes, one for each court (indoor and beach) which certainly made playing the game a lot funkier, although oddly when you play at a low difficulty level with the speed increased (which is number 7 in the options), it is easier to score points against the computer opponent than it is at the slower speed. It is great fun in two player mode, where you can really produce some good rallies, and certainly was a promising start for the range.

ZX Spectrum

Bump Set Spike (USAS 0110, August 1986)

After the success of the Commodore 64 original, it made sense to have a ZX Spectrum conversion. Paul and Peter Ranson decided to do something different with the court layout though, and made it a more isometric view instead of having the side on view of the original. It is debatable whether that works better or not, but not having any good music to speak of certainly made the game more silent. It seems that possibly the game had already been pitched as International Volleyball too, but changed with a suitable loading screen to Bump Set Spike. Whilst it is a novel idea with the view, and it’s not a bad conversion, I think I would still prefer the Commodore 64 original.

Atari XL/XE

Ninja (USAT 0116, August 1986)

Released a month before the Commodore 64 version, Ninja was programmed, like a lot of the Entertainment USA games, by the team at Sculptured Software. Indeed, their programmers had already performed conversions of Kikstart and Vegas Jackpot for the Atari 8-bit machines. Steve Coleman did the work here on this one, and complete with some very catchy music, the large sprites and good gameplay certainly made for a good effort here. Granted it’s not the largest game and you can complete it in under ten minutes with practice, but most likely one that your younger brother or sister would have seen as a good challenge and good fun – after all anything ninja appeared to sell a lot back in the day.

Commodore 16 and Plus/4, and Amstrad CPC

Las Vegas Video Poker (September 1986)

Commodore 16 and Plus/4 (USAC 0113)
Amstrad CPC (USAA 0113)

Early Commodore 64 Entertainment USA releases just had USA followed by the number, so for the only Commodore 16 and Plus/4 release within the range, Mastertronic could use USAC as a prefix instead of potentially USA2C. That version by Robert Henderson was a solid enough conversion, albeit limited as the other released by the repetitive gameplay. It was nice to see graphically it matched the other versions. For the Amstrad CPC, there is a lot of red and blue on the screens for the poker machine, but it appears to play as well as most of the other versions does. Certainly, the prospect of such a game meant it could be easy to convert to other machines, as we will see.

MSX

Las Vegas Video Poker (IX 0113, January 1987)

By the time the MSX version of Las Vegas Video Poker was released, the USA prefix for the Entertainment USA games had been dropped and so had a standard 310 range catalogue number instead. It was the only MSX game on this label, and to be brutally honest, they should not have bothered. It is a very lazy port from the ZX Spectrum version, but also slows down awfully so dealing the cards out and flipping them over takes an age to do, and means progress is also woefully slow. The MSX was capable of much better in the right hands and this felt like a half-hearted effort to cash in on the commercial success of the other versions.

Entertainment USA – The Last

As two of the system formats only had one game released in this generation (Commodore 16 and Plus/4, and MSX) there are less entries for the last. There is also an elephant in the room which we will explain later on.

Commodore 64

Cage Match (IC 0199, August 1987)

There were some games that should have never been released in their current form, and Cage Match (also known as Intergalactic Cage Match) was one of them. There are way too many bugs in the game and the fact that you can turn around, climb up the cage and ensure that your opponent sinks to their death every time, without even landing a single blow, shows that the game was not properly tested. The graphics also glitch on occasion and you can see garbage where a frame of animation should have been, and as for the music, absolute awful cacophony. One to avoid playing, even if you are a collector.

Atari XL/XE

Panther (IT 0134, October 1987)

Released a year after the original Commodore 64 version, Chuck Peavey of Sculptured Software came in and produced an excellent conversion. It has the same feeling of speed, impressive graphics with smooth scrolling of the isometric playfield and the key thing of all, playability. Completing the game would still be a good challenge, especially when you get to the radar section and have to fly very low to avoid being shot to pieces, but there is a very good David Whittaker soundtrack, ported from the Commodore 64 version, to drive you along too. The game certainly was one to own.

