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Old Mar 4, 2025, 07:47 AM
Pash Master Pash Master is offline
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1942 started as an arcade game, but has had numerous ports and updated releases throughout the years. Here's a few notes to help decipher the research and make sense of everything.


----- Brief Intro: Original Releases (1984 - 1987) -----

The Arcade and NES versions are made directly by Capcom. The staff were uncredited, but some have become known (See release info below). After the NES release, Capcom tasked two companies with bringing the game to more platforms: Elite Systems in the west, and ASCII Corporation in Japan (also known as ASCII Entertainment).

Elite Systems' ports were the C64, ZX Spectrum, and Amstrad CPC. These ports varied greatly from one another, and the ZX Spectrum appearing to have been handled by another developer (Syrox). The biggest note, Elite Systems made its own music for the game, and it even plays during the levels on the C64 version.

ASCII Corporation ports were MSX, PC-88, Sharp X1, and FM7. They are all fairly similar to one another, both in terms of gameplay, graphics, and the same chiptunes (but audibly different depending on the hardware).

Musically, each dev had it's own take on the musical direction:
- Capcom's releases was a basic background music that was akin to morse-code playing in the background during levels.
- Elite Systems had its own unique music, but not all ports played it during levels.
- ASCII Corporation was more simple short chiptunes, but better sounding than the Capcom music.


---Arcade Release---
Video: https://www.youtube.com/watch?v=Em7UwOOBvlA

- The Arcade version has 4 known legitimate versions, which are detailed on The Cutting Room Floor. There doesn't appear to be any sound or music differences between them; just bug-fixing and the Williams version which has story / graphical element changes.
Source: https://tcrf.net/1942_(Arcade)#Version_Differences

- No staff are credited for both the Arcade or NES version, but some of the staff have been confirmed via interviews and official soundtrack releases, the most notable being a Capcom OST which lists Ayako Mori as composer.
Source: https://vgmdb.net/album/3814

- The music is basically just small 'buzz' sounds, that are apparently meant to be morsecode but get drowned out with other sound effects. (unconfirmed)


--- NES Release ---
Video: https://www.youtube.com/watch?v=bupAR6Rbn3I

- Again, no staff are credited for both the Arcade or NES version, but some of the staff have been confirmed via interviews and official soundtrack releases, the most notable being a Capcom OST which lists Ayako Mori as composer.
Source: https://vgmdb.net/album/3814

- Only released in Japan and the US, unknown the differences between the two for now.

- The NES version is highly thought to use the NES sound driver by Yoshihiro Sakaguchi as his first work with Capcom, but while very likely, no known direct evidence links him to the title.

- The music is the same morse code style background noise as the Arcade version, but is not musically identical due to NES hardware differences and is audibly different.


--- Commodore 64 Release ---
Video: https://youtu.be/d6R945_xGuo?si=UPdUgkoNK-jnqhoR

- Port by Elite Systems. Staff are credited on the Title screen.

- The biggest difference with the Arcade and NES version is this has its own music that plays throughout the levels, and when the level finishes.

- There are 2 versions of this port by Elite systems, but the only changes appear to be the title screen. The versions might be region-exclusive, with the version featuring artwork on the title screen being released in Europe based on the copyright of 'Japan Capsule Company UK Ltd' but this isn't confirmed.

- Of note, a secret message is hidden in the game which mentions additional credits, but not relevant to music or sound.
Source: https://tcrf.net/1942_(Commodore_64)


--- ZX Spectrum ---
Video: https://www.youtube.com/watch?v=8BOCNCk5LC0

- Staff Credits are unknown, and not listed in the manual or in-game.

- Unlike the C64 release, this version has no in-game music, but small chiptunes in-between stages.

- In-game graphics says 'conversion by Syrox', but no staff are credited. Not musically identical to the C64 version.

