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Vectrex Mini interview - David Oghia talks up the nostalgic vector powerhouse

Having been wowed by the news of the Vectrex Mini at Gamescom , I rushed off some questions to VectrexOn's main man  David Oghia . After a post-event, well earned, break, he's kindly given us a lot of detail about the project and some new images of the unit to share.  His story mirrors mine somewhat, Vectrex represents a glowing, unaffordable, obelisk of gaming power from our youth! But he's had the energy and drive to do something about it, and met the right people to get the job done!  What first got you interested in Vectrex and what spawned the idea of a Mini version? I’ve always been passionate about retro-gaming, but my first love was computers rather than consoles — the ZX81, then the Commodore 128. I only really discovered the console world in the late 90s, which is when I got my very first Vectrex. Of course, I had seen it in stores back in 1983, but at that time it was far too expensive for me.  Today, I own five Vectrex systems at home. Vector-based games ...

Review: Zero Zero Zero Zero

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Mike Bithell's Thomas Was Alone proved you don't need big graphics to make a game, and many others have dialed back the visuals to focus on gameplay, but it is hard to think of one as stripped-down as 0000.

ZX-81-style black and white is the order of the day with some dinky pixel characters and animated perils standing between you and 100 levels of headache. All you have to do is reach a trigger to activate a door, and then get back to it. But that's pretty tricky when you to bounce over spikes, dodge bullets or lasers, are being tracked by enemies and the ground may collapse, bounce or spin you off in any direction.

The first couple of levels get you used to the gameplay, but after that you are faced with random levels that you need to learn - fast. Some you must move instantly, others you can think about, but you need to remember what you screwed up last time whenever that level randomly presents itself again, adding to the mayhem.

There's a reasonably ambient, slightly plinky soundtrack behind all this plus some tapping-glass sound effects, but all your focus needs to be on the tiny "hero" character and making sure every move counts, because one wrong move is generally fatal. One level you can make the same mistake 10 times, another you can make a dozen different screw-ups on your endless visits.

Per-pixel vision is required and some levels get quite hypnotic, perhaps a deliberate effort to distract. Other levels have aliens or blocks you can use your gun on, but in most cases you are always outmatched, and speed or cunning are required to escape. Then, if you somehow master all the levels, try hardcore mode and see how many you can do without losing your single life.

Brutal fun, if you can call it that, 0000 proves you don't need a massive graphics budget or team of artists to build a good game.

Developer Alvarop/Ratalaika
Price: £3.99 (PSN)
Score: 7/10
Progress: Platinum


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Currently playing on my Vita/PS3/PS4/PS5


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