Amstrad CPC

Los Angeles SWAT (IA 0136, January 1988)

The original Atari XL version of this game had been released in October 1986, with a Commodore 64 version following in December 1986. It took over a year for this urban run and gun shooter to get a suitable Amstrad conversion, but was it worth it? No. All the speed that the Commodore and Atari versions had was completely gone, and the time that the game scrolls on initially before you start is like watching paint dry. The exploding heads remind you of the same effects on Bionic Granny on the Commodore 64 (and we know how poor that game is) and it really does feel like it was converted for the sake of it. One to avoid playing – massively.

ZX Spectrum

Cage Match (IS 0199, March 1988)

If you thought that Cage Match was bad on the Commodore 64, then it’s just as bad on the ZX Spectrum as well. The faults here are different in that you can easily get muddled up the wrong way when facing an opponent, the jerky animation which appears to have frames missing, and the fact that you cannot beat the computer opponent at all if in direct combat – it is impossible due to the fact that they recover much too quickly even from a knock down. In fact, you are better off avoiding the opponent entirely and allow them to make the mistake before you climb the fence. It is risible rubbish and is best avoided.

But What About Panther on the ZX Spectrum?

Whilst Panther was an Entertainment USA release on the Atari XL/XE and Commodore 64 versions, both of which having excellent gameplay, it took a considerable amount of time before the ZX Spectrum version was attempted. It was finally released in August 1989 (IS 0134), so the same number as the other versions. However, the Entertainment USA label had been long dropped by then, so the cover shows a standard Mastertronic release instead with suitable artwork for the time – most likely a similar scenario to the Commodore 64 version of Knight Tyme which did not get MAD branding at all.

Bulldog – The First

Bulldog was marketed almost as a counter point to Entertainment USA, with the premise being The Best of British. With its distinctive blue borders around the inlay, it was a very recognisable series of games and one that although not having the longest shelf life, did produce some genuine gems for all the major 8-bit systems – one of which was the excellent adventure Rigel’s Revenge, which even if you are not a huge fan of the genre, is well worth checking out purely because of the mastery of storytelling that exists within. So here goes:

ZX Spectrum and Amstrad CPC

Feud (January 1987)

ZX Spectrum (BS 0157)
Amstrad CPC (BA 0157)

The Pickford brothers’ game involving the wizards Learic and Leonaric was an instant hit on the ZX Spectrum, and for a very good reason. The game had a large map, ingredients to collect to be able to create spells, and was really fast and playable. It is a classic on the Spectrum for a reason, and when the Amstrad CPC version was released, that also had a nice added bonus of a David Whittaker soundtrack that suited the frenetic feel of the game. Whichever of these two formats you played the game on, it was an essential purchase and one that you would enjoy – even if by all accounts the Spectrum version could be a little easy to complete.

Commodore 64 and MSX

Feud (February 1987)

Commodore 64 (BC 0157)
MSX (BX 0157)

The Commodore 64 and MSX versions of Feud arrived a month later, and what a contrast. The MSX version is easily up there with the ZX Spectrum and Amstrad CPC versions, having good speed, the same playability, the David Whittaker soundtrack, and shows off well what the MSX could do in the right hands. Why Binary Design did not get Garry Hughes to do more of their conversions, who knows. The Commodore 64 version, sadly is a bug-ridden mess with all sorts of spoilers including the casting of some weapons appearing off-screen, a game rating that does not go above a certain percentage, you name it. Definitely get any other format apart this one if you want to play Feud properly.

Atari XL/XE

Colony (BT 0166, March 1987)

A very different strategy game became the first Bulldog release for the Atari. You play the role of a droid robot who needs to keep the colony of humans happy, and also ensure that you repel the threat of the hostile alien animals who want to get through the fences and then eat the crops that the humans need to survive. All in a day’s work for the droid, you would think, but there does appear to be a couple of bugs, one of which fills the screen with garbage when you order some supplies. That can spoil things a bit as the game did at least have some promise.

Commodore 16 and Plus/4

Spore (BC 2214, November 1987)

This was the only game for the Commodore 16 and Plus/4 on the Bulldog label. The numbering presented a conundrum as normally the system had 2C in the main 310 range, but could they have used B2 instead of BC2, making it B2 0214 instead of the odd anomaly? Anyway, this is an excellent conversion from the Commodore 64 conversion with all the fast and frenetic gameplay crammed into a single screen. Indeed, if you have a C16 with 64KB RAM or a Plus/4, you get all 50 levels like the C64 version, whereas with 16KB you get a still respectable 10. It definitely is an overlooked game for the system and shows what could be done with the right programming.