- A secret message is hidden in a text dump in the files, which thanks 'Prince' for supplying the music. However, a different text dump on different game (Universal Hero) recommends to makeup the lack of sound by listening to one of the Prince albums, so more likely the 1942 reference of Prince is the famous singer and musician rather than an individual who worked on the game.
Source: https://tcrf.net/1942_(ZX_Spectrum)

- Chris Nash is mentioned in this same secret message, and he has a history of working with Elite Systems and also has a Stereo Sound Effects credit role to his name. It should be noted a different Chris Nash also exists, and the two should not be confused. See the post below this one for further detail.
Source: https://www.mobygames.com/game/55702...oplatform=true


--- Amstrad CPC ---
Video: https://www.youtube.com/watch?v=KzNV3GGWqSE

- Despite being from Elite Systems, no staff are credited, and no staff names written in the manuals. Staff currently unknown.

- Has music which appears to be similar to the C64 version. However, the music only plays on the Title screen, and no music is played during levels unlike with the C64 version. Audio is also audibly different due to hardware limitations.


--- MSX Release ---
Video: https://www.youtube.com/watch?v=dXarj-ZWvXM

- No staff credited either in-game, or in the manuals. Staff currently unknown.

- No in-game music, and not musically identical to other versions, but does have short chiptune music.


--- PC-88 Release ---
Video: https://www.youtube.com/watch?v=GKLUCjkyX7o

- Made by ASCII Corporation. No staff are credited. Staff unknown.

- Has no in-game music, but small chiptunes before a level begins similar to the MSX version by the same developer.


--- Sharp X1 ---
Video: https://www.youtube.com/watch?v=dRUlyfBYtzY

- Also by ASCII Corporation. No staff credited.

- No music plays during levels, but the chiptunes that play prior to a level are extremely similar to the other ASCII Corporation ports on the MSX and PC-88.


--- FM7 ---
Video: https://www.youtube.com/watch?v=J3SN6yOxkKU

- ASCII Corporation port. No staff credited.

- Music is very similar to the other ASCII Corporation ports on the MSX, PC-88 and Sharp X1.


--- Game Boy Color Release ---
Video: https://www.youtube.com/watch?v=OGLV6t5p1vc

- Made by Digital Eclipse. Has a staff credit roll screen, and staff are known.

- Has it's own unique music different than all other versions for the Title screen and the level results screen, but uses a similar (or same) morse code music from the NES and Arcade version.


--- Windows / Windows Mobile Release ---

- Information is scarce on this release, and couldn't find footage or info of the game. Apparently released in 2001 and developed by BitBank Software. May not be a real release.


--- J2ME, 2003/2004 Release ---
Video: https://www.youtube.com/watch?v=Flc4-K_6Mtk

- At least 2 J2ME versions exist, this one being the earlier one by Living Mobile.

- The game is more basic and features some unique music during level starts and game over screens. Appears to have a basic morse-code style music during the level gameplay.

- No staff are confirmed, and the game doesn't appear to have any staff credits or even any menu screens, instead just launching directly to gameplay after a brief title screen.


--- J2ME, 2009 Release ---
Video: https://www.youtube.com/watch?v=LpnAcgMWl34

- The second J2ME release is easily identifiable via the 'CAPCOM 2009' copyright at the bottom, and more advanced graphics.

- Features unique music and sound design, with a full soundtrack during levels.

- Doesn't appear to show any in-game credits, and the 'About' section only says developed and published by Capcom without mentioning names.


--- Wii Virtual Console Release ---
Video: https://www.youtube.com/watch?v=-wh_eIgh9sk

- A rerelease of the Arcade version.


--- iOS / Android Release ---
Video: https://www.youtube.com/watch?v=SNRcvt1oGP0

- Mobile port of the Arcade version, using similar music and sound effects but including some new sounds.

- Appears to no longer be available for download, and unknown if it ever had a staff credit roll screen. Staff unknown.

Last edited by Pash Master; May 12, 2025 at 02:17 PM.
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  #2  
Old May 12, 2025, 02:14 PM
Pash Master Pash Master is offline
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I have new research into finding sound/music artists for the game's uncredited ports, and have made new discoveries and potentially found an uncredited person for the ZX Spectrum port.

There is a secret message in the BASIC loader of the ZX Spectrum port of the game, which included a small paragraph from one of the developers. The message says:

Quote:
1942 Writen by SYROX
© japan capsule computers
This loader was writen by Stuart of XCEL.
Allthough it looks very pretty and is called psychekic megga load it dident take very long to write and is therefore very easy to hack.
Special thenks to chris nash for stating the obvious
and to prince for supplying probably the best music in the world
Thankyou and goodnight
"allways look to the dawn and there you will find the light"
Lots of love, Stuart & dawn
Source: https://tcrf.net/1942_(ZX_Spectrum)


This message makes reference to several people. Prince can likely be discarded as a tribute to the famous musician who the dev likely listened to during development. So this leaves Stuart and Chris Nash.

The Stuart (of XCEL) is easily identified as Stuart Middleton, a programmer at the game studio Xcel Ltd. He has a history of leaving behind secret messages in his games, especially with Elite Systems games (Source). However, he has no history of anything audio related. All his (numerous) credited roles are entirely for programming in that time era, and eventually dabbling into minor art related roles in the 90s while still predominantly doing programming. (Source)

He seems to be the right person, and has history with Elite Systems but only in loaders. We can therefore rule him out for audio-roles.

This leaves us with Chris Nash. A quick MobyGames search does give us a result and reveals someone from close to that time era (earliest credits are 1994). But we still need to confirm this is the correct person. Luckily a homepage is attached to the MobyGames profile (now deactive), but a Wayback Machine search reveals it was archived and contains a very detailed Career biography. (Source). But nothing on his detailed career info mentions working on 1942, or Elite Systems, or SYROX. So it appears we have the wrong Chris Nash.

However, if you further analyse all the games credited by a 'Chris Nash' on MobyGames, some very interesting oddities pop out. There's one game called Dirt Racer - and it's developed by Elite Systems. The game even has a Staff Credits screen. Inside, Chris Nash is credited as Stereo Sound Effects. (Source)

This makes me believe there are two Chris Nash, and they have erroneously been linked on MobyGames as the same person. A cross-reference on (let's call him Chris #1)'s website confirms this.

Chris #1 does not list Elite Systems on his career bio. He also mentions working at a different developer who went under and didn't release any games during the time Dirt Racer was released. So he has no game releases until joining Engineering Animation Inc in 1997.

Chris #2 on the other hand has several games from 1995 onward, all related to Elite Systems: Dirt Racer (1995), Strike Point (1996), Onside Complete Soccer (1996), and Test Drive: Off-Road (1997). He likely worked on more games prior to 1995, but his credited work only appears from 1995 until 1997.

Elite Systems were historically terrible at crediting their staff. They did not begin giving due credits to their artists until very late 1993 / start of 1994.
This would explain why Chris Nash #2 doesn't start appearing on databases until the mid 90s. (Source). The ZX Spectrum port was released in 1986 - before Elite Systems were crediting their developers.



So we now have evidence of a Chris Nash working on several Elite Systems games during that time period, who is also confirmed to have worked on 1942's ZX Spectrum port via a hidden developer message within the game directly linking him to the project, and has been positively identified as having sound effect credits attached to his name. That's about as close as we can get without direct evidence or an official credits list.

It should be reminded that this isn't solid proof of his involvement regarding audio in 1942. Yes, we can say with a good degree of confidence he worked on the game - the question should now be did he play a role in the Audio for 1942's ZX Spectrum port. Out of the four games he's credited on, one has sound credits. If you like statistics, that's a good percentage out of the small amount available. But to play devil's advocate, you could say it's just a single role - that of which also has someone else credited for music on the game Dirt Racer (Toby Williams). Nonetheless, these are some more things to ponder as more is uncovered.

One more thing that should be noted is the ZX Spectrum port of 1942 barely has any music or sound effects. In fact, it only features a short 7-note melody at the end of each stage, and two sound effects during gameplay (firing, and power ups which is repeated longer for points tally too). Nothing too complex.

Last edited by Pash Master; May 12, 2025 at 02:40 PM.
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