Bulldog – The Last

The Bulldog label lasted for just over a year. As the Commodore 16 and Plus/4 version of Spore was the only game on the Bulldog label, there are five systems to reveal the last game released, which are:

MSX

Streaker (BX 0193, August 1987)

Released at the same time as the ZX Spectrum and Amstrad CPC versions, Streaker certainly has a rather unique plot. You are Carlin, and your role is as a stark-naked character. You need to find your clothes before you are able to travel back to Earth from the planet Zuggi.  The local mayor had also noted to you before you lost your clothes that there was a food shortage too, so keeping any energy was crucial. You’ll need to have your wits about you searching the shops and supermarkets and remembering to get some sleep in between days when you can, all of which whilst avoiding any further stealing too. It would be a little arcade adventure and a diversion, although the drop-down menus look remarkably like another Mastertronic game series.

Atari XL/XE

Feud (BT 0157, September 1987)

Some eight months after the original ZX Spectrum version, Feud with the duelling brothers Learic and Leonaric finally made it was to the Atari. Whilst the colour scheme was very yellow in the most part for the backdrops, it did at least have a good pace about it, the spell book and the display of the characters is clear, and there is also a nice POKEY sound chip rendition of the Amstrad CPC tune too. There is a very easy way to beat this version if you know what you are doing, but nonetheless, it was a very good conversion and unlike the Commodore 64 one is not full of bugs, so you can enjoy playing the game.

Amstrad CPC

Rigel’s Revenge (BA 0207, September 1987)

For those of you who have never played a text adventure, and fancy something where the story really does make you immersed into the game, then this is for you. The Amstrad version is just as good as the ZX Spectrum and later C64 counterparts, with a superb plot, some excellent parser that sensibly recognises the odd spelling mistake, and occasional interactive graphics which themselves do provide you with some clues, as do the initial loading screens, so do pay attention to ensure you can start the game off well. The game is in two parts, but is well worth playing through to be able to see the plot unfold and definitely set the standard for budget text adventures from this point onwards.

Also released in September 1987 for the Amstrad CPC:

Shard of Inovar (BA 0198)

Commodore 64

Scumball (BC 0243, January 1988)

The Commodore 64 conversion from the ZX Spectrum original game, Scumball found you as L.I.N.D.A the robot heading through a maze of 128 screens, locating the seven grenades that you would need to throw towards the green monster in the maze. The fast pace of the L.I.N.D.A. character, plus the high jumping and the overall frenetic feel coupled with a short and sweet Tim Follin soundtrack did provide for some good entertainment, with some tweaks made to this one such as more lives to be found too. All in all, a fun platformer and one that once you get used to the Spectrum high-res graphic look actually presented a pretty good challenge for the money.

ZX Spectrum

Spore (BS 0214, February 1988)

After the success of the Commodore versions, it was perhaps inevitable that Spore would get a conversion to the ZX Spectrum. On paper at least, a single screen maze with enemies whizzing around should be child’s play for the machine. Two of the Spectrum magazines really disliked it, primarily due to the screen layout being smaller and therefore more crammed in but also for them felt like a throwback to earlier games. It is a shame really because the game originally released was good addictive fun, so not quite sure what exactly went wrong with this one. The bad reviews may have accounted for the very low sales of this compared to other Bulldog releases.

Final Thoughts

As you can see, two very different labels and two very different sets of games. Certainly, the Entertainment USA idea sounded good at the time but it clearly meant that there were some dross games amongst the good ones, and the label became short-lived because of it. On the flip side, I can see how Bulldog looked a good idea at the time to try and differentiate it from other regular 310 range releases at the time, but you would also wonder if less labels to focus on more quality might have been a better long-erm aim. There are some excellent games within the Bulldog range though, so worth noting if you want to fill any gaps in your collection.

Next time around, it’s on to the Ricochet re-release label and to conclude with the PAL Developments range which has a story and a half behind some of the first and the final releases. Stay tuned!

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